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Posted

The last 2 hours a tried to figure out, how the difficulty level of DDi are working. Especially the cooldown part of the mod. Important: the following explanation attempt will assume we have a key. Here is what I understand reading some scripts and the esm:

The cooldownmodifier is a calculation from the mcm Setting. The length of the list (default 9) is shortend by 1 and divided by 2. Result is the median in the script and should be 4. There is a fixed modifer in the script: 0.9. This modifier is divided by the calcualted median resulting in 0.225 and is called Steplength. The Steps itself are calculated from the mcmValue set minus the median. Default is 4 (Kinky) minus 4 resulting in zero.

Last the returned value val is calculated. Depending on the bolean value it is 1+(x*y) or 1-(x*y). Let´s go with the unlock cool downtimer. The bolean is false. We go with the calculation 1-(0*0.225) resulting in 1. This value is returned to the calling function.

Am I correct this far?

Next Function. I want to know if I´m able to make an Unlockattempt (canmakeunlockattempt).

The hours between two unlockattempts is calculated with the in the esm set UnlockCooldown muliplied by the cooldownmodifier. Let´s assume we have a bra. In the esm 10 is set. 10*1=10. Working. Why is it not working for a belt? Same UnlockCooldown in the esm.

Or did I have this much bad  luck, that the belt is opening in approx 25 attempts without hassle?

btw: The UnlockCooldown is only set for belts and bras. Any other restraint don´t have this property in the esm.

 

Maybe anybody else could try if he/she is able to confirm my observation? I really want to know if I made a mistake or only the bra has a working cooldownmodifier. My belts all open immediately. Every normal restraint has a cooldown between two attempts of zero.

 

The lockrepair and struggle attempts have a value, because there is a float property set in the script itself >0.0 (EscapeCooldown is 2.0 and RepairCooldown is set to 4.0). These values are never changed in the esm.

Only the UnlockValue is set to zero and will change only using a belt or a bra, if I read the esm correct. But still I can only tell for the bra, because the belt will open every time I have a key, for whatever reason.

 

Why did I make this? Because I want to influence the Cooldown between the opening attempts with a key and not only for the bra but for all restraints. As it is now the cooldown feature for keys is pretty useless. For most items you just need keys and can make as many unlockattempts as you want without having to wait.

 

Edit: The belts in integration don´t have the UnlockCooldown property in the esm, neither have the bras. But the script belongs to integration. Some of the DDx bras and belts have the UnlockCooldown set in the esm.

Posted

@Rogwar002 I'm going Skyrim LE, will set difficulty of DD all to kinky. Level 1 character - tele to Laura Bondage Shop - just in case i will brake the lock.

How much repetitions you want for BRA & BELT or just tell you after wich attempt i unlocked belt?

 

Run 1:

BRA: succesfull removal after 9'th attempt (lockpick)

BELT: umm... wth?! succesfull after 1'st attempt (lockpick) - no it can't be true, makinr run no.2

 

Run 2:

BRA: 7'th run - broke the lock - repairing, continue... 15'th attempt so far no good... 18'th attempt succesfull!

BELT: checking now... (sitting in chair to bypass animation)... 4'th attempt picking lock succesfull! - going to run no.3

 

Run 3:

BRA: checking now... 7th no good, but no breaking, continue... 10'th attempt succesfull !

BELT: checking now... 8'th attepmt still no good, continue... 14'th attempt no good, continue... 22'th attemp i don't think i can make it but continue... 27'th attempt still restrained getting boring... lol 35'th attempt no good... :O nope - sorry i'm resigning at 40'th attempt FAILED.

 

Did it proove something - or did not - idk. Third run i couldn't free myself by lockpicking the belt. I'm however not trying after 40'th repetition of lockpicking the belt. Sorry.

 

EDIT: Playing windowed mode Skyrim LE. Using: Better MessageBox Controls - without it my keyboard wouldn't work on messageboxes , also No Boring Sleep-Wait Menu - allows to wait in hours or days if needed ?

Each unsuccessful attempt - waited for 2 hours... I was editing this post when making repetitions.

Posted
10 hours ago, piotsze said:

I'm going Skyrim LE, will set difficulty of DD all to kinky. Level 1 character - tele to Laura Bondage Shop - just in case i will brake the lock.

How much repetitions you want for BRA & BELT or just tell you after wich attempt i unlocked belt?

What I read in your post is, my skyrim randomizer is a bitch :) Ok. We knew that already. You had unlock failures for the belt. Yesterday my belt opened more than 20 times in a row immediately. Seems to be just fucked up.

But I always used a key. Only the key will use the UnlockCooldown feature. This floating variable is by default 0 hours and could be changed in an Armor piece in the esm.

I never used a lookpick. The Lockpick does make use of the EscapeCooldown variable. The scripts always use a predefiend floating variable (2.0 hours). If this variable is set in the armor piece (e.g. in the esm), I think it would change.

 

I have a better understanding now. Thank you.

The UnlockCooldown is implemented but almost usesless. Only very less items have a property set. Right know I only found 4 items having the property: Gold and silver belts and bras. Same for EscapeCooldown. Not a single item has his own property. Only the default value is used. A pity, because the MCM is suggesting a difficulty which is not there.

 

But knowing this, I can manipulate my own as long as the Kimyslices for DDi/DDx are occupied with DCL 9.0 ;)

 

Posted

there is the problems with animations that change the player’s movements (armbinder and others device) after loading save or change the location of the hand and body play standard animations.
can anybody give advice on how to fix this?

Posted
1 hour ago, SullenMan said:

there is the problems with animations that change the player’s movements (armbinder and others device) after loading save or change the location of the hand and body play standard animations.
can anybody give advice on how to fix this?

Install new version of FNIS 7.5 from nexus and generate animations again with fnis. This solved it for me. Also sometimes it happens that once putted Armbinder on my character - this changed my animation of sprinting to be like in Armbinder, but without armbinder being on my character. She just sprinted with arms-togheter-like behind back. Only one solution to stop this was to put armbinder again on my character, than remove the armbinder.

 

EDIT: I think that i had this problem when using DDi + DCL + Shout Like a Virgin altogether.

Posted
49 minutes ago, sollego2468 said:

I have an issue with devices underneath. My armor is equipped but some didn’t show up. What should i do

MCM Devious Devices -> Devices Underneath (1) -> Item Hider: is set to default "Device Hider + Long Hair slot (41)". You can change it to "None (Disabled)".

But this however will give you clipping with armor packs.

Posted
3 hours ago, SullenMan said:

there is the problems with animations that change the player’s movements (armbinder and others device) after loading save or change the location of the hand and body play standard animations.
can anybody give advice on how to fix this?

Do you have slaverun? It didn't work with latest DD 4.2+ without a patch (download link in that mod comments).

Posted
52 minutes ago, piotsze said:

MCM Devious Devices -> Devices Underneath (1) -> Item Hider: is set to default "Device Hider + Long Hair slot (41)". You can change it to "None (Disabled)".

But this however will give you clipping with armor packs.

I tried but it still doesn’t work on Penuma armor i cant equip the belt. Can you be more specific about the slot

Posted
1 hour ago, sollego2468 said:

I tried but it still doesn’t work on Penuma armor i cant equip the belt. Can you be more specific about the slot

Search result for "Penuma" gave me: Penumbra Armor or Pneuma Armor for Skyrim SE. Which one do you use - i will download it and check it on my config.

Item Slots used in Skyrim: http://wiki.tesnexus.com/index.php/Skyrim_bodyparts_number - i think i can't be more specific than that.

 

EDIT: This is not correct thread to report such problems - if you are on Skyrim Special Edition. There is a separate forum thread to do that. It's there - CLICK ME.

However i have tested Pneuma Armor for Skyrim SE with Devious Devices BETA for Skyrim SE. This is a problem because some parts of this "fancy" Pneuma Armor uses item slots which are used by Devious Devices integral mechanisms.

What i bellieve you want to have is to use this armor with Devious Devices SE BETA. No problems to do that. But you will need to go to MCM Devious Devices -> Devices Underneath (1) - again. And set completly everything to "None". Like that:

Spoiler

ScreenShot1.png.7eb3fda6d2dd4bbf2e4f4f5cf9ba82d9.pngScreenShot2.png.63dc468c93a023fd77db4a10d42f2b6f.png

Proof for that it is working:

Spoiler

ScreenShot0.png.1b55138086b434d3c3d63154bba600bf.png

 

Posted
On 10/11/2019 at 12:58 PM, merManc said:

 

Sorry to hear about that motherboard.

 

As for gags, there's a problem with them in DDi 4.3a. An unofficial fix has been posted earlier in the topic, but it will require you to get hold of a script file from the 4.3 version and overwrite the problem script in 4.3a. The details are here:

 

 

You can also use these files. Modified the source file as per description and recompiled the file. As it only fixes a bug I'm not sure why the users didn't upload the file in the first place. So here it is.

 

Gag effect patch.7z

Posted
4 hours ago, piotsze said:

Install new version of FNIS 7.5 from nexus and generate animations again with fnis. This solved it for me. Also sometimes it happens that once putted Armbinder on my character - this changed my animation of sprinting to be like in Armbinder, but without armbinder being on my character. She just sprinted with arms-togheter-like behind back. Only one solution to stop this was to put armbinder again on my character, than remove the armbinder.

 

EDIT: I think that i had this problem when using DDi + DCL + Shout Like a Virgin altogether.

did not help. Any other ideas? thank you in advance

Posted
28 minutes ago, SullenMan said:

did not help. Any other ideas? thank you in advance

For animations not proceeding as it should? None at all. As it shall be registered at the beginning when starting new game. And i have no idea if is possible to reregister them by hand. Probably not - because even by console you cannot communicate with papyrus scripts at any way. Also to my understanding - there is none option in MCM to do that, for now.

Made a video what happens "in the background" - when you start a new game - if interested to watch, it's here. However i use ZaZ Animation Pack - your setup might be different.

Posted
1 hour ago, demonsforc said:

I think the problem is ddi. Will someone check event "trip and fall".

  Reveal hidden contents

SharedScreenshot.jpg.b973c271c7448a9416d4af07d2f9ac31.jpg

 

Well, that's simple - trip and fall works only for that what it says. There is no animation to stand up. So your character will just pop in instant from the ground to standing up position. Most of people knows this, and i'm unsure why they didn't reply to you - instantly. So here it is. ^^

Posted
4 hours ago, Zaflis said:

Do you have slaverun? It didn't work with latest DD 4.2+ without a patch (download link in that mod comments).

yes you seem right. I removed the slaveun and the animations stabilized. the patch did not help. he is too old? are there newer versions of the patch?

Posted
1 hour ago, demonsforc said:

No. I myself checked through the replacement animation "RandomIdleAnimation". Here, too.

  Reveal hidden contents

 

 

Now this is mostly interesting. I think now i want to go also to check both: Skyrim LE & Skyrim SE.

Posted
6 hours ago, piotsze said:

Search result for "Penuma" gave me: Penumbra Armor or Pneuma Armor for Skyrim SE. Which one do you use - i will download it and check it on my config.

Item Slots used in Skyrim: http://wiki.tesnexus.com/index.php/Skyrim_bodyparts_number - i think i can't be more specific than that.

 

EDIT: This is not correct thread to report such problems - if you are on Skyrim Special Edition. There is a separate forum thread to do that. It's there - CLICK ME.

However i have tested Pneuma Armor for Skyrim SE with Devious Devices BETA for Skyrim SE. This is a problem because some parts of this "fancy" Pneuma Armor uses item slots which are used by Devious Devices integral mechanisms.

What i bellieve you want to have is to use this armor with Devious Devices SE BETA. No problems to do that. But you will need to go to MCM Devious Devices -> Devices Underneath (1) - again. And set completly everything to "None". Like that:

  Reveal hidden contents

ScreenShot1.png.7eb3fda6d2dd4bbf2e4f4f5cf9ba82d9.pngScreenShot2.png.63dc468c93a023fd77db4a10d42f2b6f.png

Proof for that it is working:

  Reveal hidden contents

ScreenShot0.png.1b55138086b434d3c3d63154bba600bf.png

 

I used Penuma armor for Skyrim Le. Can you test it? I appreciated you work. 

Posted
On 10/15/2019 at 3:41 PM, sollego2468 said:

I used Penuma armor for Skyrim Le. Can you test it? I appreciated you work. 

Ofc i can. Give me link to direct download it, and i will test it. Only one link is here pointing to Skyrim SE and i don't find any for Skyrim LE...

 

Edit: Wait now... It's not Skyrim LE compatible... ~.~

Posted

@demonsforc MxR was using older version of DCL 8.2 when DDi 4.2 was used with it. In both cases Skyrim LE and Skyrim SE works now like that in DDi 4.3a :

 

Skyrim Legendary Edition, DDi 4.3a - showing trip and fall:

https://mega.nz/#!OXRD1SRQ!HfTeKKXfTyLLC9XZXwU3gRp85Xm8ZLNZnN_Ok3wKqbA

 

Skyrim Special Edition, DDi 4.3a - showing trip and fall:

https://mega.nz/#!WGJRgYZT!WCI8ZJtC4nUJCAMtZLCuDONNP6GN-TPWL2hbaUMWJ0I

 

So i'm not changing my word on that - she trips, falls, than immidietly stands up - when animation ends.

 

You however - may have found a bug - i honestly don't know that.

Posted
11 minutes ago, Seph64 said:

Huh, I thought Devious Devices for SSE was never updated past the initial beta stages, How does 4.3 work with SE?

Seems stable. Hard to tell just after fighting with Skyrim SE after three days, maybe even four days just to play with it for half an hour... just out of curiosity and maybe to learn something new. ?

Posted

Oh, so you just install the one made for LE and it works?

 

Another question; did someone ever put out a Physics Extensions mod for SE, like HDT PE? Cause I imagine some restraints won't work right without something like that. Haven't been keeping up with the Special Edition mod scene since I stuck it out with LE for so long, but I've been getting annoyed by the stability issues I've been running in to with LE that I thought I'd give SSE another go.

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