grayedge Posted November 26, 2019 Posted November 26, 2019 im having a problem with the hiding funcion none of the chastity devices are hiding when i put on a catsut.
Zaflis Posted November 26, 2019 Posted November 26, 2019 40 minutes ago, grayedge said: im having a problem with the hiding funcion none of the chastity devices are hiding when i put on a catsut. Have you changed the hider settings in MCM? Unfortunately there isn't "reset to defaults" i think, but you could have set them wrongly. You can also try disabling the hider and then enabling it again. If that's not working you may have some interfering mod too.
swords and sandals Posted November 26, 2019 Posted November 26, 2019 3 hours ago, grayedge said: im having a problem with the hiding funcion none of the chastity devices are hiding when i put on a catsut. I might be wrong, but I think catsuits are deliberately set to be ignored by the device hider, because they're designed to fit underneath the devices.
Zaflis Posted November 27, 2019 Posted November 27, 2019 6 hours ago, merManc said: I might be wrong, but I think catsuits are deliberately set to be ignored by the device hider, because they're designed to fit underneath the devices. I showed screenshot some posts back where device hider hides bra and corset. (Specifically under the catsuit)
swords and sandals Posted November 27, 2019 Posted November 27, 2019 4 hours ago, Zaflis said: I showed screenshot some posts back where device hider hides bra and corset. (Specifically under the catsuit) Ah, fair enough. Either my mind is playing tricks on me, or that was changed at some point. Or it might be a DD expansion versus Cursed Loot thing. Perhaps the Dcur catsuits do (or did) this, but not the ones in expansion? I haven't used Dcur in a long time, so I'm not sure about that.
Perseus117 Posted November 28, 2019 Posted November 28, 2019 hey, can anyone help me when i equip armbinders, my hands get hidden and the armbinder shows up on my back but the animation does not work and my character is able to use hands as if the armbinder is not there...i have fnis and xpmse32
Laura Posted November 28, 2019 Posted November 28, 2019 1 hour ago, Perseus117 said: hey, can anyone help me when i equip armbinders, my hands get hidden and the armbinder shows up on my back but the animation does not work and my character is able to use hands as if the armbinder is not there...i have fnis and xpmse32 Did you run FNISforUsers.exe?
Perseus117 Posted November 28, 2019 Posted November 28, 2019 3 hours ago, Laura 'Lokomootje' said: Did you run FNISforUsers.exe? yes i did, as i said i have fnis and so i used it, did bodyslide too
Dojo_dude Posted November 28, 2019 Posted November 28, 2019 Are there any mods or functionality that adds devious spells to NPC mages? Like they cast a yoke on your character for example?
AtackHelicopter Posted November 28, 2019 Posted November 28, 2019 Hej, i've got a problem with gags. When i am equiping ANY gags they are working good at first 2-3 seconds, after mouth is closing... Unequip and equip works from time to time. Sometimes mouth just randomly closes itself after beeing open for more than 2 minuts while gagged... Tested both with or without gag fix plus new saves! All mods are updated to the last versions. Cbbe hdt body is used (if it does matter). Sorry for being ununderstandable, england is not my city... LOOt is used, reinstalled all mods- did not help
Wolfguard21st Posted November 29, 2019 Posted November 29, 2019 Just took the book in the forbidden bookcase, but I'm missing some devices in the forge like the BB yoke, do I need to do the quest? or is there another tome
skoomaboi Posted November 29, 2019 Posted November 29, 2019 I'm having a problem regarding about npcs, when i put a armbinder on them, the animation works, but if we fast travel, the npc doesn't do the armbinder animation and their hands are invisible, is there a solution to this aside from reequipping it on the npc? I don't think this is a problem regarding me forgetting to run FNIS or fixing my load order with LOOT, if there isn't a solution, is there atleast a mod out there that allows me to manually refresh a npc's animation to potentially fix their animation not working?
worik Posted November 29, 2019 Posted November 29, 2019 Possible minor bug report While wearing a DD armbinder, the animation selection came up with a stupid and immersion breaking animation. Matching and immersive animations would have been available and possible. No further harm was done Current official DD versions, current version of Laura's Bondage Shop which provided the trigger for the scene. It appears the DD animation filter might be flawed in newer DD versions (> 4.2) ? Original reference post with more details and follow up posts:
DeWired Posted November 30, 2019 Posted November 30, 2019 On 11/29/2019 at 8:02 PM, worik said: Possible minor bug report While wearing a DD armbinder, the animation selection came up with a stupid and immersion breaking animation. Matching and immersive animations would have been available and possible. No further harm was done Current official DD versions, current version of Laura's Bondage Shop which provided the trigger for the scene. It appears the DD animation filter might be flawed in newer DD versions (> 4.2) ? Original reference post with more details and follow up posts: You know what? You are right. This is function definition to select valid animations sslBaseAnimation[] function SelectValidAnimations(sslThreadController Controller, int count, sslBaseAnimation previousAnim, bool usingArmbinder, bool usingYoke, bool HasBoundActors, bool forceaggressive, bool permitOral, bool permitVaginal, bool permitAnal, bool permitBoobs) And there are it's uses: sslBaseAnimation[] anims = SelectValidAnimations(Controller, originalActors.length, previousAnim, false, UsingArmbinder, UsingYoke, HasBoundActors, PermitOral, PermitVaginal, PermitAnal, permitBoobs) anims = SelectValidAnimations(Controller, actors.length, previousAnim, false, UsingArmbinder, UsingYoke, HasBoundActors, PermitOral, PermitVaginal, PermitAnal, permitBoobs) anims = SelectValidAnimations(Controller, actors.length, previousAnim, false, false, false, false, PermitOral, PermitVaginal, PermitAnal, permitBoobs) anims = SelectValidAnimations(Controller, i, previousAnim, false, UsingArmbinder, UsingYoke, HasBoundActors, PermitOral, PermitVaginal, PermitAnal, permitBoobs) Notice anything funny? Right, arguments are shuffled around, so usingArmbinder is always end up with "false". So - fix is needed. I'll try to do it tomorrow... 3
worik Posted November 30, 2019 Posted November 30, 2019 24 minutes ago, DeWired said: Notice anything funny? I am not that good at reading those scripts (yet) . Just for my personal understanding: Is it that the variable "UsingArmbinder" and all others are at the wrng positon because of e.g. this "false" in the wrong position here : 24 minutes ago, DeWired said: anims = SelectValidAnimations(Controller, actors.length, previousAnim, false, UsingArmbinder, ... ? Using Armbinder should be the 4th variable, not the 5th , right? I'm still learning
UnEvenSteven Posted November 30, 2019 Posted November 30, 2019 24 minutes ago, DeWired said: You know what? You are right. This is function definition to select valid animations And there are it's uses: Notice anything funny? Right, arguments are shuffled around, so usingArmbinder is always end up with "false". So - fix is needed. I'll try to do it tomorrow... You may also want to take a look at the arguments for the Pet Suit as well, they haven't been working right either in 4.3a. The Yoke animations seem to work fine for me with 4.3a but wouldn't hurt to take a look if you don't mind. Thanks for looking in to this, DeWired.
pnutz78 Posted December 1, 2019 Posted December 1, 2019 Hi everyone, I recently noted an issue with armbinder and extreme hobble dress animations. Initially the devices get applied correctly: hobble dress pose and armbinder pose work- when I walk around and struggle restricted movement animations also work correctly, arms are in the armbinder. After about 20 seconds though my arms pop out of the armbinder (invisble hands) and instead the hoble dress pose and the restricted step animations disappear. I assume this is an issue with DDI- I am using version 4.3a btw. This behavior can be almost immediately triggered when I walk through a door and load new cells. Any guidance would be very much appreciated.
AtackHelicopter Posted December 1, 2019 Posted December 1, 2019 How soon bug fixes are coming for DD?
AtackHelicopter Posted December 1, 2019 Posted December 1, 2019 On 11/28/2019 at 11:04 PM, AtackHelicopter said: Hej, i've got a problem with gags. When i am equiping ANY gags they are working good at first 2-3 seconds, after mouth is closing... Unequip and equip works from time to time. Sometimes mouth just randomly closes itself after beeing open for more than 2 minuts while gagged... Tested both with or without gag fix plus new saves! All mods are updated to the last versions. Cbbe hdt body is used (if it does matter). Sorry for being ununderstandable, england is not my city... LOOt is used, reinstalled all mods- did not help Plz hjälp, somebody
DeWired Posted December 1, 2019 Posted December 1, 2019 On 12/1/2019 at 12:40 AM, UnEvenSteven said: You may also want to take a look at the arguments for the Pet Suit as well, they haven't been working right either in 4.3a. The Yoke animations seem to work fine for me with 4.3a but wouldn't hurt to take a look if you don't mind. Thanks for looking in to this, DeWired. First of all - I'm in no way a professional, I've learned about existence of Papyrus two month ago, and I still doesn't understand in full how DeviousDevices framework works. But I can spot things which are definitely wrong, such as this argument incostistency. So, take my words with a grain of salt, and apply your thinking too - you may spot something that I don't. As I understand it, current realization of animation filter have a chance (meaning it's not failproof) of working only in case of having Yoke - otherwise, it doesn't even catch a fact that some of actors are bound. As such, it's very much possible that petsuits are fixed by this too. Second - I did a patch, did some testing - so far, armbinder results in armbinder animations, petsuit results in petsuit animations, except for ones initiated by devices - plug inflation, for example. So, not a problem of SL animation filter, at least. Oh, just remembered - there was a problem with petsuit animation when chain harness was also equipped - I will look at keywords, maybe it counts as HeavyBondage. Tried to upload it, but it seems we have an intermittent upload problem. So, for now - just a diff, for @Kimy to look into. Spoiler --- zadBQ00.psc.orig 2019-12-01 13:12:35.119113100 +0300 +++ zadBQ00.psc 2019-12-01 13:23:54.314165100 +0300 @@ -921,7 +921,7 @@ int currentActorCount = originalActors.length ; Let's try and see if we can get valid animations right here - sslBaseAnimation[] anims = SelectValidAnimations(Controller, originalActors.length, previousAnim, false, UsingArmbinder, UsingYoke, HasBoundActors, PermitOral, PermitVaginal, PermitAnal, permitBoobs) + sslBaseAnimation[] anims = SelectValidAnimations(Controller, originalActors.length, previousAnim, UsingArmbinder, UsingYoke, HasBoundActors, false, PermitOral, PermitVaginal, PermitAnal, permitBoobs) if anims.length <= 0 ; we didn't get a valid animation. Let's move the belted actors to solos. @@ -947,7 +947,7 @@ EndIf Endif libs.Log("Total actors: " + originalActors.length + ". Participating Actors: " + actors.length + ". Animation: " + previousAnim.name) - anims = SelectValidAnimations(Controller, actors.length, previousAnim, false, UsingArmbinder, UsingYoke, HasBoundActors, PermitOral, PermitVaginal, PermitAnal, permitBoobs) + anims = SelectValidAnimations(Controller, actors.length, previousAnim, UsingArmbinder, UsingYoke, HasBoundActors, false, PermitOral, PermitVaginal, PermitAnal, permitBoobs) EndIf if anims.length <= 0 @@ -980,7 +980,7 @@ while i >= 2 && anims.length==0 i -= 1 libs.Log("Reduced number of actors to " + i) - anims = SelectValidAnimations(Controller, i, previousAnim, false, UsingArmbinder, UsingYoke, HasBoundActors, PermitOral, PermitVaginal, PermitAnal, permitBoobs) + anims = SelectValidAnimations(Controller, i, previousAnim, UsingArmbinder, UsingYoke, HasBoundActors, false, PermitOral, PermitVaginal, PermitAnal, permitBoobs) ;anims = SelectValidAnimations(Controller, i, previousAnim, false, false, false, PermitOral, PermitVaginal, PermitAnal, permitBoobs) EndWhile if anims.length >=1 UPD. Upload works! ? DDi_animfilter_patch_01122019.zip 3
Zaflis Posted December 2, 2019 Posted December 2, 2019 13 hours ago, AtackHelicopter said: Plz hjälp, somebody Which mod manager are you using, and did you verify that the old DD4.3a PEX file is overwritten with the bugfix i linked on the previous page? MO2 would show you this: (I can't upload image to post at the moment for some reason, site issues?)
t.ara Posted December 2, 2019 Posted December 2, 2019 4 hours ago, Zaflis said: (I can't upload image to post at the moment for some reason, site issues?) hi, i have same prob., since 48 hours?.....
Lupine00 Posted December 2, 2019 Posted December 2, 2019 Found a bug with harnesses. Some harnesses act as belts and have DeviousBelt keyword. Some do not. However, all harnesses block piercing add/remove. So when naive modder checks for belt keyword to see if PC can fit or remove piercings, it gets a wrong answer. I believe that harnesses without belt keyword should not block piercing add/remove.
AtackHelicopter Posted December 2, 2019 Posted December 2, 2019 8 hours ago, Zaflis said: Which mod manager are you using, and did you verify that the old DD4.3a PEX file is overwritten with the bugfix i linked on the previous page? MO2 would show you this: (I can't upload image to post at the moment for some reason, site issues?) I did use vortex, now I reinstalled skyrim and will try the mod organizer 2. Now i understand why mo2 should be used, THX 1
DeWired Posted December 2, 2019 Posted December 2, 2019 7 hours ago, Lupine00 said: Found a bug with harnesses. Some harnesses act as belts and have DeviousBelt keyword. Some do not. However, all harnesses block piercing add/remove. So when naive modder checks for belt keyword to see if PC can fit or remove piercings, it gets a wrong answer. I believe that harnesses without belt keyword should not block piercing add/remove. Did a test patch - you can try it.. DDi vaginalPiercing patch 02122019.zip UPD. So, I was so excited about working uploads that I rushed all that without proper explanations. Let's rectify that... As I read the code about Vaginal Piercing equipping, I found out that there are three places to block interaction. In two of them, checks were done like "Has belt keyword?", if no - go ahead with equipping, if yes - "Has harness keyword?" - if yes, it's belt harness, if no - it's simple belt. It was done to print a different messages in case of belts and harnesses. But in one place belt/harness check was done independently - and it was causing aforementioned bug. So, I redone this part to work the same way as other parts of this same file (basically, I think now it works as intended by developers). But as always, it's for @Kimy to decide. Oh, and one more thing - I do believe, that current unpatched code doesn't block piercing removal from under non-belt harnesses. It's only putting in that was blocked. Actual patch in spoiler, but it's also included in archive. No testing was done at all. As usual, be advised to take precations, make savegame backups and all that. Spoiler --- zadPiercingVaginalScript.psc.orig 2019-12-02 16:43:28.339918900 +0300 +++ zadPiercingVaginalScript.psc 2019-12-02 16:45:38.722282400 +0300 @@ -13,23 +13,20 @@ libs.Log("Avoiding FTM duplication bug (Vaginal Piercings).") return 0 EndIf - if akActor.WornHasKeyword(libs.zad_DeviousHarness) - if akActor == libs.PlayerRef && !silent - libs.NotifyActor(strFailEquipHarness, akActor, true) - ElseIf !silent - libs.NotifyActor("The harness " + akActor.GetLeveledActorBase().GetName() + " is wearing prevents you from inserting this piercing.", akActor, true) - EndIf - if !silent - return 2 - Else - return 0 - EndIf - Endif + if akActor.WornHasKeyword(libs.zad_DeviousBelt) - if akActor == libs.PlayerRef && !silent - libs.NotifyActor(strFailEquipBelt, akActor, true) - ElseIf !silent - libs.NotifyActor("The belt " + akActor.GetLeveledActorBase().GetName() + " is wearing prevents you from inserting this piercing.", akActor, true) + if akActor.WornHasKeyword(libs.zad_DeviousHarness) + if akActor == libs.PlayerRef && !silent + libs.NotifyActor(strFailEquipHarness, akActor, true) + ElseIf !silent + libs.NotifyActor("The harness " + akActor.GetLeveledActorBase().GetName() + " is wearing prevents you from inserting this piercing.", akActor, true) + EndIf + Else + if akActor == libs.PlayerRef && !silent + libs.NotifyActor(strFailEquipBelt, akActor, true) + ElseIf !silent + libs.NotifyActor("The belt " + akActor.GetLeveledActorBase().GetName() + " is wearing prevents you from inserting this piercing.", akActor, true) + EndIf EndIf if !silent return 2
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