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Posted
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.

Posted
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.

Posted
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)

Posted
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.

Posted

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

Posted
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?

Posted

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

Posted

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?

Posted

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 :classic_wink:

 

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:

 

Posted
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 :classic_wink:

 

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...

Posted
24 minutes ago, DeWired said:

Notice anything funny?

:classic_huh: 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 :classic_shy:

Posted
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.

Posted

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.

Posted
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 

Posted
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

Posted
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:

 

xaKxBl8.png

 

(I can't upload image to post at the moment for some reason, site issues?)

Posted
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?.....

Posted

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.

Posted
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:

 

xaKxBl8.png

 

(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

Posted
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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