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Posted
16 hours ago, xyzxyz said:

When a mod equips multiple devices at once some of them are often not visible. It happens mostly with corset and belts. Is there anything to do against that?

It would require of mod to display notifiction or a msgbox about what device is equiped to main character (thats why it is viewable by inventory screen). As long as they are devious - they also cover some body parts skimpy way - still being considered as being "naked" to other NPC's if only wearing them without any other conventional clothing/armor pieces covering those devices.

Other NPC's will make comments about being naked. I think this is to recreate helplesness and to trigger actions from other mods when NPC's see main character as being "naked" to public eye and not as being simply covered in clothing/armor while being "visibly bound". Being visibly bound usually happens when wearing any collar or cuffs/armbinder. Also Devious Device needs to be hidden under other clothing, if possible.

For the esthetic part of this - the way Skyrim displays clothing is based on Item Slots being used. Attaching item to a slot defines at which body part device will show their meshe+texture, simply to say - it will display it.

The worst part is that by disabling "Item Hider Slot" (by setting it to: NONE (DISABLED)) in the "Devices Underneath (1)" in "Devious Devices MCM menu" will make them visible by overlapping devious device meshe+texture over the conventional clothings/armor, making it to look very odd. Like this:

Spoiler

474940763_enb2020_04_2905_22_11_50.jpg.79e4aca6c69c7c7f313df44d985a5b08.jpg

 

And at the above picture you can see the example of overlapping two items: Steel Chastity Bra (Padded) with LUX Apathie: illusions Corset (clock). It doesn't look very good in game.

You can however use that oddly solution - but i think that esthetics of it is simply against it. This is also downside to Skyrim as meshes are not plastic in nature and they wont stretch over another one, as there is no collision detection between those two meshes. So the Corset doesn't know that it should stretch over Chastity Bra to conceal it... And because of that Item Hider simply exist.

 

EDIT: Devious Devices are also handled by scripts and hidden effects attached to a character (for lock/unlock purpose). Cant view those hidden effects as it is not displayed at Active Effects (like spells). You cannot communicate directly from Skyrims console command ~ to trigger DD scripts. However there is a console command "removeallitems" if executed on a charater - will remove all items - but will brake internal integrity of any further executions of scripts from mods - as it will not remove the hidden effects even if those devious items were removed.

The way it is done - because of scripts from other mods that are detecting devious device item being worn by character firstly, and not by the status of the hidden effects still being ON at the character. Thats also why save game may break for some people and there is no other way from recovering than using additional programs like Fallrimtools in that case to clear the save game file manualy.

Posted

So I came back to skyrim and I installed devious devices and I started a new game through the mod live another life and my female character she has her arms up as if she's in an armbinder. Yet I look in her inventory and she's just wearing the basic clothes you wear when you start, is their a way to fix this. Sorry if this is in the wrong thread, I thought I'd ask in one of the devious devices thread since I have all three installed.

 

Spoiler

20200501125953_1.jpg.155b7d93793ffd01ffbc0e9a0ce87272.jpg

 

Posted
17 hours ago, Hiderius said:

So I came back to skyrim and I installed devious devices and I started a new game through the mod live another life and my female character she has her arms up as if she's in an armbinder. Yet I look in her inventory and she's just wearing the basic clothes you wear when you start, is their a way to fix this. Sorry if this is in the wrong thread, I thought I'd ask in one of the devious devices thread since I have all three installed.

 

  Hide contents

20200501125953_1.jpg.155b7d93793ffd01ffbc0e9a0ce87272.jpg

 

Thats when effect or animation bugged out for you and even if you have no item - you have still this animation. Thats sick - but what you need to do now is to get out of this animation actually by locking yourself in any yoke and than unlocking it succesfully out. (don't choose Tough ones or very hard difficulty)

This is only option to get your character out of that pose of "invisible yoke". This can also happen to Armbinder when using sprinting animation... And rebuilding by FNIS wont help you here. Tie yourself on and untie from yoke - this way DD should remove that pose by removing effect. And to my undestanding effects are removed only when DD scripts take notice about yoke being removed by player by unlock/struggle out from it in this case...

Seems like DD sometimes doesn't catch up to remove effects from a character when it should do it. Maybe due to overloaded game with many scripted mods...

Posted

@Zaflis I had this kinda situations also many times by far with DD's (v 4.0+) that i dont even count how many times it was by far, and not only with yoke but armbinder also. To the LAL start i dont see this any different than on my video. My setup is done with Dimes Quickstart - which i have made long in the past. Still working perfectly ok. Also being very stable, not as LAL was ever for me in the past.

@Hiderius Please watch my video here if you want to have a better concept of what happens in the background with DD's also - when you start new game. Maybe you missed something when starting new game with your setup.

Posted
20 hours ago, Hiderius said:

So I came back to skyrim and I installed devious devices and I started a new game through the mod live another life and my female character she has her arms up as if she's in an armbinder. Yet I look in her inventory and she's just wearing the basic clothes you wear when you start, is their a way to fix this. Sorry if this is in the wrong thread, I thought I'd ask in one of the devious devices thread since I have all three installed.

 

  Reveal hidden contents

20200501125953_1.jpg.155b7d93793ffd01ffbc0e9a0ce87272.jpg

 

Some of us have a problem where Fnis Sexy Moves animations get overwritten by Devious Devices animations.  The yoke/binder un-yoke/un-binder trick does nothing.  If this is the case, then the only solution found so far is to set sexy moves all the back to default.  I think it's sexy moves 0, any other setting gives some variant of a devious device animation.

 

If someone can solve this for me, I'd be very grateful.  I've tried reloading devious device mods, Fnis Sexy Moves and moving them around in mod order using Mod Organizer 1 and 2.  Looking at the file system in Mod Organizer 2, the Fnis Sexy Moves animations seem to be there.

 

Posted

Procedure: sneaking, walking, running, sprinting. (Rewind to 4:20 to see the magic happens... if impatient)

DDi 4.3a + installed FNIS Sexy Moves 7.1 + 360 walk and run fix. (before you ask - yes i have run GenerateFNISforUsers.exe).

Overall changing FNIS Sexy Moves settings while being in Yoke - brakes animation of Yoke from DD.

But to be honest - animation still holds. Yoke is present and it didn't dissapeared. Unlocking of Yoke works also ok.

I'm not using any idle animations than that game default. Enjoy:

Posted

Hopefully this is okay but here's some test files for an elegant version of the straitjacket dress. Maybe they can find there way into the framework if there's interest.

 

formalstraitjacket.png.922b5ab4af256a3f4fe71e2bb09f5b34.png

 

The archive has BodySlide files for CBBE and UUNP versions. Covers Ebonite and Leather versions plus open-top versions, the .esp has the appropriate texture sets to cover red and white versions of the straitjacket dresses as well. Also includes a simple message when deciding to equip the dress or not. HDT is still working with these outfits.

 

Just stand there, looking elegantly bound...

Spoiler

standthere.png.bce3f18472329a7a17b4e7eeb78f9181.png

 

 

The white version could be interesting to use as a wedding dress, whether the player wants to wear it or not.

 

Priest: Do you agree to be bound together, in love, now and forever?

PC: Mmmph!

Spouse?: Of course she does!

PC: Mmmph, mmmph!

Priest: I'll take that as confirmation. Under the authority of Mara, the Divine of Love, I declare this couple to be wed.

PC: .....mmmph.

Spouse?: *devious grin*

 

Spoiler

wedding01.png.f20022b094fa6e92d50a5bd7cea094b1.png

wedding02.png.4ebcc23a7e557de87e1ecd6936f422a3.png

 

And here's the files, remember to build them in BodySlide. Look for DDX - CBBE - LeatherStraitjacketFormal and DDX - CBBE - EboniteStraitjacketFormal for CBBE.

 

For UUNP there's DDX - UUNP - LeatherStraitjacketFormal and DDX - UUNP - EboniteStraitjacketFormal.

 

The open top versions should be located with the regular versions in BS. To check in-game use either AddItemMenu or use the console with "help elegant" (no quotes), you should be able to find the straitjacket dresses. Their naming looks like, "Black Leather Straitjacket Dress, Elegant" or "Black Ebonite Straitjacket Dress, Elegant".

 

Formal Straitjacket Test.7z

 

This isn't a mod it's just a test/example. Never set-up new devices before.

 

Posted

Are there some things that need to be done to create the UUNP sliders?

I've done something similar but with the catsuit. Not by merging them because that did not work as the items are build very different. But by modifying the textures of the legs :P 

 

If the team is open for it then it could also be added.

 

CSSJ.JPG.9ffb7cbd10dd59a1671090ee1b555665.jpg.d733d6cb344bd446349c61b22d300b56.jpg

Posted
5 hours ago, naaitsab said:

Are there some things that need to be done to create the UUNP sliders?

I've done something similar but with the catsuit. Not by merging them because that did not work as the items are build very different. But by modifying the textures of the legs :P

 

 

I did everything with Outfit Studio by creating new projects, adding the outfits, deleting some parts and vertices and finally checking for clipping. Had to do this separately for the CBBE and UUNP versions.

 

I could do the same for the catsuit variant you've shown or I could see about creating a tutorial on how to create such a mash-up.

Posted
1 hour ago, UnEvenSteven said:

 

I did everything with Outfit Studio by creating new projects, adding the outfits, deleting some parts and vertices and finally checking for clipping. Had to do this separately for the CBBE and UUNP versions.

 

I could do the same for the catsuit variant you've shown or I could see about creating a tutorial on how to create such a mash-up.

I ran into issues with the bones and extreme clipping where the 2 parts meet (waist and breasts), I'm no bodyslide expert so I resolved it another way.

I've created custom textures for the body that is in the straitjacket nif. Some modifications to the body in Nifskope (texture paths and environment map etc).

 

If you can make the merge happen it would be far easier I think. let me know if it works out or not.

Posted
3 hours ago, naaitsab said:

I ran into issues with the bones and extreme clipping where the 2 parts meet (waist and breasts), I'm no bodyslide expert so I resolved it another way.

I've created custom textures for the body that is in the straitjacket nif. Some modifications to the body in Nifskope (texture paths and environment map etc).

 

If you can make the merge happen it would be far easier I think. let me know if it works out or not.

 

Alright here's the catsuit version of the straitjacket. Since there is no leather version of the catsuit I only used the ebonite version of the straitjacket.

 

catsuitstraitjacket.png.fdeb8b7ecd7b69b740df10d9a5595ca6.png

 

 

At least your legs aren't bound this time....

Spoiler

catsuitstraitjacketgame.png.228f33b4f7139b23048d9d385916edd8.png

 

 

I did take a certain liberty here, I changed the environment map of the catsuit to use the same texture as other ebonite devices. Also changed shader settings to match other ebonite devices, was too shiny otherwise when added with the straitjacket.

 

Good thing you didn't want a tutorial, there were issues withe catsuit portion crashing the game after deleting vertices in Outfit Studio, Had to revert to a rather older version of OS to stop the crashing. Funny enough I initially had to upgrade OS to fix similar issues when creating the elegant dress version of the straitjacket. ?

 

Here's the files, of course build them in BodySlide. Look for DDX - CBBE - EboniteStraitjacketCatSuit for CBBE and DDX - UUNP - EboniteStraitjacketCatSuit for UUNP. As with the Elegant Straitjacket the .esp is already set-up for the red and white versions. Also includes open versions that still show the breasts. Once again use the console or AddItemMenu to see them in-game.

 

Catsuit Straitjacket Test.7z

 

@naaitsab: I know you're wanting to use these in Deviously Pink. I can save these as a new project with different naming for specific use in your mod if you want. Just let me know and I can send you a message with the files.

 

 

 

 

Posted
14 minutes ago, UnEvenSteven said:

@naaitsab: I know you're wanting to use these in Deviously Pink. I can save these as a new project with different naming for specific use in your mod if you want. Just let me know and I can send you a message with the files.

 

 

Nice ! I'll PM you for the details then. Certainly interested.

Posted

One small thing that seems like an oversight is that the player is able to take out plugs while having their arms tied. In Deviously Vanilla I just extended zadPlugScript, but it seems like this should be the default.

Posted

So active here lately. Could I safely assume a DD update is incoming? I ask because if so, I will freeze updating my DD dependent mods (which are most) until the next version is released XD

Posted
4 hours ago, Kimy said:

I would add these to the framework library.

 

If you're interested I do have a refined version of the Open Elegant Straitjacket. This version still shows the dress where the open top is.

 

 

ElegantStraitjacketOpenRefined.png.75c525b696860c8fc034477165b1592a.png

 

 

naaitsab had a good idea while I was working on their version of the catsuit straitjacket. The idea was to give the "straitjacket-worn-over-the-catsuit" look so naaitsab's version still shows the catsuit when the breast cover from the straitjacket is removed.

 

Figured I could do the same for the open version of the Elegant Straitjacket and thus still show the dress.

 

I know there already exists a version for the regular hobble dress/straitjacket and no offense to whomever created but there could be some refinement so I toyed around with some concepts.

 

Spoiler

HobbleStraitjacketOpenRefined.png.f674f77f8f3b6987d323fbf7fb49ec15.pngHobbleStraitjacketOpenTopless.png.4464acfd35431954b65beebea660c9f1.png

 

 

This version you can still see the zipper in the back, from the hobble dress, go all the way up to neck and it keeps the padlock, the current version doesn't do this. If there's interest I could do these refined versions of the Hobble Straitjacket Dress.

 

Posted
5 hours ago, Targultoon said:

One small thing that seems like an oversight is that the player is able to take out plugs while having their arms tied. In Deviously Vanilla I just extended zadPlugScript, but it seems like this should be the default.

On this topic, basic front-cuffs have the same kind of "you can't add this/remove this/reach this" limitations as far more restrictive items like an armbinder, I guess because both are classed as heavy bondage.

 

However, front-cuffs could reasonably allow the vast majority of tasks to be performed, and aren't really heavy bondage in the sense it's generally applied.

While they are an animation changer, they shouldn't prevent all those actions.

 

While I understand that the necessary animations do not (currently) exist for a front-cuffed actor to perform weapon attacks, etc. there doesn't seem a need to prevent them from using keys etc.

Posted
3 hours ago, Lupine00 said:

On this topic, basic front-cuffs have the same kind of "you can't add this/remove this/reach this" limitations as far more restrictive items like an armbinder, I guess because both are classed as heavy bondage.

 

However, front-cuffs could reasonably allow the vast majority of tasks to be performed, and aren't really heavy bondage in the sense it's generally applied.

While they are an animation changer, they shouldn't prevent all those actions.

 

While I understand that the necessary animations do not (currently) exist for a front-cuffed actor to perform weapon attacks, etc. there doesn't seem a need to prevent them from using keys etc.

I will have a look at this suggestion and see how much work it would take to implement it. We don't have THAT many "wrists bound in front" devices, so it might be doable with limited effort. I hope.

Posted

Decided to play a littlebit with "Red Crotch Rope" - UUNP Body - and create ground model of it in NifSkope Editor ( by using existing meshe of "FT_Rope_Crotch_1.nif" ) and also TES5Edit (no knowledge of CK edit, sry!). Resulting in:

 

1636625006_enb2020_05_0603_00_54_84.jpg.a430171044f54788826d7debe161e490.jpg

1734379409_enb2020_05_0603_01_27_38.jpg.c543ffe9236179f496e8bbc2e67a3355.jpg

And more here:

Spoiler

51551341_enb2020_05_0603_00_58_49.jpg.26aca4dc548070da56bc60c56905125c.jpg

2083399374_enb2020_05_0603_01_43_30.jpg.a1749da3c924076f3fbe7234bab9a9d1.jpg

1723796684_enb2020_05_0603_03_13_61.jpg.7704dbe7c6eb23260991eaa20d4d55c5.jpg

1491580840_enb2020_05_0603_03_37_28.jpg.0d28897197cc97b08bb1b9b0795d93bd.jpg

 

 

Device is viewable, dropable, pickable to/from the ground. Could be kicked away or picked up like any other movable static object (like a basket). No CTD's while testing.

Making all rope devices like that would require ground models to be created for every single rope device plus also serious changes to original Master File (*.esm). For you to test this out i have created Plugin File (*.esp) - dummy file to overwrite original Master File pathing plus creating 3d model definitions to inventory.

 

NifSkope Editor hint:

Spoiler

nifscope_FT_Rope_Crotch_go.jpg.7d47fa1d1708e3ef5034bb047d16fe98.jpg

 

TES5Edit hint:

Spoiler

TES5Edit_FT_Rope_Crotch_go.jpg.8629318a9b60029fd5d2a1910cdd6768.jpg

 

Attaching meshe and plugin (patch) files here...

Devious Devices - Expansion Patch.espFT_Rope_Crotch_go.nifDevious Devices Expansion Patch.7z

( copy meshe into folder: \Meshes\devious\FeuerTin\ or use 7-zip archive which has both of them: plugin+meshe )

Posted
On 2/8/2020 at 8:22 AM, Tcat5051 said:

Is there any mod that lets a male character ( Player ) play as the master and use the npc (s) and followers be the slaves ?

what good are all these mods if you cant even get an npc to mount or use a device ? not a modder  just looking for answers ,

I play my game as a male Dominant character cause I am , prefer  to ( kill your enemies  and drive their woman before you ) 

kind of guy not to big on being the victim ,   thanks for your time.

the ultimate slave mod, also add

 

and you can sell slaves to townfolk etc

Posted
12 hours ago, Maddac said:
Spoiler

 

the ultimate slave mod, also add

Spoiler

 

 

and you can sell slaves to townfolk etc

And don't forget, PAHE Home Sweet Home

A way to have trained slaves to train other slaves so you can go out and get more slaves ... for trained slaves to train them so you can sell them or prostitute them or have fun with them.

 

Posted

How do bound combat perks even work?. My damage is only increased by one point (saw it by using floating damage mod). Or did i not wear the restraints (currently armbinder and pony boots) long enough? I had some messages pop up like "your restraints don't hurt as much" and some time later "you enjoy wearing your restraints" or something like that

Posted

I have a problem where a lot of the device animations don't work, specifically when using an arm-restricting or leg-restricting device, but only when idle, walking, sprinting, jumping, or idling in combat. They actually seem to work when walking in combat, which is really weird. All of the DD animations involving scripts like struggling or orgasming work, and the devices seem to work for most SL animations. For the yokes, they will just sit on the character's neck without actually moving the arms. For armbinders, the hands are in the armbinder but the arms are sticking out to the sides, for straitjackets, the hands will just float where they usually would, and for hobble dresses, the animations just don't work.

Here's my load order:

Spoiler

  0  0     Skyrim.esm
  1  1     Update.esm
  2  2     Dawnguard.esm
  3  3     HearthFires.esm
  4  4     Dragonborn.esm
  5  5     Unofficial Skyrim Legendary Edition Patch.esp
  6  6     SexLab.esm
  7  7     Devious Devices - Assets.esm
  8  8     SexLabAroused.esm
  9  9     Devious Devices - Integration.esm
 10  a     Devious Devices - Expansion.esm
 11  b     ZaZAnimationPack.esm
 12  c     TaraUltimateFurniturePack.esm
 13  d     Skyrim - Utility Mod.esm
 14  e     hdtHighHeel.esm
 15  f     Schlongs of Skyrim - Core.esm
 16 10     GagSFX.esp
 17 11     3jiouAnimSLAL.esp
 18 12     UIExtensions.esp
 19 13     AddItemMenuLE.esp
 20 14     AmazingFollowerTweaks.esp
 21 15     EnhancedLightsandFX.esp
 22 16     ELFX - Exteriors.esp
 23 17     BanneredMareImmersiveSexualPlayground.esp
 24 18     hydra_slavegirls.esp
           ELFX - Weathers.esp
 25 19     Vivid Weathers.esp
 26 1a     IcePenguinWorldMap.esp
 27 1b     SMIM-Merged-All.esp
 28 1c     Laura's Bondage Shop.esp
 29 1d     Skyrim Flora Overhaul.esp
 30 1e     Verdant - A Skyrim Grass Plugin.esp
 31 1f     LADX.esp
 32 20     WhiterunSunsetHome.esp
 33 21     AngrimApprentice.esp
 34 22     AnubAnimObj.esp
 35 23     SLAL_AnimationByBakaFactory.esp
 36 24     RaceMenuMorphsCBBE.esp
 37 25     CinematicFireFX.esp
 38 26     CobaltAnimations.esp
 39 27     DD_Helpers.esp
 40 28     Devious Devices - Equip.esp
 41 29     dD Enchanted Chests.esp
 42 2a     DogmaAnimSLAL.esp
 43 2b     DragonPlateBrazen.esp
 44 2c     dD - Enhanced Blood Main.esp
 45 2d     zzEstrus.esp
 46 2e     FNIS.esp
 47 2f     KS Hairdo's.esp
 48 30     Kawaii Face Presets.esp
 49 31     Aradia Devious Expansion.esp
 50 32     NCK30Obj.esp
 51 33     RaceMenu.esp
 52 34     Remodeled Armor - Vanilla Replacer - Dawnguard.esp
 53 35     RosaFollower.esp
 54 36     SLAnimLoader.esp
 55 37     SOS - ERF - HighPoly Addon.esp
 56 38     SOS - VectorPlexus Regular Addon.esp
 57 39     SPS - Sexlab Position Selector.esp
 58 3a     SexLabTools.esp
 59 3b     SkyUI.esp
 60 3c     TheEyesOfBeauty.esp
 61 3d     Chesko_WearableLantern.esp
 62 3e     SOSRaceMenu.esp
 63 3f     dcc-dm2.esp
 64 40     dD-Dragonborn-Dawnguard-EBT Patch.esp
 65 41     RaceMenuPlugin.esp
 66 42     Remodeled Armor - Vanilla Replacer - Dragonborn.esp
 67 43     SOS - ERF - HighPoly Equipable.esp
 68 44     XPMSE.esp
 69 45     Remodeled Armor - Vanilla Replacer.esp
 70 46     Schlongs of Skyrim.esp
 71 47     Open Cities Skyrim.esp
 72 48     ELE_Legendary_Lite.esp
 73 49     ELFXEnhancer.esp
 

 

I have tried every fix I could find, including making a dummy file with the DDi animations overriding the DDi file, reinstalling the whole DD package, messing with the ZaZ and DD MCM settings, reinstalling XPSME, changing character race, deleting various groups of mods to try to find a fix, and doing a clean reinstall of my game. Nothing worked, although changing my character's race did fix the armbinder animations for a few minutes.

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