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Posted
1 hour ago, Scrab said:

Is there a way to check if an actor wears any regular device in dialogue conditions? (In the CK)

You can use the condition WornHasKeyword and use it to check the zad_Lockable keyword.

Posted

Hi, I have a problem with the chastity bra. It is very small and makes the breasts almost flat when worn. I have build DDs for bigger breast in bodyslide but it doesn't affect the bra. Same problem with the corset. Sometimes when moving the belly shines through.

And do you know what is wrong with Lydias breastsize? Its like bodyweight 1.5 and piercings just disappear inside them.

Posted
2 hours ago, permidion said:

I tried to uncheck the "consume keys" option, but the keys are still getting consummed.

Im using 4.3a

I didnt have this issue with 4.2

Playing with "consume keys" off is my usual way to play even during 4.3a. I haven't seen anything wrong with it.

 

The option mostly means the act when player uses the Unlock dialog to get a device off herself. If you mean keys are consumed when follower uses your keys then it depends on the other mod that adds that mechanic to followers.

 

@xyzxyz You need to batch build everything with morphs enabled. This also requires a good skeleton such as the XPMSE.

Posted

Hey I'm having a bodyslide issue with DD, none of the items are showing up in the groups filter (not as DDX or anything) and so I can't batch build them and they're all invisible in-game.

Posted
2 hours ago, justaguybye said:

Hey I'm having a bodyslide issue with DD, none of the items are showing up in the groups filter (not as DDX or anything) and so I can't batch build them and they're all invisible in-game.

> bad installation

> wrong handling of your mod manager

> Bodyslide not started via mod manager

> broken download

> missing requirements

 

pick your poison =D

Posted
2 hours ago, justaguybye said:

Hey I'm having a bodyslide issue with DD, none of the items are showing up in the groups filter (not as DDX or anything) and so I can't batch build them and they're all invisible in-game.

Have you tried searching in Outfit filter?

Make sure to completely clear Group Filter before you do.

Posted

Hey guys, let's have a little discussion about the current state of DDi gag mechanics, shall we?

 

To give a little context; recently I decided to play Skyrim again with a bunch of new DD mods (Deviously Vanilla, Sexlab Survival, etc) Only this time I didn't install DCL, which has been standard for me for years. Then I noticed - since DCL overrides DDi gag behavior - how "broken" things are.

 

Wearing a ballgag, I tried to interact with an npc:

 

"Nope, I can't make out what you're saying. Are these even real words?"
"Sorry, I have really no idea what you are trying to say. You need to get rid of your gag first."

 

I tried again and again and again with the same result. So I wonder: "What a heck? So now gags completely hinder quest progress?"

 

Then, using the Creation Kit, I inspected the dialogue conditions:

 

If current follower faction -> enable talk
If subject has 'zad_DialGagHard' keyword -> block dialogue unless player has 1 paper, 1 inkwell, 1 quill

 

Paper and ink? I didn't even know that was a thing! I'm not against it. I mean it's better than not being able to interact at all. But it makes no sense if the player is wearing any form of heavy bondage.

 

So it seems this "zad_DialGagHard" keyword is mostly used on ball gags. For the others we have:

 

If player doesn't have 'zad_DialGagRandom'  -> enable talk, otherwise 'gag talk minigame'

 

For those who don't know, the 'gag talk minigame' is a mod I developed myself 6 years ago and, later on, got merged with DDi: https://github.com/DeviousDevices/DDi/issues/12
Based on several suggestions at the time, my idea was to create a mechanic which would become increasingly easier as the player progressed - in a sense the character 'got used being gagged' - so we could have the best of both worlds; all the kinky fun at the beginning, but without becoming an annoyance in the long-term.

 

Thinking my mod got completely stripped away in the latest builds, I was happy to see that it's still there.. somehow. So my first question:

 

1) When/How does this 'zad_DialGagRandom' keyword trigger? I didn't find any more references for it anywhere.

 

Then, further analyzing the code, I notice the minigame is almost the same, except for the very last condition:
 

Enable player talk if player speechcraft < zadGagRNG(random integer)

So, unless I misinterpreted it, now not only it's mostly based on RNG luck, which contradicts my whole initial idea - but also gets even harder as player progress!!! Since speedcraft naturally increases, it becomes increasingly unlikely to be less than the random number. So my second question:

 

2) Was it really intended to be like this? Or am I misinterpreting it?

 

Please don't get me wrong, I'm not complaining. I much prefer DDi be in continuous development, whatever it may lead, than an abandoned project. I'm just curious;

Has anyone had a similar experience? What do you guys think about it?

 

Posted
4 hours ago, zenetx said:

Please don't get me wrong, I'm not complaining. I much prefer DDi be in continuous development, whatever it may lead, than an abandoned project. I'm just curious;

Has anyone had a similar experience? What do you guys think about it?

 

I'm not a big fan of DDanythingThatHampersQuestsOrFun, but I've noticed that with updates over the years the gag_miniquest hasn't played for me in a long time.  I liked having a means of eventually being able to do things I would normally do if I wasn't gagged.  Anymore, I almost always "unequipall" after a few tries and then add back the few DD things I can tolerate.  My speechcraft increases rather quickly, so the probably mistyped less-than sign is probably why.

 

Posted
8 hours ago, donttouchmethere said:

> bad installation

> wrong handling of your mod manager

> Bodyslide not started via mod manager

> broken download

> missing requirements

 

pick your poison =D

I'm using Mod Manager 2 and as far as I know I've set it up according to the numerous tutorials on youtube so I don't think its that and I start it through mod organizer. Its probably not the download or requirements because I've re-installed it and all of the Devious components several times just in case I lost something. I could still see it as me installing it wrong somehow since Bodyslide can't seem to find anything unless I manually place the Slidergroup files from Devious into the bodyslide Slidergroup folder, but every time I batch build with that it doesn't fix anything and I feel like I also might just be using it wrong. Any advise?

Posted
1 minute ago, justaguybye said:

I'm using Mod Manager 2 and as far as I know I've set it up according to the numerous tutorials on youtube so I don't think its that and I start it through mod organizer. Its probably not the download or requirements because I've re-installed it and all of the Devious components several times just in case I lost something. I could still see it as me installing it wrong somehow since Bodyslide can't seem to find anything unless I manually place the Slidergroup files from Devious into the bodyslide Slidergroup folder, but every time I batch build with that it doesn't fix anything and I feel like I also might just be using it wrong. Any advise?

did u watch a tutorial for bodyslide in mod organizer 2 specifically? 

If not, do that. 
And check twice, especailly at the beginngin. In the end you should have a new mod just containing the meshes built by Bodyslide overwriting everything else. 

Posted
8 hours ago, Ursur1major said:

Have you tried searching in Outfit filter?

Make sure to completely clear Group Filter before you do.

When I search in Outfits I don't get any results

Posted
16 minutes ago, justaguybye said:

I could still see it as me installing it wrong somehow since Bodyslide can't seem to find anything ...

Sounds likely. I hope you install with FOMOD and not manually extracting files? There should be a few folders made automatically for you (mod names for you may differ):

\MO\mods\DDA3.0e\CalienteTools\

\MO\mods\DDA3.0e\meshes\

\MO\mods\Devious Devices - Integration 4.3a\meshes\

\MO\mods\Devious Devices - Expansion 4.3\CalienteTools\

\MO\mods\Devious Devices - Expansion 4.3\Meshes\

... You should have all those in place at least and all the contents within them.

Posted
17 minutes ago, Nymra said:

did u watch a tutorial for bodyslide in mod organizer 2 specifically? 

If not, do that. 
And check twice, especailly at the beginngin. In the end you should have a new mod just containing the meshes built by Bodyslide overwriting everything else. 

Yes I've watched a couple tutorials for bodyslide and mod organizer 2, and I have it outputting batch builds to the overwrite folder so I can make them a new mod that will overwrite everything else

Posted
Just now, Zaflis said:

Sounds likely. I hope you install with FOMOD and not manually extracting files? There should be a few folders made automatically for you (mod names for you may differ):

\MO\mods\DDA3.0e\CalienteTools\

\MO\mods\DDA3.0e\meshes\

\MO\mods\Devious Devices - Integration 4.3a\meshes\

\MO\mods\Devious Devices - Expansion 4.3\CalienteTools\

\MO\mods\Devious Devices - Expansion 4.3\Meshes\

... You should have all those in place at least and all the contents within them.

Whats FOMOD?

Posted
5 minutes ago, justaguybye said:

Whats FOMOD?

Installer like this:

Spoiler

ddx_install.jpg.907af4671deed877b73d7e54a4b8fab1.jpg

 

It's in MO2 settings, you can just doubleclick a mod file in your Downloads tab to start an installer.

Posted
3 minutes ago, Zaflis said:

Installer like this:

  Hide contents

ddx_install.jpg.907af4671deed877b73d7e54a4b8fab1.jpg

 

It's in MO2 settings, you can just doubleclick a mod file in your Downloads tab to start an installer.

Ah yes, I've done that and did everything for the body I'm currently using (UUNP)

Posted
1 hour ago, justaguybye said:

Here is what my bodyslide looks like ...

I tried temprarily setting work folder to empty and from Bodyslide settings also set path to something else than Data\ (which it should be), but all devices are still showing in the presets list for me. Only thing i can think of is that you still haven't installed the mods right way, the files aren't put in right places. Does your data look  anything like this?

Spoiler

data.png.0106333787035efe5d10986402699af9.png

 

Also you hadn't installed DD-Expansion at all, it would show up in your load order.

And i wouldn't recommend installing any games in OneDrive. You know Windows makes cloud backups of the whole thing?

Posted
43 minutes ago, Zaflis said:

I tried temprarily setting work folder to empty and from Bodyslide settings also set path to something else than Data\ (which it should be), but all devices are still showing in the presets list for me. Only thing i can think of is that you still haven't installed the mods right way, the files aren't put in right places. Does your data look  anything like this?

  Hide contents

data.png.0106333787035efe5d10986402699af9.png

 

Also you hadn't installed DD-Expansion at all, it would show up in your load order.

And i wouldn't recommend installing any games in OneDrive. You know Windows makes cloud backups of the whole thing?

I have installed DD Expansions, it just ended up down on my load order last time I re-installed it, I'll bump it up in priority but I'll attach a screenshot so you can see its definitely there so its hopefully not something I messed up. 

I disabled back-ups in onedrive, I accidentally installed some stuff there so I figured it would be fine as long as it wasn't able to upload anything.

My bodyslide does not look like that, I'll also attach what it looks like. There is only one file in my sliderset folder. Do I have to manually take the sliderset xml files from DD and place them in the bodyslide directory or am I missing something in the application that will do that automatically? 

Annotation 2020-05-24 154608.png

Annotation 2020-05-24 154825.png

Posted
1 hour ago, justaguybye said:

Do I have to manually take the sliderset xml files from DD and place them in the bodyslide directory or am I missing something in the application that will do that automatically? 

No, never manual tricks. It is all installed automatically. You took a screenshot out of context, i showed Data tab from the right side of MO2 window. It's not from Bodyslide but Skyrim's data folder that is combination of all installed mods. But in addition this is where Bodyslide is in DDA for example, if it's installed right:

Spoiler

data2.png.51dc76d6988a7503fb4121b798cc35aa.png

 

Consider making a discussion in SL Technical support, it's starting to be too lengthy getting nowhere. Your issue is right now not to do with just Devious Devices, you have installed ZAZ Animation pack too but it wasn't showing in your Bodyslide. There is some weird fault in the installation practises.

Posted
16 minutes ago, Zaflis said:

No, never manual tricks. It is all installed automatically. You took a screenshot out of context, i showed Data tab from the right side of MO2 window. It's not from Bodyslide but Skyrim's data folder that is combination of all installed mods. But in addition this is where Bodyslide is in DDA for example, if it's installed right:

  Hide contents

data2.png.51dc76d6988a7503fb4121b798cc35aa.png

 

Consider making a discussion in SL Technical support, it's starting to be too lengthy getting nowhere. Your issue is right now not to do with just Devious Devices, you have installed ZAZ Animation pack too but it wasn't showing in your Bodyslide. There is some weird fault in the installation practises.

I see what you mean, the filetree in bodyslide using mod organizer looks the same as it does in file explorer, I'm missing the slider files that you have. I'll look into technical support for the larger issue, thank you for your help I really appreciate you taking the time to do this 

Posted
17 hours ago, justaguybye said:

I see what you mean, the filetree in bodyslide using mod organizer looks the same as it does in file explorer, I'm missing the slider files that you have. I'll look into technical support for the larger issue, thank you for your help I really appreciate you taking the time to do this 

I doubt this has anything to do with your problem, but just in case ...

I noticed that bodyslide files from some mods came with the folder "/Caliente Tools" instead of "/CalienteTools".  After going through and renaming all the folder spellings in the various miscreant mods, things worked a lot better for me.

 

Also, in MO2, one can specify that output from a mod goes to specific folder rather than the generic overwrite folder.  By setting this to be a specific folder you create in your mod folder and putting that "mod" at the end of your mod list, then files generated by bodyslide will go into your new folder and be in the correct place automatically and there's no need to move them.

 

Posted
On 5/24/2020 at 6:05 AM, zenetx said:

Then, further analyzing the code, I notice the minigame is almost the same, except for the very last condition:

 


Enable player talk if player speechcraft < zadGagRNG(random integer)

So, unless I misinterpreted it, now not only it's mostly based on RNG luck, which contradicts my whole initial idea - but also gets even harder as player progress!!! Since speedcraft naturally increases, it becomes increasingly unlikely to be less than the random number. So my second question:

 

2) Was it really intended to be like this? Or am I misinterpreting it?

 

Please don't get me wrong, I'm not complaining. I much prefer DDi be in continuous development, whatever it may lead, than an abandoned project. I'm just curious;

Has anyone had a similar experience? What do you guys think about it?

 

 

We changed the minigame, because the old one could lead to endless clicking on dialogue lines, which isn't very fun. So we streamlined it a bit to reach a conclusion earlier for most gags. The hard gags require parchment and paper, so we can simulate a gag you REALLY can't talk through, but still not stop dead quests. In most situations, the gag talk will be completed WAY faster than with the old system, which is the intention of the changes.

 

I will look at the bug and fix it. Good spot! :)

 

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