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Posted
7 hours ago, AreeSoothsayer said:

Works better than FNIS.

maybe true...but hopefully someone here can help you with it ...cause DD still uses FNIS and the nemesis system is rather new...so it may install animations that DD has it may not install everything that FNIS would normally install...unless there is some special method to avoid issues.

Posted
2 hours ago, darktej said:

maybe true...but hopefully someone here can help you with it ...cause DD still uses FNIS and the nemesis system is rather new...so it may install animations that DD has it may not install everything that FNIS would normally install...unless there is some special method to avoid issues.

Found the problem I did, at 4 am. @..@
Nemesis crashes if I get around 8k animations. Found out removing animations, running it, then removing another and running it again. Found the one that it stopped crashing on and turned the others back on... crashed.

Waaaaitamoment. Tested animation counts, then removed the animation packs I used least.

Now my girls stagger around bound up before writhing as the stuff turns on. =3

Posted
3 minutes ago, AreeSoothsayer said:

Found the problem I did, at 4 am. @..@
Nemesis crashes if I get around 8k animations. Found out removing animations, running it, then removing another and running it again. Found the one that it stopped crashing on and turned the others back on... crashed.

Waaaaitamoment. Tested animation counts, then removed the animation packs I used least.

Now my girls stagger around bound up before writhing as the stuff turns on. =3

ok that's awesome. good to hear you could solve this issue :)

Posted
1 hour ago, Visio Diaboli said:

When creating a mod, is it possible to incorporate this as a soft dependency? Or is that generally not advisable?

Should be possible I think, as long as you only have to reference specific objects from DDI in scripts since you assign the object to a variable and you can make sure the object exists before running code on those variables. But if you want to have wearing a gag as a condition for dialogue or use custom devices for your mod you need a hard dependency.

 

An example for a soft dependency pointing at chastity belts, as it is done in Being Female

(I removed commented out old code that was referencing a specific belt rather than the keyword) :

 

[snip]


bool property DeviceActive = false auto hidden

 

[snip]


Keyword Property zad_DeviousBelt Auto
 

[snip] (in some function that initializes soft dependencies) 

 

    zad_DeviousBelt = Keyword.GetKeyword("zad_DeviousBelt")
    if zad_DeviousBelt
        DeviceActive = true
    Endif

 

[snip] (in some other function when using the soft dependency)

 

    if DeviceActive
        if woman.WornHasKeyword(zad_DeviousBelt)
            bCanAdd=false
        endif
    endif

 

 

If you want to get the zadLibs script for adding/removing devices you can grab it as such:

 


Zadlibs Libs = None


If Game.GetModByName("Devious Devices - Integration.esm") != 255
    Libs = Game.GetFormFromFile(0x0000F624, "Devious Devices - Integration.esm") as Zadlibs

Posted
23 minutes ago, Tenri said:

Zadlibs Libs = None


If Game.GetModByName("Devious Devices - Integration.esm") != 255
    Libs = Game.GetFormFromFile(0x0000F624, "Devious Devices - Integration.esm") as Zadlibs

Thanks for the response! I've kind of done that in a global function so far, and I can get it to work with EquipDevice as long as I define a specific device and its inventory equivalent. However I can't find a way to grab one with GetGenericDeviceByKeyword() and then EquipDevice()/ManipulateDevice() it onto the player (I can get a random device but manipulate throws an error whenever it executes ingame, perceivably because it's being called from a global script?). Theoretically I guess I could define a few and then randomly select one of those but with the programming work and potential burden on papyrus I think hard dependency might just be a lot easier all around.

Posted
1 hour ago, Visio Diaboli said:

Thanks for the response! I've kind of done that in a global function so far, and I can get it to work with EquipDevice as long as I define a specific device and its inventory equivalent. However I can't find a way to grab one with GetGenericDeviceByKeyword() and then EquipDevice()/ManipulateDevice() it onto the player (I can get a random device but manipulate throws an error whenever it executes ingame, perceivably because it's being called from a global script?). Theoretically I guess I could define a few and then randomly select one of those but with the programming work and potential burden on papyrus I think hard dependency might just be a lot easier all around.

Yeah, if you just need a keyword or two, or to equip/remove random generic devices (filtered by keyword) soft dependency works well enough.

 

ManipulateDevice has a very narrow list of devices it can actually work with, the error is I imagine "ManipulateDevice did not recognize device type that it received as an argument."

As it throws that if you don't give it one of the very few items it recognizes.

 

Using ManipulateGenericDevice will probably have a better result can be done as such example for collars:

 

    Armor device = Libs.GetGenericDeviceByKeyword(Libs.zad_DeviousCollar)

 

    Libs.ManipulateGenericDevice(akActor, device, true)

 

 

you could also filter a device by tags if you wanted to using GetGenericDeviceByTags

example to get a red ebonite collar (normal, harness, posture, or restrictive can be returned):

 

    Armor device  = Libs.GetGenericDeviceByTags(Libs.zad_DeviousCollar, "red,ebonite")

 

if the user doesn't have DDX installed or the function cant find a generic red ebonite collar for whatever reason, it should return any random generic collar

 

to remove a device you will probably want to use GetWornDevice example again for a collar

 

    Armor device = Libs.GetWornDevice(akActor, Libs.zad_DeviousCollar)

 

    Libs.ManipulateGenericDevice(akActor, device, false)

Posted
32 minutes ago, Tenri said:

Using ManipulateGenericDevice will probably have a better result can be done as such example for collars:

You legend, that worked perfectly. Still don't know if I'll go full soft dependency but it should be a lot easier if I do, now.

Posted
7 hours ago, Thornagar said:

Could someone link me the patch so ddi 4.3 works with slaverun`?

Apparently one got uploaded just today.

Posted
5 hours ago, Taki17 said:

Apparently one got uploaded just today.

I took the fix from the thread and made a mod upload for easier access hopefuly. I m not the creator of the mod :)

 

  • 2 weeks later...
Posted

Hello,

my character's mouth is closing when gagged.

 

i upgraded to new version and mouth closed right after adding gag

 

now i downgraded back, mouth is open for most of the time, but in regular periods closes for a second.

As if animbations were fighting each other.

 

Any clue what might be causing it ? or what to do about it ?

Posted
On 9/2/2020 at 2:35 PM, A Little Kitten said:

Hello,

my character's mouth is closing when gagged.

 

i upgraded to new version and mouth closed right after adding gag

 

now i downgraded back, mouth is open for most of the time, but in regular periods closes for a second.

As if animbations were fighting each other.

 

Any clue what might be causing it ? or what to do about it ?

That's a known bug that will be fixed in the next version.

Posted

Also, for those of you supporting me on Patreon, I posted some exciting news about the upcoming DD version today! Check it out! :)

  • 2 weeks later...
Posted

Hi,

 

I'm using SE version of this mod and I can't seem to start the quest "Forbidden Tome" in College of Winterhold. The key and book case are there and I'm able to pick up and read all the books, but Urag will not start the quest, even if I try to drop the books, pick them up and read in front of him. I tried to find the quest ID and force start it through a console but I was not able to find any matching strings with "forbidden" or "devices" or even more general "zadd". While googling the problem I came upon a very old thread in which someone claimed that this quest was removed from SE version due to buggyness, however this was several years old and might or might not be the case anymore. Is this true? If not, what is the quest ID so I can try and force it to start?

 

Thank you.

Posted
3 minutes ago, belegost said:

Hi,

 

I'm using SE version of this mod and I can't seem to start the quest "Forbidden Tome" in College of Winterhold. The key and book case are there and I'm able to pick up and read all the books, but Urag will not start the quest, even if I try to drop the books, pick them up and read in front of him. I tried to find the quest ID and force start it through a console but I was not able to find any matching strings with "forbidden" or "devices" or even more general "zadd". While googling the problem I came upon a very old thread in which someone claimed that this quest was removed from SE version due to buggyness. Is this true? If not, what is the quest ID so I can try and force it to start?

 

Thank you.

 

The quest (and the soul gem quest) were part of a separate esp that was removed from the LE mod before the SE version existed. It's not available in either version, although the mod description wasn't updated to reflect that, and appears to have been copied - with references to the old quest still included - when the SE version was made. The bookcase, books and key were always part of the esm, however, so they themselves are still in the game. You can at least still read one of the books to be able to craft some of the devices, but otherwise none of it has a function any more.

 

If you need more specific support for the SE version, you'd be better off posting in the DD SE support thread, here. People who play that version will be more likely to help about it over there.

Posted
4 minutes ago, merManc said:

 

The quest (and the soul gem quest) were part of a separate esp that was removed from the LE mod before the SE version existed. It's not available in either version, although the mod description wasn't updated to reflect that, and appears to have been copied - with references to the old quest still included - when the SE version was made. The bookcase, books and key were always part of the esm, however, so they themselves are still in the game. You can at least still read one of the books to be able to craft some of the devices, but otherwise none of it has a function any more.

 

If you need more specific support for the SE version, you'd be better off posting in the DD SE support thread, here. People who play that version will be more likely to help about it over there.

 

Thank you, that's all I needed to know.

Posted

To expand on katy_Q's issue of the hands being tied behind their back without anything in the idle position, I had the same issue, except I had followed all the steps and run FNIS.  Finally thought it was a weird conflict with a twerking idle I had installed before this.  Sure enough, I flipped that option on and the idle changed to the twerking idle and then flipped it off, which seemed to solve the problem as the default idle came back.  Figured I'd leave this here in case anyone else had the same issue.

Posted

Hello there Y'all. I'm having issues with Devious Devices showing through clothes, and not hiding when I wear anything on top of them. Anyone know what causes this? I've re-run bodyslide, but to no avail. 

Elder Scrolls V  Skyrim Screenshot 2020.09.19 - 01.04.21.23.png

Posted
25 minutes ago, AzzyODonnell said:

Hello there Y'all. I'm having issues with Devious Devices showing through clothes, and not hiding when I wear anything on top of them. Anyone know what causes this? I've re-run bodyslide, but to no avail. 

The device hider is what hides devices when wearing things that should cover them up, check the Devious Devices MCM Devicer Hider (I think) tab for settings it is named something to that effect anyway, there are two tabs the first one has body slot (slot 32 IIRC) items (and several other slots, the second tab has the remaining slots) and general settings. Some mods conflict with the device hider, and the hider counts as an equipment slot so whatever slot you put it in you will be unable to wear anything in that slot.

Posted
37 minutes ago, Tenri said:

The device hider is what hides devices when wearing things that should cover them up, check the Devious Devices MCM Devicer Hider (I think) tab for settings it is named something to that effect anyway, there are two tabs the first one has body slot (slot 32 IIRC) items (and several other slots, the second tab has the remaining slots) and general settings. Some mods conflict with the device hider, and the hider counts as an equipment slot so whatever slot you put it in you will be unable to wear anything in that slot.

What should I be checking for? I tried changing the hider slot but it didn't fix the issue. Also, I used BodySlotMCM to check what slots the devious devices are taking up, and they don't appear to have any slots assigned. BodySlots can't detect them in my inventory at all.

Posted
14 minutes ago, AzzyODonnell said:

What should I be checking for? I tried changing the hider slot but it didn't fix the issue. Also, I used BodySlotMCM to check what slots the devious devices are taking up, and they don't appear to have any slots assigned. BodySlots can't detect them in my inventory at all.

 

I don't know what "BodySlots" is or how it works, so I can't say why it isn't detecting the devices.

 

For the device hider, its settings can be found in the last two pages of the devious devices MCM, labelled as Devices Underneath. The default settings are to have slot 41 for the device hider itself, and then to have slots 49, 51, 56 and 58 listed in the section for slot 32. Everything else should be set to None if you haven't changed anything. So, on the first Devices Underneath page, find the slot 32 section and make sure those four slots are set for it. That should make anything worn in the body slot (32) hide chastity belts, nipple piercings, chastity bras and harnesses/corsets. If it's still not working with those settings, I'm afraid I couldn't say what the problem is.

 

One other thing to note is that the device hider only works for the player character, not for NPCs.

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