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Posted

Two quick questions im making a custom set of restraints for a quest and need one of the items enchanted to which device should I add the Enchantment Rendered or Inventory? Unrelated to the Quest, but I wondered, is there a function to execute a Vibration Event after which my character is edged? 

Posted
2 hours ago, Prime66 said:

Two quick questions im making a custom set of restraints for a quest and need one of the items enchanted to which device should I add the Enchantment Rendered or Inventory? Unrelated to the Quest, but I wondered, is there a function to execute a Vibration Event after which my character is edged? 

First question I don't know but Aradia's Devious Expansion has its enchantments on the inventory devices.

 

 

Second question I assume you want to trigger a vibration that will only edge the actor (no orgasm from the event) if so use

 

     zadLibs.VibrateEffect(akActor, vibStrength, duration, teaseOnly = True)

 

akActor is the actor you are activating the vibration on

 

vibStrength is an integer 1 to 5, 1 being very weak, 5 being very strong.

Values of 1 or 2 are not strong enough to provide orgasm or edging events.

 

duration is how many seconds (not including script lag) the event should last for, it has a max time of 128 IIRC as it uses faction ranks to determine duration. If the event edges the actor the vibration will stop as soon as that happens.

 

teaseOnly is whether or not the vibration will edge the actor or allow for orgasm

true is only edge the actor (may not fire the edge event if the actor isn't aroused enough to be edged before the vibration stops)

false will allow orgasms, as many as can be had before the vibrations stop, but does not guarantee one.

Defaults to false if not given a value (i.e. allows orgasms).

 

and there is one more input available 

     silent

it is another bool input if true then it wont show the default vibration start/ending messages. defaults to false if not given a value

 

 

If you just want to trigger the edge event without the vibration buildup you could use 

     zadLibs.EdgeActor(akActor)

As that is what the vibration event calls when it edges the actor.

It will send the DeviceEdgedActor modevent, and play the edged animation/sounds.

But without something watching for the modevent there will be no other effects on the actor.

 

Posted
4 hours ago, Prime66 said:

and need one of the items enchanted to which device should I add the Enchantment Rendered or Inventory?

I believe the default DD items with enchants have them on the rendered device.

Posted
8 hours ago, Tenri said:

First question I don't know but Aradia's Devious Expansion has its enchantments on the inventory devices.

 

5 hours ago, LazyBoot said:

I believe the default DD items with enchants have them on the rendered device.

 

Thank you both. I will do some Testing on the Enchantment part.

 

8 hours ago, Tenri said:

Second question I assume you want to trigger a vibration that will only edge the actor (no orgasm from the event) if so use

 

     zadLibs.VibrateEffect(akActor, vibStrength, duration, teaseOnly = True)

 

akActor is the actor you are activating the vibration on

 

vibStrength is an integer 1 to 5, 1 being very weak, 5 being very strong.

Values of 1 or 2 are not strong enough to provide orgasm or edging events.

 

duration is how many seconds (not including script lag) the event should last for, it has a max time of 128 IIRC as it uses faction ranks to determine duration. If the event edges the actor the vibration will stop as soon as that happens.

 

teaseOnly is whether or not the vibration will edge the actor or allow for orgasm

true is only edge the actor (may not fire the edge event if the actor isn't aroused enough to be edged before the vibration stops)

false will allow orgasms, as many as can be had before the vibrations stop, but does not guarantee one.

Defaults to false if not given a value (i.e. allows orgasms).

 

and there is one more input available 

     silent

it is another bool input if true then it wont show the default vibration start/ending messages. defaults to false if not given a value

 

 

If you just want to trigger the edge event without the vibration buildup you could use 

     zadLibs.EdgeActor(akActor)

As that is what the vibration event calls when it edges the actor.

It will send the DeviceEdgedActor modevent, and play the edged animation/sounds.

But without something watching for the modevent there will be no other effects on the actor.

 

 

Thanks, I did use the edge Actor Function in my scene, but it was quite literally a bit Anticlimactic. So this should be much more fun. 

Posted

I have a problem and I can't for the life of me figure out how to fix it. 

Armbinder, yoke and even gag animations don't work, but only after a certain time. When putting on the devices all the animations work correctly, but after a few seconds/minutes (differs each time) the animations stop working. In all the years I have used DD I have never had this problem. 

 

I have all the requirements, they are all up to date, FNIS didn't give any errors, Bodyslide didn't have any problems and the animations DO WORK, just not for long. 

This is driving me up the wall. Does anyone have any idea what might be causing this?

Posted
36 minutes ago, Windu191 said:

I have a problem and I can't for the life of me figure out how to fix it. 

Armbinder, yoke and even gag animations don't work, but only after a certain time. When putting on the devices all the animations work correctly, but after a few seconds/minutes (differs each time) the animations stop working. In all the years I have used DD I have never had this problem. 

 

I have all the requirements, they are all up to date, FNIS didn't give any errors, Bodyslide didn't have any problems and the animations DO WORK, just not for long. 

This is driving me up the wall. Does anyone have any idea what might be causing this?

Sounds like some script lag (broken save?) or compatibility issue with other mod, hard to guess with this little info and i've never seen something like that happen.

Posted
23 minutes ago, Zaflis said:

Sounds like some script lag (broken save?) or compatibility issue with other mod, hard to guess with this little info and i've never seen something like that happen.

 

Neither have I, normally the animations either work, or they don't work at all. 

I did notice that the gag problem only and always happens when loading a save, any save where the PC is wearing a gag. 

 

I'll keep experimenting, trying to find out more.

Posted
1 hour ago, Windu191 said:

I have a problem and I can't for the life of me figure out how to fix it. 

Armbinder, yoke and even gag animations don't work, but only after a certain time. When putting on the devices all the animations work correctly, but after a few seconds/minutes (differs each time) the animations stop working. In all the years I have used DD I have never had this problem. 

 

I have all the requirements, they are all up to date, FNIS didn't give any errors, Bodyslide didn't have any problems and the animations DO WORK, just not for long. 

This is driving me up the wall. Does anyone have any idea what might be causing this?

Do you have slaverun installed?

 

It is know to break idles like armbinders after a period of time in the current (3.0 beta?) release there is a fix for that here

Posted
2 hours ago, Tenri said:

Do you have slaverun installed?

 

It is know to break idles like armbinders after a period of time in the current (3.0 beta?) release there is a fix for that here

I do, I will check if turning off Slaverun fixes it. 

Posted
7 hours ago, willisonnnnnnn said:

can't use any armbinder animation that's in slal, can be played via sexlab test animation, but devious device won't pull it up during normal sex, help please.

DD doesn't register its own animations to SLAL and doesn't directly use any animations registered to SLAL, ever. It's passing animation selection to SexLab only when no actor is bound in a way that makes playing a bound animation needed. Otherwise, DD is using its own registry to make sure only fitting bound animations are played. That you don't see bound animations when nobody is bound is 100% intentional.

Posted
8 minutes ago, Kimy said:

DD doesn't register its own animations to SLAL and doesn't directly use any animations registered to SLAL, ever. It's passing animation selection to SexLab only when no actor is bound in a way that makes playing a bound animation needed. Otherwise, DD is using its own registry to make sure only fitting bound animations are played. That you don't see bound animations when nobody is bound is 100% intentional.

So how do I actually use the arm bind sex animations in SLAL? Now it's just pulling a bunch stuff that defies the laws of physics like arm in arm bind while above shoulders in yoke.

Posted
7 hours ago, willisonnnnnnn said:

So how do I actually use the arm bind sex animations in SLAL? Now it's just pulling a bunch stuff that defies the laws of physics like arm in arm bind while above shoulders in yoke.

If DD is installed correctly, it will pick correct bound animations if (and only if) an actor in the scene is wearing a DD restraint. If an actor is wearing an armbinder, it will use an animation made for armbinders etc.

 

If SLAL is suddenly playing DD animations even when nobody's bound or wearing devices mismatching the animation, it's very likely that your installation is messed up.

Posted
27 minutes ago, Kimy said:

If DD is installed correctly, it will pick correct bound animations if (and only if) an actor in the scene is wearing a DD restraint. If an actor is wearing an armbinder, it will use an animation made for armbinders etc.

 

If SLAL is suddenly playing DD animations even when nobody's bound or wearing devices mismatching the animation, it's very likely that your installation is messed up.

It's only the arm binder that's messed up, everything else is OK.

Posted
2 hours ago, willisonnnnnnn said:

So how do I actually use the arm bind sex animations in SLAL? Now it's just pulling a bunch stuff that defies the laws of physics like arm in arm bind while above shoulders in yoke.

It is more likely the problem you see is bad usage of keywords from the creator of the animations than a mod problem. Currently, however, DD doesn't provide any way to register more animations into it (which is a bit of a shame). If you want appropriate SLAL animations to play while you wear DD items, the only option I know is:

 

Turn of the DD animation filters and use the filters from Sexlab utility plus. However, Sexlab Utility plus will ONLY get animations from SLAL, and not from the seperate DD batch (thought I think something there adds the DD animations to SLAL). You might still get absolutely wrong animations if the creator tagged them wrong though.

 

@Kimy, maybe not for the upcoming DD5 version, but it might be benefitial to add a SLAL-like mechanic to DD that allows you to register more animations to DD (on a "use at your own risk" principal, meaning if some idiot wants to register non-bound animations and mess things up, that's on him).

You could then also kinda establish a monopoly on the one proper way to tag bound animations (i.e with "bound" or without "bound" tags, "cuffs" and/or "cuffsFront"/"cuffsBack" etc.). Animation creators will need to adjust the tags of their animations for your decisions, and then we can just download DDAL (DD Animation loader) packs and add them on top of DD just as we add SLAL packs on top of Sexlab.

EDIT: Coming to think of it, I suppose it makes more sense that DDAL would be a separate mod, just as SLAL is separate from sexlab. Would also prevent an MCM inflation of DD.

Please consider it. It would be awesome!

Posted

Here is the problem. I'd gladly "register" more bound animations. If I just had any. Every bound animation out there suitable for DD already IS in DD. There is not a single one left for me to register. At least none I am aware of. What people are playing via SLAL aren't animations made for DD. They might be bound animations involving all sorts of devices in all sorts of poses. That doesn't mean I can use them. I can use them only if they fit a specific pose used by a specific type of DD device. E.g. ALL DD armbinders use the same arms pose. Without any exception. If a 3rd party armbinder animation uses a pose just 10% off DD's, the result would look really wrong. And the worst thing is that a DD bound animation can NOT include any hard-coded restraints (= anim objects), as DD has to be able to use the same animation for ANY restraint of its class. Armbinders don't just come in black leather. They come in white leather, too. And black latex. Somebody made a pink set. You get the idea. And it ALL needs to look right, even if some DD modder implements a purple armbinder in her mod. The animation has to fit the ACTUALLY worn device. Which the animations cannot possibly know, so they have to work the same way, no matter the color of your armbinder.

 

That's the big misconception people have about DD animations. That all these "bound animations" out there would be perfect to use for DD, when none of them is that's not already in DD. So they do things like forcing somebody's SLAL animation in place of the actual DD bound animation and then complain to me that it doesn't look right. When it can't EVER look right. Or use mods altering the behavior of the DD filter, with the same (crappy) results. Apparently there is even a mod out there registering internal DD bound animations to SexLab. Which is such a stupid thing to do that it's not even funny. I really wonder if whoever wrote that patch ever wondered why I was writing so much code just to AVOID registering these animations to SexLab. Because I love wasting my time so much? That must be it!

But yes, the result of doing that would obviously be bound DD animations be randomly used by every Tom, Dick and Harry mod making a call to SexLab that matches ANY one of the tags used by the DD animation and not EXPLICITLY forcing SexLab to use ALL of the tags, which rarely is implemented in this way. So you'd see rubbish like actors assuming the bound armbinder positions even if they're not bound. Or assuming armbinder positions if they're wearing a yoke.

 

Thing is that people then complain to ME about DD being bugged.

 

And that's when I get really, really, really frustrated. Because it's not MY fault if people ruin DD with stuff like that. The animation filter in DD does exactly what it's supposed to do. Except of course when people mess around with it, not knowing what they're doing.

 

Perhaps it's my mindset. I guess I am no "modder". I am a software engineer who happens to develop mods. The wild-west attitude of some modders who think they know it better than the person who wrote the original and then release "tweaks" and "patches" altering the original in way that it no longer functions as intended (or doesn't really function at all anymore, in case of the DD filter) is really something you usually don't encounter in real-life software development. And I don't get it.

 

Gosh, I wish somebody would make a few more bound animations meant for DD. I get it when people say that looking at the same animations is getting old after a while. I really do. By nature of what I am doing, I look at them more than most of you do. But I can't conjure up animations and nobody lately seemed to have an interest in making a few more to merge to DD. But butchering DD's features that make sure it's playing the correct animations and these only isn't going to help.

 

/rant

Posted
57 minutes ago, Kimy said:

Here is the problem. I'd gladly "register" more bound animations. If I just had any. Every bound animation out there suitable for DD already IS in DD. There is not a single one left for me to register. At least none I am aware of. What people are playing via SLAL aren't animations made for DD. They might be bound animations involving all sorts of devices in all sorts of poses. That doesn't mean I can use them. I can use them only if they fit a specific pose used by a specific type of DD device. E.g. ALL DD armbinders use the same arms pose. Without any exception. If a 3rd party armbinder animation uses a pose just 10% off DD's, the result would look really wrong. And the worst thing is that a DD bound animation can NOT include any hard-coded restraints (= anim objects), as DD has to be able to use the same animation for ANY restraint of its class. Armbinders don't just come in black leather. They come in white leather, too. And black latex. Somebody made a pink set. You get the idea. And it ALL needs to look right, even if some DD modder implements a purple armbinder in her mod. The animation has to fit the ACTUALLY worn device. Which the animations cannot possibly know, so they have to work the same way, no matter the color of your armbinder.

 

That's the big misconception people have about DD animations. That all these "bound animations" out there would be perfect to use for DD, when none of them is that's not already in DD. So they do things like forcing somebody's SLAL animation in place of the actual DD bound animation and then complain to me that it doesn't look right. When it can't EVER look right. Or use mods altering the behavior of the DD filter, with the same (crappy) results. Apparently there is even a mod out there registering internal DD bound animations to SexLab. Which is such a stupid thing to do that it's not even funny. I really wonder if whoever wrote that patch ever wondered why I was writing so much code just to AVOID registering these animations to SexLab. Because I love wasting my time so much? That must be it!

But yes, the result of doing that would obviously be bound DD animations be randomly used by every Tom, Dick and Harry mod making a call to SexLab that matches ANY one of the tags used by the DD animation and not EXPLICITLY forcing SexLab to use ALL of the tags, which rarely is implemented in this way. So you'd see rubbish like actors assuming the bound armbinder positions even if they're not bound. Or assuming armbinder positions if they're wearing a yoke.

 

Thing is that people then complain to ME about DD being bugged.

 

And that's when I get really, really, really frustrated. Because it's not MY fault if people ruin DD with stuff like that. The animation filter in DD does exactly what it's supposed to do. Except of course when people mess around with it, not knowing what they're doing.

 

Perhaps it's my mindset. I guess I am no "modder". I am a software engineer who happens to develop mods. The wild-west attitude of some modders who think they know it better than the person who wrote the original and then release "tweaks" and "patches" altering the original in way that it no longer functions as intended (or doesn't really function at all anymore, in case of the DD filter) is really something you usually don't encounter in real-life software development. And I don't get it.

 

Gosh, I wish somebody would make a few more bound animations meant for DD. I get it when people say that looking at the same animations is getting old after a while. I really do. By nature of what I am doing, I look at them more than most of you do. But I can't conjure up animations and nobody lately seemed to have an interest in making a few more to merge to DD. But butchering DD's features that make sure it's playing the correct animations and these only isn't going to help.

 

/rant

The thing is there are some more animations that are not on DD. Bakafactory has a few scattered around his pack (and his yoke animation is in my eyes the best one there is), and there is also FunnyBizness' ArmBinder Creatures SLAL PACK 1.8 which is the only place I know where I can find actually bound creature animations.

 

About the animObject... I don't know if it can be programmed, but isn't there a simple way to make them not appear? (I know the animations can even run without installing animObjects.

 

Before DD5, I used Sexlab utility plus's filter exclusively for a long while. It was sometimes unable to tell the difference between front cuffs and back cuffs, and other times unable to tell the difference between armbinder and elbowbinder, but these are all tag problems within the animations that can be fixed in the next release of their mods, or via SLATE. When I came to DD5 I enabled its filters and disabled the utlity's DD filter (because it is just one feature of this utility. No one made a mod JUST to break and rebuild DD. The utility is useful for many more things such as unbound furniture animations selection based on actual furniture etc.). I am not an idiot. I knew I shouldn't use two conflicting filters at once and waste your time. Thing is I forgot I also had a separate thing that registers the DD animations in SLAL (for the sake of the utility's filter) and I forgot this thing existed and stayed on even after I disabled the filter. That made my mistake, and I am sorry about it.

 

But as things stand, even if someone did make some more animations for DD, it would have to be re-released to include these animations (or just pile delta patches). And if someone finds some random set of animations that were either made with DD in mind or luckily enough were made with an animObject that is exactly DD-sized in mind, there is no way to add these. This is why people who do find at least one more animation that they want in, or want more creature support (I didn't yet get to test if draugur or spiders are smart enough to go for the mouth when the character is wearing a chastity belt, etc) currently have to resort to disabling the DD filter completely and using alternatives.

 

The suggestion of DDAL means the filter stays in DD but animations can be added from existing/new mods without being registered by SLAL and without messing with the way unbound filters work. All of this while not forcing you to keep tabs of all animations that ever existed or get created in the future.

I can't speak for other modders but I think if it exists they will also stop making their own filters that circumvent the system. The external filters currently exist only because they provide features that DD doesn't have. I bet they will stop existing when they are unneeded.

 

Meanwhile, after a while of experience, I can say that currently 2 methods work without misfires (as far as human animation or arm-free creature animations are concerned):

1. DD5's filter.

2. Registering DD animations into SLAL and using the utility's filter.

 

Method 1 chooses the animation faster. (About 3 seconds on average instead of 7 in method 2)

Method 2 enables the few more relevant animations scattered across SLAL packs (with the occasional rare elbow/armbinder mismatches, and back/front cuff mismatches, when the animations are not tagged properly.

 

EDIT: Just to clarify, this is not written in an angry tone or something. I totally get where you are coming from, and the "/rant" was in place. But I think it is mainly because of my mistake that it makes it look like the Utility's filter "butchered" the system. When it is disabled *properly* (which means, unregistering the animations from SLAL) it works well, and when enabled properly it works well. But even so, I think a dedicated system made by you would be better, if only for the fact it will be dedicated (and not part of a larger mod that does other things too). And maybe if that mod exists, people will make more bound animations that fit DD, just as the way SLAL made more people make animations. Maybe people don't make DD animations now because it is too hard to get them in the mod?

Posted
9 hours ago, thedarkone1234 said:

It is more likely the problem you see is bad usage of keywords from the creator of the animations than a mod problem. Currently, however, DD doesn't provide any way to register more animations into it (which is a bit of a shame). If you want appropriate SLAL animations to play while you wear DD items, the only option I know is:

 

Turn of the DD animation filters and use the filters from Sexlab utility plus. However, Sexlab Utility plus will ONLY get animations from SLAL, and not from the seperate DD batch (thought I think something there adds the DD animations to SLAL). You might still get absolutely wrong animations if the creator tagged them wrong though.

 

@Kimy, maybe not for the upcoming DD5 version, but it might be benefitial to add a SLAL-like mechanic to DD that allows you to register more animations to DD (on a "use at your own risk" principal, meaning if some idiot wants to register non-bound animations and mess things up, that's on him).

You could then also kinda establish a monopoly on the one proper way to tag bound animations (i.e with "bound" or without "bound" tags, "cuffs" and/or "cuffsFront"/"cuffsBack" etc.). Animation creators will need to adjust the tags of their animations for your decisions, and then we can just download DDAL (DD Animation loader) packs and add them on top of DD just as we add SLAL packs on top of Sexlab.

EDIT: Coming to think of it, I suppose it makes more sense that DDAL would be a separate mod, just as SLAL is separate from sexlab. Would also prevent an MCM inflation of DD.

Please consider it. It would be awesome!

Many thanks, it finally worked.

Posted

Hi i have a short question about the Forbidden Tome Quest. Is it somehow possible to escape the Belt without giving in to Urag? I just hate that Orc.

I tried many Keys but non of them fit. I asked Blacksmiths and others for help but no one could do anything and i'm out of ideas.

Posted
On 10/6/2020 at 12:48 AM, Windu191 said:

I have a problem and I can't for the life of me figure out how to fix it. 

Armbinder, yoke and even gag animations don't work, but only after a certain time. When putting on the devices all the animations work correctly, but after a few seconds/minutes (differs each time) the animations stop working. In all the years I have used DD I have never had this problem. 

 

I have all the requirements, they are all up to date, FNIS didn't give any errors, Bodyslide didn't have any problems and the animations DO WORK, just not for long. 

This is driving me up the wall. Does anyone have any idea what might be causing this?

i figured that out by myself in the past. The solution for me was a new clean save. after creating a new character all these issues where solved for me.

Posted
15 minutes ago, Schalli1980 said:

Hi i have a short question about the Forbidden Tome Quest. Is it somehow possible to escape the Belt without giving in to Urag? I just hate that Orc.

I tried many Keys but non of them fit. I asked Blacksmiths and others for help but no one could do anything and i'm out of ideas.

 

As far as I can remember, the only way of safely getting out of that belt was to finish the quest. I'm not sure it ever had an actual key. But it's been years since I played it, since it's also been years since it was actually included in this mod. If you're playing it now, you presumably either have a very old version of Integration installed, or you tracked down the devious deviants esp from somewhere and are using it with the current Integration - which it likely doesn't fully work with.

 

I think there is a debug option in the current DD MCM to remove all devices, including quest devices, but it comes with a warning that it will almost certainly break related quests.

Posted
1 hour ago, merManc said:

 

As far as I can remember, the only way of safely getting out of that belt was to finish the quest. I'm not sure it ever had an actual key. But it's been years since I played it, since it's also been years since it was actually included in this mod. If you're playing it now, you presumably either have a very old version of Integration installed, or you tracked down the devious deviants esp from somewhere and are using it with the current Integration - which it likely doesn't fully work with.

 

I think there is a debug option in the current DD MCM to remove all devices, including quest devices, but it comes with a warning that it will almost certainly break related quests.

my version of ddi is 4.3 but its true that i have the devious deviants esp running. i was just fooling around a bit with console comands and i found a queststage to complete the quest and it mentioned "i managed to escape the belt by myself" so i was wondering if it is possible to complete that quest other than usual.

Posted
15 hours ago, thedarkone1234 said:

The thing is there are some more animations that are not on DD. Bakafactory has a few scattered around his pack (and his yoke animation is in my eyes the best one there is), and there is also FunnyBizness' ArmBinder Creatures SLAL PACK 1.8 which is the only place I know where I can find actually bound creature animations.

That's correct of course. Adding creature animations would be nonsensical for DD to do, because DD doesn't support creatures at all.

 

15 hours ago, thedarkone1234 said:

About the animObject... I don't know if it can be programmed, but isn't there a simple way to make them not appear? (I know the animations can even run without installing animObjects.

Anim objects have to be declared in FNIS / CK. I am not aware of a simple way to turn them invisible at runtime. Actually removing the AO from an animation is straightforward enough just by creating a FNIS entry without the AO, but still leaves the other, bigger problem, that chances of the pose used by the animation is matching the relevant DD device type are a good approximation to zero. To be used by DD, the animation has unfortunately be made specifically for it.

 

15 hours ago, thedarkone1234 said:

That made my mistake, and I am sorry about it.

Ah, don't worry about it! :)

 

15 hours ago, thedarkone1234 said:

luckily enough were made with an animObject that is exactly DD-sized in mind,

This alone would be about as likely as a lottery win, but even IF the AO magically matches the size of the DD device of the same type, it's STILL not going to look right. Let's assume the AO used was a black armbinder, but the player is wearing a pink one. It's not working, because the animation is STILL using the hardcoded black one. Oh, and DD is not going to hide the pink one either, so you're going to wear two armbinders of same size but different color...

 

15 hours ago, thedarkone1234 said:

there is no way to add these. This is why people who do find at least one more animation that they want in, or want more creature support (I didn't yet get to test if draugur or spiders are smart enough to go for the mouth when the character is wearing a chastity belt, etc) currently have to resort to disabling the DD filter completely and using alternatives.

Even if I decided to add support for creatures (not going to, but just for the sake of the argument), the set made by FB contains animations only for armbinders, IIRC. You'd still have zero animations for all the other wrist restraints in DD. Solving this issue ALSO needs animators to step up and make them.

 

15 hours ago, thedarkone1234 said:

I can't speak for other modders but I think if it exists they will also stop making their own filters that circumvent the system. The external filters currently exist only because they provide features that DD doesn't have. I bet they will stop existing when they are unneeded.

The one actual feature DD really doesn't have is creature support. I understand that and I know how popular that stuff is. I am still not going to add that to DD.

 

Now, if there would be a comprehensive pack for bound creature animations out there (not just for armbinders), and some modder experienced enough to create it would volunteer to make an external mod working like the DD filter, just for creatures (e.g. WITHOUT registering these animations to SexLab, because that's still a stupid thing to do), I could always make the internal DD filter fire a mod event in case the filter aborts processing because of creatures involved in a scene. The external mod could then pick up the event and start whatever animation it wants. That would be trivial enough to do and I wouldn't have to work on the creature stuff myself.

 

15 hours ago, thedarkone1234 said:

And maybe if that mod exists, people will make more bound animations that fit DD, just as the way SLAL made more people make animations. Maybe people don't make DD animations now because it is too hard to get them in the mod?

Getting a new non-creature animation into DD involves the really hard step of sending it to me together with a note that I have permission to add it to DD. That's...all...

 

Posted
9 hours ago, Schalli1980 said:

i figured that out by myself in the past. The solution for me was a new clean save. after creating a new character all these issues where solved for me.

I'll try that as well.

 

On 10/6/2020 at 2:35 AM, Tenri said:

Do you have slaverun installed?

 

It is know to break idles like armbinders after a period of time in the current (3.0 beta?) release there is a fix for that here

I have uninstalled it and I haven't encountered the armbinder bug (yet). 

The bug with the gag still exists though, everytime I load a save the gag animation breaks and the mouth stays closed. The only way to fix it is to unequip and reequip the gag.

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