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Posted

Didn't work unfortunately, made a new character, put the gag on and the animation works. 

I save, quit then load the game and the animation is broken. 

Posted
24 minutes ago, Windu191 said:

Didn't work unfortunately, made a new character, put the gag on and the animation works. 

I save, quit then load the game and the animation is broken. 

The DD gag effect reapplies expression on game load. The only two ways it could be broken is, if there's another mod applying its own expressions on top of that, or if it's a custom gag (from other mod) with its own gag effect, which doesn't reapply expression.

EDIT. And by expression I mean phoneme modifier, at least that's what it's called there.

Posted

So the ring gag is supposed to allow oral, but the ring is so small that it clips with any size above 1, and it looks lame. Either make it open the mouth more with a bigger ring(we're talking 50% bigger), or don't allow oral.

 

Where is the expression for the ring gag set? I want to take a look at what can be done with it.

Posted
15 minutes ago, saltshade said:

So the ring gag is supposed to allow oral, but the ring is so small that it clips with any size above 1, and it looks lame. Either make it open the mouth more with a bigger ring(we're talking 50% bigger), or don't allow oral.

The schlong size depends on the plugin, not just the number (smurf average is smaller than vectorplexus regular) so the size really varies a lot per user, fyi.

Posted

Does anyone know if there is a way to disable all the human  sounds when devices are equipped? im playing as an argonian  so if i cant have argonian sounds id rather have no sounds.

Posted
15 hours ago, DayTri said:

The schlong size depends on the plugin, not just the number (smurf average is smaller than vectorplexus regular) so the size really varies a lot per user, fyi.

Is that supposed to be an argument for the ring being big enough? It's not.

Posted

Anyone else having problems with the device animations being overrided by normal movement animations?

 

Happens with all devices that use a new set of animations for me (armbinders, yokes, hobble dresses, straightjackets).

When the device is equipped it will run properly for up to 30seconds I would say then it switches back to my default character movement animations. I can quicksave and reload to restore the device animations but it still only lasts for about another 30seconds before switching back again.

 

I use "Her Animations" from nexus to alter defaults character movements. I would try playing without this and see if the animations don't reset to normal when wearing a device but I can't stand basic skyrim animations, they are not feminine or sexy enough. I have used other animations as well like victoria high heels walk and catwalk in the past and had the same problems.

 

Any solution here?

Posted
1 hour ago, Crota said:

Anyone else having problems with the device animations being overrided by normal movement animations?

 

Happens with all devices that use a new set of animations for me (armbinders, yokes, hobble dresses, straightjackets).

When the device is equipped it will run properly for up to 30seconds I would say then it switches back to my default character movement animations. I can quicksave and reload to restore the device animations but it still only lasts for about another 30seconds before switching back again.

 

I use "Her Animations" from nexus to alter defaults character movements. I would try playing without this and see if the animations don't reset to normal when wearing a device but I can't stand basic skyrim animations, they are not feminine or sexy enough. I have used other animations as well like victoria high heels walk and catwalk in the past and had the same problems.

 

Any solution here?

Since I know you've got slaverun this should fix it.

Posted
11 hours ago, Crota said:

Is it slaverun that's the problem all together? Cause I have no problem uninstalling that.

Slaverun has some issues, I wouldn't say necessarily that they are worth uninstalling over though I myself have stopped using it because of them. But in the case of breaking idles it is just over zealous when it comes to making sure the 'new to the mod' crawling feature was having the player in the correct animation.

You can just install the edited script I linked and not use the crawling feature, then armbinders/yokes/etc. and other idle mods should work properly as long as you don't have anything else that breaks them.

The current release of Slaverun is an early beta for some of the new features, and the author hasn't done anything with it in a long time.

Posted
8 hours ago, Tenri said:

Slaverun has some issues, I wouldn't say necessarily that they are worth uninstalling over though I myself have stopped using it because of them. But in the case of breaking idles it is just over zealous when it comes to making sure the 'new to the mod' crawling feature was having the player in the correct animation.

You can just install the edited script I linked and not use the crawling feature, then armbinders/yokes/etc. and other idle mods should work properly as long as you don't have anything else that breaks them.

The current release of Slaverun is an early beta for some of the new features, and the author hasn't done anything with it in a long time.

Yeah the FIx seemed to work for the most part thanks. It's a little janky still when I am walking up hill for instance you can clearly see the loop of the animation, but hey that's still better than before.

 

Cheers.

Posted

hi im having some issues with the player and npc characters being stuck in a kinda t pose position and are gliding around like this when i try to move. i have tried running fins but this does not seem to fix it. on vortex i have had a pop up saying that the version i downloaded is not compatiable with my skse do you know how i can fix this/download a patch for the new skse

Posted
9 minutes ago, kabnb said:

hi im having some issues with the player and npc characters being stuck in a kinda t pose position and are gliding around like this when i try to move. i have tried running fins but this does not seem to fix it. on vortex i have had a pop up saying that the version i downloaded is not compatiable with my skse do you know how i can fix this/download a patch for the new skse

Most probable cause is using LE version on SE, or vice versa. So, check that you downloaded the right version for your game.

Posted

Hey, 
I have some more questions for all with DD Creation kit experience.  

 

Under the Effect modifiers in zadlibs, there is one Keyword unexplained, and that is the zad_EffectRemote Keyword.


In a scene that im currently working on, the PC is equipped with a Plug that I made by copying the Blacksolegem Plug and a Belt. A little later still in the Scene, I want a "Demonstration" to happen the Plug should Vibrate. After that, it should shock the PC however when I try it out the instead of Vibrating, it shocks the Actor, and after a time, it shocks her again ill attach the Function bellow, so it makes more sense. I expected the Vibrate Event to not fire in a scene. Is there a way to get around this without taking the PC out of the Scene? 
 

Function Demonstration(Actor DemOn)
    libs.VibrateEffect(DemOn, 2, 10, teaseOnly = true, silent = false)
    Utility.Wait(10)
    libs.ShockActor(DemOn)
    libs.HealthDrainEffect(DemOn)
EndFunction

 

PS. If Kimy reads this, the Horny buffs from Cursed Loot always kill my Character, you Devil.  ?

Posted
1 hour ago, Prime66 said:

Hey, 
I have some more questions for all with DD Creation kit experience.  

 

Under the Effect modifiers in zadlibs, there is one Keyword unexplained, and that is the zad_EffectRemote Keyword.


In a scene that im currently working on, the PC is equipped with a Plug that I made by copying the Blacksolegem Plug and a Belt. A little later still in the Scene, I want a "Demonstration" to happen the Plug should Vibrate. After that, it should shock the PC however when I try it out the instead of Vibrating, it shocks the Actor, and after a time, it shocks her again ill attach the Function bellow, so it makes more sense. I expected the Vibrate Event to not fire in a scene. Is there a way to get around this without taking the PC out of the Scene? 
 


Function Demonstration(Actor DemOn)
    libs.VibrateEffect(DemOn, 2, 10, teaseOnly = true, silent = false)
    Utility.Wait(10)
    libs.ShockActor(DemOn)
    libs.HealthDrainEffect(DemOn)
EndFunction

 

PS. If Kimy reads this, the Horny buffs from Cursed Loot always kill my Character, you Devil.  ?

You are right that there's a check to see if the actor is in a scene:

 

bool Function IsValidActor(actor akActor)
	return (akActor.Is3DLoaded() && !akActor.IsDead() && !akActor.IsDisabled() && akActor.GetCurrentScene() == none)
EndFunction

And this is used in the VibrateEffect function to check if it can continue.

 

That function does a lot of stuff:

- handles DD orgasm

- handles playing idles

- plays the sound

- increases exposure

- handles expressions

 

I think the best thing for you, if you don't want to take the player out of the scene, is to make your own function that does the parts you want (probably at least sound and arousal increase). It would be easy to make a function which plays the sound for a certain amount of time and increases arousal. For your scene you might not want the horny idles, orgasms, and facial expressions anyway, so it could be better to customize those.

 

Something like this might be good enough for you:

 

int function CustomVibrateEffect(int vibstrength, float duration)
	if vibStrength == 5
		vibSoundSelect = libs.VibrateVeryStrongSound
	elseIf vibStrength == 4
		vibSoundSelect = libs.VibrateStrongSound
	elseIf vibStrength == 3
		vibSoundSelect = libs.VibrateStandardSound
	elseIf vibStrength == 2
		vibSoundSelect = libs.VibrateWeakSound
	elseIf vibStrength == 1
		vibSoundSelect = libs.VibrateVeryWeakSound
	else
		return -2
	EndIf

	int vsID = vibSoundSelect.Play(playerRef)
	Sound.SetInstanceVolume(vsID, 1)

	Utility.Wait(duration)
	Sound.StopInstance(vsID)
	aroused.SetActorExposure(playerRef, 80)

endFunction

 

 

 

Posted
1 hour ago, DayTri said:

You are right that there's a check to see if the actor is in a scene:

 

And this is used in the VibrateEffect function to check if it can continue.

 

That function does a lot of stuff:

- handles DD orgasm

- handles playing idles

- plays the sound

- increases exposure

- handles expressions

 

I think the best thing for you, if you don't want to take the player out of the scene, is to make your own function that does the parts you want (probably at least sound and arousal increase). It would be easy to make a function which plays the sound for a certain amount of time and increases arousal. For your scene you might not want the horny idles, orgasms, and facial expressions anyway, so it could be better to customize those.

 

Something like this might be good enough for you:

 


int function CustomVibrateEffect(int vibstrength, float duration)
	if vibStrength == 5
		vibSoundSelect = libs.VibrateVeryStrongSound
	elseIf vibStrength == 4
		vibSoundSelect = libs.VibrateStrongSound
	elseIf vibStrength == 3
		vibSoundSelect = libs.VibrateStandardSound
	elseIf vibStrength == 2
		vibSoundSelect = libs.VibrateWeakSound
	elseIf vibStrength == 1
		vibSoundSelect = libs.VibrateVeryWeakSound
	else
		return -2
	EndIf

	int vsID = vibSoundSelect.Play(playerRef)
	Sound.SetInstanceVolume(vsID, 1)

	Utility.Wait(duration)
	Sound.StopInstance(vsID)
	aroused.SetActorExposure(playerRef, 80)

endFunction

 

 

Gah, that once again excludes the Simple way. But I do love the Idea.  Since im going to need it more often and I like the animations im going to add those as well with a toggle option. 
Thanks so much for your help. 

Posted
1 hour ago, Prime66 said:

 

Gah, that once again excludes the Simple way. But I do love the Idea.  Since im going to need it more often and I like the animations im going to add those as well with a toggle option. 
Thanks so much for your help. 

No problem.

 

I guess it is also possible to extend zadLibs.psc and modify only the condition on that valid actor function as well, and calling the extended function for your scene. But because of all the properties it's probably easier to just recreate the function entirely.

  • 2 weeks later...
Posted

In case some of you missed it, but there is a beta test for DD5 going on. Take a peek on the DD5 beta, if you haven't already!

 

 

  • 2 weeks later...
Posted

If I add the zad_Lockable keyword to worn items from a custom mod, could that cause bugs?

 

More generally, if I add the zad_Lockable keyword to a worn item, will it cause DDi to run scripts/quests on that item?

 

The reason I'm asking is because I'm currently making a patch for dialogue. I want the dialogue to only be spoken if someone is wearing either DDs or certain Non-Devious Devices. Basically, I want there to be comments that are spoken when someone wears either regular DDs or Non-DD items from this mod-

Spoiler

 

 

The simplest way to achieve what I intend is to just add the zad_Lockable keywords to all items from the Non-Devious Devices mod by Dreamweaver, but I don't know if that will cause bugs. I don't know if adding the zad_Lockable keyword to a worn item will create bugs if that worn item isn't from the DD family of mods.

Posted
3 hours ago, Corsec said:

If I add the zad_Lockable keyword to worn items from a custom mod, could that cause bugs?

 

More generally, if I add the zad_Lockable keyword to a worn item, will it cause DDi to run scripts/quests on that item?

 

The reason I'm asking is because I'm currently making a patch for dialogue. I want the dialogue to only be spoken if someone is wearing either DDs or certain Non-Devious Devices. Basically, I want there to be comments that are spoken when someone wears either regular DDs or Non-DD items from this mod-

  Hide contents

 

 

The simplest way to achieve what I intend is to just add the zad_Lockable keywords to all items from the Non-Devious Devices mod by Dreamweaver, but I don't know if that will cause bugs. I don't know if adding the zad_Lockable keyword to a worn item will create bugs if that worn item isn't from the DD family of mods.

If you intend to patch both dialogue and item mod it means you can just create new arbitrary keyword (non zad_ prefixed, let's keep it reserved) and then use this keyword as OR check in dialogue. So it fires on both zad_lockable and this new one, whichever actually is there. Using zad_lockable on non-devious devices shouldn't cause bugs, but can lead to unexpected behavior from mods that aren't ready for such things.

Posted

For the mod I'm developing I have decided I would like to have special NPC greetings when the player is wearing either dog or pony themed DDs. I'm enabling dialogue conditions by searching for keywords on the equipped items of the player and NPCs. Unfortunately the dog/pony DDs don't seem to have dedicated keywords for pet play.

 

Would it be safe to patch the inventory items in DD mods to add new keywords? I wouldn't be touching the scripted armors or armor addons, just the armor items that show in the player inventory. The only change is to add a couple of new keywords, nothing else.

 

Also, if I wanted to make a dialogue use a condition for whatever the players sex skill level is in the Sexlab MCM Diary, does anyone know what alias I'd need to check for? If it's not a quest alias, does anyone know what I'd need to look for?

 

19 hours ago, DeWired said:

If you intend to patch both dialogue and item mod it means you can just create new arbitrary keyword (non zad_ prefixed, let's keep it reserved) and then use this keyword as OR check in dialogue. So it fires on both zad_lockable and this new one, whichever actually is there. Using zad_lockable on non-devious devices shouldn't cause bugs, but can lead to unexpected behavior from mods that aren't ready for such things.

 

Thanks for the response. Your idea is a good one and would probably solve the issue.

 

I was hoping there was a way I could implement the DD/non-DD dialogue conditions with a single keyword, because this would allow me to reduce the number of plugin dependencies. While your suggestion would work, it would also mean that one plugin would depend on the other, which would create hard dependencies and limit compatibility.

  • 2 weeks later...
Posted

Hi all! This will probably be my last posting in this thread. Devious Devices 5.0 has just been released as a all-in-one installer on a new download page. You can find the new version here:

 

https://www.loverslab.com/topic/157168-devious-devices-le-50-2020-11-18/

 

This page will stay open for reference, and in case somebody still needs to old version for whatever reason. Yes, I will keep DD4 available. I will however no longer support DD4.x in any shape or fashion.

 

See you on the other side and have fun with DD5! :)

 

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