volfin Posted October 18, 2013 Posted October 18, 2013 I was using the UNP version, which seemed to fit fine. But recently I decided to change my character over to the CBBE 3.2 body. I changed this mod from the UNP files to the CBBE files, and it shows up, but for some reason the belt doesn't resize to match the Weight slider. I have to set my weight to 0.0 for the belt to appear right. I didn't have this issue with the UNP. Is there some reason the CBBE belt wouldn't size to fit properly? There should be no difference in display behavior between the CBBE and UNP versions. Not sure what's going on there but it looked fine last time I tested it on the standard CBBE body - at any weight value. Is it clipping on the stomach? I had to use Bodyslide to reduce the belly as it sticks out a bit on the 3.2 body. Again, this is puzzling to me and is not supposed to happen on either the default CBBE or UNP body. The belly issue has been reported before in some cases, but as of yet I've been unable to reproduce and therefore unable to fix it. I'll keep looking into it though. I also wonder if it could be the skeleton i'm using. What skeleton do you use? I'm using Perfect 3/2 ( http://skyrim.nexusmods.com/mods/11064/) because another mod suggested it.
Veladarius Posted October 18, 2013 Posted October 18, 2013 I was using the UNP version, which seemed to fit fine. But recently I decided to change my character over to the CBBE 3.2 body. I changed this mod from the UNP files to the CBBE files, and it shows up, but for some reason the belt doesn't resize to match the Weight slider. I have to set my weight to 0.0 for the belt to appear right. I didn't have this issue with the UNP. Is there some reason the CBBE belt wouldn't size to fit properly? There should be no difference in display behavior between the CBBE and UNP versions. Not sure what's going on there but it looked fine last time I tested it on the standard CBBE body - at any weight value. Is it clipping on the stomach? I had to use Bodyslide to reduce the belly as it sticks out a bit on the 3.2 body. Again, this is puzzling to me and is not supposed to happen on either the default CBBE or UNP body. The belly issue has been reported before in some cases, but as of yet I've been unable to reproduce and therefore unable to fix it. I'll keep looking into it though. The CBBE classic body has a slightly flatter tummy than the 3.2 version. Look at the bodies in bodyslide and you can see a small difference between them. Both of them have the Belly slider set at 40 but the 3.2 version sticks out just a bit more and looks to be enough to cause the minor clipping I saw.
volfin Posted October 18, 2013 Posted October 18, 2013 I made a pic showing at 0.0 weight and 1.0 weight to show the difference I can see the sides and back of the belt deform to match the body, it's just that the front never moves, while the body mesh expands in the stomach area. I use the "Curvy" version which is the standard, not the "Slim", "Vanilla", or "Nevernude" versions. It doesn't seem the skeleton matters, I tried a different one, same thing.
Veladarius Posted October 18, 2013 Posted October 18, 2013 The difference is between the CBBE Classic and CBBE / CBBE 3.2 bodies. The Belly slider in Bodyslide on the CBBE Classic body is at 0 where on the CBBE / CBBE 3.2 bodies they start at 40% and go up to 80%. If the belts were made based on the Classic body then they would not expand at the belly since there is no difference between min and max weights. You can see the differences here: CBBE / CBBE 3.2 (both are the same on the Belly slider) CBBE Classic
Veladarius Posted October 18, 2013 Posted October 18, 2013 The NEO Slave Leia goes really well with the CBBE belt.
Zadil Posted October 18, 2013 Posted October 18, 2013 The difference is between the CBBE Classic and CBBE / CBBE 3.2 bodies. The Belly slider in Bodyslide on the CBBE Classic body is at 0 where on the CBBE / CBBE 3.2 bodies they start at 40% and go up to 80%. If the belts were made based on the Classic body then they would not expand at the belly since there is no difference between min and max weights. The belts are based on 3.2. Or at least they should, that's the version I downloaded and got the body models from, though it seems obvious now that something went wrong. Thanks for pointing it out volfin & Veladarious. I'm gonna make the necessary adjustments and include them in the next version.
Min Posted October 19, 2013 Author Posted October 19, 2013 Finally hit 50 posts: Account name has been changed from the former throw-away name of "fdsatrashasdf" to "Min". Same person, new name. Sorry for any confusion this may cause.
Min Posted October 19, 2013 Author Posted October 19, 2013 One more thing: I'm nearing the completion of the first merged version of Zadil and I's mod (Zadil is waiting on me to finish up the scripts), and had a few questions for the current users of this mod. Many things have changed: Plugs are now interchangeable between belts, and are now a separate inventory equip. Given this, I'm debating on changing plug functionality, so that they cannot be removed/inserted while a belt is worn (Since the belt -is- designed to block access for that sort of thing, after all). This would require the plug to be worn prior to wearing the belt, and would be irremovable for the duration that the belt is worn. The reason I did not change functionality to this initially was twofold: I didn't want to change expected behavior for existing users of the original mod, and it would've been more difficult with the previous system. Anyone want to weigh in with a preference towards keeping it how it currently works (can't interact with plugs in your inventory, and can add/remove them while wearing a belt), or switch to my new aforementioned design?
Fredfish Posted October 19, 2013 Posted October 19, 2013 I vote for the new method, can't change plugs on a worn belt, better for immersion You could always carry two (or more) belts, ones with plugs one without
handsandarrows Posted October 19, 2013 Posted October 19, 2013 Thank you for mod! For update I also like better your new system
Veladarius Posted October 19, 2013 Posted October 19, 2013 I like the new method as well, no backing out once they are in place.
nokou Posted October 19, 2013 Posted October 19, 2013 Yep the new system sound way much better, i vote hell yes
Min Posted October 19, 2013 Author Posted October 19, 2013 Everyone agrees with me then. Spiffy. I've already written it up as such. I've just got to add the new items to the crafting system, and I'll be ready to release.
nokou Posted October 19, 2013 Posted October 19, 2013 Everyone agrees with me then. Spiffy. I've already written it up as such. I've just got to add the new items to the crafting system, and I'll be ready to release. Awesome, I'm actually looking forwards to this updated mod..
Min Posted October 20, 2013 Author Posted October 20, 2013 New version is up. This mod is now split in to two distinct parts: Devious Devices - Assets, which provides all of the models/textures that this mod uses, and can be used as a modders resource if you wish to use the belt models without my attached scripts. [ http://www.loverslab.com/topic/19865-devious-devices-assets/ ] and This mod, Devious Devices - Integration, which, as the name suggests, integrates the devices in to your game, and provides functionality/interactivity for them. A partial list of features can be found in the main post. Changelog: This version is a major overhaul: Much changed that is not listed here. Changed versioning system to match Zadil's, for ease of distribution. Greatly upgraded the belt's Sexlab animation filter. See main post for more information. Added tag for "Masturbation" animation to filter (Will now automatically be replaced/terminated with DDBeltedSolo) Updated to properly manage arousal for sex events with Aroused v20131001, which contained changes to the lock faction. Will now property block arousal for both the PC, and NPC's during sex. Fixed bug that could result in an npc wearing a strapon indefinitely following sitting out of a sex act. Redesigned equip scripts to support Zadil's new devices. Belted npc's will now be subjected to the same animation filter as the pc, for sexlab animations. Added new arousal based messages for manipulating belts/plugs. More to come later. More features/bugfixes that I'm probably forgetting to mention here. Added MCM menu to configure unlock difficulty threshold, and rate multipliers (plugged/belted).
nokou Posted October 20, 2013 Posted October 20, 2013 New version is up. Changelog: This version is a major overhaul: Much changed that is not listed here. Changed versioning system to match Zadil's, for ease of distribution. Greatly upgraded the belt's Sexlab animation filter. See main post for more information. Added tag for "Masturbation" animation to filter (Will now automatically be replaced/terminated with DDBeltedSolo) Updated to properly manage arousal for sex events with Aroused v20131001, which contained changes to the lock faction. Will now property block arousal for both the PC, and NPC's during sex. Fixed bug that could result in an npc wearing a strapon indefinitely following sitting out of a sex act. Redesigned equip scripts to support Zadil's new devices. Belted npc's will now be subjected to the same animation filter as the pc, for sexlab animations. Added new arousal based messages for manipulating belts/plugs. More to come later. More features/bugfixes that I'm probably forgetting to mention here. Added MCM menu to configure unlock difficulty threshold, and rate multipliers (plugged/belted). Damn I'm out of Like's today so I have to type it, so here we go.. Nokou Likes this
handsandarrows Posted October 20, 2013 Posted October 20, 2013 thank you again! it seem esm need *actor event mod* but is not mentioned on page? o.o
Min Posted October 20, 2013 Author Posted October 20, 2013 Hmm, you're right, that somehow ended up as a dependency. I'll look in to why, as my scripts aren't dependent on that particular mod.
nokou Posted October 20, 2013 Posted October 20, 2013 thank you again! it seem esm need *actor event mod* but is not mentioned on page? o.o So will this not work without the actor event mod?
Min Posted October 20, 2013 Author Posted October 20, 2013 For the moment: I'm looking in to why that (erroneously) ended up as a dependency as we speak. Hold on
Min Posted October 20, 2013 Author Posted October 20, 2013 Yeah, I must have mistakenly added that dependency earlier. I'm not sure how to cleanly remove that master file without breaking everything, though (I'd have to manually adjust most keywords/properties, as Tes5edit / the creation kit don't seem to want to do it automatically for me). Removing the dependency via the Creation Kit results in the error "Default: Failed to open file for ID fix." Tes5edit removes the master dependency without complaint after using "Clean Masters", though still leaves the mod in a very broken state. Could I get a more experienced modder's advice on the best way to remove that dependency without breaking all of the keyword/script properties for every item/dialog/script/etc? For the time being, this mod is now dependent upon ActorEvents until I figure out how to safely remove that dependency. The mod does perform exactly as advertised, however, assuming you have the new dependency installed (Main post is now updated to include it as a dependency). I may use the functionality from ActorEvents in the future anyways (An idea for soulgem plugs was penalizing you if you let your mana drop below a certain point, etc). Sorry for the inconvenience. On another note, does anyone have any ideas for plug/item-specific functionality that they'd like to see included? Any suggestions for more MCM options that you would like to see added?
nokou Posted October 20, 2013 Posted October 20, 2013 Yeah, I must have mistakenly added that dependency earlier. I'm not sure how to cleanly remove that master file without breaking everything, though (I'd have to manually adjust most keywords/properties, as Tes5edit / the creation kit don't seem to want to do it automatically for me). Removing the dependency via the Creation Kit results in the error "Default: Failed to open file for ID fix." Tes5edit removes the master dependency without complaint after using "Clean Masters", though still leaves the mod in a very broken state. Could I get a more experienced modder's advice on the best way to remove that dependency without breaking all of the keyword/script properties for every item/dialog/script/etc? For the time being, this mod is now dependent upon ActorEvents until I figure out how to safely remove that dependency. The mod does perform exactly as advertised, however, assuming you have the new dependency installed (Main post is now updated to include it as a dependency). I may use the functionality from ActorEvents in the future anyways (An idea for soulgem plugs was penalizing you if you let your mana drop below a certain point, etc). Sorry for the inconvenience. On another note, does anyone have any ideas for plug/item-specific functionality that they'd like to see included? Any suggestions for more MCM options that you would like to see added? what about when the character reaches 50 arousal stage every so often she staggers and has blurred vision which also affects her in combat?
JuliusXX Posted October 20, 2013 Posted October 20, 2013 Just a minor suggestion. Is it possible to arrange the masters to the same order that BOSS proposes? With this I mean this order: Skyrim.esm Update.esm actorEvents.esm Sexlab.esm SexlabAroused.esm ZazAnimationPack.esm
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