Jump to content

Devious Devices NG


Recommended Posts

Posted (edited)
On 8/5/2024 at 10:28 PM, randy1990 said:

the new armbinders are invisible even after i reloaded everything in dd framework 3ba on bodyslind 

 

edit:

ok i found it it was not added in the group i did it manually now it works but now i have the problem that when a npc runs with the armbinder the arms move normally instead of being bound 

I have the same Issue you had (your first problem). How did you solve it? I dont know how to add the armbinder to the group. 😃

 

Edit: Ok, i managed to add the armbinders to the missing group and the preset appeared, but its still invisible in game...same as the gag.

 

Thanks in advance

Edited by jonni28
Posted
On 8/11/2024 at 4:15 AM, Tsunamilawl said:

The new armbinders all have this odd clipping issue. I don't know how to describe it, or have any idea what could fix it.

 

 

It looks like there are some declared bones in the xml for the armbinder that aren't recognised by your game engine.

 

Do you have CBBE 3BA as your body and also running FSMP?

Posted
On 8/9/2024 at 6:33 AM, Inte said:

@ponzipyramid, thanks for the armor equip restriction option in the .ini, it works great. 

 

But, now I have an observation for the new version.

It is a really bad idea to change the source script location from the base mod you are patching. I.e., the location of the source scripts for DDf 5.2 (which your mod is patching) is in ..\Data\Scripts\Source\, but the location for your mod’s source scripts is in ..\Data\Source\Scripts\. This will create a lot of confusion for modders and it will lead to breaking your mod and its new features. 
E.g., let’s take the ‘zadLibs.psc’ script: when I installed your mod through Vortex, the old script (the ‘zadLibs.psc’ from DDf 5.2) was not overwritten with your new script (because yours went into the wrong location). Not knowing you’ve changed the script location, I grabbed the script from ..\Data\Scripts\Source\, thinking it’s the new one, and compiled it. The resulting .pex file did not have any of the new changes you’ve made to that script (since I compiled the old script). As you can imagine, this will result in your mod being broken for anybody that does the same (usually modders). 
My suggestion is for you to ship your source scripts in their correct location, ..\Data\Scripts\Source\.

Hey, I guess the inquiry from Inte is a serious issue. Is there already a fix for that? Should abstain from upgrading now?

Posted
8 hours ago, Johannes01 said:

Hey, I guess the inquiry from Inte is a serious issue. Is there already a fix for that? Should abstain from upgrading now?

It's not a serious issue at all and only applicable for very old versions of the SE Creation Kit released before half of 2017. Which no one should be using anymore to begin with. These script source files are only required if you are modding DD related mods. For regular players they are not required. So nothing to be worried about.

Posted (edited)
15 hours ago, audhol said:

 

 

It looks like there are some declared bones in the xml for the armbinder that aren't recognised by your game engine.

 

Do you have CBBE 3BA as your body and also running FSMP?

I was using the old CBBE, not 3BA and with HDT SMP, not FSMP. I'll look into these mods and their requirements.

Edit: worked fine after installing all of that. Thanks.

Edited by Tsunamilawl
Posted

When upgrading to the new DD NG Version my SL MCM does not show up anymore within a new game start. When I deactivate it, SL MCM shows up. Tried several simple fixes but this one seems to be broken for me. Does anyone have a solution for that?

Posted

When previewing the bodyslide files on this mod its invisible and when I try building nothing happens and when batch building I get this error (check ss).

I have cbbe and cbbe 3ba and have built their bodyslide files

In game, npcs have invisible bodies when wearing the devices

on the side note: does this mod support males? or do I have to install the for him mod

image.png

Posted
3 hours ago, urnotsupposedtobehere said:

When previewing the bodyslide files on this mod its invisible and when I try building nothing happens and when batch building I get this error (check ss)

Did you install Devious Devices 5.2? If not, install it. If you did, try reinstalling it.

Posted (edited)
1 hour ago, urnotsupposedtobehere said:

Worked thx :)


another problem sadly, when wearing a device like the ss, it doesnt show my penis

im using TNG and tng only

ScreenShot2.png

u can write into  "TheNewGentleman.ini"

[RevealingRecord]

0xXXXXX~Modname.esp = true

Edited by Woskiy
Posted
3 hours ago, Woskiy said:

u can write into  "TheNewGentleman.ini"

[RevealingRecord]

0xXXXXX~Modname.esp = true

I tried writing this instead but it doesnt work

[Armor]
RevealingMod = DeviouslyCursedLoot.esp = true
RevealingMod = DeviousDevices-BRRF.esp = true
RevealingMod = DeviousDevicesforhim.esp = true
RevealingMod = DD-BRRF_Patch-CursedLoot.esp = true

If I have to go with your method, what do I write in 0xXXXXX because I tried 3A127794 (3A being the load for DCL) and Do I put spaces in the Mod name (ex: Deviously Cursed Loot.esp)

Posted (edited)
On 8/16/2024 at 12:39 AM, urnotsupposedtobehere said:

I tried writing this instead but it doesnt work

[Armor]
RevealingMod = DeviouslyCursedLoot.esp = true
RevealingMod = DeviousDevices-BRRF.esp = true
RevealingMod = DeviousDevicesforhim.esp = true
RevealingMod = DD-BRRF_Patch-CursedLoot.esp = true

If I have to go with your method, what do I write in 0xXXXXX because I tried 3A127794 (3A being the load for DCL) and Do I put spaces in the Mod name (ex: Deviously Cursed Loot.esp)

0x?..?~TheModName.esp = true
Note: Do not use this unless it is necessary.
 

  • The ?..? should be replaced by the record ID. For normal ESP files that is the last 6 digits of the record ID in xEdit where you can omit the zeros at the beginning and for ESL-flagged ESP files that is the last three digits.
  • An INI file can have all the sections and as many lines in each section as you want.
  • You can modify, remove or add INI files at any point during your play-through without any problems.
  • INI files are all loaded and treated the same. The conflicts are handled by what they are trying to tell TNG:
    SinMods>SkinRecord>CoveringRecord>RevealingMod>RevealingRecord>SlotSwapMod.
    This means if one INI says an armor is revealing and another says it is covering, the armor would be treated as covering.  (copy from https://www.nexusmods.com/skyrimspecialedition/mods/104215 TNG)

 

EX   :  0x3d2c5~Devious Devices - Expansion.esm = true,  this is the black catsuit from the DDX  or u can use TNG MCM set Hotkey it can be Semi-automatic add the armor ID TO THE INI   。after  add the ID u need Re-equip or Reload game

Edited by Woskiy
Posted
5 hours ago, Woskiy said:

0x?..?~TheModName.esp = true
Note: Do not use this unless it is necessary.
 

  • The ?..? should be replaced by the record ID. For normal ESP files that is the last 6 digits of the record ID in xEdit where you can omit the zeros at the beginning and for ESL-flagged ESP files that is the last three digits.
  • An INI file can have all the sections and as many lines in each section as you want.
  • You can modify, remove or add INI files at any point during your play-through without any problems.
  • INI files are all loaded and treated the same. The conflicts are handled by what they are trying to tell TNG:
    SinMods>SkinRecord>CoveringRecord>RevealingMod>RevealingRecord>SlotSwapMod.
    This means if one INI says an armor is revealing and another says it is covering, the armor would be treated as covering.  (copy from https://www.nexusmods.com/skyrimspecialedition/mods/104215 TNG)

 

EX   :  0x3d2c5~Devious Devices - Expansion.esm = true,  this is the black catsuit from the DDX  or u can use TNG MCM set Hotkey it can be Semi-automatic add the armor ID TO THE INI   。after  add the ID u need Re-equip or Reload game

I really couldn't get it to work

Im trying to get White Ebonite Straitjacket from DDX to be set to revealing
 

  • I went to \mods\Devious Devices NG\SKSE\Plugins and made folders so its \mods\Devious Devices NG\SKSE\Plugins\TNG and made a text file called Devious Devices_TNG
  • Inside the txt file I put 0x02d9d1~Devious Devices - Expansion.esm = true (0x02d9d1 is the formID of zadx_StraitJacketLatexWhiteRendered according to SSEEdit)
Posted

Hello, I'm not sure where to ask this question due to my many mods but I figured if this was the wrong place someone could point me there.

 

I'm having an issue where when my character has been put into pony walking animations while in heavy bondage (yoke, armbinder) there aren't any footsteps when sprinting in 3rd person. Normal movement, walking and 1st person are fine .It would be a great help if someone can help me out with this.

Posted (edited)
7 hours ago, urnotsupposedtobehere said:

I really couldn't get it to work

Im trying to get White Ebonite Straitjacket from DDX to be set to revealing
 

  • I went to \mods\Devious Devices NG\SKSE\Plugins and made folders so its \mods\Devious Devices NG\SKSE\Plugins\TNG and made a text file called Devious Devices_TNG
  • Inside the txt file I put 0x02d9d1~Devious Devices - Expansion.esm = true (0x02d9d1 is the formID of zadx_StraitJacketLatexWhiteRendered according to SSEEdit)

maybe u can try this https://www.nexusmods.com/skyrimspecialedition/mods/55728   Keyword Item Distributor (KID)     ModOrganizer\Skyrim Special Edition\mods\The New Gentleman\skse\plugins 

 

 

TheNewGentleman_KID.zip

Edited by Woskiy
Posted
On 8/6/2024 at 2:55 AM, gamer098 said:

I have been having an issue where nipple piercings 1) are slightly misaligned and 2) have different physics than the breasts.

I have run bodyslide (although I can never be sure I did so correctly as bodyslide is far from intuitive).

I have to the best of my knowledge followed installation instructions and installed all of the proper dependencies.

When installing CBBE 3BA I configured it to use SMP for the breasts and CBPC for everything else (I think this is the default).

 

Does anyone know what I may have done incorrectly? Thank you.

I had the same  issue either,but I just found a solution.

Open the "piercingNSoul.xml" as txt format,delete "<can-collide-with-tag>chain</can-collide-with-tag>"below "<per-triangle-shape name="body">",then the nipple pirecing wont floating around.I guess it's because of something wrong with collision box of the chain part.

Hope this will help. ^_^ (I'm not a English speaker by the way,fogive me if I made some grammar mistakes.)

Posted

After visiting Deviously Cursed Loot's Whip and Chain Inn, I end up with a lot of papyrus spam from DD NG 0.37.

 

The spam is because zadcFurnitureScript's OnUpdate() is finding the "user" global variable to be None for several of the furniture items in that inn.   Guessing that's a bug in DCL, not DD.  Or maybe just the Skyrim engine wierdness for days ending in "y"...

 

I'm thinking that an appropriate fix is to have zadcFurnitureScript's OnUpdate() do an immediate return if (user == None) and not call RegisterForSingleUpdate()?   Maybe toss in a call to CheckSelfBondageRelease(libs.PlayerRef) as a safety check?

Posted
3 hours ago, Arcane Wanderer said:

After visiting Deviously Cursed Loot's Whip and Chain Inn, I end up with a lot of papyrus spam from DD NG 0.37.

 

The spam is because zadcFurnitureScript's OnUpdate() is finding the "user" global variable to be None for several of the furniture items in that inn.   Guessing that's a bug in DCL, not DD.  Or maybe just the Skyrim engine wierdness for days ending in "y"...

 

I'm thinking that an appropriate fix is to have zadcFurnitureScript's OnUpdate() do an immediate return if (user == None) and not call RegisterForSingleUpdate()?   Maybe toss in a call to CheckSelfBondageRelease(libs.PlayerRef) as a safety check?

That seems a bit unlikely. The 'OnUpdate' gets called by a RegisterForSingleUpdate when someone is locked in, which then starts to loop. And the timer is killed when somebody is removed from the contraption. So it could be possible that the unlock and update overlap but that would be a minor event. Not log spamming on several items.

 

The Inn is very taxing on the engine as it has way to many NPC's doing things in a single cell which is not seperated by portals and roombounds.

 

But we could encapsulate the entire update event in a forced check if the actor is present when the update is called?

 

Event OnUpdate()
	if user
		StruggleTick += 1
		if StruggleTick > 1
			StruggleTick = 0
		EndIf	
		RegisterForSingleUpdate(Utility.RandomInt(20,40))	
		If !PasserbyAction() && StruggleTick == 0
			StruggleScene(user)
		EndIf
		if !clib.IsAnimating(user)
			; to make up for not checking here, we do when a scene ends.
			CheckSelfBondageRelease()		
		EndIf
	EndIf
EndEvent

 

Posted
23 minutes ago, naaitsab said:

That seems a bit unlikely. The 'OnUpdate' gets called by a RegisterForSingleUpdate when someone is locked in, which then starts to loop. And the timer is killed when somebody is removed from the contraption. So it could be possible that the unlock and update overlap but that would be a minor event. Not log spamming on several items.

 

The Inn is very taxing on the engine as it has way to many NPC's doing things in a single cell which is not seperated by portals and roombounds.

 

But we could encapsulate the entire update event in a forced check if the actor is present when the update is called?

 

Event OnUpdate()
	if user
		StruggleTick += 1
		if StruggleTick > 1
			StruggleTick = 0
		EndIf	
		RegisterForSingleUpdate(Utility.RandomInt(20,40))	
		If !PasserbyAction() && StruggleTick == 0
			StruggleScene(user)
		EndIf
		if !clib.IsAnimating(user)
			; to make up for not checking here, we do when a scene ends.
			CheckSelfBondageRelease()		
		EndIf
	EndIf
EndEvent

 

 

Yes, that's the kind of fix I was thinking of.  It'll fix the spam and lower the load.  

 

I'm not sure how it happened, but it happened twice.  I'm pretty sure it wasn't a race condition between lock and unlock.

 

I was in Markarth and noticed the messages were occurring for four or five devices a couple of times per minute.   So, the Inn wasn't even a loaded cell, FWIW.  Seems to me that it would never have stopped complaining.

 

I tried returning to the Inn.  No help.

Next, I loaded a much earlier save, went into the Inn ... and started to get errors related to the None user again.

 

Might be something with my mod list, but I doubt it.   I added a debug statement to the DD script and got the form id of the device.   When I did a moveto against the devices formid, all I saw was an NPC and no furniture.  So, maybe somehow I have missing furniture.  Nothing is overriding the DD files (as shown by MO2's left pane) and the only conflicts in xEdit are DD expansion overriding integration.   The only conflicts ZaZ-8 has are a ragdoll fix for chickens and hares.  The only conflicts that DCL has is some minor Worldspace stuff - navmeshes, landscape records, and one placed firewood pile.

 

I haven't seen anything other than DCL trigger this.

 

It's probably not worth tracking down what's causing this (which is perhaps happening only for me and/or only in the inn).  But, if a bug can be triggered, it's worth mitigating it, so I like the fix.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...