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Devious Devices NG


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Posted
On 10/6/2024 at 4:08 PM, ponzipyramid said:

 

We'll look into it.

 

 

Partially. Mods that try to play animations through DD's functions will fail (like Deviously Helpless) and animations will not be filtered out when bound. It isn't game breaking but there are issues. We're working on full compatibility in the next release.

 

 

Open the OAR menu using Shift + O, enter user mode, and tick off the specific replacers you don't want. The blindfold and fetter ones should be labeled accordingly.

 

 

Sounds like an LO issue since we haven't seen anything like this on 1170. Post a script log? https://www.nexusmods.com/skyrim/articles/368

 

 

@ihatemykite just a heads up about this.

 

I think I have the correct file here! Apologies, I am still quite new to modding, still figuring out a lot of the intricacies. I tried a couple more tests and still have the same result, including with a normal start.

DeviousDevicesNG - Copy.log

Posted

I am also having issue with the mouth staying closed when equipping gags.  But only some of them; the harness ballgag doesn't work, but a ring gag does?

 

New game I created for testing, did the usual song and dance with loading saves to try to get mods working.  OAR is installed and appears to be running.

Posted
On 10/7/2024 at 8:34 PM, Liskol said:

I am also having issue with the mouth staying closed when equipping gags.  But only some of them; the harness ballgag doesn't work, but a ring gag does?

 

New game I created for testing, did the usual song and dance with loading saves to try to get mods working.  OAR is installed and appears to be running.

Me too, but bitgags and ballgags don’t work. 

Posted

Hello!

The mod seems to be working fine, the only problem is this warning every time the game loads.

What can I do to make this warning disappear?

*I'm sorry if this seems like a stupid question, but I don't know how to edit some things, I just follow the mod installation guide.

ddng.jpg

Posted
10 hours ago, Mospher said:

Hello!

The mod seems to be working fine, the only problem is this warning every time the game loads.

What can I do to make this warning disappear?

*I'm sorry if this seems like a stupid question, but I don't know how to edit some things, I just follow the mod installation guide.

ddng.jpg

Did you read the error message? It states exactly what you need to do:

'Devious Devices SE patch' ESP is active. This ESP is no longer required and will cause issues. Disable the ESP in your loadorder or remove it.

To sum up, delete/disable 'Devious Devices SE patch.esp'

Posted
13 hours ago, Scautura said:

Did you read the error message? It states exactly what you need to do:

'Devious Devices SE patch' ESP is active. This ESP is no longer required and will cause issues. Disable the ESP in your loadorder or remove it.

To sum up, delete/disable 'Devious Devices SE patch.esp'

 

Yes, I read it, but I hadn't found where Devious Device Patch was, only after a while I found it in the plugins.
I deactivated it and the message disappeared, it worked.
Thank you for your attention.

Posted (edited)

For OAR,

"NOT IsOnMount" needs to be added. Plugs started while riding a horse. Player dismounted when the animation started but control remained with the horse.

"SitSleepState == Normal" might be necessary too for mods like I'll take the Display Model

Edited by jbezorg
Posted (edited)

Just dusted off my Skyrim AE installation and gave this a try. Looks to be working fine. I have one issue and one question:

 

  • Issue: As for others, gag expressions do not seem to be working on NPCs. Actually they work for a short moment (half a second to a couple of seconds after equipping the gag) and then stop working. I have tried saving/reloading and disabling gag expressions in the ini, without success; I have not yet tried starting a new game.
  • Question: Is it possible to disable the hiding of equipped armors on either a by-armor case or on a by-npc case (i.e. by adding keywords), or even in general (ini)? With the old DD we could do this by restoring the outfit but it looks like NG truly hides the armor instead of just messing with the outfit (which is actually a better approach imo).

 

[Edit]
One more question @ponzipyramid, do you provide an official way for other mods to detect that they are running on NG instedad of "classic" dd? For example by calling an API function from papyrus, or by checking for the presence of a specific form.

Edited by Kharos
Posted
32 minutes ago, Kharos said:

Just dusted off my Skyrim AE installation and gave this a try. Looks to be working fine. I have one issue and one question:

 

  • Issue: As for others, gag expressions do not seem to be working on NPCs. Actually they work for a short moment (half a second to a couple of seconds after equipping the gag) and then stop working. I have tried saving/reloading and disabling gag expressions in the ini, without success; I have not yet tried starting a new game.
  • Question: Is it possible to disable the hiding of equipped armors on either a by-armor case or on a by-npc case (i.e. by adding keywords), or even in general (ini)? With the old DD we could do this by restoring the outfit but it looks like NG truly hides the armor instead of just messing with the outfit (which is actually a better approach imo).

 

[Edit]
One more question @ponzipyramid, do you provide an official way for other mods to detect that they are running on NG instedad of "classic" dd? For example by calling an API function from papyrus, or by checking for the presence of a specific form.

We've added a 'NG' identifier to the string version function.

 

String Function GetVersionString()
	return "5.2-NG" ; string to be displayed in MCM etc.
EndFunction

 

You could implement a 'stringutil' Find wrapper around it to only search for 'NG' in that value. So it will be version independent and only answer the NG Yes-No question. There are also new things added in NG but checking for those forms might be a bit janky as they are not set in stone.

 

For the gag issue, do you have 'Mfg Fix' and 'MfgFix NG' installed?

Posted

When installing your overriding empty light plugins for FH and BRRF, don't the patches for the latter (BRRF - Captured Dreams and BRRF - Equip) break?

Checking them in xEdit, the CD patch definitely breaks, the Equip patch, apparently not.

 

Are these patches still needed with DDNG?

Posted
8 hours ago, naaitsab said:

We've added a 'NG' identifier to the string version function.

 

String Function GetVersionString()
	return "5.2-NG" ; string to be displayed in MCM etc.
EndFunction

 

You could implement a 'stringutil' Find wrapper around it to only search for 'NG' in that value. So it will be version independent and only answer the NG Yes-No question. There are also new things added in NG but checking for those forms might be a bit janky as they are not set in stone.

 

For the gag issue, do you have 'Mfg Fix' and 'MfgFix NG' installed?

 

Looking at my copy of Devious Devices NG\Source\Scripts\zadLibs.psc, it says (lines 1070 to 1072):

String Function GetVersionString()
	return "5.2" ; string to be displayed in MCM etc.
EndFunction

 

I had Mfg Fix but not NG, it was never necessary. Just installed NG but does not change the situation. Equpping a gag leads to gagged expression for a short moment then it reverts to closed mouth. It's irritating because while the old DD caused me a lot of problems, that part always worked well for me... and disabling the new logic under [GagExpression] in the config does not change the behavior at all.

 

Posted
33 minutes ago, Kharos said:

 

Looking at my copy of Devious Devices NG\Source\Scripts\zadLibs.psc, it says (lines 1070 to 1072):

String Function GetVersionString()
	return "5.2" ; string to be displayed in MCM etc.
EndFunction

 

I had Mfg Fix but not NG, it was never necessary. Just installed NG but does not change the situation. Equpping a gag leads to gagged expression for a short moment then it reverts to closed mouth. It's irritating because while the old DD caused me a lot of problems, that part always worked well for me... and disabling the new logic under [GagExpression] in the config does not change the behavior at all.

 

I used the line from the zadlibs script on Github. I assumed it had made it's way in the beta version already, but apparently not yet. Sorry about that.

 

If you run NG, can you try a save-reload and see if it changes anything?

Posted
5 minutes ago, naaitsab said:

I used the line from the zadlibs script on Github. I assumed it had made it's way in the beta version already, but apparently not yet. Sorry about that.

 

If you run NG, can you try a save-reload and see if it changes anything?

 

Yeah, as I wrote initially:

> I have tried saving/reloading and disabling gag expressions in the ini, without success; I have not yet tried starting a new game.

Anyway seeing that I am not the only one having that problem (at least some gags not working) it might be a general issue of the current version, I will try to figure out more by experimenting a bit.

Posted (edited)

Finally tracked my gag problem down, mentioning it here instead of  in addition to the discord in case somebody else trips over the same issue. It was actually caused by my test NPC (an enslaved vampire), once I started testing with other NPCs things started working.

DD NG does not apply gag expressions (and also not hide arms) for characters that are not playable, see check in UpdateManager.cpp. This was probably meant as a generic "is human-like" check, but there are a lot of human-like NPCs that technically belong to non-playable races. Namely all elders and almost all vampires.
 

Edited by Kharos
Posted
On 10/12/2024 at 2:21 PM, jbezorg said:

For OAR,

"NOT IsOnMount" needs to be added. Plugs started while riding a horse. Player dismounted when the animation started but control remained with the horse.

"SitSleepState == Normal" might be necessary too for mods like I'll take the Display Model

Thanks!

 

Though this is probably not for OAR, but for the scripts somewhere - as I don't think we've had any animations that overrode any of the horse_rider ones, so it was a new one that got started by SendAnimationEvent erroneously somehow 🤔

Posted

Anyone Encounter this issue before where using 3BBB for the Chastity Bra even though built fresh in Bodyslide doesn't follow the breasts so they end up half in/out of the Bra?

I've also noticed that the Nipple Piercings will look ok in Racemenu and then when leaving it the breasts will slightly drop resulting in them being slightly out of place.

Screenshot 2024-10-14 202657.png

Screenshot 2024-10-14 203033.png

Screenshot 2024-10-14 203002.png

Posted (edited)
6 hours ago, dieer said:

Sounds like you have boob physics enabled, but built the meshes for them disabled in bodyslide. 

So redoing the Body itself solved the Nipple Piercings

I just realized I only did the Non HDT version of the Padded Chastity Bra and Building the HDT version resolved that.

I figured it would be simple things that would be the cause of this and turns out I was right.

Edited by iamwookie
Posted

Is there a way to prevent werewolf/vampire lord transformations when wearing devices, or is that simply a "don't use the power while tied up" thing?

There could also be some other 'interaction', like every device causing some harm during transformation but getting torn off (or having a chnace to get torn off), kind of another way to escape, unless you're wearing too many and would get killed... That'd obviously require a lot more work than just disabling the transformations, but I can't be the only one who'd love such a mod, so maybe someone will be inspired...? 🙃

Posted
14 hours ago, Anunya said:

Are there any mods or add-ons that allow the player to craft Devious Devices?


Yes, Deviously Accessible has a quest line with the Dunmer who lives next to the Mara shrine north of Whiterun, in which he directs the player to craft various Devious Devices.

 

It’s a lot of fun. I highly recommend the mod.

Posted
16 hours ago, Anunya said:

Are there any mods or add-ons that allow the player to craft Devious Devices?

 

Further to what Herowynne has suggested, in 'straight' DD 5.2, if you go to the College of Winterhold, you can

 

1- steal the note and key on Urag's desk

2- use the key to open the Forbidden Bookcase

3- Read the Books

4- After that you can craft DDs at Forges

 

IIRC, that was part of the original Forbidden Tome quest which was removed, but I always managed to persuade Kimy to leave this capability in and it was def in 5.2   If the NG mob have removed it, well, progress by every group of bright new techie kids on the block, whilst making some things much much better, always has a way of screwing up things that were working perfectly well before which they had no idea other people relied on.  (I still hate the last change they made to Googlemail 😈)  So the functionality may still be there, but I've not tried DD NG on a new game to see

 

There's always the ones below too, which also try to replicate the feature, but I have no idea if they work with the NG stuff either

 

As features go, it's one that may not be of much use to 'Defeat loving' gameplayers, but to those of us playing PAHE/AYGAS/HSH/DOM slaver style games, something like that is pretty much essential.  The game would seriously lack immersion if you have to use something like AddItemMenu/console to add in DD restraints to your inventory 🙄

 

(Oh, and FWIW, there's another addon mod that allows crafting of ZAZ items too)

 

Best of luck, and please let us know if any of these suggestions do work.  It will save others a lot of hassle for others who may be considering NG and are trying to check.  TIA

 

DQW

 

 

and this ...

 

 

   

Posted

Hey guys. This is a couple of replies from the DDSE page about an animation I have an "issue" with.

TL:DR - The running animation when wearing a Yoke doesn't loop properly. Not an issue with my setup or the game, it's an issue with the source animation itself.  The start and end keyframes don't match, and therefore cause a skip when the animation loops.

  

14 hours ago, CG2424 said:

I know it's a small thing, but it's fuckin killing me.

The animation for basic walk/run animation (W key) when wearing a Yoke doesn't loop properly. At the very end it snaps back into place because the start/end points of the animation aren't in the exact same place. It's definitely not an issue on my end, but rather something inherent in the animation.

If someone knows how to fix it, please do.

I realize how small a thing it is, but like I said. It's killing me to look at. As soon as I noticed it, I can't un-notice it.

 

5 hours ago, CG2424 said:

 

I've got DDNG.

And it's not so much that the animation is broken. The animation plays as intended, at full speed, no technical issues at all. But rather the animation itself is incorrect. When you want to loop an animation, the start and end points of all the bones in that animation must be in the same place. The running anim for the Yoke simply doesn't. As if the end of the loop has the torso twisted by 1-2 degrees causing a clear jump/snap when the animation begins again. This isn't a game issue, but an issue that stems from when it was first animated in max/maya/blender. Screenshots won't really help, I don't think, but I'll try to record a clip to show.

I don't really think it's an issue on my end, but rather issue in general. So it should be easy enough to boot up the game, attach a yoke and start running to see for yourself. Again, it's slight, but once you see it, you can't unsee it.

 

I was directed here by some helpful people over there.

 

I just wanted to point it out to you guys if there's someone available to fix the animation. The fix should be simple in terms of animation, just make the last keyframe for the animation be the same as the first (literally copy/paste the keyframe)

I've got extensive skill in 3d animation myself (10+ years), so I'm not above fixing it on my own (and posting results), however I know absolutely NOTHING about the pipeline/workflow for SkyrimSE animations and integrating them into the game.

If someone isn't willing to fix it  (or can't), I would be willing to as long as someone provides me with some resources to get started, and I have time to do it.  Preferably text, as I find YT tutorials to be kind of a pain in the ass, but anything works.

 

Cheers!

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