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Devious Devices NG


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Posted
49 minutes ago, CaptainJ03 said:

No, you understood that wrong.

Install DD SE. Immediately, without starting the game or anything, install DD NG. Disable the DD SE patch.esp (or create an empty one)

Run bodyslide, run FNIS.

Start a new game, wait for all those MCM messages in the upper left corner to disappear. Open the MCM, if you haven't already started Sexlab, do it now (sometimes it starts on its own, sometimes not). No need to do anything else yet, DD won't be there at this point, at least not in a useable way.

Close the MCM, save, exit to desktop.

Resume, tweak the DD MCM to your liking.

Have fu-mmphhh!!

Thank you :)

 

Now, I just need to understand how to stop the [SEXLAB] - Warning - Access internal property 'animating faction' spam in my console wich seems to bring massive lag and freeze once I have a follower with me...

Posted
On 2/15/2025 at 11:56 PM, krzp said:

Nuascura actually did fix it! I don't remember if this made it to LL yet or no, but: https://github.com/IHateMyKite/DeviousDevicesNG/commit/53d9bad228fefa19f0efb9669c0313301ebd8d2c

 
; need to disable mujointfix's joint fix to fix player joint
If SKSE.GetPluginVersion("MuJointFix") != -1
MuJointFixUtil.ToggleFixes(akTarget, 1, false)
MuJointFixneedsreset = True
EndIf

 

😎

How do i install thin its just code on a github page i have no idea what to do with it?

Posted
9 minutes ago, natybs said:

How do i install thin its just code on a github page i have no idea what to do with it?

do i make a file for this code and put it in the DDNG folder or the MUjointfix folder?

Posted
16 hours ago, natybs said:

do i make a file for this code and put it in the DDNG folder or the MUjointfix folder?

 

You'd need to compile the whole script, not just that bit of code, then replace the script in DD NG.

This was just to let you know it is/will be fixed, not necessarily to try to apply the fix yourself.

Posted
1 hour ago, zarantha said:

 

You'd need to compile the whole script, not just that bit of code, then replace the script in DD NG.

This was just to let you know it is/will be fixed, not necessarily to try to apply the fix yourself.

oh ok so just wait then? idk if i can safely remove mu joint fix it doesnt seem to change much for me just fixes the DOM kneeling animation so the knees are not messed up.

Posted
On 2/27/2025 at 12:32 AM, natybs said:

oh ok so just wait then? idk if i can safely remove mu joint fix it doesnt seem to change much for me just fixes the DOM kneeling animation so the knees are not messed up.

 

Waiting is probably best. It's not recommended to remove scripts mid game, but you might be ok.

Or alternately, try messing with the options in the ini. If nothing else, you should be able to disable the fixes in the ini, just make sure you don't overwrite the parts that tell you what the defaults are.

Posted (edited)

So im currently running sexlab, devious devices, unforgiving devices and skyrim
Im using sexlab aroused, but ive noticed that people recommend OSL aroused now.

Is OSL arroused just better than Sexlab aroused?

Could i, or even should i replace it with OSL mid game, because if gotten quite far in and would like to continue without starting a new save.

Im wondering because some of the passives might trigger differently, because right now after playing a lot of unforgiving devices escape games, my characters Time rate is at 93, and it constantly triggers the Lovers desire to be at addicted which reduces skill learn rate by 80%, got tired of it, even though it might be immersive that my character is an orgasm crazed mess after escaping from abadon plug, but its not exactly fun to progress at 80% slower rate or to masturbate every 2h, so i just turned off the Desire spell altogether, which also feels a bit lame, to just turn something off like that, because I do like that my character has become permanently aroused because of all the abadon nasties, its a cool mechanic, and the orgasm ressistances going up and stuff, so in essence,

im wondering if OSL will trigger all the passive effect from other devious/arousal based mods the same way, or will it be different?

I like the idea of just playing more to a point where my character just cant really get off unless she has like 4 abadon stuff going full send, but is also at stupid high arousal all the time, its an interesting and hot mechanic 


I know im posting these questions very off topic here, but this is a thread that seems to be active and has members that know these things and i cant exactly find the answers by just googling stuff, so sorry and thanks in advance

Edited by Darky1029
Posted
11 hours ago, Darky1029 said:

Could i, or even should i replace it with OSL mid game, because if gotten quite far in and would like to continue without starting a new save

I haven't used OSL aroused before, so I can't speak to what it does. BUT, imho, I don't think it's a good idea to change arousal mechanics mid-game. You say you're really far into this game, so I suggest just waiting til your next playthrough when you can set your mods up fresh, making sure there are no incompatibilities, etc. If it were my game I'd be worrying about increased chances of CTD's, ILS's, freezes and other nasty stuff. Doesn't mean you can't do your research and make notes about what would fit best with an OSL pt ...

There you have it, my 2 cents :)

Posted

I really could use some help with using armbinders with animation mods like immersive interactions and Jump behaviour overhaul.
The former would result in arms going out of the armbinder when interacting with any object, the latter would cause the same thing whenever I'm landing after falling from a significant height or jumping backwards.

I tried messing with DAR conditions and worn keywords but so far none of it work, could someone figure this out?

Posted

Devious Device NG lock the option Item Hider Slot. (Page Device underneath (1)

 

How can I make it avalable without removing the mod?

 

If I remove the mod I have full access to Item Hider Slot and I can set it to none.

 

Posted
5 hours ago, lcewolf said:

Devious Device NG lock the option Item Hider Slot. (Page Device underneath (1)

I'm aware that it won't help you, but It Works For Me™

Posted

Hello, i wish to check if the Devious Devices NG group in Bodyslide are now just DD group like the original? cause i couldnt find it in Bodyslide, i do see the NG menu in MCM and the new armbinder is actually added in the game, not the new piercing though(and i actually found them in bodyslide). Im not sure what to do with this situation, is the mod installed succeessfully? Im using the fixed additem to search for the items, is there anything ive missed? If not, how can i access the piercings? image.png.3c6517d125f950f0167f169530b9bdeb.png

Posted (edited)
On 3/4/2025 at 2:38 AM, lcewolf said:

Devious Device NG lock the option Item Hider Slot. (Page Device underneath (1)

 

How can I make it avalable without removing the mod?

 

If I remove the mod I have full access to Item Hider Slot and I can set it to none.

 

If you mean turning the whole item hider on/off you can only do it in config file.

Alternative is to just go through all the options and set them to none.

The end result is the same both ways.

Edited by belegost
Posted (edited)

Heya, i am working on a small project that uses DD NG and in the scene I am currently making I have two Issues and am hoping to find some help here. 

1. The player character get's blindfolded during a Scene and immediately starts waving her Arms around, and while I do like this animation it does not make sense for the Scene, is there so way to turn it off temporarily? 

2. A little later my belted player Character get's ordered to try and masturbate as part of the Scene when the AnimEnd hook get's triggered the scene is supposed to continue, problem is due to what I suspect is the Animation filter it takes a couple of tries to find a working animation which is not a problem but it does trigger the AnimEnd Event repeatedly before the animation even started, I did use the SelectValidDDAnimations function but it still happens. 

As you can see I also tried directly calling the animation by name but that too did not work, any advice would be greatly appreciated :) 

 

Edit: Right so I somehow completly missed the StartValidDDAnimation function, unfortunetly the AnimEnd event still triggers before the animation even starts. So that didn't change much. 

 

Edit, Edit: Right never mind that I should have checked the actual event. Made a stupid mistake 😅 

Would still like to know if there is a way to disable the Blindfold Idle. 

Edited by RubberDroneV01
Posted
On 3/5/2025 at 1:30 PM, RubberDroneV01 said:

Would still like to know if there is a way to disable the Blindfold Idle. 

To disable it for yourself, untick the blindfolded mt_idle override in OAR.

To disable everyone else playing your mod... maybe add a quest-stage specific OAR override for the blindfolded idle to your mod?

Posted (edited)
1 hour ago, Taki17 said:

To disable it for yourself, untick the blindfolded mt_idle override in OAR.

To disable everyone else playing your mod... maybe add a quest-stage specific OAR override for the blindfolded idle to your mod?

 

Hi, thanks a lot for responding. :)

That would work, but in that case I would have to override the config.json that comes with DD NG right? (If I want it to work for everyone playing the mod)

 

Edit: Alright pretty cool :) made a utility quest that I basically use as a toggle which works great. If overriding the actual config.json is the only way then I'll make it an optional thing should this mod ever see the light of day. 

Edited by RubberDroneV01
Posted
2 hours ago, RubberDroneV01 said:

That would work, but in that case I would have to override the config.json that comes with DD NG right?

Nope, what you need is a custom OAR folder with your animation of choice, having a higher priority than what DDNG has for its own blindfolded replacers.

Posted

Something similar to this:

 

Spoiler

{
    "name": "Trappings of Fate contraption special animation",
    "priority": 2100000304,
    "interruptible": true,
    "conditions": [
        {
            "condition": "IsChild",
            "requiredVersion": "1.0.0.0",
            "negated": true
        },
        {
            "condition": "IsQuestStageDone",
            "requiredVersion": "1.2.0.0",
            "Quest form": {
                "pluginName": "TheTrappingsOfFate.esp",
                "formID": "77C05"
            },
            "Stage index": {
                "value": 40.0
            }
        },
        {
            "condition": "IsQuestStageDone",
            "requiredVersion": "1.2.0.0",
            "negated": true,
            "Quest form": {
                "pluginName": "TheTrappingsOfFate.esp",
                "formID": "77C05"
            },
            "Stage index": {
                "value": 54.0
            }
        }
    ]
}

 

This example config should let you override anything you want when the player is in-between the set quest stages.

Posted (edited)
On 3/5/2025 at 3:03 AM, WilhelmCarstein said:

I run into a problem with the Eb panel gag where one side of it is using the leather texture. This only happened with the black ebonite one.

I have the exact same issue, I hope someone can help me too with this problem.

Edited by thvedis
Posted (edited)

Is the Discord channel down for any specific reason?

 

DQW

 

It's OK,  found it now, but for some reason my Discord list now has two 'entry' icons.  No idea why. 

 

DQW

Edited by DonQuiWho
Posted (edited)

I m sorry, just installing AE for the first time.

 

I have the most recent AE Steam Version 1.6.1170.0 with respective SKSE 

 

Is ist save to use the DD 5.2 1.6.640 option in FomOd with this DD NG installed on top of it? I read something like that in the changelog, but since I m not used to the SKSE version updates I just want to double check. 

 

Thank you. 

Edited by Nymra
Posted
13 minutes ago, Nymra said:

Is ist save to use the DD 5.2 1.6.640 option in FomOd with this DD NG installed on top of it?

DD NG's DLL should overwrite the DD DLL, so it doesn't matter which DLL you choose when installing 5.2.

Posted (edited)

It seems that "open" chastity belts block anal sex just as if they were regular, full chastity devices. If the anal animation is chosen, it then switches to something else, sometimes several times, until it lands on non-vaginal, non-anal animation and proceeds from there.

 

I've been constantly experiencing this with all sort of chastity devices - belts, corsets and harnesses which has "open" tag in their description. The characters have not been wearing plugs as well. Is this a known issue?

 

Edited by belegost

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