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Devious Devices NG


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Posted

I have a bug for contraptions, where when i move to lock my player character into it, the contraption disappears and my player is left standing. I am still able to interact with the contraption as well as play the minigame. When it lock NPCs into the contraption it still works as per normal.
The contraption works a few saves back but it suddenly broke.

 

anyone got a fix for this?

 

Posted (edited)
22 hours ago, Frayed said:

DD has two Armor entries for each restraint: one that is visible in the inventory and has a script attached to make it lockable, and one that is invisible from the inventory and is rendered on the character while equipped. zad_inventoryDevice should be on every script-carrying restraint Armor, and zad_Lockable on every corresponding lockable rendered Armor. The easiest way to check whether an item is a DD item is to check for those keywords. (Some devices, like plugs, are not lockable but do have scripts, and so will have zad_InventoryDevice on the inventory Armor but no zad_Lockable on the rendered Armor. However since they are not lockable, they are considered free to remove.)

 

The question is: When should a mod force a DD item to be equipped on a slave?

From what I understand:

  • zad_Lockable means the item can be equipped, and since it is a slave it should be equipped if the item was added to the inventory (OnItemAdded event). 
  • zad_inventoryDevice means the item is already equipped and we should let DD handle it.

Is that correct?

Edited by TrollAutokill
Posted
54 minutes ago, TrollAutokill said:

Is that correct?

"zad_Lockable" means it requires a key to be removed. It's frequently used as a generic catch-all to determine worn restraints on a character. It's also only present on rendered items (sometimes suffixed with _scriptinstance instead of _rendered or _ren in the formID).

 

"zad_inventoryDevice" is one half of a DD item. If I were to simplify it, the inventory device is the one that you see in your character's inventory. When you "equip" it, it pops up the "what to do with this device" messagebox, where you can lock it or inspect it. etc. If you choose to lock it, a separate rendered device is equipped on the character.

 

Basically, DD is setup so that it listens to the "equipping" of an inventory device to determine what to do with its rendered device counterpart.

 

1 hour ago, TrollAutokill said:

The question is: When should a mod force a DD item to be equipped on a slave?

Could you tell what is the exact use-case here? I may be able to give you a better answer with that in mind.

Posted
6 hours ago, Taki17 said:

"zad_Lockable" means it requires a key to be removed. It's frequently used as a generic catch-all to determine worn restraints on a character. It's also only present on rendered items (sometimes suffixed with _scriptinstance instead of _rendered or _ren in the formID).

 

"zad_inventoryDevice" is one half of a DD item. If I were to simplify it, the inventory device is the one that you see in your character's inventory. When you "equip" it, it pops up the "what to do with this device" messagebox, where you can lock it or inspect it. etc. If you choose to lock it, a separate rendered device is equipped on the character.

 

Basically, DD is setup so that it listens to the "equipping" of an inventory device to determine what to do with its rendered device counterpart.

Thanks that clarifies it, somehow.

 

6 hours ago, Taki17 said:

Could you tell what is the exact use-case here? I may be able to give you a better answer with that in mind.

Use case is: Player spawn a DD item in their inventory and move it to a slave inventory. So that would be an item with a Zad_inventoryDevice keyword, I guess.

 

Slave receives OnItemAdded event and should decide whether to equip the device or not. To my understanding, if it has the zad_inventoryDevice keyword, the item should be equipped, other DD items should be ignored. 

 

 

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