Popular Post EgoBallistic Posted March 29, 2024 Popular Post Posted March 29, 2024 KFT - Kziitd Fetish Toolset View File Bondage and fetish device framework for restraining players and NPCs Mod Features KFT includes over 500 devices designed to restrain and torment. Hand, arm and leg restraints, pet suits, corsets, stockings, harnesses, gags, masks, hoods, and yokes, consisting of tape, rope, leather, cloth, or metal. Characters can be bound standing, in a "frogtie" position, on their hands and knees, with a yoke, or a combination of these. Characters who are bound cannot fight; if their legs are bound they will either hop (when running) or hobble (when walking), or crawl around on their knees if the restraints only permit that. Characters who are gagged can only mumble helplessly, and NPCs will react appropriately when spoken to by a gagged player. KFT devices that block the eyes, such as hoods and masks, will strongly blur your vision. You can see yourself very well but objects at any distance are blurred. The restraints are designed to be difficult to escape. They can be unlocked if you have the right key, or removed with appropriate tools such as cutting implements you might find in the wasteland. You can also try to struggle out of them by attempting to open your Pip-Boy. KFT's MCM lets you configure difficulty options as well as the types and categories of devices that are available in the pre-made leveled lists. The MCM also includes functions for debugging and testing the many devices included in the mod. KFT is designed to be called by other mods. The API script provides functions to equip and unequip devices individually as well as by formlists, leveled lists, and keywords. Devices can be locked and unlocked via script, and mod authors can create devices that will only open using their own keys. Mods can apply random selections of devices using KFT's ready-made, MCM-configurable, leveled item hierarchy, or apply specific restraints or custom leveled lists with the KFT's API functions. See this post for details on available API calls. KFT is also a framework. New devices can easily be created by putting the proper keywords and scripts on custom equipment, and then controlled with the same API functions that work on the mod's own devices. Compatibility The body meshes are based on Fusion Girl and the Bodyslide files only work with Fusion Girl presets. Two Fusion Girl presets (kziitd_9 and kziitd_10) are included with the Bodyslide files, in case you want to build other Fusion Girl items or bodies with the same preset as these devices were built with. The mod does work fine if you use a CBBE body, as long as you are using the ZeX skeleton with it. CBBE textures are compatible with Fusion Girl so there are no major UV issues. You might get some clipping if you mix CBBE items with KFT ones, for example CBBE boots with KFT arm restraints, depending on the presets the respective items are built with. KFT is interoperable with Devious Devices and Real Handcuffs; the animations from KFT will work with devices from those mods and KFT's restraints will act appropriately when the player attempts to unequip KFT devices while restrained with the other mods' devices and vice-versa. The mod is female only; there are currently no male versions of the devices. Requirements Advanced Animation Framework (AAF) Mod Configuration Menu (MCM) Fallout 4 Script Extender (F4SE) ZeX - ZaZ Extended Skeleton Installation The mod consists of the following files: Kziitd Fetish Toolset 1.0 Beta 3 - this is the main file containing the meshes, animations, and scripts. This is required. Kziitd Fetish Toolset - Bodyslide 1.0 Beta 1 - these are the bodyslide files that will allow you to rebuild the meshes for your Fusion Girl preset. This is optional. Note that due to its size (almost 900MB) this file is hosted on Mediafire. It shows up as simply "file" in the "Download this file" dialog. Kziitd Fetish Toolset - Clean Leather Textures Addon - this replaces the leather textures in the mod with nice clean ones for a more fetish look. This is optional. Install after the main mod and let it overwrite the textures. Kziitd Fetish Toolset - DD Compatibility Patch 1.0 Beta 3 - this provides a plugin that adds Devious Devices keywords to the KFT devices. This allows them to be recognized by other mods that look for Devious Devices keywords to determine if a character is tied up. The patch also adds animation compatibility between DD and KFT, so that KFT leg animations will work with DD arm devices and vice versa. Optional, and requires Devious Devices and compatible mods. Kziitd Fetish Toolset - RH Compatibility Patch 1.0 Beta 3 - this provides a plugin that adds animation compatibility between Real Handcuffs and KFT, so that KFT leg animations will work with Real Handcuffs devices. Optional, requires Real Handcuffs. Use your favorite mod manager to install the main file and any of the other files. Manual installation is not recommended. Credits and Thanks @kziitd for making these incredible devices and animations, and for being patient with me as I took forever to finish this mod. @Kimy for making Devious Devices. The framework that started it all, and which inspired us to make KFT. @Vader666 for making Torture Devices and for his Custom Animations tutorial without which none of this could have been made. @Kharos for making Real Handcuffs. I shamelessly copied the look and feel of Real Handcuffs' struggle system for KFT, and his code provided the solutions to a number of difficult issues with the Fallout engine's behavior. Incredibly helpful folks who tested the mod and provided suggestions including @izzyknows, @vaultbait, @JB., @Saya Scarlett, @spicydoritos, @lee3310, @WandererZero, @EngineGaming, and CRWREX Submitter EgoBallistic Submitted 03/29/2024 Category Other Requirements AAF, MCM, F4SE 42
EgoBallistic Posted March 29, 2024 Author Posted March 29, 2024 (edited) For Mod Authors The following functions are included in the script KZEB:KZEB_API.psc and are intended for use by third-party mods. Their signature and behavior will not change, so they are guaranteed to continue working as described in future releases. Other functions in the API script may change over time, so their use is not recommended. Get the KFT API script object. Quest KZEB_MainQuest = Game.GetFormFromFile(0x00924A, "KziitdFetishToolset.esm") as Quest ScriptObject KZEB_API = KZEB_MainQuest.CastAs("KZEB:KZEB_API") Device Creation and Equipping/Unequipping Equip either a base device type or an existing objectReference on an actor, optionally overriding any currently equipped devices and optionally setting the locked state of the new devices. Returns true if device was successfully created, false otherwise. Bool Function EquipDevice(Actor akActor, Form akForm, Bool abOverrideEquipped=True, Bool abLocked=True) Equip a leveled list of devices on an actor. Optionally overrides any currently equipped devices that conflict and optionally set the locked state of the new devices. If akLeveledItem is None, the function will use the the MCM-controlled leveled item list KZEB_LL_Bondage_Dynamic. Returns true if devices were successfully created, false otherwise. Bool Function EquipLeveledDevice(Actor akActor, LeveledItem akLeveledItem, Bool abOverrideEquipped=True, Bool abLocked=True) Place a new device reference of base type akForm in the world at a given location, optionally disabling the device. ObjectReference Function CreateDevice(ObjectReference akLocation, Form akForm, Bool bInitiallyDisabled = False) Unequip one or more devices from an actor, optionally destroying the device in the process. Devices can be specified as a base type, keyword, or formlist. A formlist can consist of base objects, keywords, and/or other formlists. Returns true if the form is a valid base object, keyword, or formlist, and false otherwise. Bool Function UnequipDevice(Actor akActor, Form akForm, Bool bDestroy=False) Get Devices Equipped on Player Return whether the player's hands are bound, whether by KFT, RH, or DD Bool Function ArePlayerHandsBound() Returns the ObjectReference of the gag the player is wearing, case as a Form, or None if player is not wearing a gag. Form Function GetPlayerGag() Returns the player hand restraints reference, cast as a Form. Form Function GetPlayerHandRestraints() Returns the player leg restraints reference, cast as a Form. This may or may not be the same device as the leg restraint, since frogties and petsuits restrain both hands and feet. Form Function GetPlayerLegRestraints() Utility Functions Strip an Actor and unequip their weapon, honoring the AAF ProtectedEquipment system and unequipping the Pip Boy if desired Function StripActor(Actor akActor, bool UseProtectedEquipment = True, bool bRemovePipboy = True) Returns an array of all the wearable items (of any type, not just KFT devices) currently equipped on akActor that have any slot conflicts with base type akForm Armor[] Function GetConflictingDevices(Actor akActor, Form akForm) Device Manipulation Note that KFT devices become persistent once they have been equipped by an actor or placed in the world using CreateDevice(). As such it is possible to call functions on them such as Drop() or GetContainer(), as well as API functions, even when they are in an Actor's inventory. Devices stop being persistent when they are destroyed, e.g. by a RemoveItem() with no destination container, scrapping in a Workshop, or if they are in the inventory of a reference that gets deleted. KFT devices have the base class KZEB:KZEB_BondageDeviceScript. Set the lock state of a device Function SetLocked(Bool bLocked = true) To manipulate the locks on devices currently worn by the player: KZEB:KZEB_BondageDeviceScript playerHandRestraints = KZEB_API.GetPlayerHandRestraints() as KZEB:KZEB_BondageDeviceScript playerHandRestraints.SetLocked(false) Device Events (Added in Beta 2.4) KFT devices will send an event when they are equipped and when they are successfully unequipped. CustomEvent DeviceEquipped CustomEvent DeviceUnequipped The events are sent in a KZEB_API function call, so you register for the events from that script, e.g.: KZEB:KZEB_API KZEB_API = Game.GetFormFromFile(0x00924A, "KziitdFetishToolset.esm" ) as KZEB:KZEB_API RegisterForCustomEvent(KZEB_API, "DeviceEquipped") RegisterForCustomEvent(KZEB_API, "DeviceUnequipped") The event sends two parameters: Args[0] is the Actor who equipped the device Args[1] is the KZEB:KZEB_DeviceBase reference that was equipped: Event KZEB:KZEB_API.DeviceEquipped(KZEB:KZEB_API sender, Var[] args) KZEB:KZEB_BondageDeviceScript device = args[0] as KZEB:KZEB_BondageDeviceScript Actor target = args[1] as Actor Debug.Trace("KZEB:KZEB_API.DeviceEquipped event " + target + " equipped " + device) EndEvent Event KZEB:KZEB_API.DeviceUnequipped(KZEB:KZEB_API sender, Var[] args) KZEB:KZEB_BondageDeviceScript device = args[0] as KZEB:KZEB_BondageDeviceScript Actor target = args[1] as Actor Debug.Trace("KZEB:KZEB_API.DeviceUnquipped event " + target + " unequipped " + device) EndEvent Struggle Keyword (Added in Beta 3) KFT will apply the KZEB_ActorStruggling [KYWD:0002D0CE] keyword to an actor while the actor is struggling to escape their restraints. This allows other mods to detect when the player is struggling in scripts, conditions, etc. To access it without a script dependency, use the following: Keyword KZEB_ActorStruggling = Game.GetFormFromFile(0x02D0CE, "KziitdFetishToolset.esm") as Keyword If your script uses KZEB_API directly you can directly access the keyword as KZEB_API.KZEB_ActorStruggling Edited December 29, 2024 by EgoBallistic 4
CrantiusColto Posted March 29, 2024 Posted March 29, 2024 (edited) Metal, thanks! Nice to finally have an alternative to DD. Edited March 29, 2024 by CrantiusColto
TwinCrows Posted March 29, 2024 Posted March 29, 2024 Hell yeah it dropped! I'm eager to test the new framework now. The whole catalog looks great, awesome work!
hewbert Posted March 29, 2024 Posted March 29, 2024 Looks amazing Ego, kziitd and team! Congratulations on the big release 2
Lokikun Posted March 29, 2024 Posted March 29, 2024 It's here. Whoa. Congratulations. I guess it's time for me to set up FO4 all over again. 1
--Wicked-- Posted March 29, 2024 Posted March 29, 2024 nice! glad to see its finally out. does this work with cbbe as well as fusion girl?
Miauzi Posted March 29, 2024 Posted March 29, 2024 Thank you for your great work. I did a first "quick" test after installation and body slide - the equipment is manufactured at a chemistry station and can be equipped without any problems. I have 2 questions: a) Can you equip your companions or other NPCs with it - without causing "major" problems? b) In the preview pictures you can see equipment with "amputation" - but I didn't see the model templates for it in the Bodyslide group... do these already exist at the moment or are they still in the works at your company? ? Um - I have to go to the kitchen now to make the (delayed) lunch... hopefully I don't cut my fingers - my head is doing somersaults because of the mod. 3
Jappa123 Posted March 29, 2024 Posted March 29, 2024 Nice! my mod setup is quite old, and i'm not getting face animation to work and idea why?
guliguliradish Posted March 29, 2024 Posted March 29, 2024 Hi there ego, thank you for your hard work and selfless dedication. The great mod has finally arrived. It is so perfect that I can't help but have more fantasies about it. Perhaps through your careful carving, these fantasies will also become reality in the future—— 1、I noticed that KFT has several eye masks, can it add some more immersive screen effects while being used by characters? For example, black fog or blurring effects, when the character wears an eye mask, it also makes the player in front of the screen feel that their vision is slightly restricted. 2、"AAF violate" is the only way I use to initiate AAF animations, and this mod brings players unparalleled "forced pleasure". Especially now that you have KFT - after the character surrenders, it will automatically wear the KFT restraint. But I always feel like something is missing. Because the current process is surrender - putting on the KFT device - entering the animation, the process is too smooth. So I think, after surrendering (in fact, I think it's better to change the "surrender animation" to "knocked down and lose resistance animation"), can a "resistance" section be added before putting on the KFT device - the success rate of "resistance" can be determined based on the player's "strength" ability value. If the "resistance" is successful, the character can automatically restore a certain health value and can re-enter the battle in real time. If the resistance fails, the character will be forced to wear KFT clothing and start playing the animation. (ps. "Resistance" animations can be designed as characters being controlled by enemies, pressed onto the ground or furniture. The enemies holding ropes are about to tie up the characters) If these ideas can provide you with new ideas, I would be honored Additionally, can we provide a more detailed distinction in the MCM option settings: rope, tape, leather products, or metal products? Because some people (such as me) do not want to see the appearance of leather or metal, but often they appear very frequently, I may need to repeatedly load and save multiple times to see the device I want. (Because I only play "AAF Violate", which makes it more immersive)so, can players choose ropes, tape, leather, and metal utensils independently? (Similar to DD, I remember it allows for free selection of tool options in MCM) 1
osculim Posted March 29, 2024 Posted March 29, 2024 Grats and thanx for the release Ego and Kaziitd. You do realize what you have done tho right ? JB is gonna make our poor slaves lives even more miserable. 🤣 1
Kzuuual Posted March 29, 2024 Posted March 29, 2024 Congrats and thank you so much for all your hard work! (Your team as well!)
EgoBallistic Posted March 29, 2024 Author Posted March 29, 2024 1 hour ago, guliguliradish said: 1、I noticed that KFT has several eye masks, can it add some more immersive screen effects while being used by characters? For example, black fog or blurring effects, when the character wears an eye mask, it also makes the player in front of the screen feel that their vision is slightly restricted. They already do. Any KFT device that blocks the eyes gives a strong depth-of-field effect that looks like nearsightedness. You can see yourself very well but objects at any distance are blurred. 1 hour ago, guliguliradish said: 2、"AAF violate" is the only way I use to initiate AAF animations, and this mod brings players unparalleled "forced pleasure". Especially now that you have KFT - after the character surrenders, it will automatically wear the KFT restraint. But I always feel like something is missing. Because the current process is surrender - putting on the KFT device - entering the animation, the process is too smooth. That's more of a topic for the AAF Violate thread, but yeah I would like to do that. Mainly just need animations. 1 hour ago, guliguliradish said: Additionally, can we provide a more detailed distinction in the MCM option settings: rope, tape, leather products, or metal products? Because some people (such as me) do not want to see the appearance of leather or metal, but often they appear very frequently, I may need to repeatedly load and save multiple times to see the device I want. Yes I am definitely going to add that. I already started working on it before I released this version, but I wanted to go ahead and get it out onto LL and get more feedback. The next version will allow you to enable/disable devices by material, i.e. tape/rope/leather/metal. 5
EgoBallistic Posted March 29, 2024 Author Posted March 29, 2024 1 hour ago, --Wicked-- said: nice! glad to see its finally out. does this work with cbbe as well as fusion girl? The body meshes are based on Fusion Girl and the Bodyslide files only work with Fusion Girl presets. However, the mod works fine if you use CBBE, since the textures are compatible there are no issues. You might get some clipping if you mix CBBE items with KFT ones, for example CBBE boots with KFT arm restraints, depending on the presets the respective items are built with. 2
UCAB2020 Posted March 29, 2024 Posted March 29, 2024 Any recommendations for equipping these to the player, ie kinda a DCL method?
osculim Posted March 29, 2024 Posted March 29, 2024 Ok so I've been playing around just adding devices to my poor character checking it out and I just had to come back and say the quality on the devices, textures and the animations are just absolutely stunning and so silky smooth. 1
EgoBallistic Posted March 29, 2024 Author Posted March 29, 2024 57 minutes ago, UCAB2020 said: Any recommendations for equipping these to the player, ie kinda a DCL method? I just updated AAF Violate with KFT support. The latest version of JB's Commonwealth Slavers also includes KFT devices. 4
mercplatypus Posted March 29, 2024 Posted March 29, 2024 This is going to breathe some new life into the FO4 scene. A BDSM framework that's actually getting attention and improvements is huge. I appreciate DD but we needed something designed from the ground up for this game. This does mean I'll need to start a new game again. Such is the price of progress.
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now