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Devious Spreader Bar (3BA/BHUNP/UBE). alpha


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Posted (edited)

Devious Spreader Bar (3BA/BHUNP/UBE). alpha

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Mod Info

 

Add new Devious device : Spreader Bar

supports 3BA /BHUNP/ UBE

 

Currently 3 new devices

- Spreader Bar
- Spreader Bar with Straitjacekt 
- Spreader Bar with Straitjacekt (Toplesss)

 

 

Quote

Caution.

 

While wearing the Spreader bar in this mod, some animations may look a bit odd. 

This is a limitation of the Spreader bar implementation in Skyrim. 

 

 

Mod Plan 

 

1. basic spreader bar device implementation [testing]
2. implement additional variations of the spreader bar (versions combined with different straitjacket designs)   [work in progress]

- barefoot 

- another heels, 

- various straitjackets

 


3. implement color and material variations -> 1.0 release  [planed]
- leather & ebonite

- black, white, red

 

4. develop patches for various existing DD modules based on 1.0 [planed]

- DCL 

- DDE

- and more.. (I hope)

 

 

------

 

Trivia:

 

Detailed development anecdotes. 

 

This is a completely new working version of the mod I created. 

 

The old mode was completely for personal use , Completely reworked for more compatibility
 

 

 

Spoiler

Compatibility Note for advanced users:

 

The ArmorAddon for the Sperader Bar, 912_SpreaderBar_AA_Black, has proirity 5.

This means that any Armor with a proirity > 5, worn on Bodyslot 32, will make the SpreaderBar invisible. 

 

 


 


  • Submitter
  • Submitted
    01/05/2025
  • Category
  • Requirements
    Devious Device
  • Regular Edition Compatible
    No

 

Edited by 912s4dd
Update to 0.34
Posted
21 minutes ago, manafalls said:

Thanks for updating. any chance of a version of just the bar without the high heels?

My man :D 
Was about to say that I love the spreader bar and the jackets from previous mods, but would so much prefer the boot-less variant  😍

Posted (edited)

BHUNP version MO2 install.

Long time tryed to find it im BodySlyde. Then understand that CalienteTools folder is in BHUNP folder.

Moving it from folder solves problem. Fomod must be repaired.

 

Mod is marked LE compatible, but cannot load any save after installing.

 

Looks good in game. But not compatible with KZILT or KFT items.

While wearing any spreadbar is visible, but leg position is normal

Edited by crococat
Posted
22 minutes ago, crococat said:

BHUNP version MO2 install.

Long time tryed to find it im BodySlyde. Then understand that CalienteTools folder is in BHUNP folder.

Moving it from folder solves problem. Fomod must be repaired.

 

Mod is marked LE compatible, but cannot load any save after installing.

 

Thank you for your report. 

I did make some mistakes,  

LE is not compatible and I uploaded version 0.34 with updated Fomod. 

Thanks. 

 

 

 

11 hours ago, Garfieldcat said:

My man :D 
Was about to say that I love the spreader bar and the jackets from previous mods, but would so much prefer the boot-less variant  😍

 

Yes, the bootless version is modeled in blender for now. 

We'll include it in 0.4 after we get some more feedback. 

Thanks. :D

Posted (edited)

This is a Blender files used to develop this mod. 


I am uploading them for those who need them for further porting or development. 

 

I worked with Blender 3.6, the Pynifly plugin and BodySlide Outfit Studio. 


(It will probably work with higher versions as well).

 

If you can use Blender, you probably don't need to start from scratch.

 

 

# Quick mesh deformation methods
[1] Import an existing skyrim mesh with the Pynifly plugin.
[2] If you look at the mesh, it has an Armature modifier assigned to it. The “object” will probably have the default Skyrim skeleton imported with it.
[3] Change the target of the “object” to “[2] Modified Skyrim Ref Armature”, this will deform the leg mesh to fit the SpreaderBar. 
[4] Then Apply the Modifier to save the mesh modification. You can then proceed with the detailed modifications. 

# Copy the Weight 
This SpreaderBar also has a weight, which is also important. The weight can be copied from an existing Body via Bodyslide or blender.
Copy it from an existing Body.

 


 

SpreaderBar.2025.0105.zip

Edited by 912s4dd
Posted

"While wearing the Spreader bar in this mod, some animations may look a bit odd. 

This is a limitation of the Spreader bar implementation in Skyrim. "

 

I think this could be fixed by having someone that can do the animations create some animations that include your spreader bars and you devices, I think you would have to also have something that would detect the devices and only play those animations, that would be one "work around"

Posted

I take that this is a spreader bar at knee's height, right?

Would you consider doing a spreader bar at ankle's height? Or has this already been done somewhere? Haven't found anything so far.

Posted
On 1/12/2025 at 11:44 AM, tonitrulupus said:

"While wearing the Spreader bar in this mod, some animations may look a bit odd. 

This is a limitation of the Spreader bar implementation in Skyrim. "

 

I think this could be fixed by having someone that can do the animations create some animations that include your spreader bars and you devices, I think you would have to also have something that would detect the devices and only play those animations, that would be one "work around"

 

I actually thought about that a lot. Since 2023.

I tried to implement something similar to DD's petsuit. 
Unfortunately I'm not very good at animating and I gave up on making dozens of motions with the spreader bar. Maybe someday when there's an easier way to animate in skyrim or I get good at it, I'll go that route. 
 

On 1/14/2025 at 8:44 PM, Gudulba said:

I take that this is a spreader bar at knee's height, right?

Would you consider doing a spreader bar at ankle's height? Or has this already been done somewhere? Haven't found anything so far.

Same reason as above. Immobilizing the target character after attaching the spreaderbar to the ankle is simple and already used by ZAZ and DD's restraint furniture. However, animating the character in that state is... well. I think it's beyond my capabilities. 

 

On 1/20/2025 at 3:25 AM, MeForRealThisTime said:

Does this work with PAR on the latest versions of DDNG?

I tested it on DDNG 0.39b and it should work as there are no elements interacting with the animation. Maybe 

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