Fraying9981 Posted November 1, 2025 Posted November 1, 2025 (edited) Hi, I'm looking for a simple, plug-and-play condition to patch my idles for ZaZ/DD devices. The problem: OAR is great. but OAR modders on Nexus generally do not have built-in compatibility for DD/ZaZ => great OAR animations sometimes break DD/ZaZ devices, especially arms. Is there a simple way to add one condition to each OAR mod so that it's not triggered if a character is bound? Another way to view the question is: what is the simplest way to register a character as bound = can't do anything with arms in particular. With Prioarity, which I recommend, you can reorder manually the animations => no more conflicts => makes me want to add more OAR once I can also fix the "animation triggers with arms bound" https://www.nexusmods.com/skyrimspecialedition/mods/158250 I'm using: Devious Devices NG v0.4.2 Unforgiving Devices 3.01 Pandora Edited November 1, 2025 by Fraying9981
Taki17 Posted November 1, 2025 Posted November 1, 2025 Either raise the priority of the animations so that they are higher than DD's animations, or use add a check for a lack of "zad_Lockable" or "zad_HeavyBondage" keywords on those that you don't want playing when DD is active. The former will make the animation not play whenever the any of the DD items are equipped, and the latter will only prevent animations from playing when the character's arms are restrainted. However, note that ever since a couple of versions back, DDNG has come with the Partial Animation Replacer bundled into it, so that it can DD-ify almost every animation by adjusting the arm positions to match the worn heavy bondage items, keeping the rest of the animation intact! It's pretty handy, I have it myself setup like that it applies the arm offsets of Gunslicer's movement animations.
Fraying9981 Posted November 2, 2025 Author Posted November 2, 2025 2 hours ago, Taki17 said: However, note that ever since a couple of versions back, DDNG has come with the Partial Animation Replacer bundled into it, so that it can DD-ify almost every animation by adjusting the arm positions to match the worn heavy bondage items, keeping the rest of the animation intact! It's pretty handy, I have it myself setup like that it applies the arm offsets of Gunslicer's movement animations. Thanks can you share a screenshot of what it looks like? 2 hours ago, Taki17 said: The former will make the animation not play whenever the any of the DD items are equipped, and the latter will only prevent animations from playing when the character's arms are restrainted. So yeah DD needs to have the highest priority ever. Got it. easy with PriOARity mod. 2 hours ago, Taki17 said: add a check for a lack of "zad_Lockable" or "zad_HeavyBondage" keywords on those that you don't want playing when DD is active. So could you be a bit more precise here? There are so many keywords. ZaZ keywords and then the zad ones. Btw, if you say zad keywords are the ones to use, is it safe to simply add them to non DD devices that also bind arms?
Taki17 Posted November 2, 2025 Posted November 2, 2025 5 hours ago, Fraying9981 said: can you share a screenshot of what it looks like? Wouldn't be much use to what you want to achieve, since I only disabled the animations in DD that I didn't want to use. 5 hours ago, Fraying9981 said: There are so many keywords. ZaZ keywords and then the zad ones. Btw, if you say zad keywords are the ones to use, is it safe to simply add them to non DD devices that also bind arms? Every DD keyword starts with "zad_" since it was someone with the username of "Zadil" that first started the mod. I dunno anything about Zaz keywords, I don't have the mod in my game either. If you want a non-DD item to bind the arms to the proper positons, you need to put the item type keyword on it, so "zad_DeviousYoke" on a yoke, "zad_DeviousArmbinder" on an armbinder and so on.
Fraying9981 Posted November 2, 2025 Author Posted November 2, 2025 6 hours ago, Taki17 said: If you want a non-DD item to bind the arms to the proper positons, you need to put the item type keyword on it, so "zad_DeviousYoke" on a yoke, "zad_DeviousArmbinder" on an armbinder and so on. Thank you! How about a mod like LRG armbinder that adds a device with specific animation? I managed to make the animation work, but it's sometimes replaced. If I use a zad keyword, then it would change the animation to the DD one. So is there a zad keyword I can add that registers as locked but doesn't trigger the DD OAR animation of arms locked?
Taki17 Posted November 3, 2025 Posted November 3, 2025 I'm not sure I understand exactly what you are trying to achieve? Adding a zad_<devicetype> keyword on a restraint will cause DD's animation replacer to kick in and adjust the arm positions to match said restraint's arm position. Addig zad_lockable is just one of the several requirements that need to be fulfilled for a restraint to act as a lockable, devious device. If you have a custom device with its own animations that is not in DD yet, you can't rely on DD's animation replacer, you need to setup a custom OAR replacer that has a higher priority than DD, if you want to use DD keywords on it.
Fraying9981 Posted November 3, 2025 Author Posted November 3, 2025 6 hours ago, Taki17 said: I'm not sure I understand exactly what you are trying to achieve? Thanks, I will clarify. My first question related to non DD devices with no animations: which keyword to use so animations don't break? - I was thinking of cuffs in particular (so arms) - Also wondering which is the keyword to maintain the mouth open for gags? - As you said it's a matter of keyword and priority. My second question related to a non DD device with an OAR animation: which keyword should I use in addition to the mod ones to prevent the animation from breaking? From your reply, it sounds that zad_lockable would be a safe choice for both?
Taki17 Posted November 3, 2025 Posted November 3, 2025 3 hours ago, Fraying9981 said: My first question related to non DD devices with no animations: which keyword to use so animations don't break? - I was thinking of cuffs in particular (so arms) So if you got at item that is NOT a Devious Device, and you want the player to look like she's handcuffed when this item is equipped - correct? If so, then this item needs to have the zad_DeviousCuffsFront keyword on it. If you have the cuffed animation set for DD active in OAR, the player will have those animations, if you do not, DD's partial animation replacer system will move the player's arms to the cuffed position, retaining the rest of whatever movement and idle animation mod (or the vanilla animations) you have active. 3 hours ago, Fraying9981 said: Also wondering which is the keyword to maintain the mouth open for gags? That's not handled through OAR. The gag equip scripts attached to gag inventory items are responsible for setting that afaik, you should look at them for examples. 3 hours ago, Fraying9981 said: As you said it's a matter of keyword and priority. Basically. Keywords determine what animation set should play for a given item. Priority determines if multiple replacers are having the same conditions to trigger, which one should win. 3 hours ago, Fraying9981 said: My second question related to a non DD device with an OAR animation: which keyword should I use in addition to the mod ones to prevent the animation from breaking? From your reply, it sounds that zad_lockable would be a safe choice for both? If an item has already got its own animation, but it's not an item from DD and it's got a unique arm position that no other device in DD has currently, it won't work automatically with partial animation replacer. You will need to setup a custom OAR replacer for this item. If it has any of the DD keywords on it, the DD animations and arm positions won't match with this custom item, so in the OAR condition for it you need something else so that the system recognizes that it should play this animation for this item and this item only. Easiest and most straightforward way to do that is a custom keyword you create for the item, and no other item has this - put it in the condition, and when this item is equipped, OAR will trigger the animation, just make sure that its priority is higher than of DD's, in case it shares keywords with DD items. Otherwise, check if formID or name or something like that can be conditions as well, I don't know that off the top of my head. zad_Lockable wouldn't work, afaik it's not used for OAR conditions, and it's needed when you are setting up a locking system for your custom item.
Fraying9981 Posted November 3, 2025 Author Posted November 3, 2025 39 minutes ago, Taki17 said: So if you got at item that is NOT a Devious Device, and you want the player to look like she's handcuffed when this item is equipped - correct? If so, then this item needs to have the zad_DeviousCuffsFront keyword on it. If you have the cuffed animation set for DD active in OAR, the player will have those animations, if you do not, DD's partial animation replacer system will move the player's arms to the cuffed position, retaining the rest of whatever movement and idle animation mod (or the vanilla animations) you have active. That's not handled through OAR. The gag equip scripts attached to gag inventory items are responsible for setting that afaik, you should look at them for examples. Basically. Keywords determine what animation set should play for a given item. Priority determines if multiple replacers are having the same conditions to trigger, which one should win. If an item has already got its own animation, but it's not an item from DD and it's got a unique arm position that no other device in DD has currently, it won't work automatically with partial animation replacer. You will need to setup a custom OAR replacer for this item. If it has any of the DD keywords on it, the DD animations and arm positions won't match with this custom item, so in the OAR condition for it you need something else so that the system recognizes that it should play this animation for this item and this item only. Easiest and most straightforward way to do that is a custom keyword you create for the item, and no other item has this - put it in the condition, and when this item is equipped, OAR will trigger the animation, just make sure that its priority is higher than of DD's, in case it shares keywords with DD items. Otherwise, check if formID or name or something like that can be conditions as well, I don't know that off the top of my head. zad_Lockable wouldn't work, afaik it's not used for OAR conditions, and it's needed when you are setting up a locking system for your custom item. Thank you! thats really helpful. I'm no mod developer so I appreciate when a mod developer explains some of the technical things/how things work like this. It's very valuable because it helps me understand what is doable and what is not realistic. So to frame my problem better, thanks to your tips: I think I have DAR conditions overriding DD and breaking DD animations, I should check priorities. This is likely due to the fact that PriOARity reorders OAR animations with your preference from 1 to n, but doesn't do anything with legacy DAR that OAR also integrates. Therefore you end up with OAR reranked from 1 to n (DD being around n), then some DAR ones being > to n so overriding DD periodically.
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