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Nice mod.

 

My suggestion is if the player has any restraints placed on her, all copies of the key for that restraint should be taken from the player's inventory.

Is this a suggestion for me or for the author of the mod?

 

 

That was for the author.

 

The issue you're having seems to be some sort of animation priority issue. Do you have any mods that override the walk or run animations?

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Nice mod.

 

My suggestion is if the player has any restraints placed on her, all copies of the key for that restraint should be taken from the player's inventory.

Is this a suggestion for me or for the author of the mod?

 

 

That was for the author.

 

The issue you're having seems to be some sort of animation priority issue. Do you have any mods that override the walk or run animations?

 

 

If you recently installed Integration make sure you reran FNIS to update the animations as they are all custom. If you happened to update to 2.6.6 from an earlier version while playing that character then you are better off starting over. Updating to v 2.6.6 without restarting will cause problems, especially with the animations.

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Very interesting mod! Sadly I can't get it to work, after the rape my character stands up again and the enemies re-aggro and either kills her or knocks her out again, restarting the process. I've not had the chance to try this on a cleaner version however, as I have quite a lot of mods running, the script might get stuck somewhere.

Did you read the bold print in description? n_n

 

 

Yes of course, I activated the relevant factions. Like I said I haven't been testing it out very carefully, but might be something to remember if it appears for others.

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Very interesting mod! Sadly I can't get it to work, after the rape my character stands up again and the enemies re-aggro and either kills her or knocks her out again, restarting the process. I've not had the chance to try this on a cleaner version however, as I have quite a lot of mods running, the script might get stuck somewhere.

Did you read the bold print in description? n_n

 

 

Yes of course, I activated the relevant factions. Like I said I haven't been testing it out very carefully, but might be something to remember if it appears for others.

 

 

and have you pressed the "update"-button after activating the factions? Thats something i missed at my first try. ;)

 

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I have a little Problem...

in MCM i activated only the Armbinder (100%),the Belt and Plug (100%) and the Gag (25%) all other 0%

i become the full program incl cuffs,bra,blindfold and collar

(incl slaveboots locked and haarness robe locked)

 

The Mod ignore the settings...but its a nice mod

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I don't think this should be happening. My script has no references to blindfolds, boots or harnesses only to the things included in main Integration mod.

 

But I found a tiny error in my random chance fomula ^^ it was supposed to generate a number from 1 to 100 but generates from 0 to 100 instead so there's like less than 1% chance you'll get a device even if it's set to 0% chance in MCM. It shoudl be rare but I'll need to fix it in the full version

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Update time! ^^ Devious Captures was updated for compatibility with Devious Devices 2.7.1 and is officially out of beta! Thank you everyone who tested the previous version and helped me find bugs!

  • Added support for blindfold and harness
  • Added support for leather cuffs and collars and strap gags
  • Fixed companions not teleporting with player
  • Fixed a tiny miscalculation that made it possible to receive a device even with chances set to 0%

It doesn't currently support open belts and separate vaginal and anal plugs but I'll add them as soon as Min adds their properties to Integration library.

Alsoooo because of new afterdefeat system that Goubo is developing for Defeat this mod will not be compatible with the next version of Defeat. But I will adapt it to use that new system as soon as I can so I hope you won't have to wait long for compatibility ^^

 

Anyways version 1.0 requires Devious Devices Integration 2.7.0 and above to work right. Version 0.9b is still downloadable and can be used with DD 2.6.6.

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Hrm. Seems like v1.0's MCM is all sused up. It's in the MCM, but its actual config is missing. Just that neat immage comes up, nothing else.

I'm gunna see if It was an error on my end, just posting it here to see if I'm not the only one with this issue.

 

EDIT:

Yeah, doesnt seem to be on my end. Anyone get the same issue?

Just a heads up as of what I did to check:

  • uninstalled, reinstalled - nope
  • uninstalled, reinstalled past version used the way to uninstall via MCM, reinstalled - nope

Shiggity diggity!

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Ahha! I got it!

Hurey for legasy saves! (allways make one before installing a new set of content and dependant mods!)

tell me, how you get it back^^

 

i do not get it, i disabled all factions, then unistall button -> make clean save and i do not get the menu back

 

e: got it now

i just installed new assets and integration and then i updated the captures

just test it now, if that works ;o

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My char was captured by Bandits...now are all bandits my friends...wtf?

the first capture works ...i got plugs without a belt :cool:

 

You must have another mod that causes that, this one doesn't do anything to factions ^^

 

And everyone who's having problems with MCM: could you type "setstage ski_ConfigManagerInstance 1" in console and see if it fixes the thingy?

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Ahha! I got it!

Hurey for legasy saves! (allways make one before installing a new set of content and dependant mods!)

tell me, how you get it back^^

 

i do not get it, i disabled all factions, then unistall button -> make clean save and i do not get the menu back

 

e: got it now

i just installed new assets and integration and then i updated the captures

just test it now, if that works ;o

 

 

What I did to fix it was to load a save that exsisted before I installed any Devious Captures. I suspect I did something wrong with the unistall of the last version, so I ran through some of my legasy saves. Try that if nothing works.  (Its a good idea to make these kinds of saves reguardless, due to how things can get messed up)

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....

 

I have a little Problem...

in MCM i activated only the Armbinder (100%),the Belt and Plug (100%) and the Gag (25%) all other 0%

i become the full program incl cuffs,bra,blindfold and collar

(incl slaveboots locked and haarness robe locked)

 

The Mod ignore the settings...but its a nice mod

 

 

I don't think this should be happening. My script has no references to blindfolds, boots or harnesses only to the things included in main Integration mod.

But I found a tiny error in my random chance fomula ^^ it was supposed to generate a number from 1 to 100 but generates from 0 to 100 instead so there's like less than 1% chance you'll get a device even if it's set to 0% chance in MCM. It shoudl be rare but I'll need to fix it in the full version

 

I have uninstalled/deactivated  a lot of mods... now i been raped and than killed

 

BOSS
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For some reason, when my character is "bound" with the armbinder after the rape scene, she is just wearing the armbinder on her back with her arms still free and her hands are missing. Do you know what the issue is?

 

There is no issue as such. Animations and AI have restrictions. You can adjust your SexLab settings for sex scenes according to following and everything should go as planned.

 

Animations page: Select "Victim's Re-dress."

From each "Timers and Stripping" subpage - especially for Aggressive one: Select slot 33 (hands)

Remove selections from slots 44, 45, 48, 49, 53, 56 and 59.

 

From now own, your characters armbinder will be removed for each scenario, but other restrictive items will remain locked to your body. Your character will be locked back to her arminder, once attackers are done. All animations and hand position should work properly after scene.

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I'm not sure if this is really in the scope of Devious Captures, but I ran into this mod http://www.loverslab.com/topic/25398-slavetats/ the other day and thought it would go well in Captures. Have bandits who defeat you scrawl demeaning stuff on you.

 

I'm sorry even if I wanted to include it (I don't think i like it personally ^^) that would add another dependency (that not everyone would want to use) to Captures. But it would be easy for another modder to extend Captures this way! You would only need to register your script for Capture's capture event and apply the tattoos there.

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