Min Posted May 3, 2014 Posted May 3, 2014 The following is an overview of all works related to the 'Devious Devices' mod family for Skyrim. - Last updated: 22nd February 2015 - Support for each mod is provided by the respective mod author, so please don't post any mod-specific issues in this thread. Devious Framework Overview The following infographic explains the interaction of the various mods that make up the Devices Devices family. Devious Essentials These mods form the base of Devious Devices and are required for most if not all of the other Devious Devices mods to work properly.Devious Devices - Assets by Zadil Devious Devices - Expansionby CoopervaneDevious Devices - Integration by Min Devious Add-OnsMods that are based on the Devious Devices framework.Keep in mind that some of these mods may have additional dependencies and/or be based on outdated versions of the base mods. Alternate Start: Live a Deviant Life by Aelie Angrim's Apprentice by stobor Aradia's Devious Outiftby Aradia/Gameplayer DD Restrainedby irquih Devious Captures by Ms Leeches' Devious Cidhna by stobor Devious Devices - Captured Dreams Shop by Veladarius Devious Devices for Himby Wasps Devious Devices - For the Masses II by Veladarius Devious Devices - Gags+ by jbezorg Devious Devices Gags Mod Overhaulby zenetx Deviously Cursed Lootby Kimy Deviously Enchanted Chests by Bane_Master Deviously Helpless by Srende Devious Interactionsby Veladarius Devious Loading Screens by ZadilDevious Regulations by Srende Devious Traps by aqqh GagSFX by volfin ImmerSlave - Life a Slave's Lifeby arbiterSacrificial Spriggan by stoborSanguine's Debauchery Enhancedby skyrimllSexLab Storiesby skyrimllSexlab Submit+Devious Devices by Aelie Skyrim Boundby SrendeSubmit + Devious Devices + Follower Friendly by zacko Submit + Devious Devices Progression Mod by MixedupJim Devious Keyholdersby Kalarr More Devious Quest by Versh Deviously Enslaved by Chase Roxand Quick As You Like! by DocClox Devious Conversions Modifications or additions to the devices that add support for additional bodies, races or genders. http://www.loverslab.com/topic/51563-the-devious-corner/ by Gameplayer Devious Devices Bodyslide CBBE CT77 Body TBBPby Aensland_src Devious Devices + Devious Expansion for Bodyslide2 HDT + pregby RustyXXL Devious Devices for Bodyslide2 by Skeuomorph Devious Devices - Males Addonby KestrelSky Devious Devices Assets for UNPB PB TBBPby uglykidcyd Devious Devices Expansion for UNPB PB TBBPby uglykidcydMIC - Make It Compatible by Heromaster Piercing Meshes for UNPB TBBP HDT preg (link) by circSevenBase Conversion by Shocky Xarathos Armor Workshop for 7Base (O)ppaiby Xarathos DD + DDX for bodyslide 2.2d CBBE HDT by toptoper Devious StoriesLiterary works inspired by, or based on the contents of these mods. A Recounting of Devices Most Devious by UrbanSniper Abduction for Beginners by Thulas (also part of 'Books of Skyrim') The Female Legionnaire Quandary by UrbanSniper The Order of Immaculate Chastity by UrbanSniperKafrid's Diary by Thulas (also part of 'Books of Skyrim') Devious Videos"Devious Deviants: Forbidden Tome" quest walkthrough by Kronnos44Part 1 of 4part 2 of 4Part 3 of 4 Part 4 of 4 Note: Until Zadil returns to activity, I have assumed stewardship of this thread. If I'm missing any mods from this list, please let me know.
JahReit Posted May 4, 2014 Posted May 4, 2014 Not only thanks for all your hard work with mods and helpfulness, but also for this thread. It really helps.
Min Posted May 4, 2014 Author Posted May 4, 2014 I eagerly await devious device leash to be introduced Haha. How'd you hear about that? From my current todo list for next release: [+] Merge Srende's leash effect.
Min Posted May 4, 2014 Author Posted May 4, 2014 Where is your Todo List min? There's usually a (Somewhat out of date) copy of it in Min-notes.txt. Here's my list at the moment: Include in 2.7.6: [+] Add version check to verify proper Assets version. [+] Merge Srende's leash effect. [+/] Add incremental difficulty option. [ ] Moar Sounds: Trigger Creaking while wearing leather items, etc. [ ] Fix bad keyword for harness in expansion (Message? Property?) [/] Rebuild periodic events engine, to be modder extendible. [+] Add Srende's modevent requests, to send modevents from periodic events. See previous. [+] During rebuild, don't forget to make the possessed plugs ignore belt check. Maybe in 2.7.6: [ ] Test bound sex animations for Armbinder, then merge Srende's changes to the filter. [ ] Cuffs periodic events. [/] Create Ben-Wa / ribbed effect. Need more input on exactly what type of effect to create for this / how to convey it meaningfully in-game. Beyond 2.7.6: [?] Add basic gag text / reactions. [ ] Expand inflatable plugs with a few more options / effects. [ ] Werewolf transformation rendered device unequip fix. [ ] Readd Zadil's feeding dialogue to the armbinder. [ ] Rework FT's starting trigger. [ ] Merge DD Males Addon with Integration / Expansion Proper. [-] Fix armbinder effects / gag effects / vibration effects, which are sometimes not applying to NPC's. Eh. I'll come back to this later.
torlok Posted May 5, 2014 Posted May 5, 2014 I eagerly await devious device leash to be introduced Haha. How'd you hear about that? From my current todo list for next release:[+] Merge Srende's leash effect. About damn time devious devices gets an update! Sheesh thought I was gonna have to crack some heads to see it get done!
carnifex Posted May 5, 2014 Posted May 5, 2014 Future looks good Any progress on Surreptitious Streets?
Min Posted May 5, 2014 Author Posted May 5, 2014 Future looks good Any progress on Surreptitious Streets? Nope: That system lies dormant for the time being. It's too large a project for me to finish on my own, with my current work-load.
carnifex Posted May 5, 2014 Posted May 5, 2014 Future looks good Any progress on Surreptitious Streets? Nope: That system lies dormant for the time being. It's too large a project for me to finish on my own, with my current work-load. That's alright, it seems there's enough goodies coming our way even without it Take your time!
kronnos44 Posted May 6, 2014 Posted May 6, 2014 i should still finish the 4th part, but i'm kinda waiting for the next questline And u still didn't get my name right xD
Zadil Posted May 7, 2014 Posted May 7, 2014 i should still finish the 4th part, but i'm kinda waiting for the next questline And u still didn't get my name right xD Fixed.
EternalDamned Posted May 7, 2014 Posted May 7, 2014 It's not a really big deal, since it is something that can easily be fixed in TES5Edit. But could you suggest a standard mod masters order for mod authors IE: SexLab/Zaz/Aroused etc. I've noticed several that use the same masters, order them in different orders. Like I said, it's something that is easily fixed, but could save you from having to repeat the same thing over and over again if a load order thing makes an occasional bug that could be fixed in 5 seconds in tes5edit.
Zadil Posted May 8, 2014 Posted May 8, 2014 It's not a really big deal, since it is something that can easily be fixed in TES5Edit. But could you suggest a standard mod masters order for mod authors IE: SexLab/Zaz/Aroused etc. I've noticed several that use the same masters, order them in different orders. Like I said, it's something that is easily fixed, but could save you from having to repeat the same thing over and over again if a load order thing makes an occasional bug that could be fixed in 5 seconds in tes5edit. Your suggestion has been passed on. With any luck this will be less of an issue when using future versions of DD related mods.
kronnos44 Posted May 10, 2014 Posted May 10, 2014 For some reason part 4 skips to 2 mins 49 for me when i click it here, u can do it with the 1st part tho because the beginning is plain nothing really...
Zadil Posted May 10, 2014 Posted May 10, 2014 For some reason part 4 skips to 2 mins 49 for me when i click it here, u can do it with the 1st part tho because the beginning is plain nothing really... That's probably because I copied the url while the video was playing. Interesting, didn't know Youtube links behaved that way. Anyways, fixed.
shambleresp Posted May 16, 2014 Posted May 16, 2014 Hi all, installed with devious assets, integration, expansion, for the masses etc but when put any cuffs or armbinders to an slave npc and i see they are wearing those continue running away from me, is this normal? tyvm (using Paradise halls).
Srende Posted May 16, 2014 Posted May 16, 2014 Hi all, installed with devious assets, integration, expansion, for the masses etc but when put any cuffs or armbinders to an slave npc and i see they are wearing those continue running away from me, is this normal? tyvm (using Paradise halls). That's completely up to Paradise halls if it detects the DD items or not. Looks like it doesn't.
shambleresp Posted May 16, 2014 Posted May 16, 2014 Tyvm, any recomendation? other slaver mod or anything, im frustrated seeing my slaves always running away... Hi all, installed with devious assets, integration, expansion, for the masses etc but when put any cuffs or armbinders to an slave npc and i see they are wearing those continue running away from me, is this normal? tyvm (using Paradise halls). That's completely up to Paradise halls if it detects the DD items or not. Looks like it doesn't.
lordescobar666 Posted May 18, 2014 Posted May 18, 2014 This is a continuation from my post here. Maybe this is the more appropriate thread.It always bugged me that, when you want to remove devices in your script, you need to know the keyword and the rendered device besides the inventory device. This makes it difficult to work with devices from other mods as it requires you to have a list of known devices and it does not work with unknown devices.So I came up with a method that allows to remove arbitray devices the player is wearing without further information, I'd like to share (and get some feedback if there are any disadvantages/drawbacks/whatever): zadLibs Property zadLib AutoKeyword Property zad_InventoryDevice AutoFunction ManipulateDevice(actor akActor, armor device, bool equipOrUnequip, bool skipEvents = false)ObjectReference tmpORef = akActor.placeAtMe(device, abInitiallyDisabled = true)zadEquipScript tmpZRef = tmpORef as zadEquipScriptif tmpZRef != noneif equipOrUnequipzadLib.EquipDevice(akActor, device, tmpZRef.deviceRendered, tmpZRef.zad_DeviousDevice, skipEvents = skipEvents)elsezadLib.RemoveDevice(akActor, device, tmpZRef.deviceRendered, tmpZRef.zad_DeviousDevice, skipEvents = skipEvents)EndIfendiftmpORef.delete()EndFunctionArmor Function GetWornDevice(Actor akActor, Keyword kw)Armor retval = noneInt iFormIndex = akActor.GetNumItems()bool breakFlag = falseWhile iFormIndex > 0 && !breakFlagiFormIndex -= 1Form kForm = akActor.GetNthForm(iFormIndex)If kForm.HasKeyword(zad_InventoryDevice) && akActor.IsEquipped(kForm)ObjectReference tmpORef = akActor.placeAtMe(kForm, abInitiallyDisabled = true)zadEquipScript tmpZRef = tmpORef as zadEquipScriptif tmpZRef != none && tmpZRef.zad_DeviousDevice == kw && akActor.GetItemCount(tmpZRef.deviceRendered) > 0retval = kForm as ArmorbreakFlag = trueendiftmpORef.delete()EndIfEndWhilereturn retvalEndFunction The question is, should this be integrated (and expanded to e.g. also check for the correct key) into Devious Device - Integration together with some keywords, so that other quests can mark quest related devices and devices that are deemed to be unremovable for some reason. I think this could greatly enhance interoperability and compatibility for mods using devious devices. What do you think?
Min Posted May 18, 2014 Author Posted May 18, 2014 This is a continuation from my post here. Maybe this is the more appropriate thread. It always bugged me that, when you want to remove devices in your script, you need to know the keyword and the rendered device besides the inventory device. This makes it difficult to work with devices from other mods as it requires you to have a list of known devices and it does not work with unknown devices. So I came up with a method that allows to remove arbitray devices the player is wearing without further information, I'd like to share (and get some feedback if there are any disadvantages/drawbacks/whatever): zadLibs Property zadLib Auto Keyword Property zad_InventoryDevice Auto Function ManipulateDevice(actor akActor, armor device, bool equipOrUnequip, bool skipEvents = false) ObjectReference tmpORef = akActor.placeAtMe(device, abInitiallyDisabled = true) zadEquipScript tmpZRef = tmpORef as zadEquipScript if tmpZRef != none if equipOrUnequip zadLib.EquipDevice(akActor, device, tmpZRef.deviceRendered, tmpZRef.zad_DeviousDevice, skipEvents = skipEvents) else zadLib.RemoveDevice(akActor, device, tmpZRef.deviceRendered, tmpZRef.zad_DeviousDevice, skipEvents = skipEvents) EndIf endif tmpORef.delete() EndFunction Armor Function GetWornDevice(Actor akActor, Keyword kw) Armor retval = none Int iFormIndex = akActor.GetNumItems() bool breakFlag = false While iFormIndex > 0 && !breakFlag iFormIndex -= 1 Form kForm = akActor.GetNthForm(iFormIndex) If kForm.HasKeyword(zad_InventoryDevice) && akActor.IsEquipped(kForm) ObjectReference tmpORef = akActor.placeAtMe(kForm, abInitiallyDisabled = true) zadEquipScript tmpZRef = tmpORef as zadEquipScript if tmpZRef != none && tmpZRef.zad_DeviousDevice == kw && akActor.GetItemCount(tmpZRef.deviceRendered) > 0 retval = kForm as Armor breakFlag = true endif tmpORef.delete() EndIf EndWhile return retval EndFunction The question is, should this be integrated (and expanded to e.g. also check for the correct key) into Devious Device - Integration together with some keywords, so that other quests can mark quest related devices and devices that are deemed to be unremovable for some reason. I think this could greatly enhance interoperability and compatibility for mods using devious devices. What do you think? Checking for the correct key isn't ManipulateDevice's role. That's up to the mod in question (Though, using this same techinque you could fetch the key). As this is a scripting matter it should be posted in the Integration thread. That said, this is a great addition, and will be included as a new function in the next version of Integration.
circ Posted May 21, 2014 Posted May 21, 2014 I was consoling up some DD's and while most, if not all, the below neck equipment and collars worked fine with UNPB body, every single gag I tried was mis-aligned. Balls and ring would show up on chin and so on. I also have some Zaz stuff installed apparently, and all the gags in that were more or less properly aligned. Any way to fix this on my end? EDIT: nevermind... Must have had some mod weirding out on me as I just uninstalled some stuff. Looks great.
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