Popular Post EgoBallistic Posted October 26, 2016 Popular Post Share Posted October 26, 2016 (edited) TortureDevices View File Description This mod provides animations, furniture, functionality and everything else that could be seen as or used for a torture device. Torture Devices provides two main things: - Craftable furniture like X-Crosses, Pillories, Wooden Horse, 3pPole, etc, that can be crafted at settlements and to which you can assign settlers - A framework of keywords, magic effects, and animations that allows mod authors to add bound animations and behavior to bondage gear. Current Content in TD version 2.1 : General : - A "TortureDevices" workshop menu, accessible via the workshop main menu, for craftable furniture - NoFighting MagicEffect (Blocks the ability for Player and NPCs to fight) - RestraintMovement MagicEffect (Blocks Running, Sprinting, and Jumping (Player Only)) - A MCM menu to use the idles in game Animations : - 2 Idle Animations with Xcross AnimObjects - 1 Idle Animation with Cage AnimObject - 1 ArmOffset Animation for the provided Handcuffs - 3 ArmOffset Animations for the Institute Handcuffs - 2 Bound Feet Movement Animations - 1 ArmOffsets for the DD Armbinders - 2 ArmOffsets for the DD Yokes - 1 Struggle Idle animation - 1 Aroused idle animation - 1 HogTie Idle - 2 Strapando Idles - 2 Package Idles - 4 AAF animations Furniture: - The WallLock - workshop and non-workshop versions - The 3pPole, a Pole to bind up to 3 Actors - workshop and non workshop version - 2 Xcross furnitures, XcrossFF ( FaceForward pose ) and XcrossFB (FaceBackwards pose) for placing them anywhere via CK - 2 Xcross furnitures, same as above, which are constructable via workshop and can be used by settlers. - HydroPillory - Extraction chair (vanilla asset) - Reclamation chair (vanilla asset) - Wooden Horse - SuckerChair - F-Frame - workshop and non-workshop versions Static / Compound Devices: - Hanging Cage - Can be activated by player or companions. - Gallows - Used to display hanging cages. - Connector - Snaps to Gallows. Hanging cage snaps to connector. - Large Cage - Static only, works with idle markers from other mods. - Large Cage Door - Snaps to Large Cage, use like a normal door. - Magnetic Fence - Blocks NPC travel - Capsule01 - Can be placed but is not functional. Works with idle markers from other mods. - Auctioneer - WIP. Use for screenshots only, do not save a game with this placed in a settlement. Updates / Uninstall - If updating from version 1.9 or newer, it is safe to uninstall the existing version and install the new version. Future Plans - More MT restraint animations - More keywords to apply restraint animations - More spells for restraint effects - Integration of gag sounds and other bondage functionality Functionality / For Modders AnimationKeywords: AnimationKeywords are just normal Keywords that provide information wich specific Animation is active or should be set on an Actor. Together with a BoundType Keyword they trigger the respective Animation. The AnimationKeywords names are following the pattern : Object they were made for-/-BoundType-/-(optionally) a position Like InstituteCuffsFboundHandsBack means the Animation was made for/with the InstituteHandCuffs are, of course, of type BoundHands and bind the Actors Hands behind his back. List of Current (1.6) AnimationKeywords: _TD_Crawl _TD_BoundFeetHobble _TD_GenericBoundFeetSolid _TD_GenericBoundHands _TD_InstituteCuffsFboundHandsBack _TD_InstituteCuffsFboundHandsFront _TD_InstituteCuffsFboundHandsFrontLow _TD_GenericBoundHandsArmsBehindBack _TD_GenericBoundHandsMidMovement _TD_DeviousArmbinder _TD_DeviousYoke _TD_DeviousYokeAlt BoundType Keywords: BoundType Keywords are Kewords of the "Anim Injured" type and provide wich type of Animation is active or should be set on an Actor. Together with an AnimationKeyword they trigger the respective Animation. List of current(1.4) BoundTypes: _TD_BoundCollar _TD_BoundFeet _TD_BoundFeetSolid _TD_BoundHands Idles: List of current (1.8) Idle-ID´s: _TD_Xcross01_Pose01 _TD_Xcross01_Pose02 _TD_CageIdle01 _TD_BoundHandsBackStruggle _TD_ArmbinderStruggle _TD_DDAroused01 _TD_HogTie01 _TD_Strapando01 _TD_Strapando02 _TD_Package01 _TD_Package02 _TD_DoNotProcess / _TD_DoNoAIChange Actors who have the DoNotProcess keyword will not be processed by TortureDevices ( No Animations, No MagicEffects, No AI Package change) Note : This applies only to the provided scripts, custom scripts could ignore that. Npc's who have the _TD_DoNoAIChange keyword won´t change their AIPackage when the NoFightingEffect is applied. Requirements TortureDevices itself requires nothing but Fallout 4 Credits and Special Thanks - Vader666 for creating the Torture Devices mod - ShadeAnimator for the F4 Animation Kit - Ag12 for helping me getting started with Scripts and AI Package handling - The guys who are writing the CK wiki pages - The ZaZ Animation Pack Guys - DexesTTP for HKXPack - Gray User for new hobble, armbinder, and yoke animations added in 2.2 - naaitsab for new X-Cross textures and materials files added in 2.2 - JB for the crop impact texture Full Changelog 2.21 ------------------------------------------------------------------------ - Fixed MCM functions script to ensure current selected actor is valid (loaded, not deleted, not disabled, not dead, etc.) before attempting to call functions on them 2.2a ------------------------------------------------------------------------ - Added missing crop decal texture so crops leave marks on skin. Thanks to JB! 2.2 ------------------------------------------------------------------------ - Fixed hanging cage script so animation timer gets cleared when actor is freed, and actor will automatically be freed when they move > 1000 units from the activator - Activating an occupied Hanging Cage will free the occupant - Fixed bug in _TD_NoFightingScript where a companion could become stuck in the alias if the player dismissed the companion while the companion is bound 2.2 Beta 1/2/3 ------------------------------------------------------------------------ - Added a _TD_BoundFeetHobble keyword and the hobble animation by Gray User - Replaced the armbinder arm offset animation hkx with new one by Gray User - Replaced the two yoke arm offset animation hkx's with new one by Gray User - Replaced X-Cross diff texturem, normal map, and material files with new ones by naaitsab - Fixed missing entry in subgraph data causing _TD_GenericBoundHandsArmsBehindBack not to work properly with bound leg animations 2.1a ------------------------------------------------------------------------ - Fixed incorrect furniture tags in _TD_tagData.xml 2.1 ------------------------------------------------------------------------ - increased priority of _TD_GeneralFunctions quest so its AI packages will take precedence - fixed _TD_NoFightingScript so it prevents follower from drawing weapon when combat ends - changed Bound Hands AI packages to prevent NPCs from interacting with objects and furniture - NPCs in the Bound Hands AI packages who are not followers will stay at their current location - Followers in the Bound Hands AI packages will now walk when appropriate instead of always running 2.0c ------------------------------------------------------------------------ - fixes to the MCM menus and supporting scripts - removed the MT Animations MCM menu - minor changes to AAF animations to comply with latest XML standards 2.0b ------------------------------------------------------------------------ - Settlers can now be assigned to the F-Frame - Added AAF animations which use the F-Frame, X-Frame, and Wall Lock 2.0a ------------------------------------------------------------------------ - added an MCM to control animations from ingame and to install/uninstall the workshop menu - a new Furniture, the F-Frame - Some new idles - some new statics - added a crop and a punishment scene - added a "punisher" perk which allows you to punish actors (obtainable by console only) - various other WIP content 1.9 ------------------------------------------------------------------------ - added 2 Package Idles - added an alternative strapando Idle - added WoodenHorse furniture - added SuckerChair 1.8 ------------------------------------------------------------------------ - added a cage and a door for it - added a strapando idle and animObj - Changed the priority of the GeneralFunctions quest to 80 1.7 bugFix patch ----------------------------------------------------------------------- - NPCs are actually staying in the HydroPillory / ExtractionChair / RecamationChair instead of leaving them immediately again now. 1.7 ----------------------------------------------------------------------- - added hogtie idle animation - added HydroPillory furniture - added crawling MT anims (still WIP) - added extraction chair to workshop menu (no scene animations ) - added reclamation chair to workshop menu (no scene animations ) - added sound effect to the WallLock - added a clean retex for The WallLock and 3pPole - removed the Holoband terminals except (un)installing workshop menu 1.6 ----------------------------------------------------------------------- - Fixed the Camera in OffsetAnimations - Added ArmOffsets for the DD Armbinders and Yokes - Added a Struggle idle - Added a "Aroused" idle 1.5 ----------------------------------------------------------------------- - Added 2 Furniture Items - Made the Static Cage buildable in Workshop - Added _TD_DoNoAIChange keyword - Changed the EnterFromStand animations of the Xcross 1.4 ------------------------------------------------------------------- - Changed the GenericBoundHands animation -- and added a version with more movement - Added a Struggle Idle - Added an ArmsBehindBack ArmOffset animation - Added NPC support to the NoFighting effect - Added _TD_DoNotProcess keyword 1.3 ------------------------------------------------------------------- - Added an alternative (Bound)WalkForward animation - Changed/Added alot of Keywords - Changed how animations are triggered - Added Script Templates - Updated TDtoCRPbridge to 1.2 -- its now using the provided scripts -- Triggers the GenericBoundFeetSolid animation when one of the AnkleCuffs get equiped -- Adds the RestraintMovement MagicEffect when one of the AnkleCuffs get equiped 1.2 ------------------------------------------------------------------- - Added 2 Xcross furnitures for placement via CK - Added a Workshop menu - Added 2 Xcross furnitures for Workshop found in TortureDevices > Furniture - Changed how AnimArchetype gets reset due to camera issues ( thanks to Tefnacht ) - Updated TDtoCRPbridge to 1.1 - Changed how AnimArchetype gets reset due to camera issues ( thanks to Tefnacht ) 1.1 ------------------------------------------------------------------- - Changed from plugin to masterfile (esm) - added 3 new ArmOffsets - created for the Institute HandCuffs - Initial release TDtoCRPbridge - fixed some things Submitter EgoBallistic Submitted 10/26/2016 Category Animation Requires Edited November 16, 2017 by EgoBallistic 40 Link to comment
Xenoramos Posted October 26, 2016 Share Posted October 26, 2016 I already like it and I'll keep an eye on it for the moment it become availible for using in-game. Link to comment
Vader666 Posted October 26, 2016 Share Posted October 26, 2016 I already like it and I'll keep an eye on it for the moment it become availible for using in-game. It is usable in game but there is not much content yet Link to comment
Xenoramos Posted October 27, 2016 Share Posted October 27, 2016 I already like it and I'll keep an eye on it for the moment it become availible for using in-game. It is usable in game but there is not much content yet Oh, cool! I thought [Therfore this is more a rescource than an "end-user" Mod.] means it's not availible yet. P.S. how I can get them in-game? I was looking in settlement menu, but didn't found it. Link to comment
Tefnacht Posted October 27, 2016 Share Posted October 27, 2016 This is awesome. Just gave it a whirl and it works perfectly. Though I have to say I am not a fan of your “_TD_” naming convention. However, that is just me and if it helps you, more power to you. Personally I'd beg you to lose the underscore. The mod is going to be a master file (.esm) soon, yes? Link to comment
Vader666 Posted October 27, 2016 Share Posted October 27, 2016 I already like it and I'll keep an eye on it for the moment it become availible for using in-game. It is usable in game but there is not much content yet Oh, cool! I thought [Therfore this is more a rescource than an "end-user" Mod.] means it's not availible yet. P.S. how I can get them in-game? I was looking in settlement menu, but didn't found it. The Xcross isn´t a funiture yet therfore you cant´ build and use it. To Trigger the animations u can use the "TD Holotape" or equip the "HandCuffs" to trigger the ArmOffset. This is awesome. Just gave it a whirl and it works perfectly. Though I have to say I am not a fan of your “_TD_” naming convention. However, that is just me and if it helps you, more power to you. Personally I'd beg you to lose the underscore. The mod is going to be a master file (.esm) soon, yes? Where is the problem witch the underscore ? Its much easier to find things with it in CK, while i could think of problems using it in scripts. At some point this will become a masterfile yes. Link to comment
Battlecry Posted October 27, 2016 Share Posted October 27, 2016 playidle _td_xcross01_pose01 works great on npc's ,but is there a way to keep them like that for an unlimited time? Link to comment
Tentacus Posted October 27, 2016 Share Posted October 27, 2016 Can an npc walk with the handcuffs like in Skyrim ZAZ? If so you are a GOD! playidle _td_xcross01_pose01 works great on npc's ,but is there a way to keep them like that for an unlimited time? I'd assume "tai" and "setrestrained" in console though that's never very fun Pose will probably vanish on a save load though. Link to comment
Battlecry Posted October 27, 2016 Share Posted October 27, 2016 Can an npc walk with the handcuffs like in Skyrim ZAZ? If so you are a GOD! playidle _td_xcross01_pose01 works great on npc's ,but is there a way to keep them like that for an unlimited time? I'd assume "tai" and "setrestrained" in console though that's never very fun Pose will probably vanish on a save load though. Yeh the tai command thing isnt great to use And as far as i have seen the npc's walk with the handcuffs,so yeh thats cool Link to comment
Vader666 Posted October 28, 2016 Share Posted October 28, 2016 Can an npc walk with the handcuffs like in Skyrim ZAZ? If so you are a GOD! Sure... baisically thats what Arm>OFFSET< means But i just found a little bug in the Handcuffs Script, when you unequip the Cuffs and directly equip them again without "exiting" the PipBoy in between the game "freezes". Only thing you can do then is loading a Save. Changing the AnimArcheType while in PipBoy is not a goog idea... luckily there is an easy fix for that. Can an npc walk with the handcuffs like in Skyrim ZAZ? If so you are a GOD! playidle _td_xcross01_pose01 works great on npc's ,but is there a way to keep them like that for an unlimited time? I'd assume "tai" and "setrestrained" in console though that's never very fun Pose will probably vanish on a save load though. Yeh the tai command thing isnt great to use And as far as i have seen the npc's walk with the handcuffs,so yeh thats cool The Animations are set to loop infinitely but can be broken by some actions the Actor does. Haven´t found a way to get Actors to stay in position regadless of their actions... yet. Link to comment
Tentacus Posted October 28, 2016 Share Posted October 28, 2016 Can an npc walk with the handcuffs like in Skyrim ZAZ? If so you are a GOD! Sure... baisically thats what Arm>OFFSET< means Ah, never knew the term, just that nobody seemed to be able to do it in New Vegas except maybe the STUN guy (they would run away with arms bound if they escaped) but that mod had a very specific usecase that wasn't very kink/perv friendly. Link to comment
Vader666 Posted October 28, 2016 Share Posted October 28, 2016 were do you find the holotape? adding via console : Help"TD Holoband"0 and then the additem command Link to comment
Tentacus Posted October 28, 2016 Share Posted October 28, 2016 Finally had a chance to try this out. Here are my thoughts: I REALLY like the XCross The design of it is very thematically appropriate and lore friendly and having 2 poses is great. I will get a lot of use out of it when it is a placable/sitable furnature item. The handcuffs function great. I was disappointed that it wasn't the vanilla handcuffs though, and the arm position is quite unnatural. But it's a good start and shows such things are possible. I hope it is possible to make whips that leave marks like the ZaZ and Paradise Falls ones in Skyrim. Link to comment
Guest Posted October 28, 2016 Share Posted October 28, 2016 Since this topic is about torturing any individuals. How about implement this: http://www.loverslab.com/topic/68650-working-gallows-resource/ To add in the meshes & textures to this current Torture Devices? Link to comment
Vader666 Posted November 3, 2016 Share Posted November 3, 2016 Update to 1.2 The Xcross is now a usable furniture and buildable via Workshop. I made a TortureDevices menu in workshops main menu. For now i have to re-use vanilla Enter and Exit animations for the Xcross furniture, the ones i did aren´t working... and look awful. So these are one of the next steps alongside creating more content. Link to comment
Tentacus Posted November 3, 2016 Share Posted November 3, 2016 Update to 1.2 The Xcross is now a usable furniture and buildable via Workshop. I made a TortureDevices menu in workshops main menu. For now i have to re-use vanilla Enter and Exit animations for the Xcross furniture, the ones i did aren´t working... and look awful. So these are one of the next steps alongside creating more content. Thanks! I'm excited to try it. Link to comment
Bernka Posted November 8, 2016 Share Posted November 8, 2016 I've tried the xcross, but I don't know how to get the handcuff working. Still, you are a GOD!!!! Link to comment
Vader666 Posted November 9, 2016 Share Posted November 9, 2016 I've tried the xcross, but I don't know how to get the handcuff working. Still, you are a GOD!!!! Get it with console comannd and equip it. Should be that easy. If thats not working some info about what exactly isn´t working would be needed. Link to comment
Tentacus Posted November 9, 2016 Share Posted November 9, 2016 Just curious how I can get an NPC to stop playing the offset animations if I've added them for the institute cuffs. Link to comment
Vader666 Posted November 10, 2016 Share Posted November 10, 2016 Just curious how I can get an NPC to stop playing the offset animations if I've added them for the institute cuffs. Either unequip the Handcuffs or remove the _TD_HelperKeyword from that actor and reset the AnimArchetype with ChangeAnimArchetype(). Removing the Keyword is possible via console but i´m not sure if there is any console command for ChangeAnimArchetype. The next version will have Equip scripts for hand and feet restraints included so offsets and alternate movement are working together and to provide a template to use for other items. Link to comment
Vader666 Posted November 15, 2016 Share Posted November 15, 2016 Update to 1.3 I changed a lot of internal stuff besides the bound movement animation there is no new content. And of course the Scripts Link to comment
Tefnacht Posted November 15, 2016 Share Posted November 15, 2016 Love the new bound feet jumping/hobbling animation. Link to comment
Soldat-Hans Posted November 26, 2016 Share Posted November 26, 2016 Great job! Cant wait for further updates! Startet to rebild the Castle into a Prison bastile! Thx! Link to comment
ag12 Posted November 27, 2016 Share Posted November 27, 2016 Kudos to you - great work. Keep it coming! Link to comment
Soldat-Hans Posted November 27, 2016 Share Posted November 27, 2016 Just a question:" can you convert the ZAZ Torture instruments for FO4? Would be awesome! 1 Link to comment
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