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Posted

is there a chair in the mod that you can assign a settler to to be the chair then you can sit on the settler?

 

human chairs are cool for a slaver build and i liked the ghoul chair from nukaworld

Posted
1 hour ago, 愛rainn said:

Can I just use either or is there a way to merge these?

This is an unneeded file, you can overwrite or even delete it.

 

On 9/18/2019 at 2:03 PM, Drakemasta said:

is there a chair in the mod that you can assign a settler to to be the chair then you can sit on the settler?

no, but kinda a cool idea.

  • 1 month later...
  • 3 weeks later...
  • 1 month later...
Posted
On 11/10/2019 at 3:10 AM, Elsidia said:

So... This mod is only for moders to use variables and normal player can't use this mod?

Have it in my game, u can deploy the devices via workshop building system

  • 3 weeks later...
Posted
On 10/26/2016 at 5:15 PM, Vader666 said:

View File


Description

 

This mod aims at providing animations, furniture, functionality and everything else that could be seen as or used for a torture device.

 

 

 

Current Content in TD version 1.9 :

 

General :
- A workshop menu "TortureDevices" is accessible via workshops main menu
- NoFighting MagicEffect ( Blocks the abilitys to fight (Player and NPC´s))
- RestraintMovement MagicEffect (Blocks Running,Sprinting,Jumping (Player Only))

 

Animations :

 

 

  Hide contents


- 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
- 1 Alternative Movement Animation
- 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

 

 

Furniture :

 

 

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- The WallLock - workshop and non workshop version
- 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)

- WoodenHorse

- SuckerChair

 

 

Updates / Uninstall

 

- The Bugfix Patch has to be installed after TD 1.7 and has to overwrite the .esm
- a clean save is not needed, already build furnitures ( only the new (1.7) ones ) have to be stored in the workshop and build again to apply the changes.

 

- Before updating make sure to stop all running animations and removing all devices from this mod.
- Uninstall the Workshop menu with the "TDHoloBand" uninstall function
- Delete all files of the mod ( use a mod manager ! ).
- Create a clean save
- Install new version

 

Future Plans

 

- More of everything i guess...
- Providing a complete movment set for Restraints/Bounds
- Convert the AnimObject Poses to actual Funrniture
- Make an actual Description and that stuff

 

Functionality / For Modders

  Reveal hidden contents

 

 

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:

 

 

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_TD_Crawl
_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:

 

 

  Reveal hidden contents


_TD_BoundCollar
_TD_BoundFeet
_TD_BoundFeetSolid
_TD_BoundHands

 

 

Idles:

 

List of current (1.8) Idle-ID´s:

 

 

  Reveal hidden contents


_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.

 

 


Requierements

 

TortureDevices itself requires nothing but Fallout 4

 

Credits and Special Thanks

 

- 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

 

Full Changelog

 

  Reveal hidden contents

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

 


 

So how do I apply it to the game? Do I have to go into the games files and add it in?

 

Posted

It's just a mod. You can install it through vortex or Mod organizer, makes things quick and simple. You could do it manually, but the third party software makes it easier.

  • 2 weeks later...
Posted

It would be cool, if it was possible to add indarellos penetrated features for the relevant furnitures (you know, the ones that penetrate)

Just a thought/idea

Posted
On 9/23/2019 at 9:56 PM, Vader666 said:

is there a chair in the mod that you can assign a settler to to be the chair then you can sit on the settler?

 

no, but kinda a cool idea.

 

Did anyone ever add that animation?  I've had this idea for a brothel or tavern, and thought this would be a pretty cool one animation for player or npc flirting with others in the "establishment".  Not really torture devices related, I admit.  Although, it would be pretty cool if you could do it while handcuffed, say if a whore in a raider camp.

Posted
16 minutes ago, LANDWARRIOR said:

 

Did anyone ever add that animation?  I've had this idea for a brothel or tavern, and thought this would be a pretty cool one animation for player or npc flirting with others in the "establishment".  Not really torture devices related, I admit.  Although, it would be pretty cool if you could do it while handcuffed, say if a whore in a raider camp.

I think Savage Cabbage animation pack mite have what your looking for:

  . But you will need to install HomeMaker , Settlement Supplies expended and a couple of others mods as well.

  • 2 months later...
Posted
On 3/15/2020 at 5:31 AM, FuckYouYouFuckingFuck said:

Is there something i'm missing?

Obviously.

 

- Not installed at all

- Not installed correctly (pretty hard to achieve actually)

- .esp not activated

- Another mod you´re using and loading after TD nukes the Workshopmenus

 

To find out wether its one of the first 3 things you can open the console and type : help _TD

If nothing shows up in the list its one (or even multiple) of the first three issues, if you see entrys in the list its probably issue no.4.

  • 2 weeks later...
Posted

Hey got a bit of a hangup here.  Love the mod, but I guess I'm not sure If I'm missing something or not.  Are the NPC's supposed to STAY assigned to the furniture or is it just a one time thing (plays the animation once and then they leave it)?  More often than not, my settlers that I try to assign to them get off immediately, like they sit down and stand right back up,and the furniture remains unassigned.  I'm guessing that's not normal.  Should this be last in my load order or something?  Or am I just misunderstanding the purpose of the mod?  Any help at all would be appreciated.

Posted

I love this mod!

Any additions in near future plans?

 

I'm building a real nasty BDSM settlement, with popper dungeon stuff and latex Mistresses all around and my suggestion\recommendation to integrate following mods in to this one (if original Authors are OK with that):

 

CRX and CRX Addon

(both mods needs some polishing)

Craftable Bad End Furniture

(adding same functionality as CRX and CRX Addon would be super nice feature)

 

That would make this mod even greater and wanting :D

 

Posted
On 3/25/2020 at 8:58 PM, ThePope234 said:

Are the NPC's supposed to STAY assigned to the furniture

Yes and no.

The NPCs are not "locked" into the devices.

The Furnitures are set to "work 24h" so settlers should stay in them, but ai packages can still cause the NPC to leave the furniture right after using it.

Thats espacially possible with active followers.

 

16 hours ago, Ratamon said:

Any additions in near future plans?

Not really.

I got a good portion of version 2 ready a long time ago but then kinda got fed up with FO4.

And since my hardware, and therefore all the data and software, got confiscated last year, im currently not even able to work on the mod.

 

Posted
39 minutes ago, Vader666 said:

Not really.

I got a good portion of version 2 ready a long time ago but then kinda got fed up with FO4.

And since my hardware, and therefore all the data and software, got confiscated last year, im currently not even able to work on the mod.

 

Oh, sorry to hear that :(

 

Yet I hope you can continue or maybe some other author will have the mood to continue work on your mod, if you agree :)

Mod is great and I really appreciate that you made it in the first place!

 

P.S. I'm ready to support you on Patreon if you are listed there as creator :)

Posted
6 hours ago, Vader666 said:

And since my hardware, and therefore all the data and software, got confiscated last year, im currently not even able to work on the mod.

Confiscated??

 

:hushed: :flushed:

Posted
14 hours ago, Ratamon said:

P.S. I'm ready to support you on Patreon if you are listed there as creator

Its all fun and games up to the point where money gets involved.

Espacially when "payment in advance" gets involved.

So thanks for the offer, but im not taking part in such "buisness models" for lack of a better term.

 

8 hours ago, VonHelton said:

Confiscated??

Yeah confiscated.

Like a bunch of angry people in uniform getting into your home very (very!) early in the morning yelling stuff like "down on the ground" or "freeze", tying you with zipties and taking anything they find the least suspicious with them out, leaving only a mere half assed "document" where only half the stuff they actually confiscated is documented.

That kind of stuff.

Was kinda funny tho, espacially considering all that happend because of stuff i did a very long time ago.

Posted
On 3/16/2020 at 6:31 PM, Vader666 said:

Obviously.

 

- Not installed at all

- Not installed correctly (pretty hard to achieve actually)

- .esp not activated

- Another mod you´re using and loading after TD nukes the Workshopmenus

 

To find out wether its one of the first 3 things you can open the console and type : help _TD

If nothing shows up in the list its one (or even multiple) of the first three issues, if you see entrys in the list its probably issue no.4.

I am having the same problem with the newest update. I have installed the 1.9 via NMM, but the mod is not working. I am assuming that the mod installed correctly (seeing as I used a a manager). However, upon looking through the .rar, I see that there is no .esp . There is a .esm, which is activated for me, but I can't find any .esp .

Posted
6 minutes ago, Konamiab said:

There is a .esm, which is activated for me, but I can't find any .esp .

.esm files are .esp files that are "flagged" as high priority, which means an .esm is always loaded before any .esp.

Besides that there is no difference between an .esp and an .esm.

 

So try validating the installation by using the mention console command.

If you see nothing in the generated list, TD is not installed or not activated, which might be caused by NMM ( i had some these oddititys with NMM myself).

If you get a list with a bunch of stuff starting with _TD the issue is most probably a mod that overwrites the workshopmenu by .esp.

You could check that by starting a new game with only TD installed, if the workshopmenu works there, chances are pretty high that another mod overwrites the workshopmenu.

 

  • 3 weeks later...
Posted

Greetings,

 

would it be possible to place such a torture device in a raider camp so that a player character

could get caught in it during the events of aaf-violation/rse_abduction/raiderpet?

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