EgoBallistic Posted June 9, 2021 Author Posted June 9, 2021 2 hours ago, PariahOh said: PS: Will Commonwealth Captives use the new Gallow and the rest of the furniture? I will take a look at all of them. Some of them fit Commonwealth Captives better than others - I really like the barrel one for example. Right now I am more focused on the animation / keywords framework aspect of Torture Devices. I am working on a bondage gear mod with @kziitd which will be integrated with Commonwealth Captives, and I will use TD to provide the MT animations and AI packages used to restrain the actors. Some of these are already in TD, but we have a number of new MT animations, sound effects, and AI packages that will be added to TD as well. 6
PariahOh Posted June 9, 2021 Posted June 9, 2021 @EgoBallistic Stress free, it was just a curiosity, Commonwealth Captives is great, I stopped building recruiting radios. But Barrel and the others are buildable and I don't find them in the workshop or are you referring to the models you are working on?
EgoBallistic Posted June 9, 2021 Author Posted June 9, 2021 48 minutes ago, PariahOh said: @EgoBallistic Stress free, it was just a curiosity, Commonwealth Captives is great, I stopped building recruiting radios. But Barrel and the others are buildable and I don't find them in the workshop or are you referring to the models you are working on? The Barrel is one of the idle animations with an AnimObject. There isn't a buildable barrel in the workshop.
naaitsab Posted June 10, 2021 Posted June 10, 2021 9 hours ago, EgoBallistic said: I will take a look at all of them. Some of them fit Commonwealth Captives better than others - I really like the barrel one for example. Right now I am more focused on the animation / keywords framework aspect of Torture Devices. I am working on a bondage gear mod with @kziitd which will be integrated with Commonwealth Captives, and I will use TD to provide the MT animations and AI packages used to restrain the actors. Some of these are already in TD, but we have a number of new MT animations, sound effects, and AI packages that will be added to TD as well. As this mod is an ESM and other mods already rely on it as a "framework" perhaps adding the new gear to TD not just the anims would perhaps be better? Then more mods can use it. As working with a ESP mod dependency is a pain in the ass
EgoBallistic Posted June 10, 2021 Author Posted June 10, 2021 Uploaded Version 2.0c Various fixes and tweaks to the MCM menus and supporting scripts. You can now explicitly select either the player or the closest actor, all of the idle animations with working AnimObjects are listed in the menu, etc. Removed the MT Idles MCM menu for now. It is a useful testing tool for mod authors, but it's too easy for regular users to get stuck with animations they can't easily remove. I will add it back when I have time to make it more bulletproof (and probably after I have added some new idles to play with). Updated the AAF animation XML files to comply with latest XML standards. Sorry about the flurry of updates. Unless someone finds a bug, the next update will be in a few weeks and will include new MT idles and other goodies. 11
JonX67 Posted June 10, 2021 Posted June 10, 2021 It's great to see you working on and continuously improving this mod! Thanks a lot for that!
Fuckyou539 Posted June 11, 2021 Posted June 11, 2021 The Return of the King. This awesome mod hasn't been updated in years. Glad to see you're back Author.
xRCx Posted June 11, 2021 Posted June 11, 2021 (edited) Great news that you're taking over this mod, it already notices your hand. So, looking at the new stuff, like the auctioneer, are you considering to bring to FO4 a mod like this that lands into something like this? We really have a lack of that kind of mods in this game because they tend to focus on NPC's and not on the PC (except for this one, of course), and I'm pretty sure you're the right person to bring it here because your content is always great!, and focused on that... matter. Edited June 13, 2021 by xRCx 1
EgoBallistic Posted June 16, 2021 Author Posted June 16, 2021 21 minutes ago, John9632 said: How can i use capsule? I'm curious... It's just a static prop at this point. You can put settlers in it if you put something inside it and assign them to it. I used one of the invisible kneeling mats from Prisoner Shackles:
urbanoantigo Posted June 25, 2021 Posted June 25, 2021 On 6/16/2021 at 5:45 PM, EgoBallistic said: It's just a static prop at this point. You can put settlers in it if you put something inside it and assign them to it. I used one of the invisible kneeling mats from Prisoner Shackles: I was already questioning why, I found the whole structure very curious. talking about that nauele stage that have several structures and a microphone in the middle, is the idea that it works as a market or something?
izzyknows Posted June 25, 2021 Posted June 25, 2021 @EgoBallistic How hard would it be to make versions of the F-Frame that were wall mount, head up, head down?
Vader666 Posted June 25, 2021 Posted June 25, 2021 19 minutes ago, izzyknows said: How hard would it be to make versions of the F-Frame that were wall mount Rotate it by 90 degrees, adding a connecting point to snap it to walls, rotate the animation and add an offset to it. The Interacting point needs to be placed in front of the frame, otherwise NPCs wouldn't be able to use it because there's collision above the interacting point. Adding the new anims and generate Furniture meta data. About 30mins of work. I actually thought about doing those variants but... well. 1
Ratamon Posted July 1, 2021 Posted July 1, 2021 Hey Vader! Really happy to see you back to biz with this mod, it's a real TOP one for me! Looking forward to see more updates!
Vader666 Posted July 1, 2021 Posted July 1, 2021 1 hour ago, Ratamon said: Really happy to see you back to biz with this mod Im not. I came to the final conclusion that time is way to precious to spend it on a game that just isn't fun anymore. That's why EgoBallistic took over TD.
BlackDragon580 Posted July 6, 2021 Posted July 6, 2021 On 6/16/2021 at 4:45 PM, EgoBallistic said: It's just a static prop at this point. You can put settlers in it if you put something inside it and assign them to it. I used one of the invisible kneeling mats from Prisoner Shackles: Oh good, I'm glad I came by. I was trying to move it around, push all the buttons, hook power to it, stick fuses in the boxes. I was excited though. I was just going in to add some stuff to a settlement and found weird new things. I thought some kind of gas chamber or electrical torture device. Can't wait to see what you come up with for it.
EgoBallistic Posted July 9, 2021 Author Posted July 9, 2021 51 minutes ago, Mad0ka said: How to fix the "xcross_fuck01_FF" error? That animation is from Indarello's patch. I have no control over it, you should report the error on that mod's thread.
EgoBallistic Posted July 10, 2021 Author Posted July 10, 2021 Version 2.1 Uploaded 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 In a nutshell, this is a bunch of improvements to the behavior of actors who are bound (in Devious Devices and anything else that uses TD's AI packages). Bound NPCs will no longer draw their weapons in combat or use furniture or objects. Followers who are bound will now walk when appropriate instead of always running. Bound NPCs who are not followers will remain where they were when they were bound, instead of returning to their home location. 7
Scout117 Posted July 11, 2021 Posted July 11, 2021 I'm having a problem were wen I have this mod on and try and play the game it crashes a few seconds after the "pres any button to continue"
seddonac Posted July 11, 2021 Posted July 11, 2021 5 hours ago, Scout117 said: I'm having a problem were wen I have this mod on and try and play the game it crashes a few seconds after the "pres any button to continue" I had exactly the same problem. The game sometimes wouldn't even get to the press any button to continue bit. I started using the 2.1 update here with using the Armour & Clothing Overhaul mod from Nexus. I wanted to get away from using Armoursmith Extended and AWKWCR and removed these two mods. The issue might be here. I've gone back to AE and AWKWCR and touch wood the game is stable.
EgoBallistic Posted July 11, 2021 Author Posted July 11, 2021 24 minutes ago, seddonac said: I started using the 2.1 update here with using the Armour & Clothing Overhaul mod from Nexus. I wanted to get away from using Armoursmith Extended and AWKWCR and removed these two mods. The issue might be here. Torture Devices doesn't require AWKCR, but Devious Devices does. So if you have DD installed but removed AWKCR, it will crash the game at the load screen due to a missing master file. 1
NukaCherry Posted July 14, 2021 Posted July 14, 2021 (edited) On 7/11/2021 at 2:14 PM, EgoBallistic said: Torture Devices doesn't require AWKCR, but Devious Devices does. So if you have DD installed but removed AWKCR, it will crash the game at the load screen due to a missing master file. You can safely clean DD of the master for AWKCR in Xedit - it is not needed. That is how I run it. EDIT: devious cursed wasteland does need AWKCR though, sadly. AWCKR is is a tentacle monster, that needs hacking back Edited July 14, 2021 by blahblahblah97
EgoBallistic Posted July 14, 2021 Author Posted July 14, 2021 1 hour ago, blahblahblah97 said: You can safely clean DD of the master for AWKCR in Xedit - it is not needed. That is how I run it. EDIT: devious cursed wasteland does need AWKCR though, sadly. AWCKR is is a tentacle monster, that needs hacking back Yup. I just use a ArmorKeywords.esm that I gutted in FO4Edit so all it contains is the Keywords, FormID List, and Instance Naming Rules sections. I removed everything else from the esm and don't have any of the other crap from the mod installed. Works great, no errors, etc. 1
urbanoantigo Posted July 15, 2021 Posted July 15, 2021 On 7/14/2021 at 7:43 AM, EgoBallistic said: Yup. I just use a ArmorKeywords.esm that I gutted in FO4Edit so all it contains is the Keywords, FormID List, and Instance Naming Rules sections. I removed everything else from the esm and don't have any of the other crap from the mod installed. Works great, no errors, etc. hi, not being too abused, could you explain how to do this? I have xedit installed, but I can't imagine how I do it
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