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Posted
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.

Posted

@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?

Posted
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.

Posted
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 :P 

Posted

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.

Posted (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 by xRCx
Posted
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:

 

enb2021_6_16_16_41_12.jpg

  • 2 weeks later...
Posted
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:

 

enb2021_6_16_16_41_12.jpg

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?

 

Posted
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.

Posted

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!

 

 

Posted
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.

Posted
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:

 

enb2021_6_16_16_41_12.jpg

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.   

Posted

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.

Posted

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"

Posted
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.

Posted
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.

Posted (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 by blahblahblah97
Posted
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.

Posted
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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