Jump to content

Recommended Posts

Posted
3 minutes ago, Elsidia said:

Thanks! It works and look much better. So better that i maybe made something transparent version.

There still need some adjustments in outfit studio, but it's easy for me and armbinder i think will still look fine.

Naked animation:

  Hide contents

ScreenShot7.jpg.6c78abca2cbcbadfacf5ac1e707d7fb7.jpg

With armbinder and armor:

  Hide contents

ScreenShot8.jpg.a446c39eb3fc1d4e80986af374c7e44d.jpg

 

I'm glad to help you.:beer:

You helped me a lot, too.

At the same time, I also hope that the new framework of Ego can come out soon, IoI:lol:

Posted
4 hours ago, Elsidia said:

Fair answer.

Then answer on my question too.

Imagine how will look armbinder if i need hide this:

  Reveal hidden contents

ScreenShot6.jpg.3bc3bcc7b77eac99b2c8dc692cd50130.jpg

Sorry i made this screenshot at night because add brightness in editor.

 

A bit late chiming in, sorry. If you're using Devious Devices RC 8 then make sure you have TD 2.2 beta 3. If using DD 2.0 you need TD 2.1a instead. That is identical to screenshots I've seen from users who are using the wrong combination of DD and TD versions.

Posted
3 hours ago, vaultbait said:

If you're using Devious Devices RC 8 then make sure you have TD 2.2 beta 3. I

I'm use DD 2.0 RC8 TD 2.2 beta 3

No! No! I'm not use. I try to improve DD 2.0 RC8 with different success or failure. At this moment failure takes more as success as i fight with stupid FO4 references. Anyway if not watch bugs what i found in original version and some new in my version at this point looks better than original. But i lost all ideas how to ride those bugs.

  • 2 weeks later...
Posted

I cannot figure out how to instruct slaves to go into the devices. Is there a holotape that I am supposed to use in my Pip-Boy? I don't seem to be able to find one. Thanks in advance.

Posted (edited)

Hi. Is it possible to make a wearable torture gag with a chain attached to it that would occupy 2 slots (face and anus)? I’ve seen this idea on Chainman’s pixiv illustration and been thinking about it ever since.

*here was the pic*

The idea is that the person swallows the chain with some sphere (presumably that works like a tiny bell) that goes through the entire body and comes out of the anus. I can model and texture it, probably won’t be able to rig it. If anyone is interested in cooperation - I’d love to work on something like this or, maybe, some other torture devices ?

Edited by paparebbe
Posted
13 hours ago, paparebbe said:

Hi. Is it possible to make a wearable torture gag with a chain attached to it that would occupy 2 slots (face and anus)? I’ve seen this idea on Chainman’s pixiv illustration and been thinking about it ever since.

 

That is outside the scope of this mod.  Also, the victim in your image looks disturbingly young and I would like you to edit your post and delete it.

 

Thanks.

Posted
40 minutes ago, EgoBallistic said:

 

That is outside the scope of this mod.  Also, the victim in your image looks disturbingly young and I would like you to edit your post and delete it.

 

Thanks.

If you’ll look up the Chainman on pixiv or deviatart you’ll find that the ladies in his pics aren’t young. At least not younger than they’re supposed to be ? I’m against that shit as any sane person would be.
But if you’re uncomfortable with the image - I’ll edit it out.

And, ok, if it’s out of scope - sorry to bother you.

Posted

Can anyone help answer my questions?

 

Q: I cannot figure out how to instruct slaves to go into the devices.

 

Q: Is there a holotape that I am supposed to use in my Pip-Boy? I don't seem to be able to find one. Thanks in advance.

Posted
30 minutes ago, mikehunttg said:

Can anyone help answer my questions?

 

Q: I cannot figure out how to instruct slaves to go into the devices.

 

Q: Is there a holotape that I am supposed to use in my Pip-Boy? I don't seem to be able to find one. Thanks in advance.

You assign them to furniture items when in workshop mode. Not all objects under Torture Devices section in Workshop Mode are assignable though. What items are you having problems with?

 

There is no holotape however there are various settings in MCM.

  • 3 weeks later...
Posted

hi does anyone know how to fix the sucker chair not staying in the location it is placed in when you travel back to the settlement?

Posted
1 hour ago, skyrimsucks said:

i noticed followers play cage idle animations even outside contraption in follow mode. do i have to revert to older save or its solvable?

 

Use the Idle Animations menu in MCM to select the actor and play the Reset animation.

 

I'm a little confused by your problem description, though, because this mod doesn't have a cage as a buildable contraption, it only has them as animObjects (meaning they don't exist unless an animation is playing).  Is the cage maybe from Prisoner Shackles instead of this mod?

Posted
1 hour ago, EgoBallistic said:

because this mod doesn't have a cage as a buildable contraption

 

It does.

Its not a furniture however.

The cage in the static section has ( or atleast had) a script attached that teleports the actor activating the cage into the cage and makes the actor play one out of three idles.

By activating the cage again the actor gets teleported back outside the cage and the idle animation gets resetted.

 

If a follower is told to activate the activator but then you move away with your PC, your follower would teleport to your PC but still play the idle animation it should play while inside the cage.

The whole thing was pretty much a test rig for trying out some stuff which never got finished.

I don't think this behavior could be fixed by just overwriting the follower AI packages after activation because it might not terminate the teleport to PC on distance to PC to big, but it might be worth a try.

Posted
2 minutes ago, Vader666 said:

 

It does.

Its not a furniture however.

The cage in the static section has ( or atleast had) a script attached that teleports the actor activating the cage into the cage and makes the actor play one out of three idles.

By activating the cage again the actor gets teleported back outside the cage and the idle animation gets resetted.

 

If a follower is told to activate the activator but then you move away with your PC, your follower would teleport to your PC but still play the idle animation it should play while inside the cage.

The whole thing was pretty much a test rig for trying out some stuff which never got finished.

I don't think this behavior could be fixed by just overwriting the follower AI packages after activation because it might not terminate the teleport to PC on distance to PC to big, but it might be worth a try.

i jsut put the pose mats from the prison shackles mod and assing settlers to them to make them stay inside the cage

 

Posted
3 hours ago, EgoBallistic said:

 

Use the Idle Animations menu in MCM to select the actor and play the Reset animation.

 

I'm a little confused by your problem description, though, because this mod doesn't have a cage as a buildable contraption, it only has them as animObjects (meaning they don't exist unless an animation is playing).  Is the cage maybe from Prisoner Shackles instead of this mod?

thanks for response

 

i already reverted to older save but it would be nice if i could solve it cause cages are neat; if regular settler of made synth clone get bugged its no problem but if companion interacted with it and got bugged without me knowing it would be. 

 

i used hanging cage from category

 

torture devices -> static/compound

 

while its true some in cage animations spawn cage (not all) the cage furniture is always present and sometimes clip with animation cage. i had to manully adjust which took quite bit to reduce miss aligment.

 

as for bug it seems idle animations change by themselves over time in cage and even after removing prisoners from cage they trigger sometimes in idle condition when follower is not given any task. 

 

i dont use mcm for compatiblity issues

can u give me console command to force "reset animation" function for future?

Posted (edited)
3 hours ago, Vader666 said:

 

It does.

Its not a furniture however.

The cage in the static section has ( or atleast had) a script attached that teleports the actor activating the cage into the cage and makes the actor play one out of three idles.

By activating the cage again the actor gets teleported back outside the cage and the idle animation gets resetted.

 

If a follower is told to activate the activator but then you move away with your PC, your follower would teleport to your PC but still play the idle animation it should play while inside the cage.

The whole thing was pretty much a test rig for trying out some stuff which never got finished.

I don't think this behavior could be fixed by just overwriting the follower AI packages after activation because it might not terminate the teleport to PC on distance to PC to big, but it might be worth a try.

 

i would never thought tha making npc interact again with cage would make em teleport out i just assume im supposed to move em with console or follower framework. second interaction perhaps removes cage idles but its really hard to test as last time bug didnt showed up after like half hour. i never had any issue like from other furniture so i will skip cages for now. X crosses and other didnt seem to cause any problems

 

edit

just tested bugged follower by making it enter and then exit by interacting again with cage, its still bugged. 

Edited by skyrimsucks
Posted
4 hours ago, Vader666 said:

 

It does.

Its not a furniture however.

The cage in the static section has ( or atleast had) a script attached that teleports the actor activating the cage into the cage and makes the actor play one out of three idles.

By activating the cage again the actor gets teleported back outside the cage and the idle animation gets resetted.

 

Ah, I thought the statics were just that, static objects, and didn't have scripts.  Now I see

 

4 hours ago, Vader666 said:

If a follower is told to activate the activator but then you move away with your PC, your follower would teleport to your PC but still play the idle animation it should play while inside the cage.

 

I tested this and since it's just a PlayIdle() the animation stops when the NPC teleports with you.  But after the cycleanims timer fires, the actor starts a new animation.

 

Simplest thing is to register for OnDistanceGreaterThan and free the actor if they have moved.

 

3 hours ago, skyrimsucks said:

Just tested bugged follower by making it enter and then exit by interacting again with cage, its still bugged. 

 

Yeah there is a bug in the script.  When the actor gets freed the wrong timer gets canceled, so the actor will cycle animations forever.

 

I am working on the script and will publish a fix soon.

Posted

New Version 2.2 Final Released

  • Fixed a bug in the No Fighting script used by DD, where companions could get stuck with the "No Fighting" AI package if the player switched companions while the NPCs are bound
  • Fixed the hanging cage so that cage animations stop when the occupant is freed, and a companion's animations will be properly reset if the companion is in a cage when the player fast travels away.
  • Activating an occupied Hanging Cage will now free the occupant

Note that the Devious Devices support in this version is for Devious Devices Community Patch RC8.  If you are using Devious Devices 2.0 then you should use Torture Devices version 2.1. See the Devious Devices thread for info on the DD Community Patch

 

It is safe to update this mod in a running game.

Posted (edited)
4 hours ago, EgoBallistic said:

New Version 2.2 Final Released

  • Fixed a bug in the No Fighting script used by DD, where companions could get stuck with the "No Fighting" AI package if the player switched companions while the NPCs are bound
  • Fixed the hanging cage so that cage animations stop when the occupant is freed, and a companion's animations will be properly reset if the companion is in a cage when the player fast travels away.
  • Activating an occupied Hanging Cage will now free the occupant

Note that the Devious Devices support in this version is for Devious Devices Community Patch RC8.  If you are using Devious Devices 2.0 then you should use Torture Devices version 2.1. See the Devious Devices thread for info on the DD Community Patch

 

It is safe to update this mod in a running game.

Thanks man. We just need these textures. ?

 

1.png.e299836d1216fa171711a2b63e7df092.png

 

Patch: 

 

Crop Decal.7z

 

 

Spoiler

2.png.63e7cde1dcac9144c86e7e9f7b979063.png

 

Edited by JB.
Posted
6 hours ago, warings98 said:

for some reason this mod is crashing my game on startup and im not sure why :(

 

If you have Buffout 4 installed, you should get a crash dump logged when that happens, which might at least provide some insight into the underlying issue.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...