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Devious Devices Framework Development/Beta


Kimy

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Posted
5 hours ago, Seph64 said:

 

That's concerning wearable devices though, I as mainly referring to the planned upcoming furniture.

A new version is being worked on from what I understand.

Posted

Is it intentional that as a Vampire that you can still feed on victims while wearing a big ol' Ball Gag? Or is that something the DD team can't change because it'd interfere with the mechanics of being a Vampire?

 

(I am using Better Vampires if that makes any difference).

Posted
On 6/16/2018 at 12:38 AM, Seph64 said:

Is it intentional that as a Vampire that you can still feed on victims while wearing a big ol' Ball Gag? Or is that something the DD team can't change because it'd interfere with the mechanics of being a Vampire?

If it helps, Vampiric Thirst mod (check nexusmods site) make impossible to feed while you wearing gags.

Posted

What mod is missing to cause the error spam for FNIS_abc_h2h_locomotionpose?  A quick search mostly just points at various papyrus logs in LL comment threads, so that's no help.  I know the references are in the zadlibs bound combat script, but my FNIS and FNIS Sexy Move are entirely up-to-date.  What other soft dependency could be missing?

Posted
7 hours ago, RaHelios said:

Why does this mod take away certain items I have my character equip with?

Since this mod doesn't add any items by itself I think I can confidently say you are asking this question in the wrong place.

Posted
7 hours ago, WaxenFigure said:

Since this mod doesn't add any items by itself I think I can confidently say you are asking this question in the wrong place.

This not these but these mods basically remove items from my character appearance. Now it is  still equip but when I re-equip it. The item does not appear on my character. I have all 3 devious device mods installed to my game. Sanguine Debauchery, or those devious devices has to be the problem.

if you have these installed try this item out and watch it disapears from your character but will still be equipped. 

  https://www.nexusmods.com/skyrim/mods/63136

Posted
15 hours ago, RaHelios said:

Why does this mod take away certain items I have my character equip with?

Try setting the "Item hider slot" to "None" in the Devious Devices MCM menu, which can be found in the "Devices Underneath (1)" tab.

 

Edit: beware that it can cause some DDs clip through the character's clothing. You may want to fine tweak those tabs for the best result.

Posted
4 hours ago, RaHelios said:

This not these but these mods basically remove items from my character appearance. Now it is  still equip but when I re-equip it. The item does not appear on my character. I have all 3 devious device mods installed to my game. Sanguine Debauchery, or those devious devices has to be the problem.

if you have these installed try this item out and watch it disapears from your character but will still be equipped. 

  https://www.nexusmods.com/skyrim/mods/63136

In addition to what's been said already, the mod you've linked to uses slot 56, which I believe is the same slot used by chastity bras.

Posted
8 hours ago, DarkWolve9 said:

Try setting the "Item hider slot" to "None" in the Devious Devices MCM menu, which can be found in the "Devices Underneath (1)" tab.

 

Edit: beware that it can cause some DDs clip through the character's clothing. You may want to fine tweak those tabs for the best result.

THANK GOOOOD!!!!!!!!!!

Thank you. Man I was so mad This stupid mod make my items disappear 

Posted

Will there be a furniture placement mechanic? I've seen it in other mods with place-able furniture. After dropping the furniture on the ground placement is generally done with message boxes controlling the X, Y, Z position and rotation.

 

With place-able furniture our characters could buy DD furniture somewhere (or spawn with console or use AddItemMenu), take it to their home, place it and have some fun.

Posted
8 hours ago, UnEvenSteven said:

Will there be a furniture placement mechanic? I've seen it in other mods with place-able furniture. After dropping the furniture on the ground placement is generally done with message boxes controlling the X, Y, Z position and rotation.

 In theory, https://www.nexusmods.com/skyrim/mods/52583?tab=files  Jaxonz Positioner should work for you in placing and locking furniture for you.  I have been holding back on playing for a few months.  I will test it with the updates added this week to the mods I do want to fully enjoy  Skyrim SE. 

Posted
18 hours ago, RaHelios said:

THANK GOOOOD!!!!!!!!!!

Thank you. Man I was so mad This stupid mod make my items disappear 

Welcome to modding mods!  I have found a few of them to look at and edit to load orders.  It is also highly suggested to look at them in the Editor when they come from others sites or they get bashed together.  I still make a few mistakes when I edit any of my files or BSA's.

Posted

I would love to know if it's possible to get the keep the hand meshes while equipped with an elbowbinder.
It's certainly possible with armbinders and I hope it would be the same case with elbowbinders.

This would make me use a wider variety of animations, since right now, I'm having normal SL animations without hands :classic_wacko:

 

Also, I notice the large ball gags give my player an expression, she looks frightened. As she should :P

Is there a way to add this to all other existing gags?
I looked in Tes5Edit and saw the large ball gags have the "zad_DeviousGagLarge".
Is this what gives the expression?
I can't test right now since I'm busy.

Posted

Not sure if this is the best thread to ask about this, but would it be possible to add the various gag noises a player can have when speaking with a gag to the gagged npcs "dialogue" options. Just to give some variety.

Posted
3 hours ago, Addasus said:

Not sure if this is the best thread to ask about this, but would it be possible to add the various gag noises a player can have when speaking with a gag to the gagged npcs "dialogue" options. Just to give some variety.

Isn't most gag-noises handled by gagsfx these days?

Posted
On 6/5/2018 at 11:37 AM, Kimy said:

I have NO clue why somebody would try to escape a restraint when they have the key for it, but you're right! The code would destroy the key.

 

Good catch! Fixed it! :D

hmmm,maybe to watch the cool struggle animation.lol

Posted

To the DD team,

 

Thank you.

 

I've not been around much, and so sadly did not test with v4.1 before it's release. But I'm back now and have completed some limited testing of Shout Like a Virgin and have found no issues at all so far. I will be continuing to test extensively and doing a release with some supporting tweaks and a few other things.

 

I also wanted to mention that I'm finding 4.1 to be very nicely polished and a pleasure to use. If "feels" good! I'm recommending it on my download page. All the subtle animations it provides now are wonderful.

 

I also 100% agree with Kimy that...

  • people should not expect to be able to just load up every poser and/or SLAL pack out there. The additional AA in DD are worth the need of properly managing the rest of your animations wisely!
  • Having both DD4 and ZAP 8 in you load order is bad planning for the future, and imo not wise even now. I have previously already been discouraging it. I will be stripping any dependency on ZAP in a future release.
Posted

Well, a strange idea appeared in my head... but how about making DnD saving throw mechanics with DD Framework? I mean, resisting negative effects (animations, arousal) and/or escaping devices with fortitude/reflex/will checks depending on a type of the effect. Possible calculation can come from sum of corresponding skill levels. (HeavyArmor+OneHanded for fortitude, for example). And of course adding this to some random variable, like d20 :)

Posted

@Kimyor @rest of DD Team

 

I'm interested in using some of this...

- Added: New bleedout idles suitable for restrained actors. These can be used by modders and are available for all currently available bindings.
- Added: New surrender idles for modders.
- Added: New "Unconscious" idles for modders.
- Added: New Horny/orgasm idles for bound actors that will get selected by appropriate events. They can also be called directly by modders.

 

Before I try to dig into the code to see how, can you point me to where I'd find some code comments or documentation on using these?

Ok I'm being lazy ?

 

 

 

Posted

If I want to apply multiple devices to the player, what should I do?

For example, right now I'm using this code:

 

int ddq
ddq = modevent.create("DDI_EquipDevice")   
if (ddq)     
      ModEvent.PushForm(DDEquip, playerref)        
      ModEvent.PushString(DDEquip, "Collar|Metal")
      ModEvent.Send(DDEquip)
      ModEvent.PushString(DDEquip, "Belt")
      ModEvent.Send(DDEquip)
      ModEvent.PushString(DDEquip, "Blindfold")
      ModEvent.Send(DDEquip)
      ModEvent.PushString(DDEquip, "Armcuffs|Metal")
      ModEvent.Send(DDEquip)
      ModEvent.PushString(DDEquip, "Legcuffs|Metal")
      ModEvent.Send(DDEquip)
Endif


The collar equips just fine, but nothing else. What am I doing wrong?

 

EDIT: Calling them separately (i.e. with new "create" modevents between each one) doesn't seem to work at all.

int DDEquip
DDEquip = ModEvent.Create("DDI_EquipDevice")   
if (DDEquip)     
      ModEvent.PushForm(DDEquip, playerref)		
      ModEvent.PushString(DDEquip, "Collar|metal,padded,short")
      ModEvent.Send(DDEquip)
endif
DDEquip = ModEvent.Create("DDI_EquipDevice")   
if (DDEquip)     
      ModEvent.PushString(DDEquip, "Blindfold")
      ModEvent.Send(DDEquip)
endif
DDEquip = ModEvent.Create("DDI_EquipDevice")   
if (DDEquip)     
      ModEvent.PushString(DDEquip, "Armcuffs|arms,metal,padded")
      ModEvent.Send(DDEquip)
endif
DDEquip = ModEvent.Create("DDI_EquipDevice")   
if (DDEquip)     
      ModEvent.PushString(DDEquip, "Legcuffs|legs,metal,padded")
      ModEvent.Send(DDEquip)
Endif
DDEquip = ModEvent.Create("DDI_EquipDevice")   
if (DDEquip)     
      ModEvent.PushString(DDEquip, "Boots|ring,blocking,metal")
      ModEvent.Send(DDEquip)
Endif

Also, which source file contains the list of available keywords? I'm looking at zadlibs.psc and it's not there, unless I'm blind, which is a distinct possibility. ;)

 

Posted
1 hour ago, Content Consumer said:

Also, which source file contains the list of available keywords? I'm looking at zadlibs.psc and it's not there, unless I'm blind, which is a distinct possibility. ;)

zabLibs starting on line 3061

and 

zadxLibs starting line 1471

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