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Devious Devices Framework Development/Beta


Kimy

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Posted
11 hours ago, JACKY22333 said:

For me, I have tried to reinstall the original mod, but the problem still appears. However, my game language is traditional Chinese(translation mod), I don't know will it cause the problem or not. This problem doesn't appear in DD5.1 and also don't remember it have appear in DD5.2 early beta versions.

 

If you also have a translation mod overwriting DD, try without it. It might be for an early version of DD 5.2 beta and not the final release.

Posted
9 hours ago, zarantha said:

 

If you also have a translation mod overwriting DD, try without it. It might be for an early version of DD 5.2 beta and not the final release.

I finally found out the problem. There is a conflict between DD and Skyrim outfit system mod.

Posted

Few requests for the upcoming Cursed Loot update.

  • Alternate start option where you start wearing a cursed collar.
  • Alternate start option where you start off finding Queen Sasha's set early on (long before getting to the college).  Should take on a different questline that essentially forces you to remain in chastity for a lengthy amount of time.
  • I kind of wish Queen Sasha's set would come with optional plugs.
  • In the Cursed Collar line, I recommend 3 changes/options.
    • Combine Arm/Leg cuffs into one chest.
    • Option to not equip a chastity bra.
    • Option to use Elbowbinder instead of Armbinder (like we currently have with the gags.
    • Panel gag from the Cursed Collar works like a slave gag (with a removable plug).  Uses the same timer as the slave gag is configured to use.
    • Ball gag from the Cursed Collar uses one of the "large ball" options.
  • Oh, and the Cursed Collar quest is currently non-repeatable without console commands.  The dungeon doesn't 'reset' properly, and all the doors are locked when you try to return for the second time.
  • Take over the defunct questline from the bookshelf in the college and convert it into a DCL questline.
  • Incorporate the basics of Devious Regulars (dead mod) into DCL.
  • The current intro DCL questline is quite long, prevents some DCL quests from starting (Cursed Collar) until it is completed, and hinders creation of new games.  A skip option that auto-completes the entire chain would be great.
Posted
12 hours ago, ChandraArgentis said:

Few requests for the upcoming Cursed Loot update.

  • Take over the defunct questline from the bookshelf in the college and convert it into a DCL questline.

 

NO!!!!! 

 

How is that 'defunct'?   Some of us who use DD crafting are probably quite happy to get that from within DD itself, thanks! 

 

And people do play games without DCL.  We really, really, don't need to have to install DCL on top of DD in every game to just get the crafting options/capabilities

 

\SMH

Posted
3 hours ago, DonQuiWho said:

 

NO!!!!! 

 

How is that 'defunct'?   Some of us who use DD crafting are probably quite happy to get that from within DD itself, thanks! 

 

And people do play games without DCL.  We really, really, don't need to have to install DCL on top of DD in every game to just get the crafting options/capabilities

 

\SMH

I don’t think we’re talking about the same quest line.  This is a DCL hook that ties into something from Captured Dreams, I think?

Posted
3 hours ago, ChandraArgentis said:

I don’t think we’re talking about the same quest line.  This is a DCL hook that ties into something from Captured Dreams, I think?

 

DCL used to be able to drop some CD items, but I removed the integration as CD got taken down by its creator and is no longer available/updated.

Posted
6 hours ago, DonQuiWho said:

 

NO!!!!! 

 

How is that 'defunct'?   Some of us who use DD crafting are probably quite happy to get that from within DD itself, thanks! 

 

And people do play games without DCL.  We really, really, don't need to have to install DCL on top of DD in every game to just get the crafting options/capabilities

 

\SMH

 

For the record, the quest and device crafting are two fairly independent features. I affirmed a few times already that I have no plans to remove device crafting or move it into DCL. :)

The quest is a different story, but even if I implement a similar one in DCL one day, it won't be a 1:1 port, but my own take on it.

Posted
13 hours ago, Kimy said:

DCL used to be able to drop some CD items, but I removed the integration as CD got taken down by its creator and is no longer available/updated.

 

13 hours ago, Kimy said:

For the record, the quest and device crafting are two fairly independent features. I affirmed a few times already that I have no plans to remove device crafting or move it into DCL. :)

The quest is a different story, but even if I implement a similar one in DCL one day, it won't be a 1:1 port, but my own take on it.


Yup, that’s what I want.  More DCL quests.  Repurposing an old hook just seems to make sense to me as a way of starting a new one.

  • 2 weeks later...
Posted

Ez már rendelkezik a szkripteket is honosítható lehetőséggel?  

 

 

 

Does this version have the option to localize scripts?  

or...

Does this version already have the option to localize the scripts and the entire interface?

Posted
4 hours ago, ruhacsomag said:

Ez már rendelkezik a szkripteket is honosítható lehetőséggel?  

 

 

 

Does this version have the option to localize scripts?  

or...

Does this version already have the option to localize the scripts and the entire interface?

 

DD never had localized scripts. It had MCM localization and (occasionally) ESM localization.

Posted (edited)
5 hours ago, ruhacsomag said:

Ez már rendelkezik a szkripteket is honosítható lehetőséggel?  

 

 

 

Does this version have the option to localize scripts?  

or...

Does this version already have the option to localize the scripts and the entire interface?

Well, if you know exactly which scripts need to be translated, if you want to translate the modification into another language or something like that, then why not?

 

But I don't know if these scripts should then be loaded into the "Papyrus Compiler" to change the encoding. In my case, if "you" translate into Russian, then it’s definitely necessary, I’m not sure about other languages.

Edited by S.MayLeR
Posted

I would like to throw in a little discussion about Dasha's items. She has been MIA for nearly 8 years now here and on Deviantart. There where no defining permissions about use, neither allowing nor disallowing. Do we consider it abandonware at this stage and bundle it inside DD? They are already in DCL and saw them popup in a recent new mod. Personally it feels like it's time to give it a place in the framework.

Posted
1 hour ago, naaitsab said:

I would like to throw in a little discussion about Dasha's items. She has been MIA for nearly 8 years now here and on Deviantart. There where no defining permissions about use, neither allowing nor disallowing. Do we consider it abandonware at this stage and bundle it inside DD? They are already in DCL and saw them popup in a recent new mod. Personally it feels like it's time to give it a place in the framework.

 

I tend to agree with that. I see no good reason not to put these items into the framework at this point.

Posted
3 hours ago, S.MayLeR said:

Well, if you know exactly which scripts need to be translated, if you want to translate the modification into another language or something like that, then why not?

 

But I don't know if these scripts should then be loaded into the "Papyrus Compiler" to change the encoding. In my case, if "you" translate into Russian, then it’s definitely necessary, I’m not sure about other languages.

 

I tend to prefer keeping translated resources as separate files as opposed as having to work with them inside the framework. Localized files are quite a PITA to work with in development. If somebody wants to provide translated packages, I can still bundle them with the framework and offer them as an installer option. Which is probably best of both worlds.

Posted
21 minutes ago, Kimy said:

 

I tend to prefer keeping translated resources as separate files as opposed as having to work with them inside the framework. Localized files are quite a PITA to work with in development. If somebody wants to provide translated packages, I can still bundle them with the framework and offer them as an installer option. Which is probably best of both worlds.

If by "package" you mean already translated scripts, which, being the last ones at the installation stage, will replace the original files, then I understood you correctly. But the "official" translation is handled by @stas2503 - he posts it on this site. I just provide an alternative translation, posting it on a Russian-language site.

Posted
16 hours ago, Kimy said:

DD never had localized scripts.

 

Nos... ezért kérdeztem. Várom a pillanatot amikor a "másság" is teret kaphat...

 

 

Well... that's why I asked. I'm waiting for the moment when "otherness" can also have a place...

Posted

I've got a question I've long been trying to figure out: how do I get a reference to the specific script running on a devious device? Say the player has an armbinder equipped with a 0% escape chance, and I want to increase the escape chance to 10% if they interact with some object in the world. To do this I need a reference not just to a zadequipscript, but to that specific zadequipscript. What is the best way to get it?

 

I've tried a couple of ways already: adding the _Inventory device as a zadequipscript property, casting the ObjectReference of a _Inventory device into a zadequipscript, and a few more variations, but unless I am mistaken, none of them seem to work as I think they should: I can get a zadequipscript and change its escape chance, but for the player the chance seems to remain at 0%. There is a function GetWornRenderedDeviceByKeyword in the zadlibs with a comment "; This is a waaaaay faster version of getting the script instance of a given slot.", but it returns an Armor, not a zadequipscript, and I can't cast it to a zadequipscript either. I think on a fundamental level I just don't quite understand how Skyrim handles instances of items in inventories. Would sure be useful to know, though.

Posted
9 hours ago, Frayed said:

I've got a question I've long been trying to figure out: how do I get a reference to the specific script running on a devious device? Say the player has an armbinder equipped with a 0% escape chance, and I want to increase the escape chance to 10% if they interact with some object in the world. To do this I need a reference not just to a zadequipscript, but to that specific zadequipscript. What is the best way to get it?

 

I've tried a couple of ways already: adding the _Inventory device as a zadequipscript property, casting the ObjectReference of a _Inventory device into a zadequipscript, and a few more variations, but unless I am mistaken, none of them seem to work as I think they should: I can get a zadequipscript and change its escape chance, but for the player the chance seems to remain at 0%. There is a function GetWornRenderedDeviceByKeyword in the zadlibs with a comment "; This is a waaaaay faster version of getting the script instance of a given slot.", but it returns an Armor, not a zadequipscript, and I can't cast it to a zadequipscript either. I think on a fundamental level I just don't quite understand how Skyrim handles instances of items in inventories. Would sure be useful to know, though.

There isn't any (reliable) way to get the object script from the player as far as I know. Like objectreference device = (libs.getwornbykeyword(belt)) as objectreference

 

What you can do as it's probably for your story driven mod is to make a custom version of the device script. referencing the original script. Like for example the zadBeltScript. Then reference to your quest script, using a conditional value. So on your quest mod you can set the value to say 10.0 and the device will instead of looking to the internal script property value look to that value. Or you can use a global but I find those a bit messy personally. I think the most important one is to customize the device script. 

Posted

Technical Question: Can I reuse the rendered device ARMO form for multiple inventory devices? I'm planning on adding a "Cursed Item" system (that should be separate and compatible with Cursed Loot) to devious lore where there player can find enchanted devices. But I'll need to make copies of the devices with several different enchantments and effect magnitudes, and it'd be a massive pain to have to make multiple and identical rendered device forms for each enchanted device.

Posted
On 4/12/2023 at 5:16 PM, Kimy said:

localization

 

Megnéztem az ESM lokalizálás dolgot...  Nekem az ESM használatával dolgozó honosító programmal nem készít "strings" fájlokat. Érdekes, hogy vannak.

(Egyszerűen csak átcsomagolja, mint bármelyik másikat.)

 

 

I checked the ESM localization thing... For me, the localization program working using ESM does not create "strings" files. It's interesting that there are.

Posted
7 hours ago, Code Serpent said:

Technical Question: Can I reuse the rendered device ARMO form for multiple inventory devices?

 

I can't see a good reason why not.

Posted
9 hours ago, Code Serpent said:

Technical Question: Can I reuse the rendered device ARMO form for multiple inventory devices? I'm planning on adding a "Cursed Item" system (that should be separate and compatible with Cursed Loot) to devious lore where there player can find enchanted devices. But I'll need to make copies of the devices with several different enchantments and effect magnitudes, and it'd be a massive pain to have to make multiple and identical rendered device forms for each enchanted device.

The rendered item is the one that is actually worn by the player. So that should contain the "device keywords" for a "wornhaskeyword" condition and has most of the enchantments on it. DD seems to have a mix of attached enchantments to the inventory item and the rendered one.

 

So you will need to take both in consideration depending on the type of enchantment you want to implement.

Posted
13 hours ago, naaitsab said:

There isn't any (reliable) way to get the object script from the player as far as I know. Like objectreference device = (libs.getwornbykeyword(belt)) as objectreference

 

What you can do as it's probably for your story driven mod is to make a custom version of the device script. referencing the original script. Like for example the zadBeltScript. Then reference to your quest script, using a conditional value. So on your quest mod you can set the value to say 10.0 and the device will instead of looking to the internal script property value look to that value. Or you can use a global but I find those a bit messy personally. I think the most important one is to customize the device script. 

 

Thanks for the input. The method you described is what I used for my mod already, yeah: I just made devices with a custom script that allows unlock if specific quest stages are done. But that method has always bothered me because it's an ugly workaround, and it means I have to duplicate every device I want to use. I was hoping a scripting wizard in here might know of a way, but I'll make do if there isn't.

 

On another note, I came up with an mechanic I think is interesting that might be fun to put in DD itself (spoiler tagged since it'll be in part 2 of Trappings):

Spoiler

I figured out a fairly clean way to make equipping e.g. hoods actually mute/morph the sounds the player hears, simulating in a simplified way the muffling of sound when you would wear something like earplugs, headphones or, you know, a hood over your head. It works through the SoundCategory script's SetVolume and SetFrequency functions. You'll note the wiki page note about persisting through game sessions / reloads, which is undesirable, but I think this can be worked around by having a monitor script on the player that resets the modifiers when it detects a game load. When a muffling device is equipped, it calls the monitor script to change the volume/frequency, and on unequip calls the monitor script to reset the modifiers. Proof of concept video:

 

This would essentially be a kind of hearing counterpart to the blindfold mechanic. You can do fun stuff like muffle in-game sounds (AudioCategorySFX/AudioCategoryVOC) while keeping Sexlab sounds (SexLabAudioSFX/SexLabAudioVoice) at the same volume (or slightly louder/distorted). You could also think of tying it to the gag mechanic, where being mute complicates communication further.

 

Or you could just make everyone have high-pitched inhaled-some-helium voices, I suppose :classic_laugh:

If there's interest I can post the scripts or make a little proof of concept mod for it.

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