sneakychunk2420 Posted September 19, 2023 Share Posted September 19, 2023 Don't know if this is the right place to post this or not but does anyone know how to modify outfits and get them to spawn in game? I want to modify the boxbinder outfit so that it doesn't have the armbinder but I haven't been able to figure out how to do it. Link to comment
CaptainJ03 Posted September 19, 2023 Share Posted September 19, 2023 1 hour ago, sneakychunk2420 said: I want to modify the boxbinder outfit so that it doesn't have the armbinder but I haven't been able to figure out how to do it. Why bother? It's already part of ZAP9 Link to comment
sneakychunk2420 Posted September 19, 2023 Share Posted September 19, 2023 I just want to remove the armbinder from the outfit so I can still use my hands while still having the corset/leggings combo Link to comment
Taki17 Posted September 19, 2023 Share Posted September 19, 2023 2 hours ago, sneakychunk2420 said: Don't know if this is the right place to post this or not but does anyone know how to modify outfits and get them to spawn in game? I want to modify the boxbinder outfit so that it doesn't have the armbinder but I haven't been able to figure out how to do it. You need Outfit Studio to do it. load the item's mesh into Outfit sStudio from under CalienteTools\Bodyslide\Shapedata\DeviousDevices-UUNP (or the folder matching your body type of choice) remove the armbinder, body and armbindermetal mesh parts (disabled on the example image down below) load your body as a reference (UUNP Special in my case) use the brushes (deflate/inflate) to conform the rest of the outfit to the body Spoiler I recommend you look up an Outfit Studio tutorial for the rest, like conforming the sliders, copying weights and exporting the finished outfit. I guess this is as good as gets with getting started with using Outfit Studio. Link to comment
sneakychunk2420 Posted September 19, 2023 Share Posted September 19, 2023 Ok, I think I got it for the most part. just one more question, when I go to export it do I overwrite the file I took the outfit from or do I save it somewhere else to get it to show in game? Link to comment
Taki17 Posted September 20, 2023 Share Posted September 20, 2023 14 hours ago, sneakychunk2420 said: when I go to export it do I overwrite the file I took the outfit from or do I save it somewhere else to get it to show in game? Ideally, you'd make this into an entirely separate, new outfit and create a plugin with records for it. Alternatively, if you want it as a replacer, you have your work set out to modify the script and properties of the existing item, changing it to not being marked as a heavy bondage item, nor for it to trigger the alternate animations and bound combat. Link to comment
sneakychunk2420 Posted September 20, 2023 Share Posted September 20, 2023 2 hours ago, Taki17 said: Ideally, you'd make this into an entirely separate, new outfit and create a plugin with records for it. Alternatively, if you want it as a replacer, you have your work set out to modify the script and properties of the existing item, changing it to not being marked as a heavy bondage item, nor for it to trigger the alternate animations and bound combat. How do I edit the scripts since they're all .pex files, do I need a specific program or do I need to convert it into something else to edit it then convert it back. I'm thinking in theory I could just copy the script for something like the body harness and edit it to use the modified boxbinder, do you think that would work? Link to comment
Nuascura Posted September 23, 2023 Share Posted September 23, 2023 This is the code I've implemented: if (!libs.isWearingDeviceType(libs.playerRef, libs.zad_DeviousCollar)) DeviceLists.EquipRandomDevice(libs.playerRef, DeviceLists.zad_dev_collars) endIf The issue is that there are certain items that occupy multiple slots. How do I best detect such cases to avoid called for EquipRandomDevice()? I'm aware that such items include Leather Cuffs Complete and some of the harness items that include collars. These don't appear to be detected as zad_DeviousCollar. Link to comment
Taki17 Posted September 24, 2023 Share Posted September 24, 2023 11 hours ago, Gyra said: The issue is that there are certain items that occupy multiple slots. How do I best detect such cases to avoid called for EquipRandomDevice()? I'm afraid you'll need to implement a validator of your own to check if the item returned by DD's GetRandomDevice() can actually be equipped on the actor. That's most easily done by worn keyword checking. If you want - an admittedly more complex than what you need - example, I'd recommend you take a look at the ValidateRestraint() function in my mod's Utility script. Link to comment
Kyatinoa Posted October 2, 2023 Share Posted October 2, 2023 On 3/5/2023 at 1:19 AM, ihatemykite said: Tested it and looks like there is no issue. Even after deleting the dll. You can try it and let me know if you find some issue. It can be installed as a separate mod. I have also little updated the hider to not create error logs for users who don't use the SoS. Was oversight on my part. Download: DD5.2 - Native remove.zip would i install as a new mod or merge it with DD5.2 Link to comment
Asahija Posted October 2, 2023 Share Posted October 2, 2023 On 9/11/2023 at 1:36 AM, krzp said: So, by popular demand, here's a big update for the OAR conversion. First an foremost, some fixes to the original: - This now supports female NPC's with a male animation profile - I've found out that the 1001** pony line of animations had unnecessary copies of the unchanged animations from the regular folders, so minus 400 redundant animations (yay, optimization) - I, uh, accidentally nuked the Petsuit struggle animations for everyone in the original SE conversion - this is now fixed (in my defence, I did the conversion back in the 5.2b7 days, so it didn't cross my mind to check the FNIS lists for any changes when the RC dropped - my bad) ? - A new and updated version of the movement script (even more recent than the NEW one i've uploaded a few months ago, small fix in there) But that's not all. I've bundled in almost every pack I did for it after creating the original one, so this now also includes: New petsuit animations by @iivanvv Bound swimming add-on by @iivanvv Stagger, bleedout & wounded patch Out of stamina for DD + hobbled out of stamina Arm binder sleep + bed enter-exit animations Blindfolded walk, run & idle DD Oarified - Trip, catch breath and others The last one got a small upgrade too, now the PlayHornyAnimation is OAR'ed too. And one more thing. I've noticed how some people had problems with the animation priorities, where they've had some animations playing over DD's ones. Here's an optional file, that sets all DD's animations priorities to 2100000***, that should, hopefully, fix this for most people. ? Install after the main one, it overwrites the json's. Let me know if something doesn't work. Think you need to re-run your FNIS/Nemesis after updating from the previous conversions - and definitely run it if you're installing the for the first time. DD to OAR_the big bundle_FOMOD_v2.7z 11.17 MB · 172 downloads DD to OAR high priority fix.7z 2.03 kB · 87 downloads Do you mind updating your zadLibs script to include the SLIF patch such as from here? It's only like four lines of additional code. I'd do it myself but I can't figure out how to compile the script correctly... As a side thing, is line 2757 supposed to be Hidden instead of SetNodeHidden? Link to comment
krzp Posted October 2, 2023 Share Posted October 2, 2023 2 hours ago, Asahija said: Do you mind updating your zadLibs script to include the SLIF patch such as from here? I don't use SLIF, so I cant test it and guarantee that it works, but here you go, this is the OAR'd zadlibs + the SLIF edits from zaranta's patch. ddoarified+slif_merged.zip 1 Link to comment
Asahija Posted October 3, 2023 Share Posted October 3, 2023 19 hours ago, krzp said: I don't use SLIF, so I cant test it and guarantee that it works, but here you go, this is the OAR'd zadlibs + the SLIF edits from zaranta's patch. ddoarified+slif_merged.zip 73.38 kB · 3 downloads Thanks! Seems to work well enough. I'll let you know if any issues come up with it. 1 Link to comment
mikesolo1975 Posted October 3, 2023 Share Posted October 3, 2023 (edited) 22 hours ago, krzp said: I don't use SLIF, so I cant test it and guarantee that it works, but here you go, this is the OAR'd zadlibs + the SLIF edits from zaranta's patch. ddoarified+slif_merged.zip 73.38 kB · 3 downloads thanks for the amazing work how install it ? thanks for any help and advice Edited October 3, 2023 by mikesolo1975 1 Link to comment
krzp Posted October 3, 2023 Share Posted October 3, 2023 56 minutes ago, mikesolo1975 said: how install it ? Replace the scripts/zadlibs.pex in your installed OAR's bundle with the one I've attached. ? 1 Link to comment
mikesolo1975 Posted October 3, 2023 Share Posted October 3, 2023 4 hours ago, krzp said: Replace the scripts/zadlibs.pex in your installed OAR's bundle with the one I've attached. ? ok thanks for your help and thanks again for the amazing work Link to comment
markdf Posted October 3, 2023 Share Posted October 3, 2023 What's the best DD API command to remove all devices, so that they don't get broken by UnequipAll? I'm trying to patch a werewolf overhaul so that it doesn't break the scripting on devious devices when the player transforms, and every single werewolf transformation script I've looked at uses PlayerRef.UnequipAll(). Link to comment
Kimy Posted October 11, 2023 Author Share Posted October 11, 2023 On 10/3/2023 at 2:47 PM, markdf said: What's the best DD API command to remove all devices, so that they don't get broken by UnequipAll? I'm trying to patch a werewolf overhaul so that it doesn't break the scripting on devious devices when the player transforms, and every single werewolf transformation script I've looked at uses PlayerRef.UnequipAll(). There is no API exposed framework function to get this done. In DCL, I typically implement it like this: Int Function UnlockRestraints(actor a, bool destroyDevices = false) int count = 0 Keyword kw if !a.WornHasKeyword(libs.zad_Lockable) ; no DD items equipped, can abort here return count endif int i = dcumenu.dcur_devicekeywords.GetSize() While i > 0 i -= 1 kw = dcumenu.dcur_devicekeywords.GetAt(i) As Keyword if a.wornhaskeyword(kw) if libs.UnlockDeviceByKeyword(libs.playerref, zad_DeviousDevice = kw) count += 1 Endif endif EndWhile return count EndFunction (devicekeywords is a formlist containing all DD device keywords or just the ones you want to remove), There is one in DD you can use for the purpose (zadlibs.zadStandardKeywords). To make such a WW patch DD safe, it would be prudent to check for DD quest devices (which would NOT get removed by this function), and cancel the transformation in case there are. The quest items would otherwise break. I think. I have no experience with WW mods. 1 Link to comment
hungvipbcsok Posted October 13, 2023 Share Posted October 13, 2023 On 10/4/2023 at 4:47 AM, markdf said: What's the best DD API command to remove all devices, so that they don't get broken by UnequipAll? I'm trying to patch a werewolf overhaul so that it doesn't break the scripting on devious devices when the player transforms, and every single werewolf transformation script I've looked at uses PlayerRef.UnequipAll(). I think the approach of UD is the most reliable way to unlock all DD. Maybe ask @ihatemykite 1 Link to comment
ponzipyramid Posted October 13, 2023 Share Posted October 13, 2023 Hey everyone, We're excited to share the first release of Devious Devices NG, a collaborative revamp of DD's internals for SE/AE/VR. Improvements include: Complete conversion of DD's bound movement system to OAR for significantly faster idle switching (demo below) and reduced script lag by krzp Greatly expanded library of movement, Sexlab, and furniture animations by taki, krzp, billyy, baka, leito, nibbles, psyche, and iivanvv Improved performance and eliminated script lag for device/limb hider, expression switching, gagged eating/drinking and bound looting/equip prevention through engine-level enforcement instead of inventory removal and several zadlibs functions through a new SKSE plugin by ihatemykite Miscellaneous edits including built in soft dep support for OSL Aroused and SLIF Preview: Spoiler We're currently working on improving the device equip/unequip experience and performance (including custom equip menus), more SL/furniture animations, faster and more robust SL filtering (including support for more than 2P scenes), and optional support for Sexlab P+ Phase 2. Our roadmap can be found here: https://github.com/users/ponzipyramid/projects/3 You can discuss the project, check out preview builds, and find accompanying mods on the Devious Devices Development Discord: https://discord.gg/VCkBRbJ6sb Additional thanks to naaitsab for script fixes and managing the DD Discord, Audhol for ideation and mesh fixes, Roggvir for starting the DAR conversion and of course, Kimy for maintaining Devious Devices. Compatibility: Skyrim AE/SE/VR are all supported thanks to Clib-NG. LE is unsupported. Backwards compatibility with any mods dependent on Devious Devices should be preserved but you will need a new game. Requirements: Hard: Open Animation Replacer Address Library Devious Devices SE 5.2 Soft: OSL Aroused (faster replacement for SL Aroused) Sexlab Inflation Framework Installation: - Install as you would any other mod - Ensure you overwrite DD - Start a new game Devious Devices NG v0.2.6.7z Source Code Have fun! 17 Link to comment
ponzipyramid Posted October 13, 2023 Share Posted October 13, 2023 @Kimy would it be possible to publish this patch as a separate topic? We don't want to inundate the regular SE or development thread with support posts related to NG and versioning would be cleaner. Link to comment
krzp Posted October 13, 2023 Share Posted October 13, 2023 For those who were using any version of my OAR conversions, this has the most current and updated version of it, so you shouldn't need any of the old ones? 1 Link to comment
markdf Posted October 14, 2023 Share Posted October 14, 2023 2 hours ago, krzp said: For those who were using any version of my OAR conversions, this has the most current and updated version of it, so you shouldn't need any of the old ones? What about the MCO and SCAR patches? Link to comment
krzp Posted October 14, 2023 Share Posted October 14, 2023 (edited) 26 minutes ago, markdf said: What about the MCO and SCAR patches? I actually never did those, but I remember seeing some of them floating around - if they were compatible with any of my old conversions, they should fit right in, as the file structure for OAR remained largely the same to preserve compatibility. ? I could take a look into it a little later, we could always make it as an option in the fomod - are there any ready-made ones so I can take a look at them? I don't use MCO personally, so I'm not that familiar with the animation naming structure. Edited October 14, 2023 by krzp Link to comment
markdf Posted October 14, 2023 Share Posted October 14, 2023 8 hours ago, krzp said: I actually never did those, but I remember seeing some of them floating around - if they were compatible with any of my old conversions, they should fit right in, as the file structure for OAR remained largely the same to preserve compatibility. ? I could take a look into it a little later, we could always make it as an option in the fomod - are there any ready-made ones so I can take a look at them? I don't use MCO personally, so I'm not that familiar with the animation naming structure. This is the only one that I know of. 1 Link to comment
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