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Devious Devices Framework Development/Beta


Kimy

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Posted
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.

Posted
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?

Posted

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.

Posted
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.

Posted
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 

Posted
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?

Posted
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

Posted
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. ?

 

Posted
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

Posted

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().

Posted
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.

Posted
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

Posted

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

DDOAR.gif.a72487d3119d836f976335ee8a44089c.gif

struggle.gif.d37da8836f2ee045c0596904b4c976c9.gif

 

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!

Posted

@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.

Posted

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?

Posted (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 by krzp
Posted
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.

Posted
21 hours ago, ponzipyramid said:

@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.

 

Was the idea not to merge these and other new SE features with DD once they're ready to?

Posted
21 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?

 

I did not see any option in the DD NG FOMOD to use the "DD to OAR high priority fix.7z" that you provided in this post:

 

https://www.loverslab.com/topic/69936-devious-devices-framework-developmentbeta/?do=findComment&comment=4181011

Posted (edited)
22 hours ago, ponzipyramid said:

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:

 

  Reveal hidden contents

DDOAR.gif.a72487d3119d836f976335ee8a44089c.gif

struggle.gif.d37da8836f2ee045c0596904b4c976c9.gif

 

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 39.07 MB · 46 downloads
 

Source Code
 

Have fun!

thanks for the amazing work

 

i installed this new version and run Finis and i have this problem


Missing AnimFile DDC_BondagePostTOY_A1_S1.hkx for character, mod DDC
Missing AnimFile DDC_BondagePostTOY_A1_S2.hkx for character, mod DDC
Missing AnimFile DDC_BondagePostTOY_A1_S3.hkx for character, mod DDC
Missing AnimFile DDC_BondagePostTOY_A1_S4.hkx for character, mod DDC
Missing AnimFile DDC_BondagePostTOY_A1_S5.hkx for character, mod DDC
Missing AnimFile DDC_BondagePostTOY_A2_S1.hkx for character, mod DDC
Missing AnimFile DDC_BondagePostTOY_A2_S2.hkx for character, mod DDC
Missing AnimFile DDC_BondagePostTOY_A2_S3.hkx for character, mod DDC
Missing AnimFile DDC_BondagePostTOY_A2_S4.hkx for character, mod DDC
Missing AnimFile DDC_BondagePostTOY_A2_S5.hkx for character, mod DDC
Missing AnimFile DDC_PsycheFingerFucking_A1_S1.hkx for character, mod DDC
Missing AnimFile DDC_PsycheFingerFucking_A1_S2.hkx for character, mod DDC
Missing AnimFile DDC_PsycheFingerFucking_A1_S3.hkx for character, mod DDC
Missing AnimFile DDC_PsycheFingerFucking_A1_S4.hkx for character, mod DDC
Missing AnimFile DDC_PsycheFingerFucking_A1_S5.hkx for character, mod DDC
Missing AnimFile DDC_PsycheFingerFucking_A2_S1.hkx for character, mod DDC
Missing AnimFile DDC_PsycheFingerFucking_A2_S2.hkx for character, mod DDC
Missing AnimFile DDC_PsycheFingerFucking_A2_S3.hkx for character, mod DDC
Missing AnimFile DDC_PsycheFingerFucking_A2_S4.hkx for character, mod DDC
Missing AnimFile DDC_PsycheFingerFucking_A2_S5.hkx for character, mod DDC
Missing AnimFile DDC_PsycheRestrictRape_A1_S1.hkx for character, mod DDC
Missing AnimFile DDC_PsycheRestrictRape_A1_S2.hkx for character, mod DDC
Missing AnimFile DDC_PsycheRestrictRape_A1_S3.hkx for character, mod DDC
Missing AnimFile DDC_PsycheRestrictRape_A1_S4.hkx for character, mod DDC
Missing AnimFile DDC_PsycheRestrictRape_A1_S5.hkx for character, mod DDC
Missing AnimFile DDC_PsycheRestrictRape_A2_S1.hkx for character, mod DDC
Missing AnimFile DDC_PsycheRestrictRape_A2_S2.hkx for character, mod DDC
Missing AnimFile DDC_PsycheRestrictRape_A2_S3.hkx for character, mod DDC
Missing AnimFile DDC_PsycheRestrictRape_A2_S4.hkx for character, mod DDC
Missing AnimFile DDC_PsycheRestrictRape_A2_S5.hkx for character, mod DDC
Missing AnimFile DDC_PsycheRestrictRape3_A2_S1.hkx for character, mod DDC
Missing AnimFile DDC_PsycheRestrictRape3_A2_S2.hkx for character, mod DDC
Missing AnimFile DDC_PsycheRestrictRape3_A2_S3.hkx for character, mod DDC
Missing AnimFile DDC_PsycheRestrictRape3_A2_S4.hkx for character, mod DDC
Missing AnimFile DDC_PsycheRestrictRape3_A2_S5.hkx for character, mod DDC
 35 possible consistence issues

 

 

thanks for any help and advice

 

Edited by mikesolo1975
Posted
22 hours ago, ponzipyramid said:

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

 

Are the separate patches from @ihatemykite still needed? Or are they included in DD NG?

 

The reason I am asking is because MO2 shows file conflicts between DD NG and these two patches.

 

 

I am currently using @ihatemykite expressions patch "ZadExpressionNativeLibs 1.0.zip"

 

 

 

 

 

and I am also using @ihatemykite no-DLL/FormHasKeywordString patch "DD5.2 - Native remove.zip"

 

 

 

 

Posted
31 minutes ago, Herowynne said:

 

Are the separate patches from @ihatemykite still needed? Or are they included in DD NG?

 

The reason I am asking is because MO2 shows file conflicts between DD NG and these two patches.

 

 

I am currently using @ihatemykite expressions patch "ZadExpressionNativeLibs 1.0.zip"

 

 

 

 

 

and I am also using @ihatemykite no-DLL/FormHasKeywordString patch "DD5.2 - Native remove.zip"

 

 

 

 

They are merged in to NG dll. You can disable them

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