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Devious Devices Framework Development/Beta


Kimy

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Posted

Not sure I understand it correctly? If that collar is no DD device, DD's code will do nothing to it, including the manipulate function.

 

Remove All Devices IS actually available in DD's MCM. It's a last resort debug function people really shouldn't use to get out of an inconvenient device. It removes devices regardless of whether it breaks quests and is meant to fix broken game states ONLY. For that reason I also can't lock that function. It would be likely be unavailable when you need it most. The function says clearly that it's not meant as a "Get out of jail free" card. If people use it as such, I can't help them.

Posted
10 minutes ago, Kimy said:

Remove All Devices IS actually available in DD's MCM. It's a last resort debug function people really shouldn't use to get out of an inconvenient device. It removes devices regardless of whether it breaks quests and is meant to fix broken game states ONLY.

 

I wish there was a second, "light" version if this debug function as well, which would remove all DDs, except the quest ones.

 

For example my character wears Quest Chastity Belt and Bra (no way to remove them by regular means) and some mods equips Nipple Piercing or Vaginal Plug on her, right through the belt/bra. It shouldn't happen and DDi won't let me remove it, because DDi knows that the Plug/Piercing is under the belt/bra. The above "light" remove all function would help in these cases.

Posted
31 minutes ago, Kimy said:

Not sure I understand it correctly? If that collar is no DD device, DD's code will do nothing to it, including the manipulate function.

It is a DD collar. It's acquired and equipped via soft dependency. 

32 minutes ago, Kimy said:

Remove All Devices IS actually available in DD's MCM

Ha. I must be blind. Never noticed it before. Though the name threw me off when I looked. But I would echo monsta88 suggestion for a less brute force version for generic devices. 

Posted
1 hour ago, monsta88 said:

 

I wish there was a second, "light" version if this debug function as well, which would remove all DDs, except the quest ones.

 

For example my character wears Quest Chastity Belt and Bra (no way to remove them by regular means) and some mods equips Nipple Piercing or Vaginal Plug on her, right through the belt/bra. It shouldn't happen and DDi won't let me remove it, because DDi knows that the Plug/Piercing is under the belt/bra. The above "light" remove all function would help in these cases.

Just to fully understand, were the plugs/piercings broken in any way, or did you think they were annoying to wear, or did you object to the fact that some mod equipped them even when it would not have been realistically possible in this situation?

Posted
34 minutes ago, Kimy said:
2 hours ago, monsta88 said:

 

I wish there was a second, "light" version if this debug function as well, which would remove all DDs, except the quest ones.

 

For example my character wears Quest Chastity Belt and Bra (no way to remove them by regular means) and some mods equips Nipple Piercing or Vaginal Plug on her, right through the belt/bra. It shouldn't happen and DDi won't let me remove it, because DDi knows that the Plug/Piercing is under the belt/bra. The above "light" remove all function would help in these cases.

Just to fully understand, were the plugs/piercings broken in any way, or did you think they were annoying to wear, or did you object to the fact that some mod equipped them even when it would not have been realistically possible in this situation?

 

Definitely the last one.

 

The plugs/piercings work fine (sometimes physics goes wrong with tail/chainplugs, but that's rare). They can be annoying to wear, but that can be said for most DDs, I have no problem with that. :)

Posted

Right! Hm...the problem is that when equipping any device by code, it bypasses the check if the slot is "covered" and thus not accessible. I could quite easily change that, but I am not sure what I'd break, because so far this behavior was considered intentional.

Posted
10 minutes ago, Kimy said:

Right! Hm...the problem is that when equipping any device by code, it bypasses the check if the slot is "covered" and thus not accessible. I could quite easily change that, but I am not sure what I'd break, because so far this behavior was considered intentional.

Maybe something in between, in the form of a notification? "$actor removes your chastity belt to the insert the piercings, afterwards it's secured back in place". 

It could also be made to only fail with quest devices. "$actor tries removes your chastity belt to insert the piercings, they don't see a way how".

 

So all generic devices are left alone and it's only prohibited with special devices to make it a bit more realistic.

Posted
29 minutes ago, Kimy said:

Right! Hm...the problem is that when equipping any device by code, it bypasses the check if the slot is "covered" and thus not accessible. I could quite easily change that, but I am not sure what I'd break, because so far this behavior was considered intentional.

Possibly something that could cause issues with older mods?  I'd assume there are a few mods out there that make use of the behavior that code-added devices bypass blocking devices, either to equip their quest items on a player wearing other devices or if they do a mass-device equip but it isn't in quite the right order.

Posted
41 minutes ago, naaitsab said:

Maybe something in between, in the form of a notification? "$actor removes your chastity belt to the insert the piercings, afterwards it's secured back in place". 

It could also be made to only fail with quest devices. "$actor tries removes your chastity belt to insert the piercings, they don't see a way how".

 

So all generic devices are left alone and it's only prohibited with special devices to make it a bit more realistic.

Even that would be an immersion breaker, if the actor isn't established to be able to unlock the belt.

Posted
16 minutes ago, Reesewow said:

Possibly something that could cause issues with older mods?  I'd assume there are a few mods out there that make use of the behavior that code-added devices bypass blocking devices, either to equip their quest items on a player wearing other devices or if they do a mass-device equip but it isn't in quite the right order.

Yeah, I can't even guarantee that my own stuff wouldn't break. With the code in place, modders did not have to worry about equipping devices in the correct order, and probably didn't.

Posted
12 hours ago, Kimy said:

Remove All Devices IS actually available in DD's MCM.

I didn't know that either ?  But i don't wonder because the debug line says "Remove Quest Items". I think it should be changed to "Remove all devious devices", because it really doesn't only remove quest items.

 

It would be even more convenient if there was 2 buttons. First one would leave all quest items alone and other would purge them too.

Posted
10 hours ago, monsta88 said:

 

Definitely the last one.

 

The plugs/piercings work fine (sometimes physics goes wrong with tail/chainplugs, but that's rare). They can be annoying to wear, but that can be said for most DDs, I have no problem with that. :)

I think this is probably something you should ask to get changed in the offending mod, they should check for belt before equipping those things, or should give some flavor text for how they're equipped.

 

There are two ways to solve the problem:

 

1. Downstream mod changes its behavior

2. Kimy changes DD, and downstream mod breaks until it changes its behavior

 

From a "how much work needs to get done" perspective, #1 seems strictly better :P

Posted
4 minutes ago, donttouchmethere said:

Can... can we have some day a save options for the effects? ?

I can't be the only one that change those all the time ?

Yes I second this if we are making wishlists, the first thing I do on every new game is disable all polling events except the plug ones.

 

 

Posted

Saving the DD MCM can certainly be done and would certainly be useful!

 

It's just (unfun) grunt work that has to be done! :D

 

I will put it on the to-do list.

Posted
17 hours ago, donttouchmethere said:

Can... can we have some day a save options for the effects? ?

I can't be the only one who changes those all the time ?

Quote

I will put it on the to-do list.

Oh, pretty pretty pretty please! :blush:

A simple "dump these setting into file" and a "read all settings from file" would be great.

No need for something fancy or shiny.

Posted

I posted this idea on GitHub, though it sounds like that might not be the right venue for ideas anymore. Would it be possible to make the longer-running animations run for the normal amount of time the first time they play, then a much shorter amount every subsequent play? That way you get the gist of the animation, but it doesn't overstay its welcome. Then maybe you could have a button that resets this (sort of like the "reset warnings" button some UIs have).

 

Or, alternatively, maybe a toggle for those tug/horny animations in random events. When I start a new game, I have to hunt through the events and guess which ones play animations to turn them off. Though I think I prefer the first idea so it's just a subtle change to the animations over a new toggle.

Posted

so somewhat of an obvious question that i should have asked like a month ago but devices unlock for you guys right? because quite literally anything that is meant to automatically unlock devices fails to do so. keys work when theyre available but quest completions/debug/scripted events just cause the device to "flicker" (visually unequip and re-equip).

 

kind of a game breaker so assuming its just me that fucked something up?

Posted
24 minutes ago, donttouchmethere said:

Yes ^^

 

That's odd. Would be interesting to know you manage that.

you and me both... have spent the last month doing quests then reverting to an old save and additem-ing myself the reward but its kinda jank.

Posted
13 hours ago, donttouchmethere said:

Details what devices - any device locked/unlocked automatically (ie. not with keys or manipulated)

What mod tries to add/remove them -  dcl/dd/dependencies 

LO - dependencies/dd/dcl/engine fixes/mfg fix/handfull of armour mods

any odd inventory management mods like iEquip? - nope.

which is why its so weird, was hoping for a "oh if your new to modding x/y/z was left out the dependencies list because everyone should already have it"

  • 3 weeks later...
Posted

Could the developers confirm something for me? (DD 4.3a)

 

Through the combination of mods I have installed, I can get an armbinder equipped on me that I can't find my way out of. When trying to unequip it has the options Take off, Struggle and Endure instead of the usual Unlock, Try to escape and Carry on. The struggle option says (paraphrased) that it's obvious that I can't struggle out of it and I resolve to find a different way to escape.

 

Is my suspicion correct that this is an old mechanic that is not used anymore and doesn't actually work?

Posted

That is correct. The old escape mechanics do not work anymore in DD4. The device in question was probably from a legacy DD mod that never got updated to DD4. There aren't many of these around anymore, thankfully.

  • 2 weeks later...
Posted

Found something of a bug in animation conditions for assigning returning appropriate animations in AnimSwitchKeyword function in zadLibs. The HobbleSkirt checks will look for additional bondage gear to assign appropriate animations, but the default return values are bad in that they return zaz animations which will spread the legs apart when they should be instead using some form of hobbled animation.

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