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Devious Devices Framework Development/Beta


Kimy

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Posted
1 hour ago, Kimy said:

- Fixed: When the player removes a device from an NPC, their outfit is now getting reset correctly.

It's still not working for me @Kimy.

 

Equipping elbowbinder on Janessa (code from OnEquipped)

if akActor != libs.PlayerRef && (akActor.WornHasKeyword(libs.zad_DeviousSuit) || akActor.WornHasKeyword(libs.zad_DeviousHeavyBondage))
    akActor.SetOutfit(libs.zadEmptyOutfit, false)
endIf

Her outfit is removed because she has the keyword zad_DeviousHeavyBondage.

 

When unequipping it again, the outfit will not be restored because she is not wearing a suit (code from OnContainerChanged)

if npc.WornHasKeyword(libs.zad_DeviousSuit) && !npc.WornHasKeyword(libs.zad_DeviousHeavyBondage)
    npc.SetOutfit(npc.GetLeveledActorBase().GetOutfit(), false)
endIf

Comparing with OnUnequipped, I think there is a ! missing in front of npc.WornHasKeyword(libs.zad_DeviousSuit)

if akActor != libs.PlayerRef && !akActor.WornHasKeyword(libs.zad_DeviousSuit) && !akActor.WornHasKeyword(libs.zad_DeviousHeavyBondage)
    akActor.SetOutfit(akActor.GetLeveledActorBase().GetOutfit(), false)
endIf

 

I also have a few other comments:

  • The conditions are setting the outfit in a very eager way at the moment. Whenever we equip a device and the NPC is wearing a suit or heavy bondage, we set the outfit to the empty outfit, even if the device is not requiring it (e.g. gagging a bound npc, their outfit is already empty). Whenever we unequip a device and the NPC is not wearing a suit or heavy bondage, we reset the outfit (e.g. removing a belt from a NPC, there is no need to reset the outfit). Maybe it would be better to instead test if the added/removed device is a device that requires outfit changes?
  • If I understand correctly the original use case was suits, so maybe just check for suits instead of suits and heavy bondage? At the moment, when we for example put a yoke on a NPC, their clothes magically disappear and they are naked. This might be a problem for mods that deal with prisoner situations.
  • The whole thing looks like a bad and heavy-handed workaround for the problem that outfits might "bump away" suits, and I am wondering if the cure is worse than the disease here, though to be honest I don't have a good alternate solution for the problem...
Posted

Ugh, I guess I must have misplaced that exclamation mark. I blame...ummm...something? Yes, something! ?

 

And yes, that conditional could be optimized. Upon further thought, yes, I guess I could check for suits only. However, many wrist restraints have really severe clipping problems with clothing and armor, so the safe choice still would be to strip the actor.

 

Mind you that DD internally working correctly in my opinion supersedes any compatibility issues with non-DD mods, so I am still determined to at least cure the suit issues, because suits not working correctly is a serious problem I am not ready to leave in DD just because it might improve compatibility with some other mod.

 

I have have a look at it, again! Thanks for the report! :)

Posted
2 hours ago, Roggvir said:

Yes, but...
That reminds me of some mods equipping random devices - the framework could provide a function for that, a function which would take into account some MCM settings.
I made a private patch for the previous version of DD, where i added MCM where i could toggle literally ANY device (including individual color/material variants), and provided a function for any mods i was using (and made private patches for them, so they would utilize that function).
Obviously i had to move all the item related data into JContainers, it would be a true nightmare to implement something like that otherwise.
So, i know at least this can be done and works very well, with no problems.

I dunno. The market for random equip mods seems to be pretty much saturated, and most of these mods (including my own) offer quite a few customization options that let people pick what they want to get equipped with. If I'd add such an optional feature to the framework (which I could), which mod would even make use of it? E.g. the options I put into DCL to let users pick devices do work. There is no reason to replace it with something else doing the same thing. Never fix a running system! :)

Posted

@Kimy Well I tried on a new save again, the chastity belt will not be correctly displayed when wearing under the restrictive corset. If a chastity belt and a res. corset is equipped together, the corset will not display the version with the belt, but the version without belt.

Hope you could fix it soon?

Posted
43 minutes ago, Kimy said:

Ugh, I guess I must have misplaced that exclamation mark.

This is not the first time in my life that I investigate a software bug and find it to be caused by a single (missing) exclamation mark. It is more common than people think ?

 

43 minutes ago, Kimy said:

Mind you that DD internally working correctly in my opinion supersedes any compatibility issues with non-DD mods, so I am still determined to at least cure the suit issues, because suits not working correctly is a serious problem I am not ready to leave in DD just because it might improve compatibility with some other mod.

Yeah, I (reluctantly) agree. As I wrote, I feel like it is a somewhat bad solution for the problem because of possible compatibility issues... but I do not have a proposal for a better solution. Also thinking about it more, other mods can be compatible by ensuring that clothes are not added by an outfit but added to the regular inventory if they want to have NPCs both wearing devices and clothes.

I am a bit split about restraints. Some (like armbinders) clip a bit, some (full set of prisoner chains) clip a a lot, others (yokes, shackles) are fine with most equipment (they clip with some gloves though). There does not seem to be an easy way to figure it out...

Posted

A note on random device equipping: one thing I've hoped to be added, but would be a lot of work, is inventory device keywords.

 

Currently, for any kind of self-bondage mechanic, I need to sort through every item in the player's inventory, check if they have the zad_InventoryDevice, then go through the equip script of the device to find what kind of device it is, which isn't that efficient. It would be a lot easier on my end if inventory devices had keywords like zad_InventoryBlindfold, zad_InventoryArmbinder, etc to tell me if I should try to equip it. Like with the other descriptive keywords, simply adding them to the plugin would be useful, as it would allow other people with too much time on their hands to take care of implementing them.

 

Also, I've been meaning to go through DDx and register all of its devices so they could be seen more frequently in other DD mods (don't expect this tomorrow, I've been meaning to do this for months now). Is there any style guide for the tags I should be using when registering devices?

Posted
8 hours ago, Code Serpent said:

Also, I've been meaning to go through DDx and register all of its devices so they could be seen more frequently in other DD mods (don't expect this tomorrow, I've been meaning to do this for months now). Is there any style guide for the tags I should be using when registering devices?

Check the changelog. The device database is marked deprecated. DDX devices already do not register at all anymore and I will probably remove the DDI ones in 5.1, to give content mod authors a bit of time to remove calls to that feature from their mods. The device database is a supreme performance hog that isn't designed to scale for so many devices. I don't think whoever wrote it back then ever thought of DD alone having many hundreds of devices in its library...

 

DD5 now features nested LeveledItem lists for picking random devices. They perform much better for large device inventories and don't put load on the scripting engine.

Posted
2 hours ago, Kimy said:

DD5 now features nested LeveledItem lists for picking random devices. They perform much better for large device inventories and don't put load on the scripting engine.

Ah, alright. I haven't kept a close eye on the changelogs, so I didn't know about this.

Posted

So this popped up today as an ask - would it be possible in a future release to utilize bodymorphs as an alternative to bones? With an option to switch between the two?

 

I see this as applicable mostly to SE and the new bodies so I wouldn't expect it to be in the initial release. I have no idea on how much work it is. :/

Bodies utilizing morphs are CBBE SE (if belly changes are needed otherwise nio/bones are fine), 3BBB and BHUNP. Not sure about TBD, but that's not as popular.

Posted
15 hours ago, hungvipbcsok said:

Did anyone test it with ENBoost? I always having issue with the crashfix out of RAM after 150hours ingame include DD4 and SkyRe. I wonder could reduce the RAM writing amount

I have ENBoost installed when I develop DD. I never encountered any issues with it. Then again, most of my saves don't reach 150 hours. DD is a large mod for sure, but I am not sure if it accounts for all that much memory creep, really.

Posted

Not sure if you claimed to fix that behavior or not, but if sexlab facial animations are enabled, the character still closes her mouth through her gags (while making the lovely new gagged sounds).

 

Also one tiny thing: I was in Dagonar and got equipped with prisoner chains (for the ore carrying task) and its animation was broken. I could still walk normally and punch normally, even with the chains around my body (It was only an animation problem, I think functionality was normal. One can punch while wearing these chains normally).

Reloaded a save and and got the chains again and this time there was no problem, so I am not sure if it can really be called a bug, more like a "possible fluke" XD

 

Also some good news: Even though I remember someone blaming DCL's code for not giving animations to SJs, I just got raped with an SJ with legbinders!

So... the filter could use a bit of work. In general, with legbinder clipping though all anal and most vaginal animations, I would limit that variant to mouth action (even though the pussy is exposed), but that's a great step forward from no animations playing at all.

Also I am pretty sure the SJs look much prettier than they used to look. But maybe that's another graphic mod messing with me. Either way, good times with SJ are back :)

Posted
18 hours ago, zarantha said:

So this popped up today as an ask - would it be possible in a future release to utilize bodymorphs as an alternative to bones? With an option to switch between the two?

 

I see this as applicable mostly to SE and the new bodies so I wouldn't expect it to be in the initial release. I have no idea on how much work it is. :/

Bodies utilizing morphs are CBBE SE (if belly changes are needed otherwise nio/bones are fine), 3BBB and BHUNP. Not sure about TBD, but that's not as popular.

I wouldn't remotely know how to do that and what kind of resources would be required. Since the DD team these days consists of me...and...well...me, and I have zero clue about these things, there is nobody that can and wants to tackle an endeavor like that, particularly not if it (presumably) involves touching every single model in DD. Generally, my stance regarding supporting new body mods other than CBBE and UUNP is that it's not going to happen unless there are dramatic changes in the popularity of body mods. I don't know the current situation, particularly not SE-side (I have no SE installation), but unless a new body took over at least 1/3 of the market, I'd not even think about supporting it.

Posted
7 hours ago, thedarkone1234 said:

Not sure if you claimed to fix that behavior or not, but if sexlab facial animations are enabled, the character still closes her mouth through her gags (while making the lovely new gagged sounds).

I can't remember anybody reporting this to me before, so...no. Didn't fix that. :D

 

And...hmmm....I am not even sure I can, really. At least no cleanly. Face expressions are set by any mod requesting a change. Last mod to make changes always gets them. There is no way I can think of that would enable me to "lock" the face expression, short of me brute-forcing the relevant SexLab setting from my end. That's technically doable, but it's really heavy-handed, and I am not sure a mod should interfere with another in this fashion.

 

7 hours ago, thedarkone1234 said:

Also one tiny thing: I was in Dagonar and got equipped with prisoner chains (for the ore carrying task) and its animation was broken. I could still walk normally and punch normally, even with the chains around my body (It was only an animation problem, I think functionality was normal. One can punch while wearing these chains normally).

Reloaded a save and and got the chains again and this time there was no problem, so I am not sure if it can really be called a bug, more like a "possible fluke" XD

Sounds like a fluke, but if it happens again, please report it and send me the log.

 

7 hours ago, thedarkone1234 said:

Also some good news: Even though I remember someone blaming DCL's code for not giving animations to SJs, I just got raped with an SJ with legbinders!

So... the filter could use a bit of work. In general, with legbinder clipping though all anal and most vaginal animations, I would limit that variant to mouth action (even though the pussy is exposed), but that's a great step forward from no animations playing at all.

Could be a keyword issue. I will have a looksie!

 

Posted

 

Quote
  1 hour ago, thedarkone1234 said:

Not sure if you claimed to fix that behavior or not, but if sexlab facial animations are enabled, the character still closes her mouth through her gags (while making the lovely new gagged sounds).

 

 
Quote

I can't remember anybody reporting this to me before, so...no. Didn't fix that. :D

 

And...hmmm....I am not even sure I can, really. At least no cleanly. Face expressions are set by any mod requesting a change. Last mod to make changes always gets them. There is no way I can think of that would enable me to "lock" the face expression, short of me brute-forcing the relevant SexLab setting from my end. That's technically doable, but it's really heavy-handed, and I am not sure a mod should interfere with another in this fashion.

 

@osmelmc (summon sexlab deity)

I noticed this too. Sexlab Mouth movement from voice/expression is interfering with "gagged" state. Maybe there could be a Sexlab Check scanning for Zap and DD gags to prevent mouth movement in that case? 

At least to me it sounds more reasonable to fix it from Sexlab side.
 

Posted
15 minutes ago, Nymra said:

At least to me it sounds more reasonable to fix it from Sexlab side.

At this point it would be fine to have a sexlab script replacement. SL updates too rarely if ever for us to care about needing to then constantly update the script patch.

Posted

Oooof, it finally happened. I guess I was just lucky until now XD

Front cuffs and gag (Dagonar foreman after mines): blowjob straight into the rubber ball XD

 

To be fair I think there is only a single other frontal cuff animation (which is a missionary and should be eligible.

Still might be a keyword issue rather than an animation issue. Here is a papyrus, anyway (Just loaded a save and talked to the foreman, got wrong animation and quit, so this one is short)

 

 Papyrus.0.log

 

I could only find these 3 lines there, though:

[10/08/2020 - 10:08:03PM] [Zad]: Selecting DD-aware animations.
[10/08/2020 - 10:08:03PM] [Zad]: Using only aggressive animations.
[10/08/2020 - 10:08:03PM] [Zad]: Actor(s) are bound. Trying to set up bound animation.

It doesn't look like the detailed keyword-based search results that I see on the console, did I miss some verbose setting? XD

Posted
7 minutes ago, thedarkone1234 said:

[10/08/2020 - 10:08:03PM] [Zad]: Selecting DD-aware animations.
[10/08/2020 - 10:08:03PM] [Zad]: Using only aggressive animations.
[10/08/2020 - 10:08:03PM] [Zad]: Actor(s) are bound. Trying to set up bound animation.

About that, i hope it falls back to concensual animations if aggressive ones are not found? And vice-versa? And only then fall back to non-bound concensual and aggressive animations even either are not found.

Posted
13 minutes ago, Zaflis said:

At this point it would be fine to have a sexlab script replacement. SL updates too rarely if ever for us to care about needing to then constantly update the script patch.

yeah, that is what I mean. Osmel does exactly that, updating the SL scripts. 

Posted
37 minutes ago, Nymra said:

 

 

 

 

@osmelmc (summon sexlab deity)

I noticed this too. Sexlab Mouth movement from voice/expression is interfering with "gagged" state. Maybe there could be a Sexlab Check scanning for Zap and DD gags to prevent mouth movement in that case? 

At least to me it sounds more reasonable to fix it from Sexlab side.
 

That would be indeed preferable, but it should ideally be fixed in SexLab itself, not in a patch against it only a part of the userbase is using. Not sure if Ashal is ever going to release a new SexLab version, though. :S

Posted
11 minutes ago, Zaflis said:

About that, i hope it falls back to concensual animations if aggressive ones are not found? And vice-versa? And only then fall back to non-bound concensual and aggressive animations even either are not found.

I believe that's how I coded it, will double-check the code, though.

Posted

@Kimy Eventually the problem still exists in the Beta 3 patch, where the corset display incorrectly when you put on/take off a chastity belt. For the new save, the belt did not show up at all when putting both corset and belt on. When I loaded a save from old times with corset and belt on, the belt still displayed on the corset after I remove it. Maybe you can find the warnings in the log and deal with it?

Papyrus.0.log

Posted
14 minutes ago, 1339378915 said:

@Kimy Eventually the problem still exists in the Beta 3 patch, where the corset display incorrectly when you put on/take off a chastity belt. For the new save, the belt did not show up at all when putting both corset and belt on. When I loaded a save from old times with corset and belt on, the belt still displayed on the corset after I remove it. Maybe you can find the warnings in the log and deal with it?

Papyrus.0.log 143.3 kB · 0 downloads

I know. It's because some corsets actively block the belt slot. Will get fixed in the next version! :)

Posted
On 10/6/2020 at 11:11 PM, donttouchmethere said:

Crafting devices? => rarely/once used in 4 years

Crafting keys? => CHEATERS!

Oh, that's an idea - @Kimy, why not to add option to lock MCM difficulty config page when player is bound, just like in DCL? ?

Posted

Is it me or has the "manipulate devices" feature been removed?

 

The weird thing is that it worked for me in beta 1, but now, even if I disable the beta 3 update and all mods but DDs and their requirements (always on a new character), that option doesn't appear anymore.

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