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Devious Devices Framework Development/Beta


Kimy

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Posted
12 hours ago, Kimy said:

I plan to grab the second post of the new thread for that. I hope I am fast enough! Haha!

Yes, please :classic_smile:

Posted

Would it be possible to have open-back chastity belts to not prevent the insertion/removal off butt plugs? Like checking for the zad_permitanal keyword in the plug equip script? Currently, they block all plug equip/unequip actions like the fully closed belts, wheras the rear slot is clearly open.

Posted
10 hours ago, Taki17 said:

Would it be possible to have open-back chastity belts to not prevent the insertion/removal off butt plugs? Like checking for the zad_permitanal keyword in the plug equip script? Currently, they block all plug equip/unequip actions like the fully closed belts, wheras the rear slot is clearly open.

I will check into it.

Posted
2 hours ago, donttouchmethere said:

Maybe this got asked already, but those UUNP bodyslide options are confusing for hobblestraitjackets.

What is the difference? ?

 

  Reveal hidden contents

396599554_DD5BSfeed.jpg.cbd7685b2345120b5ff72821475d835e.jpg

 

 

The second options with the"x" in the name are the older versions, the first options are the newer versions.

 

The SliderGroup XML's really need a clean-up and consolidation at this point.

Posted
2 hours ago, Eblis Azadi said:

Assets will not be updated anymore?

Assets hasn't been updated in years - everything new went to Integration and Expansion.

 

It sounds like Kimy's just planning to simplify support with DD5, since at this point most mods that use DD in some fashion use all three parts of it.

Posted
1 hour ago, donttouchmethere said:

THE SAVE FUNCTION works!!! THANKS! ?

:cool: That's the best news, this whole weekend

Posted

So for DD 4 when ever an item was being involuntarily equipped you could enter your inventory before the equip actually happens and it then thinks its a voluntary and gives you the ability to just not equip it. Is that still an issue in DD 5 or is this something your even aware of? Also I know that you aren't running on a strict schedule, but is there any kind of date that you expect that it will be done or close to done?

Posted

Is the beast races support and the male stuff combined together, or are they enabled separately?  I'd like to have the gear for beast races, but don't want any male bondage in my game whatsoever.

Posted
58 minutes ago, indolu said:

So for DD 4 when ever an item was being involuntarily equipped you could enter your inventory before the equip actually happens and it then thinks its a voluntary and gives you the ability to just not equip it. Is that still an issue in DD 5 or is this something your even aware of?

As I see it - there is now a mechanic in place to toggle silent equip - so mod author can toggle mute, equip several devices (which will not produce any messages even if player is in menu) and then unmute it. But I don't think there are mods already using it. My guess for usage is:

1. Add playerRef to formlist zadLibs.alwaysSilent

2. Run all needed device equips

3. Remove playerRef from formlist.

Posted
2 hours ago, donttouchmethere said:

Apropos pain.

Is

included in DD5, or not yet?

 

Not included, and I would not expect it to be included in this release. See here for more details: 

 

Posted
10 hours ago, UnEvenSteven said:

 

The second options with the"x" in the name are the older versions, the first options are the newer versions.

 

The SliderGroup XML's really need a clean-up and consolidation at this point.

I happen to be in the middle of trying to clean up the CBBE SE slidersets and groups since we're in the middle of a conversion mess. Looks like we chose wrongly at some point.

 

Oh well, now I know which ones need done over.

Posted
6 hours ago, tfjohnson said:

Is the beast races support and the male stuff combined together, or are they enabled separately?  I'd like to have the gear for beast races, but don't want any male bondage in my game whatsoever.

They're both separate plugins, you can enable the beast race stuff without using For Him and visa versa. Keep in mind that beast race refits does provide some meshes for male beast races, but that shouldn't be a concern if males aren't equipped with any devices.

 

EDIT:

That reminds me... @Kimy, it should probably be noted in the installer somewhere or elsewhere that the beast race refits plugin needs to be placed *after* For Him for them to work together.

Posted

The wooden yoke from DDc (the one that gets equipped for example on the wooden horse) has a missing texture for its padlock.

 

It looks like this:

Spoiler

yoke_bad.JPG.0d839d6a76a2fee8365fa14762feacb2.JPG

 

Should be this:

Spoiler

yoke_good.JPG.a8cdef23c28471a4b171ffb7ded620ba.JPG

 

The cause of this is two textures that are originally from ZAP, but weren't bundled into DD. These are the two missing textures:

 

yoke_tex.JPG.068f0368f6d4633c9f90749e0ed534fa.JPG

Posted
On 10/17/2020 at 1:47 AM, Mr.Zed said:

I don't know if this is just on my end becaus ei screwed something up or if it is a real bug, but i can't seem to use the 0 key to change animations now.
Any idea how to fix this?

Hey could i get some help with this? is this intended? or what mod is broken?

Posted
50 minutes ago, Mr.Zed said:

Hey could i get some help with this? is this intended? or what mod is broken?

DD has no feature to change animations based on user input.

Posted
15 hours ago, Skullered said:

They're both separate plugins, you can enable the beast race stuff without using For Him and visa versa. Keep in mind that beast race refits does provide some meshes for male beast races, but that shouldn't be a concern if males aren't equipped with any devices.

 

EDIT:

That reminds me... @Kimy, it should probably be noted in the installer somewhere or elsewhere that the beast race refits plugin needs to be placed *after* For Him for them to work together.

Will add that!

Posted

hi Kimy,

 

just checking to see if there is an SE beta available as of yet, or anytime soon-ish ? i wiped out my full mod list and only have SKSE right now (playing with ENB presets on bare minimum lol), so might be a good time to help test out low-end performance and give you a baseline to play with. not in a rush though, i figure i'll be messing with ENB for a bit still

Posted
2 minutes ago, YojimboRatchet said:

hi Kimy,

 

just checking to see if there is an SE beta available as of yet, or anytime soon-ish ? i wiped out my full mod list and only have SKSE right now (playing with ENB presets on bare minimum lol), so might be a good time to help test out low-end performance and give you a baseline to play with. not in a rush though, i figure i'll be messing with ENB for a bit still

I know someone was working on it, but i haven't seen anything. You could convert it yourself. The Dll's apparently haven't been changed which makes it easier i guess. Ive never converted a mod before but i might try soon, if i cant find one myself.

Posted
4 minutes ago, YojimboRatchet said:

hi Kimy,

 

just checking to see if there is an SE beta available as of yet, or anytime soon-ish ? i wiped out my full mod list and only have SKSE right now (playing with ENB presets on bare minimum lol), so might be a good time to help test out low-end performance and give you a baseline to play with. not in a rush though, i figure i'll be messing with ENB for a bit still

There will be no SE beta of DD5, at least not provided by me. My assumption is that the port will happen somewhere shortly after the official release. SE specific issues will need to be sorted out in the ported version anyway.

Posted

Devious Devices 5 Beta 6


- Added: Tighten/Untighten Devices: Linked DD devices can now be defined as device properties, that will replace the worn item with a "tighter" or "less tight" version (or really any arbitrary item) if it is getting unlocked. If a device has a less tight version defined, it will get automatically equipped when the player unlocks the currently worn device with a key. This allows modelling devices that have to be removed gradually. Also, tightening/untightening can be performed by script, using the new zadlibs.TightenDevice() and zadlibs.UntightenDevice() functions. Using the normal script API functions for manipulating devices will NOT trigger (un)tightening.
- Changed: Open belts now permit inserting and removing butt plugs.
- Fixed: The outfit swapping feature had a missing check for unique actors added. It also doesn't reset the outfit anymore when another class of devices still mandates the "naked" outfit.
- Fixed: zadlibs.NeedsBoundAnim() now checks for the pet suit as well.
- Fixed: The obsolete "Quest" page has been removed from MCM.

 

Devious Devices 5 LE Beta 1 To Beta 6.7z

 

Here is the download link for the Beta 1 build:

 

https://mega.nz/file/eMEWRbJQ#YALWLvOcPo6PlgIgcLYnQdv2M86RsZTsc1WR31u49zc

 

Have fun testing!

Posted
47 minutes ago, Kimy said:

- Fixed: The outfit swapping feature had a missing check for unique actors added. It also doesn't reset the outfit anymore when another class of devices still mandates the "naked" outfit.

Yeah... about that *gulp*... I have bad news @Kimy ?.

 

Yep, it is still not working. I could have sworn that it would work after looking at your code changes. It's not a code bug, your latest changes are perfect. I added some debug logging to figure out what the heck is going on, and it turns out that we did not fully think this through.

akActor.SetOutfit(libs.zadEmptyOutfit, false)

As we have previously found out, this will actually set the outfit of the actor base to zadEmptyOutfit, not just the outfit of the actor, right?

akActor.SetOutfit(akActor.GetLeveledActorBase().GetOutfit(), false)

Which means that here GetOutfit() will return zadEmptyOutfit, and the outfit cannot be restored. D'oh!
I don't have a good idea on how to fix that right now... :classic_angry:

 

Posted
2 hours ago, Kharos said:

Yeah... about that *gulp*... I have bad news @Kimy ?.

 

Yep, it is still not working. I could have sworn that it would work after looking at your code changes. It's not a code bug, your latest changes are perfect. I added some debug logging to figure out what the heck is going on, and it turns out that we did not fully think this through.


akActor.SetOutfit(libs.zadEmptyOutfit, false)

As we have previously found out, this will actually set the outfit of the actor base to zadEmptyOutfit, not just the outfit of the actor, right?


akActor.SetOutfit(akActor.GetLeveledActorBase().GetOutfit(), false)

Which means that here GetOutfit() will return zadEmptyOutfit, and the outfit cannot be restored. D'oh!
I don't have a good idea on how to fix that right now... :classic_angry:

 

Well, it seems, old outfit needs to be backed up. How about using ideas from Keyoutfitter mod, and putting outfit into StorageUtil?

For example,

Function ChangeOutfit(Actor akActor, Outfit newOutfit)
	bool isOutfitChanged = StorageUtil.GetBoolValue(akActor,"zad_isOutfitChanged",False)
	if !isOutfitChanged
		; this way, no backup is being done for already changed outfits, so we don't corrupt originals when doing double Store call without Restore.
		StorageUtil.SetFormValue(akActor,"zad_OutfitBackup",akActor.GetLeveledActorBase().GetOutfit())
	EndIf
    akActor.SetOutfit(newOutfit,false)
    StorageUtil.SetBoolValue(akActor,"zad_isOutfitChanged",True)
EndFunction

Function RestoreOutfit(Actor akActor)
	akActor.SetOutfit(StorageUtil.GetFormValue(akActor,"zad_OutfitBackup") as Outfit,false)
	StorageUtil.SetBoolValue(akActor,"zad_isOutfitChanged",False)
	StorageUtil.UnsetFormValue(akActor,"zad_OutfitBackup")
EndFunction

 

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