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Devious Devices Framework Development/Beta


Kimy

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Posted

Hopefully this is okay but here's a preliminary test for a consolidated SliderGroup for the DD Framework. The goal is to be able to build everything for DD by only selecting a single group in BodySlide and running Batch Build. Right now you may have to select several groups to build everything and it's possible users might not select all the groups needed to build everything required for DD.

 

DD Framework CBBE.xml DD Framework UUNP.xml

 

Drop these into your Skyrim\Data\CalienteTools\BodySlide\SliderGroups folder. In BodySlide the only group you should need now is DD Framework CBBE or DD Framework UUNP, obviously depending on the body type you're using. Non-HDT and HDT options should still appear when you run Batch Build.

 

The best way to test the new, singular SliderGroup file is either with a clean install of the DD Framework and before you've built anything or you have manually cleaned the DD .nif files out. I did check a fair number of devices in-game, both CBBE and UUNP, and checked the various device folders for any missing .nifs but more people checking if everything was built is very helpful.

 

The only thing I didn't include at the moment is the Beast Race Refits, those still need to be built separately for now.

 

 

Posted

Kimy, did you find the time to check the modified gag nif's I posted a few pages back? If it needs some things adjusted let me know so they perhaps are in time for DD5's release :) 

Posted
1 hour ago, UnEvenSteven said:

Hopefully this is okay but here's a preliminary test for a consolidated SliderGroup for the DD Framework. The goal is to be able to build everything for DD by only selecting a single group in BodySlide and running Batch Build. Right now you may have to select several groups to build everything and it's possible users might not select all the groups needed to build everything required for DD.

 

DD Framework CBBE.xml 17.15 kB · 0 downloads DD Framework UUNP.xml 29.17 kB · 2 downloads

 

Drop these into your Skyrim\Data\CalienteTools\BodySlide\SliderGroups folder. In BodySlide the only group you should need now is DD Framework CBBE or DD Framework UUNP, obviously depending on the body type you're using. Non-HDT and HDT options should still appear when you run Batch Build.

 

The best way to test the new, singular SliderGroup file is either with a clean install of the DD Framework and before you've built anything or you have manually cleaned the DD .nif files out. I did check a fair number of devices in-game, both CBBE and UUNP, and checked the various device folders for any missing .nifs but more people checking if everything was built is very helpful.

Fantastic. If they're confirmed working, they will go right in! :)

 

1 hour ago, UnEvenSteven said:

 

The only thing I didn't include at the moment is the Beast Race Refits, those still need to be built separately for now.

 

 

That's actually good, because Beast Race is an optional component of DD. People might or might not have it installed, so a separate slider set makes 100% sense! :)

Posted
1 hour ago, naaitsab said:

Kimy, did you find the time to check the modified gag nif's I posted a few pages back? If it needs some things adjusted let me know so they perhaps are in time for DD5's release :) 

Ooops, need to have a look at these, still! :)

Posted
4 hours ago, Kimy said:

Yeah, I will put it on DCL's bug list. Good find, though! :)

 

EDIT: Nevermind. I don't think I can fix this on DCL's end. But I guess checking for whether or not a NPC is in combat before calling UpdateWeight() would solve the problem just nicely, and not just for DCL.

Actually, now that I've dug deeper - yes, you can, and no, I don't think this is a combat problem. I've looked into Dollmaker script, and now I strongly believe the problem is in iteraction between libs.PlayerRef.PushActorAway(t, 15.0)  and  akActor.UpdateWeight(0). After commenting out first one, I've not seen this flying bandit problem once. So - this is in dcur_restraintsonhitEff.psc, line about 36. Also, disabling UpdateWeight in combat would not fix it - because non-heavy bondage equips happen without pacifying, and lead to same problem.

Posted

I think i've encountered a bug/glitch when i try to use any of the DD contraptions my charater is stripped naked even if she is wearing cursed stuff (or anything at all even other devices) wich afaik should not be able to be removed.

 

Is this a bug or is it intentional or did i do something  wrong?

Posted

Question, will it be possible to enchant restrictive gloves/boots/corsets in the future? cause they don't appear to be enchantable rn.

Posted
7 hours ago, Kimy said:

In the long run, DD Equip would need to move to the new device picking implementation in DD5, but for the time being, it should be able to register and pick its devices just fine. I don't use DD Equip myself and never have, so I can't say if it would need further changes than that. But I haven't seen any reports about any breakage with DD5 so far.

The scripts are a bit tricky to follow, but I'm only seeing calls to register DDe's devices as generics in DDe. All the device selection seems to be done inside the mod itself.

Posted

@Kimy Definitely need to give a couple of days at least to see if any reports appear regarding invisible devices when building devices with the new SliderGroup file. I'll do some more testing myself with the CBBE version since at the time of this post more have downloaded the UUNP version.

 

Posted

I think i've encountered a bug/glitch when i try to use any of the DD contraptions my charater is stripped naked even if she is wearing cursed stuff (or anything at all even other devices) wich afaik should not be able to be removed.

 

Is this a bug, is it intentional or did i do something wrong somewhere?

Posted
2 hours ago, donttouchmethere said:

Now that the filter works again it also breaks NPC-NPC scenes again if they wear any plugs. Means one gets stuck in a solo animation while the other just stands there, often the scene never finishes unless User debugs the situation.

 

The new straitjacket/catsuit combo gets regularly unequipped and equipped during NPC-NPC action thus breaking the scene.

 

If the PC wears plugs no sexlab scene is possible, only a short solo animation for the PC and a solo animation for the NPC that also gets stuck like the NPC-NPC scenes.

Workaround would be to deactivate the filter, but that seems not be possible anymore (DD 8a), means DD 8 worked better because the filter didn't work.

Have me a log of such a scene?

Posted
18 minutes ago, titlover123 said:

I think i've encountered a bug/glitch when i try to use any of the DD contraptions my charater is stripped naked even if she is wearing cursed stuff (or anything at all even other devices) wich afaik should not be able to be removed.

 

Is this a bug, is it intentional or did i do something wrong somewhere?

Depends on the setting of the furniture device. Some are set to remove all clothing, for others it should just remove all restraints that aren't compatible with the device. For most devices, that's any wrist restraints or suits.

 

Don't worry about the "removal". It won't break a thing and the restraints will be back upon release from the furniture device.

Posted
19 minutes ago, Kimy said:

Depends on the setting of the furniture device. Some are set to remove all clothing, for others it should just remove all restraints that aren't compatible with the device. For most devices, that's any wrist restraints or suits.

 

Don't worry about the "removal". It won't break a thing and the restraints will be back upon release from the furniture device.

How do i see the settings of a contraption? i don't think i've ever seen the instructions for them anywhere.

Posted

would the "deviousdevices.dll from devious devices 4.3 se work with your latest le version?downloaded 5.0 le and converted the meshes to se. but the dll file wasnt compatible with the lastest skse. the dll from the se mod seems to work but im not sure if thats going to brake things

 

..hopefully i typed that out clearly..

 

Posted

I just reread code, and realized one thing - timed devices as I see it only work if PC tries to remove them with key. Any other ways - struggling, cutting, lockpicking, asking for help (that is, script removal) - all of it doesn't look at timed property. So - why not to stop it in OnEquipped, the same way as it is done with questdevices?

Posted
4 hours ago, ravensm said:

would the "deviousdevices.dll from devious devices 4.3 se work with your latest le version?downloaded 5.0 le and converted the meshes to se. but the dll file wasnt compatible with the lastest skse. the dll from the se mod seems to work but im not sure if thats going to brake things

 

..hopefully i typed that out clearly..

 

Yes, the 4.3 dll works. Kimy already confirmed no dll changes. If you use CBBE SE, you'll need the bodyslide files from 4.3 and/or the bodyslide updates from 4.3 too. there are new outfits that you'll need to convert to cbbe se, or wait for me to finish messing around with redoing all the bodyslides. also, you'll probably need the heretic nifs and xmls, or use ddhotfix so hdt doesn't crash you.

Posted
5 hours ago, donttouchmethere said:

Is that real interest? I just had a rage quit moment ?

 

It's the same issue as with DD4.3a, but the workaround was there to deactivate the DDi filter and only use it for DCL scenes. That way I had no real issues in regard to the filter on my setups (non at all to be precise, DCL not counted).

I prefer fixing issues in the filter over having people just giving up on it and disabling it. And I cannot do that without people telling me about the issues in the first place. Thing is that I have never heard about the issue with the plugs before. Perhaps it's common. Or not. But in any case, I deem it a fixable thing. I just need more information, and the best thing for me to find out what's going on, are Papyrus logs.

Posted
7 hours ago, DeWired said:

I just reread code, and realized one thing - timed devices as I see it only work if PC tries to remove them with key. Any other ways - struggling, cutting, lockpicking, asking for help (that is, script removal) - all of it doesn't look at timed property. So - why not to stop it in OnEquipped, the same way as it is done with questdevices?

Oh yeah i noticed that with older DD 4.3a with the timed script fix, i assume it's not changed more than that to DD5. I was modifying Devious Arachnophobia to use timed devices and i could just easily remove them because they defaulted to not having key.

Posted

thought i'd share this post from the 4.3 SE thread regarding locking cuffs / gloves as it might be of interest in case no one has brought it up yet.

 

 

Also, just going over some mods, trying to make a list of older mods that aren't being updated or haven't for a while, and i realized that one very important that is in this list is the Immerslave alternate start mod. will this mod break with the new DD5 ?

Posted

@Kimy first of all, I have a proposal to change (diff against beta 8 in spoiler). I don't remember if it was explicitly reported - but item removal from dead NPCs results in them "moonwalking" - walking in place, despite them being dead. So, my suggestion is to add checks for dead actor in a few places.

Spoiler

$ diff -Naur zadLibs.psc.old zadLibs.psc
--- zadLibs.psc.old     2020-10-20 20:11:50.381715700 +0300
+++ zadLibs.psc 2020-10-25 15:21:02.427491300 +0300
@@ -426,7 +426,7 @@
                EndIf
                akActor.RemoveItem(rdevice, 1, true)
                ; duplicate all the crap that normally would be handled by OnUnequipped() or OnRemoveDevice(), because it won't be called in this case. Gah!!!!!!!!
-               If kw == zad_DeviousHeavyBondage || kw == zad_DeviousPonyGear || kw == zad_DeviousHobbleSkirt
+               If !akActor.isDead() && (kw == zad_DeviousHeavyBondage || kw == zad_DeviousPonyGear || kw == zad_DeviousHobbleSkirt)
                        log("Removing Bound Effects")
                        BoundCombat.EvaluateAA(akActor)
                EndIf
@@ -3110,12 +3110,16 @@

 Event StopBoundEffects(Actor akTarget)
        Log("OnEffectFinish(): Bound Effects")
-       Debug.SendAnimationEvent(akTarget, "IdleForceDefaultState")
+       if !akTarget.IsDead()
+               Debug.SendAnimationEvent(akTarget, "IdleForceDefaultState")
+       EndIf
        if aktarget == PlayerRef
                UnregisterForUpdate()
                UpdateControls()
        EndIf
-       BoundCombat.EvaluateAA(akTarget)
+       if !akTarget.IsDead()
+               BoundCombat.EvaluateAA(akTarget)
+       EndIf
 EndEvent

 Event OnUpdate()

 

 

Second, I wanted to share fun bits from my testing:

1. Sometimes, NPC being hit by combat bondage (from Dollmaker, for example) go invisible. Sometimes, they remain invisible even when I find them and kill. And when I loot something from them - they reappear. It isn't a case of Bodyslide - they aren't partially invisible, they totally disappear. Currently, I'm not sure if it is a bug or a glitch on my side.

2. Today, while doing a test of binding, killing and looting a bunch of wizards at Fort Amol, I found a Queen Sarah Chastity key. Two copies in one room. I'm not even sure how it can appear in loot ?

Posted

@Kimy Alright, did some testing with the animation filter regarding plugs and a few other devices in general. No heavy bondage or arm restraints were used, yet. I tested most devices on their own with nothing else equipped unless stated otherwise. All devices I've tested thus far were from Integration. I also didn't use any animation packs, just vanilla SexLab animations. Pretty much all of these allowed the various Foreplay animations (massage, kissing, breastfeeding, boob jobs, reach around, foot jobs, etc.) Cunnilingus was also generally allowed even with a Chastity Belt.

  • Ball Gag
    • Blocked Oral
    • Allowed Vaginal, Anal
  • Panel Gag
    • Allowed Oral, Vaginal, Anal
  • Ring Gag
    • Same as Panel Gag
  • Chastity Belt (Open)
    • Blocked Vaginal
    • Allowed Oral, Anal
  • Chastity Belt (Closed)
    • Blocked Vaginal, Anal
    • Allowed Oral
  • Ball Gag and Chastity Belt (Open)
    • Blocked Oral and Vaginal
    • Allowed Anal
  • Panel Gag and Chastity Belt (Open)
    • Blocked Vaginal
    • Allowed Oral, Anal
  • Ring Gag and Chastity Belt (Open)
    • Same as Panel Gag
  • Ball Gag and Chastity Belt (Closed)
    • Blocked Oral, Vaginal, Anal
  • Panel Gag and Chastity Belt (Closed)
    • Allowed Oral
    • Blocked Vaginal, Anal
  • Ring Gag and Chastity Belt (Closed)
    • Same as Panel Gag

 

Then I tried Vaginal and Anal plugs, either on their own or together. Vaginal and Anal animations were still allowed, Anal animations were also allowed with an open Chastity Belt and Anal Plug. Also an oddity, when testing the Panel Gag I kept having panel plugs added. I would end up with 5-10 at the end of testing. The plug also wouldn't be re-added to the Panel Gag at the end of a scene. Included a log with Panel Gag testing and Vaginal/Anal plug animation tests.

 

Papyrus.0.log

 

I'll try later to test heavy bondage/arm restraint devices with gags and belts and report back unless someone beats me to it.

Posted
13 hours ago, DeWired said:

I just reread code, and realized one thing - timed devices as I see it only work if PC tries to remove them with key. Any other ways - struggling, cutting, lockpicking, asking for help (that is, script removal) - all of it doesn't look at timed property. So - why not to stop it in OnEquipped, the same way as it is done with questdevices?

Hm, good question. So far, I'd think the code worked as intended. After all, if you struggle out of a restraint or cut it open, it wouldn't matter if the lock is timed, or not. You'd be free anyway. Not sure if this should be changed?

Posted
15 minutes ago, Kimy said:

So far, I'd think the code worked as intended. After all, if you struggle out of a restraint or cut it open, it wouldn't matter if the lock is timed, or not. You'd be free anyway.

That seems right.  It's just a lock with a timer.  It doesn't have divine powers to prevent your escape if you manage to bypass or defeat the lock.

Posted

Speaking of LAL starts - I'll  go ahead and mention this now for DCL SE just in case you aren't aware of this too. Arthmoor added a 'anti-cheating' script to the SE LAL somewhere around version 4.1.  There's a sticky on the SE alternate start page that he's not going to talk about it anymore.

 

In SE, just before reaching the cave with ralof and hadvar, you are teleported back to the external helgen keep. This is because of the anti-cheating mechanism Arthmoor implemented to detect any method of getting past the collapsed passage. So to do the Chloe quest and the main quest, what you have to do is go as far as you can in the tunnels, then go back around to the cave entrance when you are teleported outside so you can finish unbound.

 

So it doesn't really break either quest, but completing both is really annoying. Not saying you need to do anything to change it either, since the annoying part is simply walking around to the cave to do unbound. And it is definitely an SE only thing since the LE LAL hasn't been updated.

Posted

In regards to Timed Locks what if a mod author wants to have a timed device that's inescapable and can't be removed until the timer is over. I don't speak for Laura but IIRC she was wanting to use timed locks and have them in her shop mod. I think the intention was to have our characters locked in them until the timer is over and couldn't be removed otherwise.

 

Unless I was understanding the issue incorrectly you may want consider adding a way to make a timed device inescapable until the timer is up. Maybe check if the timed device is flagged as a quest device and make it inescapable if it is? That way any regular timed device could be removed if the lock is bypassed but a timed device couldn't be removed until the timer is over if it's a quest device.

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