HyperonicX Posted June 28, 2017 Posted June 28, 2017 We have absolutely no plans to remove the event system, including its MCM settings, as it's for the most part purely cosmetic and doesn't influence device difficulty. The polling options are generated upon mod initialization, which means after the first reload of a save game. It's quite normal that they aren't there when starting a completely fresh game. True, but they haven't initialized even after progressing somewhat in game. It's just a big fat 0. All the time, every time. EDIT: Attached a pic to show what I mean.
Verstort Posted June 28, 2017 Posted June 28, 2017 Same here using DDi:32fbb9121411be33944d5af292e9d308850c51d7 DDx:569e8268e333115305e4c50139dd2d3d05efb5d4 New game -> save -> load save: no events in the menu Papyrus.0.log
HyperonicX Posted June 28, 2017 Posted June 28, 2017 Might as well post mine while I'm at it. Last load, btw. Papyrus.0.log
rjn Posted June 28, 2017 Posted June 28, 2017 I noticed a small glitch with the new "prisoner chains" restraint. If wearing the prisoner chains, which I think are a neat addition, and equip (in this case) restrictive gloves -- the prisoner chains disappear (gloves are equipped as expected). The prisoner chains are still equipped and still make chains sound but are invisible. Unequip the restrictive gloves and the prisoner chains reappear. It's not a device underneath or device hider issue either.
HyperonicX Posted June 28, 2017 Posted June 28, 2017 I noticed a small glitch with the new "prisoner chains" restraint. If wearing the prisoner chains, which I think are a neat addition, and equip (in this case) restrictive gloves -- the prisoner chains disappear (gloves are equipped as expected). The prisoner chains are still equipped and still make chains sound but are invisible. Unequip the restrictive gloves and the prisoner chains reappear. It's not a device underneath or device hider issue either. There's a slot conflict somewhere then. One of the items (in the esp file) has a slot that is causing the chains to disappear. That would most likely be the gloves having that extra slot added.
Verstort Posted June 29, 2017 Posted June 29, 2017 I think it was silver cuffs, just got a DCL event, messagebox popped up saying that the player placed an item on the follower even though it was put on through the event, not through the player's actions. Other items applied to follower at the same time were rubber hood, transparent suit, and pony boots Animation isn't being applied to them either.
r5e4w3q2 Posted June 29, 2017 Posted June 29, 2017 New API function for DD content mods, useful for starting device-aware sex scenes: sslBaseAnimation[] function SelectValidDDAnimations(Actor[] actors, int count, bool forceaggressive = false, string includetag = "") It's functionally equivalent to the DDI animation filter. Using it for starting animations has the advantage that only animations valid for the worn devices will get picked, and the animation will not have to be replaced by the DDI filter. Which is a much cleaner experience! Does this function support suppress tags? Not directly. The suppress tags are calculated depending on the devices worn. Is there a use case for suppress tags other than ruling out invalid animations? Sadly, I don't have time to test right now, but if anyone knows, how do fall backs work if it is lacking a valid animation? Does the new filter understand FF and MM pairings? If it does, does it fall back to a MF animation if there are no matching animations before giving up completely?
Kimy Posted June 29, 2017 Author Posted June 29, 2017 Sadly, I don't have time to test right now, but if anyone knows, how do fall backs work if it is lacking a valid animation? Does the new filter understand FF and MM pairings? If it does, does it fall back to a MF animation if there are no matching animations before giving up completely? Right now, there are only bound animations for two actors, either FM (with the female actor bound) or FF (with either or both actors bound). There are no bound MM animations, as we don't have support for males in DD to begin with. If the animation has more than two actors, the filter will try to break the animation up and make some participants masturbate. This might also happen if the animation was started with the female player in the wrong position (SexLab usually wants the player to be in slot 0).
Nazzzgul666 Posted June 29, 2017 Posted June 29, 2017 Speaking of polling events: i don't want those options removed, but it might be nice to suppress orgasm/animation for plugs. Ideally for both, users can set a default and modders overwrite that if they want. For example, i could imagine an NPC makes the PC sit down while plugged with inflatable plugs. In that case it would be nice for a modder to trigger the event, and an option to decide if it triggers orgasm, and if that orgasm triggers an animation. It also happened several times that my toon had sex while wearing a plug, then the event triggered and broke the animation, sometimes that becomes quite annoying imho, so i'd like to have some options as well.
Kimy Posted June 29, 2017 Author Posted June 29, 2017 Speaking of polling events: i don't want those options removed, but it might be nice to suppress orgasm/animation for plugs. Ideally for both, users can set a default and modders overwrite that if they want. I think we could add a keyword that would suppress this event, so modders could make custom plugs not triggering it. That makes sense! It also happened several times that my toon had sex while wearing a plug, then the event triggered and broke the animation, sometimes that becomes quite annoying imho, so i'd like to have some options as well. That's a bug. I will look into that.
Kimy Posted June 29, 2017 Author Posted June 29, 2017 Ok, new build is up. All items have now been converted to use the new escape system. Which means that I had to touch literally every single item in DD. In other words, stuff needs testing! Generally, all DD restraints can be lockpicked. Leather/Ebonite restraints can be struggled out from and attempted to cut. Metal restraints can NOT be struggled out from, not cut. Where it makes sense (e.g. chastity bras, corsets, blindfolds, gags and all wrist restraints) locks have to pass the "hard to reach" test. If you find any inconsistencies, report them here! Also, all wrist restraints have been updated to use the new implementation. And last but not least, there is now a straitjacket-hobble dress variant (functions like the legbinder one).
HyperonicX Posted June 29, 2017 Posted June 29, 2017 I've found some bugs with the new straightjacket hobble dress. First, there's an error message that pops up saying that you need to check your DD version, and it is missing a Heavy Bondage keyword/ keyword not found. The second is that arm cuffs show up when equipping the new straightjacket dresses. Third, when trying to escape them, the error message from the first bug pops up again a few times before saying that you can't get out easily. Fourth is that both versions of the dress (both closed and open) have the same name. The open one should have (Open) in the item name.
Verstort Posted June 30, 2017 Posted June 30, 2017 I could have sworn there used to be a keyword like zad_DeviousDevice or something, did that get removed? What would be the best way to detect DDi enabled devices from a container? Inventory doesn't seem to work, and lockable doesn't work for all of them either.
HyperonicX Posted June 30, 2017 Posted June 30, 2017 Uploading my Papyrus log, since I forgot. Papyrus.0.log
Kimy Posted June 30, 2017 Author Posted June 30, 2017 I could have sworn there used to be a keyword like zad_DeviousDevice or something, did that get removed? What would be the best way to detect DDi enabled devices from a container? Inventory doesn't seem to work, and lockable doesn't work for all of them either. All DD items that should be placed inside a container have the zad_InventoryDevice keyword on them.
Verstort Posted June 30, 2017 Posted June 30, 2017 Iron prisoner chains have a broken interface, can put on but when you try to take them off the interface suggests they aren't on yet."Put it on" and "Carry on"
r5e4w3q2 Posted June 30, 2017 Posted June 30, 2017 Sadly, I don't have time to test right now, but if anyone knows, how do fall backs work if it is lacking a valid animation? Does the new filter understand FF and MM pairings? If it does, does it fall back to a MF animation if there are no matching animations before giving up completely? Right now, there are only bound animations for two actors, either FM (with the female actor bound) or FF (with either or both actors bound). There are no bound MM animations, as we don't have support for males in DD to begin with. If the animation has more than two actors, the filter will try to break the animation up and make some participants masturbate. This might also happen if the animation was started with the female player in the wrong position (SexLab usually wants the player to be in slot 0). Thank you for the reply!
Kimy Posted June 30, 2017 Author Posted June 30, 2017 I've found some bugs with the new straightjacket hobble dress. First, there's an error message that pops up saying that you need to check your DD version, and it is missing a Heavy Bondage keyword/ keyword not found. The second is that arm cuffs show up when equipping the new straightjacket dresses. Third, when trying to escape them, the error message from the first bug pops up again a few times before saying that you can't get out easily. Fourth is that both versions of the dress (both closed and open) have the same name. The open one should have (Open) in the item name. Thanks, fixed it. Except that I didn't have the time to look into the arm cuffs issue yet. I assume that's a problem of ALL straitjackets, not just the new dresses? Iron prisoner chains have a broken interface, can put on but when you try to take them off the interface suggests they aren't on yet."Put it on" and "Carry on" Thanks, fixed it!
Kimy Posted June 30, 2017 Author Posted June 30, 2017 New build is up: - 10 new pony gags. - fixed the filter so it won't move belted actors to solos without even trying to find valid animations for them.
El_Duderino Posted June 30, 2017 Posted June 30, 2017 (...) The second is that arm cuffs show up when equipping the new straightjacket dresses.(:: Thanks, fixed it. Except that I didn't have the time to look into the arm cuffs issue yet. I assume that's a problem of ALL straitjackets, not just the new dresses? I can confirm that the "cuiffs showing up" issue happens on all straight jacket versions. Also, though not sure if it's related or not, when equipping one to an NPC, their hands remain visible in the armbinder position. Player's hands correctly disappear though, which is a bit odd. On the issue of the recently reported empty list of polling events: this bug seems still present in my game after updating to the latest bulid though that was during the current game (a fix for that might require a new game, no?). Has anybody started a new game yet and could check please if the list of polling events is filled again?
Guest batiota Posted July 1, 2017 Posted July 1, 2017 Suggestion: could put the same event of locking the head of the mask of shame in the most severe posture collars, is it possible?
Verstort Posted July 2, 2017 Posted July 2, 2017 Some of the white bondage items have black models in the inventory view window Edit: Anyone else seen libs.equipDevice not equipping but just putting items in an actors inventory? Still testing
HyperonicX Posted July 2, 2017 Posted July 2, 2017 I've just found out something related to a problem I've reported a while ago. It was about how when masturbating while gagged, the gagged noises don't play and ungagged noises play instead. This is because a certain keyword was removed when getting rid of the zbf keywords, more particularly, the zbfworngag keyword on the scriptinstance parts of the gags. I believe that keyword is what tells sexlab (and/or arousal) to play the gagged sounds when masturbating. I found this out by looking at Dasha's Devious Toys, the esp file, after having the gag equipped and masturbating ingame, and the gagged noises played as if it were as normal.This led me to look into said esp file and check the scriptinstance, and viola. A keyword that wasn't there in the current builds that was helping to get the sounds I desired ingame. I tested this theory and it was correct. I hope you'll look into this and re-add the keyword, or at least make a new keyword that sexlab (or aroused, etc.) will do the same thing.
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