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Devious Devices Framework Development/Beta


Kimy

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Posted
1 hour ago, saltshade said:

Do they really need to block ALL kinds of animations?

To my understanding, the bound filter should fall back to non-filtered animations if none are found. That it doesn't is a bug right? That sex animation ends up with no animations or both partners doing solo animations is far more frustrating than any device clipping.

Posted

@saltshade
Looks like you haven't seen this:

On 12/13/2020 at 1:25 AM, Kimy said:

The "Use Bound Animations" toggle in MCM is supposed to leave the full range of animations available for a scene, if people don't like the limited choice of DD bound animations. The only reason why it currently doesn't, it's because it apparently bugged.

 

 

Posted
6 hours ago, oldestman said:

@saltshade
Looks like you haven't seen this:

 

Okay, is Kimy working on fixing this bug? I read somewhere that a fix would come in v9.0, but we will probably have to wait a long time for that.

Posted

@Kimy Is bit late for this version and probably too soon for the next one but there is one Big issue still to solve.

 

When the Player got transformed on Werewolf and probably also with the Vampire Lord's transformation, the Quest Type Rendered Devices got unequipped and keeping on inventory so when the actor return to his humanoid form the deviceRendered is still on inventory but unequipped and for that reason you can't equip the device again preventing the quest for continuing.

 

I noticed this on Quest items.

 

 

Posted
On 12/14/2020 at 9:43 PM, saltshade said:

--------------------------------------------------------

 

This person has a very valid point. Everything here makes perfect sense and is what the players want. If someone is stupid enough to report animations that look weird with certain devices after disabling the filter, you can just ignore them.

 

I'm not saying every single device needs a filter option. Gags for example needs to block oral. There is no question about that. Chastity belts don't need options because flesh can't penetrate metal. It's a black and white scenario. But what about straightjackets? Do they really need to block ALL kinds of animations? I'm pretty sure they don't. Don't let a few ignorant users restrict the possibilities for people who know what they are doing.

 

Or maybe we should have it removed before sex and equip it in the middle of the animation? It's a workaround but hardly immersive. Are there any scripts that makes them more "flexible"?

 

Why does this need to be a part of DD itself? If someone wants to make a "Developer Mode" patch for DD5, that's their prerogative.

 

Having the option to disable the filter as a core feature of DD5 just seems like it will create problems -- because it implies that users should expect things to still work sensibly when the filter is disabled. But if users have to download someone's patch in order to disable the filter, then they KNOW they are messing with how DD5 works and they know where to look if things start going wrong.

Posted
9 hours ago, markdf said:

then they KNOW they are messing with how DD5 works and they know where to look if things start going wrong.

Assuming they remember installing the patch when they notice the issue months down the line.

Posted

I have a question about the Device Hider. 

 

Is there an example somewhere I can look to see how to use it in practice?

 

In Parasites, I would like to hide the parasites (devices) manually with a spell or after some trigger like going outside instead of indoors.

 

Could I use the Device Hider for that? or is that something I should implement myself?

Posted
On 12/24/2020 at 2:17 AM, DeepBlueFrog said:

I have a question about the Device Hider. 

 

Is there an example somewhere I can look to see how to use it in practice?

 

In Parasites, I would like to hide the parasites (devices) manually with a spell or after some trigger like going outside instead of indoors.

 

Could I use the Device Hider for that? or is that something I should implement myself?

Hi, I'm not aware of any mod that does (or even can?) manipulate the Device Hider like how you've described. A further complication might be that users can disable the hider in the MCM which could cause issues or break the intended parasite functionality.

 

However, a very similar temporary device hiding mechanic is part of the new (DD-5) bound animation filter -- there are some conditions (incl. that new MCM toggle) on which the filter hides (unequips) the restraint during the SL scene. This sounds close to what you have mind for the parasites if I understood you correctly. Maybe you can borrow some ideas or code from the DD filter? I believe the function in question is StoreHeavyBondage in zadBQ00.psc

 

17 hours ago, CyberInfluencer said:

Is there a developers guide, if so please provide a link?

I don't think that there's a complete guide, but the script sources are commented in great detail (of interest should be especially zabEquipScript.psc and zadLibs.psc).

There's also a GitHub Wiki, but I think it hasn't been updated in a while and may be outdated in parts. Still, probably a good read: https://github.com/DeviousDevices/Docs/wiki

Posted
3 hours ago, El_Duderino said:

I don't think that there's a complete guide, but the script sources are commented in great detail (of interest should be especially zabEquipScript.psc and zadLibs.psc).

There's also a GitHub Wiki, but I think it hasn't been updated in a while and may be outdated in parts. Still, probably a good read: https://github.com/DeviousDevices/Docs/wiki

I'll check it out, Thank you

Posted

I created three custom organic devices for SexLab Parasites - full body, harness type devices.

I based them on the Tentacle Armor I already have in parasites and which is working well.

 

However, the new devices make the script instance device appear in the inventory instead of being invisible.

 

Any idea what could be causing it?

 

I checked that the inventory copies have the zad_InventoryDevice keyword and that the other two (script and rendered) do not.

Posted
3 minutes ago, DeepBlueFrog said:

I created three custom organic devices for SexLab Parasites - full body, harness type devices.

I based them on the Tentacle Armor I already have in parasites and which is working well.

 

However, the new devices make the script instance device appear in the inventory instead of being invisible.

 

Any idea what could be causing it?

 

I checked that the inventory copies have the zad_InventoryDevice keyword and that the other two (script and rendered) do not.

to any item/armor be invisible on the inventory need the NoPlayable flag.

Posted
1 hour ago, osmelmc said:

to any item/armor be invisible on the inventory need the NoPlayable flag.

Where is that flag set?

 

I found a solution to my problem by the way... the script instance items had a name set. Leaving the name blank removed them from the inventory once equipped.

Posted
1 minute ago, DeepBlueFrog said:

Where is that flag set?

If you're using the CK, it's in the Armor dialog in the bottom left (the "Playable" checkbox). In xEdit, it's in the general flags of "BODT - Body Template".

Posted
On 11/10/2020 at 11:48 AM, Kimy said:

Here are the resources for the Elbowbinder. The CBBE and the UUNP versions look identical to me, but they'd probably need a separate Bodyslide version? If someone wants to tackle it, it would be awesome! :)

FT_ArmbinderElbowUUNP.7z 385.75 kB · 4 downloads FT_ArmbinderElbowCBBE.7z 386.17 kB · 6 downloads

Does this still need doing?  I have time to tackle it now if so!

Posted

I realized that while you are sneaking and tied up, your sneak attack will become using your head to attack your enemies. Is that possible to add this kind of animation to hobble dresses / full body rope? Like you just stand there and use your head to attack your enemies. I want to play this game while full body tied up. 

Posted

Small bug report. If you are wearing a petsuit some periotic DD animations (like from plugs) kick in. This instantly breaks the stance of the petsuit. Perhaps a check that disables the animation if a petsuit is worn could remedy this. As there are sadly no petsuit animations.

Posted
On 1/1/2021 at 10:27 AM, NIND (jimmyyu) said:

Does this still need doing?  I have time to tackle it now if so!

Yes, it would. At least I can't remember anyone sending me new meshes already. With all that stuff going on around DD lately, I might or might not have overlooked it...  :S

Posted
On 1/1/2021 at 7:27 PM, NIND (jimmyyu) said:

Does this still need doing?  I have time to tackle it now if so!

 

4 minutes ago, Kimy said:

Yes, it would. At least I can't remember anyone sending me new meshes already. With all that stuff going on around DD lately, I might or might not have overlooked it...  :S

I was thinking to do that too, but if you can manage it on your own, there's no problem, then. ?

?

Posted
7 minutes ago, Racoonity said:

 

I was thinking to do that too, but if you can manage it on your own, there's no problem, then. ?

?

Unless you want to do just the CBBE version and leave the UUNP one to me. ?

?

Posted
53 minutes ago, Kimy said:

Yes, it would. At least I can't remember anyone sending me new meshes already. With all that stuff going on around DD lately, I might or might not have overlooked it...  :S

Awesome. Can I have the path to these two files starting from /data ?

Posted
1 hour ago, Racoonity said:

Unless you want to do just the CBBE version and leave the UUNP one to me. ?

?

 

37 minutes ago, NIND (jimmyyu) said:

Awesome. Can I have the path to these two files starting from /data ?

I guess it's a no, then... ?

?

Posted
1 hour ago, NIND (jimmyyu) said:

Awesome. Can I have the path to these two files starting from /data ?

Bodyslide should put the output mesh into /data/meshes/devious/devices. That's where the armbinder mesh is currently residing and mods are expecting it to be. The textures are in /data/textures/devious/devices for the standard leather variant, and /data/textures/devious/expansion for the ebonite variants, respectively.

 

Need any other info, just ask! :)

Posted

Right. Here we go, I guess. This release will mainly be a bugfix release, to get some important fix out in a timely fashion. There won't be any major new features, but if people have any suggestions for a little thing extra here or there, they are more than welcome to suggest it. If people have any new devices/animations they'd like to contribute, I can add these as well. I do not plan to keep this beta cycle open for too long, though. I have to admit that the recent drama still left me with limited desire to work on DD right now, but I wanted to get these fixes out, so...

 

Devious Devices 5.1 - Beta 1

 

- Added: New MCM Toggle "Use Animation Filter for Creatures" that if disabled, will make DD bypass the animation filter completely when creatures are present in any animation. Otherwise, the filter will at least try to hide restraints etc. This toggle is meant as a debug/fallback solution if people are experiencing filter-related issues with creature animations.
- Fixed: The animation filter is now using a workaround preventing it from occassionally replacing animations when SexLab's internal state isn't ready for it. Stuck/Stacked/T-boned etc. animations should no longer happen.
- Fixed: The MCM "Use Bound Animations" toggle actually works now!
- Fixed: The prisoner chains had its HDT setup fixed. The item should no longer glitch.
- Fixed: The Heavy Bondage effect is now removed properly upon device unlock.
- Fixed: If the DestroyOnRemove device property is set to true, the item will now also get properly removed if the device is not a quest device.
- Fixed: DD For Him had several devices fixed.

- Fixed: DD Beast Races had several devices fixed.

 

People using DD for Him and DD Beast Races need to install the two updated ESPs. Do NOT install them if you are not using these components!

 

Devious Devices LE 5.1 Beta 1.7z  Devious Devices For Him.esp  Devious Devices - BRRF.esp

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