naaitsab Posted January 20, 2021 Posted January 20, 2021 16 minutes ago, DonTheDime said: If you do go that route, keep in mind that in SE if you set a node to 0 it can cause issues with physics bodies. We figured out, though, that if you SetNodeScale using a value of 0.01 (instead of 0) you get essentially the same result, but no issues with physics bodies. The Amputator Tweaked files that Monoman1 maintains incorporates this change and makes it more compatible (script-wise with both LE and SE). Is this SE only or also applicable for LE? If it also works as intended on LE I suggest we use this tweak to begin with. Saves hassle for the SE version. Thanks for noting
Guest Posted January 20, 2021 Posted January 20, 2021 9 minutes ago, naaitsab said: Is this SE only or also applicable for LE? If it also works as intended on LE I suggest we use this tweak to begin with. Saves hassle for the SE version. Thanks for noting Using 0.01 instead of 0 works for LE as well as SE.
NIND (jimmyyu) Posted January 20, 2021 Posted January 20, 2021 14 hours ago, Racoonity said: I agree ? Besides, I just checked the BB outfit in game: when trying to equip any possible slot-conflicting device on it, the aforementioned device won't show any message box, good; problems come when doing the opposite thing... The BB outfit will just stop showing on the character. ? I'll upload the reorganized BS files for the separated BB as well as the outfit one: so you can choose or fix anything you like, @Kimy, Well, I'm the fool who made a transparent catsuit version of the three catsuit straitjackets, for the next-still-to-be-released-update of "THE RUBBER FACILITY" mod ?, but even I could see the madness of your awesome plan. ? (Sheogorath would be pleased, btw) Although, if @Kimy wants, I could start trying to make the basic ones and maybe, splitting the work with @NIND (jimmyyu), if he agrees as well, we could make them all... ? I love most things BDSM/Latex and would be glad to lend my help!
UnEvenSteven Posted January 20, 2021 Posted January 20, 2021 4 hours ago, Racoonity said: Btw, I noticed that in the CBBE catsuit paragraph, long gloves are missing. Are they built in another way? There was never any CBBE BS files for the Long Gloves and Ballet Boots, that's why they're missing. If you want you can grab the files from my post here and include them in your package but that's if you don't want to bother creating new sliders in OS. Checking your latest download you need to create separate folders for the CBBE and UUNP versions, Kimy requests that for new assets. It makes it easier for her to add new stuff and has less chance messing something up. Just follow the same set up as the main DD Framework archive: Spoiler Basically 00 Core is where textures, ground/inventory objects or any other shared assets are located. 01 CBBE and 01 UUNP should be self-explanatory, those are the folders where CBBE/UUNP specific assets are located, be it BodySlide files or pre-built meshes. ?
DeWired Posted January 20, 2021 Posted January 20, 2021 @Racoonity @Kimy Is it possible to make a long-gloved version of the mittens, like a combined form of Restrictive gloves and basic mittens? Would really like to see them in game ?
naaitsab Posted January 20, 2021 Posted January 20, 2021 I think this has been brought to the attention before but the following hoods (gag in this case?) are left unused in DD but are packed in the mod. \meshes\devious\Hoods\collar_corset.nif \meshes\devious\Hoods\collar_corset_transparent.nif
Guest Posted January 20, 2021 Posted January 20, 2021 1 hour ago, UnEvenSteven said: There was never any CBBE BS files for the Long Gloves and Ballet Boots, that's why they're missing. If you want you can grab the files from my post here and include them in your package but that's if you don't want to bother creating new sliders in OS. Checking your latest download you need to create separate folders for the CBBE and UUNP versions, Kimy requests that for new assets. It makes it easier for her to add new stuff and has less chance messing something up. Just follow the same set up as the main DD Framework archive: Reveal hidden contents Basically 00 Core is where textures, ground/inventory objects or any other shared assets are located. 01 CBBE and 01 UUNP should be self-explanatory, those are the folders where CBBE/UUNP specific assets are located, be it BodySlide files or pre-built meshes. ? Oh, I didn't get it, thanks ?
Guest Posted January 20, 2021 Posted January 20, 2021 7 hours ago, Racoonity said: @Kimy, I'm done checking and separating! ? As @UnEvenSteven suggested, I added them to the Framework Slider Groups. ? I think that the "UUNP DeviouslyCursedLoot.xml" Slider Group in DCL may be kind of redundant, since it has DD as requirement, so you may want to delete it. ? Or I could change it so it contains the DCL exclusive BS files, instead. ? DD Racoonity.7z 91.81 MB · 0 downloads 2 hours ago, UnEvenSteven said: There was never any CBBE BS files for the Long Gloves and Ballet Boots, that's why they're missing. If you want you can grab the files from my post here and include them in your package but that's if you don't want to bother creating new sliders in OS. Checking your latest download you need to create separate folders for the CBBE and UUNP versions, Kimy requests that for new assets. It makes it easier for her to add new stuff and has less chance messing something up. Just follow the same set up as the main DD Framework archive: Reveal hidden contents Basically 00 Core is where textures, ground/inventory objects or any other shared assets are located. 01 CBBE and 01 UUNP should be self-explanatory, those are the folders where CBBE/UUNP specific assets are located, be it BodySlide files or pre-built meshes. ? Updated. ?
Guest Posted January 20, 2021 Posted January 20, 2021 1 hour ago, DeWired said: @Racoonity @Kimy Is it possible to make a long-gloved version of the mittens, like a combined form of Restrictive gloves and basic mittens? Would really like to see them in game ? The idea surely sounds cool! ?
Guest Posted January 20, 2021 Posted January 20, 2021 2 hours ago, DeWired said: @Racoonity @Kimy Is it possible to make a long-gloved version of the mittens, like a combined form of Restrictive gloves and basic mittens? Would really like to see them in game ? Spoiler What do you think, @Kimy? ?
Kimy Posted January 20, 2021 Author Posted January 20, 2021 3 hours ago, Racoonity said: Reveal hidden contents What do you think, @Kimy? ? Would totally love that! 1
Guest Posted January 21, 2021 Posted January 21, 2021 1 hour ago, Kimy said: Would totally love that! Here, this is ready for merging ?: DDX - Paw Gloves.7z
OsmelMC Posted January 21, 2021 Posted January 21, 2021 @Kimy Those are my fixes for the issues I found on the Devious Devices v5.0. I'm sure that most of them still are required. Let me know when you check them. Devious Devices v5.0 Fixes.7z By the way have DD some GitHub Repository 3
ItsYaBoi1738 Posted January 21, 2021 Posted January 21, 2021 I don’t really have any input but I just want to say the effort you guys put into all these new, amazing devices is awesome, and it’s so cool seeing such a large community all working together. I appreciate the effort you all put into the Skyrim experience so much:) 8
Kimy Posted January 21, 2021 Author Posted January 21, 2021 12 hours ago, osmelmc said: @Kimy Those are my fixes for the issues I found on the Devious Devices v5.0. I'm sure that most of them still are required. Let me know when you check them. Devious Devices v5.0 Fixes.7z 270.39 kB · 15 downloads By the way have DD some GitHub Repository It used to. But DD has grown larger than the allowed project size for free projects, so I develop it in a local repository these days. Ironically enough people have started contributing more code since I stopped using GitHub...
naaitsab Posted January 21, 2021 Posted January 21, 2021 43 minutes ago, Kimy said: It used to. But DD has grown larger than the allowed project size for free projects, so I develop it in a local repository these days. Ironically enough people have started contributing more code since I stopped using GitHub... Perhaps splitting the textures and meshes from the scripts? GH is not compatible with either NIF nor DDS so that's not really beneficial. Script ideas and (suggested) fixes in code can be as GH can track changes in the script source files
naaitsab Posted January 21, 2021 Posted January 21, 2021 Small bug report: Keyword "zad_DeviousGagTape" is not assigned to any of the 3 tape gags The 3 tape gags (normal, full and large) all have the same inventory name and description. 1
Code Serpent Posted January 22, 2021 Posted January 22, 2021 Hey Kimy, a while ago I noticed there were some bound bleedout animations included in version 4, but they hadn't been implemented. I think it would be worth looking at Dynamic Animation Replacer to implement them.
Code Serpent Posted January 23, 2021 Posted January 23, 2021 7 hours ago, Code Serpent said: Hey Kimy, a while ago I noticed there were some bound bleedout animations included in version 4, but they hadn't been implemented. I think it would be worth looking at Dynamic Animation Replacer to implement them. I just went and tried my hand at using DAR's conditioned animations system, and it's really straightforward. You just need to setup a folder system, copy in the animation files to replace, and make a textfile. The only hiccup I had was one of the original bleedout animation files was misspelled (blleedout_transin/bleedout_transin), so I had trouble finding it in the game's archive. Honestly, with how straightforward DAR is, it might be worth moving the animation replacing portions of Devious Devices to it. Devious Devices DAR Bleedout.rar 3
悲しい少王女 Posted January 23, 2021 Posted January 23, 2021 Can't use dar because too many animations sadge
Guest Posted January 23, 2021 Posted January 23, 2021 @Kimy, I made a new version of the UUNP harness, which gives a bit more room to the belly. Spoiler Original Mine There's just the ebonite, because DDs' CalienteTools folder has too many (useless, imo) different versions of it and I thought it would be easier for you to set up texture sets in the esp. It would also be better for the mod, not to be cluttered by meshes. ? I only made the UUNP version, because I have no clue if this happens on CBBE as well. (Golden retexture not included ?) DDX - UUNP - EboniteHarness(HDT) MoreBellyRoom - Racoonity.7z
Zaflis Posted January 23, 2021 Posted January 23, 2021 1 hour ago, Racoonity said: You are doing nice conversions so far, have you checked if long rubber gloves clip with UNP? Cursed Loot might or might not ship in additional meshes. I have seen some bodyslide files made for CBBE earlier but i will never switch to that body, haha.
Guest Posted January 23, 2021 Posted January 23, 2021 1 hour ago, Zaflis said: You are doing nice conversions so far, have you checked if long rubber gloves clip with UNP? Cursed Loot might or might not ship in additional meshes. I have seen some bodyslide files made for CBBE earlier but i will never switch to that body, haha. Thanks ? Do you mean with the body or with the catsuit? In either case, I couldn't see any ?: Spoiler
CheddarTrauma Posted January 23, 2021 Posted January 23, 2021 16 hours ago, Code Serpent said: DAR has a strict animation limit of 16384 that cannot be circumvented. All animations count towards this limit, regardless of context, including DAR's own animations and SexLab animations. Due to how DAR counts animations, each characters HKX has it's own separate 16384 limit. Ex: Spoiler 105 / 16384 : actors\dwarvenspherecenturion\spherecenturion.hkx 388 / 16384 : actors\falmer\falmerproject.hkx 119 / 16384 : actors\frostbitespider\frostbitespiderproject.hkx 15727 / 16384 : actors\character\defaultmale.hkx 16197 / 16384 : actors\character\defaultfemale.hkx 869 / 16384 : actors\character\_1stperson\firstperson.hkx 325 / 16384 : actors\canine\wolfproject.hkx 60 / 16384 : actors\dwarvenspider\dwarvenspidercenturionproject.hkx 65 / 16384 : actors\dwarvensteamcenturion\steamproject.hkx 289 / 16384 : actors\canine\dogproject.hkx This means SexLab, or any animation that can be used in a male/female context, count toward two of those limits. defaultmale.hkx and defaultfemale.hkx This limit can easily be reached for male and female. Once you go over the limit DAR animations no longer play. It's like FNIS 'limitations' all over again. I would not recommend using DAR because of this. 1
Zaflis Posted January 23, 2021 Posted January 23, 2021 5 hours ago, Racoonity said: Do you mean with the body or with the catsuit? In either case, I couldn't see any ?: Ah sorry for confusion, others didn't confirm otherwise before when i reported with screenshot in Cursed Loot thread so i assumed obvious bug. Turned out i had some Cursed Loot body armors built with Bodyslide and some not. I don't know how that happened but after i rebuilt everything from DD and DCL the gloves fit well. It probably always worked when not wearing armor. Anyway this is what i saw today before rebuilding (and now i can't reproduce): Spoiler
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