naaitsab Posted January 23, 2021 Posted January 23, 2021 It seems there are some overlapping Bodyslide files in the 5.0 and 5.1 downloads. At least in CBBE I get these outfits double as there seem to be multiple sliders (old versions?) creating/updating the same NIF
UnEvenSteven Posted January 23, 2021 Posted January 23, 2021 11 hours ago, Racoonity said: 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. It's not just the textures for Leather and Ebonite versions that are different, it is also the shader/material settings. You can't control those settings in the CK as you can textures with TextureSets. The Glossiness is far lower on leather devices compared to ebonite versions, Specular Color, Specular Strength and Environment Map Scale are also different. Combined with different textures this is how ebonite devices are smooth and shiny compared to more flat and dull-looking leather devices. It's been that way ever since ebonite devices were introduced, no reason to change it now. 3 hours ago, naaitsab said: It seems there are some overlapping Bodyslide files in the 5.0 and 5.1 downloads. At least in CBBE I get these outfits double as there seem to be multiple sliders (old versions?) creating/updating the same NIF Looks like you may have some old SliderGroup .xml files, you shouldn't be getting any of those versions with the "X" now. The only SliderGroup users should need now is either DD Framework CBBE or DD Framework UUNP. 1
Guest Posted January 23, 2021 Posted January 23, 2021 2 hours ago, UnEvenSteven said: It's been that way ever since ebonite devices were introduced, no reason to change it now. What is that supposed to mean? ? Things must change, when for the better. ? But I'm not forcing any change: if @Kimy likes my fixes, she will merge them, if she doesn't, she won't. I'm posting them here in any case, because there may be someone who would like to use them. ? Anyway, the only thing I need to do now is finding a leather harness to fix as well. ?
naaitsab Posted January 24, 2021 Posted January 24, 2021 9 hours ago, UnEvenSteven said: Looks like you may have some old SliderGroup .xml files, you shouldn't be getting any of those versions with the "X" now. The only SliderGroup users should need now is either DD Framework CBBE or DD Framework UUNP. I just filtered on "DDA" or "DDX" in BS and batch build. It seems there are old .osp files in the sliderset groups that seems to do the same? Was from a clean DD 5.1 download. 9 hours ago, Racoonity said: What is that supposed to mean? ? Things must change, when for the better. ? But I'm not forcing any change: if @Kimy likes my fixes, she will merge them, if she doesn't, she won't. I'm posting them here in any case, because there may be someone who would like to use them. ? Anyway, the only thing I need to do now is finding a leather harness to fix as well. ? It's a limitation on the Engine/Creation Kit, not a personal thing. Some things just can't be changed in a ESP/ESM and need to be done inside the NIF files. Like glossiness, transparency and environmentalmap yes/no etc. It would be like saying just fix the clipping of armor X in the ESP, as you know that won't happen and needs to be done by a NIF edit
Guest Posted January 24, 2021 Posted January 24, 2021 4 hours ago, naaitsab said: I just filtered on "DDA" or "DDX" in BS and batch build. It seems there are old .osp files in the sliderset groups that seems to do the same? Was from a clean DD 5.1 download. It's a limitation on the Engine/Creation Kit, not a personal thing. Some things just can't be changed in a ESP/ESM and need to be done inside the NIF files. Like glossiness, transparency and environmentalmap yes/no etc. It would be like saying just fix the clipping of armor X in the ESP, as you know that won't happen and needs to be done by a NIF edit I know that?, that's why I'll fix a leather harness too. I was talking about the apocalyptic sentence: "It has always been like this, it's useless to change now, come with me if you want to live!" ?
Guest Posted January 24, 2021 Posted January 24, 2021 Here, done the leather harness too. ? The changes I was talking about are for the texture sets of the white and red versions, as well as the relevant female model (leather or ebonite) which should be changed to "CustomHarnessSingle_1" for all leather harnesses and "HarnEboniteBody_1" for the ebonite ones. (I'd suggest using xEdit instead of CK, because it's much easier for this kind of changes, imo. ?) DDX - UUNP - Leather Harness(HDT) - More Belly Room - Racoonity.7z
dridikus Posted January 24, 2021 Posted January 24, 2021 Waves all. I got a problem that i noticed since version 5.0 and in 5.1 it remains. It touches the clipping part of the transparent restrictie boots (what it looks like in the screenshot. body used UUNP) If anyone came across this i would be glad to get some advice on what to do about it.
Zaflis Posted January 24, 2021 Posted January 24, 2021 1 hour ago, dridikus said: Waves all. I got a problem that i noticed since version 5.0 and in 5.1 it remains. It touches the clipping part of the transparent restrictie boots (what it looks like in the screenshot. body used UUNP) If anyone came across this i would be glad to get some advice on what to do about it. I can see those boots are in Bodyslide for DDX. I assume you haven't batch built everything with "morphs" enabled yet. I guess NiOverride effects like heel effect means morphs required.
dridikus Posted January 24, 2021 Posted January 24, 2021 1 hour ago, Racoonity said: If you can use xEdit, you could try raising boots' priority in Armor Addons to 6 or more. Im not experienced at this but I figured it out and started to gradually increase the priority until I got to 21 and boots started to struggle with things like dresses layered on top of each other due to the fact that their priority has become even higher than dresses. But unfortunately the problem persists and the bottom of the boots remains invisible.
dridikus Posted January 24, 2021 Posted January 24, 2021 1 hour ago, Zaflis said: I can see those boots are in Bodyslide for DDX. I assume you haven't batch built everything with "morphs" enabled yet. I guess NiOverride effects like heel effect means morphs required. I build morphs for all item using batch build, in BodySlide the model of boots looks good without invisible places
Zaflis Posted January 24, 2021 Posted January 24, 2021 33 minutes ago, dridikus said: I build morphs for all item using batch build, in BodySlide the model of boots looks good without invisible places I can confirm through testing that UNP version of those boots is not clipping with legs. I would not recommend following instruction to edit the priorities because there doesn't seem to be any bug in DD. This should be same as what happened with my gloves post right before, there is a mismatch with build for item VS body (naked or worn chest slot item). The body preset has to be exactly the same for boots and body. So you built boots but did you also build the UNP HDT main body and all other armors that come from other mods, at least once? No other mod can also override the built files. So if you sort mods in your mod manager, do Bodyslide batch building last just in case. To be sure that everything gets built for first time, make sure that you have no group filter selected.
dridikus Posted January 25, 2021 Posted January 25, 2021 15 hours ago, Zaflis said: I can confirm through testing that UNP version of those boots is not clipping with legs. I would not recommend following instruction to edit the priorities because there doesn't seem to be any bug in DD. This should be same as what happened with my gloves post right before, there is a mismatch with build for item VS body (naked or worn chest slot item). The body preset has to be exactly the same for boots and body. So you built boots but did you also build the UNP HDT main body and all other armors that come from other mods, at least once? No other mod can also override the built files. So if you sort mods in your mod manager, do Bodyslide batch building last just in case. To be sure that everything gets built for first time, make sure that you have no group filter selected. I looked at your post about gloves and yes there the problem was mismatched presets. But as i see in my situation it is not caused by this because the top and bottom of the boots fit as they should and i do not see the penetration or protrusion of a part of the boots and body. Also looked through the early posts and found a message from Racoonity about a similar problem, but there it is caused when the boots are dressed together with catsuit. I checked it and found out that i have it too (dont understand how i didnt notice this before) wearing black boots, they look like they should, but as soon as the catsuit is put on, the lower part becomes invisible. In both cases, the clipping occurs in the same place.
NoJoker Posted January 30, 2021 Posted January 30, 2021 Ever since I installed DD 5.1, any SexLab scene involves light or heavy bondage, the game script performance slows down dramatically, animation starts very slowly, changing animation using SexLab Tools takes extremely long time, even worse,, the pop-up menu for SexLab tools or other mods takes 3-5 seconds to show up when it was always instantly and actor sometimes become unresponsive and just standing there, resetting animation doesn't do the trick, changing stage also takes probably quaduple amount of time than without bondage, character often breaks during animation and desync causing misalignment. 1
El_Duderino Posted January 31, 2021 Posted January 31, 2021 Hi Kimy, Here's a "not really a bug more of an oddity report": When using the new DD5 Untighten Device feature (which I love, by the way!), it unlocks and replaces the device perfectly. But then the original (tighter) device is left unlocked in the inventory. That's not causing technical issues, but maybe some confusion (and minor damage to the "immersiveness" ?). I tested this (with the same result) with DCL's new ultratight armbinder and a set of custom devices that I created from scratch for testing purposes.
Guest Posted February 5, 2021 Posted February 5, 2021 @Kimy, I fixed a bug in my fixed catsuits that would make the body/head disappear/appear when wearing a hood, as well. ? DD Racoonity.7z
naaitsab Posted February 9, 2021 Posted February 9, 2021 A feature request if I may: Add a keyword to a rendered device so a specific custom/Quest device is excluded by the base events. Let's say you create a custom set of plugs but don't want any default events triggering on those plugs, only the ones from a custom event you made. Keyword: Zad_BlockGenericEvents Code: Bool Function AllowGenericEvents(Actor a, Keyword kw) Armor arm = GetWornRenderedDeviceByKeyword(a, kw) if arm && arm.HasKeyword(zad_BlockGenericEvents) return false EndIf return true EndFunction Default DD event scripts modification (not 100% sure about this one) bool Function HasKeywords(actor akActor) return (akActor.WornHasKeyword(libs.zad_DeviousCorset)) EndFunction to bool Function HasKeywords(actor akActor) return (akActor.WornHasKeyword(libs.zad_DeviousCorset) && libs.AllowGenericEvents(akActor,libs.zad_DeviousCorset)) EndFunction 1
Skullered Posted February 14, 2021 Posted February 14, 2021 @Kimy For Him plugin update. The SOS_Revealing keyword was lost when I restored Keywords on the last revision of For Him, causing Schlongs to not show up automatically, as well as causing a few ITMs in the process. -Fixed Schlongs not appearing automatically with certain outfits. Devious Devices For Him.esp 1
Shakx88 Posted February 15, 2021 Posted February 15, 2021 There is a little oversight in the framework's API, it seems. I believe DD 5 is now storing inventory devices via StorageUtil. However, GetWornDevice() still uses the old method of iterating through actor's inventory to find it.
Kharos Posted February 15, 2021 Posted February 15, 2021 I found a minor bug in the logging code while trying to diagnose an animation issue. scripts/Source/zadBoundCombatScript.psc Function EvaluateAA(actor akActor) ;This function automatically executes the application and removal of FNIS Alternate Animations libs.log("EvaluateAA(" + akActor + ")") libs.UpdateControls() If !HasCompatibleDevice(akActor) libs.log("EvaluateAA: Reverting to unbound AA") ClearAA(akActor) ResetExternalAA(akActor) RemoveBCPerks(akActor) Else libs.log("EvaluateAA: Applying animSet = " + animSet + ", animState = " + animState) ClearAA(akActor) ApplyBCPerks(akActor) int animState = GetSecondaryAAState(akActor) int animSet = SelectAnimationSet(akActor) [...] This tries to log which animation set/state are used, but the logging happens too early, when both animState and animSet are still zero. Therefore the log always shows 0 for these values. Yeah, a proper language with a proper compiler would complain about the vars being used before declaration ?.
Shakx88 Posted February 17, 2021 Posted February 17, 2021 1. New GetWornRenderedDeviceByKeyword() has a bug. It checks for zad_Lockable, which is not present on non-lockable plugs. 2. IsGenericDevice()'s if statement is missing brackets, thus the order of logical operators is wrong.
monsta88 Posted February 18, 2021 Posted February 18, 2021 Hi there, I'd like to ask for a feature in DDi. If the character is wearing Open Chastity Belt (hole at the butthole) DDi should let equip and unequip Anal plugs. It would be logical as Open CBs allow anal sex too. Would this be possible? Peace, M
Taki17 Posted February 18, 2021 Posted February 18, 2021 2 hours ago, monsta88 said: If the character is wearing Open Chastity Belt (hole at the butthole) DDi should let equip and unequip Anal plugs. It's already possible if your mod is up to date.
monsta88 Posted February 18, 2021 Posted February 18, 2021 1 hour ago, Taki17 said: 3 hours ago, monsta88 said: If the character is wearing Open Chastity Belt (hole at the butthole) DDi should let equip and unequip Anal plugs. It's already possible if your mod is up to date. Thanks for the info. I'm using DD 5.1 SE. I tested it with 2 belts: - Quest Belt (still on DD4.3) from Laura's Bondage Shop - equip works, unequip also works. - Standard DD 5.1 belt - also works. My issue was originated in another mod, which was also not updated yet and interfered with the removal mechanics. Using only the DDi works fine.
monsta88 Posted February 18, 2021 Posted February 18, 2021 Bug report: I'm using DD5.1 SE. So far everything worked well. I got hit by a trap from Deviously enchanted chests, which, among others equipped a Steel yoke too. This Yoke worked as Yokes should, it had the anims, DDi scripts etc. Except it was invisible on the character. I checked DDe and there are 2 Steel Yokes in it. One has this bug (it also says "you can't equip it while your hands are tied" when you equip it, but then it does). ID: xx04F92D The other one (ID: xx03D2E1) works fine.
Robmonster13 Posted February 18, 2021 Posted February 18, 2021 Sorry, I accidentally posted this in the SE instead of the development discussion. First let me say that the Devious mods are what I enjoy most about Skyrim. They are AWESOME! Hoping to see Aradia devices ported to SE sometime soon so that I can select them in DCL. After finally getting Treasure Hunter Whore (THW) to work with SE, I wanted to make a suggestion on a set of items that would be extraordinarily devious and I think would really emphasize the "damsel in distress" concept. The items that I would like to suggest would be locking clitoral piercings, locking anal plugs, and locking ball gags that inject Skooma or other drugs from Skooma Whore into the wearer. The piercing is already in THW but as soon as you retrieve the "trinket" the effect stops. These items would inject a random drug into the wearer, say every 4 to 6 game hours, for as long as they are worn. I think it would increase the urgency to get the device removed if you are trying not only to escape so that you can defend yourself but also to avoid becoming addicted. Also, with the option active to disable fast travel while bound, it makes the journey to find keys or get help much more urgent and eventful.
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