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Kimy

Devious Devices Framework Development/Beta

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@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

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1 hour ago, naaitsab said:

To each their own ;)  I've checked the code and it seems to be quite straightforward (Skyrim beeing Skyrim this propably won't be true 😅)

 

I've added to code as reference, from what I can see is that different body nodes are forced to 0 so are hidden. Exactly what we need in this usecase.

It also included leg/feet parts but these might come in handy to keep as a possibility for future devices.

 

  Reveal hidden contents


Scriptname AmputatorMorphScript extends Quest  
String Property SLT_KEY = "Amputator.esp" AutoReadOnly

; NiNodes

string Property NINODE_RIGHT_UpperarmTwist1 = "NPC R UpperarmTwist1 [RUt1]" AutoReadOnly
string Property NINODE_LEFT_UpperarmTwist1= "NPC L UpperarmTwist1 [LUt1]" AutoReadOnly

string Property NINODE_RIGHT_Upperarm = "NPC R UpperArm [RUar]" AutoReadOnly
string Property NINODE_LEFT_Upperarm= "NPC L UpperArm [LUar]" AutoReadOnly

string Property NINODE_RIGHT_UpperarmTwist2 = "NPC R UpperarmTwist2 [RUt2]" AutoReadOnly
string Property NINODE_LEFT_UpperarmTwist2= "NPC L UpperarmTwist2 [LUt2]" AutoReadOnly

string Property NINODE_RIGHT_Forearm = "NPC R Forearm [RLar]" AutoReadOnly
string Property NINODE_LEFT_Forearm = "NPC L Forearm [LLar]" AutoReadOnly

string Property NINODE_RIGHT_ForearmTwist1 = "NPC R ForearmTwist1 [RLt1]" AutoReadOnly
string Property NINODE_LEFT_ForearmTwist1 = "NPC L ForearmTwist1 [LLt1]" AutoReadOnly

string Property NINODE_RIGHT_Calf = "NPC R Calf [RClf]" AutoReadOnly
string Property NINODE_LEFT_Calf = "NPC L Calf [LClf]" AutoReadOnly

string Property NINODE_RIGHT_Thigh = "NPC R Thigh [RThg]" AutoReadOnly
string Property NINODE_LEFT_Thigh = "NPC L Thigh [LThg]" AutoReadOnly

string Property NINODE_RIGHT_Hand = "NPC R Hand [RHnd]" AutoReadOnly
string Property NINODE_LEFT_Hand = "NPC L Hand [LHnd]" AutoReadOnly

string Property NINODE_RIGHT_Foot = "NPC R Foot [Rft ]" AutoReadOnly
string Property NINODE_LEFT_Foot = "NPC L Foot [Lft ]" AutoReadOnly


Float Property Weight = 0.0 Auto

Function ResetAllLimbs(Actor akActor)


	SetNodeScale(akActor,NINODE_RIGHT_UpperarmTwist2, 1)
	SetNodeScale(akActor,NINODE_LEFT_UpperarmTwist2, 1)

	SetNodeScale(akActor,NINODE_RIGHT_Forearm, 1)
	SetNodeScale(akActor,NINODE_LEFT_Forearm, 1)

	SetNodeScale(akActor,NINODE_RIGHT_Calf, 1)
	SetNodeScale(akActor,NINODE_LEFT_Calf , 1)

	SetNodeScale(akActor,NINODE_RIGHT_Thigh, 1)
	SetNodeScale(akActor,NINODE_LEFT_Thigh, 1)
	SetNodeScale(akActor,NINODE_RIGHT_Hand, 1)
	SetNodeScale(akActor,NINODE_LEFT_Hand, 1)
	SetNodeScale(akActor,NINODE_RIGHT_Foot, 1)
	SetNodeScale(akActor,NINODE_LEFT_Foot , 1)
	SetNodeScale(akActor,NINODE_RIGHT_Upperarm, 1)
	SetNodeScale(akActor,NINODE_LEFT_Upperarm, 1)


EndFunction



Function MorphActor(Actor akActor , int morphType,int LeftRight)


	

	if(morphType == 0)
	 ResetAllLimbs(akactor)

	elseif(morphType == 1)
	; FEET
	If(LeftRight == 2 )
	SetNodeScale(akActor,NINODE_RIGHT_Foot, 0)
	else
	SetNodeScale(akActor,NINODE_LEFT_Foot , 0)
	endif
	elseif(morphType == 2)
	; LOWER LEGS
	If(LeftRight == 2 )
	SetNodeScale(akActor,NINODE_RIGHT_Calf, 0)
	else
	SetNodeScale(akActor,NINODE_LEFT_Calf , 0)
	endif
	elseif(morphType == 3)
	 ; UPPER LEGS
	If(LeftRight == 2 )
	SetNodeScale(akActor,NINODE_RIGHT_Thigh, 0)
	else
	SetNodeScale(akActor,NINODE_LEFT_Thigh, 0)
	endif
	elseif(morphType == 4)
	 ; HANDS
	If(LeftRight == 2 )
	SetNodeScale(akActor,NINODE_RIGHT_Hand, 0)
	else
	SetNodeScale(akActor,NINODE_LEFT_Hand, 0)
	endif
	elseif(morphType == 5)
	 ;FOREARM
	If(LeftRight == 2 )
	SetNodeScale(akActor,NINODE_RIGHT_Forearm, 0)
	else
	SetNodeScale(akActor,NINODE_LEFT_Forearm, 0)
	endif
	elseif(morphType == 6)
	 ;UPPERARM
	If(LeftRight == 2 )
	SetNodeScale(akActor,NINODE_RIGHT_Upperarm, 0)
	else
	SetNodeScale(akActor,NINODE_LEFT_Upperarm, 0)
	endif
	Endif


	NiOverride.UpdateModelWeight(akActor)

EndFunction



Function RemoveNodeTransforms(Actor akActor, bool isFemale, string nodeName)
	NiOverride.RemoveNodeTransformScale(akActor, false, isFemale, nodeName, SLT_KEY)
	NiOverride.RemoveNodeTransformScale(akActor, true, isFemale, nodeName, SLT_KEY)

EndFunction

Function SetNodeScale(Actor akActor, string nodeName, float value)
	bool isFemale = false
	if(akActor.GetActorBase().GetSex() == 1)
	isFemale = true
	endif

	If value != 1.0
		NiOverride.AddNodeTransformScale(akActor, false, isFemale, nodeName, SLT_KEY, value)
		NiOverride.AddNodeTransformScale(akActor, true, isFemale, nodeName, SLT_KEY, value)
	Else
		NiOverride.RemoveNodeTransformScale(akActor, false, isFemale, nodeName, SLT_KEY)
		NiOverride.RemoveNodeTransformScale(akActor, true, isFemale, nodeName, SLT_KEY)
	Endif
	NiOverride.UpdateNodeTransform(akActor, false, isFemale, nodeName)
	NiOverride.UpdateNodeTransform(akActor, true, isFemale, nodeName)
EndFunction

float Function GetNodeScale(Actor akActor, bool isFemale, string nodeName)
	return NiOverride.GetNodeTransformScale(akActor, false, isFemale, nodeName, SLT_KEY)
EndFunction

 

 

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).

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17 minutes 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 84.15 MB · 0 downloads

 

Btw, I noticed that in the CBBE catsuit paragraph, long gloves are missing.
Are they built in another way?

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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 :) 

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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.

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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 FACILITYmod 🤪, 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!

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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

DDArchive.png.5e032f1278a17d67c1dd6c8e6b8e0b09.png

 

 

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. 🙂

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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

Link to post
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

DDArchive.png.5e032f1278a17d67c1dd6c8e6b8e0b09.png

 

 

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 🙂

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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

DDArchive.png.5e032f1278a17d67c1dd6c8e6b8e0b09.png

 

 

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. 🦝

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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:)

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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... :D

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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... :D

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 :) 

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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.

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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

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@Kimy, I made a new version of the UUNP harness, which gives a bit more room to the belly.

 

Spoiler

Original

1279126189_ElderScrollsVSkyrimScreenshot2021_01.23-10_59_11_02.png.aa6938c2a4d619b877070ab744ce9188.png

 

Mine

1657048524_ElderScrollsVSkyrimScreenshot2021_01.23-11_05_49_28.png.84a06d67969b2a278971ee3f383704da.png

 

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

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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.

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