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Devious Devices Framework Development/Beta


Kimy

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Posted

Something that just came back to my mind:  Would it be possible to remove the skill/stamina penalties that corsets and chastity bras give you?  They're the only devices that do something like that, and it's always felt weird. 

It also clashes with other mods that try to add 'training' to gear, and handle that sort of thing in a more in-depth manner.

Posted

Devious Devices 5.2 Beta 2

 

I have merged the big patch contributed by UnevenSteven, as well as the Elbowbinder fix against that patch. I am still holding off merging other code-fixes and models, so we can get the bigger changes working first!

 

As usual, the DD beta is for Skyrim LE only. That being said, if players decide to port it to SE on their own, I will gladly listen to SE specific bug reports, as long as I can fix the issues in the LE code. Whatever I can fix in the LE codebase, the poor SE porters won't have to do later! :)

 

I still have some contributions in need of getting merged. If you sent me files for DD and miss them in the Beta 1 version: Don't panic! They will go in! :)

 

Install instructions:

 

1. UNINSTALL any prior version of DD. Do NOT just overwrite an older version of DD or the 5.2 Beta 1 version with 5.2 Beta 2!!!

2. Install DD 5.2 Beta 2using your favorite mod manager.

3. Have fun bug hunting!

 

Technically, a new game shouldn't be needed if upgrading from DD5.x, but I'd still appreciate if people would test DD 5.2 on a new and clean savegame, just to make sure.

 

Download link:

 

https://mega.nz/file/WEUwgTAa#J2J_urVW0VKCVUvAmPLXiT6Y-GeEWZNEuC7REi4gt0Y

Posted

Hi Kimy, Hi all,

 

Thanks much for beta-2! :)

 

Kicking things off with a minor issue (which might be a known issue or part of the yet to come code adjustments):

 

The new Boxbinder armors aren't yet included in the leveled lists for the restraints.

Posted

Starting with a followup on some bugs that persist from the previous version:

1. NPC who wear non-elbow armbinders have a pose that makes the arms clip through the armbinder (only for idle/walking animations. During sex it is ok).

2. Breast yokes on characters who have enlarged breasts via sliders have an odd clipping in the palms of the hands.

 

Now additionally I have two more new bugs (all of them for UUNP):

 

1. There is a minor clipping issue when wearing a catsuit and restrictive boots on the same time, in the back of the knees while walking (at least in UUNP batch build). That clipping doesn't happen when naked, so I would say the catsuit is just merely slightly too thick and thus clips there

Spoiler

1933972701_ElderScrollsVSkyrimScreenshot2021_11.19-12_31_28_25.png.2b42a82c239cf6c47cabb121ceb2faa3.png

(Yes, I know its tiny, but it appears in every step so its slightly disturbing. Still a great improvement from 5.1 catsuits, of course)

 

2. The old transparent catsuit exists along with the new transparent catsuit (both named "Transparent catsuit" but with different IDs). Maybe more variants have this issue. I didn't check so throughly. Anyway, the old variant clips like insane, as it always used to. Might wish to get rid of it

Spoiler

78578144_ElderScrollsVSkyrimScreenshot2021_11.19-12_32_41_97.png.9e76bc270c5f31bf9d30b8e2cc4c5b11.png

 

Now not a bug exactly, but the new catsuit gloves look a bit too... fat, I would call it? Also there is some odd patch of rubber which is not as smooth as the rest of the glove. Is it supposed to look like that?

Spoiler

845371787_ElderScrollsVSkyrimScreenshot2021_11.19-12_35_14_48.png.6c807dc8648dfb180d42573f332014c0.png

 

And the last thing: Tried to test the creature animation filter while wearing a yoke. The yoke disappeared properly, but then a human animation was chosen so the spirrigan was just standing there while the Player character was doing lesbian breastfeeding. I know the spirrigan is quite humanoid but I think nothing that is considered "creature" should get any human animations. Not certain the bug is on DD's side on this one, but thought I would report nonetheless.

 

Which reminds me I forgot to test creature filter with chastity belts. Will follow up on that later

Posted (edited)
On 10/25/2021 at 8:50 PM, Kimy said:

DDI_DebugFixDevices()

From where this function is called?  Even In DD 5.2 beta 2 MCM Debug option fix damaged DD items is remarked. Or this function still not ready for tests?

 

zadconfig.psc debug part:

Spoiler

    ElseIf page == "Debug"
        SetCursorFillMode(TOP_TO_BOTTOM)                                
        SetCursorPosition(1) ; Move cursor to top right position        
        AddHeaderOption("Message Visibility Settings")
        npcMessagesOID = AddToggleOption("Show NPC Messages", NpcMessages)
        playerMessagesOID = AddToggleOption("Show Player Messages", PlayerMessages)               
        logMessagesOID = AddToggleOption("Enable Debug Logging", LogMessages)        
        exportsettingsOID = AddTextOption("Export Settings", "EXPORT")        
        importsettingsOID = AddTextOption("Import settings", "IMPORT")
        RegisterDevicesOID = AddTextOption("Register Devices", "Do It!")
        ;debugFixDevicesOID = AddTextOption("Fix broken devices", "Do It!")
        debugSigTermOID = AddTextOption("Terminate DD quests", "Do It!")
    Endif   

 

Edited by Elsidia
Posted

The folder "Devious Devices\textures\Kziitd\" seems to be unused by any of the boxbinder assets. So should be safe to remove as the nifs point to Devious Devices\textures\devious\Kziitd

Posted

Alright. A followup on creature animation filter: if it is set to true and there is a chastity belt, there is still the bug of DDBeltedSolo rather than removing the belt just for the animation. If it is disabled, sex works without removing the items, as intended, but for some reason it rarely fucks up and switched to a DD animation (and sometimes even puts me in the male side of it, oddly enough). But it is inconsistent and I forgot to keep logs of it, so for now that minor part can be dropped. Still hoping that in the final version I can use the filter on and it won't break stuff with belts XD

 

In addition to that, just another minor oddity, the long catsuit glove variants also seem to have a wierd "fatness" in the palm area, or maybe the wrist is the problem... not sure. Judge from the picture.

Spoiler

754224846_ElderScrollsVSkyrimScreenshot2021_11.19-13_32_21_54.png.0afc81bc123ee37937932a0007df1235.png

 

I also want to commend how great the catsuits look though. I know you ask for bug reports but it feels wrong to just "complain" all the time, so I just felt I need to showcase how great things look now, even with the black variant which "existed before". It just reflects the light so well, and it also works well with blood textures on it. Here are some pics in different lightings to see how well it works

 

Inside lightning

Spoiler

1111647304_ElderScrollsVSkyrimScreenshot2021_11.19-13_24_46_94.png.82a7fd564aaa81ce2f9e175249ade4c2.png

 

Outside lighting

Spoiler

1366150650_ElderScrollsVSkyrimScreenshot2021_11.19-13_33_07_82.png.75ab48ea6cffd927b03a4391ff1ae142.png

 

Blood in dim light (might need to zoom in order to see how it can be seen even on the until areas of the suit)

Spoiler

621438397_ElderScrollsVSkyrimScreenshot2021_11.19-13_43_05_90.png.0a003d80bb278bc1c6cc26449949afb3.png

 

So if any developer/animator/designer or whatever these are called is feeling discouraged with all the minor issues people keep bringing up here, don't :)❤️ 

Posted
7 hours ago, Elsidia said:

From where this function is called?  Even In DD 5.2 beta 2 MCM Debug option fix damaged DD items is remarked. Or this function still not ready for tests?

 

zadconfig.psc debug part:

  Reveal hidden contents

 

 

The function doesn't work yet, so I had to disable it.

Posted
7 hours ago, thedarkone1234 said:

In addition to that, just another minor oddity, the long catsuit glove variants also seem to have a wierd "fatness" in the palm area, or maybe the wrist is the problem... not sure. Judge from the picture.

Yes, I complained about the wrists looking like you've broken them and wearing bandages back in June. If this goes into DD5.2 I'll stick with DD5.1

Posted
14 hours ago, thedarkone1234 said:

Now not a bug exactly, but the new catsuit gloves look a bit too... fat, I would call it? Also there is some odd patch of rubber which is not as smooth as the rest of the glove. Is it supposed to look like that?

  Reveal hidden contents

845371787_ElderScrollsVSkyrimScreenshot2021_11.19-12_35_14_48.png.6c807dc8648dfb180d42573f332014c0.png

 

 

5 hours ago, CaptainJ03 said:

Yes, I complained about the wrists looking like you've broken them and wearing bandages back in June. If this goes into DD5.2 I'll stick with DD5.1

 

 

They will not be going in to 5.2. 

 

Posted

Another followup I missed from my things about the previous beta. The bug of catsuit straightjacket not hiding gloves and rings is still up

Spoiler

761207053_ElderScrollsVSkyrimScreenshot2021_11.20-17_49_28_12.png.31ea1f1c289226ceb34124b85109b8b4.png

 

Also, not something new, it existed in 5.1 too, but when giving birth in Estrus Chaurus+, bodyslot items (hobble dresses and straight jackets) are removed from the character and not the inventory, resulting in a classic "broken item" situation. I raised that issue almost a year ago in the EC+ thread and they claimed it was a nostrip keyword missing on DD side. Might wish to look into it with them (or tell me if other people manage to give births while wearing the items without them getting stripped, in which case something else is causing a bug in my game...)

Posted
10 hours ago, thedarkone1234 said:

Another followup I missed from my things about the previous beta. The bug of catsuit straightjacket not hiding gloves and rings is still up

 

 

freakout.gif.15cb80e90c0fcbe33d1eb1b3c4d5f9d9.gif

 

 

ArmorAddon priority changes as of late are the cause and it's going to be a cluster-fuck to fix for Straitjacket Catsuits. Many devices will need their priorities changed to accommodate.

 

I might just have to edit the Framework .esms directly instead of Kimy trying to merge everything from a patch file.

Posted
16 hours ago, UnEvenSteven said:

I might just have to edit the Framework .esms directly instead of Kimy trying to merge everything from a patch file.

 

That's no problem, just give me a heads-up when you want to work on the ESMs and I will keep my fingers off them until you're done! :)

Posted
5 hours ago, Kimy said:

 

That's no problem, just give me a heads-up when you want to work on the ESMs and I will keep my fingers off them until you're done! :)

 

Hopefully as early as tomorrow or Tuesday I can start working on it. 

Posted (edited)

Would it be possible to add a keyword so you can block generic events triggering on items with that keyword? Especially for fully custom items this can be quite immersion breaking.

 

My proposal is to use the keyword: Zad_BlockGenericEvents

 

Code to check if the device has the block keyword: 

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, should not start if the keyword is found on the worn device.

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

 

Edited by naaitsab
Posted

Hi, I wonder if the box binder and box binder outfit should be both considered a "suit" (body slot). It appear to be that way in game, despite the non-outfit version visually occupy about the same space as the restrictive collar.

Posted
9 hours ago, naaitsab said:

Would it be possible to add a keyword so you can block generic events triggering on items with that keyword? Especially for fully custom items this can be quite immersion breaking.

 

My proposal is to use the keyword: Zad_BlockGenericEvents

 

Code to check if the device has the block keyword: 

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, should not start if the keyword is found on the worn device.

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

 

 

I can't see any downside from this. I will add it. :)

Posted

something i was wondering. with the cat suit gloves that were added in recently then taken out. is it possible to have the cuffs made to show up in fp view when the ebonite arm cuffs are equipped?

Posted

Update time,

  • Scrapped the Seamless Catsuit as it wouldn't work as intended.
  • The new Catsuit Boots are now a separate device and no longer replace the Catsuit "Socks"
  • Updated the Catsuit Gloves, they no longer have cuffs and now cover part of the forearms so no more invisible wrists when worn without a Catsuit
  • Removed the feet from the Boxbinder Outfit, similar issue with the failed Seamless Catsuit with parts disappearing
  • Added cuffs to the Restrictive Boots
  • Added the new Catsuit Boots, Collar-less Harnesses and Large Ball Gag variants to leveled lists.
  • Added Open variants of the Golden and Silver Chastity Belts because reasons. Added those to leveled lists, too
  • Updated various device descriptions
  • Carried over some changes to DD for Him and Beast Race Refits so those don't completely wreck all the changes I've made
  • Other changes I may have forgotten

 

The big thing with this update is a large ArmorAddon Priority overhaul. Quite a few devices have had their priorities changed to so other devices are either show over or hidden by other devices.

  • Long Boots (Restrictive Boots, Pony Boots and Catsuit Boots) now have a Priority of 20
  • Short Boots (Ballet Boots, Slave Ballet Heels, Catsuit Socks and Iron Ring Slave Boots) have a Priority of 10
  • All Gloves have a Priority of 10
  • Catsuits have a Priority of 5
  • Boxbinder Outfits have a Priority of 15
  • All Straitjacket variants except Catsuit versions have a Priority of 25
  • Catsuit Straitjackets have a Priority of 15
  • All Hobble Dresses have a Priority of 25
  • Other changes I may have forgotten

Mod authors that have their own ArmorAddon entries, mainly for custom textures or their own custom devices, need to pay close attention to these Priority changes. There were also some Biped Slot changes so you'll need to look at Framework devices to see the updated slot changes and update your mod accordingly.

 

MEGA LINK Don't use if you have not installed the 5.2 Beta.

 

Reminder that the DD Framework officially supports UUNP and CBBE BodySlide only and nothing else. For proper testing only use those body types. Don't even use presets intended for BHUNP or COS, only use presets specifically for UUNP or CBBE. Also don't use any mod that changes the XPMSE skeleton such as this mod.

Posted

Again time to follow with the previously reported bugs:

1. Gloves visible while wearing a catsuit jacket - FIXED :)

2. Catsuit gloves looking odd - FIXED :)

3. NPC who wear non-elbow armbinders have a pose that makes the arms clip through the armbinder (only for idle/walking animations. During sex it is ok) - still bugged :/

4. Breast yokes on characters who have enlarged breasts via sliders have an odd clipping in the palms of the hands - forgot to check (tbh)

5. Minor clipping between restrictive boots and catsuits in the area behind the knee while walking/running (uunp) - still bugged :/

6. Old transparent catsuit exists - forgot to check (tbh)

 

 

As for the animation filter - didn't test with creatures yet, but I did test humans and can tell that the boxbinder works fine and is treated like an armbinder, however it failed when my character was wearing the boxbinder and Lydia was wearing an armbinder (though all my human sex tests were via DCL solicitation so if DCL has its own filtering it might be why)

 

Also, not sure if it is new but extreme hobbleskirt + elbowbinder player and a free NPC fail to find animations quite consistently, even if the player has no belt or gag

 

Thanks for the update, here's a random picture after failing to get sex :P

Spoiler

615771834_ElderScrollsVSkyrimScreenshot2021_11.25-20_00_20_100.png.48c4102c5b656dcac65a856d8f19ad20.png

 

Posted (edited)
7 hours ago, thedarkone1234 said:

4. Breast yokes on characters who have enlarged breasts via sliders have an odd clipping in the palms of the hands - forgot to check (tbh)

5. Minor clipping between restrictive boots and catsuits in the area behind the knee while walking/running (uunp) - still bugged :/

6. Old transparent catsuit exists - forgot to check (tbh)

 

For 4 and 5 try the following patch, do not use if my most recent patch has not been installed.

AnotherPatch.7z

 

If there's still clipping with the boots and catsuit then please test a simpler bodyslide preset and also make sure the preset is specifically for UUNP. It's best to eliminate the possibility a non-UUNP preset doesn't work correctly when used with UUNP.

 

For 6, Kimy isn't in the habit of removing devices so the Zipsuit stays. If it is still named "Transparent Catsuit" in your game then you have not applied the patches correctly or you haven't started a new game. The Zipsuit has been called as such for a couple of updates now.

 

There's a very limited amount of animations for Elbowbinders and even less available for F+F. If your potential sex partner was female when your character was locked in a Hobble Dress and an Elbowbinder and not wearing a gag then I'm sorry to say there are no animations available for the that scenario. I mean there is an oral animation but your character would be sucking on a strap-on in that situation, it's just not set-up for that in the script. It should be noted that Hobble Dresses block vaginal and anal sex, for obvious reasons, so only oral sex would be allowed.

 

Edited by UnEvenSteven
Posted

Really liking these new edits recent tho I am just curious about 1 thing. the crotchless harness w/ the collar was suppose to replace the "Slave Harness"'s in game right? is this with the aid of the Crotchless Harness Test file that was uploaded a few pages ago or am I a complete dunce at this whole thing?

Posted
9 hours ago, UnEvenSteven said:

There's a very limited amount of animations for Elbowbinders and even less available for F+F. If your potential sex partner was female when your character was locked in a Hobble Dress and an Elbowbinder and not wearing a gag then I'm sorry to say there are no animations available for the that scenario. I mean there is an oral animation but your character would be sucking on a strap-on in that situation, it's just not set-up for that in the script. It should be noted that Hobble Dresses block vaginal and anal sex, for obvious reasons, so only oral sex would be allowed.

For that, I would think the animation filter should fall back to using a strapon animation, Though maybe that part is a DCL logic?

 

Gonna install your patch and test 4 and 5 and update. Any idea about 3 though?

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