Hex Bolt Posted February 10, 2022 Posted February 10, 2022 Another request, not so simple: Realistic Sex With Plugs. If a woman is wearing a vaginal plug that just slips in and out (in DD terms, one that's non-locking, not inflatable, and not flagged as blockgeneric or quest), and she wants to have vaginal sex, wouldn't she just remove it and replace it afterwards? If DD were to check on sex start for vaginal or anal plugs that are valid to remove, temporarily unequip them, then reequip them on sex end, that seems realistic -- exactly what people would do in real life. 7
DonQuiWho Posted February 10, 2022 Posted February 10, 2022 5 minutes ago, HexBolt8 said: Another request, not so simple: Realistic Sex With Plugs. If a woman is wearing a vaginal plug that just slips in and out (in DD terms, one that's non-locking, not inflatable, and not flagged as blockgeneric or quest), and she wants to have vaginal sex, wouldn't she just remove it and replace it afterwards? If DD were to check on sex start for vaginal or anal plugs that are valid to remove, temporarily unequip them, then reequip them on sex end, that seems realistic -- exactly what people would do in real life. On a more backward note, I had always wondered what people meant when they told politicians, after some particularly assinine performance, to 'shove it up your arse'. Thanks for the enlightenment ...
Taki17 Posted February 10, 2022 Posted February 10, 2022 7 hours ago, HexBolt8 said: If DD were to check on sex start for vaginal or anal plugs that are valid to remove I agree with this, however the plug(s) should only be removed if no other valid animations are found. If character is wearing a butt plug, but nothing else, there are plenty of vaginal animations available, butt plug stays in, and vice versa. If character is plugged in both holes, one or both plugs are removed for the duration of the sex scene.
Hex Bolt Posted February 10, 2022 Posted February 10, 2022 (edited) 9 hours ago, Taki17 said: I agree with this, however the plug(s) should only be removed if no other valid animations are found. If character is wearing a butt plug, but nothing else, there are plenty of vaginal animations available, butt plug stays in, and vice versa. If character is plugged in both holes, one or both plugs are removed for the duration of the sex scene. I understand what you're saying, and perhaps both approaches could be accommodated with a configuration setting, but there are times when a specific animation is called for. In various romance or prostitution mods, the player might agree to a specific sex act, or an NPC might request or demand a certain act. A plug that's free to slip out really should do so; one of the participants would remove it. Prior to DD 5, it was weird to see a guy banging away at an orifice with a plug protruding from it. Ouch! DD 5 solved that with the animation filter, but in doing so it excludes some sex acts that realistically should be okay, and they would be valid if non-locking non-blocking plugs were removed and replaced, just as people would do in real life. The filter's purpose is just to place reasonable limits on what sex actors can do based on equipped items. It already has to do checking at the start of sex, so temporary plug removal would fit in. Most plugs don't lock, aren't inflatable, and aren't blocking, so there are many situations where this change would allow an intended sex act to proceed naturally, without compromising the filter. I did a quick mock-up, and it wasn't much code. Anyway, it's my hope that @Kimy will decide that the change is worthwhile. Edited February 10, 2022 by HexBolt8 3
paparebbe Posted February 11, 2022 Posted February 11, 2022 On 2/10/2022 at 6:14 AM, HexBolt8 said: Another request, not so simple: Realistic Sex With Plugs. If a woman is wearing a vaginal plug that just slips in and out (in DD terms, one that's non-locking, not inflatable, and not flagged as blockgeneric or quest), and she wants to have vaginal sex, wouldn't she just remove it and replace it afterwards? If DD were to check on sex start for vaginal or anal plugs that are valid to remove, temporarily unequip them, then reequip them on sex end, that seems realistic -- exactly what people would do in real life. IMO what would be even hotter - is tunnel plug. Being plugged and still having ability to be fucked sounds amazingly kinky. But I tried modeling it and, at least for CBBE there’s no good approach to do that since there’s no anal/vaginal bones and no way to enlarge the openings and, well, there are no inner parts modeled either. So best that can be done is filling the plug’s orifice with shallow inverted black/dark red cone, and that just looks bad. 1
naaitsab Posted February 11, 2022 Posted February 11, 2022 As much as I like more "realism" the animation filter currently already takes quite some processing time as the papyrus engine is not that great. So adding more things to check/do will make this latency even higher. Or this could also be a SL issue, don't know the filter well enough to be certain.
S.MayLeR Posted February 11, 2022 Posted February 11, 2022 This problem is related to the previous beta version (it seems that the problem was not fixed in the new version). You can notice the clipping of the eyepiece of the gas mask, especially the left one (if you look at the character, and not from his / her face). https://imgur.com/LWAAGus https://imgur.com/JPVVZkm https://imgur.com/RlXhyD9
zarantha Posted February 14, 2022 Posted February 14, 2022 @Kimy Pretty sure this has been reported before, but can't find it. Elbow shackles use the wrong animation when hands/weapons are unsheathed. With hands sheathed, they use the elbow shackle animation when walking/running/sneaking When hands are unsheathed, they use the yoke animation when walking/running/sneaking When attempting to remove them, the text calls them a yoke. Also can't easily remove them when the lock is manipulated. xx0530C2 - zadx_elbowshacklesCollar_Rendered xx053626 - zadx_elbowshacklesHook_Rendered xx05362A - zadx_elbowshackles_Rendered
thedarkone1234 Posted February 28, 2022 Posted February 28, 2022 (edited) Got distracted for a couple of weeks, so just verifying: The beta testing didn't move on to another thread I cannot find, right? Is it just a coincidentlly silent time? Don't get me wrong, I don't mind waiting at all (At such times I just hope everyone here lives in a place that is safe.). Just making sure I am not missing something. Edited February 28, 2022 by thedarkone1234
Kimy Posted February 28, 2022 Author Posted February 28, 2022 I caught a bug a couple weeks back (not THAT bug), so I was out for a bit. Development has not moved anywhere else. 5
Gräfin Zeppelin Posted March 1, 2022 Posted March 1, 2022 6 hours ago, Kimy said: I caught a bug a couple weeks back (not THAT bug), so I was out for a bit. Development has not moved anywhere else. Rockjoint ? 4
Zaflis Posted March 6, 2022 Posted March 6, 2022 Interesting, i can confirm that CBBE does have armbinder in Bodyslide but UNP does not, DD 5.1 LE version i checked https://www.loverslab.com/topic/157168-devious-devices-le-51-2021-01-19/page/49/#comment-3690247 1
circuit Posted March 10, 2022 Posted March 10, 2022 Just randomly wondering... I thought I remember way back that it was stated that there'd be new furniture with the next release, too. Has there been any movement on that? Anything to tease?
hungvipbcsok Posted March 12, 2022 Posted March 12, 2022 Hi @Kimy. So yesterday I update DD to 5.2 beta 4 and when I look at the FOMOD one thing appear in my mind. Is it possible to have both bunny hopping movement and walking movement at the same time, with something like Dynamic Animation Replacer. I always found it a little awkward when moving fast with walking animation and moving slow with bunnyhop.
naaitsab Posted March 12, 2022 Posted March 12, 2022 As the current BS supports proper catsuit wearing with deices. Like the Restrictive set (collar, corset and boots). I was wondering how this could be implemented with the device hider option. As out of the box this nice addon is nullified. As it just filters on slot 31 it does not check what is worn on 31. And multiple devices seem to be using the suit keyword you can't filter for only catsuits. So my idea would be to add a new keyword. Something like zad_NoHideCorset and zad_NoHideBelt which you can add to the rendered armor instance of a catsuit Then in the function SetDefaultSlotMasks on the devices underneath script it could check if the device is slot 31 and if there is a keyword. As this mainly goes for catsuit + belt and catsuit + corset it would involve just 2 checks: HideEquipment(32, 58) ; When slot 32 is equipped, hide slot 58 (Corsets). HideEquipment(32, 49) ; When slot 32 is equipped, hide slot 49 (Belts). If the keyword zad_NoHideCorset is present on slot 58 it should not hide the device in 58. Same goes for 49 and the belt. From what I recall the @UnEvenSteven could not get the bra working on top of the catsuit (thanks for trying) so atm it would be just these 2 compatible devices. Unless somebody knows a trick to get the bra working by dynamicly shrinking the boob section of the mesh. Which afaik is only possible on a body? Example of what I'm referring to: 2
Code Serpent Posted March 13, 2022 Posted March 13, 2022 Question on suits: since version 5, are all suits intended to work like chastity belts without the Allow_Vaginal and Allow_Anal keywords?
ihatemykite Posted March 13, 2022 Posted March 13, 2022 (edited) Hello @Kimy If you are interested, I have found a way to fix 2 prevailing bugs from zadEquipScript which can be fixed with simple one liners. Equipping device makes actor to close their mouth (which is most noticeable if they are gagged). Solution is to add check that the QueueNiNodeUpdate is only called if inventory menu is opened #line 230 if akActor == libs.PlayerRef && !akActor.IsOnMount() && UI.IsMenuOpen("InventoryMenu") akActor.QueueNiNodeUpdate() ... Equipping device after actor have already device which use BoundEffect will cause to apply BoundEffect. Even if the device doesn't change animation in anyway. This makes current idle state of actor to reset (most noticeable when actor have armbinder -> having new device locked on makes the bound arm to get reset to default, removing them from armbinder). Solution is to add check so ApplyBoundEffect is only called on devices which are relevant for BoundEffect #line ~253 if deviceRendered.HasKeyword(libs.zad_DeviousHeavyBondage) || deviceRendered.HasKeyword(libs.zad_DeviousHobbleSkirt) ||deviceRendered.HasKeyword(libs.zad_DeviousPonyGear) libs.StartBoundEffects(akActor) EndIf I have tested both of these changes, and they work as intended. Here is the modified script and also the compiled script DD - equipscript patch.zip. As reference version, I used Beta 4. Edited March 13, 2022 by ihatemykite Formating 5
UnEvenSteven Posted March 13, 2022 Posted March 13, 2022 (edited) 22 hours ago, Code Serpent said: Question on suits: since version 5, are all suits intended to work like chastity belts without the Allow_Vaginal and Allow_Anal keywords? Simply put, yes. If there's any device that's considered a suit, basically any device using Slot-32, but looks like it should allow for penetrative sex then they'll need "permit_vaginal" and "permit_anal" keywords. Perfect examples of devices that are considered suits but should allow for sex are the regular Straitjacket, Pet Suit and the new Boxbinder Outfit. I'm not sure about Catsuits, though. Hobble dresses should be blocking sex for obvious reasons. Edited March 13, 2022 by UnEvenSteven
hungvipbcsok Posted March 17, 2022 Posted March 17, 2022 (edited) So the palm of this suit is missing. I think something combo with the suit make the result like this. This is on LE. ScreenShot11.bmp Edited March 17, 2022 by hungvipbcsok
Gameplayer Posted March 21, 2022 Posted March 21, 2022 (edited) On 3/6/2022 at 1:29 PM, Zaflis said: Interesting, i can confirm that CBBE does have armbinder in Bodyslide but UNP does not, DD 5.1 LE version i checked https://www.loverslab.com/topic/157168-devious-devices-le-51-2021-01-19/page/49/#comment-3690247 I never made an Armbinder for UUNP bodyslide and no one else did either. It simply does not exist at this time. Edited March 21, 2022 by Gameplayer
zarantha Posted March 21, 2022 Posted March 21, 2022 5 hours ago, Gameplayer said: I never made an Armbinder for UUNP bodyslide and no one else did either. It simply does not exist at this time. I made one a while back for SE. I don't recall anyone complaining more than usual about them, so I assume they work decently, but I don't use UNP. And looks like elbowbinders are in 5.2, so probably all that's needed out of here would be the armbinders. I haven't touched these in about a year, other than changing the group to not conflict with the DD UNP group just now. If you want to convert to LE and use it as a base to add into the rest of the bodyslides, here you go: DD UUNP Binders (SE).7z 3
thedarkone1234 Posted March 21, 2022 Posted March 21, 2022 Now I am really confused, because I never ever used CBBE and never chose it in the FOMOD, but I always had perfectly fine armbinders and elbow binders. So if they don't exist in UUNP (on LE), where did they come from?
zarantha Posted March 22, 2022 Posted March 22, 2022 23 minutes ago, thedarkone1234 said: Now I am really confused, because I never ever used CBBE and never chose it in the FOMOD, but I always had perfectly fine armbinders and elbow binders. So if they don't exist in UUNP (on LE), where did they come from? They're just basic nifs that are already included - kinda like the masks and other head gear and other devices that aren't in bodyslide. There's no morphing for the bodyshape with the basic nif. As long as you don't have really extreme arms, shoulders, or chest width/depth, it's not really a problem. They just don't fit as closely as they can for all body shapes. I believe the subject was originally brought up in the LE thread because it looked 'loose'.
Zaflis Posted March 22, 2022 Posted March 22, 2022 (edited) If we put priorities right, LE's main body should be UUNP and SE's CBBE. Whatever you do, you always have to convert armors when making SE version, because the CBBE in there is different and much higher quality than CBBE on LE. SE's UUNP doesn't compare at all. But same can be said otherwise, CBBE for LE is ugly with sharp edges in places that UUNP was specifically made to correct. Even standard HDT-SMP body was made for CBBE SE and i don't even know if conversion for UUNP exists... though probably. Edited March 22, 2022 by Zaflis 2
t.ara Posted March 22, 2022 Posted March 22, 2022 (edited) On 1/27/2022 at 3:35 PM, naaitsab said: I think the mounted thing has been mentioned before. It seems to trigger when its furniture not only on a horse. For the bed, are you using "Another Sleep Mod"? That mod does a lot of funny things to force the player in the bed. As in vanilla it's not possible so needs a few things to pull of. If you disable your sleepmod does it also happen? For having the characters all (like NPCs do) have a real time sleep, you need no word of code-and no tricks like "a mod". You can do that simply by modifying the bed-furniture by adding a "sit-place" to the existing "sleep-place(s) of a bed and make the sit-in-place the first one. In that case uses the gamer´s character the bed the same way like the npcs do, with the usual option of the gamer´s entry-dialogue for the bed. It ´s apart of that useful, to fake the sit-in with a hard to enter enty point, or to simply offer a real seat-place beside the bed or onto the bed. The only problem is perhaps the heigths, which can ´t sadly being seperatly being changed by using the seat ´s and all the node´s parameter of heigths, which has to do with the way of the overall behavior of skyrim ´s animation-system (it can ´t fit heights by using the furniture´s node´s parameters, individually), so you can only edit the x- an y- coordinates and the angle: 3.14 means a 360degree turn, 1.57 is about 180degrees. With this additional info you can add for example easily to every bed a chair (with it ´s own collision for best) and create a perfect bed with "real-sleep"-access and an additional chair, only-..by using NIFSCOPE !!! The new stuff can be copied and easily added to the game by using the Creation-Kit. p.s. it is very often, that I see modders going straight the more complexer ways, instead to do something, which is more game-friendly and more engine-friendly for that game, specially, if you play with the original-version, I mean: SKYRIM. Edited March 22, 2022 by t.ara
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