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Devious Devices Framework Development/Beta


Kimy

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Posted
13 hours ago, naaitsab said:

Would there be intrest in a red and white set? It's the belt, bra, collar, cuffs and posture collar. I think it fits in rather well with the red ebonite stuff. Not sure about the white as that is quite tricky to get right without destroying all details.

Absolutely. Black would be nice as well.

Posted

@Kimy Here is the set. Not really keen on the black as it's a bit hard to see details on the belt. So I'll let you decide. I like the style of the Cursed Loot black items a lot more. 

The files can be used with the textureset from the 'silver' items. zadx_chastitybelt_silverTS, zadx_chastitybra_silverTS, zadx_cuffs_silverTS and zadx_collar_silverTS. Just copy them, rename and change the 'Diffuse' one to the supplied textures.

 

Source files are added if anyone else wants to tinker with them. Especially the black might need some TLC to get working. 

 

DD padded retex.7z

Posted
46 minutes ago, naaitsab said:

@Kimy Here is the set. Not really keen on the black as it's a bit hard to see details on the belt. So I'll let you decide. I like the style of the Cursed Loot black items a lot more. 

The files can be used with the textureset from the 'silver' items. zadx_chastitybelt_silverTS, zadx_chastitybra_silverTS, zadx_cuffs_silverTS and zadx_collar_silverTS. Just copy them, rename and change the 'Diffuse' one to the supplied textures.

 

Source files are added if anyone else wants to tinker with them. Especially the black might need some TLC to get working. 

 

DD padded retex.7z 5.24 MB · 1 download

Lovely, your black/white/silver-red posture collar, cuffs etc from CD is the main reason I still run this mod.

Posted

Hello, I am using the 5.2 Beta and seem to have one issue Everything else seems to be fine. 
-not sure if this is right place to ask either. 
I tried building in bodyslide but this one thing seems to be missing parts of me legs. 

(im probably doing something wrong) 

SkyrimSE_wuKGiaT7sc.png

Posted
1 hour ago, kaiteyc said:

Hello, I am using the 5.2 Beta and seem to have one issue Everything else seems to be fine. 
-not sure if this is right place to ask either. 
I tried building in bodyslide but this one thing seems to be missing parts of me legs. 

(im probably doing something wrong) 

SkyrimSE_wuKGiaT7sc.png

 

I've seen this, or not as the case may be, in 5.1 as well

Posted
3 hours ago, kaiteyc said:

Hello, I am using the 5.2 Beta and seem to have one issue Everything else seems to be fine. 
-not sure if this is right place to ask either. 
I tried building in bodyslide but this one thing seems to be missing parts of me legs. 

(im probably doing something wrong) 

SkyrimSE_wuKGiaT7sc.png

Idk what version that is on, but probably (from my experience, though I might be wrong) the .nif files have the body slot "Calves" in the BDismemberSkinInstance, which results in... well.....that. In Oldrim, it works fine, but not in SSE, u gotta remove Calves body slot from .nif, as well as from .esp. Maybe..... no guarantee.

Posted

Is there a post or some easy to find location that gives links to the latest DD beta and the related bodyslides for different bodies?

 

Would be nice if it was on the main download page in a collapsed section, or a sticky post at least... If it is, I missed it. Seems like the only way now is just to go through comments page by page.

 

thanks.

Posted
3 hours ago, R34x said:

Is there a post or some easy to find location that gives links to the latest DD beta and the related bodyslides for different bodies?

 

Would be nice if it was on the main download page in a collapsed section, or a sticky post at least... If it is, I missed it. Seems like the only way now is just to go through comments page by page.

 

thanks.

I agree. What I usually do is search for posts from Kimmy and then slowly wade through until I find the link to the SSE versions.

Posted (edited)

@Kimy There's a change in the Pee and Fart modification to the "zadBeltScript.psc" library it's in the download for that mod. The modification was done to an older version series for Devious Devices. I was wondering whether that alteration can be merged into (or made to) an upcoming official, release if @trognog gives permission for it to be included. Specifically the alterations revolve around answering the call of nature, while wearing a chastity belt from DD.

 

Is it possible please for this to be done?

Edited by Leoosp
Posted (edited)

Bug report for devious contraptions: after contraption sex scenes (which, at the moment, only the "Punishment Pillory" (Zadc_pillory2) has), the user of the contraption is not locked back into it, but ends up in an invalid state where they are free to move and act, but pressing the interact button (E) still brings up the contraption menu, for which they still count as locked into it. This is likely because the sex scenes run via Sexlab, which restores player controls on scene end. The relevant code for handling stuff after contraption scenes end is in zadcFurnitureScript.psc, in the Event OnSexEnd() function. There's a call to EvaluatePackage(), but this isn't enough to restore the "locked" state It looks like the intent is to lock the user back in, so the easiest idea would be to just call LockActor(), but this has the nasty side effect of resetting a bunch of timers, possibly leading to players getting locked into contraptions indefinitely as PasserbyAction resets their release timers. A better fix would be to just disable controls again and add the appropriate package (new code in green):
 

Spoiler

Event OnSexEnd(string eventName, string argString, float argNum, form sender)
    sslThreadController SLcontroller = libs.SexLab.HookController(argString)
    Actor[] actors = SLcontroller.Positions
    int numactors = actors.Length
    int i = 0
    Bool Userfound = false
    ; let's check if one participant is the player
    While i < numactors
        If actors == User
            Userfound = true
        Endif
        i += 1
    EndWhile
    ; don't process scenes not involving the user
    if !Userfound
        return
    endif
    LastPasserbyEventAt = Utility.GetCurrentGameTime()
    UnRegisterForModEvent("AnimationEnd")

    ; Put the contraption user back in the state they were in before the sex scene.
    User.SetPosition(FPosX, FPosY, FPosZ)
    User.SetAngle(FAngleX, FAngleY, FAngleZ)

    User.SetDoingFavor(False)
    If User == libs.PlayerRef
        Game.SetPlayerAIDriven()
        Game.DisablePlayerControls(abMovement = true, abFighting = true, abSneaking = true, abMenu = true,    abActivate = false, abCamSwitch = false, abLooking = false, abJournalTabs = true)
        Game.ForceThirdPerson()
        Game.SetCameraTarget(libs.PlayerRef)
    Else
        User.SetDontMove(True)
        User.SetRestrained(True)
        User.SetHeadTracking(False)
    EndIf
    ActorUtil.AddPackageOverride(user, PickRandomPose(), 99)

    User.EvaluatePackage()

    CheckSelfBondageRelease()
EndEvent

 

Quick testing seems to produce the intended behaviour, locking the user back into the device (player or NPC, tested both). While testing, I actually found another much more minor bug: if PasserbyAction happens to an NPC in a device, the message still says "X is going to take advantage of you...". The fix is trivial, just change the PasserbyAction function:

 

Spoiler

Bool Function PasserbyAction()
    ; right now, just sex scenes are supported, but could also hook in random spanking here.
    If !AllowPasserbyAction || !User.Is3DLoaded() || User.GetParentCell() != Libs.PlayerRef.GetParentCell() || clib.IsAnimating(user)
        return false
    EndIf
    If ((Utility.GetCurrentGameTime() - LastPasserbyEventAt) * 24) < PasserbyCooldown
        return false
    EndIf
    if SexAnimations.Length == 0 || !clib.GetIsFemale(User)
        ; this device has no valid scenes, or the user isn't female
        return false
    EndIf
    If user.WornHasKeyword(libs.zad_DeviousBelt)
        ;respect belts
        return false
    EndIf
    Actor currenttest = Game.FindRandomActorFromRef(user, 1000.0)
    if currenttest && libs.ValidForInteraction(currenttest, genderreq = -1, creatureok = false, animalok = false, beastreaceok = true, elderok = false, guardok = true)
        libs.notify(currenttest.GetLeveledActorBase().GetName() + " is going to take advantage of you...")

        If currenttest == Libs.PlayerRef
            libs.notify(currenttest.GetLeveledActorBase().GetName() + " is going to take advantage of you...")
        Else
            libs.notify(currenttest.GetLeveledActorBase().GetName() + " is going to take advantage of " + User.GetLeveledActorBase().GetName() + ".")
        EndIf

        SexScene(currenttest)
        return true
    EndIf
    return false
EndFunction

 

Edited by Frayed
Posted (edited)

I also have a feature request for Contraptions: would it be possible to disable the interact key somehow? I want to have scenes (both creation kit ones or SL) involving contraptions, but currently you can always interact with contraptions, even while in dialogue or in a scene where all other controls are locked. Having the player able to release themselves mid-scene is a bit of a bother, and it also prevents me from using messageboxes since every time you close one with the activate key it pops up the device escape menu.

 

We could prevent activation by adding an extra requirement in the OnKeyDown() event in zadcFurnitureScript.psc:

 

Spoiler

bool canActivate = true ; If false, prevent interact key opening up the device menu. Set false only for scripted events and remember to re-enable, or player will get stuck in device permanently!

 

Event OnKeyDown(Int KeyCode)
    If (KeyCode == Input.GetMappedKey("Activate", 0) && canActivate)
        self.Activate(libs.PlayerRef)
    Endif
EndEvent

 

Function SetCanOpenDeviceMenu(bool canOpen = true)
    canActivate = canOpen
EndFunction

 

Obviously this is a little bit dangerous, since setting this flag to false will break device functionality until it is set back to true. Alternatively, you could only allow it to be set to false for specific periods of time by registering events that set it back to true after a while every time you set it to false. But I think that would be very inconvenient. Perhaps someone can think of a better (safer?) solution?

 

Edit: Can't get this to work anyway, since I can't figure out how to get a reference to the script of the actual device from elsewhere. I seem to only get copies of the script, since anything I change about the copy I have isn't reflected in the devices' behaviour. I'll give it another try later and update this post if I find something that works.

 

2nd Edit: Took a bit more time and managed to get this working. Indeed all I was missing was how to get a reference to the actual device's script: this turned out to be possible by making a property with the script as the type i.e. "zadcFurnitureScript" and pointing it to an existing device as you would with a regular ObjectReference. I'm currently using this in a quest mod I'm making (it's almost done!) and it seems to be working nicely, Given that setting this up correctly takes a bit of papyrus and CK knowledge, it's not too likely to happen accidentally so I think it could be safe to add for mod authors to use.

Edited by Frayed
Posted

The Ropes seems to also be doing the same "no calves" thing that the transparent boots also have going on. (i posted a few posts up)

 

The Wrists also are missing. + the hands are a black texture..

 

 

ScreenShot3.png

ScreenShot4.png

Posted
8 hours ago, kaiteyc said:

The Ropes seems to also be doing the same "no calves" thing that the transparent boots also have going on. (i posted a few posts up)

 

The Wrists also are missing. + the hands are a black texture..

 

 

Are you using some kind of custom feet and hands like for the nail polish? Or something different than the officially supported bodies?

Posted
2 hours ago, naaitsab said:

Are you using some kind of custom feet and hands like for the nail polish? Or something different than the officially supported bodies?

Its just a Racemenu overlay for CBBE for the polish. I dont know how these things work, I will check if thats the problem.

  • 2 weeks later...
Posted
On 2/7/2022 at 5:51 PM, special said:

@Kimy

Not sure if this has been mentioned or not, are you devs aware of the physics issues with any of the chain based items such as fetters or prisoner chains etc?

When using SMP or Faster SMP the chains kinda hang correctly but only some parts are in place and others kinda float in mid-air.

They worked perfectly on LE HDT so I am just assuming this is an SSE SMP conversion issue?

I had the same problem with 5.1 and now in 5.2 Beta including the DCL versions of chains too.  The DD 5.2 chains work better than DCL 9.0 but I am aware DCL hasn't been worked on yet until DD 5.2 is released.

I've tried both CBBE and CBBE 3BA, same issue with both bodyslides but I know this is the physics side of things not the bodyslides.  I thought it was worth trying both regardless.

PS, loving the new box binder restraints ?

 

So in the case of the fetter, they dangle kinda correctly but as you can see, are not intact as some chain links have 'fallen away'.
Fetters.png

 

The full body prison chains also do very similar things

This happens for me with faster smp only

Posted
19 hours ago, no_way said:

This happens for me with faster smp only

 

On 2/8/2022 at 6:04 AM, zarantha said:

Yes, this is an SE only issue, and a limitation of HDT SMP

 

The ankle chains should connect better if you save the game, exit the game completely, then load your save. You'll need to do that every time the ankle chains are equipped.

 

Prisoner chains should be in approximately the right places, but they will not be connected. wrist chains mostly just hang there. If the prisoner chains bother you, i'd recommend building the alternate mesh that doesn't use SMP in bodyslide (the nohdt version).

 

Posted

Hi Kimy,

 

Not sure if I reported this before or not, but I think I found a solution to the (un)Tighten function in zadEquipScript sometimes failing to equip the second device on the player. All I did was add a short wait command before the lock call and now it seems to be working reliably (I've tested it with a bunch of custom made devices).

 

    if LinkedDeviceEquipOnUntighten.HasKeyword(libs.zad_InventoryDevice)
        utility.wait(0.5)
        libs.LockDevice(akActor, LinkedDeviceEquipOnUntighten)        
    EndIf

 

Posted

So It seems the (missing calves thing) ONLY happens on CBBE SE. 
-same items tested on 3ba/uunp/cbbe 
-only had issues on regular cbbe se. 

Posted
On 4/22/2022 at 9:54 AM, Zaflis said:

 

 

No I mean literally with "Faster" HDT SMP, they look fine for me with regular HDT SMP

 

Posted
19 hours ago, kaiteyc said:

So It seems the (missing calves thing) ONLY happens on CBBE SE. 
-same items tested on 3ba/uunp/cbbe 
-only had issues on regular cbbe se. 

Maybe it's the bodyslide files from DCL that do that.

You could try and build DD5 devices after building any DCL devices.

On my game with DD5 and DCL9 and UUNP that helped with catsuits which had gaps in combination with DD5 boots if DCL BS sliders were used last.

Posted

I recently noticed, that the DD Expansion.esm (beta 4.0) is missing the Inventory references for the Transparent Restrictive Chastity Corset (open as well as closed). Don't know if that's intentional or not.

Posted

Heyho,

 

I've created a small patch for the CC-Survival Mode, so some DD items provide warmth.

TBH, I didn't put too much effort in this, it's just the keyword for a bit warmth for all items that cover larger parts of the body (long gloves, boots, suits, dresses, straitjackets)

Positive thing: the SurvivalMode plugin isn't even needed, as that keyword is provided by the Update.esm 

 

As a request, maybe something like that (with a bit more thought in the best case) could be included into the next release? As that probably supports the AE version, maybe some people will play with the CC-SurvivalMode?

 

DD-ccSurvivalPlugin-Patch.esp

Posted

By the way, a question: There is this SLAL pack by Billyy, (link below) which gets updated on a regular basis and included several new DD animations from time to time. (There are draugurs on the preview picture but they have human animations there too)

 

Now, I noticed some of the existing DD animations come from Billyy, and they are very good, so my question is, assuming his permission to use his animations still stands, would it be possible to add his DD animations to the DD filter in the next versions? (i.e: add anything up to the present now, and maybe add tiny patches to include any new ones whenever they get released)

 

Thanks! 

Posted

Having a small issue with 5.2 and 3BA. 

The catsuit is NOT shiny? I downloaded the 3ba sliders pack, and built the meshes and everything, but its super flat. (if I rebuild the Regular version it shines just fine) 
Not sure what Im missing. 

Posted (edited)

Here is a log of several attempts to get a proper animation with the player wearing a belt (unremovable, the timed belt of DCL) and a yoke, and the other character is a female that has no DD on her.

Result is getting a wrong, unbound, male animation (camilla gets a strapon), then it bugs for a moment, then it jumps to zap-yoke-kissing (and the strapon disappears).

 

These animations are the result of a failed attempt to ask Camilla to help remove the yoke (in DCL)

 

The issue with animations bouncing from improper male to proper female exists also after the yoke gets removed and we attempt to proceed for lesbian sex with the belt still on, but that part is not in that log and I can't find it... Oddly enough in that case, in the second consequental time (DCL "thanks" for yoke removal is 3 consequential animation), I get a random animation (could even be a BJ with the player being the one blown), and it gets stuck forever on the first stage

 

Papyrus.0.log

 

 

EDIT:

adding a log of the other case: successful removal - first scene alright, second scene totally botched:

Papyrus.0.log

Edited by thedarkone1234

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