serranna Posted July 8, 2022 Posted July 8, 2022 16 hours ago, ihatemykite said: Hello, I have updated the expression mod which I proposed. I have added only few things which were proposed here Differences are There are now also factions to modify large gags (large ball gag). They have the same numbering but instead of 8xx they are 9xx. So Aah phoneme faction will be xx000901. Numbering is the same as in simple gags, only instead of 8 is 9. Instead of using default values from scripts, the values are now stored in a property array. This array can be modified with xEdit to change gag expression globally for all actors and across all saves. Properties are on quest zadExpressionQuest under script zadexpressionlibs. DefaultGagExpression_Simple - property for simple (small) gags DefaultGagExpression_Large - property for large gags It can be updated safely from previous version. Download:Devious Expressions v2.zip Can this be used with any version of DD? Will it work with SE if I'm not using the beta conversion? I want to see how it looks but my slow computer makes it take way too long to install the beta. I also would rather not crash my game
thedarkone1234 Posted July 8, 2022 Posted July 8, 2022 On 7/7/2022 at 2:45 PM, ihatemykite said: All phonemes should now be disabled, even the basic ones. In case that you edit one and want to fall back to default value, you have to remove actor from the faction. Also, I also want to make an easier way of editing the expression than with console, but I that will take more work than the mod itself. Maybe it could be done as separate mod (like some kind of tool mod which you use, and you can uninstall it). Works amazingly! Thanks for the very fast development!
zarantha Posted July 9, 2022 Posted July 9, 2022 (edited) @Kimy After a rather long play tonight, I have two instances of NPCs losing their armor when getting trapped by Deviously Enchanted Chests. Was the DD bug you fixed for the equipment delete back in 5.1ish for the PC only? Or might this be a regression? I'm using the SE version of DD 5.2 beta 6. Or if you can confirm it's not DD, that's fine. I'm just thinking this whole thing sounds very familiar. Sorry for the huge log, I'll try replicating the issue again sometime this weekend if you need something smaller and more focused. Might try trimming the list down too, this is a huge list. The two NPCs affected are Recorder (who has custom armor) and Cerri Steelfist (who was wearing some modded armor I gave her). I don't think Recorder lost her stuff the second time after I consoled it back in after the first time. Edit: I did not lose any of my equipment. It was only the NPC's worn armor that disappeared. I think these should be the start of the two events: [07/08/2022 - 10:50:37PM] [Zad]: OnContainerChanged() [07/08/2022 - 11:44:08PM] [Zad]: OnContainerChanged() Papyrus.0.log Edited July 9, 2022 by zarantha
CaptainJ03 Posted July 9, 2022 Posted July 9, 2022 2 hours ago, zarantha said: Deviously Enchanted Chests Not part of Kimy's mods, that one is seperate mod that happily ignores your DD/DCL settings. I had it active for a while, but the annyoment factor was bigger than any gain I got from it.
belegost Posted July 9, 2022 Posted July 9, 2022 Technical question: I'm making a patch for custom non-Devious nipple jewelery but still would like it to not be removable without proper keys. What keyword is responsible for that?
naaitsab Posted July 9, 2022 Posted July 9, 2022 (edited) 2 hours ago, belegost said: Technical question: I'm making a patch for custom non-Devious nipple jewelery but still would like it to not be removable without proper keys. What keyword is responsible for that? Not really the place for this question but you just need to use the scripts and keywords of a standard DD nipple thing. Change the _rendered armoraddon to your own, modify the script attached to the _inventory to reflect your 2 new _inventory and _rendered and you should be good to go. My mod has some fully custom devices so I you need some reference material load either one in the CK and give it a look. For example the maids dress or the Spriggan parts. Edited July 9, 2022 by naaitsab 1
belegost Posted July 9, 2022 Posted July 9, 2022 (edited) 3 hours ago, naaitsab said: Not really the place for this question but you just need to use the scripts and keywords of a standard DD nipple thing. Change the _rendered armoraddon to your own, modify the script attached to the _inventory to reflect your 2 new _inventory and _rendered and you should be good to go. My mod has some fully custom devices so I you need some reference material load either one in the CK and give it a look. For example the maids dress or the Spriggan parts. I have no idea how to use scripts, last time I wrote any script was HELLO WORLD in BASIC over 30 years ago at school, and to this day I still have no idea how it actually works. I am able to add vibrating keywords on select pieces by adding DD as a master and a proper keyword which was easy to identify, but I don't know how to make them unequippable. I assumed there is a keyword for that which I was not able to identify by just looking at the records in xEdit. If it needs to actually be scripted by hand, then well... this is beyond my capabilities. Thank you nonetheless. Edited July 9, 2022 by belegost
serranna Posted July 9, 2022 Posted July 9, 2022 8 hours ago, zarantha said: @Kimy After a rather long play tonight, I have two instances of NPCs losing their armor when getting trapped by Deviously Enchanted Chests. Was the DD bug you fixed for the equipment delete back in 5.1ish for the PC only? Or might this be a regression? I'm using the SE version of DD 5.2 beta 6. Or if you can confirm it's not DD, that's fine. I'm just thinking this whole thing sounds very familiar. I've had this happen several times before, but I don't use Deviously Enchanted Chests. I never thought much of it because I just use the additemmenu mod to replace what was lost because it does not happen every time, just often enough to be annoying though. I never paid any attention to consider what mod may be doing it though. I'll have to keep an eye on that.
naaitsab Posted July 9, 2022 Posted July 9, 2022 15 minutes ago, belegost said: I have no idea how to use scripts, last time I wrote any script was HELLO WORLD in BASIC over 30 years ago at school, and to this day I still have no idea how it actually works. I am able to add vibrating keywords on select pieces by adding DD as a master and a proper keyword which was easy to identify, but I don't know how to make them unequippable. I assumed there is a keyword for that which I was not able to identify by just looking at the records in xEdit. If it needs to actually be scripted by hand, then well... this is beyond my capabilities. Thank you nonetheless. You only need to change the script's properties, not the script itself. Which with xEdit is a PIA so I highly suggest using the Creation Kit for this. I would even go as far as calling it mandatory if it's your first attempt at learning how DD works. It's far easier to see what it's going on than in xEdit when working with scripts/properties/scenes/dialogue.
zarantha Posted July 9, 2022 Posted July 9, 2022 7 hours ago, CaptainJ03 said: Not part of Kimy's mods, that one is seperate mod that happily ignores your DD/DCL settings. I had it active for a while, but the annyoment factor was bigger than any gain I got from it. Just to be clear I'm not using DCL this time (it's not installed), DEC is taking DCL's place here. Nor was it related to what was being equipped, so the settings didn't matter. This is not a conflict between DEC and DCL. I'm just concerned that worn items are disappearing during an event when I think DD should be handling the unequip armor / equip random devious item parts. If Serranna is seeing it too, that means it shouldn't matter *what* mod is triggering the event since she doesn't use DEC. But I can check with DCL too when I repro the issue if that makes everyone feel better.
Kimy Posted July 9, 2022 Author Posted July 9, 2022 10 hours ago, zarantha said: @Kimy After a rather long play tonight, I have two instances of NPCs losing their armor when getting trapped by Deviously Enchanted Chests. Was the DD bug you fixed for the equipment delete back in 5.1ish for the PC only? Or might this be a regression? I'm using the SE version of DD 5.2 beta 6. Or if you can confirm it's not DD, that's fine. I'm just thinking this whole thing sounds very familiar. Sorry for the huge log, I'll try replicating the issue again sometime this weekend if you need something smaller and more focused. Might try trimming the list down too, this is a huge list. The two NPCs affected are Recorder (who has custom armor) and Cerri Steelfist (who was wearing some modded armor I gave her). I don't think Recorder lost her stuff the second time after I consoled it back in after the first time. Edit: I did not lose any of my equipment. It was only the NPC's worn armor that disappeared. I think these should be the start of the two events: [07/08/2022 - 10:50:37PM] [Zad]: OnContainerChanged() [07/08/2022 - 11:44:08PM] [Zad]: OnContainerChanged() Papyrus.0.log 4.92 MB · 3 downloads The log doesn't show anything unusual. DD had an issue with NPC outfits getting removed and not properly restored a while back, which I believed fixed. I have no idea what DEC is doing. DEC is based on a really really old version of DCL, but as long as it makes calls to DD correctly, there shouldn't be a problem with it. I do not keep track of DEC development though, and I have never had that mod in my loadorder, so I can't say for sure.
thedarkone1234 Posted July 10, 2022 Posted July 10, 2022 (edited) On 7/7/2022 at 2:45 PM, ihatemykite said: All phonemes should now be disabled, even the basic ones. In case that you edit one and want to fall back to default value, you have to remove actor from the faction. Also, I also want to make an easier way of editing the expression than with console, but I that will take more work than the mod itself. Maybe it could be done as separate mod (like some kind of tool mod which you use, and you can uninstall it). Just another more through followup on that: Both the phenomenons and the expressions work perfectly. I disabled SLU+ open mouth and started some sex scenes to test if it also works with keeping the mouth gagged moaning during sex, and it does. There is one thing I am not sure if it's working properly or not, but I think getting vibed while gagged still doesn't affect the character's expression (I look into the character's eyes to try to determine that and I think I see no difference) The only other issue remaining is when an expression changes (like between stages during sex), during these changes, there is a second or two in which the mouth closes to fit the expression. It also happens if you test the expression via the sexlab MCM. I suspect it is merely the script not being fast enough to catch up with the expression-change as soon as it happens, but I still report it in case it is another thing that is fixable Edited July 10, 2022 by thedarkone1234
Morath Posted July 13, 2022 Posted July 13, 2022 Apologies in advance if this has been asked before, but I didn't find anything about it on the top page (which imo would be the logical place for it): Is there a list of the differences between DD 5.1 and the current 5.2 beta? Something like that could work as an incentive for people to try the beta, if they see the new cool features and restraints they would get...
Kimy Posted July 13, 2022 Author Posted July 13, 2022 1 hour ago, Morath said: Apologies in advance if this has been asked before, but I didn't find anything about it on the top page (which imo would be the logical place for it): Is there a list of the differences between DD 5.1 and the current 5.2 beta? Something like that could work as an incentive for people to try the beta, if they see the new cool features and restraints they would get... I post changelogs for every new version, but there is no combined 5.1 -> newest beta yet, just for each beta to the next. I guess at this point it might indeed be a good idea to post a combined one! 3
OranHexthief Posted July 14, 2022 Posted July 14, 2022 (edited) the missing calf issue is also happening on the male catsuit just above the wrist. this is from DCL but i played through this quest (chloe) a few days ago with 5.1 and did not have this issue. i am on the latest SE build of 5.2.6 Spoiler Edited July 14, 2022 by OranHexthief
DevilGod05 Posted July 15, 2022 Posted July 15, 2022 Just curious if there's any plans for all or rest of the restraints to have different colors mostly for the rubber and leather restraints?
thedarkone1234 Posted July 15, 2022 Posted July 15, 2022 Hi, not sure if it is a generic DD problem or a problem in the new expression esp, but the gagged expression for bit gags is the same as other gags, which means stuff like this: Now if it is a problem in the new expression thing, I suspect gags like bit gag would need another set of factions to control their expressions. Alternatively, maybe the bit gag is missing some keywords that should tell it that its a gag with closed mouth?
Zaflis Posted July 15, 2022 Posted July 15, 2022 31 minutes ago, thedarkone1234 said: ... If we go by realism, it's never the front teeth that touch a bit gag. When a metal bar is forcefully pushed far back in the mouth it does cause it to open wide, and the screenshot seems working as intended. 1
serranna Posted July 15, 2022 Posted July 15, 2022 (edited) 5 hours ago, Zaflis said: If we go by realism, it's never the front teeth that touch a bit gag. When a metal bar is forcefully pushed far back in the mouth it does cause it to open wide, and the screenshot seems working as intended. I dunno, if you look close enough at the gag in relation to how wide the mouth is open, it looks like the back teeth would not even be touching it. I'm honestly thinking this expression patch should remain just that. As an optional patch. Edited July 15, 2022 by serranna
serranna Posted July 15, 2022 Posted July 15, 2022 (edited) Is anyone else having trouble with the Red Leather Blindfold (Custom)? Whenever the item gets equipped on my character or an NPC, it never unlocks properly. I always have to use console commands to remove the item that shows the device. item XX013353 never gets removed after an unlock, which then causes strange behaviors with the item itself XX013354. I'm working on my list for minor bugs for DCL and I realized this is a DD item. It's only the Red custom leather one that causes this problem. Edit: Another bug I realized would be with DD and not DCL. When an extreme hobble dress or pet suit gets equipped, and eventually unlocked on a follower, the mod does not restore their movement speed. This is another thing I end up having to use console commands to fix. After unequipping the item if you do a getav speedmult console command it shows the follower still at 50. Only after I forceav speedmult 100 does the follower go back to normal. Could someone else confirm this bug as well? I can't imagine I'm the only one who has both of these things happening. Edited July 15, 2022 by serranna
ihatemykite Posted July 15, 2022 Posted July 15, 2022 10 hours ago, thedarkone1234 said: Hi, not sure if it is a generic DD problem or a problem in the new expression esp, but the gagged expression for bit gags is the same as other gags, which means stuff like this: Now if it is a problem in the new expression thing, I suspect gags like bit gag would need another set of factions to control their expressions. Alternatively, maybe the bit gag is missing some keywords that should tell it that its a gag with closed mouth? All iron/rope gags use same keywords like normal gags, so they will use same phonemes. They would need to use some kind of new keywords, so they can be distinguished. 4 hours ago, serranna said: I dunno, if you look close enough at the gag in relation to how wide the mouth is open, it looks like the back teeth would not even be touching it. I'm honestly thinking this expression patch should remain just that. As an optional patch. As I said previously, the patch actually doesn't change gag phonemes until you change them manually. If you install the patch and don't do anything, it will look like it was looking previously. The only difference will be that expressions will be working, but they don't change gag phonemes.
Kimy Posted July 15, 2022 Author Posted July 15, 2022 35 minutes ago, ihatemykite said: All iron/rope gags use same keywords like normal gags, so they will use same phonemes. They would need to use some kind of new keywords, so they can be distinguished. As I said previously, the patch actually doesn't change gag phonemes until you change them manually. If you install the patch and don't do anything, it will look like it was looking previously. The only difference will be that expressions will be working, but they don't change gag phonemes. If there is a good use case for new keywords, I usually have no problem adding some. 2
necronis Posted July 16, 2022 Posted July 16, 2022 Hey, Kimy! First of all I’m playing skyrim just because of you and your mods since i found about you(2016 i guess) wanted to say thank you a lot! I added a lot of stuff from your modes to my wishlist from real life and already done some devious stuff to my gf))) Thank you so much! I can’t help you in moding or so, but I’m really curious how long we need to wait for you to finish? It looks pretty 2
chaimhewast Posted July 17, 2022 Posted July 17, 2022 I think I've mentioned this before, but blindfolds have no effect on NPCs. I've attached a patch that applies abBlind* to blindfolds and closed hoods, so that NPCs wearing them will be just as unable to see as the player. * abBlind reduces an NPC's ability to see based on its magnitude. At 100, they're completely blind and have to rely entirely on hearing for detection BlindfoldPatch.esp 5
Mister X Posted July 19, 2022 Posted July 19, 2022 Heyho, small question: If I want to remove a generic Devious Device from the player's inventory, but I don't know the specifics (except that it definitely is not equipped): Do I look for the item with keyword zad_Lockable, the one with zad_InventoryDevice or do I need to remove both?
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now