DeWired Posted July 19, 2022 Posted July 19, 2022 1 hour ago, Mister X said: 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? If it is not equipped, then "rendered" part(one with zad_Lockable) shouldn't exist in inventory. So, look for zad_InventoryDevice. Just take care with removal - I think, it may be a bad idea to transfer device directly to some NPC, it could fire ContainerChanged event and cause NPC to be bound. 1
thedarkone1234 Posted July 20, 2022 Posted July 20, 2022 It might be simply very bad luck or very bad skyrim RNG, but it seems to me that a player that has a belt and a gag but no bra will get 95% feet animations, and barely any boob animations. Might be worth verifying that in the few filters. I love boob animations 1
kapibar Posted July 22, 2022 Posted July 22, 2022 @Taki17 again thanks for the tip to check out this topic. Both of my problems have been solved. I have some feedback for @UnEvenSteven - the new mesh for long catsuit gloves looks great, but on my setup with CBBE body there's a minor clipping just below the top cuff. It's not significant, but it's there. Just letting you know ?.
Straze Posted July 23, 2022 Posted July 23, 2022 (edited) Good Afternoon, First of all, thanks for creating Devious Devices - looking forward for when 5.2 will go live. I'm here to report a reoccurring Papyrus.log error with DD and I was told it isn't something I could ignore. DD Version: Devious Devices [SE][AE][VR] 5.2 Beta 6.7z Error log: Spoiler [07/23/2022 - 02:49:56PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA431)>] not loaded. [07/23/2022 - 02:49:56PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA431)>] not loaded. [07/23/2022 - 02:49:56PM] Error: (FF001229): cannot find variable named FNIS_abc_h2h_LocomotionPose. stack: [ (FF001229)].Actor.SetAnimationVariableInt() - "<native>" Line ? [zadQuest (1000F624)].zadboundcombatscript.ClearAA() - "zadBoundCombatScript.psc" Line 363 [zadQuest (1000F624)].zadboundcombatscript.EvaluateAA() - "zadBoundCombatScript.psc" Line 280 [zadQuest (1000F624)].zadlibs.StartBoundEffects() - "zadLibs.psc" Line 3251 [Item 2 in container (FF001229)].zadequipscript.OnEquipped() - "zadEquipScript.psc" Line 258 [07/23/2022 - 02:49:56PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA431)>] not loaded. [07/23/2022 - 02:49:56PM] [Zad]: EvaluateAA([Actor < (FF001229)>]) [07/23/2022 - 02:49:56PM] [Zad]: UpdateControls() [07/23/2022 - 02:49:56PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA431)>] not loaded. [07/23/2022 - 02:49:56PM] Error: (FF001229): cannot find variable named FNIS_abc_h2h_LocomotionPose. stack: [ (FF001229)].Actor.SetAnimationVariableInt() - "<native>" Line ? [zadQuest (1000F624)].zadboundcombatscript.EvaluateAA() - "zadBoundCombatScript.psc" Line 337 [zadQuest (1000F624)].zadlibs.StartBoundEffects() - "zadLibs.psc" Line 3251 [Item 6 in container (FF001229)].zadBeltScript.OnEquipped() - "zadEquipScript.psc" Line 258 [07/23/2022 - 02:49:57PM] [Zad]: EvaluateAA([Actor < (FF001229)>]) [07/23/2022 - 02:49:57PM] [Zad]: UpdateControls() [07/23/2022 - 02:49:58PM] [Zad]: EvaluateAA: Applying animSet = 0, animState = 0 [07/23/2022 - 02:49:58PM] [Zad]: EvaluateAA: Applying animSet = 0, animState = 0 [07/23/2022 - 02:49:58PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA431)>] not loaded. [07/23/2022 - 02:49:58PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA431)>] not loaded. [07/23/2022 - 02:49:58PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA431)>] not loaded. [07/23/2022 - 02:49:58PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA431)>] not loaded. Potential fixes I tried: Upgrading from 5.1 to 5.2 beta (first occurred in 5.1), reinstalling DD multiple times with different options. Note: This is done on new game (AS-LAL) New Game > Create character > Enabling / changing mod settings in MCM > Enter Skyrim. if needed, I can send the full Papyrus.log of starting a New Game Edited July 23, 2022 by Straze
DeWired Posted July 23, 2022 Posted July 23, 2022 1 hour ago, Straze said: Good Afternoon, First of all, thanks for creating Devious Devices - looking forward for when 5.2 will go live. I'm here to report a reoccurring Papyrus.log error with DD and I was told it isn't something I could ignore. DD Version: Devious Devices [SE][AE][VR] 5.2 Beta 6.7z Error log: Hide contents [07/23/2022 - 02:49:56PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA431)>] not loaded. [07/23/2022 - 02:49:56PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA431)>] not loaded. [07/23/2022 - 02:49:56PM] Error: (FF001229): cannot find variable named FNIS_abc_h2h_LocomotionPose. stack: [ (FF001229)].Actor.SetAnimationVariableInt() - "<native>" Line ? [zadQuest (1000F624)].zadboundcombatscript.ClearAA() - "zadBoundCombatScript.psc" Line 363 [zadQuest (1000F624)].zadboundcombatscript.EvaluateAA() - "zadBoundCombatScript.psc" Line 280 [zadQuest (1000F624)].zadlibs.StartBoundEffects() - "zadLibs.psc" Line 3251 [Item 2 in container (FF001229)].zadequipscript.OnEquipped() - "zadEquipScript.psc" Line 258 [07/23/2022 - 02:49:56PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA431)>] not loaded. [07/23/2022 - 02:49:56PM] [Zad]: EvaluateAA([Actor < (FF001229)>]) [07/23/2022 - 02:49:56PM] [Zad]: UpdateControls() [07/23/2022 - 02:49:56PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA431)>] not loaded. [07/23/2022 - 02:49:56PM] Error: (FF001229): cannot find variable named FNIS_abc_h2h_LocomotionPose. stack: [ (FF001229)].Actor.SetAnimationVariableInt() - "<native>" Line ? [zadQuest (1000F624)].zadboundcombatscript.EvaluateAA() - "zadBoundCombatScript.psc" Line 337 [zadQuest (1000F624)].zadlibs.StartBoundEffects() - "zadLibs.psc" Line 3251 [Item 6 in container (FF001229)].zadBeltScript.OnEquipped() - "zadEquipScript.psc" Line 258 [07/23/2022 - 02:49:57PM] [Zad]: EvaluateAA([Actor < (FF001229)>]) [07/23/2022 - 02:49:57PM] [Zad]: UpdateControls() [07/23/2022 - 02:49:58PM] [Zad]: EvaluateAA: Applying animSet = 0, animState = 0 [07/23/2022 - 02:49:58PM] [Zad]: EvaluateAA: Applying animSet = 0, animState = 0 [07/23/2022 - 02:49:58PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA431)>] not loaded. [07/23/2022 - 02:49:58PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA431)>] not loaded. [07/23/2022 - 02:49:58PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA431)>] not loaded. [07/23/2022 - 02:49:58PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA431)>] not loaded. Potential fixes I tried: Upgrading from 5.1 to 5.2 beta (first occurred in 5.1), reinstalling DD multiple times with different options. Note: This is done on new game (AS-LAL) New Game > Create character > Enabling / changing mod settings in MCM > Enter Skyrim. if needed, I can send the full Papyrus.log of starting a New Game Hm. As I see it, game tries to assign bound animations for Bound Girl from Cursed Loot, but as you aren't near any of them, they aren't actually loaded in 3d, so animation set assign failes. I don't know how much it is a problem, because everyone with Cursed Loot should had those errors last few years.
ihatemykite Posted July 23, 2022 Posted July 23, 2022 On 7/16/2022 at 12:14 AM, Kimy said: If there is a good use case for new keywords, I usually have no problem adding some. That would be a temporary solution. From a long term perspective, I think a different system would be needed. Best would be that every gag will have its different gag expression which is applied (well, it would be stored on gag enchantment, not armor). Problem is that that will make the way of adjusting gag expression with faction impossible. Or well, it would be possible, but every different gag expression would need their own factions. That will make adding custom gags harder. I will try to think of something.
BreadDain Posted July 23, 2022 Posted July 23, 2022 On 7/16/2022 at 1:14 AM, Kimy said: If there is a good use case for new keywords, I usually have no problem adding some. Hopping from shadows just to add my 2 cents on keywords and device selection: With increasing amount of devices in framework it is becoming more and more difficult to make a refined device selection system. I understand that removing tag-defined selection was necessary, but no proper replacement was introduced for that. The only function that can get a random device is based on Leveled Item lists, which basically copies device-type tags such as armbinder or gag, there is no definition by material, colour or style. I've tried to make a certain script that chooses a device based on its editor name, and although it works I must admit that there are naming exceptions popping here and there, certain devices don't follow naming rules. In short, what I try to suggest is some sort of unified device tagging, naming or listing within the framework, so mods that rely on equipping random devices on actor can do it in much more refined way, blocking certain styles or limiting to specific colours. It can probably be done within keyword system. 1
incrediblysecure Posted July 23, 2022 Posted July 23, 2022 1 hour ago, BreadDain said: In short, what I try to suggest is some sort of unified device tagging, naming or listing within the framework, so mods that rely on equipping random devices on actor can do it in much more refined way, blocking certain styles or limiting to specific colours. It can probably be done within keyword system. haskeyword is an object reference function, so keywords prob aren't the solution here coming up with a powerful, flexible to this problem that doesn't take forever to execute seems difficult. off the top of my head if i was implementing something i'd leverage jsons and out-of-game tools to dynamically create lists from a user's load order. i think sorting through lists with hundreds of items and filtering based on tags is not something you want papyrus to be doing in-game
BreadDain Posted July 23, 2022 Posted July 23, 2022 (edited) 2 hours ago, incrediblysecure said: coming up with a powerful, flexible to this problem that doesn't take forever to execute seems difficult. off the top of my head if i was implementing something i'd leverage jsons and out-of-game tools to dynamically create lists from a user's load order. i think sorting through lists with hundreds of items and filtering based on tags is not something you want papyrus to be doing in-game I've tried to come with hybrid solution of filling up color/style type device lists and then comparing device names string with universal text keys, this way the script didn't have to run through massive amount of devices, and lists are easy to maintain. Drawback is that the script will not see DD-dependent mods and their devices, or in case if a mod like Devious Lore renames editor name for devices the system will immediately fail. Pre-generated jsons was also one of my ideas, but I scrapped it because it would require device identification anyway, i.e. what type/color it is and then make that database maintained somehow. And I think that external mods will have hard time to work with that system, requiring authors to understand it first. Edited July 23, 2022 by BreadDain
Kimy Posted July 24, 2022 Author Posted July 24, 2022 19 hours ago, incrediblysecure said: i think sorting through lists with hundreds of items and filtering based on tags is not something you want papyrus to be doing in-game Yes, that was essentially the reason why I did away with that system. Back then we added a LOT of new devices and the tag database system just didn't scale well enough. And adding tags for hundreds of new devices became a chore all by itself. Honestly, I am not sure if control -that- fine over every single aspect of a device is really required. Most of the time, picking a certain device type and maaaaybe the material is all you want. The levelled item lists can do that and they're lightning fast. I know that there are mods around that basically turn DD into a self-bondage dress-up game, and that's cool. But most of the rest can get away with not leaving the subject 100% in control of what exact restraints they get tied up with. If you get arrested, you normally don't tell the cops "Can you lock me in the pink handcuffs, please?" either.
BreadDain Posted July 24, 2022 Posted July 24, 2022 21 minutes ago, Kimy said: I am not sure if control -that- fine over every single aspect of a device is really required. Most of the time, picking a certain device type and maaaaybe the material is all you want. It all comes from the point when Heretical and multicolour rubber stuff was added to the framework, calling DD to -get- and then equip a random device on the character usually results them being dressed like a festive clown, aesthetics are completely lost due to that. Mods that make use of that function (even DCL) have to come with its own system that selects proper restraints, so it might be beneficial to add a unified system to framework's core so people don't spend their time of working on another solution. 1
naaitsab Posted July 24, 2022 Posted July 24, 2022 Maybe a in-between is to see if there is a way to make a function search on parts on the inventory item ID? So for example if you search for Padded + Belt + Black you will get the black inventory item for the new black belt. Most devices are made up in a way this should be doable. @Min made something similar to search with text for a keyword match. Not sure if this is within the possibilities of SKSE and the DD DLL plugin?
Hex Bolt Posted July 24, 2022 Posted July 24, 2022 50 minutes ago, Kimy said: If you get arrested, you normally don't tell the cops "Can you lock me in the pink handcuffs, please?" either. Thank you for the laugh I had, imagining the look on the cop's face. ? It's true that a victim doesn't get to choose colors, but I think @BreadDain has a point about crazy color combinations. If the pink handcuffs come with a green collar, blue corset, orange gloves, and yellow boots, that's hard to look at. It's not so much about choosing a specific color, just not getting a wild mix, but maybe there's no good solution when mods are doing random equips. 1
Kimy Posted July 24, 2022 Author Posted July 24, 2022 If I understand it right, the concern is mainly around the latex clothing, which comes in all sorts of colors other than the standard red/black/white? If yes, I guess I could have a look at the leveled item lists and see if I can reorganize them, so that the "exotic" colors can be ruled out? Would that help? 7
zarantha Posted July 24, 2022 Posted July 24, 2022 10 minutes ago, Kimy said: If I understand it right, the concern is mainly around the latex clothing, which comes in all sorts of colors other than the standard red/black/white? If yes, I guess I could have a look at the leveled item lists and see if I can reorganize them, so that the "exotic" colors can be ruled out? Would that help? Yes please! The exotic colors could come from other mod NPCs or even just be craftable or dyeable only.
naaitsab Posted July 24, 2022 Posted July 24, 2022 1 hour ago, Kimy said: If I understand it right, the concern is mainly around the latex clothing, which comes in all sorts of colors other than the standard red/black/white? If yes, I guess I could have a look at the leveled item lists and see if I can reorganize them, so that the "exotic" colors can be ruled out? Would that help? 3 lists for the "default" colors and a separate list for the exotic ones would be nice to have indeed. 1
serranna Posted July 24, 2022 Posted July 24, 2022 Interesting conversation. I guess I'm the only one who finds it kinda cute to be wearing things with non matching colors. I just recently started trying DDE and I really like all the increased options for possible combinations. I wish there was a way to naturally incorporate them into the game.
DonQuiWho Posted July 24, 2022 Posted July 24, 2022 1 hour ago, serranna said: Interesting conversation. I guess I'm the only one who finds it kinda cute to be wearing things with non matching colors. I just recently started trying DDE and I really like all the increased options for possible combinations. I wish there was a way to naturally incorporate them into the game. Blows whistle for 'Foul' and sends off .....
DeWired Posted July 24, 2022 Posted July 24, 2022 You know, there is another idea about styling restraints - how about approach it from another side? Right now, attempt to equip restraint of the same type as already equipped would fail. What if it instead checks if both are generic and present an option to swap if they are? This way, player can change style even without keys. Also, personally I think an ideal way of doing random device style match would be through plugin with external database consisting of device descriptions/tags for each content mod. Because leveled lists, while being fast in usage, are cumbersome to maintain and just aren't as precise as users want. Except creating such plugin would be hard work with fringe benefits. So that a no for ideal solution in near future ? Another idea would be to work with KID (Keyword Item Distributor), make external lists for devices using Body slot (32), setting for them compatible colors, and then somehow fetch other devices based on main item color... Anyway, I don't see working solutions right now better then leveled lists...
special Posted July 25, 2022 Posted July 25, 2022 (edited) On 5/28/2022 at 7:57 PM, UnEvenSteven said: The hoods previously shown are ready to go, they've been tested and I have added them to LeveledLists so the new hood variants should appear randomly. I also did some similar work to the other hoods. These are the "Open Eyes, Open Face and Open" types. I don't really like these and would require a lot of work to fix clipping with gags and blindfolds. I don't even want to show screenshots of them. I also worked on something else, the Face Masks. There was only a single version simply called "Face Mask". I wonder how many people knew this device even existed. While it appears to be a gag it was setup as a hood which it's clearly not. Did the necessary CK work so now the Face Masks function as a gag. Reveal hidden contents They're nothing amazing just an unused device that required similar work as the hoods and didn't have any color variants either. I created a new LeveledList for these face masks and added that to the list that contains all the other gags. So any mod that spawns random devices through these lists the face mask should appear where the other gags would. Here's the file for testing and for merging by Kimy (if she wants): HoodExpansion.7z 5.15 MB · 59 downloads FOR KIMY: In case you haven't already done so the plugin also fixes the TextureSet issues for the new Black, Red, and White versions of belts, bras, collars and cuffs. They were using the gold textures. Couldn't help myself and also added "Open" versions of the new colored chastity belts. I have been trialling this and have an issue that the Mouth isn't open when wearing a gag under the Open Hood (see attached screenie). When the hood is removed, the mouth opens correctly. Mouth is closed: Edited July 25, 2022 by special
BreadDain Posted July 25, 2022 Posted July 25, 2022 19 hours ago, Kimy said: If I understand it right, the concern is mainly around the latex clothing, which comes in all sorts of colors other than the standard red/black/white? If yes, I guess I could have a look at the leveled item lists and see if I can reorganize them, so that the "exotic" colors can be ruled out? Would that help? Not really, I'd put in that list several categories: Heretical restraints - specifically for SE, chains are broken even after community fixes, there is no way to make them look better beside either redoing them from scratch based of different physics platform, or removing entirely from possible appearance. Colored rubber restraints - personally think that anything beside black, red, white, dark red and light grey has a crazy match. Transparent hoods - horrible hairline appearance. Petsuits - probably obvious. Clunky animations and lack of sexlab compatibility. 16 hours ago, DeWired said: Also, personally I think an ideal way of doing random device style match would be through plugin with external database consisting of device descriptions/tags for each content mod. Because leveled lists, while being fast in usage, are cumbersome to maintain and just aren't as precise as users want. Except creating such plugin would be hard work with fringe benefits. So that a no for ideal solution in near future Currently I think about doing an asynchronous script that runs through equipped devices and returns style/colour/material combination that actor wears the most, in case if it is mixed - randomize based on amount. And then sending that to get/equip function, shouldn't be much slow if done properly. But its all good on words since I am a lazy sack and can't get myself into reading documentation.
Kimy Posted July 25, 2022 Author Posted July 25, 2022 3 hours ago, BreadDain said: Not really, I'd put in that list several categories: Heretical restraints - specifically for SE, chains are broken even after community fixes, there is no way to make them look better beside either redoing them from scratch based of different physics platform, or removing entirely from possible appearance. Colored rubber restraints - personally think that anything beside black, red, white, dark red and light grey has a crazy match. Transparent hoods - horrible hairline appearance. Petsuits - probably obvious. Clunky animations and lack of sexlab compatibility. Ok, I can put these in separate lists! About the prisoner chains, I am aware of that item not working in SE. If someone wants to contribute a replacement, I would swap it out. Flat out removing it would probably cause issues, as several content mods (including my own) use that device specifically for quests.
Popular Post Kimy Posted July 27, 2022 Author Popular Post Posted July 27, 2022 Devious Devices LE 5.2 Beta 7 - Added: DD Gag Expressions revamp by ihatemykite: Gag expressions now longer overwrite other expressions, The new feature only edits phonemes, without touching other expression nodes. In case that there is call to apply an expression with a lower priority than the currently applied expression, the higher priority one will be kept. Modders will not need to check if the expression should be applied at all. Gags should also get fitted to different body/head shapes much better. - Added: Vibration Patch by DeWired: The MCM Vibrate Volume sliders have been split for NPCs and for player. It will make VibrateEffect use different volumes for player and NPCs depending in MCM settings. This way, the player can have e.g. have vibrations silenced while still being able to hear NPCs being vibrated. - Added: Face Mask hood by UnevenSteven, - Added: The Devious Dagger heels by DoubleZero have been added as a DD device. Integration by UnevenSteven. - Added: Beast Races: The new collars introduced in Beta 6 now have beast versions. - Changed: Reverted DD For Him to Version 5.1 to fix broken localized ESP. - Fixed: Corrected several misnamed animation names that caused elbow shackles walk and sneak animations not to work correctly. - Fixed: Beast Races: The padded collar is now using the correct texture. - Fixed: The jammed lock status is now reliably removed when a device is removed by script. - Fixed: Resetting the difficulty modifiers to the default value now works correctly. Installation: Just install over any 5.x or 5.2 Beta version. As usual, this is the LE version. SE should be up with a short delay! Stay tuned! https://mega.nz/file/OI0UjARD#XNtAUQWEmiWtZpL6nGpTpA43D_ZjJ3j2OzNaHwv6d3c PS: There are still some fixed/features I need to add. I mostly wanted to get the two new large features (expressions and vibration patch) out so users can test them. At this point, I'd like to take 5.2 to the final stretch of development, so there can be a full release in a few weeks. 5.2 has become huuuuge. I will post a combined changelog shortly, too. 28
naaitsab Posted July 27, 2022 Posted July 27, 2022 57 minutes ago, Kimy said: PS: There are still some fixed/features I need to add. I mostly wanted to get the two new large features (expressions and vibration patch) out so users can test them. At this point, I'd like to take 5.2 to the final stretch of development, so there can be a full release in a few weeks. 5.2 has become huuuuge. I will post a combined changelog shortly, too. Did you also include the new color sets tweaks I've made? To all involved, nice to see the continued community effort on the project 2
Kimy Posted July 27, 2022 Author Posted July 27, 2022 21 minutes ago, naaitsab said: Did you also include the new color sets tweaks I've made? Not yet, will tackle that next! 21 minutes ago, naaitsab said: To all involved, nice to see the continued community effort on the project I can only second that! It's nice to see so many people still contributing patches and assets to DD! 5
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