kurotatsu Posted August 15, 2022 Posted August 15, 2022 26 minutes ago, audhol said: Guys can I get some feedback before I texture this please, Should I add locks to each buckle? Is there anything you would like to see change? Yes, please, the more padlocks - the better!
CaptainJ03 Posted August 16, 2022 Posted August 16, 2022 9 hours ago, audhol said: Guys can I get some feedback before I texture this please, Should I add locks to each buckle? Is there anything you would like to see change? As you've already made the pins of the buckles lockable, I'd say go for the locks (seven if I counted right) Maybe keep an alternate version without locks, so those who know how to do can swap the nif if they don't like the look. I would not make two full versions in every colour. 1
Taki17 Posted August 16, 2022 Posted August 16, 2022 39 minutes ago, CaptainJ03 said: Maybe keep an alternate version without locks Alternatively, make having locks be selectibe in bodyslide, how it is in the case of the recently refurbished catsuits. 1
audhol Posted August 16, 2022 Posted August 16, 2022 17 minutes ago, Taki17 said: Alternatively, make having locks be selectibe in bodyslide, how it is in the case of the recently refurbished catsuits. A zap is a good idea but Gags dont need bodyslide data, I think I'll just add all the locks as one seperate part of the nif then either kimy or the user can chose to add them or not. 2
naaitsab Posted August 16, 2022 Posted August 16, 2022 8 hours ago, audhol said: A zap is a good idea but Gags dont need bodyslide data, I think I'll just add all the locks as one seperate part of the nif then either kimy or the user can chose to add them or not. Same would be cool for the bell. It looks a bit weird in the current style/setting of DD But for people who are more into the 'animal side' I guess it might be a nice touch.
paparebbe Posted August 16, 2022 Posted August 16, 2022 On 8/15/2022 at 9:37 PM, naaitsab said: Would like to suggest adding a bit more "roughed" metal for the texture. So it would fit the other devices a bit more. Also not keen on the "impalement" thingy, the suggested bar behind the achilles heel would look a lot better imho. Forgot to reply to this one. The current textures are basically a placeholder before i come up with something nicer. And with the help of @audhol i figured out that the tris count on my belt, which he kindly imported to Skyrim, is pretty low. Kind of a professional deformation on my part as i'm trying to over-optimize meshes while trying to retain the basic shapes. Btw, by a popular demand: Spoiler Don't pay attention at the fact that meshes crudly clipping - i'll fix that as i'll move to low polying. 11
CaptainJ03 Posted August 16, 2022 Posted August 16, 2022 59 minutes ago, paparebbe said: Btw, by a popular demand That looks very nice, thank you! I would, of course I would, prefer this to have a sleek, stylish stiletto heel instead of that hoof-like baseplate, but I see the advantage of this for cross-skyrim running.
paparebbe Posted August 16, 2022 Posted August 16, 2022 4 minutes ago, CaptainJ03 said: That looks very nice, thank you! I would, of course I would, prefer this to have a sleek, stylish stiletto heel instead of that hoof-like baseplate, but I see the advantage of this for cross-skyrim running. I'm trying to make it all in one style with bent rods. But if you have any ideas how to keep the style and make it nicer-looking - feel free to share!
naaitsab Posted August 16, 2022 Posted August 16, 2022 (edited) 13 minutes ago, paparebbe said: I'm trying to make it all in one style with bent rods. But if you have any ideas how to keep the style and make it nicer-looking - feel free to share! You could make it a loop and remove the plate but then it would look very much like the "zaria" heels (with the ring as a heel). So I would keep the feet part at least. Perhaps try a stiletto heel by using a few rods that come together at the bottom and ditch the part after the plate? Red = new bars. Brown = remove. Edited August 16, 2022 by naaitsab 2
Krashark Posted August 16, 2022 Posted August 16, 2022 (edited) Hello, I've installed DD 5.2 (the latest beta) and started a new game a few days ago, but I've been running into an issue: Whenever a piercing/plug vibration event triggers (regardless if it is from other mod or not), it persists endlessly (both the sound effects and animations themselves) until I save the game, quit and load it again. No other message is shown in-game after it starts. With DD 5.1, i've had no issues with vibration effects, and they normally stopped after some time. I don't know if it is related to some DD mod or script lag of sorts, but I'm sharing here a Papyrus log just in case someone can point to what may be causing this issue. Papyrus.0.log Edited August 16, 2022 by Vaccinated Alligator
audhol Posted August 16, 2022 Posted August 16, 2022 3 hours ago, paparebbe said: i figured out that the tris count on my belt, which he kindly imported to Skyrim, is pretty low. FYI The gag I just made has 17506 triangles The belt I had made for that other framework had 37204 triangles The iron belt contained in DD has 7692 (The origional meshes in DD are top drawer for their simplistic elegance) Your belt has 3776 so yeah you can definately be less optimised and get more detail into your mesh without hitting any limitations on the game engine. 2
zarantha Posted August 16, 2022 Posted August 16, 2022 5 hours ago, Vaccinated Alligator said: Hello, I've installed DD 5.2 (the latest beta) and started a new game a few days ago, but I've been running into an issue: Whenever a piercing/plug vibration event triggers (regardless if it is from other mod or not), it persists endlessly (both the sound effects and animations themselves) until I save the game, quit and load it again. No other message is shown in-game after it starts. With DD 5.1, i've had no issues with vibration effects, and they normally stopped after some time. I don't know if it is related to some DD mod or script lag of sorts, but I'm sharing here a Papyrus log just in case someone can point to what may be causing this issue. Papyrus.0.log 34.4 MB · 0 downloads What arousal mod are you using? I recall having this issue was with SexLab Aroused Modular when I tried it out.
serranna Posted August 17, 2022 Posted August 17, 2022 On 8/15/2022 at 2:59 PM, audhol said: Is there anything you would like to see change? Are you planning on making ball and ring gag variants to this? As I said earlier I really love that harness! 2
CaptainJ03 Posted August 17, 2022 Posted August 17, 2022 14 hours ago, paparebbe said: I'm trying to make it all in one style with bent rods. But if you have any ideas how to keep the style and make it nicer-looking - feel free to share! Something like this - heels need to have a concave curve. ? Spoiler 3
DeWired Posted August 17, 2022 Posted August 17, 2022 15 hours ago, Vaccinated Alligator said: Hello, I've installed DD 5.2 (the latest beta) and started a new game a few days ago, but I've been running into an issue: Whenever a piercing/plug vibration event triggers (regardless if it is from other mod or not), it persists endlessly (both the sound effects and animations themselves) until I save the game, quit and load it again. No other message is shown in-game after it starts. With DD 5.1, i've had no issues with vibration effects, and they normally stopped after some time. I don't know if it is related to some DD mod or script lag of sorts, but I'm sharing here a Papyrus log just in case someone can point to what may be causing this issue. Papyrus.0.log 34.4 MB · 0 downloads Urk. That is one borked log right here. 1Mb per minute is too much, I think. You probably have severe script lag. Also, it either doesn't have any normal gameplay messages, or I can't find them between errors. Even mod init on game load doesn't finish. My guess is, this save is already broken.
Krashark Posted August 17, 2022 Posted August 17, 2022 13 hours ago, zarantha said: What arousal mod are you using? I recall having this issue was with SexLab Aroused Modular when I tried it out. The Bakafactory version here: https://drive.google.com/file/d/1SlvS2KRY6UscQisro8GEskwCCKg4Wa3G/view 3 hours ago, DeWired said: Urk. That is one borked log right here. 1Mb per minute is too much, I think. You probably have severe script lag. Also, it either doesn't have any normal gameplay messages, or I can't find them between errors. Even mod init on game load doesn't finish. My guess is, this save is already broken. I play the game with 550 mods installed and the only moments I notice visible script lags are in highly crowded places like walled cities. That said, I've been toning down some settings in the mods I've installed to reduce the script lag (such as enabling DCL low performance mode). Also, I've reverted back to a previous save and cleaned it from DD and all mods that have it as a hard requirement, then reinstalled everything. Problem vanished for now. Now I'm going to check possible gameplay conflicts (for example: having DCL guard arrest enabled while also being a Public Whore in the city).
DeWired Posted August 17, 2022 Posted August 17, 2022 (edited) 1 hour ago, Vaccinated Alligator said: I play the game with 550 mods installed and the only moments I notice visible script lags are in highly crowded places like walled cities. That said, I've been toning down some settings in the mods I've installed to reduce the script lag (such as enabling DCL low performance mode). Also, I've reverted back to a previous save and cleaned it from DD and all mods that have it as a hard requirement, then reinstalled everything. Problem vanished for now. Now I'm going to check possible gameplay conflicts (for example: having DCL guard arrest enabled while also being a Public Whore in the city). Hm.. You know, it can be a good idea to check after each game session for stack dumps in log (just search for "Dumping stack"). It should provide a better starting point for debugging. As I understand it, normal gameplay shouldn't have any, even with script lag, so transition from "no dumps" to "dumps appear" should mark a problem appearance. EDIT: Hm. This is (almost) blind shot... But maybe your problem lies in combination of your setup and DD gag. Namely, what happens when gag is removed from player. Combination of calls within DD and restored potions triggering your other mods can be a source. You can try to check it by placing many different potions in inventory and then locking and unlocking gag. Edited August 17, 2022 by DeWired had an idea
CaptainJ03 Posted August 17, 2022 Posted August 17, 2022 @audhol i like that smooth, black finish, although those red lips are maybe a bit too much. Perhaps a bit darker, like LEGO's New Dark Red... uhmm... I mean... bordeaux. Yes, definitely bordeaux-ish. Damn.
audhol Posted August 17, 2022 Posted August 17, 2022 4 minutes ago, CaptainJ03 said: like LEGO's New Dark Red LEGO!!!! Spoiler 4
naaitsab Posted August 17, 2022 Posted August 17, 2022 13 minutes ago, audhol said: LEGO!!!! Hide contents Much better indeed, the other one border lines "sci-fi" with that glow The strap near the eyes looks a bit off being so narrow. Is that due to clipping issues?
audhol Posted August 17, 2022 Posted August 17, 2022 19 minutes ago, naaitsab said: The strap near the eyes looks a bit off being so narrow. Is that due to clipping issues? You mean the upside down Y bit around the nose? I just tried to get as close to the origional as posible whilst using the skyrim head. Spoiler
Kimy Posted August 17, 2022 Author Posted August 17, 2022 On 8/15/2022 at 12:59 PM, audhol said: Guys can I get some feedback before I texture this please, Should I add locks to each buckle? Is there anything you would like to see change? And Kimy would you like all the DD colours for this? Black\Red\White leather, ebonite and transparent (perhaps a pink too?) Do you want me to make an esl with all the texture sets so you can just copy them over or is it easier for you if I create the armor and addons with appropriate keywords? Reveal hidden contents Looks great so far! Having all the standard colors would be great, but it's not a requirement for new devices to go in. I'd love having a ESP with all the new Texture Sets, AA etc. and tagged with the keywords, so I can easily merge it into DD, but it's not a requirement, either. 1
audhol Posted August 17, 2022 Posted August 17, 2022 8 minutes ago, Kimy said: I'd love having a ESP with all the new Texture Sets, AA etc. and tagged with the keywords, so I can easily merge it into DD No problem, I built to the scale of the large ball gag so I assume that the keyword zad_DeviousGagLarge doesnt block the use of zad_PermitOral? What does zad_DialGagHard signify? Colours so far I have Black\White\Red Leather Black\Pink\TransBlack ebonite using the same environment masks as current items, so I guess we just need Red and White ebonite right? I can't work out how your getting your transparency so my transparent doesnt match yours. ESP will be built in the SE version of CK but all data will be run through CAO to make it LE compatible, as long as I dont flag my ESP as an ESL it shouldnt be a problem I think. 2
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