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Devious Devices Framework Development/Beta


Kimy

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Posted
33 minutes ago, CaptainJ03 said:

There is still something looking weird when looking inside the sheath under a certain angle.

I got no clue what that white thingy is on your screenshot, on my 3BA AE head the tube hides everything and in certain lighting I can see inside the mouth. I think I could make the tube a tiny biit smaller and then it might conform to the mouth size for everyone.

 

35 minutes ago, CaptainJ03 said:

The metal parts of the buckles could be slightly bigger in diameter, not as much as the ring parts, but they seem to be a bit fiddly

Yeah looking at your screenshots I think your right. I think the loocks could be bigger overall.

 

36 minutes ago, CaptainJ03 said:

And making a big wish: HDT for the locks and the bell, maybe even with a sound

The locks would be a big overkill but maybe possible to link them all to the same bone so they bounce the same, adding a bone to the bell would be fairly simple; The problem is..............

I know how to add and weigh bones and customise the XML for SMP however I don't think SMP is a thing for LE is it? So either I can make a bouncy SE only nif or it would need some LE user to change the bone weighting and xml over to HDT.

The bell sound yeah I could add a little jingly-jangly loop on movement but I don't know if its something that @Kimy would want on a merged item?

Posted
36 minutes ago, audhol said:

I got no clue what that white thingy is on your screenshot, on my 3BA AE head the tube hides everything and in certain lighting I can see inside the mouth. I think I could make the tube a tiny biit smaller and then it might conform to the mouth size for everyone.

Maybe wait for some other's responses? Though I have the impression that no-one is really interested in testing...

 

38 minutes ago, audhol said:

Yeah looking at your screenshots I think you're right. I think the loocks could be bigger overall.

?

 

39 minutes ago, audhol said:
1 hour ago, CaptainJ03 said:

And making a big wish: HDT for the locks and the bell, maybe even with a sound

The locks would be a big overkill but maybe possible to link them all to the same bone so they bounce the same, adding a bone to the bell would be fairly simple; The problem is..............

I know how to add and weigh bones and customise the XML for SMP however I don't think SMP is a thing for LE is it? So either I can make a bouncy SE only nif or it would need some LE user to change the bone weighting and xml over to HDT.

Don't bother if it doesn't work for LE *grumble*

 

40 minutes ago, audhol said:

The bell sound yeah I could add a little jingly-jangly loop on movement but I don't know if its something that @Kimy would want on a merged item?

There already is the chain plug with a bell, that has a cowbell sound. I like it so much that sometimes I put it in just for fun - and it doesn't hamper sneaking ?

Posted (edited)
59 minutes ago, CaptainJ03 said:

Maybe wait for some other's responses? Though I have the impression that no-one is really interested in testing...

To be fair 1 good tester that points out issues without complaining or insisting they get what they want is better than 10 bad ones.

happy kenneth williams GIF

 

Edited by audhol
Posted

I'm sorry to post this here but I have an unrelated question. There seem to be a lot of folks who are good with moding who follow this thread and I assume have an extensive knowledge of Creation Kit.

 

I'm wondering if there is someone who knows a bit about it who I can ask a few questions to in PM. My questions specifically focus around NPCs and scripting their actions. I really can't find any good help on google.

Posted

I give up, I'm not as clever as I thought I was and I cant get the Ding-a-Ling to work.

 

I created 3 sound descriptors and 3 sound markers (slow medium and fast) for the bell sounds.

I cloned the zadx_SndEffectSuitSoundSlow\medium\fast and linked the bell sounds to each magic effect

I cloned and added 3 extra effects to zad_enchGag object effect then linked each of the magic effects I created to the 3 new effects and gave them conditions based on movement speed.

Finaly I replaced the zad_enchGag attached to the rendered of each gag with the new object effect I created.

 

IT DOESN'T WORK?

 

Please can someone who knows what they are doing look at it or tell me what I have done wrong??

 

On the plus side I have replaced the buckles and locks so if @CaptainJ03 gets the chance to have a look for me as vortex decided to delete my 600gb mods folder from the last 6 years simply because I added a new SSD so my setup is kinda bare bones at the moment.

 

DeviousMuzzleGagsAE_SE.7z

 

DeviousMuzzleGagsLE.7z

Posted
12 hours ago, audhol said:

I give up, I'm not as clever as I thought I was and I cant get the Ding-a-Ling to work.

 

IT DOESN'T WORK?

Damn, that would have been so nice.

 

Still some issues, and a new one (or maybe just overlooked, as it's not that prominent in the black variant):

There's a 1px horizontal line in the Lips Insert (and the bloody teeth are still clipping)

Spoiler

ScreenShot35016.jpg.b55210af0dc694d228e4ab1bbad1faa6.jpg

 

A word on the transparent Lips Insert: I don't like it. And with the broken/ cut-in-half ring below, it looks even weirder.

For my taste, I'd rather go with black transparent straps and chin piece, but leave the lips opaque.

Spoiler

ScreenShot35004.jpg.4b4e2119af0724bddfd3f11c8a7fc30e.jpg

 

I think the locks are too big now (though I like the engraving) - your ears would bleed after the first mile or so. The size was okay before, just the shackle could have used a wee bit more in diameter. And (nitpicking again) the shackle should go perpendicular into the body, otherwise you'd need a longish hole that would make shimming too easy. What? No, I'm not into bondage myself, I just read it somewhere!!!

 

Posted

Anyone else encountered this? I've noticed that the iron ring slave boots are invisible when equipped. Using latest beta version, UUNP body. Can't quite put my finger on it why, though I've found this earlier post about potentially the same issue:

On 6/29/2022 at 7:19 PM, DeWired said:

So, it seams like a problem: Iron Ring Slave Boots don't have BodySlide records for UUNP body, even at 5.2beta6, and I hadn't found any instances of them having such records in other versions (5.1, 5.0, 4.3). In CBBE, they go as

<SliderSet name="DD - CBBE - IronSlaveBoots">

in /CalienteTools/BodySlide/SliderSets/DD - CBBE.osp.

File formed is meshes/devious/expansion/ZariaBoot7_0.nif, used for Armor Addon zadx_bootsAA.

It causes problems for Cursed Loot, as this exact model is used for Prisoner Leg Restraints.

 

Posted
27 minutes ago, CaptainJ03 said:

Damn, that would have been so nice.

I'm not giving up on it, its a good idea. If noone here can fix the issue I'll find a different way to do it.

 

27 minutes ago, CaptainJ03 said:

There's a 1px horizontal line in the Lips Insert (and the bloody teeth are still clipping)

Thats where the seam is I tried a lot of different ways of unwrapping it and that was the least impactfull in terms of visuals, I guess I could look at it again.

As for the teeth When this multiplayer mod becomes a thing I'm going to find your character and pull all her bloody teeth out then she'll have to go on the wartimes high protein liquid diet!

Grrr ok I'll make the opening a bit smaller.

30 minutes ago, CaptainJ03 said:

A word on the transparent Lips Insert: I don't like it.

You know I think I'm just going to remove all the transparent versions, its not like theres any nice lady bits hidden underneath and it never looked good to start with.

 

31 minutes ago, CaptainJ03 said:

I think the locks are too big now

Maybe, the lock angle relative to the body is to avoid clipping between the shank and the buckle hole. I'll play with it a bit more.

 

33 minutes ago, CaptainJ03 said:

What? No, I'm not into bondage myself, I just read it somewhere!!!

Spock Encerio GIF

Posted
14 hours ago, audhol said:

IT DOESN'T WORK?

 

Please can someone who knows what they are doing look at it or tell me what I have done wrong??

3 things:

 

1. You set up the magic conditions wrong. IsMoving returns 0 when not moving, and 1-4 when moving, depending on movement direction, front, back, left right. Also, IsMoving is greater than 0 while running and sprinting, and IsRunning returns true while sprinting.

2. You didn't fill the script properties on the magic effects.

3. You set the sound descriptors to be loops, not individual sounds.

 

The bell effect should now be working properly.

DeviousMuzzleGags.esp

Posted
12 minutes ago, Code Serpent said:

The bell effect should now be working properly.

I wasnt even close, Thank you for taking the time to do it and for explaining what the issues were.

Posted

(Sorry in advance my english %$#*)
 

Idk if that was answered or fixed, i didnt read all the comments.

For the people who had the mcm problem that wont show up, i found a solution : In a new save finish your character without editing nothing, you can comeback to editing with the command showracemenu after anyways. Then spam the mod configuration and check for devious device mcm if you're fast enough it will load and you wont have any problem later. If you miss it (like you see devious device click and the mcm dont load ) then start a new game and be faster Lol. Well for me that was my solution idk what is the problem really. I think it depend on your modlist, it seems that if you dont load the devious devices mcm before other mod are loaded it wont show up for the rest of your game (for my case). 

Posted
47 minutes ago, tricktrick1234 said:

For the people who had the mcm problem that wont show up....

A process that has been suggested elsewhere is to save and reload a few times.  Start the game, wait a minute or two, save, load, wait a minute or two, and repeat.  Eventually, all the moving parts find each other.  My personal preference is to start a game in stages, like building a house from the ground up.  At first, I'll only enable the mods needed to create a character.  Wait for those mods to finish starting up, save, then enable non-adult mods, load, wait for those mods to finish initializing, and save.  Next, enable SexLab, Devious Devices, and other core adult mods, wait for them to initialize, save, then enable all other mods that I want to use.  This way, I've never had a mod or MCM fail to start.

 

It's expecting a lot to load a game with 200+ mods and have everything work as soon as the messages stop appearing, so players will usually have to do something to give the game a chance to settle down and stabilize before trying to do much in the game.

Posted

My process for new saves that have DD (which is all of them) never gave me any issues. Here is what I do (if you wanna do the same and encounter a mod you don't have and is not a requirement, you can probably skip it):

 

1. Stand completely idly after you are done creating the character. You can pop the console (~) up and down a few times to see logs to make sure things are happening. Stop after the MCM is done registring new mods, this may take more than 1 or 2 messages of "MCM finished loading X mods".

 

2. Open Sexlab's MCM and click the install button. Quit the MCM. Wait for the message that sexlab is ready.

 

3. If you plan to enable creature animations, do it now. As soon as you tick the checkbox in sexlab's MCM, it will start registering animations (can be seen in console). Wait for it to finish.

 

4. Open Apropos2's MCM and click the install, quit MCM and wait for it to finish.

 

5. Open SLAL and register all the animation you wanna register (the registring process is very visible on console, wait it out again).

 

6. Set all MCM settings for mods installed, excluding devious devices and anything that may depend on it (such as DCL). These ones we don't touch even if their mcms are present.

 

7. Save and reload. Wait for MCM to register more mods. DD should pop a message it is ready. If you have estrus chaurus, it should load at that point in time too. In general, several mods only initilalize upon loading a save, which doesn't automatically happen on a new game.

 

8. Set MCM settings for DD and mods that depend on it.

 

9. Save and reload once more to make sure that no more mods are looking for first initialization upon reloading a save (if you did everything well so far, nothing should happen)

 

Note: Whenever you change settings in any mod I recommend that you exit the menu and let the game go a few unpaused seconds before saving and reloading. I can't remember particular examples but some settings would "misbehave" if you change them in the menu and save and reload without giving them any "field time"

 

I never had to spam the MCM nor enable/disable mods in the process of starting a new game this way. In fact I think the "time wasting" here is minimal because I would have to configure all the mods the way I like them anyway

Posted (edited)

Well you never had my problem then because if i was not loading devious devices asap it wont be able to get it back later wtv what the order you load your mod, its a initiation problem but like i said, i think it all depend about how much mod you have and which one you have, i have 536 mod installed this is why i put my solution here because i have try to found a solution and that was the only one who was working.

Edited by tricktrick1234
misstyping
Posted
17 hours ago, audhol said:

I wasnt even close, Thank you for taking the time to do it and for explaining what the issues were.

Since you're more familiar with textures, do you mind giving me a hand as well? I'm having some issues with cubemaps disappearing after reloading a game. I made a thread here about it.

Posted
On 8/13/2022 at 11:26 AM, Kimy said:

 

There are never too many armbinders! Does this model work for both CBBE and UUNP? If yes, it will go right in! ;)

 

 

I'm having a little bit of trouble getting it finalized. This kind of modding is not exactly my forte.

If someone a bit seasoned is willing to assist, perhaps I can get it finished up. I'd love to see it added in.

Posted
On 8/13/2022 at 3:31 AM, audhol said:

What you've done is pretty nice in patching various pieces of other nifs together however you are using I think 22 different textures between the diffuse, normal, emmisive and environment. This is going to be a big strain on the engine to load all those textures ingame. Your laces shadow issue is probably coming from either the normal map or the emmisive map still having the lace outlines on it so even though you dont see it in the diffuse its on the other maps.

 

If you dont have texturing software you could use a paint program like gimp that can handle multiple layers, load all the textures in your using as seperate layers then just cut out the bits your using and paste them onto a seperate layer. Gimp can also create a normal map from the diffuse and emmisive is just a black and white version of the diffue with white as full reflection and black as zero. There is however a high possibility that parts of your nif will be unwrapped onto the texture in the same place.

 

You can use the UV\Edit function of Outfit Studio to see how each part of your nif is unwrapped onto the texture.

 

  Hide contents

1143551673_EditUV13_08_202210_20_06.png.9999c2154cbfea107d60c7efa8f63cc8.png

 

 

Hey, you seem to know what your doing with this a touch more than I. Would you be willing to give me a hand in getting this Zipbinder finished up?

Posted
1 hour ago, Zenagia said:

Would you be willing to give me a hand in getting this Zipbinder finished up?

Of course, let me finish the muzzle gag and we'll look at it together. If you have discord hit me up there as it will be easier to swap stuff around. Audhol#4836

 

Posted
On 8/26/2022 at 9:32 AM, thedarkone1234 said:

My process for new saves that have DD (which is all of them) never gave me any issues. Here is what I do (if you wanna do the same and encounter a mod you don't have and is not a requirement, you can probably skip it):

 

1. Stand completely idly after you are done creating the character. You can pop the console (~) up and down a few times to see logs to make sure things are happening. Stop after the MCM is done registring new mods, this may take more than 1 or 2 messages of "MCM finished loading X mods".

 

2. Open Sexlab's MCM and click the install button. Quit the MCM. Wait for the message that sexlab is ready.

 

3. If you plan to enable creature animations, do it now. As soon as you tick the checkbox in sexlab's MCM, it will start registering animations (can be seen in console). Wait for it to finish.

 

4. Open Apropos2's MCM and click the install, quit MCM and wait for it to finish.

 

5. Open SLAL and register all the animation you wanna register (the registring process is very visible on console, wait it out again).

 

6. Set all MCM settings for mods installed, excluding devious devices and anything that may depend on it (such as DCL). These ones we don't touch even if their mcms are present.

 

7. Save and reload. Wait for MCM to register more mods. DD should pop a message it is ready. If you have estrus chaurus, it should load at that point in time too. In general, several mods only initilalize upon loading a save, which doesn't automatically happen on a new game.

 

8. Set MCM settings for DD and mods that depend on it.

 

9. Save and reload once more to make sure that no more mods are looking for first initialization upon reloading a save (if you did everything well so far, nothing should happen)

 

Note: Whenever you change settings in any mod I recommend that you exit the menu and let the game go a few unpaused seconds before saving and reloading. I can't remember particular examples but some settings would "misbehave" if you change them in the menu and save and reload without giving them any "field time"

 

I never had to spam the MCM nor enable/disable mods in the process of starting a new game this way. In fact I think the "time wasting" here is minimal because I would have to configure all the mods the way I like them anyway

I think your doing it the hard way. I have around 500 mods consolidated and merged down to 247. when I start a new game all I do is let it start then "esc" to show following screen, then wait a few minutes. during that time the system will catch up and all the mods will install in MCM, I then go back to check there's no more mods loading and then open MCM and start making any changes that I need to do, as some mods have JSON files and some don't. honestly you don't need to keep saving and reloading and activating mods if you do it this way. I literally only have to save once, and reload to activate estrus chaurus and DD. Estrus Chaurus wont appear until you save and reload once, and it takes a minute even then.

Skyrim menu.jpg

Posted (edited)
25 minutes ago, Maddac said:

I think your doing it the hard way. 

As far as i understand, Devious Devices is scripted in such a way on purpose that it does not initialize at the first time, it must be saved and loaded. 

 

If you actually somehow get it to initialize then your Skyrim is far more unstable than you think.

Edited by Zaflis
Posted

v269 of devious muzzle gags

 

Found the issue with the mouth internals is down to some kind of occlusion plane attached to the back of the lips that only show when the moth is open so I shortened the tube part of the lips to finish before it. 

Remapped the lips part to remove the seam at the sides and sized to hide the teeth.

Split the leather and ebonite meshes to allow use of different maps for the 2 materials.

Redone the buckles and locks again.

Removed the transparent versions because they were rubbish.

Thanks again to @Code Serpent the ding-a-lings work perfectly.

@CaptainJ03  If you could cast your beady eye over it when you get the chance please.

 

DeviousMuzzleGagsAE_SE.7z

DeviousMuzzleGagsLE.7z

Spoiler

1764862135_SkyrimSpecialEdition28_08_202211_16_59.png.d3feacec8e1be3250ffdb731c943f032.png1285418963_SkyrimSpecialEdition28_08_202211_17_23.png.c8115e87c7493dd3c3eac9a29036020e.png766451813_SkyrimSpecialEdition28_08_202211_18_33.png.a593ea39e0e2eb0b3468c87afa4b8617.png2696503_SkyrimSpecialEdition28_08_202211_20_29.png.c31de57161801e4a3a7a1bd2e36988ff.png1182710817_SkyrimSpecialEdition28_08_202211_21_18.png.54cb1098051b4600c32182fef8af9fd6.png

 

Posted
3 hours ago, Zaflis said:

As far as i understand, Devious Devices is scripted in such a way on purpose that it does not initialize at the first time, it must be saved and loaded. 

 

If you actually somehow get it to initialize then your Skyrim is far more unstable than you think.

you obviously didnt read how i said at the end that I only need to save and reload once so that Estrus Chaurus and DD initializes. DD will still show in MCM but doesnt initialize until first reload. My system is very stable and everything works. the only MCM menu that doesnt show until first reload is Estrus Chaurus.

Posted
4 hours ago, audhol said:

If you could cast your beady eye over it when you get the chance please.

yes, looks much better now, no more clipping. ?

 

Still some tiny things to complain about: ?

What ever you did to the gloss (is that the alpha channel?) of the black ebonite - that seems a bit too much. Under certain light conditions the strap looks like steel, not like ebonite.

Spoiler

ScreenShot35023.jpg.d714bf700feb394c00723dde50ca2906.jpg

 

two other things

The lips part is quite a bit away from the face plate, especially considering the prototype you wanted to copy. I'd cut the horizontal strap at the rivet, omit the ring part and ram the lips deeper in her mouth. Uhmmm, gently of course. But that's only my sense of aesthetics, if you like it as it is, ignore this objection.

 

The bell sound seems odd. It's more like an open bell, but should sound like a closed jesters bell (we call that "Schelle" in german, unfortunately that translates to the same 'bell' as "Glocke") The sound I imagine is like this

 

Posted
5 hours ago, CaptainJ03 said:

What ever you did to the gloss (is that the alpha channel?) of the black ebonite - that seems a bit too much. Under certain light conditions the strap looks like steel, not like ebonite.

Its the cubemap that works with the environment map I changed it because I found it a bit dull, I will post another version with the origional ebonite cubemap.

 

5 hours ago, CaptainJ03 said:

The lips part is quite a bit away from the face plate, especially considering the prototype you wanted to copy

Well now I dont agree for 2 reasons, firstly I think it does match the prototype as it is,

Spoiler

PVC-Muzzle-Gag-with-Lips-bon160-4.jpg.2e5107b4cbad27116dfce6ae2d897c95.jpg1764862135_SkyrimSpecialEdition28_08_202211_16_59.png.d3feacec8e1be3250ffdb731c943f032.png.c01c04611d2d89b4471da28686ea3523.png

Secondly I cant "ram it in her mouth deeper" however gently I try to do it. Like I said before there is an occlusion plane between the tongue and the teeth and if I extend the tube any further into the mouth it intersects with that plane and creates a black hole in my mesh. If you use tfc 1 on the ring gag you can see it just behind the ring part and it serves the purpose of hiding the gap between the teeth and tongue otherwise because the normals are outward facing on the head mesh you would see a gap right through the head when the mouth is open. Now I could remove this occlusion plane but that would require supplying the user with an alternate head mesh and also an option for those using highpolyhead and thats all quite outside the realms of a simple gag for DD.

 

5 hours ago, CaptainJ03 said:

The bell sound seems odd. It's more like an open bell, but should sound like a closed jesters bell

 I quite like the sound of the bell I used but if youd like to make an alternative I can show you the program (web based) that I used to modify the .wav files, you will need 3 different ones for slow medium and fast and then you can just replace the ones in the folder. If kimy or any of the other people that have dowloaded the version I posted for testing prefer the jester ones then cool they can be used instead of the my ding-a-lings.

 

I appreciate all the feedback you have given me so I hope you dont take the fact that I dont agree with everything you say badly, and if you or anyone else really really really want changes then I'll consider it again.

 

versions with origional cubemaps

DeviousMuzzleGagsAE_SE.7z

DeviousMuzzleGagsLE.7z

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