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Devious Devices Framework Development/Beta


Kimy

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Posted
7 hours ago, zarantha said:

There are some zaps used now, although it was mostly to combine some variants into a single file (all the straitjacket stuff for example) to save space rather than customizing them.

Is there a possibility of having these backported to regular ol' Skyrim? Afaik the catsuit zipper lock is the only ZAP used in DD on Skyrim LE.

 

9 hours ago, serranna said:

Brief video below demonstrating what I'm talking about. The video begins showing that born slave difficulty is active, then applying 3 rope restraint devices, failing to remove the first 2 then repeatedly applying and successfully removing the body restraint with no failures.

A bit of a stretch, but did you by chance have logging enabled as well? Might contain some clues that could help trace the supposed issue.

Posted (edited)
14 hours ago, Taki17 said:

A bit of a stretch, but did you by chance have logging enabled as well? Might contain some clues that could help trace the supposed issue.

 

If you're talking about Papyrus logging then no. I don't know how to enable that. I'll look up how to get a log, repeat the process and post it here if I can figure it out. Not sure how long it'll take with Thanksgiving coming up.

 

Also in regards to your inquiry about the zaps, I don't know much at all about bodyslide/outfit studio, however I do know that zaps could be performed in creation kit which is how I did it to the transparent catsuit. It's a bit more complicated, but it's an option if it's not available in bodyslide.

 

Edit: Actually I do have it enabled but I can't find what would be the log file for the video I made. I'll probably be able to recreate it tonight and post one.

Edited by serranna
Posted
On 11/20/2022 at 10:21 AM, Zaflis said:

Just showing this elbowbinder bug with UUNP for LE, it's same with other armbinders. I have the latest DD beta and that is used in the "Learning the ropes" of DCL "Tight rope binding".

 

rope_bug.jpg.c87196df363a5ad52b3f63a2232bf887.jpg

 

Also i kind of do know how to edit the NIF myself in outfit studio, have tried it once with earlier version. But it was hit and miss in the editing because i could not get a reference of arms in that pose. I just had to blindly move the vertices and test ingame to see if it fits or not.

You need to know that the model has to follow to the asset and not the other direction: if you change your character´s arm-bend/size of upper-body and other parameters, those assets can not be suiting as they are made without weighted arm-regions-this assets only follow to the spine2. Same is for the arm-binder of DD. And the assets only work with it ´s suiting animation. The hand´s texture-issure is because the skin is too heavy for the game all together with the asset. On that system.

The reference IS the rope-restraints in which the body-settings have to follow.

Posted (edited)
3 hours ago, t.ara said:

You need to know that the model has to follow to the asset and not the other direction: if you change your character´s arm-bend/size of upper-body and other parameters, those assets can not be suiting as they are made without weighted arm-regions-this assets only follow to the spine2. Same is for the arm-binder of DD. And the assets only work with it ´s suiting animation. The hand´s texture-issure is because the skin is too heavy for the game all together with the asset. On that system.

The reference IS the rope-restraints in which the body-settings have to follow.

It's not just that, some armbinders/elbowbinders don't have the issue and fit much better. I wouldn't rule out possibility that DCL also has meshes which aren't converted yet same way as DD is. Aside from those armbinders originally built for CBBE, not UNP.

Edited by Zaflis
Posted (edited)
2 hours ago, Zaflis said:

It's not just that, some armbinders/elbowbinders don't have the issue and fit much better. I wouldn't rule out possibility that DCL also has meshes which aren't converted yet same way as DD is. Aside from those armbinders originally built for CBBE, not UNP.

Maybe the stuff is in between BS-asset-sensitive-I´m from those times, when the armbinder and those ropes at backside did not come by bodyslide....those arm-poses in the past hindered to create such stuff with BS because BS is not allowing to import different poses. The actual pose inside of BS is for weight-painting actions and sadly not for such restraint-assets.

You can only load the asset into BS and edit it slowly to your character´s shape, in that case.

And UUNP/CBBE was not important in the past-the armbinder´s belt over the shoulder was everlasting clipping a little...was a sign that we have cute stuff to play with.?

Edited by t.ara
Posted
1 hour ago, t.ara said:

You can only load the asset into BS and edit it slowly to your character´s shape, in that case.

 If you load the .hxk for the relevant restraint into 3ds couldnt you export the skeleton and use that as a reference to weight the base body?

Bodyslide allows you to select which skeleton you use when applying bone weights so if you took an appropriate frame from the hxk and exported that as a skeleton to create a reference body couldn't you then use that reference to weigh the armbinder and apply the sliders?

Posted
On 11/21/2022 at 11:08 AM, Taki17 said:

I've found yet some more things to address in DD, so I'm back with another entry in the series of small DD fixes. This time, it's a two-parter, with one half addressing issues related to plugs, and the other taking care of some oddities around rope restraints.

  • Up until now, upon interacting with plugs in the inventory, they showed both the "take it out" and "put it in" messages, regardless of if they were worn or not. I have managed to change this by introducing a new message for anal plugs with proper checks to if a plug of the appropriate type is worn.
  • In other words, if an anal plug is inside the player, interacting with it will only show the "take it out" option. Likewise, if it's not equipped, it'll only show the "put it in" option. Same for vaginal plugs, but it was achieved by adding conditions to the original message.

IMPORTANT: due to how it required a new record for the new message, but it affects plugs in multiple plugins, I have only included the changes to anal plugs in the DD Integration master file, to facilitate the merge without adding my own plugin as a master to the other. As for anal plugs in DD Expansion, the message in their script properties needs to be manually changed to "zad_plugsAnMsg" after my contribution here was merged to Integration.

 

Plugs in DDx that need the new message added to their zad_DeviceMsg property:

zadx_plugGreaterSoulgemAnInventory

zadx_plugGrandSoulgemAnInventory

zadx_plugBlackSoulgemAnInventory

zadx_plugFilledSoulgemAnInventory

zadx_plugShockSoulgemAnInventory

zadx_HR_PlugPonyTail01Inventory

zadx_HR_PlugPonyTail02Inventory

zadx_HR_PlugPonyTail02BowInventory

zadx_HR_PlugPonyTail03BowInventory

  • Added black, red and white versions of all rope restraints that were missing them. Preview:
  Reveal hidden contents
  • Adjusted device messages for rope restraints, so now rope gags, blindfolds, armbinders and harnesses will all be properly referred to as such, and there will be no more mention of keys where they aren't applicable. "Unlock" options were changed to "Untie", and "Lock" options were changed to "Tie", consistently accross all rope restraint items.
  • Found an unused rope harness model in the files which I quite liked, so I created the items for it, in all four colors. Preview:
  Reveal hidden contents
  • Updated and expanded the leveled lists with all the new restraint items and color variants.
  • Also some general leveled list maintenance with organizing misplaced items into their proper lists (moving rope elbowbinders into the rope elbowbinders list instead of having them among the rope armbinders, for example).
  • Added the full body rope restraints (behaves like a hobble dress) to the new zad_dev_suits_hobbledresses_rope leveled list. Nested it inside the zad_dev_suits_hobbledresses leveled list.
  • The previously unused and empty zad_dev_blindfolds_cloth leveled list was renamed to zad_dev_blindfolds_rope to hold all the rope blindfold variants.
  • A few small message and description corrections as well.

even more small DD fixes for beta 9.7z 7.37 kB · 16 downloads

 

Previously for DD5.2 beta 9, I have also contributed these fixes, regarding the corsets and a few other things:

 

Fantastic work, as always! Thanks! :)

Posted
17 hours ago, Taki17 said:

Is there a possibility of having these backported to regular ol' Skyrim? Afaik the catsuit zipper lock is the only ZAP used in DD on Skyrim LE.

 

Probably not ported. It would be much better to just go from scratch using the LE meshes. Converting files to SE and then back to LE is more likely to introduce problems.

Posted
14 hours ago, audhol said:

 If you load the .hxk for the relevant restraint into 3ds couldnt you export the skeleton and use that as a reference to weight the base body?

Bodyslide allows you to select which skeleton you use when applying bone weights so if you took an appropriate frame from the hxk and exported that as a skeleton to create a reference body couldn't you then use that reference to weigh the armbinder and apply the sliders?

I made different BS-compatible skeleton-poses for BS in the past, arm and leg-poses which can be used as a reference skeleton but you can not use them in a professional way, compared with the T-Pose. If arms come close to the butt and backside, hands and fingers begin to get deformed, depending on the overall influence of invisible zones, which are simply drilling the mesh to death. Theoretically "working" but from the way how the concept "bodyslide" is working, you have an unsolvable problem spended with that software. It was a good deal in the past, ones mod not to ride by using BS at all. BS is spending mostly lot of problems, which hinder lot of assets to stay a theoretical wish. I will in future not create a mod, which ever is depending on BS as it simply is cousing a total amount of issures which are not worth the work. As soon you leave the original shapeform, your assets become damaged straight to the way how the reference body becomes screwed. Depending on all the same skin-texture-structure for UUNP and CBBE, also the shape-variations do mostly not follow correctly to form the textures, means your new shapes simply have issures with the lightning. Only the untouched bodies of the base with all faders ZERO are working propperly for the texture-files. All the other shape-stuff is compromised.

The stuff can be made by BS indeed, but as I saw we have for example endless conversion-bodies for Skyrim SE. Who in the world want to become busy for ages to convert all that stuff and try to manage to get cloth/restraints become working and looking ideal well by using BS day and night ??? - In between I do that for some few assets to see that SE-bodies suddenly are lacking on different other places like collision-issures, slot-partition-issures, SMP-technical-issures, hip-to-leg-missing slider-options, and too flat breasts by default for adding some few breast-ropes, which will deform and destroy at onces in any case....

PORTING is specially a term which is causing to me a VERY BAD sound with always a bad smelling compromise, I´m sorry about that all, but that´s the truth.

 

Posted
On 11/23/2022 at 2:09 AM, Taki17 said:

A bit of a stretch, but did you by chance have logging enabled as well? Might contain some clues that could help trace the supposed issue.

 

I started a new game and performed all those actions again for the most part. I have the log here. There was actually a success is removing one of the other rope restraints somewhere in there too.

 

 

Papyrus.0.log

Posted
7 minutes ago, serranna said:

I have the log here.

Removal success calculations don't seem to be logged so this doesn't seem to be the route to check it. Oh well. It was worth a shot. What remains is to dig in the code by hand to see if anything might be amiss.

Posted (edited)
39 minutes ago, t.ara said:

I made different BS-compatible skeleton-poses for BS in the past, arm and leg-poses which can be used as a reference skeleton but you can not use them in a professional way, compared with the T-Pose. If arms come close to the butt and backside, hands and fingers begin to get deformed, depending on the overall influence of invisible zones, which are simply drilling the mesh to death. Theoretically "working" but from the way how the concept "bodyslide" is working, you have an unsolvable problem spended with that software. It was a good deal in the past, ones mod not to ride by using BS at all. BS is spending mostly lot of problems, which hinder lot of assets to stay a theoretical wish. I will in future not create a mod, which ever is depending on BS as it simply is cousing a total amount of issures which are not worth the work. As soon you leave the original shapeform, your assets become damaged straight to the way how the reference body becomes screwed. Depending on all the same skin-texture-structure for UUNP and CBBE, also the shape-variations do mostly not follow correctly to form the textures, means your new shapes simply have issures with the lightning. Only the untouched bodies of the base with all faders ZERO are working propperly for the texture-files. All the other shape-stuff is compromised.

The stuff can be made by BS indeed, but as I saw we have for example endless conversion-bodies for Skyrim SE. Who in the world want to become busy for ages to convert all that stuff and try to manage to get cloth/restraints become working and looking ideal well by using BS day and night ??? - In between I do that for some few assets to see that SE-bodies suddenly are lacking on different other places like collision-issures, slot-partition-issures, SMP-technical-issures, hip-to-leg-missing slider-options, and too flat breasts by default for adding some few breast-ropes, which will deform and destroy at onces in any case....

PORTING is specially a term which is causing to me a VERY BAD sound with always a bad smelling compromise, I´m sorry about that all, but that´s the truth.

 

No I completely agree that BS is far from perfect, having spent the last 2 days fighting with it to simply conform these catsuits I'm making. It does indeed stretch meshes differently depending on how the vertices are located rather than an overall smothing and bending of "areas" 

Also different outfits or items are designed to change the way that the body is formed whereas BS tries to make everything the same depending on what slider is adjusted.

Unfortunately having tried in the past to modify the base body due to the outfit worn users simply cannot understand that other items from other mods will clip.

 

It seems to just be the way that users want their mods to be compatible with everything else so everything ends up looking the same with only flashy extras and textures changing from one outfit to another.

 

 

Catsuit preview here for those interested.

 

 

Edited by audhol
Posted

I am in no position to complain, and I hope you don't think that I am doing that, but on the 9th I had asked if there were any bodyslide files for the transparent ebonite gloves. The very helpful and informative person who answered said that it would be around a week. I am very curious if anything happened on that front. Its nbd if its been stagnant, I'm simply wondering where you guys are on that.

Posted
14 minutes ago, audhol said:

No I completely agree that BS is far from perfect, having spent the last 2 days fighting with it to simply conform these catsuits I'm making. It does indeed stretch meshes differently depending on how the vertices are located rather than an overall smothing and bending of "areas" 

Also different outfits or items are designed to change the way that the body is formed whereas BS tries to make everything the same depending on what slider is adjusted.

Unfortunately having tried in the past to modify the base body due to the outfit worn users simply cannot understand that other items from other mods will clip.

 

It seems to just be the way that users want their mods to be compatible with everything else so everything ends up looking the same with only flashy extras and textures changing from one outfit to another.

 

 

Catsuit preview here for those interested.

 

 

Looks fine-I made a typical latex-texture if wanted...but it is not homogenically shining-it has the typical rubber-powdered, oily areas, which makes it more realistic imo.

If you want I can prepare that for you to be working on all assets, if wanted-means your mesh needs to spend the form, but !

Posted
11 minutes ago, t.ara said:

Looks fine-I made a typical latex-texture if wanted...but it is not homogenically shining-it has the typical rubber-powdered, oily areas, which makes it more realistic imo.

If you want I can prepare that for you to be working on all assets, if wanted-means your mesh needs to spend the form, but !

 

 

FINE????

 

A plain cheese sandwhich is fine if your a bit peckish, my catsuits are far superior to a plain cheese sandwhich!

 

I'm joking of course, I need to make the texture sets for the colour variations then I will upload a beta version over on my thread but so far only 3ba bodyslides are done.

 

But yeah I'd be happy for you to have a play with your textures on the model.

Posted
7 hours ago, audhol said:

 

 

FINE????

 

A plain cheese sandwhich is fine if your a bit peckish, my catsuits are far superior to a plain cheese sandwhich!

 

I'm joking of course, I need to make the texture sets for the colour variations then I will upload a beta version over on my thread but so far only 3ba bodyslides are done.

 

But yeah I'd be happy for you to have a play with your textures on the model.

That ´s this way looking...in the past I made that suiting to clothing-but it can be used also as a template - I can make one for you seamless if wanted....in that case you can scale it to your liking.

TESV 2022-11-24 18-37-04-12.jpg

TESV 2022-11-24 18-36-44-27.jpg

Posted
2 hours ago, t.ara said:

That ´s this way looking...in the past I made that suiting to clothing-but it can be used also as a template - I can make one for you seamless if wanted....in that case you can scale it to your liking.

Looks fine lol!

I dont think a seamless texture would work as it wouldnt flow across the various parts of the mesh. I have been playing around a bit in Substance painter and I think I could acheive similar results to yours by refining the latex layer smart material.

 

I'm going to finish what I have started then I might make that as  an alternative texture.

 

Spoiler

207959464_AdobeSubstance3DPainter-Custom_Skyrim_Shader_Template_v6(Readonly)24_11_202221_26_05(1).png.05ed068f37050114015971bcedaf4482.png

 

Posted
17 hours ago, TittsandWit said:

I am in no position to complain, and I hope you don't think that I am doing that, but on the 9th I had asked if there were any bodyslide files for the transparent ebonite gloves. The very helpful and informative person who answered said that it would be around a week. I am very curious if anything happened on that front. Its nbd if its been stagnant, I'm simply wondering where you guys are on that.

 

What happened was migraines and headaches the last few weeks. I am still working on the update for the SE bodyslide, which will include that file.

Posted
9 hours ago, zarantha said:

 

What happened was migraines and headaches the last few weeks. I am still working on the update for the SE bodyslide, which will include that file.

Those are very extremely good reasons for not doing that. I'd like to apologize if my bullshit inconvenienced you in any way.

Posted (edited)

Hello, I would just like to attract some attention to idea I posted some time ago, if it is considered as a spam - sorry but I think it is worth to take a look at it, especially since it propably can be integrated into DCL quite nicely.
 

 

Edited by PolskiHusarz20
Posted (edited)

@TittsandWit

 

I have not yet sanity checked these, so let me know if I fucked something up. These are the beta 9 bodyslides with the transparent restrictive gloves.

 

3BA bodyslides: https://mega.nz/file/8TgHyBYY#rxwrj6aw7XuQpukuVv5qHTH82xOjGOJzFwAwmQQ2Ql4

 

CBBE SE bodyslides: https://mega.nz/file/cKZ13DxR#1n70ff0iEsQOAGAee6c1o1XsxoBNpC-ekzm-P65O2n4

 

Edited by zarantha
updated links with fixed trans. restr. gloves
Posted
13 hours ago, PolskiHusarz20 said:

Hello, I would just like to attract some attention to idea I posted some time ago, if it is considered as a spam - sorry but I think it is worth to take a look at it, especially since it propably can be integrated into DCL quite nicely.
 

 

I do like the idea but it would clash quite a bit with the workings/features of DCL. I would suggest to post it in the DCL thread with the idea to make it an additional repeating quest. As most mechanisms for the things you brought up already are in DCL. So it would be a matter of setting the trigger values on a specific chest/door to a high value. And adding some dialogue and randomness around it.

Posted (edited)

@zarantha

In ther process of chasing down why my catsuit clips during certain movements with the restrictive gloves using BHUNP\UUNP, I believe it to be because of the UpperArmTwist1 bone, have you deliberately added a longer weight to the gloves to help with the pony animations?

 

Spoiler

715950173_DD-BHUNP-AudCatsuit_-OutfitStudio27_11_202209_07_36.png.910f750549aa6c1a23ad7e9d3fe7282c.png835764450_DD-BHUNP-AudCatsuit_-OutfitStudio27_11_202209_07_48.png.69fa23705ece811248e9be11cbe35654.png

 

 

UpperArmTwist2 and UpperArm seem to follow the base body more closely although the main strength of each bone is in a different point on the gloves to the base body.

 

Perhaps its just a difference between UUNP and Bakas BHUNP?

 

Spoiler

413969808_DD-BHUNP-AudCatsuit_-OutfitStudio27_11_202209_07_59.png.a50b3f7139664aa016c29798821983a6.png289369504_DD-BHUNP-AudCatsuit_-OutfitStudio27_11_202209_08_11.png.fd246e24b3dfa8fbc8186c9216acb13a.png424119569_DD-BHUNP-AudCatsuit_-OutfitStudio27_11_202209_08_22.png.738fd22361384203b8e64dbf2a6adb2a.png1201666731_DD-BHUNP-AudCatsuit_-OutfitStudio27_11_202209_08_34.png.ec6c052958a7ab79e35e6e1b8fc6da13.png

 

 

 

 

 

Edited by audhol

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