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Devious Devices Framework Development/Beta


Kimy

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Posted
6 hours ago, chaimhewast said:

their 3BA version clips (colored long gloves don't clip):

 

I'm not seeing any clipping with the 3ba version of the transparent gloves. Maybe rebuild them one more time? Also, if you have old versions of the bodyslides lying around, maybe make sure they aren't enabled?

Spoiler

 

image.png.85f6f399307e0d8be5f83c82cbe749a5.png

 

 

 

 

6 hours ago, chaimhewast said:

The straps on the CBBE SE version of Transparent Catsuit High Heels could use some love:

 

That's usually your preset doing that. This device only has the ankle slider, so there's not any slider I can remove to fix that. Normally it would be the knee height slider. Maybe make sure that you're using the most recent bodyslide file here too?

Spoiler

 

image.png.e607fac917a9e3a266421a2ce19adf7d.png

 

 

Posted
6 hours ago, Majin Buu said:

It was Devious Lore SE that was causing the issue. It had been a while since I played Skyrim and I changed over to SSE recently, forgot Devious Lore messed with Devious Devices scripts, even though MO2 doesn't show any conflicts.

No...it doesn't. I don't make any edits to the scripts or standard devices in the base mod. But, the optional patches, which do many things including renaming keys, are likely incompatible with the Beta versions.

Posted (edited)
3 hours ago, Code Serpent said:

No...it doesn't. I don't make any edits to the scripts or standard devices in the base mod. But, the optional patches, which do many things including renaming keys, are likely incompatible with the Beta versions.

 

I used MO2, I had just disabled the entire mod in the left side and the issue I was having went away. Forgot there was 3 esp files in the package. After further testing, Devious Devices - Lore Patch.esp is causing the issue. Anal Plug will equip but the script checks if a vaginal plug is equipped. If vaginal plug is not equipped, the anal plug script will act like the anal plug is not equipped. If a vaginal plug is equipped, then anal plug will have the option to take out.
 

  

On 12/13/2022 at 2:31 AM, Majin Buu said:

Having issue with Anal plugs. Can equip them but when already equipped, only get the option to either Put in or Carry on. Mod Organizer nothing is overwriting Devious Devices as far as I can tell. Anyone else running into the same issue?

 

Also pretty sure I found the issue with this issue I was having. Narrowed it down. Looks like Wartimes calling on SerialStrip to remove plugs but then not returning them after. just posting in case it is case anyone comes looking in here for this issue.

Edited by Majin Buu
Posted (edited)
16 hours ago, zarantha said:

I'm not seeing any clipping with the 3ba version of the transparent gloves. Maybe rebuild them one more time?

I double-checked with a separate MO2 install. They line up on the zero weight, but don't deform with the arms as you increase your weight.

 

16 hours ago, zarantha said:

That's usually your preset doing that. This device only has the ankle slider, so there's not any slider I can remove to fix that. Normally it would be the knee height slider.

Looking at the generated nif itself, the strap looks fine. I'll have to take some time later to look at it, since the shoes I generated in my test install didn't have that problem. Seems like there's something screwy with that install, as copying the shoes from my test install (where they were fine) to my normal install have that same weirdness with the straps.

 

The old bodyslide files don't come into it, because I removed them when I switched to the 5.2 betas.

Edited by chaimhewast
Posted
12 hours ago, Code Serpent said:

Honestly I should probably remove those patches since they cause far too many problems for what they do.

 

What do they actually do? If it's some functionality that could go into the framework, I could do that?

Posted (edited)
On 12/14/2022 at 1:20 AM, Kimy said:

 

Default behavior when interacting with a device is that the player is getting the option to lock themselves in and optionally activate the timed lock when doing so. If you want to lock the player in without their consent, you can use a script for that, calling zadclibs.LockActor().

Thank you for your help. but I have some new problems. I found that the device is not furniture type, I have never used the activator. So can I use the activator just as I use Condition Functions to get the status of furniture or can I only use global variables to accept return values?

Edited by FlyDut
Posted

Oh, just a note in case I forgot to mention it before: I always found it funny that extreme hobble dresses have no walking or standing animation for unsheathed weapons or spells, but have walking and standing animations for stealthy unsheathed weapons or spells. If you have an animator among the people here working on things you might want to address that :) 

Posted
3 hours ago, Kimy said:

What do they actually do? If it's some functionality that could go into the framework, I could do that?

Well, there's two patches. A Struggle Idles patch, and a "Lore" patch.

 

I think you've already included the Struggle Idles patch as someone else suggested it a while ago. It just adds the existing struggle animations to a few other fitting devices. For example, it adds the Gloves struggle anim to Catsuits and Arm cuffs, gives the Gag struggle anim to collars, and gives some of the horny anims to Chastity belts and harnesses for use as struggle anims.

 

Here's the latest version, which is supposed to work with the latest non-Beta release.

Devious Devices - Struggle Idles Patch 2.04.rar

 

The "Lore" patch does a few more things, and probably shouldn't be included in the framework.

 

The main thing is renaming most devices to fit with the Tongue-In-Cheek lOrE the mod adds to explain why they exist in the game, and make the naming more vanilla-esque. So, Ebonite Devices are renamed as Waxed Leather Devices, Rubber Devices are renamed as Oil Devices, Gas Masks are renamed as Dust Masks (since they were 'invented' for use in the Morrowind dust storms), devices named like "Red Leather Gag (Ball) (Harness)" were renamed as "Red Leather Harness Ball Gag", and so on.

 

The other things the patch does, which I'll probably end up removing, is

1. Changing the editor IDs of all the devices so it's easier for me to organize them in quest properties when developing the main mod, which apparently causes some issues for some people, somehow.

2. Allowing devices to be enchanted, which doesn't really work.

3. Gives minor effects to Pierced Nipples and Clit (Decreased Physical Damage Taken and Decreased Spell Cost by 1%), which is more of a joke than anything.

4. Adds a Blindness effect (like the effect applied to Falmer) to the Blindfold enchantment, so NPCs wearing blindfolds are actually blinded.

 

The latter two could be added to the framework, but up to you.

Devious Devices - Lore Patch 2.04.rar

Posted
6 hours ago, Code Serpent said:

4. Adds a Blindness effect (like the effect applied to Falmer) to the Blindfold enchantment, so NPCs wearing blindfolds are actually blinded.

 

I actually kinda like that. Gives the player more incentive to want to ensure their followers dont get stuck in one. I know I always put a low priority on removal of those.

Posted
12 hours ago, chaimhewast said:

I double-checked with a separate MO2 install. They line up on the zero weight, but don't deform with the arms as you increase your weight.

 

They are working for me, so I don't know. Given the weirdness with the shoes you see between installs, it sounds like that install to me.

I stuck the body on 100 weight (original screenshot was 25) and bumped up the arm sliders and still no clipping. Tried a few different presets as well since I'm using obody. Yes, that means the outfits are built with zeroed sliders, but that's not what is seen in game.

 

Spoiler

 

image.png.7e98236166d06881dda12b6850e25fd6.png

 

 

Posted (edited)

I wanted to report a small issue with vibration events. When wearing a straitjacket the PC performs normal "DDZazHorny"(1-3) animations even though their arms are supposed to be tied. I checked the zadLibs script and the function "AnimSwitchKeyword" doesn't specifically look for straitjackets, only for HobbleSkirts and armbinders/yokes.

 

A simple fix would be to just add the check for StraitJackets to the armbinder keyword check (for both HobbleSkirt and non-HobbleSkirt variants).

 

It would be great if a check for straitjackets could be added to that function.

Edited by lolic
Posted

I had an idea recently about doing a "bound" playthrough.  Unfortunately, it seems that while you can still kick while bound, your unarmed skill never increases.  This implies to me that your unarmed skill doesn't apply to your kick damage either.  I'm not sure if the ability to kick while bound comes from DD or DCL, but would it be possible to tie this kicking to a player's unarmed skill, so they can still get skillups to this while bound and get the 'perks' from points put into this skill to do additional damage?  Of course, this would also have to include the Khajit bonus to unarmed damage as well if implemented.

Posted
1 hour ago, ChandraArgentis said:

I had an idea recently about doing a "bound" playthrough.  Unfortunately, it seems that while you can still kick while bound, your unarmed skill never increases.  This implies to me that your unarmed skill doesn't apply to your kick damage either.  I'm not sure if the ability to kick while bound comes from DD or DCL, but would it be possible to tie this kicking to a player's unarmed skill, so they can still get skillups to this while bound and get the 'perks' from points put into this skill to do additional damage?  Of course, this would also have to include the Khajit bonus to unarmed damage as well if implemented.

There is no scaling skill system in DD, at least yet if ever. In the meantime you can do that with SL Disparity. Although it can't track how many times you have kicked, it tracks how long you have worn it. You have options to increase unarmed skill, physical damage and attack speed.

Posted
4 hours ago, ChandraArgentis said:

your unarmed skill never increases

Uhmm, is there any unarmed skill in vanilla Skyrim? There are the Gloves of the Pugilist in the Ratway, and some heavy armour perk, but does it actually improve? Any variables I could check for my PC?

Posted
5 hours ago, CaptainJ03 said:

Uhmm, is there any unarmed skill in vanilla Skyrim? There are the Gloves of the Pugilist in the Ratway, and some heavy armour perk, but does it actually improve? Any variables I could check for my PC?

I think most mod including "unarmed" skill in skyrim actually equip PC with an invisible gauntlet. At least my understanding about mod like Ordinator did that.

Posted

Heya Kimy, it always seemed kinda sad, that we had to choose between walking and hopping for hobble skirts, would it be possible to implement it that way, so holding a run button would make player hop? that would give a tiny speed boost and will consume stamina greatly

Posted
2 hours ago, Mamango said:

Heya Kimy, it always seemed kinda sad, that we had to choose between walking and hopping for hobble skirts, would it be possible to implement it that way, so holding a run button would make player hop? that would give a tiny speed boost and will consume stamina greatly

Would be really awesome but I guess that would require a change so the "running" animation is replaced by the hopping. As I don't know if just replacing any hobble animation with 'run' with the hop animation pack files would work. Maybe @kziitd could give some insights if it's easy to modify the current animations for this goal?

Posted
30 minutes ago, naaitsab said:

Would be really awesome but I guess that would require a change so the "running" animation is replaced by the hopping. As I don't know if just replacing any hobble animation with 'run' with the hop animation pack files would work. Maybe @kziitd could give some insights if it's easy to modify the current animations for this goal?

 

I made this suggestion earlier and it was implied that the DAR patch would allow for functionality for it but it seems like it's not going to make it to this version.

The capability should be already there without any major changes because if you look at NPC followers while they wear something hobbling, they automatically switch between bunnyhopping and shuffling their feet when they have to sprint to catch up to you.

Posted
32 minutes ago, serranna said:

 

I made this suggestion earlier and it was implied that the DAR patch would allow for functionality for it but it seems like it's not going to make it to this version.

The capability should be already there without any major changes because if you look at NPC followers while they wear something hobbling, they automatically switch between bunnyhopping and shuffling their feet when they have to sprint to catch up to you.

Well with DAR on SE being dead now the creator has abandoned it without source code and the newer patches breaking it. Until DAR is made to work with AE and the source is released for if and when Bethesda ruins the exe again I guess it's FNIS only? It's not pretty but at least it works :P 

Posted (edited)
2 hours ago, naaitsab said:

Would be really awesome but I guess that would require a change so the "running" animation is replaced by the hopping. As I don't know if just replacing any hobble animation with 'run' with the hop animation pack files would work. Maybe @kziitd could give some insights if it's easy to modify the current animations for this goal?

Any animation can be added to the actions that the character can use from a new behavior file.

I remember that @EgoBallistic added sneaky moves to the characters in the new framework, and I forgot whether he also followed the original game to keep the sprint.
Oh, shit, this is skyrim?

Edited by kziitd
Posted

Hello, I’ve got some serious problems using DD5.2 beta9 while it’s still fine using DD5.1.

One is that all the sex scenes in DCL disappeared. I checked the console but nothing about playing animation was mentioned. Some of the sex scenes could be skipped but there are still some that would lead to the mission being stuck.

Another is that the binding action doesn’t work when DD5.2 is newly installed in a save, including creating a new player and starting DD in an old save which didn’t have former DD version installed.

There are some mods that have already been using DD5.2 so I hope such problem can be noticed and solved. Or maybe that only happens on my PC? Thanks.

Posted

I brought you another round of small DD fixes. In this package is contained:

  • assigned the proper ground models and texture sets for all open-crotch, collared variant slave harnesses
  • replaced the legacy device interaction messages on 4 sets of nipple piercings to have them use the same as the rest of the nipple piercings
  • various fixes to further device interaction messageboxes and their options: spelling corrections, rephrashing clunky sentences, plurality awareness on restraints - for example: a pair of boots will say "Put them on", a pair of nipple piercings will say "Put them in" and an armbinder will say "Put it on"

There is a zadxbuilder.bat batch file inside Data\Scripts\Source and I'm unsure if it's even used for anything on the development side, or is it even useful for anyone in it's current state, since it uses absolute paths so wouldn't even work in an environment that does not have the same drive letters and folder structures setup. If it's truly unneeded, it could see to being removed from the archive.

 

further small DD fixes for beta 10.7z

Posted
2 hours ago, Taki17 said:

I brought you another round of small DD fixes. In this package is contained:

  • assigned the proper ground models and texture sets for all open-crotch, collared variant slave harnesses
  • replaced the legacy device interaction messages on 4 sets of nipple piercings to have them use the same as the rest of the nipple piercings
  • various fixes to further device interaction messageboxes and their options: spelling corrections, rephrashing clunky sentences, plurality awareness on restraints - for example: a pair of boots will say "Put them on", a pair of nipple piercings will say "Put them in" and an armbinder will say "Put it on"

There is a zadxbuilder.bat batch file inside Data\Scripts\Source and I'm unsure if it's even used for anything on the development side, or is it even useful for anyone in it's current state, since it uses absolute paths so wouldn't even work in an environment that does not have the same drive letters and folder structures setup. If it's truly unneeded, it could see to being removed from the archive.

 

further small DD fixes for beta 10.7z 3.02 kB · 5 downloads

Same goes for all the Devious Defiants scripts. Quite a number that can be removed from the script archive. When the last RC is ready I can check them and place all those in a subfolder. If there are no complaints after it goes live we can remove the folder on the next update.

Posted
6 hours ago, Taki17 said:

I brought you another round of small DD fixes. In this package is contained:

  • assigned the proper ground models and texture sets for all open-crotch, collared variant slave harnesses
  • replaced the legacy device interaction messages on 4 sets of nipple piercings to have them use the same as the rest of the nipple piercings
  • various fixes to further device interaction messageboxes and their options: spelling corrections, rephrashing clunky sentences, plurality awareness on restraints - for example: a pair of boots will say "Put them on", a pair of nipple piercings will say "Put them in" and an armbinder will say "Put it on"

There is a zadxbuilder.bat batch file inside Data\Scripts\Source and I'm unsure if it's even used for anything on the development side, or is it even useful for anyone in it's current state, since it uses absolute paths so wouldn't even work in an environment that does not have the same drive letters and folder structures setup. If it's truly unneeded, it could see to being removed from the archive.

 

further small DD fixes for beta 10.7z 3.02 kB · 7 downloads

This only for LE or works for SE too? Same question the previous small DD fixes post?

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