ihatemykite Posted January 2, 2023 Posted January 2, 2023 Hello @Kimy, I was for some time working on some small improvements to different parts of DD. Some are fixes, and some small features/reworks. Dunno if they can still make it to release, because more testing might be needed. Reworked device hider. It should from now on hide only Devious Devices. Till now, Hider was hiding any armor in the corresponding slot. Now it will not, so if you have for example some bikini armor, which use DD slots, the hider should not hide it. Also reworked some function to make them usable for NPCs (but this is unimplemented currently). Hider is now also updated in update loop. If the form is equipped/unequipped it just fires an update event to make the update faster. Reworked how Gag expression is update on NPCs. Basically, I have given up on Magic effects, because they are a buggy mess which is basically useless on NPCs. SO, I have made a new quest which slots nearest actors as aliases and update their gag expression every now and then (might be good idea to add MCM setting for the update time in future). In comparison to previous implementation, this should be much safer, and less stressing on PC. No more than 2 actors (NPC + Player, because player still use magic effect) can have their gag expression updated at the same time. Updated Dark fog blindfold effect. None of the blindfold effects work for me because of ENB, with exception of DarkFog effect, which works, but not very strongly. So I give it a look and did some changes to make it work more properly. Also raised maximum value, so it can now create a really Dark Foggy effect. Additionally, updated MCM, so now if the blindfold related variables are changed, it will send an event to magic effect which will use the values. Spoiler Without blindfold With blindfold WIth blindfold without enb (using ) Updated zadDeviceLists.psc to make random restrain function safer. Previously, it was possible that if a function entered empty LeveledList, it would block the head forever. Because there was no wait time between iterations, it could drastically slow down the whole game (was testing it on SE with Papyrus NG, and it dropped my game fps to 5). Once this happens, there is no way to fix it, then to create new safe or use resaver to terminate the thread. Let me know what you think about the changes. If there is some issue, I will try to fix it. Compare files (for easier merge): Compare.zip Download:DD_SmallFeatures.zip 10
naaitsab Posted January 2, 2023 Posted January 2, 2023 10 minutes ago, ihatemykite said: Hello @Kimy, I was for some time working on some small improvements to different parts of DD. Some are fixes, and some small features/reworks. Dunno if they can still make it to release, because more testing might be needed. Reworked device hider. It should from now on hide only Devious Devices. Till now, Hider was hiding any armor in the corresponding slot. Now it will not, so if you have for example some bikini armor, which use DD slots, the hider should not hide it. Also reworked some function to make them usable for NPCs (but this is unimplemented currently). Hider is now also updated in update loop. If the form is equipped/unequipped it just fires an update event to make the update faster. Reworked how Gag expression is update on NPCs. Basically, I have given up on Magic effects, because they are a buggy mess which is basically useless on NPCs. SO, I have made a new quest which slots nearest actors as aliases and update their gag expression every now and then (might be good idea to add MCM setting for the update time in future). In comparison to previous implementation, this should be much safer, and less stressing on PC. No more than 2 actors (NPC + Player, because player still use magic effect) can have their gag expression updated at the same time. Updated Dark fog blindfold effect. None of the blindfold effects work for me because of ENB, with exception of DarkFog effect, which works, but not very strongly. So I give it a look and did some changes to make it work more properly. Also raised maximum value, so it can now create a really Dark Foggy effect. Additionally, updated MCM, so now if the blindfold related variables are changed, it will send an event to magic effect which will use the values. Reveal hidden contents Without blindfold With blindfold WIth blindfold without enb (using ) Updated zadDeviceLists.psc to make random restrain function safer. Previously, it was possible that if a function entered empty LeveledList, it would block the head forever. Because there was no wait time between iterations, it could drastically slow down the whole game (was testing it on SE with Papyrus NG, and it dropped my game fps to 5). Once this happens, there is no way to fix it, then to create new safe or use resaver to terminate the thread. Let me know what you think about the changes. If there is some issue, I will try to fix it. Compare files (for easier merge): Compare.zip Download:DD_SmallFeatures.zip An ENB friendly blindfold tweak would be awesome. As 90% of the LE users runs an ENB. Does the device hider also support keywords to allow certain items not to be hidden? I've highlighted a usecase in this post a while ago. 1
Solatium Posted January 2, 2023 Posted January 2, 2023 (edited) Sorry if this has been answered, but do animations still halt the gameplay? Is there any way to disable animations altogether, or shorten them? That was my main gripe back when I used to play more frequently - I'd mostly been trying to play Skyrim with a few kinky items on, and the horny/tug animations would stop that for a pretty long time. It was also unclear exactly which configs controlled what. In regular games, unskippable dialogue and movies can be frustrating, but still convey some kind of info and happen at predictable times. When DD animations randomly halted my progress in the game (when I'm focusing on Skyrim, not DD), it was unpleasantly (not the good kind) jarring. I really appreciate the "manipulated locks" feature that was added a while back, definitely hit that "Skyrim but kinkier" balance. If there's a way to do that (if not already done) with animations as well, that would be really appreciated. Edited January 2, 2023 by Solatium
ihatemykite Posted January 2, 2023 Posted January 2, 2023 1 hour ago, naaitsab said: An ENB friendly blindfold tweak would be awesome. As 90% of the LE users runs an ENB. I sadly have no idea how to make other effects to work, as they use image modifier or something, and I have no idea what that mean. But the Black Fog should work well with ENB now if you set it to right value (but its still not as good as in not ENB version, as ENB makes sky lighter which makes it possible to see horizon). 1 hour ago, naaitsab said: Does the device hider also support keywords to allow certain items not to be hidden? I've highlighted a usecase in this post a while ago. If I understand correctly your previous post, you mean that there will be keywords for all slots (like your mentioned zad_NoHideCorset), which if is present will prevent device from being hidden ? If yes, that could be also implemented quite easily. Might give it a look if the changes get approved.
kurotatsu Posted January 2, 2023 Posted January 2, 2023 Dunno if it was reported already (and maybe even fixed), but boxbinders and boxbinder outfits are placed in weird LLs in the DD 5.2 Beta10. As they are essentially straitjackets, their LL should be moved accordingly. Also I think DD blocks all combat actions, including shouting and using powers when both hands and legs are bound, which is weird and probably needs to be addressed too. Shouts (and maybe powers too?) should be blocked only when gag is present. 2
naaitsab Posted January 2, 2023 Posted January 2, 2023 5 minutes ago, ihatemykite said: I sadly have no idea how to make other effects to work, as they use image modifier or something, and I have no idea what that mean. But the Black Fog should work well with ENB now if you set it to right value (but its still not as good as in not ENB version, as ENB makes sky lighter which makes it possible to see horizon). If I understand correctly your previous post, you mean that there will be keywords for all slots (like your mentioned zad_NoHideCorset), which if is present will prevent device from being hidden ? If yes, that could be also implemented quite easily. Might give it a look if the changes get approved. The logic might be debatable, but for this case I run an alternate start mod what works with layers of restraints. You first need to unlock the restrictive items before you can remove the catsuit. And as the restrictive items don't clip with the suit anymore they should not be hidden by default if a catsuit is also worn. So perhaps just adding a "zad_NoHide" keyword on all the restrictive items would work? I don't know if it would have any benefit to have keywords for all item types?
ihatemykite Posted January 2, 2023 Posted January 2, 2023 7 minutes ago, naaitsab said: The logic might be debatable, but for this case I run an alternate start mod what works with layers of restraints. You first need to unlock the restrictive items before you can remove the catsuit. And as the restrictive items don't clip with the suit anymore they should not be hidden by default if a catsuit is also worn. So perhaps just adding a "zad_NoHide" keyword on all the restrictive items would work? I don't know if it would have any benefit to have keywords for all item types? That depends. Straitjackets also count as suits, so not hiding the corset will cause clipping. So there would need be keywords for all catsuits which can actually show corset. There can also be some global variable or MCM setting that will make hider to ignore these keywords, so users can still keep them hidden.
naaitsab Posted January 2, 2023 Posted January 2, 2023 8 minutes ago, ihatemykite said: That depends. Straitjackets also count as suits, so not hiding the corset will cause clipping. So there would need be keywords for all catsuits which can actually show corset. There can also be some global variable or MCM setting that will make hider to ignore these keywords, so users can still keep them hidden. It would already help if there was a simple 2 column MCM page with a yes/no selection button for each slot/device type. As the current hider MCM is kind of a beast. I think it would be geared more towards controlled situations like the quest I'm working on. For regular devices it could conflict very fast like in your example. One of the benefits with using a MCM that in theory equipping quest device could temporary toggle a specific device hider off. So when the quests starts the suit slot is set to hide, when the quest equips the suit it set's it to no-hide. And after the devices are removed it reverts the setting back.
zarantha Posted January 2, 2023 Posted January 2, 2023 On 12/23/2022 at 7:36 PM, shrtjsrtj said: SSE HDT question, the black steel fetters work perfectly for me with 5.1, I can equip, unequip add/remove/add them to NPCs and they work perfectly. Is it possible to use the same physics config they have for the other ankle chains(are they already?) or is it not possible? I have no idea how physics works, just that these ankle chains work for me and the others don't with SSE Faster SMP. They all use the same config. And I've used the same settings for the HDT boots too. 100% of the time, it requires saving and exiting the game before the chains connect on the player. I've never tested NPC. If that's your problem with 'not working' then it's known and nothing can be done about it yet. That trick does not work for prisoner chains or any wrist cuffs, no idea why. 1
zarantha Posted January 2, 2023 Posted January 2, 2023 On 12/25/2022 at 12:41 AM, qjhsaws said: any news on the colour issue yet? Also I'm seeing it on the ebonite armbinders as well, sad. I tried changing the texture swaps in SSEEdit but nothing happened. I also checked script entries and they seems fine too. I'm so confused. Nope. I'm on mental break from skyrim. It's on my to do list to look at. No idea when I will. When i checked, it was elbowbinders only, i had no issue with colors on armbinders. Best I can say is make sure your have engine fixes installed and working, as that did fix some issues with texture swapping in SE a while back. Everything in the esp looks right.
zarantha Posted January 2, 2023 Posted January 2, 2023 On 12/25/2022 at 6:12 AM, naaitsab said: Is there still no real fix for the HDT chains, like the poisoner Chains for SE? 'Faster HDT' removes near all lag from game but the chains still don't connect properly which is an old bug. No. I've provided 'working' and not working examples to the Faster SMP team, but no fix yet. It is an SMP limitation, there's not anything else I can do. 1
ihatemykite Posted January 2, 2023 Posted January 2, 2023 9 minutes ago, naaitsab said: It would already help if there was a simple 2 column MCM page with a yes/no selection button for each slot/device type. As the current hider MCM is kind of a beast. I think it would be geared more towards controlled situations like the quest I'm working on. For regular devices it could conflict very fast like in your example. One of the benefits with using a MCM that in theory equipping quest device could temporary toggle a specific device hider off. So when the quests starts the suit slot is set to hide, when the quest equips the suit it set's it to no-hide. And after the devices are removed it reverts the setting back. In that case, there can be added StorageUtil variable which will be checked by hider. This way, quests can set if the device should/should not be hidden. 2
zarantha Posted January 2, 2023 Posted January 2, 2023 On 12/26/2022 at 12:59 PM, naaitsab said: @zarantha on the latest SE beta build on CBBE I had to place the file "cuffsPaddedCollar_0.nif" from an older build into the \meshes\devious\devices folder otherwise the collar wouldn't show ingame. Guess it has to do with the incorrect _0 and _1 file-pair? There are some other files that also only have 1 file like the blindfold and the leather posture collar but those seem to render as they should ingame. I didn't do anything to that file other than run it through CAO. That file is not something touched by bodyslide. I'll put it on the list to look at when i get back to skyrim. If it was missing entirely, that would be something that would affect LE too because I don't add it, so maybe try reinstalling since there's no other complaints about that collar. I see both _0 and _1 in the archive.
zarantha Posted January 2, 2023 Posted January 2, 2023 On 12/31/2022 at 4:51 AM, monsta88 said: A small issue with v5.2 Beta 10 SE. The pony boots does not have the clapping hoof sound effect when in 3rd person AND running (using Stamina bar). Will check when i get back to skyrim, but likely not an SE issue. 1
bubbadogslaw Posted January 2, 2023 Posted January 2, 2023 Does the latest version of Devious Devices (5.2 Beta 10 RC1) for SE require a clean save if updating from beta 9? 1
Kimy Posted January 4, 2023 Author Posted January 4, 2023 On 1/2/2023 at 1:06 PM, bubbadogslaw said: Does the latest version of Devious Devices (5.2 Beta 10 RC1) for SE require a clean save if updating from beta 9? No. Just install over Beta 9
Shaeris Posted January 6, 2023 Posted January 6, 2023 (edited) I wasn't really sure whether or not to post this in the main DD thread or here, but I wanted to inquire about the animation flagging of a certain item in the mod. Specifically, the Ebonite Straitjackets listed under the esm for DD Expansion. There's variations of the jacket that are labelled as "(Open)" or "(Open, Legbinder)" which basically leave the character locked up in the bondage equivalent of assless chaps, but for some reason any sex scene I initiate that'd involve vaginal or anal sex gets overwritten. I assume this is because the original straitjackets completely cover characters from the neck down and were tagged to make Sexlab react accordingly, but it seems as though said tags weren't changed for the open ones. As far as things stand, I can't for the life of me get other animations to work with it on even if I use Sexlab tools to swap the scene tag to vaginal or anal. The only way to get them to work is if I iniate the scene myself via matchmaker. Anyhow, I just figured I'd bring it up in case this happened to just be an oversight. Pic included is just to show one of the jackets I'm talking about. Edited January 6, 2023 by Shaeris
Etas Posted January 8, 2023 Posted January 8, 2023 On 1/6/2023 at 10:23 AM, Shaeris said: I wasn't really sure whether or not to post this in the main DD thread or here, but I wanted to inquire about the animation flagging of a certain item in the mod. Specifically, the Ebonite Straitjackets listed under the esm for DD Expansion. There's variations of the jacket that are labelled as "(Open)" or "(Open, Legbinder)" which basically leave the character locked up in the bondage equivalent of assless chaps, but for some reason any sex scene I initiate that'd involve vaginal or anal sex gets overwritten. I assume this is because the original straitjackets completely cover characters from the neck down and were tagged to make Sexlab react accordingly, but it seems as though said tags weren't changed for the open ones. As far as things stand, I can't for the life of me get other animations to work with it on even if I use Sexlab tools to swap the scene tag to vaginal or anal. The only way to get them to work is if I iniate the scene myself via matchmaker. Anyhow, I just figured I'd bring it up in case this happened to just be an oversight. Pic included is just to show one of the jackets I'm talking about. What is you hair mod?
Vbarding Posted January 9, 2023 Posted January 9, 2023 I have a fresh install of Skyrim (AE) that I've been trying to get finished setup over the last month, and starting a new game with it. Is there anything special required with the most recent beta versions of DD to get the gags to open the mouth? I see a post indicating there was a problem with that over the summer but it seems like it should have been fixed with a later beta release, and I just started a new game with a newer version of DD to that issue (just switched it to the 5.2 Beta 10 RC today and tried again and still seeing the issue) and it doesn't appear the DD gags are opening the mouth at all while a few other gags from other mods still cause the PC mouth to open. I do have the newest version of MFGfix installed, and tried adjusting expressions from within racemenu as I saw at least one link indicating that might be a way to fix it but it didn't seem to resolve the issue. I apologize if it's something obvious I'm missing but after a few hours of research and searching, it's been difficult to find anything relevant, especially as it looks like there were various issues with gags and mouths opening/staying open and conflicts over the years. Are there any mods I should explicitly be looking at as possible conflicts or that I might be missing? Or there any settings or requirements that need to be setup for the expression based setup to work that it looks like was added for gags with DD in the last few betas? Thank you for any help.
Zaflis Posted January 9, 2023 Posted January 9, 2023 2 hours ago, Vbarding said: ...to get the gags to open the mouth... I've recently gotten some issues about that even on LE. There might be missing some periodic check on expression in the framework, would be my guess. Some mods like Unforgiving Devices are making player do different expressions and then failing to restore gag expression. It usually works though, and i'm not sure which mod does it in your case. Also in case of hoods (transparent ones or otherwise), they keep mouth closed even if you are wearing a gag with it. This at least should be repeatable bug always.
DonQuiWho Posted January 9, 2023 Posted January 9, 2023 (edited) @Kimy or anyone else, pls Can anyone help me? Or at least tell me if I am missing a trick somewhere .... ? Is there any way to give a DD to a follower to merely 'carry' for you, without the player then having to use up a Restraint Key' to get it back? ie, is there any way to get the item back without having to 'unlock' it, if the follower is NOT wearing it? The aim is to allow followers to carry a PAHE PC's 'tools of the trade', so as to share the asset weight burden, as some DDs are quite 'heavy'! At the moment, though, the PC has to carry all DDs to avoid the problem, and you can't even get the player's horse to carry it for you without it having to be 'unlocked' to retrieve it FWIW, I am using iAFT and Convenient Horses as my Follower and Horse Management mods. iAFT works fine for worn items, as a follower's 'outfit' DDs are seen as 'worn' and properly require to be 'unlocked' before removal, but the same follower's inventory DDs also seems to treat the item as 'worn', even when they are obviously, and visibly, not. As for the horses, treating them as if worn just seems a bit daft ?? Have I got something wrong somewhere, eg missed a setting, or is there anything can be done to stop ths anomaly? Edited January 9, 2023 by DonQuiWho
ihatemykite Posted January 9, 2023 Posted January 9, 2023 2 hours ago, DonQuiWho said: @Kimy or anyone else, pls Can anyone help me? Or at least tell me if I am missing a trick somewhere .... ? Is there any way to give a DD to a follower to merely 'carry' for you, without the player then having to use up a Restraint Key' to get it back? ie, is there any way to get the item back without having to 'unlock' it, if the follower is NOT wearing it? As far as I know, the moment you give any valid NPC the device in container menu, it will get automatically locked on. There would need to be some rework in Equip script first for this to work. 2 hours ago, DonQuiWho said: FWIW, I am using iAFT and Convenient Horses as my Follower and Horse Management mods. iAFT works fine for worn items, as a follower's 'outfit' DDs are seen as 'worn' and properly require to be 'unlocked' before removal, but the same follower's inventory DDs also seems to treat the item as 'worn', even when they are obviously, and visibly, not. As for the horses, treating them as if worn just seems a bit daft ?? It's possible that the mods you use makes the DD view horses as valid actors/followers. Looking at the sources, I can't for love of god find the actual part that checks if an actor is valid for wearing devices. I'm either blind or it's not implemented. 1
ihatemykite Posted January 9, 2023 Posted January 9, 2023 16 hours ago, Vbarding said: I have a fresh install of Skyrim (AE) that I've been trying to get finished setup over the last month, and starting a new game with it. Is there anything special required with the most recent beta versions of DD to get the gags to open the mouth? I see a post indicating there was a problem with that over the summer but it seems like it should have been fixed with a later beta release, and I just started a new game with a newer version of DD to that issue (just switched it to the 5.2 Beta 10 RC today and tried again and still seeing the issue) and it doesn't appear the DD gags are opening the mouth at all while a few other gags from other mods still cause the PC mouth to open. I do have the newest version of MFGfix installed, and tried adjusting expressions from within racemenu as I saw at least one link indicating that might be a way to fix it but it didn't seem to resolve the issue. I apologize if it's something obvious I'm missing but after a few hours of research and searching, it's been difficult to find anything relevant, especially as it looks like there were various issues with gags and mouths opening/staying open and conflicts over the years. Are there any mods I should explicitly be looking at as possible conflicts or that I might be missing? Or there any settings or requirements that need to be setup for the expression based setup to work that it looks like was added for gags with DD in the last few betas? Thank you for any help. Can you share the papyrus log ? I have feeling this have something to do with AE and Sexlab binaries. Alternatively, you can check if actor is in expression faction, and try to remove them. The name of the faction is zadExpressionBlockerFaction. Removing the player from the faction might help to unblock it. You can also check if you actually have the gag expression magic effect present. Without it, the gag expression is not updated. The name of effect is zad_effGag. If its not present, you can try to unlock the gag, and reequip it.
DonQuiWho Posted January 9, 2023 Posted January 9, 2023 23 minutes ago, ihatemykite said: As far as I know, the moment you give any valid NPC the device in container menu, it will get automatically locked on. There would need to be some rework in Equip script first for this to work. It's possible that the mods you use makes the DD view horses as valid actors/followers. Looking at the sources, I can't for love of god find the actual part that checks if an actor is valid for wearing devices. I'm either blind or it's not implemented. Thanks With your IQ of 6000, I'll settle for you knowing what you're talking about ? @Kimy Are these issues fixable? I mean 'simply', of course ?
Raine_Hyd Posted January 9, 2023 Posted January 9, 2023 5 hours ago, DonQuiWho said: @Kimy or anyone else, pls Can anyone help me? Or at least tell me if I am missing a trick somewhere .... ? Is there any way to give a DD to a follower to merely 'carry' for you, without the player then having to use up a Restraint Key' to get it back? ie, is there any way to get the item back without having to 'unlock' it, if the follower is NOT wearing it? The aim is to allow followers to carry a PAHE PC's 'tools of the trade', so as to share the asset weight burden, as some DDs are quite 'heavy'! At the moment, though, the PC has to carry all DDs to avoid the problem, and you can't even get the player's horse to carry it for you without it having to be 'unlocked' to retrieve it FWIW, I am using iAFT and Convenient Horses as my Follower and Horse Management mods. iAFT works fine for worn items, as a follower's 'outfit' DDs are seen as 'worn' and properly require to be 'unlocked' before removal, but the same follower's inventory DDs also seems to treat the item as 'worn', even when they are obviously, and visibly, not. As for the horses, treating them as if worn just seems a bit daft ?? Have I got something wrong somewhere, eg missed a setting, or is there anything can be done to stop ths anomaly? If you use a follower mod, such as Extensive Follower Framework, there's an option for equipment or inventory, the latter they hold stuff for you the former the equip the stuff.
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