Jump to content

Devious Devices Framework Development/Beta


Kimy

Recommended Posts

Posted (edited)

Just reminding that there are keywords to customize gags, such as:

zad_DeviousGagLarge which should effect how much mouth opens (if it doesn't it's probably a bug), also zad_DialGagHard that affects just the NPC dialogs.

Some large ball gag's in DDX have those. Noone should use those words if the NIF isn't also larger than your normal one. Is there a need for more keywords?

 

And i note there are no Rendered version for all of the muzzle gags? 3 Rendered armors and 7 Inventory. Though i have only Beta 9.

Edited by Zaflis
Posted
On 1/11/2023 at 9:42 PM, naaitsab said:

As discussed before I made some changes to the events. I anyone wants to contribute some text let me know. Some more lines would be nice. They can't be to long otherwise the notification in the top left of the screen get's cut off or gets unreadable small

 

-Fixed Restrictive Collar event. 
Any item with "Restrictive" in the name and has the tag "Collar" will cause it to fire. Not only the default black one.

-Added a lot more device types to the struggle event. Also reworked the array so items with multiple animations don't overcrowd the array and mess with the randomnes. Like the 5 animations for the Armbinder.

-Added catsuit event.
Will trigger when something with the keyword 'suit' is worn and has 'Cat' in the name (cat suit and catsuit both work)
Also added a little filter to check if it rains or is sunny to give other notifications

 

DD Event Change.zip 7.97 kB · 21 downloads

It seems to be missing petsuit struggle, it should be there? Also with that equipped it should prevent any other struggles from populating the struggleStrings array.

 

After playing for some long'ish time i never saw collars cause a struggle animation. I do for example see catsuit in the DD's MCM menu for events, saying the patch is installed. I set collars and catsuits chance 100 but still. Didn't start new game though.

Posted
11 minutes ago, Zaflis said:

It seems to be missing petsuit struggle, it should be there? Also with that equipped it should prevent any other struggles from populating the struggleStrings array.

 

After playing for some long'ish time i never saw collars cause a struggle animation. I do for example see catsuit in the DD's MCM menu for events, saying the patch is installed. I set collars and catsuits chance 100 but still. Didn't start new game though.

The struggle is a separate event and inside the event there is the array with a random generator selection which one will play. So the events you've set are just for notification events. I think this one is just called struggle. The idea behind is to not cause to much hinderance during gameplay. Nice and annoying is a thin line to walk on.

 

Does the petsuit have any special struggle anims? AFAIK there are only 2 Sexlab animations but might have missed that changelog.

Posted
2 hours ago, naaitsab said:

The struggle is a separate event and inside the event there is the array with a random generator selection which one will play. So the events you've set are just for notification events. I think this one is just called struggle. The idea behind is to not cause to much hinderance during gameplay. Nice and annoying is a thin line to walk on.

 

Does the petsuit have any special struggle anims? AFAIK there are only 2 Sexlab animations but might have missed that changelog.

The zadEventStruggle which you edited has calls for libs.StartThirdPersonAnimation().

Posted

Was struggling with this for a while and realized someone here might know:

 

I use this mod called "Immersive Jewelry" that adds multiple slots for jewelry, and the device hider messes with them and hides them because they happen to use the same slots that DD uses. Here is a list of the "conflicts" I found, and I hope it is comperhensive:

 

1. Choker (small on the neck, above "Necklace" which is also a new item that doesn't conflict with the hider) - Conflicts with nipple piercings.

2. Left Bracelet (on the wrist) - Conflicts with chastity bra.

3. Right Bracelet - Is also hidden but I can't tell why. I tried disabling the corset and belt from being hidden but it wasn't either, tried also moving the device hider to slot 40 (since I don't have a tail) but it wasn't that either. I couldn't figure how to simply look at an inventory item and figure out which slot it uses.

 

Now my questions are:

1. Can anyone figure out where the heck is the right bracelet located and how can I unhide it?

2. Is it possible to change (using tes5edit, if it is CK, then it's out of my league...) the slots that items use to something else so it won't conflict with items that are in a completely differnet area? For example: Would it be possible to change the choker to use the same slot as the collar (though it might be possible the necklace does that. I have no idea how they can have 3 items on the neck in total: amulet AND necklace AND choker, but given that 3 rings evidently work without issue it seems the slots are kinda flexible. I don't fully understand this system...). I rather not permanently unhide piercings when clothed just to see a choker, for example.

 

Thanks in advance. By the way, I really recommend this mod because suddenly it makes even the smallest DD item be slightly punishing as it pushes out some item that might have been useful to you (since all the jewelry slots are enchantable)

Posted
3 hours ago, thedarkone1234 said:

Was struggling with this for a while and realized someone here might know:

 

I use this mod called "Immersive Jewelry" that adds multiple slots for jewelry, and the device hider messes with them and hides them because they happen to use the same slots that DD uses. Here is a list of the "conflicts" I found, and I hope it is comperhensive:

 

 

There are mods to show what slots items use in game like Body Slots but for whatever reason it doesn't work for DD items. I really wish it would work for DD because I have similar headaches with armors that come with a lot of addons.

 

Looking at Immersive Jewellery on the Nexus it says slot 54 is used for Right Bracelets and looking at DD slot usage here, DD doesn't even use that slot. So you should be able to change everything in the DD MCM that's blocking slot 54 to none(disabled) and not have any side effects but I'm probably missing something.

 

Posted
1 hour ago, shrtjsrtj said:

 

There are mods to show what slots items use in game like Body Slots but for whatever reason it doesn't work for DD items. I really wish it would work for DD because I have similar headaches with armors that come with a lot of addons.

 

Looking at Immersive Jewellery on the Nexus it says slot 54 is used for Right Bracelets and looking at DD slot usage here, DD doesn't even use that slot. So you should be able to change everything in the DD MCM that's blocking slot 54 to none(disabled) and not have any side effects but I'm probably missing something.

 

 

It doesn't works for DD items because DD inventory items do not use any slots at all. Slots are used by DD render items, which have no names and bound to each other via script properties, this is how DD works.

Posted (edited)
2 hours ago, shrtjsrtj said:

 

There are mods to show what slots items use in game like Body Slots but for whatever reason it doesn't work for DD items. I really wish it would work for DD because I have similar headaches with armors that come with a lot of addons.

 

Looking at Immersive Jewellery on the Nexus it says slot 54 is used for Right Bracelets and looking at DD slot usage here, DD doesn't even use that slot. So you should be able to change everything in the DD MCM that's blocking slot 54 to none(disabled) and not have any side effects but I'm probably missing something.

 

 

The DD slot usage table is also visible in the DD MCM itself when you click any hidergroup (the names are next to the slot number).

 

The issue is that this slot 54 remains hidden even when nothing is set to hide it, at least as far as I have noticed.

 

Also, does this body slots mod exist for LE?

 

EDIT: No idea how I failed to notice that before, but it indeed appears to be an issue coming from remodeled armor using that slot. Removing the shirt makes the bracelet visible again.

 

Still, the other question remains: Is it possible to somehow change the slot the item uses? This way I could fix the conflicts of the left bracelet and choker with the bra and nipples and also this conflict with remodeled armor all at once

Edited by thedarkone1234
Posted (edited)

Hi!

 

which is the latest version at the moment? can you help me with that, I cannot find it anywhere. :C

 

Thanks!

Edited by GeryBy01
Posted
2 hours ago, thedarkone1234 said:

The DD slot usage table is also visible in the DD MCM itself when you click any hidergroup (the names are next to the slot number).

There's also this handy chart to see them all at a glance when you're not in the game.

 

2 hours ago, thedarkone1234 said:

The issue is that this slot 54 remains hidden even when nothing is set to hide it, at least as far as I have noticed.

Also, does this body slots mod exist for LE?

I don't think there's any difference in slots between LE & SE.  I've used slot 54 with some of my LE game items.  Some wearable non-DD items intentionally hide other slots, such as bulky body armor that hides the amulet slot to prevent clipping.  The culprit could be a non-DD wearable item.

Posted
10 hours ago, thedarkone1234 said:

Was struggling with this for a while and realized someone here might know:

 

I use this mod called "Immersive Jewelry" that adds multiple slots for jewelry, and the device hider messes with them and hides them because they happen to use the same slots that DD uses. Here is a list of the "conflicts" I found, and I hope it is comperhensive:

 

1. Choker (small on the neck, above "Necklace" which is also a new item that doesn't conflict with the hider) - Conflicts with nipple piercings.

2. Left Bracelet (on the wrist) - Conflicts with chastity bra.

3. Right Bracelet - Is also hidden but I can't tell why. I tried disabling the corset and belt from being hidden but it wasn't either, tried also moving the device hider to slot 40 (since I don't have a tail) but it wasn't that either. I couldn't figure how to simply look at an inventory item and figure out which slot it uses.

 

 

 

DD has to use quite a lot of armor slots for its functionality. It typically clashes with other mods doing the same, and there isn't a lot I or anyone else could do about it, as there isn't enough wiggle room to move around slots. The few slots not used by DD are typically used by major community mods such as SOS.

Posted (edited)
5 hours ago, thedarkone1234 said:

 

The DD slot usage table is also visible in the DD MCM itself when you click any hidergroup (the names are next to the slot number).

 

The issue is that this slot 54 remains hidden even when nothing is set to hide it, at least as far as I have noticed.

 

Also, does this body slots mod exist for LE?

 

EDIT: No idea how I failed to notice that before, but it indeed appears to be an issue coming from remodeled armor using that slot. Removing the shirt makes the bracelet visible again.

 

Still, the other question remains: Is it possible to somehow change the slot the item uses? This way I could fix the conflicts of the left bracelet and choker with the bra and nipples and also this conflict with remodeled armor all at once

 


Use this guide to change slots that clothing/jewelry uses using TES5Edit and NifSkope. For the nifSkope part, change the .nif files in the \CalienteTools\BodySlide\ShapeData\ folder so it is working when you build with bodyslide.

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

Use this guide to change slots that clothing/jewelry uses using TES5Edit and NifSkope. For the nifSkope part, change the .nif files in the \CalienteTools\BodySlide\ShapeData\ folder so it is working when you build with bodyslide.

Nice guide. I've been thinking to try changing hoods so they would still show hair; you could imagine them still coming from some hole or whatever, but should look miles better than "bald" lady. Especially the transparent hood is ugly.

 

So what i'm seeing in TES5Edit is some hoods are not using 30-head slot at all but some are. All hoods block 42-Circlet be it open or closed eyes.

All blindfolds use slot 55-Unnamed but some also use 42-Circlet but some are not.

So basically the slot 42 makes blindfolds and hoods conflict, perhaps potentially unequipping each other at random. I have seen cases of that ingame. And that there are hoods that let you still wear helmet as well.

 

Oh this gets even more complicated in the ArmorAddon for hoods, they start including even Ears and 44 used for gags. No consistency, every hood for its own rules ?

 

Edit: This stuff is not so easy to edit, seems easier to get the hood and hair completely invisible in the game instead.

Edited by Zaflis
Posted
55 minutes ago, Zaflis said:

No consistency, every hood for its own rules ?

Yup. Sometimes you can wear a circlet with a hood, sometimes not even with a blindfold ("custom")

Freaked me out the first time when Cursed Loot equipped a balloon hood - but the forsworn headdress stayed on, and my head was just void.

Posted

Not sure if this has been mentioned yet re: the latest beta.  The filter checkboxes in the Animation menu in the MCM don't seem to do anything.  On or off, if I have an unlocked plug inserted then anims with the anal/vaginal tag are removed from the list, around 4-5 seconds after a different anim is selected.  Same thing with an unlocked gag and BJ animations.

 

I'm not interested in having DD filter my animations for me, ever.

Posted
3 hours ago, brewmasterhal said:

Not sure if this has been mentioned yet re: the latest beta.  The filter checkboxes in the Animation menu in the MCM don't seem to do anything.  On or off, if I have an unlocked plug inserted then anims with the anal/vaginal tag are removed from the list, around 4-5 seconds after a different anim is selected.  Same thing with an unlocked gag and BJ animations.

 

I'm not interested in having DD filter my animations for me, ever.

 

You don't by any chance have the DD animation filter in the main Sexlab mod itself, set to 'ON'?

Posted
8 hours ago, DonQuiWho said:

You don't by any chance have the DD animation filter in the main Sexlab mod itself, set to 'ON'?

 

Spent a few minutes looking through the Sexlab MCM looking for literally any option that makes reference to DD.  Didn't find anything.

 

The only setting I could find that was both enabled and caused any kind of filtering was the one labeled "Filter Gender Tags Animations".  Tried turning that one off and starting an anim, and it's no longer exhibiting the filtering behavior I described.  Also no longer removing lesbian anims from the list, which is even better.

 

Anyway, I'm still not sure what DD animation filter you might have been referring to in Sexlab, but thanks for the help.

 

 

I feel like some of these tooltips could use work.  The tooltip for the menu option that was causing my problem says "Scenes will automatically filter and set the right gender position for the actors involved in the animations, unless doing so would result in the scene having no animations at all.  If enabled also will sort the actors each time the played animation change.  Also filte(sic) theh 'Futa' tag animations."  I get why turning that off allows the framework to play lesbian anims in MF scenes, but nowhere in that does it say anything about filtering based on DD status.

 

That tooltip is set on line 412 of the latest SexLab_ENGLISH.txt, as $SSL_InfoRestrictGenderTag and the name of the option is on the line above it.  Is overwriting that .txt file forbidden somehow or bad practice?  If not, it might be a good idea to update it as part of the DD install, to prevent situations as weird and confusing as this one.


I would be happy to take charge of such an effort, but clearly I don't know enough about the internals of either framework to identify any other similar situations.  Is there a list of known bugs or something?

Posted (edited)
On 1/21/2023 at 1:54 PM, brewmasterhal said:

 

Spent a few minutes looking through the Sexlab MCM looking for literally any option that makes reference to DD.  Didn't find anything.

 

The only setting I could find that was both enabled and caused any kind of filtering was the one labeled "Filter Gender Tags Animations".  Tried turning that one off and starting an anim, and it's no longer exhibiting the filtering behavior I described.  Also no longer removing lesbian anims from the list, which is even better.

 

Anyway, I'm still not sure what DD animation filter you might have been referring to in Sexlab, but thanks for the help.

 

 

I feel like some of these tooltips could use work.  The tooltip for the menu option that was causing my problem says "Scenes will automatically filter and set the right gender position for the actors involved in the animations, unless doing so would result in the scene having no animations at all.  If enabled also will sort the actors each time the played animation change.  Also filte(sic) theh 'Futa' tag animations."  I get why turning that off allows the framework to play lesbian anims in MF scenes, but nowhere in that does it say anything about filtering based on DD status.

 

That tooltip is set on line 412 of the latest SexLab_ENGLISH.txt, as $SSL_InfoRestrictGenderTag and the name of the option is on the line above it.  Is overwriting that .txt file forbidden somehow or bad practice?  If not, it might be a good idea to update it as part of the DD install, to prevent situations as weird and confusing as this one.


I would be happy to take charge of such an effort, but clearly I don't know enough about the internals of either framework to identify any other similar situations.  Is there a list of known bugs or something?

There's no DD filter in Sexlab, there's an animation filter in  ZAZ Animation MCM but it doesnt toggle for DD. DD itself has an animation filter option you could turn off.  So you can use the ZAZ one and turn off DD. It's ZAZ MCM not Sexlab

Edited by Raine_Hyd
Posted
2 hours ago, Raine_Hyd said:

There's no DD filter in Sexlab, there's an animation filter in  ZAZ Animation MCM but it doesnt toggle for DD. DD itself has an animation filter option you could turn off.  So you can use the ZAZ one and turn off DD. It's ZAZ MCM not Sexlab

 

The ZAP setting has no influence on DD's filter and DD makes no use of the ZAP one either. In 5.x, there is no way to shut the filter down 100% as it's kinda required for DD to make sure that animations are fitting the bindings worn by the actors. You can however disable the filter for anything involving creatures, as DD can't really handle them anyway.

Posted
6 hours ago, Kimy said:

 

The ZAP setting has no influence on DD's filter and DD makes no use of the ZAP one either. In 5.x, there is no way to shut the filter down 100% as it's kinda required for DD to make sure that animations are fitting the bindings worn by the actors. You can however disable the filter for anything involving creatures, as DD can't really handle them anyway.

I was thinking of the bound animation thing in DD, just looked. But ZAZ says this which is what threw me off. These are both SE versions on the latest update. I'd assume that is no longer accurate.image.png.8612086ef8205d9d855f0f2bbc1a8073.png

Posted
13 hours ago, Raine_Hyd said:

There's no DD filter in Sexlab, there's an animation filter in  ZAZ Animation MCM but it doesnt toggle for DD. DD itself has an animation filter option you could turn off.  So you can use the ZAZ one and turn off DD. It's ZAZ MCM not Sexlab

 

There is a filter if you use sexlab utility plus, and by my experience with the DD beta, it is best to keep the SLUP's filter off and the DD filter on (but the DD creature filter off) to get the best results (i.e: Nearly never have animation cancel on you or have only one actor playing something that makes no sense while the other idles)

Posted

Random thing entirely, but would it be possible to make sitting on carriages possible with arm devices? Currently, for example, DCL had to make an override dialogue for quests when you are expected to take carriages while bound, but this restriction makes very little sense and, for example, when I found myself with a high security yoke in Morthal, I had to use fast travel to not get out of my mind (because there is no blacksmith there).

 

I ask it here even though the device in the issue was from DCL, because I think enabling carriage use is kinda a fundemntal framework thing.

Also, if possible, try to enable using *The carriage* and not edit the driver to add a specific dialogue for this in the esp. Most carriage-related mods edit the driver (and there is also immersive citizens and stuff), and we wouldn't want to conflict with all of those.

Posted
28 minutes ago, thedarkone1234 said:

Random thing entirely, but would it be possible to make sitting on carriages possible with arm devices?

At least you can add Devious Carriages as that will let you use them with any combination of restraints. It will skip the need to sit down and directly start driving after the dialog ends in those cases.

 

If you want just that feature you can turn the other mod events to 0% chance in MCM.

Posted
2 hours ago, Zaflis said:

At least you can add Devious Carriages as that will let you use them with any combination of restraints. It will skip the need to sit down and directly start driving after the dialog ends in those cases.

 

If you want just that feature you can turn the other mod events to 0% chance in MCM.

 

But can I add it on top of other carriage overhauls? (Since Vanilla carriages are lacking in a lot of places) Else, there is the same issue. I need a fix that doesn't mess directly with the scripts or behavior of carriages or their drivers.

 

For example, I am using Carriage and Ferry Travel Overhaul

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...