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Devious Devices Framework Development/Beta


Kimy

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Posted
51 minutes ago, no_way said:

So I'm wondering which heavy restraints are actually able to have bound combat/animations?

Should be just: armbinder, yoke, boxbinder.

Wrist shackles behind back should count as armbinder and support kicking too.

Posted

Devious Devices LE 5.2 Beta 11 RC2

 

Here we go! This should be the very last RC before final release. No new changes, improvements or minor bug fixes etc will be added at this point. The main purpose of this RC is to make sure there are no regressions or new bugs introduced by the changes from RC1. If people don't find any super-serious showstopping bugs in this release within two days, I will post RC2 as the official 5.2 release. To avoid me losing track of things, please hold off any new feature contributions or improvements etc. until after 5.2 releases. Report only MAJOR bugs with this release, if there are any.

 

Have fun!

 

Download link: https://mega.nz/file/6M9QmboB#uR7ejP812KgAr4DlIj3OfJX0nE04uaYyfq91hCcUmn0

 

Changelog since RC1:

 

- Added: Appropriate devices messages for all rope arm and leg cuffs
- Added: Catsuit event. This event triggers when anything with the keyword 'suit' is worn and has 'Cat' in the name (cat suit and catsuit both work). The event is also weather sensitive (e.g. rain vs sun)
- Changed: Reworked device hider. It should from now on hide only Devious Devices, not third party armor using DD slots. It should also update faster now.
- Changed: Reworked how Gag expression is updated on NPCs. In comparison to the previous implementation, this should be much safer and less stressing on the engine.
- Changed: Updated Dark fog blindfold effect and made it more ENB friendly.
- Changed: Updated GetRandomDevice() in zadDeviceLists.psc to make the random device selection function safer and prevent an edge case where it could hang the game.
- Changed: Replaced cubemaps on Lustrous devices with a shinier one.
- Changed: Script properties on several rope harnesses that still referred to them as non-rope harnesses
- Changed: 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.
- Changed: The restrictive collar events will no longer use two notification lines.
- Fixed: An issue with gag expressions.
- 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.
- Fixed: The sneak penalty from ankle shackles and pony boots was not showing correctly on the player's active effects screens
- Fixed: More bad grammar!
- Fixed: Assigned the proper ground models and texture sets for all open-crotch, collared variant slave harnesses
- Fixed: 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
- Fixed: Improved several restraints messages (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")
- Fixed: Removed obsolete build batch file from script sources.

Posted

@Kimy shall I do the proposed cleanup of the old Deviants quest scripts? As I presume no other script changes will occur now or perhaps 1 or 2 files.

The proposal was to move all scripts to a subfolder and if no complaints arise then fully remove them on the next big update. They are easy to differentiate but it could always happen that 1 DD dialogue (armbinder quest?) script makes it's way onto the cutting block.

Posted
8 minutes ago, naaitsab said:

@Kimy shall I do the proposed cleanup of the old Deviants quest scripts? As I presume no other script changes will occur now or perhaps 1 or 2 files.

The proposal was to move all scripts to a subfolder and if no complaints arise then fully remove them on the next big update. They are easy to differentiate but it could always happen that 1 DD dialogue (armbinder quest?) script makes it's way onto the cutting block.

 

It will not go into 5.2 anymore, but sure, go ahead and prepare it. I hope not to have to make any more changes to 5.2. :D

Posted
3 hours ago, Zaflis said:

Should be just: armbinder, yoke, boxbinder.

Wrist shackles behind back should count as armbinder and support kicking too.

Hmm I must have an issue then.  Armbinders/wrist shackles behind the back I can't "ready weapon".

Posted
4 hours ago, no_way said:

I think you're misunderstanding.  DD DAR works fine, until you install MCO.  MCO combat animations override DD DAR bound combat and dodge animations, even though my DD DAR conditions have priority 2 million or something and MCO has slots 10-20.  Don't really understand why. 

It's because DAR and MCO add animations completely differently. For DAR, it simply hotswaps the files you use in certain scenarios, but still has you using the standard vanilla animation framework. For MCO it swaps out the entire animation framework you're using and gives a completely different set of animations for your character to use. So MCO will always overwrite DAR.

Posted
2 hours ago, Kimy said:

- Added: Catsuit event. This event triggers when anything with the keyword 'suit' is worn and has 'Cat' in the name (cat suit and catsuit both work). The event is also weather sensitive (e.g. rain vs sun)

Hm, this will be incompatible with my current version of my lore patch. I'll need to tweak that when I next update it.

Posted
1 hour ago, naaitsab said:

@Kimy shall I do the proposed cleanup of the old Deviants quest scripts? As I presume no other script changes will occur now or perhaps 1 or 2 files.

The proposal was to move all scripts to a subfolder and if no complaints arise then fully remove them on the next big update. They are easy to differentiate but it could always happen that 1 DD dialogue (armbinder quest?) script makes it's way onto the cutting block.

 

Just so as we can be clear, thanks, that WON'T remove the College of Winterhold Hidden Shelf Quest/Books needed to craft DDs at forges, will it?

 

It was agreed a long time ago that those, and that capability, should remain

 

TIA for confirmation that that will all still be OK

 

DQW

Posted
42 minutes ago, DonQuiWho said:

 

Just so as we can be clear, thanks, that WON'T remove the College of Winterhold Hidden Shelf Quest/Books needed to craft DDs at forges, will it?

 

It was agreed a long time ago that those, and that capability, should remain

 

TIA for confirmation that that will all still be OK

 

DQW

 

Crafting is supposed to remain untouched by this clean-up.

Posted
6 hours ago, Kimy said:

Devious Devices LE 5.2 Beta 11 RC2

 

Here we go! This should be the very last RC before final release. No new changes, improvements or minor bug fixes etc will be added at this point. The main purpose of this RC is to make sure there are no regressions or new bugs introduced by the changes from RC1. If people don't find any super-serious showstopping bugs in this release within two days, I will post RC2 as the official 5.2 release. To avoid me losing track of things, please hold off any new feature contributions or improvements etc. until after 5.2 releases. Report only MAJOR bugs with this release, if there are any.

 

Have fun!

 

 

 

I probably won't have it converted for SE until the weekend. I'll just work on it assuming it will be the final revision.

Posted
On 1/31/2023 at 8:46 AM, zarantha said:

Yes. If you have the DD options to manage the belly and breasts enabled, that can be the problem. I think elsidia mentioned a while back that the morphs for some of the sliders are reversed from LE. I've simply stopped enabling them and don't see the problem.

I actually still learned something new about Bodyslide even today that improved some form-fitting especially on vanilla armors. When you install new mods that include slider groups, you need to resave your preset with them included. For example when saving it:

preset_thing.png.f4cec7402f9e3005830e112e78b26c69.png

 

If you don't do that, some armors simply don't build with your preset and become something else.

Posted (edited)

How would you make it to allow anal plugs to allow anal sex? I think it was said previously you would add keyword zaz_PermitAnal [KYWD:##0c00faca] the item and it would allow it but doesn't look like that is working. I added keyword to the item in the armor section with SSEEdit. Was told long ago how to do it and was able to make it work (I think) with LE version but it is not working with SE, or I can't rememebr the proper way to do it.

image.png.44051941bf31450e54d6ac4fc2e36a8b.png

Alternatively, a mod that removes plugs that can be removed before sex scene starts then re-equips the same plug after sex would work too.

Edited by Majin Buu
Posted (edited)
1 hour ago, Majin Buu said:

 

It looks like the keyword must go to the rendered/script device of that plug. The one in screenshot doesn't include even the basic DD keywords.

 

Edit: Ah the naming... Inventory/Script/Rendered. 2 of them mean the same, can you remember which? ?

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

 

It will not go into 5.2 anymore, but sure, go ahead and prepare it. I hope not to have to make any more changes to 5.2. :D

I filtered them out in 4 folders. Would save 87 files to bundle and way more important any conflicts with the randomly named TIF dialogue script files :) (hurray for mod abbreviation setting in the creation kit settings :P )

It would be a matter of drag and drop, checked all the tif files and those are only used by "zadd" quests.

 

DD scripts.zip

 

@DonQuiWho the crafting skills are in the ESM file. Not in script, so this won't affect it. At least not the books you are referring to. With permission from Min I have a "DD5 upgrade" of the old Deviants mod and some additions on the agenda that will restore all the scripts, if you are referring to that part of the scripts

Edited by naaitsab
Posted
5 hours ago, naaitsab said:

I filtered them out in 4 folders. Would save 87 files to bundle and way more important any conflicts with the randomly named TIF dialogue script files :) (hurray for mod abbreviation setting in the creation kit settings :P )

It would be a matter of drag and drop, checked all the tif files and those are only used by "zadd" quests.

 

DD scripts.zip 795.96 kB · 2 downloads

 

@DonQuiWho the crafting skills are in the ESM file. Not in script, so this won't affect it. At least not the books you are referring to. With permission from Min I have a "DD5 upgrade" of the old Deviants mod and some additions on the agenda that will restore all the scripts, if you are referring to that part of the scripts

 

Thanks for the Heads Up

 

I remember doing the old quests long ago.  They were fun, but not absolutely essential. 

 

However the crafting is, so it's good to know it's not in jeopardy! :thumbsup:

 

OOIC,

 

- is it simple to expand that to add the new devices?   It would be better than to have to get them via AddItemMenu, which always feels like cheating, even if you create a price list, convert septims to gold bars, and throw them in a river, as a proxy for paying for them  ? 

 

- similarly, unless you 'cheat' in similar fashion, some of the DCL stuff can't be obtained ingame without doing the whole Chloe quest to get access to the vendors in the Whip & Chain Inn.  After the 3rd or 4th time hobbling through that, it gets to be a tad tiresome ?  (this game, Chloe is now firmly tied to one of pamatronic's crosses on the Dollmaker's Shop verandha to stop her occasionally suddenly appearing behind me for no obvious reason that I could ever figure out)

 

DQW

Posted
17 hours ago, Code Serpent said:

It's because DAR and MCO add animations completely differently. For DAR, it simply hotswaps the files you use in certain scenarios, but still has you using the standard vanilla animation framework. For MCO it swaps out the entire animation framework you're using and gives a completely different set of animations for your character to use. So MCO will always overwrite DAR.

Hmm thats weird MCO has the usual DAR file structure.  Any suggestions on how to go about making DD and MCO compatible?

 

Posted (edited)
3 hours ago, no_way said:

Hmm thats weird MCO has the usual DAR file structure.  Any suggestions on how to go about making DD and MCO compatible?

 

 

It doesn't though. It has a different set of filenames for attacks. Overriding those files with a condition for being unarmed, will replace the MCO unarmed attacks. But there are 7 of them (and 6 power attacks) because they can chain into combos.

 

They get named like:

 

mco_attack1.hkx

mco_powerattack1.hkx

 

And in Conditions.txt:
IsEquippedRightType(0)

 

Edited by markdf
Posted
13 hours ago, Zaflis said:

It looks like the keyword must go to the rendered/script device of that plug. The one in screenshot doesn't include even the basic DD keywords.

 

Edit: Ah the naming... Inventory/Script/Rendered. 2 of them mean the same, can you remember which? ?

 

Inventory is the one that has all the scripts attached. The rendered one doesn't have any scripts attached but also does have keywords. Keyword needs to be added to the rendered?

 

Spoiler

image.thumb.png.6e7b8ae0d624600da0401098436b0ddc.png
image.thumb.png.228991e6c951f63b5bc277fc4b85fd09.png

 

Posted
On 2/1/2023 at 2:43 PM, ihatemykite said:

 

About how the new gag expressions look, i'm not sure which expression you are actually changing because i can't replicate that in racemenu. When i enter racemenu it goes mouth closed anyway so it allows me to try from scratch. But doesn't it look better when you change the "Aah" or "Big aag" morphs?

 

Spoiler

gag.png.4de1b2d6c331c5c2a4240cf7a9b9c963.png

aah.png.c26d7a3cb789ac777bb62cf15f885fde.png

Posted (edited)

@Kimy @zarantha There's definitely a bug or issue of compatibility with Nemesis which is the only one which generates animations under GOG Skyrim. Fore's generates warnings about not being in Steam path, though are on official GOG Skyrim release. Also FNIS isn't being developed and several individuals are recommending Nemesis over FNIS due to lack of maintenance updates.

 

The animations are installed and would likely work under FNIS however aren't utilising it, as are using modifications which only work with Nemesis. Currently attempting operation with Devious Devices 5.2 RC2 release on SSE. Using latest update of Nemesis 0.48 with latest released engine update of Nemesis.

UpdateLog.txt PatchLog.txt

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

@Kimy @zarantha There's definitely a bug or issue of compatibility with Nemesis which is the only one which generates animations under GOG Skyrim. Fore's generates warnings about not being in Steam path, though are on official GOG Skyrim release. Also FNIS isn't being developed and several individuals are recommending Nemesis over FNIS due to lack of maintenance updates.

 

The animations are installed and would likely work under FNIS however aren't utilising it, as are using modifications which only work with Nemesis. Currently attempting operation with Devious Devices 5.2 RC2 release on SSE. Using latest update of Nemesis 0.48 with latest released engine update of Nemesis.

UpdateLog.txt 18.5 kB · 0 downloads PatchLog.txt 95.56 kB · 0 downloads

 

FNIS works even if it complains about the path. Just run it anyway and don't use nemesis. just because it's not being developed anymore does not mean it's broken and doesn't work. NOTE: if you remove nemesis, you MUST reinstall DD and FNIS, and probably every other animation mod you have. Just deleting nemesis doesn't get rid of it completely, only reinstalling the FNIS mods works if you've ever run nemesis.

 

Nothing to do about Nemesis until DD is able to include an option for DAR animations. If you're savvy enough, you can follow roggvir's steps as a bandaid until he's able to finish polishing it for Kimy. If you do that, you can keep using nemesis.

https://www.loverslab.com/topic/193060-dd-51-to-dar-python-script/

 

Edited by zarantha
Posted
5 hours ago, Zaflis said:

i'm not sure which expression you are actually changing because i can't replicate that in racemenu.

 

If you're talking about what the expressions were changed to, it's these values.

 

Spoiler

ScreenShot1627.jpg.584ee217273ae124310f94adf1801e1d.jpg

 

Aah and N are the new additions. BigAah and Oh alone is what is was before. In case you dont know, a value of 1 in racemenu is equivalent to 100 on this chart.

 

Posted
14 hours ago, Majin Buu said:

 

Inventory is the one that has all the scripts attached. The rendered one doesn't have any scripts attached but also does have keywords. Keyword needs to be added to the rendered?

 

  Reveal hidden contents

image.thumb.png.6e7b8ae0d624600da0401098436b0ddc.png
image.thumb.png.228991e6c951f63b5bc277fc4b85fd09.png

 

It depends on the usecase. But for "wornhaskeyword" conditions/checks it's required to add the keyword to the _rendered (or _scriptinstance if legacy). That is the way 99% interactions are made with the devices. Inventory keywords are in essence only used for interacting in menus like the 'no sale' or 'no enchanting'.

DD Scripts are always connected to the inventory device. Exceptions are Magic Effects (Enchantments) which contain scripts. Those are added to the _rendered. As in essence the _rendered item is worn and the _inventory is only used for interactions from menus.

Posted

DD 5.2 beta 11 RC2 - one small bug:

wearing a "top rope corset (exp)" gives the "siting down feels awkward" message upon mining. I'd thought this lapse had been corrected a while ago?

The changed wording form lock to tie worked.

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