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Devious Devices Framework Development/Beta


Kimy

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Posted
16 hours ago, Zaflis 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?

 

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gag.png.4de1b2d6c331c5c2a4240cf7a9b9c963.png

aah.png.c26d7a3cb789ac777bb62cf15f885fde.png

If you use SE, you can install this mod https://www.nexusmods.com/skyrimspecialedition/mods/19250. Then click on player while in console, and tap tab until you see expressions. IF you have LE, it should be part of mfg console (if I remember it correctly, didn't use LE in some time).

What morphs are better depends on what head mesh / sliders user uses. So if you think that it doesn't look good now, but would like it other way, you can just use console to change the morphs. In case of Large gag, you can select player (or any other NPC), then type:
 

addfac zadExpressionPhonemeMod_Large_00 X (Aah)
addfac zadExpressionPhonemeMod_Large_01 X (BigAah)

 

Only replace the X with number from 0 to 100 (or -1 if you want to disable faction morphs)

 

Regarding the previously used morphs, according to the zadlibs script, it was using following morphs. Can you check if they are the same?

Spoiler

image.png.9fb72e1bc0b4583d119d0bd7ae590d6a.png

0,0 = Aah

0,1 = BigAah

0,11 = Oh

1,4 = BrowInLeft

1,5 = BrowInRight

1,6 = BrowUpLeft

1,7 = BrowUpRight

But I currently don't have access to 2.1 version, so the script is from beta 7 (I only uncommented it so its not green). It's possible that I might have changed it when removing it.

 

Lastly, you can use "bat" script to change all morphs at once without much typing. I have edited existing script from beta so it work for different load orders. Edit the SetGagAll ranks to change morphs. Then place the scripts to Data folder (directly in game folder, or you can create new mod for it). Lastly, open console again, click on some actor and type:

bat SetGagAll

You can also use RemoveGagAll.txt to reset all faction morphs

bat ResetGagAll

 

Scripts:

SetGagAll.txtRemGagAll.txt

Posted
On 2/2/2023 at 4:39 AM, 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)

 

On 2/2/2023 at 4:39 AM, Kimy said:

- 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.

Hello Kimy, you mentioned that these items have specific name requirement. Will a translation break it?

Posted
21 hours ago, markdf said:

 

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)

 

Seems to work by adding a NOT EQUIPPED condition to the MCO animations for all the DD devices underneath IsEquippedRightType(0)

 

Now to figure out why certain heavy restraints still don't let me fight at all (elbowbinders, wrist shackles), and how to get dodging to work with MCO-dodge

 

Posted
1 hour ago, Ricardo-Evans said:

 

Hello Kimy, you mentioned that these items have specific name requirement. Will a translation break it?

Yes, unless the translated name contains the same word. For example 'Black Ebonite Catsuit' in German would be something like 'Schwarzer Ebonite Catsuit' so that would still work. 'Schwarzer Ebonite Ganzanzug' will not work. 

It will only cause these specific name checks to fail. They are designed around a if-else check so it won't crash because of a translation or something. It will simply not show the message as it thinks you are not wearing it.

Posted
15 minutes ago, naaitsab said:

Yes, unless the translated name contains the same word. For example 'Black Ebonite Catsuit' in German would be something like 'Schwarzer Ebonite Catsuit' so that would still work. 'Schwarzer Ebonite Ganzanzug' will not work. 

It will only cause these specific name checks to fail. They are designed around a if-else check so it won't crash because of a translation or something. It will simply not show the message as it thinks you are not wearing it.

So maybe there can be a better workaround? Such as checking keywords instead of checking names? I think checking names seems to be inconvenient and slow

Posted
1 minute ago, Ricardo-Evans said:

So maybe there can be a better workaround? Such as checking keywords instead of checking names? I think checking names seems to be inconvenient and slow

If you have one let us know :P As far as I know this is the only way. The main problem is that keywords are shared between device types. So for example the standard narrow collar has the same keywords as the big shoulder covering collar. And we are not going to make a keyword for every device subtype there is for something like this.

The main problem in Skyrim is that you can't get the ID of the device. So for example zad_collarPostureBlack_Inventory can't be read from code, only the display name. The ID will not change on translations but the name will. But there is no realistic alternative and as the notifications are hardcoded in another language to begin with I don't see the need to further put effort into it. If you re going to change the code for the notification translation you can just as well change the device nam check to make it compatible?

Posted

The new update has broken the vaginal and anal plugs inserting and removing boxes.

 

Trying to insert an anal plug when already having a vaginal plug equipped will only spawn a "take it out" box for the vaginal plug, which doesn't do anything.

After removing a vaginal plug and attempting to take the anal plug out if one is equipped will ask to remove the vaginal plug again.

 

Can you please take a look to see if it is rectifiable. I'm playing on LE, btw.

Posted
3 hours ago, HyperonicX said:

The new update has broken the vaginal and anal plugs inserting and removing boxes.

Can't confirm that. New game, new char, first automatic hard save after LAL prison cell on LE, DD 5.2.beta 11 RC2

Inserting and removing anal and vaginal plugs from the Extension worked as intended.

But: the locking vaginal plug from Integration seems to be bugged.

Sometimes it goes in and out w/o any popup window. Seems to unlock, but cannot put another plug in, only after reinserting and trying to take it out again, I get the window. Putting it in still has the put it in - unlock with key popup at the same time (see image)

And, as I mentioned quite a while ago: when I put an anal plug in, the vaginal locking plug gets rendered, too.

 

Spoiler

skyrim_plugs_vag_bugged.jpg.c895991b20d969739ffbdc414ce709f5.jpg

 

Posted
5 hours ago, HyperonicX said:

The new update has broken the vaginal and anal plugs inserting and removing boxes.

 

Trying to insert an anal plug when already having a vaginal plug equipped will only spawn a "take it out" box for the vaginal plug, which doesn't do anything.

After removing a vaginal plug and attempting to take the anal plug out if one is equipped will ask to remove the vaginal plug again.

 

Can you please take a look to see if it is rectifiable. I'm playing on LE, btw.

Using custom or framework plugs? One of the changes to the plug message had something to do with a new message variant and/or keyword change. Which at the time seemed like a compatibility issue for mods using custom plugs.

Posted
45 minutes ago, naaitsab said:

Using custom or framework plugs? One of the changes to the plug message had something to do with a new message variant and/or keyword change. Which at the time seemed like a compatibility issue for mods using custom plugs.

Custom ones.

I've rolled back to the previous version to rectify the issue.

Posted
31 minutes ago, HyperonicX said:

Custom ones.

I've rolled back to the previous version to rectify the issue.

Could you compare the custom ones to the framework ones in the CK/xEdit? So we can check the difference. Keyword(s), device message and possible script properties, would be my best guess.

If it breaks compatibility with all modded plugs without this change I would like to vote towards a revert of this change.

Posted (edited)
14 hours ago, HyperonicX said:

The new update has broken the vaginal and anal plugs inserting and removing boxes.

 

Trying to insert an anal plug when already having a vaginal plug equipped will only spawn a "take it out" box for the vaginal plug, which doesn't do anything.

After removing a vaginal plug and attempting to take the anal plug out if one is equipped will ask to remove the vaginal plug again.

 

Can you please take a look to see if it is rectifiable. I'm playing on LE, btw.

 

I had this issue previously because of Devious Lore - Lore Patch. Are you using that mod? I never did check if Lore Patch got updated.

Edited by Majin Buu
Posted
1 hour ago, Majin Buu said:

 

I had this issue previously because of Devious Lore - Lore Patch. Are you using that mod? I never did check if Lore Patch got updated.

No, I've never used that mod.

Posted
3 hours ago, Majin Buu said:

 

I had this issue previously because of Devious Lore - Lore Patch. Are you using that mod? I never did check if Lore Patch got updated.

The patches should still only be for latest non-beta version.

Posted (edited)

Found the plug issue. Message "zad_plugsAnMsg" is either new or was before unused. This is only involves anal plugs (keyword checks on zad_DeviousPlugAnal). 

The old message, which is also in use by all mods that don't use custom messages (zad_plugsMsg) is now modified to only involves vaginal plugs with a check on zad_DeviousPlugVaginal. So any custom plug that relies on the old message will break unless it's tagged with the vaginal keyword.

 

The old way by checking on either plugs keyword being present wasn't pritty but at least it would not mess with backwards compatibility. So perhaps reverting the "zad_plugsMsg" message to before this change. And add a new "zad_plugsVagMsg" message with the check/text for Vaginal only. Then modders can update their mods vag plugs with this new message and old mods that rely on the old "zad_plugsMsg" message don't break.

Edited by naaitsab
Posted
On 11/3/2022 at 1:19 PM, ChandraArgentis said:

The "Large Ball" seems to be incorrectly sized for beast races.  "The Silencer" also doesn't seem to be placed correctly for beast races as well.  Tested as a kitty.

 

This is still an issue with the release of 5.2  "The Silencer" doesn't open the mouth of a Khajit, and merges with their chin.

Posted
27 minutes ago, thvedis said:

Is new game required?

Should not be required if you are upgrading from 5.0 or 5.1. But it's still recommended with an update that brings a lot of script update/fixes to do a new game.

Posted
13 hours ago, thvedis said:

Is new game required?

 

I will say that when I upgraded to one of the SE beta versions, if I loaded a save game with a character that was wearing a gag, all the DDs were broken. I had to roll back to a previous save to one where the character was not wearing a gag and everything was fine.

Posted
On 2/5/2023 at 6:13 AM, HyperonicX said:

The new update has broken the vaginal and anal plugs inserting and removing boxes.

 

Trying to insert an anal plug when already having a vaginal plug equipped will only spawn a "take it out" box for the vaginal plug, which doesn't do anything.

After removing a vaginal plug and attempting to take the anal plug out if one is equipped will ask to remove the vaginal plug again.

 

Can you please take a look to see if it is rectifiable. I'm playing on LE, btw.

Can you check if this patch fixes the problem? It has the changes I proposed in my post. With a new message "zad_plugsVagMsg" and reverting (and thus unbreaking) the old message for pre DD5.2 mods. The new message also had a keyword check on the player only so this can also cause issues with NPC.

 

Spoiler
On 2/6/2023 at 2:11 PM, naaitsab said:

Found the plug issue. Message "zad_plugsAnMsg" is either new or was before unused. This is only involves anal plugs (keyword checks on zad_DeviousPlugAnal). 

The old message, which is also in use by all mods that don't use custom messages (zad_plugsMsg) is now modified to only involves vaginal plugs with a check on zad_DeviousPlugVaginal. So any custom plug that relies on the old message will break unless it's tagged with the vaginal keyword.

 

The old way by checking on either plugs keyword being present wasn't pritty but at least it would not mess with backwards compatibility. So perhaps reverting the "zad_plugsMsg" message to before this change. And add a new "zad_plugsVagMsg" message with the check/text for Vaginal only. Then modders can update their mods vag plugs with this new message and old mods that rely on the old "zad_plugsMsg" message don't break.

 

 

PlugMessageFix.esp

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