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Devious Devices Framework Development/Beta


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3 hours ago, DeepBlueFrog said:

I just saw the update is up for SE.. Thanks for the hard work!

 

I started reading through the list of changes. 

Any big breaking change from 5.1 I should know about in terms of scripts and mods compatibility?

Not really, perhaps the biggest one would be the gag expression and device hider changes, in terms of script changes. But you would need to interface with them directly to have any impact. If you are using the (un)equip functions from pre 5.0 then that would be a big one to change but that's more a general note.

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11 minutes ago, naaitsab said:

Not really, perhaps the biggest one would be the gag expression and device hider changes, in terms of script changes. But you would need to interface with them directly to have any impact. If you are using the (un)equip functions from pre 5.0 then that would be a big one to change but that's more a general note.

 

Thanks.!.  I will jump in and install 5.2 at my next new test game.

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14 minutes ago, DeepBlueFrog said:

Has anyone looked into adding devices to some NPCs using SPID? 

Is that even possible considering the multiple linked armor items? (inventory, model and script).

It depends on what you're planning to do. If you're planning on allowing the player to unlock them at some point, then I'd recommend you add them via scripts. If the player is just going to kill and loot them, or if they're unique npcs the player won't ever see the inventory of, then maybe you can add unlocked and unplayable devices to their outfits, and the corresponding 'real' device as a spare item in their inventory. Adding the rendered version of the devices to their outfit and the inventory device as just an item they carry *might* work but I'm not sure. I just know you shouldn't add the inventory devices to their outfits and expect that to work.

Edited by Code Serpent
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I was checking the code for the catsuit event and I think the weather checking doesn't work properly?

Here it is currently:

int Function CheckWeather()
    if libs.PlayerRef.IsInInterior() ;not foolproof but fine for text events?
        Weather conditions = Weather.GetCurrentWeather()
        return conditions.GetClassification()
    endIf
EndFunction

So, it only checks for weather while the player is inside? And it also doesn't return an integer at all when the player is outside?

I'm pretty sure it should be like this:

int Function CheckWeather()
	if !libs.PlayerRef.IsInInterior() ;not foolproof but fine for text events?
		Weather conditions = Weather.GetCurrentWeather()
		return conditions.GetClassification()
	endIf
	return -1
EndFunction

 

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1 hour ago, Code Serpent said:

It depends on what you're planning to do. If you're planning on allowing the player to unlock them at some point, then I'd recommend you add them via scripts. If the player is just going to kill and loot them, or if they're unique npcs the player won't ever see the inventory of, then maybe you can add unlocked and unplayable devices to their outfits, and the corresponding 'real' device as a spare item in their inventory. Adding the rendered version of the devices to their outfit and the inventory device as just an item they carry *might* work but I'm not sure. I just know you shouldn't add the inventory devices to their outfits and expect that to work.

 

I was thinking of a way to add parasites to random NPCs, especially around Morthal (my Parasites mod sets them up as organic custom Devious Devices).

 

SPID seems an ideal way to do that except for the delicate set up of devices.

 

Just a thought for later.. I am busy rebuilding my mods for SE right now.

 

Thanks for the reply.

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2 hours ago, DeepBlueFrog said:

 

I was thinking of a way to add parasites to random NPCs, especially around Morthal (my Parasites mod sets them up as organic custom Devious Devices).

 

SPID seems an ideal way to do that except for the delicate set up of devices.

 

Just a thought for later.. I am busy rebuilding my mods for SE right now.

 

Thanks for the reply.

 

This mod originally did that - but I seem to recall that there is some problem that arises when lots of NPCs wear devices, that results in uncontrolled savefile inflation. You'd have to check the thread for info on it. Upshot is, they had to switch to non-devious versions of devices.

Edited by markdf
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2 hours ago, Code Serpent said:

I was checking the code for the catsuit event and I think the weather checking doesn't work properly?

Here it is currently:

int Function CheckWeather()
    if libs.PlayerRef.IsInInterior() ;not foolproof but fine for text events?
        Weather conditions = Weather.GetCurrentWeather()
        return conditions.GetClassification()
    endIf
EndFunction

So, it only checks for weather while the player is inside? And it also doesn't return an integer at all when the player is outside?

I'm pretty sure it should be like this:

int Function CheckWeather()
	if !libs.PlayerRef.IsInInterior() ;not foolproof but fine for text events?
		Weather conditions = Weather.GetCurrentWeather()
		return conditions.GetClassification()
	endIf
	return -1
EndFunction

 

Yeah I obviously forgot the not operator while writing this /facepalm.

-1 is something the getclassification could return in some specific ingame cases I've read while researching. So I would suggest returning -2 to be sure.

 

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I'd be happy to help if anyone has some mod work that needs doing involving distributing oufits to NPCs, and/or making SPID .inis.

 

3 hours ago, DeepBlueFrog said:

 

I was thinking of a way to add parasites to random NPCs, especially around Morthal (my Parasites mod sets them up as organic custom Devious Devices).

 

SPID seems an ideal way to do that except for the delicate set up of devices.

 

This can be done. You would have to setup custom outfits that includes leveleld lists which in turn include Parasites, plus whatever additional clothes for them to wear. Then use SPID to provide the outfit to any females that have the Morthal civilian faction, or you can manually target specific female NPCs, or both. It's would require an .ini for SPID plus an .esl flagged plugin for the outfits and levelled lists.

 

I'd be happy to help set it up because that is extremely my kind of thing. To keep down the script load it'd be possible to setup some unscripted versions of Parasites and distribute them instead, so that the meshes/textures can be loadd without causign problems.

 

I could go ahead and do this, like, uh, immediately. Uh, I'm a bit of a patching/modding junkie so I need my fix lol lmao.

 

1 hour ago, markdf said:

This mod originally did that - but I seem to recall that there is some problem that arises when lots of NPCs wear devices, that results in uncontrolled savefile inflation. You'd have to check the thread for info on it. Upshot is, they had to switch to non-devious versions of devices.

 

Yeah, too many DDs in the area cause too many scripts when they are first loaded, which causes bloated saves and stack overflows which then breaks other scripts. I switched to custom versions of devious devices which aren't scripted, they only have the meshes/textures of DDs but none of the scripted stuff like locks.

 

It's not a problem if there are few NPCs, but there is a threshold where it starts to break.

 

Most outfit distribution is now done by SPID which is *extremely* good at it, no compatability issues at all.

Edited by Corsec
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5 hours ago, Corsec said:

I'd be happy to help if anyone has some mod work that needs doing involving distributing oufits to NPCs, and/or making SPID .inis.

 

 

This can be done. You would have to setup custom outfits that includes leveleld lists which in turn include Parasites, plus whatever additional clothes for them to wear. Then use SPID to provide the outfit to any females that have the Morthal civilian faction, or you can manually target specific female NPCs, or both. It's would require an .ini for SPID plus an .esl flagged plugin for the outfits and levelled lists.

 

I'd be happy to help set it up because that is extremely my kind of thing. To keep down the script load it'd be possible to setup some unscripted versions of Parasites and distribute them instead, so that the meshes/textures can be loadd without causign problems.

 

I could go ahead and do this, like, uh, immediately. Uh, I'm a bit of a patching/modding junkie so I need my fix lol lmao.

 

 

 

No rush... 

Having a simple plugin to show how to distribute a single parasite (Chaurus Worm or Hip Hugger) to a small percentage of members of a faction would save me research time later when I am ready to focus on Parasites again.

 

I am currently busy setting up SE pages for my conversions.

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@Corsec this would be the best approach for simple ('static') devices. This obviously will not work for any items enforcing any poses and effect like the yoke, plugs and hobbledress as you said but will severely reduce the scriptload on a large NPC count or old save. If you don't add a name to the armor it should be invisible while viewing the NPC's inventory if I recall correctly.

 

I don't think there really is a fix for the "NPC count * devices = experience" scriptload and corresponding lag/crash issues that might occur. Well outside of reverting to a system of aliases and it's own quest which can be cleared or lite scripts. But I would not even know where to start to implement this as in theory it would probably require a double set of everything. Or move the entire interaction system away from the armor to the aliases. Which in essence would be a total rewrite from the ground up. We could keep that in mind if Starfield enginewise is similar to SE/FO4 if and when DD get's a starfield version :P

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5 hours ago, naaitsab said:

@Corsec this would be the best approach for simple ('static') devices. This obviously will not work for any items enforcing any poses and effect like the yoke, plugs and hobbledress as you said but will severely reduce the scriptload on a large NPC count or old save. If you don't add a name to the armor it should be invisible while viewing the NPC's inventory if I recall correctly.

 

Ah, I add Zaz keywords to relevant non devious devices so that animations can be applied to a minority of items. Recently I was informed that this still uses scripts, so it's not actually scriptless, but it seems to keep the problem well under control. Sorry, my brain hasn't updated to the new information and still thinks "scriptless" rather than "much less scripted".

 

This doesn't provide locking mechanisms or effects for plugs etc but I don't think that's very important for NPCs. It also doesn't allow for non-Zaz animations like hobbledresses and straitjackets but that's an acceptable tradeoff since most animations still work.

 

I don't know if unnamed items will be invisible in inventory. I can't remember exactly, but I think that the non devious devices won't show up in follower inventory for live NPCs but they will show up as death items on corpses. Not 100% sure.

 

5 hours ago, naaitsab said:

I don't think there really is a fix for the "NPC count * devices = experience" scriptload and corresponding lag/crash issues that might occur. Well outside of reverting to a system of aliases and it's own quest which can be cleared or lite scripts. But I would not even know where to start to implement this as in theory it would probably require a double set of everything. Or move the entire interaction system away from the armor to the aliases. Which in essence would be a total rewrite from the ground up. We could keep that in mind if Starfield enginewise is similar to SE/FO4 if and when DD get's a starfield version :P

 

Great! Now we only need to wait, like, an unknown number of years for a new generation of perverts to do it all over again for the next bethesda games lol.

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19 hours ago, Corsec said:

 

Ah, I add Zaz keywords to relevant non devious devices so that animations can be applied to a minority of items. Recently I was informed that this still uses scripts, so it's not actually scriptless, but it seems to keep the problem well under control. Sorry, my brain hasn't updated to the new information and still thinks "scriptless" rather than "much less scripted".

 

This doesn't provide locking mechanisms or effects for plugs etc but I don't think that's very important for NPCs. It also doesn't allow for non-Zaz animations like hobbledresses and straitjackets but that's an acceptable tradeoff since most animations still work.

 

Dynamic Animation Replacer could work for this. Give armor a keyword, check for keyword in animation config. That will require having some animations from DD in a DAR folder structure though.

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On 2/22/2023 at 2:01 AM, Machovich said:

I just wanted to start this off by first saying thank you for all your hardwork over the years making such delightful mods that have provided so many people so much entertainment!  Thank you Kimmy!!!

 

Now that I have said that........... I have some how discovered some strange issue that I have tried to rectify for most of the day after upgrading my skyrim AE 1.6.353 to DD 5.2 from 5.1.  I wanted to upgrade 5.1 because I have had intermittent stack dump errors since about last june that I have a suspicion they may be coming from 5.1.  I errantly deleted 5.0 soon as I got 5.1 and never found 5.0 again to put back in the load.  I have been trying things on and off but have not found any smoking gun directly linking to the stack dumps exactly.  Devious Devices plays a heavy role and I really cant even imagine a game with out it that I have just suffered along tracking the logs and backing up to my last save once i detect a stack dump error.  I have been doing this since June ish of 2022.

 

After properly installing 5.2 (several times) on my old save, i found my logs getting inundated with the following repetitive error about 6 to 9 or so messages at a time, every 6 seconds or so, filling up my error log to the size of about one meg every 20 mins:  this error reports from Devious Devices - Intigration.esm (18041472)

 

[02/21/2023 - 07:12:48PM] error: Unbound native function "FormHasKeywordString" called
[02/21/2023 - 07:12:48PM] WARNING: Assigning None to a non-object variable named "::temp48"
stack:
    [zadDevicesUnderneathQuest (18041472)].zaddevicesunderneathscript.RebuildSlotmask() - "------------------------------" Line 197
    [zadDevicesUnderneathQuest (18041472)].zaddevicesunderneathscript.UpdateDeviceHiderSlot() - "------------------------------" Line 230
    [alias PlayerRef on quest zadDevicesUnderneathQuest (18041472)].zadDevicesUnderneathPlayerScript.OnUpdate() - "------------------------------------" Line 15

 

It goes on and on and for the life of me the only way I could stop it was to revert back to 5.1.  I tried a new start but it did not fix anything.  I play a male orc wearing TAWOBAE armour and when I wear 9 or pieces of it it generates that many errors plus two.  I didnt count exactly but its only 2 errors when i am naked wearing nothing, no bdsm gear, no jewlery, just naked as a new baby.

 

  Reveal hidden contents

 


 

 

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"0159","+","More Informative Console 1.0.1 AE-19250-1-0-1-1653433777","d2022.7.22.0"
"0160","+","Slaverun Reloaded SE","3.0.0.0Beta 1"
"0161","+","Heels Sound 1.5 SSE-62502-1-5-1643037371","d2022.2.15.0"
"0162","+","Apachii_Maid_Armor_CBBE_HDT_NPC_V_1_0","d2022.7.2.0"
"0163","+","Apachii Maid Armor CBBE 3BA BodySlide","1.2.0.0"
"0164","+","Highheels Feet replacer-23003--3-1584453437","d2021.5.9.0"
"0165","+","HDT High Heels Fix-32052-1-0-1579939826","d2021.5.9.0"
"0166","+","RaceMenu High Heels Fixes-18045-1-3-1552859840","d2021.5.9.0"
"0167","+","Ghaans Revealing CBBE 3BBB Outfits v3.1.3-39187-3-1-3-1621859476","d2022.7.15.0"
"0168","+","Luxury Collection for CBBE SSE","d2022.7.22.0"
"0170","+","The Hairstyler v 1.4.2SE","d2021.5.18.0"
"0172","+","Ars Metallica - Smithing Enhancement-321-2-0-6-1593898152","d2022.2.21.0"
"0173","+","AddItemMenuSE_114_SKSE2019","d2021.6.3.0"
"0174","+","AddItemMenu - NG-71409-1-2-1-1658074348","d2022.7.22.0"
"0176","+","Skyrim SE Teens 1.0.2","d2022.2.15.0"
"0177","+","Monster Lipsync SE - Vanilla-22878-2-8b-1555466953","d2022.2.15.0"
"0179","+","PERK points_20 percent More Perk Points-1137-","d2022.2.24.0"
"0180","+","PERK_50 percent More Perk Points-1137-","d2022.2.21.0"
"0181","+","Perk Points at Skill Level 50-75-100-1137-","d2022.2.21.0"
"0182","+","Ordinator 9.31.0-1137-9-31-0-1635693140","d2022.2.21.0"
"0183","+","Apocalypse - Ordinator Compatibility Patch WHY DO I HAVE TO CHANGE THE NAME-1090-","d2022.2.28.0"
"0184","+","Apocalypse v945-1090-9-45","d2022.2.28.0"
"0185","+","Odin 1.9.1-46000-1-9-1-1639926168","d2022.2.28.0"
"0186","+","Odin - Ordinator Compatibility Patch-1137-9-30-0-1617483870","d2022.6.16.0"
"0187","+","Summermyst v307-6285-3-07SSE","d2022.7.2.0"
"0188","+","Dirtyborn-ChapterVI(SSEorAE) (used to be Alpha)","d2023.2.21.0"
"0189","+","Dirtyborn-Chapter VI Hotfix (AE-SSE) (1)","d2023.2.21.0"
"0190","+","Alpha_GalesseOverhaulSE","d2022.12.22.0"
"0193","+","Experience Multipliers-21414-2-1-1552293164","d2022.6.10.0"
"0194","+","The Notice Board-3218-1-4","d2022.6.24.0"
"0195","+","Notice Me Senpai.1.5.8","d2023.2.20.0"
"0198","+","puppetmaster1dot7ASE","d2022.7.14.0"
"0199","+","SexLabHentaiPregnancy SE 2022-06-25","d2022.6.30.0"
"0200","+","SexLabHentaiPregnancy Bodyscaling - Bodymorph v4","d2022.6.30.0"
"0201","+","SexLab Inflation Framework","1.2.2.0b"
"0202","+","Sexlab Fill Her Up Baka Edition","1.75.0.0"
"0203","+","Sex Finder SE","1.0.0.0"
"0204","+","SexLab Solutions v5.0.7","d2022.7.2.0"
"0207","+","Simple Skirt ( HDT-SMP PHYSICS)CBBE-23096-1-1-1549686173(wontadjusttofit)","d2022.7.17.0"
"0211","+","PetCollar_v5.5.1","d2022.7.21.0"
"0212","+","Display Model SE (DM3)","3.0.0.0b-X"
"0213","+","Eye Normal Map Fix SSE-5445-1SE","d2022.7.21.0"
"0214","+","Crash Logger-AE_59596-1-0-0-1638754413","d2022.7.22.0"
"0215","+","PapyrusUtil AE - Scripting Utility Functions-13048-4-3-1641608820","d2022.7.22.0"
"0216","+","ColdSun's World - Main Assets-67250-1-1-1651686951","d2022.7.21.0"
"0217","+","ColdSun's World NPC Replacer Pack 7 - 3BA","1.0.0.0"
"0218","+","SeranaDialogueAdd-On3.0.1.0SE","d2022.7.29.0"
"0219","+","SDA Patch Hub SE(Serana Dialogue add on)","1.0.0.0SE"
"0220","+","Sleep Tight SE-20680-3-0-1572915324","d2022.7.29.0"
"0221","+","Sleep Tight Fixes-31620-1-6-0-1625411331","d2022.7.29.0"
"0222","+","Sextreme-BND_Series","d2022.8.8.0"
"0223","+","Sextreme-FT_Series","d2022.8.8.0"
"0224","+","Sextreme-G_Series","d2022.8.8.0"
"0225","+","Sextreme-HCR_Series","d2022.8.8.0"
"0226","+","Sextreme-Pinups","d2022.8.8.0"
"0227","+","TAWOBAE 1.40_2022_01_08_(male and female)","d2022.8.3.0"
"0228","+","Face Discoloration Fix SE-42441-1-0-3-1664040600","d2022.11.12.0"
"0230","+","rape spell","d2022.12.17.0"
"0231","+","SexLab MatchMaker v9 (20210927)","d2021.9.27.0"
"0232","+","TDF SexLab Aroused Rape - v3_2","d2022.12.18.0"
"0233","+","Aroused Sexy Idles for SSE - v3 (works with DD)","d2022.12.18.0"
"0234","+","Better NPC Support for Devious Devices 0.6 SE","0.6.0.0"
"0235","+","Static Mesh Improvement Mod(graphics on items)","f2.08"
"0236","+","MuJointFix","2.0.11.0"
"0237","+","powerofthree's Papyrus Extender","5.4.1.0"
"0238","+","powerofthree's Tweaks-51073-1-7-5-1665690142","1.7.5.0"
"0239","+","pamaInteractiveBeatup_V_2.7","d2023.1.15.0"
"0240","+","pamaInteractiveBeatup_SSE_ConversionFiles","d2023.1.17.0"
"0241","+","PamaDeadlyFurniture_V2.2.1_LE_SSE","2.1.8.0"
"0242","+","Dripping when aroused","3.0.0.0-03-2022"
"0243","+","ORCS - Main File-50037-1-13-1642821980","d2022.7.16.0"
"0244","+","ORCs_Body Textures -- Diamond Version-50037-1-02-1622857320","d2022.2.28.0"

 
 

 

 

 

Again thank you for all of your hard work Kimmy!!!

 

P.S.  Edited multiple times to finaly figure out how to add a spoiler, LOL.

Any luck with this ? I'm on ae 1.6.353 and skse 2.15 and having same problem

Link to comment
16 minutes ago, jperrins66 said:

Any luck with this ? I'm on ae 1.6.353 and skse 2.15 and having same problem

Do you have 3BA? Check in its MCM to use the Devious Devices compatibility slot (i think it was 60). It defaults at 50.

You can also try disabling the device hider, since it's a bit redundant if you play with skimpy armors.

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3 hours ago, Zaflis said:

Do you have 3BA? Check in its MCM to use the Devious Devices compatibility slot (i think it was 60). It defaults at 50.

You can also try disabling the device hider, since it's a bit redundant if you play with skimpy armors.

Yea did both of them and it didn't work

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I am getting these errors with DD 5.1:

 

[03/04/2023 - 02:42:47PM] error: Unbound native function "FormHasKeywordString" called
[03/04/2023 - 02:42:47PM] WARNING: Assigning None to a non-object variable named "::temp39"
stack:
    [zadDevicesUnderneathQuest (19041472)].zaddevicesunderneathscript.RebuildSlotmask() - "zadDevicesUnderneathScript.psc" Line 162
    [zadDevicesUnderneathQuest (19041472)].zaddevicesunderneathscript.UpdateDeviceHiderSlot() - "zadDevicesUnderneathScript.psc" Line 183
    [zadDevicesUnderneathQuest (19041472)].zaddevicesunderneathscript.Maintenance() - "zadDevicesUnderneathScript.psc" Line 96
    [alias PlayerRef on quest zadDevicesUnderneathQuest (19041472)].zadDevicesUnderneathPlayerScript.OnPlayerLoadGame() - "zadDevicesUnderneathPlayerScript.psc" Line 9

 

When I disable item hider slot i get this instead:

 

[03/04/2023 - 04:36:58PM] error: Unbound native function "FormHasKeywordString" called
[03/04/2023 - 04:36:58PM] WARNING: Assigning None to a non-object variable named "::temp7"
stack:
    [alias PlayerRef on quest zadDevicesUnderneathQuest (19041472)].zadDevicesUnderneathPlayerScript.Logic() - "zadDevicesUnderneathPlayerScript.psc" Line 17
    [alias PlayerRef on quest zadDevicesUnderneathQuest (19041472)].zadDevicesUnderneathPlayerScript.OnObjectUnequipped() - "zadDevicesUnderneathPlayerScript.psc" Line 66.

 

It was far worse with 5.2.  It was just spam.  This isnt as bad but it adds a lot to my log.  I even stopped wearing the TAWOBAE and went back to regular 4 piece armor.  I didnt remove the mod though.  I have 3BBB without any MCM page.  I dont know what else i can do.

 

 

Link to comment
2 hours ago, Machovich said:

I am getting these errors with DD 5.1:

 

[03/04/2023 - 02:42:47PM] error: Unbound native function "FormHasKeywordString" called
[03/04/2023 - 02:42:47PM] WARNING: Assigning None to a non-object variable named "::temp39"
stack:
    [zadDevicesUnderneathQuest (19041472)].zaddevicesunderneathscript.RebuildSlotmask() - "zadDevicesUnderneathScript.psc" Line 162
    [zadDevicesUnderneathQuest (19041472)].zaddevicesunderneathscript.UpdateDeviceHiderSlot() - "zadDevicesUnderneathScript.psc" Line 183
    [zadDevicesUnderneathQuest (19041472)].zaddevicesunderneathscript.Maintenance() - "zadDevicesUnderneathScript.psc" Line 96
    [alias PlayerRef on quest zadDevicesUnderneathQuest (19041472)].zadDevicesUnderneathPlayerScript.OnPlayerLoadGame() - "zadDevicesUnderneathPlayerScript.psc" Line 9

 

When I disable item hider slot i get this instead:

 

[03/04/2023 - 04:36:58PM] error: Unbound native function "FormHasKeywordString" called
[03/04/2023 - 04:36:58PM] WARNING: Assigning None to a non-object variable named "::temp7"
stack:
    [alias PlayerRef on quest zadDevicesUnderneathQuest (19041472)].zadDevicesUnderneathPlayerScript.Logic() - "zadDevicesUnderneathPlayerScript.psc" Line 17
    [alias PlayerRef on quest zadDevicesUnderneathQuest (19041472)].zadDevicesUnderneathPlayerScript.OnObjectUnequipped() - "zadDevicesUnderneathPlayerScript.psc" Line 66.

 

It was far worse with 5.2.  It was just spam.  This isnt as bad but it adds a lot to my log.  I even stopped wearing the TAWOBAE and went back to regular 4 piece armor.  I didnt remove the mod though.  I have 3BBB without any MCM page.  I dont know what else i can do.

 

 

 

I don't know how to fix it. I can barely recompile the DLL.

 

Yes, it's spam and bloating the log, but you can disable the log unless you're trying to debug something and it doesn't seem to be breaking anything at the moment.

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I checked the functions provided by the DLL, the calls are only made in the device hider script and the long defunct 'benchmark'.

 

@ihatemykite would it be much slower, or even slower at all to use StringUtil to lookup strings instead of using the DLL in the device hider? For the sake of compatibility it would be a nice to have if we could ditch the DLL all together in favor of a function already in used framework mods.

Link to comment
1 hour ago, naaitsab said:

I checked the functions provided by the DLL, the calls are only made in the device hider script and the long defunct 'benchmark'.

 

@ihatemykite would it be much slower, or even slower at all to use StringUtil to lookup strings instead of using the DLL in the device hider? For the sake of compatibility it would be a nice to have if we could ditch the DLL all together in favor of a function already in used framework mods.

Instead of using StringUtil, I don't understand why HasKeyword is not used instead. I will give it a look.

Link to comment
44 minutes ago, ihatemykite said:

Instead of using StringUtil, I don't understand why HasKeyword is not used instead. I will give it a look.

It's used as a sort of wildcard check. In "FormHasKeywordString". You could get all the keywords from a device on slot X and put them in some kind of array and loop it. But perhaps that causes a massive script load? But on the other hand all DD keywords that are in use are defined so I don't really see the requirement to do a string/wildcard comparison compared to the form.haskeyword that is built into the engine.

 

The stringutil is used to do a check against the name of the device. Like if the name contains "cat" in the catsuit. As I'm not aware of any other method that can do this efficiently. And adding keywords to every single device type and subtype is also a bit of a chore.

Link to comment
20 minutes ago, naaitsab said:

It's used as a sort of wildcard check. In "FormHasKeywordString". You could get all the keywords from a device on slot X and put them in some kind of array and loop it. But perhaps that causes a massive script load? But on the other hand all DD keywords that are in use are defined so I don't really see the requirement to do a string/wildcard comparison compared to the form.haskeyword that is built into the engine.

 

The stringutil is used to do a check against the name of the device. Like if the name contains "cat" in the catsuit. As I'm not aware of any other method that can do this efficiently. And adding keywords to every single device type and subtype is also a bit of a chore.

Tested it and looks like there is no issue. Even after deleting the dll. You can try it and let me know if you find some issue. It can be installed as a separate mod. I have also little updated the hider to not create error logs for users who don't use the SoS. Was oversight on my part.

 

Download: DD5.2 - Native remove.zip

 

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