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Devious Devices Framework Development/Beta


Kimy

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Posted
1 hour ago, Herowynne said:


I did not see any option in the DD NG FOMOD to use the "DD to OAR high priority fix.7z" that you provided in this post:

I made the high priority the default one - made little sense not to use it, I guess ?

Posted
3 hours ago, Kimy said:

 

Was the idea not to merge these and other new SE features with DD once they're ready to?

 

Once we're in a more stable spot, absolutely. The new SL animations and some of the scripting changes can probably be backported to LE and immediately integrated for everyone whenever 5.3 development starts up.

 

However, most of the scripting changes and new SKSE plugin introduces novel internal behaviour and is going to be a longer-term effort both in expanding/maintaining the changes we've made so far and moving more things to native (SL filtering, gag expression editing, engine-level NPC behaviour modification, and native equip/unequip enforcement).

Keeping these changes in a separate topic until they're ready would let us maintain an independent changelog, centralize support specifically pertaining to our changes, release at our own pace, and introduce new SE-exclusive dependencies (like Sexlab P+ as per the original discussion with Scrab) without negatively impacting regular DD development or turning this thread into a patchfest. Whenever 5.3 is released, we can forward any changes made in LE to keep NG in line with your vision. And once we've wrapped up most of our major changes and things are relatively stable we can merge back to SE.

 

That way, LE users continue to get first party support and features, SE users who want a mature, stable experience can continue to use the standalone SE release, and folks interested in experimental features and improvements can use NG on top. And on the development side, we can keep development/support/feedback pertaining to each version separate.

Posted

@ihatemykite @Taki17 

 

I am currently using Unforgiving Devices 2.1.

 

Is UD 2.1 compatible with DD NG?

 

The reason I am asking is because in SSEEdit, I see many conflicts between "UnforgivingDevices - DD Patch.esp" and "DD_Animation_Overhaul_by_Taki17.esp"

 

Posted
4 hours ago, mikesolo1975 said:

thanks for the amazing work

 

i installed this new version and run Finis and i have this problem


Missing AnimFile DDC_BondagePostTOY_A1_S1.hkx for character, mod DDC
Missing AnimFile DDC_BondagePostTOY_A1_S2.hkx for character, mod DDC
Missing AnimFile DDC_BondagePostTOY_A1_S3.hkx for character, mod DDC
Missing AnimFile DDC_BondagePostTOY_A1_S4.hkx for character, mod DDC
Missing AnimFile DDC_BondagePostTOY_A1_S5.hkx for character, mod DDC
Missing AnimFile DDC_BondagePostTOY_A2_S1.hkx for character, mod DDC
Missing AnimFile DDC_BondagePostTOY_A2_S2.hkx for character, mod DDC
Missing AnimFile DDC_BondagePostTOY_A2_S3.hkx for character, mod DDC
Missing AnimFile DDC_BondagePostTOY_A2_S4.hkx for character, mod DDC
Missing AnimFile DDC_BondagePostTOY_A2_S5.hkx for character, mod DDC
Missing AnimFile DDC_PsycheFingerFucking_A1_S1.hkx for character, mod DDC
Missing AnimFile DDC_PsycheFingerFucking_A1_S2.hkx for character, mod DDC
Missing AnimFile DDC_PsycheFingerFucking_A1_S3.hkx for character, mod DDC
Missing AnimFile DDC_PsycheFingerFucking_A1_S4.hkx for character, mod DDC
Missing AnimFile DDC_PsycheFingerFucking_A1_S5.hkx for character, mod DDC
Missing AnimFile DDC_PsycheFingerFucking_A2_S1.hkx for character, mod DDC
Missing AnimFile DDC_PsycheFingerFucking_A2_S2.hkx for character, mod DDC
Missing AnimFile DDC_PsycheFingerFucking_A2_S3.hkx for character, mod DDC
Missing AnimFile DDC_PsycheFingerFucking_A2_S4.hkx for character, mod DDC
Missing AnimFile DDC_PsycheFingerFucking_A2_S5.hkx for character, mod DDC
Missing AnimFile DDC_PsycheRestrictRape_A1_S1.hkx for character, mod DDC
Missing AnimFile DDC_PsycheRestrictRape_A1_S2.hkx for character, mod DDC
Missing AnimFile DDC_PsycheRestrictRape_A1_S3.hkx for character, mod DDC
Missing AnimFile DDC_PsycheRestrictRape_A1_S4.hkx for character, mod DDC
Missing AnimFile DDC_PsycheRestrictRape_A1_S5.hkx for character, mod DDC
Missing AnimFile DDC_PsycheRestrictRape_A2_S1.hkx for character, mod DDC
Missing AnimFile DDC_PsycheRestrictRape_A2_S2.hkx for character, mod DDC
Missing AnimFile DDC_PsycheRestrictRape_A2_S3.hkx for character, mod DDC
Missing AnimFile DDC_PsycheRestrictRape_A2_S4.hkx for character, mod DDC
Missing AnimFile DDC_PsycheRestrictRape_A2_S5.hkx for character, mod DDC
Missing AnimFile DDC_PsycheRestrictRape3_A2_S1.hkx for character, mod DDC
Missing AnimFile DDC_PsycheRestrictRape3_A2_S2.hkx for character, mod DDC
Missing AnimFile DDC_PsycheRestrictRape3_A2_S3.hkx for character, mod DDC
Missing AnimFile DDC_PsycheRestrictRape3_A2_S4.hkx for character, mod DDC
Missing AnimFile DDC_PsycheRestrictRape3_A2_S5.hkx for character, mod DDC
 35 possible consistence issues

 

thanks for any help and advice

 

Yes, I also see the same "Missing AnimFile" messages when I run GenerateFNISForUsers with DD NG.

Posted
52 minutes ago, Herowynne said:

@ihatemykite @Taki17 

 

I am currently using Unforgiving Devices 2.1.

 

Is UD 2.1 compatible with DD NG?

 

The reason I am asking is because in SSEEdit, I see many conflicts between "UnforgivingDevices - DD Patch.esp" and "DD_Animation_Overhaul_by_Taki17.esp"

 

I've been testing it with UD 2.1 as well, didn't see any issues (though I couldn't test everything, so please do tell if something breaks)  - iirc you need the UD patch to be lower than the overhaul ?

Posted
8 minutes ago, krzp said:

iirc you need the UD patch to be lower than the overhaul ?

 

Okay, I will put "UnforgivingDevices - DD Patch.esp" below "DD_Animation_Overhaul_by_Taki17.esp"

Posted
24 minutes ago, Herowynne said:

 

Okay, I will put "UnforgivingDevices - DD Patch.esp" below "DD_Animation_Overhaul_by_Taki17.esp"

My LO looked like this:

DD's esm's

SE patch

Animation Overhaul

UD patch (I'm using esl ones, if that's in any way significant)

 

I'll have to double check in xEdit if that reverts any of the bugfixes Taki did to existing devices, but I haven't noticed anything broken in my ~5-6 hours of testing different mods ?

Posted
6 hours ago, mikesolo1975 said:

thanks for the amazing work

 

i installed this new version and run Finis and i have this problem


Missing AnimFile DDC_BondagePostTOY_A1_S1.hkx for character, mod DDC
Missing AnimFile DDC_BondagePostTOY_A1_S2.hkx for character, mod DDC
Missing AnimFile DDC_BondagePostTOY_A1_S3.hkx for character, mod DDC
Missing AnimFile DDC_BondagePostTOY_A1_S4.hkx for character, mod DDC
Missing AnimFile DDC_BondagePostTOY_A1_S5.hkx for character, mod DDC
Missing AnimFile DDC_BondagePostTOY_A2_S1.hkx for character, mod DDC
Missing AnimFile DDC_BondagePostTOY_A2_S2.hkx for character, mod DDC
Missing AnimFile DDC_BondagePostTOY_A2_S3.hkx for character, mod DDC
Missing AnimFile DDC_BondagePostTOY_A2_S4.hkx for character, mod DDC
Missing AnimFile DDC_BondagePostTOY_A2_S5.hkx for character, mod DDC
Missing AnimFile DDC_PsycheFingerFucking_A1_S1.hkx for character, mod DDC
Missing AnimFile DDC_PsycheFingerFucking_A1_S2.hkx for character, mod DDC
Missing AnimFile DDC_PsycheFingerFucking_A1_S3.hkx for character, mod DDC
Missing AnimFile DDC_PsycheFingerFucking_A1_S4.hkx for character, mod DDC
Missing AnimFile DDC_PsycheFingerFucking_A1_S5.hkx for character, mod DDC
Missing AnimFile DDC_PsycheFingerFucking_A2_S1.hkx for character, mod DDC
Missing AnimFile DDC_PsycheFingerFucking_A2_S2.hkx for character, mod DDC
Missing AnimFile DDC_PsycheFingerFucking_A2_S3.hkx for character, mod DDC
Missing AnimFile DDC_PsycheFingerFucking_A2_S4.hkx for character, mod DDC
Missing AnimFile DDC_PsycheFingerFucking_A2_S5.hkx for character, mod DDC
Missing AnimFile DDC_PsycheRestrictRape_A1_S1.hkx for character, mod DDC
Missing AnimFile DDC_PsycheRestrictRape_A1_S2.hkx for character, mod DDC
Missing AnimFile DDC_PsycheRestrictRape_A1_S3.hkx for character, mod DDC
Missing AnimFile DDC_PsycheRestrictRape_A1_S4.hkx for character, mod DDC
Missing AnimFile DDC_PsycheRestrictRape_A1_S5.hkx for character, mod DDC
Missing AnimFile DDC_PsycheRestrictRape_A2_S1.hkx for character, mod DDC
Missing AnimFile DDC_PsycheRestrictRape_A2_S2.hkx for character, mod DDC
Missing AnimFile DDC_PsycheRestrictRape_A2_S3.hkx for character, mod DDC
Missing AnimFile DDC_PsycheRestrictRape_A2_S4.hkx for character, mod DDC
Missing AnimFile DDC_PsycheRestrictRape_A2_S5.hkx for character, mod DDC
Missing AnimFile DDC_PsycheRestrictRape3_A2_S1.hkx for character, mod DDC
Missing AnimFile DDC_PsycheRestrictRape3_A2_S2.hkx for character, mod DDC
Missing AnimFile DDC_PsycheRestrictRape3_A2_S3.hkx for character, mod DDC
Missing AnimFile DDC_PsycheRestrictRape3_A2_S4.hkx for character, mod DDC
Missing AnimFile DDC_PsycheRestrictRape3_A2_S5.hkx for character, mod DDC
 35 possible consistence issues

 

 

thanks for any help and advice

 

 

1 hour ago, Herowynne said:

 

Yes, I also see the same "Missing AnimFile" messages when I run GenerateFNISForUsers with DD NG.

 

Hopefully, this patch should fix that - forgot to package some additional contraption animations.

DD NG v0.2.6 Anim Patch.zip

Posted
14 hours ago, ponzipyramid said:

Hopefully, this patch should fix that - forgot to package some additional contraption animations.

 

Yes, the patch fixes the problem. I no longer get "Missing AnimFile" messages when I run GenerateFNISForUsers. Thanks! ❤️

Posted
On 10/14/2023 at 2:07 PM, ponzipyramid said:

 

Keeping these changes in a separate topic until they're ready would let us maintain an independent changelog, centralize support specifically pertaining to our changes, release at our own pace, and introduce new SE-exclusive dependencies (like Sexlab P+ as per the original discussion with Scrab) without negatively impacting regular DD development or turning this thread into a patchfest. Whenever 5.3 is released, we can forward any changes made in LE to keep NG in line with your vision. And once we've wrapped up most of our major changes and things are relatively stable we can merge back to SE.

 

That way, LE users continue to get first party support and features, SE users who want a mature, stable experience can continue to use the standalone SE release, and folks interested in experimental features and improvements can use NG on top. And on the development side, we can keep development/support/feedback pertaining to each version separate.

 

All right, that makes sense! Let's do it that way and merge NG when it's ready! :)

Posted

Were any changes made to device IDs or something with this NG patch? It seems to have broken Devious Helpers. When I ask my follower to unlock a device I get a WornDevice is None error message.

Posted
5 hours ago, Kimy said:

 

All right, that makes sense! Let's do it that way and merge NG when it's ready! :)

 

Thanks! We're up at: https://www.loverslab.com/files/file/29779-devious-devices-ng/

 

4 hours ago, serranna said:

Were any changes made to device IDs or something with this NG patch? It seems to have broken Devious Helpers. When I ask my follower to unlock a device I get a WornDevice is None error message.

 

This was a DLL issue - should be fixed in 0.2.7 which you can find at the link above.

  • 1 month later...
Posted (edited)

I remembered I had this on my HDD for a while and wondered what anyone made of it... 

 

Then I found this mod I think from the same author not sure...

https://www.nexusmods.com/skyrim/mods/108201?tab=description

 

Will these awesome mods be in DCL at some point? were they used in other mods? was there a conversion for CBBE for the fuck doll mod? Holy shit these two mods in some kind of quest either DCL or similar with some function that relates to what they look like they do would be sexy af :-O

 

Just looking at the pics from that nexus mod fuck doll LE I already see where it could be used to make SGO3 gems pop out of either player or npc wearing just the body part with that tank thing. Could be made to use DCL or DD functionality and do the SGO3 thing and the milers could be used for SGO3 content as well as MME content. I have no idea how to do all that but I would be surprised to find out if nobody did any of that yet since the mod is several years old already.

Edited by Zor2k13
Posted

Idee.
3d person mode for Blindfold.


1. Sphere one-side texture, inner side texture, not a large diameter( = x1) about the size of a PC.
(Look at Azura's Sphere from afar in the Creation Kit.)


2. Big square with hole at center. Diameter of hole = x1.
Square rotating around center of hole.(Look at Candlelight. The plane always faces the camera)


In result.
We can clearly see the PC, a small area nearby PC and area behind PC.
The far sector of the view near the PS is blocked by the sphere.
А wide sector of view is blocked by the plane.

  • 2 weeks later...
Posted
On 12/10/2023 at 6:37 AM, keppermiem_g said:

Idee.
3d person mode for Blindfold.


1. Sphere one-side texture, inner side texture, not a large diameter( = x1) about the size of a PC.
(Look at Azura's Sphere from afar in the Creation Kit.)


2. Big square with hole at center. Diameter of hole = x1.
Square rotating around center of hole.(Look at Candlelight. The plane always faces the camera)


In result.
We can clearly see the PC, a small area nearby PC and area behind PC.
The far sector of the view near the PS is blocked by the sphere.
А wide sector of view is blocked by the plane.

Cool idea. Only issue I see is how to make the sphere follow the player

Posted
On 12/18/2023 at 9:00 PM, ihatemykite said:

Cool idea. Only issue I see is how to make the sphere follow the player

They could be equipped like item hider. The plane may have to be some HUD thing or use shader magic if that's possible.

 

Speaking of item hider, doesn't it seem like it's always equipped on you even if it's disabled in MCM?

Posted
On 12/18/2023 at 10:00 PM, ihatemykite said:

Cool idea. Only issue I see is how to make the sphere follow the player

1. copy nif-files of all blindfolds
blindfold01.nif
BlindfEbonite.nif
... and so on

2. add Sphere and Square to all new files
In nif file. Sphere and Square connect to "static" bone.
This bone do not used in animations.(I don't know if such a bone exists)

3. in Creation kit make copies of Armors and ArmorAddons

4. Equip this armors only to PC (not NPC)

Posted

There is also an ages old bug about blindfolds when you have both eyes covering hood and blindfold. Unequipping either of them will restore vision too early.

Posted (edited)
On 10/12/2023 at 12:24 AM, Kimy said:

 

There is no API exposed framework function to get this done. In DCL, I typically implement it like this:

 

Int Function UnlockRestraints(actor a, bool destroyDevices = false)				
	int count = 0
	Keyword kw
	if !a.WornHasKeyword(libs.zad_Lockable)
		; no DD items equipped, can abort here
		return count
	endif	
	int i = dcumenu.dcur_devicekeywords.GetSize()
	While i > 0		
		i -= 1
		kw = dcumenu.dcur_devicekeywords.GetAt(i) As Keyword		
		if a.wornhaskeyword(kw)
			if libs.UnlockDeviceByKeyword(libs.playerref, zad_DeviousDevice = kw)				
				count += 1
			Endif							
		endif
	EndWhile
	return count	
EndFunction

 

(devicekeywords is a formlist containing all DD device keywords or just the ones you want to remove), There is one in DD you can use for the purpose (zadlibs.zadStandardKeywords).

 

To make such a WW patch DD safe, it would be prudent to check for DD quest devices (which would NOT get removed by this function), and cancel the transformation in case there are. The quest items would otherwise break. I think. I have no experience with WW mods.

I attempted to use this code in PROTEUS, but when I equipped my character with armbinder and executed the script, I found that the 'libs' part was not functioning.
I always get Notification("no DD items equipped.")

 

a.WornHasKeyword(libs.zad_Lockable) ;Not Work
a.WornHasKeyword(Game.GetFormFromFile(0x003894, "Devious Devices - Assets.esm") as Keyword) ;Work

 


My slightly modified UnlockRestraints() in PROTEUS script (PhenderixToolEditPlayerScript.psc):

Spoiler
Int Function UnlockRestraints(actor a, bool destroyDevices = false)
	Debug.Notification("UnlockRestraints actor: " + a.GetActorBase().GetName())
	int count = 0
	Keyword kw
	if a.WornHasKeyword(libs.zad_Lockable)
		Debug.Notification(a.GetActorBase().GetName() + " WornHasKeyword libs.zad_Lockable")
	else
		Debug.Notification("no DD items equipped.")
		return count
	endif
	int i = dcumenu.dcur_devicekeywords.GetSize()
	While i > 0		
		i -= 1
		kw = dcumenu.dcur_devicekeywords.GetAt(i) As Keyword		
		if a.wornhaskeyword(kw)
			if !libs.IsGenericDevice(a, kw)
				Debug.Notification("Player worn has quest device! Terminate switch character.")
				count = -1
				return count
			else
				Debug.Notification("Stores the currently equipped device")
				ActorWornDevices += "," + libs.GetDeviceName(libs.GetWornDevice(a, kw))
			Endif
			if libs.UnlockDeviceByKeyword(libs.playerref, zad_DeviousDevice = kw)				
				count += 1
			Endif							
		endif
	EndWhile
	return count
EndFunction

 


I'm at the top section of the PROTEUS script (PhenderixToolEditPlayerScript.psc):

Spoiler

scriptName PhenderixToolEditPlayerScript extends activemagiceffect


;Devious devices v.5.2 Libs
zadlibs property libs auto
zadxlibs property xlibs auto
zadxlibs2 property xlibs2 auto
zadclibs property clibs auto
dcur_library property dclibs auto
dcur_mcmconfig Property dcumenu auto

String ActorWornDevices
 


I'm call UnlockRestraints() function in the PROTEUS script (PhenderixToolEditPlayerScript.psc):

Spoiler

elseIf result == 1 ;switch character
    
        UnlockRestraints(player)
        


Is there something wrong?

I want to check if the character has equipped a quest device when switching characters. If not, I will save the currently equipped device (as a JSON file), then unlock all devices before switching characters. The JSON file will be used to re-equip the devices when switching back from another character.

 

Edit: I found that I had to fill in the 'value' in the plugin's property, not just in the script. It's working fine now.

Edited by EccentricWizard
  • 2 weeks later...
Posted

Hey, does anybody know if the mod is being updated to be compatible with the newest Skyrim update? Been a while now, and wondering if the project has been dropped.

Posted
4 hours ago, nopoi said:

Hey, does anybody know if the mod is being updated to be compatible with the newest Skyrim update? Been a while now, and wondering if the project has been dropped.

 

It's covered in the DD SE thread. Kimy is developing for LE. I handle the conversion to SE/AE/VR of the base mod. Devious Devices NG is currently being developed for AE and is handled by a few folks. It requires my conversion as the base, and overwrites it.
 

 

  • 4 weeks later...
Posted

Hi, is there a way to make it so the boxbinder behave as an elbowbinder do, mainly letting you equip armors on legs and torso instead of forcing unequip all? It only covers the arms after all... I tried changing it myself but I don't know what I'm doing :) thanks

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