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Devious Devices Framework Development/Beta


Kimy

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Posted
15 hours ago, Cleave said:

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?

The model replaces the whole body and occupies the armor slot, so you'll need to edit the mesh and change the equip slots accordingly.

  • 3 weeks later...
Posted

Um...

 

Is my default walking animation supposed to be the Bunny Hop??

 

No devices, nothing... installed and bunny hoping out the gate.

Posted
8 hours ago, NatanusLikens said:

Um...

 

Is my default walking animation supposed to be the Bunny Hop??

 

No devices, nothing... installed and bunny hoping out the gate.

 

Yes, of course. We've replaced all your animations with bunny hops. Drinking in a tavern? Bunny hop. Sleeping? Bunny hop. Having sex? Bunny hop.

 

But seriously - what on earth did you even install? The starting page of this thread links to ancient DDa 3.0 from 2018, current stable release is DD 5.2 from February 2023

In this beta developer's thread is a plethora of ideas, betas, patches, fixes - you name it. There is (as there is currently no active development going on here) nothing you should even consider downloading if you're not a hardcore modder who knows exactly what to do with all these scraps.

  • 1 month later...
Posted
21 hours ago, asterixxxxx said:

Arms and legs are not binded, steps are not small.

Did you run FNIS?

 

21 hours ago, asterixxxxx said:

What have I done wrong?

You posted in the developer's thread - we have no idea which mod you are even talking about. SE is in the progress of transferring animations from FNIS to DAR (resp. the new SE variant of which I never bothered to remember the name) so there is another source for potential errors. If you're on LE, go to DD 5.2 and tell your mod manager to install and activate all four eps's.

Posted
41 minutes ago, CaptainJ03 said:

You posted in the developer's thread - we have no idea which mod you are even talking about. SE is in the progress of transferring animations from FNIS to DAR (resp. the new SE variant of which I never bothered to remember the name) so there is another source for potential errors. If you're on LE, go to DD 5.2 and tell your mod manager to install and activate all four eps's.

It took me a while to realize that DAR is not OAR. DD 5.2 work with OAR but not with DAR.
Anyway thanks a lot!

Posted
9 minutes ago, asterixxxxx said:

It took me a while to realize that DAR is not OAR. DD 5.2 work with OAR but not with DAR.
Anyway thanks a lot!

 

Just to clarify for others in the future looking at this. It's DD NG that has that compatibility, not DD SE 5.2 itself. DD SE 5.2 is still FNIS only. Overwrite with DD NG to make it compatible with OAR (which replaced DAR).

  • 2 months later...
  • 2 weeks later...
Posted

I'm noticing that the Box Binder hides all SlaveTats/RaceMenu overlays on the body. I understand that the Box Binder uses a full body mesh to remove the arms however when comparing the body shape in the nifs (box binder vs my body mesh). They appear to be identical, is there a solution for this? 😮

  • 4 weeks later...
  • 2 weeks later...
Posted

I can't get devious devices to work since I switched to Skyrim GOG se. Every time I equip DD on the player, I get just a head, and the rese of the body is not there. It also seems to conflict with some of the physics mods. Is DD or this mod going to be up-graded to work with the latest physics and physics hair mods, and the newest GOG se, and script extender?

Posted
1 hour ago, YellowBeard007 said:

Every time I equip DD on the player, I get just a head, and the rese of the body is not there.

Did you run BodySlide on DeviousDevices?

Posted
13 hours ago, YellowBeard007 said:

I can't get devious devices to work since I switched to Skyrim GOG se.

Did you download all the latest versions of relevant mods to it? Some may call it GOG AE, as AE refers to any Skyrim SE newer than 1.6.x.

  • 2 weeks later...
Posted

hey. does anyone here have experience in making bodyslide files for dd restraints who could answer a few questions for me? i am trying to convert it to another body type and having some problems. you could answer here or dm me. (prefer dm to not clog this thread)

Posted
On 7/16/2024 at 11:02 PM, xXSupremeFrogXx said:

Hello, does this support 3BA if not where can I get a conversion for 3BA?

 

The SE version supports 3BA.

  • 4 weeks later...
Posted

Hi, how is everyone doing? Thanks for this amazing mod. I've been having lots of fun with it.

 

I just want to ask if there's a version of the walking/running animations out there that uses the vanilla hip and leg movement, i.e., with the proper arm offset of the equipped device but vanilla-looking lower-body movement. My reason for asking this is: the walking/running animations that come with this mod certainly look great (I really like them), but I feel they are a bit too feminine to the point of being showy and flamboyant (especially given how much hip movement there is), which might not fit certain role-play scenarios very well where a more "neutral" movement would be more appropriate.

 

Thanks in advance!

Posted
17 hours ago, sebakax173 said:

Hi, how is everyone doing? Thanks for this amazing mod. I've been having lots of fun with it.

 

I just want to ask if there's a version of the walking/running animations out there that uses the vanilla hip and leg movement, i.e., with the proper arm offset of the equipped device but vanilla-looking lower-body movement. My reason for asking this is: the walking/running animations that come with this mod certainly look great (I really like them), but I feel they are a bit too feminine to the point of being showy and flamboyant (especially given how much hip movement there is), which might not fit certain role-play scenarios very well where a more "neutral" movement would be more appropriate.

 

Thanks in advance!

 

@krzp Do you know?

Posted (edited)

Hmm 🤔 Well, I think the 'tamest' option from the ones that regular DD offers is the default one.

 

I can think of the way of doing this using NG + ponzi's partial offsets experimental thing, but that would need some tinkering - basically, disabling DD's internal built-in movement animations in OAR, and letting the offset thingie take over by imposing DD's offsets over the vanilla animations.

 

Or maybe wait until this tech is included in NG properly ☺️

Edited by krzp
Posted
21 hours ago, krzp said:

Hmm 🤔 Well, I think the 'tamest' option from the ones that regular DD offers is the default one.

 

I can think of the way of doing this using NG + ponzi's partial offsets experimental thing, but that would need some tinkering - basically, disabling DD's internal built-in movement animations in OAR, and letting the offset thingie take over by imposing DD's offsets over the vanilla animations.

 

Or maybe wait until this tech is included in NG properly ☺️

 

Thank you very much! This looks promising. I assume the partial offset experimental feature is present in NG's GitHub? I could try tinkering if I have some spare time. Waiting for it to be officially included isn't a bad option either! Cheers.

  • 2 weeks later...
Posted
On 3/5/2023 at 1:19 AM, ihatemykite said:

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

 

Sorry for being an idjit.  I assume I have to do more than just install this via mod manager right?

  • 4 months later...
Posted

Hi, not too sure if this is the place to seek advice since i am still using SE version.

 

I had read somewhere on this page (around 160 to 168 and maybe missed the solution) that boxbinder was set as a suit.

So that mean the armbinder auto struggle animation that was set in DD MCM will not activate itself.

 

Well, the thing is i came to like boxbinder so some time because it is "bug free", like that the hands are not floating outside while doing something like swimming or fighting.

Unlike armbinder, while it has auto struggle, it can still show the hand sticking while in combat mode or swimming.

 

Therefore, i need advice on how to edit the boxbinder as 3BA hand restraint in outfit studio. (My result is hands are sticking out like armbinder with boxbinder equipped.)

Or if I use SSEEDIT, what can i edit to make boxbinder work like armbinder, perhaps a script or something?

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