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Devious Devices Framework Development/Beta


Kimy

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Posted

sigh further report on the issue I am having with the file from DDX development build (current as of 3pm cst time today)

 

when I open the xml file (DDX Development/calientetools/bodyslide/slidergroups/DDX Rubbersuits CBBE.xml) with standard web browser it is blank (all others in the build show fine),

when I open with notepad (regular version) there is data there, but when I try to open it with 2 different XML viewer programs (main I use is XML notepad made to view

xml files specifically) they both error out (XML notepad will open with regular notepad after it errors out).

 

after looking at it in regular notepad I did not find any references to the catsuit ballet boots in it.

 

I would appreciate someone with more knowledge than me checking it and verifying that it either works or does not work in the download version.

 

 

Posted

 

 

 

 

Could you provide more details? Which armbinder exactly are you testing?

 

Every base armbinder. I'll try again and post here more details ;)

 

No need more detail...i try all again and now work fine -.-" Good! XD

Posted

 

The number of attempts is probably less important than some feedback that lets you know that the attempts have an effect. No one who doesn't know it's going to take a lot of attempts to escape is going to keep trying without some feedback indicating that progress is being made and that escape will eventually be possible.

 

 

This. Even with DDi 2.9x it took me several month to figure out that you actually can struggle out of armbinders. I've tried 3-4 times, saw no progress and just thought "ok, doesn't work i guess". And then i ran to the next city to get some help. That was kind of entertaining too, but with cursed loot i soon enough just reloaded in most cases.. about every ten minutes. ;)

 

What i could imagine are some different pop ups to tell you that you've made some progress, maybe even a bit funny/erotic, somewhat entertaining. It'll become boring soon enough when you get the same message the 25th time, but i enjoy those little details in mods/games. I will think about some texts and post them here, maybe you'll appretiate them. :)

 

*edit: something else i thought it would be nice to have. I usually don't play with dripping when aroused, my character may be aroused when i consider it unappropiate and imho it looks just stupid when running.

But if that would happen during the horny animations while bound, i'd enjoy that. Not sure if that can be done by dripping when aroused and i should rather ask there?

Posted

Hi, I've got another belt events related bug report.

 

It looks as if the "you tug at your belt" animation isn't behaving quite properly, certainly not like the other animated belt events. This only applies to the new and very beautiful belt frustration animation that was added some months (?) ago, not the same event that uses the old animations like the char massaging her breasts and slapping her butt.

 

I need to add that I'm using the 1st person camera mod Skyim Enhanced Camera, however since it's only this one animation out of the numerous animated DD events that is affected I don't think the camera mod has anything to do with it.

 

So what happens is this:

- status message displays as usual. "You tug..."

- animation plays, but it doesn't kick player out of first person camera and doesn't interrupt movement like all the other anims do

- the player can keep moving while the animation plays, which looks very weird when looking down in 1st person cam

- when switching to third person cam maually, movement controls are correctly disabled but there is another minor issue I think: the animation loops endlessly until the palyer presses "jump" (which interrupts the animation at any time and allows continuing normal gameplay.)

 

No errors in the log though, this below is from the moment this happened:

[Zad]: ZadNpc::OnUpdateGameTime()
[Zad]: CheckAllEvents()
[Zad]: ZadNpc::DoRegister(1.499996)
[Zad]: Processing [belted Empty]

Posted

Hi, i have a problem, everything work good except for the armbinder, no animation load, like this user: http://www.loverslab.com/topic/65507-armbinder-animation-not-working-for-devious-devices/

 

I tried run FNIS again but no work, other animation, like struggle, work.

 

How can i fix it?

 

Thanks in advance ;)

 

Had the same issue myself but found the culprit. Was SLIF overwriting zadLibs. Rather annoyed with myself that it was something so obvious. Thought I would share in case anyone else blunders.

 

Posted

 

Hi, i have a problem, everything work good except for the armbinder, no animation load, like this user: http://www.loverslab.com/topic/65507-armbinder-animation-not-working-for-devious-devices/

 

I tried run FNIS again but no work, other animation, like struggle, work.

 

How can i fix it?

 

Thanks in advance ;)

 

Had the same issue myself but found the culprit. Was SLIF overwriting zadLibs. Rather annoyed with myself that it was something so obvious. Thought I would share in case anyone else blunders.

 

 

 

What's SLIF?

Posted

Oh right, that mod overwrites our base library. NOT a good idea. It will break every single time we make changes to that script, which we basically do in every single patch we ever release.

 

I guess there is a reason why we're asking people not to re-distribute any DD scripts with 3rd party mods. Meh.

Posted

 

Regarding the struggle attempts, I would sort the list from easy to difficut in the follwing order. I know that it is already discussed differently, but since you ask for opinions ... well here is mine:

  • Handcuffs (front) - easy, maybe even as low as 5 attempts without any modifiers
  • Prisoner Chains - same, maybe a slight bit more difficult, 5-10  feels okay for me
  • Breast Yoke - same
  • Yoke - slighty more, should be around 10-15 now, roughly double as difficult as handcuffs
  • Elbowbinder - again slightly more 15-20,
  • Armbinder - almost hardest, around 4-5 times as difficult as handcuffs, so in my sorting we should need at least 20 attempts, maybe even more...
  • Straightjacket - hardest - at least 25
In fact I feel even higher numbers should be used to reflect reality. But as always with all those rising numbers, the problem is that is too easily on a boring path for the player.
  • *excited* "I am bound in an armbinder, how exciting, let's try to escape!"
  • *irritated* "I can struggle out of it, that'all? OK, let's try"
  • *frustated* "10th attempt... boooring, but I feel it will work, go on"
  • *yaaaaawn* "19th attempt .... one more,  I know it... boooooooring"
  • *tilt* - not exciting any more
But still "only" 10 attempts for an armbinder without any modifier ... again this would also feel utterly wrong.. sad.png

 

EDIT:

Nevertheless, if my character is captured by evil villains and bound in an armbinder... I go for the struggling, even with 40 attempts! I've done worse in skyrim smile.png

An idea for my rising numbers could be to randomly cap the attempts at a certain number and internally declare the equipped device inescapable-by-struggling... AND leave the player in the dark. Consequence (at least for me) would be to try 10 escape attempts and if the don't work, I still have the thrill to try more (in futile hope) or to watch out for a different escape route

 

The number of attempts is probably less important than some feedback that lets you know that the attempts have an effect. No one who doesn't know it's going to take a lot of attempts to escape is going to keep trying without some feedback indicating that progress is being made and that escape will eventually be possible.

 

Likewise a single "number of attempts" or "percent chance of escape" value is too predictable. Try instead a percent loose value, when the percent reaches 100 you are free. Then you can have a minimum and maximum percent value you get for each escape attempt or you could go with a percent escape plus a percent chance of getting lucky and escaping completely on that attempt (just don't tell people they got lucky on the attempt that would have freed them anyway).

 

  I know my opinion is rather irrelevant, but I really like the idea here of a percentage value to escape bindings.  It feels a little more organic, as in you are slowly but surely working your way free, rather than just an all or nothing approach.

 

I've also wondered if integration with I'll I'll Take The Display Model is possible within the devious device framework.  It probably doesn't make too much sense for, say DCL, but I think it lend itself well to Enslaved or Defeat, or even Captured Dreams.  I know Srende managed to integrate it into PetProject successfully, and think it would add a new layer to devious devices, especially in towns or dungeons.

Posted

 

  I know my opinion is rather irrelevant, but I really like the idea here of a percentage value to escape bindings.  It feels a little more organic, as in you are slowly but surely working your way free, rather than just an all or nothing approach.

 

The formula used does actually have a component increasing your chances the more often you try. This is both realistic as constant struggling tends to weaken restraints (assuming that struggling out of of them is possible in the first place), and will also mean that people shouldn't be stuck in a device forever just because RNGsus hates them.

 

I've also wondered if integration with I'll I'll Take The Display Model is possible within the devious device framework.  It probably doesn't make too much sense for, say DCL, but I think it lend itself well to Enslaved or Defeat, or even Captured Dreams.  I know Srende managed to integrate it into PetProject successfully, and think it would add a new layer to devious devices, especially in towns or dungeons.

 

Furniture bondage is out of DD's scope. DD is about -wearable- restraints, kink toys and related fetish clothing. Furniture and (static) bondage poses is ZAP's domain.

 

 

Posted

sigh further report on the issue I am having with the file from DDX development build (current as of 3pm cst time today)

 

(...)

 

I would appreciate someone with more knowledge than me checking it and verifying that it either works or does not work in the download version.

 

Found the issue! It was me who ported those models into the DDx mod's folders and I missed the fact that the CBBE slider set for the MXW items (catsuit 'n' stuff) does indeed not have sliders for the boots and gloves (unlike the UUNP set). The .nif's for these items aren't included anywhere else in the CBBE installer for DDx either, which is why you can't see them in-game. Should be an easy fix for the next build. Thanks for reporting this!

Posted

Hi DD team. I just installed the latest dev builds and I have to say: wow. You guys did a very good job on the new models, new animations and new escape mechanics.

 

I found 2 issues so far:

1. The straitjacket legbinder model has a gap between the legs when walking (I'm using CBBE). This might have been mentioned by someone else already, can't remember. The hobbleskirt and the straitjacket dress don't have such a gap.

2. The elbowbinder doesn't remove lockpicks from inventory. The various black ebonite straitjackets remove lockpicks correctly.

 

Edit: none of the old armbinders (black/white/red, leather/ebonite) remove lockpicks from inventory either. While wearing an armbinder you can open locked doors and chests like normal. Not sure if that's intended.

 

Edit 2: Found an issue with the red blindfold (custom) and the white blindfold (custom): If they are equipped, then after clicking them in your inventory their state becomes messed up.

- Sometimes the inventory item and the blindfold effect unequip, but the model on the player remains.

- Sometimes you have to click it again and then the outcome is the same as the one mentioned above.

 

Easiest way to reproduce this is by clicking the item and then click on 'carry on'.

 

All the other blindfolds seem to be working correctly. See papyrus log in attachment. At 01:13:58PM I equip and try to escape from a red blindfold (custom). Compare this to the section before 01:13:48PM where I was escaping a black ebonite custom blindfold.

 

Is there anything in specific that I can help testing?

Papyrus.0.log

Posted

Wearing a straightjacket (I tried the "black leather") still permits all crafting?  The tanning rack anim is kind of weird -- the PC kneels in front and watches a floating dagger do the work.

Posted

Furniture interaction was accidentally enabled for wrist devices, it will be fixed. Thank you for the report.

 

Would it be possible to keep the furniture interaction, or make it toggle on the MCM menu? I thought it was actually a new feature and enjoyed finally being able to sit on chairs and other furniture while wearing straitjackets and other restraints.

Posted

 

Furniture interaction was accidentally enabled for wrist devices, it will be fixed. Thank you for the report.

 

Would it be possible to keep the furniture interaction, or make it toggle on the MCM menu? I thought it was actually a new feature and enjoyed finally being able to sit on chairs and other furniture while wearing straitjackets and other restraints.

 

 

It looks glitchy and makes no sense that you would be able to use most animated furniture while bound. I don't see the purpose of an MCM toggle that enables unintended and buggy behaviour that we have no alternative way of handling.

 

New DDi and DDx builds up, hotfixing several reported issues:

 

Changelog:

  • Reimplemented animated furniture filter for wrist restraints
  • Fixed the CBBE version of the catsuit set missing gloves and boots meshes
  • Fixed the steel shackles mesh being invisible in game
Posted

 

 

Furniture interaction was accidentally enabled for wrist devices, it will be fixed. Thank you for the report.

 

Would it be possible to keep the furniture interaction, or make it toggle on the MCM menu? I thought it was actually a new feature and enjoyed finally being able to sit on chairs and other furniture while wearing straitjackets and other restraints.

 

 

It looks glitchy and makes no sense that you would be able to use most animated furniture while bound. I don't see the purpose of an MCM toggle that enables unintended and buggy behaviour that we have no alternative way of handling.

 

New DDi and DDx builds up, hotfixing several reported issues:

 

Changelog:

  • Reimplemented animated furniture filter for wrist restraints
  • Fixed the CBBE version of the catsuit set missing gloves and boots meshes
  • Fixed the steel shackles mesh being invisible in game

 

You missed the issue with the slidergroup xml file (DDX Rubbersuits CBBE.xml) though.

Posted

 

 

You missed the issue with the slidergroup xml file (DDX Rubbersuits CBBE.xml) though.

@El_Duderino

 

 

Hm? Uhm... which issue was that again? :huh::unsure:

Help, please! What's wrong with the file?

Posted

It looks like the CBBE version of the mesh for catsuit ballet boots are missing.

At least I'm going to go with missing rather than misnamed, since the file that is there (but with the wrong name) is also missing the nio heel offset.

 

Also, "DDX Rubbersuits CBBE.xml" in the bodyslide files are broken...

line 2 has an extra <

<   <Group name="CB++">

 

 

 

 

 

You missed the issue with the slidergroup xml file (DDX Rubbersuits CBBE.xml) though.

@El_Duderino

 

 

Hm? Uhm... which issue was that again? huh.pngunsure.png

Help, please! What's wrong with the file?

 

I'll quote my post from a few days ago when I mentioned it, but there's an extra < in there that breaks the file.

Posted

 

It looks like the CBBE version of the mesh for catsuit ballet boots are missing.

At least I'm going to go with missing rather than misnamed, since the file that is there (but with the wrong name) is also missing the nio heel offset.

 

Also, "DDX Rubbersuits CBBE.xml" in the bodyslide files are broken...

line 2 has an extra <

<   <Group name="CB++">

 

(...)

I'll quote my post from a few days ago when I mentioned it, but there's an extra < in there that breaks the file.

 

Thank you! I'm pretty sure I would have never spotted that one myself. In fact, I looked at that very file line by line again last night, after reading your first post, and still thought all was fine with it.

 

I'll have another look at the boots meshes for CBBE.

 

EDIT: As I'm not using CBBE myself, would anybody who is doing so be so kind to give these files attached below a quick test? That would be very helpful.

 

mxw_catsuit_boots_CBBE_2nd-try.7z

Install path: Meshes\devious\mxw_catsuit\

 

and the bugfixed xml file:

DDX Rubbersuits CBBE.7z

Install path: CalienteTools\BodySlide\SliderGroups\

Posted

 

As I'm not using CBBE myself, would anybody who is doing so be so kind to give these files attached below a quick test? That would be very helpful.

 

I can build the catsuits correctly in bodyslide. During testing in game I found 3 issues:

 

1. The dark red long gloves show up as dark red short gloves on the character.

2. The dark grey long gloves don't seem to have a colour.

3. Short gloves create a gap between the arm and the glove. I checked with short gloves from the more shiny catsuit mod and they don't create this gap.

 

I tested all long gloves, the others are good. I didn't test all short gloves. Oh, and the ballet boots look good :)

post-499718-0-68354500-1503230274_thumb.jpg

post-499718-0-51584100-1503230431_thumb.jpg

post-499718-0-96792300-1503230436_thumb.jpg

Posted

 

New DDi and DDx builds up, hotfixing several reported issues:

 

Changelog:

  • Reimplemented animated furniture filter for wrist restraints
  • Fixed the CBBE version of the catsuit set missing gloves and boots meshes
  • Fixed the steel shackles mesh being invisible in game

 

When wearing a straitjacket you can still use furniture (tanner, blacksmith stuff). Armbinders and elbowbinder don't allow the use of this furniture. This is with the new build, a new game, after running fnis and bodyslide.

Posted

Can confirm, Rubbersuit group now shows in BodySlide and is usable.

 

 

I can build the catsuits correctly in bodyslide. During testing in game I found 3 issues:

 

1. The dark red long gloves show up as dark red short gloves on the character.

2. The dark grey long gloves don't seem to have a colour.

3. Short gloves create a gap between the arm and the glove. I checked with short gloves from the more shiny catsuit mod and they don't create this gap.

 

I tested all long gloves, the others are good. I didn't test all short gloves. Oh, and the ballet boots look good :)

 

Thank you very much for running those tests! Glad to hear that the boots and sliders are now working.

 

Thanks for the heads-up about the mixed up color variants.

 

The seam between short gloves and suit... my guess it's because only the suit has sliders, the short gloves don't, and so there might be mis-matches with some presets. Fixing that is beyond my skills with Bodyslide though, I can only look/ask around what, if anything, can be done.

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