Jump to content

Devious Devices Framework Development/Beta


Kimy

Recommended Posts

Posted

 

 

I know that at this stage of the development for the new version, it might be unlikely, but in the future, would there be plans to make bondage hoods?

 

Hoods and catsuits have been available since late 2014 with official keywords added by Zadil and Min in early 2015 at my request.

http://www.loverslab.com/topic/40383-devious-extras/

 

 

Just a small thing, but after equipping any hoods that act as gags, the chin seems to clip out of the bottom. Would it be possible to not apply the "mouth open" animation, since the mouth wouldn't be visible anyway?

 

The dev team would need to make some adjustments so the mouth would not be put in the open position while the hood is on. There are keywords in ZAZ Animation Pack (zbfAnimMouthShout and zbfEffectOpenMouth) that keep the mouth closed while a gag is worn but since they dropped ZAP those are no longer an option for them.

 

 

Veladarius, this is something I wanted to ask you about! Only time Ive seen hoods were from Captured Dreams. Glad to see its something your aware of, and thanks for the additional info.

 

 

I won't be dropping ZAP requirements from CD or the other mods I made and will actually be adding ZAP keywords to my devices for compatibility with non DD mods that use ZAP items or functionality in them.

Posted

I know that at this stage of the development for the new version, it might be unlikely, but in the future, would there be plans to make bondage hoods?

The new version DO have hoods included.

Posted

was gonna test and noticed when i ran the bashed patch that some properties didnt cop int the bashed mainly the locking stuff and also

 

zad_EnchHeavyBondage "Bound Wrists No Thieving" [ENCH:0D068BDB] was changed to zad_EnchYoke "Yoke Script" [ENCH:0D0501B9]

 

just want to verfy that thats fine for it to do that

Posted

 

I know that at this stage of the development for the new version, it might be unlikely, but in the future, would there be plans to make bondage hoods?

The new version DO have hoods included.

 

 

 

 

I know that at this stage of the development for the new version, it might be unlikely, but in the future, would there be plans to make bondage hoods?

 

Hoods and catsuits have been available since late 2014 with official keywords added by Zadil and Min in early 2015 at my request.

http://www.loverslab.com/topic/40383-devious-extras/

 

 

Kimy has already answered my question, but still, thanks. :)

Posted

Testing with dev build, DL'd Oct 10, with FNIS 7 and a new game.

 

Open Items I've previously posted:

A. Conflict with feature that prevents equip/remove when wearing wrist restraints

Details originally posted here

Update: Kimy said fix implemented

Update: Confirmed fixed with Shout Like a Virgin

 

B. Plug devices invisible & cannot be removed

Details originally posted here

Update: While wearing a yoke, script attempted to equip an anal plug. The plug ended up invisible on character but showing equipped in inventory. Maybe the feature in "A" above is causing this?

Update: appears to be fixed

 

New items:

C. Animation filter issue

Sometimes, if the "Use Animation Filter" is on, sexlab does not keep actors in place and they spin and rotate not keeping aligned. This includes with creatures. This has seemed random, not always happening, but found that these following test steps make it occur consistently:

  1. "Use Animation Filter" is on, the other 2 filters are off. Player has chastity and anal devices on
  2. Made a save next to a falmer. Exit to desktop, start, load the save
  3. Shout Like a Virgin starts love with the falmer. Sexlab plays it normally
  4. Without re-starting skyrim, load the same save again
  5. Start love with the falmer. Sexlab plays with actors spinning around out of place

I've attached the log for those steps. A difference I see the 2nd time where things go wrong, is this:

[10/15/2017 - 10:36:04AM] [Zad]: UpdateControls()

I don't know what UpdateControls() does but it does sound like something with the potential to break sexlab, if called during an active sexlab scene like this was.

 

This issue may exist pre-v4.0. Will update if I confirm that later.

Update: Confirmed this problem is in v3.3 too

 

 

D. Default OnEquip MessageBox

  1. In Inventory, when you click on a Virgin Harness or Gag, the message box text includes "is keyed to use standard restraints keys". But the device uses a custom key. Seems like the default message (I assume you call it OnEquip) is too specific. The rest of the text should also be a little more generic
  2. If you manual equip a Virgin Yoke or Pink Armbinder from DCL, the message box is missing a menu option to equip. With the new Breast Bondage yoke, option is there, and difference could be that it has a custom message

I'd guess I can customize with my own message, but until I make the move to drop backward compatibility for my mod, inaccurate messages would exist.

 

 

E. Wrong Armbinder animation after struggle

After you struggle with a Pink Armbinder from DCL on, the Alternate Animation is no longer playing. I tried with a Black Ebonite Armbinder and this has different menu to get to the struggle, and the AA in this case is fine, so problem appears to be related item D above.

 

 

Nice to have items:

F. Jump to cancel

I noticed that when the new struggle animation trying to get out of chastity belt plays, you can press jump to cancel it early. If this is an intentional feature, would be consistent and nice to have the same feature available for the old animation variants.

 

G. Speed Penalty Consistency

DCL equipped Pony Boots and an Ankle Chain. "Boots Slow Down Effect" is off. As expected, I was not running slower. Pony Boots were then removed.... now I have slow down effect wearing only the Ankle Chain. I think this occurs pre-v4.0 too.

 

If the Ankle Chains are going to ignore the MCM setting, they should probably do that when the boots are on too.

 

 

Just an FYI:

1. Kimy said: In short, you should now pass zad_DeviousHeavyBondage to all DD API functions when manipulating wrist restraints.

Was able to identify it's impact and put in a backwards compatible fix. So ready to go for this one.

 

2. Put the new ModEvent DDI_Quest_SigTerm to use so it's ready and since it's backwards compatible

 

 

UPDATE: Round 2 of Testing (with dev build, DL'd Oct 22, with FNIS 7 and a new game)

1. Endless tug at chastity - can confirm the belt animation that needs to be force ended, reported by a few already. I've also noticed that for some reason, this event seems to occur frequently when you start fresh, but then becomes rare. Might be observer error or a change in what I have equipped so don't take this to mean much.

Update: No longer occurs

 

2. T-pose  Over many hours of playing, on two occasions (its rare), after fast travel, I'm stuck in the famous "FNIS was not updated T-Pose". But FNIS is updated and the T-pose is rare. The only change in my mods is latest DD4.0. But can't be certain it's DD. Could be FNIS Beta 7 (I'm using the 10k non-XXL version).

Update: No longer occurs - I think was related to #1 above

 

3. Equip Weapons while in yoke - Normally you can not equip weapons while in a yoke of course, and this is normally the case. But on 5 occasions I've been able to break out of animation and equip daggers and use them in combat. I've not been able to see a pattern to when it happens but will report back if I get more clues.

Update: This consistently occurs when loading a save in which you were already in a yoke.

Update: Fixed

 

Papyrus.0.log

Posted

Hmm, with latest dev build on a new game,  All arm binders and cuffs/shackles will not keep arms in when standing, when I move or struggle they go into the correct position but standing and the arms (without hands) just play the normal idle anim. tried ZAZ cuffs just to see and those work fine. I thought I have everything up to date with nothing overwriting DD and have been trying to figure this out for about a week. Am I overlooking something stupid?

Posted

Hmm, with latest dev build on a new game,  All arm binders and cuffs/shackles will not keep arms in when standing, when I move or struggle they go into the correct position but standing and the arms (without hands) just play the normal idle anim. tried ZAZ cuffs just to see and those work fine. I thought I have everything up to date with nothing overwriting DD and have been trying to figure this out for about a week. Am I overlooking something stupid?

Did you do a save->load?

Posted

 

Hmm, with latest dev build on a new game,  All arm binders and cuffs/shackles will not keep arms in when standing, when I move or struggle they go into the correct position but standing and the arms (without hands) just play the normal idle anim. tried ZAZ cuffs just to see and those work fine. I thought I have everything up to date with nothing overwriting DD and have been trying to figure this out for about a week. Am I overlooking something stupid?

Did you do a save->load?

 

multiple times

Posted

 

 

Hmm, with latest dev build on a new game,  All arm binders and cuffs/shackles will not keep arms in when standing, when I move or struggle they go into the correct position but standing and the arms (without hands) just play the normal idle anim. tried ZAZ cuffs just to see and those work fine. I thought I have everything up to date with nothing overwriting DD and have been trying to figure this out for about a week. Am I overlooking something stupid?

Did you do a save->load?

 

multiple times

 

 

This happened to me after using a save game cleaner, couldn't find a way to get it to work again. Previous times it was due to script lag. On new games I don't have a problem, not counting mods that are trying to use the old armbinders, those definitely have a hard time keeping the arms inside. The old armbinder that I run into most often is the Pink Armbinder from Deviously Cursed Loot. Im sure its obvious but just in case, run FNIS again.

 

Posted

 

 

 

Hmm, with latest dev build on a new game,  All arm binders and cuffs/shackles will not keep arms in when standing, when I move or struggle they go into the correct position but standing and the arms (without hands) just play the normal idle anim. tried ZAZ cuffs just to see and those work fine. I thought I have everything up to date with nothing overwriting DD and have been trying to figure this out for about a week. Am I overlooking something stupid?

Did you do a save->load?

 

multiple times

 

 

This happened to me after using a save game cleaner, couldn't find a way to get it to work again. Previous times it was due to script lag. On new games I don't have a problem, not counting mods that are trying to use the old armbinders, those definitely have a hard time keeping the arms inside. The old armbinder that I run into most often is the Pink Armbinder from Deviously Cursed Loot. Im sure its obvious but just in case, run FNIS again.

 

 

this is on a new game, must be something over riding DD just can't figure out what. I've removed all the obscure mods I run and really just have the basic DD enable mods left. might have to give up and go back to old DD... sigh. I'm usually pretty good at figuring this stuff out but this one has me stumped and I see it's not a common problem for people so I know it's something I've done.

Posted

I encountered a weird problem.

 

The nipple clamps from the HR resources part of the mod don't appear on my character properly. They appear INSIDE my character's breasts, and I've built them using the UUNP-UNPB body.

 

I do have the latest bodyslide, btw.

Posted

What is the name of the animation for the default armbinder pose? I know the struggling ones are "DDHobArmbStruggle01", "DDHobArmbStruggle02" etc but I'm trying to find the one where the character is wearing it but doesn't actively try to get out. The closest I know of is "ZapArmbOffset01" but the DD version of that offset is subtly different and the elbowbinder variant with the fidgeting is definitely something else.

Posted

ok think i found why my chains are invisible. it looks like its the bashed patch. its not copying all the data so the data for some things get messed up.

 

i tested by making bashed with the expandion and intergation disabled= showed in game

when i make bashed when they enabled when i make the patch= didnt show ingame.

 

as u see my post above the bashed seems to een change some enchants and doesnt copy over the locking screwing them up.

 

 

update.

 

yep its the bashed patch messing with some items in the expansion. its not copying over the locking stuff. messing up some other things and even renaming the enchantment.

 

Posted

While wearing a yoke, script attempted to equip an anal plug. The plug ended up invisible on character but showing equipped in inventory. Maybe the feature preventing equip with wrists restrained is causing it.

 

I've updated my post above to keep track in one place.

Posted

I know this is the wrong thread but i have repeatedly asked for help in zap 7.0 thread with only t.ara answering in that thread. a number of people have reported an issue with bound doggy animations in zap 7.0 and there is probably a quick fix for it but i dont know how and i may have something to do with missing behaviour files since the upgrade to be compatible with FNIS 6.3. i ran sexlab tools that identified one of the offending animations as ZapDoggy01. when this animation attempts to run, sexlab tools does not show any other animation options.

 

also despite my best attempt to disable the animation using sexlab tools etc it still appears and we cannot currently disable individual animations in zap 7.0 either. It is getting very annoying and frustrating but as i am a user and not a modder i plead to you devious modding gods to perhaps have a look and see if a patch can be done quickly.

 

if it cannot be fixed easily just let us poor deviously enslaved plebs know, thank you.

Posted

While wearing a yoke, script attempted to equip an anal plug. The plug ended up invisible on character but showing equipped in inventory. Maybe the feature preventing equip with wrists restrained is causing it.

 

I've updated my post above to keep track in one place.

 

I am pretty sure plug functionality is not working at all. 

 

Putting plugs in before any other restraining device is on leads to the same result (plugs appearing invisible, and they don't "vibrate"). 

Posted

I know this is the wrong thread but i have repeatedly asked for help in zap 7.0 thread with only t.ara answering in that thread. a number of people have reported an issue with bound doggy animations in zap 7.0 and there is probably a quick fix for it but i dont know how and i may have something to do with missing behaviour files since the upgrade to be compatible with FNIS 6.3. i ran sexlab tools that identified one of the offending animations as ZapDoggy01. when this animation attempts to run, sexlab tools does not show any other animation options.

 

also despite my best attempt to disable the animation using sexlab tools etc it still appears and we cannot currently disable individual animations in zap 7.0 either. It is getting very annoying and frustrating but as i am a user and not a modder i plead to you devious modding gods to perhaps have a look and see if a patch can be done quickly.

 

if it cannot be fixed easily just let us poor deviously enslaved plebs know, thank you.

 

DD does not use any ZAP assets anymore. Whatever the problem is, I am fairly confident it's got nothing to do with DD 4.0.

Posted

 

 

 

 

I noticed that you can "unlock" anything even if you do not have the keys. The attempt will fail but the message that pops up says something about being unable to insert the key in to the lock. I can imagine this could get rather annoying with something like DCLs specialized keys, as there would be no way of knowing, if you have the right key or not.

 

The way the system is set up is that the conditionals in the device messages have no way to know what exact key (if any) is needed to unlock the item, so the "Unlock" option is always displayed. This was a little compromise we had to make to allow much easier creation of custom items and reuse of framework assets (otherwise you'd have to create a custom message every time your item is using another key).

 

It's good practice to mention what key is needed in the device description and/or item messages, so users will know what key is needed.

 

Something that i assume related, but hopefully not exactly the same case:

If i manipulate locks on mittens before equipping them, i can take them off via unlock, but still need several tries with messages that i dropped the key for fails. While i'm fine with the unlock compromise in general, i found that... confusing. ;)

 

 

That's sort of intended. When you manipulate the locks, it will disable THIS lock. But you still need to be able to actually able it to undo it, and other restraints will still behave the way they are normally behaving. E.g. a locked belt would still cover a pair of manipulate plugs. And mittens still behave like mittens.

 

 

 

I think that Nazzzgul hinted at the message being confusing, talking about dropping the key even though the locks were manipulated beforehand. Since there is a condition for manipulation included on the item, can the message be also changed depending on it?

 

 

 

Oh right, I misunderstood! Fixed it! :)

 

Posted

While wearing a yoke, script attempted to equip an anal plug. The plug ended up invisible on character but showing equipped in inventory. Maybe the feature preventing equip with wrists restrained is causing it.

 

I've updated my post above to keep track in one place.

+1 on this. While wearing a yoke I tried to insert a vag plug. Got a message that it was not possible due to bound hands. But the plug was sortof equiped. The inventory part was equiped (icon in inventory) but it was not renderend in game.
Posted

 

 

 

One slight issue, however. The new system that prevents certain items being equipped or removed when wearing wrist restraints is a great idea, however it applies to strap-ons equipped by sexlab. While obviously bound characters are less likely to be wearing the strap-on, if they do it gets removed at the start of every animation stage.

 

Aaaand fixed that!

 

This feature causes trouble for Shout Like a Virgin. Several non-DD items (Halo, horns, Nocturnal robe, foot decorations) are auto equipped by script, but this feature removes them if wearing heavy bondage.

 

Maybe you could only execute the feature if the menu is open? That would significantly reduce the problem and eliminate it if I make mine not execute if the menu is open.

 

 

Implemented it like this.

Posted

While wearing a yoke, script attempted to equip an anal plug. The plug ended up invisible on character but showing equipped in inventory. Maybe the feature preventing equip with wrists restrained is causing it.

 

I've updated my post above to keep track in one place.

 

Fixed that and some other things you reported.

 

Issues with DCL items are to be expected at this time btw. DCL will need an update when 4.0 launches.

Posted

 

short question.

since more and more mods getting their advanced functionality back thanks to skse64 alpha, how likely is it that dd will become compatible with sse?

As SKSE and SkyUI are still in a very alpha stage I don't think that will happen any time soon. I think we would need to wait if SexLab itself can even be ported before moving on to other sex mods.

 

 

I don't actively follow SKSE64 development. If it ever reaches a state that allows SexLab to run, there is a certain chance that DD will run as well, with no/minimal changes.

 

Posted

Would using writing ustensils in the new gag dialogue allow you to order a follower who is gagged around while your character herself is gagged?

It should for a gagged follower but not a blindfolded one. I don't know what it actually does though, I have an active game going so I haven't tried this yet.

Posted

 

This feature causes trouble for Shout Like a Virgin. Several non-DD items (Halo, horns, Nocturnal robe, foot decorations) are auto equipped by script, but this feature removes them if wearing heavy bondage.

 

Maybe you could only execute the feature if the menu is open? That would significantly reduce the problem and eliminate it if I make mine not execute if the menu is open.

 

 

Implemented it like this.

A small bug with that fix, it lets you equip things using hotkeys... Though I don't know if there's an easy way to block hotkeys while allowing scripts.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...