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Devious Devices Framework Development/Beta


Kimy

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Posted

When I get a follower out of an armbinder or a straitjacket (not sure if it does that if the follower was wearing a yoke), for some reason, while they behave normally, when the follower is standing, the arms return behind their back, as if they're still wearing an armbinder or wrist shackles.

Posted

When I get a follower out of an armbinder or a straitjacket (not sure if it does that if the follower was wearing a yoke), for some reason, while they behave normally, when the follower is standing, the arms return behind their back, as if they're still wearing an armbinder or wrist shackles.

 

Sometimes I'm able to get the arms back into position by using the "tc" console command and making the npc jump. This seems to reset the arm position.

Posted

I can confirm the endlessy playing tugging at the Belt animation. I Waitet 5-10 min and it just kept looping.

 

To actually cancel it, I had to use the enableplayercontrols Command.

Posted

I can confirm the endlessy playing tugging at the Belt animation. I Waitet 5-10 min and it just kept looping.

 

To actually cancel it, I had to use the enableplayercontrols Command.

 

Running latest DDi/DDx from github.

Can confirm as well - ran twice into this one. Seems like the animation is stuck in endless loop. Also, no dialog was going to be played, this event happened in the middle of wilderness, no NPCs were around.

 

Also fixed that with enableplayercontrols + jump

Posted

Question: Was dialogue option "Can you help me" - to get free from armbinder removed? Haven't seen this dialogue appear when my character had armbinder equipped. (haven't tested with more armbinders though, it might be that the dialogue didn't appear with that particular armbinder)

Posted

 

I can confirm the endlessy playing tugging at the Belt animation. I Waitet 5-10 min and it just kept looping.

 

To actually cancel it, I had to use the enableplayercontrols Command.

 

Running latest DDi/DDx from github.

Can confirm as well - ran twice into this one. Seems like the animation is stuck in endless loop. Also, no dialog was going to be played, this event happened in the middle of wilderness, no NPCs were around.

 

Also fixed that with enableplayercontrols + jump

 

 

I use the Zaz Animation MCM menu's player controls to fix that + raise weapon/fists to fix.

Posted

I have never seen rotating actors, but I am not using any creature stuff, so that's not very surprising. The animation filter is supposed to leave animations with creatures mostly alone (DD doesn't support bestiality). I will double check the code and make sure it doesn't activate for creature animations.

Sounds good, it would be great if that would be fixed. :) I don't even start Skyrim recently, but if you need any testing on this, let me know. Since this haven't been reported often i assume most testers don't try bestiality with DD either, so i'd volunteer for specific testing on this topic.

 

Side note: how does the new animation filter without ZAP work at all? I'm asking because FunnyBizness made a special SLAL pack for armbinder + creatures, i understand that you're not intrested in special creature support, but if users could add/change filters by tag similar to Defeat for example, that would be awesome and would probably help with human animations too.

I think there are too many animations for hard coded lists anyways?

Posted

 

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.

 

 

Update re. this item (more details in my original post here)

Confirmed this problem is in v3.3 too

 

I think this might also explain why 3+ actor scenes can be very messy, and it why people like myself turn the filter off. I find it somewhat un-playable.

 

 

Question, what version of SexLab are you using? I am using DD v3.3 but have not updated to the latest version of SexLab and I have not had any issues with actor positioning whether 2 people, 3 people or with creatures. Is it possible this is an issue with SexLab, I know that it happened before with it?

Posted

Question: Was dialogue option "Can you help me" - to get free from armbinder removed? Haven't seen this dialogue appear when my character had armbinder equipped. (haven't tested with more armbinders though, it might be that the dialogue didn't appear with that particular armbinder)

Yes, that dialogue is removed. I think they said it was because there are plenty other mods adding that feature.

Posted

 

Question: Was dialogue option "Can you help me" - to get free from armbinder removed? Haven't seen this dialogue appear when my character had armbinder equipped. (haven't tested with more armbinders though, it might be that the dialogue didn't appear with that particular armbinder)

Yes, that dialogue is removed. I think they said it was because there are plenty other mods adding that feature.

 

 

Oh, good to know, thanks!

Posted

 

 

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.

 

Update re. this item (more details in my original post here)

Confirmed this problem is in v3.3 too

 

I think this might also explain why 3+ actor scenes can be very messy, and it why people like myself turn the filter off. I find it somewhat un-playable.

 

Question, what version of SexLab are you using? I am using DD v3.3 but have not updated to the latest version of SexLab and I have not had any issues with actor positioning whether 2 people, 3 people or with creatures. Is it possible this is an issue with SexLab, I know that it happened before with it?

 

Latest version of sexlab. The repro steps I list show that the DD filter has to be on.

Posted

Side note: how does the new animation filter without ZAP work at all? I'm asking because FunnyBizness made a special SLAL pack for armbinder + creatures, i understand that you're not intrested in special creature support, but if users could add/change filters by tag similar to Defeat for example, that would be awesome and would probably help with human animations too.

I think there are too many animations for hard coded lists anyways?

 

 

The ZAP animation filter hasn't been (fully) used in a while now, and we have removed the last remains of calls to ZAP in 4.0. DD has its very own animation filter, that's independent from ZAP. In case regular sex animation can still be played, it will pick them from the SexLab registry. In case of bound animation, DD picks these from its own library. It's not a great idea to register specialized bound animations in SL, as they will be randomly picked even when no actor is bound, so we're not making use of that feature. That does in turn mean that DD will not play any bound animations not registered in its own library, including FB's creature stuff.

Posted

 

Side note: how does the new animation filter without ZAP work at all? I'm asking because FunnyBizness made a special SLAL pack for armbinder + creatures, i understand that you're not intrested in special creature support, but if users could add/change filters by tag similar to Defeat for example, that would be awesome and would probably help with human animations too.

I think there are too many animations for hard coded lists anyways?

 

 

The ZAP animation filter hasn't been (fully) used in a while now, and we have removed the last remains of calls to ZAP in 4.0. DD has its very own animation filter, that's independent from ZAP. In case regular sex animation can still be played, it will pick them from the SexLab registry. In case of bound animation, DD picks these from its own library. It's not a great idea to register specialized bound animations in SL, as they will be randomly picked even when no actor is bound, so we're not making use of that feature. That does in turn mean that DD will not play any bound animations not registered in its own library, including FB's creature stuff.

 

 

quick question. 

 

In the past tool tips for the animation filters (both ZAP and DD) warned against using both at the same time. But now since DD no longer looks for ZAP is that still true?

 

put another way...

 

To the best of your knowledge (obviously you can not speak for ZAP side of this), but from the DD side do you think there would be problems if you enable both of them? 

Posted

 

 

 

The ZAP animation filter hasn't been (fully) used in a while now, and we have removed the last remains of calls to ZAP in 4.0. DD has its very own animation filter, that's independent from ZAP. In case regular sex animation can still be played, it will pick them from the SexLab registry. In case of bound animation, DD picks these from its own library. It's not a great idea to register specialized bound animations in SL, as they will be randomly picked even when no actor is bound, so we're not making use of that feature. That does in turn mean that DD will not play any bound animations not registered in its own library, including FB's creature stuff.

 

quick question. 

 

In the past tool tips for the animation filters (both ZAP and DD) warned against using both at the same time. But now since DD no longer looks for ZAP is that still true?

 

put another way...

 

To the best of your knowledge (obviously you can not speak for ZAP side of this), but from the DD side do you think there would be problems if you enable both of them? 

I don't know if it's still true after the removal, but at some point if you enabled the DD one it would disable (or suppress) the zap one.

Posted

 

Side note: how does the new animation filter without ZAP work at all? I'm asking because FunnyBizness made a special SLAL pack for armbinder + creatures, i understand that you're not intrested in special creature support, but if users could add/change filters by tag similar to Defeat for example, that would be awesome and would probably help with human animations too.

I think there are too many animations for hard coded lists anyways?

 

 

The ZAP animation filter hasn't been (fully) used in a while now, and we have removed the last remains of calls to ZAP in 4.0. DD has its very own animation filter, that's independent from ZAP. In case regular sex animation can still be played, it will pick them from the SexLab registry. In case of bound animation, DD picks these from its own library. It's not a great idea to register specialized bound animations in SL, as they will be randomly picked even when no actor is bound, so we're not making use of that feature. That does in turn mean that DD will not play any bound animations not registered in its own library, including FB's creature stuff.

 

Ah, that's a pity. Would it be hard to make that possible, maybe a .json file to update/customize the DD library or something like that? That would make future manual updates on your side uneccessary and hopefully save you some work in the long run, aside from allowing me to use those bound creature animations. ;)

 

In most of my games it's Defeat which triggers animations most often, so bound animations wouldn't be completly out of context even if i don't wear any devices, and/or i could add a tag to those where it doesn't fit and suppress that tag in Defeat. Not sure about other mods... but in case of doubt there is still SL tools to switch the animation.

Posted

 

To the best of your knowledge (obviously you can not speak for ZAP side of this), but from the DD side do you think there would be problems if you enable both of them? 

 

 

There are no ZAP keywords on DD standard items anymore, so ZAP won't recognize them at all. In other words, it won't cause trouble as the ZAP filter won't ever trigger. However, we have no control over what DD content mods are doing. DD content mods -not- mirroring removal of ZAP keywords will still trigger the ZAP filter. So the recommendation will still be to keep it switched off at all times if using ANY DD mod, unless you are 100% sure that none of them still has ZAP keywords on its devices.

Posted

I'm not sure if it's a beta problem or if it's BodySlide trolling me, but it seems that the restrictive collar has some clipping problems with the weight slider. Screenshots are under spoilers.

 

 

 

post-230371-0-68501700-1508985772_thumb.png

 

post-230371-0-17767200-1508985780_thumb.png

 

 

Posted

(referencing my post here)

 

Happy to report that A. Conflict with feature that prevents equip/remove when wearing wrist restraints is confirmed fixed and working along with the change I made in Shout Like a Virgin to not equip if a menu is open.

 

B. Plug devices invisible & cannot be removed has not reoccurred. Not done enough testing to be sure but so far so good.

 

D. Default OnEquip MessageBox problem is not fixed (tried just a yoke so far but no mention of a fix implemented so not really expecting a change)

 

(other items in that post I have not re-tested as I don't expect they have changed)

 

 

New

 

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.

 

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).

 

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.

Posted

 

 

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).

 

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.

I didn't upgrade to FNIS 7 and i've seen the T-pose occasionally, but only for a short time so i've considered it script lag rather than a bug. Are you actually stuck?

Posted

 

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).

 

This sounds like a problem with missing pre-cache in FNIS. Would be interesting if you could figure the animation that should be played in this situation. And then find the position of this animation in the animation list in defaultfemale.hkx (can be seen in temporary_logs\defaultfemale.xml).

 

Pre-cache is necessary for all custom files for movement, including attack (while moving). That applies to Alternate Animations, as well as Gender and (old) PCEA. All that should be done automatically. Maybe FNIS is missing out something.

 

Or maybe I have to reconsider this pre-cache consideration and add ALL animation to pre-cache in case fast travel automatically makes idles a moving animation? But this file is already going from 70,000 to 170,000 lines in an installation with medium number of applicable animations. If I had to add all idles (just because of fast travel), this file could easily reach 400,000 lines. I don't think I would dare to throw this into broad public. :) 

 

Another possible cause is TK Dodge/Combat. The TK dll adds wrong entries into a file that is already modified by FNIS. And if your file is between 2000  and 2003 in the defaultfemale animation list then we found the reason.

Posted

I didn't upgrade to FNIS 7 and i've seen the T-pose occasionally, but only for a short time so i've considered it script lag rather than a bug. Are you actually stuck?

Yes stuck. Had to use my mod's player reset which does stuff including player controls and set to default idle.

 

 

 

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).

 

This sounds like a problem with missing pre-cache in FNIS. Would be interesting if you could figure the animation that should be played in this situation. And then find the position of this animation in the animation list in defaultfemale.hkx (can be seen in temporary_logs\defaultfemale.xml).

 

Pre-cache is necessary for all custom files for movement, including attack (while moving). That applies to Alternate Animations, as well as Gender and (old) PCEA. All that should be done automatically. Maybe FNIS is missing out something.

 

Or maybe I have to reconsider this pre-cache consideration and add ALL animation to pre-cache in case fast travel automatically makes idles a moving animation? But this file is already going from 70,000 to 170,000 lines in an installation with medium number of applicable animations. If I had to add all idles (just because of fast travel), this file could easily reach 400,000 lines. I don't think I would dare to throw this into broad public. :)

 

Another possible cause is TK Dodge/Combat. The TK dll adds wrong entries into a file that is already modified by FNIS. And if your file is between 2000  and 2003 in the defaultfemale animation list then we found the reason.

I'm not using any TK mod.

 

(possibly related) If in a yoke... this consistently happens...

  • Using DD4.0 + FNIS7... after fast travel... player is briefly still in the AA for yoke idle... then switches to normal idle... then resets back (this all taking about 3 seconds... looks bit odd but no big deal)
  • Using DD3.3 + FNIS7... after fast travel... player is still in the AA for yoke idle and stays that way

This difference, where only DD version has changed, suggests that maybe something DD has introduced (new yoke AAs maybe?) is a trigger.

 

I don't remember if I was in a yoke the times I got stuck after fast travel, but chances are high due to what I was focused on actually testing. But the only difference again is version of DD. Will watch closely and report back if I catch a pattern to this, or figure out what animation is supposed to be playing.

Posted

T-Pose - Another occurrence

Just now I ended up in a T-Pose, stuck, while just standing there. I'm pretty sure the new chastity belt tug was about to start because the PC made the little sound associated with it. Chastity belt tug likes to play right after a fast travel, so this could be what's triggering in the other cases I've seen it.

 

EDIT: and my log has this right when it happened... attached

[10/26/2017 - 10:19:02AM] [Zad]: StartThirdPersonAnimation(Marie,[Idle <DDChastityBeltStruggle02 (0D061A72)>])

Papyrus.0.log

Posted

Question re. new Gag Talk:

If both the PC and the NPC you talk to are gagged... is it intentional that getting to any normal dialogue is blocked? Does not seem right to me but I know the same thing happens with DCL gag talk (which I turned off to try the new DD). Not sure if it was that way with the old DD gag talk.

Posted

not sure if the mod author takes suggestions or if this is even the right place (new to these forums) but it would be cool if when you have an inflatable plug in any npc could have a chance of inflating it if this is possible

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