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Devious Devices Framework Development/Beta


Kimy

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Posted
10 minutes ago, VirginMarie said:

Kimy, you said... "set the three escape chance properties to zero"

If I want an item inescapable, I've got BaseEscapeChance set to 0. What are the other 2 and can they just remain at their default of "<default>"?

There's also CutDeviceEscapeChance and LockPickEscapeChance, though it looks like all 3 default to 0.

Posted
10 minutes ago, LazyBoot said:

There's also CutDeviceEscapeChance and LockPickEscapeChance, though it looks like all 3 default to 0.

Yes, BaseEscapeChance affects the "struggle" chance, the other two escape via cutting and lockpicking, respectively. These three parameters are -independent- of each other. If LockPickEscape chance is zero, but CutDeviceEscapeChance is 50%, the item cannot be lockpicked, but has a 50% chance of the player successfully cutting it open.

Posted

@Princessity / @Kimy

 

So I have done some more testing with the HDT Fetters, (after full manual reinstall of DD4 - freshly downloaded from GitHub - no NMM) here are my findings:

• Iron Fetters - WORKING
• Iron Fetters + Ball (short and long chain) - WORKING
• Rusty Iron Fetters - WORKING

• All Chain Harnesses, Restraints and Plugs - WORKING
• Black Steel Fetters - NOT WORKING - NO HDT - Chain appears in 2 parts, left leg and right leg
• Silver Steel Fetters - NOT WORKING - NO HDT- Chain appears in 2 parts, left leg and right leg

 

Hopefully that gives you something more to go on.

I can provide screenshots or a video if you need it.

Posted
18 hours ago, LazyBoot said:

The "01 Cedec0", "01 Feuertin Alt", and "01 MaikCG" has different alternatives for animations while wearing armbinders.

@Princessity

 

All options have the same goofy running / walking animation when wearing the armbinders or straightjackets.

How do I remove the running / walking anims when bound and allow the default run/walk animations?

Posted
33 minutes ago, special said:

@Princessity / @Kimy

 

So I have done some more testing with the HDT Fetters, (after full manual reinstall of DD4 - freshly downloaded from GitHub - no NMM) here are my findings:

• Iron Fetters - WORKING
• Iron Fetters + Ball (short and long chain) - WORKING
• Rusty Iron Fetters - WORKING

• All Chain Harnesses, Restraints and Plugs - WORKING
• Black Steel Fetters - NOT WORKING - NO HDT - Chain appears in 2 parts, left leg and right leg
• Silver Steel Fetters - NOT WORKING - NO HDT- Chain appears in 2 parts, left leg and right leg

 

Hopefully that gives you something more to go on.

I can provide screenshots or a video if you need it.

Ah I see the issue. For some reason the Havok path of those models points to a DCL directory instead of its own. That would explain why I wasn't able to reproduce it, I still have DCL assets active in MO even though I turned off the esp.

 

Thank you for narrowing it down. Fixing it now.

Posted
1 minute ago, special said:

@Princessity

 

All options have the same goofy running / walking animation when wearing the armbinders or straightjackets.

How do I remove the running / walking anims when bound and allow the default run/walk animations?

Then your character would simply be running with hands out of the armbinder/yoke whatever. Which would probably look even goofier.

Posted
39 minutes ago, Kimy said:

Yes, BaseEscapeChance affects the "struggle" chance, the other two escape via cutting and lockpicking, respectively. These three parameters are -independent- of each other. If LockPickEscape chance is zero, but CutDeviceEscapeChance is 50%, the item cannot be lockpicked, but has a 50% chance of the player successfully cutting it open.

My question is though... Will LockPickEscape CutDeviceEscapeChance default to 0 when left as <default>, or do I need to explicitly set them to 0?

 

For BaseEscapeChance, in the past, I had to explicitly set to 0. For forward compatibility it would be nice if these do not need to be explicitly set.

Posted
19 minutes ago, Princessity said:

Then your character would simply be running with hands out of the armbinder/yoke whatever. Which would probably look even goofier.

Yes I understand.

Is there a way to make the legs look less goofy?

 

I use VHH sexy walk and "feminine run forward", the walking / running with armbinders etc looks more stompy / flat footed if you know what I mean, just doesn't look feminine or a 'clean' animation, your struggle animations are superb, I just think the walking / running bound animations aren't nearly as good quality as the rest of the mod.

 

12 minutes ago, Princessity said:

@special

Could you test this for me please?

 

fettershotfix01.7z

 

right away... bear with me, will report back shortly.

Posted
4 minutes ago, special said:

Yes I understand.

Is there a way to make the legs look less goofy?

 

I use VHH sexy walk and "feminine run forward", the walking / running with armbinders etc looks more stompy / flat footed if you know what I mean, just doesn't look feminine or a 'clean' animation, your struggle animations are superb, I just think the walking / running bound animations aren't nearly as good quality as the rest of the mod.

 

 

right away... bear with me, will report back shortly.

@Princessity

 

Silver and Black fetters now working perfectly! :thumbsup:

Posted
1 hour ago, Kimy said:

- You NEED to change the device keyword for all armbinders and yokes to zad_DeviousHeavyBondage. That's a must. Your devices will no longer work properly if you don't. Keep zad_DeviousArmbinder and zad_DeviousYoke as secondary keywords on the rendered item.

- You REALLY SHOULD make all armbinders and yokes use zadEquipScript instead of the old armbinder and yoke scripts. You might also have to check the effects applied by your devices (if they are using only framework effects you're good!) Check any framework armbinder or yoke for a reference as to how to set this up (e.g. how to fill properties). If your devices use custom code you cannot reproduce with the new escape system, make a new script inheriting zadEquipScript and add your custom code there. There should -rarely- be any need for this. The old system still works, but is marked deprecated and will be removed down the road.

1 hour ago, Kimy said:

This will take you 5 mins to do, then. Mind you that the standard framework armbinders are escapable though, so if you want the player to stay in there, you should equip her with an inescapable one (escape chances properties set to zero).

I am guessing these are properties in the item's script?

 

 

1 hour ago, Kimy said:

If you are fine with the default values for the escape system, you don't need to do anything, then. Btw. you no longer need to override the base DD restraints script for this purpose anymore. All you need to do to make a standard framework item inescapable, clone it in your mod, and set the three escape chance properties to zero. Soooo much easier with the new system! :)

Part of the reason for doing it this way was also to have custom messaging as well as (in some cases) consequences for trying to escape. Will there be any issue if I keep it how it is set? I know I may need to make adjustments for changes to the menu.

Posted
Just now, Veladarius said:

I am guessing these are properties in the item's script?

Yes

 

Just now, Veladarius said:

 

 

Part of the reason for doing it this way was also to have custom messaging as well as (in some cases) consequences for trying to escape. Will there be any issue if I keep it how it is set? I know I may need to make adjustments for changes to the menu.

I don't think so, but it's getting better: You can set custom escape messages in the script properties, too. There are about two dozen message properties you can customize as you wish.

Posted

@special

 

Yay! Oksies, thank you, I'll upload the fixed files to the official repo once I'm done with the other issues.

 

As for the animations: technically there is only one way: change/create animations that are more to your liking. You'd be looking at 16 animations per device (20 if you wanted to include turning animations) across 5 AA sets, for a total of 80 (100) animation files.

 

If you want to make those new animations, let us know and we'll happily include your variant as another option.

 

Otherwise we're happy with them and have higher priorities that we'd rather have Tin and cedec working on.

Posted
3 minutes ago, Princessity said:

@special

 

Yay! Oksies, thank you, I'll upload the fixed files to the official repo once I'm done with the other issues.

 

As for the animations: technically there is only one way: change/create animations that are more to your liking. You'd be looking at 16 animations per device (20 if you wanted to include turning animations) across 5 AA sets, for a total of 80 (100) animation files.

 

If you want make those new animations, let us know and we'll happily include your variant as another option.

 

Otherwise we're happy with them and have higher priorities that we'd rather have Tin and cedec working on.

If I could animate I would be happy to but I have never mastered that skill.  I can model, texture and program / script but that's my limit.

Scripting is my main skill being a software developer it comes very naturally to me.

Slightly off topic so apologies, I have asked in DCL thread but am not getting any replies... does DCL support DD4 or is there going to be an update to DCL in the near future?

Posted

I answered that question in the DCL thread. There will be a simultaneous DCL release which is compatible with DD4.

 

Btw, you can also make models, if you want to! No such thing as too many restraints! ;)

Posted
1 hour ago, Kimy said:

I answered that question in the DCL thread. There will be a simultaneous DCL release which is compatible with DD4.

 

Btw, you can also make models, if you want to! No such thing as too many restraints! ;)

Looking forward to new DCL... I didn't see your reply, I also asked about additional content for the Captured Princess LAL start where the Player might be recognised later in the game after that LAL start, say level 10, then gets re-captured or bounty hunters etc... what do you think?

I had started work on a straightjacket a year or so ago, you guys beat me to it with your one in DD4 :grin:
Mine is a long way off finished, i barely get time to mod anymore, married life tends to do that to you lol

Posted

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.

 

Above copied from my post where I reported before... this still occurs. Might have become worse as its very easy to recreate now... I just press my hot key to draw daggers and I break out of animation every time. This occurs for Armbinders too. Found with Virgin Yoke but verified same problem using DDx assets.

Posted
42 minutes ago, VirginMarie said:

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.

 

Above copied from my post where I reported before... this still occurs. Might have become worse as its very easy to recreate now... I just press my hot key to draw daggers and I break out of animation every time. This occurs for Armbinders too. Found with Virgin Yoke but verified same problem using DDx assets.

Yeah, I've also noticed the same with armbinders. Looks like the fix for items getting added by scripts results in letting items get equipped via hotkeys.

Posted

The equip control code is going to be expanded and waterproofed when we add bound magic and weapon use in the near future. For now just umm... don't cheese this please? I guess? n_n

 

Since it's easily avoidable (and personally I can't reproduce it) we'll just trust players not to intentionally abuse it.

 

@special

You reported issues with gags and shouting earlier but I cannot reproduce it. Could you tell me which specific gag you were wearing at the time? It could be an issue with the individual device.

Posted
6 minutes ago, Princessity said:

The equip control code is going to be expanded and waterproofed when we add bound magic and weapon use in the near future. For now just umm... don't cheese this please? I guess? n_n

 

Since it's easily avoidable (and personally I can't reproduce it) we'll just trust players not to intentionally abuse it.

 

@special

You reported issues with gags and shouting earlier but I cannot reproduce it. Could you tell me which specific gag you were wearing at the time? It could be an issue with the individual device.

I believe it was the 'Black Ebonite Harness Ball Gag'

Posted
2 minutes ago, Princessity said:

The equip control code is going to be expanded and waterproofed when we add bound magic and weapon use in the near future. For now just umm... don't cheese this please? I guess? n_n

 

Since it's easily avoidable (and personally I can't reproduce it) we'll just trust players not to intentionally abuse it.

I see this as critical and would be very disappointed if it's released in this state. Let me give you an example...

 

In Shout Like a Virgin, if you are a Pony Girl (includes yoke) pulling the cart, you will often pause to fight. Once hit the yoke is auto removed thus you instinctively go to draw your weapon. Same without a cart where you use the bound combat. Very messy if weapons actually draw while still in a yoke, and for me they now always do.

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