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Posted
2 hours ago, Elsidia said:

If you mean AAF, then those not integrated into DD (both not know about both). That means AAF use standard voices and don't check if you wear a gag. Also DD not send animations signal because they don't know about AAF mod. The other picture is in Skyrim where both are write as integrated for both and DD send signal to Sexlab about gags.

Of course I mean AAF. It's the only working animation mod, isn't it? I wonder why DD doesn't work together with AAF. Was DD designed to work with 4play?

Posted
1 minute ago, xyzxyz said:

Was DD designed to work with 4play?

DD is designed work without any animations mod. I don't know why, maybe then when it was write no animation mod was active. DD is designed work with Torture devices and F4SS. Scripts in DD was write by F4SS author. And even that in DD was bug in script, was it used in F4SS. I don't know why, but without that bug F4SS not work)

Posted
5 hours ago, xyzxyz said:

Of course I mean AAF. It's the only working animation mod, isn't it? I wonder why DD doesn't work together with AAF. Was DD designed to work with 4play?

Why would it?

It contains no animations for AAF to play.

IF a mod author wanted to use the restraints/outfits in their animations, they can. DD is a framework for that reason. If the sounds are not playing like they're suppose to, you have an issue with DD, not AAF.

AAF does not play sound, the sounds are generally baked into the animations themselves.

 

 

Posted
44 minutes ago, izzyknows said:

Why would it?

It contains no animations for AAF to play.

IF a mod author wanted to use the restraints/outfits in their animations, they can. DD is a framework for that reason. If the sounds are not playing like they're suppose to, you have an issue with DD, not AAF.

AAF does not play sound, the sounds are generally baked into the animations themselves.

 

 

Are there any animations specifically designed to recognize DDs? I know there are bound animations but they ignore DDs too.

Posted (edited)
37 minutes ago, xyzxyz said:

Are there any animations specifically designed to recognize DDs? I know there are bound animations but they ignore DDs too.

DD presents the "behavior" of the player.

AAF presents the player's "performance".

These are two concepts.

The latter's body movements in the process of performance are given by animators

It's not that you think the behavior of players outside the AAF scene is the state of hands restraint, and the characters in the AAF "performance" will also be the state of hands restraint.

It has nothing to do with whether or not the person is wearing DD equipment.

Even if detected, additional scripts are needed to invoke additional animations.

At present, there is no such animation.

The handcuffs in Leito's animation are the only "performing" animation that is restrained.

-----

Therefore, one of the characteristics of the new framework currently working with EGO is to directly replace "33 body" to present "restraint".

In this way, no matter outside the AAF scene or inside the AAF scene, you can set "33 body equipment" unchanged through the AAF XML, and then any ordinary animation will become "restraint" style animation visually.

Of course, this is not the best way, because the physical cooperation between men and women will be separated due to the change of one's appearance, but in general, For example, it's no problem that ordinary oral sex becomes restricted oral sex.

Edited by kziitd
Posted
8 minutes ago, xyzxyz said:

Are there any animations specifically designed to recognize DDs? I know there are bound animations but they ignore DDs too.

Not that I know of. Probably because of how the items are scripted and would require the animators to be a bit of a code monkey to make them work correctly.  Just a guess.

But, the DD items could be made to over ride the animations, like Real Handcuffs does. You'd need to edit the DD scripts to do it.

Posted
19 hours ago, izzyknows said:

But, the DD items could be made to over ride the animations, like Real Handcuffs does. You'd need to edit the DD scripts to do it.

 

The issue happens because of the way DD items are scripted, combined with the AAF body double.

 

When you equip a DD item, you equip the "inventory" item.  This has the scripts that apply the bondage Arm Offset animations.  Then the scripts equip the "rendered" item on you.  The "rendered" item is just the visual object, it has no scripts on it.

 

When an AAF animation starts, the DD "rendered" items get copied to the body double.  But that means all the initialization steps that are performed by equipping the "inventory" item get skipped.

 

It should be possible to make a quick script that listens for AAF OnSceneInit, checks if the player is in the animation and is wearing DD, and unequips the rendered device and re-equip the inventory device on the body double.  It has to happen before the actual animation starts (so OnSceneInit and not OnAnimationStart) otherwise DD's ChangeAnimationArchetype will clobber the idle being played by AAF.

 

For example, my character was wearing a black latex armbinder and gets into a sex scene.  Notice the body double's arms are not using the DD Arm Offset animations.

 

image.png

 

Now I unequip the rendered device and equip the inventory device.  That causes the proper scripts to run:

 

image.png

 

And...

image.png

 

This is one of the many little complications that Real Handcuffs and that the new thing Kziitd and I are working on avoid.  But it can be overcome.

Posted (edited)
2 hours ago, EgoBallistic said:

 

The issue happens because of the way DD items are scripted, combined with the AAF body double.

 

When you equip a DD item, you equip the "inventory" item.  This has the scripts that apply the bondage Arm Offset animations.  Then the scripts equip the "rendered" item on you.  The "rendered" item is just the visual object, it has no scripts on it.

 

When an AAF animation starts, the DD "rendered" items get copied to the body double.  But that means all the initialization steps that are performed by equipping the "inventory" item get skipped.

 

It should be possible to make a quick script that listens for AAF OnSceneInit, checks if the player is in the animation and is wearing DD, and unequips the rendered device and re-equip the inventory device on the body double.  It has to happen before the actual animation starts (so OnSceneInit and not OnAnimationStart) otherwise DD's ChangeAnimationArchetype will clobber the idle being played by AAF.

 

For example, my character was wearing a black latex armbinder and gets into a sex scene.  Notice the body double's arms are not using the DD Arm Offset animations.

 

image.png

 

Now I unequip the rendered device and equip the inventory device.  That causes the proper scripts to run:

 

image.png

 

And...

image.png

 

This is one of the many little complications that Real Handcuffs and that the new thing Kziitd and I are working on avoid.  But it can be overcome.

Can the Injured animation cover the animation in AAF? I thought it couldn't be covered.

-------------

Oh, it's really. can be covered

1400071694_Fallout42021-06-2221-26-10-68.png.c93fbc0f4afd0e8753b84eca2c37e94f.png

 

Edited by kziitd
Posted

Here is a patch that enables proper DD animations on the AAF body double.   If it detects that the player has started an AAF scene, it will check for DD and TD animation keywords on the player and apply any that are found to the body double, then set the double's Animation Archetype to kick off the animations.  This is more efficient than trying to find the inventory device for each worn rendered device, but has the same effect.  It works for me, please give it a test and let me know.

 

image.png

 

 

Devious Devices AAF Support.7z

Posted
1 hour ago, kziitd said:

Can the Injured animation cover the animation in AAF? I thought it couldn't be covered.

 

It has to be applied to the AAF body double, it doesn't happen automatically.  That's what my patch above does.

Posted
26 minutes ago, EgoBallistic said:

It works for me, please give it a test and let me know.

Bloody awesome!

Tested pretty much all the restraints and everything worked perfectly!

Posted

Included within DD are two outfits called Tentacle Monster A and B. These outfits can be built in Bodyslide but how do you obtain these items for use?

Posted
3 hours ago, seddonac said:

Included within DD are two outfits called Tentacle Monster A and B. These outfits can be built in Bodyslide but how do you obtain these items for use?

There are no armor records for it. So, you can either add them yourself or use a mod like this one.

Posted
3 hours ago, junky1234 said:

I don't see any of the devices listed in bodyside. Is that normal?

The only one not listed are ones that attach to the head. Gags, blindfolds...

If you not seeing anything, then you have a bad install.

Posted

in combat, npc or follower wearing arm restraints automatically free themselves and join the fight, but then back to being restrained after that. how can i keep them permanently restrained?

Posted
5 hours ago, claiomhsolais said:

free themselves and join the fight,

It's Fallout 4 AI and nothing helps. Also restraints what tied up followers is bad idea because it's lead to bugs.

Posted
1 hour ago, Elsidia said:

It's Fallout 4 AI and nothing helps.

Actually it's a DD flaw. Real Handcuffs doesn't have the bug. They will remain cuffed and crouch and hide as soon as enemies are aggroed. humm... wonder if adding a package to restrained NPC's like RH does would work?

Posted
1 hour ago, izzyknows said:

PC's like RH does would work

maybe. But i don't know how to work with packages. Bethesda doesn't left any tutorials. I learn all by studying other modders scripts and minimal info on forums.

Posted
8 hours ago, Elsidia said:

maybe. But i don't know how to work with packages. Bethesda doesn't left any tutorials. I learn all by studying other modders scripts and minimal info on forums.

 

Real Handcuffs includes Papyrus script source code, in case anyone wants to learn by studying its scripts.

Posted
9 minutes ago, vaultbait said:

Real Handcuffs includes Papyrus script source code, in case anyone wants to learn by studying its scripts.

The problem is that package not in scripts but in CK or xedit

Posted
13 minutes ago, Elsidia said:

The problem is that package not in scripts but in CK or xedit

 

Ahh, yep, you could open RealHandcuffs.esp in FO4Edit, but it could be a lot like fumbling around in the dark unless you know exactly what you're looking for and where to find it.

Posted
On 5/29/2021 at 9:25 PM, Pyskiper said:

I have found the Problem. The Problem was a mod that unpauses the game (Fallsouls) when in pipboy mode. So it seems that the equip and unequip textboxes only appear when game is paused or something, so with the mod that unpauses the game it had problems.

 

Well that is a shame but what can you do...

Oh gods, thank you for this post.

I've been tearing my hair off for hours trying to figure out what was messing up my DD stuff.

Posted
5 hours ago, Elsidia said:

The problem is that package not in scripts but in CK or xedit

You can see the "packages" in xEdit, which also shows what script is attached to the package... if it has one attached. Looking at them in the CK, gives a better view of what flags are ticked and such. At least for me, it makes it a lot easier to understand exactly what it's doing, or trying to do.

Packages are just the instruction manual for NPC behavior.

Posted
11 hours ago, IamTooth said:

I've been tearing my hair off for hours trying to figure out what was messing up my DD stuff.

about a few posts ago we speak about this and i also explain why it's not work.

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