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Posted
12 minutes ago, m0rdr3d0 said:

Something is wrong with the script that is checking for plugs. Every now and then (actually too often) I get a message "Your plug is stimulating you" and my protagonist start to moan and touch herself. That would be fine if I were wearing a plug, but I removed all of them. I even invoked unequipall command to ensure that nothing remains. I checked papyrus logs and although there isn't a lot I see some messages about FPP and checking whether I wear something in slot 58.

 

I would appreciate if someone could help me to get rid of this problem. It was fun at first but right now I got tired of constant moans.

 

I think that could result if the plug was removed in some way which did not trigger the normal removal routines which unbind the effect script. Have you tried wearing a plug or vibrator and then removing it through one of the typical methods the DD mod expects?

 

I've not seen this situation exactly, but similar things happen if, for example, armbinders or yokes are unequipped incorrectly.

Posted (edited)
17 hours ago, vaultbait said:

 

I think that could result if the plug was removed in some way which did not trigger the normal removal routines which unbind the effect script. Have you tried wearing a plug or vibrator and then removing it through one of the typical methods the DD mod expects?

 

I've not seen this situation exactly, but similar things happen if, for example, armbinders or yokes are unequipped incorrectly.

Ok, I was been able to resolve the issue. By sticking one of the other buttplugs offered by DD. It seems that it didn't work for me the first time, because I was trying to use the buttplug that was improperly removed. I created another one and went through the normal locking dialog - and it fixed the problem.

Edited by m0rdr3d0
Resolved the issue.
Posted

any way to remove the NPC talking to me about the gag? it's just annoying, as it's completely unskippable and can stop NPCs from doing stuff. I guess I could remove the gags from being equipped but that's no fun.

Posted
24 minutes ago, gammlesvarte said:

i installed the mods and all the requirments but i cant build the crafting station, i cant fnd it when in building mode

Under Raider>>Slavery (all the way to the right)

Posted

How can i equip black latex stuff to a companion? The option is not there, only in leather stuff.

Posted
20 hours ago, cotoli said:

How can i equip black latex stuff to a companion? The option is not there, only in leather stuff.

If you mean latex dresses then some of it are bugged: those dress inventory device have missing dummy armor. You need add those armor to those dress in xedit to allow place on those dresses on NPC.

 

Posted

As there are quite a number of user submitted changes/fixes to the mod via this thread. Would it be an idea to bundle those and make a 'community patch'?  I don't think any official update might come so this might be a good alternative. 

Source files (for scripts) should be provided and all the changes the patch makes. Conflicting items could be placed in a subfolder so the user can choose themselves.

Posted
30 minutes ago, naaitsab said:

As there are quite a number of user submitted changes/fixes to the mod via this thread. Would it be an idea to bundle those and make a 'community patch'?  I don't think any official update might come so this might be a good alternative. 

Source files (for scripts) should be provided and all the changes the patch makes. Conflicting items could be placed in a subfolder so the user can choose themselves.

 

I don't have the time right now to put a lot of work into this mod, but if a volunteer would create such a patch containing these fixes I could easily merge to the official release, I'd do so.

Posted (edited)
3 hours ago, Kimy said:

I don't have the time right now to put a lot of work into this mod, but if a volunteer would create such a patch containing these fixes I could easily merge to the official release, I'd do so.

 

I'd like to think I'd find time to round all these up and make a suitable patch archive, as well as get around to updating wdaigle's FG 1.45+HHS conversion to work with FG>=1.75, but I doubt that will be this week or even next so would be thrilled if someone else has the time. For fixes and alterations, here's what I'm using so far:

Beyond that, I'm also using some feature patches/addons which might be interesting as options in a FOMOD installer menu or to link from the mod description:

Other things I've seen folks mention:

I know there's more out there too. This mod has a core resource for lots of people for a very long time now, so if anyone else is aware of something this might be a good time to bring it up.

Edited by vaultbait
Posted
On 8/19/2021 at 12:50 AM, vaultbait said:

 

I know there's more out there too. This mod has a core resource for lots of people for a very long time now, so if anyone else is aware of something this might be a good time to bring it up.

That's already a lot of them. 

 

I've also found the catsuit fix:

https://www.loverslab.com/topic/73925-devious-devices/page/77/?tab=comments#comment-2981646

 

As a number of fixes are made by @Elsidia perhaps they are willing to combine some of their fixes?

 

Posted (edited)
59 minutes ago, naaitsab said:

As a number of fixes are made by @Elsidia perhaps they are willing to combine some of their fixes?

The problem is at this moment i have very modified DD Fallout 4. Add new functionality, rework a little DD equip system to remove equip bugs, add silent equip system (this need to rework from zero to made compatibility with other dd mods) and more ideas transformed in my from using some ideas from Skyrim. My DD is completely illegal and highly WIP.

Also i don't remember all fixes what i done: fixing esp by editing armors and armor addon.

 

To made this real i need format disk c:, install a fresh Fallout 4 and start all work from zero. And hope i remember all made fixes.

Also i remember some color bugs but can't remember how i fix it)

I was fun of DD and as mod was abadoned i start modify it to got best. And paradox: as more i script a mod as more i lost interest to play it because now i know all how it works and how can be cheated.

 

UPD: My first script experience was got in FO4 by study DD scripts and fix errors. Because at that moment i don't have experience how to made fixes separate from main DD mod. And now i got what i got. Without chance to revert back.

My hobby in RL is programming and outfit studio)

Edited by Elsidia
Posted
44 minutes ago, Elsidia said:

The problem is at this moment i have very modified DD Fallout 4. Add new functionality, rework a little DD equip system to remove equip bugs, add silent equip system (this need to rework from zero to made compatibility with other dd mods) and more ideas transformed in my from using some ideas from Skyrim. My DD is completely illegal and highly WIP.

Also i don't remember all fixes what i done: fixing esp by editing armors and armor addon.

 

To made this real i need format disk c:, install a fresh Fallout 4 and start all work from zero. And hope i remember all made fixes.

Also i remember some color bugs but can't remember how i fix it)

 

If you modified DD's PSC sources and recompiled the PEX files from them, then separating out the changes you made should be as simple as diffing your copy of the PSC files against the originals (using GNU diff or some similar tool). Also XEdit/FO4Edit can diff plugins fairly conveniently by making "patch plugins" from the overrides.

 

That said, I get that it can still be more effort than you might want to put into identifying your changes, as this only gives you a rough dump of everything you've changed and doesn't separate it out into individual modifications you've made nor necessarily remind you why you made them. And if you've modified meshes, textures, et cetera, that's an entirely new level of complexity to untangle.

Posted
1 hour ago, Elsidia said:

The problem is at this moment i have very modified DD Fallout 4. Add new functionality, rework a little DD equip system to remove equip bugs, add silent equip system (this need to rework from zero to made compatibility with other dd mods) and more ideas transformed in my from using some ideas from Skyrim. My DD is completely illegal and highly WIP.

Also i don't remember all fixes what i done: fixing esp by editing armors and armor addon.

 

To made this real i need format disk c:, install a fresh Fallout 4 and start all work from zero. And hope i remember all made fixes.

Also i remember some color bugs but can't remember how i fix it)

I was fun of DD and as mod was abadoned i start modify it to got best. And paradox: as more i script a mod as more i lost interest to play it because now i know all how it works and how can be cheated.

 

UPD: My first script experience was got in FO4 by study DD scripts and fix errors. Because at that moment i don't have experience how to made fixes separate from main DD mod. And now i got what i got. Without chance to revert back.

My hobby in RL is programming and outfit studio)

Starting from 0 might be a bit much to ask. But if you have some things too add to the current list that would still be nice. The most important things to fix are related to the database and the save file corruption/growth.

 

It's a shame the slot system in Fallout is so terrible compared to Skyrim. That makes mixing items almost impossible due to the severe lacking freedom here. So the best we can do is make it not destroy someone's game and the rest are nice to haves.

Posted
4 minutes ago, naaitsab said:

The most important things to fix are related to the database and the save file corruption/growth.

As most important fix i think is (i made it first) DD difficulty bug. At this moment DD always use most easy difficulty level 9 - no matter at was it set (default in mod are 4, but no work in original version) Also in this difficulty level not work some DD feature like a keyhole reach. In this bugged difficulty keyhole always is reach even if it sets low.

I publish this fix too but i will repeat it in this post:

DD_RestraintScript.psc

Original:

Spoiler

Float Function CalculateDifficultyModifier(Bool operator = true)
    ; We don't modify for quest items
    If InventoryDevice.HasKeyword(libs.DD_kw_IsNotGenericItem) || RenderedDevice.HasKeyword(libs.DD_kw_IsNotGenericItem) || InventoryDevice.HasKeyword(libs.DD_kw_IsQuestItem) || RenderedDevice.HasKeyword(libs.DD_kw_IsQuestItem)
        ; except the modder specifically allowed the system to be used for that item!
        If !AllowDifficultyModifier
            libs.log("Difficulty modifier not applied - custom/quest item!")
            return 1.0
        EndIf
    EndIf
    Float val = 1.0
    Int mcmValue = (libs.DD_Config_DifficultyModifier.GetValue() As Int)
    Int mcmLength = 9 ; number of steps. Can be any number, but too small steps won't have much of an effect. This number NEEDs to be uneven!
    ; have to make sure the user didn't use silly values
    if mcmLength > mcmValue
        mcmValue = mcmLength
    EndIf
    if mcmValue < 0
        mcmValue = 0
    EndIf
    Int median = ((mcmLength - 1) / 2) As Int ; This assumes the array to be uneven, otherwise there is no median value.
    Float maxModifier = 0.75 ; set this as desired - it's the maximum possible +/- modifier. It should not be larger than 1 (=100%)
    Float StepLength = maxModifier / median
    Int Steps = mcmValue - median    
    If operator
        val = 1 + (Steps * StepLength)
    Else
        val = 1 - (Steps * StepLength)
    EndIf
    libs.log("Difficulty modifier applied: " + val + " [setting: " + mcmValue + "]")
    return val
EndFunction

Fixed:

Spoiler

Float Function CalculateDifficultyModifier(Bool operator = true)
    ; We don't modify for quest items
    If InventoryDevice.HasKeyword(libs.DD_kw_IsNotGenericItem) || RenderedDevice.HasKeyword(libs.DD_kw_IsNotGenericItem) || InventoryDevice.HasKeyword(libs.DD_kw_IsQuestItem) || RenderedDevice.HasKeyword(libs.DD_kw_IsQuestItem)
        ; except the modder specifically allowed the system to be used for that item!
        If !AllowDifficultyModifier
            libs.log("Difficulty modifier not applied - custom/quest item!")
            return 1.0
        EndIf
    EndIf
    Float val = 1.0
    Int mcmValue = (libs.DD_Config_DifficultyModifier.GetValue() As Int)
    Int mcmLength = 9 ; number of steps. Can be any number, but too small steps won't have much of an effect. This number NEEDs to be uneven!
    ; have to make sure the user didn't use silly values
    if mcmLength < mcmValue
        mcmValue = mcmLength
    EndIf
    if mcmValue < 0
        mcmValue = 0
    EndIf
    Int median = ((mcmLength - 1) / 2) As Int ; This assumes the array to be uneven, otherwise there is no median value.
    Float maxModifier = 0.75 ; set this as desired - it's the maximum possible +/- modifier. It should not be larger than 1 (=100%)
    Float StepLength = maxModifier / median
    Int Steps = mcmValue - median    
    If operator
        val = 1 + (Steps * StepLength)
    Else
        val = 1 - (Steps * StepLength)
    EndIf
    libs.log("Difficulty modifier applied: " + val + " [setting: " + mcmValue + "]")
    return val
EndFunction

So easy: need change only one symbol and life in FO4 starts be difficult) After this fix now difficulty is 4 as expected. To return your easy days you need set new value of global difficulty variable.

 

Also i can meant fix anti sleeping cheat module. This not much important fix At this moment as in original if you sleep, cool-down time in restraints not goes down.  But if your sleep is interrupted or you cancel a sleep cool-down time increase of amount of hours what left to you to rest, when sleep is break.

 

If fix this problem in DD_RestraintScript.psc (store sleep start time and added sleep stop event where i calculate difference between start and sleep time):

Spoiler

float slst
float slen

 

Event OnPlayerSleepStart(float afSleepStartTime, float afDesiredSleepEndTime, ObjectReference akBed)
    ; no cheating by sleeping!
    slst=Utility.GetCurrentGameTime()
EndEvent

Event OnPlayerSleepStop(bool abInterrupted, ObjectReference akBed)
    ; no cheating by sleeping!
    slen=Utility.GetCurrentGameTime()
    Float naplength = slen - slst
    LastStruggleEscapeAttemptAt += naplength    
    LastCutEscapeAttemptAt += naplength    
    LastLockPickEscapeAttemptAt += naplength    
    DeviceEquippedAt += naplength    
    LastRepairAttemptAt += naplength    
    LastUnlockAttemptAt += naplength
    
endEvent

I added the same events for waiting time (if no cheat, then no cheat on wait too, but most of players will be disagree on this because in coll-down time if you have heavily restrained you have nothing to do only wait while coll-down end)

 

At this moment can't remember what need fix more.

 

Posted
36 minutes ago, naaitsab said:

The most important things to fix are related to the database and the save file corruption/growth

Even with database fix, if you put many restraints on NPC, save still freezes and save a long time. Can up to 15 minutes (longer i not wait).

Posted
44 minutes ago, Elsidia said:

Even with database fix, if you put many restraints on NPC, save still freezes and save a long time. Can up to 15 minutes (longer i not wait).

There are more issues with NPC's in the game itself. So it should come with a warning, not to do much with NPC's. I think the main focus should be on the player.

Posted
55 minutes ago, naaitsab said:

There are more issues with NPC's in the game itself. So it should come with a warning, not to do much with NPC's. I think the main focus should be on the player.

More like "Wanna totally pork your game.. put DD restraints on Settlers/Companions/NPC's. Don't Fucking Do it!!".  LOL!

Posted
9 hours ago, izzyknows said:

More like "Wanna totally pork your game.. put DD restraints on Settlers/Companions/NPC's. Don't Fucking Do it!!".  LOL!

"You mean we can also put settlers in chains? Nice. Will do that" ?

Best would be to implement something that just stops equipping if X NPC's are wearing DD. 

Posted
10 hours ago, izzyknows said:

Don't Fucking Do it!!".  LOL!

I don't do it with companions or settlers)

I do it with special NPC from mod F4SS (totally outdated and author write scripts for DD 2.0)

Also sometimes followers got chains from AAF surrender)

 

But actually i stop playing Fallout 4 and go to Skyrim SE. In Fallout 4 rare event is i try to improve my WIP DD 2.0_fanedition.)

Posted (edited)
On 7/31/2021 at 3:49 PM, gadgetzan said:

Also I can not seem to get nipple vice and clamp mesh to fit correctly? All items look correct but the nipple things equip above the nipples, even though I've built them like everything else in BodySlide. I use CBBE Curvy

For me the problem was caused by breast physics. In Outfit Studio vice and body/outfit with physics align perfectly, but in game - not so much. Bodies/outfits without physics don't have this issue.

Edited by oldestman
Posted
3 hours ago, oldestman said:

For me the problem was caused by breast physics. In Outfit Studio vice and body/outfit with physics align perfectly, but in game - not so much. Bodies/outfits without physics don't have this issue.

That's because DD items don't have physics. You can add them if you know how. Otherwise you need to equip an item that takes slot 34. ie: restrictive boots/corset...

Posted (edited)
35 minutes ago, izzyknows said:

That's because DD items don't have physics. You can add them if you know how. Otherwise you need to equip an item that takes slot 34. ie: restrictive boots/corset...

 

At least for Fusion Girl the 1.75+ 3B OCBP/OCBPC physics work fine for me with a correct conversion of those items. Clamps line up with the nipples and bounce up and down with my tits just fine. Make sure the bones used are the new CBP breast bones and not the old breast skin ones (which are no longer present in newer FG).

Edited by vaultbait
Posted
18 hours ago, oldestman said:

For me the problem was caused by breast physics.

Fusion girl convert 1.45 works perfect too with physics.

But maybe i change physics configuration file manually. Don't remember.

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