naaitsab Posted September 13, 2021 Posted September 13, 2021 5 minutes ago, Nebuchadnezzer2 said: Yeah, it's a bit of a conundrum. I know Skyrim's DD has crawlin anims, and I could've sworn I looked around for something similar in DD/TD a while back, but I forget if I found anything to use... Ideally, I'd simply swap it to something else, like a shorter-stride walk, crawling, etc., but anim related crap is not my 'expertise' Yeah animators are hard to find... There is a mod that has crawling animations but that's not really fitting imho. 6 minutes ago, Nebuchadnezzer2 said: Will do, and yes, it is part of DCW, which is what I was thinking of there... I've made quite a few personal alterations, alright? Which reminds me, A: an MCM, and B: ability to adjust/disable shit like the 'gagged moans' in it, will be top of my 'to-do list', when I finally get around to looking at/poking stuff Check the screenshot above, I already made a MCM and you can change the event timers 34 minutes ago, vaultbait said: On a related note, I'm using an expanded version of this patch to make it so the ballet heel restrictive boots (with or without the corset) and some of the high-heeled dresses as well prevent running, and also make clomping heel walk sounds: Reveal hidden contents It needs HHS, but as I'm also using the FG+HHS slider conversion for DD that's not been a concern for me. Yeah also found that one, HHS is a bit to specific to add as a dependency. Currently only AAF is required. ArmorKeywords not anymore. 2
EgoBallistic Posted September 13, 2021 Posted September 13, 2021 @naaitsab one thing you might consider is removing all of those places where the DD scripts do this: ; we force the NPC inventory to update... akActor.AddItem(libs.BobbyPin, 1) akActor.RemoveItem(libs.BobbyPin, 1) This isn't necessary, and calling AddItem() on an NPC causes their default outfit to re-equip. This is why mods that attempt to equip more than one DD device on NPCs often have problems, the NPC usually ends up with one device equipped and the rest in a weird state where DD thinks the item is equipped but the rendered device is not. 2
Kimy Posted September 13, 2021 Author Posted September 13, 2021 On 9/7/2021 at 8:02 AM, naaitsab said: I tried to combine the fixes I deemed most important for gameplay. So mainly the script changes people have submitted on the thread. If people could let me know if these work it could be a first step for the patch. Due to the changes made to the core of the scripts that are most of them running all the time I would recommend a save without DD or a new game when testing. ArmorKeyword does not seem to be used anymore so in a later stage it will be removed as a dependency. AAF however is now required for the proper handling of sex scenes with DD. Changelog: AAF is now a soft requirement. DD_Libary -Added Database rework by Tron91 Source: https://www.loverslab.com/topic/138017-boston-devious-helper-alpha/page/39/?tab=comments#comment-3146057 -Added fixes for wrong timer type call and comparison problem on actor check is player. By Elsidia Source: DM -Added setting to show or hide database messages ingame (DD_Config_ShowDBMessages 0 or 1). By Naaitsab DD_RestraintScript -Fixed difficulty always set to 9. By Elsidia Source: https://www.loverslab.com/topic/73925-devious-devices/?do=findComment&comment=3482864 -Fixed sleep tracking. By Elsidia Source: https://www.loverslab.com/topic/73925-devious-devices/?do=findComment&comment=3482864 -Alternative checks if player is in a menu, pipboy, containter etc. By EgoBallistic Source: https://www.loverslab.com/topic/73925-devious-devices/?do=findComment&comment=3458705 DD_PlayerRefScript -Removed database init call to DD_Libary -Fixed AAF animations in devices. By EgoBallistic Source: https://www.loverslab.com/topic/73925-devious-devices/?do=findComment&comment=3417483 Devious Devices.esm -Added Global DD_Config_ShowDBMessages. Default is set to false. Console 'set DD_Config_ShowDBMessages to 1' to display the notifications ingame -Changed gag talk to be less anoying (requires player NPC activation and can be exited from) by Recursive Source: https://www.loverslab.com/topic/73925-devious-devices/page/101/?tab=comments#comment-3284988 Community patch 0.1.zip 129.84 kB · 22 downloads @EgoBallistic if you are fine with it I would also like to implement your 'face morphs' fixes into DD itself in a later stage. As it's kinda mandatory for a decent look. @Kimy my idea is to start with the most important things and later add nice to haves. Like more advanced vibration events and some mesh fixes. Let me know how you feel about it. Small extras like carry weight could always be bundled as optional ESL/ESP files with a FOmod installer. Looking great so far! Thanks for your contribution to this! 3
naaitsab Posted September 13, 2021 Posted September 13, 2021 1 hour ago, EgoBallistic said: @naaitsab one thing you might consider is removing all of those places where the DD scripts do this: ; we force the NPC inventory to update... akActor.AddItem(libs.BobbyPin, 1) akActor.RemoveItem(libs.BobbyPin, 1) This isn't necessary, and calling AddItem() on an NPC causes their default outfit to re-equip. This is why mods that attempt to equip more than one DD device on NPCs often have problems, the NPC usually ends up with one device equipped and the rest in a weird state where DD thinks the item is equipped but the rendered device is not. Thanks for the tip, will look it trough. Is there an alternative to refresh the inventory you are familiar with? 48 minutes ago, Kimy said: Looking great so far! Thanks for your contribution to this! No problem. That's what the modding community is for The MCM implementation also seems to be working as intended so will add it to this post for people to test. Next one on the list is add a more advanced vibration system with help of @Elsidia some quirks and optimizations to work out but should be almost good to go. Changelog over previous upload: -Added MCM menu. Features lockable difficulty settings and changeable event cooldowns due to very popular demand. -Merged gag face morphs by EgoBallistic (mouth opens properly). AAF is therefore now a hard requirement -Added a AAF protectedEquipmentData XML to try and prevent stripping of DD devices in scenes -Implemented Canary Save Game Monitor. With the large save footprint of the mod this can cause issues if unnoticed. Highly recommended to install this mod. Due to the MCM implementation the old system using global variables are no longer in use and will be removed. When the patch is ready I will add a modded variant of ‘Deviously Cursed Menu’. To trim it down to only Cursed Wasteland. DD with MCM RC1.zip 3
EgoBallistic Posted September 13, 2021 Posted September 13, 2021 2 minutes ago, naaitsab said: Thanks for the tip, will look it trough. Is there an alternative to refresh the inventory you are familiar with? I don't think it is ever necessary. However, the problem with outfits getting reset only happens if the ContainerMenu is closed. So, it may be sufficient to only remove the cases where the menu isn't open, like in OnEquipped() in DD_RestraintScript. 2
Elsidia Posted September 13, 2021 Posted September 13, 2021 4 hours ago, naaitsab said: Yeah there are no other animations available so it's either bunnyhop or slow There is alternative of animations for walking in rope binders in this mod: https://www.loverslab.com/files/file/6766-bondage-device-animations/
naaitsab Posted September 13, 2021 Posted September 13, 2021 21 minutes ago, Elsidia said: There is alternative of animations for walking in rope binders in this mod: https://www.loverslab.com/files/file/6766-bondage-device-animations/ Forgot about those, if I can get them working it would be a nice alternative. 2
Kimy Posted September 14, 2021 Author Posted September 14, 2021 Just as a reminder, but keep in mind that everything that's slated to go into DD needs to come with full usage permissions and the contributor needs to assure that the assets are free of 3rd party rights. When this patch is ready to get merged, I probably won't be able to verify this myself anymore. So if you guys use anything you didn't make, please make sure that the creator is cool with the DD contribution rules. 2
naaitsab Posted September 14, 2021 Posted September 14, 2021 2 hours ago, Kimy said: Just as a reminder, but keep in mind that everything that's slated to go into DD needs to come with full usage permissions and the contributor needs to assure that the assets are free of 3rd party rights. When this patch is ready to get merged, I probably won't be able to verify this myself anymore. So if you guys use anything you didn't make, please make sure that the creator is cool with the DD contribution rules. This is something I've always kept in mind. All changes are made on scripts you made and I've credited people for their additions. EgoBallistic mouth-gag fix was also implemented after a green light from them. Currently I'm adding some animations from 'Gray User' so we finally have proper hobble skirt "walking" and some nice armbinder fixes. Those are specifically stated free to use as long as it's hosted on LL. The plug event rewrite I'm co-creating with Elsidia so that's also fine permissions wise. If I need specific permissions I will ask them and when it's time for a proper release I will send you all the files and the verification. I've asked before but if anybody has something lying around mods wise or self-made some tweaks let me know. Now is the time 3
izzyknows Posted September 14, 2021 Posted September 14, 2021 19 minutes ago, naaitsab said: I've asked before but if anybody has something lying around mods wise or self-made some tweaks let me know. Now is the time Did you fix the Restrictive Boots first person missing record? (blocks your vision when crouched) I think you got the file that removes the unneeded CBBE reference body. Right? BTW, a big THANK YOU for taking this on!! 2
naaitsab Posted September 14, 2021 Posted September 14, 2021 50 minutes ago, izzyknows said: Did you fix the Restrictive Boots first person missing record? (blocks your vision when crouched) I think you got the file that removes the unneeded CBBE reference body. Right? BTW, a big THANK YOU for taking this on!! I've now added the reference CBBE fixes from your post. I suspect you mean the Armor addon DD_Boots_Restrictive_Latex_Black_AA (and leather) as it uses a body slot, what NIF should be used for that?
izzyknows Posted September 14, 2021 Posted September 14, 2021 (edited) 10 minutes ago, naaitsab said: I've now added the reference CBBE fixes from your post. I suspect you mean the Armor addon DD_Boots_Restrictive_Latex_Black_AA (and leather) as it uses a body slot, what NIF should be used for that? It's the Female 1st Person>MOD5 - Model FileName = DeviousDevices\1stPersonHands.nif On both boots. They're just missing that record. Edited September 14, 2021 by izzyknows
naaitsab Posted September 14, 2021 Posted September 14, 2021 9 minutes ago, izzyknows said: It's the Female 1st Person>MOD5 - Model FileName = DeviousDevices\1stPersonHands.nif On both boots. They're just missing that record. Done Thanks for the headsup 2
Nebuchadnezzer2 Posted September 14, 2021 Posted September 14, 2021 (edited) Spoiler On 9/14/2021 at 4:39 AM, naaitsab said: Thanks for the tip, will look it trough. Is there an alternative to refresh the inventory you are familiar with? No problem. That's what the modding community is for The MCM implementation also seems to be working as intended so will add it to this post for people to test. Next one on the list is add a more advanced vibration system with help of @Elsidia some quirks and optimizations to work out but should be almost good to go. Changelog over previous upload: -Added MCM menu. Features lockable difficulty settings and changeable event cooldowns due to very popular demand. -Merged gag face morphs by EgoBallistic (mouth opens properly). AAF is therefore now a hard requirement -Added a AAF protectedEquipmentData XML to try and prevent stripping of DD devices in scenes -Implemented Canary Save Game Monitor. With the large save footprint of the mod this can cause issues if unnoticed. Highly recommended to install this mod. Due to the MCM implementation the old system using global variables are no longer in use and will be removed. When the patch is ready I will add a modded variant of ‘Deviously Cursed Menu’. To trim it down to only Cursed Wasteland. DD with MCM RC1.zip 163.18 kB · 6 downloads Just poking around, MCM looks good. An option to prevent the 'blindfold effect' from applying, is about all that comes to mind at the moment (quick Bool in the Library, relevant MCM option and script config for it, and a tweak to the DD_Effect_Blindfold.psc to add a quick "if else" at the start when it's trying to apply them, should sort that out. Can work on that later if you want). Something similar on the leg-restraints to give people an option between 'hop' and 'no hop', would be good too, but probably a bit more involved. Can probably just leave an option in the installer for that, even if it's just a link to a mod/quick instructions for a 'how-to' (I do have a 'mod' for that, but uh... I basically just removed the script entries on those leg items entirely, so not exactly ideal... Worked though ). A lot of the rest has already been addressed, I think. I say, then remember something else... The 'lockpick minigame''s main flaw (to me), other than restricting you to just one bobby pin, is it evidently 'carries over' the previous bobby pin's "durability". Which might make some sense, but when you needa pick and then re-pick through 3+ Master difficulty locks, is more than a little tedious. I also found recently, that the Rank 4 Lockpicking perk ("Your bobby pins never break during lockpicking.") isn't really "never" but "very unlikely", as it merely cranks up the "durability" of the lockpicks (to, I'd estimate, about 4x normal). Used to be truly 'unbreakable' in previous titles, but evidently not in FO4, unless I'm missing something (and no, not been testing solely on DD's shit, even vanilla lock stuff can break them if you're careless/testing). I know I'm not the only one who'd love some more 'unlock options', or more than one lone bobby pin (maybe depending on where you are, but that'd be a fair bit of work). Perhaps if @spicydoritos is alright with it, merging their DD Bench Unlock would be a nice 'middle-ground'. AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA Enough, I have a fucking essay to work on Thanks for the work so far! E: Whelp, brain refuses to cooperate on that front anyway, so fuck it, why not? More digging! Edited September 14, 2021 by Nebuchadnezzer2 Brain no worky goodly
izzyknows Posted September 14, 2021 Posted September 14, 2021 Oh.. I'm not a code monkey... but.. When entering Power Armor it checks for a Race change (PowerArmor Race), It should check for furniture. This will make it more compatible with other mods like Workshop Framework, a couple drive able vehicle mods and any mod that temporarily changes the players race. Workshop Framework for example, changes you to a Bloatfly in Fly Mode, but DD still sees a race change and freaks out. For the life of me I can't remember which file it's in. Was a long time ago. LOL
MrCruelJohn Posted September 14, 2021 Posted September 14, 2021 59 minutes ago, izzyknows said: Oh.. I'm not a code monkey... but.. When entering Power Armor it checks for a Race change (PowerArmor Race), It should check for furniture. This will make it more compatible with other mods like Workshop Framework, a couple drive able vehicle mods and any mod that temporarily changes the players race. Workshop Framework for example, changes you to a Bloatfly in Fly Mode, but DD still sees a race change and freaks out. For the life of me I can't remember which file it's in. Was a long time ago. LOL Workshop Plus is the fly mode - and yes, would be nice to not have the race change even possible. Thank you for mentioning the blocking of vision - the blindfold effect would be nice to keep - on/off - maybe with a slider for how dark it makes it... just a shade darker doesn't really seem realistic - clear vision in 3rd person AAF scenes would be nice for snapshots. Look forward to these many fixes - particularily that they get locked on - they stay on till removed properly. It really is too easy to escape. Thanks for all the hard work you all have put into this. John 1
spicydoritos Posted September 14, 2021 Posted September 14, 2021 1 hour ago, Nebuchadnezzer2 said: Perhaps if @spicydoritos is alright with it, merging their DD Bench Unlock would be a nice 'middle-ground'. If y'all deem it appropriate and desired, go right ahead. My posted permissions include "Feel free to... incorporate into your own mods as long as the result is freely available and not paywalled." The mod itself may still get tweaked/updated if the mood strikes, though. ? 3
izzyknows Posted September 14, 2021 Posted September 14, 2021 1 hour ago, MrCruelJohn said: the blindfold effect would be nice to keep - on/off I like blindfold effect. I use Darker Nights (darkest level) and boy oh boy does the flashlight become necessary! 1 hour ago, MrCruelJohn said: Workshop Plus is the fly mode Correct! Been awhile. LOL
Elsidia Posted September 15, 2021 Posted September 15, 2021 (edited) 9 hours ago, MrCruelJohn said: It really is too easy to escape. That was because difficulty was 9. Now difficulty bug is fixed and for all users what use default settings will be 4. That means now work more DD properties. Simple example is than now colldown time is 4 hours. If you are in straitjacket and try unlock with key you have 5% chance to fit key. key's broke more intense and lock breakdown is higher. That's only few changes what i remember. UPD: Want more? Set difficulty level to zero and it will be true nightmare. Edited September 15, 2021 by Elsidia
naaitsab Posted September 15, 2021 Posted September 15, 2021 14 hours ago, izzyknows said: Oh.. I'm not a code monkey... but.. When entering Power Armor it checks for a Race change (PowerArmor Race), It should check for furniture. This will make it more compatible with other mods like Workshop Framework, a couple drive able vehicle mods and any mod that temporarily changes the players race. Workshop Framework for example, changes you to a Bloatfly in Fly Mode, but DD still sees a race change and freaks out. For the life of me I can't remember which file it's in. Was a long time ago. LOL There is some logic in DD_Library 1. Item check that has keyword DD_kw_EffectType_BlockPowerArmor 2. Exit powerarmor if in armor 3. Add perk DD_NoPowerArmorPerk (blocks PO activation) The only thing I can think of is that on step 2 it spasms on the exit powerarmor function. But those are both built-in functions from the game. If akActor.IsInPowerArmor() akActor.SwitchToPowerArmor(None) Can't find any active race checks otherwise.
izzyknows Posted September 15, 2021 Posted September 15, 2021 (edited) 6 hours ago, naaitsab said: Can't find any active race checks otherwise. It's in DD_PlayerRefScript.psc Around line 53. If you're using Notepad++ Edited September 15, 2021 by izzyknows
naaitsab Posted September 15, 2021 Posted September 15, 2021 1 hour ago, izzyknows said: It's in DD_PlayerRefScript.psc Around line 53. If you're using Notepad++ I changed the line to this: If libs.player.GetRace() != PowerArmorRace && libs.player.WornHasKeyword(libs.DD_kw_RenderedItem) So it should only fire when you have Devious Devices on you, otherwise it will do nothing. Would that help? Done implementing the new motion idles, looks a lot better. Bunny hop is now only linked to leg cuffs which I want to change as it makes no sense. My idea is to remove any special animations and prevent running on the institute cuffs and the iron harness set. Both due to the weight. Currently working on a crude arousal system which fires different animations based on your level. 1
izzyknows Posted September 15, 2021 Posted September 15, 2021 2 hours ago, naaitsab said: I changed the line to this: If libs.player.GetRace() != PowerArmorRace && libs.player.WornHasKeyword(libs.DD_kw_RenderedItem) So it should only fire when you have Devious Devices on you, otherwise it will do nothing. Would that help? Done implementing the new motion idles, looks a lot better. Bunny hop is now only linked to leg cuffs which I want to change as it makes no sense. My idea is to remove any special animations and prevent running on the institute cuffs and the iron harness set. Both due to the weight. Currently working on a crude arousal system which fires different animations based on your level. That would probably do just fine. Because it would trigger regardless, no matter what! I removed the bunny hop completely from everything and restricted running. Hated that almost as much as Preston. Like the arousal system idea!! The bound arms/hands struggle animation in first person could use a little love. It slams the camera underground. Maybe force 3rd person? Dunno. I also removed most of the device restrictions, so if a mod or cursed loot wanted to equip say a plug while wearing a chastity belt, for example, it could. Probably not the correct way to do.. but it works for me. LOL
Kimy Posted September 15, 2021 Author Posted September 15, 2021 If you guys find somebody willing to donate some bound animations to DD, I would definitely NOT mind getting rid of the dependency on Torture Devices. I wanted to do that for years now. 1
Dlinny_Lag Posted September 16, 2021 Posted September 16, 2021 (edited) 7 hours ago, izzyknows said: The bound arms/hands struggle animation in first person could use a little love. It slams the camera underground. Maybe force 3rd person? Dunno. Forcing camera to 3rd person working well in my environment. I have implemented it in my own. Moreover I've enabled arousal animation for NPCs as well. There are a couple of issues that need to be solved 1) Sometimes animation won't start on PC and PC is able to walk instead of playing animation. 2) 3rd person camera distance is not restored to initial value after animation. Both issues are solvable, but I had no time for them. If anyone intersted in a) 3rd camera forcing and b) applying DD_Event_Vibrate to NPCs then I can change my priorities and provide complete solution. Second thing I want to see in DD_Event_Vibrate - configurable ability to disable sound and animation. I don't care about activity of magic effect, but want an option to avoid DD effects. It will be necessary if some mod will try to apply similar effects (sound and animation) caused by other reason than timer in DD_Event_Vibrate. Edited September 16, 2021 by Dlinny_Lag
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