Jump to content

Recommended Posts

Posted

help! was there some way to remove bound animation from an npc who was wearing DDs but had them removed. Poor Heather Casdin was with my character when she was captured and now Heather has no DDs but is stuck with her hands behind her back. 

Posted
54 minutes ago, NickosTyr said:

OH!  Looking forward to future updates!  Main reason I have put off using DD in F4 is the reliance on AWKCR.  These updates look interesting.

AWKCR is no longer used so removed as a dependency, as with some of the DLC. Mainly to speed up loading the mod (or your DD depended mod) in the Creation Kit.

I'm planning to release the next beta version in a day or 2. A few quirks to work out with the inflatable plugs and the shock effect.

Posted
10 hours ago, NotKinkyEnough said:

help! was there some way to remove bound animation from an npc who was wearing DDs but had them removed. Poor Heather Casdin was with my character when she was captured and now Heather has no DDs but is stuck with her hands behind her back. 

I read somewhere in this topic that you have to bind her with whatever was used & unlock it.  Don't forget to use the disable tag at the top of her inventory before you close it.  I have used this method to good effect.

Posted
19 minutes ago, reconphil said:

I read somewhere in this topic that you have to bind her with whatever was used & unlock it.  Don't forget to use the disable tag at the top of her inventory before you close it.  I have used this method to good effect.

I tried this and it didn't work and I have tried all the items she had on her so I am guesing something else bound her and got removed and replaced by some script when I did not see it happening. So will I have to try adding each item and see which one it was? or is there some way to tell by looking for keywords or something

Posted
59 minutes ago, NotKinkyEnough said:

I tried this and it didn't work and I have tried all the items she had on her so I am guesing something else bound her and got removed and replaced by some script when I did not see it happening. So will I have to try adding each item and see which one it was? or is there some way to tell by looking for keywords or something

You can't see keywords, wish ya could! If you have something like Violate that has the option to add restraints to companions.. turn it to Player Only for DD. Also, the color of the restraint doesn't matter, so at least that helps a bit.

Posted
Spoiler

  

9 hours ago, NotKinkyEnough said:

I tried this and it didn't work and I have tried all the items she had on her so I am guesing something else bound her and got removed and replaced by some script when I did not see it happening. So will I have to try adding each item and see which one it was? or is there some way to tell by looking for keywords or something

 

8 hours ago, izzyknows said:

You can't see keywords, wish ya could! If you have something like Violate that has the option to add restraints to companions.. turn it to Player Only for DD. Also, the color of the restraint doesn't matter, so at least that helps a bit.

 

Keywords, not so much, but you can see a lot with Better Console. Is quite helpful.

Posted
58 minutes ago, Nebuchadnezzer2 said:
  Reveal hidden contents

  

 

 

Keywords, not so much, but you can see a lot with Better Console. Is quite helpful.

I've been using it since it came out. ? Alpha tested one from Register, was really kool.. but holy Molerat balls.. could you fork up your game. It was far to advanced for public consumption.

Posted
6 hours ago, Nebuchadnezzer2 said:
  Reveal hidden contents

  

 

 

Keywords, not so much, but you can see a lot with Better Console. Is quite helpful.

alright so I used this and saw a bunch of magic effects still on her, I removed these with removespell but still her arms go back behind her. the only time it moved a bit was when I removed the TDNoFighting when the arms moved forward about a fifth of the way then went back again.

Tried each device on and off, tried removing the spell effects before removing and after, all the things I can think and she is still pretending she is tied up!
I am out of ideas, I will just have to pretend she has gone permanent submissive or something

Posted
13 minutes ago, NotKinkyEnough said:

saw a bunch of magic effects still on her, I removed these with removespell but still her arms go back behind her. the only time it moved a bit was when I removed the TDNoFighting when the arms moved forward about a fifth of the way then went back again.

That is not going to really do much in and of itself.

Instead, look at the equipment on them.
You'll notice one or more with DD's FormID prefix (0D in my current list, I think) that almost perfectly match a DD inventory item (usually one digit off, XXxxXXx0 vs XXxxXXx1 for instance).
Check in xEdit which item it matches (it'll be a Rendered item, not an Inventory one, take note of it's corresponding Inventory item), and equip the inventory item to them, close the pip-boy, wait a few seconds, then open their inventory back up and unequip it.

Repeat until solved/no more 'hidden' DD items equipped.

Posted

Next RC is ready for testing. Mainly the plug system needs testing. The "Inflatable Vibrator" has a custom script allowing interaction. The anal one does not currently.

 

Latest Torture Devices Beta is required.

https://www.loverslab.com/files/file/3341-torturedevices/

 

New hard requirements:
-AAF

Soft requirements:
-High Heel system (for slave heels)

Version Requirements:
TortureDevices. Minimum 2.2


-Reworked plug system. Added shock option and inflate system. Moddable on a workbench.
-Added Arousal system based on actor values
-Added aditional blocks for lockpicking, pickpocket, trap disarming and workbench use for armbinder and straitjacket
-Added protection against race condition on MT changes (yokes/hobble/armbinder etc). By EgoBallistic
-Added number of missing devices
-Added hobble variant of legcuffs (regular no longer lock legs by default)
-Added slave heels from https://www.loverslab.com/files/file/14521-devious-devices-slave-heels-cbbe-fusion-girl/ with permission of JB
-Fixed specular maps enabled on restrictive leather items.
-Added perk based activation restrictions for mittens, armbinders and straitjackets
-Added Catsuit zap edit by By Elsidia (zap boots and collar)
-Added alternative animations for the Hobble dresses and Armbinder By Gray User and Egobalistic
-Merged plug effects into 1 spell with conditions

 

RC2.7z

Posted (edited)
9 hours ago, naaitsab said:

Next RC is ready for testing. Mainly the plug system needs testing. The "Inflatable Vibrator" has a custom script allowing interaction. The anal one does not currently.

Ya forgot the reference mesh fix. ;)

 

DD Reference Mesh Fix.zip

Edited by izzyknows
Posted (edited)
14 hours ago, naaitsab said:

The "Inflatable Vibrator" has a custom script allowing interaction.

When the inflatable triggers it pops me into 3rd person with no animation, every few seconds it restarts the standing idle animation until the even ends.

On the second trigger, I get stuck in 3rd person and am unable to interact with containers/workbenches. I have to quick save quick load to clear it.

Also, after the first trigger, when talking to NPC's. my character is constantly looking way off to the left.

 

Haven't tested the armor bench mods to it yet. That's next! :)

Edit:

Ahh.. what workbench modifies the plugs?

Edited by izzyknows
Posted
34 minutes ago, izzyknows said:

Ahh.. what workbench modifies the plugs?

I think original workbench what add mods to all armors. When you not wear a plug.

Posted (edited)
2 hours ago, Elsidia said:

I think original workbench what add mods to all armors. When you not wear a plug.

Yeah, there's nothing for the inflatables. The other plugs have mods.

Seems the "Shock" doesn't trigger either, get the message but no animation. The MCM>Debug>Test  works as far as knocking down the player, but no electric effects.

Edit: @naaitsab

After a couple reloads the "shock" on regular plugs seems to be working now. Crafting is still blocked even after removing the plugs. I get the craft/transfer prompt but trying to craft fails a I get stuck in 3rd person.

And a little different approach to the "hide pip-boy" set to 0 would be nice. I mean if it's off, can't you just shut the script down?

I did remove the entire hide pip-boy code so it'd stop spamming the log every 15 seconds. LOL Personally, I have no use for that option anyway and had it removed in my "edited to hell" version... but that's just me.

Edited by izzyknows
Posted

 

11 hours ago, izzyknows said:

When the inflatable triggers it pops me into 3rd person with no animation, every few seconds it restarts the standing idle animation until the even ends.

On the second trigger, I get stuck in 3rd person and am unable to interact with containers/workbenches. I have to quick save quick load to clear it.

Also, after the first trigger, when talking to NPC's. my character is constantly looking way off to the left.

 

Haven't tested the armor bench mods to it yet. That's next! :)

Edit:

Ahh.. what workbench modifies the plugs?

Regular armor workbench, if not wearing a device of that type (keyword check so any plug will prevent modding). Tried to replicate the way RealHandcuffs hides the worn devices but that requires a very extensive rewrite of the core of DD. So not gonna happen for such a small feature :P

 

10 hours ago, izzyknows said:

Yeah, there's nothing for the inflatables. The other plugs have mods.

Seems the "Shock" doesn't trigger either, get the message but no animation. The MCM>Debug>Test  works as far as knocking down the player, but no electric effects.

Edit: @naaitsab

After a couple reloads the "shock" on regular plugs seems to be working now. Crafting is still blocked even after removing the plugs. I get the craft/transfer prompt but trying to craft fails a I get stuck in 3rd person.

And a little different approach to the "hide pip-boy" set to 0 would be nice. I mean if it's off, can't you just shut the script down?

I did remove the entire hide pip-boy code so it'd stop spamming the log every 15 seconds. LOL Personally, I have no use for that option anyway and had it removed in my "edited to hell" version... but that's just me.

Only the "Atomic" plugs have mods for them. I could add some for the vibration options on the inflatable plugs.

And forgot to remove the MCM test, it's for me to test functions without much hassle :P 

 

I will check the pipboy code, if it's set to 0 it's not really useful to keep triggering checks indeed.

Posted (edited)
1 hour ago, naaitsab said:

Only the "Atomic" plugs have mods for them. I could add some for the vibration options on the inflatable plugs.

That would be kool! I really like that mechanic!

But at the moment, the way the plugs block crafting "anything at any workbench" is more important. You know, it may not be the plugs, but the animations. Because until the arousal animation triggers a few times, there's no issue.

Speaking of, can you lower the timer for when the player is locked and can't move while the arousal animation is playing? You end up locked for 20 seconds after the animation is done.

Just woke up.. so probably didn't explain that to well. LOL

 

Edit: Just loaded up the game. Seems I'm permanently locked out of all the workbenches. I can transfer stuff but that's it. Not wearing any DD or have any in the inventory.

Can't "sit" either.

Edited by izzyknows
Posted
10 minutes ago, izzyknows said:

That would be kool! I really like that mechanic!

But at the moment, the way the plugs block crafting "anything at any workbench" is more important. You know, it may not be the plugs, but the animations. Because until the arousal animation triggers a few times, there's no issue.

Speaking of, can you lower the timer for when the player is locked and can't move while the arousal animation is playing? You end up locked for 20 seconds after the animation is done.

Just woke up.. so probably didn't explain that to well. LOL

The main problem you can't really "multithread" the plug animations and vibrations like Skyrim. At least not reliable as "waiting for animation x to end" is marked as don't do on the programming documentation. At least I think you are referring to a plug event? Regular animations are skippable by drawing a weapon or pressing space.

Posted (edited)
2 hours ago, naaitsab said:

At least not reliable as "waiting for animation x to end" is marked as don't do on the programming documentation.

It can be solved. As an example - on animation end just trigger some custom event. It is possible as animations started by your code.

The boilerplate is:

StartPlayMyAnimation(myActor)
Utility.Wait(animationDuration)
FireMyCustomEvent(myActor)

 

There some other solutions, but this one seems most reliable for me.

 

Edited by Dlinny_Lag
Posted
2 hours ago, naaitsab said:

Regular animations are skippable by drawing a weapon or pressing space.

Arousal animation is not quite "regular". When arousal animation started player "can't" interrupt animation. The only way I've found - change camera to opposite person view (1st->3rd or 3rd->1st)

Posted
3 minutes ago, Dlinny_Lag said:

Arousal animation is not quite "regular". When arousal animation started player "can't" interrupt animation. The only way I've found - change camera to opposite person view (1st->3rd or 3rd->1st)

Yes that normally works.

But I was talking about the "locked in place" timer. I think it's an inputenablelayer. Have to check to make sure. But either the timer needs to be a bit shorter, or loop the animation a couple times so it kind of matches the scene a little better.

Posted

@naaitsab When the inputenablelayer dd_library.VibratePlugs (Line 3251) is disabled (naturally, not via console command) it breaks the game by blocking all access to ANY crafting station.

This is a fatal bug as it permanently blocks crafting.

To replicate:

Craft the inflatable vaginal plug and equip it.

Stay in 1st person and allow the script to pop you into 3rd person.

Let it play out until the event is finished and you regain control.

Enter 1st person.

Try to craft at ANY crafting station.

Posted
1 hour ago, naaitsab said:

Will look into them tonight.

Could you also remove redundant line of code?

Function PlayDDAnimation has lines at the end

 

		if player
			Game.SetPlayerAIDriven(false)
			player.SetPlayerControls(true)
		endif

 

line 

player.SetPlayerControls(true)

should be removed. I just forgot to remove this line from code sample I provided.

 

Posted
22 hours ago, Dlinny_Lag said:

It can be solved. As an example - on animation end just trigger some custom event. It is possible as animations started by your code.

The boilerplate is:

StartPlayMyAnimation(myActor)
Utility.Wait(animationDuration)
FireMyCustomEvent(myActor)

 

There some other solutions, but this one seems most reliable for me.

 

The issue is that the animation duration is not static. It seems to heavily rely on FPS and certain ingame modifiers. So it either stops the animation way to soon or you are stil "locked" while the animation has ended already. And 'registerforanimationevent' is supposed to be unreliable as it can be interrupted by let's say an npc attack. And the interuption is not detected as an end to the idle. So you are stuck. So I'm open for idea's but it must be reliable.

 

@izzyknows can you try this version of the library script?  I think mainly the SetPlayerControls thing I've missed deleting as stated in @Dlinny_Lag post caused the weird issues.

 

DD_Library.pex

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...