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Posted
38 minutes ago, naaitsab said:

You can use this patched MCM file for DCW. Will be part of the FoMOD.

Not what I was meaning. I use a bat file for those settings.  ;)

Roggvir's DD Manager ....

Allows the player to control which "Devious Devices" items can be put on

Posted

Assuming the "EquipDevice" and "EquipRandomDevice" calls in DD_Library have not changed, Rogg's DD Items Manager should still work fine.  I don't think there is a need to integrate it into DD or have DD use its settings.  You just call Rogg's "PickRandomItemsRemote" function, it returns an array, and you loop through the array calling "Libs.EquipDevice" on each.

Posted
4 minutes ago, EgoBallistic said:

Assuming the "EquipDevice" and "EquipRandomDevice" calls in DD_Library have not changed, Rogg's DD Items Manager should still work fine.  I don't think there is a need to integrate it into DD or have DD use its settings.  You just call Rogg's "PickRandomItemsRemote" function, it returns an array, and you loop through the array calling "Libs.EquipDevice" on each.

The core scripts are untouched. Would be a bad time if the framework breaks every DD mod (there are sadly few but that's not the point) so that's not going to happen. And the author could be asked to add the new items if they are specific list items.

Posted

Honestly, the only mod that respects the Roggvir's DD manager has been Violate.  The others do not, or perhaps, consistently fail at following it, or not actually setup to use this DD manager.

 

Would be nice if others would follow Ego's lead.

 

John

Posted
3 hours ago, MrCruelJohn said:

Honestly, the only mod that respects the Roggvir's DD manager has been Violate.  The others do not, or perhaps, consistently fail at following it, or not actually setup to use this DD manager.

 

RSE also did, but has been abandoned for years now.

 

3 hours ago, MrCruelJohn said:

Would be nice if others would follow Ego's lead.

 

Same goes for Roggvir's No-Strip Items Manager too. So many mods implement their own stripping before handing off to AAF, and remove things I like kept on (especially my eyeglasses, because with Myopia Simulator it just results in the sex scenes being blurred out, but also things like wearable fingernails, body piercings and other jewelry...).

Posted
2 hours ago, vaultbait said:
6 hours ago, MrCruelJohn said:

Honestly, the only mod that respects the Roggvir's DD manager has been Violate.  The others do not, or perhaps, consistently fail at following it, or not actually setup to use this DD manager.

 

RSE also did, but has been abandoned for years now.

 

6 hours ago, MrCruelJohn said:

Would be nice if others would follow Ego's lead.

 

Same goes for Roggvir's No-Strip Items Manager too. So many mods implement their own stripping before handing off to AAF, and remove things I like kept on (especially my eyeglasses, because with Myopia Simulator it just results in the sex scenes being blurred out, but also things like wearable fingernails, body piercings and other jewelry...).

 

I wholeheartedly agree. Very frustrating to have such goodies as DD Manager and No Strip only to find out that they are not honored by certain mods.

Posted

Would I break my game if I dropped in the latest release candidate replacing the nearly stock DD I'm running (just have that script patch posted a bit ago)?  Or is it safer to start a new character for that?

 

I haven't checked this thread for a bit and am super stoked to see you all working on this!

Posted
3 hours ago, Marg597 said:

Would I break my game if I dropped in the latest release candidate replacing the nearly stock DD I'm running (just have that script patch posted a bit ago)?  Or is it safer to start a new character for that?

 

I haven't checked this thread for a bit and am super stoked to see you all working on this!

The version currently on the download page has some issues with it's internal database which can result in massive and/or corrupt saves. This should be fixed in the latest upload (mega link a few posts back). But if you want to be sure to make advantage of those fixes a new game is always the best. As I don't know if it fixes the database already in the save.

At a minimum make sure the player and no NPC's are wearing devices when updating. But as always with Bethesda games, no guarantees thing don't break :P 

Posted

Has anyone made a atomic beauty preset for this? Thanks for the hard work by the way, the awaerk or whatever keyword dependency was keeping me from using the mod.

Posted
10 hours ago, Olmech said:

 

I wholeheartedly agree. Very frustrating to have such goodies as DD Manager and No Strip only to find out that they are not honored by certain mods.

 

Yes, agree - No Strip as well.

 

John

Posted

@naaitsab @Kimy Do we really need slot 33 on Slave Heels? Asking because currently it looks like they conflict with a lot of outfits.
Being completely stripped just because DCW has equipped heels on my PC seems a bit immersion-breaking, isn't it? ?
Are there any workarounds?

Posted
11 minutes ago, oldestman said:

@naaitsab @Kimy Do we really need slot 33 on Slave Heels? Asking because currently it looks like they conflict with a lot of outfits.
Being completely stripped just because DCW has equipped heels on my PC seems a bit immersion-breaking, isn't it? ?
Are there any workarounds?

If you do not use slot 33, you will have four feet - the vanilla foot will be seen through the heels-.

Posted
1 hour ago, oldestman said:

@naaitsab @Kimy Do we really need slot 33 on Slave Heels? Asking because currently it looks like they conflict with a lot of outfits.
Being completely stripped just because DCW has equipped heels on my PC seems a bit immersion-breaking, isn't it? ?
Are there any workarounds?

Like I said earlier the slot usage system in Fallout is utter garbage. As JB explained the body also contains the feet so it needs to occupy slot 33. Think this pretty much sums up why it's garbage.

The only workaround is to play DD in Skyrim I'm afraid :P 

Posted
On 10/12/2021 at 9:56 PM, vaultbait said:

Aha, found the problem. The HighHeels keyword is missing from the Restrictive Latex Corset and Restrictive Leather Corset, so they don't get the movement restrictions nor sound effects. Skimming other records, looks like maybe the booted straitjackets you added are also missing it (I didn't test them to confirm)?

 

One other thing I noticed while testing, the heel sound effect only plays when in third-person view. If I switch to first person, the heels I'm wearing suddenly fall silent.

Posted
16 minutes ago, vaultbait said:

 

One other thing I noticed while testing, the heel sound effect only plays when in third-person view. If I switch to first person, the heels I'm wearing suddenly fall silent.

Yeah the "clicking" version of heelsounds has a lot less sounds so I'm guessing it has something to do with that. You could try to change the keyword on the patch so the regular sound is played to see if that does anything.

 

Speaking of sounds, the chain and bell sounds are implemented, also adding the chains only sound to the chain harness.

Posted (edited)
8 hours ago, oldestman said:

@naaitsab @Kimy Do we really need slot 33 on Slave Heels? Asking because currently it looks like they conflict with a lot of outfits.
Being completely stripped just because DCW has equipped heels on my PC seems a bit immersion-breaking, isn't it? ?
Are there any workarounds?

 

The workaround is to wear shoeless outfits which don't occupy the body slot, and then have separate shoes which do. Vtaw's various wardrobes, for example, have tons of separates to choose from.

 

Note also that this isn't just a problem with the newly added slave heels, it also already existed with the various restrictive boots (both latex and leather, in multiple colors).

 

Another possible workaround, assuming DCW supports Rogg DD Items Manager, is to use it to block DD footwear from being randomly selected by setting the Boots slider to 0%.

Edited by vaultbait
Posted

RC4 patch is here. I decided not to implement the "nipple blocking" as it might break quest things and is imho not worth the hassle of a onequip script. I think it's about ready for a full release. So any tips or additions for the last round let me know. Otherwise I'm ready to round it off and post it here and sent a copy to @Kimy so she can upload it to the main page if she wants.

 

-Added chain and bell sounds to chain harnass and bell plugs
-Merged weights from weight patch (no longer necessary and will conflict with armor records)
-Added hobble and cuffed variant of the chains set and removed those effects from the default chain set
-Added MCM toggle for device sounds (bell and chains)
-Added alot of missing armor records to the Libary script
-Added silent voices for proper dialogue
-Implemented Blindfold effect flashing fix
-Added missing high-heel keyword to the chastity booted harnass
-Reinstated the old Global variables in the Libary script to keep older mods compatible that check those values. Any values changed in the MCM will update the old global values.

 

RC4.7z

Posted (edited)
3 hours ago, naaitsab said:

So any tips or additions for the last round let me know.

@naaitsab

The silent voice files don't work. Kimmy doesn't have a VTCK - Voice record. Or I should say she needs one. And shouldn't they be .fuz files?

If I'm not mistaken there should only be like maybe 5 folders.. (just guessing)

PlayerVoiceFemale01

PlayerVoiceMale01

DD_KimmyVoice

DD_NPCMale

DD_NPCFemale

or something like that.

Edited by izzyknows
Posted

@naaitsab I experience strange issue with plug event (probably since RC3, but not sure). Animation and sound looks waaay out of sync.
Check this recording https://youtu.be/urlnzHg8xj0
This was captured on lvl2 character, after exiting the vault, before visiting Concord. Also notice the moment when player controls are being deactivated - just after the vibration sound ends and "Your plug stops vibrating" message appears.
Am I correct that this isn't an intended behavior?

Posted (edited)
9 hours ago, izzyknows said:

@naaitsab

The silent voice files don't work. Kimmy doesn't have a VTCK - Voice record. Or I should say she needs one. And shouldn't they be .fuz files?

If I'm not mistaken there should only be like maybe 5 folders.. (just guessing)

PlayerVoiceFemale01

PlayerVoiceMale01

DD_KimmyVoice

DD_NPCMale

DD_NPCFemale

or something like that.

I have 0 clue how voice files work and went of @JB. s instructions. So perhaps they can answer your question. Perhaps they don't work because custom voices are used?

 

8 hours ago, oldestman said:

@naaitsab I experience strange issue with plug event (probably since RC3, but not sure). Animation and sound looks waaay out of sync.
Check this recording https://youtu.be/urlnzHg8xj0
This was captured on lvl2 character, after exiting the vault, before visiting Concord. Also notice the moment when player controls are being deactivated - just after the vibration sound ends and "Your plug stops vibrating" message appears.
Am I correct that this isn't an intended behavior?

I posted about this earlier, the biggest problem is that animation duration and the "wait" procedure are not the same on every PC. So if I get it spot on on my PC which runs at a solid 144FPS it can be way off on somebody that runs at 60 or 240. So I'm open for suggestions to get this "the best as possible".

The main issue is that registering for the animation to end is not safe enough. If somebody bumps into the PC or you get hit by something the stop trigger is not passed to the script according to the documentation. But perhaps it can be worked around by adding a timer (can only run for max X seconds) and a onHit event which gets registered as the plugs start vibrating. Only thing is I can't find the "animation end" name so registering for it is not possible until that is found.

 

A more general question to all. The main issue is the controls being disabled out of sync with the animation. Correct?

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

I'm open for suggestions to get this "the best as possible".

This use sound command playandwait? Then there isn't problem of sync, but problem what i mention in PV: sounds have different length and while play longest sound with play and wait it will wait while ends previous sound and only then start a next animation.

I stuck in this problem when i rework my vibrations effects and i resolve it by rework way files to one length and then for sounds use function play: that means function goes further even if sound are played and length of sound is most equivalent of animation length what gives me sync of sounds and animations.  Of course it's not ideal and can be different of different speeds of PC. But solves problem of different length of sounds.

Edited by Elsidia
Posted
26 minutes ago, Elsidia said:

This use sound command playandwait? Then there isn't problem of sync, but problem what i mention in PV: sounds have different length and while play longest sound with play and wait it will wait while ends previous sound and only then start a next animation.

I stuck in this problem when i rework my vibrations effects and i resolve it by rework way files to one length and then for sounds use function play: that means function goes further even if sound are played and length of sound is most equivalent of animation length what gives me sync of sounds and animations.  Of course it's not ideal and can be different of different speeds of PC. But solves problem of different length of sounds.

The sounds are the easiest part of the problem. You can start and stop them without issue. The main problem lies in the animations and the timing difference. I have found an animationevent for the "default" idle but that only works if you do something after the animation. It does not auto-trigger when it's done, so in this usecase it's usless.

 

-Start vibration sound

-Wait random time

-Start horny anim and disable player control

-When horny anim is done enable player control (this part is the issue)

-Stop sound immediately or let it play for another x seconds

-Display message when sound stops.

Posted (edited)
15 minutes ago, naaitsab said:

The sounds are the easiest part of the problem.

I'm not use any specifics animation or sound starts or stop i do it in that wait.

1) Disable player controls

2) Start sound with play

3) Start horny animation

4) add necessary delay between animations.

5) sound length continues or start new sound if previous end.

6) start next animation.

7) Enable player controls

at end can play idle animation to stop play previous horny animation if length too long.

8 ) animation and sounds end due to length.

 

As i have all sounds length equivalent random sounds end in one time.

 

I can't install your mod but if you point function and psc file name where you do animations i will look at it.

 

UPD: to be sure if you know, how playandwait works: first play a sound and only then goes to next command. 

like sound.playandwait

Sound  plays 10 sec. character freezes.

Sound stops, player starts idle animation.

 

start animation -

start play sound.playand wait.

start next animation.

Character plays first animation

Sound plays.

Character stops play animation and freeze, sound continue play.

Character freezes

Sound stop playing.

Character starts next animation without sounds.

 

Sorry if this info is unnecessary.

Edited by Elsidia

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