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Posted
14 minutes ago, Elsidia said:

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.

4) add necessary delay between animations.

 

This is the main issue. The animation should last 20 seconds. But if you add a Utility.wait(20) to it it won't work reliably. As both the animation time and wait timer are not real time on every PC due to framerate differences. I think it's designed for 60FPS and everything below or above it will ruin it.

Posted
1 hour ago, naaitsab said:

This is the main issue

Where i can look on this function?

 

Also as we start about talk about sounds i remember only now that original function gaggedsex have bug. it's not any related to animations only this function have 3 levels of excitement but plays only two levels.

In spoiler are my function. I mark with green where i add sounds for level 3 excitement:

Spoiler

Function GaggedSex(Actor akActor, Int Loops = 1, Int Excitement = 0)
    ; This function does NOT check if the actor is actually gagged. It plays the gag sound no matter what! Use it when you mean it!
    Int i = Loops
    Bool sex = akActor.GetActorBase().GetSex()    
    Int Strength = Excitement    
    If Strength == 0     ; use a random value
        Strength = Utility.RandomInt(1,3)
    ElseIf Strength < 1 || Strength > 3        ; sanity check
        Strength = 2
    EndIf    
    If sex == 1 ; it's a female
        If Strength == 1
            While i > 0
                i -= 1    
                DD_SoundDescSexGaggedMildF.PlayAndWait(akActor)
            EndWhile
        ElseIf Strength == 2
            While i > 0
                i -= 1    
                DD_SoundDescSexGaggedMediumF.PlayAndWait(akActor)
            EndWhile
        Else
            While i > 0
                i -= 1    
;                PlayHornyIdle(akActor)
                DD_SoundDescSexGaggedHotF.PlayAndWait(akActor)
            EndWhile
        EndIf
    Else ; male
        If Strength == 1
            While i > 0
                i -= 1    
                DD_SoundDescSexGaggedMildM.PlayAndWait(akActor)
            EndWhile
        ElseIf Strength == 2
            While i > 0
                i -= 1    
                DD_SoundDescSexGaggedMediumM.PlayAndWait(akActor)
            EndWhile
        Else
            While i > 0
                i -= 1    
                DD_SoundDescSexGaggedHotM.PlayAndWait(akActor)
            EndWhile
        EndIf
    EndIf        
EndFunction

In original function there it plays only level 1 excitement sounds.

Sorry about it i just now remember about it when look on my animation event of orgasm.

Posted (edited)
1 hour ago, naaitsab said:

As both the animation time and wait timer are not real time on every PC due to framerate differences. I think it's designed for 60FPS and everything below or above it will ruin it.

Did you use https://www.nexusmods.com/fallout4/mods/44798 ?

I don't remember any noticable desync between animation duration and audio diration. On different FPS, like 15 and 140.

I'm using mod above for a long time, so probably I miss desync issue at all.

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

The main issue is the controls being disabled out of sync with the animation. Correct?

Not exactly. Here is prioritized list from my POV:
1) Part without animation in the middle looks unnecessary / too lengthy (is it "Wait random time" part?).
2) Overall sequence seems too long.
3) Animation and sounds (moans) are out of sync.
4) Controls being disabled out of sync.

As a suggestion for fixing - together with main mod we can ship a preconfigured ENB preset (or recommend FPS limiter mod/settings) which includes target FPS limit. As an exact limit I'd suggest either 30, 45 or 60 fps.
30 - "console" standard
45 - because without special configs FO4 runs at maximum 48 FPS by default and it will be the case for a lot of users.
60 - smooth enough, reasonably reachable for hardcore gamers.

Edited by oldestman
Posted
15 hours ago, izzyknows said:

And shouldn't they be .fuz files?

You are right, it would be better to convert it to FUZ format. I got confused with sound files like music and effects, which I am converting to WAV.

 

WAV should work the same, but FUZ takes up less space. In fact Nuka Ride has everything in WAV. But the next one will be all in FUZ.

 

I see that the player already has the voice files, but not Kimy. I am looking at the file in CK and I see that Kimy does not have a "VoiceType". That is something that should be mandatory when creating a character. Let me do it and once this is done I proceed to create the voice files to upload it here.

 

Posted (edited)

Another possible (a bit extreme) solution for animation/sound sync issue could be including MCM setting that disables idle animations (and control removal) for plug events entirely. As they aren't strictly necessary, just sounds can be good enough (and, probably, preferable for some users).

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

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 24.62 MB · 22 downloads

 

Okay, in VoiceType I created a new type called "_DD_Vendor_Kimy_VoiceType" and, within actor Kimy, I linked it. Once this was done, I proceeded to generate a txt file again as I explained on the previous page.

 

 

 

RC4.7z

 

Edited by JB.
Posted

@naaitsab Is there a way to prevent this via script? (see pic in spoiler)

When a restraint is equipped when looting a container (I know.. it's from Deviously Cursed Wasteland) the PC doesn't holster the weapon.

In game you can run playidle raidersheath.

Just wondered if a unequip weapon before the equip restraint would work, or is it more complicated than that?

 

Spoiler

485120410_Fallout4Screenshot2021_10.17-08_47.12_47.png.6507d90c9ddc737068b0919f8629dcd3.png

 

Posted (edited)
40 minutes ago, JB. said:

Okay, in VoiceType I created a new type called "_DD_Vendor_Kimy_VoiceType" and, within actor Kimy, I linked it. Once this was done, I proceeded to generate a txt file again as I explained on the previous page.

K, quick test.

Kimy has skippable dialogue! YEA!!

Gagged dialogue is Not skippable.

Edited by izzyknows
Posted
Just now, izzyknows said:

Gagged dialogue is Not skipable.

I think these have no way of making them skipable because they are known as "Greetings", you can only skip when a dialogue between you and a person starts.

 

Like when you walk through Diamond City and the NPCs tell you something. You can't skip those.

 

 

The best thing you can do is make them shorter so they don't spend much time on the screen or delete them and make notifications instead of greetings.

Posted (edited)
1 hour ago, izzyknows said:

Is there a way to prevent this via script?

Yes it is. You need change the DCW scripts before trigger a trap, play remove a weapon idle.

UPD:

 

dcw_mainplayerRefScript.psc fixed script:

 

Spoiler

Event OnTimer(int aiTimerID)
    If aiTimerID == CursedLootTimerID
        libs.player.StopCombat()
        libs.player.StopCombatAlarm()
        libs.player.PlayIdle(libs.FstPSheathe)
        If libs.EquipRandomDevice(Player, libs.DD_FL_All, 7, _noMenu=true)

UPD:  this not work

Somehow silly fallout4 can't compile this part because:

1stPSheathe - is default player idle but Fallout4 can't compile it.

I copy this idle to DD, renamed to FstPSheathe and add this to DD library.

Because i call libs.FstPSheathe what is the same as default 1stPSheathe FO4 idle

This will only work if you add this idle to DD and define in DD_library.psc

 

Last update:

Add line to DD_library

Idle Property FstPSheathe Auto Const                ; Exit Battle pose

 

Fo4edit DD main quest:

Spoiler

Clipboard1.jpg.7afee52fec9ab268cf32cb3b88997a51.jpg

Edited by Elsidia
Posted
48 minutes ago, JB. said:

I think these have no way of making them skipable because they are known as "Greetings", you can only skip when a dialogue between you and a person starts.

 

Like when you walk through Diamond City and the NPCs tell you something. You can't skip those.

 

 

The best thing you can do is make them shorter so they don't spend much time on the screen or delete them and make notifications instead of greetings.

Okay!

If that's the case then the only fuz files that are "needed" are the _DD_Vendor_Kimy_VoiceType, correct?

It would save 2.66mb.

I normally just delete the gag quest dialogue altogether. LOL

 

Posted
2 minutes ago, izzyknows said:

Okay!

If that's the case then the only fuz files that are "needed" are the _DD_Vendor_Kimy_VoiceType, correct?

It would save 2.66mb.

I normally just delete the gag quest dialogue altogether. LOL

 

Although they are not skippable, when they have a lip file the dialogue ends sooner than if it does not have lip files, so it would be best to leave them because it saves you a few seconds.

 

On the other hand, if you take out the lip files, the npcs won't move the lips, so I guess it looks more natural that way because they have gags.

Posted
5 hours ago, izzyknows said:

@naaitsab Is there a way to prevent this via script? (see pic in spoiler)

When a restraint is equipped when looting a container (I know.. it's from Deviously Cursed Wasteland) the PC doesn't holster the weapon.

In game you can run playidle raidersheath.

Just wondered if a unequip weapon before the equip restraint would work, or is it more complicated than that?

 

  Reveal hidden contents

485120410_Fallout4Screenshot2021_10.17-08_47.12_47.png.6507d90c9ddc737068b0919f8629dcd3.png

 

I could be done but that would require a weapon check _everytime_ the equip script is started. It's already quite slow so that would add even more latency to the equation. One idea is to add a magic effect to things like yokes and armbinders so weapons are unequiped on the restraint equip. The same for example the trip event is registered.

 

RC5:

-Fixed silent voice files. Thanks to JB (needs furter testing)
-Added animation player control safeguards (timer, onHit and Anim Event)
-Reworked plug orgasm and vibration timings and animations (deffo needs testing)

 

RC5.7z

Posted
18 minutes ago, naaitsab said:

RC5:

-Fixed silent voice files. Thanks to JB (needs furter testing)
-Added animation player control safeguards (timer, onHit and Anim Event)
-Reworked plug orgasm and vibration timings and animations (deffo needs testing)

 

Thanks! Should we uninstall RC4.7z with this (so just Devious Devices RC3.7z and RC5.7z) or keep it in (so Devious Devices RC3.7z, RC4.7z, and RC5.7z installed in order)?

Posted
34 minutes ago, naaitsab said:

I could be done but that would require a weapon check _everytime_ the equip script is started. It's already quite slow so that would add even more latency to the equation. One idea is to add a magic effect to things like yokes and armbinders so weapons are unequiped on the restraint equip. The same for example the trip event is registered.

 

RC5:

-Fixed silent voice files. Thanks to JB (needs furter testing)
-Added animation player control safeguards (timer, onHit and Anim Event)
-Reworked plug orgasm and vibration timings and animations (deffo needs testing)

 

RC5.7z 435.07 kB · 4 downloads

I just saw this, is this like some sort of patch for DD?

Posted (edited)
18 minutes ago, vaultbait said:

 

Thanks! Should we uninstall RC4.7z with this (so just Devious Devices RC3.7z and RC5.7z) or keep it in (so Devious Devices RC3.7z, RC4.7z, and RC5.7z installed in order)?

Over write the your current install with the new files.

Edit....

Sorry.. forgot you're using Vortex.. not old school. LOL

Edited by izzyknows
Posted
18 minutes ago, vaultbait said:

 

Thanks! Should we uninstall RC4.7z with this (so just Devious Devices RC3.7z and RC5.7z) or keep it in (so Devious Devices RC3.7z, RC4.7z, and RC5.7z installed in order)?

Just install over RC4. Otherwise files might be missing again :P 

 

3 minutes ago, NiX10 said:

I just saw this, is this like some sort of patch for DD?

We are working on a community effort to fix and upgrade DD. There is a full replacement in a mega link some posts ago. Start with that and then paste the RC downloads over them (patches for the patch so to speak).

Posted
7 minutes ago, izzyknows said:

Over write the your current install with the new files.

Edit....

Sorry.. forgot you're using Vortex.. not old school. LOL

I like my fair share of BDSM but Vortex is to much for me ?

Posted
3 minutes ago, izzyknows said:

It will be... pretty soon! :)

 

4 minutes ago, naaitsab said:

We are working on a community effort to fix and upgrade DD. There is a full replacement in a mega link some posts ago. Start with that and then paste the RC downloads over them (patches for the patch so to speak).

That is dope, glad y'all doing this, so if i wanna install this, i gotta install RC4 and then install RC5 over it, right? or do i need previous ones aswell like RC3?

Posted (edited)
3 minutes ago, NiX10 said:

 

That is dope, glad y'all doing this, so if i wanna install this, i gotta install RC4 and then install RC5 over it, right? or do i need previous ones aswell like RC3?

You need RC3 then RC4 then RC5.

RC3 is the full mod..

RC4 patches RC3

RC5 patches RC4

LOL

Edited by izzyknows
Posted
1 minute ago, izzyknows said:

You need RC3 then RC4 then RC5.

RC3 is the full mod..

RC4 patches RC3

RC5 patches RC4

LOL

Patch to patch a patch ?can't wait for final version

Posted (edited)

Quick question, do i need to start a new game for this patches to work proper, or nah?

 

 

Edit: I seem to be missing some MCM settings?

2'nd Edit: Im just dumb and didn't realise that RC3 is standalone, once i removed OG DD it works.ScreenShot3.png.f6e57f1802a823f47648b9ecb0bb3ed6.png

Edited by NiX10
Posted
14 hours ago, NiX10 said:

Quick question, do i need to start a new game for this patches to work proper, or nah?

 

 

Edit: I seem to be missing some MCM settings?

2'nd Edit: Im just dumb and didn't realise that RC3 is standalone, once i removed OG DD it works.

 

I dropped RC3 into an existing game, one which no DD's had been applied yet, and it seems fine so far.  I haven't tried the subsequent patches yet.

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