izzyknows Posted October 18, 2021 Posted October 18, 2021 2 hours ago, Marg597 said: 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. You want to overwrite with RC4 & then RC5. Because even if you do find an issue.. it might already be fixed in 4 or 5.
Sgt. Marge Posted October 18, 2021 Posted October 18, 2021 24 minutes ago, izzyknows said: You want to overwrite with RC4 & then RC5. Because even if you do find an issue.. it might already be fixed in 4 or 5. Ok, is the file that JB posted (which is also marked as RC4 but a much smaller file) incorporated into RC5? It's just the 2 patches that Naaitsab posted right?
izzyknows Posted October 18, 2021 Posted October 18, 2021 1 minute ago, Marg597 said: Ok, is the file that JB posted (which is also marked as RC4 but a much smaller file) incorporated into RC5? It's just the 2 patches that Naaitsab posted right? JB's RC4 is included in RC5.. so skip JB's patch. So.. yea.. just Naaitsab's patches. 1
izzyknows Posted October 18, 2021 Posted October 18, 2021 (edited) @naaitsab I'm not getting any sound for the Chain Harness. The Chain Bell's work.. (cow bell only) walking, slow pitch, running, faster pitch, but stop for sprinting. Edit: I think I know why now. The chain wav are extremely quite. Oh ran across the Pear Gag that I added the missing parts to. If you want it. Spoiler PearGag.nif Edited October 18, 2021 by izzyknows
naaitsab Posted October 18, 2021 Posted October 18, 2021 46 minutes ago, izzyknows said: @naaitsab I'm not getting any sound for the Chain Harness. The Chain Bell's work.. (cow bell only) walking, slow pitch, running, faster pitch, but stop for sprinting. Are you wearing a bell plug with the chain harness? I've added a condition so you don't get duplicate chain sounds which are just annoying. Perhaps something is wrong with the check. The audio implementation is a bit dirty so will give it another look.
naaitsab Posted October 18, 2021 Posted October 18, 2021 1 hour ago, izzyknows said: @naaitsab I'm not getting any sound for the Chain Harness. The Chain Bell's work.. (cow bell only) walking, slow pitch, running, faster pitch, but stop for sprinting. Edit: I think I know why now. The chain wav are extremely quite. Oh ran across the Pear Gag that I added the missing parts to. If you want it. Reveal hidden contents PearGag.nif 249.73 kB · 0 downloads Found the sprinting issue and fixed it. Chains are a bit more quiet but play as usual. One thing I do want to do is make all restraints non hobbling/cuffed and add cuffed variants. So modders can control if they want the PC bound or just for show. 1
oldestman Posted October 18, 2021 Posted October 18, 2021 23 hours ago, naaitsab said: -Reworked plug orgasm and vibration timings and animations (deffo needs testing) No significant changes on my side. Animations & sounds mostly unsynced. PC half of the time just stands still emitting vibration sounds ). Game runs at stable 60 FPS (also tried High FPS Physics Fix mod mentioned above - no luck). Can we have an option to switch plug events to sound-only version (and without character control deactiation), please?
naaitsab Posted October 18, 2021 Posted October 18, 2021 1 minute ago, oldestman said: No significant changes on my side. Animations & sounds mostly unsynced. PC half of the time just stands still emitting vibration sounds ). Game runs at stable 60 FPS (also tried High FPS Physics Fix mod mentioned above - no luck). Can we have an option to switch plug events to sound-only version (and without character control deactiation), please? That would require a total rewrite of the plug function. It's already quite a beast so sorry can't do at the moment. I can try to make an option to turn of the playercontrols disable. @izzyknows this one should fix the chain sprinting and yoke (and straitjacket) weapon unequip. Also ads the pear-bit and bit gag. Let me know if it works. disarm, chains and peargag fix.7z To others, this is not a new patch. Ignore please.
oldestman Posted October 18, 2021 Posted October 18, 2021 54 minutes ago, naaitsab said: That would require a total rewrite of the plug function. It's already quite a beast so sorry can't do at the moment. I can try to make an option to turn of the playercontrols disable. Ok, will try to alter the code by myself. That logic is in VibratePlugs function, correct? BTW, found a bug: Int vibstan=akActor.GetValue(DD_AV_VibrateStrengthAnal) as int Int vibstvag=akActor.GetValue(DD_AV_VibrateStrengthAnal) as int probably should be ... Int vibstan=akActor.GetValue(DD_AV_VibrateStrengthAnal) as int Int vibstvag=akActor.GetValue(DD_AV_VibrateStrengthVaginal) as int ... 1
izzyknows Posted October 18, 2021 Posted October 18, 2021 4 hours ago, naaitsab said: Are you wearing a bell plug with the chain harness? I've added a condition so you don't get duplicate chain sounds which are just annoying. Perhaps something is wrong with the check. The audio implementation is a bit dirty so will give it another look. Just one item at a time to see the difference. Once I seen how quiet the chains were, I cranked the db up on the files between +8 & +10db. Works pretty well now. At least you can hear them over the footsteps. LOL 4 hours ago, naaitsab said: Found the sprinting issue and fixed it. Chains are a bit more quiet but play as usual. One thing I do want to do is make all restraints non hobbling/cuffed and add cuffed variants. So modders can control if they want the PC bound or just for show. I was just thinking about that! Wonderful idea!! Glad I thought of it... and your doing the work... hehehehe
izzyknows Posted October 18, 2021 Posted October 18, 2021 1 hour ago, naaitsab said: this one should fix the chain sprinting and yoke (and straitjacket) weapon unequip. Also ads the pear-bit and bit gag. Let me know if it works. Will check out after a nap... Processed a bunch of firewood and I'm pooped!
Sgt. Marge Posted October 18, 2021 Posted October 18, 2021 (edited) Noticed a couple things so far (running RC5), first was already mentioned but I wasn't sure if the silent voice files were meant to address it. - attempting to left click mouse while in "gag talk" dialogues results in player voice saying ya, ok, uh huh, but the dialogue doesn't skip (fortunately it isn't a loop anymore, iirc in the original it would keep doing the gag talk dialogue over and over again, but now playing through Raider Pet after the first time it allows the subsequent activation 'E' button on the NPC to proceed with the Raider Pet quest dialogue. Of course it does still happen for 1 cycle every time I want to move the Raider Pet quest forward so if it's still a problem on release I'll just delete the gag talk stuff again lol) - Disabling Gag Moan event in Devious Devices MCM didn't seem to have an impact, still got gag moan a couple minutes later. (Wearing duct tape gag via Raider Pet) Edited October 18, 2021 by Marg597
vaultbait Posted October 18, 2021 Posted October 18, 2021 3 minutes ago, Marg597 said: attempting to left click mouse while in "gag talk" dialogues results in player voice saying ya, ok, uh huh, but the dialogue doesn't skip Probably "unfixable" (though there's potential room for making it less painful), for reasons explained here:
JB. Posted October 18, 2021 Posted October 18, 2021 30 minutes ago, Marg597 said: attempting to left click mouse while in "gag talk" dialogues results in player voice saying ya, ok, uh huh, but the dialogue doesn't skip Hmmm ... if the player says "Ya, ok, uhm" it is because there is a dialogue and if there is dialogue the "skip dialogue" could be fixed. I'm going to take a better look and if I find a solution I'll let you guys know. 3
oldestman Posted October 18, 2021 Posted October 18, 2021 (edited) Another possible bug: DCW equipped blindfold on my PC while interacting with workbench (!!!) in Sanctuary. Have Sim Settlements installed (but it never happened before). @naaitsab Regarding plug system. Can we add MCM option here in DD_Event_Vibrate: Quote ... if libs.Player.WornHasKeyword(libs.DD_kw_ItemEffect_PlugVibrate) if utility.randomint() > 49 didAction = true if config.LegacyPlugSystem = true ; use commented legacy code from DD_Event_Vibrate (starts with ";/libs.Player.AddKeyword(libs.DD_kw_Event_IsVibrating)" else libs.VibratePlugs(libs.Player) endif endif endif ... Edited October 18, 2021 by oldestman
Dlinny_Lag Posted October 18, 2021 Posted October 18, 2021 3 hours ago, oldestman said: Game runs at stable 60 FPS (also tried High FPS Physics Fix mod mentioned above - no luck). Thanks for testing it
JB. Posted October 18, 2021 Posted October 18, 2021 Welp... It was almost the same problem as the actor "Kimy", but a bit tricky. The actor speaking to you did not have a VoiceType. So I created a new VoiceType called "_DD_Line" and in Alias you must * force * this VoiceType to the actor -because it is not an unique actor like Kimy, it is a set of possible actors-. I've personally never tried it but it's nice to know how it works. I also unchecked the "Has Lip Files" boxes in the player dialogs. That way, when you say "Mmmmm!" you will not move your lips and it will look more natural. What does seem impossible to me is to eliminate the "ya, ok, uhm" that sounds when you skip the dialogs. When you say those things your lip moves. daf.mp4 Here is the .esm file + the fuz files for the actor to talk to you while you are with a gag. DD Gags Lip Files.zip The fuz files are new, they should be mixed with the other fuz files that are already included in the latest versions. 2
vaultbait Posted October 18, 2021 Posted October 18, 2021 20 minutes ago, JB. said: Here is the .esm file + the fuz files for the actor to talk to you while you are with a gag. Thanks! Thrilled to learn it was fixable after all. 1
izzyknows Posted October 19, 2021 Posted October 19, 2021 (edited) 8 hours ago, naaitsab said: this one should fix the chain sprinting and yoke (and straitjacket) weapon unequip. Also ads the pear-bit and bit gag. Let me know if it works. The chain/bell sprinting works great. The weapon unequip works for "script" added restraints, so far. If you manually equip an item, it unequips the weapon, but leaves the "fist fight" animation. But, if a person is manually equipping restraints.. they should know enough to put weapons away first. LOL The pear-bit & bit gags... work via console commands. Can't craft them. The Iron Bit gag is going to be a little odd for some facial features. But attached is an adjusted version so it's at least in the mouth area instead of the upper lip; LOL Might help to close the mouth a little bit too. IronBitGag.nif Edited October 19, 2021 by izzyknows 1
izzyknows Posted October 19, 2021 Posted October 19, 2021 (edited) 6 hours ago, JB. said: The fuz files are new, they should be mixed with the other fuz files that are already included in the latest versions. That's better! Edit: Did some experimental testing by removing all the extra voice folders leaving only: _DD_Lines _DD_Vendor_Kimy_VoiceType PlayerVoiceFemale01 PlayerVoiceMale01 It seems that all the other folders are not required now. DD only has 2 dialogues anyway, Kimy & Gagged. Forcing the actors to use _DD_lines nullifies all the others files. At least that's how it's working in game. Edited October 19, 2021 by izzyknows
Elsidia Posted October 19, 2021 Posted October 19, 2021 8 hours ago, oldestman said: Another possible bug: DCW equipped blindfold on my PC while interacting with workbench (!!!) in Sanctuary. This not new bug. workbench is legal container for cursed loot traps. I get here it many times. You just lucky before. I see this happen long time ago. 1
Elsidia Posted October 19, 2021 Posted October 19, 2021 2 hours ago, izzyknows said: but leaves the "fist fight" animation. Play raider idle isn't enough. You need play that bugged idle 1stPSheathe - this idle exit from battle pose and not unequip weapon. That means add my mention idle rename to DD and play it is must have for DD. I test a lot DCW traps and DD and °found this idle works even with weapon. You don't need unequip weapon. It's exit only from battle pose and after restraints block chance to return in battle pose.
naaitsab Posted October 19, 2021 Posted October 19, 2021 For the plug system it came to mind that I perhaps need to explain how it's designed (like Skyrim) -Event starts -Vibration sounds starts -x seconds wait -Animation starts + player control disabled -sound keeps playing -Animation stops + player control enabled -Orgam event occurs or vibration stops after a few seconds. So animations and sounds are not in sync by design.
vietthai96 Posted October 19, 2021 Posted October 19, 2021 But iirc it also different from Skyrim. Fallout 4 i checked the plug vibration, when event first start with vibration sound, i unequip the plug; well the plug is not equiped anymore, but the event still playing (sound, animation, etc...) until the last stage, after it end there the box "the plug vbirating or something similar, stop" that is the end despite i unequiped the plug long ago, that mean the event script somehow still running. In Skyrim iirc unless the animation occur which disable player control, when you unequip the plug the event will immediately stop. Well that the thing, other than that i hope the will be more animation type in the future, and the orgasm event look slightly underwhelming compare to Skyrim one Also did the current version have a leather harness, i like to us this harness in Skyrim, we have the slave latex version but it doesn't have collar
izzyknows Posted October 19, 2021 Posted October 19, 2021 @JB. @naaitsab IF.. you talk to NPC's while wearing a gag, (with JB.'s patch above) they will lose their voice files for normal dialogue. This seems to be persistent until the NPC is reloaded... ie. leaving and returning. And before ya ask... waiting or removing the gang and trying again doesn't fix it. It's like the NPC needs to be removed from the VoiceType _DD_Lines at the end of the gag dialogue. 1
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