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Posted
1 hour ago, naaitsab said:

Experimental Hobble patch.

That works much better!  Insanely slow.. but, given how you're cuffed.. understandable.

The only thing I noticed is you can't strife in 1st person... again.. understandable and not an issue.. just an observation. ;)

 

Posted
2 hours ago, Elsidia said:

Never mind i use FG 1.45 and for straitjackets i use original straitjackets and only import fusion girl body sliders and copy breast bones to make jiggle. Because in original straitjackets bones are balanced for use but if you do automatic bones copy it's breaks completely straitjackets.

UPD: i'm not play FO4 so long times that i forgot how i get it work.

 

5 hours ago, oldestman said:

@vaultbait Does this sound familiar to you?

 

Yeah, I can take a look and see if it's a problem inherited from wdaigle's FG 1.45 w/ HHS conversion. I didn't copy any arm bones into the outfit meshes when updating the base body to FG 1.75+, but if they were already there I definitely didn't think to delete them either.

Posted (edited)
26 minutes ago, vaultbait said:

Yeah, I can take a look and see if it's a problem inherited from wdaigle's FG 1.45 w/ HHS conversion.

Maybe it's important, but when i apply FG 1.45 HHS conversion straitjackets to game, there was a lot bones problem. Example when i jump straitjackets rings deformated. i check those rings and compare bones - on ring was a lot arms bones and no chest bones. When in original was red chest bones on ring and when you jump those stays on place. Of course on all straitjackets when you jump arms holes from chest par goes in air as there is arms, but i have no clue what bones makes it. Even on original DD 2.0 straitjackets.

 

Edited by Elsidia
Posted
3 hours ago, izzyknows said:

That works much better!  Insanely slow.. but, given how you're cuffed.. understandable.

The only thing I noticed is you can't strife in 1st person... again.. understandable and not an issue.. just an observation. ;)

 

It's almost identical to the 3rd person speed at speedmult 5 :P  And try to strafe in a hobbleskirt, not the easiest things to do ;) 

Posted

RC7 is here. Full bundle but without meshes and textures.

 

So for new users download full RC patch first:

https://mega.nz/file/6WRzXS7B#YjL8JVPmmgFQ5VY9CIV_JgdZUi7nkRtxgYiTPLq05FY

 

Then overwrite with this file

 

-Added hobble exploit fix for first person speedboost.
-Added gold variant of chastity belt addon for corset
-Iron Bit and Iron pear bit gags can be crafted now
-Added MCM setting for running in DD heels yes/no
-Converted Steel posture collar from Skyrim and added it to the mod
-Added Tentacle Monster/Parasite (no special things atm)

 

RC7.7z

 

Posted

Tested the wrist cuff, the disconnected version still have the same restrain effect as connected version, which force player to unlock the wrist cuff first before she can unlock other worn device

Posted
2 hours ago, vietthai96 said:

Tested the wrist cuff, the disconnected version still have the same restrain effect as connected version, which force player to unlock the wrist cuff first before she can unlock other worn device

Checked the code, there is a keyword check for "DD_kw_ItemType_WristCuffs" which is also still on the disconnected cuffs so mods know cuffs are equipped. I will add new keywords so this does not happen and mods can check if the restraint is connected (cuffed poses) or disconnected.

Posted

Just remembered ithis little issue.

If you're in a sex scene and the Trip over cuffs triggers it locks the camera on the invisible PC, which never recovers until the scene ends.

Could probably use a check to see if the actor is busy?

Posted
1 hour ago, izzyknows said:

Just remembered ithis little issue.

If you're in a sex scene and the Trip over cuffs triggers it locks the camera on the invisible PC, which never recovers until the scene ends.

Could probably use a check to see if the actor is busy?

Not really into the workings of AAF but I presume if a check for the keyword "AAF_isLocked" on the player would fix this?

Posted (edited)
1 hour ago, naaitsab said:

Not really into the workings of AAF but I presume if a check for the keyword "AAF_isLocked" on the player would fix this?

AAF_ActorLocked, AAF_isLocked, AAF_ActorBusy I haven't got a clue! But it seems like a plan! LOL!!

Edited by izzyknows
Posted
1 hour ago, naaitsab said:

Not really into the workings of AAF but I presume if a check for the keyword "AAF_isLocked" on the player would fix this?

It should, yes.

 

Apparently I missed ~5 RC's, but in my defense, I was distracted by Nuka Ride :joy:

Posted
1 hour ago, naaitsab said:

Not really into the workings of AAF but I presume if a check for the keyword "AAF_isLocked" on the player would fix this?

 

AAF_ActorBusy is the better choice.

 

You could also check LL_FourPlay.GetFlyCam() - it will return true if the flycam is on and false if not.

Posted
35 minutes ago, izzyknows said:

AAF_ActorLocked, AAF_isLocked, AAF_ActorBusy I haven't got a clue! But it seems like a plan! LOL!!

 

23 minutes ago, Nebuchadnezzer2 said:

It should, yes.

 

Apparently I missed ~5 RC's, but in my defense, I was distracted by Nuka Ride :joy:

I'm looking for a generic one to make it as safe as possible. But it seems like there are a lot of keywords used in sequence. But one of the most 'top level' ones is "AAF_ActorBusy" which is added to actors at the "startscene" part. So I'm going to stick with that one.

 

 

Posted
On 10/24/2021 at 5:00 PM, naaitsab said:

RC7 is here. Full bundle but without meshes and textures.

 

So for new users download full RC patch first:

https://mega.nz/file/6WRzXS7B#YjL8JVPmmgFQ5VY9CIV_JgdZUi7nkRtxgYiTPLq05FY

 

Then overwrite with this file

 

-Added hobble exploit fix for first person speedboost.
-Added gold variant of chastity belt addon for corset
-Iron Bit and Iron pear bit gags can be crafted now
-Added MCM setting for running in DD heels yes/no
-Converted Steel posture collar from Skyrim and added it to the mod
-Added Tentacle Monster/Parasite (no special things atm)

 

RC7.7z 26.47 MB · 35 downloads

 

You don't need RC4 and the rest then? just RC3 and overwrite with RC7 yeah?

Posted
3 minutes ago, naaitsab said:

So I'm going to stick with that one.

That's been used for a long time, so it will cover pretty much any version of AAF folks might me using.

Posted
17 minutes ago, EgoBallistic said:

 

AAF_ActorBusy is the better choice.

 

You could also check LL_FourPlay.GetFlyCam() - it will return true if the flycam is on and false if not.

AAF is already loaded so got that one. Thanks

 

 

@izzyknows should be fixed. Also added "IsTalking" to the DD "PlayerBusy" function. It's a playerref (Alias) script so might require a clean save. Had some issues with those on my WIP mod so be warned.

 

AAF busy.7z

Posted (edited)
35 minutes ago, naaitsab said:

should be fixed. Also added "IsTalking" to the DD "PlayerBusy" function. It's a playerref (Alias) script so might require a clean save. Had some issues with those on my WIP mod so be warned.

Warning noted and totally disregarded. hehehehe

 

LOL! AAF_ActorBusy works, but as soon as the scene is over blam.. tripped.

It could be because of the short timer I have set for testing too. <<- seems to be just my short timer!

Edited by izzyknows
Posted
3 hours ago, naaitsab said:

 

I'm looking for a generic one to make it as safe as possible. But it seems like there are a lot of keywords used in sequence. But one of the most 'top level' ones is "AAF_ActorBusy" which is added to actors at the "startscene" part. So I'm going to stick with that one.

 

 

Essentially, 'ActorBusy' is "hey, already doing stuff with them, hands off", 'ActorLocked' is "Please don't touch this NPC, they're occupied", and 'ActorBlocked' is "This NPC is off-limits". :P

Posted
10 hours ago, izzyknows said:

Warning noted and totally disregarded. hehehehe

 

LOL! AAF_ActorBusy works, but as soon as the scene is over blam.. tripped.

It could be because of the short timer I have set for testing too. <<- seems to be just my short timer!

Jup, the "IsBusy" delays the timer for a very short while. So it will kick in after those checks clear. I'm guessing it would be better to add an extra check on the events with only AAF and make the delay longer?

Posted
2 hours ago, naaitsab said:

Jup, the "IsBusy" delays the timer for a very short while. So it will kick in after those checks clear. I'm guessing it would be better to add an extra check on the events with only AAF and make the delay longer?

Make the delay longer or just reset the trip timer. Resetting the timer seems like it would work for folks that have short scenes and ones that have very long scenes. Code wise.. I don't know which way would be more efficient. Whatever it is, I'd suggest that. :P

 

Posted
5 hours ago, vietthai96 said:

Now that good, waiting for leather harness to be added

 

Also, i find it funny that DD's plug meshes have Skyrim plug name, no offend to you guys though

What leather harness exactly?

 

2 hours ago, izzyknows said:

Make the delay longer or just reset the trip timer. Resetting the timer seems like it would work for folks that have short scenes and ones that have very long scenes. Code wise.. I don't know which way would be more efficient. Whatever it is, I'd suggest that. :P

 

The delay also covers things like if a menu is open so resetting it on all those things defeats the point of the events. So I'm more tempted to just making an additional check for AAF only with a extra long delay of let's say 30 seconds.

Posted
23 minutes ago, naaitsab said:

What leather harness exactly?

 

The delay also covers things like if a menu is open so resetting it on all those things defeats the point of the events. So I'm more tempted to just making an additional check for AAF only with a extra long delay of let's say 30 seconds.

Okay! Didn't know it effected as much stuff. Well that sounds like it should work fine then, and give a little buffer to certain actions as a bonus.

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