Jump to content

Recommended Posts

Posted

Correct me if I'm wrong.
The issue where PC after being equipped with arm device (cuffs, yokes etc.) by DCW while looting a container/body: 
a) keeps combat stance (and assumes correct bound pose after interacting with workbench) - I have experienced this with steel yoke
b) isn't disarmed - I have experienced this with some wrist cuffs
still hasn't been addressed, right?

Posted
4 hours ago, oldestman said:

Correct me if I'm wrong.
The issue where PC after being equipped with arm device (cuffs, yokes etc.) by DCW while looting a container/body: 
a) keeps combat stance (and assumes correct bound pose after interacting with workbench) - I have experienced this with steel yoke
b) isn't disarmed - I have experienced this with some wrist cuffs
still hasn't been addressed, right?

Like Elsidia said, it's a DCW issue. But until someone fixes it properly, you can run playidle raidersheath on your PC.

Posted

@Elsidia, @izzyknows thanks, got it.

Is this solution (with renamed idle) still correct?
 

Spoiler
On 10/17/2021 at 5:05 PM, Elsidia said:

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

UPD:

 

dcw_mainplayerRefScript.psc fixed script:

 

  Hide contents

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:

  Hide contents

Clipboard1.jpg.7afee52fec9ab268cf32cb3b88997a51.jpg

 

 

Posted (edited)
30 minutes ago, oldestman said:

Is this solution (with renamed idle) still correct?

This solution is from my DCW and tested in practice. Works good. If you have weapon on hands, after cursed loot it's exit from battle pose (weapon not unequipped) and then equip dd items. If that is yoke you no more can take off weapon. But it's still equipped.

 

UPD: raiders idle removes weapon but not exit from battle pose and still you have your hands in battle pose with yoke.

 

Edited by Elsidia
Posted

Hi, have a small issue to report, using RC7 update, (last one I could find in 134pages), and the sounds for the chains and bells are continuing to play even after removing the devices from both the player and npc. Even when completely emptying the inventory of both player and npc the sounds are still playing, not sure how to make them stop either. The sounds are cool while wearing things that make noise, but I assume they're supposed to stop after taking them off.

 

Also regarding the pug with the bell attached, even after building the device in bodyslide to my pc body, while wearing the device it is distorted and looks very strange. It still functions and works, it just looks like it's been thru a compacter and is kinda flat.

 

Using FG Body and DD FG Conversion Bodyslide files, all other devices I have tested so far seem to be fine, just the chain/bell plugs that go between the character/npc's legs.

Posted
7 hours ago, Martok73 said:

I assume they're supposed to stop after taking them off.

Seems this is old DD equip bug. You need put back device with sounds, manipulate a locks, then exit from pipboy. later return to pipboy and take out item with sounds. Sounds must stop. DD in FO4 add effects not items effects, because if effect not stopped correctly even with empty inventory sounds continue.

Posted
3 hours ago, Elsidia said:

Seems this is old DD equip bug. You need put back device with sounds, manipulate a locks, then exit from pipboy. later return to pipboy and take out item with sounds. Sounds must stop. DD in FO4 add effects not items effects, because if effect not stopped correctly even with empty inventory sounds continue.

 

Ok, will try that, also Cait is stuck in hobble dress walking animation and won't return to normal. Have tried putting hobble dress on, locking, unlocking, putting on me, locking, unlocking, recycleactor on Cait, resetai, disable, enable, changed locations a few times, changed from outside to inside and back, so far nothing is working and she is stuck. Any idea how to get her out of the hobble dress walking animation and back to normal?

Posted
8 minutes ago, Martok73 said:

 

Ok, will try that, also Cait is stuck in hobble dress walking animation and won't return to normal. Have tried putting hobble dress on, locking, unlocking, putting on me, locking, unlocking, recycleactor on Cait, resetai, disable, enable, changed locations a few times, changed from outside to inside and back, so far nothing is working and she is stuck. Any idea how to get her out of the hobble dress walking animation and back to normal?

Are your sure it was the hobble dress? And are you clicking the UNEQUIP BEFORE EXITING item?

Posted
12 hours ago, Martok73 said:

Hi, have a small issue to report, using RC7 update, (last one I could find in 134pages), and the sounds for the chains and bells are continuing to play even after removing the devices from both the player and npc. Even when completely emptying the inventory of both player and npc the sounds are still playing, not sure how to make them stop either. The sounds are cool while wearing things that make noise, but I assume they're supposed to stop after taking them off.

 

If you're removing equipment from NPCs via their ActorContainer interface, make sure to also unequip the UNEQUIP_BEFORE_CLOSING item as that's what removes the effects. Aside from that addition, I agree with the other reply.

 

12 hours ago, Martok73 said:

Also regarding the pug with the bell attached, even after building the device in bodyslide to my pc body, while wearing the device it is distorted and looks very strange. It still functions and works, it just looks like it's been thru a compacter and is kinda flat.

 

Using FG Body and DD FG Conversion Bodyslide files, all other devices I have tested so far seem to be fine, just the chain/bell plugs that go between the character/npc's legs.

 

I intentionally discarded the bodyslide files for the plugs in my v1.3.x updates of the FG+HHS conversion for the same exact reason. They seem to look and work fine as long as you don't build them in BodySlide.

Posted

I can publish script part of removing effects. I highly modified it and my test no find any visible bugs on player (i try different test, but no one can't guaranties that there no bugs) on NPC still are some unsuspected bugs but in main line all works much better.

Still not sure that all works fine. Also this fixes made effects remove slower - as example when you remove armbinder. after armbinder assets disappear, you see damaged arms a few seconds and then arms goes to normal position.

But now it's too late - this patch not work with RC7 as there is new animations, new torture devices and probably new animations keywords. My fix are made depend on current old keywords and in remove process it's checks all possible keywords on object (player or npc) and fixes all wrong animations. I still not understand why but on NPC it's fix animations even if you equip nipple piercings what in theory not trigger this part of my script. Also if after remove not removed UNEQUIP_BEFORE_CLOSING in most cases (not on all) it's still bug animations. Sometimes it fix by equip or unequip other piece of DD, but sometimes not. I still not understand how this system works.

 

 I still not sure if it worth publish those script part here. I don't know what to do now.

 

Posted (edited)

Seems at least i got some understanding about some effects bug. Effects added and remover works on keywords.

it uses effect keyword array. If two items equipped have the same effects array, when remove one effect, it's removes keyword and effect stops work unless still there is second item on. In Skyrim effect are added to item and stops work, when item is removed. If you have on 2 items with same effect still work second item. In FO4 seems effects not work on items as in Skyrim, because effects are off items. Simple example - in skyrim effect are in rendered device and stops working as device takes off. IN FO4 effect are on inventory device and still continue work even if both inventory and rendered devices is take off.

UpD: Correct: Effect keyword array are on effect script. But still some animatiom keywords are stored into inventory device. If 2 items have the same effect, when one effect removes, second item effect stops too.

And there is example what i'm mean:

Hobble dress have bunny hoping animation. What is added by effect. Keywords are stored into inventory device.

Leg cuffs have the same animation and are stored into inventory device the same keywords.

Both can be equiped.

Equip dress and leg cuffs. Animation is still there.

Now remove leg cuffs. Effects remover remove leg animation keywords and update animation.

But as bunny hopping dress still here, but without necessary keywords. Bunny hopping stops. If you put back leg cuffs, animations return, because effects adder returns necessary keywords and animations is restored.

My previous fix wait while rendered devices removes (because you see the wrong animation), then check item equipped keywords - if after removed leg cuffs still are restrained leg cuffs keyword from dress, it's return back removed keywords and restore animation to right way.

The same for arms animations but there is more different keywords: armbinder, yoke, wrist cuffs, and also there is more animation keywords from torture devices, because this part is more complicated.

Edited by Elsidia
Posted
10 minutes ago, Brokokass said:

Hi ! I've just download the mod but I can't find the gags in bodyslide. Is it normal?

 

Yes, gags don't need to be built in bodyslide since head shape is fairly static/consistent across different characters. If you need to adjust the mesh itself, you can import and export the NIF file for it in Outfit Studio.

Posted
8 hours ago, vaultbait said:

 

If you're removing equipment from NPCs via their ActorContainer interface, make sure to also unequip the UNEQUIP_BEFORE_CLOSING item as that's what removes the effects. Aside from that addition, I agree with the other reply.

 

 

I intentionally discarded the bodyslide files for the plugs in my v1.3.x updates of the FG+HHS conversion for the same exact reason. They seem to look and work fine as long as you don't build them in BodySlide.

 

I'll have to look again for the UNEQUIP BEFORE CLOSING item as I don't remember seeing it in her inventory before. I have also tried both unequipall and removeall console commands to no avail either. I had thought that by completely resetting her with recycleactor would fix her, but that didn't work either. I'll look for the extra item and see if it's there. Or try putting the hobbledress on her again and seeing if the extra item appears.

 

As to the plugs, I assume to get them back to a "pre-bodyslide" state I'll have to copy over the original files from the zip? As opposed to completely reinstalling the entire mod.

Posted
46 minutes ago, Martok73 said:

I'll have to look again for the UNEQUIP BEFORE CLOSING item as I don't remember seeing it in her inventory before.

 

It will only appear in their inventory after unlocking and unequipping a Devious Device, before closing the ActorContainer.

 

46 minutes ago, Martok73 said:

I have also tried both unequipall and removeall console commands to no avail either.

 

Definitely don't do that, it'll get you into that situation, in fact.

 

46 minutes ago, Martok73 said:

I had thought that by completely resetting her with recycleactor would fix her, but that didn't work either.

 

That would only solve it if it removes spell effects, I think?

 

46 minutes ago, Martok73 said:

I'll look for the extra item and see if it's there.

 

There won't be, it needs to be unequipped before closing the ActorContainer.

 

46 minutes ago, Martok73 said:

Or try putting the hobbledress on her again and seeing if the extra item appears.

 

Yes, that's the usual fix.

 

46 minutes ago, Martok73 said:

As to the plugs, I assume to get them back to a "pre-bodyslide" state I'll have to copy over the original files from the zip? As opposed to completely reinstalling the entire mod.

 

Simply remove the TRI files for plugs could be sufficient, but sure, replacing the NIF files with the originals too can't hurt.

Posted
12 minutes ago, vaultbait said:

 

It will only appear in their inventory after unlocking and unequipping a Devious Device, before closing the ActorContainer.

 

 

Definitely don't do that, it'll get you into that situation, in fact.

 

 

That would only solve it if it removes spell effects, I think?

 

 

There won't be, it needs to be unequipped before closing the ActorContainer.

 

 

Yes, that's the usual fix.

 

 

Simply remove the TRI files for plugs could be sufficient, but sure, replacing the NIF files with the originals too can't hurt.

 

Ok, so I put the hobble dress back on her and instead of just pulling out of her inventory like I did before, I hit T to uneuqip it before taking it back, and the UNEQUIP BEFORE CLOSING item showed up, so I hit T on that one, then remove the dress from her inventory and that fixed the hobble part. The bell sound must have been removed when I recycled actor on her cause it wasn't there. Turn sound back on in the MCM equipped a bell plug on pc and sound worked, unequipped it from pc and it turned off. So sound seems to be working again.

 

So, with trying what you suggested worked for both the hobble effect and the sound from the plugs, however Cait's mouth is still stuck in the open position like she's wearing a gag but no gag is there, and I did try to put a gag on her again, and then unequip it including the UNEQUIP BEFORE CLOSING item and she is still stuck with an open mouth, so I'm at a loss as to how to get her to close it.

 

Removed the tri files from the plugs folder and replaced the nifs with the originals and that fixed the chain/bell plugs. But after trying several of the outfits that have bodyslide files and finding that alot of them still don't quit fit right even after building them in bodyslide, I am wondering if the FG DD Conversions are still valid or if I need to use different bs files? I'm currently using FG 1.8, haven't updated to 1.85 yet.

Posted
1 hour ago, Martok73 said:

Cait's mouth is still stuck in the open position like she's wearing a gag but no gag is there, and I did try to put a gag on her again, and then unequip it including the UNEQUIP BEFORE CLOSING item and she is still stuck with an open mouth, so I'm at a loss as to how to get her to close it.

 

It may have been a different sort of gag which left the lingering effect on her? I'm not sure whether they all use identical face morphs.

 

1 hour ago, Martok73 said:

after trying several of the outfits that have bodyslide files and finding that alot of them still don't quit fit right even after building them in bodyslide, I am wondering if the FG DD Conversions are still valid or if I need to use different bs files? I'm currently using FG 1.8, haven't updated to 1.85 yet.

 

They're built for FG 1.75, so should work the same with 1.80 and 1.85. Switching which FG version you're using isn't going to make any difference there (1.75 was the point at which the FG developers froze the set of outfit bones and sliders, so as long as the outfit is made for 1.75 or later it should work with FG 1.75 or later).

 

There is an alternative conversion I've updated which requires High Heels System. It may look better, I don't really know. Some of the dresses have some significant clipping at moderate to extreme slider values, and aren't designed in a way that body zaps will really help. If I get time, I'll try to make the meshes a little more forgiving on those.

Posted
6 minutes ago, vaultbait said:

 

It may have been a different sort of gag which left the lingering effect on her? I'm not sure whether they all use identical face morphs.

 

 

They're built for FG 1.75, so should work the same with 1.80 and 1.85. Switching which FG version you're using isn't going to make any difference there (1.75 was the point at which the FG developers froze the set of outfit bones and sliders, so as long as the outfit is made for 1.75 or later it should work with FG 1.75 or later).

 

There is an alternative conversion I've updated which requires High Heels System. It may look better, I don't really know. Some of the dresses have some significant clipping at moderate to extreme slider values, and aren't designed in a way that body zaps will really help. If I get time, I'll try to make the meshes a little more forgiving on those.

 

No clue if it was a different gag or not, I honestly thought the only gags I had installed were those added by DD. I had DD 2.0 before I started testing/using the new RC versions. Updated with RC3, then RC7 per the instructions I found in the RC7 post. I've spent the last few days scouring the interwebs trying to find a way to remove "effects" from companions but haven't had any luck so far, was hoping you had an idea on how to do it, and perhaps that would return her face to normal.

 

As for the outfits/bodyslide stuff, most of my females have either an average sized body or a skinny one, I don't have any to my knowledge with a "thicc" physic. Do you happen to have a link for HHS? I found out that the heels that Kimy sells don't work without it, feet remain flat on the ground. Probably read somewhere HHS was required, but honestly can't remember as I've read so much in the last week it's hard to keep it all straight now. I did go back and completely rebuild everything in bodyslide piece by piece so I'm hoping that fixes the clipping issues I was seeing. Will let you know on that front.

 

Any ideas of "fixing" Cait's face morphs are welcome, and a link to HHS would be appreciated... Thank you btw for all of your help thus far, it is much appreciated. :)

Posted (edited)

Ok, so this is what I'm getting after completely rebuilding everything in bodyslide. Hands are disfigured, and I am pretty sure it's the same glitch that happens with the vanilla gloves when ran thru bodyslide. Deleting the tri files may help, or may make worse, not sure, will have to test. The Corsets are adding boots, not sure why that is, and the boots they add have major clipping issues. Couldn't find any corsets to check that didn't have boots attached to them. Some things look fine when wore by themselves, but have clipping when worn with other items that should not interfere. ie restrictive collar is fine alone, but when added with glvoes or corset it has the clipping and texture issues like the pics below. Not sure what to do at this point, have rebuilt files in bodyslide 3 times now, doubt a 4th will make any difference. Also, for some reason when equipping any of the high heels it changes the body from my normal one to an extra skinny one, no clue why that happens, as putting on shoes should not change the look of the body.

 

enb2021_11_8_22_26_10.jpg.abf8d71cdf612cef28a9fff24efe3e52.jpgenb2021_11_8_22_33_24.jpg.3e2c84337082299af8d887fa5ddd81d7.jpg

 

Edited by Martok73
Posted (edited)

All armbinders look like this, and second pic is restrictive collar with what is supposed to be just the black leather corset without the boots, but boots are there even tho  item name says otherwise. Rebuilt everything one final time in bodyslide including my actual body, and still same results, so something fishy with the conversions. Also this is still using the FG DD 1.75 Conversion files. Haven't tried the ones you linked earlier, almost scared to, lol. Deleting the tri files for the gloves didn't change anything, so probably need to take a look at those too.

 

ScreenShot4.png.42004fa13b704d7fe4644655affc94ab.pngScreenShot3.png.f2674866b4fb9f64ad2a7839b455b187.png

Edited by Martok73
Posted (edited)
4 hours ago, Martok73 said:

All armbinders look like this,

You have serious problems with skeleton and mod torture devices. When you wear a armbinder torture device apply special animation, what deform arms inside armbinder, that you not see it. In your case arms not deformed, that means torture devices not work or you have illegal skeleton mod on what animation can't apply. I see it in that way. later i will try update how looks arms inside armbinder.

 

UPD: See screenshot:

Spoiler

ScreenShot24.jpg.32050b3fa994363577d3642ff6457840.jpg

 

Edited by Elsidia
Posted (edited)
9 hours ago, vaultbait said:

That would only solve it if it removes spell effects, I think?

If that thing triggers Event OnEffectFinish(Actor akTarget, Actor akCaster) scripts it will remove a hobble animation.

 

Edited by Elsidia

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
×
×
  • Create New...