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Posted
1 hour ago, LunaGirlDBX said:

How do get the bunny hop animation ? 

Install original DD 2.0 or while install DD RC8 select bunny hop animation.

Posted

I have just installed RC8 along side Devious Devices and Deviously Cursed Wasteland for the first time so this is probably a idiotic question but how do you see your characters current arousal? I have installed all the requirements including AAF, MCM, torture devices 2.2 beta and high heel sounds and have set the arousal option in the MCM menu to show.

Posted
30 minutes ago, Best1123 said:

I have just installed RC8 along side Devious Devices and Deviously Cursed Wasteland for the first time so this is probably a idiotic question but how do you see your characters current arousal? I have installed all the requirements including AAF, MCM, torture devices 2.2 beta and high heel sounds and have set the arousal option in the MCM menu to show.

You'll get little notes (top left) about being aroused.

BTW, RC8 totally replaces DD.

Posted
25 minutes ago, izzyknows said:

You'll get little notes (top left) about being aroused.

BTW, RC8 totally replaces DD.

Thanks I saw the first message about arousal about 10min ago. I also didn't realize that RC8 replaces DD so I will probably uninstall DD and simply use RC8 for now on.

Posted

What I'm running into is other mods removing worn DD quest items from the player for a quest I'm working on. Even when the quest items are quest aliases with the quest item flag set.

I added the additional check "akActor.WornHasKeyword(libs.DD_kw_IsQuestItem)" to DD:DD_RestraintScript IsEquipDeviceConflict & IsUnequipDeviceConflict

DD:EquipDevice & DD:RemoveDevice CheckDependencies will need to be false when adding items with DD_kw_IsQuestItem and when one is worn.

akActor.WornHasKeyword(libs.DD_kw_IsQuestItem) would need to be checked to be false before starting a DD quest that sets up a character a specific way.
 

 

Bool Function IsEquipDeviceConflict(Actor akActor)
	if akActor.HasKeyword(libs.DD_kw_EffectType_BondageMittens) && !RenderedDevice.HasKeyword(libs.DD_kw_EffectType_BondageMittens)
		libs.Notify("You cannot equip the " + DeviceName + " with sealed hands! Unlock your hand restraints first!", MessageBox = true)
		return True
	EndIf
	If akActor.WornHasKeyword(DeviceKeyword) || akActor.WornHasKeyword(libs.DD_kw_IsQuestItem)
		return True
	EndIf
	If EquipConflictingDevices.Length > 0
		int i = EquipConflictingDevices.Length
		Keyword kw
		bool break = false
		While i > 0 && !break
			i -= 1
			kw = EquipConflictingDevices[i]
			if kw && akActor.WornHasKeyword(kw)
				break = true
			EndIf
		EndWhile
		If break
			DD_EquipConflictFailMsg.Show()
			Return True
		Endif
	Endif
	return false
EndFunction

 

Bool Function IsUnequipDeviceConflict(Actor akActor)
	if akActor.HasKeyword(libs.DD_kw_EffectType_BondageMittens) && !RenderedDevice.HasKeyword(libs.DD_kw_EffectType_BondageMittens)
		libs.Notify("You cannot remove the " + DeviceName + " with sealed hands! Unlock your hand restraints first!", MessageBox = true)
		return True
	EndIf
	If akActor.WornHasKeyword(libs.DD_kw_IsQuestItem)
		return True
	EndIf
	If UnEquipConflictingDevices.Length > 0
		int i = UnEquipConflictingDevices.Length
		Keyword kw
		bool break = false
		While i > 0 && !break
			i -= 1
			kw = UnEquipConflictingDevices[i]
			if kw && akActor.WornHasKeyword(kw)
				break = true
			EndIf
		EndWhile
		If break
			DD_UnEquipFailMsg.Show()
			Return True
		Endif
	Endif
	return false
EndFunction

 

Posted

Hello guys,

 

I'm looking for some help with simple scripting, what I want to do is create a simple script with armbinder equip in the end of dialogue.

 

So my knowledge is very small but it should look like this:

libs.EquipDevice(Libs.PlayerRef, libs.DD_Wristcuffs_Armbinder_Latex_Inventory, libs.DD_Wristcuffs_Armbinder_Latex_Rendered)

 

DD_Library Property libs Auto

 

andd that's how it work in skyrim but in F4 i'm getting errors :/

 

Any idea how to get it working? Thanks! 

Posted
33 minutes ago, ChandraArgentis said:

Bug: if the base DD blindfold effect is on (where it only makes your vision poor in 1st-person mode) and you go afk for a moment, the effect will return when the camera does it's AFK player spinny thing.

 

Are you using 2.0, or the RC8 development version?

Posted
1 hour ago, ChandraArgentis said:

Opps, sorry, wrong DD page.

 

There's another DD page? Note that this forum topic is the support thread for official DD versions like 2.0, but we're also discussing (and linking) the development version here as well, so problems you're having with either are perfectly on topic. I was simply trying to figure out whether the problem you're describing might be one of the many already fixed in RC8.

Posted
35 minutes ago, vaultbait said:

 

There's another DD page? Note that this forum topic is the support thread for official DD versions like 2.0, but we're also discussing (and linking) the development version here as well, so problems you're having with either are perfectly on topic. I was simply trying to figure out whether the problem you're describing might be one of the many already fixed in RC8.

 

There are at least 4.  Skyrim, Skyrim SE, Skyrim Development, Fallout 4...

Posted
1 minute ago, ChandraArgentis said:

 

There are at least 4.  Skyrim, Skyrim SE, Skyrim Development, Fallout 4...

 

Ahh, yep thanks. So you meant you were asking about the Skyrim* DD not Fallout 4. Never mind!

Posted
9 hours ago, Jappa123 said:

Any idea how to get it working? Thanks! 

Here is your error:

You:

DD_Library Property libs Auto

 

Need:

DD:DD_Library Property libs Auto Const

Posted
On 1/2/2022 at 12:52 PM, Elsidia said:

Install original DD 2.0 or while install DD RC8 select bunny hop animation.

Thanks you life saver, 1 more thing does restrictive boots work with hobble skirts and catsuits because for me if i equip it after i put on a hobble or catsuit it de-equips the hobble/catsuit, vice versa when equipping boots first and is there a animation mod for bondage rape ?. My character is bounded up and usually the same animations will play but it will get bugged and my character will be stuck in a sex position while the npc is just standing there done especially if my char is wearing a chastity belt or plugged. Thank you so much for the help and sorry for any troubles 

Posted
38 minutes ago, LunaGirlDBX said:

1 more thing does restrictive boots work with hobble skirts and catsuits because for me if i e

Unfornately this is Fallout 4 and not Skyrim. And this is Bethesda.

History: On Skyrim feets are separated from body and on this slot is used all DD boots.

On Fallout 4 Bethesda decide unity feet with body and now boots take body slot. If you wear a boots, not catsuits and other body thing. If you wear a catsuit no boots. There is solution - made combinations of all possible costumes but this is complicated as hell and no worth it.

Because FO4 DD is without boots. As for me.

Posted
1 hour ago, Elsidia said:

Unfornately this is Fallout 4 and not Skyrim. And this is Bethesda.

History: On Skyrim feets are separated from body and on this slot is used all DD boots.

On Fallout 4 Bethesda decide unity feet with body and now boots take body slot. If you wear a boots, not catsuits and other body thing. If you wear a catsuit no boots. There is solution - made combinations of all possible costumes but this is complicated as hell and no worth it.

Because FO4 DD is without boots. As for me.

Ahh okay, got you, well its worth it what we got tbh and thank you soo much <3<3<3, sorry for any disturbance 

Posted (edited)
8 hours ago, bwagdog669680 said:

Has anyone figured out how to fix the inflatable butt plug/vibrators? If I pumped either one up, they would never deflate no matter what I tried.

 

Thanks!

Actually yes. I did this to my script file and mine seem to be working now. Upload files for testing by anyone. Changes in spoiler.

I removed the Wait and CloseMenus mainly because I find it annoying to have the menu closed, wait for idle, then re-open to remove the plug.

Spoiler

ElseIf choice == 5 ; deflate
        if inflationlevel == 0
            libs.notify("Your plug is already completely deflated", messagebox = true)
            return
        else
            If isLockManipulated
                ;libs.Notify("As you have manipulated the valve lock you are able to deflate the plug without the key. You press the button and feel all the pressure releasing from the plug. Leaving you craving for it's previous size", messageBox = True)
                Debug.Messagebox("As you have manipulated the valve lock you are able to deflate the plug without the key. You press the button and feel all the pressure releasing from the plug. Leaving you craving for it's previous size")
                ;Utility.wait(0.1)
                ;libs.CloseMenus()

                ;libs.DeflatePlug(libs.Player, IsVaginalPlug)
                DeflatePlug(libs.Player)                    
                Return
            EndIf       

 

 

 

Function DeflatePlug(Actor akActor)
    if IsVaginalPlug == true
        Float VInf = akActor.GetValue(libs.DD_AV_InflateStatusVaginal)
        akActor.ModValue(libs.DD_AV_InflateStatusVaginal, (Vinf * -1))

        ;akActor.SetValue(DD_AV_InflateStatusVaginal,0) doesnt work?
        ;Int i = akActor.GetValue(libs.DD_AV_InflateStatusVaginal) as int
        ;While i > 0
        ;    i -= 1
        ;    akActor.ModValue(libs.DD_AV_InflateStatusVaginal,-1)
        ;EndWhile
        ;
        ;Utility.wait(1)
        ;libs.CloseMenus(true)
        ;libs.PlayDDAnimation(akActor,libs.DD_StandingHorny01a,20)
    else
        Float AInf = akActor.GetValue(libs.DD_AV_InflateStatusAnal)
        akActor.ModValue(libs.DD_AV_InflateStatusAnal, (Ainf * -1))

        ;akActor.SetValue(libs.DD_AV_InflateStatusAnal,0)
    endif
    Utility.wait(0.1)                ;FB Stops Idle from trying to play while in a menu.
    libs.PlayDDAnimation(akActor,libs.DD_StandingHorny01a,20)
EndFunction

 

DD_RestraintScript_InflatablePlugs.psc DD_RestraintScript_InflatablePlugs.pex

Edited by feralbyte
Missed a change. Wait at bottom.
Posted
5 hours ago, dragon13 said:

any hope for a non awkcr version as awkcr has become a bloated nightmare with a ton of crap that cant be removed

RC8 Devious Devices Community Patch removes AWKCR requirement.

Also, you can remove the overburden, crap,fluff..shite or, use one of the many stripped versions.

Posted
11 hours ago, feralbyte said:

Actually yes. I did this to my script file and mine seem to be working now. Upload files for testing by anyone. Changes in spoiler.

I removed the Wait and CloseMenus mainly because I find it annoying to have the menu closed, wait for idle, then re-open to remove the plug.

  Reveal hidden contents

ElseIf choice == 5 ; deflate
        if inflationlevel == 0
            libs.notify("Your plug is already completely deflated", messagebox = true)
            return
        else
            If isLockManipulated
                ;libs.Notify("As you have manipulated the valve lock you are able to deflate the plug without the key. You press the button and feel all the pressure releasing from the plug. Leaving you craving for it's previous size", messageBox = True)
                Debug.Messagebox("As you have manipulated the valve lock you are able to deflate the plug without the key. You press the button and feel all the pressure releasing from the plug. Leaving you craving for it's previous size")
                ;Utility.wait(0.1)
                ;libs.CloseMenus()

                ;libs.DeflatePlug(libs.Player, IsVaginalPlug)
                DeflatePlug(libs.Player)                    
                Return
            EndIf       

 

 

 

Function DeflatePlug(Actor akActor)
    if IsVaginalPlug == true
        Float VInf = akActor.GetValue(libs.DD_AV_InflateStatusVaginal)
        akActor.ModValue(libs.DD_AV_InflateStatusVaginal, (Vinf * -1))

        ;akActor.SetValue(DD_AV_InflateStatusVaginal,0) doesnt work?
        ;Int i = akActor.GetValue(libs.DD_AV_InflateStatusVaginal) as int
        ;While i > 0
        ;    i -= 1
        ;    akActor.ModValue(libs.DD_AV_InflateStatusVaginal,-1)
        ;EndWhile
        ;
        ;Utility.wait(1)
        ;libs.CloseMenus(true)
        ;libs.PlayDDAnimation(akActor,libs.DD_StandingHorny01a,20)
    else
        Float AInf = akActor.GetValue(libs.DD_AV_InflateStatusAnal)
        akActor.ModValue(libs.DD_AV_InflateStatusAnal, (Ainf * -1))

        ;akActor.SetValue(libs.DD_AV_InflateStatusAnal,0)
    endif
    Utility.wait(0.1)                ;FB Stops Idle from trying to play while in a menu.
    libs.PlayDDAnimation(akActor,libs.DD_StandingHorny01a,20)
EndFunction

 

DD_RestraintScript_InflatablePlugs.psc 12.67 kB · 4 downloads DD_RestraintScript_InflatablePlugs.pex 13.52 kB · 4 downloads

Awesome! Do I just drag and drop these into Vortex (I know, don't judge.:))? Or do I need to find these items and overwrite manually? Sorry, I'm still sort of a noob at this.

 

Thanks for the help and BIG thanks for these files! I'll let you know if they work.

Posted

Inspired by the DCW Belted! quest. I made one for the Angeli Tech suit and power armor. Can't remember where/when. An issue with adding DD devices too fast was mentioned with the DD_Equipped event being fired for the next device before the previous could send theirs.  This is the method I came up with for adding multiple DD devices. 

Utility.wait() is used to get past the opening fade in. If modified to use an Armor array they could be reduced/removed since the next piece isn't equipped until after the DD_Equipped event fires.

 

Scriptname AngeliTech:Cryopod extends ReferenceAlias

AngeliTech:mainQuest Property mq Auto Const

Int             I
Actor           kPlayer
ActorBase       kPlayerBase
ObjectReference kObject

Event OnInit()
	kPlayer     = Game.GetPlayer()
	kPlayerBase = kPlayer.GetBaseObject() as ActorBase

	if ( kPlayerBase.GetSex() == 1 )
		RegisterForCustomEvent( mq.libs, "DD_Equipped" )
	endIf
endEvent

Event OnActivate(ObjectReference akActionRef)
	; mq.Slots is a list of slots used by the full DD outfit stored
	; in the mq.kSuit array. A list of the DD ReferenceAliases in the
	; main quest.
	if ( kPlayerBase.GetSex() == 1 )
		Utility.wait(1.5)
		I = 0
		while ( I < mq.Slots.length )
			kPlayer.UnequipItemSlot( mq.Slots[I] )
			I += 1
		endWhile
		Utility.wait(1.5)

		I = 0
		suitQueue()
	endIf
endEvent

Event DD:DD_Library.DD_Equipped(DD:DD_Library akSender, Var[] akArgs)
	if ( akArgs[1] as Actor == kPlayer )
		suitQueue()
	endIf
endEvent


function suitQueue()
	if ( I < mq.kSuit.Length )
		Utility.wait( 0.25 )
		kObject = mq.kSuit[I].GetReference()
		kPlayer.AddItem(kObject, abSilent = true)

		Utility.wait( 0.75 )
		mq.libs.EquipDevice( kPlayer, kObject.GetBaseObject() as Armor, CheckDependencies = false )

		I += 1
	else
		self.GetOwningQuest().SetStage(10)
		UnregisterForCustomEvent( mq.libs, "DD_Equipped" )
	endIf
endFunction

 

Posted (edited)
58 minutes ago, jbezorg said:

Inspired by the DCW Belted! quest. I made one for the Angeli Tech suit and power armor. Can't remember where/when. An issue with adding DD devices too fast was mentioned with the DD_Equipped event being fired for the next device before the previous could send theirs.  This is the method I came up with for adding multiple DD devices. 

Utility.wait() is used to get past the opening fade in. If modified to use an Armor array they could be reduced/removed since the next piece isn't equipped until after the DD_Equipped event fires.

 

There are already some extra safeguards in the community update when adding multiple devices. Contributed by Egoballistic. The default one spasm and mainly animations are broken.

You can post the source + compiled scripts in the thread for people to use if you want. I don't think the official release will be updated any time soon so it's a bit of a combined community effort to add new things or fix bugs in the mod.

Edited by naaitsab

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