Elsidia Posted January 2, 2022 Posted January 2, 2022 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. 1
naaitsab Posted January 2, 2022 Posted January 2, 2022 Also make sure you have the FO4 MCM otherwise you can't select the animation as it's defaulted to the hobble animation. https://www.nexusmods.com/fallout4/mods/21497 1
Best1123 Posted January 2, 2022 Posted January 2, 2022 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.
izzyknows Posted January 2, 2022 Posted January 2, 2022 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.
Best1123 Posted January 2, 2022 Posted January 2, 2022 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. 1
jbezorg Posted January 2, 2022 Posted January 2, 2022 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
Jappa123 Posted January 3, 2022 Posted January 3, 2022 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!
vaultbait Posted January 3, 2022 Posted January 3, 2022 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?
ChandraArgentis Posted January 3, 2022 Posted January 3, 2022 56 minutes ago, vaultbait said: Are you using 2.0, or the RC8 development version? Opps, sorry, wrong DD page.
vaultbait Posted January 3, 2022 Posted January 3, 2022 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.
ChandraArgentis Posted January 4, 2022 Posted January 4, 2022 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...
vaultbait Posted January 4, 2022 Posted January 4, 2022 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!
Elsidia Posted January 4, 2022 Posted January 4, 2022 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
LunaGirlDBX Posted January 4, 2022 Posted January 4, 2022 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
LunaGirlDBX Posted January 4, 2022 Posted January 4, 2022 On 1/2/2022 at 12:52 PM, Elsidia said: Install original DD 2.0 or while install DD RC8 select bunny hop animation.
LunaGirlDBX Posted January 4, 2022 Posted January 4, 2022 On 1/2/2022 at 1:19 PM, naaitsab said: Also make sure you have the FO4 MCM otherwise you can't select the animation as it's defaulted to the hobble animation. https://www.nexusmods.com/fallout4/mods/21497 I replied to the guy above, if you can help plz help too, you guys are life savers
Elsidia Posted January 4, 2022 Posted January 4, 2022 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. 1
LunaGirlDBX Posted January 4, 2022 Posted January 4, 2022 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
bwagdog669680 Posted January 4, 2022 Posted January 4, 2022 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!
feralbyte Posted January 5, 2022 Posted January 5, 2022 (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 January 5, 2022 by feralbyte Missed a change. Wait at bottom. 5
dragon13 Posted January 5, 2022 Posted January 5, 2022 any hope for a non awkcr version as awkcr has become a bloated nightmare with a ton of crap that cant be removed
izzyknows Posted January 5, 2022 Posted January 5, 2022 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.
bwagdog669680 Posted January 5, 2022 Posted January 5, 2022 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.
jbezorg Posted January 5, 2022 Posted January 5, 2022 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
naaitsab Posted January 5, 2022 Posted January 5, 2022 (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 January 5, 2022 by naaitsab 1
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