blabla321 Posted January 23, 2022 Posted January 23, 2022 Hi. Anyone managed to get rid of their idle chatter when NPCs are wearing a gag. I would prefer the "hhmmmpf" sound instead. But it would already be better to have no idle chatter at all.
Slorm Posted January 23, 2022 Posted January 23, 2022 (edited) 14 hours ago, izzyknows said: Remove all the DD V2 and patches before installing RC8. A lot of them are incorporated. Also, if you have a "mod" remove the Institute cuffs the hobble speed will get stuck and the MCM/Debug will not fix it. It actually makes it worse. But it can be fixed via console. I had done that, it was just RC8 and the updated Torture Devices I had installed. Neb's mod I referred to I tried after seeing the initial problem Edited January 23, 2022 by Slorm 1
izzyknows Posted January 23, 2022 Posted January 23, 2022 36 minutes ago, blabla321 said: Hi. Anyone managed to get rid of their idle chatter when NPCs are wearing a gag. I would prefer the "hhmmmpf" sound instead. But it would already be better to have no idle chatter at all. DD is not meant for NPC's. It will break them. Would be nice if the effects worked correctly on them...
kazeha9 Posted January 23, 2022 Posted January 23, 2022 hi all have this problem with male npc how to fix this or a need some patch ? on f+f sex all looks fine
vaultbait Posted January 23, 2022 Posted January 23, 2022 1 hour ago, kazeha9 said: hi all have this problem with male npc how to fix this or a need some patch ? on f+f sex all looks fine You've spammed this question to multiple topics which have nothing to do with penis morphs. As I mentioned in another reply this is something related to either your male body replacer or skeleton mods.
kazeha9 Posted January 23, 2022 Posted January 23, 2022 (edited) 1 hour ago, vaultbait said: You've spammed this question to multiple topics which have nothing to do with penis morphs. As I mentioned in another reply this is something related to either your male body replacer or skeleton mods. gss trouble alredy removed it but need more tests . but tnx for advise with skeleton problems ) im new on this site ) sorry for spam ( Edited January 23, 2022 by kazeha9
Slorm Posted January 23, 2022 Posted January 23, 2022 (edited) 16 hours ago, Nebuchadnezzer2 said: Yeah, I might need to add another file to that, for the RC8 version of DD. It's also less that I removed the 'bunny hop', and more than I removed the segment in the magic effect that they all use ('restrained legs' spell applies it), which would make it change anim to that hop, and added a simple 'disable running' thing to it, to basically replace it (thus, by default, the game forces you to walk). I apparently haven't touched it in so long, it was buried in a different folder location, and wasn't actively installed... Personally, just remove that walk-replacer entirely if you're gunna use the RC's. I can see what you've done and the part you removed from DD_Effect_CuffedLegs_Strict still works okay (pc can move normally) the bit that's not working in RC8 is the script property you added DisableRunning. I'm not that hot on scripting so I'm not even sure how this worked before as I can't see a script for it or what it should point to. (Sorry, I'm just curious now) Edited January 23, 2022 by Slorm
BoundNerd69 Posted January 23, 2022 Posted January 23, 2022 Hey I'm having an issue where all the leg cuffs do not have the bunny hop animation, was this changed in RC8?
Slorm Posted January 23, 2022 Posted January 23, 2022 2 hours ago, BoundNerd69 said: Hey I'm having an issue where all the leg cuffs do not have the bunny hop animation, was this changed in RC8? There's a setting in the MCM to change it back to the bunnyhop 1
BoundNerd69 Posted January 23, 2022 Posted January 23, 2022 5 hours ago, Slorm said: There's a setting in the MCM to change it back to the bunnyhop That's cool! But also, the leg cuffs are not binding my character's legs together. They are able to run around wearing all types of leg cuffs.
jbezorg Posted January 24, 2022 Posted January 24, 2022 1 hour ago, BoundNerd69 said: That's cool! But also, the leg cuffs are not binding my character's legs together. They are able to run around wearing all types of leg cuffs. Update to RC8 while wearing devices?
BoundNerd69 Posted January 24, 2022 Posted January 24, 2022 4 hours ago, jbezorg said: Update to RC8 while wearing devices? can you elaborate more on that? I'm not sure what you are saying for me to do. thank you for the reply
jbezorg Posted January 24, 2022 Posted January 24, 2022 (edited) 1 hour ago, BoundNerd69 said: can you elaborate more on that? I'm not sure what you are saying for me to do. thank you for the reply Was it a new game or did you update the game while the player was wearing devices? Do you have any patches installed? If you need to uninstall / reinstall anything make sure the player is not wearing devices. Also. DD is not meant for use on NPCs. Don't expect them to work if you do. In order. I have Devious Devices RC8 Full Devious Devices Rads Patch Deviously Cursed Wasteland V1.4 Deviously Cursed Menu DO NOT install DD_LegAnimOverride Devious Devices AAF Support Devious Devices Face Morphs Devious Devices NoRun Patch Devious Devices 2.0 Patched Also, I think, some devices like wrist cuffs have random arm animations / binding effect. Sometimes in the front. Sometimes behind the back. I'm not sure but I think leg cuffs may also have a random animation / binding effect. Edited January 24, 2022 by jbezorg 2
naaitsab Posted January 24, 2022 Posted January 24, 2022 There are also variants of the restraint's that don't have the hobble/hop effect added. So that way you can equip restraints without being it very annoying. Look for the variants like 'disconnected' in the name. 2
Nebuchadnezzer2 Posted January 24, 2022 Posted January 24, 2022 13 hours ago, Slorm said: I can see what you've done and the part you removed from DD_Effect_CuffedLegs_Strict still works okay (pc can move normally) the bit that's not working in RC8 is the script property you added DisableRunning. I'm not that hot on scripting so I'm not even sure how this worked before as I can't see a script for it or what it should point to. (Sorry, I'm just curious now) Vanilla, part of `HC_DisableControlsEffectScript.psc`, the script extends ActiveMagicEffect, and during OnEffectStart, if DisableRunning (bool, property) = true, it runs `inputLayer.EnableRunning(False)`. There's a similar one for disable sprinting in the same file, doing basically the same thing, too. So I basically added that as `= true`, so when it's equipped and it tries to apply the effect, running is automatically disabled/prevented. Can do the same with sprinting too, though I think you can't sprint, if you can't run, but I'd need to actually test that TL;DR: Stuck vanilla property on it which triggers with the spell effect being applied, which stops you being able to run while it's active, and cleans itself up on the effect ending. 1
Slorm Posted January 24, 2022 Posted January 24, 2022 5 hours ago, Nebuchadnezzer2 said: Vanilla, part of `HC_DisableControlsEffectScript.psc`, the script extends ActiveMagicEffect, and during OnEffectStart, if DisableRunning (bool, property) = true, it runs `inputLayer.EnableRunning(False)`. Thank you, that's really useful knowledge to learn. Is there a a catalogue or dictionary of all these calls anywhere? I'm at that awkward stage where I can create very basic mods but most of the tutorials seem to concentrate on "how" rather than "why" so it's a bit difficult to progress. A lot of syntax seems to be just assumed to be in place like "bool Property DisableSprinting const auto". I know what a boolean and a property are but the semantic meaning of const or auto are not defined in the various tutorials I've looked at you are just told to put them in, so it's unclear "why" they are used. My background before I retired was SQL so I'm used to syntax being codified in books or online, it seems that papyrus lacks that central reference source. The CreationKit site isn't particularly helpful with poor indexing, though the Skyrim side of it is better. I'll shut up now as I'm getting off topic
naaitsab Posted January 24, 2022 Posted January 24, 2022 33 minutes ago, Slorm said: Thank you, that's really useful knowledge to learn. Is there a a catalogue or dictionary of all these calls anywhere? I'm at that awkward stage where I can create very basic mods but most of the tutorials seem to concentrate on "how" rather than "why" so it's a bit difficult to progress. A lot of syntax seems to be just assumed to be in place like "bool Property DisableSprinting const auto". I know what a boolean and a property are but the semantic meaning of const or auto are not defined in the various tutorials I've looked at you are just told to put them in, so it's unclear "why" they are used. My background before I retired was SQL so I'm used to syntax being codified in books or online, it seems that papyrus lacks that central reference source. The CreationKit site isn't particularly helpful with poor indexing, though the Skyrim side of it is better. I'll shut up now as I'm getting off topic I would suggest using the coding part of the Skyrim Creation Kit wiki. It's way more detailed in terms of tutorials and syntax. The FO4 one is lacking quite a bit in that area. The coding is a bit similar to a high level language C# but with the function "limitation" of a scripting language like bat or PowerShell. The coding from Skyrim and FO4 is quite similar but there are loads more info/guides/help on Skyrim as it's more popular and around much longer. FO4 does have some unique things but most of these are either ease of use (like condition groups) or not required for basic quest scripting. One of the things most new coders run into is forgetting to set a property on the script. If it compiles you need to modify the properties and either press auto-fill if you use something the game recognizes like PlayerREF or select it yourself. Otherwise the script will run but has nothing to call and just does nothing. Or some parts do nothing. The in-game troubleshooting/logging is next to 0. So might take a while to find out that error 2
spicydoritos Posted January 24, 2022 Posted January 24, 2022 42 minutes ago, Slorm said: most of the tutorials seem to concentrate on "how" rather than "why" so it's a bit difficult to progress. Have you watched kinggath's scripting tutorials on YouTube? He's usually pretty good about explaining why he's performing any given action. I found them to cover a decent chunk of the basics. Overall I agree, though. You sort of have to scrape together the missing knowledge from modder forums, reverse engineering, and an absurd amount of hair-pulling trial & error. 2
Nebuchadnezzer2 Posted January 24, 2022 Posted January 24, 2022 47 minutes ago, Slorm said: Is there a a catalogue or dictionary of all these calls anywhere? I'm at that awkward stage where I can create very basic mods but most of the tutorials seem to concentrate on "how" rather than "why" so it's a bit difficult to progress. A lot of syntax seems to be just assumed to be in place like "bool Property DisableSprinting const auto". I know what a boolean and a property are but the semantic meaning of const or auto are not defined in the various tutorials I've looked at you are just told to put them in, so it's unclear "why" they are used. Variables and Properties covers some of that, but I basically worked most of it out by poking other's scripts. I have a lot of issues with 'why' vs 'how' usually too, which often means I'd rather go over other people's works, than watch videos on things... I hear good things about Kinggath's vids, though. 1
Slorm Posted January 24, 2022 Posted January 24, 2022 Many thanks for the suggestions everyone. I remember going through many of Kinggath's videos for basic quest building, probably a good time for another run through.
Shxdy Posted January 24, 2022 Posted January 24, 2022 On 12/3/2021 at 1:24 PM, bwagdog669680 said: Restrictive boots + straightjacket combination != not work. I've attempted to equip both simultaneously, although when either is equipped, the other is immediately removed. Is there a fix to this?
vaultbait Posted January 24, 2022 Posted January 24, 2022 44 minutes ago, Shxdy said: I've attempted to equip both simultaneously, although when either is equipped, the other is immediately removed. Is there a fix to this? In RC8 there are straightjackets with restrictive boots, in order to address this problem. Each one needs to use the "body" slot, so the only viable solution is to combine them into a single item.
Shxdy Posted January 24, 2022 Posted January 24, 2022 (edited) 1 hour ago, vaultbait said: In RC8 there are straightjackets with restrictive boots, in order to address this problem. Each one needs to use the "body" slot, so the only viable solution is to combine them into a single item. I'm familiar with the straightjacket + restrictive boots option in BodySlide; however, I have not done anything involving a complete replacement of items. Say I wanted to equip a different color straightjacket with a different color pair of boots, would I have to do that with BodySlide, not in-game? How would I go about this? Lastly, forgive my forgetfulness, but can you remind me what "RCx" stands for? Edited January 24, 2022 by Shxdy
jbezorg Posted January 24, 2022 Posted January 24, 2022 4 minutes ago, Shxdy said: Say I wanted to equip a different color straightjacket with a different color pair of boots, would I have to do that with BodySlide, not in-game? How would I go about this? I know there are armor components within DD that allow you to change item colors. I'm not sure if those components were kept when combining the boots with the straight jackets. You may want to check at an armor workbench before delving into BodySlide.
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