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Posted
23 minutes ago, Elsidia said:

I don't understand a question but as i hear for MO2 you need modify bodyslide files inside the folder what you make as mod folder for DD. And define bodyslide path into MO2 or it not work. Vortex allow work without hard config.

UPD: and you need activate those folders into MO2

Um, activate the folders? Or you mean copying the batch build result into the mod folder? Sorry for so many questions, I'm fairly new to batch building in Bodyslide.

Posted
45 minutes ago, yukitokuroya said:

I'm fairly new to batch building in Bodyslide.

45 minutes ago, yukitokuroya said:

Um, activate the folders?

Batch building is easy. If you use vortex. Just press batch building and it put files into necessary places.

As for MO2 - i don't know. You need configure bodybuild for MO2 into mo2 to put files in right positions. How? Don't know because i not want to use MO2 - too complicated.

Activate folders need into MO2 as i heard after install a mod you need activate all mod folders in mo2 to show those folders into Fallout. How?? See below one line upper))

Posted
15 minutes ago, Elsidia said:

Batch building is easy. If you use vortex. Just press batch building and it put files into necessary places.

As for MO2 - i don't know. You need configure bodybuild for MO2 into mo2 to put files in right positions. How? Don't know because i not want to use MO2 - too complicated.

Activate folders need into MO2 as i heard after install a mod you need activate all mod folders in mo2 to show those folders into Fallout. How?? See below one line upper))

Oh, by activate you mean enable mods. As I can understand what you're saying.

Posted
33 minutes ago, velkejhatak said:

Has there been any development on dynamically hiding belts & bras? Like in Skyrim.

No. It's probably limited to F4SE limits. also i'm not studying scripts how work hider in Skyrim. Can't say 100%

Posted (edited)
On 3/9/2022 at 9:49 AM, velkejhatak said:

Has there been any development on dynamically hiding belts & bras? Like in Skyrim.

I just wandering around FO4 deportment and i found elegant solution of Devices hidder.  This built into Fallout 4 itself.

But this need test.

Put this addon to FO4 data section or in DD mod folder if you have MO2, activate this plugin in MO2 or Vortex and check in game Latex restraint dress (Open)

This is only one item made and it hides harness and chastity belt, but shows up collar and bra. Also any other things will be visible, but i think other things can't be wear with  this dress,

Addon is esl flagged and not take load order slot.

 

Removed attachment as there is new in here:

https://www.loverslab.com/topic/73925-devious-devices/?do=findComment&comment=3716024

 

Edited by Elsidia
Posted (edited)

Hello all DD users lovers! i want to ask you to share info with me. What is your best AAF animation mod? Sex animations? Why i need to know? At this moment this is a secret))

Edited by Elsidia
Posted
3 hours ago, Elsidia said:

Hello all DD users lovers! i want to ask you to share info with me. What is your best AAF animation mod? Sex animations? Why i need to know? At this moment this is a secret))

 

The variety of super mutant animations in Savage Cabbage's pack makes it my personal favorite.

Posted (edited)

Ok seems it's time of reveal some secret what maybe no secret anymore.

At this moment i work on DCW compatibility with DD RC8. All know issues are fixed and made compatibility with DD.

But as i test DD and DCW traps work it's ends with show up more incompatibility of DD RC8 new devices and DCW.

Because can't promise a complete end of publish it. Can reveal good thing as teaser - i removed from DCW  AWKCCR mod as master. it ends with new script using F4SE but there can be any incompatibility with mods what use own naked body (different from FO4 default armor SkinNaked [ARMO:00000D64]) it will count as clothes and Slave collar shocks you. But good news is as any custom clothes from mods what takes biped slot 33 will be count as Clothes and shocks you. Also new script recognize if you wear a DD item and not shock you.

 

As in work progress of DD RC8 (will be renamed as DD CE9) i have ask you about some improvements what not even in Skyrim:

1) As you know some devices have 0% chance to struggle out. Also if you have restraint with 100% difficulty to reach a keyhole it never unlock item with key. The same for picklock and cut off. Maybe there need add additional menu if you try struggle out from item (and other match activities) what have zero chance to struggle out game will pop up menu that you never can struggle out and offer a choice: "give up" or "do it in any way"?

2) Second was is implemented in Skyrim: if you try unlock item with key or struggle out, or picklock or cut off there is animation if you are in match device (straitjacket, armbinder etc). Maybe it's worth add to FO4 too?  (as  i remember there is very low animations because it will be only for armbinder or straitjacket armbinder struggle animation. But i will check new torture device for any useful animation idle if it match for device type worn) Of course i can try add MCM option to disable this if for someone it is annoying.

Edited by Elsidia
Posted (edited)
27 minutes ago, Dlinny_Lag said:

What do you think about introducing hard dependency on F4SE to Devious Devices?

It's already done. For DD it needs for compatibility with Fallsouls, for DCW i used  it to remove AWKCR requirement of DCW. But if you have good guide of F4SE functions feel free to share. At this moment i'm not found many useful functions inside F4SE as it in Skyrim.

 

 

Edited by Elsidia
Posted
2 minutes ago, Elsidia said:

i'm not found many useful functions inside F4SE

New functions introduced by plugins. 

 

3 minutes ago, Elsidia said:

It's already done.

Great. I will try to find a way to solve performance problems. I have a couple of ideas how to fix an issue with enormous amount of running stacks when DD items weared by mod like AAF Violate.

Posted
1 hour ago, Dlinny_Lag said:

hi @Kimy @naaitsab @Elsidia

What do you think about introducing hard dependency on F4SE to Devious Devices?

Does it correlate with future plans?

 

RC8 uses MCM which requires F4SE, so that train has sailed.

Posted (edited)
18 hours ago, Dlinny_Lag said:

I have a couple of ideas how to fix an issue with enormous amount of running stacks

I'm too in this thing, i'm only scripter and not best scripter. But how plan fix it, if any DD devices have own script on board for successfully work? Also some devices have timed events what's any devices run from effects.

In theory you can got aboard on player 5 - 6 running timers in one time. if there is NPC in devices - much more.

Edited by Elsidia
Posted (edited)
1 hour ago, Elsidia said:

But how plan fix it, if any DD devices have own script on board for successfully work?

My plan is:

1. Do not subscribe DD_Library.DD_Equipped/DD_Unequipped event in those scripts (I mean DD_RestraintScript). As I understand it was done due to inability to trigger built-in OnEquipped/OnUnEquipped events when item is equipped by code.

2. Obtain ObjectReference of equipping/unequipping item

3. DD_Library.EquipDevice()/RemoveDevice() should trigger OnEquipped/OnUnEquipped directly using obtained ObjectReference. Not by broadcasting DD_Equipped event

 

Custom F4SE plugin would help with step 2.

Edited by Dlinny_Lag
Posted (edited)
1 hour ago, Elsidia said:

In theory you can got aboard on player 5 - 6 running timers in one time. if there is NPC in devices - much more.

It will not be big problem, especially if effects scripts will not use DD_Library script making it bottleneck.

Actually, DD_Library should be splitted to multiple scripts to reduce DD_Library's role as bottleneck.

Edited by Dlinny_Lag
Posted
5 minutes ago, Dlinny_Lag said:

Actually, DD_Library should be splitted to multiple scripts to reduce DD_Library's role as bottleneck.

That's strange. I always was be sure, that one library is better as many, because all good thing are in one place.

Posted
1 hour ago, Elsidia said:

I'm too in this thing, i'm only scripter and not best scripter. But how plan fix it, if any DD devices have own script on board for successfully work? Also some devices have timed events what's any devices run from effects.

In theory you can got aboard on player 5 - 6 running timers in one time. if there is NPC in devices - much more.

 

While I'm reasonably proficient in other programming languages for my jorb, I have only a rudimentary grasp of Papyrus still. But in other systems how I'd approach it is to have one loop as a state machine checking multiple timer values, rather than using separate loops for each one. Wake up, check the list of items for any expired timestamps, trigger events related to those, reset their timestamps into the future, and go back to sleep.

Posted (edited)

@Dlinny_Lag maybe not best example, but in Skyrim LE is Sexlab mod.

It's split into many scripts what's extend one other and function is definded in third script what extends second script.

And in result it ends with completely freeze papyrus engine in Skyrim SE, when you try call from first script something like Config. /some function name /. it can be avoid by enter console, but it's annoying.

Full report about it in Skyrim LE thread.if you have time and wish, you can read it. If you have ideas, how to avoid it will glad to hear. I spend for that problem  about week. Original mod author don't wan't something change as there is local conflict between DD, DCL and Sexlab. In other mods this call works fine.

https://www.loverslab.com/topic/33986-deviously-cursed-loot-le-90-2021-03-09/?do=findComment&comment=3691094

 

Edited by Elsidia
Posted

Some day ago i heard funny thing:

How bethesda made a games

1) Taking Fallout 3.exe and rename to Skyrim.exe

2) Adding magics

3) Taking skyrim.exe and rename to fallout4.exe

4) adding some new features

I wonder how bethesda games not so buggy)))

It's real story.

Some mod author found things from fallout in Skyrim LE CK.

I personally found in Fallout4.exe Alternation, conjuration and other Skyrim Skill tries in Fallout4.exe by using xedit.

Posted (edited)
17 minutes ago, vaultbait said:

I have only a rudimentary grasp of Papyrus still. But in other systems how I'd approach it is to have one loop as a state machine checking multiple timer values,

I agree with that. In my fallout 4 i use own DD library time gametimer - i check into that timer if player wears a keyword for timed event and then run it in necessary time.  My Fallout 4 was old and something was with C++ or just so many mods, because sometimes this call ends with c++ run-time error and game crash.  maybe Fallout 4 don't like using actor values in time event or show up many debug messages in left screen corner or just my fallout 4 was old or something another local bad thing. Anyway now is DD RC8, and my work is left as local. In new Fallout 4 installing process i completely destroy my old Fallout 4 - it works, but CTD when timed event happens.

UPD: as i can't install on old FO4 crash report, i can only guess what leads to CTD.

Edited by Elsidia

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