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Posted
23 minutes ago, Elsidia said:

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

Well, it might appear counterintuitive at first look, but it is bad practice to put all code to a single script/class/file. Please, take a look to SRP

In Creative Engine with Papyrus scripting system large script affects not only maintaining things. Approximately it can be stated as: when some usual (non-global and non-native) function is executing then no any usual function in same script can be executed at same time. As usual, the reality a bit more complicated. Get more details on wiki.

Splitting code to separate scripts will allow to execute functions in different scripts simultaneously.

Posted (edited)
46 minutes ago, vaultbait said:

a state machine checking multiple timer values

It is already done inside engine. Papyrus scripts uses OnTimer event handlers. Actually, timers is not a weak point of DD code.

Edited by Dlinny_Lag
Posted
28 minutes ago, Elsidia said:

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

I can't comment on it. I haven't any experience with Skyrim's version of Creation Engine

Posted
25 minutes ago, Elsidia said:

How bethesda made a games

It was the very old joke... about Windows and Microsoft %)

 

26 minutes ago, Elsidia said:

I wonder how bethesda games not so buggy)))

I guess they compensate it by huge efforts... and mental health maybe %)

Posted
18 minutes ago, Dlinny_Lag said:

Splitting code to separate scripts will allow to execute functions in different scripts simultaneously.

My experience shows, that is the main problem of DD. DD loves if in background runs only 1 script.

As DD equip system takes many time and run only two different scripts, even that makes me so many headache as i can't get result of one running script as other script runs and got wrong variables as first script still not complete all.

because there need do very bad thing as Utility.Wait (0.4) to do time end previous script (i hope aa it complete or it will end with new script wrong run) In results it makes engine more heavy and equip process got so many slow.

Also for that we need make a bad code like this:

bool busy=false

Function Somethingtodo()

 

while busy

     Utility.Wait(0.1)

endwile

 

busy=true

  /   Do some work   //

busy=false

End Function

 

Also most proble of DD script is that main function is call from different scripts.

It's call equipdevice from DD_libray.

But this not end equip process as in DD_restraint script need equip DD_Rendereddecie.

I never know when equip process is end as variables can't be transfer between one script to other. DD_restraintscrip have own variables for each equiped devices while DD_libary have own one time variables.

And situation makes worse third script what apply restraint effects and too are for each device own.

And at end situation completely destroys fact that restraints effect is based on 1 keyword and if 2 devices have the same keyword it removes effect if removed one of that device as keyword is removed. 

In my last game i made check of keywords what are equipped but not for animations.  Says i check all animations keyword in cycle what is on player or need removed and then compare it with equipped items keyword to be sure that those keywords is realy need remove or on player still is another device what uses this restraint keywords. What takes effect remove script more heavy and slower as before.

 

As full picture sometimes Utility.Wait freezes if you are in menu and then need use Utility.WaitMenuMode - what already freeze if you arn't in menu)))

brainstrom....

 

Sorry about this just sometimes i need to say loud what bothers me in scripting....

Posted (edited)

@Dlinny_Lag длинный лаг?)

Anyway as i now do some different fixes in DD RC8 maybe you know how to sent script variable or property to message box form CK? I found some toutorials about this thing but "lucky me" lost link on that and can't found. I know you can send <Aliase=player> to message box to get player name in message box, long time ago see tutorial how to send global variable to message box,  but for me it not work. Maybe you can share with info where i can found all possible variables for message box?

PS: today not ruined completely probably fixed one bug in DD_Restraint script)

 

Edited by Elsidia
Posted
7 hours ago, Elsidia said:

длинный лаг?)

ну да %)

 

7 hours ago, Elsidia said:

script variable or property to message box form CK?

I don't think that we would (try to) send variables or properties. We need values, not variables.

One option to pass data between modules - global variables. Some module writes value to global variable, another - read written value. Papyrus doesn't support them, but I have implemented plugin for F4SE - F4DS. It can be used to store data in internal storage and access this data by Keyword.

Posted (edited)

Ok DD community.  While testing different things how it works i found another problem of DD items compatibility.

Straitjackets and Armbinders can't be wear if you have on any gloves on. That means you can't get on straitjackets when you wear simple gloves. it protect you from best tied items.

I fix this problem by using DD items hider - remove hands slot form Armbinder and jacket and hide hands using hider. But yesterday i found that you can't hide those devices on follower. As DD RC8 a less support NPC devices maybe it's not so bad decision?

Ok what you like more:

1) Get on straitjackets and armbinders over gloves (gloves will left wear but hides on visuals), but you will see hands and gloves on NPC.

2) Return beck hand slot to armbinders and straitjackets and then on NPC hands not visible. But you can't equip straitjackets or armbinders if wear simple restrictive gloves. And if random device picker from DCW will try put on those items it will fail and says that you on higher security items)

 

My vote is for first decision. It's a big pain as i hate bad visuals on NPC.

Edited by Elsidia
Posted
4 minutes ago, Elsidia said:

As DD RC8 a less support NPC devices maybe it's not so bad decision?

 

I'm not sure what you meant by this. I don't think RC8 has less support for putting devices on NPCs, it's just that people have been more recently pointing out that DD is generally unstable for use with NPCs due to stuck pose effects on removal, lack of openActorContainer dialogue when gags are equipped, and so on.

Posted (edited)
1 hour ago, vaultbait said:

I'm not sure what you meant by this.

I found that you can't put on Piper mittens. Maybe this save is too damaged, i will check later in play through testing Belted! quest and Alise quest with clear save as i don't want release untested DCW.  But at this moment with my old save when you put on mittens it's put on and disappears. Sometimes i can get put it on normally (when reset piper's costume to default) and then Piper put on mittens and stays naked. I don't know why it's happens on DD RC8, maybe you can test it with your companions. Will test this in my old save with DD 2.0 and report back by edit this post.

UpD: Ok, this is on my old game too, that means need test further clean save about mittens, or this just is incompatible with NPC always. Or some of bug in Restraint script what not see anyone.

 

Edited by Elsidia
Posted

Using DD 2.0, (so far) all other devices work fine (incl.  StraightJacket (open)).

As you see my char is not wearing any gloves, only the armbinders.

 

20220322004947_1.jpg

Posted

I'm running DD RC8 and Fusion Girl 1.8 with MO2. The "Strange Body" noteholder has an invisible body. I have built the DD outfits in Bodyslide, and if I equip them to myself or an NPC, the devices and the body show up fine. Once I get zapped by the body, it shows up naked. I'm thinking I may have missed something simple. Any thoughts?

Posted
1 hour ago, onebdjoe said:

I'm running DD RC8 and Fusion Girl 1.8 with MO2. The "Strange Body" noteholder has an invisible body. I have built the DD outfits in Bodyslide, and if I equip them to myself or an NPC, the devices and the body show up fine. Once I get zapped by the body, it shows up naked. I'm thinking I may have missed something simple. Any thoughts?

 

Its a very long-standing LooksMenu BodyGen bug. You can remove BodyGen configuration for All|Female|HumanRace or add your own Data\F4SE\Plugins\F4EE\BodyGen\Devious Devices.esm\morphs.ini with an entry for Devious Devices.esm|29af85 to a zero sliders template.

Posted

Can i ask strange solicitation?

Can someone publish here how looks DD_Dress_Latex_Mesh_Inventory "Fishnet Mini Dress" [ARMO:0B051BE6] in your game?

For me it looks bad and i do some improvement.

Maybe that is just for my settings?

 

Posted

Thank you for the quick reply and possible solution. I do not have a Devious Devices.esm entry in that folder. I'm inclined to just leave this bug alone. 

Posted
3 hours ago, onebdjoe said:

Thank you for the quick reply and possible solution. I do not have a Devious Devices.esm entry in that folder. I'm inclined to just leave this bug alone. 

 

Yes, it won't hurt anything. If you're playing with BodyGen enabled, you're going to run across other "loot corpses" with invisible bodies throughout the commonwealth, including a lot of the ones included in the vanilla game itself.

 

The most detail I was able to find is that it has something to do with how the game deals with morphs being applied to the corpses with clothing already equipped. If a mod scripts the clothing to be equipped after BodyGen has applied morphs then the bodies won't turn invisible, but if the clothing is equipped as part of the inventory mechanism for the NPC record of the loot corpse then sometimes their bodies will disappear once BodyGen morphs them (and it seems to happen 100% of the time for the placed corpse in DD RC8).

Posted (edited)
17 hours ago, vaultbait said:

and it seems to happen 100% of the time for the placed corpse in DD RC8

I never seen this body without body, install minimal requirements for DCW and nothing change in configuration, use default CBBE body from CBBE Calente.

maybe problem is in Fusion girl body?

Also always my papyrus report that this body is updated:

[03/23/2022 - 04:29:03AM] [DD] MFGOutfit: unequipped by Strange body
[03/23/2022 - 04:29:03AM] [DD] MFGOutfit: equipped by Strange body

 

This message is spawned with some interval of time while Fallout 4 is open

Edited by Elsidia
Posted
1 hour ago, Elsidia said:

I never seen this body without body, install minimal requirements for DCW and nothing change in configuration, use default CBBE body from CBBE Calente.

maybe problem is in Fusion girl body?

Also always my papyrus report that this body is updated:

[03/23/2022 - 04:29:03AM] [DD] MFGOutfit: unequipped by Strange body
[03/23/2022 - 04:29:03AM] [DD] MFGOutfit: equipped by Strange body

 

This message is spawned with some interval of time while Fallout 4 is open

 

Do you enable BodyGen with an All|Female|HumanRace morph? If not, you definitely won't see it since it's related to BodyGen morphing the corpse on first load-in.

Posted
21 minutes ago, vaultbait said:

Do you enable BodyGen with an All|Female|HumanRace morph?

Lol How i can do it? I even don't know what is it) I install all with default settings and don't touch anything. In bodyslide i check build morphs for all include naked body.

For one NPC made by me i generate facegen in CK, but that's all what i do)

24 minutes ago, vaultbait said:

BodyGen morphing the corpse on first load-in.

If it in first load then first load happens always as this message repeat in papyrus always in cycle. Or first load is mean by loading a save? I do it many times as i test DCW traps, surrender and DD fixed equip system. I'm not play a game.

Posted
16 minutes ago, Elsidia said:

Lol How i can do it? I even don't know what is it) I install all with default settings and don't touch anything. In bodyslide i check build morphs for all include naked body.

For one NPC made by me i generate facegen in CK, but that's all what i do)

 

If you're not configuring LooksMenu's BodyGen feature, then that explains why you wouldn't notice. Fusion Girl ships with a basic BodyGen configuration as a selectable option in its FOMOD installer. For CBBE you may need to seek out BodyGen configuration, I'm unsure.

 

16 minutes ago, Elsidia said:

If it in first load then first load happens always as this message repeat in papyrus always in cycle. Or first load is mean by loading a save? I do it many times as i test DCW traps, surrender and DD fixed equip system. I'm not play a game.

 

BodyGen applies morphs to any actor the first time they're loaded, so normally when you enter the cell where their record is placed.

Posted
20 minutes ago, vaultbait said:

For CBBE you may need to seek out BodyGen configuration, I'm unsure.

Without configuration all works fine, seems no need to search for him.

I can't check this body with fusion girl as my old game doesn't have DD 2.0 RC8 and my new game have CBBE. Don't plan install Fusion girl as i plan configure DD for CBBE. Then others can make new converts of fusion girl.

 

Posted
22 hours ago, Elsidia said:

Without configuration all works fine, seems no need to search for him.

I can't check this body with fusion girl as my old game doesn't have DD 2.0 RC8 and my new game have CBBE. Don't plan install Fusion girl as i plan configure DD for CBBE. Then others can make new converts of fusion girl.

 

Well, you were asking how to replicate the problem, and saying you didn't think CBBE was affected. It's fine if you don't care.

 

The fact stands, there is a long-standing BodyGen bug, but it's easily worked around for any specific loot_corpse by either unconfiguring LooksMenu's BodyGen globally (which I think is how most CBBE players have it by default), or by adding a BodyGen override for that specific corpse's form ID to apply a template with zeroed sliders.

Posted
24 minutes ago, vaultbait said:

unconfiguring LooksMenu's BodyGen globally

Sorry don't understand what you saying....

You speak about this file?

I add how it looks in Default.

f4ee.ini

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