KlaraRawens Posted April 23, 2017 Posted April 23, 2017 Hey, nice mod I love it! But just one thing that annoys me D:When my character equip some stuff like harness, she get's "a second body".What i mean by that, is that there is the same body on the body xDLike body on a body :DDCan someone explain me quickly how to fix this ?Btw: I am not familiar with the Oufit Studio or Nifscope :/ (but i would like to, to solve this)Thanks
ZarthonTheVanquished Posted April 23, 2017 Posted April 23, 2017 I made another ground object for you. I spent a long time on this one cuz there was no easy way to do it quickly and I wanted it to look nice. :] Heretic Black Rust (Chains): Download: HereticBlackRust_GO.7z *Odds are I'm gonna be making these in the order of what I am interested in lol, so "very random". _______________________________________ Previous GO Downloads: http://www.loverslab.com/topic/73925-devious-devices-12/page-19?do=findComment&comment=1868995 http://www.loverslab.com/topic/73925-devious-devices-12/page-19?do=findComment&comment=1880232
iggypop1 Posted April 24, 2017 Posted April 24, 2017 Hey, nice mod I love it! But just one thing that annoys me D: When my character equip some stuff like harness, she get's "a second body". What i mean by that, is that there is the same body on the body xD Like body on a body :DD Can someone explain me quickly how to fix this ? Btw: I am not familiar with the Oufit Studio or Nifscope :/ (but i would like to, to solve this) Thanks You need to learn how to use Body-slide
KlaraRawens Posted April 24, 2017 Posted April 24, 2017 Haha I know how to use Bodyslide but not the Outfit Studio :/So, anyone know how to fix this ? Hey, nice mod I love it! But just one thing that annoys me D:When my character equip some stuff like harness, she get's "a second body".What i mean by that, is that there is the same body on the body xDLike body on a body :DDCan someone explain me quickly how to fix this ?Btw: I am not familiar with the Oufit Studio or Nifscope :/ (but i would like to, to solve this)Thanks You need to learn how to use Body-slide
applejuice777 Posted April 28, 2017 Posted April 28, 2017 Will there be a version where there will be no keys ? I am sick of having to go good neighbor to chat with Kim a woman who doesn't talk and having to pay 500 caps just to unlock one device. I just use this mod for looks not the locking feature. Is there a command to add more keys to my inventory? Thanks!
ZarthonTheVanquished Posted April 28, 2017 Posted April 28, 2017 Will there be a version where there will be no keys ? I am sick of having to go good neighbor to chat with Kim a woman who doesn't talk and having to pay 500 caps just to unlock one device. I just use this mod for looks not the locking feature. Is there a command to add more keys to my inventory? Thanks! On that note, I think the "time lock" is rather silly and out of place, and like was said above - also makes it really tedious and annoying to try on the devices and see how they look (which is something you have to do a lot when generating Bodyslide files to check for animation deformation clipping issues...). Just cuz the preview in Bodyslide looks like it isn't clipping doesn't mean that it won't start clipping all over the damn place once animations are applied to the actor wearing it. :/
Zmara Posted April 29, 2017 Posted April 29, 2017 is there anyway to turn down the plug stimulation rate, it seems too high right now as it's going 24/7, would be more enjoyable with a lower rate like it was in skyrim.
ZarthonTheVanquished Posted April 29, 2017 Posted April 29, 2017 Sorry, but I wanna make sure Kimmy doesn't miss the assets I made for this mod, so, err... "bump": http://www.loverslab.com/topic/73925-devious-devices-12/page-19?do=findComment&comment=1880232 http://www.loverslab.com/topic/73925-devious-devices-12/page-19?do=findComment&comment=1880975 (I hate bumping, sorry about that...)
TerabyteDragon Posted May 1, 2017 Posted May 1, 2017 Hey, all!First I want to thank Kimy for making this mod, I love it! Thank you! After reading this thread it looks like you are planning some bug fixes in 1.3. Any idea timeline for that?For those experiencing the double body issue with the slave harness: You need to use the same body preset when you build the nude body and when you build the harness. Everything should perfectly match then.For those (like me) that find it too tedious to buy keys from Kimy: You can add keys with the console. Something like: player.additem xxxxxxxxwhere xxxxxxxx is id of the key. You can also find the key ids in the console.help restraint 4 keymhelp chastity 4 keymStay sexy!
Kimy Posted May 1, 2017 Author Posted May 1, 2017 Will there be a version where there will be no keys ? I am sick of having to go good neighbor to chat with Kim a woman who doesn't talk and having to pay 500 caps just to unlock one device. I just use this mod for looks not the locking feature. Is there a command to add more keys to my inventory? Thanks! On that note, I think the "time lock" is rather silly and out of place, and like was said above - also makes it really tedious and annoying to try on the devices and see how they look (which is something you have to do a lot when generating Bodyslide files to check for animation deformation clipping issues...). Just cuz the preview in Bodyslide looks like it isn't clipping doesn't mean that it won't start clipping all over the damn place once animations are applied to the actor wearing it. :/ I might provide a debug setting down the road to allow easier testing of items. Sorry, but I wanna make sure Kimmy doesn't miss the assets I made for this mod, so, err... "bump": http://www.loverslab.com/topic/73925-devious-devices-12/page-19?do=findComment&comment=1880232 http://www.loverslab.com/topic/73925-devious-devices-12/page-19?do=findComment&comment=1880975 (I hate bumping, sorry about that...) I have seen it. Last week I just had very little time to respond to forum postings, so that's why I wasn't replying.
ZarthonTheVanquished Posted May 1, 2017 Posted May 1, 2017 Sorry, but I wanna make sure Kimmy doesn't miss the assets I made for this mod, so, err... "bump": http://www.loverslab.com/topic/73925-devious-devices-12/page-19?do=findComment&comment=1880232 http://www.loverslab.com/topic/73925-devious-devices-12/page-19?do=findComment&comment=1880975 (I hate bumping, sorry about that...) I have seen it. Last week I just had very little time to respond to forum postings, so that's why I wasn't replying. Np lol, I've just had things I've made be buried in the past under a landslide of other posts, and now I'm a bit paranoid about making sure that the intended audiance at least SEES it. n.nU
ag12 Posted May 2, 2017 Posted May 2, 2017 Thank you very much for your time and effort, Kimy! Your work is appreciated. Also, thanks, Bumex! Are you intending to make all this stuff craftable and moddable ingame? If not, do you mind if start to do that? I know you have quite liberal usage rules, however, something like that would require about 30 lines of code to be added to DD_RestraintScript - that's for the colors. For any other features, I wouldn't know how to handle it. Colors can be done without altering DD_Library or messing with any of the actual functionality at all. Anything more would be too intrusive for sure, I think. What do you think about that?
Kimy Posted May 2, 2017 Author Posted May 2, 2017 Crafting/modding of restraints isn't very high up in my priority list. The reason being that there is usually very little reason for crafting restraints. The player either finds them, or buys them, or gets them locked on against her will in the first place. Of all the large bondage mods on LL, I am not aware of a single one that makes or even motivates the player to obtain restraints through crafting. They usually get..."provided". For Skyrim DD, we're actually going to remove crafting from the core framework and put it in an optional mod maintained by a volunteer, because we feel it's not something we want to put a lot of our time in, for such little gain. That being said, I don't mind adding this feature to the framework if someone contributes that code and all necessary CK work, and it doesn't overly impact performance or makes creating new devices more tedious (I made a custom weapon, so I know that some FO4 systems -are- tedious!). The one condition from my side is that I am not going to maintain this feature either now or in the future. If that's ok for you, we can talk about how to make it happen! Just out of curiosity - which use cases for device crafting do you see? Is that something your own mod could make good use of?
ag12 Posted May 2, 2017 Posted May 2, 2017 As you know, initially (a long time ago), I was opposed to using DD as a dependency for my mod, since I felt that it was too script intensive, thus difficult to operate. However, having looked at the code, I think I can work with it quite nicely. You've got all the checks in to prohibit it from taking over NPCs it's not supposed to take over (_TD_DoNotProcess) and the only other thing I've got to figure out is how I'm going to rewrite the escape engine for NPCs breaking free of their restraints. If that's already a feature in DD, I couldn't find a trace of it. So, yes, since my mod is all about capturing those raiders at every corner and selling them for a profit or doing ... things to ...with them, the player has a high demand for restraints. Especially since those pesky slaves tend to rip them apart and run for their dear lives after a bit. And right now the only way to acquire restraints is to either get mangled up in DCW, then spend hours helpless while your slaves run off or go to Goodneighbor and buy them from you. As soon as people figure out that Kimy sells wherever she is and not just in Goodneighbor, they'll get a collar and a whip and 'relocate' your alter ego. Jokes aside, crafting and customization at a workbench would make it both more feasible to acquire restraints as well as more immersive. I mean, I can build a top-notch post apocalyptic settlement, but not a leather collar? ^^ Would you want me to do the edits in your DD.esm and send it over, or would you want me to make an addon, replacing only the DD_RestraintScript with my version for you to look over? If you'd like, I'll pitch you a PM with the script details.
Kimy Posted May 2, 2017 Author Posted May 2, 2017 *nod* I took great care to keep the code clean and straightforward, so DD's engine footprint should be fairly manageable. The framework also avoids hardcoding behavior that content mods would like to implement on their end, so mod authors shouldn't feel restrained (haha!) in their creativity. DD is providing basic functionality for handling restraints, so mod authors don't have to. For this reason, there are no features in there that e.g. would let NPCs escape restraints on their own (some bondage mods wouldn't want them to!) DD just makes that easy to implement for the mods that want to provide such a feature. Let's chat about how to best do that, but don't edit the DD 1.2 esm. I made significant changes to it for the 1.3 patch. Just a silly question, but won't adding the ~200 DD items to a workbench result in significant clutter?
ZarthonTheVanquished Posted May 2, 2017 Posted May 2, 2017 ...Just a silly question, but won't adding the ~200 DD items to a workbench result in significant clutter? I'm sure it could, but you can spread them out as much as you'd like under any number of additional categories. Additionally, Community Restraints has it's own workbench, so it won't have any other mod or vanilla items adding to the "clutter". ---- Oh, and one more thing @Kimy: You could honestly slash the number of items your mod adds like down to 1/10th by making use of armor mods and material swaps. So many of your items are just reskins, either in color or specular/normal effects (i.e. latex vs. leather), and all of those things could be done at a armor workbench if the player wanted different color/material combinations. If you wanna do this, I'd say a good resource to look at and reverse engineer off of would be any of CROSS' armor mods, such as: http://www.nexusmods.com/fallout4/mods/17797/?
Kimy Posted May 2, 2017 Author Posted May 2, 2017 You could honestly slash the number of items your mod adds like down to 1/10th by making use of armor mods and material swaps. So many of your items are just reskins, either in color or specular/normal effects (i.e. latex vs. leather), and all of those things could be done at a armor workbench if the player wanted different color/material combinations. Not really. In 95% of the time, the restraint is not selected by the -player-, it's selected by the -modder-. Because the very vast majority of restraints is getting used on the -player-, not NPCs. In other words - if you were bad and the cops put you in handcuffs, you don't get to pick the color. As I said above, with DD items,, the process is normally NOT: "Player crafts restraint and locks it on herself". The restraints get chosen by the quest etc. Which is why I will always have to provide different color and variant choices in CK. Workbenches don't cut it for almost every use case for bondage, except "Player as Master" slavery mods.
Faustling Posted May 2, 2017 Posted May 2, 2017 Had a little problem with captives following me around when I moved to a new area, even when tied up and locked in various devices. One who did not was wearing a blindfold. Coincidence?
ZarthonTheVanquished Posted May 3, 2017 Posted May 3, 2017 You could honestly slash the number of items your mod adds like down to 1/10th by making use of armor mods and material swaps. So many of your items are just reskins, either in color or specular/normal effects (i.e. latex vs. leather), and all of those things could be done at a armor workbench if the player wanted different color/material combinations. Not really. In 95% of the time, the restraint is not selected by the -player-, it's selected by the -modder-. Because the very vast majority of restraints is getting used on the -player-, not NPCs. In other words - if you were bad and the cops put you in handcuffs, you don't get to pick the color. As I said above, with DD items,, the process is normally NOT: "Player crafts restraint and locks it on herself". The restraints get chosen by the quest etc. Which is why I will always have to provide different color and variant choices in CK. Workbenches don't cut it for almost every use case for bondage, except "Player as Master" slavery mods. Well to be fair, items can be created by scripts with any OMODs you desire without much hassle. That's how like 90% of the "unique" weapons in Fallout 4 don't really "exist" in terms of not having a Ref ID: they were generated by scripts (a good example is the Ashmaker). But I suppose just having 10-15 variations in items is easier to both set up and manage for the creator of the framework, and the users of said framework. ___________________________________________________________ Oh, also: If anyone REALLY needs a specific ground object made for an item that I haven't made one for yet (i.e. mod developers using DD), feel free to ask me directly to make any specific one(s). :]
Halstrom Posted May 3, 2017 Posted May 3, 2017 As you know, initially (a long time ago), I was opposed to using DD as a dependency for my mod, since I felt that it was too script intensive, thus difficult to operate. However, having looked at the code, I think I can work with it quite nicely. You've got all the checks in to prohibit it from taking over NPCs it's not supposed to take over (_TD_DoNotProcess) and the only other thing I've got to figure out is how I'm going to rewrite the escape engine for NPCs breaking free of their restraints. If that's already a feature in DD, I couldn't find a trace of it.While you both are tweaking things for 1.3, one feature I am looking for is a way to trigger the cuffs from allowing free movement to their various bound states by script, the institute cuffs being electronic could be remote controlled then or maybe random/triggered by coursers/patrol synths. Currently I'm trying by disabling the effects themselves by a global variable, but haven't got it yet, also some remote script control for the vibrator/inflation effects. Probably a keyword or token for NPC use would be better of course. Could DestroyDevice property be set to only destroy devices cut or struggled from rather than those unlocked by key? Or a second Option property? I want it destroyed if a hacksaw is used to remove it but not if a key is used And the institute Leg cuffs seem to strip my character when worn? Is that normal or did I screw up a property setting or something? One of the things I tried to do for my SInstitute mod was have the institute collars change colors to indicate areas, but it seems changing an O-mod resets the object completely, effectively re-equipping a new item. I know this was set up for player enslavement, but its so awesome it would be great to see it become the standard FO4 restraint system for NPCs too where current code capabilities exist, adding options to help an NPC escape their restraints etc. We probably need a shock feature then and allowed/restrained/unrestrained/banned places. And I'm also poking with the scripts to try make a version for devious Power Armor
ag12 Posted May 3, 2017 Posted May 3, 2017 You could honestly slash the number of items your mod adds like down to 1/10th by making use of armor mods and material swaps. So many of your items are just reskins, either in color or specular/normal effects (i.e. latex vs. leather), and all of those things could be done at a armor workbench if the player wanted different color/material combinations. Not really. In 95% of the time, the restraint is not selected by the -player-, it's selected by the -modder-. Because the very vast majority of restraints is getting used on the -player-, not NPCs. In other words - if you were bad and the cops put you in handcuffs, you don't get to pick the color. As I said above, with DD items,, the process is normally NOT: "Player crafts restraint and locks it on herself". The restraints get chosen by the quest etc. Which is why I will always have to provide different color and variant choices in CK. Workbenches don't cut it for almost every use case for bondage, except "Player as Master" slavery mods. Basically, the way F4 works, it would be entirely possible to scrap the different versions (e.g Black Blindfold, Red Blindfold, White Blindfold) and have a base item called Blindfold which has an attachment point for a color mod, then having three color mods, with one being set to be the default one. (Like on Rifles, you can't completely remove the barrel, in this case you wouldn't be able to remove the paint, but just replace it). There would also just be one RenderedItem, which offers the same attachment points and textureswaps, if the InventoryDevice gets equipped, the script could generate the fitting RenderedItem by checking for the color keywords on the InventoryItem, adding the appropriate mods to an instance of the RenderedItem and then equipping that. As for the main source of devices being modders choosing specific ones, all that would be needed is that the functions that equip a device and all top-level functions (like addrandomdevicebykeyword) get an additional parameter akPreferredColor, which the modder can specify. If left empty, it would just choose the default mod, in most cases black. Initially, the scripting for that requires changes, obviously, but once in place the workflow for adding new devices is, while different, not harder at all. Instead of creating additional armor entries for each color scheme, you'd just be adding different texture swaps and object mods. It'd be about 10 clicks more per item. Added benefits, apart from the obvious extension of usability for player-master mods and recoloring your favourite devices, would be that the mod could use F4's levelled item system to randomly generate devices for slaves or people you encounter in the wasteland. My main argument in favor of this is still that the system is in place, and I think it'd be a shame not to make the most out of the things F4 does well. I've experimented with script injections into DD to make an addon to make this happen, however, while possible, it'd be way easier if it was integrated into DD itself. That would cut out on a lot of potential problems. I wouldn't mind writing the scripts for that in due time, but it's only feasible to do that on a stable, fresh release of DD, to give me time to accomplish it between releases. Do you have an ETA on 1.3? Edit: just caught your comment about cluttering the workbench: no, it wouldn't. In total, it'd be two dozen devices in multiple categories on a separate workbench (Uiridium made a great model for a restraint workbench, that I'm using in CRP, since I'll discontinue CRP anyway, I'd use that for the DD workbench). To actually get all the colored sub items, you'd take the crafted base restraint over to any armor bench and modify it there like you would any piece of equipment. Quite tidy, in the end.
Halstrom Posted May 3, 2017 Posted May 3, 2017 One of the problems I have with using omods so far is if there are 4 colors of an item by omod and I want a scripted inventory item to add and equip a rendered version in the green variation, how do we do that by script? Can we just add the keyword for that variation after equipping it?
ag12 Posted May 3, 2017 Posted May 3, 2017 It is entirely possible that the gam updates the mesh in realtime if using objectreference:attachmod(). That would be most convenient. However, using the same work-around that DD uses to acquire the right DD_RestraintScript by placing a reference disabled, then using that would work as well. PlaceAtMe(rendereddevice) , attachmod(red), equipitem. Should do it. Sloppily said, I'm confident that as long as I ensure my body gets supplied with enough coffeine, I can make it work. I've got most of the stuff needed already done, however, I will wait for Kimy's next release, then do it again for that release and send it to her for revision. I'd say I'm a decent script, but nobody understands code like the one who wrote it, surely I'll miss stuff left, right and center. In terms of Gameplay like NPCs escaping, I won't do that for DD. I want to help make DD compatible and more accessible to Player-master mods, not make it an NPC slavery mod. It's supposed to be a framework, nothing more, nothing less. Oh, and having lockable handcuffs is easy to do. F4ss will have it after the DD compatibility patch. Also, never forgetti, this is all hypothetical. This is Kimy's mod and I'll do my best to provide well-scripted solutions for stuff I'd like to see, but by no means is it certain she will like what I come up with.
Halstrom Posted May 3, 2017 Posted May 3, 2017 It is entirely possible that the gam updates the mesh in realtime if using objectreference:attachmod(). That would be most convenient. However, using the same work-around that DD uses to acquire the right DD_RestraintScript by placing a reference disabled, then using that would work as well. PlaceAtMe(rendereddevice) , attachmod(red), equipitem. Should do it. Sloppily said, I'm confident that as long as I ensure my body gets supplied with enough coffeine, I can make it work. I've got most of the stuff needed already done, however, I will wait for Kimy's next release, then do it again for that release and send it to her for revision. I'd say I'm a decent script, but nobody understands code like the one who wrote it, surely I'll miss stuff left, right and center. In terms of Gameplay like NPCs escaping, I won't do that for DD. I want to help make DD compatible and more accessible to Player-master mods, not make it an NPC slavery mod. It's supposed to be a framework, nothing more, nothing less. Oh, and having lockable handcuffs is easy to do. F4ss will have it after the DD compatibility patch. Also, never forgetti, this is all hypothetical. This is Kimy's mod and I'll do my best to provide well-scripted solutions for stuff I'd like to see, but by no means is it certain she will like what I come up with. Very true, and yes I'm meaning a framework that suits both PlayerSlave & NPCSlave. A lot of other stuff can be done in our own additional scripts.
nixnamed Posted May 3, 2017 Posted May 3, 2017 So, I've encountered a strange problem. When wearing a vibrating toy and a gag (I tested with multiple different plugs and available gags, and on multiple old and fresh saves), during a stimulation event, the following issues pop up: -CPU use shoots up to 100% (it is normally closer to 70 due to my performance-oriented mods) (GPU use remains normal)-FPS drops from 45-60 to 20-30, with sharp downward spikes as low as 4 FPS, presumably because the CPU is overloaded.-The correct gagged moaning sounds do play, but are delayed by 3-10 seconds. Other sounds (e.g. gunfire, looting) are also delayed. Again, probably caused by CPU load. This effect has, so far, only occurred during a stimulation event while gagged. Non-gagged stimulation events play normally. Normal gameplay performs as expected. Edit: Further testing reveals that CPU usage spikes occur when the game is trying to cycle from one gagged moan to the next during a multi-moan stimulation event. Also that wow, you weren't joking in the changelog--my character really likes being gagged! (End edit) Do you know anything about this? Attached are two logs which end (on account of closing the game) during or shortly after the issue occurs. Papyrus.0.logPapyrus.1.log
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