vaultbait Posted April 3, 2022 Posted April 3, 2022 2 hours ago, Elsidia said: Only sorry that seems Rogvir manager mod is ended. Did @Roggvir indicate that the mod wouldn't be updated to support a new official release of DD once available?
Elsidia Posted April 3, 2022 Posted April 3, 2022 37 minutes ago, vaultbait said: a new official release of DD This will be no official update so.... Not sure if Kimy will want to do some official update if script are made by DD fans
naaitsab Posted April 3, 2022 Posted April 3, 2022 24 minutes ago, Elsidia said: This will be no official update so.... Not sure if Kimy will want to do some official update if script are made by DD fans Might help with the continuous spam of users not reading the thread a few pages back and complaining about issue X or feature Y that has been fixed already ? Maybe if we can fix some more of the current bugs a (semi-)official update could be put forward. Or at least an update that fixes the save problems and AWKCR removal. 1
vaultbait Posted April 3, 2022 Posted April 3, 2022 (edited) 42 minutes ago, Elsidia said: This will be no official update so.... Not sure if Kimy will want to do some official update if script are made by DD fans In prior discussion here, @Kimy didn't seem opposed to turning the results of @naaitsab's coordination work (most recently RC8) into a DD 2.1 or 3.0: https://www.loverslab.com/topic/73925-devious-devices/?do=findComment&comment=3509719 Edited April 3, 2022 by vaultbait
tonsoffun Posted April 5, 2022 Posted April 5, 2022 Hey there guys, after looking around here, the internet, and a couple discords, I cannot seem to find out how to fix this/if its possible. Whenever I wear a harness it does not let me wear any clothes over it, That is ok and I am fine with that. However I noticed that I cannot even use power armor with a harness equipped. Is there a way to allow power armor and not clothes, or even just allow both and I can roleplay the clothes part if needed and that route would be easier. Thanks to anyone that can give insight!!!
NXTtrain Posted April 6, 2022 Posted April 6, 2022 12 hours ago, tonsoffun said: Hey there guys, after looking around here, the internet, and a couple discords, I cannot seem to find out how to fix this/if its possible. Whenever I wear a harness it does not let me wear any clothes over it, That is ok and I am fine with that. However I noticed that I cannot even use power armor with a harness equipped. Is there a way to allow power armor and not clothes, or even just allow both and I can roleplay the clothes part if needed and that route would be easier. Thanks to anyone that can give insight!!! This "problem" is actually a feature. And it also has to do with how the clothing system in FO4 works. There are a number of slots that a piece of equipment can occupy. 1 piece can occupy multiple slots at once. This is why you can't wear armor pieces over most vanilla clothing. This is also why certain clothing can't be worn together with certain devices. The no power armor is a choice made for you by the modder. I am fairly certain that you can edit this simply using xEdit, but don't quote me on that. 2
Elsidia Posted April 6, 2022 Posted April 6, 2022 (edited) 20 hours ago, tonsoffun said: Whenever I wear a harness it does not let me wear any clothes over it, It's depends what you name as harness there is different models of it. As example DD_Harness_Latex_Inventory "Latex Slave Harness" [ARMO:0B015DEF] allows wear a power armor and uses slot 36 { U } Torso. Any other armor what not use this slot can be wear. If you use mod custom clothes what takes this slot of course you can't wear. Edited April 6, 2022 by Elsidia 1
Elsidia Posted April 7, 2022 Posted April 7, 2022 Need ASAP help Anyone what used DD 2.0 RC8 need do some test Anyone what used DD 2.0 need do some test Get armor what can be wear with armbinder. First just check on NPC - wears a armor and put on armbinder - if NPC not naked then this armor is ok for test As example Pipers default outfit can't be wear with armbinder because it have arms slot. Vault 111 jumpsuit will be ok for tests 1) So force NPC be naked (in console removeallitems) 2) Put on armbinder and exit - watch arms animation in armbinder 3) Enter in NPC and equip armor (Vault 111 jumpsuit as example) 4) Exit of NPC Will NPC now takes of arms and goes as armbinder not equipped? I'm confused because i have modified DD 2.0 RC8 and even when i restore original DD_library and DD_restraints script still arms goes off armbinder Also i have highly modified DD 2.0 and there arms stays in place. So i want know if in original DD 2.0 arms stays in place or this is my own fixes for DD 2.0 Or in DD 2.0 RC8 is made bug what forces arms go of when equip armor or i got this bug in my modified DD 2.0 RC8.
izzyknows Posted April 8, 2022 Posted April 8, 2022 4 hours ago, Elsidia said: So i want know if in original DD 2.0 arms stays in place or this is my own fixes for DD 2.0 This is a long standing issue with DD arm/leg restraints and NPC's.
Elsidia Posted April 8, 2022 Posted April 8, 2022 2 hours ago, izzyknows said: This is a long standing issue with DD arm/leg restraints and NPC's. Thanks for answer - i'm so silly - i spend about 2 hours trying to understand why my new equip system in DD 2.0 RC8 force arms going out of armbinder as in my old game it's stays in place. Only problem was i forgot that i fix it in my old game) So seems if this system is worth to import in DD 2.0 RC8 (not sure about it) it's new item in to do list now)
kziitd Posted April 8, 2022 Posted April 8, 2022 8 hours ago, Elsidia said: Thanks for answer - i'm so silly - i spend about 2 hours trying to understand why my new equip system in DD 2.0 RC8 force arms going out of armbinder as in my old game it's stays in place. Only problem was i forgot that i fix it in my old game) So seems if this system is worth to import in DD 2.0 RC8 (not sure about it) it's new item in to do list now) Maybe I remember wrong. After all, more than a year has passed. When preparing the new framework last year, the problem you mentioned should be something about TD. The "no fight" Ai package allows NPCs to return to their original location, and sometimes they still pull out weapons. I haven't tested the TD update taken over by ego, so what I said may be wrong.
Elsidia Posted April 8, 2022 Posted April 8, 2022 9 minutes ago, kziitd said: The "no fight" Ai package allows NPCs to return to their original location, and sometimes they still pull out weapons. yes this problem is still on TD side and i can't touch it. As for now i try to fix: 1) Long save after put on DD items (probably fixed) need retest and see how to work new system, something still wrong and need more my attention. As this moment most are done with equip system, now need rework unequip system. 2) Second problem (was fixed in my old game, was bulky and work a little slower as original - still not sure that it works good) - this is the problem about i'm mentioned - DD side problem. Still no sure how, but when you equip any item on NPC (i test on follower Piper) DD or FO4 (not sure what is guilty) send Event OnEffectFinish(Actor akTarget, Actor akCaster) signal with previous item equiped. So example. Equip armbinder on naked (uhh ohh) Piper. She put arms inside armbinder and walk with restrained arms (TD side - she can take battle pose and push out arms, can sit and push out arms, can fix wall with hammer and push out arms. Not touch it) Now equip on her Vault 111 suit. Armbinder stays in place and locked in inventory. Arms goes out of armbinder and no more return as someone send previous equiped item signal Event OnEffectFinish(Actor akTarget, Actor akCaster) from armbinder. So it's delete TD necessary keys for armbinder animation and Piper are "free". In my old game i made complicated check of equiped keywords from rendered device and compare it with necessary removed TD keywords. If TD keyword still need it abort removing procedure and update bound animation for Piper. I publish script here. If someone waant to learn it and give advice of it - welcome (script DD_Effect_Boundanimations): Spoiler Event OnEffectFinish(Actor akTarget, Actor akCaster) if akTarget.HasKeyword(_TD_DoNotProcess) return EndIf ; libs.notify("Removing spell...") Utility.Wait(0.3) Int anim = BaseAnimationType.Length ; libs.notify("Called remove spell!") ; libs.notify("BaseAnimationType lenght= "+anim as string) bool Legs=akTarget.WornHaskeyword(libs.DD_kw_EffectType_RestrainedLegs) bool Arms=aktarget.WornHaskeyword(libs.DD_kw_EffectType_RestrainedArms) ; libs.notify("Legs= "+legs as string+" Arms= "+arms as string) While anim > 0 anim -= 1 if (!Arms) && (BaseAnimationType[anim]==libs.DD_BoundAnimKeywords[0]) akTarget.RemoveKeyword(BaseAnimationType[anim]) ; libs.notify("Remove arms keyword!") EndIf if (!Legs) &&(BaseAnimationType[anim]==libs.DD_BoundAnimKeywords[1]) akTarget.RemoveKeyword(BaseAnimationType[anim]) ; libs.notify("Remove first legs keyword!") endif if (!Legs)&& (BaseAnimationType[anim]==libs.DD_BoundAnimKeywords[2]) akTarget.RemoveKeyword(BaseAnimationType[anim]) ; libs.notify("Remove second legs keyword!") endif EndWhile Int I = AnimationKeywords.Length ; libs.notify("BaseAnimationkeywords lenght= "+i as string) While i > 0 i -= 1 akTarget.RemoveKeyword(AnimationKeywords) EndWhile ; reapply animation if aktarget.WornHasKeyword(libs.DD_kw_ItemSubType_Yoke) akTarget.AddKeyword(libs.LibraryAnimationKeywords[0]) ; _TD_DeviousYokeAlt akTarget.RemoveKeyword(libs.LibraryAnimationKeywords[2]) ; _TD_DeviousArmbinder else akTarget.RemoveKeyword(libs.LibraryAnimationKeywords[0]) ; _TD_DeviousYokeAlt ; libs.notify("Removed Yoke ") if aktarget.WornHasKeyword(libs.DD_kw_ItemSubType_Armbinder) akTarget.AddKeyword(libs.LibraryAnimationKeywords[2]) ; _TD_DeviousArmbinder ; libs.notify("Trigger on armbinder on") else akTarget.RemoveKeyword(libs.LibraryAnimationKeywords[2]) ; _TD_DeviousArmbinder if aktarget.HasKeyword(libs.DD_BoundAnimKeywords[0]) akTarget.AddKeyword(libs.LibraryAnimationKeywords[1]) ; _TD_GenericBoundHands ; libs.notify("Added _TD_GenericBoundHands") endif endif endif if (!legs) ;-=================== removing legs animations ==================================- akTarget.RemoveKeyword(libs.DD_BoundAnimKeywords[1]) akTarget.RemoveKeyword(libs.DD_BoundAnimKeywords[2]) ; libs.notify("Removed legs animations!") Endif if (!arms) ;-=================== removing arms animations ==================================- akTarget.RemoveKeyword(libs.DD_BoundAnimKeywords[0]) ;-=================== removing arms poses =======================================- i = libs.LibraryAnimationKeywords.Length While i > 0 i -= 1 akTarget.RemoveKeyword(libs.LibraryAnimationKeywords) EndWhile ; libs.notify("Removed arms animations!") EndIf akTarget.ChangeAnimArchetype() akTarget.ChangeAnimArchetype(_TD_AnimArchetypeBound) ; check if we just removed the last bound anim, if yes, revert to standard anims. i = libs.DD_BoundAnimKeywords.Length While i > 0 i -= 1 If akTarget.HasKeyword(libs.DD_BoundAnimKeywords) Return EndIf EndWhile if akTarget == Game.GetPlayer() akTarget.ChangeAnimArchetype() akTarget.ChangeAnimArchetype(AnimArchetypePlayer) else akTarget.ChangeAnimArchetype(_TD_AnimArchetypeBound) akTarget.ChangeAnimArchetype() endif EndEvent
Jappa123 Posted April 10, 2022 Posted April 10, 2022 Hello guys, I'm wonder if there is a way to stop DD from using ugly vanilla walking animation when player is restrained? Thanks!
Elsidia Posted April 10, 2022 Posted April 10, 2022 2 hours ago, Jappa123 said: I'm wonder if there is a way to stop DD from using ugly vanilla walking animation when player is restrained? Exit from battle pose i guess.
Jappa123 Posted April 10, 2022 Posted April 10, 2022 59 minutes ago, Elsidia said: Exit from battle pose i guess. Oh, that's not what i mean, bacisally I use custom walking animation mod that's fits high heeled charaters but when player is wearing for example cuffs, walking animation is back to vanilla one. DD change whole body animation instead of just hands.
Elsidia Posted April 10, 2022 Posted April 10, 2022 50 minutes ago, Jappa123 said: DD change whole body animation instead of just hands. In reality DD not change, it uses TD mod animations. So those animations is made for vanilla idle and also it's hard to make custom mod animations or it was need do work for all custom mods what uses different anims. So... there no solution.
Heinzelman Posted April 14, 2022 Posted April 14, 2022 (edited) Does anyone know how the "timed lock shields" are handled? When you try to immediatly unlock a new equipped device you get a message like "The Lock is protected with a timed lock shield preventing you from inserting a key as long as it is active! You can try to unlock this device in about X hours." I looked into the mod (the RC8 version) with FO4Edit but couldnt find any message there, or in any other mod in my loadorder. This timed lock thing can cause a problem with Raider Pet (like killed the boss, got the key, remaining raiders hostile again and cant unlock collar because lock shield time is longer than time until explosion) Edited April 14, 2022 by Heinz01
izzyknows Posted April 14, 2022 Posted April 14, 2022 2 hours ago, Heinz01 said: This timed lock thing can cause a problem with Raider Pet (like killed the boss, got the key, remaining raiders hostile again and cant unlock collar because lock shield time is longer than time until explosion) That's not a problem. You have 20 minutes real time to either unlock/pick/or by other means remove the collar.... or bang any Raider to reset the timer. Also, you can pickpocket the key off the Boss. Right after having sex you have a sort time where your pickpocket success chance is increased.
Heinzelman Posted April 14, 2022 Posted April 14, 2022 (edited) 36 minutes ago, izzyknows said: That's not a problem. You have 20 minutes real time to either unlock/pick/or by other means remove the collar.... or bang any Raider to reset the timer. Also, you can pickpocket the key off the Boss. Right after having sex you have a sort time where your pickpocket success chance is increased. It can be a problem, when you got the key by force. Everyone becomes hostile, so no chance to reset the timer of the collar again. I was using Raider Pet as an alternative way for assasinating (and this is not unintended because it gives you the black widow perk if doing so). In my case after i sucessfully killed the boss and got away from his base i was trying to unlock the collar with the key i got. But had to wait 5 ingame hours. This is not really gamebreaking and I understand that two different mods are not meant to work fine together all the time, i accept that. I would just like to make a small patch for myself to remove the timer from the makeshift collar, so being able to use the key right away when i got it. But as far as i understand by now the timed lock seems more or less coded to every original dd item. This means i have to probably make raider pet to use a new custom collar Edited April 14, 2022 by Heinz01
izzyknows Posted April 14, 2022 Posted April 14, 2022 4 hours ago, Heinz01 said: Everyone becomes hostile, so no chance to reset the timer of the collar again. You can reset it by banging ANY Raider anywhere in the Commonwealth. Store your weapons and then enter a "named" cell to flag your PC as unarmed, bang a Raider... grab your gear..... 4 hours ago, Heinz01 said: and this is not unintended because it gives you the black widow perk if doing so Removing the collar gives you the perk too. Sooo..... ya ain't gotta kill anyone. 4 hours ago, Heinz01 said: This means i have to probably make raider pet to use a new custom collar You'll need to edit the Raider Pet script to force it to use it's collar only. You'll also need to add a check and removal code to unequip any collar the PC currently has.
vaultbait Posted April 14, 2022 Posted April 14, 2022 5 hours ago, Heinz01 said: This means i have to probably make raider pet to use a new custom collar Conveniently, it already has that functionality. If you're already wearing any sort of collar (doesn't have to be lockable) then RP will just leave it there and pretend it's a bomb collar. If you don't have DD installed at all, RP will pretend you're wearing a bomb collar even if you have no collar on to begin with.
Dlinny_Lag Posted April 14, 2022 Posted April 14, 2022 (edited) 10 hours ago, Heinz01 said: I looked into the mod (the RC8 version) with FO4Edit but couldnt find any message there, or in any other mod in my loadorder. You can find this message in \Data\Scripts\Source\User\DD\DD_RestraintScript.psc You could alter LockShieldTimerMin and LockShieldTimerMax values. Or alter logic of processing in SetLockShield function, for example. Edited April 14, 2022 by Dlinny_Lag 1
Heinzelman Posted April 14, 2022 Posted April 14, 2022 22 minutes ago, Dlinny_Lag said: You can find this message in \Data\Scripts\Source\User\DD\DD_RestraintScript.psc You could alter LockShieldTimerMin and LockShieldTimerMax values. Or alter logic of processing in SetLockShield function, for example. Thats it, thank you!
kziitd Posted April 14, 2022 Posted April 14, 2022 On 4/10/2022 at 7:32 PM, Elsidia said: In reality DD not change, it uses TD mod animations. So those animations is made for vanilla idle and also it's hard to make custom mod animations or it was need do work for all custom mods what uses different anims. So... there no solution. This question is the reason why I decided to change the form of "body" to make the appearance of special state of limbs. Here, all original or mod animations will not have problems again, because nothing will disturb them, and the characters just "change their clothes". Its only problem is that it can't apply to the clothes that all characters wear like handcuffs, but in fact, those devices didn't intend to make the characters wear other clothes.
Olmech Posted April 15, 2022 Posted April 15, 2022 Seems I remember a group of people working on DD to update it a while back. Not sure what that entailed as it seemed very much a work in progress at the time. I was thinking on this today and wondered what became of that effort if anything? Thanks for any insight you may offer.
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