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Posted
14 hours ago, wookiej said:

Will there ever be the option to get your follower to tie you up like in the Skyrim version? Or is it in the game already and I'm an idiot?

 

If you specifically want to engage in a long-term D/S relationship with a follower (not just any random NPC), then you might try out Boston Devious Helper. With it, if you ask your follower to help you out of some devices, you'll get the opportunity to become their slave and there's rather a lot of content which takes place over the course of many in-game days where they will slowly turn you into a drooling slut with the assistance of some specialized pre-war technology.

Posted (edited)
On 4/19/2022 at 3:18 PM, Elsidia said:

And what biped slot are free for that?

 

For testing purpose I took the U L Leg off of the Leg Cuffs and put them on the nipple piercings and it all looks like its working fine that, the connected cuffs still hobble you ect.

Edited by Nivea
Posted (edited)
On 3/19/2022 at 2:27 PM, Elsidia said:

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.

This is how game development works.  You think game take forever to come out now?  If they had to start from scratch with every game we would get one every 20 years.

Edited by slvsaris
Posted
On 4/19/2022 at 10:34 PM, wookiej said:

Will there ever be the option to get your follower to tie you up like in the Skyrim version? Or is it in the game already and I'm an idiot?

This mod is a framework.  Things like this are for another mod to use this framework to accomplish.

Posted

There was a bug where if you had more than one of the same  restraint in inventory, and one is locked, you had to unlock all of them before the item would be unlocked.  Has this been looked at?  I ask because I just had it happen in RC8.

Posted
17 hours ago, slvsaris said:

Has this been looked at?  I ask because I just had it happen in RC8.

That not exactly in that way.

The problem is into DD equip system.

If you have in inventory x inventory devices of same type when you equip it it triggers x rendered device equip events. And equipped of it are only last.

But when you unequip inventory device it's unequip only last rendered device and others are stay in inventory and now equiped is last left.

 

Ok example: you have 3 inventory devices into inventory and 1 equiped. When you unequip it it removes 1 rendered device left 2 - then unequip procedure found that you still left 2 rendered devices and equip it back.

In next step left 1 rendered device. and then

in third step you unequip last rendered device and are free.

 

See example in spoiler the green rectangle are probably armbinder rendered device, the blue rectangle are Red spandex dress 0B051BEC rendered device

As you see in red rectangles both have 1 piece of it so it will unequip in first time. If there is count larger as 1 it takes x times for unequip

As you see you can found it in console by type command player.showinventory :

Spoiler

ScreenShot10.jpg.6746333b86c760faafea07f2bcaf1a76.jpg

I already fix this bug with player, but stuck into NPC equip system fixes. So i can confess - i'm bit lazy to can't fix it - so if i found a force, Luke - i will be back and victory this stubborn script.

 

 

Posted

I need your help again.

I almost got working NPC equip part. Left made unequip part for player and NPC (seems this will be hard part)

But i got confused again.

Need your test on clean (i mean with that unmodified script DD) with follower:

1) Equip on it any vanilla armor (Spike armor as example)

2) Exit from inventory

3) Equip on her DD_Wristcuffs_Yoke_Heavy_Inventory "Heavy Steel Yoke" [ARMO:0B0B4071]

 

Is it equipped normally  without bugs?

Posted (edited)

Some problem found in RC8 with Event* magic effect for NPC that is removed due to mod uninstall.

Lets say that we have NPC from modA.esp with some vibrator wearing. After removing modA.esp you can find repeatable errors in log:

 

Spoiler

[04/26/2022 - 03:07:48AM] error: Unable to call GetTargetActor - no native object bound to the script object, or object is of incorrect type
stack:
    [Active effect 2 on <nullptr actor> (00000000)].DD:DD_Event_Vibrate.GetTargetActor() - "<native>" Line ?
    [Active effect 2 on <nullptr actor> (00000000)].DD:DD_Event_Vibrate.OnTimer() - "c:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\DD\DD_Event_Vibrate.psc" Line 66
[04/26/2022 - 03:07:48AM] error: Cannot call Player() on a None object, aborting function call
stack:
    [Active effect 2 on <nullptr actor> (00000000)].DD:DD_Event_Vibrate.OnTimer() - "c:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\DD\DD_Event_Vibrate.psc" Line 67
[04/26/2022 - 03:07:48AM] error: Cannot call PlayerIsBusy() on a None object, aborting function call
stack:
    [Active effect 2 on <nullptr actor> (00000000)].DD:DD_Event_Vibrate.OnTimer() - "c:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\DD\DD_Event_Vibrate.psc" Line 67
[04/26/2022 - 03:07:48AM] warning: Assigning None to a non-object variable named "::temp13"
stack:
    [Active effect 2 on <nullptr actor> (00000000)].DD:DD_Event_Vibrate.OnTimer() - "c:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\DD\DD_Event_Vibrate.psc" Line 67
[04/26/2022 - 03:07:48AM] error: Cannot call PlugsMin() on a None object, aborting function call
stack:
    [Active effect 2 on <nullptr actor> (00000000)].DD:DD_Event_Vibrate.SetTimer() - "c:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\DD\DD_Event_Vibrate.psc" Line 77
    [Active effect 2 on <nullptr actor> (00000000)].DD:DD_Event_Vibrate.OnTimer() - "c:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\DD\DD_Event_Vibrate.psc" Line 70
[04/26/2022 - 03:07:48AM] warning: Assigning None to a non-object variable named "::temp15"
stack:
    [Active effect 2 on <nullptr actor> (00000000)].DD:DD_Event_Vibrate.SetTimer() - "c:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\DD\DD_Event_Vibrate.psc" Line 77
    [Active effect 2 on <nullptr actor> (00000000)].DD:DD_Event_Vibrate.OnTimer() - "c:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\DD\DD_Event_Vibrate.psc" Line 70
[04/26/2022 - 03:07:48AM] error: Cannot call PlugsMax() on a None object, aborting function call 

 

My suggestion here to check libs property and if it is None then do not try to proceed

Edited by Dlinny_Lag
Posted
8 hours ago, Dlinny_Lag said:

My suggestion here to check libs property and if it is None then do not try to proceed

My suggestion is "never remove a mods in middle game" - it's break a save.

But if you do, first remove all items spawn by this mod and then try again.

Posted
2 hours ago, Elsidia said:

"never remove a mods in middle game"

I never accepted this workaround. If it can be done in a few minutes, why not to solve the problem?

Posted (edited)
1 hour ago, Dlinny_Lag said:

I never accepted this workaround.

I mean if you remove a mod - mod load order possibly changes so script loses attached references and it can lead to more bugs. To clean a save need be very carefully so Fallout 4 uses unattached references for own needs and if you remove those as unnecessary save never load.  Also always after remove mods even in CK left error lines from those mods so ... it's not wise to do. Not speak about papyrus log. I see some logs 20 mb in few minutes of start game.

1 hour ago, Dlinny_Lag said:

If it can be done in a few minutes

Give a solution and will be done. But it's not remove a fact that this script is left into save and trigger timer events on items what not more in game.

UPD: Also as i think this script is on magic effect so mean that even magic effect is left into save.

Edited by Elsidia
Posted

Hit a problem I have not had on previous installs - the hands are curled when wearing armbinders:

 

I have only RC8 + RC8 Fusion girl 1.80. I also have a working FG set up with high heels installed (for HH training). I noticed the  1st person animations for holding a pistol are also broken when wearing armbinders.

 

I slso reinstalled RC8. Any tips where to start.

 

DD RC8 hand problem.jpg

Posted (edited)
2 hours ago, Nuka Cherry said:

Hit a problem I have not had on previous installs - the hands are curled when wearing armbinders:

 

I have only RC8 + RC8 Fusion girl 1.80. I also have a working FG set up with high heels installed (for HH training). I noticed the  1st person animations for holding a pistol are also broken when wearing armbinders.

 

I slso reinstalled RC8. Any tips where to start.

 

Upgrade your Torture Devices mod. RC8 needs updated armbinder arm/hand positioning from there.

 

Edit: Currently it's 2.2 beta 3 you want. See TD's changelog at the bottom of the file page for details.

Edited by vaultbait
Posted (edited)
2 hours ago, vaultbait said:

 

Upgrade your Torture Devices mod. RC8 needs updated armbinder arm/hand positioning from there.

 

Edit: Currently it's 2.2 beta 3 you want. See TD's changelog at the bottom of the file page for details.

 

Gotcha, wondered why this started.

 

Edit - I am already on 2.2 beta 3.

 

Hmm. TD loads after DD. Let me check in FO4 for conflicts.

Edited by Nuka Cherry
Posted (edited)
12 hours ago, Elsidia said:

Give a solution and will be done.

no problem. here is the updated function that should replace existing one in DD_Event_Vibrate.psc:

 

Spoiler

 

Event OnTimer(Int TimerID)
	If TimerID == Timer
		if !libs
			return
		endif 
		Actor myActor = GetTargetActor()
		If myActor == libs.Player && libs.PlayerIsBusy()
			DeferTimer(15)
		Else
			SetTimer()		
			Payload(myActor)			
		EndIf
	EndIf
EndEvent

 

 

Justification:

ActiveMagicEffect script always attached to Actor and when the Actor disappeared (due to mod removing) script becomes unattached.

Unattached script loses all its properties values. In this code I check libs property value. If it is None then there are 3 reasons:

 - Actor disappeared

 - Corresponding MagicEffect object disappered (due to changes in DD mod). Well, should be a reason, I've never tested it.

 - DD mod is removed and there is no object that was pointed by libs property

In all those cases timer should not be restarted to ensure that subsequent code never be executed.

Edited by Dlinny_Lag
Posted
2 hours ago, Nuka Cherry said:

Hmm. TD loads after DD. Let me check in FO4 for conflicts.

TD is master of DD so it can't load after it. You have a big problem.

Posted (edited)
50 minutes ago, Dlinny_Lag said:

here is the updated function that should replace existing one in DD_Event_Vibrate.psc:

Ok here is recompiled script.  My DD_Library and DD_Restraint script are highly modified so probably compiled script maybe not work. You will maybe recompile yourself.

Also Payload() works only for player because i modified your timer event as it stops timer event if plug are on NPC i guess. Correct me if i'm wrong.

Spoiler

Event OnTimer(Int TimerID)
    If TimerID == Timer
        if !libs
            return
        endif 
        Actor myActor = GetTargetActor()
        If myActor != libs.Player    
            return
        EndIf    
        If myActor == libs.Player && libs.PlayerIsBusy()
            DeferTimer(15)
        Else
            SetTimer()
            Payload()
        EndIf
    EndIf
EndEvent

 

DD_Event_Vibrate.pex DD_Event_Vibrate.psc

Edited by Elsidia
Posted
2 hours ago, Nuka Cherry said:

I had TD on the left side of MO2 after DD RC8.

 

I'm surprised MO2 would even allow that. Vortex automatically sorts masters before the plugins which declare them; I'd have to go out of my way to force it to do otherwise.

Posted (edited)
6 hours ago, vaultbait said:

 

I'm surprised MO2 would even allow that. Vortex automatically sorts masters before the plugins which declare them; I'd have to go out of my way to force it to do otherwise.

 

Just to be clear (and because I was not clear above). The left panel of MO2 is the files order where I thought I had messed up, not the right panel (which is plugins and the TD .esm is autosorted). I think the problem was I had cursed enchantings installed. Still trying to track down what actually caused this problem for me so I can post what exactly I did to fix it, as I saw some other people mention it (and it is a user-error).

Edited by Nuka Cherry
Posted (edited)
18 hours ago, Nuka Cherry said:

 

Just to be clear (and because I was not clear above). The left panel of MO2 is the files order where I thought I had messed up, not the right panel (which is plugins and the TD .esm is autosorted). I think the problem was I had cursed enchantings installed. Still trying to track down what actually caused this problem for me so I can post what exactly I did to fix it, as I saw some other people mention it (and it is a user-error).


MO2 uses 2 values to sort mods when creating the virtual game folder. Priority and Mod Index and Priority supersedes Mod Index. I know. WTF. Right?

How I found this out was through FO4Edit.

I had a load order issue where precompiled meshes were not loading resulting in holes in the world. In the right hand panel of MO2 the load order was correct according to it's Mod Index. So I went looking for conflicts with my entire load order in FO4Edit. In FO4Edit the load order was different than what was presented in MO2. The only way I could fix it was using MO2 Priority.

MO2 Priority.png

Edited by jbezorg
Posted
Quote

MO2 uses 2 values to sort mods when creating the virtual game folder. Priority and Mod Index and Priority supersedes Mod Index. I know. WTF. Right?

 

Huh, I did not know that. I build on top of a wabbajack list so i am guessing much of this is resolved without me worrying.

 

In the end what fixed the hands issue with DD was using Vaultbaits bodyslide for DD RC8, and not the 1.80 posted recently. Nothing else was causing the problem (even cursed enchantings as I had a RC8 patch for it).

Posted
4 hours ago, Nuka Cherry said:

In the end what fixed the hands issue with DD was using Vaultbaits bodyslide for DD RC8, and not the 1.80 posted recently. Nothing else was causing the problem (even cursed enchantings as I had a RC8 patch for it).

 

Glad to know that's working well enough. The latest revision was specifically trying to solve clipping issues with armbinders, but since I couldn't figure out how to apply TD's armbinder pose/position inside Outfit Studio, it involved a lot of blind guesswork and repeatedly loading the mesh in game to check various angles and slider values until I found deformations which looked reasonable. I'm still not thrilled with the result, but I think I've put as much time into addressing that as I usefully can.

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