Elsidia Posted May 11, 2022 Posted May 11, 2022 22 minutes ago, bwagdog669680 said: Good catch Elsidia. I'm so tired of this complicated equip system and bugged also. I see this system at night in my dreams. When i walk on streets i think about this stubborn system and how to made it work as i want. I'm so close to victory and in same time so far from victory) Most probably i will continue work on script on holidays as after work i'm so tired to do it) I you have mood can look on script how it looks at this moment DD_RestraintScript.psc 3
bwagdog669680 Posted May 11, 2022 Posted May 11, 2022 3 hours ago, Elsidia said: This part is clear. It triggers when player are in NPC inventory and press equip button on DD item. That triggers this part and equip DD item. As for b.processing it's uses to protect player from illegal action on equipped NPC devices. if player doesn't key. In all cases bprocessing is false. it's are made true when player try unequip DD item from NPC when doesn't have key. in that moment inventory device is unequiped by button press. Because script wants to equip inventory device back. But as it do actor.equip(inventorydevice) it triggers event onequiped. That is unnecessary and can lead to endless equipping loop. So because bprocessing is set true and in event onequiped it skips part of equip Device on NPC to stop endless loop. Also bproceesing is use exit from unequip procedure not to trigger it. This part probably is useless as in part where bprocessing is true no any unequip event. Also i can be wrong as sometimes DD do so many equip unequip process only for one device. So there can problem with sounds to detect where it need equips or unequips. Okay, that makes more sense than I could figure out. I understand that there are a lot of factors on equip/unequipping a devious device, but like you said there are a bunch of unnecessary parts in the code. I'm about to try the stuff you told me earlier (copy original restraint equip into my script, etc.)
bwagdog669680 Posted May 11, 2022 Posted May 11, 2022 3 hours ago, Elsidia said: I'm so tired of this complicated equip system and bugged also. I see this system at night in my dreams. When i walk on streets i think about this stubborn system and how to made it work as i want. I'm so close to victory and in same time so far from victory) Most probably i will continue work on script on holidays as after work i'm so tired to do it) I you have mood can look on script how it looks at this moment I feel ya, I've gotten pretty frustrated with it myself. Just know that a lot of people appreciate your efforts. Also, is that the Restraint Script that came with the Mod, or your new work?
Elsidia Posted May 11, 2022 Posted May 11, 2022 1 hour ago, bwagdog669680 said: Also, is that the Restraint Script that came with the Mod, or your new work? Both : this is restraint script came with mod, where i made changes, fix find bugs and remove trigger custom DD event. This lead me to more bugs what i try fix now. All works fine, just problem with colored mods on NPC and Player aggressive actions like - take all items from NPC can lead to break a restraints. Last is almost fixed, at least while i test restraints stay on place. Now need recheck if NPC wear colored item and restore right color after player aggressive remove it from NPC inventory. Next step is recheck all animations on actor to fix break animations if you equip other item on NPC.
bwagdog669680 Posted May 11, 2022 Posted May 11, 2022 32 minutes ago, Elsidia said: Both : this is restraint script came with mod, where i made changes, fix find bugs and remove trigger custom DD event. This lead me to more bugs what i try fix now. All works fine, just problem with colored mods on NPC and Player aggressive actions like - take all items from NPC can lead to break a restraints. Last is almost fixed, at least while i test restraints stay on place. Now need recheck if NPC wear colored item and restore right color after player aggressive remove it from NPC inventory. Next step is recheck all animations on actor to fix break animations if you equip other item on NPC. Okay, awesome. I started to look through what you sent me and it looked the same. I'll make a back up of the original Restraint script and try yours.
Elsidia Posted May 11, 2022 Posted May 11, 2022 (edited) 20 minutes ago, bwagdog669680 said: I'll make a back up of the original Restraint script and try yours. It's not work without modified DD_Library Script. And also i start making new procedure using F4SE for detect biped slots with DD keywords and there in esp is stored massive for that. Edited May 11, 2022 by Elsidia
bwagdog669680 Posted May 11, 2022 Posted May 11, 2022 2 hours ago, Elsidia said: It's not work without modified DD_Library Script. And also i start making new procedure using F4SE for detect biped slots with DD keywords and there in esp is stored massive for that. After carefully looking at your new Restraint script, I realized there were some things missing. I figured you added them to the Library. Also, I did a quick test and you were right! My script worked! I couldn't get Nora to make gag noises if she was gagged and then had another (not gag) DD put on. Now she does. You are awesome!! Thanks a million. Now I've got to make all the other sounds for the other DD's...
Elsidia Posted May 12, 2022 Posted May 12, 2022 (edited) 35 minutes ago, bwagdog669680 said: I realized there were some things missing. No there is added. Original script uses call second time Equipdevice for equip device in onequiped event. Instead of that i call Function Onequiped direct from Restraint script. Also there is added procedures force equip force unequip what is used to call from DD_Library instead of send custom DD equip unequip event as those events hangs up save. This new method completely destroys color mod setup so there i was force to made myself new color pick up procedure. I left those events inside Restraints script not to removed to left original restraint script structure. Edited May 12, 2022 by Elsidia
bwagdog669680 Posted May 14, 2022 Posted May 14, 2022 On 5/11/2022 at 6:14 PM, Elsidia said: No there is added. Original script uses call second time Equipdevice for equip device in onequiped event. Instead of that i call Function Onequiped direct from Restraint script. Also there is added procedures force equip force unequip what is used to call from DD_Library instead of send custom DD equip unequip event as those events hangs up save. This new method completely destroys color mod setup so there i was force to made myself new color pick up procedure. I left those events inside Restraints script not to removed to left original restraint script structure. Yes, added is what I meant. Yes the second equip is something I had to account for. It wasn't too hard, just an extra step. I think your idea of linking my mod to the rendered device instead of the inventory is the better way to go. Sometimes a DD can be put in your inventory (from another mod), but not equipped. Or equipped in the inventory but not rendered. Basically if it is rendered, it's always equipped, but equipped in inventory doesn't always mean rendered. Again I appreciate the help, and I appreciate all the work you've done here.
Elsidia Posted May 14, 2022 Posted May 14, 2022 15 minutes ago, bwagdog669680 said: Basically if it is rendered, it's always equipped, but equipped in inventory doesn't always mean rendered. So there can be problems to detect if it sends by free will or force. Because script hold Utility.Wait - so this function is freeze before exit to inventory. That means test if player is in menu can return wrong answer. If i complete this script (I'm pessimist) so we can unity our force and made changes what send signal that equip is from script so then you can check it and do force sounds. Anyway i planning make changes for silent equip. At current status of DCW player can easy cheat DCW traps: when you see in left corner text that you triggered the trap just enter in pipboy and all traps items ask nicely if you want equip it. At this point i already fix this bug by change DCW script, but for other mods it's work.
ninjabot117 Posted May 14, 2022 Posted May 14, 2022 Not sure how to fix this but DD doesn't use any CBBE bodies that came from other mods.
SuperGumby Posted May 15, 2022 Posted May 15, 2022 Is it DD that initiates the "Hello There" dialogue? If so, is there a way to disable it? It was interesting once but after a hundred times of going nowhere, my response is bullet through the head of the initiator. Thanks goodness for the 'Lone Wanderer'' perk.
Elsidia Posted May 15, 2022 Posted May 15, 2022 4 hours ago, SuperGumby said: "Hello There" And what do this dialogue? DD changes dialogues only if you are gaged. So it's sounds more me familiar and are in mod Sex harassment and initiate any of sex attacker dialogue.
vaultbait Posted May 15, 2022 Posted May 15, 2022 22 hours ago, ninjabot117 said: Not sure how to fix this but DD doesn't use any CBBE bodies that came from other mods. Can you elaborate on what you're trying to say/ask? I don't see a question there, and I'm not even sure what you're trying to suggest is wrong. Is it that you've got a custom body texture installed from a mod and the body texture you see with devious devices equipped is vanilla instead? Or is it something about modified body shapes? Or body physics? Or something else entirely?
vaultbait Posted May 15, 2022 Posted May 15, 2022 16 hours ago, SuperGumby said: Is it DD that initiates the "Hello There" dialogue? If so, is there a way to disable it? It was interesting once but after a hundred times of going nowhere, my response is bullet through the head of the initiator. Thanks goodness for the 'Lone Wanderer'' perk. Yes, it's a dialogue override in DD, meant to indicate the trouble you're having talking to people when you're wearing a gag. In 2.0 it was rather annoying because it would also cause forced greeting events from every NPC you got within conversation distance of. There are a couple of patches floating around to either disable its forced greets or disable the dialogue override entirely, but also the DD release candidates (latest is RC8) turns off the forced greetings and I think also has an MCM toggle to disable the gag dialogue overrides entirely (I'm not positive about the latter though and am not in a position to double-check that at the moment, sorry).
jbezorg Posted May 16, 2022 Posted May 16, 2022 On 5/14/2022 at 10:40 PM, SuperGumby said: Is it DD that initiates the "Hello There" dialogue? If so, is there a way to disable it? It was interesting once but after a hundred times of going nowhere, my response is bullet through the head of the initiator. Thanks goodness for the 'Lone Wanderer'' perk. This is a RC8 DD patch that turns it into a speech challenge. If you pass you'll get the old message to try to speak to them again. You must do so within 15 seconds. After that the challenge is turned back on. I'm testing now and it seems to work okay. If you have the DD RC8 rads patch it must be placed after it in the load order.
Elsidia Posted May 17, 2022 Posted May 17, 2022 7 hours ago, jbezorg said: I'm testing now and it seems to work okay. What exactly your patch do? Describe how it change dialogues (in player language and what it does with keys)
kdoggg1971 Posted May 17, 2022 Posted May 17, 2022 On 5/14/2022 at 2:53 PM, ninjabot117 said: Not sure how to fix this but DD doesn't use any CBBE bodies that came from other mods. I forget the step I used, but you can create a "custom" version of whichever bodyslide you use in BS. I think you just take the file while bodyslide is opened and resave as a custom setting and then you can associate it with Devious Devices. I could be wrong on exact steps, but that is the easiest way to do it.
jbezorg Posted May 17, 2022 Posted May 17, 2022 (edited) 18 hours ago, Elsidia said: What exactly your patch do? Describe how it change dialogues (in player language and what it does with keys) 2 things. I got tired of accumulating DD keys. There's a chance that the keys to unlock a device will be lost when the device unlocked. The less likely the key has a chance to break for a device the more likely it will be removed. This modifies the DD_RestraintScript script so if you don't want it, delete from \Scripts\DD\ in the archive. Gag dialogue has been changed to a speech challenge. Heavy gags / red, other gags / yellow. After a successful persuasion and the player exits the dialogue they have 15 seconds where they can start a normal dialogue. The persuasion attempt is repeatable. Reattached so the description is with the archive Starting @line 466 of DD_RestraintScript. last 3 lines. If (KeyBreakChance < 100.0) && (ModValue >= 100.0) ; If the modder didn't mean to make it completely impossible to unlock this item, it shouldn't be after applying the modifier either! ModValue = Math.Max(95.0, KeyBreakChance) EndIf If Utility.RandomFloat(0.0, 99.9) < ModValue Libs.Player.RemoveItem(DeviceKey, Utility.RandomInt(1, NumberOfKeysNeeded)) If Utility.RandomFloat(0.0, 99.9) < (LockJamChance * CalculateDifficultyModifier(False)) ; broken key becomes stuck in the lock libs.DD_PlayerJammedLocks.AddForm(DeviceKeyword) DD_KeyBreakJamMSG.Show() Else DD_KeyBreakMSG.Show() EndIf Return EndIf If Utility.RandomFloat(0.0, 99.9) > ModValue Libs.Player.RemoveItem(DeviceKey, NumberOfKeysNeeded) EndIf Devious Devices Gags and Keys Patch.7z Edited May 18, 2022 by jbezorg 3
Elsidia Posted May 18, 2022 Posted May 18, 2022 5 hours ago, jbezorg said: I got tired of accumulating DD keys. So if i understand script right - instead of removing key after unlock item, you remove key and don't unlock a item? Just break a key? With chance to jam key? If yes, then there was easiest way - there is variable remove key after unlock - set it to true and it will work as in skyrim - after each unlock key removes. Your version is a bit extreme. 1
jbezorg Posted May 19, 2022 Posted May 19, 2022 (edited) 19 hours ago, Elsidia said: So if i understand script right - instead of removing key after unlock item, you remove key and don't unlock a item? Just break a key? With chance to jam key? If yes, then there was easiest way - there is variable remove key after unlock - set it to true and it will work as in skyrim - after each unlock key removes. Your version is a bit extreme. Nope. If the key breaks ( random < ModValue ) then the "return" before the "EndIf" stops the function from continuing and the device isn't removed. If Utility.RandomFloat(0.0, 99.9) < ModValue Libs.Player.RemoveItem(DeviceKey, Utility.RandomInt(1, NumberOfKeysNeeded)) If Utility.RandomFloat(0.0, 99.9) < (LockJamChance * CalculateDifficultyModifier(False)) ; broken key becomes stuck in the lock libs.DD_PlayerJammedLocks.AddForm(DeviceKeyword) DD_KeyBreakJamMSG.Show() Else DD_KeyBreakMSG.Show() EndIf Return EndIf The 3 lines I added don't have a return so the function continues on and unequips the device while also removing the key(s). If Utility.RandomFloat(0.0, 99.9) > ModValue Libs.Player.RemoveItem(DeviceKey, NumberOfKeysNeeded) EndIf It creates a game where the higher the risk of the key breaking gives you a higher chance of keeping the key. Edited May 19, 2022 by jbezorg
warblegarblegarble Posted May 19, 2022 Posted May 19, 2022 On 5/10/2022 at 9:48 AM, Elsidia said: I have question: What object extend this script? Ok i recheck second time DD and it triggers event onequiped by EquipDevice. Also at this moment i work on change DD equip mechanics. I hope i will end it and publish there as DD 2.0 CE9 beta, so there something can change. At this moment seems all stuck problems is removing and i hope now only need time to recheck all bugs and produce new DD library functions and continue add some check in restraint script. Is this download link good to install?
Elsidia Posted May 19, 2022 Posted May 19, 2022 4 hours ago, jbezorg said: It creates a game where the higher the risk of the key breaking gives you a higher chance of keeping the key. Then i don't understand what you need. In first post you say, that you are tired from many keys in inventory. In second post you like often break a locks without removing item and keep more keys in inventory as before.
Elsidia Posted May 19, 2022 Posted May 19, 2022 4 hours ago, warblegarblegarble said: Is this download link good to install? What download link? If you about restraints script then no - it not work only as example what i trying to done. Without other mod and DD_Library it not work and even with this too not work as need to do.
yammas Posted May 19, 2022 Posted May 19, 2022 (edited) where can i find my will power ?? Edited May 19, 2022 by yammas
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