jbezorg Posted May 19, 2022 Posted May 19, 2022 (edited) 17 hours ago, Elsidia said: 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. You're getting me wrong. 22 hours ago, jbezorg said: 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). So. 3 things can happen. The key breaks. The lock has a chance to jam. The key IS removed. The item IS NOT removed The lock and key do not break. The key IS NOT removed. The item IS removed The lock doesn't break. The key breaks and IS removed. The item IS removed #1 happens when the random roll #1, the key break roll, is below the lock break chance. If that doesn't happen then random roll #2, the key remove roll, is made and ... #2 happens when the random roll #2 is below the lock break chance. or #3 happens when the random roll #2 is above the lock break chance. Edited May 19, 2022 by jbezorg
warblegarblegarble Posted May 20, 2022 Posted May 20, 2022 20 hours ago, Elsidia said: 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. No it’s the sounds download you had linked to that comment
Dlinny_Lag Posted May 20, 2022 Posted May 20, 2022 (edited) 6 hours ago, jbezorg said: So. 3 things can happen. The key breaks. The lock has a chance to jam. The key IS removed. The item IS NOT removed The lock and key do not break. The key IS NOT removed. The item IS removed The lock doesn't break. The key breaks and IS removed. The item IS removed Actually, 3 binary conditions: - key break/remain - lock break/remain - item remove/remain produces 2^3=8 possible combinations. not just 3. And it seems strange for me that one can break the key and unlock lock so item removed ( your 3rd thing) Edited May 20, 2022 by Dlinny_Lag
Elsidia Posted May 20, 2022 Posted May 20, 2022 (edited) 22 hours ago, yammas said: where can i find my will power ?? In mod Sex attributes: https://www.loverslab.com/files/file/5436-aaf-sex-attributes-framework-582022/ DD 2.0 RC8 doesn't support it, but have own arousal. Edited May 20, 2022 by Elsidia
Elsidia Posted May 20, 2022 Posted May 20, 2022 3 hours ago, warblegarblegarble said: No it’s the sounds download you had linked to that comment Still not understand about you speak, but I not download anything. Just poke around to search how to improve DD.
Nivea Posted May 20, 2022 Posted May 20, 2022 Just dropping this in here but if you want male versions my addon is now up: https://www.loverslab.com/files/file/22191-devious-devices-rc8-male-addon/ 1
warblegarblegarble Posted May 20, 2022 Posted May 20, 2022 On 5/9/2022 at 11:43 AM, bwagdog669680 said: Ignore the quote, it was the first one I found. My question is for you and maybe Egobalistic and Elsidia. I know you guys put together the awesome RC8. I've been working on adding sounds to the DD's when they are equipped and unequipped, Self and Force equipped. I am fairly new to coding in papyrus, and using DD to try out my skills has been a learning experience. Could you take a look at my code and tell me what you think? I have thick skin, you won't hurt my feelings, brutal honesty is fine. Reveal hidden contents Scriptname BDW_DDEquipSound extends ObjectReference ;-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ;Credist: Kimy, Elsidia, EgoBallistic, naaitsab (Plus any others I'm not aware of) ;-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ObjectReference Property PlayerRef Auto Const ; Reference for the player Sound Property BDW_DDEquipSound_Self Auto Const Sound Property BDW_DDEquipSound_Forced Auto Const Sound Property BDW_DDUnequipSound_Self Auto Const Sound Property BDW_DDGaggedEquipSound_Forced Auto Const ; The sounds to play Int bypassVar = 0 ; bypassVar is to account for off/on equip effect when unequipping ; Otherwise the equip sound will play when unequipping the item. ; 0 or 5 Allows Self/Forced to play Equip, 10 Plays Unequipped Keyword Property IsGaggedkw Auto Const BDW_PropLibrary Property BDW_Universe Auto Const ; Currently not used, tried to use for fuction call but this script didn't recognize it in-game DD:DD_Library Property libs Auto Const ; Currently not used DD:DD_RestraintScript Property restScript Auto Const ; Currently not used ; Bool Silent = !(UI.IsMenuOpen("ContainerMenu") || UI.IsMenuOpen("PipboyMenu") || UI.IsMenuOpen("Console")) ;EgoBallistic fix. Silent = Forced ;-----------------------------------------------------My Fuctions------------------------------------------------------------------------------------------------------------------ Bool Function DDPutOnMyself1(Actor akActor) If akActor == PlayerRef && (UI.IsMenuOpen("ContainerMenu") || UI.IsMenuOpen("PipboyMenu") || UI.IsMenuOpen("Console")); credit: EgoBallistic return True; Self equipped Else return False; Force equipped EndIf EndFunction ; This function checks to see is the player self equipped a DD or if it was forced on. Use inside OnEquipped event Bool Function BDW_IsGagged(Actor akActor) If akActor == PlayerRef && (akActor.WornHasKeyword(IsGaggedkw)) return True Else return False Endif EndFunction ;--------------------------------------------------------Begin Events---------------------------------------------------------- ;Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) ; if(akNewContainer == PlayerRef && akOldContainer == None) ;True=This object was placed in my inventory. Not by a companion. ; bypassVar = 1 ; debug.messageBox("bypassVar = 1. From ContainerEvent") ; endif ;EndEvent ; This event toggles Equip sound to Forced when this DD is placed in my inventory. Or picked up out of the world. Fix world?? ; This event is not needed to check for forced/self equipped thanks to DDPutOnMyself1 Funtion...Clean up later Event OnEquipped(Actor akActor) If (akActor == (PlayerRef)) && (akActor.WornHasKeyword(IsGaggedkw)) && (bypassVar <= 5) ;True = I'm already wearing a gag, so I make gag noises BDW_DDGaggedEquipSound_Forced.Play(PlayerRef) ; Now make the Var 5 to avoid triggering the equip sound when unequipping. bypassVar = 5 debug.messageBox("bypassVar = 5. BDW_IsGagged Function if passed.") ElseIf (akActor == (PlayerRef) && (DDPutOnMyself1(akActor) == True)) && (bypassVar <= 5) ; True=This object was equipped on me AND I was in a menu. AKA Self equipped. play sound... BDW_DDEquipSound_Self.Play(PlayerRef) ; Now make the Var 5 to avoid triggering the equip sound when unequipping. bypassVar = 5 debug.messageBox("bypassVar = 5. OnEquipped Self if passed.") ; debug.messageBox("DeviceAlreadyOn = " + multiplesOn) Else If (akActor == (PlayerRef) && (DDPutOnMyself1(akActor) == False)) && (bypassVar <= 5) ; ; True=This object was equipped on me But I wasn't in my inventory. AKA Forced on. play sound... BDW_DDEquipSound_Forced.Play(PlayerRef) ; Now make the Var 5 to avoid triggering the equip sound when unequipping. bypassVar = 5 debug.messageBox("bypassVar = 5.OnEquipped Forced if passed.") Endif Endif EndEvent Event OnUnequipped(Actor akActor) if (akActor == PlayerRef && bypassVar <= 5) ;Failsafe?? This if will pass and send the process loop through when unequipping bypassVar = 10 ;This if is needed b/c DD catches when a locked device is unequipped and instantly reequips it. debug.messageBox("bypassVar = 10. Unequipped event from Var less/equal to 5. Cycle-through to bypass on/off equip effect") Else if(akActor == PlayerRef && bypassVar == 10) BDW_DDUnequipSound_Self.Play(PlayerRef) bypassVar = 0 debug.messageBox("bypassVar = 0. Unequipped event from Var=10") ; debug.messageBox("DeviceAlreadyOn = " + multiplesOn) endif ; True plays UnequipSelf sound and resets the Variable, allowing Player to use ...DDEquipSound_Self sounds in the future. endif EndEvent BDW_DDEquipSound.psc 4.97 kB · 8 downloads Is this working or installable? Sorry Elsidia, meant to quote this user ha
jbezorg Posted May 20, 2022 Posted May 20, 2022 16 hours ago, Dlinny_Lag said: Actually, 3 binary conditions: - key break/remain - lock break/remain - item remove/remain produces 2^3=8 possible combinations. not just 3. That's assuming 3 individual processes not governed by IF conditionals. The possible outcomes are as I stated. If the key breaks it is removed. The item is not removed. The process ends. The lock is opened and the item is removed. The key can: Be removed Stay in your inventory The process ends. I didn't post the entirety of the relative section of code because wall-of-text an it's in the file if you want to look. Starting @line 466 of DD_RestraintScript. 17 hours ago, Dlinny_Lag said: And it seems strange for me that one can break the key and unlock lock so item removed ( your 3rd thing) Keys don't always break when the key starts to turn but "break" is perhaps the wrong word. I try not to over-think it because process of key removal after the lock is opened can remain the same and be explained away by anything you want to make up. The key broke but near the end of the turn but you still managed to open the lock. The key didn't break but it's only fits that device and not useable for other devices. etc. ... The current system allows for a single chastity and restraints key to unlock every single device ever found and without some way to remove keys (besides losing in combat) they are not a threat. Especially if you use a mod that allows you to store keys and holotapes. But, heck, you can make up a reason for that too. 1
Taku_Kori17 Posted May 21, 2022 Posted May 21, 2022 hey all, sorry if this has already been covered is there a version that is doesn't require AKWCR available? Its starting to mess my game up pretty good but would love to keep using DD.
izzyknows Posted May 21, 2022 Posted May 21, 2022 1 hour ago, Taku_Kori17 said: hey all, sorry if this has already been covered is there a version that is doesn't require AKWCR available? Its starting to mess my game up pretty good but would love to keep using DD. Devious Devices Community Patch 1
Elsidia Posted May 22, 2022 Posted May 22, 2022 For all fans of DD 2.0 RC8 or DD 2.0. I found new bug and sure it's original mod bug. But if you have time can test it and report to me for results here is procedure: 1) craft purple nipple piercings 2) remove all chastity keys 3) put it on by manipulate locks 4) Craft new purple nipple piercings - now two in inventory 5) Drop one to ground. 6) Try to unlock purple nipple piercings - all variables is reset and manipulate locks not work. The same will be if timers is gone to forward. If you drop second items timers will reset. But not sure on what direction it will reset - you can unlock items immediately or need wait the default amount time of to unlock item for new. The same bug is produced in my new equip system. I'm so more catch me of thought to return back to original equip system with all bugs what i found here. But i don't want lose that good what i see in new system. There is a lot to work to got it work with colored devices and still in this work process by test results i found new original bugs.... I'm desperate and tired... Small font is my thoughts you can skip it.
jbezorg Posted May 22, 2022 Posted May 22, 2022 13 hours ago, Elsidia said: For all fans of DD 2.0 RC8 or DD 2.0. I found new bug and sure it's original mod bug. But if you have time can test it and report to me for results here is procedure: 1) craft purple nipple piercings 2) remove all chastity keys 3) put it on by manipulate locks 4) Craft new purple nipple piercings - now two in inventory 5) Drop one to ground. 6) Try to unlock purple nipple piercings - all variables is reset and manipulate locks not work. The same will be if timers is gone to forward. If you drop second items timers will reset. But not sure on what direction it will reset - you can unlock items immediately or need wait the default amount time of to unlock item for new. The same bug is produced in my new equip system. I'm so more catch me of thought to return back to original equip system with all bugs what i found here. But i don't want lose that good what i see in new system. There is a lot to work to got it work with colored devices and still in this work process by test results i found new original bugs.... I'm desperate and tired... Small font is my thoughts you can skip it. Scaver's Closet has sort of the same issue with tracking weapons and armor in the player's inventory. Legendary, modified, legendary & modified, and base items all appear the same. I've picked up a plain 10mm and had the legendary & modified 10 mm already in my inventory scrapped. What sucks is that there has to be code in the game that makes the distinction because we can see the distinction in the Pipboy. Bethesda just didn't think we needed access in papyrus.
naaitsab Posted May 22, 2022 Posted May 22, 2022 12 minutes ago, command88+ said: Does RC8 work without the high heel sounds mod?? Both, depending on if you load the optimal ESP or not. Make sure you are using the one linked in the RC8 download post as there are 2 sound mods with very similar names.
Elsidia Posted May 22, 2022 Posted May 22, 2022 1 hour ago, jbezorg said: Bethesda just didn't think we needed access in papyrus. It not accessible in any place as i test. When You have equipped item and add new the same item when you drop it, it drops equipped item and equip new spawn item without any events going up. Just it work. removeitem removes latest reference in inventory and the same for equipitem. Also i was told Fallout 4 stores reference in pack massive. Not single store. I understand a very small amount of that massive thing.
ninjabot117 Posted May 23, 2022 Posted May 23, 2022 On 5/15/2022 at 11:51 AM, vaultbait said: 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? DD doesn't use the preset body shapes from other mods, also physics don't work either. piercings would be attached and everything but them would be bouncing. those are two issues that I have found so far.
izzyknows Posted May 23, 2022 Posted May 23, 2022 2 hours ago, ninjabot117 said: also physics don't work either. Neither of your issues are well.. issues with Devious Devices. They are your lack of understanding of how bodyslide and physics work. Not being mean..! DD items don't have physics. Use google to look up Bodyslide/Outfit Studio tutorials. Easiest way to learn more than ya need to know. LOL 1
vaultbait Posted May 23, 2022 Posted May 23, 2022 Also, if you use a body with physics bones and build DD items in BodySlide to that, you'll see the expected "bounce and jiggle" as the devices follow the body parts they're worn over. 1
Dhingschlub Posted May 23, 2022 Posted May 23, 2022 (edited) I had an issue that I fixed myself involving items not equipping or scripts not working. I'm posting this here because I haven't seen anyone else with this issue, and for future reference for anyone else that might get this issue in the future. Basically, Whenever I find devious devices items, and I don't want to carry them around, I put them into a container in a settlement location. However, I was trying to equip some items and they weren't working. I equipped them in my inventory, and they wouldn't trigger the UI that asks you if you want to lock the item on, or actually equip the item on my character. However, items that were already in my inventory worked fine. If you have this issue, restart your game. It worked fine and now everything works again. Now for two more questions: Can you rename DD items at an armor workbench without breaking them? Also, how would you add locking effects for equipped items from other mods? Edited May 23, 2022 by Dhingschlub
bwagdog669680 Posted May 23, 2022 Posted May 23, 2022 On 5/20/2022 at 4:43 PM, warblegarblegarble said: Is this working or installable? Sorry Elsidia, meant to quote this user ha As of right now, I've got it working, but only for some of the devices (gags, collars, cuffs, and plugs). Also, not sure if you know papyrus, but the equipping script for DD is very convoluted, (due to Bethesda). You might notice when you try to unequip a DD, in your inventory it will untick, then re-tick immediately then give you to option menu: unlock, struggle, cut etc. Working around that is where I am at. As is right now, it works for equipping DD's on yourself, but the variables I was using would get tangled up and I need to iron out this issue. So I guess the short answer is no it not quite working. I'm working on it, and let you know when it's done.
AtomicGrimDark Posted May 23, 2022 Posted May 23, 2022 The first time I equip certain DD items on npcs they "reset", ie. reroll into their standard clothing. The Latex straightjacket is guaranteed to bug out like this, also bondage mittens. With the straightjacket toggling the equipping again via the npc actorcontainer, I end up with the inventory item unequipped and the visual armor equipped. It seems the npcs can end up having the spell effects applied but not the visual.. and vice versa. (using RC8 and all the essentials) After leaving the cell and returning they usually are in their default clothing with no effect applied. Am I right in assuming Elsidia's heroic debugging struggles of the papyrus script, and the behaviour I described above are related? (Because if this is new then I can continue troubleshooting in a clean save, like figuring this out on my own.)
Elsidia Posted May 24, 2022 Posted May 24, 2022 9 hours ago, agrdrk said: I described above are related? As my research shows it's related to Bethesda NPC inventory defend system. If it's registers illegal changes in NPC inventory like additems or remove items, it's reset NPC outfit to default. (removes all equipped items including rendered devices of DD and equip back default outfit) I found solution for DD in new equip system (before remove item you need unequip it even if it's not equipped. I don't do long terms of test as continue fight with old bugs into this system and new bugs added by me and Bethesda's stupid system of inventory items references. Latest thing that i found that not works player.removeitem(inventorydevice, 2, true) as it's removes 1 or no one item) you need do player.removeitem(inventorydevice, -1, true) and it's removes all items. And so not in all situations. When i made cycle to remove all items 1 by 1 it works with 1, 2, 3 items. And stop work with 4, 5, 6 .... I don't know what to say. So in player language this reset outfit bug presents in original DD and not seems to be fixed and there i no see way to fixed. Unless if i got off all bugs in my new system (based on old)
AtomicGrimDark Posted May 24, 2022 Posted May 24, 2022 (edited) 10 minutes ago, Elsidia said: As my research shows it's related to Bethesda NPC inventory defend system. If it's registers illegal changes in NPC inventory like additems or remove items, it's reset NPC outfit to default. (removes all equipped items including rendered devices of DD and Ah, also that could (unrelatedly) explain why I occasionally see this happening with npcs during AAF animations, particularly when switching from one animation to another and it includes some equip/unequip actions that should be specific to and unrelated biped slot (and completely without any DD items involved) . Thanks! I'll poke around some more, and if something actually new and/or useful comes up, I'll post about it. Edited May 24, 2022 by agrdrk
AtomicGrimDark Posted May 26, 2022 Posted May 26, 2022 Just as an aside, I haven't come up with a reliable way of equipping certain items on NPCs, like doing things in a certain order or timing it - with or without console commands. Which is fine, the stuff that works is cool enough. Started reading the papyrus scripts expecting something horrible, but this actually doesn't look that bad -similarly for AAF where the reset happens as well, it doesn't seem to do anything extraordinary with or around the equipitem function. Did anyone ever figure out what specifically triggers the engine to reset the npc equipment, like is it a timing thing (no delays) or an unknown combination of factors that makes the engine decide; welp, this gear appeared from nowhere, let's reset your default npc gear back? (I'd imagine framerate variability could affect how things play out, like quite a lot - for example not picking up events when they happen etc.)
Elsidia Posted May 27, 2022 Posted May 27, 2022 (edited) 19 hours ago, agrdrk said: Did anyone ever figure out what specifically triggers the engine to reset the npc equipment, First thing what is proved and fixed: If you use in NPC inventory script command removeitem(armor what can be equiped or was equiped) Fix - before remove item do command unequipitem(armor) even if this item not equiped. Second time not so tested but got problems if script adding items (vanilla weapons or armors) additem(armor or weapon) - but there not so sure because those items first was on NPC probably equipped and then it returns back by script (player have tied arms and script return back all NPC items what player try to pick up in NPC trade menu by pressing take all button in trade with NPC. UPD: In Short: if player does some official manipulations in trade menu with NPC, like take all items or equip unequip item and in this process some script try to remove it or maybe add item this is illegal operation for FO4 engine. Edited May 27, 2022 by Elsidia
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