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Posted (edited)
20 hours ago, agrdrk said:

this gear appeared from nowhere, let's reset your default npc gear back?

Possible second scenario, but it need prove and test.
If you add any armor or weapon by script to NPC by additem(,,,,,,) and not equip it.

Also i tested it into DD space - so if something is going done with DD items there is triggered scripts on item added or oncontainerchange so there is many illegal operations about we can't know. As example if player have tied hands and receive items from any container - it's send items back to container (sometimes it's NPC)

Edited by Elsidia
Posted
11 minutes ago, irresponsiblewolfy said:

How would I go about giving clothing from another mod DD functionality?

You need to add 2 armor items for each clothing item you want to add

 - Inventory. It will be displayed in inventory. It has name, but it hasn't 3D model, so it is not visible on character's body. It must not occupy biped slots. You have to add script DD_RestraintScript ( or DD_RestraintScript_InflatablePlugs from RC8) to this item, set script's properties and add corresponding keywords like on items defined in DD.

- Rendered. It will not be displayed in inventory but will be visible on character's body. It occupes biped slot. You will need to set armor addon link in this item. Also you have to add armor addon in same way as it is done for DD items. It contains reference to 3D model. Don't forget about keywords. 

Posted (edited)
9 hours ago, irresponsiblewolfy said:

How would I go about giving clothing from another mod DD functionality? 

Best way is copy match DD inventory device and Rendered device to mod and change variables right for new device on inventory device and add match armor addon in rendered device.

match i mean if clothes is solid body, then we need take catsuit, if we need restraint effect, then take match restraint device as armbinder, straitjacket, hobble dress or arm cuffs or leg cuffs.

Note if you need armbinder restraint effect on whole body clothes you need take armbinder then rewrite all variables and biped slots for full body armor. Also we need part in armor what emulate armbinder or add it from DD armbinder meshes into outfit studio.

Edited by Elsidia
Posted (edited)

any particular parameters I need to consider when attempting to compile the source files in DD? Or other dos and dont's that I can avoid that first timers always get wrong?

 

(for example the Script name mismatch with the filename seems a bit of an odd choice, if the compiler complains about it by default so I'm thinking there's a reason for why the source files are like that edit: just figured this one out... *slaps forehead* but yeah, going to do some testing and poking around some more with the npc related bugs/features )

Edited by agrdrk
namespace blindness
Posted
7 hours ago, agrdrk said:

any particular parameters I need to consider when attempting to compile the source files in DD? Or other dos and dont's that I can avoid that first timers always get wrong?


Don't open DD scripts using the internal editor. You MUST use an external editor. The Creation Kit's internal script editor has a file length limit and the DD scripts exceed it. I haven't bothered looking for a way to change that internal editor's file length limit because Notepad++ and Sublime are better anyway. If you do accidently open one, use cancel and decline saving when closing.  

Auto-filling the parameters does a good portion of the work.

You can open the DD inventory item you're modeling your inventory item from at the same time.  You can then open the parameters for both and do a side-by-side. When done, close the DD item first making sure you use the cancel options. Then close your item making sure you use the OK option.

Save often. 

Posted (edited)
12 hours ago, jbezorg said:

Don't open DD scripts using the internal editor.

I always use CK papyrus compiler inside CK menu and never have problems with compiling. Edit script in notepad+ and compile inside CK.

Edited by Elsidia
Posted (edited)
10 hours ago, Elsidia said:

I always use CK papyrus compiler inside CK menu and never have problems with compiling. Edit script in notepad+ and compile inside CK.

If you never run into the limit mentioned by jbezorg, it is simply because you never tried to edit a long enough script exceeding this limit.

Because of course there is a limit, there is ALWAYS some limit - if it's not something completely arbitrary like here, it will be a limit that comes from the filesystem specs., or the filesystem driver, or the HW, or the disk capacity, etc.

In this case, there is an arbitrary limit of 971029 bytes, imposed by the CK papyrus "editor".
(that is with Creation Kit Fixes installed, but i don't think CK Fixes do anything about this limit, so this should be the same limit of the vanilla CK SE 64bit - somebody correct me if i am wrong)

 

The CK papyrus "editor" can open a file larger than that (though, of course there will be some limit there too, i just don't know it), but you cannot meaningfully edit it within that CK "editor" - you can only replace what is already there, but you cannot ADD to it, you cannot add another line, not even a single character beyond 971029 bytes.

 

Now, i never saw CK papyrus "editor" to TRUNCATE any existing script longer than 971029 bytes, which seems to be what jbezorg's warning is primarily about, but that could simply be, because i am not insane and so i edit AND compile all scripts outside of CK, so if the CK "editor" would ever truncate anything, i would never had a chance to witness it.
 

The fact is that the CK papyrus "editor" has a limit of 971029 bytes, you just didn't knew until now (my point is, your "experience" is your own, it has no meaning when discussing FACTS).

 

EDIT: I AM AN IDIOT.
Didn't notice this is about Fallout 4, thought i am in Skyrim discussion.
The above applies to CK 64b for Skyrim SE, while the CK for Fallout 4 may have different limits.

Edited by Roggvir
Posted
14 minutes ago, Roggvir said:

In this case, there is an arbitrary limit of 971029 bytes, imposed by the CK papyrus "editor".

I don't understand what you mean by CK editor.

I use in Fallout 4 and Skyrim SE notepad+ editor.

But for compile use build into CK -> Gameplay -> Papyrus script manager.

There i compile  DD, DCW on Fallout 4 and DCL, DD in Skyrim SE without problems.

 

Maybe there is build into text editor for scripts what not work in CK text editor with long texts?

Posted
2 minutes ago, Elsidia said:

I don't understand what you mean by CK editor.

The little text editor window in CK where CK opens a script's source for editing.
That was what jbezorg's warning (to which you reacted) was about.

It was about the editor within CK, and you came and said (and i am paraphrasing here) "i never have problems, therefore there is no danger".
I didn't really write my post for you, but more like for anybody else who may read your "i never have problems" from which they might get the false impression that there really are no problems, while clearly, there ARE problems.
But anyway, i didn't notice we are in Fallout 4 discussion, and what i wrote was about CK for SSE, not Fallout 4 (where the limits and problems may be different).

Posted

The Fallout 4 DD scripts are too long for the CK's internal editor. Verified by me when the edits I made to the restraints script failed to compile. Me thinking it was the script changes I made. Scrolling to the line number in the compiler error message. Finding the script truncated to mid function.

@Roggvir 64kb sounds about right.

Posted

Yeah, I'm doing the compile via the command line (coding with notepad++), in any case.

 

I can't be arsed to figure out how to get the Creation Kit (via Steam) to accept the virtual folders of Mod Organizer 2.. and using the base game folders hurts my OCD :)

Posted

So I was playing the other day and got equipped with a harness (the black leather one). The harness seemed to put a second body in the same place as my normal body, which was...kinda disconcerting, seeing my SMP titties move in and out of another set of breasts. Is this maybe because there's no refence body included in bodyslide for most of these items? And does this mean I'm going to have to edit many in Outfit studio (i'm guessing things like plugs and gags are actually not supposed to have a reference body) or is there an easier way?

 

And yes, all items have been built with bodyslide

Posted
43 minutes ago, brewha666 said:

So I was playing the other day and got equipped with a harness (the black leather one). The harness seemed to put a second body in the same place as my normal body, which was...kinda disconcerting, seeing my SMP titties move in and out of another set of breasts. Is this maybe because there's no refence body included in bodyslide for most of these items? And does this mean I'm going to have to edit many in Outfit studio (i'm guessing things like plugs and gags are actually not supposed to have a reference body) or is there an easier way?

 

And yes, all items have been built with bodyslide

This fixes that issue and many more. Devious Devices Community Patch

 

Posted
4 hours ago, 0omut0 said:

Hello everyone, does RC8 work with Fusion girl?

 

Yes. As long as you get the RC8 Bodyslide files.

Posted
2 hours ago, Im_The_Real_Deal said:

How hard of a requirement is AWKCR?

DD 2.0: clean a master with xedit in DD 2.0 and fine no need. If you have DCW so it's need asap

DD 2.0 RC8: already cleaned and don't need. If you have DCW so it's need asap

Posted (edited)
1 hour ago, Elsidia said:

DD 2.0: clean a master with xedit in DD 2.0 and fine no need. If you have DCW so it's need asap

DD 2.0 RC8: already cleaned and don't need. If you have DCW so it's need asap

 

Thanks. Deviously cursed wasteland? Never cared for it anyway so sounds good.

Edited by Im_The_Real_Deal
Posted
9 hours ago, jbezorg said:

 

Да. Пока вы получаете файлы RC8 Bodyslide.

Thanks for the answer.

Where can I download the files for FG?

Posted (edited)
2 hours ago, LunaGirlDBX said:

Is anyone updating or adding to these mods ?, lyk items or gagged speech ?, sorry 2 be a bother n ty :)

 

Edit: Beyond that update, Elsidia and others have been trying to improve the existing scripts further, in order to solve some of the more egregious remaining bugs in them.

Edited by vaultbait
Posted
17 hours ago, vaultbait said:

 

Edit: Beyond that update, Elsidia and others have been trying to improve the existing scripts further, in order to solve some of the more egregious remaining bugs in them.

Ok good 2 kno, ty soo much ❤️ 

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