m0rdr3d0 Posted June 15, 2022 Posted June 15, 2022 8 minutes ago, Slorm said: Change the difficulty setting in the MCM. From memory the scale is opposite to what you think, 9 is easiest iirc (not 1 as you'd assume) Thanks. From the description I would guess that 1 is the easiest.
DTESSurvivor Posted June 16, 2022 Posted June 16, 2022 Updated and noticed the changes, especially the lock-picking now introduced. I'd like to note two things however: (1) ALL master locks? You cannot tell me that the rusted iron collar has as a difficult lock as, say, the Institutes high-tech re-enforced collar. Uh uh... and (2) My pick broke despite my having unbreakable perk in lockpicking (4th). I did not spend the extra perk point because my character has 200+ bobby pins on her... Also, for my own interest, do you have a simple to follow guide on how to convert other clothing objects into Devious devices? I want to take TheKite's Valut Tec Slave suit and turn it into a collar, outfit, and gloves. Thank you for all your effort into the community. We really do appreciate it. 1
vaultbait Posted June 16, 2022 Posted June 16, 2022 52 minutes ago, BHAitken said: (1) ALL master locks? You cannot tell me that the rusted iron collar has as a difficult lock as, say, the Institutes high-tech re-enforced collar. Uh uh... and (2) My pick broke despite my having unbreakable perk in lockpicking (4th). I did not spend the extra perk point because my character has 200+ bobby pins on her... Yeah, I'm still not sure the unlock/escape scripts are quite right in RC8. Even with a couple ranks of lockpicking and the difficulty slider all the way to 9 (which is supposedly the easiest setting), I'm still constantly told the lock is too complex for me to pick no matter what device I'm trying to escape from. Possible that's a side effect of having the lockpicking mini-game turned on, I'm not sure.
jbezorg Posted June 16, 2022 Posted June 16, 2022 (edited) 1 hour ago, BHAitken said: Updated and noticed the changes, especially the lock-picking now introduced. I'd like to note two things however: (1) ALL master locks? You cannot tell me that the rusted iron collar has as a difficult lock as, say, the Institutes high-tech re-enforced collar. Uh uh... and (2) My pick broke despite my having unbreakable perk in lockpicking (4th). I did not spend the extra perk point because my character has 200+ bobby pins on her... Also, for my own interest, do you have a simple to follow guide on how to convert other clothing objects into Devious devices? I want to take TheKite's Valut Tec Slave suit and turn it into a collar, outfit, and gloves. Thank you for all your effort into the community. We really do appreciate it. On some devices it took 4 successfully attempts. On other devices it took 3 (Can't remember which device). As you said. It also ignores the unbreakable lockpick perk. I can see why that was done. A rusted iron collar probably at most would have an advanced lock but that isn't a challenge. Especially when you have a bunch of legendary armor pieces with lockpicking buffs stashed in a settlement. Edited June 16, 2022 by jbezorg
izzyknows Posted June 17, 2022 Posted June 17, 2022 3 hours ago, vaultbait said: Yeah, I'm still not sure the unlock/escape scripts are quite right in RC8. Even with a couple ranks of lockpicking and the difficulty slider all the way to 9 (which is supposedly the easiest setting), I'm still constantly told the lock is too complex for me to pick no matter what device I'm trying to escape from. Possible that's a side effect of having the lockpicking mini-game turned on, I'm not sure. I've never had that, but I use a mod that guaranties successful picking and never breaks bobby pins.. IF I have the correct perk level for the lock. I also leave the difficulty at default. But yeah, the scripts need tuning. A cloth blindfold should never be locked, nor should it take 3/4 times to unlock a plug. Well, unless you're playing with it one last time. LOL 2
Elsidia Posted June 18, 2022 Posted June 18, 2022 On 6/16/2022 at 10:50 PM, BHAitken said: Also, for my own interest, do you have a simple to follow guide on how to convert other clothing objects into Devious devices? I want to take TheKite's Valut Tec Slave suit and turn it into a collar, outfit, and gloves. There was tutorial for that but i can't find my post here) Just curious you just want suit as dress or with restraint effects? If yes with what? Example: DD_ElegantDress_Latex_Black_Inventory "Black Elegant Latex Dress" [ARMO:0B015DE3] Is DD device with keys but not restraint you anyway. DD_HobbleSkirt_Latex_Inventory "Latex Hobble Dress" [ARMO:0B015DE0] Is DD device with keys and force you hop. DD_Straitjacket_Dress_Open_Latex_Inventory "Latex Restraint Dress (Open)" [ARMO:0B08D90C] is DD device with keys but restraint your arms and don't allow fight.
Elsidia Posted June 18, 2022 Posted June 18, 2022 On 6/17/2022 at 3:04 AM, izzyknows said: A cloth blindfold should never be locked Latex blindfolds still locked even in latest Skyrim edition))
izzyknows Posted June 18, 2022 Posted June 18, 2022 6 hours ago, Elsidia said: Latex blindfolds still locked even in latest Skyrim edition)) Which is silly. They should be like the inflatable plugs. If it's deflated you can remove it. Blindfolds should be, if your arms/hands are not bound they can be removed. Actually, all plugs should not have locks, excluding the inflatable plugs. A chastity belt would prevent their removal, as it does now. 1
Elsidia Posted June 18, 2022 Posted June 18, 2022 3 hours ago, izzyknows said: Actually, all plugs should not have locks There i can't agree. Most plugs what are locked in Skyrim is explain as self opening inside body and lock prevent close it and take out. Our you can take out with force and with piece of ... (you understand about what piece of player i talk +_+ )
vaultbait Posted June 18, 2022 Posted June 18, 2022 2 hours ago, Elsidia said: There i can't agree. Most plugs what are locked in Skyrim is explain as self opening inside body and lock prevent close it and take out. Our you can take out with force and with piece of ... (you understand about what piece of player i talk +_+ ) https://en.wikipedia.org/wiki/Pear_of_anguish
Spaceguest991 Posted June 18, 2022 Posted June 18, 2022 Sorry if this has been asked before but I'm having a issue with RC8 where if something puts DD on my character like after a scene from the violate mod or from the body on the road near the red rocket, Sometimes the DD will be invisible on my character but if I go into the pipboy I can see them equipped but I can just take them off like their normal clothing. I'm not sure whats causing the issue since in a game with pretty much all other mods disabled it still seems to happen.
jbezorg Posted June 18, 2022 Posted June 18, 2022 (edited) 1 hour ago, Spaceguest991 said: Sorry if this has been asked before but I'm having a issue with RC8 where if something puts DD on my character like after a scene from the violate mod or from the body on the road near the red rocket, Sometimes the DD will be invisible on my character but if I go into the pipboy I can see them equipped but I can just take them off like their normal clothing. I'm not sure whats causing the issue since in a game with pretty much all other mods disabled it still seems to happen. Did you run Bodyslide after the install? Do you have all the requirements? Edited June 18, 2022 by jbezorg
Spaceguest991 Posted June 19, 2022 Posted June 19, 2022 2 hours ago, jbezorg said: Did you run Bodyslide after the install? Do you have all the requirements? I did run bodyslide after install apart from a few plugs items cause otherwise they stretch out. As for the requirements, I had all of them for the base DD by kimy such as all the dlc, CCBE, bodyslide and outfit studio, torture devices and AKR kinda left over from the other mods that ask for it still. Did RC8 have different requirements? if so I probably did miss them.
jbezorg Posted June 19, 2022 Posted June 19, 2022 4 hours ago, Spaceguest991 said: I did run bodyslide after install apart from a few plugs items cause otherwise they stretch out. As for the requirements, I had all of them for the base DD by kimy such as all the dlc, CCBE, bodyslide and outfit studio, torture devices and AKR kinda left over from the other mods that ask for it still. Did RC8 have different requirements? if so I probably did miss them. You should not install the DD patches with RC8. Did you do that?
Spaceguest991 Posted June 19, 2022 Posted June 19, 2022 (edited) 12 hours ago, jbezorg said: You should not install the DD patches with RC8. Did you do that? Let's see there is devious merchants, devious devices Gags and Keys Patch( thought it was for RC8 and I still got the problem with it turned off), devious devices ai upscaled textures, Roggs item managers, DD bench unlock. I think that was all the mods I had that played with DD other than mods like violate and sexual harassment that can put DD on the player. Something I've noticed is if I can DD put on by the body near the red rocket all of the DD seems to apply just fine every time but the iron chastity bra which bugs out and isn't visible on my character model, but can see it in my pipboy equipped and I can unequipped without going through the DD menu and it can be equipped in the pipboy and it will show up on my character model and go through the DD menu to take it back off if I lock it on. in hindsight I should of said that from the start about being up to put on myself without issue its just when other things put them on I seem to get the problem and does seem to be only some items and not others that get the issue. Maybe it's cause I didn't have the Buffout mod from nexus it's causing the issue? Edited June 19, 2022 by Spaceguest991
jbezorg Posted June 19, 2022 Posted June 19, 2022 (edited) 29 minutes ago, Spaceguest991 said: Let's see there is devious merchants, devious devices Gags and Keys Patch( thought it was for RC8 and I still got the problem with it turned off), devious devices ai upscaled textures, Roggs item managers, DD bench unlock. I think that was all the mods I had that played with DD other than mods like violate and sexual harassment that can put DD on the player. Something I've noticed is if I can DD put on by the body near the red rocket all of the DD seems to apply just fine every time but the iron chastity bra which bugs out and isn't visible on my character model, but can see it in my pipboy equipped and I can unequipped without going through the DD menu and it can be equipped in the pipboy and it will show up on my character model and go through the DD menu to take it back off if I lock it on. in hindsight I should of said that from the start about being up to put on myself without issue its just when other things put them on I seem to get the problem and does seem to be only some items and not others that get the issue What body are you using? What comes packaged with RC8 is CBBE. If you are using FG then you need to get the BodySlide for that. 2 versions available for FG Edited June 19, 2022 by jbezorg
vaultbait Posted June 19, 2022 Posted June 19, 2022 11 minutes ago, jbezorg said: What body are you using? What comes packaged with RC8 is CBBE. If you are using FG then you need to get the BodySlide for that. Their earlier post indicated CBBE: Quote I did run bodyslide after install apart from a few plugs items cause otherwise they stretch out. As for the requirements, I had all of them for the base DD by kimy such as all the dlc, CCBE, ...
Spaceguest991 Posted June 19, 2022 Posted June 19, 2022 (edited) Yeah, I had Caliente's beautiful bodies enhancer v2.6.3 Edited June 19, 2022 by Spaceguest991
Elsidia Posted June 20, 2022 Posted June 20, 2022 On 6/18/2022 at 11:06 PM, Spaceguest991 said: Sometimes the DD will be invisible on my character but if I go into the pipboy I can see them equipped but I can just take them off like their normal clothing. Probably this is script incompatible with DD 2.0 RC8 - also if you use Roggs manager it's incompatible with DD 2.0 RC8 as there is items about what Roggs manager don't know. So because even if you see equipped item, it's equips only inventory device and not rendered, so because it's technically not equipped and damaged. Also maybe some of you mods replace scripts or items in DD 2.0 RC8 and those incompatible. If you use specifics mods you need return back to bugged DD 2.0 what at least will work with own bugs) PS maybe i'm too old for that and Roogs manager is updated for DD 2.0 RC8? If yes just correct me.
vaultbait Posted June 20, 2022 Posted June 20, 2022 7 hours ago, Elsidia said: PS maybe i'm too old for that and Roogs manager is updated for DD 2.0 RC8? If yes just correct me. If memory serves, Roggvir was waiting for a new official version of DD before updating the item manager mod.
Elsidia Posted June 20, 2022 Posted June 20, 2022 2 minutes ago, vaultbait said: Roggvir was waiting for a new official version of DD before updating the item manager mod. Seems it will be long waiting
Spaceguest991 Posted June 20, 2022 Posted June 20, 2022 12 hours ago, Elsidia said: Probably this is script incompatible with DD 2.0 RC8 - also if you use Roggs manager it's incompatible with DD 2.0 RC8 as there is items about what Roggs manager don't know. So because even if you see equipped item, it's equips only inventory device and not rendered, so because it's technically not equipped and damaged. Also maybe some of you mods replace scripts or items in DD 2.0 RC8 and those incompatible. If you use specifics mods you need return back to bugged DD 2.0 what at least will work with own bugs) PS maybe i'm too old for that and Roogs manager is updated for DD 2.0 RC8? If yes just correct me. Tried it with both Roggs items managers disabled but it still happens, maybe I got another mod that is messing with RC8 that isn't DD related.
Roggvir Posted June 21, 2022 Posted June 21, 2022 20 hours ago, Elsidia said: if you use Roggs manager it's incompatible with DD 2.0 RC8 as there is items about what Roggs manager don't know The manager is NOT "incompatible" with DD 2.0 RC8. It only doesn't provide means to control whether the newly added items in DD 2.0 RC8 are allowed or forbidden when it comes to selecting random items. As a result, any mod that is using the manager to get list of random items to equip, will receive list containing only the items the item manager "knows" (any new items, added in DD 2.0 RC8, will never make it into that list). Anyway, the post you are reacting to, is about having "invisible" items equipped, which has nothing to do with the manager. The item manager does NOT equip anything on anybody, that is not what it does. Other mods can ask the item manager to give them a list of random items to equip, at which point the item manager selects random items from a pool of "allowed" items and hands over that list to the other mods. It is up to the other mods to handle the equiping of any items. There is no way, how the item manager could be responsible for "invisible items" (or missing render items), no matter what version of DD you are using - it is simply impossible. The worst thing that can happen is that the item manager will not include any new items (or any items it doesn't "know" - be it items from a newer version of DD, or older version of DD, than the version of DD the item manager was made for). 3
Elsidia Posted June 21, 2022 Posted June 21, 2022 1 hour ago, Roggvir said: The manager is NOT "incompatible" with DD 2.0 RC8. Sorry about that. I still not study your mod script sources but maybe will do in future how this mod works. Somewhere as i think there must be connection between DD random equip function or maybe it's just work for mods what not use this function? That means DCW traps ignores manager? Don't know. As i say in future maybe need to study this script as i try rework DD equip engine. At this point badly stuck in FO4 archived references in inventory part and vanilla FO4 engine wishes totally ignore script variables using. So maybe it will be no soon. I'm in half way to success and don't want turn back as it destroy all good things what i was succeed.
slight_of_mind Posted June 21, 2022 Posted June 21, 2022 The invisible DD items problem some people may* be having is that it's not equipping the right version of the item for whatever reason. For example, you could in your pipboy or console show item [XX2cdd0f] equipped/worn and locked and it will not be rendering on your PC. But if you unequip the item by whatever means and reequip the item from your pipboy it will now show [XX2cdd10] as now equipped/worn locked. Both were worn and locked but different item IDs & only one was rendered. Obviously one of those is the rendered item with the proper Armor Addon model and the other has the DD_Dummy_AA [ARMA:XX0C0D99] which is why it's not rendering the item. But it will show as equipped and locked in console command using inv command. The _inventory item which has a dummy render is equipped instead of the _rendered item. I see this happen with AAF Violate sometimes, maybe because it's equipping multiple items and the _inventory item is scripted to change into the _rendered item on equipping (at least from the pipboy), unsure how the scripting is done between the two mods. Some items are the _rendered versions and some are the _inventory versions. Maybe a dirty fix would be just removing the Dummy AA and replacing with the proper Armor Addon models for each item. But while that would fix the occasional no render issue in this instance it's still not equipping the _rendered item and instead equipping the _inventory item for whatever reason.
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