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Posted
On 6/19/2022 at 1:39 PM, Spaceguest991 said:

Yeah, I had Caliente's beautiful bodies enhancer v2.6.3


Have you tried regenerating the DD items with the default zero-slider preset for the body?

Posted (edited)
22 hours ago, slight_of_mind said:

The invisible DD items problem some people may* be having is that it's not equipping the right version

This conclusion is wrong. There no right or wrong versions of DD items. Truth is in that DD item not "simple" item but unity from 2 items: inventory device and rendered device.

 

inventorydevice - armor addon dummy (invisible on actor), contains all necessary scripts and variables for successfully equip and maintain DD items and effects. Have a name an are visible in inventory, from DD keywords are marked with keyword DD_kw_InventoryItem and used to recognize this item as inventory device.

 

rendereddevice - armor addon what you see on actor, doesn't contain any scripts or effects, marked with keyword DD_kw_RenderedItem to recognize it as rendered item.  Also contains all DD keywords what is necessary to define DD item type and equipped effects. Doesn't have name because in inventory are invisible.

 

You can't equip or unequip rendereddevice or inventory device using console or player.equipitem(inventorydevice). If is equipped only one item, then device is broken and not work Any inventory device have strict connect to match rendered device.

You need use for that special DD library function called from scripts libs.EquipDevice(player, inventorydevice, rendereddevice, ..... /other function parameters what can be skipped or define for better use/) Or you can equip Dd item by manually activate inventorydevice in inventory what activates scripts inside this item and equip rendereddevice if there no restrictions or problems.

 

When activates this script, first it check if device can be equipped (not block for other equipped DD items or effects). If all right, it equips inventorydevice and send signal to script equip rendereddevice. And if somehow there script is damaged or bugged by wrong patches or any other way, rendereddevice not equipped and you got what you see: equipped invventorydevice, what not work without rendereddevice and as rendereddevice not equipped you don't see effects and device on actor.

The same for unequip - first it unequips inventorydevice, then unequips rendereddevice and remove all effects. If you unequip rendereddevice using console, all effects stays on actor as there no trigger script inside inventorydevice what unequips rendereddevice and removes effects.  For unequip from script it uses function libs.RemoveDevice(player, inventorydevice, rendereddevice, /other parameters what not need to define, but you can/ )

 

So if AAF violate equips only inventorydevice then most problems is that DD script is somehow damaged. Or invisible incompatibility with DD 2.0 RC8. I'm not test AAF violate on DD 2.0 RC8.  Also this can be happen, if in one time is equipped on NPC many devices and, when script resolves, it found that in place where need be equipped rendereddevice already stays rendereddevice from other item. Also NPC equip system itself is bugged by script so there can be many outcomes.

 

In short it works in that way. In long it's many more complicated and itself DD equip system holds many bugs, what i encounter, when try to rework this system and found that those bugs are in original DD 2.0, not made by me)

Edited by Elsidia
Posted

It seems that Lockpicking Minigame option is bugged for DDs in RC8. If I enable it, every time I pick a lock - another minigame pops up, afterwards - another one. I can either give up by pressing "Esc" or break my lock pick trying - in any case the result is the same - failure to open the lock on DD.

Posted (edited)
17 minutes ago, m0rdr3d0 said:

another minigame pops up,

What you mean by other miningame pops up?

 

Oh... wait...

To unlock DD item there is many minigames in one row. To success unlock a item you need win all or dd item stays on place.

It depends on lock difficulty.

If difficulty is 100% - 75% - one minigame     perk not needed

75% - 50% - two minigame      perk level 1

50% - 15% - three minigame    perk level 2

15% - 1% - four minigame      perk level 3

 

UPD:Also it's ignores lockpick perk 4 so booby pin always break if failed.

Depend on lock difficulty you need lockpick perks. For most difficult lock you need lockpick perk 3. If you don't it not allow to play minigamme by saying: "Lock skill is too low"

UPD2: green part updated info.

Edited by Elsidia
Posted
4 hours ago, Elsidia said:

What you mean by other miningame pops up?

 

Oh... wait...

To unlock DD item there is many minigames in one row. To success unlock a item you need win all or dd item stays on place.

It depends on lock difficulty.

If difficulty is 100% - 75% - one minigame     perk not needed

75% - 50% - two minigame      perk level 1

50% - 15% - three minigame    perk level 2

15% - 1% - four minigame      perk level 3

 

UPD:Also it's ignores lockpick perk 4 so booby pin always break if failed.

Depend on lock difficulty you need lockpick perks. For most difficult lock you need lockpick perk 3. If you don't it not allow to play minigamme by saying: "Lock skill is too low"

UPD2: green part updated info.

That's... devious. 

 

Ok, thanks, I was sure that it's a bug after getting 3 minigames in a row.

Posted
4 hours ago, Elsidia said:

This conclusion is wrong. There no right or wrong versions of DD items. Truth is in that DD item not "simple" item but unity from 2 items: inventory device and rendered device.

 

If the rendered device should be equipped from an event and instead the inventory device which contains the scripts to swap to the rendered devices is being equipped instead and not swapping over... yes I would say it's the wrong version of the device. Especially when all other devices applied during the same event call properly equipped the rendered item version. I don't why you feel the need to jump to semantics of explaining how it should* be working under the hood to overcomplicated a simple notice of an issue for anyone with the same occurrence of non rendering equipped devices that have been built in BS.

 

You can't equip or unequip rendered device or inventory device using console or player.equipitem(inventorydevice).

 

You can, I did and that's how I noticed it's not applying the correct version, "the only way you can't unequip a device" is if a script call keeps reequipping it. There is something a miss likely some leftover issue from the original frame work, I don't know I'm not going to dissect it. It is a mess. The _inventory item after the event is equipped and locked according to console but the script it contains never fired off. I can unequip the problem DD via pipboy and reequip it and the scripts will activate and apply the _rendered version of the DD item & have the menu activate to lock it or manipulate the locks or do nothing.

 

Be it I can alleviate the issue with no rendering through the jank simplicity of adding the proper armor addons to the _inventory items until I open the pipboy and unequip/reequip the _inventory item so as it properly fires of the scripts to equip the _rendered items & lock them (which it should have been in the first place), I'll leave the issue to whoever cares to sort out the how and why it's not working by its design instead of disgress-splaining the headache framework structure choices from the from the original creator.

 

Posted (edited)
4 hours ago, slight_of_mind said:

You can, I did and that's how I noticed it's not applying the correct version,

I do this long previous /edited/ explanation only to force you understand how it works, but seems it's too low, because you still not understand how it works.

Ok try in other way:

Properly applied DD item:

[x] White latex Armbinder

[x] /Rendered device of White latex armbinder/  - there no name because you not see:

Spoiler

ScreenShot17.jpg.ae1bf56c155961268d010c071fe5c79e.jpg

Open console and type:

player.unequipitem 0b0b4065

It will activate build into inventory devices scripts /Event OnUnequipped(Actor akActor)/  and instead of unequipped, it will shout Devious devices menu, where you need use keys, struggle or picklock device, if all shields is lower and you have a key, with all chances to fail unlock or struggle out. So command player.unequipitem 0b0b4065  does the same as you press unequip button in pipboy:

Spoiler

ScreenShot18.jpg.a54e7b4856af55dc8dcd2d5e8a3674f1.jpg

 

Let's see what happen  if we do the this wrong thing:

player.unequipitem 0b0b4066

Success!!!!

Wait wait - where is my arms???

Spoiler

ScreenShot19.png.5e232a01a20ffbea3f7e785fe889d917.png

And why White latex armbinder is still equiped?

Spoiler

ScreenShot20.jpg.bddc34a5dc063879b35fbbb57a007991.jpg

Ok if you now press unequipped button on armbinder, it will unequipped it easy because Rendered device is unequipped illegally and now when inventory devices script activates if found that no equipped rendered device and stop event Event OnUnequipped(Actor akActor) as illegal call by error (build into script defense from scripts bugs)

But all added effects will be active and you have only chance to return normal arms only by equipping legally other armbinder and unequipped it.

So literary your command player.unequipitem 0b0b4066 just makes your life more complicated and do not any solution.

All necessary fixes is made later by legally equip/unequip inventory device  by scripts build into it.

 

Other explanations will be as new post because it's are too long.

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

Be it I can alleviate the issue with no rendering through the jank simplicity of adding the proper armor addons to the _inventory items until I open the pipboy and unequip/reequip the _inventory item so as it properly fires of the scripts to equip the _rendered items & lock them (which it should have been in the first place), I'll leave the issue to whoever cares to sort out the how and why it's not working by its design instead of disgress-splaining the headache framework structure choices from the from the original creator.

This headache design by two items is made in original Skyrim and Fallout 4 to avoid Fallout 4 engine do any funny things as 1 item device design is complicated to run.

Different between Skyrim and Fallout 4 DD engine is only thing that Skyrim DD /edited/ engine is updated to this present day and most of bugs are raided.

Also Fallout 4 doesn't have good F4SE, and instead of it, also Fallout 4 engine uses different method of store references in inventory so for scriptwriters is headache to manage it.  - /scriptwriters lyrics sorry/

Also DD 2.0 itself not updated very long time ago and hold own big bugs.

 

Now theoretically about your idea add to inventory device correct armor addon /this part is theory and i'm not guarantee if it works in that way or maybe more worse/.

let's see what happens:

You are not in pipboy and call script command EquipDevice(player,Latexarmbinderinventory, latexarmbinderrendered) to equip White latex armbinder.

Stage 1:

testing possibility to equip - green light - can equip.

Stage 2:

Spawn inventory device and equip - success. But ... what?   Why armbinder shows on me equipped, but my arms stay out of armbinder?

Stage 3:

activating script part what equips rendered device.

Rendered device equiped. But wait? What?!? As rendered device is equiped it takes biped slot 34 L Hand and biped slot 35 R Hand.

See wikipedida: https://www.creationkit.com/fallout4/index.php?title=Biped_Slots

 

Inventory device have the same armor addon as rendered device and occupied the same biped slots: 34 L Hand and biped slot 35 R Hand, so Fallout 4 default engine unequips it.

So as inventory device is unequipped it triggers build into inventory device Event OnUnequipped(Actor akActor) and equips back inventory device and unequips rendered device as it have the same biped slots.

 

At this point i haven't prognosis, how it will end: with endless loop of equipping unequipped inventory and rendered devices or just inventory device stays equipped and rendered device unequipped, what lead to broken scripts and easy unequip DD item without any menu from pipboy.

So also i don't know if at end of script it will shout spells equipping script and arms will gone to right place and with right animation or stays outside of armbinder and no restricted effect on player.

Edited by Elsidia
Posted
18 hours ago, jbezorg said:


Have you tried regenerating the DD items with the default zero-slider preset for the body?

No I haven't, how can I do this?

--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

I didn't think my question would cause such a fuss, I can try giving some screen shots

 

I made a profile on vortex with only a hand full of mods turned on with the rest disabled to try and test this with the list in the spoiler below

Spoiler

mods.jpg.1a8c65a027a331f5cfb1606bb04a542e.jpg

I then go and get the note off the body near the red rocket outside Sanctuary that I'm guessing was added by RC8 and read the note and investigate the devices so they put themselves on my character.

Spoiler

ScreenShot2.png.ba96d4ae1cb1847e9d5ba5418f41ac33.png

Everything is equipped to my character just fine but the Iron Chasity Bra

Spoiler

ScreenShot3.png.609bbc8e412438da1d83912b81391ee1.png

But in my pipboy I can see it equipped, and as long as my hands aren't bound by DD or real handcuffs I can just unequipp it without going through the normal DD unlock menu and if I put it back on myself it

Spoiler

ScreenShot4.png.d4cb1ae13800326a467d508bd0314a93.png

Spoiler

ScreenShot5.png.2ad03948ae9feed3156c42c431c8938b.png

Spoiler

ScreenShot6.png.f24a2557802ab27254690e5e6fa2d609.png

 

Posted
4 hours ago, Spaceguest991 said:

No I haven't, how can I do this?

--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

I didn't think my question would cause such a fuss, I can try giving some screen shots

 

I made a profile on vortex with only a hand full of mods turned on with the rest disabled to try and test this with the list in the spoiler below

  Reveal hidden contents

I then go and get the note off the body near the red rocket outside Sanctuary that I'm guessing was added by RC8 and read the note and investigate the devices so they put themselves on my character.

  Reveal hidden contents

Everything is equipped to my character just fine but the Iron Chasity Bra

  Reveal hidden contents

But in my pipboy I can see it equipped, and as long as my hands aren't bound by DD or real handcuffs I can just unequipp it without going through the normal DD unlock menu and if I put it back on myself it

  Reveal hidden contents

 

Make sure all the sliders are set to 0%. Use Advanced body options in Looksmenu to customize your character.

Another thing that can cause that is a missing texture.

 

zero sliders.png

Posted

Do you have a better explanation on how to integrate new objects/outfits?  Maybe a step-by-step example to follow?  I would like to modify TheKite's Vault Slave outfit's collar, outfit, and gloves to their DD counterparts.  How exactly would I do that?

Posted
1 hour ago, jbezorg said:

Another thing that can cause that is a missing texture.

That's not the issue.. read the spoilers, it more like script lag.

Posted (edited)
12 hours ago, Spaceguest991 said:

I then go and get the note off the body near the red rocket outside Sanctuary that I'm guessing was added by RC8 and read the note and investigate the devices so they put themselves on my character.

I need papyrus log and console inventory list

So without save

1) Enable papyrus logging https://steamcommunity.com/app/377160/discussions/0/365172408531964270/

2) Run Fallout 4

3) Stay near test corpse

4) Open console and made sure that you are clear: player.removeallitems

5) Trigger body

6) Enter in console and send screenshot of inventory list: player.showinventory

7) Send papyrus log: Documents\My Games\Fallout4\Logs\Script  Papyrus.0.log

Most from inventory list i need see Iron bra and this rendered device.

 

Then i will try figure out what is wrong. As for me with minimal install of DCW this body works normal.

UPD: I can guess that AAF violate somehow mess with DD 2.0 RC8, but i not found proof in archive of AAF violate.

UPD2: And what mods you hide? Maybe there is DD script rewrite or iron bra slots usage for says tall.

 

Edited by Elsidia
Posted

does anyone know how to fix clipping for the gag with some characters mouths? i have the face mesh mod so her mouth opens, gag just doesn't fit well and  i cant find the gags on the file list in outfit studio to try to alter them. how do i fix this? 

Posted
7 minutes ago, natybs said:

does anyone know how to fix clipping for the gag with some characters mouths? i have the face mesh mod so her mouth opens, gag just doesn't fit well and  i cant find the gags on the file list in outfit studio to try to alter them. how do i fix this? 

Look in \Data\meshes\DeviousDevices\Gags&Blindfolds

Posted

It seems to me that companions still prattle their lines (eg. commenting on crafting etc.) even though they are wearing a gag. I'm thinking I want to change that, but as far as I can tell, any mod that attempt to cut down chatter is doing so via global settings - not making individual actors stfu. If I'm reading this correctly, the gag spell merely makes the actor play gag sounds in certain situations. Is there a fundamental reason why one couldn't silence npc actors, especially companion type ones?

 

(I'm thinking if one could change the voicetype on the fly, to an empty one or something along those lines could be one way of doing it)

 

Additionally I'm playing with the thought of activating some of the effects for non-player characters, specifically the vibrate event (or the effect directly) via a button for example - I can see that all of these have checks for whether or not the target actor is the player and won't fire if it isn't. I'm assuming things might get weird if I mess with that and have multiple npcs wearing applicable devices?

 

 

Posted
20 hours ago, agrdrk said:

Is there a fundamental reason why one couldn't silence npc actors, especially companion type ones?

Don't know maybe companions dialogue is most important for FO4 as mod added dialogue for NPC.

20 hours ago, agrdrk said:

I can see that all of these have checks for whether or not the target actor is the player and won't fire if it isn't.

In this version of game it's made only for player. For NPC you need check actors around and change it's AI, so isn't easy.

The same for interact with bench.

Posted
1 hour ago, Elsidia said:

Don't know maybe companions dialogue is most important for FO4 as mod added dialogue for NPC.

In this version of game it's made only for player. For NPC you need check actors around and change it's AI, so isn't easy.

The same for interact with bench.

 

Thanks for confirming! Yeah, I'm thinking this might not work as I hope and likely will break all the dialogue controls.

 

On the positive side, I got CK to play nicely with mod organizer 2.

 

(in case someone needs to know, had to make sure the game folder and all files had readonly off, then had to run steam as administrator, then run the CK through steam to let it do its setup. Then set the proper steam app id in mo2 which turned out to actually be 1946160  in order for it to keep the virtual file system locked.)

Posted
22 hours ago, agrdrk said:

I can see that all of these have checks for whether or not the target actor is the player and won't fire if it isn't. I'

I made my own vibration event for FO4 and only for followers by using play idles. So sometime followers play idle, but sometimes only sound and system message of it. Also i add many events for that and recognize, that is too soundly and chaotic around you so i made many of events only as system messages.

Posted

I need your help again. DD 2.0 RC 8

I made some custom changes into DD_Effect_BoundAminations script for leg cuffs, to remove 1 bug. Will try remove this bug for arms too but this is a bit complicated.

I need test this script on your game and if it works as my game is highly modified (try to fix many DD problems) and script can't work or bug will not fixed

So save your script, replace with my and test:

1) Put on player Institute leg cuffs (connected) manipulate locks

2) Exit from inventory and check animation (must be hobble or hop animation depend on your settings

3) Return to inventory and put on Latex hobble dress manipulate lock

4) Exit from inventory and check again animation - must be fine

5) Enter in inventory and remove Institute leg cuffs (connected)

6) Exit from pipboy and try run (there was bug in original mod)  If bug is fixed a few seconds you will move without hop animation and then hop animation returns to place.

7) Enter in inventory and remove hobble dress.

8 ) Exit from inventory and hobble animation must be gone

 

This work for all leg restraints and must work for NPC too.

Only thing maybe for those Institute leg restraints (connected) is removed keyword for unknown reasons DD_kw_EffectType_RestrainedLegs, so if it is - need add this keyword to rendered device of those leg restraints or fix will not work. The same for dress - if there no this keyword need add.

If work or not work please inform me.

DD_Effect_BoundAnimation.pex

Posted
On 6/23/2022 at 5:13 PM, Elsidia said:

I need papyrus log and console inventory list

So without save

1) Enable papyrus logging https://steamcommunity.com/app/377160/discussions/0/365172408531964270/

2) Run Fallout 4

3) Stay near test corpse

4) Open console and made sure that you are clear: player.removeallitems

5) Trigger body

6) Enter in console and send screenshot of inventory list: player.showinventory

7) Send papyrus log: Documents\My Games\Fallout4\Logs\Script  Papyrus.0.log

Most from inventory list i need see Iron bra and this rendered device.

 

Then i will try figure out what is wrong. As for me with minimal install of DCW this body works normal.

UPD: I can guess that AAF violate somehow mess with DD 2.0 RC8, but i not found proof in archive of AAF violate.

UPD2: And what mods you hide? Maybe there is DD script rewrite or iron bra slots usage for says tall.

 

Sorry for taking a while to reply.

Spoiler

ScreenShot9.png.7b28d7a7742023a07ecc3826a2e762e5.png

Spoiler

ScreenShot10.png.8fc71f9cd9a339c73f971ea9f7947d24.png

 

Was this what you asked for?

 

As for what mods I had hidden I had like... over 400 mods enabled on the profiles that aren't being used as a test bed and I don't think anybody really wants to comb through over 400 mods so if you wanted like a bigger more mod I'd like something to narrow it down a bit more, such as a list of mods that need F4SE or mods that need Devious Devices.

Papyrus.0.log

Posted (edited)
1 hour ago, Spaceguest991 said:

Was this what you asked for?

Yes that is.

There is mystery:

DD papyrus log is poor as there no many things registered.

But depend on what i see there is equipped 8 devices, but script call function of 9 devices equipping

So as i not see in inventory rendered device for Chastity bra, so probably this function ends without equip.

In papyrus log are many errors, also seems something with AAF framework but nothing important.  AAF framework failed initialize own scripts.

So it call script to equip inventory device, equips it and deny send signal for equip rendered device. 

@Roggvir i take a small peek into your mod. As i understand your mod nothing does with libs.EquipDevice(libs.player,inventorydevice, rendereddevice), but only offer a device list for mods, what use your manager?

So DCW will ignore your devices settings?

 

Return to back our problem at this moment i can't logically explain why libs.EquipDevice(PlayerREF, DD_ChastityBra_Iron_Inventory, RenderedDevice = none, CheckDependencies = True) Ignores send signal for equip rendered device.

Some not funny mod conflict?

Or you use mod2 manager, maybe you left active some old mods script ghost pages where is old DD scripts?

 

UPD: in list i missed 10015DE7 in list - is this down to list or never exist? This is important - if this item exists and not equipped, then you have slot conflict with some mods what used biped slot 55. Probably.

Edited by Elsidia
Posted (edited)
13 minutes ago, Elsidia said:

i take a small peek into your mod. As i understand your mod nothing does with libs.EquipDevice(libs.player,inventorydevice, rendereddevice), but only offer a device list for mods, what use your manager?

 

To quote from the description page of my mod:

Quote

NOW, obviously this wont do much, unless...

...some MOD makes use of the provided functionality (like AAF Violate for example).

 

...and:

Quote

Supported by mods:

- AAF Violate

- RSE: Realistic Salacious Encounters - natively supported by RSE v3.1.9 (and onward)

(by now there could be more mods supporting the feature, but probably not, i don't know)

 

I don't know if DCW supports the DD Items Manager features, but i don't think so (but it should be simple for anybody to make a patch - i can't do that right now, being too busy with other stuff).
So, my answer to your question is: probably not.

Edited by Roggvir

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