Jump to content

Recommended Posts

Posted
6 hours ago, Elsidia said:

Maybe you or community have ideas how to made this game more enjoyable?

 

Yeah, my suggestions were in an edit to an earlier post:

 

16 hours ago, vaultbait said:

get rid of the perk check so I can always start the mini-game, scale the lock's picking window based on the device's difficulty and my locksmith perk level, and only very occasionally require me to pick more than one lock in a row

 

Maybe that could be gated by additional MCM options or dynamically adjusted relative to the existing difficulty slider.

 

In 2.0, I'd just try to struggle and then try to lockpick each device placed on me, and an hour later try again until I got free from all of them. Usually it took 2-3 game hours to get free of most stuff, maybe longer if there were cuffs since I'd have to get out of those first before I could try to undo anything else. In RC8 with the lockpicking mini-game feature turned on, it's rare that I even get the option to try to pick the lock if I'm even lucky enough to have found a bobby pin, which makes the mini-game's existence fairly pointless. Instead I wind up falling back on other mods to free myself (Sex Attributes though I don't often have enough willpower, DD Bench Unlocker but I'm usually flat broke and have to spend a while trying to brute-force it, Sexual Harassment except it's more likely they just put more devices on me instead...).

 

Making the mini-game harder to pick some locks than others (without necessarily requiring you do solve multiple locks in a row for one device), but keeping the one-lockpick-per-try dynamic with an hour cooldown, would still be sufficiently challenging for my playthroughs where bobby pins are already extremely scarce, I usually have 0 or 1 level of locksmith perk, no mods are giving me restraint/chastity keys at random, and NPCs are constantly trying to put more devices on me.

Posted (edited)
2 hours ago, vaultbait said:

Maybe that could be gated by additional MCM options or dynamically adjusted relative to the existing difficulty slider.

Ok i made a 99% match excel calculation table and add for minigame difficulty modifier.

Green fields are fields what you can modify. Other fields are temporary fields for success calc. Do not please touch it.

Yellow fields are results.

For compare i add normal game and with difficulty modifier.

EscapeAttemptsMade  is variable what count your failures in escape - so if any failure on is easier to escape unless critical failure appears and set all to zero.

EscapesMade  are global variable what stores any success escape from device (struggle, cut or lockpick) So as you are more experienced as easy is escape, but not too much as it stops on 101.

Feel free you and community to play with variables and device if it worth to add only those changes.

UPD: in minigame can add increase variable of failure if you don't have necessary skill. So after some attempts  skill level will decrease.

dd_difucultymodifier.xlsx

Edited by Elsidia
Posted (edited)

So I've updated the actor voiceoverride to a more logical location, amongst the gag face morph script. Some testing later and it seems to work. Included a compiled version in case compiling isn't your thing. (TLDR: it should shut any npc up when a gag is equipped/loaded into gamespace.

 

Let me know if this is unfathomably stupid or broken.

 

Another aside: DD_Library had it's Group ActorValues all set to const - I'm not sure if this was intentional or not but altering them to variable allowed for the script to actually update the values, as far as I can recall, they never worked, at least for an npc, before this. If anyone has any history on this let me know as well - I might utilize those values for another thingamajig in the works.

DD_GagFaceMorphs.psc DD_GagFaceMorphs.pex

Edited by agrdrk
Posted
19 hours ago, agrdrk said:

Another aside: DD_Library had it's Group ActorValues all set to const - I'm not sure if this was intentional or not but altering them to variable allowed for the script to actually update the values, as far as I can recall, they never worked,

You speak about those?

Spoiler

Group ActorValues
ActorValue Property DD_AV_Arousal Auto Const                    ; For arousal tracker. Very light alternative to SL Aroused
ActorValue Property DD_AV_InflateStatusAnal Auto Const    
ActorValue Property DD_AV_InflateStatusVaginal Auto Const
ActorValue Property DD_AV_VibrateStrengthAnal Auto Const    
ActorValue Property DD_AV_VibrateStrengthVaginal Auto Const
ActorValue Property SpeedMult Auto Const                        ;100 is default
EndGroup

Those are made as universal variables but work only for player, as scripts not write for NPC. Maybe because those are const sometimes it work out bad for players too?

Posted
19 hours ago, Elsidia said:

You speak about those?

  Hide contents

Group ActorValues
ActorValue Property DD_AV_Arousal Auto Const                    ; For arousal tracker. Very light alternative to SL Aroused
ActorValue Property DD_AV_InflateStatusAnal Auto Const    
ActorValue Property DD_AV_InflateStatusVaginal Auto Const
ActorValue Property DD_AV_VibrateStrengthAnal Auto Const    
ActorValue Property DD_AV_VibrateStrengthVaginal Auto Const
ActorValue Property SpeedMult Auto Const                        ;100 is default
EndGroup

Those are made as universal variables but work only for player, as scripts not write for NPC. Maybe because those are const sometimes it work out bad for players too?

 

Yeah, I might be mistaken about that though - the values increment slowly which is appropriate though.

 

Going to test this a lot more, I'm looking at redoing the logic during the vibrateplugs to make the resulting scene more.. umm.. smooth and synced.  I first thought about integrating with AAF but it has its quirks, so I'm first going to make a non-dependent version using some of the lessons learned.

 

I also cooked up a weapon item with which to trigger events and whatnot for testing purpose, which again might become an entirely separate entity because it might be cool... but also because with my modeling skills it's going to come out looking a bit "baby's first mesh bash".

Posted (edited)
1 hour ago, agrdrk said:

the values increment slowly which is appropriate though.

ActorValue Property DD_AV_Arousal Auto Const - Used for DD arousal to as additional variable if no uses Sex atributes mod. Used for player to check her arousal (not have details, but more likely only for text purpose - system message - you are arousal in some arousal level. can't say clearly not studied where arousal is use, maybe more important variable). Can be used for another mods to play orgasm or put on restrains, if arousal too high.

ActorValue Property DD_AV_InflateStatusAnal Auto Const - used simple value (from 0 -6) not sure. Used for anal plug inflation status size.

ActorValue Property DD_AV_InflateStatusVaginal Auto Const - the same as previous, but for vaginal

ActorValue Property DD_AV_VibrateStrengthAnal Auto Const - use for anal vibration strength too simple values. Not sure if it used in vibrate event.

ActorValue Property DD_AV_VibrateStrengthVaginal Auto Const - the same for vaginal

ActorValue Property SpeedMult Auto Const - used to set player speed if wear a hop dress with new animation. Used for not to cheat in first view mode.

 

I'm not study those variables special, maybe i wrong on some aspect but in most case it used in that way. I just found those variables, when wandering around for DD scripts fixes. Also variables idea was my, but integrated by naaitsab (not put on mention there, as it not important for her to disturb her)

Edited by Elsidia
Posted

What file/resource controls the mouth for DD gags? There's been some changes in my load order. The mouth opening when the gag is equipped has stopped and I can't tell what mod caused it.

Posted
55 minutes ago, jbezorg said:

What file/resource controls the mouth for DD gags? There's been some changes in my load order. The mouth opening when the gag is equipped has stopped and I can't tell what mod caused it.

It's the script DD_GagFaceMorphs

Posted
13 hours ago, jbezorg said:

The mouth opening when the gag is equipped has stopped

It's use morphs script from AAF, check if AAF installation is right. If i remember right.

Posted
18 hours ago, jbezorg said:

What file/resource controls the mouth for DD gags? There's been some changes in my load order. The mouth opening when the gag is equipped has stopped and I can't tell what mod caused it.

I don't remember that DD itself has this function. I still remember that the author suggested that everyone wear a panel type to hide the mouth that doesn't open.

It is Ego that brings it the function of opening its mouth.

 

Posted
1 hour ago, kziitd said:

It is Ego that brings it the function of opening its mouth.

And it's incorporated into RC8.

Posted (edited)
20 hours ago, naaitsab said:

It's the script DD_GagFaceMorphs

Thanks, I'll check if anything has overwritten that script.


 

7 hours ago, Elsidia said:

It's use morphs script from AAF, check if AAF installation is right. If i remember right.

 

2 hours ago, kziitd said:

I don't remember that DD itself has this function. I still remember that the author suggested that everyone wear a panel type to hide the mouth that doesn't open.

It is Ego that brings it the function of opening its mouth.

 

 

1 hour ago, izzyknows said:

And it's incorporated into RC8.


Thanks. I went back to a previous save and it functions. I think it may be Cursed DD Enchantings. That has a morphing option and it may be accidently resetting the mouth morph.

Update: Missing DD_GagFaceMorphs script on the added gags in Cursed DD Enchantings.

Edited by jbezorg
Posted (edited)
14 minutes ago, eidod23 said:

Hay how do I get the mod working I had to reinstall everything but armor keyword no longer has the plugin

Get this with the fixed MCM file from the same post. There are also some other tweaks to be found after this post. But this mainly fixes the AWKCR dependency as it's dead and broken for a while.

 

Edited by naaitsab
Posted

Hey, got a bug with invisible Latex Restraint Dress, i build it in BodySlide, (found something similar but not with the same name) I searched the internet for advice on how to do/repair it well but it didn't work out. I may be new at this but the rest of the stuff set up by bodyslide is working fine, only this I have invisible. I fixed it and it works only if I summon the item to myself using the console but when it jumps on me I get invisible, now i ve no idea how to repair it. Every item works fine but got this bug only when talking to jack and he put hes stuff on me image.png.7bdf85bd9befc28cc2db6a877288784e.png

Posted
11 hours ago, Casa98 said:

 Latex Restraint Dress, i build it in BodySlide, (fo

Name must contain

StraightJacketBlackSkirt

and second model

StraightJacketBlackToplessSkirt

 

First for dress and second for dress with naked breasts Red and White not need build as those not used in game.

Posted

Hi, i just finished my modlist, everything looks great except for one thing, i dont have AWKCR as i read that it has a lot of problems, i have all the requiriments for every mod that i have except for DD and AWKCR, i read that it doesnt actually uses it. So, mi quiestion is, will i be safe to keep progressing trough the game like this or should i roll back a couple of saves before installing DD and just delete it and play without it

Posted (edited)

I'm fairly new to these mods, so I am probably missing something. When I'm running DCW and after finishing Belted! my character keeps hopping around like they are hobbled even though they aren't anymore and if I try to sprint they freeze and move their arms out to the sides. That is in third person. If I equip a weapon I move normally.  In first person I seem to move normally.

I ran another test by skipping Belted! and that character moves fine and all the animations are ok other than they ignore leg cuffs and walk normally, but other hobbles work fine.

 

I have also tried reequipping similar items and removing them but it didn't fix it.

 

When I load a game I get a message "Devious Devices: AAF API not found"

I am using these plus the other requirements all loaded via vortex.

AWKCR v8.6.0

Deviously Cursed Wasteland V1.4.7z

Torture Devices 2.2.7z

Devious Devices RC8 Full.7z

 

I have also tried new saves and uninstalling/reinstalling the mods.

 

Any assistance would be appreciated, thanks!

Edited by canis76
Posted
2 hours ago, canis76 said:

When I load a game I get a message "Devious Devices: AAF API not found"

If you use DD 2.0 RC8 AAF is requirement as as mod.

Posted
23 hours ago, Elsidia said:

If you use DD 2.0 RC8 AAF is requirement as as mod.

I knew I missed something simple, I had thought it was built in for some reason.

However, I'm still getting the same issues with animations. After I loaded AAF, I removed and reinstalled AWKCR, DD RC8, TD, and DCW. I did a test with and without DCW just to see if there was a difference and it was the same as I posted above when I skipped Belted!.

 

Any ideas on what else I should be checking?

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...