Elsidia Posted July 22, 2022 Posted July 22, 2022 1 hour ago, canis76 said: Any ideas on what else I should be checking? My post was about missing API and not animation problem. But i answer full version. In DD 2.0 RC8 most animation problems is fixed. As for DCW it's incompatible with DD 2.0 RC8 and especially Belted! quest. There can be some items not put on when you are in Cryo, Jack the Belter quest is bugged (not put on some items) And also first person animation is screwed up when you are in Cryo. In short if you have set use new bunny hop animation before wake up (it's default setting so...), you can't move, as multispeed is bugged by anti cheat engine. You need after wake up change animation to old bunny hop. As about left animation on after dress is removed (i read, you try it), for DD 2.0 is cure put the hobble dress back again and remove it. It works for DD 2.0, but in DD 2.0 RC8 this bug is seems fixed. I know it, because i work on DCW made compatibility with DD 2.0 RC8. At this moment this project is freezed, as i stuck into DD 2.0 CE9 version bug fixes. Most similar bugs and improvement for DCW is completed, but it needs DD 2.0 CE9. But i can't release it as i stuck into some specifics bugs, what i don't know how to fix. Probably i will fix some important bugs as i can and release as beta version. Can't say date, as more i fix, as more bugs shows up (not only by made me, but original build into DD 2.0 bugs and some RC8 bugs) But return to animation problem. In DD 2.0 RC8 is new animation protect system. If you somehow got this bug with belted! quest, so there is chance that this bug is made by new protect system (i touch this problem, when try to improve animation checks and got this bug. But i think i made it with own changes, not original in DD 2.0 RC8. So conclusion. If you got this bug after belted! and it not removed by put on hobble dress, so maybe it's can't be fixed. I can't test it as i have modified DD and DCW and even in there, when i test Belted! quest - my animations always was fine. If you have latest torture devices, DD, AAF and DCW, all must work fine. But still i say that DCW not like DD 2.0 RC8.
canis76 Posted July 22, 2022 Posted July 22, 2022 8 hours ago, Elsidia said: My post was about missing API and not animation problem. But i answer full version. In DD 2.0 RC8 most animation problems is fixed. As for DCW it's incompatible with DD 2.0 RC8 and especially Belted! quest. There can be some items not put on when you are in Cryo, Jack the Belter quest is bugged (not put on some items) And also first person animation is screwed up when you are in Cryo. In short if you have set use new bunny hop animation before wake up (it's default setting so...), you can't move, as multispeed is bugged by anti cheat engine. You need after wake up change animation to old bunny hop. As about left animation on after dress is removed (i read, you try it), for DD 2.0 is cure put the hobble dress back again and remove it. It works for DD 2.0, but in DD 2.0 RC8 this bug is seems fixed. I know it, because i work on DCW made compatibility with DD 2.0 RC8. At this moment this project is freezed, as i stuck into DD 2.0 CE9 version bug fixes. Most similar bugs and improvement for DCW is completed, but it needs DD 2.0 CE9. But i can't release it as i stuck into some specifics bugs, what i don't know how to fix. Probably i will fix some important bugs as i can and release as beta version. Can't say date, as more i fix, as more bugs shows up (not only by made me, but original build into DD 2.0 bugs and some RC8 bugs) But return to animation problem. In DD 2.0 RC8 is new animation protect system. If you somehow got this bug with belted! quest, so there is chance that this bug is made by new protect system (i touch this problem, when try to improve animation checks and got this bug. But i think i made it with own changes, not original in DD 2.0 RC8. So conclusion. If you got this bug after belted! and it not removed by put on hobble dress, so maybe it's can't be fixed. I can't test it as i have modified DD and DCW and even in there, when i test Belted! quest - my animations always was fine. If you have latest torture devices, DD, AAF and DCW, all must work fine. But still i say that DCW not like DD 2.0 RC8. Thank you for the detailed reply. I have a few other iterative things I might try, Good luck on the bug fixes!
Clegane Posted July 22, 2022 Posted July 22, 2022 I could not find where to craft DD, Which workbench should I use? Thanks in advance!
vaultbait Posted July 22, 2022 Posted July 22, 2022 2 hours ago, Clegane said: I could not find where to craft DD, Which workbench should I use? Thanks in advance! Find it in the workshop menu under the raider category. 1
sinivii Posted July 23, 2022 Posted July 23, 2022 Ran into a case with RC8. At some point Cait got put in a Yoke. I unequipped it without problems as I had keys, seemingly. She didnt have any other restraints. However now anytime I load a save or fast-travel, Cait will revert back to her default outfit and be stuck in the Yoke animation. It fixes itself as soon as I give her any other kind of armor. It's not a gamebreaking thing, just an annoyance. I guess when I removed the Yoke whatever script kept her bound didn't release her properly. Gonna try to uninstall, clean the save then play for a while and re-implement later.
naaitsab Posted July 23, 2022 Posted July 23, 2022 2 hours ago, sinivii said: Ran into a case with RC8. At some point Cait got put in a Yoke. I unequipped it without problems as I had keys, seemingly. She didnt have any other restraints. However now anytime I load a save or fast-travel, Cait will revert back to her default outfit and be stuck in the Yoke animation. It fixes itself as soon as I give her any other kind of armor. It's not a gamebreaking thing, just an annoyance. I guess when I removed the Yoke whatever script kept her bound didn't release her properly. Gonna try to uninstall, clean the save then play for a while and re-implement later. I would suggest not using devices on NPC's at all. They are bugged. @Elsidia did you make some progress with "CE1" for better animation/MT handling for NPC's also?
Elsidia Posted July 23, 2022 Posted July 23, 2022 (edited) 1 hour ago, naaitsab said: for better animation/MT handling for NPC's also? This type of error i not try to fix. What i have done is animation control for NPC and player. i done it for legs. For arms need do more complicated things as there is more animations. Both solutions for arms and legs not universal. If some mod uses own animations and keywords - will not work. I can't detect spell what is place on actor. If are ideas how to do it, then will happy to hear. At this moment if player have on 2 leg restraints, when one of it is removed, it's restore hop animation by apply spell again in remove procedure. As for NPC, always when equip other item even it's vanilla armor is called event oneffects stop and it's removes current apply animations. I don't know why this happen. Silly Fallout 4. So this check for NPC allows keep leg animation on, when you equip or unequip any item not related to legs animation. As for reset to default outfit, new system (what is still have my own bugs and old DD 2.0 bugs) doesn't reset default outfit and also doesn't use dummy armor on NPC. The most bugs are start if NPC or player is equipped restraint and those restraints is more that 1 and most bugs start if it more than 5 -6. Then original FO4 reference system drives crazy. The same for different colors - it still change colors, if item reequip. Also still persist old bug, what not fixed on Skyrim ether - it's variables reset. About to fix this bug i have ideas, but not sure how it calls on mod performance. But bug, what mention in those previous new post about yoke - never seen it, so i have no idea what causes it. Have ideas what can be responsible for that? Edited July 23, 2022 by Elsidia
Elsidia Posted July 23, 2022 Posted July 23, 2022 4 hours ago, sinivii said: Gonna try to uninstall, clean the save then play for a while and re-implement later. Can you send this save? I have minimal DCW requirements, maybe this save will load and i found something useful in papyrus log - i greatly added papyrus write info from DD. Maybe this save opens in my game if you don't have many mods installed.
Elsidia Posted July 23, 2022 Posted July 23, 2022 1 hour ago, naaitsab said: or better animation/MT handling for NPC's also? When i tested my old save, where many NPC was in restraints - it's shouts oneffect start many times without reason ( i add papyrus log here) I think that not important and ignore it. Maybe because i have in save other mods, what not in my game. But still maybe have ideas why? Just NPC stays in restraints but papyrus write than oneffect start.
Elsidia Posted July 23, 2022 Posted July 23, 2022 4 hours ago, sinivii said: However now anytime I load a save or fast-travel, Cait will revert back to her default outfit and be stuck in the Yoke animation. About that just in my head born insane idea about insane effect. As you know, when any mod call EquipDevice or Removedevice. it calls custom event from DD mod. This even hangs up save and save can take up to 30 minutes in game, depend on mod list and PC performance. So in your save is write down (bad write because of those events), that yoke spell still equipped on NPC. So when you load a save or fast travel, event oneffectstart starts again, apply yoke variables and because NOC is reset to default outfit and start yoke animation. As for my test build (i already lose hope, that i will finish it), those events not called, save not hang up and must work fine. Also seems need add more check in effect start if actor have necessary keywords for start this effect. So your bugged save i needs ASAP.
naaitsab Posted July 23, 2022 Posted July 23, 2022 1 hour ago, Elsidia said: This type of error i not try to fix. What i have done is animation control for NPC and player. i done it for legs. For arms need do more complicated things as there is more animations. Both solutions for arms and legs not universal. If some mod uses own animations and keywords - will not work. I can't detect spell what is place on actor. If are ideas how to do it, then will happy to hear. At this moment if player have on 2 leg restraints, when one of it is removed, it's restore hop animation by apply spell again in remove procedure. As for NPC, always when equip other item even it's vanilla armor is called event oneffects stop and it's removes current apply animations. I don't know why this happen. Silly Fallout 4. So this check for NPC allows keep leg animation on, when you equip or unequip any item not related to legs animation. As for reset to default outfit, new system (what is still have my own bugs and old DD 2.0 bugs) doesn't reset default outfit and also doesn't use dummy armor on NPC. The most bugs are start if NPC or player is equipped restraint and those restraints is more that 1 and most bugs start if it more than 5 -6. Then original FO4 reference system drives crazy. The same for different colors - it still change colors, if item reequip. Also still persist old bug, what not fixed on Skyrim ether - it's variables reset. About to fix this bug i have ideas, but not sure how it calls on mod performance. But bug, what mention in those previous new post about yoke - never seen it, so i have no idea what causes it. Have ideas what can be responsible for that? One thing that could cause issues is that scripted "magic effects" (linked to spells/perks/enchantments) are not properly loaded trough cells. So if player is in Cell A and NPC X in Cell B it can break. So I think it's best to fill aliasses on a quest when a NPC get's equiped devices. And then do a check when items are removed from the NPC. If no item with the animation keywords are present the MT/animations can be force reset.
Elsidia Posted July 23, 2022 Posted July 23, 2022 1 hour ago, naaitsab said: So I think it's best to fill aliasses on a quest when a NPC get's equiped devices. Sorry about quests aliases i don't know anything and how to can eat it) I have idea. Kimy drop enchantments on items because those don't work in Fallout 4 (from first page description). But i see enchantments in FO4. So maybe better not use a spells but item enchantments?
naaitsab Posted July 23, 2022 Posted July 23, 2022 1 hour ago, Elsidia said: Sorry about quests aliases i don't know anything and how to can eat it) I have idea. Kimy drop enchantments on items because those don't work in Fallout 4 (from first page description). But i see enchantments in FO4. So maybe better not use a spells but item enchantments? The FO4 CK has rubbish documentation. But Skyrim has the same system so you can use that wiki for info. https://www.creationkit.com/index.php?title=Quest_Alias_Tab Spells with a script effect on the player work, but NPC's not reliable. Enchantments also use 'magic effects' so that has the same problem.
sinivii Posted July 23, 2022 Posted July 23, 2022 7 hours ago, naaitsab said: I would suggest not using devices on NPC's at all. They are bugged. Sound advice to me. Will heed. 5 hours ago, Elsidia said: About that just in my head born insane idea about insane effect. As you know, when any mod call EquipDevice or Removedevice. it calls custom event from DD mod. This even hangs up save and save can take up to 30 minutes in game, depend on mod list and PC performance. So in your save is write down (bad write because of those events), that yoke spell still equipped on NPC. So when you load a save or fast travel, event oneffectstart starts again, apply yoke variables and because NOC is reset to default outfit and start yoke animation. As for my test build (i already lose hope, that i will finish it), those events not called, save not hang up and must work fine. Also seems need add more check in effect start if actor have necessary keywords for start this effect. So your bugged save i needs ASAP. I understand. I don't think you will get much out of it as it has a 100+ long modlist with various personal tweaks, but I sent it to you.
Elsidia Posted July 23, 2022 Posted July 23, 2022 2 hours ago, naaitsab said: Enchantments also use 'magic effects' so that has the same problem. So best version is drop all spells and magic effects and apply animations, when rendered device equipped using properties from inventory device? This isn't universal, so other mods what made own restraints will stop work, but are the best solution? Will see maybe it's worth to rework.
naaitsab Posted July 23, 2022 Posted July 23, 2022 3 hours ago, Elsidia said: So best version is drop all spells and magic effects and apply animations, when rendered device equipped using properties from inventory device? This isn't universal, so other mods what made own restraints will stop work, but are the best solution? Will see maybe it's worth to rework. You could experiment with some things. Instead of building an entire thing just make something that sends a notification so you know it sill works. If you use the rendered devices approach you could see if the 'onequiped' and 'onremoved' events work reliably.
Greak Posted July 26, 2022 Posted July 26, 2022 I can not find any MCM config files within devious devices. Does it not have a mcm menu anymore or am I stupid?
Oldwolf58 Posted July 26, 2022 Posted July 26, 2022 21 minutes ago, Greak said: I can not find any MCM config files within devious devices. Does it not have a mcm menu anymore or am I stupid? DD doesn't have an MCM menu Rogg's DD item manager has an MCM that allows you to set preferences on which items can be equipped on you and the chances for them to be selected.
vaultbait Posted July 26, 2022 Posted July 26, 2022 1 hour ago, Oldwolf58 said: DD doesn't have an MCM menu Rogg's DD item manager has an MCM that allows you to set preferences on which items can be equipped on you and the chances for them to be selected. More specifically, DD 2.0 does not have an MCM (RC8 adds MCM options though).
SissyCeline Posted July 26, 2022 Posted July 26, 2022 (edited) Hello I'm having an issue with this mod. Some of the outfits either can't be equipped or will be unequipped immediately and the settler will default back to plain clothes. Pink outfits seem to all be unequippable (except for the catsuit), and all gloves and boots seem to cause them to default back to their plain clothes. I built all outfits in Bodyslide and haven't touched them in outfit studio. Is there some sort of injector I'm not seeing in the Mod Config Menu? If it helps, so far I've bought all these items and didn't craft them as I haven't unlocked the perks yet. I also have all the requirements. If anyone can help I would be very grateful. Edited July 26, 2022 by SissyCeline
Elsidia Posted July 27, 2022 Posted July 27, 2022 12 hours ago, SissyCeline said: Some of the outfits either can't be equipped or will be unequipped immediately and the settler will default back to pla DD officially not support NPC equip system and what outfits (names) and what version of DD (DD 2.0 or DD 2.0 RC8) you use?
SissyCeline Posted July 28, 2022 Posted July 28, 2022 On 7/27/2022 at 10:26 AM, Elsidia said: what outfits (names) and what version of DD (DD 2.0 or DD 2.0 RC8) you use? I use DD 2.0. I've been looking around this forum for a while, but I'm still not entirely sure what RC8 is. Will that fix my issue. Quote DD officially not support NPC equip system Is that why it only partially works? Seems strange to me that only some outfits would not work like others do because they have a different color. The readme also states the mod supports NPCs, though it does seem to have been an issue up until this version.
vaultbait Posted July 28, 2022 Posted July 28, 2022 1 hour ago, SissyCeline said: I've been looking around this forum for a while, but I'm still not entirely sure what RC8 is. Community collaboration to fix bugs and squash in a lot of the ancillary patches which have been floating around for ages:
izzyknows Posted July 28, 2022 Posted July 28, 2022 1 hour ago, SissyCeline said: but I'm still not entirely sure what RC8 is Devious Devices Community Patch Still, NEVER put DD items on NPC's as it's always been an issue the causes the engine to freak out.
Elsidia Posted July 29, 2022 Posted July 29, 2022 7 hours ago, SissyCeline said: I use DD 2.0. I've been looking around this forum for a while, but I'm still not entirely sure what RC8 is. Will that fix my issue. In DD 2.0 some outfits have bug that those have missed on inventory device dummy armor (dresses and visual corset dresses), so those devices can't be put on NPC. In RC8 those are fixed. Also DD 2.0 and RC8 original FO4 engine, when put on some devices like bondage mittens, force reset NPC to default outfit by FO4 original NPC inventory system protect. This feature never fixed in any publish version. NPC doesn't like DD devices as those devices reset their AI. So it's not recommend use on vital NPC's
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