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Posted (edited)

I have poll for DD users:

 

I found some bug in DD_Harness_Chain_Locked_Silver_Inventory "Silver Chain Harness (shackled)" [ARMO:082C8098]. Depend on missing keyword, you can wear this item and yoke or armbinder together. The same for Rusty Harness, only color change.

Check Spoiler screenshots.

So i want ask, what to do:

1) Fix this keyword and never allow wear yoke or armbinder with Chain harness together.  Explain: If you wear a yoke, you can't put on chain harness - DD returns incompatible item error. If you wear Chain harness, you can't put on armbinder or yoke as DD returns error for incompatible items.

2) Fix this only for armbinder (as you see arms are visible). In theory you can wear harness and armbinder, but then will be visible arms and chains. As for yoke made complicated check for correct keywords on NPC and allow wear yoke with harness and always use Yoke animation. This check will be not universal as it will use additional array with keywords and if some of mods made own animation keywords, will not work this check. In my practice i don't see any mod what do it. 

3) No fix, allow wear harness and any wrist restraints on you - it will cost with the same additional check as in second point and also will more clipping as now you can wear any wrist restraints with chain harness. Only when you remove another wrist restraint, it will recheck what animation need left. (in armbinder hands will be visible) 

Yoke:

Spoiler

ScreenShot9.jpg.42b8731d920be30c0aea56996aa8cd16.jpg

Armbinder:

Spoiler

ScreenShot10.jpg.1c33aea996e2059f0cf31931a989958f.jpg

 

Development spoiler: 

Spoiler

Stuck into duplicate items bug (still have no good fix as only remove any duplicate item). So i plan hard decision: removes all duplicate items and made any possible check for it (have completed 40%) I plan after all fixes push this as beta version - still no have visible end of bugs. Wrong variables bug will left as it is. This bug are in Skyrim version, so there no good fixes for that.  In future i can make (have idea how) variables fix, but this will be probably heavy performance stress and no universal - if some of mod uses different biped slots for devices - will not work.  At this moment i hold this part of development and try fix other bugs, what not so critical and have solutions like wrong NPC animations .At this moment i have engine what allows put on or remove on NPC any count of restraints and no drop to default outfit and any animation is set correct. Still here is some bugs (found 5 minutes before this post, but i hope i can fix it) Then i plan made correct RC8 items database and allows those items construct in restraint bench.  As last step and plan add some new devices (change only textures, some devices new from DD base - inside are non used items) And then will carefully check all outcomes for duplicate items and made sure that it fixed at 90% - other 10% will be found by yours's test. I added heavy papyrus logging - so i hope it will make things easer found bug. 

Still no eta on end. Before publish i also plan made manual for new functions and DD usage as also all added changes or fixes.  

 

Edited by Elsidia
Posted

Additional question: There is chain harness without  restraints effects, so there no problem with animation check, but still if allow to wear armbinder, wrist cuffs or yoke will be clipping (exclude yoke as it have different assets) 

So there is hard decision 

1) deny wear this items, and it will you protect from get on any wrists or leg restraints - chain harness will not allow do it and as there no restraint effect you will be without armor but free. 

2) allow wear those items and see visual clippings. 

3) remove non restraint chain harness from DD database and left on restrained version. (see previous post poll)

Posted

I vote for option - do not allow to wear items with conflicting animations.

Maybe some feature to resolve conflict can be included to DD, so 3rd party mods can utilize it.

For example, add an argument like "unequip conflicting items" to EquipDevice function. Another example - add some function like GetConflictingItems(Armor item) that will return list of equipped items that conflicts with passed item.

Posted
35 minutes ago, Anonym0us2DF1CD said:

For some reason the "wasteland slave leg cuffs" that I got don't make me force walk. how do I enable the force walk?

 

There are "separated" and regular variants of most of the leg cuffs, at least in RC8. I've noticed (possibly just with mods relying on Rogg's DD Items Manager to select which items to apply) that the separated variants are the only ones ever chosen.

Posted
3 hours ago, Dlinny_Lag said:

GetConflictingItems(Armor item)

Something similar is already made, but it build into local restraint script. With F4SE it will in theory can be move inside of DD_Library for universal use.  Ok probably can do it.

Posted
1 hour ago, vaultbait said:

 

There are "separated" and regular variants of most of the leg cuffs, at least in RC8. I've noticed (possibly just with mods relying on Rogg's DD Items Manager to select which items to apply) that the separated variants are the only ones ever chosen.

how do I get the regular variant?

Posted
2 hours ago, Anonym0us2DF1CD said:

how do I get the regular variant?

 

It's possible you could buy them from Kimy in the Memory Den or build them at a Devious Devices workbench. You can probably also spawn then from the game console for testing, just use the help command to look up their IDs.

Posted
44 minutes ago, vaultbait said:

 

It's possible you could buy them from Kimy in the Memory Den or build them at a Devious Devices workbench. You can probably also spawn then from the game console for testing, just use the help command to look up their IDs.

what should I use with the help command to get the items?
for example, "help [Insert any word here] 4"

Posted
4 minutes ago, Anonym0us2DF1CD said:

what should I use with the help command to get the items?
for example, "help [Insert any word here] 4"

 

Do this to find the ID of the leg cuffs you're looking for:

 

help "leg cuffs" 4 armo

 

Amongst the results you'll see a line which looks something like this (the first two hexadecimal digits will differ from my output because those are the plugin's ID in your save):

 

ARMO:  (0C2BE0EC) 'Wasteland Slave Leg Cuffs (Connected)'

 

Now give yourself one like so:

 

player.additem 0c2be0ec

 

Unfortunately, something seems to be buggy with the scripts for the "Connected" leg cuffs, in that it acts like it's not registering them as worn so it won't give you the option to unlock/escape from them (though the hobbling animation and speed reduction are working at least).

Posted
2 hours ago, vaultbait said:

Unfortunately, something seems to be buggy with the scripts for the "Connected" leg cuffs,

Missed DD_Legcuffs_Slave_Hobble_Rendered [ARMO:0C2BE0ED] keyword DD_kw_ItemType_LegCuffs [KYWD:0C011970] - fixed.

You can fix it itself or i can fast made no slot using addon.

Posted

Hmm... so like with RC8, I wish the inflatable plugs when they are put in after a assault from like violate or sexual harassment they're were like fully inflated or they could like inflate up from plugs events. Maybe if the plugs are locked into place, then plug events can make them inflate.

Seems like for me at least if the inflatable plugs are put in from assaults form mods then they aren't locked into place so I'm not sure if that's a problem on my end or not.

 

Not sure if this is the right place for what I'm asking but I'd thought I'd try asking here

Posted (edited)
7 minutes ago, Spaceguest991 said:

Seems like for me at least if the inflatable plugs are put in from assaults

Inflatable plugs itself are put into in zero status. So it can take off without key. Mods don't know about it so better, if put those things, mods must put on chastity belts to prevent take it out. Also those plugs inflate by time (period can be change in DD 2.0 RC8 MCM) So after time when you got off belt - plugs probably are inflated. Key are set only on Pump, so to deflate, you need use key, struggle or wait while plug deflate itself. I want to say that DD 2.0 RC8 no official mod, so mods don't use inflate plugs correct.

Edited by Elsidia
Posted
3 hours ago, Elsidia said:

Inflatable plugs itself are put into in zero status. So it can take off without key. Mods don't know about it so better, if put those things, mods must put on chastity belts to prevent take it out. Also those plugs inflate by time (period can be change in DD 2.0 RC8 MCM) So after time when you got off belt - plugs probably are inflated. Key are set only on Pump, so to deflate, you need use key, struggle or wait while plug deflate itself. I want to say that DD 2.0 RC8 no official mod, so mods don't use inflate plugs correct.

They do inflate by themselves do they? thanks for telling me, I guess I just haven't had them in for long enough to to see that yet.

Posted
5 hours ago, Spaceguest991 said:

I just haven't had them in for long enough to to see that yet.

It's random and you can set lover period in DD MCM - check this part in mod.

Posted
On 8/17/2022 at 8:30 PM, Modtester 111 said:

When I wear these items, it is invisible on the player characther. However, they are all visible on NPCs when I equip it on them. What am I doing wrong?

 

Was going to mention this as well. Some of the items are invisible on my character. Noticed this with a harness that was applied after a violate scene.

 

Using RC8, bodyslided as well, and have the upscaled textures.

Posted
On 8/18/2022 at 1:30 AM, Modtester 111 said:

When I wear these items, it is invisible on the player characther. However, they are all visible on NPCs when I equip it on them. What am I doing wrong?

 

1 hour ago, Spyder Arachnid said:

 

Was going to mention this as well. Some of the items are invisible on my character. Noticed this with a harness that was applied after a violate scene.

 

Using RC8, bodyslided as well, and have the upscaled textures.

 

Female presumably. CBBE? Fusion Girl? Both in the same game? Some other female body replacer instead? Unique player body mod or player and NPCs using the same body?

Posted (edited)
16 minutes ago, vaultbait said:

 

 

Female presumably. CBBE? Fusion Girl? Both in the same game? Some other female body replacer instead? Unique player body mod or player and NPCs using the same body?

 

CBBE (not a fan of fusion girl). Everyone using the same bodies. Nothing crazy or anything. Never had this issue with the original DD, just the new updated version is all. It's not a huge deal (for me at least), just noticed it recently. Using the sliders that came with it.

Edited by Spyder Arachnid
Posted
2 hours ago, Spyder Arachnid said:

CBBE (not a fan of fusion girl). Everyone using the same bodies. Nothing crazy or anything. Never had this issue with the original DD, just the new updated version is all. It's not a huge deal (for me at least), just noticed it recently. Using the sliders that came with it.

 

Got it. I haven't observed that problem with RC8 and the FG+HHS conversion, so I guess it could be something missing in the included CBBE conversion (I haven't used CBBE for years, so I have no idea if the content for it in RC8 is complete).

Posted (edited)
21 hours ago, Spyder Arachnid said:

Noticed this with a harness that was applied after a violate scene.

 

Using RC8, bodyslided as well, and have the upscaled textures.

Then probably violence failed equip rendered device. If you can remove equipped harness body without key or there no menu for DD options, then this device is failed.

Edited by Elsidia
Posted
On 8/19/2022 at 6:56 PM, vaultbait said:

 

Got it. I haven't observed that problem with RC8 and the FG+HHS conversion, so I guess it could be something missing in the included CBBE conversion (I haven't used CBBE for years, so I have no idea if the content for it in RC8 is complete).

 

Say, friend, where might that FG+HHS conversion be found? ?

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