Spyder Arachnid Posted September 5, 2022 Posted September 5, 2022 6 hours ago, Elsidia said: Sorry this is DD 2.0 RC8 bug - wrong text explanation. In reality 0 - hardest, 9 - easiest. About Lockpick mini game i can't say anything, not use it. And script tests says, that it works in theory. If you are on start of game, it's hard to win this game, i have no that big patience and player skill to use it. There is explanation how it works: https://www.loverslab.com/topic/73925-devious-devices/page/170/#comment-3791239 Still probably think, that you have 2 rendered devices into inventory. As you say Violate put on restraints by script, so in that case is very big chance of duplicate rendered devices. I can say it clearly as i work on DD equip system rework and i see many times duplicate rendered devices. It's bug in DD 2.0 and I forgot to say, that it need fix. Also i think that this is my fault as i modify engine and duplicate devices appear. But seems it into DD 2.0 originally. I already fix this problem, but scripts not ready to publish - there is more work on other bugs. Unfortunately duplicate items can check only in console, what is forbidden in survival mode. This mode not good choice even on unmodded Fallout 4 as there sometimes need fix quests using console, so .... But in mods console need use many times. As about your problem i'm sure on 40% that violate put on 2 rendered devices so you need remove two times this devices even with key. So if you use original random game of lockpick there is chance for remove with lockpick two times too. In survival save is only near bed? Bad. So you can use load save cheat for remove. Probably after fail you can drop inventory device of restraint to ground - it can reset timers. Maybe i can wrote fast mod, what checks bugged rendered devices and remove it, but it will reset equipped device color to black. Not promise so much. Ah okay. Thanks for the info. Appreciate it. As for Survival, I use Unlimited Survival Mode. It's a simple F4SE plugin that re-enables some things, like being able to use the console and manual saving. Helps me out a ton, and still get to enjoy Survival mode with the whole drinking, eating, and sleeping requirements. Toss in Get Dirty and I need to shower as well. Just makes things more "immersive" for me, as I have reason to actually use stuff (consumables) and use the beds and bathrooms I make lol.
Elsidia Posted September 5, 2022 Posted September 5, 2022 1 hour ago, Spyder Arachnid said: being able to use the console Then you can use console to check things: Open console and type player.showinventory There will be list with all inventory items, you need found inventory device and rendered device. List console PgUp PgDwn key Inventory device not necessary, only if you want check it in FO4edit to compare, what rendered device is match. So basically id is near rendered devices and inventory devices as those mod add items one by one. Check spoilers screenshots. First two letters of number is DD hex load order. Mine is 0B then if count is bigger as 1 just type player.removeitem ID x Where ID is rendered device ID and x is count of rendered devices minus 1 - if count is 2, then x is 1 It should left rendered device equipped: you can see cuffs on hands and also repeating command player.showinventory will show 1 rendered device worn locked. If not need write player.equipitem ID where id is rendered device id. Then after 1 remove by key or lockpik minigame success device will remove with first try. Also, if failed, you can load previous save and try again. Changing difficulty, while devices are on, not change timers. You can cheat more and spawn key in console. Spoiler help "restraint" 0 player.additem id 1 where id is restraint key id Spoiler Spoiler Godd luck! 1
jbezorg Posted September 5, 2022 Posted September 5, 2022 (edited) 9 hours ago, Elsidia said: He try add keyword to Fallout4.esm (00 load order), for those pipboys need made new mod as Fallout4 dosen't allow change original game. ? Since this is an issue within fallout4.esm itself. Perhaps the ESL I attached should be included in future RC versions. ( or added directly to the DD ESM ) Juffo78 Here's how I created it. cc_ma_pipboy.esl Edited September 5, 2022 by jbezorg 1
unclejones Posted September 5, 2022 Posted September 5, 2022 When my character and followers are gagged they still talk like normal when I do follower commands and etc. Is this supposed to happen? Is there a way to fix it
Elsidia Posted September 5, 2022 Posted September 5, 2022 1 hour ago, unclejones said: I do follower commands and etc. Is this supposed to happen? Is there a way to fix it Follower dialogs have higher priority, so those not override with gag talk. 1
Juffo78 Posted September 6, 2022 Posted September 6, 2022 On 9/5/2022 at 5:03 PM, jbezorg said: ? Since this is an issue within fallout4.esm itself. Perhaps the ESL I attached should be included in future RC versions. ( or added directly to the DD ESM ) Juffo78 Here's how I created it. Reveal hidden contents cc_ma_pipboy.esl 452 B · 1 download Looks like it works. Thank you. You guys are just awesome! 1
Anonym0us2DF1CD Posted September 8, 2022 Posted September 8, 2022 On 8/31/2022 at 4:26 PM, Elsidia said: Install FO4Edit - https://www.nexusmods.com/fallout4/mods/2737/ Open DD mod into it. then found 0C2BE0ED - 0C will other for you as it my DD hex load order, for you it can be other. When you load all mods into FO4edit it wil lshow index near mod name like [0C] Devious Devices.esm After found it ther ewill be keywords part KWDA - Keywords (sorted) On that line press right mouse button ->add Then press on new keyword right mouse button again and choose edit in there enter 0C011970 - again first two letters will be different as your mod load order. And press ok. Then if all done right, just exit from FO4edit and it will ask save a mod. It works if you use vortex. If you use MO2, you need probably configure in MO2 FO4edit launch options to allow open mod (never use it and don't know how) All those things can be done in official Fallout 4 Creative Kit, but i'm not using it, so don't know how. If you damage mod, then need reinstall. So do I add DD_kw_ItemType_LegCuffs [KYWD:0C011970] as a new keyword, or do I edit an already existing keyword?
Elsidia Posted September 9, 2022 Posted September 9, 2022 4 hours ago, Anonym0us2DF1CD said: as a new keyword, As new keyword
Shxdy Posted September 13, 2022 Posted September 13, 2022 Fixed the issue where armbinders and gloves could be equipped together months ago (first time playing Fallout 4 in a while), but went back to play today and found that mesh for hands and armbinder overlapped when armbinder was equipped. How do I fix it so that hands disappear when an armbinder is equipped?
naaitsab Posted September 13, 2022 Posted September 13, 2022 Are you running the RC8 patch and the latest version of Torture Devices? That should fix this issue.
oniryuuko Posted September 13, 2022 Posted September 13, 2022 (edited) I'm having issues with items changing their shape when worn with other clothing. For instance, chastity belts are flush against the skin while nude, but suddenly change shapes completely when you where clothing. Anyone know what's causing this, and how to fix it? Spoiler Edited September 13, 2022 by oniryuuko
Elsidia Posted September 14, 2022 Posted September 14, 2022 (edited) 19 hours ago, Shxdy said: How do I fix it so that hands disappear when an armbinder is equipped? 18 hours ago, naaitsab said: Are you running the RC8 patch and the latest version of Torture Devices? That should fix this issue. If you are under DD 2.0 RC8, gloves and armbinder can't be worn together. The fix is: remove hands biped slot from armbinder, update arms animation from some post in torture devices (made animation for my wish - you can search torture devices for my posts - there is a low count so will be find easy and there near is fixed animation), update armbinder meshes by increase to fit new animation for arms and hands. Then armbinder can be wear with gloves. I'm not sure maybe latest fixed animation is included latest torture devices update. Edited September 14, 2022 by Elsidia
naaitsab Posted September 14, 2022 Posted September 14, 2022 3 hours ago, Elsidia said: If you are under DD 2.0 RC8, gloves and armbinder can't be worn together. The fix is: remove hands biped slot from armbinder, update arms animation from some post in torture devices (made animation for my wish - you can search torture devices for my posts - there is a low count so will be find easy and there near is fixed animation), update armbinder meshes by increase to fit new animation for arms and hands. Then armbinder can be wear with gloves. I'm not sure maybe latest fixed animation is included latest torture devices update. Missed the glove part due to the post formatting. But wearing standard DD gloves wil indeed interfere with the fix done to the armbinder to hide the hands.
Elsidia Posted September 14, 2022 Posted September 14, 2022 50 minutes ago, naaitsab said: But wearing standard DD gloves wil indeed interfere with the fix done to the armbinder to hide the hands. Probably later in evening i will publish fixed armbinder meshes and link to fixed animation, as for hands biped slot on armbinder, it needs remove itself in DD 2.0 RC8. Also, if sometimes i are ready to publish DD 2.0 CE9, i already made fix, that armbinder can be wear with gloves, block wear bondage mittens (as those too are gloves). Also on player any gloves will be hidden. As for NPC Fallout 4 hidden system works only once, then second time it's not hide anything. In armbinder case hands will be hidden by new armbinder meshes and hands animation, but gloves probably maybe can be clipping through. Not sure about it. On 90% it will not clipping as i not see it on my tests. 1
naaitsab Posted September 14, 2022 Posted September 14, 2022 Nice. If the fixes in CE9 are working for people we could ask Kimy to upload it. Did you use offsite sources or only files contributed by members? All things in the mod need permission to be uploaded. I asked for permission on all RC0-8 changes and did the rest myself. We should also get a full changelog combined then. Updating the main download will hopefully fix a lot of users getting the old broken version and asking here why it does not work properly 2
Deadlyo Posted September 14, 2022 Posted September 14, 2022 Any way to pretend slaves exit from devices when i leave area?
lavatube Posted September 14, 2022 Posted September 14, 2022 On 5/22/2019 at 2:52 AM, NXTtrain said: Not entirely, if you keep pause on when in pipboy (setting available in fallsouls mcm) it will work just fine. Oh man, I wish I'd known this earlier. I just spent a couple hours going through my mods to track down which little bugger was preventing DD from being removed. Aaaargh!
Elsidia Posted September 15, 2022 Posted September 15, 2022 19 hours ago, naaitsab said: All things in the mod need permission to be uploaded. At this moment i operate only with content in DD 2.0, what not used. I made text file with all technical changes. Script ideas, are my or users what share it with me. I rework or will rework some textures inside DD or use inside DD textures, what not used. The same about meshes. As example inside DD are non used textures from dress, what made those dress look better. Also inside DD are gas mask, what not used. Not sure, if i need ask permission about it. When i ask Kimy about DD changes, got no answer. But question was without any facts, what i want changed.
Kanutten Posted September 18, 2022 Posted September 18, 2022 How does one remove inflatable plugs? Said u feel all the pressure release, still says that one need to deflate. Have deflated many times.
Bellona Posted September 18, 2022 Posted September 18, 2022 (edited) 28 minutes ago, Kanutten said: How does one remove inflatable plugs? Said u feel all the pressure release, still says that one need to deflate. Have deflated many times. I think the "deflate" button never worked for me. Apparently plugs deflates from time to time randomly, but there are also events that inflate them. In my last playthrough (SSE), my character got stuck in this infinite inflate/deflate loop. I had to remove it using unequip item console command as no NPC (like Laura's Shop in Skyrim SE) could remove it (you can see the correct item id using More Informative Console). Be aware that using the unequip command may prevent future plugs from working correctly in the current playthrough, use caution. Edited September 18, 2022 by Bellona
jbezorg Posted September 18, 2022 Posted September 18, 2022 38 minutes ago, Kanutten said: How does one remove inflatable plugs? Said u feel all the pressure release, still says that one need to deflate. Have deflated many times. It can be done. I believe it's the struggle option after the plug is deflated.
Elsidia Posted September 19, 2022 Posted September 19, 2022 (edited) 10 hours ago, Kanutten said: u feel all the pressure release, still says that one need to deflate. Have deflated many times. There was deflated script bug into mod, somewhere in this thread was solution. UPD: Here is post https://www.loverslab.com/topic/73925-devious-devices/?do=findComment&comment=3631052 Edited September 19, 2022 by Elsidia 1
edinburg Posted September 21, 2022 Posted September 21, 2022 On 9/14/2022 at 5:24 AM, naaitsab said: Nice. If the fixes in CE9 are working for people we could ask Kimy to upload it. Did you use offsite sources or only files contributed by members? All things in the mod need permission to be uploaded. I asked for permission on all RC0-8 changes and did the rest myself. We should also get a full changelog combined then. Updating the main download will hopefully fix a lot of users getting the old broken version and asking here why it does not work properly Will CE9 include the spelling/grammar fixes I made here: On 11/22/2021 at 7:41 PM, edinburg said: I got sick of being told that pleasure was being sent 'trough' my body, so I made some spelling and grammar fixes to the notifications in the RC8 DD_Library script. I have attached the corrected script source, which I hope can be merged in with whatever the next release is, if there is going to be one. If anyone else wants the fix and doesn't want to wait, I have also attached the compiled fixed script I was able to produce. I don't entirely trust my knowledge of the F4SE papyrus compilation process (shoutout to vaultbait for the galaxy-brain suggestion to use Scripts\Source\User as the compiler working directory) so I'm not sure if anyone else should either, but it seems to be working for me so far. To use, just overwrite DD_Library.pex with the attached version in the Scripts\DD directory of your DD RC8 install. DD_Library.psc 141.01 kB · 25 downloads DD_Library.pex 135.97 kB · 19 downloads I'd really like those to be included if possible. If they aren't already, it should hopefully be a simple matter to diff my script with the current version and just grab my notification string changes.
naaitsab Posted September 21, 2022 Posted September 21, 2022 3 hours ago, edinburg said: Will CE9 include the spelling/grammar fixes I made here: I'd really like those to be included if possible. If they aren't already, it should hopefully be a simple matter to diff my script with the current version and just grab my notification string changes. @Elsidia has teken over the project currently. As far as I know all provided fixes like the inflatable plugs are included. Not sure your fix has?
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