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Posted

I've spent some time experimenting with trying to add in an inflatable suit (that I was planning on seeing if I could replace one of the restraint dresses with), however it was well above my skill level, so I am just going to leave the model that I made here, just in case someone else can get some use out of it.

 

post-1688402-0-39489400-1495140705_thumb.png

Bag.nif

Posted

JBrigg: Trap problems should probably be reported in the Deviously Cursed Wasteland (DCW) thread since that mod is responsible for implementing the traps.  As of the 1.2 update of DCW: "Cursed Loot traps no longer occur when the player is in a scene, in combat, or wearing power armor."

 

http://www.loverslab.com/topic/66941-deviously-cursed-wasteland-12/

 

 

Sheenariel: Placing Devious Devices into your companion's inventory will cause them to equip the devices (may not always show on the companion due to a bug). If your companion's arms are restrained they will not be able to fight.

Posted

Also, if you don't mind me asking.. will you also be releasing a "Lite" version of this? One where the PC can just wear the devices with little to no effects and can easily remove them at any given time?

 

I have no plans to, but it would be totally trivial to create a content mod offering low-difficulty/unlocked items. You don't even need to write code for that. You can do all of this using the DD device properties.

Posted

 

 

Sheenariel: Placing Devious Devices into your companion's inventory will cause them to equip the devices (may not always show on the companion due to a bug). If your companion's arms are restrained they will not be able to fight.

 

I guessed that much but needed confirmation ^^

They really bug out on my end like unequiping all their stuff or having a loop in the trade-menu where suddenly the item swaps between both inventories...

I will be much more careful now anyways... and if it happens again, or thanks to one of the traps in the wasteland I find myself trapped again, I'll visit Kimy and buy the expensive keys ^^

 

The worst thing is... I got the collar from the Wastelands-Mod... and have to open each and every container to find that damn key after all... I love it... not all devices but one can build a collection after all and it is the more fun way :)

 

Posted

It might not be the best looking thing in the world, but my inflatable full body restraint is complete (It is just a replacement for the red straitjacket and dress).

 

post-1688402-0-60969400-1495271460_thumb.png

post-1688402-0-64576400-1495271493_thumb.png

post-1688402-0-26643200-1495271512_thumb.png

post-1688402-0-59999400-1495286102_thumb.png

 

While I don't think it is quite up to the quality of the rest of the mod (being a static object without a rig and all), I am still more than happy for this to be implemented into the actual mod if you so desire, or for anyone else to use it for any other purpose that they can think of.

 

Data.zip

(Includes textures for White, Red, Blue, Black and Pink Variants, that can be manually swapped)

Posted

It might not be the best looking thing in the world, but my inflatable full body restraint is complete (It is currently just a replacement for the red straitjacket and dress).

 

attachicon.gifScreenShot3.png

attachicon.gifScreenShot4.png

attachicon.gifScreenShot5.png

 

While I don't think it is quite up to the quality of the rest of the mod (being a static object without a rig and all), I am still more than happy for this to be implemented into the actual mod if you so desire, or for anyone else to use it for any other purpose that they can think of.

 

attachicon.gifData.zip

(Updated Texture to have less intense shading around the belts)

That looks really cool, just need to add probably white and black variants, maybe pink and blue to match other DD stuff :)
Posted

I mentioned this once long ago, but some mods use holotapes to adjust settings. Maybe you could use this to adjust things like time limits between attempts. Just an idea of mine.

 

Posted

 

It might not be the best looking thing in the world, but my inflatable full body restraint is complete (It is currently just a replacement for the red straitjacket and dress).

 

attachicon.gifScreenShot3.png

attachicon.gifScreenShot4.png

attachicon.gifScreenShot5.png

 

While I don't think it is quite up to the quality of the rest of the mod (being a static object without a rig and all), I am still more than happy for this to be implemented into the actual mod if you so desire, or for anyone else to use it for any other purpose that they can think of.

 

attachicon.gifData.zip

(Updated Texture to have less intense shading around the belts)

That looks really cool, just need to add probably white and black variants, maybe pink and blue to match other DD stuff :)

 

 

Thanks, I have updated the file in my post to now include these colors (as well as a new more detailed texture for the belt).

 

It might not be the best looking thing in the world, but my inflatable full body restraint is complete (It is just a replacement for the red straitjacket and dress).

 

attachicon.gifScreenShot6.png

attachicon.gifScreenShot7.png

attachicon.gifScreenShot8.png

 

While I don't think it is quite up to the quality of the rest of the mod (being a static object without a rig and all), I am still more than happy for this to be implemented into the actual mod if you so desire, or for anyone else to use it for any other purpose that they can think of.

 

attachicon.gifData.zip

(Includes textures for White, Red, Blue, Black and Pink Variants, that can be manually swapped)

 

Posted

While making the inflatable full body restraint I also ported the harness gag from the Skyrim Zaz Resources mod, which I am happy to pass on to be added to this mod (as long as there is permission of course; I don't think redistributing other peoples stuff will get me any popularity points).

 

post-1688402-0-56141300-1495282681_thumb.png

Posted

While making the inflatable full body restraint I also ported the harness gag from the Skyrim Zaz Resources mod, which I am happy to pass on to be added to this mod (as long as there is permission of course; I don't think redistributing other peoples stuff will get me any popularity points).

 

attachicon.gifScreenShot9.png

 

lol nice.

Hey I had a question. If I re-texture the corset and restrictive gloves to blue would you be able to get them into the game too? I tried it myself but nifscope keeps crashing and then there is the obscure TRI file.

Posted

Kimy, great mods, thank you.  They are adding a lot to my Wasteland experience.

 

I've run into an interesting bug twice now, but I'm not sure if it's DCW or DD that's the problem: when bound by a restrictive device already, if DCW spawns another trap only the last effect appears to affect my character.  The two examples I have seen are being blindfolded already, then getting stuck in a hobble dress (all of the sudden my sight was clear, but I had to hop everywhere), and then much later having my arms locked behind me, and getting a plug locked in my poor backside (can't fight/use weapons effect stops and I get stimulated randomly instead).

 

I'm running TD 1.6, DD 1.3 and DCW 1.2.  Any other bits of info you need? 

 

 

 

Posted

Minor bug - not sure if it's something in my settings or something DD 1.3, but the 'silver steel' collar, wrist cuffs, and leg cuffs all have a polished black appearance when worn. (They look nice! Just not the color I was expecting from the item names.) Other potentially relevant mods are TD 1.6 and DCW 1.2.

 

Edit: After trying every setting I could find and re-installing DD, including a rebuild with bodyslide, the silver steel collar and cuffs remain stubbornly non-silver in appearance. At this point I'm fairly certain it's not my less-than-stellar graphics card.

Posted

 

Also, if you don't mind me asking.. will you also be releasing a "Lite" version of this? One where the PC can just wear the devices with little to no effects and can easily remove them at any given time?

 

I have no plans to, but it would be totally trivial to create a content mod offering low-difficulty/unlocked items. You don't even need to write code for that. You can do all of this using the DD device properties.

 

 

awesome ^^ thanks

One last thing though. How do I access the DD properties? Is it a holotape or a menu in the pipboy? Couldnt find one and also tried to see if a i could buy it from Kimy

Or do I have to edit the files in the directory itself?

:)

Posted

 

While making the inflatable full body restraint I also ported the harness gag from the Skyrim Zaz Resources mod, which I am happy to pass on to be added to this mod (as long as there is permission of course; I don't think redistributing other peoples stuff will get me any popularity points).

 

attachicon.gifScreenShot9.png

 

lol nice.

Hey I had a question. If I re-texture the corset and restrictive gloves to blue would you be able to get them into the game too? I tried it myself but nifscope keeps crashing and then there is the obscure TRI file.

 

 

If you attach the re-textures (.png will work fine) then I would be happy to have a go at converting them into files that you can swap out with the existing ones.

Posted

 

 

While making the inflatable full body restraint I also ported the harness gag from the Skyrim Zaz Resources mod, which I am happy to pass on to be added to this mod (as long as there is permission of course; I don't think redistributing other peoples stuff will get me any popularity points).

 

attachicon.gifScreenShot9.png

 

lol nice.

Hey I had a question. If I re-texture the corset and restrictive gloves to blue would you be able to get them into the game too? I tried it myself but nifscope keeps crashing and then there is the obscure TRI file.

 

 

If you attach the re-textures (.png will work fine) then I would be happy to have a go at converting them into files that you can swap out with the existing ones.

 

 

I am actually trying to do it by adding a new armor thats blue instead of red (without replacing any textures). Maybe put a Vault Tec logo here and there but I dont know how to get them in game as an independent armor or how to do Normal Maps.

But if I can supply the PNG for you then you can get them into the game right (and maybe even the normal map?)

Posted

Once I'm back working on Fallout 4 (doing a Skyrim quest mod right now), I'll be looking to start incorporating Devious Devices with all my Four-Play mods as an optional feature in an all-in-one holotape for all my mods. TBH, I haven't had time to even look at the DD documentation yet but your documentation is always excellent so I'll be alright.

 

Just my little suggestion in light of the recent 'incident' with ZAP - feel free to ignore if this is not the approach that the DD team and  Vader666 is planning to take ( you guys have far more experience with the BDSM frameworks than me). It is also far from anything urgent, just a long-term look at a potential future can of worms:

 

I'm a "as-few-dependencies-as-possible" guy: It makes life easier for novice users - hence less answering the same question over and over again for modders. Would it be possible for the DD team to incorporate TortureDevices + all bondage animations and scripts for picking them too into DD - so that we don't need a standalone ZAP-like framework for FO4? I don't know whether the team already has any animators, but I'm sure there would be plenty of volunteers. Also, Leito already has a few bound animations in his pack. Essentially, FO4's Devious Devices would be equivalent to Skyrim's DD Assets, DD Integration and Zaz Animation Pack all combined. With this, the process of installing a Four-Play build with BDSM would be so much simpler and more accessible to novices than Skyrim:

  • Skyrim SexLab Build: SKSE, FNIS, XPMSE, SexLab, Zaz Animation Pack, DD Assets, DD Integration, SexLab plugins
  • FO4 Four-Play Build: F4SE, Four-Play, DD, Four-Play plugins

Obviously for most people already at LoversLab for a while, installing a few extra frameworks like for the sexlab build is no big deal, but I understand that it can be intimidating for newcomers (just look at how many questions Doc and I are getting every single day mainly because people haven't installed F4SE properly - admittedly it gets annoying after a while, but after I take a deep breath lol, I can still sympathize with them). Surrounded by technophobes IRL, I usually try not to exclude users on the basis of their lack of knowledge in modding/ or even how a piece of software works. 

 

Just a suggestion. Again, if this is not the approach that the DD team and Vader666 wants, feel free to ignore, I'll use your framework in any case.

Posted

Has there been any progress on the bug that stalls out the script engine if certain combinations of toys are equipped on the player? The one Nixnamed reported it in post #403 and HolyHand confirmed in post #424.

I have a similar (the same?) problem under slightly different conditions and first noticed it with version 1.3. I had to roll back to 1.2 because of it.

For me it happens if I just equip a gag on the player character and she starts making the gag noises. In my case, the game gets progressively slower and slower, with more and more scripts stalling out, to the point where the entire game becomes unresponsive for longer and longer periods of time.

Maybe in my case it is an update problem? I have quite a few gagged settlers in different settlements serving as “background decoration” (yes, fuck you, Anita) and simply updated from 1.2 to 1.3 between sessions without any kind of uninstalling. Could that cause my troubles? I encountered the problem far away from any settlement but I guess quite a few instances of the 1.2 gag script were still running on those settlers anyway.

---

Speaking of gagged settlers: I had a few hilarious instances where Preston gave me a radiant settlement quest and the game chose one of my gagged settlers as quest NPCs. So I went to Sanctuary to talk to them about their ghoul problem and the settler I was supposed to talk to was gagged and couldn't talk to me until I console-commanded her gag of.
Another time the abducted hostage was one of the gagged settlers and I couldn't “untie” her before removing the gag because the gag dialog has such high priority, overriding everything else.

Not sure if anything can be done about this but excluding gagged actors from radiant quests would be kinda nice.

---

Anyway, enough of my whining. Great mod, I enjoy it very much. Keep up the good work.

Posted

 

 

... Would it be possible for the DD team to incorporate TortureDevices + all bondage animations and scripts for picking them too into DD - so that we don't need a standalone ZAP-like framework for FO4?...

 

I already thought about that and up to now i´m not sure if that makes things better or worse in the long run.

 

The idea behind TD was / is having ressources ( not a framework ) packed together do people can do stuff with em.

Now when you push the animations exclusivly into DD a lot of people might get a lot of stuff they dont want just to be able to use a single animation + they would need all DLC´s.

When you have the animations in DD and TD as well, you will get compatibility issues sooner or later...

 

On the other hand while i perfectly understand why people want to have as few dependencys as possible, i dont really see a problem in having a single additional esm + some files to install in order to get something to work.

Biggest problem here are not people that don´t understand but people who just don´t read the description, espacially the requirements...

 

So while im basically free with the idea i doubt that there is real need for that and instead of solving issues it would just exchange the Issues.

Or is there a way to do it that i´m not seeing ?

Posted

 

 

 

While making the inflatable full body restraint I also ported the harness gag from the Skyrim Zaz Resources mod, which I am happy to pass on to be added to this mod (as long as there is permission of course; I don't think redistributing other peoples stuff will get me any popularity points).

 

attachicon.gifScreenShot9.png

 

lol nice.

Hey I had a question. If I re-texture the corset and restrictive gloves to blue would you be able to get them into the game too? I tried it myself but nifscope keeps crashing and then there is the obscure TRI file.

 

 

If you attach the re-textures (.png will work fine) then I would be happy to have a go at converting them into files that you can swap out with the existing ones.

 

 

I am actually trying to do it by adding a new armor thats blue instead of red (without replacing any textures). Maybe put a Vault Tec logo here and there but I dont know how to get them in game as an independent armor or how to do Normal Maps.

But if I can supply the PNG for you then you can get them into the game right (and maybe even the normal map?)

 

 

Sorry but I don't have the knowledge to create new armor pieces either, all I know is that it would require the creation kit and even then I wouldn't know how to make the new pieces work with the mod (the inflatable restraint and harness gag port were just replacements). I would still be happy to make any PNG files that you provide into usable textures though if that will suffice (you should be able to use the same normal maps if you are only changing the color and adding flat labels/logos, although if you want the labels to look embossed then I should be able to add then to a normal map if you also provide PNG files for said labels on their own).

Posted

 

 

Stuff that's different because I chose to make it different:

  • There are no global user settings affecting item difficulty or behavior in FO4 DD and never will be. Everything incfluencing item behavior is determined on the device level. This is putting all control in the hands of the modder, where it should be. The settings can be vastly different from item to item. E.g. one item can have a 20% chance to break the key, another can have 0%. The user cannot influence this. Which makes item behavior predictable for modders using the framework - the item will behave exactly the way it was designed! On the flip side, it puts also more responsibility on the modder, not to create unfun features or devices that users will generally end up hating.

 

Please re-consider this.  I know I can't be the only person that HATES every default implementation I've ever seen.  If this stays, I'll just end up cheesing keys in because my version of fun apparently doesn't match anyone else's.  Cheesing keys will also remove a lot of the fun.  sad.png

 

Allowing the user to customize device difficulty, key break chances, key drop chances, etc. allows each user to find the perfect balance for themself, rather than rail-roading them into someone else's kinky experience.

 

Well this can be understood, cause there's no MCM for FO4 at present. But if modders want to, they could use global variables to do so, just like another modder who upload a slavery mod for FO4 did. So this relies on what @Kimy wants.

 

By the way I don't like this either. Back in Skyrim I used to fight with several devious devices on my character =_= 

 

 

...

 

 I've got another suggestion about the source code. Could @Kimy please put the source code of this mod to public? Anyway DD is a "framework" and I guess it'll be useful for many more modders including myself. The API usage, and the functions built inside... that will be useful for those who want to create a mod based on DD for FO4.

 

At last, beg my pardon for my terrible Chinglish   sleep.png

 

 

PS: Why can't I split my reply into two? orz

 

I think the source code is included in the download.  Extract the file and look in the scripts folder.

Posted

has anyone here had the issue with the corset´s unequip text not appearing and showing the equip text instead ?

i can´t get out of it...

Posted

Hello, Kimy. I have a question about Armorsmith Extended  Mod changes slot system. I presume it is not currently compatible with Devious Devices?

 

If so, then what it would take to make them compatible together?

- Would it be enough to allow AE to win record conflicts for slots, or will scripts come in the way?

- If mods need to be patched, then would it be enough to patch DD items for new slots, or - again - will scripts come in the way?

 

AE slot system:

 

 

Ten, I optimized the slot usage for all vanilla clothing to use the minimum amount of slots necessary for things to work properly. This was done to free up slots for use by modders for clothing and accessories. This was set up to use the Slot Usage Standard. Revision(3/25/2016)
30 - Hair on top of head/most hats
31 - long hair/flight cap linings/under helmet/hat hoods
32 - FaceGenHead (used if your worried about the face clipping through a full face mask)
33 - Full outfits - Shoes/Boots
34 - Left Hand
35 - Right Hand
36 - Arm Add-on (Bracelets), Melee weapon on back
37 - Torso Layered Add-on (Jackets)
38 - Separate Tops (for vanilla outfits that need a second slot to show all armatures-Cage/Spike/ChildofAtom)
39 - Leg Add-on (Gun on Hip/Tights/Stockings/Vanilla outfits that need a third slot to show all armatures-ChildofAtom)
40 - Separate Pants/Shorts/Skirts
41 - Torso armor
42 - Left Arm armor
43 - Right Arm armor
44 - Left Leg armor
45 - Right Leg armor
46 - Masks that cover face/headbands/(hats/helmets/hoods meant to show all hair)
47 - Eyes (Glasses/Eyepatchs)
48 - Beard (surgical mask/lower face masks)
49 - Mouth (surgical mask/lower face masks)(toothpick/cigarette/joint/cigar/blunt/lip rings)
50 - Necklace/Scarfs
51 - Ring
54 - Backpacks/ Capes/ Cloaks
55 - Satchels
56 - Shoulder Harnesses/Bandoliers
57 - Plate Carrier/Cargo Pack Vests(front and back torso)/ Belts(utility belts/gunbelts/sword belts)/ Capes/Cloaks(alternate backup slot)
58 - Body Jewelry (piercings)/ Gun on back
61 - Off-Hand Accessories (Sword Sheath/Decorative Gun/SOS if they need a Dong slot), Exoskeletons, non-eyewear head flashlights

 

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