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Posted
On 1/2/2023 at 4:51 PM, izzyknows said:

Yes it is, IF it's more efficient code wise. Which is less demanding.. even just a tiny amount will make a difference in a script intensive game. (folks running a lot of heavy script mods)

And un-equipping and item will guarantee a 100% of never having floating hands.

My guess is the the simple removal method is far less intrusive, as it fires once and done.

Not to mention, you can't see the gloves, mittens, wrist devices etc while wearing a straitjacket. Sooo... why hide them instead of simply removing them for later use by the player?

Ok, i change back 34,35 arms biped slot to jackets for catsuit addon update. Also i fixed all keywords to block wear a jacket if player wear a gloves and if player wear a jacket block wear a gloves to avoid damaged restraints.

Also a fix all suits block put on, when wear a boots and block wear a boots, when wear a suit.

This bug still was active from old DD 2.0.

I updated catsuit addon post with new archive with fixes. Link: https://www.loverslab.com/topic/73925-devious-devices/?do=findComment&comment=3953007

Also i put different archive name to avoid misunderstanding what version is downloaded.

You need from this archive only replace Devious Devices.esm file in your mod or FO4 folder.

Also if you are updated torture device animation and build new armbinder bodyslide file, you can disable devices hider as arms no more floating.

 

But still there is money with two sides:

1) DD is framework so mod not have any moral chance to remove other devices to wear suits or jackets.

2) if in DD not this fix, so mod makers can't use original DD random equip function as it equips instantly and mod makers don't know what items is equipped. So if mod makers wants to prevent it - need write own random item spawn script to done it. As example DCW will not equip any jacket if you wear a gloves. The same for suits if you wear a boots.

 

As you think how to resolve this problem?

Maybe just put new MCM checkbox for allow decide players if DD can remove other items?

Posted

Was having ctds at launch, but suspected it was because I run version 1.10.138. With the version check patcher, the game launches. Should I go along with it, or is the mod exclusively for 1.10.163?

Posted
1 hour ago, i1mNull said:

Was having ctds at launch, but suspected it was because I run version 1.10.138. With the version check patcher, the game launches. Should I go along with it, or is the mod exclusively for 1.10.163?

 It only a file header edit anyway and has nothing to do with anything else. Learn how to update very old mods, stupid simple, update your game then permanently fix any very old mods and never worry about it again.

Posted
2 hours ago, izzyknows said:

update your game then permanently fix any very old mods and never worry about it again.

 

At least until Bethesda delivers that new FO4 update they've been teasing recently! ?

Posted
1 minute ago, vaultbait said:

 

At least until Bethesda delivers that new FO4 update they've been teasing recently! ?

That's why I have updates turn to manual. I suspect this one will really screw the molerat. Or at least include a subscription of some sort. LOL

Posted

hello everyone

 

I have a question about this mod and vibrating / shocking plugs

indeed, when my character is equipped with it, nothing happens !

 

I remember at one time with another version it worked well but since a few builds it no longer works .

 

do you have an idea ? any help will be appreciated.

 

cordially

Posted
49 minutes ago, izzyknows said:

That's why I have updates turn to manual. I suspect this one will really screw the molerat. Or at least include a subscription of some sort. LOL

Of course. 

Bethesda: we love modders and support them.

Also Bethesda: We release exe updates that break a zilijon mods so you can buy mods from us.

Posted
1 hour ago, leduss said:

hello everyone

 

I have a question about this mod and vibrating / shocking plugs

indeed, when my character is equipped with it, nothing happens !

 

I remember at one time with another version it worked well but since a few builds it no longer works .

 

do you have an idea ? any help will be appreciated.

 

cordially

You can run this command and see if it starts working when the timer runs out again.

player.cf "actor.RemoveKeyword" "DD_kw_Event_IsVibrating"

 

You can also upgrade to RC8 which doesn't seem to have that issue.

Posted
4 hours ago, izzyknows said:

You can run this command and see if it starts working when the timer runs out again.

player.cf "actor.RemoveKeyword" "DD_kw_Event_IsVibrating"

 

You can also upgrade to RC8 which doesn't seem to have that issue.

Hello

 

Thank you for your answer izzyknows and I will try as soon as possible .

 

FYI I already have rc8 + File fusion girl 1.3.4 I think + Devious Devices RC8 CE9 catsuit addon but without the FG conversions of the new clothes
and on a clean backup

 

that's why I allowed myself to ask this question because I know it worked before I must have screwed up somewhere!

 

cordially

Posted

How do we get the "strict collar" off?

 

I bought restraints keys and the colalr is described as taking "general restraint keys" but when I try to take it of it says "this collar uses more than one key , you do not have all the keys"

So then I bouguth restraints key and still no luck.

Posted
23 minutes ago, katrina.balanchuk said:

How do we get the "strict collar" off?

 

I've had that before. I think the solution for me was that I had bought several keys of the same type. 2 or 3 restraints keys.
I'm not sure though, it's been a while.

 

I have a question as well:
How can I identify the "culprit"? Happened when Violate was triggered.

 

Spoiler

image.png.d04bddbbf31d479bc96b364cecb49705.png

 

The RC8 including the last patch is installed.

Posted
17 minutes ago, deathmorph said:

How can I identify the "culprit"?

It's "probably" a chastity belt/addon. If you have Rogg's device manager you can start disabling items.  That's the best I can give ya. Wish it would say what bloody device in the popup.

Posted (edited)
On 1/23/2023 at 7:26 PM, izzyknows said:

That's why I have updates turn to manual. I suspect this one will really screw the molerat.

So Bethesda decide give more hell for live?) i'm already live in help hell with Skyrim anniversary update)

Edited by Elsidia
Posted (edited)

I need advice (and help).

I'd really be grateful if someone expert could look at my situation.

I'm setting up FO4 for a new run without AWKCR, so I'm trying to use DD RC8.
In the past I sticked to 2.0 because I'm only interested to use on NPC and description of RC8 stated that "No NPC support so use at own risk".
In my quick test I discovered that with RC8 gagged NPC still continue to talk, while with 2.0 they speech is blocked: this is an effect of "no NPC.." or is a bug?
In the second case, could someone point me to the records to change in FO4edit?
I tried installing the Catsuit Update, but that reintroduced AWCR as master so I had to remove it. This is also intended?

 

As alternative solution, I tried to see if I can remove AWKCR from DD 2.0 as master, but I'm lost.
In FO4Edit there are no records referencing AWKCR (or ANY OTHER of the masters)!
So, using the function to clean unused masters removes them all!
I found the way and removed manually only AWKCR, but after that, equipping restraints on NPC doesn't apply the poses (i.e. wirst cuff don't lock the arms behind).
So, probably, AWKCR is used outside the esp (maybe in scripts?) and I don't have a clue to the way to remove it (assuming it's possible at all).

 

Any advice on the best course of actions?
I really would prefer to use RC8 (and Catsuit update) but I am scared to find out other "game breaking" (for me) limitations on the use with NPC....

 

Edited by Ognelab
Posted
5 hours ago, Ognelab said:

I need advice (and help).

I'd really be grateful if someone expert could look at my situation.

I'm setting up FO4 for a new run without AWKCR, so I'm trying to use DD RC8.
In the past I sticked to 2.0 because I'm only interested to use on NPC and description of RC8 stated that "No NPC support so use at own risk".
In my quick test I discovered that with RC8 gagged NPC still continue to talk, while with 2.0 they speech is blocked: this is an effect of "no NPC.." or is a bug?
In the second case, could someone point me to the records to change in FO4edit?
I tried installing the Catsuit Update, but that reintroduced AWCR as master so I had to remove it. This is also intended?

 

As alternative solution, I tried to see if I can remove AWKCR from DD 2.0 as master, but I'm lost.
In FO4Edit there are no records referencing AWKCR (or ANY OTHER of the masters)!
So, using the function to clean unused masters removes them all!
I found the way and removed manually only AWKCR, but after that, equipping restraints on NPC doesn't apply the poses (i.e. wirst cuff don't lock the arms behind).
So, probably, AWKCR is used outside the esp (maybe in scripts?) and I don't have a clue to the way to remove it (assuming it's possible at all).

 

Any advice on the best course of actions?
I really would prefer to use RC8 (and Catsuit update) but I am scared to find out other "game breaking" (for me) limitations on the use with NPC....

 

I didn't try all the restrains but RC8 works on NPCs too and the gag silence them most of the time. Just don't expect them to hobble or walk very slow (i think) and there is always a risk so don't use them on important NPCs.

Posted
6 hours ago, Ognelab said:

In the past I sticked to 2.0 because I'm only interested to use on NPC and description of RC8 stated that "No NPC support so use at own risk".

 

2.0 is also quite thoroughly broken for use on NPCs too, the RC8 details are just making it clear that the fixed bugs were primarily related to using devices with the player, while most of the NPC-related bugs from 2.0 are still present in RC8.

Posted (edited)
21 hours ago, Ognelab said:

In my quick test I discovered that with RC8 gagged NPC still continue to talk,

This is fixed in RC8 to avoid block important NPC speech. Also if NPC is follower it always talk even is gagged. As for other NPC - need test how it works in RC8, don't know

21 hours ago, Ognelab said:

I tried installing the Catsuit Update, but tha

No. Catsuit update don't add AWKCR, as it based on RC8 and i work in my FO4 without AWKCR, so problem is in your installation. And i never use AWKCR.

21 hours ago, Ognelab said:

restraints on NPC doesn't apply the poses

NPC apply a pose only when you equip one restraint with pose. if you equip 2 or more - pose is broken. Also when you equip next restraint also pose is broken. This is DD 2.0 bug and not fixed. Because there is phrase "no NPC support" Also if you equip restraint dress on NPC - it broke NPC AI and reset it to default. Example. If you equip this dress on Marcy when she is settler after complete quests, Marcy reset her AI and return to Museum where you meet her first time.

So... use restraints on NPC on own risk.

 

To install catsuit update:

1) Totally completely remove DD 2.0, delete all mod folders with DD 2.0 (only there in esp is AWKCR)

2) Remove AWKCR too - to be sure tha tothers mod not use it

3) Install DD 2.0 RC8

4) Install Catsuit update - she must rewrite RC8 mod.

 

Must work.

 

later home i will look into my mod.

PS: break poses not related to AWKCR in any way.  Poses is from torture devices mod, so be sure it's updated.

 

UPD: PS2: more i can say - catsuit update is RC8, just fixed some bugs and i work on RC8 base, just instead of push all mod, i only push changes in this mod.

Edited by Elsidia
Posted (edited)

Thank you very much for your help and all the answers.

I think I'll stay on RC8 and I'm going to check further my problem in installing Catsuit update.

Actually, I tested eanbling and disabling the mods in MOO2 and didn't removed totally DD2.

Now I'll try removing totally the mod and see if that changes the outcome.

 

About the gagging, I think that you pointed out the thing right: I was testing it on a caravan trader, so it can really be an NPC that has been excluded for gameplay reasons.

 

Finally, unrelated, thanks to vaultbait and Izzyknows for having raised the alert about an incoming game update! That allowed me to backup my installation and stopping the update!!

 

 

.........Edit

I did it right and can confirm that the Catsuit update installed without problems and has no issues with AWKCR.

Thanks again.

 

 

Edited by Ognelab
Posted
3 hours ago, Ognelab said:

Actually, I tested eanbling and disabling the mods in MOO2 and didn't removed totally DD2.

If you were doing that on a current save, it won't work, as any scripted mods will have script fragments baked into the save that cannot be removed by disabling the mod. But in turn, causes issues and even to the point of corrupting the save file.

 

Also, if another mod is using a "disabled" mod as a master, it can really mess things up. (which is one of many reasons I rarely use a MM)

Posted

I need your help again, what use RC8.

You need equip good visible wrist restraints, like institute on NPC or follower

I use Piper for tests.

Then try to equip Armor_Vault101_Underwear "Vault 101 Jumpsuit" [ARMO:000976B3] and see if visually cuffs disappear?  Rendered device is unequipped (can check into piper inventory by console)

Need confirm, that this bug exist.

 

Posted
4 hours ago, Elsidia said:

Then try to equip Armor_Vault101_Underwear "Vault 101 Jumpsuit" [ARMO:000976B3] and see if visually cuffs disappear? 

They don't disappear and stay equipped, but equipping the jumpsuit breaks the bound animation.. normal bug. Removing the cuffs resets to Pipers default outfit.. normal bug.

 

The only time I've seen restraints disappear is when Violate equips DD items on companions and they are not removed before getting  into a fight and getting violated again. Then it's a crap shoot if they completely disappear, rendered & inventory, or simply unequipped, still in inventory.

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