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Posted
16 minutes ago, vaultbait said:

I haven't looked to see how DD_BondageMittensExclusionList is referenced,

Spoiler

Event OnItemEquipped(Form akBaseObject, ObjectReference akReference)
    if GetTargetActor() != libs.player || DD_BondageMittensExclusionList.HasForm(akBaseObject) || libs.bProcessing
        return
    Endif
    If (akBaseObject As Weapon) || ((akBaseObject As Armor) && !akBaseObject.HasKeyword(libs.DD_kw_InventoryItem) && !akBaseObject.HasKeyword(libs.DD_kw_RenderedItem))
        libs.notify("You can't equip this item with sealed hands!")
        ;Utility.Wait(0.1)
        Libs.Player.UnequipItem(akBaseObject, False, True)
    Endif
EndEvent

 

Posted
3 hours ago, Elsidia said:

I never heard about this mod, but my suggestion is add this mod as master to DD and add to this list your tactical pip boy. Using Fo4Edit.

DD_BondageMittensExclusionList [FLST:XX0961F4]

 

1 hour ago, vaultbait said:

 

Tactical Tablet basically reuses the Pip-Pad implementation, but with different meshes. For what it's worth, I experience the same problem with Pip-Pad, so it's not a behavior unique to Tactical Tablet.

 

I've asked in the RobCo Patcher forum on Nexus about adding support for formlists, since that would eliminate the need for having plugin patches to fix this for Pip-Pad, Tactical Tablet, and anything else someone might use.

 

Another possibility might be to have DD check for a keyword on items? There's a standard one for cc_ma_Pipboy (Fallout4.esm 0x24A0B8) which is used by both the vanilla Pip-Boy ARMO as well as the extra slot ones added by the Pip-Pad mod, so almost certainly also appears on the ones for Tactical Tablet as well.

Thank you. I'll give it a try and see if that works.

Posted
19 minutes ago, Elsidia said:
  Hide contents

Event OnItemEquipped(Form akBaseObject, ObjectReference akReference)
    if GetTargetActor() != libs.player || DD_BondageMittensExclusionList.HasForm(akBaseObject) || libs.bProcessing
        return
    Endif
    If (akBaseObject As Weapon) || ((akBaseObject As Armor) && !akBaseObject.HasKeyword(libs.DD_kw_InventoryItem) && !akBaseObject.HasKeyword(libs.DD_kw_RenderedItem))
        libs.notify("You can't equip this item with sealed hands!")
        ;Utility.Wait(0.1)
        Libs.Player.UnequipItem(akBaseObject, False, True)
    Endif
EndEvent

 

 

Yeah, for efficiency you could probably add a new FormList in the plugin, let's say it's called DD_fl_UsableWithMittensKeywords and add the DD_kw_InventoryItem, DD_kw_RenderedItem and cc_ma_Pipboy keywords to that FormList. Add a new FormList property in the libs script for DD_fl_UsableWithMittensKeywords and fill it with the FormList you created, then simplify the conditionals to:

 

    If GetTargetActor() != libs.player || DD_BondageMittensExclusionList.HasForm(akBaseObject) || akBaseObject.HasKeywordInFormList(libs.DD_fl_UsableWithMittensKeywords) || libs.bProcessing
        return
    Endif
    If (akBaseObject As Weapon) || ((akBaseObject As Armor)

 

Really, both conditionals could even be squashed together, getting rid of the return entirely, if the first set were logically inverted. Or logically invert the second conditional and add it to the first... I'm sure there are plenty of places the code could be tidied up but that's beside the point.

Posted

I wasn't able to add the tactical tablet as a master because devious devices is higher up in the load order. But I was able to able to copy DD_BondageMittensExclusionList [FLST:XX0961F4] as an override into the tactical tablet mod and added all the armor records into the list. Now I can equip the tablet when wearing bondage mittens. Thank you for helping me out with this. I was about to give up on using the tactical tablet mod but now thanks to you I can keep using it.

Posted
38 minutes ago, Dovakhin89 said:

I wasn't able to add the tactical tablet as a master because devious devices is higher up in the load order. But I was able to able to copy DD_BondageMittensExclusionList [FLST:XX0961F4] as an override into the tactical tablet mod and added all the armor records into the list. Now I can equip the tablet when wearing bondage mittens. Thank you for helping me out with this. I was about to give up on using the tactical tablet mod but now thanks to you I can keep using it.

 

That could also be done by copying DD_BondageMittensExclusionList into a new plugin (can be ESP with the ESL flag on), adding Tactical Tablet's plugin as a master of the new plugin, and then adding the ARMO record(s) from it into the overridden FLST in the new plugin. That way you won't need to redo your work if Tactical Tablet gets an update or you need to reinstall it for some reason.

Posted
20 hours ago, vaultbait said:

I've asked in the RobCo Patcher forum on Nexus about adding support for formlists, since that would eliminate the need for having plugin patches to fix this for Pip-Pad, Tactical Tablet, and anything else someone might use.

 

The author of RobCo Patcher confirmed they'll work on support for FLST records next, so that will become an alternative option soonish.

Posted

So, I managed to get myself into a hobble dress and then get myself out of it.  However, the walk animation is stuck being the hop animation.  Any idea on how I can get my character to walk normally again?  I have no DD equipped currently.

Posted
1 hour ago, addyftw said:

So, I managed to get myself into a hobble dress and then get myself out of it.  However, the walk animation is stuck being the hop animation.  Any idea on how I can get my character to walk normally again?  I have no DD equipped currently.

Craft a hobble dress like the on you removed. Color doesn't matter.

Equip it, manipulating the lock so you don't need a key.

Exit the Pip-Boy for a few seconds, then go back in and remove it.

That "should" correctly remove the attached scripts and animations.

Posted
On 4/3/2023 at 12:17 PM, vaultbait said:

The author of RobCo Patcher confirmed they'll work on support for FLST records next, so that will become an alternative option soonish.

 

RobCo Patcher 1.8.0 supports adding and removing forms from FormLists now, so that could also be used to add Tactical Tablet/Pip-Pad armors to the mitten access exclusion list at game runtime.

Posted (edited)

So I am not actually sure if it is this mod, sexual harrassment, or sex attributes, but sweet jesus where can I find the volume setting for my character?  she sounds like shes moaning into a fucking megaphone all of the time.  Right now it seems turning down Effects in the audio tab affects it, but then you can't ever hear anything else because...well....the effects have been turned down.  Look.  I'm a goddamn pervert and think the mod is hot as hell, but come on man....I don't need to be standing around plugged and gagged in my interior cell home and moan hard enough randomly that people outside can hear lol  Maybe if my gal was getting boned, but building shit at the chem station and all of a sudden *megaphone turns on and max volume "oooOOOOOHHHHHhhhh UUUUUUUMMMMMPPHHHHH"*   It's very grating tbh.  Not sure if anybody has ever used a gag in real life, but you aren't really able to get very loud with one on lmao

 

Is there an option in fo4edit that I can adjust? Like how you can affect a weapons loudness by selecting quiet/normal/loud/very loud etc?

 

I ask this because devious isn't showing up in MCM, but everything else does.  And I cannot get player.setstage SKI_ConfigManagerInstance 1 to work.  It keeps saying cannot parse or some crap.  Launching from F4SE.

Edited by jdkzombie
Posted

I'm not familiar with Fallout 4 animations, but as AAF now is hard requirement for DD RC8 maybe someone knows some free use animation mod, what include strip animation something similar as it in Skyrim? I can include this mod as soft requirement (if DD detected installed this mod, it can use this strip animation in DD strip function)

 

Posted
13 hours ago, jdkzombie said:

So I am not actually sure if it is this mod, sexual harrassment, or sex attributes, but sweet jesus where can I find the volume setting for my character?  she sounds like shes moaning into a fucking megaphone all of the time.  Right now it seems turning down Effects in the audio tab affects it, but then you can't ever hear anything else because...well....the effects have been turned down.  Look.  I'm a goddamn pervert and think the mod is hot as hell, but come on man....I don't need to be standing around plugged and gagged in my interior cell home and moan hard enough randomly that people outside can hear lol  Maybe if my gal was getting boned, but building shit at the chem station and all of a sudden *megaphone turns on and max volume "oooOOOOOHHHHHhhhh UUUUUUUMMMMMPPHHHHH"*   It's very grating tbh.  Not sure if anybody has ever used a gag in real life, but you aren't really able to get very loud with one on lmao

 

There's QUAAF but it's fairly outdated now and doesn't cover a number of sounds added in newer versions of some mods.

 

13 hours ago, jdkzombie said:

Is there an option in fo4edit that I can adjust? Like how you can affect a weapons loudness by selecting quiet/normal/loud/very loud etc?

 

No, as I understand it, volume is baked into the sound files, which is why QUAAF is a collection of replacement sound files to overwrite the ones supplied from various mods. Basically you need to use an audio editing tool to change the amplitude of the recordings. For a mod to offer multiple volume levels, I think it would have to provide several different versions of its sound files so you could switch between them,

 

13 hours ago, jdkzombie said:

I ask this because devious isn't showing up in MCM, but everything else does.  And I cannot get player.setstage SKI_ConfigManagerInstance 1 to work.  It keeps saying cannot parse or some crap.  Launching from F4SE.

 

Which version of Devious Devices are you using? 2.0 doesn't have any MCM. If you're using DD RC8 and not getting the MCM, then yes something's not installed correctly/completely.

 

Where did you see instructions regarding a SKI_ConfigManagerInstance quest? There are no quests named that in the DeviousDevices.esm plugin. RC8 has only 3 quests, and they're named DD_Library, DD_Config and DD_CanarySaveFileMonitor. I don't have 2.0 handy but I don't think it had any quest named SKI_ConfigManagerInstance either.

Posted
6 hours ago, Elsidia said:

I'm not familiar with Fallout 4 animations, but as AAF now is hard requirement for DD RC8 maybe someone knows some free use animation mod, what include strip animation something similar as it in Skyrim? I can include this mod as soft requirement (if DD detected installed this mod, it can use this strip animation in DD strip function)

 

Where does DD's strip function get used? I've only ever seen items unequipped because I removed them through the Pip-Boy or due to biped slot conflicts causing other clothing to get removed when DD items are equipped that use the same slots.

Posted
3 hours ago, vaultbait said:

Where did you see instructions regarding a SKI_ConfigManagerInstance quest?

This is in Skyrim, MCM command to reinitialize mod config =_=

Posted
3 hours ago, vaultbait said:

Where does DD's strip function get used?

Hmm... when you ask it seems nobody uses this procedure... Probably i seen it in RC8 some part, where it used to strip player. Sad.

Posted
21 minutes ago, jdkzombie said:

Problem is, even on Kimy's patreon I'm not seeing any new Fallout 4 version of Devious Devices, only stuff for skyrim.

She has pretty much abandoned the Fallout stuff. She did say she'd update a community made version, which RC8 is, and is still being worked on by the community.

Posted
On 4/4/2023 at 1:27 AM, izzyknows said:

Craft a hobble dress like the on you removed. Color doesn't matter.

Equip it, manipulating the lock so you don't need a key.

Exit the Pip-Boy for a few seconds, then go back in and remove it.

That "should" correctly remove the attached scripts and animations.

So, while still not high enough level to craft, I did manage to get put into another latex hobble dress and get out of it using a key; however, the hop walking animation still remains sadly.

Posted
2 hours ago, addyftw said:

So, while still not high enough level to craft, I did manage to get put into another latex hobble dress and get out of it using a key; however, the hop walking animation still remains sadly.

Put it back on and manipulate the lock, exit the Pip-Boy, hop around a bit, then take it off.

Sometimes it takes a couple tries to get the scripts to be shutdown.

Posted (edited)
On 4/7/2023 at 11:01 AM, izzyknows said:

Put it back on and manipulate the lock, exit the Pip-Boy, hop around a bit, then take it off.

Sometimes it takes a couple tries to get the scripts to be shutdown.

I tried it a few times and it still does not seem to work.  I still have the hoping animation in 3ed person.

EDIT: I have now tried reinstalling DD as well and then repeating your recommended steps with the same outcome.

Edited by addyftw
Posted
4 hours ago, addyftw said:

I tried it a few times and it still does not seem to work.  I still have the hoping animation in 3ed person.

EDIT: I have now tried reinstalling DD as well and then repeating your recommended steps with the same outcome.

Are you using DD 2.0 or RC8 ?

 

 

 

Posted
4 hours ago, addyftw said:

DD 2.0

RC8 has an MCM menu that, well, it adds a bunch of features. One of which is choosing what restrained animation is used and the  restrained walk speed.

Bad thing is, I don't "think" is will fix your issue, as it sounds like something other than the hobble dress has stuck scripts.

Good thing is you'll need to completely remove DD 2.0 then install RC8/ rebuild the outfits and start a new run.

Even better news, it fixes a bunch of issues and incorporates several "patches".

Hint.. install RC8. ;)

 

Posted
On 4/10/2023 at 1:04 PM, izzyknows said:

RC8 has an MCM menu that, well, it adds a bunch of features. One of which is choosing what restrained animation is used and the  restrained walk speed.

Bad thing is, I don't "think" is will fix your issue, as it sounds like something other than the hobble dress has stuck scripts.

Good thing is you'll need to completely remove DD 2.0 then install RC8/ rebuild the outfits and start a new run.

Even better news, it fixes a bunch of issues and incorporates several "patches".

Hint.. install RC8. ;)

 

*sigh*

I guess was looking for an excuse to restart for Crime and Punishment anyway... 

Thanks for your help with this over the last few days!

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