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Posted
1 hour ago, Anonimun001 said:

Hi the animations don't work by me. Or im just to dumb to find them. Can someone help?
I have installed the mod as the installation guide said.

The only animations are when a vibrator triggers, the struggle from arms being bound and the tripping from legs being bound.

RC8 fixes a good amount of bugs, so you might want to give it a try. ;)

 

Posted (edited)
On 7/15/2023 at 2:44 PM, RenFL2 said:

IS there a command I can run to remove scripts from a companion? Cait got stuck with a bell plug sound and gag mouth.

 

Did you remove the items with a key?

 

If still bugged maybe would have to look up a keyword?

 

I had a settler, regular job pole dancer - turned prostitute - She was stuck in leg restraints - from a mod - and even after I  removed them with a key and redressed her she was still hopping around... was kind of interesting really because she's wearing vtaw bunny. 

 

So, I had to open up the .esm to find what was going on. 

 

RefID.cf "RefID.RemoveKeyword" "DD_kw_EffectType_RestrainedLegs" 

 

That did the trick so she could turn more tricks easier.

 

I'm not sure if your issue with the plug would be a keyword or not thought for the bell without digging, may likely be DD_kw_Event_IsVibrating like other vibrators. I do know the gag keywords are DD_kw_EffectType_GagTalkStrict and DD_kw_EffectType_GagTalkNormal for speaking though.

 

Thing to do is "Save", then try a console command and if it does not work, "reload the save" and try another, 

 

Edited by eflat01
Posted
11 hours ago, eflat01 said:

 

Did you remove the items with a key?

 

If still bugged maybe would have to look up a keyword?

 

I had a settler, regular job pole dancer - turned prostitute - She was stuck in leg restraints and even after I  removed them with a key and redressed her she was still hopping around... was kind of interesting really because she's wearing vtaw bunny. 

 

So, I had to open up the .esm to find what was going on. 

 

RefID.cf "RefID.RemoveKeyword" "DD_kw_EffectType_RestrainedLegs" 

 

That did the trick so she could turn more tricks easier.

 

I'm not sure if your issue with the plug would be a keyword or not thought for the bell without digging, may likely be DD_kw_Event_IsVibrating like other vibrators. I do know the gag keywords are DD_kw_EffectType_GagTalkStrict and DD_kw_EffectType_GagTalkNormal for speaking though.

 

Thing to do is "Save", then try a console command and if it does not work, "reload the save" and try another, 

 

I did remove the item using the dialog box, though I do not know if I had keys at the time to work properly. I did see an item pop up during that time named something like "remove this before closing". Don't remember if it said "do not" before it though. I've since tried dispelling the effects that trigger the open mouth and bell sounds, but they always come back shortly after.

Posted
12 hours ago, eflat01 said:

 

Did you remove the items with a key?

 

If still bugged maybe would have to look up a keyword?

 

I had a settler, regular job pole dancer - turned prostitute - She was stuck in leg restraints and even after I  removed them with a key and redressed her she was still hopping around... was kind of interesting really because she's wearing vtaw bunny. 

 

So, I had to open up the .esm to find what was going on. 

 

RefID.cf "RefID.RemoveKeyword" "DD_kw_EffectType_RestrainedLegs" 

 

That did the trick so she could turn more tricks easier.

 

I'm not sure if your issue with the plug would be a keyword or not thought for the bell without digging, may likely be DD_kw_Event_IsVibrating like other vibrators. I do know the gag keywords are DD_kw_EffectType_GagTalkStrict and DD_kw_EffectType_GagTalkNormal for speaking though.

 

Thing to do is "Save", then try a console command and if it does not work, "reload the save" and try another, 

 

Tried using your removekeyword command, but get a "No script named 79305 is attached to the object" message. 79305 is Cait's refid that I filled in.

Posted (edited)
49 minutes ago, RenFL2 said:

Tried using your removekeyword command, but get a "No script named 79305 is attached to the object" message. 79305 is Cait's refid that I filled in.

The syntax is a bit off

Try...

79305.cf "Actor.RemoveKeyword" "DD_kw_EffectType_RestrainedLegs" 

 

Oh, and your best bet is to craft the item/s Cait was wearing, equip them on her, exit the trade menu, trade with her again and remove them correctly. You need to hit the "Remove before closing" or it wont work. To be extra safe, remove 1 item at a time.

Then....

NEVER use DD restraints on NPC's. At least ones that have scripts attached like, hobble dresses, cuffs, gags, etc..

Edited by izzyknows
Posted
On 7/16/2023 at 5:58 AM, izzyknows said:

The syntax is a bit off

Try...

79305.cf "Actor.RemoveKeyword" "DD_kw_EffectType_RestrainedLegs" 

 

Oh, and your best bet is to craft the item/s Cait was wearing, equip them on her, exit the trade menu, trade with her again and remove them correctly. You need to hit the "Remove before closing" or it wont work. To be extra safe, remove 1 item at a time.

Then....

NEVER use DD restraints on NPC's. At least ones that have scripts attached like, hobble dresses, cuffs, gags, etc..

Yes, thanks the function 's name is "Actor.RemoveKeyword" sorry about that was editing a copy paste. 

 

Personally I never use restraints on an npc, but some mods ... if you enable them for PC will use them on npc's also - depending on the mod. The other thing is if something like restraints are turned on with a mod like that, be sure to check and exit any AAF animations happening in the area via Home key before leaving the area (instance)... aaf does not really exit a scene when you leave.

Posted

Hello

 

I had some problems with the "manipulate the locks" feature.

What I want to do is to create a list of DD-items to equip as an outfit and lateron equip all the items in the list using a papyrus function in my script.

 

Okay so far everything is working nearly as expected. I can dress up ingame all of the desired DD items with the manipulate the locks feature set, than build my list

of items for the outfit. Afterwards I can easily unequip all DD-items as the locks are manipulated.

 

But when I lateron in the game reequip the whole list using my  function which does made some calls to

Bool Function EquipDevice(Actor akActor, Armor InventoryDevice, Armor RenderedDevice = none, .....

all the locks are still manipulated and the devices can be unequipped without any problems.

On the other side with the function call there is no possibility to select the "manipulated state of the locks"

 

The responsible variable

    bool isLockManipulated = false

is local in the 'DD_restraintsscript' and and I dont have any idea for a workaround with the except of changing the original sources.

 

regards

 

 

Posted (edited)
9 hours ago, Kanlaon said:

Bool Function EquipDevice(Actor akActor, Armor InventoryDevice, Armor RenderedDevice = none, .....

Uses default variable isLockManipulated and this is false, so DD items still can't be unequipped as locks not manipulated. Problem is that there exists local reference with this variable manipulated true and EquipDevice equips this device with those locks. Strange mostly it not will be happen in DD engine. But there is solution. Before equip device - destroy all match inventory devices into inventory, so those local references will be deleted. Then EquipDevice and this will create new item with default variables.  Note: If item have colors, you need remember color too and call EquipDevice with this color or item can change color by randomize procedure. Note: this reequip procedure will reset all variables to default. And timers too.

Edited by Elsidia
Posted

this may be a stupid question, but I can't find an answer through googling so sorry if this has been asked a million times.

 

The issue I'm currently experiencing is AAF seems to be messing with devious devices for me, where it unequips DD items even if they are locked, and the only fix I've found is adding the item to Rogg No Strip Item Manager, but even that doesn't work all the time. RealHandcuffs seems to have no issue, (although sometimes its shock collar comes off but adding that to Rogg works. the handcuffs work perfect.) if anyone has an idea what might be broken that'd be nice. if it helps I'm using sex attributes, sexual harrasment, raider pet, RSEII CSA, violate, and bound in public.

 

(ps assume I'm brand new to this shit because I only started using aaf and all this stuff like 2 days ago)

Posted
45 minutes ago, piperpie said:

this may be a stupid question, but I can't find an answer through googling so sorry if this has been asked a million times.

 

The issue I'm currently experiencing is AAF seems to be messing with devious devices for me, where it unequips DD items even if they are locked, and the only fix I've found is adding the item to Rogg No Strip Item Manager, but even that doesn't work all the time. RealHandcuffs seems to have no issue, (although sometimes its shock collar comes off but adding that to Rogg works. the handcuffs work perfect.) if anyone has an idea what might be broken that'd be nice. if it helps I'm using sex attributes, sexual harrasment, raider pet, RSEII CSA, violate, and bound in public.

 

(ps assume I'm brand new to this shit because I only started using aaf and all this stuff like 2 days ago)

 

Instead of DD 2.0, use DD RC8 which includes the necessary configuration to tell AAF not to strip devices before starting a new scene. Otherwise, there's a patch floating around somewhere to add the same config to 2.0 but I don't recall where it was posted.

Posted
On 7/15/2023 at 11:58 PM, izzyknows said:

The syntax is a bit off

Try...

79305.cf "Actor.RemoveKeyword" "DD_kw_EffectType_RestrainedLegs" 

 

Oh, and your best bet is to craft the item/s Cait was wearing, equip them on her, exit the trade menu, trade with her again and remove them correctly. You need to hit the "Remove before closing" or it wont work. To be extra safe, remove 1 item at a time.

Then....

NEVER use DD restraints on NPC's. At least ones that have scripts attached like, hobble dresses, cuffs, gags, etc..

Thanks for the correction. I had violate set to include followers, which is how cait got equiped with devices. I've changed that now.

Posted
27 minutes ago, valkimedes said:

Hi. The quest that send you to Goodneighbor for meet the NPC who sells Devious Devices. Why can't she take off the gag from you?  

 

Maybe she doesn't want to? She'd probably rather sell you a key so you can take it off instead... higher profit margin.

Posted

is there a console command or something to remove the tentacle parasite?   DD bench unlocker doesnt work,  stuggle doest work, cutting doesnt work and the cream doesnt work( yes i have all of the ingredients).   

Posted
7 minutes ago, someonenew333 said:

is there a console command or something to remove the tentacle parasite?   DD bench unlocker doesnt work,  stuggle doest work, cutting doesnt work and the cream doesnt work( yes i have all of the ingredients).   

 

You may be able to just player.removeitem it (find the ID with player.showinventory), but without digging into the scripts I can't say for sure that it's safe and won't leave residual effects.

 

That said, I was able to remove it in the past when testing with sufficient ingredients for the cream in my inventory, but will try to find time to test it again.

Posted
45 minutes ago, vaultbait said:

 

You may be able to just player.removeitem it (find the ID with player.showinventory), but without digging into the scripts I can't say for sure that it's safe and won't leave residual effects.

 

That said, I was able to remove it in the past when testing with sufficient ingredients for the cream in my inventory, but will try to find time to test it again.

tried it and didnt work.  it just triggered the normal try to unequip pop up window with the struggle and other options as well as adding another copy of the tentacle locked onto the PC.

Posted (edited)
1 hour ago, someonenew333 said:

( yes i have all of the ingredients). 

You need the exact ingredients.

Acid 1BF732

Antiseptic 1BF72D

Oil 1BF72F

Shipments or items "containing" the ingredients wont work.

 

You can C&P the following command into the console.

player.additem 1BF732 5; player.additem 1BF72D 5; player.additem 1BF72F 1

 

 

Edited by izzyknows
Posted
12 minutes ago, izzyknows said:

You need the exact ingredients.

Acid 1BF732

Antiseptic 1BF72D

Oil 1BF72F

Shipments or items "containing" the ingredients wont work.

 

You can C&P the following command into the console.

player.additem 1BF732 5; player.additem 1BF72D 5; player.additem 1BF72F 1

 

 

nice!  that worked.  thanks a bunch.

Posted
35 minutes ago, someonenew333 said:

nice!  that worked.  thanks a bunch.

You're welcome.

Since you're not "crafting" the cream you need the raw components. I made the same mistake the first time I tried. ?

Posted
1 hour ago, izzyknows said:

You're welcome.

Since you're not "crafting" the cream you need the raw components. I made the same mistake the first time I tried. ?

 

D'oh! So the fact that I placed a lot of various items containing the right components doesn't really help players very much. I guess I'll stick the scrap versions somewhere, and see if I can come up with a patch that uses the proper GetComponentCount/RemoveComponents functions for inclusion in the next DD.

Posted (edited)
3 hours ago, izzyknows said:

You're welcome.

Since you're not "crafting" the cream you need the raw components. I made the same mistake the first time I tried. ?

there is a cream in this mod !!! that's a new one. Does it act like a lube so you can wiggle out of restrains faster or remove plugs without key?.

Edited by lee3310

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