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Posted
54 minutes ago, Elsidia said:

When i do the mod compile, i delete all meshes from RC8, what have bodybuild as those not need. Less archive size. Those will be rebuild with your options.

Or in other way those meshes will be with my private body preset.

 

True, but I guess Kimy added the default ones in so if somebody does not run bodyslide (which you should always do on a new mod) They don't get missing files. At least that's why I still added them to the RC8 download.

Posted
1 minute ago, naaitsab said:

True

Not complete true, but i got idea.  Possibly, when i compile latest version will return those. Not completely true, because in DD 2.0 i remember straitjacket dresses doesn't have meshes, and when i first time run game (i never know about bodyslide stuff - i got invisible body)

Posted
3 hours ago, izzyknows said:

The latex straitjacket dress open

I test this thing and weapon always is unequipped.  There is other thing what persists in RC8 - player not exit battle pose. I found lame method to fix it. Possibly tomorrow i will reapply mod in mega and also will try made fix of F4SE check.

Posted
3 hours ago, Elsidia said:

When i do the mod compile, i delete all meshes from RC8, what have bodybuild as those not need. Less archive size. Those will be rebuild with your options.

Or in other way those meshes will be with my private body preset.

 

 

I omitted plugs from the Fusion Girl conversion because there's no point in building them in BodySlide, the original prebuilt meshes worked fine (and wdaigle's old FG conversion of them included bones that made them morph strangely if built in BodySlide).

Posted

usage report on RC 9

 

installed by removing devices from all NPCs (except Kimy in Goodneighbor as i am not sure if she is wearing a device, and Dr. Alice Jones from DCW).

then removed RC8, and installed RC9, ran bodyslide.  started playing.

DCW random events works fine, did "Alice in Wasteland" quest from DCW and it worked fine.  (have  yet to test Belted or Jack The Belter quests)

from what i have seen so far other mods are working fine with RC9 and working properly (i know violate and SH have not had any problems for me as of yet).

issue 1 - the separated catsuits do not appear on my character (character looks naked not invisible body).

issue 2 - the Red bikini Dress appears on character but is black.

 

issue 2 i am not worried about (at least it shows up), but figured to let you know about issue 1 so others can test and say whether it is just me or an actual bug.

if it is just me that will tell me to figure out what is causing it as that might also cause other problems.

 

Posted
27 minutes ago, valcon767 said:

the separated catsuits do not appear on my character (character looks naked not invisible body).

 

What body are you using? If it's FG, none of the conversions have been updated to include that yet since it's new in RC9.

Posted
4 hours ago, vaultbait said:

 

What body are you using? If it's FG, none of the conversions have been updated to include that yet since it's new in RC9.

CBBE as i was debating going to FG but have not yet as i would have to rebuild (almost) my entire modlist to support it

Posted (edited)
9 hours ago, valcon767 said:

the Red bikini Dress appears on character but is black.

You sure, that is black? In DD red color is mostly visible to black:

Spoiler

image.thumb.png.aad9e603caed5d6130cd82d64e0e8a90.png

Also you have optimized fallout 4 settings for high resolution graphics? Using Beth.ini? Do you have some enb?

This screenshot are on graphics optimized for ultra and on RTX 3070 8 gb. No ENB.

Edited by Elsidia
Posted
10 hours ago, valcon767 said:

the separated catsuits do not appear on my character (character looks naked not invisible body).

How catsuits look in bodyslide or outfitstudio? (find catsuit in list and press button "open in outfit studio) if you use MO2 is catsuits build into right folder and it's activated?

try manually found catsuits and build each separate. You not see transparent version or non transparent?

 

Posted (edited)
On 8/18/2023 at 3:08 PM, Krazyone said:

 

What I wrote are just ideas, for noises...  Skyrim has noises, but not as many as I have written.

 

I put noises into my own mods, and it's like the icing on a Cake, making the mod a little bit better. I've been doing that with the Ground Objects, and the Preview for Devious Devices, Deviously Cursed Wasteland and Devious Slave Heels. Helping to finish off an unfinished mod...

 

The lack of noise, in Devious Devices, when they equip, has always bothered me in the Fallout 4 version.

Yes, I'm very familiar with DD on Skyrim.

 

Oh, and do use your Ground Objects for Fo4 DD, nice work.

 

I wish more modders creating item objects especially those with a large quantity of armor considered such more often. Visuals aid immersion but also help simplify UI. i.e. For a user it's actually frustrating to seek out what you're looking for when crafting, etc... just guessing by name through a list of a dozens of objects without some visual representation let alone hint of what it looks like Top, Top v2, .... Top 2,... Top 5, Top 5 v3... 

Edited by eflat01
Posted (edited)
1 hour ago, eflat01 said:

Yes, I'm very familiar with DD on Skyrim.

 

Oh, and do use your Ground Objects for Fo4 DD, nice work.

 

I wish more modders creating item objects especially those with a large quantity of armor considered such more often. Visuals aid immersion but also help simplify UI. i.e. For a user it's actually frustrating to seek out what you're looking for when crafting, etc... just guessing by name through a list of a dozens of objects without some visual representation let alone hint of what it looks like Top, Top v2, .... Top 2,... Top 5, Top 5 v3... 

 

Yeah... I think the same, massive mods like Clothes Packs and Vtaw, are lacking Ground Objects. Very few people make them, Devious Devices have almost no Ground Models.

My latest update, which I'm about to publish today. Is a huge update, and has all the Ground Models, along with more custom Coc QASMOKE containers for testing purposes.

 

I'm thinking of publishing my text tutorial on the Nexus, for making Ground Objects, I need to update it with new stuff I've learnt. Hopefully getting more people to make Ground Objects for their mods, using Outfit Studio.

 

 

My Krazymans Levelled List, and Clothes Pack 5 Sexy Teddy Treasure Hunt, adds all the Ground Objects / Previews in Pipboys and Workbenches to all but the Clothes Pack 1. When I get Clothes Pack 1 Ground Objects made, I'll see if the Clothes Pack Author wants all the Ground Objects for his mod.

Edited by Krazyone
Posted
14 hours ago, vaultbait said:

 

I omitted plugs from the Fusion Girl conversion because there's no point in building them in BodySlide, the original prebuilt meshes worked fine (and wdaigle's old FG conversion of them included bones that made them morph strangely if built in BodySlide).

Understood, I tend to agree the conflict is in the idea of where any basic mesh must exist. The base game itself utilizes data/meshes and it should be quite upfront if not obvious that not all .nif in game must be regenerated via bodyslide thus I do not believe Tools/Bodyslide should be a path to place all nor any basic dependency upon. 

Posted
10 hours ago, Elsidia said:

How catsuits look in bodyslide or outfitstudio? (find catsuit in list and press button "open in outfit studio) if you use MO2 is catsuits build into right folder and it's activated?

try manually found catsuits and build each separate. You not see transparent version or non transparent?

 

ok turns out the bikini dress was a lighting issue (it is such a dark red). but in bright enough light it shows red .... any dimness it looks black .... sorry about that.

 

about the catsuits though.  yes i have run bodyslide, yes i checked them in bodyslide.  there is only 1 set of entries in bodyslide for the separated catsuits, and 1 for the

separated transparent catsuits, there is separate entries for the regular different colored catsuits.  i know bodyslide was run correctly (batch build in MO2 and yes the

separated catsuits were checked during batch build) though due to the fact other items show up in game without problems.  all other DD items i have tried work, just

not the separated catsuits.  all other items (from other mods) that i have tried so far are also working fine.  i even tried building just 1 piece at a time of the separated

catsuits instead of the batch build, and got the same results. i double checked for conflicts and the only 2 things overwriting DD are DD Upscaled Textures, and

Bodyslide Output (folder where i send bodyslide batch build to).  same results with DD Upscaled Textures turned off.  then just to be sure i went and deleted all previous

bodyslide output (i opened the Bodyslide Output folder and deleted everything) and reran bodyslide, same results.

some pics in spoiler to maybe help (all items worn by pc were freshly bought from Kimy).  if it matters body type is CBBE.

1 - black latex corset

2 - black latex slave harness

3 - black latex catsuit

4 - black latex separated catsuit

5 - transparent black latex separated catsuit

6 - pink latex catsuit

7 - pink latex separated catsuit

8 - transparent pink latex separated latex catsuit

Ivy is in the background in some of the pics wearing an Institute Collar



image.jpeg.be79afbc92af397d864fbaaf073a6ef6.jpeg

image.jpeg.8390614292c4dee26a0939c5e8d72240.jpeg

image.jpeg.2ec573272b9f5d676cef9511f86af85f.jpeg

image.jpeg.1caac5773252ebc2edd8826f0ad25721.jpeg

image.jpeg.d4a868b9f8a2c6be36e369a3e81df092.jpeg

image.jpeg.152803063421088f7fbe5dee0174d5d6.jpeg

image.jpeg.b6fcb330acc5d936d2ae7c507bccc0b3.jpeg

image.jpeg.dee766a032be5a3e8ea2fa6d6d286167.jpeg

if its just me then it is just me, but i honestly have no clue why the separated catsuits do not work for me.

 

i do want to thank you for all your hard work.   as far as i can tell everything else is working correctly (even intergrations with other mods).

 

Posted
39 minutes ago, valcon767 said:

black latex separated catsuit

Hmm... i have a guess - maybe you have some armor hiders?

If catsuit takes 33 body slot, then separate catsuit takes 41 [A] slot, what some mods hide to make better look.

Can you wear a catsuit open a console, type player.showinventory ? And send screenshot of console?

Or even better plus activate a papyrus logging and start game, open inventory put on catsuit and send log results?

Posted
On 8/15/2023 at 5:11 PM, Dlinny_Lag said:

Be sure that such popup will block user on game start.

I fixed it in that way. Should be good?

Spoiler

Function CheckF4SEVersion()
    int iMinor = F4SE.GetVersionMinor()
;    notify("F4SE version: " + iMinor as string)
    If iMinor < 4 
        Quest MQ101 = Game.GetFormFromFile(0x0001ED86, "Fallout4.esm") as Quest
        If MQ101.GetStage() < 15
            notify("Your F4SE version is old and some of DD functions will not run properly!")             ; simple system message to avoid stuck in menu
        Else
            notify("Your F4SE version is old and some of DD functions will not run properly!",true)     ; big message with Ok button
        EndIf
    Endif
EndFunction

 

Posted
4 minutes ago, naaitsab said:

Perhaps a potential fix for one of the NPC issues in DD regarding outfit swapping/reverting.

Please don't use it. I fixed this bug into DD engine and even use it for better work. So if you put this mod, some problems can appear. Not tested. Also in other side it will remove some stress from papyrus.

 

Posted
4 minutes ago, Dlinny_Lag said:

You can test it by starting new game. I'm not sure that user will see the notification

I think it will shown after exit from menu. Also even if not show not bad as somewhere, when game starts, after load will shown.

Posted (edited)

ok try RC9 and what i get 1st is from RC9 all build in bs (reinstaled with and without arm animation ) 2nd from RC8 //ass you can see some problem 
mb im doing something wrong or i cant figure out how to fix this/mb im stuck on some simple stuff give me some advice)))))







so dd hider addon made this /ive spend soo much time in os/bs try to figure out what wrong but after disable dd_hider_addon all start to work 

377160_20230822024357_1.png.651e4b8c62720f135d48a30d988749b9.png377160_20230822025550_1.png.2c437e6797c419e673c9eafe7aa3a13f.png

Edited by kazeha9
Posted
12 hours ago, Elsidia said:

I release Beta1 with small fixes (list in this post)

https://www.loverslab.com/topic/73925-devious-devices/?do=findComment&comment=4159706

 

So if you not need prebuild meshes, you can rewrite from this mod only Devious Devices.esm and DD_library.pex - psc.

 

I updated Mega link.

my internet was down for a while yesterday and then had to go to work so did not get to see previous response till just a couple minutes ago.

 

i downloaded RC9 Beta 1 (i was on RC9 Beta) and removed Beta and installed Beta 1then reran bodyslide. now they all show up.

shrug ... no clue what the difference actually is but now it is working just fine.

 

thank you for all your help and all the work you have done.

 

Posted
On 8/19/2023 at 3:41 PM, Elsidia said:

Will be nice, if i get item name, what left weapon in arms and maybe papyrus too. To check where can be possible problem. I test it with mittens and no see visible problem. Maybe some item doesn't have a spell for weapon remove.

 

 

 


If I understood your question correct, it was happen with all arm and wrist cuffs. I tried it with all weapons I had (10mm, shotgun etc), the vanilla ones. It was always the same effect. As I said, I'm not sure if it's DD or the other mod though.

Posted
On 8/19/2023 at 2:41 PM, izzyknows said:

Hate to debunk that theory, but I've had it happen twice with RC9,

Don't remove the weapon, run the command and your PC will holster the weapon and play the bound animation. At least it's worked every time for me.

playidle raidersheath


Thank you very much! At least that helps a bit. :thumbsup:

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