Jump to content

Recommended Posts

Posted
8 minutes ago, izzyknows said:

Once you get them off the NPC, never put them on NPC's again! It causes more issues than it's worth.



Yeah I learned that the hard way, the clamps and vice are not going off at all. guess I gotta reload 1 hour back :/

Posted
5 minutes ago, MisterNoName said:



Yeah I learned that the hard way, the clamps and vice are not going off at all. guess I gotta reload 1 hour back :/

Haven't we all!! LOL

But at least it was only an hour. :)

 

Also, when you unlock a device on an NPC, you need to scroll back to the top of the list and click on the "remove before closing" or something like that.. It's at the very top and doesn't show up until unlocking a device. And you can only remove 1 item per trade. And you might have to craft the same item, equip it on them, manipulating the lock, exit the trade menu, trade again and remove it.
Then.. it might work or not. LOL

Posted
5 hours ago, izzyknows said:

So you want the blindfold effect until an AAF scene starts then you want it removed for the duration of the scene?

If so, that'll take some scripting.

If you just don;t want the effect at all, turn it off before entering hardcore mode.

 

BTW, during an AAF scene the PC in invisible, a doppelganger is getting banged and the camera is in fly mode.

 

The feature with the hardcore mod I have already removed from the config.json, because with some things I do not want to mess around. Lol ?

Yes, scripting is the only thing I can do reasonably well. But at the moment I already have two construction sites in the works. That's why I'm leaning towards an armor piece just like it was realized in "Bound in Public" at the moment.

When it comes to the script for the blindfold effect, I would immediately deactivate the blindfold effect when a scene starts, but when the scene ends I would only reactivate the blindfold effect after a few seconds time delay, otherwise it looks pretty strange with AAF Violate.

 

? It's more of an idea as an addition for the next update: RC10

 

Posted
21 hours ago, Kanlaon said:

When it comes to the script for the blindfold effect, I would immediately deactivate the blindfold effect when a scene starts, but when the scene ends I would only reactivate the blindfold effect after a few seconds time delay, otherwise it looks pretty strange with AAF Violate.

It's hard especially remove after. As something can goes wrong and effect not restored. Also additional timing is hard to set.

Posted
23 hours ago, MisterNoName said:

he clamps and vice are not going off at all. guess I gotta reload 1 hour back

That's because restraints key doesn't have anything with clamps Those uses chastity keys. DD_ChastityKey "Chastity Key" [KEYM:XX044E9F] - so to remove those you just need get chastity key.

 

Posted
5 minutes ago, Elsidia said:

It's hard especially remove after. As something can goes wrong and effect not restored. Also additional timing is hard to set.

 

In most cases it is better to implement something without a script, as the game engine can do a lot of things itself very well,

which was the reason why I asked about the meshes and textures.

Posted
Just now, Kanlaon said:

which was the reason why I asked about the meshes and textures.

What meshes have something related to restore blindfold effect? Example? How you see  chances to restore blindfold effect exactly in that moment when AAF Violate ends work?

 

Posted (edited)
3 hours ago, Elsidia said:

What meshes have something related to restore blindfold effect? Example? How you see  chances to restore blindfold effect exactly in that moment when AAF Violate ends work?

 

 

I think you do not understand. In Basic what I want to do is very simple.

I want to create a NEW piece of armor using the mesh and texture of a blindfold., that is not part in anyway of DD, but it would look like this.

Then before AAF Violate triggers I equip this 'fake' blindfold onto the player. No effect will appear.

After all scenes of AAF Violate finished, I want to replace this 'fake blindfold' with the real ones from Devious devices.

 

Very simple and very unproblematic and no changes in DD scripts required.

 

The simplest solutions no longer come to mind as spontaneously as they once did. Maybe I can just equip the rendered item alone (without inventory item first and lateron both items together If I remember correctly, the effects and scripts are placed on the inventory item.

Edited by Kanlaon
New idea
Posted (edited)

This is most complicated solution, what i heard.

4 hours ago, Kanlaon said:

I want to create a NEW piece of armor using the mesh and texture of a blindfold., that is not part in anyway of DD, but it would look like this.

Easy. Just select meshes of blindfold in AA from DD.

4 hours ago, Kanlaon said:

Maybe I can just equip the rendered item alone (without inventory item first and lateron both items together If I remember correctly, the effects and scripts are placed on the inventory item.

Wrong. Scripts and variables are stored in inventory devices, but effects not. In Inventory device if you just simple unequip item will nothing happens. Exactly happens. As you try unequip item, it will trigger unequip script what will prevent inventory device from equipping and in result you got broken DD item. The same for rendered device. If you just unequipped rendered device it will do nothing (effects will stay in place and you got damaged DD item). In RC9 is protection system from it, so it will end with reequip back rendered device.

So to exactly remove blindfold effect you need trigger in script DD command removedevice with blindfold parameters (what you don't know) you can removedevice by keyword, what is slow. Also in RC9 is new functions what detect equipped rendered device and inventory device, so you can use it for remove (too not fast).

So what you need do:

1) triggers AAF scene

2) in there add command to search equipped blindfold.

3) DO removedevice with found parameters

4) Equip back your fake blindfold. (It can change form and color as you don't know exactly as blindfold is equipped. Also not only blindfold have this effect hoods too, so you will unequip hood and equip back blindfold. It will look fancy.

After scene

1) Unequip your blindfold (not necessary as DD items force remove vanilla items)

2) Do EquipDevice with parameters what you found in first remove. Note it will spawn new blindfold in inventory. Also colors can be different.

 

So in result DD item will reset all variables on it.

 

As i see. I don't know how exactly AAF scene is detected. If as events, then those can be put on each blindfold effect inventory devices script and there remove value of blindfold effect.

And in event of end put back

 

better idea if it works in that way is put into blindfold effect script - so it will put only on one and will work with all custom blindfolds from other mods, what uses spell from DD

 

And most better idea is

In AAF Violate mod before scene detect blindfold on player, and do something like this. Aha! You are blindfolded! I remove your blindfold to better see your punishment.

After scene again violator says something like this: You think you are escaped from blindfold? No i will put it back. So in that case player get more punishment as it put back blindfold with new variables and are more immersive.

 

Edited by Elsidia
Posted
19 hours ago, Elsidia said:

This is most complicated solution, what i heard.

Easy. Just select meshes of blindfold in AA from DD.

Wrong. Scripts and variables are stored in inventory devices, but effects not. In Inventory device if you just simple unequip item will nothing happens. Exactly happens. As you try unequip item, it will trigger unequip script what will prevent inventory device from equipping and in result you got broken DD item. The same for rendered device. If you just unequipped rendered device it will do nothing (effects will stay in place and you got damaged DD item). In RC9 is protection system from it, so it will end with reequip back rendered device.

So to exactly remove blindfold effect you need trigger in script DD command removedevice with blindfold parameters (what you don't know) you can removedevice by keyword, what is slow. Also in RC9 is new functions what detect equipped rendered device and inventory device, so you can use it for remove (too not fast).

So what you need do:

1) triggers AAF scene

2) in there add command to search equipped blindfold.

3) DO removedevice with found parameters

4) Equip back your fake blindfold. (It can change form and color as you don't know exactly as blindfold is equipped. Also not only blindfold have this effect hoods too, so you will unequip hood and equip back blindfold. It will look fancy.

After scene

1) Unequip your blindfold (not necessary as DD items force remove vanilla items)

2) Do EquipDevice with parameters what you found in first remove. Note it will spawn new blindfold in inventory. Also colors can be different.

 

So in result DD item will reset all variables on it.

 

As i see. I don't know how exactly AAF scene is detected. If as events, then those can be put on each blindfold effect inventory devices script and there remove value of blindfold effect.

And in event of end put back

 

better idea if it works in that way is put into blindfold effect script - so it will put only on one and will work with all custom blindfolds from other mods, what uses spell from DD

 

And most better idea is

In AAF Violate mod before scene detect blindfold on player, and do something like this. Aha! You are blindfolded! I remove your blindfold to better see your punishment.

After scene again violator says something like this: You think you are escaped from blindfold? No i will put it back. So in that case player get more punishment as it put back blindfold with new variables and are more immersive.

 

 

Thanks for your detailed explanation, although I do not understand everything.

Anyway the problem are the keywords in the rendered item which was the reason why my solution does not work. Ok, as a compromise i had copied the rendered blindfold device 

into my RC9 Patch mode (which resolves the start problems). Than removed all keywords from the copy except the keyword identifying rendered item.

Now it seems to work ok.

Spoiler

Here is the function:

 


function Normal_blindfold (bool equip)
      
   if better_FPV_Support
      armor DD_Blindfold_Rendered
      ; DD_Blindfold_Rendered = game.getformfromfile (0x0b84d8, "Devious Devices.esm") as armor    ; first idea not working
      DD_Blindfold_Rendered = game.getformfromfile (0x0018CC, "DDRC9Patch.esp") as armor    ; No Keywords, Working
 
      if DD_Blindfold_Rendered
         if  equip
            Pl_Ref.addItem (DD_Blindfold_Rendered, 1, true)
            Pl_Ref.EquipItem (DD_Blindfold_Rendered, false, true)
         else
            Pl_Ref.UnEquipItem (DD_Blindfold_Rendered, false, true)
            Pl_Ref.removeItem (DD_Blindfold_Rendered, 1, true)
         endif
      endif
   endif
endfunction

 

Equipping the 'real blindfold' is not part of this function.

 

Ok, Messing with the AAF framework itself, surely is not a good idea.

 

AAF violate is maintained by Egoballistic, and your idea adding some more topics into this mod maybe is possible for a more private solution.

But what I  havechanged is part of my published mod 'GotoSleep'  and therefore maybe not a personal change only.

 

Regarding the Events for the AAF framework, I have already done this in a mod with AAF framework as a hard dependancy (?)

      
      ; Register for the event:
      RegisterForCustomEvent (AAF_API, "OnAnimationStop")
      RegisterForCustomEvent (AAF_API, "OnAnimationStart")
   endif
   
   ;---------------------------------------------------------------
   if version < 2
      RegisterForCustomEvent (AAF_API, "OnSceneInit")   ; put in version control 

   endif
  ....
                 
                ; Receive the event:
Event AAF:AAF_API.OnSceneInit (AAF:AAF_API akSender, Var[] akArgs)

   int status = akArgs[0] as int  ; The status:
   AAF_Pl_double = None

   ; log ("OnSceneInit " + status)
   if status 
   else
      ; The Actors involved:
      Actor[] actors = Utility.VarToVarArray(akArgs[1]) as Actor[]
     
      AAF_Pl_double  = akArgs[2] as Actor
      ; log ("AAF_Pl_double " + AAF_Pl_double)

                
                 
                 
                 

 

The onscene Init Event makes it easy to see if the player is involved in a scene or not !

Without hard dependancy things get more complicated.

 

:)

 

Regards

Posted (edited)
18 hours ago, Kanlaon said:

Now it seems to work ok.

I recommend for you made other fix. If you made AAF as hard requirement. I'm not plan made AAF as hard requirement so this fix will not implement.

So first you need inicialize a AAF mod. i recommend add to DD_Library function:

Spoiler
Function LoadAAF()
        AAF_API = Game.GetFormFromFile(0x00000F99, "AAF.esm") as AAF:AAF_API
        If !AAF_API
            Debug.Notification("Can't find AAF API.")
            utility.wait(0.1)
        Else
            RegisterForCustomEvent(AAF_API, "OnAnimationStart")
            RegisterForCustomEvent(AAF_API, "OnAnimationChange")
            RegisterForCustomEvent(AAF_API, "OnAnimationStop")
            RegisterForCustomEvent(AAF_API, "OnSceneInit")
        Endif
    EndFunction

And start it in Event Actor.OnPlayerLoadGame(Actor akActor)

 

Now you need modify DD_Effect_Blindfold by adding new events: (i copy all script as it short - new modifications is on end)

Spoiler

Scriptname DD:DD_Effect_Blindfold extends activemagiceffect

DD:DD_Library Property libs Auto Const                ; Base API
Float Property BlindfoldStrength = 0.75 Auto Const    ; Blindfold Strength (0.0 to 1.0)
DD:DD_ConfigQuest Property Config Auto Const

Event OnEffectStart(Actor akTarget, Actor akCaster)    
    if aktarget != libs.Player
        NPCScript = true
        Return        
    EndIf    
    libs.BlindfoldStrength = Config.BlindfoldStrength
EndEvent

Event OnEffectFinish(Actor akTarget, Actor akCaster)    
    if aktarget != libs.Player
        NPCScript = False
        return
    EndIf
    libs.BlindfoldStrength = 0.75
EndEvent

 

;--------------------------------New part ---------------------------------

Bool NPCScript = false                ; detect if script is running on NPC

Bool AAFBlindfoldRemoved = false

Bool Fucntion DetectPlayer(Actor[] actors)
    
    Int J = 0
    While (J < actors.length)
        If (Actors[J] == libs.player)
            return true
        EndIf
       J += 1
    EndWhile
    return false
EndFuction


Event AAF:AAF_API.OnAnimationStart(AAF:AAF_API akSender, Var[] akArgs)
    If !NPCScript
        Actor[] actors = Utility.VarToVarArray(akArgs[1]) as Actor[]
        If DetectPlayer(actors) && libs.Player.WornHasKeyword(DD_kw_EffectType_Blindfold)            ; player detected and wear a blindfold
            libs.DD_BlindfoldImageSpace.Remove()            ; taking off blindfold effect
            AAFBlindfoldRemoved = true                        ; mark that we removed a effect
        EndIf
    EndIf    
EndEvent
    
Event AAF:AAF_API.OnAnimationStop(AAF:AAF_API akSender, Var[] akArgs)
    If !NPCScript
        Actor[] actors = Utility.VarToVarArray(akArgs[1]) as Actor[]
        If DetectPlayer(actors) && libs.Player.WornHasKeyword(DD_kw_EffectType_Blindfold)  && AAFBlindfoldRemoved    ; player detected and wear a blindfold and effect was removed
            libs.DD_BlindfoldImageSpace.Remove()
            libs.DD_BlindfoldImageSpace.Apply(libs.BlindfoldStrength)
            AAFBlindfoldRemoved = false            ; we restore effect so reset variable
        
            ; will not work             libs.ApplyBlindfold()    ; restore blindfold effect - it can use even if player not wear a blinfold as this fuction runs any time after apply new restraint
        EndIf  
    EndIf
EndEvent

I'm not tested how it runs in game, so if there is compilation errors, fix it as it need.

This part takes off necessarity of any blindfold armor as you need many versions of it and different colors and you can't in FO4 DD detect, what color of blindfold player wears and this fix works with any restrant, what have blindfold effect even hoods.

 

UPD2: Script is fixed as lovers lab array variable I implements as change text to italic.

 

UPD3: I made a changes to script to work without local variable in library.

UPD4: Fix script to possibly not run on NPC, if it wears a blindfold effect.

Edited by Elsidia
Posted (edited)

@Kanlaon this script will not restore blindfold effect as Function ApplyBlindfold() uses local variable BlindFoldApplied. I assume you can change only variable with property in name? So probably libs.BlindFoldApplied = false will not work? So wait a little i will change script to made it work.

 

UPD: I change the script as it will work.

Edited by Elsidia
Posted (edited)

@Kanlaon There can be problem, if near is NPC with blindfold on. Then script will run x times, where x is count of equipped blindfolds. It not will give big problem at least as i think. It can be blink x times, when restore effect. To avoid this i think i added fix, what runs this only on player blindfold. As i think.

You can test it with NPC near (possibly follower) Also it need changes in main script so i mark it with orange, where i change. Fix in my previous post.

Edited by Elsidia
Posted (edited)
4 hours ago, Elsidia said:

@Kanlaon There can be problem, if near is NPC with blindfold on. Then script will run x times, where x is count of equipped blindfolds. It not will give big problem at least as i think. It can be blink x times, when restore effect. To avoid this i think i added fix, what runs this only on player blindfold. As i think.

You can test it with NPC near (possibly follower) Also it need changes in main script so i mark it with orange, where i change. Fix in my previous post.

 

Hey thank you for all the works you've done and your ideas. But for the moment I do not think of adding or modifiying scripts for the Blindfold effects.

If I detect any problems with the only keyword identifying my peace of armor as a rendered device, I will just create my own keyword and

my own XML File for AAF Framework. Than it becomes completely a simple ordinary armor.

I'have taken a look into the 2 mainsctipts - the library and the other big one handling the events, and the Rendered keyword seems does

not conflict with the existing solution, but i tested only 2 or 3 times. ?

 

For my purposes I'had choosen the black clothes blindfold, which only comes with black colour. So colour propably is not a problem.

In my mod, that I am working on I still have enough other unsolved problems, but if you want to have the changed blindfold effects

in one of the future releases I can try to help out.

 

Regards

 

Edited by Kanlaon
Posted

Today, I ran into a problem in RC9 where I was supposedly equipped with:

 

DD_Harness_Corset_Leather_Inventory (11033CF5)  - Worn

DD_Harness_Corset_Leather_Rendered (11033CF6)  - Worn - LOCKED

 

But the gear I am seeing on screen looks like white thigh high boots (and prevents me from wearing the shoes I had equipped).

 

An issue seems to be that the MODL field refers to ARMA:11033CF2 which has a female world model of MOD3: DeviousDevices\RestrictiveCorset\RestrictiveCorsetLeatherBoots.nif in both Devious Devices.esm and in Devious Devices Addon - High Heels Sound.esp

 

Anyways... I guess this was originally supposed to be part of a set? But the labels don't really convey that.

 

I guess it does use slot 33 - BODY .. which is what shoes also use. And, I guess my character just happens to be wearing clothes (slots 41 - Torso and 36 - Torso).

 

So maybe nothing is wrong with the assigned slots - but maybe the name should be changed to something about boots?

Posted
7 hours ago, sen4mi said:

Today, I ran into a problem in RC9 where I was supposedly equipped with:

 

DD_Harness_Corset_Leather_Inventory (11033CF5)  - Worn

DD_Harness_Corset_Leather_Rendered (11033CF6)  - Worn - LOCKED

 

But the gear I am seeing on screen looks like white thigh high boots (and prevents me from wearing the shoes I had equipped).

 

An issue seems to be that the MODL field refers to ARMA:11033CF2 which has a female world model of MOD3: DeviousDevices\RestrictiveCorset\RestrictiveCorsetLeatherBoots.nif in both Devious Devices.esm and in Devious Devices Addon - High Heels Sound.esp

 

Anyways... I guess this was originally supposed to be part of a set? But the labels don't really convey that.

 

I guess it does use slot 33 - BODY .. which is what shoes also use. And, I guess my character just happens to be wearing clothes (slots 41 - Torso and 36 - Torso).

 

So maybe nothing is wrong with the assigned slots - but maybe the name should be changed to something about boots?

 

Even in DD 2.0 the "restrictive leather/latex corset" variations include the restrictive ballet-heeled boots.

Posted (edited)
5 hours ago, vaultbait said:

 

Even in DD 2.0 the "restrictive leather/latex corset" variations include the restrictive ballet-heeled boots.

That makes sense, given the nature of things.

 

But I hope it would make sense to change the name?

 

(Edit: Maybe something like "corset with thigh-high boots" or "corset outfit"?)

 

Edited by sen4mi
Posted
2 hours ago, Koopstaknicca21 said:

surely theres a way to turn off the annoying timers with RC8

Get master level locksmith and just pick the locks. It ignores the timer.

Other wise you'll need to edit a script or 2.

Posted

I saw in the RC9 stack in Bodyslide that there were two tentacles included. These aren't tentacles from the Tentacle Mod? Unfortunately, nothing "happens" to the actress when the tentacles penetrate.

Posted (edited)
9 minutes ago, deathmorph said:

I saw in the RC9 stack in Bodyslide that there were two tentacles included. These aren't tentacles from the Tentacle Mod? Unfortunately, nothing "happens" to the actress when the tentacles penetrate.

They're just static outfits. And no, they're not from the tentacle mods. They've been in DD since the start, just never utilized.

Edited by izzyknows
Posted
19 minutes ago, deathmorph said:

I saw in the RC9 stack in Bodyslide that there were two tentacles included. These aren't tentacles from the Tentacle Mod? Unfortunately, nothing "happens" to the actress when the tentacles penetrate.

 

Right, they're "clothing" which causes you to pause occasionally while it stimulates you (craft and use a treatment that causes it to let go so it can be unequipped). With the Milking Human Kindness mod, you have a chance to get one equipped onto you if you get raped by tentacles from the Animated Tentacles mod.

 

I've been thinking about possibilities for turning the tentacle parasite armor into something beneficial, maybe increasing damage resistance and making it "eat" your radiation damage (slowly healing radiation damage over time).

Posted
3 hours ago, vaultbait said:

Right, they're "clothing" ...

 

If the tentacles act like clothes, would it make sense to ask in the FG clothes thread? Maybe there's a smart person who would like to port it to FG?

Posted
5 minutes ago, deathmorph said:

 

If the tentacles act like clothes, would it make sense to ask in the FG clothes thread? Maybe there's a smart person who would like to port it to FG?

 

The existing DD FG conversions should already cover that. At least I know the update I made for the HHS FG conversion does.

Posted
46 minutes ago, vaultbait said:

The existing DD FG conversions should already cover that. At least I know the update I made for the HHS FG conversion does.

 

Are you referring to this? (1182237824_Devious_Devices_Fusion_Girl_BodySlide_Conversion_(HHS)_1.3.3.7z)
This is installed, but there is no morph on the part of the actress.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...