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Posted
58 minutes ago, valcon767 said:

the answers to what you were asking for.

Sorry i post my answer before found variables in post, so I deleted post. Most as i see is good. Only thing, what not activated is variable in Config quest HasAAF (this variable not important, only for MCM menu view). As i struggle read variables from PlayerfScript in game using console (have no clue how to do it) so i guess, that this script not get correct Config quest variable. So later (about 7 - 8 hours from this time) i will made some fast hotfix and see if it help. Maybe not as i still work blind.

Posted (edited)
4 hours ago, valcon767 said:

not sure if this info is helpful

I hope it was.

In original post i added archive - download it and rewrite original mod archive or install as new mod (in that case be sure that this archive rewrite original DD 2.0 CE9 beta2)

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

Also will be nice, if you report back even if all starts working (included blindfold remove effect in sex scenes)

Good luck!

For everyone, you can try install this hotfix too and report how it gone.

Edited by Elsidia
Posted
8 hours ago, Elsidia said:

I hope it was.

In original post i added archive - download it and rewrite original mod archive or install as new mod (in that case be sure that this archive rewrite original DD 2.0 CE9 beta2)

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

Also will be nice, if you report back even if all starts working (included blindfold remove effect in sex scenes)

Good luck!

For everyone, you can try install this hotfix too and report how it gone.

 

i have a savegame in sanctuary that has never had DD installed for testing purposes

 

ok total uninstall of last DD previous then installed the new hotfix

every variable you asked for previously is correct, except for this one

sqv DD_config

HasAAF = false (this should be true but is not in my game)

it is enabled and running

 

using console to try to unequip latexblindfold works (yes it puts it right back on as it should).

 

during scene blindfold effect not removed. 

tested a scene wearing boots (both slave ring heels and latex boots) and if DD is making height adjustments in game

it is also adjusting it correctly for AAF scenes. (i do have FO4 High Heels System, and fo4 HHTraining)

 

Posted
4 minutes ago, valcon767 said:

i have a savegame in sanctuary that has never had DD installed for testing purposes

Save a game after install a DD and load a save. Variables are refreshed only after load a game. Maybe this is problem.

Posted
17 hours ago, Elsidia said:

Save a game after install a DD and load a save. Variables are refreshed only after load a game. Maybe this is problem.

 

just triple checked and on a load (with DD installed) still get the same results.  i am guessing there is something (probably real 

easy to do) that i am not doing.

 

the process i use to install DD (learned from playing Skyrim) is to install DD in MO2, load a game that never had DD installed.

wait for DD to finish initializing, check/adjust MCM, run a scene ( i usually do a solo scene), make hard save, quit to desktop,

reload last hard save, run another scene, check MCM again.  in Skyrim i learned that DD requires you to load a game after

installation to fully start.

 

i have no idea why DD in my game is not recognizing AAF, but as the only thing i can tell is not working right is the "remove

blindfold effect during scenes" i can live with that easily.  the only thing i can hope for is someone with more knowledge than 

me runs into the same issue and figures out what is causing it.

 

thanks for all your help, oh and a big THANK YOU for all the work you have done on mods.

 

Posted
7 hours ago, valcon767 said:

i have no idea why DD in my game is not recognizing AAF, but as the only thing i can tell is not working right is the "remove

blindfold effect during scenes" i can live with that easily.  the only thing i can hope for is someone with more knowledge than 

me runs into the same issue and figures out what is causing it.

I've tried to break it, can't seem to do it. Even toggling the remove effects off, run a scene, & on, run another scene, while wearing a blindfold.

 

One thing I stopped doing was using a vanilla save that was made after leaving the vault.

I noticed that just starting a new run and letting my mods activate naturally has resulted in a lot less issues.

I think forcing mods that normally activate in pre war Sanctuary, after waking up & then leaving the vault all at once, was causing issues that a save, quit, load just couldn't fix.

Buuuut..... that's me! 😜

 

Posted
6 hours ago, izzyknows said:

One thing I stopped doing was using a vanilla save that was made after leaving the vault.

I noticed that just starting a new run and letting my mods activate naturally has resulted in a lot less issues.

I think forcing mods that normally activate in pre war Sanctuary, after waking up & then leaving the vault all at once, was causing issues that a save, quit, load just couldn't fix.

 

the way i start a new game is to switch to profile 1, then start new game, load preset (makes character creation much easier), wait out the notifications

(this takes a while), then play through until i have named character, then adjust current group of MCMs. make a hard save (using console) quit to desktop

and switch to profile 2 (DD profile), load save game, wait for all the DD mods to initialize, adjust new MCMs, make another hard save, quit to desktop to

make sure anything that needs a game load gets one, now play game,  leave pre-war sanctuary and the vault.  after finishing DCW's Belted quest switch

to profile 3 (Commonwealth Slavers), then when i am free after that mod switch to profile 4 (Nuka-Ride) which is final profile and has everything active.

 

profile 1 = AAF, Looksmenu, bugfixes, armor/weapon mods, basically everything that i can turn on other than DD (and its dependent mods) that 

                  will not cause issues with other mods if active.  this is 261 mods (yes i just checked) and over 30 of that list is just animations.

profile 2 = DD and anything dependent on it (now up to 288 mods)

profile 3 = Commonwealth Slavers and additional mods that play very nice with it that were not yet on (309 mods)

profile 4 = Nuka-Ride and literally everything else that will make it into my game. this is the one that adds the rest of my mods (mainly stuff that does

                  not play nice with CS from profile 3). final mod count is 318

 

doing it the way i do i have had no issues until this last new game (and previous game where DD was upgraded at least 3 times).  the only issue i am having

is DD not "seeing" AAF for some reason.  i know it saw RC8 but now it just does not see AAF for some reason.

 

when i get home if anyone wants i can pull the different profiles load order and active plugin lists and post them.  would do it now but ran out of time

as i have to get ready and leave for work.

 

Posted
13 hours ago, valcon767 said:

i know it saw RC8 but now it just does not see AAF for some reason.

In RC8 not AAF detected module, so there can't say technically, if it working.

Also in your case depend on variables i see, most functions is detected and work.

I can guess only that somehow PlayRefScript can't read configuration module variable. As in this module is variable, what sets AAF detection to true, so it only shows that AAF not working in reality it works. Also the same not working blindfold as it reads variable from config, and only then takes off dark part. To test it i can made test script to be 100% sure specially for you. Also for test purpose i can take off this variable and then 99% chance, that blindfold module works too. Also if i'm true, it will ignore RC8 configuration module arousal message option as it here.  So you in theory you can test it by change it and in theory you can test it, if this variable works in game. I bet it not working.

So if you want test my guess, tell me and i will write this test script. It's easy and fast. Also specially for you later i can made new version of blindfold remove for you (it will ignore MCM config setting and always remove it).

Posted
14 hours ago, Elsidia said:

In RC8 not AAF detected module, so there can't say technically, if it working.

 

what i meant by it worked in RC8 was i everything worked. the blindfold effect was removed during AAf scenes (might have had a mod

that removed it specifically then, do not remember).

i can very easily live with just the blindfold effect not removing in AAF scenes, so not a big deal to me.

no need to make a special script for me as everything else is working fine.

 

just wanted to thank you for all the work you have done.

 

Posted
On 2/1/2024 at 11:50 AM, valcon767 said:

profile 1 = AAF, Looksmenu, bugfixes, armor/weapon mods, basically everything that i can turn on other than DD (and its dependent mods) that 

                  will not cause issues with other mods if active.  this is 261 mods (yes i just checked) and over 30 of that list is just animations.

profile 2 = DD and anything dependent on it (now up to 288 mods)

profile 3 = Commonwealth Slavers and additional mods that play very nice with it that were not yet on (309 mods)

profile 4 = Nuka-Ride and literally everything else that will make it into my game. this is the one that adds the rest of my mods (mainly stuff that does

                  not play nice with CS from profile 3). final mod count is 318


I have 330 mods installed and they're all active at game start.

Also. This speeds up new game starts for me significantly. Sure it takes longer for MCM to load but once I had my MCM profiles dialed in (you can have multiple MCM config saves) I hardly open MCM anymore after the initial character creation.
 

https://www.nexusmods.com/fallout4/mods/56195?tab=files

 

 

Posted

hey friends, does this still require awkcr? Its such an outdated and broken mod (61 pages of bug reports) that i do not want to risk annihilating my save file (and other mods) by installing it.

Posted
4 hours ago, LockReload said:

hey friends, does this still require awkcr? Its such an outdated and broken mod (61 pages of bug reports) that i do not want to risk annihilating my save file (and other mods) by installing it.

Then use the RC9. ;)

 

Posted
On 1/28/2024 at 5:56 PM, deathmorph said:

The plugs magically multiply for me, but I still have Beta 1 installed. I'm now installing Beta 2 and hope that the problem no longer occurs.

 

2024-01-2817_43_59-Fallout4.png.eb5ef7210c89c831d48114b38962e2f5.png

 

Unfortunately also with Beta 2. What could be the reason?

 

2024-02-1318_42_08-Fallout4.png.8af88e0b09aeb5d5e9f9d2943dc0c521.png

Posted
12 hours ago, deathmorph said:

What could be the reason?

Turn on Papyrus log - as least will be see what's going on. it will not show source of mod, what duplicates t, but at least maybe will be some clue. Also temporally can turn on system messages instead of log - it will show you moment when duplicate started.

Posted
On 8/14/2023 at 7:19 AM, Elsidia said:

Devious Devices RC9 beta

Mod author: @Kimy

RC8 version: @naaitsab

RC9 version: full changelog and authors list will be in release version, now i will just count some authors. Thanks for fixes to: @Tron91, @jbezorg, @vaultbait, @feralbyte, @edinburg.

Armbinder new animation to hide hands is made by @kziitd and need install separately, as it's part of torture devices. Link Here.

 

Special thanks to @Dlinny_Lag and @naaitsab for moral and technical support.

 

Requirements:

Hard:

F4SE as least version version 0.4.0 or higher. Necessary for removedevices correctly work.

Torture Device 2.21 - necessary for new animations.

MCM - for easy configure settings.

Soft:

AAF: without it can stay mouth close, if not installed special plugin.

High Heels - for normal slave boots work.

F4z Ro D'oh - for easy skip dialogues.

 

UPD: 21.08.2023. Beta1:

Player now exit from battle pose if wear a straitjackets and arm restraints.

Fixed possible stuck into menu when F4SE test is failed.

Added prebuild meshes to archive, what i deleted as no need.

 

UPD: 29.08.2023. Beta1:

Fixed restraints inventorydevice to unequip, if restraint are equipped and can't removed as arms are tied.

Fixes are added as separate archive in this post.  There are only DD_RestraintScript as no more changes. You just replace this pex file into your mod.

Changes are included in Beta2.

 

UPD: 20.01.2024. Beta2:

Removed archive Restfix as it now included in Beta2

Added Gas Mask (from meshes included in DD 2.0 with updated textures (by me)):

  Reveal hidden contents

gasmasks.jpg.f1ff152819cd3468999c685da935f25c.jpg

Post psd file, where is new gas mask textures with chance to change orange ring.

Added to all DD 2.0 RC8 items leveled lists and formlists. Added all items to Kimy vendor list:

  Reveal hidden contents

image.thumb.jpeg.27390de133d3d144ff82b5608240af7b.jpeg

This seems not shows still all items as items are too many. Will be updated in next version by adding new dialogue to Kimy, where items will be split into 4 categories (Head, Body and Boots, Arms and Chastity items (Including Plugs)) 

Added remove blindfold effect when AAF sex scenes working (need AAF)

Added extra free hands after remove items, what add torture spell - _TDnofight. In test version i add most immersive text about it as system message. Will be moved to log entries in latest version of mod.

Small DD 2.0 RC8 item fixes.

Removed from restricted  latex and leather corsets boots (new meshes is added to Devious devices Caysuit Fit group.  (CBBE only!). Now corset can wear with any body item and also different boots. Test version, if you not like later will restore back. There maybe clipping i not fix most items as test version. You can request those fixes in post, if you like new corset. CBBE only! Maybe in final version i will contact with most popular Fusion girl conversation author to update those files for fusion girl. All changes are in CBBE group Devious devices Caysuit Fit.

Removed linked refences in quests DD_Library and DD_ConfigQuest to avoid those variables shown as none. Duplicate some functions from DD_Library to DD_ConfigQuest to allow correctly work DD_Config quest without call those functions from DD_Library.

Updated DD20CE09_changelog.docx in that post, where are added more detail about new changes.

Updated MCM: added new entries and new section, where you can check your active plugins, what DD can use:

  Reveal hidden contents

image.thumb.jpeg.46635ec7c02ab34e27f2239825bd6e83.jpeg

Maybe some small changes about what i forget, but all changes is in updated doc file.

 

UPD: 21.01.2024. Beta2 HotFix:

Updated mega link with new hotfix as i found some logical problems in archive build. 

Updated DD_Library and DD_Restraint scripts - some logical issue

Leather Corset have wrong keyword (i forgot to change to new) - fixed

Removed from EquipDevice and RemoveDevice CheckDependencies possibility to be false - it will lead to damaged restraints. (will start discussion about it)

 

UPD: 31.01.2024. Beta2 PlayerRef Script HotFix:

Try to still fix some possible not initialize variables due to crosslink.

Added to post archive DD20RC9PlayerRefHotfix_Beta2.

You can overwrite files in DD 2.0 CE9 Beta2 archive or install as separate mod. In MO2 be sure that this archive rewrites original mod. Files goes to DATA folder.

 

Link to Mega Download

 

Clean save not necessary, but highly recommended.

If you use old save, before update, unlock all DD items from player and NPC. As those have old scripts and properties and will work wrong. And delete from game.

I made some easy tool, what deletes all DD items from container, NPC, or player. Just need put this item into container. Item name is DD item remover and can be crafted in Chemistry station or DD restraint bench in Miscellaneous Items section. Plugin will be added to this post.

To update mod, first delete old DD and install new.

 

What's new:

Catsuit update is included in this version, so i will delete separate archive from here (changelog is active):

https://www.loverslab.com/topic/73925-devious-devices/?do=findComment&comment=3953007

 

Improved equip engine. Idea by @Dlinny_Lag and @Kharos, most best mod Real handcuffs, where i got some ideas for that.

Fixed: (i hope) save bug, better performance as not load into memory custom events, BUT more papyrus stress as i need cheat original Fallout 4 engine (not necessary tools to operate references), fixed some old DD engine bugs.

Silent equip system. If you are in pipboy and some script will equip device, no more shows equip menu, but device equips automatically. (no more cheating =_=) This system fixes in DCW blank screen bug. Now if device have conflict and equips with script it send error in papyrus log (if it activated)

NPC still not supported (if you use restraints, still can be bugged NPC AI), but:

Easy operate NPC equip unequip system. No more annoying Remove me before close armor.  Correctly update NPC animations and spells. You can equip and unequip in one time many restraints. Note: if you try equip items what conflicts between, it will add more stress to papyrus. Possible fixed bug of wrong animations. it recalculate animations from equipped items and remove keywords if item not persists.

 

UPD: Please not use outfit dress mod: https://www.nexusmods.com/fallout4/mods/72657 - it can damage DD equip system (not hard, but soft, not tested)

 

UPD: Fixed some grammatical errors in texts by @edinburg

 

Improved MCM menu.

Difficulty change now as menu with names (names is experimental, you can offer your versions)

For extreme lovers added wait anticheat (default disabled) - not recomended as there no normal remove systems and when your hands is tied, you can't nothing to do as wait in game stay on place. It's boring. if you have mods with NPC helpers. then yes.

For survival mode players are hidden menu disable sleep anticheat system. Reveals only if you are in survival mode.

Added new menu - destroy keys - it will consume keys if you open restraints - default off.

Filter for dresses - it's only filter as i added to DD and will disable random spawn of non restrictive dresses.  (corsets and dresses) Not included Restrictive corset as it counts as restraint. Default on.

As i added to this version high papyrus logging for search of errors, so i added chance to disable all DD logging. Note still need turn on papyrus logging in Fallout 4 to work it. Also there is variant outcome log as system messages. Not recommend as it spawns many system messages. But in short time you can turn it on and see what's happens. Default - papyrus logging. 

 

Reworked tentacles - now you need craft item in Chemical station to remove it. 

 

For mod makers is added some new functions 9old functions will be compatible with other mods - i hope):

Will count a few (others will be described in full version).

RemoveGenericDeviceByKeyword works now with NPC too (thanks to F4SE)

It works faster if inventory is empty and slower as more items in inventory as it needs go through all inventory.

Functions not tested much, so can be some bugs.

New functions:

  Reveal hidden contents

Form Function GetEquippedGenericInventoryDeviceByKeywordAndOrBipedSlot(actor akactor, Keyword DeviousKeyword = none, int bps = -1)

Returns inventory device form equipped by parameters. You can set only one keyword or biped slot. Biped slot can be set as biped slot or index (there is check of it) it reads keywords from rendered devices too, so you can use keyword not only as devicekeyword in inventory device.  If you set keyword it will return first found device.  If you set both (keyword and biped slot) - it will return only device what is equipped in biped slot and have this keyword. If device is equipped in biped slot, but keyword not match, it will return none. Note: if you use biped slot, use main biped slot as F4SE can't read not main. For hoods it 46 headband, for boots it 44 {4] - left slot.

 

Bool Function RemoveGenericDeviceByKeywordAndOrBipedSlot(actor akactor, Keyword DeviousKeyword = none, int bps = -1) - the same as previous, but instead of return form it unequips this device.

 

All functions work with NPC too and speed is depend on inventory items count.

 

DD database is not used (but i not remove it) As i know only one mod uses it. 

 

For Fishnet dress texture was low resolution, so i don't know if can use hires texture from Skyrim, because i made my own texture (not very good, but work):

  Reveal hidden contents

image.thumb.jpeg.65dcb28b44f35770202b39b6d2e1c64a.jpeg

 

Feedback and bug reports is welcome - this version have high level of papyrus logging for easy check errors. 

 

If you have patient and read to this line: my future plans of release.

Add new device with colors from DD secret item collection (as tentacles was added)

Rework textures and colors of non restraint corsets and dress.

Continue fixed leveled lists and constructible objects.

Remove unnecessary bodyslide files and reorganize folders in bodyslide.

Fix some bugs (if you report it and it can be fixed)

 

Good luck in game!

 

UPD: Add item remover and short changelog in docx

DD_Item_Remover.7z 1.54 kB · 416 downloads

 

DD20CE09_changelog.docx 22.22 kB · 18 downloads orange_Mask_Boot_Collar_d.psd 11.89 MB · 13 downloads

DD20RC9PlayerRefHotfix_Beta2.7z 80.64 kB · 53 downloads

Does this finally fix the bug where some restraints will always act unequipped, even when they are equipped?

Posted
11 hours ago, Anonym0us2DF1CD said:

Does this finally fix the bug where some restraints will always act unequipped, even when they are equipped?

Must be in theory i test all incomes on restraints equip unequipped and test those outcomes in sandbox game. So no see visible bugs. If you encounter again i recommend turn on papyrus logging and then send me a log to see what's happen. I added many entries in papyrus to track out bugs.

Posted (edited)

damn, i think i am blind, but i dont find a downloadlink for RC9.

searched the complete thread, used search funktion too...

i come always on this post

a lot of fixes and addons but the main file?

but no DL link for the rc9...

what do i wrong?

Edited by roflmaones
Posted
13 minutes ago, darkangel0930 said:

are all DLC required or a good amount of them required?

If you don't already, just get them all as it will save a lot of headaches later.

Posted
4 minutes ago, roflmaones said:

 

ahh thanx, i dont know that the hotfix IS also the main :) sorry i am dumb 🤪

It's a total replacer. If you have the main 2.0 file installed, completely remove all of it and install RC9.

Posted (edited)

One function I found that could improve the mod is the use of a F4SE function called CloseMenu (full list of menus that it accepts is here), which can be used to tell the game to close a menu, for example to close the PipboyMenu when selecting the option to pick a lock on an equipped item, in order to open the lockpick without the player trying something else before the lockpick menu can show.

 

Can also be used in the OnMenuOpenCloseEvent if being stimulated by a plug to close the pipboy, so you can't try to remove the plug before it's finished stimulating the player.

 

Just an idea for an improvement.

Edited by ptmc2112
Posted
1 hour ago, arthurioBoomer said:

Hi. I did DBVO for this mod (will make your immersion even more). You can check this and some other bdsm-theme voice over here - 

ill

This is Fallout 4 not skyrim.

Posted
On 2/26/2024 at 4:23 AM, izzyknows said:

It's a total replacer. If you have the main 2.0 file installed, completely remove all of it and install RC9.

 

ah cool , works fantastic... the other patches like item remover and playerrefhotfix.2.7 are obsolete with this?

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