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Posted
20 minutes ago, swagginswaggins said:

Seems like download links are broken for 2.0, rc8 and rc9 unless I'm just blind.

You're blind. ;)

RC9

RC9 is a complete replacement for DD 2.0, soo don't install 2.0.

Posted
16 hours ago, Elsidia said:

RC9 and new catsuits is only for CBBE. As this original mod uses CBBE, so i made all for CBBE. Maybe in last version I install fusion girl and update those CBBE models for Fusion girl. You can use RC9, but new catsuits and some old item changes you will need convert to fusion girl by yourself. At this moment

 

 

Ahh okay. Last person I talked to said it had CBBE and FG files. Back to 2.0 I suppose...

Posted
On 3/3/2024 at 10:40 AM, Tankmercy1010 said:

have you asked the TWB discord?

 

Theres a TWB discord?  I've looked around and not found such a thing

Posted
On 8/14/2023 at 2:19 PM, 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.7zFetching info...

 

DD20CE09_changelog.docxFetching info... orange_Mask_Boot_Collar_d.psdFetching info...

DD20RC9PlayerRefHotfix_Beta2.7zFetching info...

It asks for Mega DECRYPTION KEY and I can't download it because I don't know what it is, can anyone help?

Posted
14 hours ago, nickbelirsiz said:

It asks for Mega DECRYPTION KEY and I can't download it because I don't know what it is, can anyone help?

It's problem with your browser

Quote

I just had a similar situation where I was sharing an edit for preview and the person kept getting asked for a decryption key. We tried to figure out if I uploaded to Mega differently, or shared it differently, or jdownloader weirdness since I had not encountered this error sharing anything before.

In this case, the culprit was Safari. When the person used Chrome instead of Safari, it downloaded fine. I have no real idea what the problem was, but I wanted to post the fix here in case it helps anybody in the future.

 

Posted (edited)

After getting cuffed devious devices equipped, I have no access to pipboy inventory (because hands are bound behind back), and so can not unequip devices! Have to load previous save.

 

What to can I do to remove them??

 

Im using AAF Violate, to apply the devices.

Edited by Awesonymous
Posted (edited)
13 minutes ago, Awesonymous said:

After getting cuffed devious devices equipped, I have no access to pipboy inventory (because hands are bound behind back), and so can not unequip devices! Have to load previous save.

 

What to can I do to remove them??

 

Im using AAF Violate, to apply the devices.

 

Go to MCM and set the fallback keybind in real handcuffs and the keybinds for devious devices also :).

 

Also pressing e or clicking or something causes you to get the boxes for struggling or escaping but there's settings for those too. So spend a bit of time going through MCM for ALL your mods.

Edited by Dont Tell My Parents
Posted

Sorry if this question has been asked before, but the vibrator sounds aren't working for me. I get the [Your vibrator is stimulating you!] but don't hear any sound.

 

Posted

Having an issue with devious devices worn animations on companions via AAF violate integration for DD. Even after characters are unequipped of items they retain movement restriction and animation as if still restrained. Immediate fix was having npcs enter power armor and remain there.

Posted
3 hours ago, tymaxie2013 said:

Having an issue with devious devices worn animations on companions via AAF violate integration for DD. Even after characters are unequipped of items they retain movement restriction and animation as if still restrained. Immediate fix was having npcs enter power armor and remain there.

Never put or allow a mod to equip DD 2.0 restraints on NPC's. It's buggy as hell.

RC9 which is a complete replacement, has made improvements to that issue, but personally, I still don't allow it occur.

 

One thing your can try is to craft the same type of restraint the NPC was wearing, equip it on them, exit the trade menu, trade again and unequip it making sure to click the very top item. Something like Click to remove before exit... it's at the very top and doesn't show up until you remove an item.

Only remove 1 restraint for each trade session.

Also, never use console commands to remove restraints. Doing so doesn't terminate the attached scripts, which is the issue you have now.

Posted
1 hour ago, izzyknows said:

Never put or allow a mod to equip DD 2.0 restraints on NPC's. It's buggy as hell.

RC9 which is a complete replacement, has made improvements to that issue, but personally, I still don't allow it occur.

 

One thing your can try is to craft the same type of restraint the NPC was wearing, equip it on them, exit the trade menu, trade again and unequip it making sure to click the very top item. Something like Click to remove before exit... it's at the very top and doesn't show up until you remove an item.

Only remove 1 restraint for each trade session.

Also, never use console commands to remove restraints. Doing so doesn't terminate the attached scripts, which is the issue you have now.

 

I noticed if you click it from the inventory (which was accidental since I know better from last version haha) it now says you unlocked it with key. Is that one of the improvements? If so that's perfect, half the issues I had was with lockout timers and it not detecting the device was removed because I stupidly did it the wrong way (but sometimes yeah it just broke). I've not had a single issue with it since so you might be safe now!

Posted
7 hours ago, Dont Tell My Parents said:

 

I noticed if you click it from the inventory (which was accidental since I know better from last version haha) it now says you unlocked it with key. Is that one of the improvements? If so that's perfect, half the issues I had was with lockout timers and it not detecting the device was removed because I stupidly did it the wrong way (but sometimes yeah it just broke). I've not had a single issue with it since so you might be safe now!

There are a lot of improvements. If you have master lock pick perk you can pick the lock regardless of the timer. You have to do it 3 to 4 times in a row, but you get XP each time. Annoying.. but better than the old system.

Posted
22 hours ago, izzyknows said:

If you have master lock pick perk you can pick the lock regardless of the timer.

What a new mechanics? Never heard of it.

On 5/9/2024 at 8:07 AM, Dont Tell My Parents said:

it now says you unlocked it with key

It was in original DD 2.0. To unlock NPC you need match key for it, but key not broke or consume. In RC9 you can set in MCM to consume key.

About NPC update in RC9 as possible short: Removed annoying restraint what appears when you remove restraint. Updated NPC refresh system, so you now can add many and (or) remove many items in one row - still if you do with conflicting items (like you try equip armbinder and yoke in one turn) it will warn about it and process all items right. But it will add more stress to papirus as it need in one time work on many scripts.

NPC spells and restraint refresh system is activated, when you close NPC inventory. Some spells and some items will appear immediately, but if you equip main body item, body will stay invisible before you close inventory. Added NPC restraint guard system what use old Fallout 4 NPC bug, so if you are fixed it, protection system will not work, but still restraints are processed correct unless if you use console to remove it. If you do it with no bug fixed mod, it will restore all NPC restraint correctly back. Same guard system is added for player and it works always as player don't have bug and have unique alias.

As NPC have bug, what force remove previous equipped spells when equip or remove any other armour, so i use it check NPC equipped spells and keywords to update correctly spells and animations. So in theory no more bugs on NPC animations if those use new restraints from RC9 (if you have old restraints, those can have less properties for that and will not work) So if you got wrong animation on NPC to fix it you have remove any armour (even vanilla) Or you can equip nipple piercings and remove it, so it will update NPC animations. In theory no more need put back exactly that same restraint what have bugged animation. Still if somehow it will not update animations, use the same item (this fix still works)

Still i am not sure how works NPC AI, when you equip arm restraints, gag and leg restraints. Possible broke.

In DD 2.0, when i equip on Marcy gag and straitjacket dress, she still was added as settler in Sanctuary, but her AI was reset to default status and she returns in Concord Museum and stays here, where you meet her first time. And have no clue how to fix it.

Posted (edited)

when removing the hobble dress in vault 111, character gets second skin. this looks really weird with race mods. i used outfit studio to see if i can fix it but now the second skin, ie human body, is now the main skin. would appreciate to know how to fix this. i think i forgot to use bodyslide, so ill see what that does.

Edit : im a dumbass, forgot to use bodyslide

 

Edited by ?1001
Posted
3 hours ago, Mr bombastic said:

What's the current version of this? The beginning says the most recent update was 6 years ago. Is it somewhere more recent in this thread?

RC9  is a complete replacement.

Posted
On 5/10/2024 at 7:17 AM, Elsidia said:

What a new mechanics? Never heard of it.

IF a mod locks you in DD restraints, like Violate or Sexual Harassment, the timer is never set and you can pick the lock right after regaining control.

If you put them on manually, then the timer is set and you have to wait to pick the lock.

Dunno why, but for me, it's been that way for a looong time. I actually thought it was a feature. LOL

Posted
1 hour ago, izzyknows said:

IF a mod locks you in DD restraints, like Violate or Sexual Harassment, the timer is never set and you can pick the lock right after regaining control.

This work as expected - it's DD 2.0 feature. Timer is set only for using keys. Even if you manually locks on you restraint.

But if you fail lockpick lock, then there is set cooldown for next aptempt. If not, then this is bug. need to explore why and fix it. It works for all escape - struggle, lockpick and cut off.

 

Posted (edited)

Just wanted to ask this here:

 

For the high heels / slave boots, does this require a patch for HO3? Or does it have it's own custom sitting / crafting workbench scripts?

Edited by Langmans
Posted
3 hours ago, Elsidia said:

This work as expected - it's DD 2.0 feature. Timer is set only for using keys. Even if you manually locks on you restraint.

But if you fail lockpick lock, then there is set cooldown for next aptempt. If not, then this is bug. need to explore why and fix it. It works for all escape - struggle, lockpick and cut off.

 

I guess it works if you fail the lockpick. I never fail. ;)

 

Posted
8 minutes ago, Langmans said:

Just wanted to ask this here:

 

For the high heels / slave boots, does this require a patch for HO3? Or does it have it's own custom sitting / crafting workbench scripts?

No patch needed unless you're using Fusion Girl... then it's a outfit conversion.

The whole high heels thing is only because somebody wanted the wearer to be taller, which makes sense. But other wise, it was never needed.

 

Posted

And "DD_Config_DifficultyModifier" is set where? How? 

There isn't a INI file for the mod, typing it in as a command console does not have a script.

Are you wanting this tossed into one of the game INI files?

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