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Posted

 

 

 

yup but i think DCW should get the MCM first cuz it has options for difficulty etc

 

 

MCM requires the F4 script extender, which would create an additional dependency. Though given it'd be simpler than using console commands to adjust mod variables, this is arguably worthwhile. (Especially since I think a lot of the four-play mods need F4SE anyway.)

 

 

I currently do not plan to add F4SE dependency to DD or DCW, either directly or indirectly. FourPlay does indeed need F4SE (for exactly -one- feature, if I am not totally mistaken), but DD isn't linking to it in any shape or fashion. I will wait until FP gets more stable and easier to install for users before I decide if and how to integrate with it.

Posted

 

 

I currently do not plan to add F4SE dependency to DD or DCW, either directly or indirectly. FourPlay does indeed need F4SE (for exactly -one- feature, if I am not totally mistaken), but DD isn't linking to it in any shape or fashion. I will wait until FP gets more stable and easier to install for users before I decide if and how to integrate with it.

 

 

That MCM framework can be made an optional integration: MCM framework installed -> customization options available. MCM framework not installed -> default settings only.

 

So you would only add an optional / soft dependency on F4SE if you want DD to have an MCM.

 

Same with Four-Play really, there's plenty  of things you could do to integrate optionally with Four-Play without adding an indirect dependency on F4SE.

 

Right now, Four-Play only uses one function of F4SE for stripping and two native functions for fly cam from jaam's dll, which needs F4SE to load. Four-Play 1.0 will be more dependent on F4SE not because it uses any more functions from F4SE, but because it uses jaam's F4SE plugin more.

 

I'm open to the possibility of making a one-off 'light' F4SE-free version of Four-Play (which is entirely possible) after Four-Play 1.0 is released. Even more relevant now with the expected upcoming Creation Club updates that will break F4SE again and again. But it's a bit of can of worms because that light version would open the flood gate for console users and it will end up being smuggled by someone to Bethesda.net soon enough, which I personally don't mind, but a few creators of assets used by Four-Pay are explicitly against consoles.

Posted

 

 

 

I currently do not plan to add F4SE dependency to DD or DCW, either directly or indirectly. FourPlay does indeed need F4SE (for exactly -one- feature, if I am not totally mistaken), but DD isn't linking to it in any shape or fashion. I will wait until FP gets more stable and easier to install for users before I decide if and how to integrate with it.

 

 

That MCM framework can be made an optional integration: MCM framework installed -> customization options available. MCM framework not installed -> default settings only.

 

So you would only add an optional / soft dependency on F4SE if you want DD to have an MCM.

 

Same with Four-Play really, there's plenty  of things you could do to integrate optionally with Four-Play without adding an indirect dependency on F4SE.

 

Right now, Four-Play only uses one function of F4SE for stripping and two native functions for fly cam from jaam's dll, which needs F4SE to load. Four-Play 1.0 will be more dependent on F4SE not because it uses any more functions from F4SE, but because it uses jaam's F4SE plugin more.

 

I'm open to the possibility of making a one-off 'light' F4SE-free version of Four-Play (which is entirely possible) after Four-Play 1.0 is released. Even more relevant now with the expected upcoming Creation Club updates that will break F4SE again and again. But it's a bit of can of worms because that light version would open the flood gate for console users and it will end up being smuggled by someone to Bethesda.net soon enough, which I personally don't mind, but a few creators of assets used by Four-Pay are explicitly against consoles.

 

 

I would -love- to see a FP light. Or even better, the main FP to remain F4SE free entirely. I don't want to tell fellow modders how to code, but I think SKSE and the older script extenders in general have created a mindset in people that script extenders are unavoidable anyway and everyone will have them installed anyway. With F4SE, that picture has changed. The vanilla API is way more powerful now, and script extenders are nowhere as necessary anymore. Most mods I looked at using F4SE do so for a ridiculously small number of use cases. Perhaps we just need to get back into the mindset to work without them. Looking into the future, I wouldn't be surprised if Beth would add anti-tamper DRM to upcoming ES or FO games anyway and that would be it for script extenders. Not even going into the circumstance how development of newer script extenders has...slowed down a little.

 

As for consoles, I am in that boat too - I hate locked down systems made by companies who think they can tell you what you can do or not do with YOUR device. I would never put in a minute of work to make my stuff run on these things and have included a provision in my mods' licenses explicitly banning porting any of my code to them. However, tainting it with a barely needed script extender just to prevent that is a bit...overkill. ;)

Posted

I can't install it for some reason...

i can see it ingame in the mod section of fallout, but it says i'm missing the other required mods and stuff, but i'm pretty shure i have all of them installed... 

is there a solution for this? 

 

i'm sorry for my english but i hope that u get what i'm saying xD

Posted

Could you add some Pet-play stuff like Ponygirl harness, hove gloves and heels and a buttplug tail? And i saw that there are now fidget spinner sex-toys like buttpugs and so. any chance to add things like that?

 
Posted

hi everyone!

i've got a problem with keys for devices. actually my girl has been captured tree times ans all the times she killed the enemies but there is no keys in their stuff. where i can find keys for devices? i start new game and add mods after exit of vault 111

Posted

hi everyone!

i've got a problem with keys for devices. actually my girl has been captured tree times ans all the times she killed the enemies but there is no keys in their stuff. where i can find keys for devices? i start new game and add mods after exit of vault 111

 

Goodneighbor memory den NPC called Kimy she sells them

Posted

Hi guys,

My 'Institute' playthrough became totally saturated with Devious Devices - to the point where a popup message kept popping up:

"Warning! Devious Devices is fulL!"

Like that, with one small L and one capital.

 

I have now resurrected my Railroad champion (untouched since 2016).

Savegame totally clean. No more DD error messages.

However, latex mini-dresses and bikini-dresses, mesh dress etc. simply do not work.

The keyboard button to equip (" t " on PC) is not present on screen!

 

This problem must now be present within the FO4 files themselves (and not my savegame).

If you (Kimy) or anyone else have knowledge of this issue and/or any solutions - or even suggestions - I would be grateful.

I have an old photo of Piper Wright in a red latex bikini dress, from back in the summer. Gorgeous. So I know it USED to work...

 

Any suggestions would be appreciated,

Regards

Posted

Hi guys,

My 'Institute' playthrough became totally saturated with Devious Devices - to the point where a popup message kept popping up:

"Warning! Devious Devices is fulL!"

Like that, with one small L and one capital.

 

I have now resurrected my Railroad champion (untouched since 2016).

Savegame totally clean. No more DD error messages.

However, latex mini-dresses and bikini-dresses, mesh dress etc. simply do not work.

The keyboard button to equip (" t " on PC) is not present on screen!

 

This problem must now be present within the FO4 files themselves (and not my savegame).

If you (Kimy) or anyone else have knowledge of this issue and/or any solutions - or even suggestions - I would be grateful.

I have an old photo of Piper Wright in a red latex bikini dress, from back in the summer. Gorgeous. So I know it USED to work...

 

Any suggestions would be appreciated,

Regards

 

 

I have the same problem, several items are not equippable. They used to, but not anymore.

 

hey guys i suggest reinstalling your devious devices if that doesnt work deactivate the mod make a new save then reactivate the mod hopefully that will fix the problem. it did for me with the equipping issue!

Posted

ran into an odd issue, fast traveled to Sanc.   a box appeared saying something like I had locked on a plug, the animations and sound for the vibrating plug play randomly but there is no plug listed in the inventory and apparently no way to remove it.   Made for a few interesting fights with deathclaws and supermutants when the pc stopped to moan and play with nipples. Luckily deacon handled the light weight stuff while pc distracted.

Posted

O4 DD has only one blindfold mode, that's equivalent to Leeches mode in DDI. No other blindfold modes are planned for the framework.

 

Aw man... I like Dark Fog. Too bad there's no consoleutil for fo4...

Posted

 

FYI:  29 Sept

The decrypt key (from the Loverslab download page) for Mega is coming up invalid

 

I just downloaded DD so it looks to be fixed.

 

 

Yup, working fine now. 

Thanks for the heads up ;)

Posted

Bug Report (mentioned previously somewhere, not sure if here or in F4SS).

 

Steps to reproduce:

1. Equip NPC with device

2. Kill NPC

3. Loot NPC; do not use the full inventory interface for doing that, instead use the quick loot interface.

 

Outcome:

Whenever the device is removed, a new one is placed in the inventory of the dead NPC, giving access to an infinite number of devices.

 

Expected outcome:

Device can be removed.

 

Technical diagnosis:

From DD_RestraintScript.psc:

Event OnUnequipped(Actor akActor)
	if libs.bProcessing
		Return
	endif
	If akActor != Libs.Player
	; the actor in question is not the player.
		if !utility.IsInMenuMode()
		; the player is not currently in menu mode, thus not in the actor inventory.
			if akActor.IsEquipped(RenderedDevice)
				if !libs.removaltoken
					; the actor is not permitted to remove the device!
					akActor.EquipItem(InventoryDevice)
				Else
					; everything is in order - remove the device!
					RemoveDevice(akActor)
					OnItemUnequipped(akActor)
					libs.removaltoken = False
				EndIf	 

Most probably, the check on line 200 should instead be if (!libs.removaltoken && !akActor.IsDead()), but note that I did not test this kind of fix.

 

[Edit]
Reading the code a second time, it might be that the additional check needs to be on line 197 instead, as this will then drop into the else branch that is used when looting from inventory interface. Note that this path is still somewhat inconvenient because it checks for unequip device conflicts. That check should probably not run for the quick loot interface to make looting speedier.

Posted

One more biggrin.png

 

Bug Report

 

Steps to reproduce:

1. Equip NPC with devices and clothes of your choice

2. Equip bondage mittens on NPC

 

Outcome:

NPC unequips part of or all of her equipment, including the bondage mittens.

 

Expected outcome:

Bondage mittens equipped, everything else as before.

 

Technical diagnosis:

Caused by DD:DD_Effect_Disarm. Playing around with console, it looks like equipping and especially unequipping weapons tends to mess with NPCs inventory. A simple workaround is just do nothing if the actor is not the player, similar like it is done in DD:DD_Effect_NoItemPickup (in OnEffectStart). I tested this workaround and it works... kind of, as it just disables the script for NPCs. There might be a better way to handle things, similar to the dummy armor, but I don't know for sure.

[Edit]

Btw, do you have another place that is better suited for bug reports, like an issue tracker or something? Not that I don't like the forum for this kind of stuff, just so you can track it centrally.

 

Posted

Thanks for the bug reports. I will fix that stuff! :)

 

We don't (yet) have a github for Devious Devices, but I plan to eventually set one up.

Posted

Please, I beg you, add an audio control for this. Back in Skyrim, it was easy to turn down the audio of the character during various situations, whether it be sex, gagged or otherwise, and when getting stimulated.

 

Right now, my character's got plugs up her bum, and it's causing her to moan pretty much every five minutes. Which means, every five minutes, I get to hear a girl moaning right into my ear drums at a stupidly loud volume. I tried gagging her at first, hoping that would do the trick and make her quieter, but no, if anything that made it worse! So I hunted up four play's audio control in their MCM, and kept turning it down and down and down until it turned off, and yet my character is still moaning my ears bloody and it's driving me nuts! I've also tried just turning the voice volume in the game down, to the point of being off as well, and that did nothing either! And turning the master volume down, while it works, makes it so I lose pretty much everything else sound wise in the game as well!

 

So please, for all that is good in this world, please add an option to turn down the girl's volume, especially when she's getting stimulated by plugs? Please?

 

I'm almost to the point of begging someone to make a mod named "SHUT UP, BITCH!"

Posted

Please, I beg you, add an audio control for this. Back in Skyrim, it was easy to turn down the audio of the character during various situations, whether it be sex, gagged or otherwise, and when getting stimulated.

 

Right now, my character's got plugs up her bum, and it's causing her to moan pretty much every five minutes. Which means, every five minutes, I get to hear a girl moaning right into my ear drums at a stupidly loud volume. I tried gagging her at first, hoping that would do the trick and make her quieter, but no, if anything that made it worse! So I hunted up four play's audio control in their MCM, and kept turning it down and down and down until it turned off, and yet my character is still moaning my ears bloody and it's driving me nuts! I've also tried just turning the voice volume in the game down, to the point of being off as well, and that did nothing either! And turning the master volume down, while it works, makes it so I lose pretty much everything else sound wise in the game as well!

 

So please, for all that is good in this world, please add an option to turn down the girl's volume, especially when she's getting stimulated by plugs? Please?

 

I'm almost to the point of begging someone to make a mod named "SHUT UP, BITCH!"

 

just turndown your master audio ingame until shes "had her moment" that's what i do

Posted

The restraints workbench isn't showing up in the workshop. Do I need to talk with the NPC Kimy in the Memory Den for it to popup?

 

It should be under Raider -> Slavery -> Crafting if everything's installed properly.

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