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On 12/14/2019 at 2:20 PM, paparebbe said:

Maybe it has to do something with priorities? I don't really understand what should have more priority and what less.

Maybe you have too many mods with conflict between. And for dd devices you need torture devices - dd items use functions from that mod as like armbinder struggle animations and restrain effects. And load order try to experiment. I have dd and torture on top of load list and it's works fine.  At down of list i have f4ss. Sometimes program "loot" helps with orders - after i use it i got working more mods. But sometimes after using this program i got aaf end work. When i reorganized boot order by vortex it start working again)

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When i try struggle out from straitjacket on failure i found that have two different messages. In one says : "...to no avail. The device resisted all your efforts to struggle free. You are bound just as tight as before. You are also tired enough that you have to give up for the time being and accept being restrained....not to avail... you tired from struggle and need rest" The second is other story. it says something like that (i can't find correct text): " Your struggle only tied you better that you can't move anyway and struggle out will be impossible".  That means than other struggles is useless and you can only free by key or there left a little chance that you can free by picklock if booby pins are in inventory? Before it's all broke?

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4 hours ago, Elsidia said:

When i try struggle out from straitjacket on failure i found that have two different messages. In one says : "...to no avail. The device resisted all your efforts to struggle free. You are bound just as tight as before. You are also tired enough that you have to give up for the time being and accept being restrained....not to avail... you tired from struggle and need rest" The second is other story. it says something like that (i can't find correct text): " Your struggle only tied you better that you can't move anyway and struggle out will be impossible".  That means than other struggles is useless and you can only free by key or there left a little chance that you can free by picklock if booby pins are in inventory? Before it's all broke?

The first message is a normal failure.  The second way is that the struggle got turned to "impossible".  After that happens, wait an hour and "try - examine (or inspect, whatever it's called)".  It will change the struggle analysis to "impossible" if that's what happened.  I don't think it affects the lockpicking difficulty but it might. Again, examine it to see if the chance has changed.

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13 hours ago, paparebbe said:

Btw, there's another problem. I've searched for the solution here, but never found it. The inserted buttplugs are being "stretched" with an animation. Is there any fix for it?

There is fix: handwork)

1) Open that plug in outfit studio.

2) Select objects what deforming.

3) Going to bones section

4) CBBE: remove all bones except spine (delete - delete from selected shapes. !!!! Not from project you got after that big problems with that plug) Do it with head: if remove too much - those shapes was without weight and can ended with collisions in game. There need turn in a head and imagine that those bones have the power of attraction and imagine how item damaged by this force. As example if plug is between legs if leg bones have power on that plug it deformed to leg. If both then they tow in both sides and you got what you see on screen. The wise is move weight to crotch bones - it deform a lot of less.

5) Fusion girl - additional remove weight from all vagina, anus bones. If there left weight - items looks weird)

6) That's all: save the plug. If all done correct it saves normally. If not - it warns that shapes have not weight and that means you need restore weight or got problems in game.

7) After that rebuild plug in bodyslide and see how done your work is in game.

 

Anyway if you ended with problems you can import your type of body in project (CBBE or fusion or what you have: load reference cbbe of fusion girl) and it's restores all deleted bones. After that you can do copy bone weight by automatic but it will result the same that you see on game screen now. Sometimes after import graphics are damaged - then you need restore that plug from archive. And sometimes need restore a sliders too. After copying bones just delete that body from project and save it.

 

I lost about two my days before i figured that out)

 

Edited: And don't be too optimistic: even after that it can be deformed but many less that now. I spent a few hours before weighted chastity belts and now it deforms a lot less and looks more than from iron not rubber)

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14 hours ago, wdaigle said:

The first message is a normal failure.  The second way is that the struggle got turned to "impossible".  After that happens, wait an hour and "try - examine (or inspect, whatever it's called)".  It will change the struggle analysis to "impossible" if that's what happened.  I don't think it affects the lockpicking difficulty but it might. Again, examine it to see if the chance has changed.

Seems then i'm that right about impossible struggle. About picklock i got message - you can't reach booby pin in pockets. I imagine if struggle is impossible that means you can't move even a finger and because you can't reach a booby pin to use it on locks. But if we think realistic - i can't imagine how you can use booby pin in straight jacket when a hands are tight in latex and lock are outside) The best work of Houdini)

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The struggle game in DD needs a rework, as the rest as well.

I like to struggle as well. Sometimes with success, sometimes with no success and having to wait a few hours.

But most annoying is if the lock jams and it says you can't struggle out anymore.

Though, just wait a little and suddenly you can struggle again - with success.

 

I already altered the DD esm and set the chances to 0, but that doesnt seem to work, since struggling is still possible.

Maybe someone has the time and knowledge to alter the scripts in a way so struggling out/lockpicking and cutting is nearly impossible?

 

No clue how far the difficult settings change anyhing.

I've set mine to 0 (since 0 should be the hardest difficult), but struggling is still way to easy.

 

Cheers.

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3 hours ago, Ravecreator said:

The struggle game in DD needs a rework, as the rest as well.

I like to struggle as well. Sometimes with success, sometimes with no success and having to wait a few hours.

But most annoying is if the lock jams and it says you can't struggle out anymore.

Though, just wait a little and suddenly you can struggle again - with success.

 

I already altered the DD esm and set the chances to 0, but that doesnt seem to work, since struggling is still possible.

Maybe someone has the time and knowledge to alter the scripts in a way so struggling out/lockpicking and cutting is nearly impossible?

 

No clue how far the difficult settings change anyhing.

I've set mine to 0 (since 0 should be the hardest difficult), but struggling is still way to easy.

 

Cheers.

I've tried setting difficulties with the console commands.  0 may be hard or easy, I can't tell, because it didn't really seem to make any difference. 

 

The one thing missing from DD, and the thing I would do if I were bound in a straightjacket (or whatever)... "Hey, Preston, can you help me out of this thing?"  I like how the handcuffs mod lets you use a workshop to cut them, but DD leaves you completely on your own.  That is, unless you buy a master key or two in Goodneighbor, and then you're not really bound at all anymore.

 

Don't get me wrong, I love the concept, and the mod, it's just a bit hard on the roleplaying when the npc's just say "Wow, you're bound up pretty good, aren't you?" and i can NOT say  "Yeah, well, I saved your ass in <insert mission here>, can you maybe give me a hand here?"

 

My wishlist would also include, if your hands and legs are still bound and you run into another raider (well, "hop"), they automatically capture you.  No need to attack you since you can't defend yourself.  "Well, well, what do we have here?"  ... but I digress.

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19 hours ago, paparebbe said:

Btw, there's another problem. I've searched for the solution here, but never found it. The inserted buttplugs are being "stretched" with an animation. Is there any fix for it?

I forgot one thing what i found yesterday: If plug is too long between legs then you need select deformed shapes - then deselect slider legs thin - if i remember correctly and then remove that slider from those shapes. Then plug not affect by any body changes what change a legs thin. In other way it got deformed if you make legs thinner. And splash if fatter.

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21 hours ago, Ravecreator said:

I already altered the DD esm and set the chances to 0, but that doesnt seem to work, since struggling is still possible.

100 - means you struggle out with  first try 100% success. 0 will be mean you can struggle menu press how many times you like but success will be 0%. No chance to free only spend time and animation.

 

17 hours ago, wdaigle said:

My wishlist would also include, if your hands and legs are still bound and you run into another raider (well, "hop"), they automatically capture you.

If you install another mod of Kimy "Deviously cursed wasteland" if you wear wrist cuffs after any first hit you surrender, got more dd on you and be teleported to a few locations. I found some at this time: Vault111 (it's bad you need get out from here only by console teleport), Diamond city bar, Memory den inside where is key trader and Museum in concord.  But be warn: surrender system is hardly bugged and if you want hard time play - you can try this mod. There is some BDSM quests (3). And not sure but if you wear Slave collar from this mod (struggle out is set hard, booby pin works good - but in theory it is wrong, you can free ONLY if found key in random chest wasteland) then combat surrender trigger with one hit. I test it later because i have already on me that collar. And it's force you be naked: if you wear some standard clothes it shock you time to time and you lost hp. Hp=0: combat surrender activates. Mod trigger shock on awckr keywords on armors. Chance to get locked in that collar 2% chance find key 1%. And if you started Jack's quest from that mod (it puts on you unlock-able chastity belt, vibrator and anal plug - chance to trigger quest by search chests, sit on chair and sleep) i found that combat surrender trigger with 1 hit. In that quest you need travel to world to search clues where Jacks it and that means if you found in that place enemy you need kill him without get hit by him. But i love this mod very. And if you want surrender - install aaf violated - when you health drops lower than in this mod settings - you surrender to raiders, got some dd on you and if install real handcuffs mod there is chance in settings to get those too on (chances is configurable)

Also you have configurable button on keyboard - when it pressed you surrender automatically and get sexually abused by raiders. It depends on what animations are installed on game and have tag="aggressive". This mod have a additional mods as raider pet, bad ending and purgatory. Can be installed separately and configured in main mod. Something like that.

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1 hour ago, Elsidia said:

100 - means you struggle out with  first try 100% success. 0 will be mean you can struggle menu press how many times you like but success will be 0%. No chance to free only spend time and animation.

 

....

Nope.

Thats sadly not the case.

I've, for example, set the chances for the belts to zero inside the esm.

I still can struggle out of any belt with success.

The same applies to any other restraints i've altered inside the esm.

 

I think the chances aren't set in the esm, but inside the scripts.

Sadly, i dont have any idea on how to change those, nor even which variable stands for what.

Not to speak about decompiling and recompiling

 

As said, i'd be glad if someone could change the struggle chances to  more "realistic" (ever tried to struggle out of a harnessgag? I did. Its nearly impossible).

Or maybe give a hint on how i could achive it myself.

 

Cheers

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1 hour ago, Ravecreator said:

Not to speak about decompiling and recompiling

The download includes the source code, which Kimmy commented very well. So no de-compiling is required. Compiling a single script in the CK is "relatively" safe. I wouldn't batch compile in the CK, it'll fork something for sure! LOL

Look in DD_RestraintScript.psc and you might find what your looking for. If I remember right....

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28 minutes ago, izzyknows said:

The download includes the source code, which Kimmy commented very well. So no de-compiling is required. Compiling a single script in the CK is "relatively" safe. I wouldn't batch compile in the CK, it'll fork something for sure! LOL

Look in DD_RestraintScript.psc and you might find what your looking for. If I remember right....

Yep, I want to agree with that, too. While it looks like Kimy has abandoned the mod, the sources are included and have comments. This is very helpful and thought me a lot above traps, pitfalls and just bugs in the engine when I started development of my own mod. It also allows us to make our mods compatible.

Very well done Kimy! There are sadly a lot of (even popular) mods that don't include their sources, making it much harder to keep them compatible with new stuff.

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2 hours ago, Ravecreator said:

I've, for example, set the chances for the belts to zero inside the esm.

I still can struggle out of any belt with success.

The same applies to any other restraints i've altered inside the esm.

 

I think the chances aren't set in the esm, but inside the scripts.

Sadly, i dont have any idea on how to change those, nor even which variable stands for what.

Not to speak about decompiling and recompiling

I have insane idea: I found that in armor are variable durability, as example for heavy steel yoke is set to 300. Maybe if chance of escape is set to 0 that means sometimes (very rare because % is zero) instead of success escape it decrease a little durability.  When durability got 0 you can escape. I try to escape from that device but after 20 - 30 times i drop this case. In result i spend only time and broke many booby pins)  And i think the second failure menu increase the durability back or (and) lower the escape chance variable. And to test it i want to ask specialists: maybe there in console is command what can test current created armor variables in game? You do some struggles then see how change the durability variable. And my test show if picklock variable is set to false you can't use booby pins for escape. Instead it writes: "you haven't any lock picks what you can use" ( i have 5).

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21 hours ago, wdaigle said:

My wishlist would also include, if your hands and legs are still bound and you run into another raider (well, "hop"), they automatically capture you.  No need to attack you since you can't defend yourself.  "Well, well, what do we have here?"  ... but I digress.

My further test on Slave Collar shows that is you are naked (you can wear a armor with biped slots [a]) combat surrender not triggered. And i like this collar, i found a key but not use on it. In early game while you are naked i take out group of Trigermen and not lose even a half life. In that pack i found those key) But - if you have another dd item of you (i triggered a trap in container and got blue latex costume on me) then combat surrender triggers with 1 hit and Trigermen with one punch sent me back to sanctuary with more some nicely dd items on me) Not sure what types of item trigger it maybe if you have a nipple piercings you still can fight and got damage.

And i have charisma 18 - can convince anyone)

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At least i tracked down a latex restrain dress color error:  in DD_Straitjacket_Open_Latex_Rendered they forgot put in attachment keyword: DD_kw_AP_Color "Color". After you add this keyword to dress it starting change colors: black, red, white.

 

The full name of dress: Latex Restraint Dress (Open).

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Hey guys, I have a bit of an issue.

 

Ivy and I have been violated and bound quite a few times and, now, every time I load the game (or every time I fast travel) my companion, Ivy, turns up bound. She won't fight until I equip her with ANY leg or arm binding item and then unequip it.  So, I have a work-around but it's quite irritating to carry it around. 

 

I've tried every arm restraint we have in our inventory and none of them cause this pose, so I'm not sure where it's coming from.  It could be from real handcuffs, but I don't know.

 

Any ideas of what sort of console command I could use to clear up the issue?

 

This is her pose:

Spoiler

20191223173719_1.jpg.ac3baad992449e7193672c995d6f7dd0.jpg

 

This is her inventory:

Spoiler

20191223173845_1.jpg.788518d24fe2c8a99d66b8e66b238e7f.jpg

 

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1 hour ago, izzyknows said:

That pose is from DD. You need to craft every "wrist cuff" and then equip/unequip one, then fast travel to figure out which one was actually being applied.

Normally, the offending item will still be in their inventory, even if un equipped.

That worked.  Thanks.  It was one of the ones we didn't have in our inventories. I wonder if we dropped it somewhere or what happened.  Oh well, thanks again.

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6 hours ago, izzyknows said:

That pose is from DD. You need to craft every "wrist cuff" and then equip/unequip one, then fast travel to figure out which one was actually being applied.

Normally, the offending item will still be in their inventory, even if un equipped.

Jupp, its from DD.

To be specific, wrist and elbow cuffs (which are bound into the U-shape as in your screenshot).

Equip, exit inventory, enter inventory, unequip, exit inventory.

Do that for each cuff (including the elbowcuffs) and the anim should end once you found the combination of cuffs which causes the animation.

 

Cheers.

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1 hour ago, warmongerreturns said:

so i'm having a hard time figuring out how to put bindings onto npc's, they aren't given the option in the inventory for me to equip the devices onto them

Just transfer the restraints from your inventory into the NPC's inventory.

Then click (equip) them in their inventory as you would with any other equipment like armor or guns.

 

Cheers

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