Elsidia Posted February 5, 2020 Posted February 5, 2020 How more i learn script language then more is unclear) Is there a script command what change combat pose to normal? Like you press and hold reload button? If you put dd items in combat pose it's end with very fancy results) And when you talk with quest npc is there chance to block player movements not to going too far but stays in dialogue? At that moment i only can try to restrain player when he starts a dialogue and release when ends. I spent about 3 hours in search about those both resolutions without results)
izzyknows Posted February 6, 2020 Posted February 6, 2020 On 1/20/2020 at 9:14 PM, Nebuchadnezzer2 said: Otherwise DCW would be broken, as you'd be unable to talk to Alice during her quest-line in at least one point. Not true. Removing the DD_Library_Gag *** has no effect on Alice's quest.
Nebuchadnezzer2 Posted February 6, 2020 Posted February 6, 2020 6 hours ago, izzyknows said: Not true. Removing the DD_Library_Gag *** has no effect on Alice's quest. You might wanna fully re-read what I wrote...
izzyknows Posted February 6, 2020 Posted February 6, 2020 27 minutes ago, Nebuchadnezzer2 said: You might wanna fully re-read what I wrote... Normally you do have the grace period to actually talk to NPC's. But, removing the gagged quest breaks nothing anywhere or for any NPC interaction. Unless you mean not having the "grace period" part of the quest.. then of course, that would, well fubar the game. LOL
Elsidia Posted February 7, 2020 Posted February 7, 2020 14 hours ago, izzyknows said: Unless you mean not having the "grace period" part of the quest In that topic was told no about players "grace period". Player can speak up and interact with quests NPC. There was talk about that if you equip gag on settler then you never ever can speak with him because settlers no have "grace period" as player. That means always when you try speak with that settler - it say Mphm and you never ever can be change equipment on him by trade. And if this settler is random settlement quest actor - this quest always be failed because it can't say to you what he want.
izzyknows Posted February 7, 2020 Posted February 7, 2020 1 hour ago, Elsidia said: In that topic was told no about players "grace period". Player can speak up and interact with quests NPC. There was talk about that if you equip gag on settler then you never ever can speak with him because settlers no have "grace period" as player. That means always when you try speak with that settler - it say Mphm and you never ever can be change equipment on him by trade. And if this settler is random settlement quest actor - this quest always be failed because it can't say to you what he want. Yeah, that's one of the reasons why I removed the gag quest. But most of the time I just use Crazy's Multi Tool, lot faster than talking to them. LOL
Elsidia Posted February 7, 2020 Posted February 7, 2020 34 minutes ago, izzyknows said: Yeah, that's one of the reasons why I removed the gag quest. I like the gag sounds from slaves and NPC. Because if i wish want see NPC gagged just will make a similar gag in armor list without gag blocking for some settlers) and if somehow is going wrong and you not play on survival mode - you always can remove gag by console.
Thraus Posted February 8, 2020 Posted February 8, 2020 Maybe I´ve missed it in this thread but is there a way to change the Hobble Dress walk animation? To force character make slow steps intead of those jumps?
Elsidia Posted February 10, 2020 Posted February 10, 2020 On 2/8/2020 at 4:38 PM, Thraus said: Maybe I´ve missed it in this thread but is there a way to change the Hobble Dress walk animation? To force character make slow steps intead of those jumps? Arm weapon and animation changes to walk. Or in first view always not hoping. Or if you put on other steel legs iron animation can change to walk always. Is a Fallout 4 bug of spells. The same if you have a blindfold - go to world. Then return to inventory - put on other dd item like nipple clamps and when you return to world blindfold effect is gone. Unless to time when next dd items goes on. Then it changes to dark again. In that moment you can take off nipple clamps (if not got on chastity bra :))) and then light back again. Repeat this and always be light. Before you got wrist cuffs of course)
Nebuchadnezzer2 Posted February 10, 2020 Posted February 10, 2020 On 2/7/2020 at 5:46 PM, Elsidia said: In that topic was told no about players "grace period". Player can speak up and interact with quests NPC. There was talk about that if you equip gag on settler then you never ever can speak with him because settlers no have "grace period" as player. That means always when you try speak with that settler - it say Mphm and you never ever can be change equipment on him by trade. And if this settler is random settlement quest actor - this quest always be failed because it can't say to you what he want. There's still a 'grace period', even when the gag is on an NPC. I've used this numerous times to add/remove gags/items from NPC's/companions plenty. On 2/7/2020 at 7:10 PM, izzyknows said: Yeah, that's one of the reasons why I removed the gag quest. But most of the time I just use Crazy's Multi Tool, lot faster than talking to them. LOL I was referring to there being a grace period, period, and that DCW's quest would be broken/could break if there wasn't.
Elsidia Posted February 10, 2020 Posted February 10, 2020 Look what i found in dd items meshes folder!) Spoiler
Elsidia Posted February 10, 2020 Posted February 10, 2020 6 hours ago, Nebuchadnezzer2 said: There's still a 'grace period I don't know about what grace period you talk but after i gag Marcy Long no more i can reequip it. She returns to Museum and spent all left time here alone)
Elsidia Posted February 10, 2020 Posted February 10, 2020 6 hours ago, Nebuchadnezzer2 said: I was referring to there being a grace period When i proceed those quests no one time (as 1 second) Alice wasn't be gagged. Only me. And for me is grace period.
Elsidia Posted February 11, 2020 Posted February 11, 2020 At this moment i have 2 bugged items and have no idea how it can be fixed: 1) Boots - when it wears alone then foots are seen through meshes. To fix it you need put on body biped slot 33. That means it forces fall off any body dd as bug. If i put restriction that means if you wear boots you can't got on any body dd. You can change view priority in armor addon and then any dd on body will be invisible. 2) Bondage mittens - when you wear catsuit - then arms are seen thought mittens because catsuit have gloves. The same in pipboy - you both: gloves and mitten. If you put on catsuit slot 34 - then mittens can't wear when you have on catsuit and catsuit can't wear when you have mittens on. What is very illogical. In the same way - when you wear gloves - mittens can't be wear because both have slot 34 and this is illogical too)
Elsidia Posted February 11, 2020 Posted February 11, 2020 I found another bug what's more touch modders not players. But maybe it's no bug? Probably... it is. Anyway i share info with you. Most of dd dress what have more visual than restrain character doesn't have in inventory device armor addon: dummy. They not have any addon. That means you can equip this dress if it is in your inventory. But if you equip it by script it's only put dress in inventory. For players that means if they install dwc mod there is chance that those dress drops as cursed loot and instead of locking on you just shows up in inventory. Also those dress can't be equipped on NPC: if you put those dress in NPC inventory equip button just not shows up. Also those dress haven't world model that means if you drop on ground it's disappear and can't be pick up. Example: Pink Latex Mini dress. That's all, folks! :)))
NobodyImportant33333 Posted February 12, 2020 Posted February 12, 2020 Anyone know which animation the armbinder uses? I didn't see any new animation files introduced in DD, so I'm thinking it's a TD animation. I just don't know which one it is. Edit: I may be on to something. Edit: I found the files. I no longer need help.
Akor Posted February 15, 2020 Posted February 15, 2020 @Kimy First off thanks for this mod! I have some question regarding the WornDevices database. It looks like it doesn't track boots (DD_kw_ItemType_Boots) ? Is this intended? Is there another way to get the inventory item, other then 'databaseRetrieveDevice' (which is not working in this case)? struct WornDevices Actor slave = None Armor belt = None Armor blindfold = None Armor bra = None Armor collar = None Armor gag = None Armor gloves = None Armor harness = None Armor hood = None Armor legcuffs = None Armor nipplepiercings = None Armor pluganal = None Armor plugvaginal = None Armor suit = None Armor wristcuffs = None endStruct any help would be appreciated!
Elsidia Posted February 16, 2020 Posted February 16, 2020 20 hours ago, Akor said: Is there another way to get the inventory item Boots are most bugged items in dd and seems Kimy forgot put boots in database. I still not have a idea how to hide feets on those boots and not to break other dd functionality. I have idea only about player. If you want remove boots you can use in hidden: Spoiler If libs.player.wornhaskeyword(libs.DD_kw_ItemType_Boots) libs.RemoveGenericDeviceByKeyword(libs.player, libs.DD_kw_ItemType_Boots) Utility.Wait(5) Endif - there says it's painfully slow but works - i just test in game. Edited: My futher test show that probably after remove you need put utility.wait(5) because sometimes item not removed. What delay you exactly need you can test yourself but 1 is not enough. If you want just know if player wears a boot - there is list where was stored all dd items what player wears. DD_PlayerEquippedItems - is list name. And in function is fragment what can helps you find a boots. In hiden part: Spoiler Bool HasItem = False Armor InventoryDevice = None ObjectReference tmpORef = None Int i = DD_PlayerEquippedItems.GetSize() While i > 0 && !HasItem i-=1 InventoryDevice = DD_PlayerEquippedItems.GetAt(i) As Armor tmpORef = Player.placeAtMe(InventoryDevice, abInitiallyDisabled = true) DD:DD_RestraintScript tmpZRef = tmpORef as DD:DD_RestraintScript if tmpZRef != none If tmpZRef.DeviceKeyword == DeviousDevice ; found a match HasItem = True if tmpZref.HasKeyword(DD_kw_IsQuestItem) || tmpZRef.RenderedDevice.HasKeyword(DD_kw_IsQuestItem) Log("RemoveGenericDevice called on a quest device.") Elseif Player.IsEquipped(tmpZRef.RenderedDevice) RemoveDevice(Player, InventoryDevice, tmpZRef.RenderedDevice) success = true EndIf EndIf Else Log("RemoveGenericDevice received non DD argument.") EndIf tmpZRef.UnregisterForAllEvents() tmpZRef = none tmpORef.Delete() tmpORef = None EndWhile Where deviousdevice is keyword what you seeks. For you it's DD_kw_ItemType_Boots. For NPC? I have no idea. Because this list is only for player. 1
Elsidia Posted February 16, 2020 Posted February 16, 2020 I found another bugged item: Institute Leg Cuffs - if you wear that item and then put on Latex Restraint dress - leg cuffs can't be removed. It's because that DD_Legcuffs_Institute_Inventory have biped slot 50 - neck. You need to remove all biped slots from inventory device and then it's works fine.
Elsidia Posted February 16, 2020 Posted February 16, 2020 On 2/10/2020 at 5:08 PM, Nebuchadnezzer2 said: There's still a 'grace period', even when the gag is on an NPC. I check a scripts more carefully. There no grace period for NPC - it's always say mph when you speak with him. If NPC is companion it's always speak with you even if have a gag it's ignores a gag. Maybe it's because i have unlimited companions mod (about companions) But even if you don't have this mod other NPC still stays gagged. To fix this an left all as Kimy plan you need do those steps: 1) Open Fo4edit 2) add new condition exactly on that place where it's on hidden: Spoiler 3) be sure that condition is always on place where it's show on next picture in hidden and have and at end Spoiler 4) Now you need add a script fragment to NPC dialogue end as in hidden picture as well: Spoiler I test it works the same as player grace period. Only bug is that player wears too gag then always NPC says first mph and gag talking is gone for both: player and NPC - i just use gag period for player. That means if you have unlock grace period for NPC it works on all NPC was gagged and on player too. The same if you first unlock grace period for player and then try to speak with gagged NPC it's can speak too. But not soo much bug for NPC grace period isn't? That's all , folks!
Akor Posted February 16, 2020 Posted February 16, 2020 @Elsidia Thanks for your help! I will take a look at the scripts you posted and see if I can get it to work somehow.
Tanglin Posted February 17, 2020 Posted February 17, 2020 The wrist rope, when equipped, can have three possible idle animations: hands tied behind, hands tied in front lowered, and hands tied in front raised. Is there a way to only get one idle animation all the time, say, if I only want the hands tied behind?
uslashdeleted Posted February 18, 2020 Posted February 18, 2020 Hey everyone, i have a problem and its really strange. I installed the mod as it is reqested in the description i did run body silder and the batchbuild sucsessfully. If i go ingame everyting is fine but if i buy the "devices" from the NPC (forgot the name) and equip them (this makes the game freez for a sec if its a new savefile) all of them dont show or animate anyting at all. On NPCs i can equip them like normal armor and they animate and work just fine. If another mod like "Bandit Pet" forces me to equip them some work, some dont. The restraining Dresses work most of the time while the makeshift slave colla never worked at all. If i am whearing a item that hapen to work i cant interact with it at all. if i drop it a new copy equips and a duplicate lays on the ground. Other mods register that im whering an item even if it dosnt work I tried many things and didnt have any sucsess. I do run alot of other mods. There is probably some interfierence but i could not figure out what mod caused the trouble. Hope someone can help. Thanks alot in advance. English isnt my first language so please excuse my bad spelling. Papyrus.0.log
Elsidia Posted February 18, 2020 Posted February 18, 2020 6 hours ago, uslashdeleted said: Hope someone can help. Wait? You have all Fallout 4 dlcs? it's necessary for dd and without it not works. First if you use dd it's normal when save freezes after you get dd item on. And save freezes longer when you equip dd on NPC. Also it's normal than dd items freezes equip for some seconds. And if you have many mods it's excellent if freezes only few seconds. Are you have installed real handcuffs dd items compatibility mod? What hex load number have dd? If you use other mods that equips dd items on you then you need dd items rog manager. In papyrus said that mod is missing. But it dd itself must work normally. I'm not a big specialist in papyrus but at first view i can see you missed many necessary mods for other mods like example there is clue about missing CreationClub - many scripts from it is missing - seems it's one of FO4 dlc. As i see RSEII can't equip dd items probably because there no rogs dd item manager. Mod with load order 6E : HoloTime: timewidget.ScheduleTimer cannot load some scripts and spawn many of errors. At start it's all - waiting for response. But you haven't all dlc - probably dd will not work correct. If i remember correct Makeshift collar uses FO4 one of dlc - because it's not shows up as i think.
uslashdeleted Posted February 18, 2020 Posted February 18, 2020 1 hour ago, Elsidia said: Wait? You have all Fallout 4 dlcs? it's necessary for dd and without it not works. First if you use dd it's normal when save freezes after you get dd item on. And save freezes longer when you equip dd on NPC. Also it's normal than dd items freezes equip for some seconds. And if you have many mods it's excellent if freezes only few seconds. Are you have installed real handcuffs dd items compatibility mod? What hex load number have dd? If you use other mods that equips dd items on you then you need dd items rog manager. In papyrus said that mod is missing. But it dd itself must work normally. I'm not a big specialist in papyrus but at first view i can see you missed many necessary mods for other mods like example there is clue about missing CreationClub - many scripts from it is missing - seems it's one of FO4 dlc. As i see RSEII can't equip dd items probably because there no rogs dd item manager. Mod with load order 6E : HoloTime: timewidget.ScheduleTimer cannot load some scripts and spawn many of errors. At start it's all - waiting for response. But you haven't all dlc - probably dd will not work correct. If i remember correct Makeshift collar uses FO4 one of dlc - because it's not shows up as i think. Thanks for the fast responce i did buy the game of the Year edition with all dlcs and they are installed and working. the thing with "rog manager" i did not know. Thanks I will update if i have tried it again and for my load order i use LOOT and its 11 in my load order "11/163" the compatibility patch for real Handcuffs is included in real handcuffs. is that what you mean with "real handcuffs dd items compatibility mod"? i have that installed or do i need another mod. update i did install the rog manager for dd and it is in my MCM but DD is still not working. with piper its working.as it allways did.
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