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Posted
47 minutes ago, hkheung said:

How can I get the vibrating sounds with the vibrating plugs?

Sounds not set. You need modified mod and(or) scripts to set it working. It's left from convert from Skyrim without use.

Posted
1 hour ago, REB85 said:

Tell me, how to properly install AWKSR

Not sure i use Vortex and all without problems. Try to uninstall AWKSR and install as last mod what you use. Maybe it helps. But problem with crafting station i think it's not help. There is mod conflict with any mod what changes the equip system (real handcuffs works fine with dd it can be other mod). Or maybe it's settlers mod problem - i heard it's not good with dd mod.

Posted
On 5/6/2020 at 10:05 PM, REB85 said:

Kharos

Yes, this happens when the player is wearing both your devices and devios devices. This is the menu I get when I want to open the shackles of the institute.

Screen-Shot283.png

but if we talk about fashion “real handcuffs” there is another problem: an indelible collar. To open the collar you need to connect to the pipboy. But I see only this in the menu (connection slot to be shocked) 

Screen-Shot284.png
I also have 2 handcuff keys in my inventory, but when the character is handcuffed, I have to open it with a hairpin, there is no option to use the key.

 

I can confirm @Elsidia's finding, the institure leg cuffs are bugged. The inventory object is occupying the neck slot. Looking at other DD items, the inventory items are supposed to be slotless. I will add an override to my DD compatibility plugin in the next RH version.

 

I cannot reproduce the issue where the keys are not found. Maybe there is a mismatch between your handcuffs and the keys? There are normal handcuffs and high security handcuffs, and they use different keys.

Posted
1 hour ago, Kharos said:

I cannot reproduce the issue where the keys are not found

I thought he spoke about restraints key disappearing from pockets. And he uses AAF violate. If player is surrendered then raider steals all keys (handcuffs keys too from your mod). After you need kill that raider to got keys back. And even it have more keys as you have before it.

Posted

Is there any way to modify the settings for some of the negative attributes? the slow walk with leg irons basically makes them unusable, at all, and the plugs buzz too frequently for me liking >.<

Posted
4 hours ago, Senick said:

Is there any way to modify the settings

By changing added effects, keywords to armor using FO4edit. Maybe for experienced users by changing scripts.

 

Posted

Hi there, just got a short question.

 

Whenever my char is restrained and I talk to a NPC and choose the "demand help" option, it always works. Is this intended behaviour?

When I "ask for help", there's a chance that it doesn't work, but with the "demand" option, they always instantly remove the devices.

 

I use DD with AAF Violate / Sex Harrassment / CSA integration and I tuned the chances for NPC help wherever it's possible, but still the "demand" option always works :D

 

Anyone knows something about this?

Posted

Sorry to bother, but I have another question regarding the gag dialogue.

 

For now, I deactivated the Boston Devious Helper mod.

 

If you are gagged, you get those "Mmmph" dialogues with NPCs. They usually say "Maybe I can hear you anyway. Try again?"

As far as I remember from Skyrim, the dialogue is then supposed to continue with "Mmmmph" options to actually try again, but the dialogue always stops after the first try.

 

When I speak to the NPC again, the same repeats again and again. So it seems I have no chance to talk to somebody while gagged?

Posted
19 hours ago, Arastat said:

I have no chance to talk to somebody while gagged?

After first dialogue there is 30 seconds to start new dialogue with NPC and it will be normal dialogue. If NPC is gagged there no available to speak with him. I post the solution for that nearly in this thread a 10 pages before. You need use fo4edit.

 

Posted

Ok, I will look for it, thanks for the info :)

 

Edit: I tried editing in Fo4edit the way you described it some pages before, but it didn't work, got ctd on loading. But with Boston Devious Helper I can get around this issue so far ^^

Posted

Hi, me again with another question ^^

 

I used the search, but couldn't find something reliable.

 

So when I equip the the straightjacket, it won't unequip my clothing. I noticed that my shoes were undressed, but all other clothing and armor stays.

 

Is there a way to unequip armor / clothing when putting one of the straightjackets on?

 

PS: Sorry for the many questions, I'm relatively new to FO4 modding so excessively.

 

straightjacket_clipping.jpg

Posted

I'm guessing you'd have to attach a script to them that strips the PC before equipping the item. Mods like Violate auto strips before equipping items.

Posted
7 hours ago, Arastat said:

So when I equip the the straightjacket, it won't unequip my clothing.

Actually it looks like it did unequip the clothing, but not the armor. This is because the straitjacket does not cover the armor slots . You should be able to add the slots with FO4Edit: Devious Devices.esm -> Armor, then navigate to the the "rendered" armor for the straitjacket that you are using (for example DD_StraitJacket_Latex_Rendered if you are using "Latex Straitjacket", or DD_Straitjacket_Dress_Latex_Rendered if you are using "Latex Restraint Dress"). Then in the right pane navigate to "BOD2 - Biped Body Template" and add the armor slots (most probably [A] Torso, [A] L Leg, [A] R Leg, [A] L Arm, [A] R Arm).

Posted
2 hours ago, Kharos said:

Actually it looks like it did unequip the clothing, but not the armor. This is because the straitjacket does not cover the armor slots . You should be able to add the slots with FO4Edit: Devious Devices.esm -> Armor, then navigate to the the "rendered" armor for the straitjacket that you are using (for example DD_StraitJacket_Latex_Rendered if you are using "Latex Straitjacket", or DD_Straitjacket_Dress_Latex_Rendered if you are using "Latex Restraint Dress"). Then in the right pane navigate to "BOD2 - Biped Body Template" and add the armor slots (most probably [A] Torso, [A] L Leg, [A] R Leg, [A] L Arm, [A] R Arm).

 

Wow, thank you for this info :) I will try this.

This makes sense, since the pants and the top in the image are handled as armor.

 

Only thing I wonder about is that the shoes were unequipped ^^ So that means, the shoes and the straightjacket are sharing the same slot, I guess?

 

Many thanks!

Posted
Spoiler
10 hours ago, Arastat said:

Hi, me again with another question ^^

 

I used the search, but couldn't find something reliable.

 

So when I equip the the straightjacket, it won't unequip my clothing. I noticed that my shoes were undressed, but all other clothing and armor stays.

 

Is there a way to unequip armor / clothing when putting one of the straightjackets on?

 

PS: Sorry for the many questions, I'm relatively new to FO4 modding so excessively.

 

straightjacket_clipping.jpg

 

2 hours ago, Kharos said:

Actually it looks like it did unequip the clothing, but not the armor. This is because the straitjacket does not cover the armor slots . You should be able to add the slots with FO4Edit: Devious Devices.esm -> Armor, then navigate to the the "rendered" armor for the straitjacket that you are using (for example DD_StraitJacket_Latex_Rendered if you are using "Latex Straitjacket", or DD_Straitjacket_Dress_Latex_Rendered if you are using "Latex Restraint Dress"). Then in the right pane navigate to "BOD2 - Biped Body Template" and add the armor slots (most probably [A] Torso, [A] L Leg, [A] R Leg, [A] L Arm, [A] R Arm).

 

To add onto Kharos' reply, you'll likely also need to add the underarmour slots as well (Torso, for instance).
It ultimately depends on what slots are used by the mods you plan to use, as it can vary wildly. HN66's usually use fairly sensible slots (33-45 or so), but some like VTAW use some weird ones, to get everything equippable simultaneously (or most things), like 50-55.

You'll need to change all of the '*_rendered' items for the straitjackets and dresses, as mentioned, especially if you're using stuff that'll randomly equip DD, so it doesn't happen again with different versions.

Posted
6 minutes ago, Arastat said:

 

Wow, thank you for this info :) I will try this.

This makes sense, since the pants and the top in the image are handled as armor.

 

Only thing I wonder about is that the shoes were unequipped ^^ So that means, the shoes and the straightjacket are sharing the same slot, I guess?

 

Many thanks!

They use the Body slot (33).
Which is also what most shoes/heels, etc. use.

Posted

Are there Bodyslide Files floating around somewhere to build these assets with FusionGirl Body?  I've scoured Nexus, done amateurish searches on LL. and read 10+ pages of posts in this topic and have been unlucky so far.  I apologize in advance if this has already been asked/answered, and would appreciate some direction to the content or pointers for editing the content myself.

 

thanks in advance.

Posted
8 minutes ago, Arastat said:

Only thing I wonder about is that the shoes were unequipped ^^

In fallout 4 unless as in Skyrim there no shoes biped slot. That mean shoes are equipped on some some slot what mod author decides. If you speak about dd shoes - it's uses body slot the same as straitjacket. Vanilla shoes almost is a part of main body clothes. That mean it's unequip with main body clothes.

 

Posted
10 minutes ago, terajunkie said:

Are there Bodyslide Files floating around somewhere to build these assets with FusionGirl Body?

Somewhere far far away in this thread. Need search very far in.

 

Edited - found:

 

Posted
1 hour ago, Nebuchadnezzer2 said:
  Hide contents

 

 

To add onto Kharos' reply, you'll likely also need to add the underarmour slots as well (Torso, for instance).
It ultimately depends on what slots are used by the mods you plan to use, as it can vary wildly. HN66's usually use fairly sensible slots (33-45 or so), but some like VTAW use some weird ones, to get everything equippable simultaneously (or most things), like 50-55.

You'll need to change all of the '*_rendered' items for the straitjackets and dresses, as mentioned, especially if you're using stuff that'll randomly equip DD, so it doesn't happen again with different versions.

 

I'm on it this minute in FO4Edit, and I was just wondering if I should include slot 40 too. But when I checked other devices, some also use slot 40 and most other underwear slots are used too. Won't there be any issues, e.g. when someone tries to put leg cuffs on my char while I am wearing a straightjacket?

 

Or does the game recognize that the slot is already used with a devious device you can't unequip atm and choose other devices instead?

 

Sorry for the maaany questions, I really try to learn how everything works.

 

Besides, thank you all for the help and patience :D

Posted
8 minutes ago, Arastat said:

 

I'm on it this minute in FO4Edit, and I was just wondering if I should include slot 40 too. But when I checked other devices, some also use slot 40 and most other underwear slots are used too. Won't there be any issues, e.g. when someone tries to put leg cuffs on my char while I am wearing a straightjacket?

 

Or does the game recognize that the slot is already used with a devious device you can't unequip atm and choose other devices instead? Otherwise the game would force unequip the straightjacket, I guess? Isn't that where most animation / walking bugs come from, by forced unequipping?

 

Sorry for the maaany questions, I really try to learn how everything works.

 

Besides, thank you all for the help and patience :D

Check the slots DD's leg cuff's use, as both they and the hobble skirts should both have the slots listed that they cover. For the straitjackets, just don't add those leg slots.
The hobble skirts already prevent leg cuffs being equipped as it already restricts leg movement.

And no, it won't force-unequip when trying to equip conflicting items, due to the scripting involved. However, unlike @Kharos's Real Handcuffs, said scripting is quite old, hasn't been updated a very long time, and isn't as 'robust', both in tracking items and removal/interaction attempts, and ensuring items are properly added/removed as intended, which is usually what causes the "item unequipped, still have the animation" issues.

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