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Posted
2 hours ago, puttputt said:

does this mod have an mcm?

If it does it's not showing up. cursed wasteland's mcm also not showing up

pls help

No they don't.
You can use Roggvir's Manager

to control what items are used.. to a point.

Posted
1 hour ago, markdf said:

 

It's pretty half-assed and outdated though. It could use some love. I've been away from FO4 for a while.

I actually hard set the gv's with xEdit a long time ago. LOL

It may be "out dated" but so is DD. hehehehe

Posted
On 1/21/2021 at 11:22 PM, Elsidia said:

DCW MCM的Mod

After a long period of incubation, I see that you are the person who studies the stagnant DD most.

Do you know how to adjust the copied DD equipment items.

Only the function of "can't fight, can't pick up, it seems that you can't wear strength armor, and automatically hide pipboy" is reserved. In other words, it's a piece of equipment that can be put on and taken off at any time.

I did a lot of gag equipment before, copying the ego version of automatic facial deformation. Because there is no other script, there are only gag related keywords, so the result is that the dialogue keeps the special gag dialogue of DD, which can be put on and off at will. Moreover, I make great use of the function of ego to get many kinds of facial deformation.

When making "restraint" related body equipment, I only copied "rendering items" with keywords.

But nothing happened. Keywords like pipdoy auto hide don't work either.

Do you know the right way?

Although I'm using another well-known pipboy auto hide mod, I still want to know how to keep the interesting and reasonable functions of DD such as "can't pick up".

Originally, those were all prepared for mod, the last captive of ego, but ego left. Now I still want to provide something to see if there are other mod authors interested.

The following simple screenshot is about one tenth of the content

mmmm.thumb.jpg.ea733a07d5905d35affcd796527754e5.jpg

If you can provide a reference, esp contains examples for me to learn, it will be the most beautiful.

Posted
1 hour ago, kziitd said:

After a long period of incubation, I see that you are the person who studies the stagnant DD most.

Do you know how to adjust the copied DD equipment items.

Only the function of "can't fight, can't pick up, it seems that you can't wear strength armor, and automatically hide pipboy" is reserved. In other words, it's a piece of equipment that can be put on and taken off at any time.

I did a lot of gag equipment before, copying the ego version of automatic facial deformation. Because there is no other script, there are only gag related keywords, so the result is that the dialogue keeps the special gag dialogue of DD, which can be put on and off at will. Moreover, I make great use of the function of ego to get many kinds of facial deformation.

When making "restraint" related body equipment, I only copied "rendering items" with keywords.

But nothing happened. Keywords like pipdoy auto hide don't work either.

Do you know the right way?

Although I'm using another well-known pipboy auto hide mod, I still want to know how to keep the interesting and reasonable functions of DD such as "can't pick up".

Originally, those were all prepared for mod, the last captive of ego, but ego left. Now I still want to provide something to see if there are other mod authors interested.

The following simple screenshot is about one tenth of the content

 

If you can provide a reference, esp contains examples for me to learn, it will be the most beautiful.

IF I'm not mistaken, you also have to copy the "inventory" data as that is what contains the scripts.
And maybe the Armor Addon and Construable Object?

Posted
16 minutes ago, izzyknows said:

IF I'm not mistaken, you also have to copy the "inventory" data as that is what contains the scripts.
And maybe the Armor Addon?

I can completely copy the original project of DD using armro addon and armro "inventory and rendering" things to achieve the same result as DD function.

But as I've seen in my incubation period, the mechanism that DD's armro items are implemented by two projects together seems to make players unhappy. Save the problem, animation is locked and so on.

So all the "bodies" I made directly changed the posture of the body, just like the jacket of DD, there is no "play animation". The latest version of BS also realizes that it can change the T posture in OS, and call any preset in BS, and there will be no strange deformation because it is not the T posture.

In addition, there are no two kinds of armro items in the gag variant version of ego, and the keywords in it still achieve the desired effect, so I wonder why the type is not suitable.

There seems to be nothing fancy about the armro addon item. I copied it first to change the model path

Posted
1 hour ago, izzyknows said:

IF I'm not mistaken, you also have to copy the "inventory" data as that is what contains the scripts.
And maybe the Armor Addon and Construable Object?

Just like I copied ego's gag "render" item, ego's ESP does not have armro's "inventory" item, even armro addon.

In my own ESP, I associate the "render" item of the copied ego with my newly created armro addon. In the game, the dialogue retains "mmmm", but I can take it off at any time, no key, no attempt, no waiting, no message window.

 

So the problem is that in the original armro of DD, gag and equipment are all implemented by "inventory and render"

while I only copied the gag "render" item of DD modified by ego and got the result I wanted.

When I directly copy the equipment "render" item of DD original, It doesn't want to work..

But the gag "render" item modified by ego only adds the expression function.The MFGOutfit script that implements this function also does not have any content pointing to DD.

 

Why?

Posted
5 hours ago, kziitd said:

Do you know the right way?

Not sure if I understand correct, but try to answer.

First DD theory.

Any DD armor have 2 parts:

1) inventory device - contains working scripts, variables, spells, conflicting devices, necessary devices, color mods, messages what generate equip, unequipped process etc. This device have dummyarmor addon and are visible into inventory but invisible on body.

2) rendered device - contains DD keywords what determine what type of restraint it is - like gag, straitjacket, etc. This armor have what biped slots use this restraint and are visible on player but invisible in inventory.

Inventory device must contain variable what connect it to rendered device.

When you press on visible inventory device in inventory, it's activates a script, read a variable rendered device and equip this device on player. Also it's apply all spells, like nofigting effect.

if you want need to customize devices messages then you must made your own message and replace variable with that message into rendered device.

 

if you want equip device by script you must call DD function for equip EquipDevice(playerref, inventorydevice,rendereddevice, CheckDependencies, Pose, color)

playerref - player or npc reference

inventorydevice - your inventory device what you need equip as armor

rendereddevice - your armor rendered device as armor - no need to place there - but for script faster work recommend. If you not give this variable, function determine what device is (by using variable from inventory device) but it take a more time.

CheckDependencies - bool (true if need check if this armor can be equipped) (false  -not check, it's try to equip without check) As example if you wear a chastity belt and  try to equip  plug, it's return info, that you can't wear a plug because you have belt on. If false not sure, i think it's fail equip without info. Default true you can skip this variable.

Pose - keyword, you can set there DD item pose what you want to animate after equip this device. Default none - if device have poses it takes random pose. As example if you try wear a handcuffs, it takes pose lock forward, lock forward middle, lock behind middle, lock behind. If none it takes random pose. If you set this variable it animate a pose what you select if this device have it (poses are defined in spell into inventory device, and spell contains magic effect and in magic effect are defined poses as script variables. Magic effect calls script what determine what pose need to apply. Can skip it variable.

color - string. Default none. Can skip. If you put there some color it equips device with defined color if this device have this color.  Or else it put random color. If device have no colors, it's skipped.

Note - color mods work only with defined colors into DD. Custom colors mod not work with DD. You need rewrite equip script to add new colors.

 

Example Equipdevice(playerref,DD_Straitjacket_Latex_Black_Open_Inventory,DD_Straitjacket_Latex_Black_Open_Rendered,true,none,"Red") will equip open straitjacket with random restricted pose (anyway jacket have only one)  and in red color. 

Also are enough only:  Equipdevice(playerref,DD_Straitjacket_Latex_Black_Open_Inventory,DD_Straitjacket_Latex_Black_Open_Rendered)

 

Unequip device by script: RemoveDevice(Actor akActor, Armor InventoryDevice, Armor RenderedDevice = none, Bool DestroyDevice = False, Bool CheckDependencies = True)

Point only on DestroyDevice - bool. if true after unequip inventory device is deleted from inventory.

 

Example: To remove previous equiped straitjacket you need: RemoveDevice(playerref,DD_Straitjacket_Latex_Black_Open_Inventory,DD_Straitjacket_Latex_Black_Open_Rendered, true) - it's unequip straitjacket and destroy it)

RemoveDevice(playerref,DD_Straitjacket_Latex_Black_Open_Inventory,DD_Straitjacket_Latex_Black_Open_Rendered) - jacket left in inventory.

There is other many functions but about that no speak today.

 

To made your custom DD you need add to your mod DD as master, then select match inventory device - copy to your mod. if you want collar - select any collar. Want Straitjacket - select straitjacket. it's automatically add all necessary variables and keywords.

Be careful with color mods - if not need need to remove from variables.

Then copy match rendered device to copied inventory device to your mod. Also there you can change armor addon to your custom addon.

Then open Inventory device and modify property(variable) Rendereddevice to your rendered device from your mod.

Also need modify property InventoryDevice to your match inventory device what you now added.

Some more properties what you can use:

DeviceMessage - There you can put your customized message what pops up when you press equip on inventory device.

DeviceKey - There you can add what type of key needs to unlock (restraint key or chastity key). or you can made custom key in your mod and add here. if this variable not exists device opens without keys.

DeviceName - There you can change your device name to custom.

NumberOfKeysNeeded - Int - put this variable if for unlock you need more than 1 key. If there is 10, you need in inventory 10 keys.

 

There is many of many more variables what can be customed like as chance of escape of those restraints but it's long story. If need ask - i spend my time to describe those variables.

What about gags system is the same only use inventory and rendered device from gags.

About open mouth you already found the solution as i understand.

If you want speak normally with gag and no use DD dialogue then from rendered device remove a keyword DD_kw_EffectType_GagTalkStrict [KYWD:0B026F6A]

if you want use custom pipboy then you need add this pipboy mod as master to DD and add to DD_BondageMittensExclusionList [FLST:0B0961F4] your custom pipboy form.

Or if you can do it by script - check if DD and custom pipboy is installed and add by script this pipboy to this list.

In spoiler are some properties screenshot.

Spoiler

1. Apllied spells:

Clipboard.jpg.f1e087ca0d938b3959609b5f7ad82b1d.jpg

2. variables and conflictid devices

Clipboard1.jpg.35924fe3e79fbde2fe80871a9d4691ea.jpg

3. RenderedDevice and inventory device

Clipboard2.jpg.a587a65c4be914ab08ca40c9c78d7f25.jpg

4.  Rendered device and keywords.

Clipboard3.jpg.55c765e62dc3f2d638b6b91e17e1429d.jpg

 

 

In short that all. Need more? Ask.

 

Posted
2 hours ago, kziitd said:

But the gag "render" item modified by ego only adds the expression function.The MFGOutfit script that implements this function also does not have any content pointing to DD.

You mean Devious devices Face morphs mod? it's only replaces DD original gags with morph values and add a script what push those values to face. (Open mouth).

Posted
11 hours ago, Elsidia said:

You mean Devious devices Face morphs mod? it's only replaces DD original gags with morph values and add a script what push those values to face. (Open mouth).

I'm still looking carefully at the massive content you published above.

Just for your reply, I mean that the difference between the modified gag "render" item of ego and the original gag "render" item of DD is that it only adds the function of facial expression.

And I copied it, which inspired the key words like "gag dialogue" in the "render" item.

And I'm going to copy the "render" item of the equipment. It doesn't inspire the keyword "hide pipbody" in it.

So I don't understand why one can and the other can't.

It seems that the facial function added by ego has no additional content to ensure the operation of keywords.

Posted
1 hour ago, kziitd said:

It seems that the facial function added by ego has no additional content to ensure the operation of keywords.

Correct. it's only fix closed mouth. Technically it's mod only replace DD gag rendered device with new where is added morph script. Also if you equip rendered device manually it's only add visual view and no DD functionality. As example, if you equip handcuffs rendered device, you only see handcuffs but no effects: wrists not tied, you can fight.  Effects are activated through scripts into inventory device and those scripts also equip rendered device if inventory device is configured correctly. Also rendered device is removed automatically when you unequip it through inventory devices script. 

Posted
38 minutes ago, Elsidia said:

Correct. it's only fix closed mouth. Technically it's mod only replace DD gag rendered device with new where is added morph script. Also if you equip rendered device manually it's only add visual view and no DD functionality. As example, if you equip handcuffs rendered device, you only see handcuffs but no effects: wrists not tied, you can fight.  Effects are activated through scripts into inventory device and those scripts also equip rendered device if inventory device is configured correctly. Also rendered device is removed automatically when you unequip it through inventory devices script. 

Maybe I didn't make it clear.

My original intention is, why does the keyword "DD_kw_EffectType_GagTalkNormal" in this ego version of "rendering" project take effect even if there is no "inventory" project.

The keyword "DD_kw_EffectType_HidesPipBoy" in the "rendering" project of other copied devices becomes invalid without "inventory" project.

Posted
28 minutes ago, kziitd said:

The keyword "DD_kw_EffectType_HidesPipBoy" in the "rendering" project of other copied devices becomes invalid without "inventory" project.

Good question.  I don't know answer. Depend on scripts it's not related to inventory device.

My answer probably is 95% correct and you can test it.

DD_kw_EffectType_GagTalkNormal works CK: it's only conditional into DD gag dialogue. Also DD_kw_EffectType_HidesPipBoy is used by DD script. But depend on script it's still must work. This keyword activates in 2 conditions: load a game or as event onitemadded. Seems there is problem: when you add a rendered device - player doesn't have this keyword on.  But when you equip event on item added not trigger. And hide not works. but when you equip this item thought inventory device it's add rendered device and equip. because this event trigger.

You can test it. Equip your custom rendered device. If this not hide a pipboy, then save a game and load. This must hide a pipboy because rendered device is equiped and onload triggers this keyword.

Or second test. Don't save a game but just equip some other dd item what don't have this keyword, says  leg cuffs. if i'm correct then when you equip this item it's check all keywords on player and must found this rendered device keyword DD_kw_EffectType_HidesPipBoy and hide it. That's a only way how i can explain it.

Also seems it must work if you open a console and do: player.equipitem yourcustomrendered device. - because there is item add and equip. But not sure.

Posted
14 hours ago, Elsidia said:

 

In short that all. Need more? Ask.DDcopytest.zip

 

Now, thank you very much for the introduction you wrote yesterday.

Maybe I'm too far away from the knowledge of code and script, and my mother tongue is not English. So after I read it, I still seem to have a glimpse of the principle, but I'm still confused.

So at the end of the article, I ask if you can provide an ESP example directly.

Here is a test mod I provided

I only copied the straitjacket of DD, because it is the slot of body and hand, and it also has the function of hiding pipboy.

I replaced it with my own model of the "handless" body.

This test mod contains the mesh, textures and “FG”BS data used in the model.

Then, with your knowledge, you can change the content I don't understand in this ESP to a version with the result of "no key, no additional removal restrictions and any message information that will become unnecessary"? It also doesn't need any color change.

Besides, I don't know how to set the equipment to be manufacturable and set the production cost in esp. if you have this knowledge, you can also help me.

I hope there are "can't pick up" and other related effects after wearing. If these effects and the script of key and dress restriction are inseparable, then forget it.

Hide pipboy and other effect keywords in "render". I want to keep them if they have nothing to do with keys and dress restrictions.

I hope you have time to look at this test.

DDcopytest.zip

Posted
2 hours ago, kziitd said:

Besides, I don't know how to set the equipment to be manufacturable

This can be done. if you want build into workbench you need world model and mostly for that uses alchemy bench. Also it's harder but you can push this item as DLC fabric item but for that in city need build many devices. I make some lingerie's as new fabrics and it's do mass production. You can;'t choose what you need build but factory chooses randomly what is build.

Also you can use DD added workbench. (It's opens in 13 level and need some perks develop) Choose what version you need and i show.

 

2 hours ago, kziitd said:

my mother tongue is not English.

My too. I installed test mod into and can try to fix all what you need.  Luckily my Fallout4 not crash) Nice armbinder. I like it.

First i need know you use xedit or CK? That's for later explanation.  I use Xedit and CK for script compiling.

I understand you want only equip and unequip menu, no struggles, no key using? I  have experience with that, there need write new equip script for that. Also i can try write a script what tests if you wear this armor and unequip silently and if not wear, then equip. But no time i do this and it can end with some bugs.

You want disable all restrictions? I mean when you wear this you want equip uneequip other items and take other items? Can be done.

Color change need remove many variables and slots but it can be done.

 

When i be free time i look on it and write new script only need confirmation if understand right.

 

 

Posted
2 hours ago, Elsidia said:

 

 

When i be free time i look on it and write new script only need confirmation if understand right.

 

 

Thank you for taking the time to see my test mod.

I didn't use CK because I thought it was too messy.

I have also tested different changes to the ESP of this test. It should be impossible to implement it only through fo4edit without changing the script itself

I want to clarify my purpose with you in the end.

DD mechanism is very good, but because it is almost abandoned by the author, there are many potential problems. And what I see here is that many people say that real handcuffs seem simpler than DD's "inventory and rendering".

I'm not going to make a mod as rigorous as real handcuffs.

 

So my final goal is:

1. It's a very common equipment, just like all the clothes in the original Fo4, you can wear it at will.

 

2. It looks like the character is "bound", so there is no animation problem. Even playing the aff animation while wearing it seems to be another kind of "bound" taste animation. It directly "processes" all the Fo4 postures. There is no NPC mechanism that can break the animation. Girls wear clothes and stay in that "posture" forever

    Because the protagonist of Fo4 is born with pipboy, which is not like when I do skyrim like content, I have to consider how to hide it automatically. Of course, there are other mods that can directly solve the problem of pipboy's hiding, but it becomes dependency.

 

3. Because it looks like the character is "bound", so when fighting, you and NPC can only accept the weapons hanging in the air, but can we put them on and forbid fighting? Can we ban picking up? Can we disable all functions of the "e" button in all game scenarios?

 

4. Although some of the above prohibitions have been made, just as the first article says, in pipboy, it's ordinary clothes. If you have enough fun, you can take it off at will.

That's all I'm trying to do, just like the gag device I'm doing now. Put it on and you'll talk to people "mmmm." put it on for others, and the girls say "mmmm" to you. Then if you want to continue seriously, just take it off.

 

I can imagine it would be more fun if it was used by other famous mods.

So at the beginning, I fully supported ego's commonwealth captives. It's a pity.

Now there is a new slave mod, including the former sexual harassment mod. Any mod with "violence and coercion" can be used.

DD is the top mod in skyrim and Fo4. The reason is not that everyone likes violence. There are quite a few people who just like fetish.

Besides, I always think that Fo4 world itself is more suitable for "fetish" than skyrim

In short, what I do is  "clothing mod".

-------------------------------------

Thank you again for your participation.

I'm waiting for you to achieve great results.

------------------------------------

If it is very difficult to implement it, then I may only choose to simply expand the content according to the mechanism of DD in the end.

Posted

Hello I am having a issue with the vibrator stimulation event it has suddenly stopped playing and I dont know why I have been able to fix it by doing a clean save install but I lose the raider section of the build menu. I am wondering if there is another way to fix it that doesnt involve going back to a point it worked or starting a new game and doesnt end up removing the raider section of the build menu 

Posted

@kziitd

What I did with your Commonwealth Captives outfits, to test them out, was, just "copy as new record" the similar DD items, along with the "Construable Objects", so I could craft them. Of course changing the nif records to your items.

It basically just added your items to the DD family of restraints. But, since I don't use Fusion Girl, they looked bloody great.. standing still... moving around.. gave me a good laugh. :P

 

I must say you do VERY nice work!!

Posted
23 minutes ago, Billy Mayes said:

Hello I am having a issue with the vibrator stimulation event it has suddenly stopped playing and I dont know why I have been able to fix it by doing a clean save install but I lose the raider section of the build menu. I am wondering if there is another way to fix it that doesnt involve going back to a point it worked or starting a new game and doesnt end up removing the raider section of the build menu 

Try the console command

player.cf "actor.RemoveKeyword" "DD_kw_Event_IsVibrating"

I can't say it will work, never had the issue. But it's supposed to cause it to refresh on the next timer cycle.

Posted
20 minutes ago, izzyknows said:

Try the console command

 


player.cf "actor.RemoveKeyword" "DD_kw_Event_IsVibrating"

 

I can't say it will work, never had the issue. But it's supposed to cause it to refresh on the next timer cycle.

OMG IT WORKED THANK YOU WILL YOU NOW MARRY ME AND HAVE MY BABIES??

Posted
37 minutes ago, izzyknows said:

@kziitd

What I did with your Commonwealth Captives outfits, to test them out, was, just "copy as new record" the similar DD items, along with the "Construable Objects", so I could craft them. Of course changing the nif records to your items.

It basically just added your items to the DD family of restraints. But, since I don't use Fusion Girl, they looked bloody great.. standing still... moving around.. gave me a good laugh. :P

 

I must say you do VERY nice work!!

thank you.

Your way is my last choice.

Now I want to wait.

Kimy's favorite skyrim is suitable for ropes, chains, ancient torture.

Fo4 is suitable for all kinds of things, including modern fetish. In that world, people can even make powerful armor

In an anarchic world, people's desires will be more explicit.

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