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Posted
1 hour ago, Billy Mayes said:

Hello I am having a issue with the vibrator stimulation event

Sound like you have gag on run off from Dialogue. If some of dialogue lefts open it's block vibrator event. To fix it you must stay near to NPC and speak with and end Dialogue normal way.

Posted

The items are invisible in game. They're in the consol, I can equip and drop them; they are just invisible. I've got all the requirments (everything is up to date). I've built the BodySlide and installed enabled the output. All my other bodyslides work, I just cant get this one too. Do I have to build morphs aswell or am I missing something..?

 

I'm using MO2.

Posted
6 minutes ago, voquot said:

where to find the items holy shit you havent stated that once

Usually you use this in conjunction with some other mod which applies the devices to you (Violate, Sexual Harassment, Boston Devious Helper, Deviously Cursed Wasteland, Devious Devices Enchantings, Raider Pet, Barbarous Continent...), though you can also purchase the devices and keys for them from Kimy in the Memory Den or just use the console to spawn them.

Posted
6 hours ago, kziitd said:

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

Ok there is some teaser. As i change only esp, then i publish only it.

1) Removed mod color

2) Reworked device menu (still work on scripts because in second time choose manipulate a lock)

3) Added random time armbiner animation (just put on, stay on place and wait about 30 seconds. maybe more)

4) You can build this device into alchemy bench Kziitd Fetish Collection. You can add this menu to DD restraint table (I test it and delete later), but i think there need Kimy permission to do it.

 

Before put into game my, save your own esp not to loose.  Explanations later when i finish a script.

 

I still not understand fully what you need.

1) I assume you want dd effects as no fight etc and animations. Then it can be build on this mod and i do it now

 

2) or if you want only gagged talk with npc - you can make own dialogues and made own pipboy hider. Then you don't need DD as master and only one armor without any Equip menu.

UPD: also i can made own gagged dialogue for player on this test armbinder but it takes a little more time.

 

Good luck!

 

Note - i think you need made bodyslide version of it because later i show how it looks on me (use fusion body).

DDcopytest.esp

Posted
6 hours ago, kziitd said:

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

Teaser two: The all as previous and there is added script for armor. I try to make it universal and at this moment it's depend on message build into ddtest. If you want to change this message (add more options, remove some options then need rework this script too. Or made new for each case.

At least can made one standard of messages and then rework script for that.

This is only part of mod - you need compare it with your full mod and then use.

Unfortunately  i have highly modified DD (fix errors, add new functionality) Because one part of script maybe can't work for you. It's a little thing and i hope the Fallout4 can use this script but if no you need rename kziitd_dd_ArmorScript_old.psc to kziitd_dd_ArmorScript.psc into source folder from my archive and compile it into CK or other compilator. I can't do it because it makes a error as i have modified DD_restraintScript. And can't compile.

 

Explanation what i do with this later tomorrow. I'm a tired, need sleep)

DDtest_changes_with_script.7z

Posted
4 hours ago, vaultbait said:

Usually you use this in conjunction with some other mod which applies the devices to you (Violate, Sexual Harassment, Boston Devious Helper, Deviously Cursed Wasteland, Devious Devices Enchantings, Raider Pet, Barbarous Continent...), though you can also purchase the devices and keys for them from Kimy in the Memory Den or just use the console to spawn them.

Thx.new to modding btw

Posted
4 hours ago, voquot said:

where to find the items holy shit you havent stated that once

or use the Restraints workbench to craft them. Found at the end of the Raider category under Slavery.

Posted
5 hours ago, Elsidia said:

Teaser two: The all as previous and there is added script for armor. I try to make it universal and at this moment it's depend on message build into ddtest. If you want to change this message (add more options, remove some options then need rework this script too. Or made new for each case.

At least can made one standard of messages and then rework script for that.

This is only part of mod - you need compare it with your full mod and then use.

Unfortunately  i have highly modified DD (fix errors, add new functionality) Because one part of script maybe can't work for you. It's a little thing and i hope the Fallout4 can use this script but if no you need rename kziitd_dd_ArmorScript_old.psc to kziitd_dd_ArmorScript.psc into source folder from my archive and compile it into CK or other compilator. I can't do it because it makes a error as i have modified DD_restraintScript. And can't compile.

 

Explanation what i do with this later tomorrow. I'm a tired, need sleep)

DDtest_changes_with_script.7z 3.21 kB · 1 download

In the game, nothing happens after the equipment, and the characters don't wear the equipment.

According to your prompt, I'm going to send kziitd_ dd_ ArmorScript_ old.psc From new to kziitd_ dd_ ArmorScript.pex To replace.

I didn't install the ck of Fo4. I'll solve this problem first and then have a look.

Posted
8 hours ago, Elsidia said:

Teaser two: The all as previous and there is added script for armor. I try to make it universal and at this moment it's depend on message build into ddtest. If you want to change this message (add more options, remove some options then need rework this script too. Or made new for each case.

At least can made one standard of messages and then rework script for that.

This is only part of mod - you need compare it with your full mod and then use.

Unfortunately  i have highly modified DD (fix errors, add new functionality) Because one part of script maybe can't work for you. It's a little thing and i hope the Fallout4 can use this script but if no you need rename kziitd_dd_ArmorScript_old.psc to kziitd_dd_ArmorScript.psc into source folder from my archive and compile it into CK or other compilator. I can't do it because it makes a error as i have modified DD_restraintScript. And can't compile.

 

Explanation what i do with this later tomorrow. I'm a tired, need sleep)

DDtest_changes_with_script.7z 3.21 kB · 1 download

I don't know how to put kziitd_ dd_ ArmorScript_ old.psc Convert to PEX

705370880_36020210125153402241.jpg.90b43a3bb06c2bb75be07673f26fd510.jpg

Posted
8 hours ago, Elsidia said:

Teaser two: The all as previous and there is added script for armor. I try to make it universal and at this moment it's depend on message build into ddtest. If you want to change this message (add more options, remove some options then need rework this script too. Or made new for each case.

At least can made one standard of messages and then rework script for that.

This is only part of mod - you need compare it with your full mod and then use.

Unfortunately  i have highly modified DD (fix errors, add new functionality) Because one part of script maybe can't work for you. It's a little thing and i hope the Fallout4 can use this script but if no you need rename kziitd_dd_ArmorScript_old.psc to kziitd_dd_ArmorScript.psc into source folder from my archive and compile it into CK or other compilator. I can't do it because it makes a error as i have modified DD_restraintScript. And can't compile.

 

Explanation what i do with this later tomorrow. I'm a tired, need sleep)

DDtest_changes_with_script.7z 3.21 kB · 3 downloads

In addition, when trying your ESP on the previous page, the equipment can be put on correctly. I also see that you have done a lot of work in message prompt and content, which is also very good.

But my original idea was to put on and take off in pipboy without any message window and content, just like General clothes of the game.

Posted
11 minutes ago, strykernoscope said:

That looks amazing, what game is that from?

A partial preview that will soon become public mod.

Elsidia is helping to implement it

Posted
4 hours ago, kziitd said:

I don't know how to put kziitd_ dd_ ArmorScript_ old.psc Convert to PEX

You use Mo2 or Vortex?

Vortex:

1) Open Data Fallout 4\Data\Scripts\Source\User\KZIITD folder

2) Delete kziitd_ dd_ ArmorScript.psc

3) Rename kziitd_ dd_ ArmorScript_ old.psc to kziitd_ dd_ ArmorScript.psc

4) Compile into Papyrus kziitd_ dd_ ArmorScript.psc

Papyrus answer right: there no script kziitd_ dd_ ArmorScript_ old

kziitd_ dd_ ArmorScript.psc - is source file for compiling.

 

kziitd_ dd_ ArmorScript.pex is compiled script what use in game. Generated automatically in CK when compiling psc.

 

2) MO2:

 1) delete in my archive kziitd_ dd_ ArmorScript.psc

2) rename kziitd_ dd_ ArmorScript_ old.psc to kziitd_ dd_ ArmorScript.psc

3) add my archive files to your mod.

4) Install a mod.

 

But not sure if CK can compile a script if Mod is installed from MO2....

 

Also in script is only one change and psc is text file can edit into notepad or notepad+++:

Spoiler

For my DD:

Function DisplayMessage(int eq=0)

 

Line must be like that:

Function DisplayMessage()

 

i add new variable to equip function to allow Fallout 4 equip items silently.

 

Posted
1 hour ago, Elsidia said:

You use Mo2 or Vortex?

Vortex:

1) Open Data Fallout 4\Data\Scripts\Source\User\KZIITD folder

2) Delete kziitd_ dd_ ArmorScript.psc

3) Rename kziitd_ dd_ ArmorScript_ old.psc to kziitd_ dd_ ArmorScript.psc

4) Compile into Papyrus kziitd_ dd_ ArmorScript.psc

Papyrus answer right: there no script kziitd_ dd_ ArmorScript_ old

kziitd_ dd_ ArmorScript.psc - is source file for compiling.

 

kziitd_ dd_ ArmorScript.pex is compiled script what use in game. Generated automatically in CK when compiling psc.

 

2) MO2:

 1) delete in my archive kziitd_ dd_ ArmorScript.psc

2) rename kziitd_ dd_ ArmorScript_ old.psc to kziitd_ dd_ ArmorScript.psc

3) add my archive files to your mod.

4) Install a mod.

 

But not sure if CK can compile a script if Mod is installed from MO2....

 

Also in script is only one change and psc is text file can edit into notepad or notepad+++:

  Hide contents

For my DD:

Function DisplayMessage(int eq=0)

 

Line must be like that:

Function DisplayMessage()

 

i add new variable to equip function to allow Fallout 4 equip items silently.

 

I use NMM

I see the slight difference between your two PSC files through Notepad +.

Kziitd_ dd_ ArmorScript_ old.psc Renamed kziitd_ dd_ ArmorScript.psc The equipment in the game directory is still not displayed.

Do you still need to convert to PEX suffix file? When I do this in CK, it shows the error in the screenshot above.

In addition, in your installation package, scripts and source are in the same location under data, but I remember that source should be in scripts? I will install the source content in the package and add the corresponding content in scripts. But there is no change in the game.

Posted
4 hours ago, kziitd said:

But my original idea was to put on and take off in pipboy without any message window and content, just like General clothes of the game.

Ok i fear i can't make scripts for you because i have modified DD equip engine. I made equip script what works with DD engine without pop up any windows. I test it with my DD and it works.

I fear if worse situation happen, when you use this script and try to unequip armbinder, it's goes to endless unequip cycle or even stay on forever.

But if this script is compatible with old DD, then you need replace kziitd_ dd_ ArmorScript.psc with this in this post and compile in CK. Script is compatible with old DD but there many is build on miracle. Bethesda... Respect to Kimy, that she figure out how to made DD. I still not understand completely how this mod works.

 

UPD: Note - you need use latest esp from my archive because in this are change to call this script and not original DD.

 

kziitd_dd_ArmorScript.psc

Posted
22 minutes ago, kziitd said:

I see the slight difference between your two PSC files through Notepad +.

Ok to be clear. I made a different variations of archive for easy use.

Archive menu worked is left only one menu and you just need replace this part into your mod or install by manager and then compile kziitd_ dd_ ArmorScript.psc into CK

Then same for second archive but if you install as mod first need remove previous version. This is all the  same but without any menu depend on DD engine. But it can be bugged in old DD. But still need compile the script kziitd_ dd_ ArmorScript.psc.

 

UPD: In this state CK will compile without errors both versions. If still error then i need know what error in what line.

 

script_with_one_menu_worked.7z script_wihtout_menu_can_be_bugged.7z

Posted
1 hour ago, Elsidia said:

You use Mo2 or Vortex?

Vortex:

1) Open Data Fallout 4\Data\Scripts\Source\User\KZIITD folder

2) Delete kziitd_ dd_ ArmorScript.psc

3) Rename kziitd_ dd_ ArmorScript_ old.psc to kziitd_ dd_ ArmorScript.psc

4) Compile into Papyrus kziitd_ dd_ ArmorScript.psc

Papyrus answer right: there no script kziitd_ dd_ ArmorScript_ old

kziitd_ dd_ ArmorScript.psc - is source file for compiling.

 

kziitd_ dd_ ArmorScript.pex is compiled script what use in game. Generated automatically in CK when compiling psc.

 

2) MO2:

 1) delete in my archive kziitd_ dd_ ArmorScript.psc

2) rename kziitd_ dd_ ArmorScript_ old.psc to kziitd_ dd_ ArmorScript.psc

3) add my archive files to your mod.

4) Install a mod.

 

But not sure if CK can compile a script if Mod is installed from MO2....

 

Also in script is only one change and psc is text file can edit into notepad or notepad+++:

  Reveal hidden contents

For my DD:

Function DisplayMessage(int eq=0)

 

Line must be like that:

Function DisplayMessage()

 

i add new variable to equip function to allow Fallout 4 equip items silently.

 

When I want to convert Kziitd_ dd_ ArmorScript to pex file, the error of CK is just like this in the picture.

1765963687_36020210125200359906.jpg.e1d5c6bbb8c1d93551c71d8e13cda596.jpg

Posted

After install a CK for papyrus compiler you need take from archive original Fallout 4 psc files or CK won't compile anything... But i can't remember how it can be done and not see any info about it. Also if you have many mods installed, some of mods need psc files for mods what you don't have.  I hope this isn't our case. That's !@%^@% how Bethesda makes a CK.

Also if you have F4SE need put F4se psc files into source to compile other mods.

 

Posted
19 minutes ago, Elsidia said:

What version? - now we have two))

It should be the "no menu" version

In the game, after wearing it in the pipboy interface, there is no menu. The characters wear it correctly. There is struggle animation. Pipboy hides it correctly. It can't fight, it can't pick up, and it can't wear power armor.

After taking off, there is no menu, pipboy returns correctly.

hooray.

That's what I'm looking forward to 100%

Posted
5 minutes ago, kziitd said:

That's what I'm looking forward to 100%

For papyrus compiler somewhere in Fallout folder must be scripts.zip file. It must be extracted in "Source ->user -> base" - there is missing institute papyrus.flg file.

Congratulations! I hope it will work without bugs.

Now i need take my time and post explanation info with screenshots. Most of it is completed.

 

Posted

 

Thanks again for the help of two great friends.

 

Elsidia and izzyknows

 

Now all that's left is for me to study the examples carefully and see what else needs to be adjusted.

Then add more and more toys to make girls happy.

 

 

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