KitKatKseniya Posted January 25, 2021 Posted January 25, 2021 13 minutes ago, kziitd said: 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. 1.mp4 Really happy its all coming together
izzyknows Posted January 25, 2021 Posted January 25, 2021 1 hour ago, kziitd said: 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. Let me know when you need a bit of beta testing... I've got a pretty sad girl looking for some toys.
KitKatKseniya Posted January 25, 2021 Posted January 25, 2021 49 minutes ago, izzyknows said: Let me know when you need a bit of beta testing... I've got a pretty sad girl looking for some toys. second this ^^
Elsidia Posted January 25, 2021 Posted January 25, 2021 2 hours ago, kziitd said: Now all that's left is for me to study the examples carefully //All short info, post completed. have more questions or help? Ask)/// I can help little more and wrote what i done with this esp. My post will be chaotic because i opens a screenshots and try to remember for what i do it) Spoiler First how to remove mod colors: 1) need delete color properties from inventory device 2) Then remove Instance naming - it add color into item name. Attach parent slot - there mod is attached And all combinations there is possible colors for mod. Then set moddable property to false And remove attach parent slot from rendered device Also need left only Inventory keyword into rendered device - or DD will think that your item is from dd. Spoiler Now speak about spells: Spoiler This is your chemistry Folder keyword: Change full name - changes your collection name into bench. Write with big letters name will be big: There you can add more repcipes for construct: Just copy this record and change CNAM created object to new armor from your mod. Now how you can make new armor for your mod. 1) Select match inventory device from DD and copy to your mod. Also Rendered device. What i mean match: If you want armbinder animation - and your item is armbinder - select dd armbinder rendered device. if it straitjacket - select straitjacket. If it handcuffs - and can be locked in ramdom position - select match handcuffs from dd. 2) Remove color mods if need. 3) Put match your mod inventory and rendered device into properties of inventory device. 4) Remove wrong keywords what point to DD items 5) Change script name into new inventory device (see last spoiler) 6) Add construable object for this armor. Spoiler 2
Elsidia Posted January 25, 2021 Posted January 25, 2021 3 hours ago, kziitd said: Then add more and more toys to make girls happy. Off topics. I like your idea and this armbinder look. Of course i'll be more happy if those devices will be inescapable as into DD original. But it's fine. Thanks for good work and continue to make us happy.
Elsidia Posted January 25, 2021 Posted January 25, 2021 @kziitd for future ideas. if you have workshop dlc (what is needed for DD as i remember), then you can build factory for mass production of fetish items. In screenshot are completely working factory, what i made by copy records from dlc to my mod. In terminal you chose collection what you want to make and put materials into factory, then factory build randomly items from collection list depend of needed materials. Work until all materials end into factory. This factory build luxury items from my mod. It's not easy to build as not in game as into Xedit too. Spoiler 1
kziitd Posted January 25, 2021 Posted January 25, 2021 2 hours ago, Elsidia said: //All short info, post completed. have more questions or help? Ask)/// A small problem has been found so far Another mod of the author of sexual harassment seems to be sexual attribute. One of its functions is to use shortcut keys to take off DD equipment directly according to "willpower". Just now I used this shortcut key, and the armbinder was taken off. The reason is that it has the attribute of "suit". So I succeeded in using my willpower to choose to take off "suit" equipment. (I defined 100% chance.) That's no problem. The problem is that pipboy falls to the ground and displays information that you can't pick up. It's like, when you use this shortcut function to take off the armbinder, you want to put a pipboy in the inventory, but the system thinks you can't pick it up, so you drop it on the ground.
Elsidia Posted January 25, 2021 Posted January 25, 2021 41 minutes ago, kziitd said: A small problem has been found so far This can be a big problem, not sure how to solve it. I can't install this mod my FO4 are in status that even add new mod it's CTD. Also i have modified DD, what can cause problems. I can try to study script from this mod. But not sure if i understand. To get DD understand at my current level i spend about half year. I try this mod on early stage but it's not my favorite. I think it's annoying. PS. What the hell? I can't understand why even this mod need to take off pipboy? That's a nonsense. Also DCW can be conflict because those items is marked as DD items. AAF surrender etc. Can mark yours items as quest items. If other mods are write correct those don't touch quest items. If write correct.... Keyword to Rendered device: DD_kw_IsQuestItem [KYWD:XX004C5D] from DD.
kziitd Posted January 25, 2021 Posted January 25, 2021 1 hour ago, Elsidia said: This can be a big problem, not sure how to solve it. I can't install this mod my FO4 are in status that even add new mod it's CTD. Also i have modified DD, what can cause problems. I can try to study script from this mod. But not sure if i understand. To get DD understand at my current level i spend about half year. I try this mod on early stage but it's not my favorite. I think it's annoying. PS. What the hell? I can't understand why even this mod need to take off pipboy? That's a nonsense. Also DCW can be conflict because those items is marked as DD items. AAF surrender etc. Can mark yours items as quest items. If other mods are write correct those don't touch quest items. If write correct.... Keyword to Rendered device: DD_kw_IsQuestItem [KYWD:XX004C5D] from DD. In your way, add DD_ kw_ Isquestitem, the willpower shortcut for sexual attribute no longer works. After all, you can go directly to pipboy to remove the equipment, then any other way is redundant. It's great that you solved it all at once.
izzyknows Posted January 25, 2021 Posted January 25, 2021 1 hour ago, Elsidia said: Can mark yours items as quest items. But wouldn't that make the armbinder unable to be dropped? ie: put in a container, or dropped on the ground. Just asking... cause I wanna learn.
kziitd Posted January 25, 2021 Posted January 25, 2021 8 minutes ago, izzyknows said: But wouldn't that make the armbinder unable to be dropped? ie: put in a container, or dropped on the ground. Just asking... cause I wanna learn. After testing, after adding isquestitem, it can be placed in a container, traded to others, and thrown on the ground. But I found another thing that wasn't a big deal. If you wear it and just throw it away, this will happen: you throw one on the ground, and there is another one in stock that has been taken off, and then you pick up the one on the ground, and there are two in your stock
Elsidia Posted January 25, 2021 Posted January 25, 2021 14 minutes ago, izzyknows said: But wouldn't that make the armbinder unable to be dropped? ie: put in a container, or dropped on the ground. Just asking... cause I wanna learn. As i check DD Fallout 4 script it's only mark item as quest item to stop other mods from removing it. Also in DD is function removegenereticdevice, in this function it checks if item is quest and not remove. If mods use this function, quest items can't be removed. Also from pipboy original DD mod not remove a quest items. But as i write custom script, it ignores this variable.
kziitd Posted January 25, 2021 Posted January 25, 2021 4 minutes ago, kziitd said: After testing, after adding isquestitem, it can be placed in a container, traded to others, and thrown on the ground. But I found another thing that wasn't a big deal. If you wear it and just throw it away, this will happen: you throw one on the ground, and there is another one in stock that has been taken off, and then you pick up the one on the ground, and there are two in your stock If you wear it, you trade it directly to others, and your own one has been taken off, and the other party adds one.
Elsidia Posted January 25, 2021 Posted January 25, 2021 15 minutes ago, kziitd said: f you wear it and just throw it away, this will happen: you throw one on the ground, and there is another one in stock that has been taken off, and then you pick up the one on the ground, and there are two in your stock Hmm... How you can drop it out? When i try do in my game it's only unequip and no one new appear on ground.
izzyknows Posted January 25, 2021 Posted January 25, 2021 24 minutes ago, Elsidia said: Hmm... How you can drop it out? When i try do in my game it's only unequip and no one new appear on ground. Technically, you "should" have had an armbinder floating in the air that you couldn't interact with. That's what happens if the armor doesn't have a Female or Male World Model. kziitd_armbinderGO.nif Easy Girl outfits are a good example of this.
vaultbait Posted January 25, 2021 Posted January 25, 2021 2 hours ago, Elsidia said: What the hell? I can't understand why even this mod need to take off pipboy? That's a nonsense. I use the willpower feature in Sex Attributes to unequip locked Devious Devices items (including armbinders) all the time, and have never seen it remove my Pip-Boy. Maybe it's because I use the Pip-Pad mod? But regardless, if this were a common occurrence, I feel like someone would have mentioned it in the SA support thread, and this is the first time I've seen anyone bring it up.
izzyknows Posted January 25, 2021 Posted January 25, 2021 23 minutes ago, vaultbait said: I use the willpower feature in Sex Attributes to unequip locked Devious Devices items (including armbinders) all the time, and have never seen it remove my Pip-Boy. Maybe it's because I use the Pip-Pad mod? But regardless, if this were a common occurrence, I feel like someone would have mentioned it in the SA support thread, and this is the first time I've seen anyone bring it up. This is actually just in Kziitd's mod. soo... little tweaks needed here & there. LOL
Elsidia Posted January 26, 2021 Posted January 26, 2021 11 hours ago, izzyknows said: if the armor doesn't have a Female or Male World Model. kziitd_armbinderGO.nif This armor have default DD world model - looks like open collar.
izzyknows Posted January 26, 2021 Posted January 26, 2021 1 hour ago, Elsidia said: This armor have default DD world model - looks like open collar. Okay. Then it didn't actually get dropped. Sorry, I wasn't feeling up to par and never looked at the mod.
NukaCherry Posted January 26, 2021 Posted January 26, 2021 Armor Keyword Resource - is it possible to run DD without this and still maintain functionality + with mods like violate. I use a different system that conflicts with this.
Elsidia Posted January 26, 2021 Posted January 26, 2021 9 minutes ago, blahblahblah97 said: Armor Keyword Resource needs for DCW not DD, but it's added as master file. Install armor keywords mod then open xedit and do clean a masters. Save DD and then you can remove this mod. 1
ThisOne616 Posted January 27, 2021 Posted January 27, 2021 Found a conflict with FallSouls. It has a feature which stops pausing on pipboy menus. This breaks DD as it stop the equip menu script from launching. (been banging my head agaist the wall for hours now try to figure out why things weren't equiping - it was a script issue.)... The issue is resolved if you toggle 'Pipboy Menu Pausing' to off inside of the ingame mod config menu inside of the fallsouls menu.
newuser221 Posted January 31, 2021 Posted January 31, 2021 On 3/15/2017 at 12:48 PM, oldgrumbler said: thx for gj! using straitjacket on NPC cause permanent damage to npc`s AI- for example settlers and dissmised companions mindless walk away (even if u uneqiped item). this damage to AI is permanent... Having this problem now, specifically with devices that bind arms (straightjacket, armbinder, shackles, etc). Settlers, companions, anyone I equip a bondage device to will get up and walk out of the settlement. Removing the device causes them to stop and return to normal behaviour. To troubleshoot I uninstalled all mods, re-downloaded DD, enabled only DD, CBBE, their dependencies (and cheat terminal / start me up, to expedite testing new games) and it's still happening. Any idea how I could resolve this?
newuser221 Posted February 1, 2021 Posted February 1, 2021 3 hours ago, newuser221 said: Having this problem now, specifically with devices that bind arms (straightjacket, armbinder, shackles, etc). Settlers, companions, anyone I equip a bondage device to will get up and walk out of the settlement. Removing the device causes them to stop and return to normal behaviour. To troubleshoot I uninstalled all mods, re-downloaded DD, enabled only DD, CBBE, their dependencies (and cheat terminal / start me up, to expedite testing new games) and it's still happening. Any idea how I could resolve this? I've tried verifying local files via Steam, targeting the NPCs with console commands (resetAI, recycleactor, disable/enable, kill/resurrect), recruiting and dismissing them, replicating them with Workshop Synth Production, enslaving them with Just Business. When any kind of arm restriction is equipped, they will still respond to dialogue and workshop move commands, but ignore their workshop assignments and ultimately head off to their original locations. Minutemen in The Castle will even return to the building out front where they started, or atop the rear walls if they joined the settlement after it was acquired. I don't know how to investigate this further, any advice is much appreciated, thank you.
izzyknows Posted February 1, 2021 Posted February 1, 2021 25 minutes ago, newuser221 said: I don't know how to investigate this further, any advice is much appreciated, thank you. That's normal. There needs to be extra coding to prevent that... but Kimy has abandoned this mod, for all intent and purposes.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now