Popular Post Musje Posted December 16, 2017 Popular Post Posted December 16, 2017 Interactive BDSM View File Interactive Torture (BDSM) There are a lot of wonderful bondage devices available in ZAP, but don't you wish you could do a bit more with them? This mod offers some interactive BDSM fun around these devices. What this mod does is create a BDSM session whenever a ZAP 8 furniture is used, whether scripted, through sandboxing, or ordered by the player: If you sit in a BDSM device, a nearby NPC will lock you in it and start playing with you. If an NPC sits in a device and another NPC is nearby, the other NPC will start torturing the one in the device If you order a follower into a device while standing nearby, they are locked in and you get to play with them yourself through dialogue. Play can range from sensual, sexual, teasing to painful. The current version only has one set of animations: kissing. More to be added soon! There is an MCM menu to give you some control over which NPCs take part as victims or torturers, how long the player will be kept in the furniture, etc. The mod is already compatible with PAHE and HSH. In HSH there is an option to let ITF handle the torture if a torture device is involved (in play or during training) Limitations: Works only with furniture provided in ZAP 8... but modders can register their own furniture as BDSM equipment. Not all furniture in ZAP 8 is suitable for the included BDSM animations; in this case the torturer will resort to a default beating animation. There are a lot of ways a victim can be bound: standing, sitting, upside down, hanging, etc, and matching BDSM animations have to be made for each. This means that in some cases there is no appropriate animation (yet) The animations are not paired, i.e. the victim's action isn't matched to the torturer's, and things won't be perfectly lined up. This may change in the future as soon as I find out how to properly override the furniture animations. The animations still need a bit of polish! My first priority was to create basic versions of each animation, since there are quite a few of them If a furniture provides its own activator (like the wheels on the garotte or rack), the animations won;t be used and the torturer uses the activator instead. The mod only detects a limited amount of BDSM devices in any location (currently up to 25). If you have more (like in the zap test cell), only some of them will start a BDSM session if an NPC sits in them. This does not affect sessions where the player sits in the device. This is in beta! It has been tested on a limited nr of configuration and there may still be issues with performance, script lag etc. Let me know! Modders, you can: Register your own furniture to be used by this mod * If your mod uses ZAP furniture, you can set the parameters for that furniture: who uses it, for how long, etc. * For example in a location where the player is to be tortured as part of a quest, you can specify that devices are to be ignored by sandboxing NPCs. Your mod can provide its own flow for custom BDSM sessions. For example: an NPC lowers a cage with the player in it into a well, and brings it back up just before the player drowns. The player is then dunked again or let go, depending on choices made in a dialogue. Or the torturer could taunt the player, question him as part of a quest, etc. Your mod can also initiate a BSDM session through scripting: specify victim, device, (optionally) torturer and (optionally) activator to be used. The role of the activator is to position the torturer, and have them do something (whip, play an animation, say something) every few seconds during the session. If you don't supply an activator, the mod will place the default one. If you don't supply a torturer, the mod will recruit a nearby eligible NPC. *) Can be done without creating a hard dependency on this mod. Troubleshooting If you sit in a furniture and you are not locked in (controls remain enabled): check that the option to lock player into furniture is enabled. Also check that you are not wearing any ZaZ items. If you are bound in a furniture with disabled controls, you can still hit Num Pad 3 to enable free camera and use the arrow keys to move the camera around Installation Install the file to your Data folder, or use a mod manager Then run FNIS Prerequisites Zaz Animation pack 8.0 FNIS SKSE Submitter Musje Submitted 12/16/2017 Category Animation Requires Zaz Animation Pack 8.0, SKSE Special Edition Compatible No 26
Sarge Misfit Posted December 16, 2017 Posted December 16, 2017 I'll give it a go. Updating mods (new releases from Devious Devices and others) and will be starting a fresh game shortly
Ghost_Car Posted December 16, 2017 Posted December 16, 2017 Is it possible to make it compatible with Tara Ultimate Furniture Pack? Or is there a mod that lets you put npc on devices from that pack?
darkfender666 Posted December 16, 2017 Posted December 16, 2017 May i ask how this mod differs from DD framework? I suppose they are totally not compatible aren't they?
Musje Posted December 16, 2017 Author Posted December 16, 2017 2 minutes ago, CodiCro said: Is it possible to make it compatible with Tara Ultimate Furniture Pack? Or is there a mod that lets you put npc on devices from that pack? This mod itself will probably work with ZAP 7.0 and TUFP, but if you also use HSH you will not get full integration. Just give it a go I would recommend ZAP 8.0 over ZAP 7.0 + TUFP in any case
Musje Posted December 16, 2017 Author Posted December 16, 2017 19 minutes ago, darkfender666 said: May i ask how this mod differs from DD framework? I suppose they are totally not compatible aren't they? The difference: - ITF does not have DD as a requirement; it's based on ZAP assets. - DFW seems to focus on the player in a submissive role. While this mod does support players in submissive roles, it also allows NPCs to play with each other, even as part of their normal sandboxing routines, and also allows the player to assume a dominant role. ITF is also more geared towards slaver mods like PAHE and HSH. - An important part of ITF is to provide a number of animations to create an active BDSM session rather than just lock the player into furniture. (Creating these animations is currently a work in progress ) - DFW is designed to integrate mods with similar functions, reducing script load. In the future, ITF may actually hook into DFW if it's present. By the way, in contrast ITF is fairly script-heavy! - I havent tried DFW, but from reading the description it seems to provide a more dialogue-rich interaction with the player, while ITF is animation based. ITF supports dialogue driven sessions with the player as victim as well, but a 3rd party mod will have to provide that So there is some overlap in functionality but these mods have different focus areas. My guess is: if you install both ITF and DFW, they should not interfere with each other if you check the "Player doesn't get tortured" option in the MCM menu for ITF. 1
zax Posted December 16, 2017 Posted December 16, 2017 Does it make use of actual furniture markers (every actor using furniture, markers having their custom entry types and conditions set in CK) or are they these fake furniture animas from ZAP with only one actor sitting and others moved around via scripts?
Musje Posted December 16, 2017 Author Posted December 16, 2017 The torturer doesn't make use of furniture markers on the furniture, most ZAP 8 furniture doesn't have separate dom / sub entry points. What happens if someone sit sin the furniture: - The mod looks in a JSON file for the furniture, and gets a preprogrammed offset specific for that furniture - An invisible "marker" is placed at the offset position (relative to the furniture origin) - The torturer moves to the marker and "clicks" it. - This makes the torturer lock on to the marker and play an animation. This way the torturer is lined up with the victim.
Evilynn Posted December 16, 2017 Posted December 16, 2017 This is awesome to see, I'll give it a try later....
Yuni Posted December 16, 2017 Posted December 16, 2017 Oh hell yes! This looks like it has wonderful potential. Please continue to expand this. :3 I will be watching eagerly.
FactsBro Posted December 17, 2017 Posted December 17, 2017 kind of lost on how to get or find the devices in game. what location is the devices located in game?
Verstort Posted December 17, 2017 Posted December 17, 2017 1 hour ago, blackhole1224 said: kind of lost on how to get or find the devices in game. what location is the devices located in game? In addition to the ZAZ 8 framework, you need additional mods to add items to the world. I don't think ZAZ itself adds any of the furniture items to the overworld itself. If you don't have a mod that adds it to the world, your best bet to test this mod and how it works it to teleport to the test zone full of zaz furniture: Open console (~) button left of number row on keyboard, upper left type "COC zbfTestZone" and hit enter, your character should teleport to the test zone, from there you can walk to any furniture you like. I recommend turning right, opening console, using mouse to select miuri, the test NPC with no AI package, and typing "moveto player" whenever you want her to appear nearby the furniture you want to test. That way you'll have an NPC you can use. Or get a follower before teleporting, select them in console before teleporting, then coc, moveto, and you'll have a follower to lock in the funiture Edit: It might be worth the authors time to make a separate test zone to get around the 25 limit, manually summoning furniture to test is a pain...
Verstort Posted December 17, 2017 Posted December 17, 2017 I have trouble getting attacking NPCS to animate. I think 1/10 furnitures had some animation, but the animation is one slap followed by lots of downtime. Checking the logs, I get this: [12/16/2017 - 09:01:22PM] ERROR: itfDetectedDeviceScript.GetRef() being called on an invalid object, aborting function call stack: [itfFurnitureDetector (1A00454B)].itffurnituredetectorscript.IsSlotted() - "itffurnituredetectorscript.psc" Line 6 [itfCoreQuest (1A003519)].itfcorescript.CheckFurniture() - "itfcorescript.psc" Line 37 [alias Player on quest itfCoreQuest (1A003519)].itfPlayerScript.OnSit() - "itfplayerscript.psc" Line 4 [12/16/2017 - 09:01:22PM] ERROR: itfDetectedDeviceScript.GetRef() being called on an invalid object, aborting function call stack: [itfFurnitureDetector (1A00454B)].itffurnituredetectorscript.IsSlotted() - "itffurnituredetectorscript.psc" Line 7 [itfCoreQuest (1A003519)].itfcorescript.CheckFurniture() - "itfcorescript.psc" Line 37 [alias Player on quest itfCoreQuest (1A003519)].itfPlayerScript.OnSit() - "itfplayerscript.psc" Line 4 [12/16/2017 - 09:01:22PM] ERROR: itfDetectedDeviceScript.GetRef() being called on an invalid object, aborting function call ..... I think one or more of the DeviceSlot0X is None, not sure why it would be, but it is on a completely new game and and old game with ITF installed after. If NONE is a possible value, then change it to (DeviceSlot01 != None && device == DeviceSlot01.GetRef()) || Which will short circuit if the device if none, skipping the reference test, and bypassing the error throw. NVM I misunderstood. I thought the DeviceSlots would hold nearby furniture, but its an alias that points at another class object? I'm too tired to make heads or tails of this alias pointer system, but I think your refalias is holding a itfdetecteddevicescript reference and it has no GetRef to make use of device:[ObjectReference < (99000E3A)>] slot:[itfDetectedDeviceScript <alias Device01 on quest itfFurnitureDetector (1A00454B)>] Papyrus.0.log
Musje Posted December 17, 2017 Author Posted December 17, 2017 Verstort, the "slap" is the fallback animation for furniture that has no custom animations attached. In general, furniture where the victim is standing straight up, sitting, lying down or bent over will have a custom anim. That means pillories, most bondage poles, some wall shackles, X-crosses, bondage tables and beds if they don't have double animated slots, some wheels and barrels, horses and ponies, many of the trees and ritual poles, etc. I'll have a look at the script error... Keep in mind that the detector only picks up to 25 furnitures. If you are in the Zaz test cell, that means most won;t have the script attacheed and will not detect an NPC sitting in them. The most reliable way to test them is to sit in them yourself, that always works. 1
Musje Posted December 17, 2017 Author Posted December 17, 2017 8 hours ago, Verstort said: Checking the logs, I get this: I'm not sure why you'd be getting these errors, DeviceSlotxx should never be none, they point to referencealiases on which a GetRef should always work. I am not getting these errors myself, either. But maybe that extra check on None might be needed in some cases Anyone else noticing errors in the logs, please let me know
Bajan Posted December 17, 2017 Posted December 17, 2017 9 minutes ago, Musje said: Anyone else noticing errors in the logs, please let me know I have this error. Also, animations not working: npc just stand in front of PC and stare. When i checked FNIS data, i found, that animations in this mod didn't lay in "animations" folder and don't have behavior file. Is that how it meant to be?
Musje Posted December 17, 2017 Author Posted December 17, 2017 27 minutes ago, Bajan said: I have this error. Also, animations not working: npc just stand in front of PC and stare. When i checked FNIS data, i found, that animations in this mod didn't lay in "animations" folder and don't have behavior file. Is that how it meant to be? Bah, the zip file had an error in the animations directory. Please replace it with version 0.1b I just uploaded, and rerun FNIS Still no clue about the errors...
galgat Posted December 17, 2017 Posted December 17, 2017 I have been a little Leary of using this 8.0 version of zaz animation, I like T.ara, and truly admire the enthusiasm they have, but after the last zaz, problems T.ara had, I am a little cautious about trusting it with any long term game. I hope that does not sound bad, I do not mean anything bad bad by it, i am just very cautious. I just dis like mucking up a game save to much.. I might test it some in a new profile.. or duplicated one.. Sounds like a very good idea though, ( some thing should be done with the furniture more than it is ). thank you for your hard work.
Musje Posted December 17, 2017 Author Posted December 17, 2017 9 minutes ago, galgat said: I have been a little Leary of using this 8.0 version of zaz animation, I like T.ara, and truly admire the enthusiasm they have, but after the last zaz, problems T.ara had, I am a little cautious about trusting it with any long term game. I hope that does not sound bad, I do not mean anything bad bad by it, i am just very cautious. I just dis like mucking up a game save to much.. I might test it some in a new profile.. or duplicated one.. Sounds like a very good idea though, ( some thing should be done with the furniture more than it is ). thank you for your hard work. I've been running on Zaz 8 for a good while now. There's not really anything new in there that would affect your save game, it's all new assets and anims. I wouldn't worry about using it. With that said, try running this mod with ZAZ 7 with or without Taras Furniture Pack (TUFP). I think it'll work, except the integration with HSH if you use that mod.
Verstort Posted December 18, 2017 Posted December 18, 2017 Animations seem to work with .1b Still getting the same papyrus error but not sure what the consequences of it are.
Musje Posted December 19, 2017 Author Posted December 19, 2017 On 18-12-2017 at 5:29 AM, Verstort said: Animations seem to work with .1b Still getting the same papyrus error but not sure what the consequences of it are. The furniture detector is used to see if an NPC sits in the furniture. Try ordering a follower to use a ZAZ furniture while standing nearby. If the detector works, the follower will say "what are you going to do to me?", and they will have a specific dialogue when you talk to them. Don't try this in the ZAZ test cell though, it has 100s of furnitures and the detector only copes with 25. By the way, try this with the 0.1c version I am about to post, the current version doesn't always correctly start the detector when entering a room.
Musje Posted December 19, 2017 Author Posted December 19, 2017 Also I dropped the word "framework" from the name because this mod stands on its own even if other mods can hook into it. And we have enough damn frameworks
pinky6225 Posted December 19, 2017 Posted December 19, 2017 Will try the C version, on the B version was having difficulties with PAH slaves as they would go into the position (like pillory) but not stay there as they'd immediately come out of the pose/furniture although i'd not tried yet with HSH slaves/other NPC's
Verstort Posted December 20, 2017 Posted December 20, 2017 11 hours ago, Musje said: The furniture detector is used to see if an NPC sits in the furniture. Try ordering a follower to use a ZAZ furniture while standing nearby. If the detector works, the follower will say "what are you going to do to me?", and they will have a specific dialogue when you talk to them. Don't try this in the ZAZ test cell though, it has 100s of furnitures and the detector only copes with 25. By the way, try this with the 0.1c version I am about to post, the current version doesn't always correctly start the detector when entering a room. Doesn't seem to work on my end. New game, leave LAL cell teleport to get follower, teleport to my own cell for testing (< 25 items) and ask follower to 'sit' in a chain post. They sit but have regular dialogue. Nearby NPC, that approaches player in furniture, ignores bound follower. This is the most interesting part of the log that I can see: [12/19/2017 - 09:26:46PM] warning: Could not find type itfDetectedDeviceScript in the type table in save would explain the reference alias failing to work as it too is the same type. If the type doesn't exist in the type table, then I bet function lookup too would be broken (GetRef). Not sure how this happens though, if the pex was missing from bsa maybe, but it seems to be there in the bsa. Then again this is a warning not an error, maybe its a lookup failure unrelated to the mod actually working at runtime... Papyrus.0.log Edit: This part is also interesting: [12/19/2017 - 09:49:41PM] Error: Unable to link types associated with function "OnActivate" in state "" on object "itfDetectedDeviceScript". Although it itsn't specific on which type it has a problem with, that function isn't very large. At a glance, the only types are itfDeviceScript, Actor, and ObjectReference. Assuming itfDeviceScript is the trouble maker here? I don't see a itfDeviceScript in your scripts anymore, was it removed? Grep says the core script also uses the type, but I'm not seeing a script file for it.
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