Roggvir Posted February 15, 2018 Share Posted February 15, 2018 Roggvir's DD Items Manager View File Allows the player to control which "Devious Devices" items can be put on Toggle which items are allowed or not, and set probability of picking random item from each of the 26 categories ...currently ignores actor's sex (female is presumed), but that shouldn't be a problem for now. - Items are distributed amongst several Categories. - When picking items, all Categories are considered. - Each Category has a configurable probability/chance of picking ONE randomly chosen item. - Individual items can be allowed/forbidden from the picking procedure. - Uses lists of "mutualy exclusive items" to prevent picking conflicting items (by function, or visually) Supported by mods: AAF Violate RSE: Realistic Salacious Encounters - natively supported by RSE v3.1.9 (and onward) Mod Configuration Menu is required since version 1.0.2. If you are updating from 1.0.1 or 1.0.2, simply uninstall the old version and install the new one, then in game use the "REPAIR MCM SETTINGS" button. No special cleaning steps neccessary. You should be given the "Devious Devices Manager" item automatically. If not, you can craft it at any Chem Station (recipe can be found under Utility). To use the "Devious Devices Manager", click on it as if you are trying to equip it. (you can of course bind it to some quick item slot, but i dont think you are gonna use it that often) Toggle Allowed Items. Any items you set to OFF, will be ignored by this MOD's procedure for picking random items. NOTE: I do want to make a proper user-friendly variant using MCM later, but no guarantees. Review and Configure the Probability settings. Each category contains items that are somewhat distinct from items in other categories - by their looks, by their function, sometimes (not always) by used slots. When picking up random items, the probability setting affects the chance that ONE random item (allowed only) will be picked from that category. The system considers lists of "mutually exclusive items", so it won't try to put on both hood AND a blindfold, and it tries to pick items from EVERY category in sequence (from highest probability to the lowest). Pick a Category... ...and set its Probability NOW, obviously this wont do much, unless... ...some MOD makes use of the provided functionality (like AAF Violate for example). Use the following to fetch a list of random items to be put on: Rogg:DDManager DDManager = Rogg:DDManager.GetAPI() form[] _items = DDManager.PickRandomItems() ; now you can call the EquipDevice() from DD:DD_Library to equip the items one by one Submitter Roggvir Submitted 02/15/2018 Category Other Requires Mod Configuration Menu (only required by version 1.0.2), Devious Devices v2.0 - https://www.loverslab.com/files/file/3796-devious-devices/ 2 Link to comment
Roggvir Posted February 16, 2018 Author Share Posted February 16, 2018 Received permission to release the FP Violate patch, so that happened. I also added download link and short description into the package's fomod.xml, so i had to reupload the main file too - which is the main reason i changed the version number to 1.0.0 and you may be confused by the main file having the same content as v0.0.3. Just throw away the v0.0.3, download the version 1.0.0 and you're set. Link to comment
-Ayleth- Posted February 16, 2018 Share Posted February 16, 2018 Oh my God. I wanted this so badly. Thanks for uploading/making -Aki 1 Link to comment
Olmech Posted February 17, 2018 Share Posted February 17, 2018 Thought I would give this a try but cant get it to work. Tried installing with NMM several times, but the FOMOD installer never popped up. In game the DD Device Manager is not in my inventory and not craftable at the chem station under utility. Link to comment
Roggvir Posted February 17, 2018 Author Share Posted February 17, 2018 37 minutes ago, Olmech said: Thought I would give this a try but cant get it to work. Tried installing with NMM several times, but the FOMOD installer never popped up. In game the DD Device Manager is not in my inventory and not craftable at the chem station under utility. What do you mean by "the FOMOD installer never popped up" ??? If you are trying to pass the download link directly into the NMM, that won't work. Just download the archive, then drag it into your already open NMM, and it will land in the "Unassigned" category, then install the mod from NMM as usual. Or did i completely misunderstood what your exact problem is? Link to comment
Olmech Posted February 17, 2018 Share Posted February 17, 2018 36 minutes ago, Roggvir said: What do you mean by "the FOMOD installer never popped up" ??? If you are trying to pass the download link directly into the NMM, that won't work. Just download the archive, then drag it into your already open NMM, and it will land in the "Unassigned" category, then install the mod from NMM as usual. Or did i completely misunderstood what your exact problem is? I downloaded the archive and installed it as you suggested. I downloaded the main file and the Violate patch to my desktop, then clicked the green plus sign to add them to the mod manager. They did show up in the unassigned category and I activated them. Still does not work. Link to comment
Roggvir Posted February 17, 2018 Author Share Posted February 17, 2018 25 minutes ago, Olmech said: I downloaded the archive and installed it as you suggested. I downloaded the main file and the Violate patch to my desktop, then clicked the green plus sign to add them to the mod manager. They did show up in the unassigned category and I activated them. Still does not work. I dont know what to suggest other than to double check everything is properly installed (including all dependencies) and activated. - Devious Devices 2.0 - Four-Play with Four-Play Community Patch v2.6.1 - Four-Play Violate v2.5.1 Scratch the FP - obviously, you need the FP stuff only if you are using it - it is not required by this mod to function (that being said, this mod just wont do anything unless FP or something else is using it) Is this mod's ESP even loaded? There is no way it is loaded and you don't see the "Devious Device Manager" recipe in Utility category in chem workbench - if you dont see that, then you either already have that item in your inventory, or the mod is not loaded. OMG! SORRY, IT'S MY FAULT. I noticed the "Rogg DD Items Manager.esp" requires my other mod "Rogg No-Strip Items Manager.esp" - which is just wrong, it is a mistake. So, that must be why it is not loading for you ...i'll fix this in an update ASAP Link to comment
Roggvir Posted February 17, 2018 Author Share Posted February 17, 2018 41 minutes ago, Olmech said: ... 26 minutes ago, Roggvir said: I dont know what to suggest other than to double check everything is properly installed (including all dependencies) and activated. - Devious Devices 2.0 - Four-Play with Four-Play Community Patch v2.6.1 - Four-Play Violate v2.5.1 Scratch the FP - obviously, you need the FP stuff only if you are using it - it is not required by this mod to function (that being said, this mod just wont do anything unless FP or something else is using it) Is this mod's ESP even loaded? There is no way it is loaded and you don't see the "Devious Device Manager" recipe in Utility category in chem workbench - if you dont see that, then you either already have that item in your inventory, or the mod is not loaded. OMG! SORRY, IT'S MY FAULT. I noticed the "Rogg DD Items Manager.esp" requires my other mod "Rogg No-Strip Items Manager.esp" - which is just wrong, it is a mistake. So, that must be why it is not loading for you ...i'll fix this in an update ASAP Version 1.0.1 uploaded - FIX: Removed "Rogg No-Strip Items Manager.esp" from masters required by this plugin (was added by mistake). Shoud work for everyone now. Link to comment
alima309 Posted February 17, 2018 Share Posted February 17, 2018 This is so necessary ........ Is this viable to RSE mod, too ? I tried minutes ago it seems not .... 1 Link to comment
Roggvir Posted February 17, 2018 Author Share Posted February 17, 2018 5 hours ago, alima309 said: This is so necessary ........ Is this viable to RSE mod, too ? I tried minutes ago it seems not .... It should be very easy to add support for this into any mod out there (try asking the creator of RSE?), or make a patch for it (i might do it later, but i am a bit busy atm). Link to comment
Guest Posted February 17, 2018 Share Posted February 17, 2018 6 hours ago, alima309 said: This is so necessary ........ Is this viable to RSE mod, too ? I tried minutes ago it seems not .... I'll see what can be done. Im not familiar enough with DD to know right at this instant how to integrate this, but I shant allow that to stop me from trying... Link to comment
Guest Posted February 17, 2018 Share Posted February 17, 2018 1 hour ago, Roggvir said: It should be very easy to add support for this into any mod out there (try asking the creator of RSE?), or make a patch for it (i might do it later, but i am a bit busy atm). Looking at your Violate patch to see how you integrated your mod - is it correct to say that the only place you modified Violate's code to use your mod was on the RandomDD() function? Wait... I see a script declaration: Rogg:DDManager RoggDDManager I see LoadDD(): RoggDDManager = Rogg:DDManager.GetAPI() And also the aforementioned RandomDD() function. Question though - why did the code change to add an _ prefix to the vars? Link to comment
Olmech Posted February 17, 2018 Share Posted February 17, 2018 55 minutes ago, Flashy (JoeR) said: I'll see what can be done. Im not familiar enough with DD to know right at this instant how to integrate this, but I shant allow that to stop me from trying Would be nice to have this in RSE so we could limit DD to simple shackles, cuffs, collars and harnesses. The mittens are impossible... Link to comment
Roggvir Posted February 17, 2018 Author Share Posted February 17, 2018 42 minutes ago, Flashy (JoeR) said: Looking at your Violate patch to see how you integrated your mod - is it correct to say that the only place you modified Violate's code to use your mod was on the RandomDD() function? Wait... I see a script declaration: Rogg:DDManager RoggDDManager I see LoadDD(): RoggDDManager = Rogg:DDManager.GetAPI() And also the aforementioned RandomDD() function. Question though - why did the code change to add an _ prefix to the vars? I use underscores to distinguish local variables - my Notepad++ is set to show that with different color, which i find VERY helpfull. It has no other function than that, its just a coding style, nothing else. Link to comment
Roggvir Posted February 17, 2018 Author Share Posted February 17, 2018 This is all you need - instantiate the DDManager, call PickRandomItems(), and then use CallFunction to call the DD's EquipDevice() function ot put on each of the random items. Feel free to remove my precious underscores RoggDDManager = Rogg:DDManager.GetAPI() form[] _forms = RoggDDManager.PickRandomItems() var[] _vars = new var[6] _vars[0] = _actor _vars[2] = none _vars[3] = true _vars[4] = none _vars[5] = "none" int _i = _forms.Length while _i > 0 _i = _i - 1 _vars[1] = _forms[_i] as armor bool _result = DDLibs.CallFunction("EquipDevice", _vars) as bool endWhile Btw. you can probably do without the CallFunction as you probably have the DDLibrary instantiated somewhere anyway, and i guess the mod already is dependant on DD, so you will not be adding a new dependency to your script by referencing DDLibrary directly. 1 Link to comment
Guest Posted February 17, 2018 Share Posted February 17, 2018 Awesome. Thanks good sir! Link to comment
Guest Posted February 17, 2018 Share Posted February 17, 2018 RSE is now converted to use your mod (this update will be in next release v3.1.9), for your users that may wish to know this. Link to comment
Roggvir Posted February 17, 2018 Author Share Posted February 17, 2018 4 minutes ago, Flashy (JoeR) said: RSE is now converted to use your mod (this update will be in next release v3.1.9), for your users that may wish to know this. Thank you, i'll note this in the description. Link to comment
snarfies Posted February 17, 2018 Share Posted February 17, 2018 Looks good, but wouldn't this make a lot more sense as an MCM, now that that exists? 1 Link to comment
Roggvir Posted February 17, 2018 Author Share Posted February 17, 2018 19 minutes ago, snarfies said: Looks good, but wouldn't this make a lot more sense as an MCM, now that that exists? https://www.loverslab.com/topic/93933-roggvirs-dd-items-manager/?tab=comments#comment-2149783 Link to comment
Olmech Posted February 18, 2018 Share Posted February 18, 2018 Just to let you know Roggvir, your mod is working wonderfully in RSE. Thank you. Link to comment
Roggvir Posted February 18, 2018 Author Share Posted February 18, 2018 3 hours ago, Olmech said: Just to let you know Roggvir, your mod is working wonderfully in RSE. Thank you. That is nice to hear, thanks. Link to comment
alima309 Posted February 18, 2018 Share Posted February 18, 2018 Well, I'm using RSE 3.1.9 and DD management simultaneously, (uninstalled violate already) with a clean save. Adjust strain rate to 100% on CSA Setting handcuffs category to on only probability of handcuff to 100% But no strains be added on the player even when CSA happens or afterwards Link to comment
Olmech Posted February 18, 2018 Share Posted February 18, 2018 34 minutes ago, alima309 said: But no strains be added on the player even when CSA happens or afterwards Set everything you dont want equipped to 0%. Link to comment
Roggvir Posted February 18, 2018 Author Share Posted February 18, 2018 1 hour ago, alima309 said: Setting handcuffs category to on only probability of handcuff to 100% But no strains be added on the player even when CSA happens or afterwards I think this can happen when already wearing something that uses same body slots as the handcuffs, and RSE didn't stripped it before trying to put on the handcuffs. Can you test to see what happens while wearing absolutely NO other clothing (just be totally naked, no earings, nothing). Link to comment
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