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Kimy

Devious Devices SE 5.1 (2021-03-24)

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On 4/30/2021 at 8:44 AM, YojimboRatchet said:

 

i've never seen this option in the 3BBB MCM at all.

 

Is your 3BBB up to date? I'm using 2.06 from here.
It's here:

 

image.png.2bc55e8126d94542a9bd3b0658188ca0.png

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12 hours ago, MarianTheSharkFace said:

guys i have a problem, i use the [restraint] dialogue and put some restraint in an npc, since now that dialogue doesnt appear anymore how do i change/remove the restraints?

 

Remove it from their inventory (try pickpocketing?) or wait for the restraint dialogue to pop up again.

Otherwise, you'd need to use console commands to remove it from their inventory, and you probably won't get the item back if you wanted it.

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Think this needs to be added.

It seems to be called directly a lot and it pretty immersion breaking and comical / annoying when combat stops.

 

      General Tullius! The battle has stopped!

      Is it over? Did we win? Have we defeated Ulfric?!

      No.....

      By the divines........

      It's not that!

      What is it then!

      The Dragonborn needed to rub one out and everyone is standing around watching. 

 


 

zadLibs @line 1644

function Masturbate(actor a, bool feedback = false)	
	; ADD THIS? --v
	; don't execute this function if the character is in combat. Nobody in their right mind starts playing with herself if there are people trying to kill her.
	; Events that otherwise would call this function are responsible for providing alternatives as desired.
	if a.IsInCombat() 
		return -2 ; or false?
	Endif
	; ADD THIS? --^

	sslBaseAnimation[] Manims 
	If a == PlayerRef && feedback
		NotifyPlayer("You can not resist your urges anymore!")
	Else
		If a.GetLeveledActorBase().GetSex() == 1 && feedback
			NotifyPlayer(a.GetLeveledActorBase().GetName() + " can't resist her urges anymore...")
		ElseIf a.GetLeveledActorBase().GetSex() == 0 && feedback
			NotifyPlayer(a.GetLeveledActorBase().GetName() + " can't resist his urges anymore...")
		Endif
	EndIf	
	If a.WornHasKeyword(zad_DeviousArmbinder) || a.WornHasKeyword(zad_DeviousArmbinderElbow)
		Manims = New sslBaseAnimation[1]
		Manims[0] = SexLab.GetAnimationObject("DDArmbinderSolo")				
	elseIf a.WornHasKeyword(zad_DeviousYoke)
		Manims = New sslBaseAnimation[1]
		Manims[0] = SexLab.GetAnimationObject("DDYokeSolo")			
	Elseif a.WornHasKeyword(zad_DeviousBelt) || a.WornHasKeyword(zad_DeviousHarness) && !a.WornHasKeyword(zad_DeviousHeavyBondage)
		Manims = New sslBaseAnimation[1]
		Manims[0] = SexLab.GetAnimationObject("DDBeltedSolo")		
	Elseif a.WornHasKeyword(zad_DeviousHeavyBondage)
		; play bound animation for other restraints
		PlayHornyAnimation(a)	
		return
	Else
		If a.GetLeveledActorBase().GetSex() == 1
			Manims = SexLab.GetAnimationsByTag(1, "Solo", "F", requireAll=true)
		Else
			Manims = SexLab.GetAnimationsByTag(1, "Solo", "M", requireAll=true)
		Endif
	Endif
	actor[] tmp = new actor[1]
	tmp[0] = a    
	SexLab.StartSex(tmp, Manims)
EndFunction

 

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17 hours ago, Elsidia said:

First model isn't use body 32 biped slot because it's use your original body and equips over a body. Body not disappear.

Second model already have inside body. i don't understand your question. What you need?

UPD: will be better ir you publish name in game or as even better item id or it's hard to find item from bodyslide in game.

 

 

Sure... so, your explanation makes sense. I can try to find the Item Ids, however, full disclosure, the item in question only references a DD item from another mod.

The Mod in Question is "Devious Arachnophobia", which I performed a simple "up convert" on, by running it through CAO. (It's all scripts anyway, so that actually didn't do much at all.)
The referenced models are: 

  • devious\FeuerTin\FT_RopeHarness (full)\FT_RopeHarness (full)_1.nif   ::  dap_Harness_WebAA
  • devious\FeuerTin\FT_RopeHarness\FT_RopeHarness_1.nif                   ::   dap_Harness_Full_WebAA

This mod then applies a new texture to those models to create its effect. The model of the device renders, similar to the preview in my initial post, however, the body underneath does not. (That is the part that has me confused.)

For some reason, I only seem to have this problem with the dap_Harness_WebAA

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55 minutes ago, shiftbitlogic said:

For some reason, I only seem to have this problem with the dap_Harness_WebAA

That is because mod author wrong use devious\FeuerTin\FT_RopeHarness\FT_RopeHarness_1.nif - it's add to armor addon biped slot 32 what says game, that this restraint have body. But original mod DD doesn't use biped slot 32 for body. As temporally solution you can add in outfit studio to that armor body reference and it will helps. But it can work wrong sometimes in original DD mod. But maybe not. I think about it now.

 

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49 minutes ago, Elsidia said:

That is because mod author wrong use devious\FeuerTin\FT_RopeHarness\FT_RopeHarness_1.nif - it's add to armor addon biped slot 32 what says game, that this restraint have body. But original mod DD doesn't use biped slot 32 for body. As temporally solution you can add in outfit studio to that armor body reference and it will helps. But it can work wrong sometimes in original DD mod. But maybe not. I think about it now.

 

 

I am not sure if you caught this or not, but looking at your comment, It was I that made a typo.... The above are flipped. It should have been:
 

  • devious\FeuerTin\FT_RopeHarness (full)\FT_RopeHarness (full)_1.nif   ::  dap_Harness_Full_WebAA
  • devious\FeuerTin\FT_RopeHarness\FT_RopeHarness_1.nif                   ::   dap_Harness_WebAA

Now, that may not even matter, as I will look into this mod and see if it is expecting the biped slot, and if so, remove it. Perhaps that will fix the problem. Who knows? I am still trying to learn as much as I can from this modding game without completely diving into VisualStudio and building things up from the ground.

 

EDIT: It seems that the mod author's object does NOT use biped 32, only biped 58 (unamed) and this matches DD. Consider me further stumped. >.>

 

EDIT2: I am testing a change from the above to the model .nif that is used by DDX to see if that fixes it.

  • devious\FeuerTin\FT_RopeHarness\FT_RopeHarness_1.nif ( Changed to devious\FeuerTin\FT_Rope_Harness_Fulltop_1.nif )
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6 minutes ago, shiftbitlogic said:

the biped slot, and if so, remove it.

I now testing this mod without zaz. Yes yes, mod author makes second error and not add zaz as requirement and mod runs without some meshes and animations because i don't know how really mod needs to work. I remeber in original mod you ar emove to spiders lair - there is too? Can explain for me? I don't want add zaz 8+ to my game because it's made more errors as necessary for DCL.

No you can't remove biped slot, then armor will be completely invisible and body not appear. Boecaue armor uses body slot 32, not only armor addon.

You can try change biped slot 32 to 58, but not recommend: it can broke scripts in original mod arachnophobia.

I will report about my tests results.

Ok i have one idea, what can works. For that you need use outfit studio and make new nif for arachnophobia armor.  And change this new nif name into armor addon. Also then add body in new arachnophobia nif.

 

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21 minutes ago, shiftbitlogic said:

devious\FeuerTin\FT_RopeHarness\FT_RopeHarness_1.nif ( Changed to devious\FeuerTin\FT_Rope_Harness_Fulltop_1.nif )

It will works if you remove from arachnophobia armor addon and armor in both biped slot 32. But then ( i don't know how it's works in this mod it can equip on you both in one time: dap_harness_full and dap_harness_WebAA

 

Also i found that devious\FeuerTin\FT_RopeHarness\FT_RopeHarness_1.nif  not used into DDX and have bad meshes (not working) and in mod have only armor addon. Because this not work anymore even in DDX.

 

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2 minutes ago, eggbert474 said:

Is it available anywhere else?

No. Use Google chrome browser or download and install mega application for download.

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22 minutes ago, Elsidia said:

It will works if you remove from arachnophobia armor addon and armor in both biped slot 32. But then ( i don't know how it's works in this mod it can equip on you both in one time: dap_harness_full and dap_harness_WebAA

 

Also i found that devious\FeuerTin\FT_RopeHarness\FT_RopeHarness_1.nif  not used into DDX and have bad meshes (not working) and in mod have only armor addon. Because this not work anymore even in DDX.

 

 

To answer your question, I do not believe that this is the version of "Arachnophobia" where the spiders move you to their lair... In this version, the spit from spiders is modified to apply the web restraints during combat. Being hit with the spit sets a cooldown, and then puts the player in a struggle minigame and a cocoon. IF the player can escape, then web devices MIGHT NOT be applied. If they fail, the devices are applied AND the spider may have its way with the player. (Based on settings)

 

Yea, I think at this point, it might be best left to the author of this mod to fix the model. I tried my Edits above and pointed it to what I thought was a visually comparable model.

It seems that the scripts must also do something with the model because my result was that EVERYTHING disappeared. :(

I am going to revert the author's mod to its original state, and than perhaps later I will play around with Outfit Studio to learn more.

 

Thank you for all of you help. And in the future if I do manage to get this working, I will update here.

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DD VR & ConsoleUtilVR Problems.

 

Man, I'm out of options here and don't know where else to look or ask and spent 3/4 days trying to figure out why DD won't work in VR and finally figured out it was "ConsoleUtilVR". I've read from "ConsoleUtilVR" website in the post section that an older version works and am wondering if someone could hook a brother up with an older working "ConsoleUtilVR" or maybe there is a fix to this that I've missed?

 

Any help is very much appreciated.

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55 minutes ago, shiftbitlogic said:

Thank you for all of you help. And in the future if I do manage to get this working, I will update here.

Ok i found how this mod works. This mod is LE version because maybe scripts works wrong. In result this mod spawn many rope devices into you inventory. It's not check if you wear something, but try to replace always equipped item.

For you i made 2 solutions:

1) Modify this dap_Harness_WebAA armor addon (remove biped slot 32) and rendered armor (remove body slot 32 and add biped slot 58)

Build in outfit studio: DDX - CBBE SE - FT_RopeHarness_archnophobia

 

I test this version - no seems bug, it's equip this armor good and also not equip both (full body and this). it's use your default body.

Minus of this version: after equip your body armor left on because it's use slot 32 and ropes are under your main armor.

 

2) I add to original rope armors body CBBE with sliders ( build DDX - CBBE SE - FT_RopeHarness_archnophobia_body) or CBBE special body for breast physics (build DDX - CBBE SE - FT_RopeHarness_archnophobia_HDT_body) I hope those bodies fit yours.

Plus: it's removes body armor as original mod.

Minus: to be compatible with SE version to dap_Harness_WebAA armor addon you need add biped slot 34 forearms and 38 calves. Or your body will be missing  calves and forearms. The same is for dap_Harness_Full_WebAA: if you not add those to this mod then you will missing calves and forearms, when this armor is wear.

As I check DDX this nif not used in DDX mod because those modifications not harm anything. If still it, you can build original meshes.

 

I made archive with path data->Calentetools-> .... put files from this archive in your macth place of bodyslide files and build version what you need.

 

Good luck!

arachnophobia_bodyslide.7z

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26 minutes ago, Elsidia said:

Ok i found how this mod works. This mod is LE version because maybe scripts works wrong. In result this mod spawn many rope devices into you inventory. It's not check if you wear something, but try to replace always equipped item.

For you i made 2 solutions:

1) Modify this dap_Harness_WebAA armor addon (remove biped slot 32) and rendered armor (remove body slot 32 and add biped slot 58)

Build in outfit studio: DDX - CBBE SE - FT_RopeHarness_archnophobia

 

I test this version - no seems bug, it's equip this armor good and also not equip both (full bodu and this). it's use your default body.

Minus of this version: after equip your body armor left on because it's use slot 32 and ropes are under your main armor.

 

2) I add to original rope armors body CBBE with sliders ( build DDX - CBBE SE - FT_RopeHarness_archnophobia_body) or CBBE special body for breast physics (build DDX - CBBE SE - FT_RopeHarness_archnophobia_HDT_body) I hope those bodies fit yours.

Plus: it's removes body armor as original mod.

Minus: to be compatible with SE version to dap_Harness_WebAA armor addon you need add biped slot 34 forearms and 38 calves. Or your body will be missing  calves and forearms. The same is for dap_Harness_Full_WebAA: if you not add those to this mod then you will missing calves and forearms, when this armor is wear.

As I check DDX this nif not used in DDX mod because those modifications not harm anything. If still it, you can build original meshes.

 

I made archive with path data->Calentetools-> .... put files from this archive in your macth place of bodyslide files and build version what you need.

 

Good luck!

arachnophobia_bodyslide.7z 18.4 MB · 0 downloads

 

TESTED AND VERIFIED with option two, and it works marvelously. Well played Elsidia! and Thank you again!

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EDIT: Disregard... There is no issue with the event itself... I have found the issue. It seems that being over-encumbered while wearing this particular set up, lowers the player's speed to 0 (or perhaps less than 0) resulting in a perceived root effect.

 

  • I added a gag (as it was the fastest way to increase my carry capacity, and sure enough, the player could move again.)

 

 

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

 

I am apparently being "that person" lately with finding potential bugs... but the usual applies, my current strategies of Debugging have failed me, and I must reach out to the community.

 

I seem to be having an issue with the Chloe quest. During the quest stage where Nazeem volunteers to meet in the Hall of the Dead, the player talks to Nazeem and gets bound.

It is here where the problem happens... something about this event causes the player to be unable to move, and does not seem to respond to "enable player controls" command from console. (Spaces intentionally added for readability.)

 

I have also tried to release any AI that may be rooting the player, as well as restoring the player's ability, through the ZaZ mod (assuming this does anything different than the console command above.)

 

None of these things seem to resolve the issue.

 

I have tried to add the quest shackles that he places on the player, before talking with him to see if it might be something attached to the item itself, but the player is able to move "freely" with them on. (Additionally, he will not talk to the player if they are in any way restrained... presumably to prevent mod conflict with restraints, etc.)

 

Thus my conclusion that it is the event. Has anyone experienced this? If so, is there a known remedy?

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2 hours ago, Vegito said:

DD VR & ConsoleUtilVR Problems.

 

Man, I'm out of options here and don't know where else to look or ask and spent 3/4 days trying to figure out why DD won't work in VR and finally figured out it was "ConsoleUtilVR". I've read from "ConsoleUtilVR" website in the post section that an older version works and am wondering if someone could hook a brother up with an older working "ConsoleUtilVR" or maybe there is a fix to this that I've missed?

 

Any help is very much appreciated.

 

The source code is on github. If someone doesn't have a saved version of the old version somewhere, then your only hope is for the mod author to update with a fix, or for someone to recompile the old version. What do you have that requires it? I'd suggest either uninstalling ConsoleUtilVR (and the mods that require it) or doing without DD until ConsoleUtilVR is fixed.

 

Old version source:

https://github.com/lfrazer/ConsoleUtilVR/releases/tag/1.1.0

Do not install this into your game. It needs to be compiled.

 

You can also try asking on the new VR compatibility tracking thread:

https://www.loverslab.com/topic/167327-skyrimvr-compatibility-tracking-43021/

 

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31 minutes ago, shiftbitlogic said:

I seem to be having an issue with the Chloe quest. During the quest stage where Nazeem volunteers to meet in the Hall of the Dead, the player talks to Nazeem and gets bound.

It is here where the problem happens... something about this event causes the player to be unable to move, and does not seem to respond to "enable player controls" command from console. (Spaces intentionally added for readability.)

 

 

There's supposed to be a flashbang type of attack occurring when the items are added. Adding them before hand won't help, the script gets called during the scene.

You might try emptying your inventory somewhere before talking to nazeem - something similar happens with arrest.

You can also try building the chains without HDT to see if it's an HDT SMP issue.

Try removing mods that add animations, including any DAR animations.

If you're using Nemesis, try using FNIS only instead.

 

If those suggestions don't work, you'll need to see what mod may be conflicting by removing all mods except what is required for dd and see if the same thing happens.

If it doesn't (and it shouldn't) slowly start adding mods back and test the scene until you find which mod breaks it.

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44 minutes ago, zarantha said:

 

The source code is on github. If someone doesn't have a saved version of the old version somewhere, then your only hope is for the mod author to update with a fix, or for someone to recompile the old version. What do you have that requires it? I'd suggest either uninstalling ConsoleUtilVR (and the mods that require it) or doing without DD until ConsoleUtilVR is fixed.

 

Old version source:

https://github.com/lfrazer/ConsoleUtilVR/releases/tag/1.1.0

Do not install this into your game. It needs to be compiled.

 

You can also try asking on the new VR compatibility tracking thread:

https://www.loverslab.com/topic/167327-skyrimvr-compatibility-tracking-43021/

 

 

Thank you very much, will do.

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10 hours ago, shiftbitlogic said:

the player to be unable to move

Even with overweight you still can move. It was in DCL 8.5. There something weird happen. For me. Maybe something with Skyrim. But. Solution.

1) Save a game when you can move

2) Exit to windows

3) Run game and load a saved save

4) You can move slowly as over cumbered always.

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I accidently posted this question in the DCL forum, but it is probably better suited here.
All elbowbinders are invisible. Except the black ebonite one, that one shows up just fine.
All other devices work (armbinders too) and I can also see the white leather elbowbonder when I drop it on the ground.

Any suggestions for things I could do to fix it? Or is this a known issue I have not been able to find in this forum?

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Kind of new to modding and I could use some advice on using this mod. I've read the books in the mages college and can now craft devices (leather, rusty, chain, steel-padded) but noticed there are a lot listed in bodyslide that do not show up as craftable in game. I specifically want the rope ones, but not even one of those appears. Do I need to reach a higher level of smithing, or am I completely misunderstanding how this mod works?

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7 hours ago, tekkkie said:

I accidently posted this question in the DCL forum, but it is probably better suited here.
All elbowbinders are invisible. Except the black ebonite one, that one shows up just fine.
All other devices work (armbinders too) and I can also see the white leather elbowbonder when I drop it on the ground.

Any suggestions for things I could do to fix it? Or is this a known issue I have not been able to find in this forum?

 

If you're UNP, get the update in the troubleshooting post.

Otherwise, make sure you built the bodyslides.

 

 

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19 minutes ago, skydragon92 said:

Kind of new to modding and I could use some advice on using this mod. I've read the books in the mages college and can now craft devices (leather, rusty, chain, steel-padded) but noticed there are a lot listed in bodyslide that do not show up as craftable in game. I specifically want the rope ones, but not even one of those appears. Do I need to reach a higher level of smithing, or am I completely misunderstanding how this mod works?

 

The crafting was left in game mostly because users wanted it for the key crafting, as opposed to removing it completely.

So I believe it isn't getting expanded anymore. So none of the new stuff should be in there.

 

You can buy all the gear at the vendors in the Whip and Chain Inn or from the Dollmaker if you have DCL. I don't have Laura's Bondage Shop, but I would think the items are sold there too.

 

You'd have to create a plugin yourself to add crafting for the new items if you really want crafting.

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1 hour ago, zarantha said:

 

If you're UNP, get the update in the troubleshooting post.

Otherwise, make sure you built the bodyslides.

 

 

I'll check the update when I get home tonight.

I am using a cbbe body. I know " fix body slides" is the default answer, but I am pretty sure I did that. Considering that all the other outfits/items work just fine.

I just wanted to confirm that it is correct that there is only 1 elbowbinder body slide (showing up in black). There are no separate slides for all the colours, since body slide only builds the model?

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