hungvipbcsok Posted July 30, 2021 Posted July 30, 2021 1 hour ago, TheLeast said: BIG UPDATE I found a painful workaround for those of us who cannot download it: You can use the MEGA app, specifically the app on your phone (at least on android) to get a terribly slow download speed, and you will need to transfer it via phone cord after, but at least it works. It may take 30+ minutes, but it works. For now. You can try to reset your wifi modem, or using some VPN. You can try import the MEGA file to your MEGA profile if you only have problem with DD MEGA link. Also troubleshoot in some related to MEGA forum is better than here.
hackdot Posted July 30, 2021 Posted July 30, 2021 is there a alternative way to download? mega still being shit
Shadowwolf03 Posted July 30, 2021 Posted July 30, 2021 1 minute ago, hackdot said: is there a alternative way to download? mega still being shit Mega still crapped out.
SacredDatura Posted July 30, 2021 Posted July 30, 2021 A torrent might be nice since the filesize is so big and DD usually goes quite a while between updates anyway. I'd certainly seed. 27 minutes ago, hungvipbcsok said: I am not an expert but I think you need CK to do that. DD items use keyword to resign item so for those to work you must do something like binding script to it. Or you could just modify an exist collar and use the texture of the non-DD mod, since some exist model is ugly to me and I think modify them is the easiest way. Edit: You should post this in DD Framework BETA thread or atleast DD LE. These kind of technical things are more likely to be answered there. That makes sense, thank you! ☹️ The CK's interface is pretty bewildering to me so I've been putting off learning it properly. Gotta start sometime I guess. I'll make sure to ask in the LE thread if I have any questions.
Tron91 Posted July 30, 2021 Posted July 30, 2021 5 hours ago, Buridan said: A torrent might be nice since the filesize is so big and DD usually goes quite a while between updates anyway. I'd certainly seed. That makes sense, thank you! ☹️ The CK's interface is pretty bewildering to me so I've been putting off learning it properly. Gotta start sometime I guess. I'll make sure to ask in the LE thread if I have any questions. Use xEdit instead. It's gives you much better control.
SacredDatura Posted July 31, 2021 Posted July 31, 2021 1 hour ago, Tron91 said: Use xEdit instead. It's gives you much better control. xEdit definitely feels more intuitive to me, but I think some things are not doable in xEdit? Just looking at DDs in xEdit I couldn't see an obvious entry to port over to "DD-ize" a non-DD collar, for example.
Tron91 Posted July 31, 2021 Posted July 31, 2021 (edited) 2 hours ago, Buridan said: xEdit definitely feels more intuitive to me, but I think some things are not doable in xEdit? Just looking at DDs in xEdit I couldn't see an obvious entry to port over to "DD-ize" a non-DD collar, for example. For quick navigation use CTRL + Mouse Click on the right panel in xEdit. After finding both the render item and inventory item of a collar in DD, copy them as new record to a new esp/esl or to the Armor plugin esp/esl which you want to make a DD item. Replace the armor model in the render item to the ones you need in the new esp/esl Replace the ground model in the inventory item to the one you need in the new esp/esl. Check the script section if you want to modify the settings, like Key, Key Break Chance, etc etc On second thought which Collar do you want to make a DD item? Provide me the mod. Edited July 31, 2021 by Tron91 1
Elsidia Posted July 31, 2021 Posted July 31, 2021 (edited) 8 hours ago, Buridan said: xEdit definitely feels more intuitive to me You need copy as new record 3 records: 1) inventory device - make new name, also you need change some script variables to make it work and also you can modify or add new variables to make your device custom use: use different keys, lock shield, timed shield and much more. Variables what need to change ASAP or device will not work: deviceInventory - there you must put object of your now copied inventory device deviceRendered - there you must put object of your now copied rendered device (see down in this post) deviceName - string value what uses to name your device in different menus. Full - name : here you must change a name what you see in inventory your device. if not change your device in inventory will have copied name from DD item what you use for that. Optional variables: Scriptname - here you can put your own write script for this device - if you know DD scripts structure you can write your own design and then send to original DD script zadequipscript - it will use all scripts from here but change only a part from your script. deviceKey - here you can change a key what need for unlock. If left none - item not need a key to unlock BaseEscapeChance - % of chance to struggle out - if remove this variable - DD use default variable value CutDeviceEscapeChance - % of chance to success of cut device out - - if remove this variable - DD use default variable value LockPickEscapeChance - % of chance to success lockpick this device CatastrophicFailureChance - % chance of set BaseEscapeChance, CutDeviceEscapeChance, LockPickEscapeChance to zero, if you fail escape from device. deviceQuest - not sure for what it is used but better left as it in. EquipConflictingDevices - array of object of other DD items keywords what conflict with that device. Example: If this device is straitjacket you can put here keyword zad_DeviousSuit and any DD suit can't be put on and remove a straitjacket. EscapeCooldown - time in hours (float variable) what need wait after failed attempt of any type of escape. KeyBreakChance - chance in % of break a key. LockAccessDifficulty - chance in % to fail access keyhole and unlock. Example is there 95 then there is 5% chance that you succesfully unlock a device. Works even if key variable is none. That means if you successfully reach a key hole it's unlocks without any key. LockJamChance - chance in % if you break a lock if fail to unlock with key. Lockpick - lockpick item object what used for lockpick. You can customize to your own item NumberOfKeysNeeded - count of keys how many need to unlock item. If ther is more than one, you need that amount of keys in inventory struggleIdles - object array of struggle animation idles. If you have own animations you can add here. Idle is select by random if there is more than one. struggleIdlesHob - object of array of hobbles - not sure for what is used but definitely for hobble animations. UnlockCooldown - time in hours what need cooldown after failed unlock with key. zad_DD_EscapeCutFailureMSG and others variables with MSG - object of DD messages. You can write own match message and put here. zad_DeviousDevice - here store keyword for that device what is used as main type - it's used in automatically search for rendered device to unlock because be carefully with this keyword. Also it's determine a type of item. zad_DeviousHeavyBondage means that this is yoke or any other heavy bondage device like straitjackets. There is more variables like set shield time or made this device with timed lock or destroy device when it's removed. If i write all here that will be so long post. Also not write about necessary keywords - there is most of necessary keyword if you copy match device. Note - all variables have default value and are used if variable not present into inventory device. 2) rendered device - this is device what looks like a standard armor but this device doesn't have name and don't seen in inventory. Also there you change armor addon for your device. This device form id must be copied into inventory devices match variables - see inventory device description. Also there you need set all biped slots and world models. Note -this biped slot and variable zad_DeviousDevice is used to detec match inventory and rendered device in automatically remove and if you change it then DD scripts can't remove a item automatically. Example - straitjackets have biped slot 32 and keyword zad_DeviousDevice because automatic script can't detect a rendered device because this keyword for remove use different biped slot. At this moment in DD 5.1 this is bug. There is line of DD keywords what is use for determine item type and magical effects. Also here is enchantment if device is need like zadx_EnchHobbleSkirt "Hobble Skirt" [ENCH:0C020736] - for hobble animation. Note keyword zad_lockable is need for script to determine your item for automatically remove like Free me in DCL mod. If this copied item doesn't have this keyword and you want to remove by this option you need add it. This is how it works in DD 5.1 and DCL 9.0 3) Armor addon - the simple armor addon what contains all info about meshes and biped slots. Nothing special in DD aspect. You can even left original collar addon if don't want to change but need add it to copied rendered device. UPD: I more specialized on Fallout 4 DD, but if you want know more about variables or keywords you can write me PM - i will answer if know right answer. Latest UPD: i use terminology from xedit. Edited July 31, 2021 by Elsidia 3
Sarif3 Posted July 31, 2021 Posted July 31, 2021 I'm having a bug with the chastity belts. Equipping them seems to remove all body armor and clothing, and I can't put them back on. I don't mean they just become invisible because of a misconfigured device hider, they're unequipped in my inventory as well. It almost seems like the belts are occupying the wrong body slot. The EquipItem command doesn't work either. Does anyone know what might be causing this?
zarantha Posted July 31, 2021 Posted July 31, 2021 14 minutes ago, Sarif3 said: I'm having a bug with the chastity belts. Equipping them seems to remove all body armor and clothing, and I can't put them back on. I don't mean they just become invisible because of a misconfigured device hider, they're unequipped in my inventory as well. It almost seems like the belts are occupying the wrong body slot. The EquipItem command doesn't work either. Does anyone know what might be causing this? What armor? If it's a modular/custom armor, it's likely occupying the same slot as the chastity belt (slot 49). The only fix would be to change the armor slot to 32 or some other slot not in use. DD slot usage: https://github.com/DeviousDevices/Docs/wiki/Slot-Usage-Reference
Sarif3 Posted July 31, 2021 Posted July 31, 2021 15 minutes ago, zarantha said: What armor? If it's a modular/custom armor, it's likely occupying the same slot as the chastity belt (slot 49). The only fix would be to change the armor slot to 32 or some other slot not in use. DD slot usage: https://github.com/DeviousDevices/Docs/wiki/Slot-Usage-Reference This seems to happen with any armor or clothing that occupies the main body slot, all vanilla. Gloves, helmets, and boots still work.
zarantha Posted July 31, 2021 Posted July 31, 2021 1 hour ago, Sarif3 said: This seems to happen with any armor or clothing that occupies the main body slot, all vanilla. Gloves, helmets, and boots still work. What is the exact chastity belt name in game? None of the DD or DCL ones occupy the body slot.
SacredDatura Posted July 31, 2021 Posted July 31, 2021 (edited) 19 hours ago, Elsidia said: You need copy as new record 3 records: Thank you for the detailed explanation! Here's what I did: Spoiler copy as new record: (Armor) zad_cuffsPaddedCollarInventory > PAHE_RunedCollarInventory copy as new record: (Armor) zad_cuffsPaddedCollar_scriptInstance > PAHE_RunedCollar_scriptInstance copy as new record: (Armor Addon) zad_cuffsPaddedCollarAA > PAHE_RunedCollarAA PAHE_RunedCollarInventory: changed formid of deviceInventory > PAHE_RunedCollarInventory PAHE_RunedCollarInventory: changed formid of deviceRendered > PAHE_RunedCollar_scriptInstance PAHE_RunedCollarInventory: changed FULL - Name > Runed Iron Collar PAHE_RunedCollarInventory: changed Male world model and Female world model > PAH\apparel\IronSlaveCollarLeashingGO.nif PAHE_RunedCollar_scriptInstance: changed Male world model and Female world model > PAH\apparel\IronSlaveCollarLeashingGO.nif PAHE_RunedCollar_scriptInstance: changed Armature > PAHE_RunedCollarAA PAHE_RunedCollarAA: changed Male world model > PAH\apparel\IronSlaveCollarLeashingm_0.nif PAHE_RunedCollarAA: changed Female world model > PAH\apparel\IronSlaveCollarLeashingf_0.nif In-game, it seems to mostly work as a Devious Device collar, except that the runed collar doesn't show up after I put it on. (This sounds like the classic DD newbie issue of not having batch-built in BodySlide, but the collar I'm using (from Paradise Halls) doesn't seem to have an associated .tri file; when I put on the original PAH version it showed up on my body fine.) edit: I needed to also change the Partition from SBP_35_AMULET to SBP_45_DRAGON_BLOODWINGL_OR_MOD_NECK in NifSkope to match the body slot assignment in xEdit (see Tron91's comment on the next page) I didn't quite understand what you meant with the zad_DeviousDevice section. Do I also need to add my new item to that quest? I notice it has a bunch of devices individually named in it. On 7/31/2021 at 10:48 AM, Tron91 said: On second thought which Collar do you want to make a DD item? Provide me the mod. The one that prompted me to want to learn this is the "Iron Slave Collar of Leashing" (PAHIronSlaveCollarLeashing) in Paradise Halls. But I wasn't sure about the permissions so I was gonna just try to make it for my own use. Long term I also want to try porting in some of the ZAZ devices, there are some really nice looking models in there imo. Edited August 1, 2021 by Buridan solution
Sarif3 Posted August 1, 2021 Posted August 1, 2021 3 hours ago, zarantha said: What is the exact chastity belt name in game? None of the DD or DCL ones occupy the body slot. I tried the padded and iron ones from DDI, added to my inventory with additemmenu. I may try reinstalling the DD mods and placing them at the bottom of my load order, I'll post if I find a solution.
Tron91 Posted August 1, 2021 Posted August 1, 2021 (edited) Spoiler 2 hours ago, Buridan said: Thank you for the detailed explanation! Here's what I did: Hide contents copy as new record: (Armor) zad_cuffsPaddedCollarInventory > PAHE_RunedCollarInventory copy as new record: (Armor) zad_cuffsPaddedCollar_scriptInstance > PAHE_RunedCollar_scriptInstance copy as new record: (Armor Addon) zad_cuffsPaddedCollarAA > PAHE_RunedCollarAA PAHE_RunedCollarInventory: changed formid of deviceInventory > PAHE_RunedCollarInventory PAHE_RunedCollarInventory: changed formid of deviceRendered > PAHE_RunedCollar_scriptInstance PAHE_RunedCollarInventory: changed FULL - Name > Runed Iron Collar PAHE_RunedCollarInventory: changed Male world model and Female world model > PAH\apparel\IronSlaveCollarLeashingGO.nif PAHE_RunedCollar_scriptInstance: changed Male world model and Female world model > PAH\apparel\IronSlaveCollarLeashingGO.nif PAHE_RunedCollar_scriptInstance: changed Armature > PAHE_RunedCollarAA PAHE_RunedCollarAA: changed Male world model > PAH\apparel\IronSlaveCollarLeashingm_0.nif PAHE_RunedCollarAA: changed Female world model > PAH\apparel\IronSlaveCollarLeashingf_0.nif In-game, it seems to mostly work as a Devious Device collar, except that the runed collar doesn't show up after I put it on. (This sounds like the classic DD newbie issue of not having batch-built in BodySlide, but the collar I'm using (from Paradise Halls) doesn't seem to have an associated .tri file; when I put on the original PAH version it showed up on my body fine.) I didn't quite understand what you meant with the zad_DeviousDevice section. Do I also need to add my new item to that quest? I notice it has a bunch of devices individually named in it. The one that prompted me to want to learn this is the "Iron Slave Collar of Leashing" (PAHIronSlaveCollarLeashing) in Paradise Halls. But I wasn't sure about the permissions so I was gonna just try to make it for my own use. Long term I also want to try porting in some of the ZAZ devices, there are some really nice looking models in there imo. Had to change the Biped slots in the AA and Render Item entries from 35 - Amulet to 45 - Unknown in xEdit to preserve the DD Biped Slot Convention. Had to extract the Armor Models from the Paradise Halls bsa archive, renamed them and changed the Partition from SBP_35_AMULET to SBP_45_DRAGON_BLOODWINGL_OR_MOD_NECK in NifSkope. Try the file I uploaded and say if everything goes okay. You need a Custom Key for opening the Collar. Modify as per your requirement. Plugin is an ESPfe so won't consume a slot. Edit: Don't need paradise_halls.esm as master, but I didn't remove it cause of the Asset requirements. PAHE DD Collar.7z Edited August 1, 2021 by Tron91 1
SacredDatura Posted August 1, 2021 Posted August 1, 2021 3 hours ago, Tron91 said: Try the file I uploaded and say if everything goes okay. You need a Custom Key for opening the Collar. Modify as per your requirement. Plugin is an ESPfe so won't consume a slot. It works perfectly! Better still, your explanation of what was done gave me a clue about what went wrong with mine. I used your upload to compare to my edit to check my work. Turns out I did everything right on the xEdit end, but I didn't know you also had to change the body slot assignment in NifSkope. Gotta say, I feel like a bit of a wizard, even though all I did was follow instructions. ? Thank you (and also to @Elsidia), I learned a lot! 2
ChandraArgentis Posted August 1, 2021 Posted August 1, 2021 (edited) When wearing Slave Rubber Gloves or Rubber Gloves with D-links, I’ve yet to have an NPC lock them, even with the chance at 100%. I should also not that it seems to be a low (maybe 1%) chance that any given NPC will offer to pay me money to put me in bondage (I think this is DCL). Edited August 1, 2021 by ChandraArgentis Typo
Elsidia Posted August 1, 2021 Posted August 1, 2021 11 hours ago, Buridan said: I didn't quite understand what you meant with the zad_DeviousDevice section. Do I also need to add my new item to that quest? I notice it has a bunch of devices individually named in it. This part better not touch. It's used for DD 5.1 automatics script item remove if script doesn't know inventory device and (or) rendered device. Even if there is wrong information this item will work as need. Bug will happen if you try remove unknown device. says you have on collar but script want to remove any collar from you but it don't know that you have on your collar. For remove you need set mach inventory device of collar what you wear and remove script also detect match rendered device for remove. Because script check what item your wear on DD collar biped slot and returns necessary inventory device. And later the same script detect match rendered device and remove it. For that is used DD standard script what reads this keyword from device and check match biped slot on player. In DD system is defined strong order. for each device keyword is checked only match biped slot. If you have collar what uses different biped slot, it can't be removed. As for you if you use the same biped slot for collar as DD do, then in that variable you need see keyword zad_DeviousCollar [KYWD:09003DF7]. And nothing more is need for correct work. also in my previous post i found error - Must be need as: Example - straitjackets have biped slot 32 and keyword zad_DeviousDevice zad_DeviousHeavyBondage because automatic script can't detect a rendered device Note - partition you can change in outfit studio too. Just for info. And yes partition must match in all places or collar will be invisible. 1
Sarif3 Posted August 1, 2021 Posted August 1, 2021 (edited) 23 hours ago, Sarif3 said: I tried the padded and iron ones from DDI, added to my inventory with additemmenu. I may try reinstalling the DD mods and placing them at the bottom of my load order, I'll post if I find a solution. Alright, I think I found the culprit. The problem comes from SOS, the DD belts and vanilla armors were all using the correct slots after all. If I tag the current armor/clothing as "revealing" in the SOS MCM menu, the belts can be equipped normally without any problems. Still not sure why SOS is doing that, but at least there's a workaround. Edited August 1, 2021 by Sarif3
otheg18o Posted August 1, 2021 Posted August 1, 2021 sorry if this has been asked but i looked and couldnt find it. but when i open my inventory to unequip/struggle/examine/etc any devices, the menu will keep popping up as well as the sound and message equipping/unequipping will keep popping up many times.
Elsidia Posted August 2, 2021 Posted August 2, 2021 (edited) 10 hours ago, otheg18o said: keep popping up many times. Sound like you have installed noenchanment restriction mod. Those incompatibilities is post in second post in this thread for to check. Why no one do it? Edited August 2, 2021 by Elsidia
NiX10 Posted August 2, 2021 Posted August 2, 2021 Did anybody made bodyslides for 3BBB yet? im still using the ones from 4.1
tznvlw Posted August 2, 2021 Posted August 2, 2021 (edited) 1 hour ago, NiX10 said: Did anybody made bodyslides for 3BBB yet? im still using the ones from 4.1 You can use these (There is no change from version 4.3 to version 5, you can still use 4.3 bodyslide? Edited August 2, 2021 by tznvlw
Murphiee Posted August 2, 2021 Posted August 2, 2021 On 6/22/2021 at 6:00 AM, icelandia said: I managed to get everything to work - fantastic job by the way - except the creature toggle. "Use animation filter for creatures" in the mod menu says that it should hide the restraints if a creature is involved. This is not happening. I second this, It seems that if you wear a device that covers both holes, the animation filter does not remove the device, and instead forces the DDBelted Animation scene.
Lama75 Posted August 2, 2021 Posted August 2, 2021 How can I fix that? I can't find any downloads for the DD SE Mods...
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