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Posted (edited)
Spoiler
2 hours ago, Buridan said:

 

Thank you for the detailed explanation!

 

Here's what I did:

  Hide contents
  1. copy as new record: (Armor) zad_cuffsPaddedCollarInventory > PAHE_RunedCollarInventory
  2. copy as new record: (Armor) zad_cuffsPaddedCollar_scriptInstance > PAHE_RunedCollar_scriptInstance
  3. copy as new record:  (Armor Addon) zad_cuffsPaddedCollarAA > PAHE_RunedCollarAA
  4. PAHE_RunedCollarInventory: changed formid of deviceInventory > PAHE_RunedCollarInventory
  5. PAHE_RunedCollarInventory: changed formid of deviceRendered > PAHE_RunedCollar_scriptInstance
  6. PAHE_RunedCollarInventory: changed FULL - Name > Runed Iron Collar
  7. PAHE_RunedCollarInventory: changed Male world model and Female world model > PAH\apparel\IronSlaveCollarLeashingGO.nif
  8. PAHE_RunedCollar_scriptInstance: changed Male world model and Female world model > PAH\apparel\IronSlaveCollarLeashingGO.nif
  9. PAHE_RunedCollar_scriptInstance: changed Armature > PAHE_RunedCollarAA
  10. PAHE_RunedCollarAA: changed Male world model > PAH\apparel\IronSlaveCollarLeashingm_0.nif
  11. 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 by Tron91
Posted
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!

Posted (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 by ChandraArgentis
Typo
Posted
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.

Posted (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 by Sarif3
Posted

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.   

Posted (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 by Elsidia
Posted (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 by tznvlw
Posted
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.

Posted
23 hours ago, Sarif3 said:

 

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. 

 

iirc, sos grabs body armors and adds slot 52 to them to the penis doesn't show through armors when it's not supposed to. But I've never had an issue with using belts, armor, and sos together so I think it is still something in your setup.

 

I've had to mark some custom armor as revealing to show up, but never DD items. weird. Glad you found a workaround though.

Posted
On 8/1/2021 at 3:44 AM, ChandraArgentis said:

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).

 

I think this is because even at 100%, other events may occur, even 'nothing'. The only way to really set something to 100% is to set all other chances to 0%. You don't have that flexibility though with NPC comments, so it's still basically a RNG, you'll get a comment or some other action, but there's no way to say 'make every NPC i talk to lock the gloves'.

Posted
4 hours ago, zarantha said:

 

I think this is because even at 100%, other events may occur, even 'nothing'. The only way to really set something to 100% is to set all other chances to 0%. You don't have that flexibility though with NPC comments, so it's still basically a RNG, you'll get a comment or some other action, but there's no way to say 'make every NPC i talk to lock the gloves'.

 

I get that, but are you sure the event is actually triggering?  I talked to probably at least a dozen NPCs with both types of gloves with no event.

Posted
1 hour ago, ChandraArgentis said:

 

I get that, but are you sure the event is actually triggering?  I talked to probably at least a dozen NPCs with both types of gloves with no event.

 

It was always pretty rare for me. Tried testing, but i'm currently on a DCL quest, so it looks like things like that are disabled - I'm getting sex attacks are blocked in my papyrus log.

I can check on my new game tomorrow or the next day, still need to set up all the mcms.

 

You could check if you're on a quest according to the DCL MCM. If you are, finish the quest and try again.

Posted

i have an issue, when a sex/rape scene is initiated the devices are removed for the scene then placed back on, and also the npcs dont have any dialogue when you talk to them about anything devious devices related, i was wondering if there is a mod that i can install to make some more dialogue options, or atleast some subtitles. Thanks.

Posted
7 hours ago, ChandraArgentis said:

I get that, but are you sure the event is actually triggering?

I spent a few hours to try understand how it works. it's triggers a locking thing for sure. I was lucky to see it. But... there is big but.

This event triggers if you allowed device comments. And device comments have cooldown 1 hour. But even if you set 0.5 hour and even if you set all device comments chances to zero, still it's randomly trigger any device comment. And even if lock even is set to 100% it's never choose this dialogue in 100% chance. It's randomly takes any bondage dialogue option and even if chance is set to zero, ends with nothing.

At this moment if you want trigger this event 100% you need use console.

Spoiler

help dcur_dev

check variable dcur_devicecommentallowed

It's must be 1 - that means device cool-down time is ended and can be hear next comment

now before talk to NPC do

set dcur_devicecommentinconsequential to 1

Talk to NPC and got locked rubber gloves if chance is set 100% gloves will lock. If not than uses a chance what is set lock for random.

Also if you don't want to cool-down to dialogues you can set this variable too:

set dcur_devicecommentallowed to 1

set dcur_devicecommentinconsequential to 1

and then speak with NPC and got gloves on.

 

Posted
7 hours ago, poprocks22 said:

i have an issue, when a sex/rape scene is initiated the devices are removed for the scene then placed back on, and also the npcs dont have any dialogue when you talk to them about anything devious devices related, i was wondering if there is a mod that i can install to make some more dialogue options, or atleast some subtitles. Thanks.

 

Check your animation settings in the DD MCM. If you unchecked them, that's the expected behavior.

 

What dialogues are you looking for? The unlock dialogues are there.

Subtitles need to be enabled in the game settings and you need to use fuz ro d'oh for them to show for mods.

 

Try things like devious helpers, devious followers or maybe laura's bondage shop to add more dialogue.

Posted
5 hours ago, Elsidia said:

I spent a few hours to try understand how it works. it's triggers a locking thing for sure. I was lucky to see it. But... there is big but.

This event triggers if you allowed device comments. And device comments have cooldown 1 hour. But even if you set 0.5 hour and even if you set all device comments chances to zero, still it's randomly trigger any device comment. And even if lock even is set to 100% it's never choose this dialogue in 100% chance. It's randomly takes any bondage dialogue option and even if chance is set to zero, ends with nothing.

At this moment if you want trigger this event 100% you need use console.

  Hide contents

help dcur_dev

check variable dcur_devicecommentallowed

It's must be 1 - that means device cool-down time is ended and can be hear next comment

now before talk to NPC do

set dcur_devicecommentinconsequential to 1

Talk to NPC and got locked rubber gloves if chance is set 100% gloves will lock. If not than uses a chance what is set lock for random.

Also if you don't want to cool-down to dialogues you can set this variable too:

set dcur_devicecommentallowed to 1

set dcur_devicecommentinconsequential to 1

and then speak with NPC and got gloves on.

 

 

Ah, that's ... kinda unusual, but it makes some sense.  I never would have expected that it shared the same 1-hour cooldown that picking up cursed loot does.

Posted
4 hours ago, zarantha said:

 

Check your animation settings in the DD MCM. If you unchecked them, that's the expected behavior.

 

What dialogues are you looking for? The unlock dialogues are there.

Subtitles need to be enabled in the game settings and you need to use fuz ro d'oh for them to show for mods.

 

Try things like devious helpers, devious followers or maybe laura's bondage shop to add more dialogue.

thanks for the help, but the option for the bound scenes is checked, i jsut want to make sure im doing it right, for example, if you surrender when bound with a yoke it should normally bring the yoke in the scene right? or do you have to activate the scene a different way? like having to die while bound?

Posted
6 minutes ago, poprocks22 said:

thanks for the help, but the option for the bound scenes is checked, i jsut want to make sure im doing it right, for example, if you surrender when bound with a yoke it should normally bring the yoke in the scene right? or do you have to activate the scene a different way? like having to die while bound?

 

It depends on what is calling the animation, and what devices you have from what mod, and if the other NPC is a creature or not. DD handles the filter only, it doesn't start animations or surrender on it's own. If you have multiple mods that handle surrender, you could end up with conflicts that result in odd behaviors.

 

Ideally, DD should choose an animation that respects what devices are equipped and not remove them if everything is checked in the animation settings. (This can frequently result in only the DD Belt Solo animation being available, just a FYI.) It should intercept animations if there are DD devices and apply the filter. But a mod that's too old may not work as expected, and if you have other frameworks installed (ZAZ, Toys) the animations may be triggered through that framework and not use DD's at all.

 

What mod are you using to surrender with?

Exactly what devices were equipped at the time?

What NPC were you in the animation with?

If you can reproduce it, get a papyrus log after reproducing the issue and attach it. The process is the same for LE and SE, so the LE instructions are fine.

https://www.creationkit.com/index.php?title=User:DavidJCobb/Papyrus_logging

https://www.nexusmods.com/skyrim/articles/368

Posted
1 hour ago, ChandraArgentis said:

I never would have expected that it shared the same 1-hour cooldown that picking up cursed loot does.

No not cursed loot cool-down. but consequences:

Spoiler

ScreenShot68.jpg.e9565a7218af6b704b01dd62c317d2be.jpg

 

Posted (edited)

alright im pretty sure dd is basically compatible with any sexlab mods however the mcm will "work" like it will let me check and uncheck etc. But it has no actual affect on what gets equipped( i want the suits turned off because i use bhunp and the booby bounces in those uunp suits are ridiculous with it lol) but even if i turn off suits itself and lower all of their weights to 0 they still equip to me, Please help. I started a fresh save made sure load order was correct i just have no idea what it could be only DD does this for me everything else registers

Edited by cursedfinger
Posted
14 minutes ago, cursedfinger said:

alright im pretty sure dd is basically compatible with any sexlab mods however the mcm will "work" like it will let me check and uncheck etc. But it has no actual affect on what gets equipped( i want the suits turned off because i use bhunp and the booby bounces in those uunp suits are ridiculous with it lol) but even if i turn off suits itself and lower all of their weights to 0 they still equip to me, Please help. I started a fresh save made sure load order was correct i just have no idea what it could be only DD does this for me everything else registers

 

Some events will equip specific items regardless of your settings. There's no way to absolutely, 100% remove a device. Are you using the BHUNP conversions? If not, then that might help your breast bounce issues.

 

https://www.loverslab.com/files/file/10729-bhunp-3bbb-bodyslide-collection/

 

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