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Posted (edited)
10 hours ago, zarantha said:

 

Because the whomever did the fixes hasn't let Kimy know what was bugged or provided the fixes on these threads where she could see and evaluate them.

It would be nice to know what was meant by 'bugged' too. I haven't seen bugged animations with the armbinders, and I have both mods.

 

So the doggy armbinder animation works for you? For me the male is standing up and not animated. Same thing with the missionary, but the one from sailing rebel works(the one I dislike the most). Most of those animations are very old though. I've replaced some of them with Billyy's but she didn't make any doggy or missionary animations.

Edited by Inception
Posted
5 hours ago, Coalstorm said:

 

@Kimy@Inte : In that DD-BRRF is now officially part of DD, and you two are directly responsible for the mods in question, I think you two are the best people to ask about this.

 

Do I still need the DD - BRRF_Patch - Equip.esp BRRF patch for Devious Devices Equip if I use Devious Devices SE (v.5.1) and Devious Devices - Equip SE (v.5.02 / 2021-08-11)?

 

If yes, then where do I find the latest version?

 

This component was contributed and is maintained by @Skullered. I just merged it into DD, but have otherwise no experience with BRRF.

Posted (edited)
1 hour ago, Kimy said:

 

This component was contributed and is maintained by @Skullered. I just merged it into DD, but have otherwise no experience with BRRF.

 

So the answer is NO?

Edited by Coalstorm
Posted
7 hours ago, Coalstorm said:

 

@Kimy@Inte : In that DD-BRRF is now officially part of DD, and you two are directly responsible for the mods in question, I think you two are the best people to ask about this.

 

Do I still need the DD - BRRF_Patch - Equip.esp BRRF patch for Devious Devices Equip if I use Devious Devices SE (v.5.1) and Devious Devices - Equip SE (v.5.02 / 2021-08-11)?

 

If yes, then where do I find the latest version?

The main version of BRRF was updated and integrated into DD itself. You should still be able to keep using patches from BRRF's own mod page, but remember to let Devious Devices overwrite any conflicting files from BRRF.

 

Unless Inte added explicit support for beast races, you should probably keep using the patch for equip, but keep in mind it hasn't been updated in a while.

Posted
8 hours ago, Inception said:

 

So the doggy armbinder animation works for you? For me the male is standing up and not animated. Same thing with the missionary, but the one from sailing rebel works(the one I dislike the most). Most of those animations are very old though. I've replaced some of them with Billyy's but she didn't make any doggy or missionary animations.

 

I only have the one available, because that's all that is in the DD filter. You can't use sexlab or zaz animations when the animation is triggered through DD.

But yes, that one animation works, even though it's old. DDZapArmbDoggy01.

The guy is animating just fine. Usually actors not animating are an issue with your setup, not the mod.

Posted
3 hours ago, zarantha said:

 

I only have the one available, because that's all that is in the DD filter. You can't use sexlab or zaz animations when the animation is triggered through DD.

But yes, that one animation works, even though it's old. DDZapArmbDoggy01.

The guy is animating just fine. Usually actors not animating are an issue with your setup, not the mod.

 

What could be wrong then? I only have issues with animations from DD. Not any other animation packs.

Posted
10 hours ago, Inception said:

 

What could be wrong then? I only have issues with animations from DD. Not any other animation packs.

 

Any  errors with FNIS? Did you run FNIS after installing DD?

Nothing overwriting XP32 except maybe MNC, ABC, or ASOS?

Are you using Nemesis?

Are you using selab beta 8 or 9? beta 9 need a full reset after upgrading and then slal will need to be re-registered.

 

And sometimes Sexlab just screws up. I've had my character or sometimes the NPC not animating with other animations that work later on. It doesn't mean something is wrong with the animations, just that the scene had trouble starting. That will usually be script lag, or something interrupted the pc/npc in the middle of the scene and ended it prematurely for them.

 

Posted (edited)
6 hours ago, mikesolo1975 said:

The Amazing World of Bikini Armors  remastared its compatible whith devious devices ?

the version on nexus its not.

thanks for any help or advice.

 

It's compatible, but just like regular armor some pieces can't be worn while the DD item is equipped, because the DD is taking up the slot and can't be removed until unlocked or escaped. Where you're getting confused is that Bikini armors are modular, so use more slots than normal armor, so you've got more chances that there will be overlap. You can wear the armor after you've managed to escape or unlock the device.

 

The above applies to the nexus version too.

Edited by zarantha
Posted
1 hour ago, zarantha said:

 

It's compatible, but just like regular armor some pieces can't be worn while the DD item is equipped, because the DD is taking up the slot and can't be removed until unlocked or escaped. Where you're getting confused is that Bikini armors are modular, so use more slots than normal armor, so you've got more chances that there will be overlap. You can wear the armor after you've managed to escape or unlock the device.

 

The above applies to the nexus version too.

ok now i understand. ?

thanks again for your help and time as allways my friend.

Posted
4 hours ago, zarantha said:

 

Any  errors with FNIS? Did you run FNIS after installing DD?

Nothing overwriting XP32 except maybe MNC, ABC, or ASOS?

Are you using Nemesis?

Are you using selab beta 8 or 9? beta 9 need a full reset after upgrading and then slal will need to be re-registered.

 

And sometimes Sexlab just screws up. I've had my character or sometimes the NPC not animating with other animations that work later on. It doesn't mean something is wrong with the animations, just that the scene had trouble starting. That will usually be script lag, or something interrupted the pc/npc in the middle of the scene and ended it prematurely for them.

 

 

Yes, a lot of errors but mostly due to edited animation lists not corresponding to the hkx, and because of too many animations. But the new version can support that many animations so it's nothing to worry about.

 

Nothing overwriting XP32 except MNC and ABC

 

Why should I use Nemesis? Sounds tryhard

 

I'm using SexLab beta 8

 

ZapArmMissionary and ZapArmDoggy are always bugged. It's not situational.

Posted
43 minutes ago, Inception said:

Why should I use Nemesis? Sounds tryhard

 

The question about Nemesis usage was a troubleshooting question rather than a recommendation.

 

There are apparently compatibility problems between Nemesis and DD.

 

So in this context, it's better if you are using FNIS, because you are avoiding compatibility problems between Nemesis and DD.

 

I hope that explanation helps.

Posted

Is there a way to enable all (or certain) DD events during combat? Deviously Helpless has a cool feature where you drop your weapons on a 'vibration' event, but it seems this event is disabled in DD during combat by default. I tried to find an option to tweak it in the MCM, but found nothing. I don't mind changing the scripts/mod itself, but would like a starting point if you have one.

Posted (edited)
3 hours ago, Inception said:

Why should I use Nemesis? Sounds tryhard

 

No, there's issues with DD animations and Nemesis. I'd say get rid of it if you were using it.

 

3 hours ago, Inception said:

ZapArmMissionary and ZapArmDoggy are always bugged. It's not situational.

 

DD's animation in game names are DDZapArmbDoggy01 and DDZapArmbMissionary01 - note the DD at the front. If you don't have DD in the front of the messed up animations, then those are probably Zaz animations instead and nothing to do with DD. A lot of the animation names between DD and Zaz are similar. I just tried the missionary too and that also worked for me.

 

Here's the DD and ZAZ animations to show the difference. Can you confirm if you're looking for with or without 'DD'?

 

image.png.e154a75e5b5d1c43663309ff6b8f5a91.png

 

Edit: Sorry if this is a bit repetitive. Precision is important here though, and it's best to make sure we're talking about the same things.

Edited by zarantha
Posted
1 hour ago, lanaya1437 said:

Is there a way to enable all (or certain) DD events during combat? Deviously Helpless has a cool feature where you drop your weapons on a 'vibration' event, but it seems this event is disabled in DD during combat by default. I tried to find an option to tweak it in the MCM, but found nothing. I don't mind changing the scripts/mod itself, but would like a starting point if you have one.

 

I think the closest thing would be the combat surrender complex chances in DCL. It has a chance for you to lose your weapon, but it's not linked to the events in DD. Just note that it's not recommended to use DCL's combat surrender if you have another mod doing the same thing, like death alternative or defeat. Not sure how much deviously helpless would conflict, but it sounds like it would.

Posted
16 hours ago, zarantha said:

 

I think the closest thing would be the combat surrender complex chances in DCL. It has a chance for you to lose your weapon, but it's not linked to the events in DD. Just note that it's not recommended to use DCL's combat surrender if you have another mod doing the same thing, like death alternative or defeat. Not sure how much deviously helpless would conflict, but it sounds like it would.

I'm not looking for another mod that does the same/similar thing, but a way to remove the restriction that doesn't allow DD events to run while in combat. This sounds like a deliberate constriction/condition in the DD mod, which means it could possibly be removed by editing scripts/changing the mod (maybe even having it as an option in the MCM? :))

 

As I said, I'm somewhat familiar with modding so I'm not opposed to changing some scripts, but with a mod as large as DD it can be hard to find what I'm looking for.

Posted
2 hours ago, lanaya1437 said:

I'm not looking for another mod that does the same/similar thing, but a way to remove the restriction that doesn't allow DD events to run while in combat. This sounds like a deliberate constriction/condition in the DD mod, which means it could possibly be removed by editing scripts/changing the mod (maybe even having it as an option in the MCM? :))

 

As I said, I'm somewhat familiar with modding so I'm not opposed to changing some scripts, but with a mod as large as DD it can be hard to find what I'm looking for.

 

It may be deliberate, but I don't know for sure where it would be, or why it was done. There was probably a good reason for it if it is intentional. DD and DCL scripts are extensively commented and you could read through them to edit them. zadlibs is the main documentation. Just be aware that editing them is unsupported, and because of the way the two mods are integrated, you may unintentionally break things by changing it. You edit the scripts, you're on your own.

 

I did take a quick glance through some of the scripts. There is nothing related to combat in zadBaseEvent.psc. But it also looks like each event has it's own script and at least one of them mentions combat. So if it is possible, it looks like you'd need to edit a number of scripts individually (one for each event you want in combat).

 

This, I am guessing, would be an example:

 

zadEventBeltChafe.psc

 

scriptName zadEventBeltChafe extends zadBaseEvent

Float EventCooldown = 0.0

bool Function HasKeywords(actor akActor)
    if Utility.GetCurrentRealTime() < Eventcooldown || akActor.IsWeaponDrawn()
        Return False
    Else    
        return !akActor.IsOnMount() && (akActor.WornHasKeyword(libs.zad_DeviousBelt) && !akActor.WornHasKeyword(libs.zad_DeviousHeavyBondage) && !libs.BoundCombat.HasCompatibleDevice(akActor))
    EndIf
EndFunction

 

 

Posted
10 minutes ago, zarantha said:

I did take a quick glance through some of the scripts. There is nothing related to combat in zadBaseEvent.psc. But it also looks like each event has it's own script and at least one of them mentions combat. So if it is possible, it looks like you'd need to edit a number of scripts individually (one for each event you want in combat).

I found the following example in zadEventVibrate.psc:

Bool Function Filter(actor akActor, int chanceMod=0)
    if akActor.IsInFaction(libs.Sexlab.ActorLib.AnimatingFaction)
        libs.Log("Player is in a sexlab scene. Not starting new vibration effect.")
        return false
    EndIf
    bool inCombat = (akActor == libs.PlayerRef &&  akActor.GetCombatState() >= 1)
    return (HasKeywords(akActor) && (akActor.WornHasKeyword(libs.zad_DeviousPlug) || akActor.WornHasKeyword(libs.zad_DeviousPiercingsNipple) || akActor.WornHasKeyword(libs.zad_DeviousPiercingsVaginal)) && Parent.Filter(akActor, GetChanceModified(akActor, chanceMod))) && !inCombat
EndFunction

There are similar conditions in zadEventChaosPlug.psc for example (if actor is in combat, it just shocks it, otherwise the chaos plug event triggers). It may be what I'm looking for. btw I know that editing scripts is unsupported, don't worry :)

Posted

Hello @Kimy

 

I found a small bug in the DD Contraptions Libs. I want to use the Function "BobTheBuilder" to spawn a generic device.

 

the issue is, that this Function allways moves the Reference Point on X by +100 (in my case) => my marker moves over and over :) The reason is the hard coded 100 in MoveObjectByVector(WhereToBuild, newFurniture, 100.0) in line 316 in zadclibs.psc

Is it possible to move this shifting number as an optional parameter?

It has no high prio because i simply have no my own "Bob the builder" function but it costed me ~2h to find out why the Stuff was moving all the time.

 

Else i have to realy say... this DFC Framework is awesome. Hope it get's extended

Posted

How are the bound idle animations actually handled? Are they run via a script? I saw some of them in the zadlibs.psc, but did not see them referenced anywhere.

Posted
4 hours ago, cobra0798 said:

How are the bound idle animations actually handled?

I don't understand question completely, but try to answer.

If you mean animations, when you try to struggle out, then those are defined in each inventory device as property array as string and call by procedure zadheavybondagequestscript.psp by random. Property name struggleIdles

For hobbling animation, when you try to struggle out, is defined into property array string struggleIdlesHob and call from zadheavybondagequestscript.psp by random.

 

For animations of restraint effect is used different effects by item enchantment on match inventory device Rendered device . As example:

 

zadx_EnchHobbleSkirt "Hobble Skirt" [ENCH:0C020736] it contains two effects:

 

1) zadx_effHobbleSkirt "Hobble Skirt Script" [MGEF:0C022226] - script what add animations:  zadx_HobbleSkirtEffectScript

 

2) zadx_effForcedWalk "Forced Walk Mode" [MGEF:0C028369] - script what add animations: zadx_ForcedWalkScript

 

The same for others arminders and etc: you need check rendered devices enchantments.

 

For example i use inventory device zadx_StraitJacketHobbleDressLeatherWhiteCleavageInventory "White Leather Straitjacket Dress (Cleavage)" [ARMO:0C000845]

Rendered device: zadx_StraitJacketHobbleDressLeatherWhiteCleavageRendered [ARMO:0C000846]

Posted (edited)

I am having that usual problem of the mouth won't stay open when a gag is equipped.  She opens it for a brief second and then immediately closes it again.  Very frustrating.  I have MFG Fix installed as well as it's requirements (library address etc).  It was working for a few levels but has recently stopped.

 

Any thoughts?

Edited by mrtauntaun
Posted
15 minutes ago, mrtauntaun said:

I am having that usual problem of the mouth won't stay open when a gag is equipped.  She opens it for a brief second and then immediately closes it again.  Very frustrating.  I have MFG Fix installed as well as it's requirements (library address etc).  It was working for a few levels but has recently stopped.

 

Any thoughts?

 

Are you using sexlab beta 9 and have expressions enabled or set?

maybe try 'mfg reset' in the console?

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