nicksels Posted March 31, 2022 Posted March 31, 2022 Quote You have to take a bit of time to try out which of the incredible variety from these mod packages is suitable for your own (desired) way of playing So what your saying is, these devices don't restrain my character by themselves, and I'd need to download additional animation packs to get them to actually restrain? I thought DD had it's own animations in place for stuff like that... All I really want is for the character to act and look restrained when devices are equipped (hands & arms being actually inside of an armbinder when its equipped, and not in the vanilla idling position, for example). I can get an animation to play for struggling out of an armbinder, though. Limbs & body seem to be in their correct orientation when doing so. When the struggling stops, however, the arms go right back to the vanilla idling position, and the armbinder only really keeps me from equipping armor and weapons. Once again, video attached for illustration. If I did happen to have downloaded the wrong modfile (or missed one), which one would I need to fix this? Skyrim Special Edition 2022-03-31 09-41-03.mp4
Miauzi Posted March 31, 2022 Posted March 31, 2022 Vor 41 Minuten sagte Nicksels: Was sagen Sie also, diese Geräte halten meinen Charakter nicht von selbst zurück, und ich müsste zusätzliche Animationspakete herunterladen, damit sie ihn tatsächlich zurückhalten? Ich dachte, DD hätte seine eigenen Animationen für solche Sachen ... Alles, was ich wirklich will, ist, dass der Charakter zurückhaltend wirkt und aussieht, wenn Geräte ausgerüstet sind (Hände und Arme befinden sich tatsächlich in einer Armbinde, wenn sie ausgerüstet sind, und nicht darin beispielsweise die Vanilla-Leerlaufstellung). Ich kann jedoch eine Animation zum Abspielen bekommen, um mich aus einer Armbinde zu kämpfen. Gliedmaßen und Körper scheinen dabei in der richtigen Ausrichtung zu sein. Wenn das Kämpfen jedoch aufhört, gehen die Arme sofort wieder in die Vanille-Leerlaufposition, und der Armbinder hält mich nur wirklich davon ab, Rüstungen und Waffen auszurüsten. Noch einmal Video zur Veranschaulichung angehängt. Wenn ich zufällig die falsche Moddatei heruntergeladen (oder eine verpasst) habe, welche brauche ich, um das Problem zu beheben? Skyrim Special Edition 2022-03-31 09-41-03.mp4 It wasn't about animations but about those devices that allow such a kind of bondage (and its display) at all. The one in your first post can't - the one in the second post can. My example with the D-ring gloves can do exactly what they did to their character with the ropes. -- However, my main reference in my previous post was to a very different aspect of restrictive devices -> the reduction of a game character's abilities when wearing bondage devices. For example, what does wearing a tight corset or boot that forces the foot into a ballerina position do? How well can you pick locks with lockpicks when your fingers are in restrictive gloves? The full game potential of this aspect can only be unlocked with additional mods - such as the training factor - i.e. the longer you wear these devices, the better you get on with them, etc.
Elsidia Posted March 31, 2022 Posted March 31, 2022 2 hours ago, nicksels said: I can get an animation to play for struggling out of an armbinder, though. Limbs & body seem to be in their correct orientation when doing so. W You have some conflict idle mods. installed. Also if you installed some parts of DD from LE, remove it and reinstall DD 5.1 Then rerun FNIS Probably you have AE version what not work with DD 5.1 Or some idle mods as sexy move may cause wrong idle works. Also noenchanment restriction mod is incompatible with DD. Check this post for possible mod conflict and solutions: https://www.loverslab.com/topic/99700-devious-devices-se-51-2021-03-24/?do=findComment&comment=3077930 1
nicksels Posted March 31, 2022 Posted March 31, 2022 Quote You have some conflict idle mods. installed. (...) Or some idle mods as sexy move may cause wrong idle works. Think this is it! I disabled FNIS sexy move and pretty combat animations, ran FNIS like 5 times, and stuff looks better already! Thanks a ton Also, thanks for the tips @Miauzi, I'll be sure to have a look at those mods you mentioned. For science, of course.
Miauzi Posted March 31, 2022 Posted March 31, 2022 Vor 3 Stunden sagte Nicksels: Denke das ist es! Ich habe FNIS sexy Move und hübsche Kampfanimationen deaktiviert, FNIS ungefähr 5 Mal ausgeführt und das Zeug sieht schon besser aus! Danke vielmals Danke auch für die Tipps @Miauzi , ich werde mir die von dir erwähnten Mods auf jeden Fall ansehen. Natürlich für die Wissenschaft. hier einer der von mir erwähnten Mods die letzten beiden tred-Seiten sind auch ein paar Bemerkungen/Hinweise von mir Download sowohl für LE als auch für SE
Marajade Posted April 1, 2022 Posted April 1, 2022 I've been having this problem on and off for a while... Gags don't open the mouth all the way in my game, not matter how many times I reinstall everything and set it up again. The mouth opens about 80% when a gag is equipped. Yes, I am using MFG fix. I am running Skyrim SE, DCL, and many other mods that all seem to play well together. Everything works, except the gags aren't opening the mouth wide enough. I'm stuck on how to fix this. Any ideas?
Miauzi Posted April 2, 2022 Posted April 2, 2022 Vor 4 Stunden sagte Marajade: Ich habe dieses Problem seit einiger Zeit hin und wieder ... Gags öffnen den Mund nicht vollständig in meinem Spiel, egal wie oft ich alles neu installiere und neu einrichte. Der Mund öffnet sich zu etwa 80 %, wenn ein Knebel angelegt ist. Ja, ich verwende MFG Fix. Ich verwende Skyrim SE, DCL und viele andere Mods, die alle gut zusammenzuspielen scheinen. Alles funktioniert, nur dass die Knebel den Mund nicht weit genug öffnen. Ich bin festgefahren, wie ich das beheben kann. Irgendwelche Ideen? Just like I read the posts I've read about it over the last few months... ..the system has certain limits that you can't really get over. I myself take a "byway" - the mod I linked has visible effects in addition to the invisible training effects (e.g. running speed with ballet boots) - which you can set separately via the MCM. This also includes the jaw position by wearing gags. But - it's about a "permanent" effect - the mouth stays open due to the "deformation" of the jaw (longer wearing time required) even without a gag - the opening width is of course adjustable. -- As I said - it's a bit of a "trick" - I see that with my companions who, without these training effects, have the problem you described with the gags (jaw opening angle) - sometimes it works - sometimes unfortunately not
NobodyImportant33333 Posted April 2, 2022 Posted April 2, 2022 I'm looking at the animation directory in the mod installation, and I'm not seeing any animations for Armbinder Hand-to-Hand move. There's some for stagger, directional attacking, standing still, but none for just moving in combat mode. I suspect this is the reason when I move around in combat mode the game uses the default hand-to-hand moving animations, causing the arms to pop out of the sleeves. Spoiler I had this problem before where this would happen, never found a solution. Back then, the answer was to blame Nemesis and move on. This was one that couldn't be fixed until Nemesis got better. Ladies and gentlemen, grown-ups of all ages above 18, Nemesis wouldn't cause these animation files to be missing from the DD mod installation. I have a feeling there are supposed to be more files, but they're missing, and that causes some animations not to run. Hard to run an animation if it's not there. I feel like a temporary solution would be to fill in the missing animations with the non-combat movement animations. It wouldn't look quite right, but it would look righter than the vanilla animations.
Elsidia Posted April 2, 2022 Posted April 2, 2022 (edited) 9 hours ago, NobodyImportant33333 said: I feel like a temporary solution would be to fill in the missing animations w You are not right. it's probably your nemesis problem. When you are in armbinder for fight she uses leg animation not arms and arms stays in place. Or you have some mod what rewrites DD scripts: Spoiler UPD: Sorry loverslab loads so slow, then even pictures not seens and when you save it's insert more pictures as need Edited April 2, 2022 by Elsidia Loverslab load lag bug
merryMalfunctioning Posted April 3, 2022 Posted April 3, 2022 Bit of a technical question here. How does Devious Devices block orgasms and cum? Is it happening in the skse plugin? Because I can't find any reference to it in the scripts.
NobodyImportant33333 Posted April 3, 2022 Posted April 3, 2022 9 hours ago, Elsidia said: When you are in armbinder for fight she uses leg animation not arms and arms stays in place. The actual attacking animations work fine on my end. Yes, she uses her legs to attack enemies, not her arms. Her arms stay put. I think you're missing the point though. The legs are doing the work, but when it comes to animation, everything is a part of the animation, not just the legs. You still have to animate the fact that her arms are stuck behind her back. In every single abc0_ animation, the character's arms are behind her back as if she's wearing an armbinder, even the combat idle ones; which are identical to the vanilla ones except the arms being behind her. That part of the animation is important, and it's not as simple as using animation overrides. Each animation must have a replacement for when the armbinder is worn. Otherwise, the arms will pop out when doing certain things, like moving around in combat mode. Obviously, there are no animations for interacting with chairs and beds and workbenches and the like, so I'm not even going to worry about that. And why shouldn't there be animations for moving while in combat mode included in here? There's animations for pretty much everything else, and pretty much everything else works because of it. I should see if the other animation packs have these missing animations. It could be that only some of the packs lack the animations. I do feel like I'm on the money here with this problem. It just seems like too much of a coincidence that the only animations that don't work are the animations that are missing from this folder. That said, there may be more to it than that. I'm looking to see this issue resolved when possible, however it gets resolved.
Elsidia Posted April 3, 2022 Posted April 3, 2022 1 hour ago, NobodyImportant33333 said: Otherwise, the arms will pop out when doing certain things, like moving around in combat mode. Yes i'm not understand. I'm just test in armbinder battle pose, running around, kick, crawl, jump do anything what i can imagine in battle pose and NEVER arms goes out of armbinder. I use FNIS and for FNIS animations are enough to left arms in armbinder. And there no need add any additional animations. As for use chairs and etc in armbinder is block activation of objects so you don't need animations for it. If you use Nemesis i remember to you that DD are incompatible with Nemesis.
NobodyImportant33333 Posted April 3, 2022 Posted April 3, 2022 17 hours ago, Elsidia said: I'm just test in armbinder battle pose, running around, kick, crawl, jump do anything what i can imagine in battle pose and NEVER arms goes out of armbinder. I use FNIS and for FNIS animations are enough to left arms in armbinder. And there no need add any additional animations. As for use chairs and etc in armbinder is block activation of objects so you don't need animations for it. If you use Nemesis i remember to you that DD are incompatible with Nemesis. If such is the case that Nemesis simply doesn't work right, I'm at a dead end and nothing can be done on my end. This may very well be the case, but I do not wish to jump to a conclusion I can do nothing about when there is in theory another problem. I cannot solve the problem with Nemesis, but I can at least examine my theory that animations are missing, and possibly find a resolution. However, I do hear of some people who run FNIS alongside Nemesis. I haven't experimented with such things, but maybe that's something to look into.
VAAAAAAAAAAAAAAAAAAAAAAAAV Posted April 4, 2022 Posted April 4, 2022 should I translate this words for translating? I thought they were something functional word. but all of scripts including Device names are only these... i am so confused now.
Conqueeftador Posted April 4, 2022 Posted April 4, 2022 I need some help here. I've read all through the support section, and I think I'm having a PEBCAK moment. I've got DD installed, everything is working great. But I'm trying to get it to play nice with SL Parasites. What I want is to have the devices equipped by Parasites be worn underneath my armor/clothing, preferably visible in areas not covered by armor. (Ex. living armor would be equipped underneath barbarian armor, but in areas that aren't covered by the barbarian armor, the living armor would be visible. I tried tweaking some of the settings in "devices underneath" and the most I was able to do was make my characters body invisible. So right now I don't know if this is a hard limitation of DD/Parasites/Skyrim, or if I need another mod to make this happen, or if I'm doing something wrong in my "devices underneath" settings. I know it can be done because I've seen pictures and videos of other people who have done it, I just don't know how. So I'd appreciate any advice or direction anyone can offer.
Miauzi Posted April 4, 2022 Posted April 4, 2022 Vor 7 Stunden sagte Conqueeftador: Ich brauche hier etwas Hilfe. Ich habe den gesamten Support-Bereich gelesen und ich glaube, ich habe einen PEBCAK-Moment. Ich habe DD installiert, alles funktioniert super. Aber ich versuche, es dazu zu bringen, gut mit SL Parasites zu spielen. Was ich möchte, ist, dass die von Parasiten ausgerüsteten Geräte unter meiner Rüstung / Kleidung getragen werden, vorzugsweise sichtbar in Bereichen, die nicht von Rüstungen bedeckt sind. (Zum Beispiel würde eine lebende Rüstung unter einer Barbarenrüstung angebracht, aber in Bereichen, die nicht von der Barbarenrüstung bedeckt sind, wäre die lebende Rüstung sichtbar. Ich habe versucht, einige der Einstellungen in „Geräte darunter“ zu optimieren, und das Beste, was ich konnte zu tun war, den Körper meines Charakters unsichtbar zu machen. Im Moment weiß ich also nicht, ob dies eine harte Einschränkung von DD/Parasites/Skyrim ist oder ob ich einen anderen Mod brauche, um dies zu erreichen, oder ob ich etwas falsch mache meine "Geräte unter"-Einstellungen. Ich weiß, dass es möglich ist, weil ich Bilder und Videos von anderen Leuten gesehen habe, die es getan haben, ich weiß nur nicht, wie. Daher würde ich mich über jeden Rat oder jede Anleitung freuen, die jemand anbieten kann. As I have read and understood, Ditr has a fundamental flaw in reasoning... ...a parasite armor (e.g. the "living one") replaces the "dead" metal or leather armor. That means -> either wear the parasite or the armor suit. You can only mix hands, shoes/boots and head/helmet The same applies to "normal" DD devices (e.g. chastity bra) - the parasite also blocks the relevant slot here By the way - the parasite has a real armor function - "normal" DD devices such as a rubber suit have none at all. -- Yes - you could "build" something together - only to do this you have to change the mods in depth.
FlyDut Posted April 6, 2022 Posted April 6, 2022 The armor I got using the GetWornRenderedDeviceByKeyword function cannot be removed using RemoveItem. is this normal?
Miauzi Posted April 6, 2022 Posted April 6, 2022 Vor 41 Minuten sagte FlyDut: Die Rüstung, die ich mit der GetWornRenderedDeviceByKeyword-Funktion erhalten habe, kann nicht mit RemoveItem entfernt werden. ist das normal? As I understand the construction around the DD devices, it shouldn't be possible for the player to simply cheat out of them via "console"... ..whereby you can get the keys via the console.
safado Posted April 6, 2022 Posted April 6, 2022 4 hours ago, FlyDut said: The armor I got using the GetWornRenderedDeviceByKeyword function cannot be removed using RemoveItem. is this normal? There are extra hidden assets with lockable DD inventory stuff that trigger scripts that block or reverse the unquip/remove action. Cheat obtaining the proper key or use the debug remove/stop quest. The locking code will provide chance of unlocking if proper key in inventory. Chance has to be setup if you want 100% success, because of jamming event. 1
Marajade Posted April 7, 2022 Posted April 7, 2022 I'm having a very specific issue with a couple of the rope bindings in Devious Devices. As shown in the image below, when wearing the full body harness a portion of the legs are invisible. When wearing certain rope armbinders, a portion of the arms are invisible. As far as I can tell every other Devious Device displays properly. Can anyone tell me how to fix this? I can't find anything in bodyslide that I haven't built. Thanks!
Elsidia Posted April 7, 2022 Posted April 7, 2022 3 hours ago, Marajade said: Can anyone tell me how to fix this? I can't find anything in bodyslide that I haven't built. Thanks! Probably those items is from DCL Learning ropes quests - those devices into DCL isn't fixed and and for missing arms you need add in xedit biped slot forearms and for legs biped slot calves. More details can provide at home near the skyrim after 8 hours. If those devices is from DD 5.1 then this mod goes with DD items SE compatible plugin what is in fomod installer and you need activate this plugin.
FlyDut Posted April 7, 2022 Posted April 7, 2022 19 hours ago, safado said: There are extra hidden assets with lockable DD inventory stuff that trigger scripts that block or reverse the unquip/remove action. Cheat obtaining the proper key or use the debug remove/stop quest. The locking code will provide chance of unlocking if proper key in inventory. Chance has to be setup if you want 100% success, because of jamming event. Thanks, I should use the UnlockDevice function to handle this. But there is still a problem. After I set destroyDevice to true, the devce obtained with GetWornDevice can be correctly removed from the inventory, but the equipment obtained with GetWornRenderedDeviceByKeyword only unlocks the devce and does not remove it from the inventory. I would like to ask what is the difference? I wish I could use GetWornRenderedDeviceByKeyword because it's really fast
Elsidia Posted April 8, 2022 Posted April 8, 2022 12 hours ago, FlyDut said: GetWornRenderedDeviceByKeyword Not understand about what you talking this function not remove any device just return rendered device form. You should use UnlockDevice(libs.player, deviceInventory, GetWornRenderedDeviceByKeyword(libs.player, zad_DeviousDevice), zad_DeviousDevice, destroyDevice=true)
FlyDut Posted April 8, 2022 Posted April 8, 2022 15 minutes ago, Elsidia said: Not understand about what you talking this function not remove any device just return rendered device form. You should use UnlockDevice(libs.player, deviceInventory, GetWornRenderedDeviceByKeyword(libs.player, zad_DeviousDevice), zad_DeviousDevice, destroyDevice=true) deviceInventory cannot use GetWornRenderedDeviceByKeyword? Because the device on the actor are random
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