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Posted
8 hours ago, Rafuc said:

Hello, for some odd reason some pieces are unremovable

First remove noenchanment mod, second remove all old patches DD  from mods what NOT work with DD 5.1. Any outdated mods can't remove DD items as in DD 5.1 are completely new equip system.

Papyrus log will help.

 

Posted

Hi, I am struggling with some invisible devices even though I built them in bodyslide. When I checked the file path I noticed there is a double backslash (after FeuerTin), could this be disrupting the file path and causing the invisibility issue. Also, how to fix this?

dd.jpg

Posted (edited)
6 hours ago, safado said:

 

8 years old wiki from Min.

https://github.com/DeviousDevices/Docs/wiki#what-is-devious-devices

 

You can read it while looking at the devious assets in xEdit.  You will be able to learn to mimic the construction by copying.  I recommend you use non-slot32 assets unless is a suit. TAWOBA Remastered or TAWOBA Extended bikini assets are using similar slot assignment and can be used for practice.   You need to learn about the split functionality of rendered/inventory assets and the layout of the effect, script, keywords.

 

I used some TAWOBA extended tops/bottoms to built cursed chastity bra/belts in a personal mod, a leveled list distribute and mix it with normal bikinis in chests. 

Expected slot assignments: https://github.com/DeviousDevices/Docs/wiki/Slot-Usage-Reference

 

 

 

Ok, thanks for the info.

 

After following your suggestion, I have a couple questions. I understand that I need two items for the armor piece to behave as a DD, in the case of nipple piercings I guess this is the "scriptInstance" (i.e. rendered device) and the standard "inventory" item. Obviously in the mod I'm trying to add DD functionality to, the armor piece only has one armor item associated with it. I can just create two copies of the base armor piece, and copy over the relevant properties from the DD script and inventory instance to each and update the inventory item's reference property to the rendered item's formID, but I'm not sure what I should be doing with the FormIDs. Firstly, is it possible for me to use either the rendered or inventory device which I've made to overwrite the original in the mod, so that the item remains associated with the original mod and not DD's item pool? If so, should I be overwriting with the rendered device or the inventory device? And secondly, how do I set up the formID for them? Should I use the formID index of the original mod or leave it as the new mod's index for the item instance which doesn't overwrite anything?

 

Thanks again

 

edit: seems I was able to answer all my questions, so going to post here for reference. The inventory should be the one to overwrite the original item's FormID. Can just use a formID with a unique index to the new mod for the rendered item (i.e. script instance). Also don't need to copy armor add-on into the new mod. I am assuming since I didn't do anything to try and register the item/s it won't be selected by any DD mod however.

Edited by asdj1239
Posted (edited)
1 hour ago, xina141bear said:

Hi, I am struggling with some invisible devices even though I built them in bodyslide. When I checked the file path I noticed there is a double backslash (after FeuerTin), could this be disrupting the file path and causing the invisibility issue. Also, how to fix this?

dd.jpg

 

It shouldn't affect anything since string interpretation usually considers double backslash to be an actual backslash anyway. I'm pretty sure I accidentally made an output path in outfit studio last night with a double backslash and it still worked fine for me. If you want to check, just navigate to the output path and check if the files are there after running bodyslide (if you're using MO2, this will either be in your overwrite folder, the DD mod folder itself, or your bodyslide output folder if you have made one. Not sure about Vortex sorry).

 

Also shouldn't you have build morphs checked? I thought not having that checked can cause clipping issues.

Edited by asdj1239
Posted
2 hours ago, asdj1239 said:

 

It shouldn't affect anything since string interpretation usually considers double backslash to be an actual backslash anyway. I'm pretty sure I accidentally made an output path in outfit studio last night with a double backslash and it still worked fine for me. If you want to check, just navigate to the output path and check if the files are there after running bodyslide (if you're using MO2, this will either be in your overwrite folder, the DD mod folder itself, or your bodyslide output folder if you have made one. Not sure about Vortex sorry).

 

Also shouldn't you have build morphs checked? I thought not having that checked can cause clipping issues.

Thanks for the reply. I checked the folder, seems like they are there. Can't figure out why they invisible. Please share if you have any ideas.

Thanks for pointing out that build morphs isn't checked.

Posted (edited)
1 hour ago, xina141bear said:

Thanks for the reply. I checked the folder, seems like they are there. Can't figure out why they invisible. Please share if you have any ideas.

Thanks for pointing out that build morphs isn't checked.

 

I think unfortunately there are many reasons you might get invisible items, so you'll need to provide more info. What version of Skyrim are you using, and are you using the appropriate version of DD for it? Which body are you using, and are you using the right DD bodyslide files for it? Did you try re-installing DD to make sure you don't have missing textures or something? I'm assuming that only the FT items are affected since you made the comment about the backslash specifically for FT files? Is it only rope items that are invisible? Are you clicking build or batch build in bodyslide? And are you building everything or only DD items (you should be building everything, including the base body in bodyslide. CBBE body in your case if you're building CBBE DD items)?

 

edit: also I might as well add before someone else does - have you tried searching this thread for the problem? It is a relatively common problem especially among people new to modding, so whatever you've done chances are someone else has already made the same error, posted about it here and had it resolved.

Edited by asdj1239
Posted (edited)
2 hours ago, asdj1239 said:

 

So I have a new question now that I have a bit of understanding about how this works. Hoping either you or anyone else can give me a bit of direction. I am using the Aradia Snake Rogue armor set and I noticed that it has 2 plugs in one of the pieces, and DD has a soulgem pair item, so I figured why not make the aradia armor piece have the DD plug pair effect.

 

As far as I can tell, the "Plug (Pair)" items in DD don't work and have been replaced by the separate, individual plugs. I'm wondering if there is a way to flag an item as both a vaginal and anal DD plug, or does it have to be split into 2 separate items?

 

Not everything in DA has devious effects, some are for looks only, that why the DD plugs pairs "do not work".   You may want NPC with the assets, but without scripts running.

Anything in DA override by DI is modified, and DI version takes over. 

 

The problem I see in Aradias Snake Rogue is the slots' usage of the shoulder, belt and "thighs" pieces.   The belt is assigned to Slot52 that is used by SOS, the "thighs" is assigned to slot53 that is used by DD cuffs, and the shoulder is using slot57 that is for DD vag plugs.

  I suggest changing belt to slot54(unused) and "thighs" to use slots 48,49, and 57 with the plug effects. Also, "shoulder" need to be changed to slot35(amulet) or maybe slot35(DD collar) (it also has a top arm cuff look).  If the slots are not rearranged, there's conflict with DD in general.  After that is sorted out, you can add the effects you want based on the choice of slots.

 

Slots need to be changeg in the NIF meshes and the formid records. You can use Bodyslide studio to change the meshes, it is in the partition tab.

 

Edited by safado
Posted (edited)
50 minutes ago, safado said:

 

The problem I see in Aradias Snake Rogue is the slots' usage of the shoulder, belt and "thighs" pieces.   The belt is assigned to Slot52 that is used by SOS, the "thighs" is assigned to slot53 that is used by DD cuffs, and the shoulder is using slot57 that is for DD vag plugs.

  I suggest changing belt to slot54(unused) and "thighs" to use slots 48,49, and 57 with the plug effects. Also, "shoulder" need to be changed to slot35(amulet) or maybe slot35(DD collar) (it also has a top arm cuff look).  If the slots are not rearranged, there's conflict with DD in general.  After that is sorted out, you can add the effects you want based on the choice of slots.

 

Slots need to be changeg in the NIF meshes and the formid records. You can use Bodyslide studio to change the meshes, it is in the partition tab.

 

 

Oops sorry I deleted the post you were replying to. Either way, thanks for the info, I didn't realize that maintaining the slots DD uses for device functions was important, and aside from that I might as well fix the slots on the belt and shoulder for better compatibility anyway.

 

With that said, I did manage to get the Aradia's thigh piece working the way I wanted, except I wanted the SL strip function to be capable of removing it. I tried removing the SexLabNoStrip keyword from the render and inventory items in xEdit which allowed it to be stripped, however whenever the Strip function got called the item would kind of break. The item would appear invisible the character, but was still listed as equipped in the PC inventory. Unequipping and re-equipping it wouldn't fix the invisible texture either, it was only when I removed the item via console and re-added it that it would show up properly again.

 

So I am wondering if there is a way to set up an item with DD features that can still be removed by the SL strip function, or if this is outside the scope of DD? I will try changing the slots to 48, 49 and 57 tomorrow and see if this fixes the issue but I am guessing this will just prevent DD from trying to equip other items in those slots and won't solve my issue?

 

50 minutes ago, safado said:

Not everything in DA has devious effects, some are for looks only, that why the DD plugs pairs "do not work".   You may want NPC with the assets, but without scripts running.

Anything in DA override by DI is modified, and DI version takes over.

 

I ended up using the plug soulgem pair items from DDi to get the properties I copied over to the arcadia thigh item. I tested vibration events in-game and they were working fine, even without changing the slot (I did notice the slot difference when I was making the patch but I was lazy)

 

Edited by asdj1239
Posted (edited)
25 minutes ago, asdj1239 said:

 

Oops sorry I deleted the post you were replying to. Either way, thanks for the info, I didn't realize that maintaining the slots DD uses for device functions was important, and aside from that I might as well fix the slots on the belt and shoulder for better compatibility anyway.

 

With that said, I did manage to get the Aradia's thigh piece working the way I wanted, except I wanted the SL strip function to be capable of removing it. I tried removing the SexLabNoStrip keyword from the render and inventory items in xEdit which allowed it to be stripped, however whenever the Strip function got called the item would kind of break. The render would disappear from the character, but the item would still be listed as equipped in the PC inventory. If I unequipped it and re-equipped it, the item would still be invisible, and it was only when I removed it via console and re-added the item that it would show up properly again.

 

So I am wondering if there is a way to set up an item with DD features that can still be removed by the SL strip function, or if this is outside the scope of DD? I will try changing the slots to 48, 49 and 57 tomorrow and see if this fixes the issue but I am guessing this will just prevent DD from trying to equip other items in those slots and won't solve my issue?

 

 

Maybe switch your personal mod to use instead VirginMarie's Toys Workshop framework.     Home 

She got issues with DD and her mods, decided to create her framework to solve that instead.  You need to request support in that mod forum.

 

 

 

Edited by safado
Posted
8 hours ago, safado said:

Maybe switch your personal mod to use instead VirginMarie's Toys Workshop framework.     Home 

She got issues with DD and her mods, decided to create her framework to solve that instead.  You need to request support in that mod forum.

 

Well from the documentation it definitely seems like it is easy to set up the exact functionality I want for this mod. I will probably still try and see if I can get the functionality I want out of DD before I add another framework to my mod list just for one or two personal mods though.

Posted
10 hours ago, asdj1239 said:

I did manage to get the Aradia's thigh piece working the way I wanted, except I wanted the SL strip function to be capable of removing it. I tried removing the SexLabNoStrip keyword from the render and inventory items in xEdit which allowed it to be stripped, however whenever the Strip function got called the item would kind of break. The item would appear invisible on the character, but was still listed as equipped in the PC inventory. Unequipping and re-equipping it wouldn't fix the invisible texture either, it was only when I removed the item via console and re-added it that it would show up properly again.

 

So I am wondering if there is a way to set up an item with DD features that can still be removed by the SL strip function, or if this is outside the scope of DD? I will try changing the slots to 48, 49 and 57 tomorrow and see if this fixes the issue but I am guessing this will just prevent DD from trying to equip other items in those slots and won't solve my issue?

 

I did a bit more testing, I realized that the device will only break if the strip function is called but whatever function re-equips items is not called after the event/scene ends. From what I can tell, the problem is the dummy render device gets unequipped properly, but the inventory device does not get affected by the strip function for whatever reason. So is there a way in the DD framework to get inventory items to be affected by the sl strip function? I couldn't find a script or keyword in DD that would seem to accomplish this, but I know that other mods such as Deviously Helpless and Naked Defeat seem to have no problem stripping some DDs before a scene begins. I'm guessing they have their own function to do this, but if I can achieve the same functionality with just the resources available in DD that would be amazing.

Posted
59 minutes ago, asdj1239 said:

So is there a way in the DD framework to get inventory items to be affected by the sl strip function?

Fast answer - add to those devices: inventory device and rendered device Sexlab keyword - do not strip - then those both devices never will be strip. If you want strip those devices, first you need found match inventory device and rendered device for slot from what you need unequip remember those both form id's in variable or formlist , then send those devices into DD 5.1 removedevice function.  After end of scene you need reequip back using DD 5.1 equip function and got inventory device and rendered device from saved list. Probably there is DD function what does it automatically, but i need check after 8 hours DD 5.1 function list. Also probably timers variables can be reset in that way on DD item. This not work for quest items, to remove those you need using special DD 5.1 remove function, but it can break a quest.

As about you structure: you need put inventory device on old form for mod, but from this device need remove armor addon and biped slots. Also if you use old form id, you need add DD equip script for that device add all necessary inventory devices keywords. If old form id have own keywords probably it need move to rendered device. In inventory device you need replace properties inventory device formid and rendered device formid (this form id will be new form id from your rendered device) (script instance) This device will be without name, add here, biped slot and armor addon from old form id where it was. Also add here all rendered devices keywords what need and if need as old mod this devices keywords probably.  If you not replace in inventory device inventory device formid and rendered device form id, DD 5.1 function can't find it and correct equip and remove. Also biped slot must match to DD devices biped slots, or automatic remove function will not work. Also DD 5.1 have own bug  that straitjackets can't be removed by automatic script as those devices have keyword HeavyBondage, but biped slot return for that device biped slot of yokes, so as jackets have biped slot 33 it not found rendered device. If you have rendered device form id, then it can be removed. As you understand for automatic remove system you need place in inventory device property Device keyword match to DD biped slot.

More precise properties names can tell later after check Xedit.

Posted (edited)

Ok, it's a bit tough for me to understand your English but hopefully I am getting things correct. Let me know if you think I've misunderstood anything though.

 

1 hour ago, Elsidia said:

add to those devices: inventory device and rendered device Sexlab keyword - do not strip - then those both devices never will be strip. If you want strip those devices, first you need found match inventory device and rendered device for slot from what you need unequip remember those both form id's in variable or formlist , then send those devices into DD 5.1 removedevice function.  After end of scene you need reequip back using DD 5.1 equip function and got inventory device and rendered device from saved list. Probably there is DD function what does it automatically, but i need check after 8 hours DD 5.1 function list.

 

1 hour ago, Elsidia said:

If you not replace in inventory device inventory device formid and rendered device form id, DD 5.1 function can't find it and correct equip and remove. Also biped slot must match to DD devices biped slots, or automatic remove function will not work.

 

So the render device I am patching gets unequipped and re-euipped fine when a strip and re-equip function call is made. The inventory device never gets unequipped even though the slots on the item are correct (slot 48 and 57).

 

When you say "remember both form ID's in variable or formlist", do you just mean editing the script properties in xEdit to match the formID of the inventory and rendered device as you describe in the second quote? I have made sure the deviceInventory and deviceRendered properties for the zadPlugScript in the inventory device variables point to the correct formIDs. Also I am not sure how I can send these devices to the DD 5.1 removedevice function though. Could you explain this? It seems like it is automatic for the rendered device, but for some reason isn't automatic for the inventory device.

 

edit: I think I misunderstood what you were saying here. Were you simply describing the process that DD uses to unequip devices then re-equip them?

 

1 hour ago, Elsidia said:

As about you structure: you need put inventory device on old form for mod, but from this device need remove armor addon and biped slots. Also if you use old form id, you need add DD equip script for that device add all necessary inventory devices keywords. If old form id have own keywords probably it need move to rendered device. In inventory device you need replace properties inventory device formid and rendered device formid (this form id will be new form id from your rendered device) (script instance) This device will be without name, add here, biped slot and armor addon from old form id where it was. Also add here all rendered devices keywords what need and if need as old mod this devices keywords probably.  If you not replace in inventory device inventory device formid and rendered device form id, DD 5.1 function can't find it and correct equip and remove. Also biped slot must match to DD devices biped slots, or automatic remove function will not work.

 

So I am 99% sure I have done all this and it still doesn't work. The inventory device formID is overwriting the original mod's armor formID. The rendered device has it's own unique formID. I have added the appropriate DD keywords to the inventory device (as well as deleting the old keywords) and for the rendered device I added the appropriate DD keywords and left the old keywords. The slots and reference to the armor addon are only on the rendered device (slots 48 and 57).

 

1 hour ago, Elsidia said:

As you understand for automatic remove system you need place in inventory device property Device keyword match to DD biped slot.

More precise properties names can tell later after check Xedit.

 

So I think here you just mean I need zad_DeviousPlug, zad_DeviousPlugAnal and zad_DeviousPlugVaginal. I have added all 3 of these to my device and it still isn't working unfortunately. Could it be an issue with using both An and Vg keywords though? I will try removing one of them and see if this fixes the issue while I wait for your reply anyway.

 

Edited by asdj1239
Posted
15 minutes ago, asdj1239 said:

Ok

Not found that thread but i have some counter questions.

First as i understand you need made armor device what have biped slot 33 move to biped slot 48 57?

Ar you care about it that player can remove armor always easy by click on it, or you need block armor remove by easy click?

You need to strip this armor in any mod, where it's calls strip function or only in your mod (partial answer - if inventory device and rendered device is correct configured strip function never remove it - rendered device too)

What exactly plug effects you want keep and for what mod - DCL?

As bonus can tell if you put on armor some plug effects - it can block most of sex scenes as DD 5.1 filter remove it.

 

Posted

Good morning everyone, I'm still pretty new to the community and have been trying to answer most of my own questions without pestering too many people. Today my question is this: I have been looking up and down thread after thread to find a mod where an NPC will restrain another NPC post combat. Does anyone know of a mod or a patch that will do that? I have assaults covered, currently rocking a combination of DCL and Defeat to accomplish 90% of what I'm trying to achieve. If anyone knows of or can create a mod where NPC's are tied up post-assault by other NPC's please point me in the right direction.

 

You all are awesome people, thank you for making this niche corner of the internet ❤️

Posted
24 minutes ago, asdj1239 said:

So the render device I am patching gets unequipped and re-euipped fine when a strip and re-equip function call is made.

That means rendered device is configured wrong - sexlab never strip correct rendered devices. As inventory device not strip it means there all work fine.

25 minutes ago, asdj1239 said:

When you say "remember both form ID's in variable or formlist"

Yes my English is terrible but try to explain more - automatically Your device never will be strip in any mod if item is configured as DD item.

In your mod you need do that:

Call SL strip function (in SE version with DCL this function is bugged)

Now after that on player left all DD items and yours too.

Now you need write own script what removes your new armor if it detected that this armor is worn:

if player.WornHasKeyword(your armor keyword as detected as plug)

   call your strip function

EndIf

call sex scene

After sex scene you need write own function what puts back your removed armor

call sexlab function what dress your player again.

36 minutes ago, asdj1239 said:

So I think here you just mean I need zad_DeviousPlug, zad_DeviousPlugAnal and zad_DeviousPlugVaginal. I have added all 3 of these to my device and it still isn't working unfortunately. Could it be an issue with using both An and Vg keywords though? I will try removing one of them and see if this fixes the issue while I wait for your reply anyway.

Now i'm not understand. Those keyword must be on rendered device, but on your old form id what now are is inventory device need add virtual machine, there put in zad_plugscript - define all properties for that script in xedit or CK, and when you interact with armor it will show up Devious device plug equip menu.  Or deny to remove if you don't have keys (if plug is lockable) or inflated (if plug is inflatable) If you want own menus, need write messages and replace correct match messages properties in inventory device (old armor form)

Posted
18 minutes ago, Elsidia said:

Not found that thread but i have some counter questions.

First as i understand you need made armor device what have biped slot 33 move to biped slot 48 57?

 

The armor piece originally used slot 53. I changed it to use slot 48 57.

 

21 minutes ago, Elsidia said:

Ar you care about it that player can remove armor always easy by click on it, or you need block armor remove by easy click

 

I was trying to make it so it has the same functionality as DD plugs. So when you go to insert it you get the DD pop up window that says "Put it in", and when you go to un-equip the item it has another pop up window asking if you want to "Take it out." At the moment, I have this part working (until a strip event breaks the item) but I don't care about it, it's fine if the armor is removed and equipped easily by clicking as long as it has the DD vibration functions.

 

23 minutes ago, Elsidia said:

You need to strip this armor in any mod, where it's calls strip function or only in your mod (partial answer - if inventory device and rendered device is correct configured strip function never remove it - rendered device too

 

I want it to be strippable by any mod. At the moment, regular SL scenes actually work with the item because a function is run at the end of the SL scene to re-equip everything, and this seems to keep it from breaking. However, in a mod like SLtR where the strip function is often run but the mod doesn't try to re-equip anything after stripping, that is when the item will break.

 

25 minutes ago, Elsidia said:

What exactly plug effects you want keep and for what mod - DCL?

 

Originally I was trying to get the effects from one of the "Plug (Pair) (Soulgem)" items from DD Assets. However I figured they had been depreciated so now I am trying to replicate the effects from the vaginal soulgem plugs from DDi and DDe, but can't get those to work either.

 

45 minutes ago, Elsidia said:

As bonus can tell if you put on armor some plug effects - it can block most of sex scenes as DD 5.1 filter remove it.

 

Well I haven't actually tested that since I always made the patch excluding the SexLabNoStrip keyword from the render and inventory item. However I will remake the patch with that keyword included and let you know if the DD anim filter is working properly.

Posted (edited)
48 minutes ago, Elsidia said:

That means rendered device is configured wrong - sexlab never strip correct rendered devices. As inventory device not strip it means there all work fine.

 

Well I say that the rendered device gets stripped but I'm not actually sure - all I know is that on my item when a strip happens and the scene starts, the item disappears from the character model. However if I open the character inventory, I can still see the item equipped there.

 

48 minutes ago, Elsidia said:

In your mod you need do that:

Call SL strip function (in SE version with DCL this function is bugged)

Now after that on player left all DD items and yours too.

Now you need write own script what removes your new armor if it detected that this armor is worn:

if player.WornHasKeyword(your armor keyword as detected as plug)

   call your strip function

EndIf

call sex scene

After sex scene you need write own function what puts back your removed armor

call sexlab function what dress your player again.

 

Well I figured out it is the SexLab.StripActor() function which breaks the armor piece, but as long as SexLab.UnstripActor() gets called afterwords the armor piece ends up working fine. I'm not sure why the function doesn't work properly when only StripActor() gets called (e.g. in SLtR sometimes). However, I don't really know how to write my own scripts (let alone get them to actually run when I want them to) so I think this might be where I need to leave this problem unless I get a bunch of free time over the weekend or something. Really I was just hoping that things would work if I added the correct scripts and keywords to the rendered and inventory device but removed the sexlabnostrip keyword haha. Although if I were to want to try make this script myself, I'm guessing the best way would be to add a new keyword to the item, then change the sexlab script containing the stripactor() function to look for the inventory item based on the keyword and strip it if present?

 

48 minutes ago, Elsidia said:

Now i'm not understand. Those keyword must be on rendered device, but on your old form id what now are is inventory device need add virtual machine, there put in zad_plugscript - define all properties for that script in xedit or CK, and when you interact with armor it will show up Devious device plug equip menu.  Or deny to remove if you don't have keys (if plug is lockable) or inflated (if plug is inflatable) If you want own menus, need write messages and replace correct match messages properties in inventory device (old armor form)

 

Sorry I must have explained that poorly - those keywords are on the rendered device and not the inventory device. I have the rendered device and inventory device set up as you described, and interacting with the item produces the DD plug pop-up menu.

Edited by asdj1239
Posted (edited)
41 minutes ago, asdj1239 said:

Well I haven't actually tested that since I always made the patch excluding the SexLabNoStrip

So i understand you remove sexlab no strip keyword and it's strip this item and rendered device correctly and put it back? About it i'm not so sure. probably variables will be broken on plug. But maybe this for plugs not so important.

If says that some mods not put armors back there no cure - only made patch for that mod and force it put back. Also this armor will be break when trigger DCL simple trap - after strip it not put items back too. Also after strip in this event there is chance that trap puts in you other plug, so this armor can't reequipped back.

 

Edited by Elsidia
Posted
50 minutes ago, asdj1239 said:

replicate the effects from the vaginal soulgem plugs from DDi and DDe, but can't get those to work either.

You need add to your rendered device this effect and keywords what i mark with red rectangle. Also there can be replace keyword to other if we can vibrate effect more strong

See spoilers:

Spoiler

Clipboard.jpg.10a55c67fb588443a95a5d5131305e97.jpg

Spoiler

Clipboard1.jpg.50b0d40fc72ddba59d58e06c1d43dc1c.jpg

 

Sorry my break is ended - can't spend more time in xedit.

Posted (edited)
29 minutes ago, Elsidia said:

So i understand you remove sexlab no strip keyword and it's strip this item and rendered device correctly and put it back? About it i'm not so sure. probably variables will be broken on plug. But maybe this for plugs not so important.

 

Yes, I gave the item full DD plug functionality, just removed the sexlabnostrip keyword. The rendered device is correctly removed and put back ONLY when SexLab.UnstripActor() gets called. If unstripactor() does not run, then the rendered device will no longer appear on the character model. The inventory item seems to never get unequipped by StripActor() in the first place, it will always show as equipped unless it is manually unequipped.

 

29 minutes ago, Elsidia said:

If says that some mods not put armors back there no cure - only made patch for that mod and force it put back. Also this armor will be break when trigger DCL simple trap - after strip it not put items back too.

 

I would rather have mods leave the actor naked if this is what the mod intends than force them to put armor back. In the case of mods like DCL I think that putting armor back on the actor would make the following scenes look bad or not make sense.

 

29 minutes ago, Elsidia said:

Also after strip in this event there is chance that trap puts in you other plug, so this armor can't reequipped back.

 

To me, this kind of behaviour would make sense. I just wanted to steal the vibration functions from DD for this armor piece, but not all the other stuff like requiring keys to remove. So the idea was that anything could easily strip the item, including things like DCL traps.

 

14 minutes ago, Elsidia said:

You need add to your rendered device this effect and keywords what i mark with red rectangle. Also there can be replace keyword to other if we can vibrate effect more strong

See spoilers:

 

Sorry my break is ended - can't spend more time in xedit.

 

That's ok, that's how I have the rendered device set up already anyway.

 

Either way, thanks a lot for all your help :). I think for now I'll just add the SexLabNoStrip keyword back onto the item, and maybe some day I can try and get a script working so it can be stripped without breaking.

 

 

 

Edited by asdj1239
Posted (edited)
47 minutes ago, asdj1239 said:

That's ok, that's how I have the rendered device set up already anyway.

Can you send picture of xedit with you rendered device and keywords?

Later home i will check this effect and how it works.

Try check vibrating effect before strip item - so maybe it's stop working after remove?

Also maybe there can be problem that one item is vaginal and anal - DD effect got confuse, but need check effect script first.

So inventory device never strip as i think because Strip works on biped slots, but inventory device doesn't So strip procedure never see inventory device as strip-able.

About DCL it's also no put back items after rape. And if you left your armor on (rendered device there probably will trigger DD plugs animation filter - in theory).

UPD: If you no bother about that item can be easily put on and removed - you can make inventory device as rendered and remove attached scripts. So this device will equipped as normal armor and probably have vibration effect. But it can confuse original DD scripts as it thinks that this device is  plug and can end with errors.

Edited by Elsidia
Posted (edited)
57 minutes ago, Elsidia said:

Can you send picture of xedit with you rendered device and keywords?

 

Yep, here you go. Just FYI, I have tested it without zad_DeviousPlugAnal, without both zad_DeviousPlugAnal and zad_DeviousPlugVaginal, without the 3 armor keywords, and initially when I was testing things I wasn't using the EffectLively or EffectsLinked keywords either.

 

Spoiler

image.png.f7e5a379a4d34c9cbb3f2aced9ab2bc2.png

 

 

57 minutes ago, Elsidia said:

Try check vibrating effect before strip item - so maybe it's stop working after remove?

Also maybe there can be problem that one item is vaginal and anal - DD effect got confuse, but need check effect script first.

 

The vibrating effects have always worked fine, regardless of the different things I've tried getting strip to work. I did also try only setting up the item as vaginal but still had the same problem, so that can't be the issue.

 

57 minutes ago, Elsidia said:

So inventory device never strip as i think because Strip works on biped slots, but inventory device doesn't So strip procedure never see inventory device as strip-able.

 

Ah that makes sense, I didn't think of that. I guess unless DD is doing something to check inventory devices every single time SexLab.StripActor() is called and decide if they should be stripped (and I don't think there is any reason for DD to do this, so I doubt it does), I think this problem I'm having is outside the scope of DD framework. Good news is that Toys actually can handle exactly this situation so I guess instead of worrying about this anymore, if I decide I need to have this feature I will just do it through Toys.

 

Also to answer one of your earlier questions, the DD anim filter works fine with the armor piece when SexLabNoStrip is included as a keyword.

Edited by asdj1239
Posted
4 hours ago, asdj1239 said:

The vibrating effects have always worked fine,

Ok i found for your situation best variant. You don't need change anything - no slots no made inventory device or rendered device. I add addon what works with standard armor form DCL: dcur_catsuitbodypink "Protective Catsuit (Pink)" [ARMO:10066C2D]

If you want test how it works just put it on and teleport long distance.

You can use original object enchant but it vibrate very rare. I made my own custom object enchant what do it often. You just need add to this object enchant necessary mgef of vibration strength or how often it happens and then put match keyword on your armor.  And put your keywords for plug (all 3 can use) If you do - then DD plugs can't be put on. If plug already is put in: you can put on armor and also it's not block take off already inserted plug. So there i think no will be problems with DD.

 

as for second question about chest - i got on my PC and take some screens)

Spoiler

ScreenShot150.jpg.a35dde6edfa91d79330c1722105d5400.jpg

Spoiler

ScreenShot151.jpg.bf8157a7419eba297d7d3cce272e40c1.jpg

 

Combined_Armor_with_plug.esp

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