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Posted
12 hours ago, zarantha said:

 

The ESL versions are actually ESPFE for everything I eslified. Meaning they are esl flagged and still have the esp extension. The plugin name doesn't change. New game is if you're switching to them is because I had to compact the form ids to esl them, not because i changed the extension. It's still a valid concern though about the mods depending on them. I don't know if they referece by hard coded id or not. If they do, they will be busted. If not, then it's fine. What is the other mod?

 

You can try cleaning your save, but it it's busted after an upgrade, even one that should be save compatible, a new game is best.

 

that mod would be "the trappings of fate" and its brrf patch.

 

i use this unwanted update hickup to go through my modlist and alter it a bit.

Posted
1 hour ago, xarvenius said:

 

that mod would be "the trappings of fate" and its brrf patch.

 

 

Hah! I have that too, and forgot to check it, lol.

 

It's fine with the ESL. Either the particular IDs it uses weren't changed when I compacted, or it was already using the ESLified BRRF version.

Posted
13 hours ago, sebakax173 said:

Hi, pardon me, because this question has probably been asked a million times here... but is it still the case that the HDT version of chains doesn't work in SE/AE because we don't have HDT-PE? Has there been any new development? Thanks very much!

 

They've been 'working' for a while, they just don't work as well as they did in HDT PE. The chains have physics, but some just don't connect. That said, I've redone the XMLs again in DD 5.2 and they are working much better with Faster HDT SMP.  But still aren't perfect. The wrist chains are the most problematic now. They still don't connect. The prisoner chains are in approximately the right place and close to good connections, it's only when running or moving faster than a really slow walk that they start coming apart. but now they do reconnect again into the starting places when you stop, which they didn't do before.

Posted (edited)
On 2/16/2023 at 4:33 PM, special said:

@Kimy,

I need some help, I'm writing a mod but having some issues with the LockDevice API for an NPC.

When I use it with the Inventory item specified, the NPC does not run the animations related to the device.

So for example, if I lock on a ball gag, the npc mouth is still closed and can still talk to the player.

If I lock an armbinder on the npc, the arms are not behind the npc's back and they still fight using weapons etc in their inventory.

 

I assume it is me, what have I done wrong?

I am using the new DD SE 5.2 (AE v1.6.640) - not a beta or RC 10 version.

 

NOTE: all animations etc work perfectly when items are added to Player using LockDevice.

 

Sample function I am using, nothing complicated at all...

zadlibs Property zlibs  Auto
zadxlibs Property zxlibs  Auto

function RestrainNpc()
	Actor akNpc = Alias_Npc.GetActorRef()
	zlibs.LockDevice(akNpc, zxlibs.zadx_GagEboniteHarnessBallBig_Inventory, force = false)
	zlibs.LockDevice(akNpc, zxlibs.zadx_ElbowbinderInventory, force = false)
endFunction


Also, my Mod Settings for DD are default so are set to run on 15 NPC's in the area.

 

ADDITIONAL COMMENT:

I've been doing some testing.

If I call the above function during my 'SetUpActors' function when my Quest starts, the NPC is bound off screen.  When the Player enters the Dungeon where the NPC is bound, I am having the animation issues where arms are not in armbinders and mouth isn't open for the worn gag.

HOWEVER, if I call the same function above from some Dialogue on the NPC like "[Bind her]" the NPC is then bound on screen and the animations work perfectly.  Arms and mouth are correct.

 

Any advice or words of wisdom on this issue would be much appreciated.


thanks,


Think i've solved this, kinda... a bit of a crap workaround but adding a Utility.Wait(0.5) after each LockDevice seems to have fixed the animations when adding them in an 'off screen set up quest manor'.

So now I do this and it seems to work...

 

function RestrainNpc()
	Actor akNpc = Alias_Npc.GetActorRef()

	zlibs.LockDevice(akNpc, zxlibs.zadx_GagEboniteHarnessBallBig_Inventory, force = false)
	Utility.Wait(0.5)
	zlibs.LockDevice(akNpc, zxlibs.zadx_ElbowbinderInventory, force = false)
	Utility.Wait(0.5)
endFunction

 

Edited by special
Posted
11 hours ago, zarantha said:

 

They've been 'working' for a while, they just don't work as well as they did in HDT PE. The chains have physics, but some just don't connect. That said, I've redone the XMLs again in DD 5.2 and they are working much better with Faster HDT SMP.  But still aren't perfect. The wrist chains are the most problematic now. They still don't connect. The prisoner chains are in approximately the right place and close to good connections, it's only when running or moving faster than a really slow walk that they start coming apart. but now they do reconnect again into the starting places when you stop, which they didn't do before.

Thank you, I appreciate the work you've done.

Posted

tried this latest version. Just wanna comment it is great.

just in case, if this was a bug or it was mean to be this way or i did it wrong on bodyslide.

when i have already equipped the slave harness before this version and after i installed this version and rerun the bodyslide.

i still have that slave harness equipped on the female character but when i equipped the new boxbinder, the slave harness disappear even though item inventory still show she is wearing the harness.

Posted

I don't know if its intentional,

But the Catsuit textures for red and dred seem to be swapped.

Red has the darker textures, while dred has the lighter textures.

Posted

anal plugs are displaying the vaginal plug message when inserted and then can't be taken out, only the "put it in" option appears again and selecting does nothing except day the hole is already filled.

 

probably should've started a new game after updating shouldn't i?

Posted

Anyone knows why is this happening. I install everything as it suppose to be. I installed UNP version then installed BHUNP conversions from baka blog. In bodyslide everything appears to be working and normal even when building UNP body, it builds properly yet in game it looks like this. image.png.95c7d6845a70796bb5c0e8f7931264df.png

Posted
7 hours ago, xdd64 said:

I don't know if its intentional,

But the Catsuit textures for red and dred seem to be swapped.

Red has the darker textures, while dred has the lighter textures.

Red used to be much brighter but got replaced with darker ones so it fits with other red ebonite devices.

Posted
11 hours ago, flim said:

tried this latest version. Just wanna comment it is great.

just in case, if this was a bug or it was mean to be this way or i did it wrong on bodyslide.

when i have already equipped the slave harness before this version and after i installed this version and rerun the bodyslide.

i still have that slave harness equipped on the female character but when i equipped the new boxbinder, the slave harness disappear even though item inventory still show she is wearing the harness.

 

You aren't supposed to be able to wear anything else with the box binder. It's not a bodyslide bug, it's more your slave harness in game is bugged. Go back to a save before you equipped the slave harness.

Posted
5 hours ago, iceta said:

anal plugs are displaying the vaginal plug message when inserted and then can't be taken out, only the "put it in" option appears again and selecting does nothing except day the hole is already filled.

 

probably should've started a new game after updating shouldn't i?

 

Some older plugs don't display the right message. Or it's an issue with another devious mod's plugs. If you have other devious mods they may need updated. I believe the author of Devious Lore specifically said he needed to update his mod for the final version of DD 5.2.

Posted
4 hours ago, MaxPower said:

Anyone knows why is this happening. I install everything as it suppose to be. I installed UNP version then installed BHUNP conversions from baka blog. In bodyslide everything appears to be working and normal even when building UNP body, it builds properly yet in game it looks like this.

 

You'll need to take it up with the BHUNP conversions. They aren't part of the DD install.

Posted
2 hours ago, zarantha said:

 

Some older plugs don't display the right message. Or it's an issue with another devious mod's plugs. If you have other devious mods they may need updated. I believe the author of Devious Lore specifically said he needed to update his mod for the final version of DD 5.2.

it was precisely a devious lore device, thanks for clarifying, i didn't want to do another restart

Posted (edited)
8 hours ago, zarantha said:

You aren't supposed to be able to wear anything else with the box binder

You can wear slave harness with boxbinder, just harness disappear of device hider.

Also random taked boxbinder show that it don't have calves slot 38

Spoiler

ScreenShot174.jpg.41e3b6c2594f5d7fa0c88e201d99fca1.jpg

In screenshot i disable hide harness slot.

UPD: later i'll be more precisely test boxbinder calves.

Edited by Elsidia
Posted
6 hours ago, Elsidia said:

You can wear slave harness with boxbinder, just harness disappear of device hider.

Also random taked boxbinder show that it don't have calves slot 38

  Hide contents

ScreenShot174.jpg.41e3b6c2594f5d7fa0c88e201d99fca1.jpg

In screenshot i disable hide harness slot.

UPD: later i'll be more precisely test boxbinder calves.

How did you that? I mean where to disable hide harness slot?

Posted (edited)

Hello Kimy. I use your Devious devices SE version in my game. But there are some problem on it. I got screenshot for them and I will past them here. I have put the 'white ebonite catsuit' on which shown in the first screenshot. But my body disappeared in the second screenshot. I don't know what happend. I have created the asset in the bodyslide. And I notice that in the bodtslide there are no texture in the preview window and also not model in the outfit studio in screenshot 3.

 

 

 

ScreenShot1.png

ScreenShot2.png

screenshot 3.png

Edited by jackmby1997
Posted
2 hours ago, jackmby1997 said:

And I notice that in the bodtslide there are no texture in t

You have wrong installed bodyslide or DD 5.2 or bodyslide paths are wrong.

If you use MO2, check DD 5.2 folders paths and activated is it?

Posted (edited)

Found 2 boxbinders need to fix calves:

zadx_BoxBinderRedAA [ARMA:0C002427]
zadx_BoxBinderWhiteAA [ARMA:0C002428]

 

Add fixed esp

 

 

Edited by Elsidia
Deleting archive
Posted (edited)

Having a Body Slide issue with the item: Black Leather Collar | xx032745
The item does not show in-game when equipped, nor does it show any bodyslide file for it. Tried to create my own BHUNP conversion of it but couldn't find the path for the .osp/nif file to open it in Outfit Studio.

xEdit shows it's part of DD - Integration. I expect the fault is entirely mine, but I can't find the solution for it either. Got suggestions?

Edit: going over the BodySlides, seems the new textures also get overwritten when using the 5.1 BodySlides. ? Guess I have to recreate them or wait for BHUNP bodyslide conversions, still new to Outfit Studio.

Edited by Straze
Posted
57 minutes ago, Straze said:

going over the BodySlides, seems the new textures also ge

Collar doesn't have bodyslides it's straight into game:

Skyrim Special Edition\Data\meshes\devious\devices\cuffsLeatherCollar_1.nif

textures: Skyrim Special Edition\Data\textures\devious\devices\cuffsLeather_d.dds

Skyrim Special Edition\Data\textures\devious\devices\cuffsLeather_n.dds

 

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