zarantha Posted December 26, 2024 Posted December 26, 2024 On 12/24/2024 at 3:04 PM, Reaper121 said: How do you disable the Device Hider? Nvm, figured out that you have to disable devices being hidden slot by slot. If you have DD NG, it changed how it works, which is why you need to ask for help on DD NG's thread if you have it....
NoNickNeeded Posted December 30, 2024 Posted December 30, 2024 I'm currently trying to make Vivi's cockcages into DD items. I've made some progress, but have now run into some walls and could use some advice. The least problematic: The item I converted, isn't showing the symbol for being enchanted in the inventory. When I click on the item in my inventory, the scripts seem to fire correctly and all functionality appears to be there, but after I finish the interaction, the script fires a second time, bringing the interaction box up again. Vivi put his cages on slot 52, while DD uses slot 49. When I tried to change the cage slots of Vivi's cages to 49, it showed both the cage and the penis at the same time, when equipped. Also, is there a more efficient way to copy over all the individual properties of the script, than re-creating each with SSEEdit? Somewhere, where I can copy/paste the entire script-block at once perhaps? I've attached my current progress, if anyone wants to take a closer look into it. VivisCockcage DD.7z
chaimhewast Posted December 30, 2024 Posted December 30, 2024 22 minutes ago, NoNickNeeded said: The least problematic: The item I converted, isn't showing the symbol for being enchanted in the inventory. Your test case is missing the chastity belt enchantment. That's not really helpful though, since that enchantment currently only hides the belly node. 25 minutes ago, NoNickNeeded said: When I click on the item in my inventory, the scripts seem to fire correctly and all functionality appears to be there, but after I finish the interaction, the script fires a second time, bringing the interaction box up again. This looks to be because you had a slot assigned to your inventory device, so it probably equipped the inventory device (first fire), equipped the render device, then the script re-equipped the inventory device again (second fire). I removed the slot, and it equips as normal. You also had assigned the armature to the inventory device instead of the render device. 38 minutes ago, NoNickNeeded said: Vivi put his cages on slot 52, while DD uses slot 49. When I tried to change the cage slots of Vivi's cages to 49, it showed both the cage and the penis at the same time, when equipped. That's to be expected. Slot 52 is where the penis goes, so without it the mod had no idea it was supposed to hide it. 53 minutes ago, NoNickNeeded said: Also, is there a more efficient way to copy over all the individual properties of the script, than re-creating each with SSEEdit? Somewhere, where I can copy/paste the entire script-block at once perhaps? xEdit lets you copy over any field from one record to others of its type: Select the armor and all the ones you want to copy things to in the left pane. If it's a small amount of records from the same plugin, it'll automatically switch to a comparison on the right pane. Otherwise, you'll have to right-click on one of the selected records in the left pane and click "Compare Selected". In the column for the armor you want to copy from, right-click on the row you want to copy and click "Copy to selected records" Some other notes: Your plugin has itself as a master. I had to fix that in the CK before xEdit would let me open it. Devious Devices doesn't really support putting devices on characters with a penis. Ideally there'd be a separate script and keyword for cages, but as it is this might get you some confusing results with the animation filter. 1
NoNickNeeded Posted December 30, 2024 Posted December 30, 2024 58 minutes ago, chaimhewast said: This looks to be because you had a slot assigned to your inventory device, so it probably equipped the inventory device (first fire), equipped the render device, then the script re-equipped the inventory device again (second fire). I removed the slot, and it equips as normal. You also had assigned the armature to the inventory device instead of the render device. Thanks, that worked perfectly on my end too 58 minutes ago, chaimhewast said: xEdit lets you copy over any field from one record to others of its type: Select the armor and all the ones you want to copy things to in the left pane. If it's a small amount of records from the same plugin, it'll automatically switch to a comparison on the right pane. Otherwise, you'll have to right-click on one of the selected records in the left pane and click "Compare Selected". In the column for the armor you want to copy from, right-click on the row you want to copy and click "Copy to selected records" This is going to be so useful, once I get to doing the other cages. Thanks. 58 minutes ago, chaimhewast said: Your plugin has itself as a master. I had to fix that in the CK before xEdit would let me open it. Oh right... "historical" left-over I suppose. I first tried to give the copied plugin a different name, but when that didn't work, renamed it back to the same as the original, so the latter would be overwritten and forgot to remove the master afterwards. But since I compared back and forth between Vivi's original and my modified version, I renamed my own before editing, which was apparently enough for xEdit to not have an issue, and then undo the renaming to boot the file up ingame. I cleaned that up now. 58 minutes ago, chaimhewast said: Devious Devices doesn't really support putting devices on characters with a penis. Ideally there'd be a separate script and keyword for cages, but as it is this might get you some confusing results with the animation filter. I only now realized, that I was only looking at the DD plugin previously, but not the DD for Him plugin... In DD for him, the armor addon has both 49 and 52. With that it works properly now. 58 minutes ago, chaimhewast said: Your test case is missing the chastity belt enchantment. That's not really helpful though, since that enchantment currently only hides the belly node. Where can I set that? In CK, I see a field "Enchanting" where zad_EnchBelt is selected and in xEdit I also see zad_Ench_Belt under EITM, just like in the entries of DD's belt. The only field that's empty is the Enchantment Amount, but that's the same as with the DD belts too.
chaimhewast Posted December 30, 2024 Posted December 30, 2024 1 hour ago, NoNickNeeded said: Where can I set that? In CK, I see a field "Enchanting" where zad_EnchBelt is selected and in xEdit I also see zad_Ench_Belt under EITM, just like in the entries of DD's belt. The only field that's empty is the Enchantment Amount, but that's the same as with the DD belts too. I swear it didn't have it when I checked the first time, but you're right - it's showing as present in xEdit but not showing the icon in the game. Not sure on that front. Glad I was able to help with the rest of it, though.
gabagooese Posted December 30, 2024 Posted December 30, 2024 (edited) im having an issue where the hobble skirt is not rendering so my character is nude, the debuff is still there and ive used bodyslider, so i have no idea how to fix it. the dress rendered for a few frames when i entered 3rd person aswell if that helps. Edited December 30, 2024 by gabagooese more info
zarantha Posted December 30, 2024 Posted December 30, 2024 1 hour ago, gabagooese said: im having an issue where the hobble skirt is not rendering so my character is nude, the debuff is still there and ive used bodyslider, so i have no idea how to fix it. the dress rendered for a few frames when i entered 3rd person aswell if that helps. If it's rendering for a few frames, you have DD NG and are on the wrong thread. That's an issue with DD NG's device hider. Set the slot 32 and 52 sections to none in the devices underneath section of the mcm. slot 32 is the first devices underneath, slot 52 is in the second one.
hahahihihi Posted January 1, 2025 Posted January 1, 2025 Two problems here Whenever I use DDs, the animations don't change - my legs and arms should be bound but the character continues to move normaly. I'm on steam, have the DD 5.2 for SE and DD NG. Yes, I've run FNIS and bodyslide without any errors. the second issue - there's a "Devious Devices SE patch.esp" that the game tells me to disable after loading the game, but if I do the game complains about it in the main menu.
CaptainJ03 Posted January 1, 2025 Posted January 1, 2025 3 hours ago, hahahihihi said: there's a "Devious Devices SE patch.esp" that the game tells me to disable after loading the game, but if I do the game complains about it in the main menu. disable the patch before starting a new game (or ignore the "missing esp" warning, start the game, save, clean, resume) Wrong animations might be a problem with priorities, if you have many other mods that use OAR. But that's a problem with either OAR or DD NG, not to be discussed in this thread.
TheMaze. Posted January 2, 2025 Posted January 2, 2025 (edited) Good evening. I'm writing a script and it has the following lines: Else Form RequiredHeels = Game.GetFormFromFile(0x58596 , "Devious Devices - Expansion.esm") PlayerRef.Additem(RequiredHeels, 1) PlayerRef.UnequipItemSlot(37) Utility.Wait(2) PlayerRef.EquipItem(RequiredHeels, true) EndIf the item is the red ebonite heels, they are being added to the game and they are equiped on the player. However they do not show up on the model. Do I have to do it in another manner? I'm guessing it has to do with how items from dd are equipped, as the line EquiipItem, when the state is set to true acts as if the item can't be removed. Also you can still drop the item. DD uses a manner to equip items in a way that prevents them from being dropped, and I guess this manner is triggered when the player themselves equip the item, but how can I simulate this? Thanks in advance! Edited January 2, 2025 by TheMaze.
safado Posted January 3, 2025 Posted January 3, 2025 (edited) 42 minutes ago, TheMaze. said: Good evening. I'm writing a script and it has the following lines: Else Form RequiredHeels = Game.GetFormFromFile(0x58596 , "Devious Devices - Expansion.esm") PlayerRef.Additem(RequiredHeels, 1) PlayerRef.UnequipItemSlot(37) Utility.Wait(2) PlayerRef.EquipItem(RequiredHeels, true) EndIf the item is the red ebonite heels, they are being added to the game and they are equiped on the player. However they do not show up on the model. Do I have to do it in another manner? Thanks in advance! Try the wiki basic command example.. I think you need to import Zadlibs as a property to your main script to access the functions, the esp to papyrus way. You are likely referencing the inventory item that do not have a rendered asset and instead is the monitoring script, better use the mod functions for proper equipping. These are incomplete code snips from SLS. Spoiler libsQuest = Game.GetFormFromFile(0x00F624, "Devious Devices - Integration.esm") as Quest Function EquipDevice(Actor akActor, Armor deviceInventory, Quest libsQuest) Global zadlibs libs = libsQuest as zadlibs libs.EquipDevice(akActor, deviceInventory, libs.GetRenderedDevice(deviceInventory), libs.GetDeviceKeyword(deviceInventory)) ;EquipDevice(actor akActor, armor deviceInventory, armor deviceRendered, keyword zad_DeviousDevice, bool skipEvents=false, bool skipMutex=false) EndFunction Edited January 3, 2025 by safado
TheMaze. Posted January 3, 2025 Posted January 3, 2025 (edited) 3 hours ago, safado said: Try the wiki basic command example.. I think you need to import Zadlibs as a property to your main script to access the functions, the esp to papyrus way. You are likely referencing the inventory item that do not have a rendered asset and instead is the monitoring script, better use the mod functions for proper equipping. These are incomplete code snips from SLS. Hide contents libsQuest = Game.GetFormFromFile(0x00F624, "Devious Devices - Integration.esm") as Quest Function EquipDevice(Actor akActor, Armor deviceInventory, Quest libsQuest) Global zadlibs libs = libsQuest as zadlibs libs.EquipDevice(akActor, deviceInventory, libs.GetRenderedDevice(deviceInventory), libs.GetDeviceKeyword(deviceInventory)) ;EquipDevice(actor akActor, armor deviceInventory, armor deviceRendered, keyword zad_DeviousDevice, bool skipEvents=false, bool skipMutex=false) EndFunction Damm, I was hoping to use it in a manner that I didn't need DD as a hard requirement. I assume those commands are from the DD mod itself. Without having dd as a dependable, I can't actually use these. I'll see if I can figure out another method. If not, opt for something else. Edited January 3, 2025 by TheMaze.
Elsidia Posted January 3, 2025 Posted January 3, 2025 8 hours ago, TheMaze. said: I'm writing a script and it has the following lines: Instead of pointing to inventory device, you can point on rendered device. In result: 1) Boots will not show in inventory and lost DD interaction menus. Boots will show on player as rendered device have assets. 2) Boots possibly will keep their effects, if it have, as those is as DD effects on rendered device. 3) To unequip those device need use console or script unequip 4) If equip any other boots, it will force unequip those boots. Maybe if you run script with properties don't allow unequip it will keep those boots on.
huhyeahso Posted January 5, 2025 Posted January 5, 2025 Is there an animation with ankle ropeand rope restraints? i dont have any but all my other animations work, anyone have experience with this problem?
UltronRulesAll Posted January 5, 2025 Posted January 5, 2025 I am so confused. So if I tie a woman up there isn't a sex scene for it? And I can't fuck them on the bdsm furniture?
CaptainJ03 Posted January 6, 2025 Posted January 6, 2025 10 hours ago, UltronRulesAll said: I am so confused. So if I tie a woman up there isn't a sex scene for it? There is no scene of tying (tieing?) her up. But there are quite some animations for a bound fuck, depending on your installed animation packs. 10 hours ago, UltronRulesAll said: And I can't fuck them on the bdsm furniture? No. On LE there was "Interactive Torture" for "I'll take the display model" but I don't know if anyone translated it to SE. It was buggy as hell, so I don't miss it. Just read the other day that it's in the making for DD NG, but AFAIK not implemented yet.
Mirror Posted January 6, 2025 Posted January 6, 2025 Is there a control or something that i can't find to disable Devious Devices from interfering with sleep? I wanted to play the game with the Gates of Soverngarde collection which I have installed and running, I also am big into chastity and have a cage on almost all the time myself. I wasn't looking for a particularly horny playthrough so all i have installed is devious devices and a chastity cage mod to play as a cute wood elf girl with a permalocked cock. Only problem is the GoS collection makes it so you can only level by sleeping but by having a cage on i can't actually level because i get a pop up telling me how uncomfortable i am in the chastity and then i wake up immediately. Is there any way to make DD not interfere with sleeping?
Enderi Posted January 6, 2025 Posted January 6, 2025 I downloaded this mod and follow the instructions but didn't not work because I start the game and gamehave problem
chaimhewast Posted January 6, 2025 Posted January 6, 2025 (edited) 4 hours ago, Mirror said: Is there a control or something that i can't find to disable Devious Devices from interfering with sleep? Devious Devices might send a notification and play an animation after sleep, but it doesn't interrupt it. Edited January 6, 2025 by chaimhewast
zarantha Posted January 7, 2025 Posted January 7, 2025 5 hours ago, Enderi said: I downloaded this mod and follow the instructions but didn't not work because I start the game and gamehave problem What kind of problem? Just saying 'I have a problem' isn't enough for people to help you. Assuming it's the DLL not working, follow this. Anything else and you'll have to be more descriptive. 1
huhyeahso Posted January 8, 2025 Posted January 8, 2025 how do you enable devices after defeat with babo defeat?
MentallyUmStable Posted January 9, 2025 Posted January 9, 2025 So I have a few questions. I have the difficulty in the MCM set to Vanilla (easiest) but most restraints only have 1 of the three options available and that one option will still take a dozen or more tries. Is that how it usually is/supposed to be? Also, keys don't spawn in the world. At all. How am I supposed to get keys to devices? I ask because more than once I'll have a restraint on and the one available option fails then becomes unavailable. So the only option for me then is to use the debug tool which is annoying and scares me with all those warning messages lol. Any fixes or is it supposed to be this way? If it's the latter, any mods that add in key vendors?
zarantha Posted January 9, 2025 Posted January 9, 2025 (edited) 1 hour ago, MentallyUmStable said: So I have a few questions. I have the difficulty in the MCM set to Vanilla (easiest) but most restraints only have 1 of the three options available and that one option will still take a dozen or more tries. Is that how it usually is/supposed to be? Also, keys don't spawn in the world. At all. How am I supposed to get keys to devices? I ask because more than once I'll have a restraint on and the one available option fails then becomes unavailable. So the only option for me then is to use the debug tool which is annoying and scares me with all those warning messages lol. Any fixes or is it supposed to be this way? If it's the latter, any mods that add in key vendors? removing restraints - yes. the difficulty is for the removal, but 'secure' restraints won't be able to have all three options to remove them, it's usually easier to ask a blacksmith. and honestly, skyrim's rng sucks, which doesn't help. there are other mods that change the struggle mechanics from just a straight rng, like unforgiving devices. keys not spawning - i assume you're using something like quick loot. those types of mods aren't compatible because they don't actually open the containers and the keys only spawn on opening it. you'll need to actually open the containers to get a chance to get a key. laura's bondage shop and cursed loot both have people you can buy keys from. if you have deviously enchanted chests, you can increase the spawn rate for keys, but again that assumes you're actually looking in the container and not using a quick loot type mod to 'peek' into it. Edited January 9, 2025 by zarantha
CaptainJ03 Posted January 9, 2025 Posted January 9, 2025 33 minutes ago, zarantha said: keys not spawning I've never had DD spawn keys - at least there never was any option in the MCM to set or toggle the probability, that's only in Cursed Loot. As far as I understand, DD is only the framework, but does (nearly) nothing in the world. @MentallyUmStable if you want keys with only the DD mechanics, go to the College of Winterhold and find the forbidden bookcase in the Arcaneum. One of the books (I always forget which one) adds a recipe to make keys (and devices) on the forge.
zarantha Posted January 9, 2025 Posted January 9, 2025 52 minutes ago, CaptainJ03 said: I've never had DD spawn keys - at least there never was any option in the MCM to set or toggle the probability, that's only in Cursed Loot. As far as I understand, DD is only the framework, but does (nearly) nothing in the world. @MentallyUmStable if you want keys with only the DD mechanics, go to the College of Winterhold and find the forbidden bookcase in the Arcaneum. One of the books (I always forget which one) adds a recipe to make keys (and devices) on the forge. I may have made an assumption there - that they have something installed that would generate keys, because DD also doesn't lock up players on its own. Anything that is randomly locking up the player should also be spawning keys or some way to unlock the devices.
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