zarantha Posted February 26, 2025 Posted February 26, 2025 1 hour ago, monaliza13456 said: to load after DD 5.2 or after DD 5.2 Please google modding tutorials for your mod manager, if this is a difficult concept. 1
belegost Posted February 26, 2025 Posted February 26, 2025 What is the exact functionality (in game) of zad_EffectLively [KYWD:xx01EDFA] and zad_EffectVeryLively [KYWD:xx01EDFB] and a difference between those two? I have a pair of custom nipple piercings, which are functionally a copy plain iron piercings. No vibration keywords or anything fancy, I just wanted them to be lockable and they work as such just fine. However I'm pondering adding one of those two keywords to take advantage of certain functionality from Submissive Lola, which depends on them. What are the general effect of these keywords in broader scope?
monaliza13456 Posted February 26, 2025 Posted February 26, 2025 (edited) 10 hours ago, zarantha said: A brand new game from scratch is preferable. (You can't start a new game with DD without other mods, because some mods are requirements for DD to work. ) Otherwise a save where both DD 5.2 and DD NG were not installed. After installing and starting the new game, you save, exit to menu (or exit the game entirely), then launch and load the save you just made. That trigger's DD NG's script initialization. The problem is that if you have DD 5.2 working on a save, and then install DD NG, DD NG will not be able to initialize because the script changes between the two versions is too great and the initialization won't happen. DD NG overwrites DD 5.2. If you're using vortex, overwrite means load after... Use whatever terminology you want to use. Just so long as DD NG wins. I tried that, but still no progress everything else works perfectly fine but that doesnt, i dont know what to do or any other advices . If you can give me the discord server for devious ng would be great i will ask there for more info Edited February 26, 2025 by monaliza13456
CaptainJ03 Posted February 26, 2025 Posted February 26, 2025 1 hour ago, monaliza13456 said: If you can give me the discord server for devious ng would be great i will ask there for information Is it really too much to ask to go over to the NG thread and read the first paragraph? https://discord.gg/VCkBRbJ6sb bugger off!
monaliza13456 Posted February 26, 2025 Posted February 26, 2025 4 hours ago, CaptainJ03 said: Is it really too much to ask to go over to the NG thread and read the first paragraph? https://discord.gg/VCkBRbJ6sb bugger off! I read it but i didnt found thats why im asking politly
zarantha Posted February 27, 2025 Posted February 27, 2025 17 hours ago, belegost said: What is the exact functionality (in game) of zad_EffectLively [KYWD:xx01EDFA] and zad_EffectVeryLively [KYWD:xx01EDFB] and a difference between those two? I have a pair of custom nipple piercings, which are functionally a copy plain iron piercings. No vibration keywords or anything fancy, I just wanted them to be lockable and they work as such just fine. However I'm pondering adding one of those two keywords to take advantage of certain functionality from Submissive Lola, which depends on them. What are the general effect of these keywords in broader scope? I believe it's just how often they vibrate. Vibrate a lot vs vibrate a lot more.
belegost Posted February 27, 2025 Posted February 27, 2025 (edited) 8 hours ago, zarantha said: I believe it's just how often they vibrate. Vibrate a lot vs vibrate a lot more. That... doesn't really tell me anything I don't already know... Edited February 27, 2025 by belegost
zarantha Posted February 28, 2025 Posted February 28, 2025 17 hours ago, belegost said: That... doesn't really tell me anything I don't already know... There really isn't any in depth meaning to it. It's literally just how often it vibrates. Sometimes it really is that simple. zadEventVibrate.psc Quote Int Function GetChanceModified(actor akActor, int chanceMod) ; include both tags for truely active effects float ret = Probability if libs.ActorHasKeyword(akActor, libs.zad_EffectLively) ret *= 1.5 EndIf if libs.ActorHasKeyword(akActor, libs.zad_EffectVeryLively) ret *= 2 EndIf return ((ret - Probability) as Int) EndFunction zadLibs.psc Quote Keyword Property zad_EffectLively Auto ; Increase chance of effect beyond mcm config. Keyword Property zad_EffectVeryLively Auto ; Further increase chance of effect. Stacks.
belegost Posted February 28, 2025 Posted February 28, 2025 30 minutes ago, zarantha said: There really isn't any in depth meaning to it. It's literally just how often it vibrates. Sometimes it really is that simple. zadEventVibrate.psc zadLibs.psc So that means it will not vibrare on its own or on spell cast? This is my main interest. I need them to vibrate when the conditions from SLTR are met, but not out of the blue.
zarantha Posted March 1, 2025 Posted March 1, 2025 21 hours ago, belegost said: So that means it will not vibrare on its own or on spell cast? This is my main interest. I need them to vibrate when the conditions from SLTR are met, but not out of the blue. Vibrate on spell cast was a different function in zadlibs, using the keyword zad_EffectVibrateOnSpellCast. But that keyword is only on plugs, not on piercings and the script is also looking for it to be on a plug. Quote Function SpellCastVibrate(Actor akActor, Form tmp) Spell theSpell = (tmp as Spell) if akActor.WornHasKeyword(zad_DeviousPlug) && ActorHasKeyword(akActor, zad_EffectVibrateOnSpellCast) SendModEvent("EventOnCast") Log("OnSpellCast()") But the lively keywords should vibrate on their own as long as a sexlab animation isn't going on, nor are you in combat. It's just a random chance to occur. 1
flim Posted March 4, 2025 Posted March 4, 2025 Hi, I had posted this question somewhere and got no answer and i'm sorry if it has been answered before. not too sure if this is the place to seek advice since i am still using SE version and no, i haven't try NG yet. (i saw many posts about NG version) I had read somewhere that boxbinder was set as a suit. So that mean the armbinder auto struggle animation that was set in DD MCM will not activate itself. Well, the thing is i came to like boxbinder at some point because it is almost "bug free", like that the hands are not floating outside while doing something like swimming or fighting. Unlike armbinder, while it has auto struggle, it can still show the hand sticking while in combat mode or swimming. Therefore, i just need advice on how to edit the boxbinder as 3BA hand restraint in outfit studio. (I tried but my result is hands are sticking out like armbinder with boxbinder equipped.) Or if I use SSEEDIT, what can i edit to make boxbinder work like armbinder, perhaps a script or something? I dare not try the NG version yet. I only wanna set the auto struggle animation is all.
zarantha Posted March 4, 2025 Posted March 4, 2025 10 hours ago, flim said: Hi, I had posted this question somewhere and got no answer and i'm sorry if it has been answered before. not too sure if this is the place to seek advice since i am still using SE version and no, i haven't try NG yet. (i saw many posts about NG version) I had read somewhere that boxbinder was set as a suit. So that mean the armbinder auto struggle animation that was set in DD MCM will not activate itself. Well, the thing is i came to like boxbinder at some point because it is almost "bug free", like that the hands are not floating outside while doing something like swimming or fighting. Unlike armbinder, while it has auto struggle, it can still show the hand sticking while in combat mode or swimming. Therefore, i just need advice on how to edit the boxbinder as 3BA hand restraint in outfit studio. (I tried but my result is hands are sticking out like armbinder with boxbinder equipped.) Or if I use SSEEDIT, what can i edit to make boxbinder work like armbinder, perhaps a script or something? I dare not try the NG version yet. I only wanna set the auto struggle animation is all. Changing the body in outfit studio has nothing to do with the animations used when wearing the outfit. it's simply to morph the outfit to the body, nothing else. You probably do want to install DD NG, which uses OAR (open animation replacer) that will let you force the animations you want to use. But I don't really know how to use that well, so you're better off with DD NG where half the work is already done and you just need to see if you like what they've done with the boxbinder animations. Without OAR, you'd need to learn how to create animations and use FNIS for Modders, which is something else you can't get help for in this thread.
flim Posted March 5, 2025 Posted March 5, 2025 13 hours ago, zarantha said: Changing the body in outfit studio has nothing to do with the animations used when wearing the outfit. it's simply to morph the outfit to the body, nothing else. You probably do want to install DD NG, which uses OAR (open animation replacer) that will let you force the animations you want to use. But I don't really know how to use that well, so you're better off with DD NG where half the work is already done and you just need to see if you like what they've done with the boxbinder animations. Without OAR, you'd need to learn how to create animations and use FNIS for Modders, which is something else you can't get help for in this thread. Hi, thank for answering my enquiry. i already had a feeling that it won't be that easy. The idea is to change boxbinder into hand restraint is so that it can also copy whatever the armbinder animation behaviour into it once i run outfit build and fnis or maybe even copy script entirely in SSEEDIT. I have no doubt DD NG will be better. i intended to try in a few months time anyway. Anyway, thank for the infor.
Nethertale Posted March 5, 2025 Posted March 5, 2025 On 2/17/2025 at 8:38 PM, Nethertale said: Gloves and boots gets locked limiting my speed, I'm fine with that but I cannot find the option to reseperate them so I can run normally without taking them out... Also DDequip equipped Boots gets locked with each whenever i wear em from mcm Erm.. Anyone?
zarantha Posted March 6, 2025 Posted March 6, 2025 6 hours ago, Nethertale said: Erm.. Anyone? DD equip is a different mod, ask over there. Gloves and boots (? i don't recall boots being a thing) you can't separate yourself that i recall. an npc might randomly disconnect them for you, but i don't think that happens as much as locking them together. take them off any way you can is probably your best solution.
belegost Posted March 6, 2025 Posted March 6, 2025 (edited) 21 hours ago, Nethertale said: Erm.. Anyone? DD itself will not lock boots or gloves together. This is done by other mods. Examine the options in those mods, because no such thing exists within DD. This is a framework and a collection of devices. It's the other mods using this framework that do stuff with them, including locking them together. Three mods off the top of my head that can lock these devices together: DCL, DIN and UD. If you have any of those, check their MCMs. Edited March 6, 2025 by belegost
Nethertale Posted March 6, 2025 Posted March 6, 2025 4 hours ago, belegost said: Three mods off the top of my head that can lock these devices together: DCL, DIN and UD. If you have any of those, check their MCMs. I've got DCL & UD and saw NPC chance to lock rubber gloves, but then nothing else in any of there two mcm
belegost Posted March 6, 2025 Posted March 6, 2025 (edited) 38 minutes ago, Nethertale said: UD Random event from UD when wearing cuffs. Edited March 6, 2025 by belegost
Fraying9981 Posted March 7, 2025 Posted March 7, 2025 9 hours ago, belegost said: DD itself will not lock boots or gloves together. This is done by other mods. Examine the options in those mods, because no such thing exists within DD. This is a framework and a collection of devices. It's the other mods using this framework that do stuff with them, including locking them together. Three mods off the top of my head that can lock these devices together: DCL, DIN and UD. If you have any of those, check their MCMs. thanks for sharing. I was wondering why NPCs with DD didn't seem to impact the world much. I had none of these three installed. Which ones seems to be the most NPC focused? Seems to me that UD is.
gibgame Posted March 7, 2025 Posted March 7, 2025 Hello, 3ba seems to missing textures, is there alternative file I need to download, or am I doing something wrong?
zarantha Posted March 7, 2025 Posted March 7, 2025 31 minutes ago, gibgame said: Hello, 3ba seems to missing textures, is there alternative file I need to download, or am I doing something wrong? You're doing something wrong. Make sure you're running bodyslide from your mod manager and that you have the paths set correctly in the bodyslide settings. 1
Nethertale Posted March 7, 2025 Posted March 7, 2025 16 hours ago, Fraying9981 said: thanks for sharing. I was wondering why NPCs with DD didn't seem to impact the world much. I had none of these three installed. Which ones seems to be the most NPC focused? Seems to me that UD is. Just Beware DCL is like a all in one, it has it's own Inflation, Prostitution, Arrestment, prison, Events and ... It can be annoying for times you need other mod stuff that DCL overlays, I had encountered no ctd but some other issues such as I spent hours trying to deflate my character's stomach literally flattened SLIF and Fill her up just to see it was DCL, or its arrestment dialogue is the worst, doesn't let other mods those dialogue options such as S.L.U.T.S show up But on the other hand the rest of its features are quite decent! DCL is like a drug, even as if you dislike some of it's features if extremely hard to abandon
Fraying9981 Posted March 8, 2025 Posted March 8, 2025 9 hours ago, Nethertale said: Just Beware DCL is like a all in one, it has it's own Inflation, Prostitution, Arrestment, prison, Events and ... It can be annoying for times you need other mod stuff that DCL overlays, I had encountered no ctd but some other issues such as I spent hours trying to deflate my character's stomach literally flattened SLIF and Fill her up just to see it was DCL, or its arrestment dialogue is the worst, doesn't let other mods those dialogue options such as S.L.U.T.S show up But on the other hand the rest of its features are quite decent! DCL is like a drug, even as if you dislike some of it's features if extremely hard to abandon haha actually never managed to make DCL work It always caused CTD on load. so I guess I'm safe
Fraying9981 Posted March 11, 2025 Posted March 11, 2025 Hi, What's the OAR condition to enforce armbinders? Some of my OAR animations still trigger with DD armbinders on, resulting in the infamous 'arms cut' effect. Trying to add the condition so they DON'T trigger when armbinders are on. Thanks in advance!
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