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naaitsab

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    He/Him
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    'Devious devices' related kinky stuff ;)

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  1. If you add a fake esp and load it and this mod in xEdit you can remove the dependency. Open the 'file header' of Rennas Ranch. And then on the white space after the master #x that contains the ranger esp click on remove.
  2. You can also do the 'old reliable' way of using a json file in which users can add their own keywords/armor etc ID's. These can be added to the formlist on game load and used as a check. But if you pre-supply the keywords for Zaz, Toys and DD you'd probably cover over 90% of all collars available? So keeping it simple is also an option.
  3. A little QOL suggestion. Add an MCM option to automatically apply the collarAttraction when the actor is wearing a DD item with the keyword zad_DeviousCollar. So you don't have to manually add these every time. Should be fairly easy to implement if the keyword loading is added to the Config script and on line 1934 of the Utils script the call is expanded like this: Bool isCollared = akVictim.IsEquipped(slacConfig.slac_CollarsFormList) || (slacConfig.AutoDDcollarAttraction && akVictim.WornHasKeyword(slacConfig.zad_DeviousCollar)) (where AutoDDcollarAttraction is a new variable for the MCM but this could also be removed so if the collarAttraction option is enabled it always takes in account a DD collar if present)
  4. Kinda surprised this mod does not have an integration with CRX Would allow for some very fitting raider-approved displaying of NPC's. Or a quest where the PC is restrained for a while for misbehaving. Or a bad-end alternative. (or all of the above )
  5. I've added the fix and a copy of the used DLC4 light nif file. So there is no additional dependency required. Real Handcuffs Collar Light Fix.zip
  6. Version 1.0.0

    548 downloads

    This mod aims to fix the compatibility issue with CWSS and a number of Loverslab mods. It replaces the built-in (un)dressing system of CWSS for a custom one. It prevents flickering, log spam and/or quest related issues with mods like Commonwealth Slavers. Depending on what item is worn. Note that only items used in the ‘Base Object Swapper’ mod linked below have been patched currently. As are the CWSS items used by Nuka Ride and CS. Urinal excluded. As CWSS provides no script sources and perk overrides scripts don’t work on CWSS furniture, this hacky method is the most resource friendly way I could think of. It required a file to be manually 'patched' using the new scripts. Feel free to add more patched CWSS furniture in the support thread of this mod. Currently it supports the following mods: -Devious Devices RC9 -Real Handcuffs -Kziitd Fetish Toolset -Nuka Ride -Commonwealth Slavers Highly recommended: Universal Working Bathroom Fixtures (CWSS) - Base Object Swapper Wash Out That Cum - with CWSS Patch Get Dirty. Use the attached patch that disables all (un)dress events from this mod. As it’s not patched to use the similar system as 'CWSS Intelligent Undress' and is redundant when both mods are used. (And auto-undressing when swimming is just daft right). It also disabled the messagebox when loading the mod the first time. As this can cause the opening scene on a new game to hang. Settings You can adjust the following settings to your liking using the console. The default values are shown. set ICWSS_Enabled to 1 0 for disable or 1 to enable the mod set ICWSS_RedressDelay to 0.1 amount in seconds to wait to redress set ICWSS_ToiletUndress to 1 0 for disable removing an item worn on the body slot at a toilet or 1 to enable
  7. CWSS Intelligent Undress 1.0 and GetDirty patch View File This mod aims to fix the compatibility issue with CWSS and a number of Loverslab mods. It replaces the built-in (un)dressing system of CWSS for a custom one. It prevents flickering, log spam and/or quest related issues with mods like Commonwealth Slavers. Depending on what item is worn. Note that only CWSS items used in the ‘Base Object Swapper’ mod linked below have been patched currently. As are the CWSS items used by Nuka Ride and CS. Urinal excluded. As CWSS provides no script sources and perk overrides scripts don’t work on CWSS furniture, this hacky method is the most resource friendly way I could think of. It required a file to be manually 'patched' using the new scripts. Feel free to add more patched CWSS furniture in the support thread of this mod. Currently it supports the following mods: -Devious Devices RC9 -Real Handcuffs -Kziitd Fetish Toolset -Nuka Ride -Commonwealth Slavers Highly recommended: Universal Working Bathroom Fixtures (CWSS) - Base Object Swapper Wash Out That Cum - with CWSS Patch Get Dirty. Use the attached patch that disables all (un)dress events from this mod. As it’s not patched to use the similar system as 'CWSS Intelligent Undress' and is redundant when both mods are used. (And auto-undressing when swimming is just daft right). It also disabled the messagebox when loading the mod the first time. As this can cause the opening scene on a new game to hang. Settings You can adjust the following settings to your liking using the console. The default values are shown. set ICWSS_Enabled to 1 0 for disable or 1 to enable the mod set ICWSS_RedressDelay to 0.1 amount in seconds to wait to redress set ICWSS_ToiletUndress to 1 0 for disable removing an item worn on the body slot at a toilet or 1 to enable Submitter naaitsab Submitted 04/09/26 Category Other Requirements
  8. I also got annoyed by the getting blasted by the way to loud sounds when the orgasm event fired. I've made a little modification. If you open the mod in Fo4Edit and change the 'Static Attenuation' to a number higher than 0 (0 = max volume, the higher the number the more it "mutes" the sound). I've included a patched esp that sets all sounds to be reduced by 5dB. Tune to your liking. No need to do anything with the sound files. FPAttributes.esp
  9. As the grass is also still visible it seems like something lower on your load order is modifying the same cell/files. MO2 uses the 'plugin' tab and the Priority list. Higher numbers (lower on the list) will overwrite lower numbers (higher on the list). So a mod with priority 10 will overwrite anything that conflicts on a mod in priority 5 for example.
  10. You can try a save cleaner to remove references (scripts) to DD first if you or any NPC aren't wearing devices. But that has various results. But worth a try on a save copy I guess? If you are going to do a drop in upgrade to NG without a new game. It won't work. Or at least with so many issues I'd mark is as unusable for regular play.
  11. Made a compatibility patch for JK's Whiterun Outskirts. As I use separate city mods instead of the entire 'JK's Skyrim' pack. I could only find a patch for that mod. It's moved a bit closer to the gate so it does not clip with the new farm. I also added a few 'navcut' boxes so the NPC's should no longer try to walk trough the building itself. And added some small steps and a pedestal for the brazier. Requirements: Laura's bondage shop SE (It's a ESL) JK's Whiterun Outskirts Laura's Bondage Shop JK's Whiterun's Outskirts patch.esp
  12. The main changes make it less annoying especially during combat, make the anims skippable. Adds a few new idles and the idles will no longer break contraption idles.
  13. On the DDNG Discord @Frayed has posted a test build of a revamp of the system to try out. Whilst not perfect does make it a less annoying system. I've added a tweak a while ago that does allow vibrations to fire when in furniture and lock the actor as it can bypass the "IsValidActor" checks. Think it's called LockActorV2
  14. Not out of the box. The DLL of this release is made for a game specific version. I'd strongly suggest downloading the NG version. That DLL is made for 1170. It also support older versions using the NG "framework", but we'd advise to use it with 1170 as it's tested and built on that version. It also supports a lot of newer techniques like OAR to fix the laggy animations/idles.
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