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UnEvenSteven

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  1. It's just you can't use hexadecimal (0x5902) forms in the .json for the LE version. They have to be converted to decimal for them to work. I'm on LE and fixed this myself. The attached file simply changed the forms to decimal to make the .json work with LE. I was able to select the "Robbed in the Rift" option in SUR and everything worked fine. Nice little alternate start mod, when I create certain characters I usually have them start in the wilderness with nothing to simulate a "attacked and left for dead" scenario. This mod now fulfills that and adds more to the starting scenario. And I really appreciate you used SUR over LAL, Most mod authors just use LAL which is a shame since SUR is fairly configurable and has options to effectively turn off the main questline. DeviousNewcomer.json
  2. I, for one, would like to see any potential catsuit conform to the breasts better. Mainly to help reduce or eliminate clipping with Chastity Bras and Harnesses. The links Miauzi provided to Fallout 4 catsuit mods are a good example of what I'm talking about. But this is all IF you decide to create a new catsuit for the framework.
  3. Honestly, the DD Framework really just needs a new catsuit mesh at this point. Every catsuit asset in the framework was ported from Oblivion! Yes, they are that old. With your sex doll suit you are working on you'd have good base to start with, but only if that's something you're even interested in doing.
  4. If the feature was re-enabled perhaps it could be coded to explicitly require a dagger to cut devices. Swords, greatswords and axes would be too unwieldy (and unsafe!) to use against your character's body. Take it a step further and require a certain material for the dagger to cut devices. Leather devices could only be cut by Steel or better. No Iron or Ancient Nord daggers could be used, too dull. Ebonite would, of course, require Ebony (or at least Glass) to cut those devices adding an extra layer of potential challenges.
  5. It's a little loose, yes, but nothing egregious. Leaves some room for thicker arms. I don't think it's worth scrapping the slider because of the Elbowbinder not being skin tight. The fixed-weight version is only slightly better. There's a lot of devices that don't fit "right" but you don't remove sliders for those, you shouldn't remove the slider for Elbowbinders either.
  6. Sure, the Framework has it's share of heels and boots but most of them are "ballet" style. There's a new pair of boots that are coming in 5.2 but those aren't heels and of course there is the Pony Boots. The only boots that could be considered a high-heel are the Iron Ring Slave Boots. A little bothered by the lack of any devious high-heels I scrounged around and came across the Devious Dagger heels from DoubleZero. I figured they would make a good addition to the Framework so I asked permission from Doublezero if their boots could be used in the DD Framework and it was graciously given. The boots were already set up for UUNP BodySlide so it was easy to create a CBBE version. I didn't want to change the model too much so I simply added a lock to the zipper and made the necessary shader and texture changes to achieve a similar look of other devious devices. I asked naaitsab if they could create ebonite versions of the textures in addition to red and white versions, naaitsab kindly accepted and completed my request. They also made some improvements to the textures such as improving the leather and stitching. With the improved textures I created, to the best of ability, better normal maps and a specular which the original asset lacked. The attached file has added these as Black/Red/White Ebonite/Leather High Heels. CBBE and UUNP BodySlides included, for checking these out in-game use the latest DD 5.2 Beta and overwrite when asked. Then build the meshes in BodySlide and test in-game. Hopefully these will be added to the Framework. Huge thanks to Doublezero for allowing use of their mod in the Framework. Another huge thanks for naaitsab for their texture work on these boots. Enjoy. New Heels.7z
  7. The part that sits loose on the shoulder shouldn't clip with different body types. The original mesh did clip with the shoulders of a naked body so the hood had to be loosened up. This also helps with clipping with the various suits. I made an attempt with having the hood end at the collar and when testing with other devices and collars there was nothing but clipping. Clipping, clipping and more clipping. Oh, did I mention clipping? If I was to make an attempt at fixing the clipping issues then the neck area of the hood would have to be increased in size to cover every collar, except restrictive because that'd be impossible, and suit to prevent clipping. At that point the neck area would hover very far from the your character's neck it would look horrible. The usual suspects would complain about that. Alternatively I could decrease the size of the neck area and make it tight on the neck. However I would have to edit dozens of meshes from both CBBE and UUNP to make collars and suits fit properly with the decreased neck area size of the hoods. While doing this I'd have to make other devices aren't clipping horribly with each other now after editing so many. It's far more work then you, or others, think it will be. Remember the hoods are largely unchanged aside from the extras I've done. The "extra-material-that-sits-loose-on-the-shoulder" was already part of the of the original mesh. I compromised because you can't have both the seamless look and little to no clipping, not without a fuck-ton of work. I felt having the hoods hide collars and increasing the size of the neck area to diminish clipping was the best and quickest solution. That's what I meant when I said hoods don't prevent speech. Yes you still get "gag-talk" with hoods but you will always succeed when attempting to talk to an NPC. If however your character is also wearing a ball gag underneath the hood then you will not succeed in gag talk. Ball gags don't allow for speech. Honestly it's a shame the 'Gag Talk" system was removed, or disabled, from the Framework. With all the different gags we have now it'd be great to see the system return in some fashion. Each type of gag would have a pre-configured chance of gag-talk to succeed, ranging from somewhat easy to mostly impossible. IIRC there were consequences if you failed at gag-talk, NPCs would take advantage of your characters or would tighten your bindings or something. That part wouldn't have to return, just the gag-talk success chances. I imagine hoods and the face masks would be the easiest to succeed at since they'd only muffle your speech. Ring gags, and Panel gags without the plug would come next in increasing difficulty. Panel gags with the plug would come next and be fairly difficult to succeed gag-talk. Regular Ball gags would be quite difficult and have a low chance of succeeding, the Large Ball gags would be next to impossible.
  8. The hoods previously shown are ready to go, they've been tested and I have added them to LeveledLists so the new hood variants should appear randomly. I also did some similar work to the other hoods. These are the "Open Eyes, Open Face and Open" types. I don't really like these and would require a lot of work to fix clipping with gags and blindfolds. I don't even want to show screenshots of them. I also worked on something else, the Face Masks. There was only a single version simply called "Face Mask". I wonder how many people knew this device even existed. While it appears to be a gag it was setup as a hood which it's clearly not. Did the necessary CK work so now the Face Masks function as a gag. They're nothing amazing just an unused device that required similar work as the hoods and didn't have any color variants either. I created a new LeveledList for these face masks and added that to the list that contains all the other gags. So any mod that spawns random devices through these lists the face mask should appear where the other gags would. Here's the file for testing and for merging by Kimy (if she wants): HoodExpansion.7z FOR KIMY: In case you haven't already done so the plugin also fixes the TextureSet issues for the new Black, Red, and White versions of belts, bras, collars and cuffs. They were using the gold textures. Couldn't help myself and also added "Open" versions of the new colored chastity belts.
  9. Aside from fixing some issues in NifSkope, re-mapping the UVs to use the Hobble Dress textures, editing some shader settings and adding the collar I didn't really do much more to the hoods. I just slightly inflated some parts of the hood so they don't clip with suit-type devices. No BodySlide is needed. To make the hoods seamless would have required a major overhaul to the meshes and even more work to make sure other collars don't clip. In doing that collars would probably hover too far off the neck, you know damn good and well people would complain about that. Simply hiding collars was the compromise. I just don't have time for anything more. You can wear gags and blindfolds with hoods as long as they're worn first before the hood, they're blocked otherwise. Like some gags, hoods will prevent you from consuming food or liquids but don't prevent speech. However if you're wearing a ball gag underneath that hood then you'll be unable to speak. Unfortunately you can remove both gags and blindfolds while still wearing the hood, neither aren't scripted to check for hoods when attempting to remove them.
  10. Ah crap, I worked on some stuff again. No worries Kimy, nothing crazy this time so you can breathe a sigh of relief. How do users here feel about the hoods? They needed some work and didn't even cover red and white versions. The mesh themselves needed some touch-ups in NifSkope. I also re-mapped the UV's to use the hobble dress textures just so they match other devices better. Lastly added a collar with a lock as the description clearly states the hood has a lockable collar. The hoods will now hide collars, gags and blindfolds to help prevent clipping though this will seem odd with the Restrictive Collar. Black Ebonite Hood: A result of mapping the hoods to use the hobble dress texture, there's now some visible stitching. Like it or not? White Leather: Red Ebonite: Encased (just to be safe): Would anyone care if the Execution Hood model was replaced by these versions? Right now it's the Black Ebonite Hood in the Framework. The Black Leather Hood uses the mesh shown in the pictures above.
  11. I've actually worked on this issue at one point but never went further with it. You can download a test file from here. While the test files do work it's not polished and there a some issues that would need to be fixed before the changes could ever be added to the framework. Biggest issue is scenes where your character is controlled and is forced to move somewhere. With the test file "walking" (holding down Shift, toggled Caps Lock, or in a scene) is very slow now. This could potentially break scenes since your character can't move to the next part of a scene fast enough. Or get stuck on geometry because you're not moving fast enough. It's been quite a while but I tested a scene from Elvira's Deviously Pink Shop. It's the scene where you enter Elvira's room, you're force-greeted and escorted (controlled) back out of her room. Since walk speed in a hobble dress is very slow when using my test file my character couldn't make it over the damn door threshold to Elvira's room. It's a small hump that utterly defeated my poor character. I'm not a scripter, I just hacked these changes together. I don't know if there's a way to detect if the player is in scene and controlled. If there is then the test script would need some kind of addition that would force the player to run or just speed them up if they're in a scene and wearing a hobble dress. The only other issue is the sort-of dynamic change to fast-travel speed. With the test files fast-traveling while wearing a hobble dress takes far longer to reach your destination then it does without. The issue here is other mods that might also change fast-travel speed. The only mod off the top of my head that changes fast-travel speed during gameplay is Realistic Needs and Diseases. IIRC fast-travel speed is altered if you over-ate or some such, during testing this horribly broke travel speeds and was taking days to travel from Whiterun to Windhelm. So the dynamic fast-travel speed changes probably won't be compatible with other and may have to be scrapped. Unless there's a way to make it compatible. Here's hoping someone that knows what the hell they're doing with scripts attempts to fix these issues, At the very least the scene issue, fast-travel stuff can be scrapped.
  12. Simply put, yes. If there's any device that's considered a suit, basically any device using Slot-32, but looks like it should allow for penetrative sex then they'll need "permit_vaginal" and "permit_anal" keywords. Perfect examples of devices that are considered suits but should allow for sex are the regular Straitjacket, Pet Suit and the new Boxbinder Outfit. I'm not sure about Catsuits, though. Hobble dresses should be blocking sex for obvious reasons.
  13. The catsuit isn't the problem here. No other UUNP user reported this? Really? The issue here is that there is no longer "ZariaBoot7_1,nif" included in the "01 UUNP" folder. I don't know when that happened but it's the cause of the invisible device. While CBBE has a bodyslide for the Iron Ring Slave Boots UUNP does not and thus needs the aforementioned file to be installed. No, you can't use the CBBE version for UUNP, the texture and texture-mapping for feet is too different. @Kimy DD 5.1 still has the file needed, located in "01 UUNP\meshes\devious\expansion\". "ZariaBoot7_1,nif" just needs to be placed back in to the same place for the next beta build or full release of 5.2.
  14. These were "fixed" in the latest beta build. If you're using the latest beta and still seeing those broken versions then you may need to rebuild the gloves in BodySlide. The updated gloves are there for both CBBE and UUNP.
  15. Small patch to fix the UUNP versions of various harnesses, the weight slider wasn't working. CBBE versions are fine. zarantha: Don't rush to convert these, just make sure they're working in SE. If not just do what I did, dig up older versions of the harnesses (that worked) and merge them into the bodyslide project. The .esp file simply applies TextureSets to the cuffs that were added to Restrictive Boots, missed those somehow. Also fixes the ground/inventory object TextureSet for the open variant of the Golden Chastity Belt. MoreCrap.7z
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