Devious Devices
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Devious Devices – A Bondage Framework for Fallout 4
Code By Kimy, using some design ideas from Min’s DD implemention for Skyrim.
Additional code by AG12.
Devious Devices Art assets by Zadil, Koffii, Pincopallino and Heretical.
Additional art assets by DixiePig, Vioxsis, Newmiller, HisDudeness, Vader666, mxwqtkl, Dasha and Nytesorrow.
Fallout 4 conversion of Skyrim art assets by Bumex
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DESCRIPTION
Devious Devices is a collection of restraining devices and toys to torment your Nora, including, but not limited to: chastity belts, collars, cuffs, vibrators, gags, and even hobble skirts! And don’t worry about wiggling out of them: All devices lock in place, and only the correct key can open the locks! And these devices don’t just look restrictive, they ARE! These handcuffs really lock your hands on your back and make you unable to fight. Running in leg irons? No way! And yes, wearing a gag will make you speak gibberish!
NPC Support: Yes, it works with the other denizens of the Wasteland, too. Is Preston asking you to save yet another settlement you couldn’t care less about? Just gag him and shut him up!
Intuitive Interfaces! – No need to use spells, or batch files or other quirky methods to enjoy these devices! Just click them in your inventory and choose what you want to do with them via the easy to use interaction menu!
Framework! – Want to create your own bondage mod? Kinky quests? Custom restraints? DD is providing all needed functionality for that, so you don’t have to! Want to create custom bondage items? Just make your item use the DD scripts and customize dozens of properties to your taste and create your own toys without writing one line of code! Items with custom keys? No problem! Multiple locks? For sure! Timed locks? You bet! Cuttable material? Yep, got that, too! Impossible to struggle out from? Check! Override animations? Just tell the item which ones to use, or create your own! Items that cannot be removed as long as another is locked on? Yes, even that! And if all of that isn’t enough, create your own spell effects and add any number of them to your item. If you think it can’t be done, think again!
REQUIRED MODS
– All DLCs (And please don’t ask for a non-DLC version. I won’t make one.)
– CBBE Body – http://www.nexusmods.com/fallout4/mods/15/?
– Bodyslide and Outfit Studio – http://www.nexusmods.com/fallout4/mods/25/?
– Armor Keyword Resource – http://www.nexusmods.com/fallout4/mods/6091/?
– Torture Devices – http://www.loverslab.com/topic/68652-torturedevices/
INSTALLATION
1. Install the NEWEST versions of ALL requirements listed above using your favorite mod manager, including THEIR respective requirements.
2. Install this mod with a mod manager of your choice.
3. Run Bodyslide and batch build all assets using the preset of your choice.
CONFLICTS
General: The point of this mod is locking the player character in restraints hard to remove. This feature might cause issues with other mods not expecting the character to wear non-removable items. Known issues will be listed in this section. Feel free to report incompatibilities in the support thread.
No other conflicts known at this point.
KNOWN ISSUES AND LIMITATIONS
- The items do not have world/ground models. I don’t have world models I could use.
- Gags do not change an actor’s expression and do not force them to open their mouth. That’s currently not feasible to do (at least not that I’d know of). For that reason, the panel gag works best.
- Some of the items might clip with others and with clothing. There is currently no way to dynamically hide armor on a character.
- The code is currently not attempting to catch brute-force removal of DD items via UnequipAll(). This command, if used on the player without other precautions, breaks the game anyway, as it stips the PipBoy from the player as well. I don’t expect mods to widely use it. I will deal with it down the road in case I have to.
- Some API functions work on the player only, not NPCs (e.g. RemoveGenericItemByKeyword). This is due to a scripting lanaguage limitation. As a consequence, modders need to keep track of what they are equipping on NPCs, if they want to remove the items later on.
PERMISSIONS
- You can NOT post this mod or any of its parts (including any derived works) outsides of LL without my explicit permission.
- You can NOT incorporate any of my code in any for-profit project (Donations/Patreons are fine as long as they are strictly voluntary and don’t offer the donor any tangible advantage over non-donors)
- You can NOT incorporate any of my code in mod that’s going to be uploaded to Bethesda.Net and/or made available for consoles in any other way.
- You can NOT use any of my code in a closed source project. No exceptions, ever. No need to ask for permission either. I won’t give it. Even in my wildest dreams I can’t think of a good reason not to publish a mod’s source code.
- You can NOT publish a fork of this mod (as in using it as a base for a project offering similar functionality) without my permission. That includes porting it to other platforms/games.
- You CAN otherwise use my code for your own projects as long as you include all source code with your distribution and allow others to use your own code in a similar fashion. And give proper credit where it’s due. All above rules still apply!
Legacy clause: If I can no longer be contacted for a sustained period of time despite sincere efforts to do so, I grant the LL staff permission to assign a new maintainer to Devious Devices to update it with fixes and feature enhancements. In case this clause is invoked, I do reserve the right to request back maintainer status of the mod at any time for any reason, though.
For all third party assets used by this mod (namely art assets, see credits section), all conditions set by their original creators apply instead. Please contact the respective author for further information on permissions etc.
FOR MODDERS
Please refer to the documentation in the archive!
DIFFERENCES BETWEEN FALLOUT 4 DEVIOUS DEVICES AND SKYRIM DEVIOUS DEVICES
There are actually quite a few of them. Some are owed to FO4 being a different game with different capabilities. Some are lessons learned from years of developing for Skyrim DD. Generally, DD for FO4 is not really a 1:1 port of Skyrim DDI, it’s more a reimplementation. In particular:
Stuff that’s different because of game differences and/or scripting limitations:
- Unlike Skyrim DDI, effects and relations between devices aren’t hardcoded in Fallout 4 DD. Not a single one of them is. All effects, without any exception, are set via item properties and/or keywords. E.g. if you want to create a custom plug and want them to be unable to be removed from a character wearing a chastity belt, you will have to assign the relevant item properties, or the code will ignore it. You can even make gags that don’t prevent you from speaking or corsets that make you blind. Because even these effects are not hardcoded for the device types. Unless you tell the code otherwise, a device is just a lockable thing that by itself doesn’t do anything except cling to you.
- Skyrim DDI’s approach to creating custom items was objected oriented inheritance: You would inherit the base script and override/add what you wanted. FO4 DD’s approach is making everything customizable via script properties and hardcode as few features as possible. This approach should make writing custom code unnecessary almost 100% of the time. Since every item can have an arbitrary number of spell effects attached to it, there is practically no limit to what you can do.
- There are only limited global user settings affecting item difficulty or behavior in FO4 DD. There never will be any customization options allowing shutting off any features of the device system entirely. Everything influencing item behavior is determined on the device level. This is putting all control in the hands of the modder, where it should be. The settings can be vastly different from item to item. E.g. one item can have a 20% chance to break the key, another can have 0%. The user can apply a modifer to generic items, but a device designed to be punishing will always be punishing in relation to others. Which makes item behavior predictable for modders using the framework – the item will behave exactly the way it was designed! On the flip side, it puts also more responsibility on the modder, not to create unfun features or devices that users will generally end up hating.
- DDI had a tag-based item database for randomly picking restraints. I do not plan to implement this feature. There is a function in this mod that can pick random devices from formlists. It’s not quite as powerful as DDI’s tag database, but for most applications it will do its job just nicely. The FormLists are exposed to the API, so 3rd party mods can add their own devices to it!
- FO4 DD has only one blindfold mode, that’s equivalent to Leeches mode in DDI. No other blindfold modes are planned for the framework. The player can NOT set the blindfold strength. The modder can. But even the strictest setting still allows you to navigate your environment. The compass is still there, too. The framework blindfolds are a lot less punishing than their counterparts in DDI.
- There is no hardcoded event system either. If you want devices to trigger reoccurring events, create a magic effect running a timer and add it to the correct device property. Refer to the implementation of the Plug Vibrate effect to see how to do that. Most of the old events did not get reimplemented because they did not do much, except displaying a text.
- The dreaded corset implementation is gone and won’t be back. The price for that is serious clipping of corsets with most chastity belts, but I prefer that to non-working scripts and broken item states all over the place. There are special chastity belt add-ons for use with corsets. They don’t clip.
- Vaginal piercings did not get implemented and likely never will. This item type was underwhelming in Skyrim (yet another vibrating thing that barely can be seen on the character…) Plugs trigger vibrate effects and that’s all the vibrations you will ever need!
- There is only one class of hand restraints in FO4 DD. Armbinders, yokes, shackles, handcuffs and all other types of wrist restraints share one item type. Which means that characters cannot wear handcuffs and armbinders at the same time, unlike in DDI. Yes, I know that in real life it’s possible to put a handcuffed person in an armbinder for additional