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DexesTTP

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  • Birthday 11/14/1994

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  • NishaBestWaifu
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  1. It is in the sixth page (Miscellaneous Options), under "Restraints drop chance" (right side, second option).
  2. Just for the record, here's my feedback on DD4 in general including the escape system. I have been playing on "Questionnable" difficulty for about 40 hours, with random events equipping framework, extended or custom restraints (DCL/DE/Defeat). Let's start with the awesome stuff DDi brings in general and that we still have in 4 : - Belts, plugs, bras, corsets are doing exactly what they advertised. In themselves, they don't do much but by interacting with other mods (mostly arousal-based) it makes having them an interesting experience - plus the random events linked to them are really gameplay-friendly, and I wish they also triggered based on gameplay context. - Blindfolds are doing what they advertise. They do prevent you from seeing part of the game, making the gameplay much more difficult to follow. It's the most restrictive device I enjoy, because it treads the thin line between "difficult" and "unplayable". The option to just slightly blur the screen or (with consoleutils) to use fog at a set distance should allow everybody to find their own difficulty settings if they wish to keep playing when one of these drops. - Boots, hobble dresses and most leg restraints are not too restrictive to play with, although it makes the game pace slow down a lot. It is still a fine gameplay mechanism... when you're sure it won't last more than a few minutes. After that it just becomes boring. Thankfully there's the speed slider for them so it works out for my play style. - The armbinder (or any heavy restraint) works basically as intended. It's a game-stopper and definitely brings the game to an "unplayable" state, but it's fine in a way for it to be like that. I disabled the random heavy restraints drops from the content mods I use : it's more of a quest thing to lock the player up that badly so it makes little sense as a random drop. The bound combat feature could be brushed up, but I understand that is in the works. - Gags are well implemented, and usually well supported by content mods. They also manage to make the game more difficult without it being unplayable... Except for the fact having a gag literally softlocks most of your quests. The stuff that I didn't like was : - Arms and leg restraints do not bring anything to the game, at all. I often end up taking them off, but not for any particular reason. Maybe it's just me misunderstanding them but it feels like they could be used for more than decoration - as opposed to the collar which is an "official" ownership symbol just having cuffs don't seem to carry much meaning. - Gags prevent quests. I find having them in dungeon just fine, but it makes the rest of the game unplayable and you have to take them off once you want to actually do stuff. It's a bit sad that an item this un-restrictive has that big of a drawback. - Keys breaking is frustrating and without consequences, most of the time. I play with a fairly low restraint & key drop chance in general, so I end up with a fair amount of spare keys and a key breaking/lock jamming just means I have to wait a moment and try again... which doesn't change anything except taking my time. - I nearly never use the struggle features, and always consider it a "get out of jail bondage free" option. You can basically use every option, press T to wait for cooldowns if it fails and you always get out. The feature where it tightens the device and makes it inescapable seems interesting, but it never has prevented me from doing that with another option. - The struggle features menu (and the whole device menu in general) is unfriendly. The options are not explicit, no info about chances of success unless you go click on a button to check. Since it's feedback-time, here's some possible point of views or solutions about the issues : Content-mod related : - The gag blocking quests thing can be fixed by a content mod easily (by adding a way for you to talk through the gag or NPCs to remove it when you talk to them/get inside a town/...), so I guess it's okay. I still find it a bit weird that the default framework behavior is to block the player progress, but as Kimy said it's not the framework putting the items on so it is fine-ish. - Some effects to the arms and legs restraints can be added, like a way for them to get linked/entangled or to prevent removing armor while wearing them (I think DFW/S adds something like that, but I'm not sure). Framework-related : - About the menu : - Add infos about the options directly with the menu entry, like the key type needed or the chances of success. - Move the "unjam lock" to the main part of the menu, instead of the "escape" menu and only show it if the lock is jammed - 90% of the time it's something you want to find immediately. - Do not allow attempting to struggle, cut or lockpick if the device prevents it. - Revamp the whole devices menu to spread options - something like an UIExtensions wheel menu or list menu would feel less cramped. I'm fully aware of the limitations of default Skyrim menus, and this is why I think you should consider using a GUI mod which would also allow you to dynamically inject text or disable options based on complex checks. From an user point of view, the device menu is a huge part of DDi, definitely the part they'll interact with the most, and it has to be friendly to this end-user. Cutting corners on it makes the framework feel way less polished. - For the alternate escape route (struggle/lockpick/...) : - Get rid of the timeouts and replace them with a proper "prevent retries" mechanism Having timeouts brings nothing to the table : doing a speedrun-like exit-exit-escape-T-enter-wait 1 s-inventory to retry is artificial content. A failure locking you out of the escape method altogether is more interesting, minigames (as discussed by others above) would also be interesting, and events triggering in case of failure is interesting (in which case just prevent other attempts until the event is handled, but no need for a timeout). - Give escape failures some real hooks into other events There's no real reward in escaping restraints this way, and there's no consequences in failing to escape. Granted, a content mod would handle these consequences but I don't believe there's a way for them to detect it happened. - You could otherwise just do nothing, and let dedicated content mods hook their own escape options into DDi. - For the normal escape route (using a key) : - Add a fail-safe way to handle key breaking/jamming directly in the framework. Preferably one that doesn't just take time or a speedrun-like key combination to skip. - Alternatively, set their values to 0 on the default devices. Paraphrasing, i believe Kimy said : If a content mod wants to use devices whose key can break or lock can jam, it's on them to handle the consequences. Most mods providing you with items do not have in their scope to handle these events (such as DE/DEC/SD+/Defeat/For The Masses, or any other hypothetical "lock a random device on you and go to the other side of the map to get the key" mod) so it would make more sense for these settings to be restricted to content-mod items. The idea is that if the content mod gives a framework key to the player for unlocking a framework device, the content mod intends for the player to be able to remove the device and not for a potential removal of the device. Well, that ended up being a long post. I hope it's useful, and although it just mostly repeats the same thing everybody else has been saying I hope it brings some additional context to what has been stated.
  3. I know this is very controversial, and an extra opinion won't help. But I guess this one is worth giving since I can't recall seeing it. A possible way to make the options "less annoying" as some people seem to find would be to have a simple checkbox or yes/no option to disable all of these : - key break - lock jamming - shield timer - Unlock cooldown Now, I know this would affect all devices not rewriting the equip layer and would prevent modders from using these features if it is disabled, but it would provide a simple, one-click way to grant people's wishes - and the people checking that wouldn't want the modded items to have these features either. Alternatively, hardcoding these to be disabled is a 1-min job (not counting the CK start time), so it could be an idea for a mod : replace the zadEquip script by a version with all the formulas set to 0 (or times 0). I don't know if you'd be fine with a patch mod that includes the edited version of zadEquipScript, @Kimy, but I guess it would be a suitable alternative. If that's OK with you, I could just publish it then. (edit : forgot the CK won't compile scripts on this computer, so I can't make the patch myself, but I'll happily guide somebody if they want to make it)
  4. The NPC simply asking the player to keep it in would make sense - the whole follower part can be seen as consensual fun already.
  5. Yeah, that would be great to add, even if it means an addition to the API ("SSLV Entry with follower" ?) to make it so you can be sold by your follower @jfraser : I seem to recall you not doing it because you didn't know how to create the scene. Do you have better knowledge now ? Would it be fine for me to try to add that (no promises) ?
  6. Pretty sure its broken. It was in the mod when I took over for chase. What he planed for it I don't know, but it was just a copy of the DD training plug, which was never used by anyone as far as I know beyond being a proof of concept for one mod author's use case. The DDi plug shouldn't do anything except count the days its been worn and print some flavor text. It shouldn't be used, I thought I set the MCM to zero AND greyed out already, guess not. So you have no plans for the training plug yet ? It always felt like it could be an interesting gateway into parts of the mod (force-triggered enslavement at the end of the timer, unlocking extra follower dialogs/behaviors, ...) even if each sound like a fair amount of work to make it happen.
  7. Well, if adding the DLC would provide more content / make the mod enjoyable for you but you're not doing it in fear of disappointing some people, why not create a poll and let it run for a few days ? With the important options like "would prefer all DLCs / no opinion / would prefer just base game / cannot use if all DLCs are required". This way you'd know for sure what people want. Of course, if DLCs wouldn't add anything, then adding them as requirement is a non-issue.
  8. If you're taking requests for items to add, it'd be cool to have simple (non-harness) versions of gags too. Also, it might be a good time to put blindfolds and yokes in (if it's still a lot of time just for these two then nevermind). Thanks a lot for this mod. I really enjoyed it so far, can't wait to see the new stuff !
  9. It's an unfinished feature that got mistakenly added to the 4.0 compatibility release. Next version of DCL will have it completed or removed, and in the meantime you can either not click on it or use this unofficially patched ESP that removes it.
  10. So here's a request, although it would be really difficult to make it happen. I'd like a mod to carry/get carried by NPCs (and NPCs carrying each other). It's been mentioned here already for unconscious people, but just a general mechanism to carry an actor on your shoulder would be nice. The carrying part would require extra animations for the carried person and either using a mount node on the shoulder or finding a way to programmatically hold the actor there. It would also need enter/exit animations. And of course all the little stuff (launching the animation, keeping the carried actor immobile and the two thousand bugs and workarounds due to the Bethesda engine not being made for that). Another thing would be to put a mechanism in place to "grab" people, either with a special "hand" weapon or by overriding the actions on punching. Then there's all the extra stuff : - A struggle mechanism, for NPCs to struggle out and PC to keep them there (or the reverse), either based on QTE or on mashing (ideally with an option to keep a simple strength check, for people who don't like QTE). - Throwing people away, which would cause damage to both the thrown actor and the targets. - A bunch of conditions that either make the NPC force-grab or disallow the grab : you don't want NPC to carry you too often but you don't want it to never happen either. Balancing that would be hard, and implementing the checks probably harder. - Knocking carried people unconscious or binding them. Just moving someone from point A to point B is nice but when you can use it as an alternative to usual combat, it's even better.
  11. Well you're in luck, Devious Devices is already out for FO4 as is F4SS, the F4 Slavery mod.
  12. Ok, so I didn't find a single typo in the text itself, which is pretty cool I guess. There's mostly stuff about comments typos/syntax/being wrong in the file, as well as a maybe misplaced log line. There's still nipple piercings, and it'd be possible to do that on them. The clit piercing alone was removed. (also, I missed a typo line 364 of the library : explainatory => explanatory) dd-report.txt
  13. There's white spaces at the end of some lines (https://puu.sh/uic7y/7f4c92ae40.png). It's just a funny thing I found while skimming through them I'm preparing a pastebin of all text/comment errors, and will post it here when it's ready. There's actually not that many !
  14. I actually like the new key management system. All the points arguing for the old system are small convenient improvements but come with a major drawback : consistency. Mod authors should be able to choose the mechanics of their items without side effects on other parts of the mod, and having a single configuration area would just break that. Technically, all the previous points can be solved pretty easily by individual mod configuration menus or, if needs be, console commands. I know people don't like "cheating" but when the game is broken it's the most viable solution. The only thing that could be done is a "default configuration menu" for the vanilla DD restraints. This way, somebody could use DD on its own and have access to configuration options, and any author that wants to add basic items above DD instead of adding a new mechanic can just reuse this option. For sure, if this isn't something the DD team would want, another mod would likely fill this void just as well. (also, awesome work !) (also, what is up with all these white spaces int the script sources oO) (finally, where can we report little mistakes ? typos/invalid text such as "lockpick" instead of "bobbypin", "int" instead of "agi" for lockpicking, etc...)
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