Jump to content

1 Screenshot

About This File

Devious Restrictions (v2.0.0)

 

Devious Restrictions implements gameplay restrictions such as anti-cheat and feature blocking for ensuring an "authentic" experience.

This mod attempts to centralize the individual restrictions implemented by various mods such as Devious Devices, Deviously Cursed Loot, etc. into a single mod which can be hooked into as necessary. While this is currently mostly a proof of concept for different ideas I've come up with - it would be nice to allow mods to "hook into" a central API (to be implemented down the line) to allow for easier feature tracking and debugging.

 

[ AI Disclosure ] A good portion of the code was generated using AI, but I do program for a living so I assure you this isn't all vibe-coded.
This 
mod is officially only supported for "SE" SKSE version 1.5.97 - please do not ask if this mod will be updated for LE, AE, 1.7.104, etc..

 

Huge thanks to the developers of Devious Framework, Devious Anticheat, and the Devious ecosystem for being the inspirations for making this mod!

 

Available Restrictions:

  • [ MCM Access ] Restrict accessing the MCM config menu entirely (for all mods) by greying-out the button in the Escape menu. Planned: add the option to only restrict this mod and eventually allow for including/excluding specific mods from the restriction (ex: only restricting Devious mods).
  • [ Console Access ] Restrict using the console for cheating purposes by completely blocking the hotkey (default `/~) from opening the console. Planned: add the option to allow the console to open but block the execution of certain commands instead - those relating to cheating in general (tcl/tgm/player.additem) and any potentially exposed Devious APIs.
  • [ Waiting and Sleeping ] Restrict waiting and/or sleeping through separate options. Note that if sleeping is restricted through this mod, waiting is similarly restricted for passing time. The sleeping restriction specifically can potentially cause issues with any quests which require the player to sleep to progress the quest.
  • [ Map Access ] A complex set of settings which allow restricting map and compass (not really tested) access. The map has the option of being fully restricted or "gray fog" similarly to how the blindfold feature in Devious Devices works, where you can only see within a certain radius around yourself in the global map. This also has the option of restricting markers, either entirely or those outside dark fog range - and can also restrict compass usage and having markers show up on the compass with the same criteria.
  • [ Fast Travel] Restrict fast traveling through separate options for map-based and other (carriage, boat, etc.) fast travel, pretty self-explanatory.

 

Other Mod Features + Planned Features:

  • All restrictions are able to have individual criteria choosing from Off / Any DD Device / Blindfolded / Arms Bound / Legs Bound / Heavy Bondage and Contraptions.
  • Saving and loading config through the MCM (not tested that much), and the option to permanently lock the config for the save by pressing a button in the MCM.
  • [ Planned ] Enforce first-person mode through a new restriction, to test against different camera mods including Body in First Person and Improved Camera.
  • [ Planned ] Look into whether it's feasible to restrict magic as well especially with magic mods, note that some mods like Rubber Facility require magic to proceed through quests. Maybe also add a whitelist for spells as well (perhaps only during specific quests) if that's something that can be implemented.
  • [ Planned ] Expose an API for other mods to hook into to set/remove certain restrictions "for their mod" (ex: if two mods both restrict console access, even if one gets removed the other enforcement from the other mod will persist).
  • [ Planned ] Implement enhanced logging through SKSE along with a MCM "diagnostics" page listing the each currently detected criteria, active restrictions on the player, and the mods enforcing the restrictions (once the above API gets implemented).

 

Mod Requirements:

Note that these install requirements are based on my current install and I cannot guarantee that the mod will work properly if additional mods are added or some requirements are missing - please let me know in the forum thread if you run into any issues and I can try my best to reproduce. Crash log as well please! Please see above for unsupported versions of the game. 

  • Devious Devices v5.2.7 and Devious Devices NG v0.4.3 and their requirements (I'm using SKSE 2.0.20), please double-check you have those installed properly first.
  • SkyUI v5.2 - this mod hasn't been tested with newer versions of SkyUI, so use at your own risk - v6.0 could be a breaking change.

To install, drag and drop into ModOrganizer or another mod manager, make sure to put underneath all of the above mods in the load order.

 

 

Edited by HoneyCitrusTea


Other Files from HoneyCitrusTea


×
×
  • Create New...