Elsidia Posted August 16, 2022 Posted August 16, 2022 16 minutes ago, FireSplitter said: but can't figure out how to get rid of the arm cuffs. You need to remove strict rubber gloves and have a hand restraints key. And it removes another arm restraint and put on new. You need do this a few steps and for any step you need hand restraint key. Except one step. It will say what you need.
craz3 Posted August 17, 2022 Posted August 17, 2022 I'm having an interesting issue that I'm not sure when it started, but it has certainly become annoying by the sheer weight it causes. Whenever I get a trap, what happens is that I get the arms and leg cuffs and collar equipped no issue, but then the moment things get to the piercings is when things just don't get equipped. I also get several duplicates of already equipped items in traps, for example, I have the default "Between 3 and 5 items equipped" and that will be 2 sets of leg cuffs, two sets of arm cuffs, and a collar, for example. I tested some, and raising to a minimum of ten and maximum of 15 resulted in 10 nipple piercings and 4 vaginals, while another trap simply kept adding to that number. Going to an earlier save, near the start of the run, shows that the problem is not there, so I wonder if the issue was caused by my playing around with progressive bondage or if it has to do with the currently running Bound Queen quest.
Elsidia Posted August 17, 2022 Posted August 17, 2022 4 hours ago, craz3 said: so I wonder if the issue was caused by my playing around with progressive bondage You are right. This is progressive bondage bug: More info and video here: https://www.loverslab.com/topic/33986-deviously-cursed-loot-le-90-2021-03-09/?do=findComment&comment=3419136
Bobolinkfaith Posted August 17, 2022 Posted August 17, 2022 I managed to get DCL debug menu back online after uninstalling, playing with my save for an hour, then reinstalling the mod again. However I now encounter another issue  For some reason, the Cursed Collar quest will not let me equip the chastity belt, it keeps giving me a message that the belt requires two plugs and a piercing. All are equipped and yet the belt still gives me this issue. I suspect the piercing is not properly equipping itself because I can unequip it at will without a removal tool.
FireSplitter Posted August 17, 2022 Posted August 17, 2022 (edited) 17 hours ago, Elsidia said: You need to remove strict rubber gloves and have a hand restraints key. And it removes another arm restraint and put on new. You need do this a few steps and for any step you need hand restraint key. Except one step. It will say what you need. Â All the other things say I either have to fee hands or remove hood (which needs free hands). Cuffs are the only hand things, but when I click them I have the you cannot equip message. I have 3 hand restrains keys. I think the strict rubber gloves was removed after I removed the armbinder but after that...can't remove anything anymore. Â LE: the strict gloves are unequipped in inventory, so yeah those got off. Edited August 17, 2022 by FireSplitter
Elsidia Posted August 17, 2022 Posted August 17, 2022 8 minutes ago, Bobolinkfaith said: I suspect the piercing is not properly equipping itself because I can unequip it at will without a removal tool. BUMNP, 3BA users - open your body MCM and set body compatibility with DD. Those body slot is used by vaginal piercings and it deny to equip it. If you can't do it for some reasons, then you have bad body without chance to equip piercings.
Bobolinkfaith Posted August 17, 2022 Posted August 17, 2022 11 minutes ago, Elsidia said: BUMNP, 3BA users - open your body MCM and set body compatibility with DD. Those body slot is used by vaginal piercings and it deny to equip it. If you can't do it for some reasons, then you have bad body without chance to equip piercings. I have already done so, BHUNP has options to set the body to be DD compatible but I still have the same issue. I notice the piercing doesn't even equip itself visually
Elsidia Posted August 17, 2022 Posted August 17, 2022 (edited) 15 minutes ago, FireSplitter said: I think the strict rubber gloves was removed after I removed the armbinder You are wrong. Strict rubber gloves doesn't have on you while armibinder. This quest is script heavy stress, so need be careful. After remove a armbinder, strict rubber gloves is equipped for next step. (as i see you are on second stage, so those gloves was equipped after armbinder and you complete first stage by using those gloves. Now when you are success, iron shackles are removed and equipped arm cuffs (on your screen) reequip back strict rubber gloves. If not, then you need exit inventory and check back again - it will refresh equipped devices. Search all inventory - as gloves was equipped later it can be in other place. Or renew filter - show equipped devices in first lines. You need do those steps carefully, not rush wait while scripts are updated and save before each step better in different saves. If still not see those gloves, need reload previous step and try again while you get back those gloves. And it will need about 5 stages - always those gloves returns. See screenshot in spoiler (UPD - in screenshot wrong means that those cuffs must be on player, but no need try to remove it): Spoiler   Edited August 17, 2022 by Elsidia
Elsidia Posted August 17, 2022 Posted August 17, 2022 11 minutes ago, Bobolinkfaith said: I have already done so, BHUNP has options to set the body to be DD compatible Some users experienced bug with BHUNP, that still some of piercing can't be equipped. So there no cure for BHUNP. This user still found some piercing from console, what can be equipped and continue cursed loot line (there no important special piercing, there must be any piercings). But this piercing was from Damsel In Distress quest, so it got more problems at end of cursed loot as this piercing can't be removed and broke the DID quest. He was forced to manually start DID quest and complete it full to free from this piercing. If you can found piercing, what can be equipped on you and it's not from any quest, so will be good. I have CBBE, so i can't recommend any piercing.
Ghostphoto Posted August 18, 2022 Posted August 18, 2022 Has anyone run into the following issue/know how to fix it? When my player gets defeated (via Cursed Loot's combat surrender function). Everything goes great except the "Fist was unequipped" notification keeps coming up and the sound of something being unequipped happens rapidly. In my instance the player was defeated in Embershard and was fully equiped with full gear including armbinder and then sent off to "A Little Bondage Adventure". However, the "Fist was Unequipped" notification kept showing up while at Embershard and upon arriving at the Bondage Adventure locations. The sound of something being unequipped was continuously sounding off....Any help pointing me in the right direction would be much appreciated . [Using the sex lab framework 1.64... (most recent one for SE available on the download page). I do get a message from the Skyrim Utility Mod (SUM) that this version(of Sexlab) is untested and to please load the previous version but I am wondering if that message is outdated?] Â
Elsidia Posted August 18, 2022 Posted August 18, 2022 19 minutes ago, Ghostphoto1 said: Using the sex lab framework 1.64... Emmm.... you are sure? This version not for SE, but AE. For SE latest is 1.63 Â
Senick Posted August 18, 2022 Posted August 18, 2022 I'm unable to access the debug menu even with only the required plugins enabled (Sexlab, sexlab aroused, Zaz animation pack (I use V8.0), and Devious Devices SE). This occurs on a completely new save. The debug menu shows up blank and then locks out the entire MCM. After closing the menu and relaunching, other mod's MCM's will work, but when I try to access DCL's MCM it's entirely blank and broken. Any assistance would be appreciated.
Elsidia Posted August 18, 2022 Posted August 18, 2022 11 minutes ago, Senick said: Any assistance would be appreciated. https://www.loverslab.com/topic/100032-deviously-cursed-loot-se-90-2021-03-09/?do=findComment&comment=3779912 Â
Senick Posted August 18, 2022 Posted August 18, 2022 (edited) 23 minutes ago, Elsidia said: https://www.loverslab.com/topic/100032-deviously-cursed-loot-se-90-2021-03-09/?do=findComment&comment=3779912 Â I already saw this comment, I'm well aware of general MCM troubleshooting for a mod not appearing, but that's not what I'm experiencing and it isn't relevant to my problem. I'm trying to be as clear as possible. - The MCM entry for DCL appears and seemingly works perfectly fine, I can go into the different menus and adjust settings and such without issue. However... - When I click on the "Debug" tab, the MCM for it never loads. I then have to close and reopen the MCM to access any other mod's MCM's as well. - After closing and reopening the MCM I can no longer load the DCL MCM at all. To be clear, the MCM tab for it is still there, but clicking on it just results in the same behavior of the content never loading and having to close and re-open the MCM in order to access any other mod menus. This is happening with no plugins loaded besides the requirements. Edited August 18, 2022 by Senick 1
serranna Posted August 18, 2022 Posted August 18, 2022 On 7/18/2022 at 9:53 AM, DeWired said: I still think that it means "Have no key, but is helpful, so would not rape or add items".  So, @Kimy, I made a patch for yoke dialogue - calculating success and unlocking, that (in theory) should work with any device, filtered by dialogue. All devices with unique master keys (like developer key) should be treated as "No keys are available", and left locked. If device use unique key (such as yoke from Chloe quest) should be unlockable with key not destroyed. And any device with non-unique key should be unlocked with keys destroyed. No hardcoding of keys for keywords and such. Also, added more comments. Patch untested (at least, it compiles fine ?). As always - it is a suggestion, not requirement, do as you want ?    Reveal hidden contents diff -Naur Source.orig/dcur_yoke_calchelpsuccess.psc Source/dcur_yoke_calchelpsuccess.psc --- Source.orig/dcur_yoke_calchelpsuccess.psc 2018-05-11 00:23:26.497926900 +0300 +++ Source/dcur_yoke_calchelpsuccess.psc 2022-07-18 17:37:49.793678000 +0300 @@ -10,28 +10,53 @@ int rnd bool haskey = false bool done = false - dcur_dialogswitch.SetValueInt(0) - if libs.playerref.WornHasKeyword(dcumenu.dcur_kw_yoke) && libs.playerref.GetItemCount(libs.restraintskey) > 0 - haskey = true - endif - if libs.playerref.WornHasKeyword(dcumenu.dcur_kw_heavyyoke) && libs.playerref.GetItemCount(dcumenu.dcur_handrestraintskey) > 0 - haskey = true - endif + int NumberOfKeysNeeded = 1 int chance = dcumenu.yokeremovalhelpchance + ;Setting default - walk away. If something goes wrong - it's better then 0, which means unlock + dcur_dialogswitch.SetValueInt(1) + ; 0 - unlock + ; 1 - walk away without regrets + ; 2,3 - rape + ; 4 - walk away with regrets and being sorry + ; 5 - add items + ; 6 - take keys + ; 7 - launch Courier in Steel quest (for merchants) + + ;Looking up device key and number of keys needed + Key DeviceKey = StorageUtil.GetFormValue(libs.playerref, "zad_Equipped" + libs.LookupDeviceType(libs.zad_DeviousHeavyBondage) + "_Key") As Key + Armor DeviceInventory = StorageUtil.GetFormValue(libs.playerref, "zad_Equipped" + libs.LookupDeviceType(libs.zad_DeviousHeavyBondage) + "_Inventory") as Armor + ObjectReference tmpORef = libs.playerref.placeAtMe(DeviceInventory, abInitiallyDisabled = true) + zadEquipScript tmpZRef = tmpORef as zadEquipScript + if tmpZRef != none + NumberOfKeysNeeded = tmpZRef.NumberOfKeysNeeded + Endif + tmpORef.delete() + ; Caching number of keys needed for unlock + StorageUtil.SetIntValue(libs.playerref, "zad_Equipped" + libs.LookupDeviceType(libs.zad_DeviousHeavyBondage) + "_NumberOfKeysNeeded", NumberOfKeysNeeded) + + if DeviceKey != none + ; If device is keyless - nobody have keys for it + if libs.playerref.GetItemCount(DeviceKey) > NumberOfKeysNeeded + ;Does player have keys needed? + haskey = true + EndIf + EndIf + if !haskey if dclibs.isTradesperson(akSpeaker) + ; Courier in Steel quest dcur_dialogswitch.SetValueInt(7) return endif if Utility.RandomInt(0, 99) < chance || dcumenu.dcur_modshutdown.GetValueInt() == 1 - ; would normally help + ; would normally help, but without keys just says sorry dcur_dialogswitch.SetValueInt(4) else grandtotalweight = dcumenu.yokeremovalwalkawayweight + dcumenu.yokeremovalrapeweight + dcumenu.yokeremovaladditemweight int Select = 0 Select = Utility.RandomInt(0, grandtotalweight) if Select < dcumenu.yokeremovalwalkawayweight - ; has key, but will not remove + ; maybe NPC has key, but will not remove dcur_dialogswitch.SetValueInt(1) done = true endIf @@ -55,7 +80,7 @@ endif ; fallback if !done - ; addsitems + ; says sorry dcur_dialogswitch.SetValueInt(4) endIf return @@ -93,7 +118,7 @@ endIf Select = Select - dcumenu.yokeremovaltakekeyweight if !done && Select < dcumenu.yokeremovaladditemweight - ; addsitems + ; adds items dcur_dialogswitch.SetValueInt(5) endIf ; fallback diff -Naur Source.orig/dcur_yoke_unlock.psc Source/dcur_yoke_unlock.psc --- Source.orig/dcur_yoke_unlock.psc 2018-05-11 00:23:40.890110400 +0300 +++ Source/dcur_yoke_unlock.psc 2022-07-18 17:25:31.441065000 +0300 @@ -6,14 +6,25 @@ Function Fragment_0(ObjectReference akSpeakerRef) Actor akSpeaker = akSpeakerRef as Actor ;BEGIN CODE - - if libs.playerref.WornHasKeyword(dcumenu.dcur_kw_yoke) && libs.playerref.GetItemCount(libs.restraintskey) > 0 - libs.RemoveDevice(libs.PlayerRef, dcumenu.dcur_yoke, dcumenu.dcur_yokeRendered, libs.zad_DeviousHeavyBondage, false, false) - endif - if libs.playerref.WornHasKeyword(dcumenu.dcur_kw_heavyyoke) && libs.playerref.GetItemCount(dcumenu.dcur_handrestraintskey) > 0 - libs.RemoveDevice(libs.PlayerRef, dcumenu.dcur_heavyyoke, dcumenu.dcur_heavyyokeRendered, libs.zad_DeviousHeavyBondage, false, false) - endif - libs.SendDeviceRemovalEvent("Yoke", libs.PlayerRef) + ;Looking up device key and number of keys needed + Key DeviceKey = StorageUtil.GetFormValue(libs.playerref, "zad_Equipped" + libs.LookupDeviceType(libs.zad_DeviousHeavyBondage) + "_Key") As Key + Armor DeviceInventory = StorageUtil.GetFormValue(libs.playerref, "zad_Equipped" + libs.LookupDeviceType(libs.zad_DeviousHeavyBondage) + "_Inventory") as Armor + Armor DeviceRendered = StorageUtil.GetFormValue(libs.playerref, "zad_Equipped" + libs.LookupDeviceType(libs.zad_DeviousHeavyBondage) + "_Rendered") as Armor + int NumberOfKeysNeeded = 1 + NumberOfKeysNeeded = StorageUtil.GetIntValue(libs.playerref, "zad_Equipped" + libs.LookupDeviceType(libs.zad_DeviousHeavyBondage) + "_NumberOfKeysNeeded") + if DeviceKey != none && DeviceInventory != none && DeviceRendered != none + If libs.playerref.GetItemCount(DeviceKey) > NumberOfKeysNeeded + libs.RemoveDevice(libs.PlayerRef, DeviceInventory, DeviceRendered, libs.zad_DeviousHeavyBondage, false, false) + if libs.Config.GlobalDestroyKey && DeviceKey.HasKeyword(libs.zad_NonUniqueKey) + ;Only removing non-unique keys + libs.PlayerRef.RemoveItem(DeviceKey, NumberOfKeysNeeded, False) + EndIf + EndIf + Else + libs.Log("dcur_yoke_unlock: failed to retrive stored device data") + EndIf + ; Do we even need this?.. + ;libs.SendDeviceRemovalEvent("Yoke", libs.PlayerRef) ;END CODE EndFunction ;END FRAGMENT   Yoke_patch.zip 9.48 kB · 6 downloads  Sorry to bring this back up but I have discovered a minor bug in this patch.  The script is checking for more keys than is required for the unlock process.  With the standard yoke, which only requires 1 standard restraints key, if you initiate the dialogue with only 1 key in your inventory, you get the "I have a key I just cant reach the locks" option, but the NPC will not help you out upon success. You just get the dialogue "Sorry I couldn't help you" If you have 2 or more keys in your inventory, the NPC will initiate the unlock process and the correct number of keys will be consumed. For some reason though, you need 1 more key than is required for the NPC to actually unlock. I think this effects the alternate outcomes as well (the key steal and add restraints options) getting the "sorry I couldn't help you" result instead. Similarly with the heavy yoke. As it is now, it looks for the hand restraints key in order to advance the conversation, but once you get past that, for some reason it checks if you have 3 standard restraints keys. If you only have 2, the NPC will say "sorry I couldn't help you". If you have 3 or more, it will remove the correct 2 keys upon unlock.  The "Sorry I couldn't help you" bug only triggers if the NPC would have helped you, or given an alternate outcome. The NPC refusing to help you still ends the dialogue in "Sorry I like you locked up tight better, it suits you"
zarantha Posted August 18, 2022 Posted August 18, 2022 3 hours ago, Senick said: I already saw this comment, I'm well aware of general MCM troubleshooting for a mod not appearing, but that's not what I'm experiencing and it isn't relevant to my problem. I'm trying to be as clear as possible. - The MCM entry for DCL appears and seemingly works perfectly fine, I can go into the different menus and adjust settings and such without issue. However... - When I click on the "Debug" tab, the MCM for it never loads. I then have to close and reopen the MCM to access any other mod's MCM's as well. - After closing and reopening the MCM I can no longer load the DCL MCM at all. To be clear, the MCM tab for it is still there, but clicking on it just results in the same behavior of the content never loading and having to close and re-open the MCM in order to access any other mod menus. This is happening with no plugins loaded besides the requirements. Â The fix is the same, even if the other pages on the mcm are working. It's skyui issue where the mcm doesn't initialize completely. I usually test if the mcm is functional by going to debug first rather than check each page now. Â If you're trying to add it to an existing save, then start a new game first, exit character creation without doing anything, then exit to menu and load your existing save.
zarantha Posted August 19, 2022 Posted August 19, 2022 6 hours ago, Ghostphoto1 said: Has anyone run into the following issue/know how to fix it? When my player gets defeated (via Cursed Loot's combat surrender function). Everything goes great except the "Fist was unequipped" notification keeps coming up and the sound of something being unequipped happens rapidly. In my instance the player was defeated in Embershard and was fully equiped with full gear including armbinder and then sent off to "A Little Bondage Adventure". However, the "Fist was Unequipped" notification kept showing up while at Embershard and upon arriving at the Bondage Adventure locations. The sound of something being unequipped was continuously sounding off....Any help pointing me in the right direction would be much appreciated . [Using the sex lab framework 1.64... (most recent one for SE available on the download page). I do get a message from the Skyrim Utility Mod (SUM) that this version(of Sexlab) is untested and to please load the previous version but I am wondering if that message is outdated?]   I've never seen it before with DCL or any other defeat mod. You'll need to go through your list and find out combo of mod and DD/DCL is causing the message. If you have some mod that modifies unarmed combat, it could be that mod is constantly equipping a 'fist' weapon. If you're in an armbinder, you can't equip something, because your hands are bound. If you try, DD unequips it again because it doesn't make sense that you can equip something if your hands are bound.  It's not SUM, but you can fix that by editing the system file to include your sexlab version.  1
NobodyImportant33333 Posted August 19, 2022 Posted August 19, 2022 I've been experimenting with applying zad_DeviousBelt and zad_DeviousBra to one of the catsuits to see how that will affect the game. I was aiming to make it so that you can't get belted, plugged, or raped while wearing a catsuit. They need a key to unlock your belt, but not for the catsuit? Perhaps they just pound the catsuit? I was wondering how Wearing the catsuit would affect some of the special quests. Cursed Collar requires you to find the chest and manually put on the cursed devices, so it only stops you from progressing if it's locked on you. Just remove it, and you can proceed. Â For Jack the belter, I set the belt chance to 100 and general rape to zero to ensure the quest triggers. While wearing a catsuit, Jack still pays a visit, and the game believes I've been locked in the belt and I must confront Jack. This is not true. He simply gives me the special belt and plugs my character's holes (somehow). At first, this seemed like a problem, but upon testing with an unmodified silver chastity belt, it's the same result, so that's something. Must be missing a condition where it checks for a chastity belt before triggering the quest. Regardless, I am okay with this. Â All in all, it doesn't seem like there are very serious consequences for adding these keywords to the catsuit. What do you guys think? Perhaps there's something I'm not taking into account.
Senick Posted August 19, 2022 Posted August 19, 2022 (edited) 6 hours ago, zarantha said: Â The fix is the same, even if the other pages on the mcm are working. It's skyui issue where the mcm doesn't initialize completely. I usually test if the mcm is functional by going to debug first rather than check each page now. Â If you're trying to add it to an existing save, then start a new game first, exit character creation without doing anything, then exit to menu and load your existing save. Did you read what I typed? I've done exactly as you said already and this is a brand new save/game and occurs every single time with no other plugins enabled besides the requirements Edited August 19, 2022 by Senick
Elsidia Posted August 19, 2022 Posted August 19, 2022 2 hours ago, Senick said: Did you read what I typed? With information what i have you just have broken installation of game. If you disable some mods it's not enough to stop work for him. Just install clear working version of Skyrim, install only minimal requirements for DCL, be sure that all mods mach your Skyrim version (LE, SE or AE) and all must work.
Elsidia Posted August 19, 2022 Posted August 19, 2022 3 hours ago, NobodyImportant33333 said: I've been experimenting with applying zad_DeviousBelt and zad_DeviousBra If you ask me i don't recommend experimenting with those keywords. Those keywords is ID of device, so devices what you wear will be identified wrong. About your question about rape - one of possible scenario (in theory) in rape: 1) NPC detect a belt and bra. (catsuit) 2) NPC detect chastity key in inventory 3) random trigger - unlock a belt. 4) Starting rape, failed to unlock belt. (DD 5.1 uses keyword engine based on rendered device so it will not found unlockable device in short. Typical example - in DCL 9.0 can't unequipped straitjacket by script as in DD 5.1 is bug based of straitjacket detect and keywords) 5) DD filter returns no available animations for rape (catsuit still block it) 6) second check in rape found that you are in full chastity (catsuit failed to unequipped) Filter block continue rape and hang out. As there no correct exit on second detect of rape. In result rape starts, you may see message about belt unequiping, rape actors are in positions, you see message about failing rape, all actors freeze in rape positions and player lost control of movement. If you restore it by zaz 8+ or console, all rape actors will follow you as followers as they wait for you to rape.
DeWired Posted August 19, 2022 Posted August 19, 2022 13 hours ago, serranna said: Â Sorry to bring this back up but I have discovered a minor bug in this patch. Â The script is checking for more keys than is required for the unlock process. Â With the standard yoke, which only requires 1 standard restraints key, if you initiate the dialogue with only 1 key in your inventory, you get the "I have a key I just cant reach the locks" option, but the NPC will not help you out upon success. You just get the dialogue "Sorry I couldn't help you" If you have 2 or more keys in your inventory, the NPC will initiate the unlock process and the correct number of keys will be consumed. For some reason though, you need 1 more key than is required for the NPC to actually unlock. I think this effects the alternate outcomes as well (the key steal and add restraints options) getting the "sorry I couldn't help you" result instead. Similarly with the heavy yoke. As it is now, it looks for the hand restraints key in order to advance the conversation, but once you get past that, for some reason it checks if you have 3 standard restraints keys. If you only have 2, the NPC will say "sorry I couldn't help you". If you have 3 or more, it will remove the correct 2 keys upon unlock. Â The "Sorry I couldn't help you" bug only triggers if the NPC would have helped you, or given an alternate outcome. The NPC refusing to help you still ends the dialogue in "Sorry I like you locked up tight better, it suits you" Don't be sorry. "There are two hard things in computer science: cache invalidation, naming things, and off-by-one errors". Please check (hopefully) fixed version of patch ? Spoiler diff -Naur Source.orig/dcur_yoke_calchelpsuccess.psc Source/dcur_yoke_calchelpsuccess.psc --- Source.orig/dcur_yoke_calchelpsuccess.psc 2018-05-11 00:23:26.497926900 +0300 +++ Source/dcur_yoke_calchelpsuccess.psc 2022-08-19 14:59:56.981405600 +0300 @@ -10,28 +10,53 @@ int rnd bool haskey = false bool done = false - dcur_dialogswitch.SetValueInt(0) - if libs.playerref.WornHasKeyword(dcumenu.dcur_kw_yoke) && libs.playerref.GetItemCount(libs.restraintskey) > 0 - haskey = true - endif - if libs.playerref.WornHasKeyword(dcumenu.dcur_kw_heavyyoke) && libs.playerref.GetItemCount(dcumenu.dcur_handrestraintskey) > 0 - haskey = true - endif + int NumberOfKeysNeeded = 1 int chance = dcumenu.yokeremovalhelpchance + ;Setting default - walk away. If something goes wrong - it's better then 0, which means unlock + dcur_dialogswitch.SetValueInt(1) + ; 0 - unlock + ; 1 - walk away without regrets + ; 2,3 - rape + ; 4 - walk away with regrets and being sorry + ; 5 - add items + ; 6 - take keys + ; 7 - launch Courier in Steel quest (for merchants) + + ;Looking up device key and number of keys needed + Key DeviceKey = StorageUtil.GetFormValue(libs.playerref, "zad_Equipped" + libs.LookupDeviceType(libs.zad_DeviousHeavyBondage) + "_Key") As Key + Armor DeviceInventory = StorageUtil.GetFormValue(libs.playerref, "zad_Equipped" + libs.LookupDeviceType(libs.zad_DeviousHeavyBondage) + "_Inventory") as Armor + ObjectReference tmpORef = libs.playerref.placeAtMe(DeviceInventory, abInitiallyDisabled = true) + zadEquipScript tmpZRef = tmpORef as zadEquipScript + if tmpZRef != none + NumberOfKeysNeeded = tmpZRef.NumberOfKeysNeeded + Endif + tmpORef.delete() + ; Caching number of keys needed for unlock + StorageUtil.SetIntValue(libs.playerref, "zad_Equipped" + libs.LookupDeviceType(libs.zad_DeviousHeavyBondage) + "_NumberOfKeysNeeded", NumberOfKeysNeeded) + + if DeviceKey != none + ; If device is keyless - nobody have keys for it + if libs.playerref.GetItemCount(DeviceKey) >= NumberOfKeysNeeded + ;Does player have keys needed? + haskey = true + EndIf + EndIf + if !haskey if dclibs.isTradesperson(akSpeaker) + ; Courier in Steel quest dcur_dialogswitch.SetValueInt(7) return endif if Utility.RandomInt(0, 99) < chance || dcumenu.dcur_modshutdown.GetValueInt() == 1 - ; would normally help + ; would normally help, but without keys just says sorry dcur_dialogswitch.SetValueInt(4) else grandtotalweight = dcumenu.yokeremovalwalkawayweight + dcumenu.yokeremovalrapeweight + dcumenu.yokeremovaladditemweight int Select = 0 Select = Utility.RandomInt(0, grandtotalweight) if Select < dcumenu.yokeremovalwalkawayweight - ; has key, but will not remove + ; maybe NPC has key, but will not remove dcur_dialogswitch.SetValueInt(1) done = true endIf @@ -55,7 +80,7 @@ endif ; fallback if !done - ; addsitems + ; says sorry dcur_dialogswitch.SetValueInt(4) endIf return @@ -89,12 +114,14 @@ Select = Select - dcumenu.yokeremovalrapeweight if !done && Select < dcumenu.yokeremovaltakekeyweight ; will not remove and take keys - dcur_dialogswitch.SetValueInt(6) + dcur_dialogswitch.SetValueInt(6) + done = true endIf Select = Select - dcumenu.yokeremovaltakekeyweight if !done && Select < dcumenu.yokeremovaladditemweight - ; addsitems - dcur_dialogswitch.SetValueInt(5) + ; adds items + dcur_dialogswitch.SetValueInt(5) + done = true endIf ; fallback if !done diff -Naur Source.orig/dcur_yoke_unlock.psc Source/dcur_yoke_unlock.psc --- Source.orig/dcur_yoke_unlock.psc 2018-05-11 00:23:40.890110400 +0300 +++ Source/dcur_yoke_unlock.psc 2022-08-19 15:00:44.384841700 +0300 @@ -6,14 +6,25 @@ Function Fragment_0(ObjectReference akSpeakerRef) Actor akSpeaker = akSpeakerRef as Actor ;BEGIN CODE - - if libs.playerref.WornHasKeyword(dcumenu.dcur_kw_yoke) && libs.playerref.GetItemCount(libs.restraintskey) > 0 - libs.RemoveDevice(libs.PlayerRef, dcumenu.dcur_yoke, dcumenu.dcur_yokeRendered, libs.zad_DeviousHeavyBondage, false, false) - endif - if libs.playerref.WornHasKeyword(dcumenu.dcur_kw_heavyyoke) && libs.playerref.GetItemCount(dcumenu.dcur_handrestraintskey) > 0 - libs.RemoveDevice(libs.PlayerRef, dcumenu.dcur_heavyyoke, dcumenu.dcur_heavyyokeRendered, libs.zad_DeviousHeavyBondage, false, false) - endif - libs.SendDeviceRemovalEvent("Yoke", libs.PlayerRef) + ;Looking up device key and number of keys needed + Key DeviceKey = StorageUtil.GetFormValue(libs.playerref, "zad_Equipped" + libs.LookupDeviceType(libs.zad_DeviousHeavyBondage) + "_Key") As Key + Armor DeviceInventory = StorageUtil.GetFormValue(libs.playerref, "zad_Equipped" + libs.LookupDeviceType(libs.zad_DeviousHeavyBondage) + "_Inventory") as Armor + Armor DeviceRendered = StorageUtil.GetFormValue(libs.playerref, "zad_Equipped" + libs.LookupDeviceType(libs.zad_DeviousHeavyBondage) + "_Rendered") as Armor + int NumberOfKeysNeeded = 1 + NumberOfKeysNeeded = StorageUtil.GetIntValue(libs.playerref, "zad_Equipped" + libs.LookupDeviceType(libs.zad_DeviousHeavyBondage) + "_NumberOfKeysNeeded") + if DeviceKey != none && DeviceInventory != none && DeviceRendered != none + If libs.playerref.GetItemCount(DeviceKey) >= NumberOfKeysNeeded + libs.RemoveDevice(libs.PlayerRef, DeviceInventory, DeviceRendered, libs.zad_DeviousHeavyBondage, false, false) + if libs.Config.GlobalDestroyKey && DeviceKey.HasKeyword(libs.zad_NonUniqueKey) + ;Only removing non-unique keys + libs.PlayerRef.RemoveItem(DeviceKey, NumberOfKeysNeeded, False) + EndIf + EndIf + Else + libs.Log("dcur_yoke_unlock: failed to retrive stored device data") + EndIf + ; Do we even need this?.. + ;libs.SendDeviceRemovalEvent("Yoke", libs.PlayerRef) ;END CODE EndFunction ;END FRAGMENT Â Â Yoke_patch_v3.zip 1
FireSplitter Posted August 19, 2022 Posted August 19, 2022 (edited) On 8/17/2022 at 6:10 PM, Elsidia said: You are wrong. Strict rubber gloves doesn't have on you while armibinder. This quest is script heavy stress, so need be careful. After remove a armbinder, strict rubber gloves is equipped for next step. (as i see you are on second stage, so those gloves was equipped after armbinder and you complete first stage by using those gloves. Now when you are success, iron shackles are removed and equipped arm cuffs (on your screen) reequip back strict rubber gloves. If not, then you need exit inventory and check back again - it will refresh equipped devices. Search all inventory - as gloves was equipped later it can be in other place. Or renew filter - show equipped devices in first lines. You need do those steps carefully, not rush wait while scripts are updated and save before each step better in different saves. If still not see those gloves, need reload previous step and try again while you get back those gloves. And it will need about 5 stages - always those gloves returns. See screenshot in spoiler (UPD - in screenshot wrong means that those cuffs must be on player, but no need try to remove it):  Reveal hidden contents   Yep, thanks, worked fine. I had to re-equip some devices a few times (the automatic re-equip sometimes failed) to get them going but once I have done that I have completed my escape successfully. Edited August 19, 2022 by FireSplitter
serranna Posted August 19, 2022 Posted August 19, 2022 (edited) 17 hours ago, DeWired said: Please check (hopefully) fixed version of patch  Awesome! I have it downloaded and will check it out tonight after work. I'll update this post this evening once I give it a go.  Edit: Tested and seems to work perfectly now. Thanks again! Edited August 20, 2022 by serranna
NobodyImportant33333 Posted August 19, 2022 Posted August 19, 2022 10 hours ago, Elsidia said: If you ask me i don't recommend experimenting with those keywords. Those keywords is ID of device, so devices what you wear will be identified wrong. About your question about rape - one of possible scenario (in theory) in rape: That's something to consider. I'll test it out and see what happens.
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