Tlam99 Posted May 21, 2024 Posted May 21, 2024 (edited) Took me a while to find out. If a NPC like a Housecarl with default outfit has been given another armor set, the webspell removes this after spell fades out. It's because the unequip is done twice. Inserted a bool to prevent this ;NEW Unfortunately, I cannot compile, because I am missing some MCM scripts. This script: ScriptName dapDeviceNPCScript Extends ActiveMagicEffect zadlibs Property libs Auto dapLibs Property apLibs Auto bool property bUnequip = false Auto ;NEW................ Armor Property DeviceInventory Auto Actor Victim Event OnEffectStart(Actor akTarget, Actor akCaster) Victim = akTarget libs.LockDevice(Victim, deviceInventory, apLibs.dap_OverwriteDevices.GetValueInt() == 1) int Duration = apLibs.dap_NPCDurationMin.GetValueInt() + Utility.RandomInt(0, apLibs.dap_NPCDurationMax.GetValueInt() - apLibs.dap_NPCDurationMin.GetValueInt()) Self.RegisterForSingleUpdate(Duration) EndEvent Event OnUpdate() Unequip() bUnequip = true ;NEW..................... Self.Dispel() EndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) If bUnequip == false ;NEW................. bUnequip = true ;NEW..................... Unequip() EndIf ;NEW........................... EndEvent Function Unequip() libs.UnlockDevice(Victim, DeviceInventory) EndFunction Edited May 21, 2024 by Tlam99 1
Yteloczas Posted May 30, 2024 Posted May 30, 2024 (edited) For anyone having problems with invisible body parts and black/missing texture armbinder in se/ae: It seems the problem is broken devious devices bodyslide presets for CBBE. A temporary solution until there is a proper fix from devious devices is to manually build the 3BA outfit with the zeroed sliders slider preset for the broken devices. Instead of invisible body parts you will only get very minor clipping which is barely noticable and a seam between the head and the body. In summary to fix the problem you need to build these outfits in bodyslide: "DD - 3BA RopeBinder" "DD - 3BA RopeBinder_Fingers" "DD - 3BA RopeHarness" "DD - 3BA RopeHarness (Full)" Select the preset "- Zeroed Sliders -" to get the least clipping Edited May 30, 2024 by Yteloczas
muhavaux33 Posted August 12, 2024 Posted August 12, 2024 On 5/30/2024 at 4:55 PM, Yteloczas said: For anyone having problems with invisible body parts and black/missing texture armbinder in se/ae: It seems the problem is broken devious devices bodyslide presets for CBBE. A temporary solution until there is a proper fix from devious devices is to manually build the 3BA outfit with the zeroed sliders slider preset for the broken devices. Instead of invisible body parts you will only get very minor clipping which is barely noticable and a seam between the head and the body. In summary to fix the problem you need to build these outfits in bodyslide: "DD - 3BA RopeBinder" "DD - 3BA RopeBinder_Fingers" "DD - 3BA RopeHarness" "DD - 3BA RopeHarness (Full)" Select the preset "- Zeroed Sliders -" to get the least clipping im running devious devices SE and devious devices NG and I don't have this issue.
muhavaux33 Posted August 12, 2024 Posted August 12, 2024 I love this little simple lightweight mod! With this mod installed I don't have a reason to immediately get rid of those pesky spiders anymore. All functions are working fine for me in SE 1.5.97. I know it's been a long time since the mod author has commented here but I hope he comes back to pickup on this project sometime again. I'd love an extra escape scenario where the spider drags you to their lair and you have to escape, like some sort of mini quest.
Klados Posted August 15, 2024 Posted August 15, 2024 Love this mod. I did adjust it a bit on my end though. I edited the spider spit attack from poison type to physical damage just so that they can bypass vampire poison immunity. Now Serana can join in on the fun.
VersuchDrei Posted August 19, 2024 Author Posted August 19, 2024 Since this mod appears to have gotten some attention from the DD NG Discord I'll just put a final statement here: I have retired from SL modding. I don't even have SL installed anymore. My entire focus nowadays lies on OStim Standalone. If anyone wants to take on this mod (or any other of my SL/DD mods) feel free to do so. If you need any help understanding my code you can @ ping me on the DD NG or OStim Standalone Discords. I am much more active there than I am here. But I will not be working on this mod again. 5
muhavaux33 Posted March 1, 2025 Posted March 1, 2025 (edited) Tested on 1.6.1170 with a few notable issues. 1. MCM's setting for grace period is ignored regardless of what you set it to. I tried 5 seconds. 2. The cocoon does not periodically add restraints onto you the longer you stay, sometimes only adding a ballgag or a blindfold even if you dont escape 3. The strict armbinder is white colored, but the regular armbinder is brown colored. In the MCM you can configure the percentages of how often your character gets tied up with one and even disable one outright completely. 4. Because of the previous issues the only way to really get the most of this mod is by enabling "full set on exhaustion" and the only way to actually get devices equipped onto you is when you lose all stamina when inside a cocoon. [edited] 5. MCM's armbinder options for regular armbinder vs strict armbinder chances dont persist upon closing MCM. They reset back to 100 and 10 if you keep trying to change the strict armbinder percentage values. A way to circumvent problem number 5 and force the strict armbinder you can also set the regular armbinder chance to 0. When you close the menu and re open it you will see that the regular armbinder value persists at 0 and the strict armbinder value remains at 10, this way the strict armbinder will always be forced even with a 10% chance because the regular armbinder's chance is 0% I'll miss 1.5.97 Edited March 1, 2025 by muhavaux33
Galborlie Posted July 28, 2025 Posted July 28, 2025 Hey so small Isssue ( well not small game breaking lmao ) when I get cocoon'ed, after breaking free or losing all my stamina and the cocoon breaking all the restrains get put on at ones a few seconds later ( though they would be put on while in the cocoon might be wrong though ) and second bug which is more game breaking is after getting cocooned and removing all the restrains I can not interact with anything, be that opening things closing door etc anyone got a fix for these two?
LillyxFox Posted August 16, 2025 Posted August 16, 2025 Couple questions; I'm using the Unforgiving devices patch for this mod and for some reason when I go to escape I'm able to spin around in circles when using W, A, S, or, D. It doesn't let me move, and it's not game breaking it's just a little weird. That said is there a way to fix that? Also is there a mod out there that overhauls the web devices textures so they don't look like white rope and actually look like webs?
Luciluce Posted August 17, 2025 Posted August 17, 2025 Just for others' information, although everyone may know this already. If you are running this mod, Devious Devices NG, Unforgiving Devices, and Complete Alchemy and Cooking Overhaul with the patches, I found the best way to arrange the load order is: Devious Devices NG - - lowest priority, it can load the earliest of these particular mods, though ensure to install it correctly, overwriting whatever is necessary, and if using Unforgiving Devices, follow the instructions on that mod (136 in my plugin list, for example) CACO - I'm not sure if this needs to load after DD NG, but it seems to work this way for me. Feel free to try switching it up if you want. It's been a long time since I installed these mods, so I may have forgotten any particular patch instructions, but this order functions well enough. (441 in my load order) Unforgiving Devices - loads after DD NG (464 in my load order) Unforgiving Skyrim - after UD Unforgiving Devices DD Patch - load after UD (467 in my load order) Unforgiving devices CACO patch - load after UD and after CACO (468 in my load order) Devious Arachnophobia - * must load after the UD CACO patch and by extension after CACO (470 in my load order) * Unforgiving devices Devious Arachnophobia Patch - load last, highest priority (471 in my load order) As far as I can tell, with the above load order all of the included mods work together. I haven't myself had the issue of the poster above myself with spinning in circles using WASD (yet). * If you fail to have Devious Arachnophobia load after the UD CACO patch (I originally had those two positions 470 and 468, respectively, in my list switched), the spit attack will not work in this mod. I originally thought it would work as this mod loaded after CACO, and the UD patch for this mod was loaded last, but it did not function for me. 1
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