Mister X Posted November 25, 2020 Posted November 25, 2020 Devious Mimic Clothing LE View File There are rumors around Skyrim: the devious curse, loot was inflicted with, has altered itself. No adventurer will be safe anymore! The twisted new effect of this mad magic affects now every single piece of clothing. They may be devious mimics now, transforming itself into restrictive items as soon as an unwary person tries to wear them. Some say, this even may happen while trying to unequip those mimics or even randomly while being worn, giving only false safety anymore to every armored adventurer out there ...  ------------------------------------------------------------------- Mod on hiatus! I currently write my Bachelor thesis, so I don't have time to work on this mod for the next few months. As it seems to be quite stable ATM, which is the reason there were no updates recently, I think it's a good time for a hiatus. Once the thesis is finished, I plan to get back to this mod, as there are some ideas you guys had. -------------------------------------------------------------------  Link to Special Edition  What this mod does This mod is intended as an extension to the popular mod Deviously Cursed Loot by Kimy. It tries to randomly transform worn pieces of armor into Devious Devices, giving only safety in nudity.  Requirements SKSE - current classic build Skyrim LE DawnGuard HearthFires DragonBorn SexLab Framework SexLab Aroused Devious Devices - for the release version 1.0 of DMC you absolutely need DD v5, no backwards compatibility! Assets Integration Expansion  Compatibility Mod added armors - should recognize them as long as they affect the correct body region DD For Him - included in DD 5.0, if active it will allow mimics for male characters DCUR - if active, it may start DCUR events if a mimic didn't get the chance AS-LAL - if installed, mimics work only after start quest is finished ZAP - checks for ZAP device keyword and ignores them, should work with all versions (also 8.0/+) Toys - checks for Toy keyword and ignores them Follower Frameworks - all should be compatible, as long as followers are kept in the CurrentFollowerFaction There are several checks included to make sure no "technical helper" item (invisible items mods equip to check certain character states) is affected, though as this mod is created with a blacklist approach, some items always may fall though the grid. Just inform me then, so I can check if I can add a fix  Features NEW - follower support NEW - Estrus Chaurus support (soft requirement) Armor can transform into a random Devious Device on several events Gold can tranform into golden items or binds your hands if you're unlucky Device choice based on body region Device filter, based on type Various chances for different trigger events If no normal trigger happened, chances are a Deviously Cursed Loot event does Arousal may impact chances Already worn or enchanted armor is recognized Character may try to struggle free when a mimic is triggered Protector Charms can be found randomly in chests, that each can defend against one Mimic attack MCM to personalize the settings  What doesn't work Doesn't take any tempering of items (smithing) into account for chances Probably still has bugs I'm unaware of  For modders I've added an event hook for you to trigger mimics and do stuff based on the outcome. As it's event driven, you won't even need to add my mod as requirement! You can find the details in the source code file dmcTriggerEvents.psc together with an example how to set it up.  How to help When you come across any problems (you hopefully won't), it could help if you attach a Papyus log to your message. First, search for the following lines in your Skyrim.ini [Papyrus] bEnableLogging = 1 bEnableTrace = 1 bLoadDebugInformation = 1 If they are set to zero, change them to one. You'll then find the logs in [User]\Documents\My Games\Skyrim Special Edition\Logs\Script This also will automatically enable debug logging for this mod, so the file should contain the messages.  Credits @Kimy - for patiently answering the questions of a bloody modding noob @Laura 'Lokomootje' - for giving me additional tips how to dive into this rabbit hole called Creation Kit @JimmyJimJim - for letting me use his idea as well as the mod Devious Magic as boilerplate @davisev5225 - for his mod City Bondage that offered me some more code snippets @stas2503 - providing the Russian translations Submitter Mister X Submitted 11/25/2020 Category Sexual Content Requires SKSE, SL Framework, SL Aroused, DDa, DDi, DDx Special Edition Compatible No 5
Leeeeeroy Posted November 25, 2020 Posted November 25, 2020 Very interesting idea. I just finished fixing skyrim after the last dd update, but i think i can give this one a shot after work.
Guest Posted November 25, 2020 Posted November 25, 2020 Do all pieces of armor have a chance of being mimics or only "flagged ones" will have the effect? I mean: if I have an armor that I know is no mimic, will it become one if I reequip it?
quodphelph Posted November 25, 2020 Posted November 25, 2020 This could be interesting to play with, let's see what happens.
Leeeeeroy Posted November 25, 2020 Posted November 25, 2020 6 hours ago, Racoonity said: Do all pieces of armor have a chance of being mimics or only "flagged ones" will have the effect? I mean: if I have an armor that I know is no mimic, will it become one if I reequip it? There's a checkbox on the mcm to turn worn items safe, but still there's a bug that can be quite gamebreaking  @Mister X I did some test with it. So the first mimic event was with chainbeasts. Once captured, it equip some stuff on you, and one of the items it tried to equip, turned in to a device. I did some testing after, i set the chance to 100% for it turn new equipped items on mimics, and went to do the sheogorath quest and it turned the fine clothes in to an yoke. I do not have a save where i can test on other quests that forcibly equip something on you, or quests where you need to equip an specific item, but they may break as well because of this.
kaldwin Posted November 26, 2020 Posted November 26, 2020 I like the idea of this mod, but I see a potential problem. If any piece of armor could be a mimic, does that mean that mean that quest items could turn into a mimic? What about items put there by other mods? I think instead of there being a random chance that a piece of armor is a mimic, there should instead have a random chance that a mimic item will be added to a container. That way, your mod won't destroy items placed by the vanilla game or other mods. Only item created by your mod can be mimics.  Also, I don't know if anyone else is in the same boat as me, but I don't change armors often, because I where modded armors for the astatic, and just upgrade them as I level up. I suggest adding an option for a mimic to attack you as soon as it enters your inventory. if you add this feature, you could also make devious devices mimics, that is, you pick up a device and it comes to live and locks itself on you
Mister X Posted November 26, 2020 Author Posted November 26, 2020 14 hours ago, Racoonity said: Do all pieces of armor have a chance of being mimics or only "flagged ones" will have the effect? I mean: if I have an armor that I know is no mimic, will it become one if I reequip it? Potentially any piece of armor, clothing or jewelry can be a mimic. You have two additional options for already worn pieces though: either you disable triggers for worn armor or you use a multiplicator for the chances. For that to be active though, the piece must have been worn and unequipped at least once without triggering anything. Eg. you equip a leather armor and unequip it later, both would have the full chances. But any following equip of the leather armor will have reduced chances, as long as you don't remove any leather armor from your inventory.  8 hours ago, Leeeeeroy said: @Mister X I did some test with it. So the first mimic event was with chainbeasts. Once captured, it equip some stuff on you, and one of the items it tried to equip, turned in to a device. I did some testing after, i set the chance to 100% for it turn new equipped items on mimics, and went to do the sheogorath quest and it turned the fine clothes in to an yoke. I do not have a save where i can test on other quests that forcibly equip something on you, or quests where you need to equip an specific item, but they may break as well because of this. Those chainbeast should work as kind of devious devices, no? If yes, they lack a basic DD keyword, because DD and ZAP stuff already gets recognized and can't be mimics.  The problem with the Sheogorath quest seems to be, that it takes generic fine clothing and nothing special, that's why my mod can't recognize it. If you know more quests where something like that happens, I could create a blacklist, though I know these aren't optimal.  1 hour ago, kaldwin said: I like the idea of this mod, but I see a potential problem. If any piece of armor could be a mimic, does that mean that mean that quest items could turn into a mimic? What about items put there by other mods? I think instead of there being a random chance that a piece of armor is a mimic, there should instead have a random chance that a mimic item will be added to a container. That way, your mod won't destroy items placed by the vanilla game or other mods. Only item created by your mod can be mimics.  Also, I don't know if anyone else is in the same boat as me, but I don't change armors often, because I where modded armors for the astatic, and just upgrade them as I level up. I suggest adding an option for a mimic to attack you as soon as it enters your inventory. if you add this feature, you could also make devious devices mimics, that is, you pick up a device and it comes to live and locks itself on you I see the problem for you two. I wanted to go that way, so any piece can be a mimic, vanilla game and any modded piece of armor. I already put in a check for the DisallowEnchanting keyword which should at least block triggers for unique (quest) items. I can look for another keyword that is used for quest items in general, but I think DisallowEnchanting is the one.  I don't really want to rely on items that I put in chests myself for one big reason, that splits in two smaller ones: I don't want to destroy the thrill, my mod is intended to build up. For one, I had to choose the "safe items" manually and build up a pool with them. So the other way around, if you see a mod added armor, it can't be a mimic. Boring ... And building this whitelist automatically basically is done alreaady, so it's the "bad solution". Two, I had to distribute my pool of armors somehow, either by script (what I don't want to do) or by altering the game's loot distribution, which is a) a pain in the ass, b) requires mod users to build a bashed patch and c) restricts once again where my "cursed loot" could be found.  I definitely see the problems with my way to go and I already think about how I could alter the choice of armor. But the main goal of my mod is the thrill that you never know if any piece of armor you just found could be a mimic.  For your other point of not changing armor often, there's the random trigger: you don't have to change any piece of armor. As long as the trigger is active and you wear armor you're threatened to get hit by a trigger. The random trigger chooses a random piece of worn armor Â
AlyssaAwoo Posted November 26, 2020 Posted November 26, 2020 17 minutes ago, Mister X said: I see the problem for you two. I wanted to go that way, so any piece can be a mimic, vanilla game and any modded piece of armor. I already put in a check for the DisallowEnchanting keyword which should at least block triggers for unique (quest) items. I can look for another keyword that is used for quest items in general, but I think DisallowEnchanting is the one. Does that mean that also any enchanted armor like for example this random Hide armor of Minor Health from a dungeon will never transform and I´ll be safe in it ? This would be quite the exploit if that is the case. If this should be the case then this should definetly be changed in the future. It would make searching for unique quest items much more important. Until you find them, you´ll always be at risk of curses. Although you´re not even really safe in unique items if you have Deviously Vanilla and Devious Dragon Masks installed. That adds some nasty devious stuff to uniques aswell.
Mister X Posted November 26, 2020 Author Posted November 26, 2020 40 minutes ago, AkiKay said: Does that mean that also any enchanted armor like for example this random Hide armor of Minor Health from a dungeon will never transform and I´ll be safe in it ? This would be quite the exploit if that is the case. If this should be the case then this should definetly be changed in the future. It would make searching for unique quest items much more important. Until you find them, you´ll always be at risk of curses. Although you´re not even really safe in unique items if you have Deviously Vanilla and Devious Dragon Masks installed. That adds some nasty devious stuff to uniques aswell. There is a toggle in the MCM to set generic enchanted stuff as safe, maybe thinking "it already carries a spell, it can't be cursed anymore". If you don't activate it, your "random Hide armor of Minor Health from a dungeon" definitely can trigger a mimic, though it only will drop to the ground instead of being destroyed.  Edit: my bad, I don't know my own methods anymore ?  So, the MCM toggle is there ("Enchantments are safe"). If you uncheck it (so it's not safe), every enchanted armor can trigger mimics, generic armor (which do not carry the DisallowEnchanting keyword) will get destroyed, unique items with the keyword will just drop to the ground. If a third party mod uses the event to trigger a mimic and overwrites user choices, even if you set enchanted armor to safe the third party mod can choose it as mimic. In that case generic items's won't get destroyed, but drop to the ground, too.  As I'm thinking about it, I also could build in a toggle for the destruction of generic enchanted stuff. Well, that's something for 1.1  2
Guest Posted November 26, 2020 Posted November 26, 2020 4 hours ago, Mister X said: Potentially any piece of armor, clothing or jewelry can be a mimic. You have two additional options for already worn pieces though: either you disable triggers for worn armor or you use a multiplicator for the chances. For that to be active though, the piece must have been worn and unequipped at least once without triggering anything. Eg. you equip a leather armor and unequip it later, both would have the full chances. But any following equip of the leather armor will have reduced chances, as long as you don't remove any leather armor from your inventory.  12 hours ago, Leeeeeroy said: There's a checkbox on the mcm to turn worn items safe, but still there's a bug that can be quite gamebreaking  @Mister X I did some test with it. So the first mimic event was with chainbeasts. Once captured, it equip some stuff on you, and one of the items it tried to equip, turned in to a device. I did some testing after, i set the chance to 100% for it turn new equipped items on mimics, and went to do the sheogorath quest and it turned the fine clothes in to an yoke. I do not have a save where i can test on other quests that forcibly equip something on you, or quests where you need to equip an specific item, but they may break as well because of this. Thanks ??
Leeeeeroy Posted November 26, 2020 Posted November 26, 2020 6 hours ago, Mister X said: Those chainbeast should work as kind of devious devices, no? If yes, they lack a basic DD keyword, because DD and ZAP stuff already gets recognized and can't be mimics. Â The problem with the Sheogorath quest seems to be, that it takes generic fine clothing and nothing special, that's why my mod can't recognize it. If you know more quests where something like that happens, I could create a blacklist, though I know these aren't optimal. The chainbeast equip some stuff to play some animations, so i think that's what is breaking on it. I'm trying to think about other quests like the ehogorath one, but i don't remember any other except maybe by that "party" on the main quest. It doesn't force any equipment on you, but you need to equip the clothes given to you if i'm not wrong.
SIMODS Posted November 26, 2020 Posted November 26, 2020 What will happen to the "mimicked" armor piece? Is it destroyed or just unequipped and replaced by related devious device? I don't like the idea of loosing some of my hard earned armor pieces.
Mister X Posted November 27, 2020 Author Posted November 27, 2020 16 hours ago, Leeeeeroy said: The chainbeast equip some stuff to play some animations, so i think that's what is breaking on it. I'm trying to think about other quests like the ehogorath one, but i don't remember any other except maybe by that "party" on the main quest. It doesn't force any equipment on you, but you need to equip the clothes given to you if i'm not wrong. Ok, that's a problem then. I already check for DD and ZAP keywords, but I know that's not enough. I have to think about that.  14 hours ago, SIMODS said: What will happen to the "mimicked" armor piece? Is it destroyed or just unequipped and replaced by related devious device? I don't like the idea of loosing some of my hard earned armor pieces. Normally it gets destroyed but you have the option to disable that in the MCM, then it just drops to the ground.
jigwigigx Posted November 27, 2020 Posted November 27, 2020 Very cool idea, however with 1 possible drawback. I'm a player that never collects clothing or amour due to the fact that my character is often bound in restraints for almost an entire playthrough. If I were you, if it could be done, I would extend the mod to include devious sums of gold and potions, not just clothing and armour. That would be really something. ?
AlyssaAwoo Posted November 27, 2020 Posted November 27, 2020 9 minutes ago, jigwigigx said: I would extend the mod to include devious sums of gold and potions, not just clothing and armour. That would be really something. ? I like the gold idea but what would gold do ? Liquify and solidify into golden devices made from the cold coins ?  And about the potions, I feel like the mod Sexlab Pheromones does the trick nicely already for them. Not sure how a liquid potion would suddenly turn solid when you drink it, spill back up your throat and then form into a device. Though maybe it could make a curse happen. Though not sure if curses will be added since Devious Magic already features them.
Mister X Posted November 27, 2020 Author Posted November 27, 2020 46 minutes ago, jigwigigx said: Very cool idea, however with 1 possible drawback. I'm a player that never collects clothing or amour due to the fact that my character is often bound in restraints for almost an entire playthrough. If I were you, if it could be done, I would extend the mod to include devious sums of gold and potions, not just clothing and armour. That would be really something. ? Well, technically it shouldn't be too complicated. The question here is, as AkiKay already said: what should they do then? For gold it could be a punishment for pilferers, so it could bind hands. Still, what would potions do?  For this I recommend Devious Magic or the successor Devious Traps and pitfalls by JimmyJimJim. I separated the idea of devious mimics from Devious Magic and that mod offers cursed potions and other stuff.
TrickyK Posted November 27, 2020 Posted November 27, 2020 Can we get the option to block straightjackets and yokes? Also another nice feature would be a progressive mode like what cursed loot has so that it can't just immediately equip a wrist restraint on you.
jigwigigx Posted November 28, 2020 Posted November 28, 2020 8 hours ago, Mister X said: Well, technically it shouldn't be too complicated. The question here is, as AkiKay already said: what should they do then? For gold it could be a punishment for pilferers, so it could bind hands. Still, what would potions do? Â For this I recommend Devious Magic or the successor Devious Traps and pitfalls by JimmyJimJim. I separated the idea of devious mimics from Devious Magic and that mod offers cursed potions and other stuff. Points well taken, but hey, in a gameworld of magic isn't anything possible? Doesn't seem to matter in DCL what's in the container.
stas2503 Posted November 28, 2020 Posted November 28, 2020 @Mister XÂ Are you interested in translating the mod into Russian? I can send you the mod completely translated (there it was required to translate almost all the material, except for the texture in the Interface folder).
drake329 Posted November 28, 2020 Posted November 28, 2020 23 hours ago, Mister X said: Well, technically it shouldn't be too complicated. The question here is, as AkiKay already said: what should they do then? For gold it could be a punishment for pilferers, so it could bind hands. Still, what would potions do? Â For this I recommend Devious Magic or the successor Devious Traps and pitfalls by JimmyJimJim. I separated the idea of devious mimics from Devious Magic and that mod offers cursed potions and other stuff. Â gold could go into arm cuffs, arm binder/elbow binders, shackles/hand cuffs like you were thinking, but since I at least view potions as a drinkable item, having it go all face hugger and apply a gag/ hood, or on far end the catsuit (living latex in effect) or a collar would be right up its alley.
Mister X Posted November 29, 2020 Author Posted November 29, 2020 On 11/27/2020 at 11:34 PM, TrickyK said: Can we get the option to block straightjackets and yokes? Also another nice feature would be a progressive mode like what cursed loot has so that it can't just immediately equip a wrist restraint on you. Well, currently I'm just using a keyword list provided by DD directly, but it should'nt be too hard to build up an internal list of more detailed keywords and change those. I'll look into that.  21 hours ago, stas2503 said: @Mister X Are you interested in translating the mod into Russian? I can send you the mod completely translated (there it was required to translate almost all the material, except for the texture in the Interface folder). Yeah, why not? I could change the MCM, too, so that could be translated easier later on (just forgot about that feature in the beginning). If you send me the files, I'll upload it.  On 11/28/2020 at 1:47 AM, jigwigigx said: Points well taken, but hey, in a gameworld of magic isn't anything possible? Doesn't seem to matter in DCL what's in the container. 20 hours ago, drake329 said:  gold could go into arm cuffs, arm binder/elbow binders, shackles/hand cuffs like you were thinking, but since I at least view potions as a drinkable item, having it go all face hugger and apply a gag/ hood, or on far end the catsuit (living latex in effect) or a collar would be right up its alley. That's true. I'll take a look into that and maybe add something like this for later on. Gold can be explanied easier (mimic bait coins to prevent thievery), but I like the idea of potions changing into head gear. Though probably it will be hoods instead of full catsuits for the "fluid latex" mimic.
stas2503 Posted November 29, 2020 Posted November 29, 2020 16 minutes ago, Mister X said: Yeah, why not? I could change the MCM, too, so that could be translated easier later on (just forgot about that feature in the beginning). If you send me the files, I'll upload it. Devious-Mimic-Clothes-LE_1-0-0 Ru.7z
Mister X Posted November 29, 2020 Author Posted November 29, 2020 38 minutes ago, stas2503 said: Devious-Mimic-Clothes-LE_1-0-0 Ru.7z 75.8 kB · 2 downloads Thanks, but I don't see any translated texts in the script sources there?
stas2503 Posted November 29, 2020 Posted November 29, 2020 57 minutes ago, Mister X said: Thanks, but I don't see any translated texts in the script sources there? Hmm ... Source scripts are not translated ... For translation, pex files are used directly. I just packed the installed and translated mod files from ModOrganizer.
Mister X Posted November 29, 2020 Author Posted November 29, 2020 49 minutes ago, stas2503 said: Hmm ... Source scripts are not translated ... For translation, pex files are used directly. I just packed the installed and translated mod files from ModOrganizer. Aaah, ok, didn't know that ?
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