Siudhne Posted December 1, 2020 Posted December 1, 2020 Glad to see you are still working on this one. Would you mind adding the reverse option to "enchanted armors are safe"? I think it makes a lot of sense for inherently magical items to be deviously enchanted, and also adds some risk-reward gameplay options. ? (Also, an option to destroy enchanted items aswell for the masochistic among us?) 1
Mister X Posted December 1, 2020 Author Posted December 1, 2020 15 minutes ago, Siudhne said: Glad to see you are still working on this one. Would you mind adding the reverse option to "enchanted armors are safe"? I think it makes a lot of sense for inherently magical items to be deviously enchanted, and also adds some risk-reward gameplay options. ? (Also, an option to destroy enchanted items aswell for the masochistic among us?) It's already present: untick "Enchantments are safe" as well as "Drop enchanted equipment" and enchanted items will trigger mimics and generic ones will get destroyed I don't want to exclude normal armor though, so the opposite "Unenchanted armor is safe" won't happen. That would take away too much of the thrill in my eyes. BTW, why shouldn't I work on this anymore? The mod is only about 1 month old and my modding playground
Siudhne Posted December 1, 2020 Posted December 1, 2020 40 minutes ago, Mister X said: It's already present: untick "Enchantments are safe" as well as "Drop enchanted equipment" and enchanted items will trigger mimics and generic ones will get destroyed I don't want to exclude normal armor though, so the opposite "Unenchanted armor is safe" won't happen. That would take away too much of the thrill in my eyes. BTW, why shouldn't I work on this anymore? The mod is only about 1 month old and my modding playground Must have confused it with a different mod. Glad you, um, just started working on it then! ? Excellent, I didn't notice version 1.1. Now with enchantment destroyment, nice. I don't see how "unenchanted armor is safe" makes the game any easier than the opposite "enchanted armor is safe" - after all, enchanted armor is generally better than unenchanted armor, with "enchanted armor is safe" I can just skip equipping unenchanted armor (or enchant them beforehand) and I never have to worry about mimics. Also, who cares if it makes the game too easy/hard for anyone as long as it's a MCM toggle. ? But ultimately it's your call to make, if you don't like it or don't think it's worth the effort for your personally, that's fair enough.
stas2503 Posted December 1, 2020 Posted December 1, 2020 Conflict with Player Succubus Quest. PSQ will force equip SuccubusNanka on the player. The mod considers the SuccubusNanka item to be armor and is triggered all the time, removing the item, PSQ equips it again, and the mod triggers again, removing the item. Is there a solution to this problem?
AlyssaAwoo Posted December 1, 2020 Posted December 1, 2020 Found a little issue with Deviously Cursed Loot. The mod has "D.A.M.N Boxes" and "Darepacks" which are basically lootboxes that are opened by equipping them in the armor tab, giving you loot or devices. These can turn out to be mimics. The Boxes aren´t so bad but the Darepacks can already punish the player so getting punished + getting a Mimic equip is real mean ? The mod likes to use this style of opening for different kinds of Device Bundles and other stuff aswell so this can potentially trigger in quests or moments where it breaks stuff.
Mister X Posted December 3, 2020 Author Posted December 3, 2020 On 11/26/2020 at 12:03 AM, Leeeeeroy said: [...] mimic event was with chainbeasts. [...] On 12/1/2020 at 4:46 PM, stas2503 said: Conflict with Player Succubus Quest. PSQ will force equip SuccubusNanka [...] On 12/1/2020 at 4:51 PM, AkiKay said: Found a little issue with Deviously Cursed Loot. The mod has "D.A.M.N Boxes" and "Darepacks" [...] I've added a check for the "SexLabNoStrip" keyword (no idea how I could forget about that ?) in version 1.2, as well as a chest that effectively should disable triggers for items stored in it (available in MCM). Could you maybe check if these methods work for your conflicts? Eg if chainbeasts still trigger, or if the DAMN boxes are safe once one got stored in the chest? 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. For the progressive bondage I still have to look, currently it just uses an API function of DD framework to equip random devices out of a pool. Though I've added a more detailed list of items to block, does it work as intended on your end?
stas2503 Posted December 3, 2020 Posted December 3, 2020 1 hour ago, Mister X said: I've added a check for the "SexLabNoStrip" keyword (no idea how I could forget about that ?) in version 1.2 It seems the mod is checking the SexlabNoStrip keyword on the player and in my case the mod is completely disabled. Well, I'm not destined to play with this mod...
Mister X Posted December 3, 2020 Author Posted December 3, 2020 7 minutes ago, stas2503 said: It seems the mod is checking the SexlabNoStrip keyword on the player and in my case the mod is completely disabled. Well, I'm not destined to play with this mod... Hmm, I check the piece of equipment for the keyword, not if the character wears one in general. Look into the changelog, I've replaced how to enable the debug messages, check if you still get the trigger messages when setting the debug flag to 1.
stas2503 Posted December 3, 2020 Posted December 3, 2020 28 minutes ago, Mister X said: Hmm, I check the piece of equipment for the keyword, not if the character wears one in general. Look into the changelog, I've replaced how to enable the debug messages, check if you still get the trigger messages when setting the debug flag to 1. Ok, this is what the game shows. Spoiler In general, my mod works until the character becomes a succubus through PSQ. Further, even 100% settings do not work.
Mister X Posted December 3, 2020 Author Posted December 3, 2020 "Trigger chance was not met" simply means that: the item had the chance to trigger, but didn't do it. At that point, it already was recognized as possible mimic though. So in the end, you just had good/bad luck, depending on whether you wanted a trigger to happen The rest I can't read ? 1
WhatRules Posted December 3, 2020 Posted December 3, 2020 For people who didn't know, there is something similar in Monoman's Mortal Weapons and Armor, but it just equips a DD item when you equip a cursed/armor clothing. You still get to keep the item and can remove the curse by paying a priest.
Mister X Posted December 4, 2020 Author Posted December 4, 2020 12 hours ago, saltshade said: For people who didn't know, there is something similar in Monoman's Mortal Weapons and Armor, but it just equips a DD item when you equip a cursed/armor clothing. You still get to keep the item and can remove the curse by paying a priest. Here you can keep the item, too, if you want, there's a MCM toggle for that. Additionally, my mod does equip just normal generic devices, so no need to see a priest to get reid of them But yeah, there are some mods that have a similar mechanic, Devious Magic or DCUR are just two examples ?
TrickyK Posted December 7, 2020 Posted December 7, 2020 On 12/3/2020 at 5:32 AM, Mister X said: Though I've added a more detailed list of items to block, does it work as intended on your end? Unfortunately no, It's still equipping hobble dress and straightjackets despite them being blocked. Side note: Only being able to block 7 items is a bit of a limitation. I think it would be nice to have a menu like Enchanted Chests has for devices.
Mister X Posted December 7, 2020 Author Posted December 7, 2020 5 hours ago, TrickyK said: Unfortunately no, It's still equipping hobble dress and straightjackets despite them being blocked. Side note: Only being able to block 7 items is a bit of a limitation. I think it would be nice to have a menu like Enchanted Chests has for devices. I got the report for the SE version already, too (they share the same Papyrus code, so that's no surprise). Did you have "Random devices" enabled? If yes, that one ignored the filter list, I think I fixed that in the dev version. My mistake ? For SE, there was mentioned that DCUR seems to have a similar problem of ignoring several block settings. Can you confirm this? If yes, it's probably not a direct bug on my side but more a problem of the framework. And yes, 7 devices is quite restricting, maybe I rise it up to 10. I have my reasons for restricting it, though: for one, this mod should provide thrill. If you could block all items except for "decorative" ones like cuffs or collars, it would be boring. The other one is more technical: I didn't find a more efficient way for blocking the items than iterating the list of keywords and checking for each one if it's present on the device. If yes, I have to iterate again the whole list for the next chosen device. If many keywords are blocked, that can be very time consuming. If you know a better way, let me know! BTW, how does the menu of Enchanted Chests look like?
TrickyK Posted December 7, 2020 Posted December 7, 2020 1 hour ago, Mister X said: BTW, how does the menu of Enchanted Chests look like? Like this. Spoiler I think Mortal Weapons has a better one though, as it gives more options. Spoiler As for cursed loot ignoring block settings, I believe that is the case but I've barely used it lately.
Mister X Posted December 7, 2020 Author Posted December 7, 2020 3 hours ago, TrickyK said: Like this. Reveal hidden contents I think Mortal Weapons has a better one though, as it gives more options. Reveal hidden contents As for cursed loot ignoring block settings, I believe that is the case but I've barely used it lately. If I find a way to set up such toggle settings easily by iterating a list, I'll do it. As for now I fear you have to stick with the popup lists. I won't add in the toggles amnually though, it's way easier if I just maintain a list and the settings in the MCM update automatically But I keep that in mind, maybe if I ever come to a v2.0, I change it along the way. 1
Mister X Posted December 8, 2020 Author Posted December 8, 2020 On 12/7/2020 at 3:15 AM, TrickyK said: Unfortunately no, It's still equipping hobble dress and straightjackets despite them being blocked. Side note: Only being able to block 7 items is a bit of a limitation. I think it would be nice to have a menu like Enchanted Chests has for devices. I think I fixed it in v1.2.2, but I can't be sure. At least I didn't get any items on the block list anymore for my events, but that also could have been luck. Can you try to confirm that it works now? @Leeeeeroy, @stas2503, @AkiKay Does the SexLabNoStrip keyword now work on your side? Are the incompatiblities fixed with that on your end?
stas2503 Posted December 8, 2020 Posted December 8, 2020 15 minutes ago, Mister X said: I think I fixed it in v1.2.2, but I can't be sure. At least I didn't get any items on the block list anymore for my events, but that also could have been luck. Can you try to confirm that it works now? @Leeeeeroy, @stas2503, @AkiKay Does the SexLabNoStrip keyword now work on your side? Are the incompatiblities fixed with that on your end? I'll check it in the evening and send the Russian translation at the same time. 1
TrickyK Posted December 8, 2020 Posted December 8, 2020 I tried it out and it still equipped the bb yoke and straightjacket dress. I didn't get a straightjacket or hobble dress though.
Mister X Posted December 8, 2020 Author Posted December 8, 2020 2 hours ago, TrickyK said: I tried it out and it still equipped the bb yoke and straightjacket dress. I didn't get a straightjacket or hobble dress though. What keywords did you block during that test? EDIT: I've tested it myself again with extended log output: I blocked several keywords for torso devices and played around with an armor piece. It refused several blocked items before it found one that worked. This then got equipped.
stas2503 Posted December 9, 2020 Posted December 9, 2020 Ru Version Devious-Mimic-Clothes-LE_1-2-3 Ru.7z 1
kaldwin Posted December 10, 2020 Posted December 10, 2020 there's an issue with the gold mimics. Once you're a high enough level, scaled gold received for finishing a side quest is pretty much guaranteed to be a mimic. Only way to stop this is to set the mimic chance so low that you never find one from random chest gold (which is kind of the point). Not sure if there's a way to differentiate quest reward gold from gold found in random chests, so maybe add a condition where gold over X amount can't be a mimic. X amount is set via a slider in the MCM
Mister X Posted December 11, 2020 Author Posted December 11, 2020 11 hours ago, kaldwin said: there's an issue with the gold mimics. Once you're a high enough level, scaled gold received for finishing a side quest is pretty much guaranteed to be a mimic. Only way to stop this is to set the mimic chance so low that you never find one from random chest gold (which is kind of the point). Not sure if there's a way to differentiate quest reward gold from gold found in random chests, so maybe add a condition where gold over X amount can't be a mimic. X amount is set via a slider in the MCM Oh, I didn't have in mind that those rewards scale Well, I first had the idea to just divide the amount by 10 until it's less than 100. The problem there would be, that 99 gold would have a much higher chance than 101 gold. So I think I use your idea, so there is a fixed min and max amount of gold that can trigger. This way, I even could calculate the base percentage each additional coin would add ^^
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