monsta88 Posted January 30, 2022 Posted January 30, 2022 Hello ihatemykite, some feedback about v2.0b2 (on SE, not AE) 1) I had a weird bug and I think it originated in this mod (first I made sure that in SL Aroused, and in DD the related MCM settings were off.). At some random times, my character started doing horny animations, regardless of the circumstances. Arousal was at 1 and she still did it. I was in combat and the anims still started. Unfortunately I didn't have the logging enabled in the mod, so I have just some basic logs: Spoiler [01/30/2022 - 11:30:40AM] Error: Cannot call UD_OrgasmAnimation() on a None object, aborting function call stack: [zadQuest (1200F624)].zadlibs_UDPatch.AnimSwitchKeyword() - "-------------------" Line 228 [UD_CustomDevice_Quest (5715E73C)].udcustomdevicemain.OrgasmCheckLoop() - "----------------------" Line 1220 [01/30/2022 - 11:30:40AM] WARNING: Assigning None to a non-object variable named "::temp66" stack: [zadQuest (1200F624)].zadlibs_UDPatch.AnimSwitchKeyword() - "-------------------" Line 228 [UD_CustomDevice_Quest (5715E73C)].udcustomdevicemain.OrgasmCheckLoop() - "----------------------" Line 1220 [01/30/2022 - 11:30:40AM] [Zad]: StartThirdPersonAnimation(Bound Girl,DDRegbbyokeStruggle04) [01/30/2022 - 11:30:40AM] [Zad]: Actor is not loaded (Or is otherwise invalid). Aborting. [01/30/2022 - 11:30:41AM] [DCUR] Periodical update starts [01/30/2022 - 11:30:41AM] [Zad]: ApplyExpression(): Actor is not loaded (Or is otherwise invalid). Aborting. [01/30/2022 - 11:30:41AM] [Zad]: EndThirdPersonAnimation(Bound Girl,[False, False]) [01/30/2022 - 11:30:41AM] [Zad]: Actor is not loaded (Or is otherwise invalid). Aborting. [01/30/2022 - 11:30:41AM] [Zad]: ApplyExpression(): Actor is not loaded (Or is otherwise invalid). Aborting. [01/30/2022 - 11:30:41AM] [Zad]: EndThirdPersonAnimation(Shannon,[False, False]) [01/30/2022 - 11:30:41AM] [Zad]: Actor is not loaded (Or is otherwise invalid). Aborting. [01/30/2022 - 11:30:43AM] [DCUR] Sex attacks are disabled due to conflicting quests! [01/30/2022 - 11:30:46AM] [Zad]: ApplyExpression(): Actor is not loaded (Or is otherwise invalid). Aborting. [01/30/2022 - 11:30:54AM] [slaUtilScr <sla_Framework (0704290F)>]: Phey got 12 exposure for [01/30/2022 - 11:30:58AM] Error: Cannot call UD_OrgasmAnimation() on a None object, aborting function call stack: [zadQuest (1200F624)].zadlibs_UDPatch.AnimSwitchKeyword() - "-------------------" Line 228 [UD_CustomDevice_Quest (5715E73C)].udcustomdevicemain.OrgasmCheckLoop() - "----------------------" Line 1220 [01/30/2022 - 11:30:58AM] WARNING: Assigning None to a non-object variable named "::temp66" stack: [zadQuest (1200F624)].zadlibs_UDPatch.AnimSwitchKeyword() - "-------------------" Line 228 [UD_CustomDevice_Quest (5715E73C)].udcustomdevicemain.OrgasmCheckLoop() - "----------------------" Line 1220 [01/30/2022 - 11:30:58AM] [Zad]: StartThirdPersonAnimation(Succy,DDZazHornyB) [01/30/2022 - 11:31:07AM] [Zad]: ApplyExpression(): Actor is not loaded (Or is otherwise invalid). Aborting. [01/30/2022 - 11:31:07AM] [Zad]: EndThirdPersonAnimation(Bound Girl,[False, False]) [01/30/2022 - 11:31:07AM] [Zad]: Actor is not loaded (Or is otherwise invalid). Aborting. The bug disappeared after I disabled the Horny anims in MCM. I enabled them back, the bug did not return. 2) The escaping from rope seems a bit hectic. My character got 2 rope "devices", one for the arms and one for the body (harness). - For the arms, she had the Struggle and the Cut options. For the Harness there was just Struggle uselessly. So far that is good, as it is logical that she can't do anything about the harness with the hands tied. The harness became escapable after her arms were free. However at a time it was the other way around. She could struggle out the harness before the arms were free. - Another thing with the ropes is the follower interaction. IMHO with the follower the ropes should be escapable much easier. I mean, the follower has very good access, she can use both hands to carefully cut the rope. Maybe the follower should have an untie option too (with a high chance of success). Another thing I noticed, that the follwer can only untie hands. I'm assuming this is intentional? - I don't know if this can happen, but is it possible that the arm ropes get only the Struggle uselessly option? The follower should be able to help in this case as well. 3) A suggestion I saw that I can set a percentage in the MCM the difficulty of DDs (Custom Devices, Patch mult:). It would be nice if we could do this for each major DD categories. For example: Yoke, Armbinder, Shackles, Ropes, Chastity Belts, etc. I understand that this is a lot of work, so I'm happy with the one slider we have now.
fcvos Posted January 30, 2022 Posted January 30, 2022 7 hours ago, fcvos said: It looked like SLSO orgasms weren't being picked up by device events either. I think adding RegisterForModEvent("SexLabOrgasmSeparate", "OnSexlabOrgasmStart") everywhere you register for a normal orgasm works, but I definitely didn't test it extensively (and SLSO seems to have a a lot of wonky interactions with various mods so I wouldn't be surprised if this causes more). Ah, sorry, I don't think this works after all. OnSexLabOrgasmStart expects (int tid, bool HasPlayer), and if I'm reading other scripts correctly, SexLabOrgasmSeparate sends (Form actorForm, Int thread), so probably a different handling function, even if it just checks to see if actorForm is the player and calls the original one.
ihatemykite Posted January 30, 2022 Author Posted January 30, 2022 On 1/28/2022 at 6:17 PM, BreadDain said: Was suggesting something like this. Couldn't test random edge vibs since plugs are currently broken, also I've commented out sound lines since they are not working if they are called like this. Vibration power changes, sound stays the same. On random edge - made it so it has only a chance to stop every tick, depending on vibration strength. Reveal hidden contents if isVibrating() && !_paused if _currentEdgingMode == 1 if UDCDmain.getActorOrgasmProgress(getWearer()) > UD_EdgingThreshold if WearerIsPlayer() debug.notification(getDeviceName() + " suddenly stops vibrating!") endif while UDCDmain.getActorOrgasmProgress(getWearer()) > UD_EdgingThreshold*0.95 pauseVibFor(10.0) Utility.wait(0.25) endwhile if WearerIsPlayer() forceStrength(Utility.randomInt(2,3) * Utility.randomInt(18,20)) ;_vsID = getVibrationSound().Play(getWearer()) ;if WearerIsPlayer() ; Sound.SetInstanceVolume(_vsID, libs.Config.VolumeVibrator) ;endif debug.notification(getDeviceName() + " has come back to life, arousing you once again") endif endif elseif _currentEdgingMode == 2 int chancetostop = (_currentVibStrength / 20) * 6 if UDCDmain.getActorOrgasmProgress(getWearer()) > UD_EdgingThreshold && Utility.randomInt() < chancetostop if WearerIsPlayer() debug.notification(getDeviceName() + " suddenly stops vibrating!") endif pauseVibFor(Utility.randomFloat(30.0,120.0)) if WearerIsPlayer() forceStrength(Utility.randomInt(2,4) * Utility.randomInt(18,20)) ;_vsID = getVibrationSound().Play(getWearer()) ;if WearerIsPlayer() ; Sound.SetInstanceVolume(_vsID, libs.Config.VolumeVibrator) ;endif debug.notification(getDeviceName() + " has come back to life, arousing you once again") endif endif endif endif Why did you use forceStrength(Utility.randomInt(2,3) * Utility.randomInt(18,20))? This will change the vib strength, which will then remain on this value untill it ends. Otherwise the randomEdge idea is interesting. I will try it out and see how it works out. On 1/28/2022 at 6:17 PM, BreadDain said: Also, elbow shakles seem to be patched by UD but are causing severe delays, something is wrong with them. Non-abadon devices can manifest abadon devices on orgasm or randomly. - Intended, but now that you mention it, i think it doesn't make sence. Will rework Abadon armbinder (usual one, leather) can be lockpicked by player who wears it. - Can't replicate, but long time ago I adde feature which allows actor to lockpick unreachable locks if they hame telekinesis spell. Maybe you had the spell ? 8 hours ago, fcvos said: Some pretty fun stuff in this mod, excited to see where it goes. Out of curiosity, I experimented with having struggle pick the highest in each category of skill (agility/strength/magick) instead of being fixed to a single skill. Didn't notice any significant performance loss, but I had to basically disable skill advancement because I didn't realize advSkill values scale differently to different skills and accidentally gave myself 30 levels of Enchanting. Whoops. It looked like SLSO orgasms weren't being picked up by device events either. I think adding RegisterForModEvent("SexLabOrgasmSeparate", "OnSexlabOrgasmStart") everywhere you register for a normal orgasm works, but I definitely didn't test it extensively (and SLSO seems to have a a lot of wonky interactions with various mods so I wouldn't be surprised if this causes more). Thanks, will give it a look. 7 hours ago, notwavman said: I just need to share this - artwork, inspired by this awesome mod! I'm not the author. https://www.pixiv.net/en/artworks/95853447 Thanks for sharing!. Look really nice and I can see author had really took their time with making this piece of art. 10/10 ❤️ 1
ihatemykite Posted January 30, 2022 Author Posted January 30, 2022 56 minutes ago, monsta88 said: Hello ihatemykite, some feedback about v2.0b2 (on SE, not AE) 1) I had a weird bug and I think it originated in this mod (first I made sure that in SL Aroused, and in DD the related MCM settings were off.). At some random times, my character started doing horny animations, regardless of the circumstances. Arousal was at 1 and she still did it. I was in combat and the anims still started. Unfortunately I didn't have the logging enabled in the mod, so I have just some basic logs: - Fixed 2) The escaping from rope seems a bit hectic. However at a time it was the other way around. She could struggle out the harness before the arms were free. - Perhaps the harness had loose modifier. This modifier allow actor to struggle from device even with tied hands. But this method is much less effecient. IMHO with the follower the ropes should be escapable much easier. I mean, the follower has very good access, she can use both hands to carefully cut the rope. Maybe the follower should have an untie option too (with a high chance of success). - Noted Another thing I noticed, that the follwer can only untie hands. I'm assuming this is intentional? - NPC can help with any device. You have to open trade menu and then "trade" the device you have equipped and want to help from. This will open interaction menu (if it didn't get broken, i didn't try this for some time). - I don't know if this can happen, but is it possible that the arm ropes get only the Struggle uselessly option? The follower should be able to help in this case as well. - Its possilbe if device is patched. Please tell me which exact device do you have on mind 3) A suggestion I saw that I can set a percentage in the MCM the difficulty of DDs (Custom Devices, Patch mult:). It would be nice if we could do this for each major DD categories. For example: Yoke, Armbinder, Shackles, Ropes, Chastity Belts, etc. I understand that this is a lot of work, so I'm happy with the one slider we have now. - There are currently few cetagier used for patching, but only the most basic ones. Belts, bras, heavy bondage, gags, blindfolds, piercings. But i can try to implement this but it may be little challenging because the patching script is quite a mess which i didn't touch much in long time. 57 minutes ago, fcvos said: Ah, sorry, I don't think this works after all. OnSexLabOrgasmStart expects (int tid, bool HasPlayer), and if I'm reading other scripts correctly, SexLabOrgasmSeparate sends (Form actorForm, Int thread), so probably a different handling function, even if it just checks to see if actorForm is the player and calls the original one. Don't worry, I implemented it, but I have no idea if it will work because I don't use separate orgasm. 1
BreadDain Posted January 30, 2022 Posted January 30, 2022 3 hours ago, ihatemykite said: Why did you use forceStrength(Utility.randomInt(2,3) * Utility.randomInt(18,20))? This will change the vib strength, which will then remain on this value untill it ends. Otherwise the randomEdge idea is interesting. I will try it out and see how it works out. Intended, so the edging happens in relaxed mode, long and constanly keeping on the edge. 3 hours ago, ihatemykite said: telekinesis spell. Maybe you had the spell ? Yes I did, sorry. Just since I am here writing the stuff again - some active scripts got baked in the save and broke the mod again. I might suspect it is something related to bound girls (DCL), Laura's shop or NPC slot manager in general. Keep nuking the scripts out.
tFrisi Posted January 31, 2022 Posted January 31, 2022 i'm confused, i tried turning on one of the plugs and in the menu they aren't. I didn't heared them or gained arousal. Are they functionig dirrerend than i think?
monsta88 Posted January 31, 2022 Posted January 31, 2022 (edited) 12 hours ago, ihatemykite said: At some random times, my character started doing horny animations, regardless of the circumstances. - Fixed Great news! I hope it gets released soonish, I got the bug again. For now I disabled the anims. 12 hours ago, ihatemykite said: Perhaps the harness had loose modifier. This modifier allow actor to struggle from device even with tied hands. But this method is much less effecient. It is entirely possible. I'll check next time. 12 hours ago, ihatemykite said: NPC can help with any device. Thanks, I forgot how it worked. 12 hours ago, ihatemykite said: I don't know if this can happen, but is it possible that the arm ropes get only the Struggle uselessly option? The follower should be able to help in this case as well. - Its possilbe if device is patched. Please tell me which exact device do you have on mind Hm, hard to tell. I checked the DD in SSEEDit and I'm not sure which slot these go. 46? 59? Something else? I may check it in the game and go from that way. I was mostly thinking about the ropes that tie the character's hands. Although from a different approach, all rope devices should be much easier to be handled by the follower. I actually like this one better, as it is a general rule for all Rope type devices. While we are there, if my character's hands are free, she should have much better chance to cut all her own other ropes as well. Maybe she has to have an actual edged weapon in her inventory? Or maybe simply have an Untie option when her arms are free? I'd still not give automatic success for Untying, as knots can be at hard to reach areas (on the back for example), knots can be complicated/wet/whatever and of course the rope can have magical properties. Still, it should be a lot easier. An idea for Untie: Maybe it could work similar like when you open a Lock with key. 12 hours ago, ihatemykite said: 3) A suggestion I saw that I can set a percentage in the MCM the difficulty of DDs (Custom Devices, Patch mult:). It would be nice if we could do this for each major DD categories. For example: Yoke, Armbinder, Shackles, Ropes, Chastity Belts, etc. I understand that this is a lot of work, so I'm happy with the one slider we have now. - There are currently few cetagier used for patching, but only the most basic ones. Belts, bras, heavy bondage, gags, blindfolds, piercings. But i can try to implement this but it may be little challenging because the patching script is quite a mess which i didn't touch much in long time. I'm a bit confused here. I thought that the MCM setting on the Custom Devices page, the "Patch Mult:" is just a multiplier for the already patched devices. What I meant is to have separate multiplier option for the major DD categories. So for example I can set Ropes to 50%, Yokes to 200%, etc. Sorry if I understood wrong. 2 more small suggestions: In the MCM, please set the "Lock menus" to Unchecked by Default. Since currently an update requires a "hard reset" (cleaning everything UD related from the save game), already worn Quest devices from other mods make the configuration unaccessible. The other is kind of related to the 1st suggestion. IMHO the 35 skill improvement is a lot. During the DCL quest "Learning the ropes" my character gained 20+ levels in Pickpocketing up to 70 (the character had to escape multiple rope devices, so a lot of struggling was involved, hence the skill improvements). Also got several Destruction levels. I lowered the skill gain later, when I found it in the MCM. Anyway, please consider lowering it by Default. It is fine on 35 too, as I can just lower it myself, but in the above case, a new version will set it to 35 and if the MCM is locked, I can't do that. Edited January 31, 2022 by monsta88
fcvos Posted January 31, 2022 Posted January 31, 2022 13 hours ago, ihatemykite said: Don't worry, I implemented it, but I have no idea if it will work because I don't use separate orgasm. Neat, thanks! (Though to be honest, I've been considering dropping SLSO. I like the idea of it, but it's always seemed really brittle when interacting with other mods.)
ihatemykite Posted January 31, 2022 Author Posted January 31, 2022 14 hours ago, BreadDain said: Intended, so the edging happens in relaxed mode, long and constanly keeping on the edge. - Now i understand what you meant. But the aproach with ForceVibStrength will not work as intended. You will have to check what current orgasm rate is applied and then change the vib strength accordingly so it doesn't exceed orgasm resistence. Just since I am here writing the stuff again - some active scripts got baked in the save and broke the mod again. I might suspect it is something related to bound girls (DCL), Laura's shop or NPC slot manager in general. Keep nuking the scripts out. - I will try to replicate this, but it's possible that its caused by NPC manager. I did some changes in previous beta which should have removed NPC from beeing registered if their devices don't have inventory device (which is normal for quest npcs because their devices shouldn't be accesed). 6 hours ago, monsta88 said: Hm, hard to tell. I checked the DD in SSEEDit and I'm not sure which slot these go. 46? 59? Something else? I may check it in the game and go from that way. I was mostly thinking about the ropes that tie the character's hands. Although from a different approach, all rope devices should be much easier to be handled by the follower. I actually like this one better, as it is a general rule for all Rope type devices. While we are there, if my character's hands are free, she should have much better chance to cut all her own other ropes as well. Maybe she has to have an actual edged weapon in her inventory?- Something similiar was implemented before in DD for cutting device option. But detecting if actor have sharp weapon is quite challenging. because there is not universal keyword which tells if weapon is sharp. Or maybe simply have an Untie option when her arms are free? I'd still not give automatic success for Untying, as knots can be at hard to reach areas (on the back for example), knots can be complicated/wet/whatever and of course the rope can have magical properties. Still, it should be a lot easier. - Well, technically the struggle itself is untying. But i can make the rope devices easier to escape. Only problem are patched devices. As I said before, patching them is made by converting previous DD values. Reason is so if device was inescapable, it will still remain inescapable etc. But mine goal was also to make the device relatively same difficult. Because i can't know what the patched mod creator was intending to do with its devices. An idea for Untie: Maybe it could work similar like when you open a Lock with key. - This would require for me to make new script and then repatch everythink so rope devices are detected with the new script. I was already thinking about doing somethink similiar with crotch ropes to give them some new functionality, so I may implement this 2 thinks togethere in future. I'm a bit confused here. I thought that the MCM setting on the Custom Devices page, the "Patch Mult:" is just a multiplier for the already patched devices. What I meant is to have separate multiplier option for the major DD categories. So for example I can set Ropes to 50%, Yokes to 200%, etc. Sorry if I understood wrong. - Patch mult sets how the values are converted in patcher. So this value is used only once when the device is equipped. So changing this value while having device equipped will not affect said device. 2 more small suggestions: In the MCM, please set the "Lock menus" to Unchecked by Default. Since currently an update requires a "hard reset" (cleaning everything UD related from the save game), already worn Quest devices from other mods make the configuration unaccessible. - Sure The other is kind of related to the 1st suggestion. IMHO the 35 skill improvement is a lot. During the DCL quest "Learning the ropes" my character gained 20+ levels in Pickpocketing up to 70 (the character had to escape multiple rope devices, so a lot of struggling was involved, hence the skill improvements). Also got several Destruction levels. I lowered the skill gain later, when I found it in the MCM. Anyway, please consider lowering it by Default. It is fine on 35 too, as I can just lower it myself, but in the above case, a new version will set it to 35 and if the MCM is locked, I can't do that. - I may have converted the pickpocket skill gain wrong. Every skill needs different ammout of skill to level up so i had to recalculate it. But i may had do it wrong.
monsta88 Posted January 31, 2022 Posted January 31, 2022 49 minutes ago, ihatemykite said: I may have converted the pickpocket skill gain wrong. Every skill needs different ammout of skill to level up so i had to recalculate it. But i may had do it wrong. I doublechecked now in the Uncapper.ini, but the Pickpocket skill gain is on default, so I get the regular xp. In UD, the Destruction xp was much slower, that felt quite good. 54 minutes ago, ihatemykite said: While we are there, if my character's hands are free, she should have much better chance to cut all her own other ropes as well. Maybe she has to have an actual edged weapon in her inventory?- Something similiar was implemented before in DD for cutting device option. But detecting if actor have sharp weapon is quite challenging. because there is not universal keyword which tells if weapon is sharp. Legacy of Dragonborn has a method to sort one handed weapons into 3 categories (bladed, axes, maces). You just throw your gear into a Sorting chest, and they go into various containers. It is a huge download, but you might find some ideas there. Anyway, you mentioned you are leaning towards the other method, so maybe not worth the effort.
ihatemykite Posted January 31, 2022 Author Posted January 31, 2022 52 minutes ago, monsta88 said: Legacy of Dragonborn has a method to sort one handed weapons into 3 categories (bladed, axes, maces). You just throw your gear into a Sorting chest, and they go into various containers. It is a huge download, but you might find some ideas there. Anyway, you mentioned you are leaning towards the other method, so maybe not worth the effort. Just tooked a look, and there actually are weapon keywords for swords, axes, greatswords etc. So i think it can be possible. Maybe later i will try to do some experiments with this.
BreadDain Posted January 31, 2022 Posted January 31, 2022 2 hours ago, ihatemykite said: Just tooked a look, and there actually are weapon keywords for swords, axes, greatswords etc. So i think it can be possible. Maybe later i will try to do some experiments with this. There once was a Keyword[] Property AllowedTool in DD which defined all possible cutting tools, but it looks like it was deprecated. And honestly there should be no way you can drop any of your gear (knife) out of the inventory with hands tied, unless you drop whole bag, and doubt that one can stick a knife somewhere properly with a monoglove on. Something like rocks or workbenches could do though... always thought that initial Abadon Plug location wasn't an accident, there is a workshop there. Spoiler
DayTri Posted February 2, 2022 Posted February 2, 2022 (edited) On 1/30/2022 at 4:56 PM, ihatemykite said: Don't worry, I implemented it, but I have no idea if it will work because I don't use separate orgasm. Have you considered extending this mod's orgasm framework to work during SL scenes as an alternative to SLSO? I bet there are lots of people who want this kind of more complex orgasm system for the player only, and also want DD vibrations to work the same way as SL scenes. All you'd need to do is make PC exposure increase during SL scenes, not fall by too much immediately after orgasm, then fall by a lot if some time passes without more arousal updates. SLSO already does some of that itself. EDIT: And you could just send the same mod event as SLSO so mods wouldn't need extra patches. Edited February 2, 2022 by DayTri
BreadDain Posted February 2, 2022 Posted February 2, 2022 (edited) 3 hours ago, DayTri said: Have you considered extending this mod's orgasm framework to work during SL scenes as an alternative to SLSO? I bet there are lots of people who want this kind of more complex orgasm system for the player only, and also want DD vibrations to work the same way as SL scenes. All you'd need to do is make PC exposure increase during SL scenes, not fall by too much immediately after orgasm, then fall by a lot if some time passes without more arousal updates. SLSO already does some of that itself. EDIT: And you could just send the same mod event as SLSO so mods wouldn't need extra patches. The problem is, however, that not everyone will like to install UD just for orgasm system, so that's only possible for an entirely separate mod, which can send calls to UD or get orgasm system split from UD. Suggestion: mcm selection of what skill should affect/be increased during minigame, Alteration/Destruction for magick, 2H/Blocking for desperate and Pickpocket/Archery?/Sneak? for regular. The last one sounds way too overpowered since a lot of people like sneak archery so might be good to also balance modifiers per skill level for those. Edited February 2, 2022 by BreadDain
DayTri Posted February 2, 2022 Posted February 2, 2022 17 minutes ago, BreadDain said: The problem is, however, that not everyone will like to install UD just for orgasm system, so that's only possible for an entirely separate mod, which can send calls to UD or get orgasm system split from UD. Could be, I think here are the steps: 1. normal orgasm + SLSO orgasm should be turned off for player in SL scenes. Requires patching sexlab. It's possible to do this currently by installing SLSO and the right MCM configs, but could also either be a new mod or an optional patch for UD 2. Arousal should increase in SL scenes, could be any mod really 3. Arousal should not drop to 0 on orgasm, SLSO does this but I think it requires patching SLA. Could be done with the right SLSO config or a new mod (or optional script patch included with this mod) 4. ORAT should be affected by SL scenes. I think this could be another mod, but it would require a dependency to UD anyway. 5. Orgasm resist mini-game should work in SL scenes. This requires a change on UD side because currently the resist minigame is tied to an animation and won't play if another animation is playing.
BreadDain Posted February 2, 2022 Posted February 2, 2022 New UD version - conflicts with light mods (Lux in my case) and Complete Alchemy and Crafting Overhaul (draugr drop list). Load UD before lights and patch with followingUD CACO patch.esp
Lowezar Posted February 2, 2022 Posted February 2, 2022 (edited) Hello! First thing I'd like to say - absolutely love the ideas in this mod, adds so much missing depth and variety to vanilla DD. Now on to things I noticed (first time tested with 2.0b2, rechecked with 2.0b3, LE, DD 5.1, DCL): 1. Lock reachability seems to be inverted. Either the description, or the actual formula that decides when to flash magic/stamina bars, not entirely sure, but probably the latter. Tested with patched devices mostly: belts, hobble dresses, bras, ankle cuffs... Devices that say "very hard to reach" spam me with 4-9(!) prompts to pick/unlock per stamina bar, "hard to reach" usually give 4-6 (though it happens once I got just 1), "reachable" 1-4. And the only time I got "easy to reach" - that actually gave the hardest ride even getting me through whole stamina bar once without a single flash. 2. Would love to get lock difficulty to scale with difficulty setting or even have a separate slider even? For my playstyle so far lockpicking is by far the easiest way out of anything that even has locks because most of them have adept or apprentice level locks, which are trivial even with just 1 lockpick per minigame. The only ones where I have to resort to struggling are abadon things that have expert+ levels, which yeah, are easy to jam with just 1 lockpick. I think this issue is further worsened by fairly high chances for lockpicking prompts across the board. With my difficulty setting it takes me 5-20 stamina bars to struggle out of anything (physical, magical or cutting), while only taking 0.5-2 bars to lockpick my way out of it unless I get super unlucky with a jammed lock. I think number of locks and their difficulty should scale with difficulty setting more. Frequency of lockpicking/unlocking prompts too, maybe? 3. Is there any particular reason the orgasm exhaustion debuff setting is capped at 2 minutes? Wanted to do something like making struggling much harder over time with stacking orgasm debuffs if they're too frequent, but with just 2 minutes it doesn't really do anything. Likewise, would love to see a setting for magnitude and length of struggling exhaustion debuff. Either way, it already became a must-have for my playthrough even as it is. So, thank you for that. Edited February 2, 2022 by Lowezar 1
8749236 Posted February 3, 2022 Posted February 3, 2022 Hello ihatemykite. Thank you for this amazing mod. I have two suggestions that may improve immersive experience. 1. When actor arousal reaches 90% (or other reasonable conditions), randomly switch actor's movement mode to crouch or walking Which player can switch back to running at any time. This simulates actor's attempt to endure the stimulation prior to orgasm while retains some control over movement. 2. While in combat, reaching orgasm will force actor to stay in sneak mode (unable to switch out of it for few seconds), instead of playing usual orgasm animation while disabling player's movement, which may be very disruptive or almost certainly lead to defeat. (I noticed devious device's code disabled orgasm from happening during combat, probably out of similar concern)
gachidom Posted February 3, 2022 Posted February 3, 2022 Hello. I downloaded "UD patching kit 1.5". When I run "UD_PatchingScript" using xEdit, I get "Error in unit'UD_PatchingScript' on line 10: Not enough parameters." It looked like the addZadScriptParse parameter was missing.
BreadDain Posted February 3, 2022 Posted February 3, 2022 Passive orgasm reduction does not apply during minigame - you will stay at the same level even if it supposed to go down outside of minigame. Suggestions: make horny duration 5 seconds by default and be able to set to 5 seconds, currenly step is 2 seconds so either 4 or 6 can be set. 5 would be a perfect fit for most animations. 15 lockpicks on the table near plug. Or add as reward for struggling out from leather/ebonite devices, at low quantity. default skill advance value of 100. Looks only fair. Also a note: certain mods fire scripts on hourly basis, so the UD stacks with them and looks a little bit laggy. I was thinking if a 3 second delay for hourly checks can do it any better? 1
kurotatsu Posted February 3, 2022 Posted February 3, 2022 Thank you for adding Concentrated Goo! It is fun! Cursed Gasmask looks like logical replacement for the gasmask in the final cursed Abadon outfit (when plug reaches 100% of strength).
ihatemykite Posted February 3, 2022 Author Posted February 3, 2022 17 hours ago, DayTri said: Could be, I think here are the steps: 1. normal orgasm + SLSO orgasm should be turned off for player in SL scenes. Requires patching sexlab. It's possible to do this currently by installing SLSO and the right MCM configs, but could also either be a new mod or an optional patch for UD 2. Arousal should increase in SL scenes, could be any mod really 3. Arousal should not drop to 0 on orgasm, SLSO does this but I think it requires patching SLA. Could be done with the right SLSO config or a new mod (or optional script patch included with this mod) 4. ORAT should be affected by SL scenes. I think this could be another mod, but it would require a dependency to UD anyway. 5. Orgasm resist mini-game should work in SL scenes. This requires a change on UD side because currently the resist minigame is tied to an animation and won't play if another animation is playing. Sounds complicated. Will think about it but its not my priority. 17 hours ago, BreadDain said: New UD version - conflicts with light mods (Lux in my case) and Complete Alchemy and Crafting Overhaul (draugr drop list). Load UD before lights and patch with followingUD CACO patch.esp Will think of the way to make it compatible with everythink. 13 hours ago, 8749236 said: Hello ihatemykite. Thank you for this amazing mod. I have two suggestions that may improve immersive experience. 1. When actor arousal reaches 90% (or other reasonable conditions), randomly switch actor's movement mode to crouch or walking Which player can switch back to running at any time. This simulates actor's attempt to endure the stimulation prior to orgasm while retains some control over movement. - Cool idea but implementing this will be pain in the ass. I think only think i can do is to make player move slower. 2. While in combat, reaching orgasm will force actor to stay in sneak mode (unable to switch out of it for few seconds), instead of playing usual orgasm animation while disabling player's movement, which may be very disruptive or almost certainly lead to defeat. (I noticed devious device's code disabled orgasm from happening during combat, probably out of similar concern) - Will fix 13 hours ago, gachidom said: Hello. I downloaded "UD patching kit 1.5". When I run "UD_PatchingScript" using xEdit, I get "Error in unit'UD_PatchingScript' on line 10: Not enough parameters." It looked like the addZadScriptParse parameter was missing. Yeah i forget to remove this. But its strange that it give you error, while it normaly works to me. I will upload the working script shortly. 12 hours ago, BreadDain said: Passive orgasm reduction does not apply during minigame - you will stay at the same level even if it supposed to go down outside of minigame. - I removed it (because this way it makes more sence). Only way to reduce the progress is by crits or by holding S while widget is green. Suggestions: make horny duration 5 seconds by default and be able to set to 5 seconds, currenly step is 2 seconds so either 4 or 6 can be set. 5 would be a perfect fit for most animations. - Will do, i dunno why i maked the interval 2 15 lockpicks on the table near plug. Or add as reward for struggling out from leather/ebonite devices, at low quantity. - I will add lockpick as rondom loot from abadon devices. default skill advance value of 100. Looks only fair. - Thats quite big amount. I will try it and see if its not too much op. Also a note: certain mods fire scripts on hourly basis, so the UD stacks with them and looks a little bit laggy. I was thinking if a 3 second delay for hourly checks can do it any better? - Sure, make sence 7 hours ago, notwavman said: Thank you for adding Concentrated Goo! It is fun! Cursed Gasmask looks like logical replacement for the gasmask in the final cursed Abadon outfit (when plug reaches 100% of strength). - Sure 1
BreadDain Posted February 5, 2022 Posted February 5, 2022 (edited) Devious thoughts are gone/severely reduced? in new beta. Also expanded orgasm animation option sometimes makes all orgasm animations stop from being played, character orgasms but stands idle without controls being locked, although UD thinks you are doing something. Seeng it already 3 version through. Edited February 5, 2022 by BreadDain
monsta88 Posted February 5, 2022 Posted February 5, 2022 (edited) Hello ihatemykite, thanks for the update! I'm glad that the menus are not locked as default. UD V2.0b3, Skyrim SE (not AE). DCL 9 I have an issue with a piercing: Jeweled Piercings (Clitoral) (Soulgem). A DCL quest requires it to be equipped. I click on it in the inventory, I get the question to if I want to equip it. I say yes. Problems: - it does not appear on the character. - clicking on it again does not bring up the UD menu, simply removes it, I can throw it to the ground - in UD debug menu, the piercing is visible, looks OK, it has UD stats, I can Activate it, Unlock, etc. - however, if I drop the piercing to the ground, the debug screen still sees it, except in this case I can't Unlock it. - the DCL quest does not see the equipped piercing, it insists that I should equip it. I tried with a (Common Soulgem) version too, similar result. Anyone else having issues with these Piercings? Peace, M Edited February 5, 2022 by monsta88
ihatemykite Posted February 5, 2022 Author Posted February 5, 2022 9 hours ago, BreadDain said: Devious thoughts are gone/severely reduced? in new beta. - Chance is 25%. Does it somehow correspond or is it much less? Also expanded orgasm animation option sometimes makes all orgasm animations stop from being played, character orgasms but stands idle without controls being locked, although UD thinks you are doing something. Seeng it already 3 version through. - Fixed, did error with animation switch, so it was trying to play non existing animation which proly caused this issue. 1 hour ago, monsta88 said: Hello ihatemykite, thanks for the update! I'm glad that the menus are not locked as default. UD V2.0b3, Skyrim SE (not AE). DCL 9 I have an issue with a piercing: Jeweled Piercings (Clitoral) (Soulgem). A DCL quest requires it to be equipped. I click on it in the inventory, I get the question to if I want to equip it. I say yes. Problems: - it does not appear on the character. - clicking on it again does not bring up the UD menu, simply removes it, I can throw it to the ground - in UD debug menu, the piercing is visible, looks OK, it has UD stats, I can Activate it, Unlock, etc. - however, if I drop the piercing to the ground, the debug screen still sees it, except in this case I can't Unlock it. - the DCL quest does not see the equipped piercing, it insists that I should equip it. I tried with a (Common Soulgem) version too, similar result. Anyone else having issues with these Piercings? Peace, M There is one bug which i have founded right after uploading beta 3. Basicaly if mod tries to lock device and the operation fails (because same device is already locked or because of filter), it will break the mod, preventing any other device ever being locked. I'm fairly sure that is the issue you have encountered.
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