ri4ndjeif Posted March 8, 2022 Posted March 8, 2022 On 3/5/2022 at 8:23 AM, Clockwinding said: If you know what you're doing, you can pick apart the FOMOD installation folder and re-pack the files you need from it as a simple .zip that NMM will be able to install with ease. That way you don't have to migrate (which imo warrants a fresh full reinstall to be safe, taking hours and being a major pain in the ass). Thanks for the suggestion, I managed to get it working by messing around with the fomod file.
BreadDain Posted March 8, 2022 Posted March 8, 2022 Suggestion: at hard device difficulty auto crit on Abadon plug is actually more of loss than a benefit, it is preferable to not crit at all. Suggest to make it so autocrit never works on abadon plug and you have to hit it manually, or a separate option related to abadon plug crits specifically. 2
kurotatsu Posted March 8, 2022 Posted March 8, 2022 @ihatemykite : That's the thing, no devices locked! No piercings, no nothing. And yet after being freed (and played with herself for a good measure) still orgasm progress was stuck at around 10-15% with arousal being around 0-20. Something is wrong with orgasm progress decay formulas?
Beelzibob Posted March 9, 2022 Posted March 9, 2022 I love this mod but I'm having a weird issue with it, where occasionally when exiting the struggle minigame my character would suddenly be moving 50% faster. The problem seems to last until the next loading screen and also stacks if it happens multiple times before a loading screen. I think It seems to happen when removing devices via struggling but I didn't do any testing to see if the type of device matters. Has anyone else run into this issue and or know how to fix it?
itami_no_hana Posted March 9, 2022 Posted March 9, 2022 5 hours ago, Beelzibob said: I love this mod but I'm having a weird issue with it, where occasionally when exiting the struggle minigame my character would suddenly be moving 50% faster. The problem seems to last until the next loading screen and also stacks if it happens multiple times before a loading screen. I think It seems to happen when removing devices via struggling but I didn't do any testing to see if the type of device matters. Has anyone else run into this issue and or know how to fix it? I had the same problem and the reason was SL Survival. After I turned off the "minimun speed" (don't remember the exact option name) on the main settings page it started working normally. 1
BreadDain Posted March 9, 2022 Posted March 9, 2022 (edited) There is a huge delay with cutting minigame, I suspect that's because it scans inventory for best weapon. (Checked wearer details where sharpest weapon is calculated, it produces noticeable delay, which is amplified outside the menu because of how SE works.) Training plug seems to never vibrate on its own and is only triggered by use of magic. (intended?) Pet Suit from UD perspective is one hell of a mess, incorrect animation and wrong interactions in general. It seems UD is very reluctant equipping body harnesses on character. In fact I've never saw one at all. UD will never equip helper plugs if Use Anal variant is ticked in mcm, even if you plug yourself with vaginal variant manually. Player can 'wait' during orgasm exhaustion by using fast travel. UD 'bleeds' somewhere, no devices of this type are equipped: Â Spoiler I was observing debugger for some time and discovered an infinite GetActorExposure loop there without having a single item equipped or any NPC registered, culprit is being UD somehow. Happens after Cursed Loot spawns bound girls and equips them with device sets, but not necessary a trigger. Would probably be a good idea to pause arousal fetch script to preserve resources if there is no point in doing that, if UD is being the cause of that. Cutting minigame, reaching less than 0 device health doesn't unlock it due to cutDevice() function using decreaseDurability() which doesn't have current_device_health < 0.0 check as other similiar functions do. Glitches the device out so it became impossible to get rid of. This also might imply that it might be a good idea to make a separate device health check before minigame starts as failsave. Thalmor embassy quest, when your inventory is taken by Delphine: Spoiler Suggestions: make resist pleasure minigame available outside of being bound so player can calm down her libido (arousal). Blue bar state does amazing job with that. not sure if it was implemented yet, but harness collar could increase armbinder difficulty, and blindfold reduce lockpicking effectiveness. review device layers in general. For example, you can struggle from mittens while wearing straightjacket, from gag/blindfold while wearing any face/head mask and etc. Just my view: collar should block either catsuit or mask from being opened with keys or struggling without destroying device (so cutting and ripping the device off is okay), cuffs should block suit, belt - corset, mask - gags and blinfolds. Belt/bra and suit interaction is questionable and depends on device hider, by default suit suppose to 'cover' them, so they designed to be blocked by suit as well, although I am not sure here. alternate, dynamic sentience calculation which is based on device difficulty. Some patched device appear very hard sometimes, and if you were unlucky to be locked in Grand plug you won't even have time to struggle between constant orgasms. Most of them are usually caused by high armbinder sentience, 90%+, which is fine on normal/easy. So I thought it might be interesting if UD calculated armbinder sentience from average damage to device based on actor's AV amount which is used during struggle (how long she can struggle and how much % device damage she can inflict in one go). And the result would be something like X activations per full device health (ignoring regeneration effects), where X is expected number of struggle * dynamic chance to trigger the device. add character to custom faction or assign different faction rank whenever UD is controlling character mfg, for purposes of patching with other mods. distribute delayed Black goo poison to bandit's leveled lists? So it applies after a period of time. "Manifest plug(s)" effect for chastity belt. As a variation: upgrade existing plugs to more powerfull versions (repatch? re-equip with different more punishing type?) "Keyholder" effect. Device 'steals' all keys from inventory that are only retrieved when the device is removed. Also a variation of this effect for lockpicks, but only on devices that can be struggled from and not blocked by other devices such as cuffs. "Warden" belt effect, any sentient device beside heavy restraints that triggers belt during tampering have a chance to manifest arm restraints. In other words, player triest to struggle out of sentient gag - it triggers - belt recieves it, checks that there is no wrist restraints equipped - equips it. 4th difficulty mode for abadon plug, average values between Normal and Hard. Normal seems to be not hard enough while Hard is too much hard. Or rebalance existing values and move 'Easy' to Normal instead, plug usually goes out in 4 attempts on Normal. Doesn't look like it will harm if minigamePrecheck() is moved way above all other calculations before minigame starts. This can increase deny response speed for the mod if character doesn't fullfill conditions such as AV minimum requirement. I think it was suggested already, but limb/nipple devices should have even number of locks. Would make perfect sense if all cuffs had constant 4 locks. Edited March 12, 2022 by BreadDain 3
Clockwinding Posted March 9, 2022 Posted March 9, 2022 6 hours ago, BreadDain said: There is a huge delay with cutting minigame, I suspect that's because it scans inventory for best weapon. (Checked wearer details where sharpest weapon is calculated, it produces noticeable delay, which is amplified outside the menu because of how SE works.) Training plug seems to never vibrate on its own and is only triggered by use of magic. (intended?) Suggestions: make resist pleasure minigame available outside of being bound so player can calm down her libido (arousal). Blue bar state does amazing job with that. not sure if it was implemented yet, but harness collar could increase armbinder difficulty, and blindfold reduce lockpicking effectiveness. review device layers in general. For example, you can struggle from mittens while wearing straightjacket, from gag/blindfold while wearing any face/head mask and etc. Just my view: collar should block either catsuit or mask from being opened with keys or struggling without destroying device (so cutting and ripping the device off is okay), cuffs should block suit, belt - corset, mask - gags and blinfolds. Belt/bra and suit interaction is questionable and depends on device hider, by default suit suppose to 'cover' them, so they designed to be blocked by suit as well, although I am not sure here. alternate, dynamic sentience calculation which is based on device difficulty. Some patched device appear very hard sometimes, and if you were unlucky to be locked in Grand plug you won't even have time to struggle between constant orgasms. Most of them are usually caused by high armbinder sentience, 90%+, which is fine on normal/easy. So I thought it might be interesting if UD calculated armbinder sentience from average damage to device based on actor's AV amount which is used during struggle (how long she can struggle and how much % device damage she can inflict in one go). And the result would be something like X activations per full device health (ignoring regeneration effects), where X is expected number of struggle * dynamic chance to trigger the device. I had a sentient armbinder spawn on top of a grand plug... which had orgasm manifest at 39%, and healer at 1.2%. I reloaded an earlier quicksave. that shit was nastier than the abadon plug. 1
ihatemykite Posted March 13, 2022 Author Posted March 13, 2022 On 3/8/2022 at 4:01 AM, BreadDain said: Suggestion: at hard device difficulty auto crit on Abadon plug is actually more of loss than a benefit, it is preferable to not crit at all. Suggest to make it so autocrit never works on abadon plug and you have to hit it manually, or a separate option related to abadon plug crits specifically. That would be a problem as the main reason for adding the auto crit is to allow users which can't crit (like by using HUD which doesn't allow blinking) to be able to also crit. On 3/8/2022 at 12:06 PM, notwavman said: @ihatemykite : That's the thing, no devices locked! No piercings, no nothing. And yet after being freed (and played with herself for a good measure) still orgasm progress was stuck at around 10-15% with arousal being around 0-20. Something is wrong with orgasm progress decay formulas? And the progress didn't change, or does it get reduced and then went back up? On 3/9/2022 at 1:33 PM, BreadDain said: There is a huge delay with cutting minigame, I suspect that's because it scans inventory for best weapon. (Checked wearer details where sharpest weapon is calculated, it produces noticeable delay, which is amplified outside the menu because of how SE works.) - I didn't notice any delay. Did you possibly have large number of items in inventory? Training plug seems to never vibrate on its own and is only triggered by use of magic. (intended?) - If they are from patch then I didn't tough them. So it is possibly bug (but maybe not, I never even used training plugs and don't know what they do). Pet Suit from UD perspective is one hell of a mess, incorrect animation and wrong interactions in general. - Didn't tough it from the time it get implemented, will have to rework it. It seems UD is very reluctant equipping body harnesses on character. In fact I've never saw one at all. - Didn't implement it yet as I will need to add new formlist with all available harnesses and some checks (because they don't like some other devices like corsets). UD will never equip helper plugs if Use Anal variant is ticked in mcm, even if you plug yourself with vaginal variant manually. - The main reason for the Anal variant is to make the quest at least little compatible with For Him. Because of that only anal plug is used. Player can 'wait' during orgasm exhaustion by using fast travel. - Noted UD 'bleeds' somewhere, no devices of this type are equipped: - Did you start minigame with NPC before? It look like that the reason is the blocking UnlockFunction which unblocks only after the removeDevice is called. So the only way for it to get stuck is if removeDevice is not called. Can you send me the save file, so I can take a better look?? I was observing debugger for some time and discovered an infinite GetActorExposure loop there without having a single item equipped or any NPC registered, culprit is being UD somehow. Happens after Cursed Loot spawns bound girls and equips them with device sets, but not necessary a trigger. Would probably be a good idea to pause arousal fetch script to preserve resources if there is no point in doing that, if UD is being the cause of that. - I reworked how the arousal is managed from the ground. Now there will be loop which will periodically fetch the arousal and set it in to faction rank which can be quickly accessed. I also added arousal rate for my mod which just increase the arousal in the same loop. So instead of changing the arousal every second of minigame, it will instead just change the arousal rate at the start and reset it at the end, making it lot faster. I also got similar problem long time ago with SLAM where it would block DD vib function from working as it would get stuck on UpdateArousal function. IDK why it gets stuck, but it may be issue with StorageUtility (maybe bug which happens when the same storage is getting read and written at the same time?). Cutting minigame, reaching less than 0 device health doesn't unlock it due to cutDevice() function using decreaseDurability() which doesn't have current_device_health < 0.0 check as other similiar functions do. Glitches the device out so it became impossible to get rid of. This also might imply that it might be a good idea to make a separate device health check before minigame starts as failsave. - Fixed Thalmor embassy quest, when your inventory is taken by Delphine: - What item did you have before? Does the number corresponds to the number of registered devices? I seriously have no idea what happened here. Suggestions: make resist pleasure minigame available outside of being bound so player can calm down her libido (arousal). Blue bar state does amazing job with that. - Noted not sure if it was implemented yet, but harness collar could increase armbinder difficulty, and blindfold reduce lockpicking effectiveness. - Noted, blindfold thing is already implemented by DD if I'm correct. review device layers in general. For example, you can struggle from mittens while wearing straightjacket, from gag/blindfold while wearing any face/head mask and etc. Just my view: collar should block either catsuit or mask from being opened with keys or struggling without destroying device (so cutting and ripping the device off is okay), cuffs should block suit, belt - corset, mask - gags and blinfolds. Belt/bra and suit interaction is questionable and depends on device hider, by default suit suppose to 'cover' them, so they designed to be blocked by suit as well, although I am not sure here. - For now, I reworked the accessibility system to also apply to all devices, not just plugs. So removing gags/blindfolds is harder while wearing hood. Removing catsuit is harder while wearing cuffs (arms and legs). Accessibility is multiplied by loos modifier if device have it, otherwise accessibility is 0% if actor have no free hands (with exception of mittens). alternate, dynamic sentience calculation which is based on device difficulty. Some patched device appear very hard sometimes, and if you were unlucky to be locked in Grand plug you won't even have time to struggle between constant orgasms. Most of them are usually caused by high armbinder sentience, 90%+, which is fine on normal/easy. So I thought it might be interesting if UD calculated armbinder sentience from average damage to device based on actor's AV amount which is used during struggle (how long she can struggle and how much % device damage she can inflict in one go). And the result would be something like X activations per full device health (ignoring regeneration effects), where X is expected number of struggle * dynamic chance to trigger the device. - Noted add character to custom faction or assign different faction rank whenever UD is controlling character mfg, for purposes of patching with other mods. - As I mentioned before, I implemented a priority system for expressions. It will make all expressions to have priority, and only expressions with bigger priority then the priority of current expression are applied. Also, all expression called with ApplyExpression have expression 0, as there is no way to determinate the priority for them. distribute delayed Black goo poison to bandit's leveled lists? So it applies after a period of time. - Like that there is chance for the bandits to have poisoned weapons with black goo? "Manifest plug(s)" effect for chastity belt. As a variation: upgrade existing plugs to more powerfull versions (repatch? re-equip with different more punishing type?) - Can add modifier for plugs which will just increase the strength/duration of currently equipped plugs. Repatching would also work but I will first have to rework patcher. "Keyholder" effect. Device 'steals' all keys from inventory that are only retrieved when the device is removed. Also a variation of this effect for lockpicks, but only on devices that can be struggled from and not blocked by other devices such as cuffs. - Sounds interesting but it would most likely destroy some devices by making them inescapable. "Warden" belt effect, any sentient device beside heavy restraints that triggers belt during tampering have a chance to manifest arm restraints. In other words, player triest to struggle out of sentient gag - it triggers - belt recieves it, checks that there is no wrist restraints equipped - equips it. - Sound cool, will give it a try. 4th difficulty mode for abadon plug, average values between Normal and Hard. Normal seems to be not hard enough while Hard is too much hard. Or rebalance existing values and move 'Easy' to Normal instead, plug usually goes out in 4 attempts on Normal. - Will try Doesn't look like it will harm if minigamePrecheck() is moved way above all other calculations before minigame starts. This can increase deny response speed for the mod if character doesn't fullfill conditions such as AV minimum requirement. - Now that you mentioned it this is a really good point, will do ? I think it was suggested already, but limb/nipple devices should have even number of locks. Would make perfect sense if all cuffs had constant 4 locks. - Patched Boots and Gloves should already have even number of locks. Cuffs too. Nipple piercings too. Â 1
BreadDain Posted March 13, 2022 Posted March 13, 2022 (edited) 37 minutes ago, ihatemykite said: I didn't notice any delay. Did you possibly have large number of items in inventory? Not few but not too much either, the usual gameplay load. I can see in code it goes through every item in inventory without checking if item is an actual weapon. I might suggest using GetForm condition here. https://www.creationkit.com/index.php?title=GetType_-_Form  37 minutes ago, ihatemykite said: Training plug seems to never vibrate on its own and is only triggered by use of magic. (intended?) - If they are from patch then I didn't tough them. So it is possibly bug (but maybe not, I never even used training plugs and don't know what they do). As far as I recall, they vibrate as usual soulgem plugs but also react violently on any magic use or shouting. The latter works.  37 minutes ago, ihatemykite said: Did you start minigame with NPC before? It look like that the reason is the blocking UnlockFunction which unblocks only after the removeDevice is called. So the only way for it to get stuck is if removeDevice is not called. Can you send me the save file, so I can take a better look?? Didn't interact with NPCs at all, didn't register them with UD nor do I have a follower. Save536_93015D06_0_417269616E61_Orotheim01_010431_20220313031225_16_1.essSave536_93015D06_0_417269616E61_Orotheim01_010431_20220313031225_16_1.skse I've noted a pattern, those stray scripts are connected with Gag, Collar and Hood every time.  37 minutes ago, ihatemykite said: What item did you have before? Does the number corresponds to the number of registered devices? I seriously have no idea what happened here. Had nip/vaginal shock piercings and inflatable plug, they got multiplied by 3 times because quest takes all items from inventory exactly 2 times. Only 1 object of each item was a proper one, the rest got stuck, unequipping everything left 4 or 5 items still listed, had to do tedious equip+clean+fix+scan procedure until I managed UD to stop counting them as existing items. Or maybe it was an actual workaround.   37 minutes ago, ihatemykite said: Like that there is chance for the bandits to have poisoned weapons with black goo? Yeah something like that, so in rare cases bandits can get you bound after combat end.   37 minutes ago, ihatemykite said: "Manifest plug(s)" effect for chastity belt. As a variation: upgrade existing plugs to more powerfull versions (repatch? re-equip with different more punishing type?) - Can add modifier for plugs which will just increase the strength/duration of currently equipped plugs. Repatching would also work but I will first have to rework patcher. It is also about filling missing holes in case player struggled from all vibrators but Abadon plug, for example, and when they reach 50% abadon health threshold and it equips the belt it can fill missing space by manifestation effect. Or in case somebody plays with empty belt/gets belted it gives more fun to them, possibly progressing into full bondage set by creating or improving plugs so they keep player busy unless she gets rid of a belt.  37 minutes ago, ihatemykite said: I think it was suggested already, but limb/nipple devices should have even number of locks. Would make perfect sense if all cuffs had constant 4 locks. - Patched Boots and Gloves should already have even number of locks. Cuffs too. Nipple piercings too. ? Spoiler  Edited March 13, 2022 by BreadDain 1
ihatemykite Posted March 13, 2022 Author Posted March 13, 2022 49 minutes ago, BreadDain said: Not few but not too much either, the usual gameplay load. I can see in code it goes through every item in inventory without checking if item is an actual weapon. I might suggest using GetForm condition here. https://www.creationkit.com/index.php?title=GetType_-_Form - The check is done by casting the Form to Weapon and if it fails, it means that it is not weapon. Of course its possible that your suggestion is faster then casting so I will give it a try. As far as I recall, they vibrate as usual soulgem plugs but also react violently on any magic use or shouting. The latter works. - Will give it a look.  Didn't interact with NPCs at all, didn't register them with UD nor do I have a follower. Save536_93015D06_0_417269616E61_Orotheim01_010431_20220313031225_16_1.essSave536_93015D06_0_417269616E61_Orotheim01_010431_20220313031225_16_1.skse I've noted a pattern, those stray scripts are connected with Gag, Collar and Hood every time. - This is an interesting discovery. It is possible that its caused by the override bug. Basically, sometimes the skyrim engine goes nuts and it cause some function to get multiple times at once for no reason. I know that it is somehow connected to function override but i still don't know how exactly. Safest would be to just add empty function headers to all scripts which have some child script, but that would be too much work and it would look like shit.  Had nip/vaginal shock piercings and inflatable plug, they got multiplied by 3 times because quest takes all items from inventory exactly 2 times. Only 1 object of each item was a proper one, the rest got stuck, unequipping everything left 4 or 5 items still listed, had to do tedious equip+clean+fix+scan procedure until I managed UD to stop counting them as existing items. Or maybe it was an actual workaround. - I added new MCM option which allow to unregister the non working devices. This only unregister them, not unlock them so its important to be sure that the device is actually broken.  Yeah something like that, so in rare cases bandits can get you bound after combat end. - Will keep it in mind  It is also about filling missing holes in case player struggled from all vibrators but Abadon plug, for example, and when they reach 50% abadon health threshold and it equips the belt it can fill missing space by manifestation effect. Or in case somebody plays with empty belt/gets belted it gives more fun to them, possibly progressing into full bondage set by creating or improving plugs so they keep player busy unless she gets rid of a belt. - Ok, will give it a try.  ?- Well, it's generic for some reason instead of cuffs, so that is why ?. I have found that the BRRF patch didn't have the cuffs yet implemented so it should be fixed in next version. 2
kurotatsu Posted March 14, 2022 Posted March 14, 2022 12 hours ago, ihatemykite said: On 3/8/2022 at 2:06 PM, notwavman said: @ihatemykite : That's the thing, no devices locked! No piercings, no nothing. And yet after being freed (and played with herself for a good measure) still orgasm progress was stuck at around 10-15% with arousal being around 0-20. Something is wrong with orgasm progress decay formulas? And the progress didn't change, or does it get reduced and then went back up? Â I think it went down to zero and then immediately rises up to 10-20%. So far I can't deduce to what number it will get stuck in what conditions... Â BTW, is it orgasm progress which initiates PC pawing herself up? Because right now it happens all the time, even with no devices worn and arousal below 20. Also, I think checks has to be added to block struggling anims being initiated while in combat and/or weapon unsheathed. (Had a hilarious moment when unsheathed sword, jumped at the not aware enemy only to start my PC fondling herself in front of shocked enemy ) Â
BreadDain Posted March 14, 2022 Posted March 14, 2022 (edited) 18 hours ago, ihatemykite said: Not few but not too much either, the usual gameplay load. I can see in code it goes through every item in inventory without checking if item is an actual weapon. I might suggest using GetForm condition here. https://www.creationkit.com/index.php?title=GetType_-_Form - The check is done by casting the Form to Weapon and if it fails, it means that it is not weapon. Of course its possible that your suggestion is faster then casting so I will give it a try. I've written my own approach to that function since it seems to be quite crucial to be optimized, didn't test it yet though.  Quote Weapon Function getSharpestWeapon(Actor akActor)    int loc_i = akActor.GetNumItems()       Weapon loc_bestWeapon = none    Weapon loc_Weapon = none    Form kForm = none    int bestdamage = 0       while loc_i       loc_i -= 1       kForm = akActor.GetNthForm(loc_i)       If kform && kForm.GetType() == 41          loc_weapon = akActor.GetNthForm(loc_i) as Weapon          if isSharp(loc_weapon)             if loc_weapon.getBaseDamage() > bestdamage                loc_bestWeapon = loc_weapon                bestdamage = loc_weapon.getBaseDamage()             endif          endif          loc_Weapon = none       endif    endwhile    return loc_bestWeapon EndFunction  Edit: doesn't help much, the delay is still there, might be even worse. Might think that scanning for sharp weapons every time before minigame is conceptually wrong, but I am lacking ideas how to offload it somewhere. On device equip is even worse, On item pick up is not good either.  Edited March 14, 2022 by BreadDain 1
ihatemykite Posted March 14, 2022 Author Posted March 14, 2022 6 hours ago, notwavman said: Â I think it went down to zero and then immediately rises up to 10-20%. So far I can't deduce to what number it will get stuck in what conditions... Â BTW, is it orgasm progress which initiates PC pawing herself up? Because right now it happens all the time, even with no devices worn and arousal below 20. Also, I think checks has to be added to block struggling anims being initiated while in combat and/or weapon unsheathed. (Had a hilarious moment when unsheathed sword, jumped at the not aware enemy only to start my PC fondling herself in front of shocked enemy ) Â I have no idea what can be making it. Can you also send me the save so I can take the look at the variables ? I think that it is possible that some orgasm rate is applied even when you have no devices, which should technically never happen. Also, there is already a check which should prevent the horny animation from playing when in combat, but the check with unsheeted weapon is not, so I will add it. 1 hour ago, BreadDain said: I've written my own approach to that function since it seems to be quite crucial to be optimized, didn't test it yet though. Â Edit: doesn't help much, the delay is still there, might be even worse. Might think that scanning for sharp weapons every time before minigame is conceptually wrong, but I am lacking ideas how to offload it somewhere. On device equip is even worse, On item pick up is not good either. Well, there is one way, and that is to allow the player to choose which weapon they want to use by using the gift menu. You can add filter to gift menu so it will only show what you want (like weapons). Of course, there is still the problem how to do this for NPCs. Also, I have looked in the save you send me and I srsly have no idea what happened. Basically, everything worked as intended, but somehow the removeDevice function didn't reach its end. But it got called successfully by looking at variable _removeDeviceCalled. If you have papyrus log, you can take a look if you can find where the thread ended. For now I added time check so if the removeDevice function doesn't end in 4 seconds, it just gets skipped.
BreadDain Posted March 14, 2022 Posted March 14, 2022 (edited) 8 hours ago, ihatemykite said: Also, I have looked in the save you send me and I srsly have no idea what happened. Basically, everything worked as intended, but somehow the removeDevice function didn't reach its end. But it got called successfully by looking at variable _removeDeviceCalled. If you have papyrus log, you can take a look if you can find where the thread ended. For now I added time check so if the removeDevice function doesn't end in 4 seconds, it just gets skipped. Problem is that I don't know how exactly it happens, I need to find entry point for this issue yet. I'll try it though, maybe attaching debugger is a better idea.  Spoiler Irrelevant shitposting here  Attempt 2 on cutting: seems like fast enough, but has an issue where it ignores "sharpened" weapons. I.e. there are 4 items, 2 normal, enchanted and sharpened, it counts 3. But function is way faster due to break.  Quote Weapon Function getSharpestWeapon(Actor akActor)    int loc_i = akActor.GetNumItems()    int totalweapons = GetNumWeapons(akActor)       Weapon loc_bestWeapon = none    int bestdamage = 0       while loc_i       loc_i -= 1       Weapon loc_weapon = akActor.GetNthForm(loc_i) as Weapon       if loc_weapon          totalweapons -= 1          if !loc_bestWeapon             if isSharp(loc_weapon)                loc_bestWeapon = loc_weapon             endif          elseif (loc_weapon.getBaseDamage() > bestdamage)             if isSharp(loc_weapon)                loc_bestWeapon = loc_weapon                bestdamage = loc_bestWeapon.GetBaseDamage()             endif          endif       endif       if !totalweapons          debug.Notification("Items left: " + loc_i)          return loc_bestWeapon       endif    endwhile    return loc_bestWeapon EndFunction int Function GetNumWeapons(Actor akActor)    int number = 0    int loc_i = UDlibs.SharpWeaponsKeywords.length    debug.Notification("Sharp items length: " + loc_i)    while loc_i       loc_i -= 1       if akActor.GetItemCount(UDlibs.SharpWeaponsKeywords[loc_i]) > 0 ;some items count as negative number so make a sanity check here          number += akActor.GetItemCount(UDlibs.SharpWeaponsKeywords[loc_i])       endif       debug.Notification("Get Item Count : " + akActor.GetItemCount(UDlibs.SharpWeaponsKeywords[loc_i]))    endwhile    debug.Notification("Total weapons: " + number)    return number EndFunction Attempt 3: more compact and optimized. But it doesn't work in some cases, with empty inventory game somehow fetches negative amounts of weapons (-4 in my case). I think it is some sort of major engine flaw. Edit: player prefab has exactly 4 weapons. Can't be coincidence.  Quote Keyword Property VendorItemWeapon Auto  Weapon Function getSharpestWeapon(Actor akActor)    int loc_i = akActor.GetNumItems()    int totalweapons = akActor.GetItemCount(VendorItemWeapon)    debug.Notification("Total weapons: " + totalweapons)       Weapon loc_bestWeapon = none    int bestdamage = 0       while loc_i       loc_i -= 1       Weapon loc_weapon = akActor.GetNthForm(loc_i) as Weapon       if loc_weapon          if !loc_bestWeapon             if isSharp(loc_weapon)                loc_bestWeapon = loc_weapon             endif          elseif (loc_weapon.getBaseDamage() > bestdamage)             if isSharp(loc_weapon)                loc_bestWeapon = loc_weapon                bestdamage = loc_bestWeapon.GetBaseDamage()             endif          endif       endif       totalweapons -= 1       if !totalweapons          debug.Notification("Items left: " + loc_i)          return loc_bestWeapon       endif    endwhile    return loc_bestWeapon EndFunction On active scripts holdup problem - I am sure that this part of the code is responsible for this, key opening minigame. Seems like it doesn't quit While loop because of condition. Might be an exception since code reaches that far. Spoiler I don't see any definition of _isRemoved beside removeDevice() function. Which is being overloadded in separate scripts files like this:  Spoiler And coincidentally exactly boots, gag and collar are missing those overloads. Maybe you forgot to add them? Although hood is present here, it was also in the list as far as I recall. nevermind it is commented out. I believe that lack of overloading is a problem. On cutting minigame - I gave up, really, spent almost whole day testing what's going on with game engine. It counts duplicate weapons as a single item except when it is enchanted. Managed to implement several fixes to use breakpoint in while loop so it stops when all weapons are counted from whole item list. Bugs when there is an enchanted weapon with its type-duplicate. Speed increase is really small, it still checks most of the inventory. so I guess this function before every cutting minigame start is conceptually poor. Feel horribly stupid, should've taken issue in the abstract. I am thinking if it is better to tie this function to player equipped weapons or NPC preferred/equipped weapon and their final damage. Spoiler Weapon Function getSharpestWeapon(Actor akActor)    int loc_i = akActor.GetNumItems()    int totit = loc_i    int totalweapons = akActor.GetItemCount(UDlibs.SharpWeaponsKeywords[1]) + akActor.GetItemCount(UDlibs.SharpWeaponsKeywords[3])   + akActor.GetItemCount(UDlibs.SharpWeaponsKeywords[4]) + akActor.GetItemCount(UDlibs.SharpWeaponsKeywords[2]) + akActor.GetItemCount(UDlibs.SharpWeaponsKeywords[0]) + 2 ; 2 is a crutch against player ref basic weapons    ; debug.Notification("Total items: " + loc_i)    debug.Notification("Total weapons: " + totalweapons)       Weapon loc_bestWeapon = none       if totalweapons > 0       while loc_i          Weapon loc_weapon = akActor.GetNthForm(totit - loc_i) as Weapon          if loc_weapon             if akActor.GetItemCount(loc_weapon) > 1 ;bullshit engine can't handle duplicate weapons and count them as a single item                debug.Notification("Duplicate item")                totalweapons -= akActor.GetItemCount(loc_weapon) - 1             endif             if (loc_weapon.getBaseDamage() > loc_bestWeapon.GetBaseDamage())                if isSharp(loc_weapon)                   loc_bestWeapon = loc_weapon                   totalweapons -= 1                endif             endif          endif                   loc_i -= 1                   loc_weapon = akActor.GetNthForm(loc_i) as Weapon          if loc_weapon             if akActor.GetItemCount(loc_weapon) > 1 ;bullshit engine can't handle duplicate weapons and count them as a single item                debug.Notification("Duplicate item")                totalweapons -= akActor.GetItemCount(loc_weapon) - 1             endif             if (loc_weapon.getBaseDamage() > loc_bestWeapon.GetBaseDamage())                if isSharp(loc_weapon)                   loc_bestWeapon = loc_weapon                   totalweapons -= 1                endif             endif          endif          if totalweapons <= 0 || loc_i <= 0             debug.Notification("Items left: " + totit - (loc_i*2))             debug.Notification("totalweapons left: " + totalweapons)             return loc_bestWeapon          endif       endwhile    endif    return none EndFunction  Edited March 15, 2022 by BreadDain
kurotatsu Posted March 15, 2022 Posted March 15, 2022 17 hours ago, ihatemykite said: I have no idea what can be making it. Can you also send me the save so I can take the look at the variables ? I think that it is possible that some orgasm rate is applied even when you have no devices, which should technically never happen. Also, there is already a check which should prevent the horny animation from playing when in combat, but the check with unsheeted weapon is not, so I will add it. Â I think I've noticed something strange - even after removing vibrating device and receiving message about it stopping vibrating, buzzing can be heard at all times. Could it be that some phantom buzzing persists if device removed while vibrating and maybe struggle or orgasm anim initiated near the moment of it's removal? Attaching my save, I hope I didn't messed it up, it's quite a long playthrough, started from scratch and plenty of devices worn and removed. Saves.7z
ihatemykite Posted March 16, 2022 Author Posted March 16, 2022 On 3/14/2022 at 5:14 PM, BreadDain said: Problem is that I don't know how exactly it happens, I need to find entry point for this issue yet. I'll try it though, maybe attaching debugger is a better idea.   Reveal hidden contents Irrelevant shitposting here  Attempt 2 on cutting: seems like fast enough, but has an issue where it ignores "sharpened" weapons. I.e. there are 4 items, 2 normal, enchanted and sharpened, it counts 3. But function is way faster due to break.  Attempt 3: more compact and optimized. But it doesn't work in some cases, with empty inventory game somehow fetches negative amounts of weapons (-4 in my case). I think it is some sort of major engine flaw. Edit: player prefab has exactly 4 weapons. Can't be coincidence.  On active scripts holdup problem - I am sure that this part of the code is responsible for this, key opening minigame. Seems like it doesn't quit While loop because of condition. Might be an exception since code reaches that far. - Yes, I know. This is what I was referaning in my previous post. Problem is that somehow the removeDevice function didn't end correctly. I added the timeout check so if the while loop is on for more then few seconds, the loop will get terminated.  I don't see any definition of _isRemoved beside removeDevice() function. Which is being overloadded in separate scripts files like this: And coincidentally exactly boots, gag and collar are missing those overloads. Maybe you forgot to add them? Although hood is present here, it was also in the list as far as I recall. nevermind it is commented out. I believe that lack of overloading is a problem. - It's possible but I still don't understand how not having overload will make the function break. Still, I will add because it is obvious that this is the source of the issue, so thanks for that! On cutting minigame - I gave up, really, spent almost whole day testing what's going on with game engine. It counts duplicate weapons as a single item except when it is enchanted. Managed to implement several fixes to use breakpoint in while loop so it stops when all weapons are counted from whole item list. Bugs when there is an enchanted weapon with its type-duplicate. Speed increase is really small, it still checks most of the inventory. so I guess this function before every cutting minigame start is conceptually poor. Feel horribly stupid, should've taken issue in the abstract. I am thinking if it is better to tie this function to player equipped weapons or NPC preferred/equipped weapon and their final damage. - I think there is really not much space for improvement. I will keep it for now because having slow startup is better than bugs.  On 3/15/2022 at 9:17 AM, notwavman said:  I think I've noticed something strange - even after removing vibrating device and receiving message about it stopping vibrating, buzzing can be heard at all times. Could it be that some phantom buzzing persists if device removed while vibrating and maybe struggle or orgasm anim initiated near the moment of it's removal? Attaching my save, I hope I didn't messed it up, it's quite a long playthrough, started from scratch and plenty of devices worn and removed. Saves.7z 3.17 MB · 0 downloads Interestingly, there is the same issue which @BreadDain had. Aka, there are active scripts for gags which got somehow stopped in unlock function. This doesn't break mod, but makes it slower with every instance of this non-working stack (because it's pretty much just an infinite loop which does nothing). 1
ihatemykite Posted March 16, 2022 Author Posted March 16, 2022 Nwm, I have found the source of issue. It have nothing to do with overrides, I have even looked in decompiled bytecode and there is nothing out of ordinary. The source of the problem is actually how the variable is stored. I issue bitcoding in UD_CustomDevice_RenderScript to save memory. Well, the problem is I have fucked up and actually the variable _isRemoved to the same bit as the variable minigame_on... This obviously means that both variables are technically the same. Spoiler So my idea is that when the removeDevice is called, it actually change the variable _isRemoved correctly, but there is small chance that before the variable can be read in unlockRestrain, it will get overwritten back to false by minigame_on. This means this can only happens if actor unlocks device by minigame. which is true by the saves you sent me. Fix will be ultra easy, I just change the bit and it should work. I will probably have to finish documentation for all bit maps so this doesn't happen again. 3
hungvipbcsok Posted March 16, 2022 Posted March 16, 2022 Anyone know what is the 2nd effect of Black Goo? I just found Device Manifest and Conentrated Device Manifest Â
Clockwinding Posted March 16, 2022 Posted March 16, 2022 (edited) On 3/16/2022 at 3:56 PM, hungvipbcsok said: Anyone know what is the 2nd effect of Black Goo? I just found Device Manifest and Conentrated Device Manifest  It's "damage stamina regen". black goo (wolves, special devices): device manifest, damage stam regen, concentrated manifest ancient seed (draugrs): aphrodisiac, concentrated manifest concentrated goo (special devices): concentrated manifest dragon nuts (dragons): aphrodisiac, fortify stamina  edit: i was wrong, fixed info Edited March 19, 2022 by Clockwinding
ihatemykite Posted March 16, 2022 Author Posted March 16, 2022 On 3/15/2022 at 9:17 AM, notwavman said:  I think I've noticed something strange - even after removing vibrating device and receiving message about it stopping vibrating, buzzing can be heard at all times. Could it be that some phantom buzzing persists if device removed while vibrating and maybe struggle or orgasm anim initiated near the moment of it's removal? Attaching my save, I hope I didn't messed it up, it's quite a long playthrough, started from scratch and plenty of devices worn and removed. Saves.7z 3.17 MB · 1 download I think I have found reason for the constant orgasm rate. There is bug in vibrator script which makes calculation wrong when plug strength is changed while it is paused. This is implemented in only one place and that is controllable plug which is set to edge and on random strength. Adding the check to prevent this so orgasm rate will not update while vibrator is paused. I also added new MCM option that allow to reset this values back to defaults. 2
donttouchmethere Posted March 16, 2022 Posted March 16, 2022 I know the mod is in it's early stages. Just for future compatibility endeavors (probably known already): SS++ auction scene gets stuck if PC gets sold while wearing unforgiving devices. SS++ tries to remove all DD devices during the auction, but can't remove unforgiving devices, which will get the scene stuck but also glitches out the unforgiving device MCM to use any debug options. 1
BreadDain Posted March 16, 2022 Posted March 16, 2022 Set idea (didn't test it, only theoretical, all aliases are taken from respective libs). It doesn't use any abadon devices beside plugs though: Spoiler zadxlibs Property libsx auto zadxlibs2 Property libsx2 auto Function equipSlaveSuit(Actor target) ;basic idea is a combination of heavy yoke and chain collar, with metal cuffs and boots    lockAbadonPiercings(target)    lockAbadonHelperPlugs(target)          if (!target.WornhasKeyword(libs.zad_DeviousBoots))          libs.LockDevice(target,libsx.bootsLocking)    endif    if !target.wornHasKeyword(libs.zad_deviousHeavyBondage)       libs.LockDevice(target,libs.yoke)    endif       if !target.wornHasKeyword(libs.zad_deviousCollar)       if Utility.randomInt(0,1) == 0          libs.LockDevice(target,libsx.zadx_HR_RustyIronCollarChain01x3Inventory)       elseif          libs.LockDevice(target,libsx.zadx_HR_RustyIronCollarChain01x4Inventory)       endif    endif       if (!target.WornhasKeyword(libs.zad_DeviousGag))       libs.LockDevice(target,libsx2.zadx_Gag_Inflat_Extreme_Inventory)    endif    if !target.wornHasKeyword(libs.zad_DeviousArmCuffs)       libs.LockDevice(target,libs.cuffsPaddedArms)    endif       if !target.wornHasKeyword(libs.zad_DeviousLegCuffs)       if Utility.randomInt(0,3) == 0 ;25% for chains          libs.LockDevice(target,libsx.zadx_ZaZ_IronChainShacklesInventory)       else          libs.LockDevice(target,libs.cuffsPaddedArms)       endif    endif       if (!target.WornhasKeyword(libs.zad_DeviousHood) && UD_useHoods) && if Utility.randomInt(0,2) == 0       libs.LockDevice(target,libsx.zadx_hood_leather_black_Inventory)    endif EndFunction Another 2 themes with possible custom items: 1) white straitjacket with gag, leather/ebonite posture collar, gas mask, mittens and cuffs, something related to medical treatment? Subject 35? Something with crazy regeneration values? 2) Pony related set, harness, boots, blindfold, mittens, yoke/armbinder, gag and cuffs, maybe red leather (since it is not present in form of sets yet). Very resistant to physical and very sentient. To make the 'horse' docile to plug's authority, lol. Had some quest ideas, mostly in form of notes. I know I put there too much of a story from mod creation perspective, but going to share them nonetheless: Spoiler Another note delivery, telling there is an artifact that promises its wearer to resist any sexual temptations (hints on orgasm resist circlet, or some other interesting item with different effect). Of course it is a trap, player is mocked of believing in every random delievery they are trying to investigate, is goo-poisoned with dart/arrow/bear trap/other that equips a tough regenerating armbinder and a blindfold, and then a mysterious stranger approaches you. (who is a Molag Bal follower?) He then claims his ultimate goal to defeat, break and dominate the strongest human adversary possible in Tamriel (who is dragonborn) and receive boons from his followed deity. He does fun things to player (rape, plugs with strong vibrator and belts her, maybe with a dirty text flavour?, and restrains her even harder when she already is. Implies use of escape mechanics). There is a repeated encounter with him randomly (same condition as Meridia's beacon quest maybe, on opening ornament container player getting darted?) after which player starts to wonder how he actually knows about goo magic, so game starts a hunt-down quest where she asks different alchemists about him unless she finds a clue of his personality (player couldn't see him blindfolded). Allow to fight him in battle, in case of his victory he repeats his treatment on player again and is increased in power on next encounter (because of a deity?), else he just disappears (presumable because of invisibiltiy potion) and if he is getting beaten 2+ times in a row he ends staying in one of cages/jails, punished by Molag for failing him. Possible "For Him" integration, not only jailed but also treated with bondage. Every subsequent encounter after revenge quest can either happen randomly in wilderness, or forced to happen at specific location if player find his tracks by asking random people? (too hard to make) In case player "wins" she is rewarded by said artifact by opposing deity (Mara?) Spoiler A friendly alchemist (Ingun Black Briar is an awesome candidate here, after one of her quests?) asks you to fetch several abadon alchemical items and help her with an experiment. You need to travel somewhere away from the city to special point (why is it special?) with her to proceed with an experiment, something goes wrong (tries to melt some goo?) it explodes and restrains both of you in a vulnerable fashion (she is belted and plugged with abadon and is desperate, knowing what it will result into, also under aphro effect, constanly playing horny animation or making lewd remarks toward you). You need to return to the city (why? strong restraint on both?) and ask for help, protecting Ingun from any harm (because she thinks that Maven will send hounds at you thinking you are one to blame?) but your path is getting blocked by a bunch of bandits. Fun content after. Probably can intimidate them (if player is not gagged ?) or make a deal with them to not harm Ingun (they recognize her?) by any means, gold, your body, your own freedom. - In case of success: you reach certain home destination and she applies/asks someone to do that? reagent on your restraints, so you can struggle off now. Implies that you should free yourself and help her against growing in power abadon plug. Possible lesbian action after due to how horny and pent up you both are. - In case of failure: bandits gag you, rob and use your body anyway, abadon gags Ingun meanwhile (simulate manifest?) and she is taken somewhere to the nearest hideout (but not harmed because of chastity?) and Maven gets mad at you on your arrival and task you with a rescue. She ungags but belts you (inescapable belt with a plug with manifestation effect?) in exchage of armbinder removal (with help of some Ingun's reagents which she told you earlier about?) - In case of rescue: simulate abadon growth in power for all time spend rescuing her, maybe make it be able to fight both of you at the same time by constantly applying several restraints on player if she tries to help Ingun. Then goes the last part of success route, help her.  3
BreadDain Posted March 18, 2022 Posted March 18, 2022 (edited) OSL DD patch hard conflicts with Unforgiving Devices zad libs patch, the latter should have precedence but it reverts SetActorExposure back to original zad libs Delta difference between DD original zadlibs and OSL DD is only this, would be line 754 for UD zadlibs patch.  Spoiler  Edited March 18, 2022 by BreadDain
ihatemykite Posted March 18, 2022 Author Posted March 18, 2022 2 hours ago, BreadDain said: OSL DD patch hard conflicts with Unforgiving Devices zad libs patch, the latter should have precedence but it reverts SetActorExposure back to original zad libs Delta difference between DD original zadlibs and OSL DD is only this, would be line 754 for UD zadlibs patch.   Hide contents  Ok, will add it. But I'm little concerned about the multipliers. But think this is still for the better as it offers more versatility from other mods which can affect the modifier.
BreadDain Posted March 18, 2022 Posted March 18, 2022 (edited) 8 minutes ago, ihatemykite said: Ok, will add it. But I'm little concerned about the multipliers. But think this is still for the better as it offers more versatility from other mods which can affect the modifier. Just for the sake of compatibility, even if it doesn't work as intended at least conflict is known. Although UD won't have problems since it completely overwrites zadlibs. I didn't test that mod yet since there are some issues with exposure mult it seems, but I definitiely will since I am not happy with how DD/Aroused handle StorageUtil values, it is a broken mess. You can change your exposure mult to low values, equip a belt and it will skyrocket into oblivion with no reason because of storage values. Edited March 18, 2022 by BreadDain
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now