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Posted (edited)

New version is up, time for a new round of modding and a new game then!

 

Also i'm curious Ihatemykite, are you playing on LE or SE, and what version of SLA/R/X/M are you using? Want to compare to my own setup to know if my files are borked (about the time rate issue), i'm on LE using slax.

Edited by Clockwinding
Posted

Found some documentation in Fill Her Up mod, might be worth for some lewd UD mechanics

sr_inflateExternalEventController.psc

Spoiler

654202330_.png.299f3f00da618f66d4f8d496ecc1a19c.png

 

Posted
On 3/19/2022 at 12:00 AM, Clockwinding said:

New version is up, time for a new round of modding and a new game then!

 

Also i'm curious Ihatemykite, are you playing on LE or SE, and what version of SLA/R/X/M are you using? Want to compare to my own setup to know if my files are borked (about the time rate issue), i'm on LE using slax.

I'm using LE for developing the mod, but SE for testing it. In both versions, I use SLAR. I have also tried recently the OSL Aroused which was suggested by @BreadDain, but the mod changes how arousal is calculated, and so It doesn't work as intended and I would need to rework how arousal is applied.

11 hours ago, BreadDain said:

Found some documentation in Fill Her Up mod, might be worth for some lewd UD mechanics

sr_inflateExternalEventController.psc

  Reveal hidden contents

654202330_.png.299f3f00da618f66d4f8d496ecc1a19c.png

 

For what mechanics?

Posted (edited)
3 hours ago, ihatemykite said:

For what mechanics?

Inflating plugs using FHU for more than just simple air inflation, for example? Like, if it is already at stage 5 then additional triggers will squirt inside, or just do it randomly. FHU uses integration with pregnancy mods so it lead to a chain of events. But I guees it is something that many people will consider very optional, I was just fixing that mod in my install and found that it handles events so soft-requirement integration can possibly be done without adding additional masters.

 

1 hour ago, Dawndrake said:

How does this compare to Devious Lore? Are the struggle animations included??

More thorough, a big variety of animations, a more interesting struggle mechanics. But mod itself is lacking quests which is not the case in Devious Lore, and also you can't simply pay for getting rid of devices.

Edited by BreadDain
Posted (edited)

Abadon Quest appears to be broken if mod is loaded midplay, aliases are not getting filled, persists at least for 2 versions. Courier arrives and gives you nothing (obviously), quest won't start. SEQ file regeneration does not help. Can only be repaired by manually filling aliases in-game Papyrus.0.log

Spoiler

448199529_.png.21216d5814d64bafc153e9178a309828.png
1154264244_.png.bba3132f61a2f21feb9e82a0b2d4ddf1.png


Following may be influenced by unfilled references:

Some devices Basic details window produce an additional empty page
UD bugs out arm/elbowbinder and yoke arm animations/idle when device is equipped, it takes a save reload to put arms where they belong
1920x1080: debug option selection clips with screen edge:

Spoiler

1848679899_.png.b6c8c26d9709cc67ae5e6b65518d7b11.png



QOL suggestions:
set Deflate plug as a first option in special category, so you can double tap keyboard to deflate without having to reselect it each time.
remove Unlock minigame stop condition when player hits critical and unlocks one of the locks, unless it was the last one. So all locks can be unlocked in the same game without needing to start it again for each lock.
change cooldown setting slider step from 25% to 5%

 

Edited by BreadDain
Posted
12 hours ago, ihatemykite said:

I'm using LE for developing the mod, but SE for testing it. In both versions, I use SLAR. I have also tried recently the OSL Aroused which was suggested by @BreadDain, but the mod changes how arousal is calculated, and so It doesn't work as intended and I would need to rework how arousal is applied.

 

Id be curious what breaks down with the Arousal changes from how your mod manipulates arousal.

Main deviation (should be) just that instead of a constant arousal gain (derived from lastorgasmdate), there is a constant arousal gain/reduction depending on actors "Arousal Baseline" derived from actor state (such as worn devices).

Individual arousal manipulation "events" (from things such as vibrations) should be unchanged.

Posted

New game started with the latest beta, noticed that when vibrating plug is removed, it continues to vibrate till the vibration timeout. In previous beta removal was forcing it off, at least it was giving the message about it.

 

I wonder if there's a way to instruct follower to get rid of all her devices on her own, without giving her step-by-step commands.

Posted
On 3/20/2022 at 6:53 PM, BreadDain said:

Abadon Quest appears to be broken if mod is loaded midplay, aliases are not getting filled, persists at least for 2 versions. Courier arrives and gives you nothing (obviously), quest won't start. SEQ file regeneration does not help. Can only be repaired by manually filling aliases in-game - Can't replicate. I tried starting new game without UD, and then enabling it. Still worked.
Some devices Basic details window produce an additional empty page - I know about this issue but I'm too lazy to fix it. The function which process message box is too much complex for me to remember how it work.
UD bugs out arm/elbowbinder and yoke arm animations/idle when device is equipped, it takes a save reload to put arms where they belong - Does this happen every time or only sometimes?
1920x1080: debug option selection clips with screen edge: - For now i just removed to option for editing condition, so it should fit.


QOL suggestions:
set Deflate plug as a first option in special category, so you can double tap keyboard to deflate without having to reselect it each time. - Will do
remove Unlock minigame stop condition when player hits critical and unlocks one of the locks, unless it was the last one. So all locks can be unlocked in the same game without needing to start it again for each lock. - This was implemented before, but I thought that it was too much overpowered.
change cooldown setting slider step from 25% to 5% - Ok

 

21 hours ago, ozooma10 said:

 

Id be curious what breaks down with the Arousal changes from how your mod manipulates arousal.

Main deviation (should be) just that instead of a constant arousal gain (derived from lastorgasmdate), there is a constant arousal gain/reduction depending on actors "Arousal Baseline" derived from actor state (such as worn devices).

Individual arousal manipulation "events" (from things such as vibrations) should be unchanged.

The thing is that the mod actually doesn't read arousal, but exposure (as DD did). I still have problems to actually understand how all this values affect each other. Technically, what I want to archive is to make arousal to change every 3 seconds by some amount. So if I change the Arousal Baseline you are talking about, it will have the said effect?

9 hours ago, notwavman said:

New game started with the latest beta, noticed that when vibrating plug is removed, it continues to vibrate till the vibration timeout. In previous beta removal was forcing it off, at least it was giving the message about it. - The message doesn't show when removing the plug (because it technically doesn't stop vibrating, it just gets removed while vibrating). Does removing the plug removed the vibrations (like, does the sound stop and orgasm rate gets removed?)? If not, then there is again some problem with calculations.

 

I wonder if there's a way to instruct follower to get rid of all her devices on her own, without giving her step-by-step commands. - I was thinking about this for as long as the NPC support was implemented, but adding it would be more challenging than it looks. I will first have to add some kind of system which will NPC use to determinate which way is best to escape the device. And when I do something like that, it will look as cheating because the NPCs will immediately know which way to use to escape the device the fastest way. There will also be problem when it comes to more complex devices like abadon plug.

 

Posted
59 minutes ago, ihatemykite said:

 

The thing is that the mod actually doesn't read arousal, but exposure (as DD did). I still have problems to actually understand how all this values affect each other. Technically, what I want to archive is to make arousal to change every 3 seconds by some amount. So if I change the Arousal Baseline you are talking about, it will have the said effect?

 

 

"Arousal" in OSL Aroused is functionally the same thing as "Exposure" in sla. (So updating exposure will update arousal, and getting exposure gets arousal. just call slaFrameworkScr.GetActorExposure and It all should just work as expected.

 

So when I use Exposure/Arousal they represent the same thing in context of OSL aroused.

 

SLA had a separate "exposure" since it handled "Time Arousal" separately for that constant rising and then combined for final arousal. OSL doesnt need to do that so it all can simply be represented by "Arousal"

 

 

As for increasing arousal every X seconds, you can just call slaFrameworkScr.UpdateActorExposure to add exposure (arousal) every cycle.

I guess separate question is what is the goal of this, as it would cause arousal to constantly be maxed out unless actor actively supresses it [as its just constantly rising] (or you have a upper threshold where you stop updating exposure..) So if thats intended behavior then should work.

 

 

"Baseline Arousal" is a feature specific to OSL Aroused and is used for setting a value arousal wants to move towards. This is a replacement for original sla's "Time Arousal" system. The values devices add to arousal are all configured by the user in OSL aroused MCM menu. So for example a "Corset" might add 30 to Baseline arousal value, so if your arousal is 0, it will move to 30 over time (ie a few minutes), but once it reaches 30 wont go above automatically (as thats the "target" arousal). Specific events that directly modify arousal (ie vibration event which adds 20 arousal will have arousal rise to 50, but then slowly move back down to 30 since thats the "target" over several minutes). If then another device like LegCuff is worn, that adds 10 to baseline, so total baseline is now 40, and arousal wants to move towards 40.

This is basically an alternate for handling arousal over time (ie "Time Arousal" in older sla) and doesnt directly impact how you would get/update Exposure (as thats functionally the same, you can get and modify/set by calling same endpoints as sla).

Posted (edited)
4 hours ago, ihatemykite said:

Abadon Quest appears to be broken if mod is loaded midplay, aliases are not getting filled, persists at least for 2 versions. Courier arrives and gives you nothing (obviously), quest won't start. SEQ file regeneration does not help. Can only be repaired by manually filling aliases in-game - Can't replicate. I tried starting new game without UD, and then enabling it. Still worked.

Did a very thorough testing and save file review - it appears some other mod is causing that. Exactly manipulating config menus. I have a strong feeling that it is related to Fill Her Up quest reset somehow, but have absolutely 0 proofs to it. What a mess... sorry for trouble, I guess the issue is elsewhere but not on UD.

UPD: I've set Ysolda and Letter aliases to Optional and... it has loaded fine without those aliases. Reverted Ysolda alias back and the issue reappeared. Then letter - same. I have no idea on what's going on. But I can tell for sure - that's a singular quest and two aliases are to blame somehow. Switched alias to Wuunferth and it started working properly. I migh guess that is something about flags on actors or them being reused as aliases in different quests.
List of likely culprits:

  

Spoiler

727249344_.png.c3f409c721a5cc19183bc76bcc67bda5.png

  

4 hours ago, ihatemykite said:

UD bugs out arm/elbowbinder and yoke arm animations/idle when device is equipped, it takes a save reload to put arms where they belong - Does this happen every time or only sometimes?

Happens every time when the device that is supposed to change idle set is being equipped. Tested it with filled aliases - still persists. I use DAR idle replacement if that matter, but issue didn't appear before recent UD version.

Edited by BreadDain
Posted
18 hours ago, BreadDain said:

Did a very thorough testing and save file review - it appears some other mod is causing that. Exactly manipulating config menus. I have a strong feeling that it is related to Fill Her Up quest reset somehow, but have absolutely 0 proofs to it. What a mess... sorry for trouble, I guess the issue is elsewhere but not on UD.

UPD: I've set Ysolda and Letter aliases to Optional and... it has loaded fine without those aliases. Reverted Ysolda alias back and the issue reappeared. Then letter - same. I have no idea on what's going on. But I can tell for sure - that's a singular quest and two aliases are to blame somehow. Switched alias to Wuunferth and it started working properly. I might guess that is something about flags on actors or them being reused as aliases in different quests. - Well, looks like the issue was that the optional flag was not used then. I still have problems understanding the quest flags and it just looks like bunch of mess to me. I will add the optional flag to everythink and it should hopefully solve the problem. Also, adding it should not cause any problems so there is no reason to not do it. 

 

Happens every time when the device that is supposed to change idle set is being equipped. Tested it with filled aliases - still persists. I use DAR idle replacement if that matter, but issue didn't appear before recent UD version. - This is certainly cause by DAR. Try disabling it and it should solve the problem. I have added new check in to new version which makes idle animation to only apply if idle forced by devices is changed. But if something else change the idle, it will cause to break down, because it doesn't check which idle is applied. Mod pretty much think that idle is already applied, and so it doesn't apply it again. I will probably have rework this.

Posted (edited)
21 hours ago, ozooma10 said:

 

"Arousal" in OSL Aroused is functionally the same thing as "Exposure" in sla. (So updating exposure will update arousal, and getting exposure gets arousal. just call slaFrameworkScr.GetActorExposure and It all should just work as expected.

 

So when I use Exposure/Arousal they represent the same thing in context of OSL aroused.

 

SLA had a separate "exposure" since it handled "Time Arousal" separately for that constant rising and then combined for final arousal. OSL doesnt need to do that so it all can simply be represented by "Arousal"

 

 

As for increasing arousal every X seconds, you can just call slaFrameworkScr.UpdateActorExposure to add exposure (arousal) every cycle.

I guess separate question is what is the goal of this, as it would cause arousal to constantly be maxed out unless actor actively supresses it [as its just constantly rising] (or you have a upper threshold where you stop updating exposure..) So if thats intended behavior then should work.

 

 

"Baseline Arousal" is a feature specific to OSL Aroused and is used for setting a value arousal wants to move towards. This is a replacement for original sla's "Time Arousal" system. The values devices add to arousal are all configured by the user in OSL aroused MCM menu. So for example a "Corset" might add 30 to Baseline arousal value, so if your arousal is 0, it will move to 30 over time (ie a few minutes), but once it reaches 30 wont go above automatically (as thats the "target" arousal). Specific events that directly modify arousal (ie vibration event which adds 20 arousal will have arousal rise to 50, but then slowly move back down to 30 since thats the "target" over several minutes). If then another device like LegCuff is worn, that adds 10 to baseline, so total baseline is now 40, and arousal wants to move towards 40.

This is basically an alternate for handling arousal over time (ie "Time Arousal" in older sla) and doesnt directly impact how you would get/update Exposure (as thats functionally the same, you can get and modify/set by calling same endpoints as sla).

I just tested it and it works as intended. I don't know why, but before it was causing the arousal to increase by very small value even when vibrations very set too strong. I think it's because I had wrong load order.

Also, I like the baseline concept, it adds some really simple complexity to the arousal system. I have 2 questions about it

  • Does every baseline have same time increase or can it be changed? Like that some baseline will increase very fast while other slower?
  • How do I implement it? I understand that it use armor keywords. So, could you please point me somewhere where I find some documentation or example?

Edit: Also, how do I disable the notification which show how much got arousal changed?

Edited by ihatemykite
Posted
7 minutes ago, ihatemykite said:

Well, looks like the issue was that the optional flag was not used then. I still have problems understanding the quest flags and it just looks like bunch of mess to me. I will add the optional flag to everythink and it should hopefully solve the problem. Also, adding it should not cause any problems so there is no reason to not do it.

It will still fail the quest to start if the issue appears since the game wouldn't understand who is the giver and won't add a letter to her. And in any case I am yet the single person with this issue, not worth to change it, might be just be my own client to blame. Can't figure out what mod is doing that, so probably will just fix it manually every time from now on.
 

10 minutes ago, ihatemykite said:

This is certainly cause by DAR. Try disabling it and it should solve the problem. I have added new check in to new version which makes idle animation to only apply if idle forced by devices is changed. But if something else change the idle, it will cause to break down, because it doesn't check which idle is applied. Mod pretty much think that idle is already applied, and so it doesn't apply it again. I will probably have rework this.

Disabled DAR midgame - animations are still bugged, so that's not because of DAR. Can also cross out ZaZ anim pack from being ablame - animation override is disabled, as it supposed to. The problem is, however, the issue cannot be reproduced on new save file ?, I might just get rid of my current file and start over again.
On another hand - loading 2.0b5 doesn't cause this issue, so I am at loss here.

Posted
8 minutes ago, BreadDain said:

It will still fail the quest to start if the issue appears since the game wouldn't understand who is the giver and won't add a letter to her. And in any case I am yet the single person with this issue, not worth to change it, might be just be my own client to blame. Can't figure out what mod is doing that, so probably will just fix it manually every time from now on. - Strange is that it doesn't work for letter. The letter is added with my mod, so other mod should'n have any way to also reference it. Also, I checked the wiki and optional just means that the mod will not fail if the reference can't be loaded, so this means that one of the alias can't be loaded. But it doesn't make sense to me that the letter can't be loaded... Try to enable Allow Dead, Allow destroyed and Allow Reuse in Quest for ysolda. You can also mode the alias down to see if it's really caused by ysolda. The aliases are loaded in order, so moving it down will at least make the other alias to load correctly.

snp5.png.c79684a9e344a97b9c7ea076029d7cd0.png

 

Disabled DAR midgame - animations are still bugged, so that's not because of DAR. Can also cross out ZaZ anim pack from being ablame - animation override is disabled, as it supposed to. The problem is, however, the issue cannot be reproduced on new save file ?, I might just get rid of my current file and start over again.
On another hand - loading 2.0b5 doesn't cause this issue, so I am at loss here. - Disabling any mod midgame is a recipe for disaster. Disabling it will not remove it from file. Some magick effect and active scripts can still be applied even after removing the mod because many scripts/forms are also saved in save. Installing mod should be OK midgame, but uninstalling certainly not. Of course this depends on kind of the mod. If its some mod which only adds some new armor, then i gues it will be Ok, but removing mod which is more complex is just bad idea.

 

Posted
7 minutes ago, ihatemykite said:

Strange is that it doesn't work for letter. The letter is added with my mod, so other mod should'n have any way to also reference it.

I actually have a mod that tries to learn new alchemical recipes from notes, but I doubt that it is being the cause. I believe it fails to load because UD actually adds item to Ysolda inventory, and since it cannot understand what is she exactly (not filling reference), it also cannot add letter and cannot fill its ref as well. It makes perfect sense when I make only letter optional and quest fails, she cannot be filled but letter is a must to be filled by game understanding, which it cannot do. In my understanding, it is either UD have to bypass this blocked? actor or other mod needs fixing. Better to make the former tamperproof I guess, so it doesn't rely on stability of other mods in case someone else hits bingo with same issue/mod setup.

 

5 minutes ago, ihatemykite said:

Disabling any mod midgame is a recipe for disaster. Disabling it will not remove it from file.

I know, but, it is a dll-only mod so 99% safe to do. I know what I am doing. (issues I have is not in my favor, I know, but... they might appear later on with anyone else. I have to deal with issues in believing in self sometimes already.)

Posted (edited)
1 hour ago, ihatemykite said:

I just tested it and it works as intended. I don't know why, but before it was causing the arousal to increase by very small value even when vibrations very set too strong. I think it's because I had wrong load order.

Also, I like the baseline concept, it adds some really simple complexity to the arousal system. I have 2 questions about it

  • Does every baseline have same time increase or can it be changed? Like that some baseline will increase very fast while other slower?
  • How do I implement it? I understand that it use armor keywords. So, could you please point me somewhere where I find some documentation or example?

 

As mentioned by BreadDain, there is a required patch to zadlibs.psc  UpdateExposure to use the slaframework inteface instead of directly setting storageutil. Since OSL doesnt use storageutil at all, would cause no arousal change (since updating unused storageutil). I would suspect you either didnt have that patch or were overwritting it since Vibrations was the main broken thing without.

 

 

 So the rate that arousal moves towards baseline is driven by variable "ArousalChangeRate". This represents a different thing then the orinal sla's "TimeRate"

"Percentage of Difference Arousal moves towards Baseline after 1 ingame hour. Ex. Rate 50, Arousal 100, Baseline 50, Arousal is 75 after 1 hour, 62.5 after 2, 56.25 after 3, etc..."

Since Arousals move towards its target isnt linear, but "smoothed" so the closer it is the slower it moves. 

 

 

Currently the increase to baseline Devices add is configured by user, and is based off keyword. Currently no way to directly impact baseline from a mod (ie its all handled internally). I want to add ability for mods to contribute to baseline, but need to really consider how to implement so that mods dont "Break" things (ie add to baseline but never remove so baseline values get 'stuck'). So a device having a keyword will add the configured baseline. Currently support DD devices (ie DD Keywords), and TOYS devices

 

Here are the keyword formids being used

Spoiler

namespace DeviousDeviceKeywordFormIds
{
    const static RE::FormID DeviousBelt = 0x3330;
    const static RE::FormID DeviousCollar = 0x3df7;
    const static RE::FormID DeviousLegCuffs = 0x3df8;
    const static RE::FormID DeviousArmCuffs = 0x3df9;
    const static RE::FormID DeviousBra = 0x3dfa;
    const static RE::FormID DeviousGag = 0x7eb8;
    const static RE::FormID DeviousPiercingsNipple = 0xca39;
    const static RE::FormID DeviousPiercingsVaginal = 0x23e70;
    const static RE::FormID DeviousBlindfold = 0x11b1a;
    const static RE::FormID DeviousHarness = 0x17c43;
    const static RE::FormID DeviousPlugVaginal = 0x1dd7c;
    const static RE::FormID DeviousPlugAnal = 0x1dd7d;
    const static RE::FormID DeviousCorset = 0x27f28;
    const static RE::FormID DeviousBoots = 0x27f29;
    const static RE::FormID DeviousGloves = 0x2afa1;
    const static RE::FormID DeviousHood = 0x2afa2;
    const static RE::FormID DeviousSuit = 0x2afa3;
    const static RE::FormID DeviousHeavyBondage = 0x5226c;
    const static RE::FormID DeviousBondageMittens = 0x5ff81;
}

 

And here is the "Default" baseline additions. (Note these are configurable by user)

 

Spoiler

struct DeviceArousalBaselineChange
{
    float Belt = 20;
    float Collar = 5;
    float LegCuffs = 5;
    float ArmCuffs = 5;
    float Bra = 10;
    float Gag = 10;
    float PiercingsNipple = 10;
    float PiercingsVaginal = 10;
    float Blindfold = 5;
    float Harness = 10;
    float PlugVaginal = 20;
    float PlugAnal = 20;
    float Corset = 10;
    float Boots = 5;
    float Gloves = 5;
    float Hood = 20;
    float Suit = 20;
    float HeavyBondage = 10;
    float BondageMittens = 10;
};

 

So a piece of worn armor having one of those DD keywords will increase baseline by corresponding  value (ie DeviousBelt == Belt)

Wearing multiple armor with the same keyword will only increase once. (Ie having 3 armors with "DDBlindfold" keyword will only increase by 5, not 15)

 

Definitely a desire to make things a bit robust so you can have per-device values [ie same keyword with different values] and allow mod authors to specify values, But adds lots of complexity so I think going to fold that into future work for wider mod support for Baseline manipulation.

Edited by ozooma10
Posted
1 hour ago, BreadDain said:

I actually have a mod that tries to learn new alchemical recipes from notes, but I doubt that it is being the cause. I believe it fails to load because UD actually adds item to Ysolda inventory, and since it cannot understand what is she exactly (not filling reference), it also cannot add letter and cannot fill its ref as well. It makes perfect sense when I make only letter optional and quest fails, she cannot be filled but letter is a must to be filled by game understanding, which it cannot do. In my understanding, it is either UD have to bypass this blocked? actor or other mod needs fixing. Better to make the former tamperproof I guess, so it doesn't rely on stability of other mods in case someone else hits bingo with same issue/mod setup. - It makes sense now. The letter is not added because it is forced in to GiverAlias, which is Ysolda. So if the alias is not filled, the letter init will fail. So the issue is with ysolda. The best way would be to add a new actor just to send the letter, but I have no idea how to make a new NPC.

 

1 hour ago, ozooma10 said:

 

As mentioned by BreadDain, there is a required patch to zadlibs.psc  UpdateExposure to use the slaframework inteface instead of directly setting storageutil. Since OSL doesnt use storageutil at all, would cause no arousal change (since updating unused storageutil). I would suspect you either didnt have that patch or were overwritting it since Vibrations was the main broken thing without.

 

 

 So the rate that arousal moves towards baseline is driven by variable "ArousalChangeRate". This represents a different thing then the orinal sla's "TimeRate"

"Percentage of Difference Arousal moves towards Baseline after 1 ingame hour. Ex. Rate 50, Arousal 100, Baseline 50, Arousal is 75 after 1 hour, 62.5 after 2, 56.25 after 3, etc..."

Since Arousals move towards its target isnt linear, but "smoothed" so the closer it is the slower it moves. 

 

 

Currently the increase to baseline Devices add is configured by user, and is based off keyword. Currently no way to directly impact baseline from a mod (ie its all handled internally). I want to add ability for mods to contribute to baseline, but need to really consider how to implement so that mods dont "Break" things (ie add to baseline but never remove so baseline values get 'stuck'). So a device having a keyword will add the configured baseline. Currently support DD devices (ie DD Keywords), and TOYS devices

 

Here are the keyword formids being used

  Reveal hidden contents

namespace DeviousDeviceKeywordFormIds
{
    const static RE::FormID DeviousBelt = 0x3330;
    const static RE::FormID DeviousCollar = 0x3df7;
    const static RE::FormID DeviousLegCuffs = 0x3df8;
    const static RE::FormID DeviousArmCuffs = 0x3df9;
    const static RE::FormID DeviousBra = 0x3dfa;
    const static RE::FormID DeviousGag = 0x7eb8;
    const static RE::FormID DeviousPiercingsNipple = 0xca39;
    const static RE::FormID DeviousPiercingsVaginal = 0x23e70;
    const static RE::FormID DeviousBlindfold = 0x11b1a;
    const static RE::FormID DeviousHarness = 0x17c43;
    const static RE::FormID DeviousPlugVaginal = 0x1dd7c;
    const static RE::FormID DeviousPlugAnal = 0x1dd7d;
    const static RE::FormID DeviousCorset = 0x27f28;
    const static RE::FormID DeviousBoots = 0x27f29;
    const static RE::FormID DeviousGloves = 0x2afa1;
    const static RE::FormID DeviousHood = 0x2afa2;
    const static RE::FormID DeviousSuit = 0x2afa3;
    const static RE::FormID DeviousHeavyBondage = 0x5226c;
    const static RE::FormID DeviousBondageMittens = 0x5ff81;
}

 

And here is the "Default" baseline additions. (Note these are configurable by user)

 

  Reveal hidden contents

struct DeviceArousalBaselineChange
{
    float Belt = 20;
    float Collar = 5;
    float LegCuffs = 5;
    float ArmCuffs = 5;
    float Bra = 10;
    float Gag = 10;
    float PiercingsNipple = 10;
    float PiercingsVaginal = 10;
    float Blindfold = 5;
    float Harness = 10;
    float PlugVaginal = 20;
    float PlugAnal = 20;
    float Corset = 10;
    float Boots = 5;
    float Gloves = 5;
    float Hood = 20;
    float Suit = 20;
    float HeavyBondage = 10;
    float BondageMittens = 10;
};

 

So a piece of worn armor having one of those DD keywords will increase baseline by corresponding  value (ie DeviousBelt == Belt)

Wearing multiple armor with the same keyword will only increase once. (Ie having 3 armors with "DDBlindfold" keyword will only increase by 5, not 15)

 

Definitely a desire to make things a bit robust so you can have per-device values [ie same keyword with different values] and allow mod authors to specify values, But adds lots of complexity so I think going to fold that into future work for wider mod support for Baseline manipulation.

I already implemented the changes when testing it. But it is possible I forgot to switch the version. Anyway. Now it's working without issue when using 2.0b6. @BreadDain can you also please test it?

 

I see. Well, I think there is no work around with the system you described. You will just to have to hope that moders will use it correctly. Even arousal timerate needed to be changed back and fort by moders.

Also, does negative baseline work too? It would be interesting to have the possibility to reduce it, as it would open doors to many possibilities.

Posted
35 minutes ago, ihatemykite said:

 

I see. Well, I think there is no work around with the system you described. You will just to have to hope that moders will use it correctly. Even arousal timerate needed to be changed back and fort by moders.

Also, does negative baseline work too? It would be interesting to have the possibility to reduce it, as it would open doors to many possibilities.

 

Yeah I think the biggest thing is to ensure Players have visibility into what mods are causing what modifications, with the ability for them to fix issues that those mods introduce, And maybe the option to disable/modify a mods modifications in cases where it conflicts with other mods they have installed.

 

Yup Baseline "Suppression" (ie reduce baseline) is supported. Currently dont have anything that uses it, but planning on having "Standing in Rain/storm" and "Nearby Dead Bodies" both have a Baseline Supression effect in next update.

Yeah i think the idea of having an method for mods to add "Arousal Cooling" effects gives options. (beyond just directly reducing arousal).

 

For Future work, I think it would be interesting to have it kind of play into a "Traits"/skills system, where for example if actor has "Anti-BDSM" traits, devices reduce arousal (ie lower baseline). Or if they have "BDSM Lover"/Masochist type trait it increases baseline. Or as player is exposed to devices, goes from reducing to increasing arousal as they get "Comfortable".

 

Posted

I think I caught a way to completely freeze UD framework - it happens when orgasm manifest triggers, but there's no free slots available to add item. Repeated it several times with the same result. When it happens, no more menus open for the devices, and also no way to open Debug menu of UD in MCM.

Posted (edited)
15 hours ago, ihatemykite said:

I already implemented the changes when testing it. But it is possible I forgot to switch the version. Anyway. Now it's working without issue when using 2.0b6. @BreadDain can you also please test it?

Not sure what needs to be tested. Both SLAX or OSL make UD work as intended, vibrations are arousing her and increase exposure in both but I gave OSL a rough smoke and gonna stay with a SLAX for a while due to conceptual differences.
Can probably predict that DD framework belt and plugged exposure modifier settings do nothing due to OSL not having exposure mult functionality yet.

Update: Unfilled reference bug was entirely solved by starting a new save. Maybe I did mod config setup a little bit different than 2 times before, lacking consistency here.
Animation bug: Ruled out DAR, True Directional movement, smoothcam, Zaz anim pack, PC headtracking and Violens mods, they are not ablame. But found out another curious rule, and it might be vital steps to reproduce it:
Start new game with UD on, allow DD/DCL initialise - pass, bug not present
Start new game with UD off, allow DD/DCL initialise, install UD after full mod initialisation (all other mods stay at stock parameters) - fail, animations are glitched.
I suspect that's because zadlibs are already initialised at this point and can't be overwritten by UD properly, so for the animation change to apply it'd take a completely brand new save file.
Update 2: yes, it is on cached zadquest, stopquest+resetquest zadquest fixed this issue.

Edited by BreadDain
Posted (edited)
17 hours ago, notwavman said:

I think I caught a way to completely freeze UD framework - it happens when orgasm manifest triggers, but there's no free slots available to add item. Repeated it several times with the same result. When it happens, no more menus open for the devices, and also no way to open Debug menu of UD in MCM.

How did you manage to get 20 devices? I tried variaty of combinations but didn't manage to get more then 18. Anyway, for now I will just increase the device slots from 20 to 25. My mod is build one 1 principle and that is that if NPC is registered, they need to have the device also registered in slot. NPC being registered but device not (like because all slots are used) will break the mod.

17 hours ago, BreadDain said:

Not sure what needs to be tested. Both SLAX or OSL make UD work as intended, vibrations are arousing her and increase exposure in both but I gave OSL a rough smoke and gonna stay with a SLAX for a while due to conceptual differences.
Can probably predict that DD framework belt and plugged exposure modifier settings do nothing due to OSL not having exposure mult functionality yet.

Update: Unfilled reference bug was entirely solved by starting a new save. Maybe I did mod config setup a little bit different than 2 times before, lacking consistency here.
Animation bug: Ruled out DAR, True Directional movement, smoothcam, Zaz anim pack, PC headtracking and Violens mods, they are not ablame. But found out another curious rule, and it might be vital steps to reproduce it:
Start new game with UD on, allow DD/DCL initialise - pass, bug not present
Start new game with UD off, allow DD/DCL initialise, install UD after full mod initialisation (all other mods stay at stock parameters) - fail, animations are glitched.
I suspect that's because zadlibs are already initialised at this point and can't be overwritten by UD properly, so for the animation change to apply it'd take a completely brand new save file.
Update 2: yes, it is on cached zadquest, stopquest+resetquest zadquest fixed this issue.

This makes sense, as the UD changes zad script. But the script can't be changed once it is loaded. This probably means that UD can't be loaded mid-game. Only freash game with the mod will ba possible. You can try this by checking the save file. Check if you have following scripts. If you have zadlibs and zadboundcombatscript, it means it doesn't work.

snp6.png.2098a384da60251b9c5c39de44c3140d.png

Update: Didn't see the last edit. In that case it means the scipt got reset on quest reset. I will add it on main page so everyone knows. Can you tell me which cammands did you use so i don't have to look it up?

Edited by ihatemykite
Posted
16 minutes ago, ihatemykite said:

How did you manage to get 20 devices? I tried variaty of combinations but didn't manage to get more then 18. Anyway, for now I will just increase the device slots from 20 to 25. My mod is build one 1 principle and that is that if NPC is registered, they need to have the device also registered in slot. NPC being registered but device not (like because all slots are used) will break the mod.

 

 

I was playing with Leon/Leah quest, she made my PC wear collar, belt/bra, piercings and cuffs plus plugs, one of which was having 16% of orgasm manifest plus a lot of vibrations. Essentially was having orgasms chained one after another with very small pauses between. When all items were spawned ( suit, arms restraints, etc) and looked like no more can be worn, the next orgasm manifest was messaging about having item spawned (usually heavy bondage one), but it failed to be attached, unworn display item in inventory, inventory item displayed as worn. Clicking any restraint at this point fails to invoke item menu, going to MCM menu into Debug of UD fails to open it.

Posted
30 minutes ago, ihatemykite said:

Update: Didn't see the last edit. In that case it means the scipt got reset on quest reset. I will add it on main page so everyone knows. Can you tell me which cammands did you use so i don't have to look it up?

stopquest zadquest
resetquest zadquest
I believe similar papyrus functions can be called to do the same job, something like libs.stop() and libs.reset() since libs is zadquest itself.

Peculiar sight though, before(left) and after(right). But workaround definitely works with minor quirks.
 

Spoiler

347268193_.png.083b709e323fa2ba8600506379a5ad38.png

 

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