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Posted (edited)
4 hours ago, FrighteningSpoon said:

Lockpicking devices seems to be glitched on latest patch, gives a message stating that the device in question has been unlocked on a broken lockpick attempt and without even unlocking all of them.

 

I've had something similar, but it appears to be more "delayed" than broken.

 

For example:

-I'll succeed at unlocking a lock but nothing happens, the window just closes, even if it was the last lock.

-If I then have trigger the lockpicking minigame again (either by waiting and starting the attempts again, or same "struggle") it will "catch up" after a few seconds and register what occurred. 

  - If it was the last lock, I can then close the minigame interface and the device will unlock.

 

Using the SE version (edit: DD 5.2 Beta, no patches/addons) and Security Overhaul SKSE - Lock Variations (https://www.nexusmods.com/skyrimspecialedition/mods/58224) if that changes anything.

 

As an aside, really like the crit shader effect!

 

Edited by blacksw
Posted
On 4/7/2022 at 1:39 PM, PolskiHusarz20 said:

Hello, I would like to submit some suggestions for a custom behavior for some restraints:
- catsuit, socks, gloves, hoods etc - growing another layer, each layer should get progressively weaker but would have to removed separately, also additional layers may provide some buffs and debuffs to the wearer, more layers should increase wearers resistance but reduce his/hers stamina, different layers might have different colors to represent how close you are to the main one, this propably will work correctly without using dozens of slots only by instantly placing new device in place of the previous one 
- restrictive gloves - absorbing some of the magic spent in combat to heal other devices or charge them, there should be another bar which would show much magic gloves absorbed, when thereshold is reached other devices should start to react... wildly,
- also devices plugged to certain holes should provide SL experience but that propably will be time consuming to implement similarly to my other idea - devices increasing/decreasing enjoyment when worn
- devices might encourage player to struggle... in public - during that moment devices should become much weaker BUT that will inevitably attract attention, NPC's in most cases propably will just enjoy the show without doing anything else but sometimes they might provide help (some of them might expect something in return) and others might just add some more devices or tighten already worn ones (that's why they are willing to do something like that)

Also at some point leather cuffs started tying themselves together instantly after untying them. Maybe it was because I just override version with mod manager but idk.

And at last - sorry if ideas listed above were posted by someone else elsewhere, I did not stole them and didn't wanted to spam etc etc.... 

 

 Some great ideas here. I am impressed with all of the ideas that different people come up with, and I'm so thankful for all of the hard work that the mod creator has been putting into this mod to incorporate all of these cool ideas. Devious Devices has been THE reason that I still play Skyrim, but it is also so damned frustrating at the same time. This mod has such potential to really make DD shine with all kinds of variability. Just brilliant.

 

On another note, I've been following this mod since it started and have installed it a few times but it has always either caused problems with my game or broken it some way. I'm so excited reading about all the polishing and changes that have been worked on and really want to get this into my current game. I am going to try to wait until this version of beta is finished and a stable, tested version is put out. Any idea when that will be, roughly? If it is going to be another 2+ months I might just bite the bullet and drop in the beta and see how it goes. 

Posted
On 4/8/2022 at 8:35 AM, munangua8 said:

You are a hardworking modder.What are you going to do with AbadonQuest?I am in expetation of the story.

Once I'm done with the beta I will give it a try.

On 4/8/2022 at 12:07 PM, xtremeGoose said:

Do you know about Mutagen and Synthesis? There's a lot of mods that use zEdit to make automated patches since it has more gear for making and using patches. It's quite a bit more friendly than going into xEdit and applying a Delphi script, however recently I found out there's a new better solution.

 

Around the time SE came out, people started working on a new C# based library called Mutagen for analyzing and manipulating TES records with all the modern tooling and features you wish you'd had with zEdit / xEdit. The records are all mirrored in C# interfaces and classes, so you get type safety on the actual record manipulation, debugging, autocomplete, etc. It's also at least an order of magnitude faster than the old Delphi scripts. Some patches could take minutes to go through with a heavy load order, while the .NET/Mutagen version of the same script tears through it in seconds.

 

That still leaves the actual patching and deployment unsolved, which is where Synthesis comes in: it's their frontend patcher for Mutagen that handles finding, pulling, updating, applying, and organizing patches. It does a neat trick where it scrapes the GitHub dependency graph for all the projects that depend on Mutagen.Bethesda.Synthesis then automatically adds them to a searchable index of Mutagen patches available. An end user just needs to launch Synthesis, search for your project and then add the patch to run. Synthesis takes care of grabbing the patch from GitHub and setting up the patch to use, while the patch author just needs to host on GitHub and cut releases.

 

68747470733a2f2f692e696d6775722e636f6d2f

 

TL;DR: Consider moving to Mutagen / Synthesis, instead of xEdit scripts or zEdit, for your patches. It's nice.

 

https://github.com/Mutagen-Modding/Mutagen

https://github.com/Mutagen-Modding/Synthesis

The patches are not really that much of a headache. It would take more work for me to migrate. But I'm interested in how C# is used in modifying the records. Could you elaborate?

On 4/8/2022 at 11:33 PM, BreadDain said:

Did some research on precise weapon damage calculation, the function responsible for weapon sharpening is GetItemHealthPercent(). The problem is, however, that it is ran on Object reference, and getting one is pain, not sure if it is even possible. Result would be something like this:
 

  Reveal hidden contents

Weapon Function getSharpestWeapon(Actor akActor)
    int loc_i = akActor.GetNumItems()
    
    Weapon loc_bestWeapon = none
    float bestdmg = 0
    float currentdmg = 0
    Weapon loc_weapon = none
    while loc_i
        loc_i -= 1
        loc_weapon = akActor.GetNthForm(loc_i) as Weapon
        if loc_weapon
            if isSharp(loc_weapon)
                currentdmg = loc_weapon.getBaseDamage() as float * (weapon object reference here).GetItemHealthPercent()
                if bestdmg == 0
                    loc_bestWeapon = loc_weapon
                    bestdmg = currentdmg
                elseif currentdmg > bestdmg
                    loc_bestWeapon = loc_weapon
                    bestdmg = currentdmg
                endif
            endif
            loc_weapon = none
        endif
    endwhile
    return loc_bestWeapon
EndFunction

 

That can actually be done easily by using PlaceAtMe function. But it is very slow, so it would slow tha minigame startup even more.

On 4/9/2022 at 3:39 AM, keith5544 said:

while getting chained into a set of full body chain harnesses , is there no struggle/lockpick escape function for rusty iron pear of anguish. is this normal?

Noted

19 hours ago, FrighteningSpoon said:

Lockpicking devices seems to be glitched on latest patch, gives a message stating that the device in question has been unlocked on a broken lockpick attempt and without even unlocking all of them.

Can you try to replicate the bug and explain how to replicate it?

Posted
4 hours ago, cerebus300 said:

 

 Some great ideas here. I am impressed with all of the ideas that different people come up with, and I'm so thankful for all of the hard work that the mod creator has been putting into this mod to incorporate all of these cool ideas. Devious Devices has been THE reason that I still play Skyrim, but it is also so damned frustrating at the same time. This mod has such potential to really make DD shine with all kinds of variability. Just brilliant.

 

On another note, I've been following this mod since it started and have installed it a few times but it has always either caused problems with my game or broken it some way. I'm so excited reading about all the polishing and changes that have been worked on and really want to get this into my current game. I am going to try to wait until this version of beta is finished and a stable, tested version is put out. Any idea when that will be, roughly? If it is going to be another 2+ months I might just bite the bullet and drop in the beta and see how it goes. 

My goal is to leave beta once all major issues will be fixed. I'm currently not planning on adding new things (maybe only some small which will not break, like some simple modifiers). Also, It's not even the week I started GitHub repository and I can see great potential in increasing mod development with it. It also allows other people to directly submit issues here or even help with development by fixing the issues. But with current speed, I'm not certain how long it will take. I was already planning on publishing non beta version like mouth ago but that I found one major bug. So, in general it will be in beta for as long as there are some issue.

Posted

2 things i noticed while playtesting. Sometimes the armbinder pose does not load after starting a new game with Alternate Start LaL. This is probably just a hickup in loading everything up because in most cases it works fine but it does happen from time to time.

 

Hair still clips thru open face latex masks (i had 2 so far, the one with the big opening and the one with the 3 smaller). Those are the only times this happend where the hider doesnt seem to work. Not sure were the problem with this is but a fix to this would be nice because it looks awful with the hair clipping.

Posted (edited)
9 hours ago, ihatemykite said:

The patches are not really that much of a headache. It would take more work for me to migrate. But I'm interested in how C# is used in modifying the records. Could you elaborate?

 

The basic idea is that the interface follows the record structure, but the actual parsing only occurs when you operate on a particular structure. So you could instantiate a getter that understands how to iterate over all the armors via:

List<IArmorGetter> allArmors = state.LoadOrder.PriorityOrder.Armor().WinningOverrides().ToList();

 

Then the getter parses whatever you're interested pretty much as a stream reader:

foreach (IAmrorGetter armor in allArmors) {
  switch (armor.BodyTemplate!.ArmorType) {
    case ArmorType.LightArmor:
      {
        ...
      }
    case ArmorType.HeavyArmor:
      {
        ...
      }
    default:continue
  }
}

 

The returns are read only, so if you want to modify an entry you need to do something along the lines of:

Armor writeableCopy = state.PatchMod.Armors.GetOrAddAsOverride(armor);
writeableCopy.BasicStats.Weight = (ushort) 12;

 

You'd need to add some error checking in there to catch nulls, records that don't have the structures you're interested in, etc. as well, so you could do it with lambdas like:

List<IArmorGetter> allArmors = state.LoadOrder.PriorityOrder.Armor().WinningOverrides()
  .Where(armor => armor.Template.IsNull && armor.BasicStats != null && armor.Data != null
  	&& armor.BodyTemplate.ArmorType != ArmorType.Clothing)
  .ToList();
foreach (var armorCopy in allArmors.Select(armor => state.PatchMod.Weapons.GetOrAddAsOverride(armor))) {
  armorCopy.BasicStats.Value = (ushort) 12;
}

 

There's a lot different ways you could write that, just whatever your preference is. Not too hard to pick up if you're using VSCode or VS since the record structure is via interfaces, hence autocompletes with IntelliSense. If you're familiar with C#, or any C-like language really, it's quite nice.

 

I use Synthesis / Mutagen for some personal Skyrim projects and sometimes just ripping through repetitive edits that can't be done with the AT series of xEdit scripts.

Edited by xtremeGoose
Posted
On 4/10/2022 at 3:02 PM, ihatemykite said:

Can you try to replicate the bug and explain how to replicate it?

I can consistently replicate it on any device lockpicking attempt. The specific triggers for such remain a mystery to me however. Breaking a lockpicking (after a successful attempt within the same minigame) seems to do it shortly after the break.

Posted

Does anyone else experience trouble with cuffs, collars, bras and piercings? It seems that the mod detects them, and their functionality is working, but those devices do not have struggle function of this mod and when you try to remove said devices trough debug section, they bugged out. PC is not wearing them anymore, but debug section still detects them, and if the cuffs were locked when you tried to remove them, PC still has the animation like cuffs are locked when they are actually removed.  And when you press "remove all devices" in debug section, it just stops removing devices when it reaches any of the already mentioned devices

 

Playing SE version 

Posted (edited)
On 4/11/2022 at 5:51 AM, xtremeGoose said:

 

The basic idea is that the interface follows the record structure, but the actual parsing only occurs when you operate on a particular structure. So you could instantiate a getter that understands how to iterate over all the armors via:

List<IArmorGetter> allArmors = state.LoadOrder.PriorityOrder.Armor().WinningOverrides().ToList();

 

Then the getter parses whatever you're interested pretty much as a stream reader:

foreach (IAmrorGetter armor in allArmors) {
  switch (armor.BodyTemplate!.ArmorType) {
    case ArmorType.LightArmor:
      {
        ...
      }
    case ArmorType.HeavyArmor:
      {
        ...
      }
    default:continue
  }
}

 

The returns are read only, so if you want to modify an entry you need to do something along the lines of:

Armor writeableCopy = state.PatchMod.Armors.GetOrAddAsOverride(armor);
writeableCopy.BasicStats.Weight = (ushort) 12;

 

You'd need to add some error checking in there to catch nulls, records that don't have the structures you're interested in, etc. as well, so you could do it with lambdas like:

List<IArmorGetter> allArmors = state.LoadOrder.PriorityOrder.Armor().WinningOverrides()
  .Where(armor => armor.Template.IsNull && armor.BasicStats != null && armor.Data != null
  	&& armor.BodyTemplate.ArmorType != ArmorType.Clothing)
  .ToList();
foreach (var armorCopy in allArmors.Select(armor => state.PatchMod.Weapons.GetOrAddAsOverride(armor))) {
  armorCopy.BasicStats.Value = (ushort) 12;
}

 

There's a lot different ways you could write that, just whatever your preference is. Not too hard to pick up if you're using VSCode or VS since the record structure is via interfaces, hence autocompletes with IntelliSense. If you're familiar with C#, or any C-like language really, it's quite nice.

 

I use Synthesis / Mutagen for some personal Skyrim projects and sometimes just ripping through repetitive edits that can't be done with the AT series of xEdit scripts.

It certainly looks better than pascal script. I may give it a try in the future. I don't have experience with C#, but I'm working with C/C++ daily, so learning it should be a breeze.

On 4/12/2022 at 12:10 AM, FrighteningSpoon said:

I can consistently replicate it on any device lockpicking attempt. The specific triggers for such remain a mystery to me however. Breaking a lockpicking (after a successful attempt within the same minigame) seems to do it shortly after the break.

All issues with lockpick minigame should be fixed in next release. If you wan't to try it before hand you can download last indev version from github.

9 hours ago, Futureposer said:

Does anyone else experience trouble with cuffs, collars, bras and piercings? It seems that the mod detects them, and their functionality is working, but those devices do not have struggle function of this mod and when you try to remove said devices trough debug section, they bugged out. PC is not wearing them anymore, but debug section still detects them, and if the cuffs were locked when you tried to remove them, PC still has the animation like cuffs are locked when they are actually removed.  And when you press "remove all devices" in debug section, it just stops removing devices when it reaches any of the already mentioned devices

 

Playing SE version 

You have most likely installed patch after the main mod. All patches always needs to be placed in load order after main mod. Check the last page in FOMOD installer.

snp8.png.cc21c80f5669028a4c9e143b6ddaaa83.png

snp7.png

Edited by ihatemykite
Posted (edited)
3 hours ago, ihatemykite said:

You have most likely installed patch after the main mod. All patches always needs to be placed in load order after main mod. Check the last page in FOMOD installer.

snp8.png.cc21c80f5669028a4c9e143b6ddaaa83.png

snp7.png

The mod is loaded before all of the patches and patches are loaded after mods that they are patching but still getting the same problem with already mentioned devices

Spoiler

image.png.d9e80cd3f943a844e0c9738464431d70.png


EDIT: Nevermind, found the problem. Apparently devious lore with it's new update completely breaks(Most of them work as intented, others are working but comepletely invisible to every other mod like yours, DCL, etc...) devices if used together with your mod. 

Edited by Futureposer
Posted
4 hours ago, Futureposer said:

The mod is loaded before all of the patches and patches are loaded after mods that they are patching but still getting the same problem with already mentioned devices

  Reveal hidden contents

image.png.d9e80cd3f943a844e0c9738464431d70.png


EDIT: Nevermind, found the problem. Apparently devious lore with it's new update completely breaks(Most of them work as intented, others are working but comepletely invisible to every other mod like yours, DCL, etc...) devices if used together with your mod. 

Did you try moving DeviousLore before/after the UD? I didn't check it yet, but if it's overwriting the devices, it can be bypassed with load order.

Posted

This mod is great....really like the forced orgasms.

 

The only thing I'm finding that the DB ends up tied up like a thanksgiving turkey:)

 

Is there any way to slow down the item spawn from intelligent items?

 

Also, it would be nice if there was a toggle for suits like the hoods in the mcm.(not really a fan of suits).

 

Or maybe a toggle for chastity devices? I think bandits would want easy access to their captive and belts and plugs 

tend to get in the way limiting animations. Of course they would put them back in after they were done:)

 

Just a few thoughts. Really looking forward to where this mod goes in the future.

 

Thank you for all your hard work!

 

 

Posted (edited)

Can't tell whether its bug or not - struggling from Abadon plug (irrelevant if Abadon curse quest is active or not) became a slowly responding functionality, the more you struggle from it the more response delay for a key press is. Had a moment where it took more than 5 seconds for minigame to react to critical hit and minigame stop call. I am not sure what is causing it or whether it is my client's at fault (keybind conflict for example). From what I can see from the code though, the plug constanly asks configuration script for a difficulty variable, each key press, might be a bottleneck here.

Certain cutting minigames sometimes also have that issue, although I didn't figure out the pattern yet. Basically all minigames where you need to spam a key are not very stable. During cutting minigame there is an increased lag and also stamin and health doesn't not reduce, you can play the game infinitely without spending resources.

Edited by BreadDain
Posted

Does anyone else have a problem with this mod causing visual slowdown/lockup? Since I've installed it my game keeps visually stuttering or slows down to such a degree that the game essentially locks up. I've also been getting  CTD problems over and over since installing it. I uninstalled and went back to an old save (pre-install) and things went back to normal. Is this mod just a memory hog or is there some way to minimize this problem? I absolutely love what the mod does and want it in my game, but I just can't get it to work so that I can play the game and have this mod included. I'm using SE.

Posted
6 minutes ago, cerebus300 said:

Does anyone else have a problem with this mod causing visual slowdown/lockup? Since I've installed it my game keeps visually stuttering or slows down to such a degree that the game essentially locks up. I've also been getting  CTD problems over and over since installing it. I uninstalled and went back to an old save (pre-install) and things went back to normal. Is this mod just a memory hog or is there some way to minimize this problem? I absolutely love what the mod does and want it in my game, but I just can't get it to work so that I can play the game and have this mod included. I'm using SE.

Depends on mod's version, there were some issues with previous ones where rogue scripts were cluttering save file and causing game slowdown, yes. On current version - running 160th save file, no problems so far. If you think your save file is being cluttered you can try using Fallrim tools to terminate some of ud scripts. Be careful, you use it at your own risk and can easily break this mod if you terminate wrong scripts.

Posted
23 hours ago, BreadDain said:

Can't tell whether its bug or not - struggling from Abadon plug (irrelevant if Abadon curse quest is active or not) became a slowly responding functionality, the more you struggle from it the more response delay for a key press is. Had a moment where it took more than 5 seconds for minigame to react to critical hit and minigame stop call. I am not sure what is causing it or whether it is my client's at fault (keybind conflict for example). From what I can see from the code though, the plug constanly asks configuration script for a difficulty variable, each key press, might be a bottleneck here.

Certain cutting minigames sometimes also have that issue, although I didn't figure out the pattern yet. Basically all minigames where you need to spam a key are not very stable. During cutting minigame there is an increased lag and also stamin and health doesn't not reduce, you can play the game infinitely without spending resources.

I have successfully integrated UIExtensions in to the mod. So, I will just add new button in player menu which will be like "Customize", and this will open new menu which will have button "Choose cutting tool". This option will open UIExtenstion list with all weapons in inventory. Then, every time cutting minigame is started, the selected weapon will be used.

1 hour ago, cerebus300 said:

Does anyone else have a problem with this mod causing visual slowdown/lockup? Since I've installed it my game keeps visually stuttering or slows down to such a degree that the game essentially locks up. I've also been getting  CTD problems over and over since installing it. I uninstalled and went back to an old save (pre-install) and things went back to normal. Is this mod just a memory hog or is there some way to minimize this problem? I absolutely love what the mod does and want it in my game, but I just can't get it to work so that I can play the game and have this mod included. I'm using SE.

1 hour ago, BreadDain said:

Depends on mod's version, there were some issues with previous ones where rogue scripts were cluttering save file and causing game slowdown, yes. On current version - running 160th save file, no problems so far. If you think your save file is being cluttered you can try using Fallrim tools to terminate some of ud scripts. Be careful, you use it at your own risk and can easily break this mod if you terminate wrong scripts.

Play it until it starts to clog and then send me the save. I will give it a look in Resaver tool to see what is causing the issue. This certainly sound like some recursion problem. Perhaps you use mod which is in conflict with UD, creating this kind of behavior. Also, did you try making new save? UD is not very friendly for being installed on fly.

Posted
On 4/13/2022 at 6:56 PM, Marauderrr said:

Is there any way to slow down the item spawn from intelligent items? - MCM option for manipulating modifiers will be in beta 9.

 

Also, it would be nice if there was a toggle for suits like the hoods in the mcm.(not really a fan of suits). - I will see. But if you don't like them, you can just unlock them with debug menu, doing like you never had it.

 

Or maybe a toggle for chastity devices? I think bandits would want easy access to their captive and belts and plugs 

tend to get in the way limiting animations. Of course they would put them back in after they were done:) - This is the problem from the mods which adds this kind of behavior for NPCs. I can't change how the scenes are played.

Posted

For the suggestions below, all the devices will destroyed on remove (DOR). They are inescapable unless the release condition is activated or a certain amount of time as passed (1 hour real time). The timer condition exists as a fail safe in case the player can't meet the release condition.

 

Suggestion: Shopaholic Device. This sentient device demands the player buy a certain number of a item before it will release.  For example: 10 sweet rolls or 5 pieces of armor. Lore: There are rumors that these devices are created by greedy shopkeepers.

 

Suggestion: Expensive Device:  This sentient device demands the player spend a random amount of gold before it will release.  This can range from 10 gold to 1000 gold. Lore: There are rumors that these devices are created by greedy shopkeepers.

 

Suggestion: Mage Trainer Device:  This sentient device demands the player use a random amount of mana before it will release.  This can range from 100 mana to 1000 mana. Lore: These devices are created by the College of Winterhold to force students to practice using magic. (Can't be a device that blocks the use of hands)

 

Suggestion: Endurance Trainer Device:  This sentient device demands the player use a random amount of stamina before it will release.  This can range from 100 stamina to 1000 stamina. Lore: These devices are created by the Imperial Legion to force lazy trainees to train harder.

 

Suggestion: Journey Device: This sentient device demands the player walk/run a certain distance before it will release.  This can range from 100 steps to 1000 steps. Lore: There are rumors that these devices are created by greedy shopkeepers to sell more shoes.

 

Suggestion: Tourist Device: This sentient device demands the player travel to a certain location before it will release. This could be a city, town or wilderness location. Lore: These devices were created by Jarls to force travelers to visit Skyrim.

 

Suggestion: Adventurer Device: This sentient device demands the player travel to a certain number of dungeons before it will release. This can range form 1 to 10 dungeons. This device will punish the player if they try to cheat by entering the same dungeon more than 3 times in a row. Lore: These devices were created for guardsmen who were too lazy to patrol their lands.

 

Suggestion: Looter Device:  This sentient device demands the player loot a certain number of chests before it will release.  This can range from 2 to 20 chests. Lore: These devices were created by Bandit Chiefs to force lazy bandits to do their jobs.

 

Suggestion: Thief Device:  This sentient device demands the player pickpocket a certain number of people before it will release.  This can range from 1 to 10 people. Lore: These devices were created by the Thief's Guild to force others into doing their bidding.

 

Suggestion: Healing Device:  This sentient device demands the player heal a certain amount of health before it will release.  This can range from 100 to 1000 health. Lore: These devices were created by priests who wanted people to help others.

 

Suggestion: Brave Device:  This sentient device demands the player enter combat certain number of times before it will release.  This can range from 1 to 20 battles. Lore: These devices are created by the Companions to force their members into battle.

 

Suggestion: Dangerous Device:  This sentient device demands the player be near death before it will release.  The player's health must fall below 20%. Lore: No one knows who creates the devices but everyone avoids them.

 

Suggestion: Swimsuit Device:  This sentient device demands the player swim a certain distance before it will release.  This can range from 100 steps to 1000 steps. Lore: Sailors use these to prank others.

 

Suggestion: Alcoholic Device:  This sentient device demands the player get drunk before it will release. Lore: There are rumors that these devices are created by greedy innkeepers.

 

Suggestion: Alchemist Device:  This sentient device demands the player drink a certain number of potions before it will release. This can range from 1 to 20. Lore: There are rumors that these devices are created by greedy Alchemists.

 

Suggestion: Escapist Device:  This sentient device demands the player escape a certain number of other devices before it will release. This can range from 1 to 5. Lore: These are used by adventures for escape training.

 

Suggestion: Aroused Device:  This sentient device demands the player remain highly aroused for a period of time before it will release. This requires 90% or above arousal for 1 to 5 mins. Lore: Very popular with those who like self bondage.

 

Suggestion: Pleasure Device:  This sentient device demands the player orgasm a certain number of times before it will release. This can range from 1 to 10. Lore: Very popular with couples.

 

Suggestion: Generous Device:  This sentient device demands the player donate gold to beggars certain number of times before it will release. This can range from 1 to 10. Lore: believed to have been created by priests or beggars.

 

Suggestion: Selfbound Device:  This sentient device demands the player equip a certain number of other devices before it will release. This can range from 1 to 5 . Lore: Very popular with those who like self bondage.

 

I'm sure that many more could be created.

Posted
7 hours ago, SirCrazy said:

For the suggestions below, all the devices will destroyed on remove (DOR). They are inescapable unless the release condition is activated or a certain amount of time as passed (1 hour real time). The timer condition exists as a fail safe in case the player can't meet the release condition.

 

Suggestion: Shopaholic Device. This sentient device demands the player buy a certain number of a item before it will release.  For example: 10 sweet rolls or 5 pieces of armor. Lore: There are rumors that these devices are created by greedy shopkeepers.

 

Suggestion: Expensive Device:  This sentient device demands the player spend a random amount of gold before it will release.  This can range from 10 gold to 1000 gold. Lore: There are rumors that these devices are created by greedy shopkeepers.

 

Suggestion: Mage Trainer Device:  This sentient device demands the player use a random amount of mana before it will release.  This can range from 100 mana to 1000 mana. Lore: These devices are created by the College of Winterhold to force students to practice using magic. (Can't be a device that blocks the use of hands)

 

Suggestion: Endurance Trainer Device:  This sentient device demands the player use a random amount of stamina before it will release.  This can range from 100 stamina to 1000 stamina. Lore: These devices are created by the Imperial Legion to force lazy trainees to train harder.

 

Suggestion: Journey Device: This sentient device demands the player walk/run a certain distance before it will release.  This can range from 100 steps to 1000 steps. Lore: There are rumors that these devices are created by greedy shopkeepers to sell more shoes.

 

Suggestion: Tourist Device: This sentient device demands the player travel to a certain location before it will release. This could be a city, town or wilderness location. Lore: These devices were created by Jarls to force travelers to visit Skyrim.

 

Suggestion: Adventurer Device: This sentient device demands the player travel to a certain number of dungeons before it will release. This can range form 1 to 10 dungeons. This device will punish the player if they try to cheat by entering the same dungeon more than 3 times in a row. Lore: These devices were created for guardsmen who were too lazy to patrol their lands.

 

Suggestion: Looter Device:  This sentient device demands the player loot a certain number of chests before it will release.  This can range from 2 to 20 chests. Lore: These devices were created by Bandit Chiefs to force lazy bandits to do their jobs.

 

Suggestion: Thief Device:  This sentient device demands the player pickpocket a certain number of people before it will release.  This can range from 1 to 10 people. Lore: These devices were created by the Thief's Guild to force others into doing their bidding.

 

Suggestion: Healing Device:  This sentient device demands the player heal a certain amount of health before it will release.  This can range from 100 to 1000 health. Lore: These devices were created by priests who wanted people to help others.

 

Suggestion: Brave Device:  This sentient device demands the player enter combat certain number of times before it will release.  This can range from 1 to 20 battles. Lore: These devices are created by the Companions to force their members into battle.

 

Suggestion: Dangerous Device:  This sentient device demands the player be near death before it will release.  The player's health must fall below 20%. Lore: No one knows who creates the devices but everyone avoids them.

 

Suggestion: Swimsuit Device:  This sentient device demands the player swim a certain distance before it will release.  This can range from 100 steps to 1000 steps. Lore: Sailors use these to prank others.

 

Suggestion: Alcoholic Device:  This sentient device demands the player get drunk before it will release. Lore: There are rumors that these devices are created by greedy innkeepers.

 

Suggestion: Alchemist Device:  This sentient device demands the player drink a certain number of potions before it will release. This can range from 1 to 20. Lore: There are rumors that these devices are created by greedy Alchemists.

 

Suggestion: Escapist Device:  This sentient device demands the player escape a certain number of other devices before it will release. This can range from 1 to 5. Lore: These are used by adventures for escape training.

 

Suggestion: Aroused Device:  This sentient device demands the player remain highly aroused for a period of time before it will release. This requires 90% or above arousal for 1 to 5 mins. Lore: Very popular with those who like self bondage.

 

Suggestion: Pleasure Device:  This sentient device demands the player orgasm a certain number of times before it will release. This can range from 1 to 10. Lore: Very popular with couples.

 

Suggestion: Generous Device:  This sentient device demands the player donate gold to beggars certain number of times before it will release. This can range from 1 to 10. Lore: believed to have been created by priests or beggars.

 

Suggestion: Selfbound Device:  This sentient device demands the player equip a certain number of other devices before it will release. This can range from 1 to 5 . Lore: Very popular with those who like self bondage.

 

I'm sure that many more could be created.

 

Love these ideas.

Posted

i've noticed a slight lag between the resource bar crits and overlay crits. The overlay is slightly late, 0.2 to 0.3 seconds behind the bar flash, but considering the crit window it's quite a lot. I'm struggling to hit crits looking at the overlays compared to the bars.

Posted (edited)

In 2.09b the .esp are messed up at least in the FOMOD, i have DD beta items on UD .esp when i selected the 5.1 version and not the 5.2 beta4 version.

Choosing the full package of DD patches (brff etc...). Don't know if that's also the case for other choices.

Edited by Clockwinding
Posted
On 4/17/2022 at 7:15 PM, SirCrazy said:

For the suggestions below, all the devices will destroyed on remove (DOR). They are inescapable unless the release condition is activated or a certain amount of time as passed (1 hour real time). The timer condition exists as a fail safe in case the player can't meet the release condition.

 

Suggestion: Shopaholic Device. This sentient device demands the player buy a certain number of a item before it will release.  For example: 10 sweet rolls or 5 pieces of armor. Lore: There are rumors that these devices are created by greedy shopkeepers.

 

Suggestion: Expensive Device:  This sentient device demands the player spend a random amount of gold before it will release.  This can range from 10 gold to 1000 gold. Lore: There are rumors that these devices are created by greedy shopkeepers.

 

Suggestion: Mage Trainer Device:  This sentient device demands the player use a random amount of mana before it will release.  This can range from 100 mana to 1000 mana. Lore: These devices are created by the College of Winterhold to force students to practice using magic. (Can't be a device that blocks the use of hands)

 

Suggestion: Endurance Trainer Device:  This sentient device demands the player use a random amount of stamina before it will release.  This can range from 100 stamina to 1000 stamina. Lore: These devices are created by the Imperial Legion to force lazy trainees to train harder.

 

Suggestion: Journey Device: This sentient device demands the player walk/run a certain distance before it will release.  This can range from 100 steps to 1000 steps. Lore: There are rumors that these devices are created by greedy shopkeepers to sell more shoes.

 

Suggestion: Tourist Device: This sentient device demands the player travel to a certain location before it will release. This could be a city, town or wilderness location. Lore: These devices were created by Jarls to force travelers to visit Skyrim.

 

Suggestion: Adventurer Device: This sentient device demands the player travel to a certain number of dungeons before it will release. This can range form 1 to 10 dungeons. This device will punish the player if they try to cheat by entering the same dungeon more than 3 times in a row. Lore: These devices were created for guardsmen who were too lazy to patrol their lands.

 

Suggestion: Looter Device:  This sentient device demands the player loot a certain number of chests before it will release.  This can range from 2 to 20 chests. Lore: These devices were created by Bandit Chiefs to force lazy bandits to do their jobs.

 

Suggestion: Thief Device:  This sentient device demands the player pickpocket a certain number of people before it will release.  This can range from 1 to 10 people. Lore: These devices were created by the Thief's Guild to force others into doing their bidding.

 

Suggestion: Healing Device:  This sentient device demands the player heal a certain amount of health before it will release.  This can range from 100 to 1000 health. Lore: These devices were created by priests who wanted people to help others.

 

Suggestion: Brave Device:  This sentient device demands the player enter combat certain number of times before it will release.  This can range from 1 to 20 battles. Lore: These devices are created by the Companions to force their members into battle.

 

Suggestion: Dangerous Device:  This sentient device demands the player be near death before it will release.  The player's health must fall below 20%. Lore: No one knows who creates the devices but everyone avoids them.

 

Suggestion: Swimsuit Device:  This sentient device demands the player swim a certain distance before it will release.  This can range from 100 steps to 1000 steps. Lore: Sailors use these to prank others.

 

Suggestion: Alcoholic Device:  This sentient device demands the player get drunk before it will release. Lore: There are rumors that these devices are created by greedy innkeepers.

 

Suggestion: Alchemist Device:  This sentient device demands the player drink a certain number of potions before it will release. This can range from 1 to 20. Lore: There are rumors that these devices are created by greedy Alchemists.

 

Suggestion: Escapist Device:  This sentient device demands the player escape a certain number of other devices before it will release. This can range from 1 to 5. Lore: These are used by adventures for escape training.

 

Suggestion: Aroused Device:  This sentient device demands the player remain highly aroused for a period of time before it will release. This requires 90% or above arousal for 1 to 5 mins. Lore: Very popular with those who like self bondage.

 

Suggestion: Pleasure Device:  This sentient device demands the player orgasm a certain number of times before it will release. This can range from 1 to 10. Lore: Very popular with couples.

 

Suggestion: Generous Device:  This sentient device demands the player donate gold to beggars certain number of times before it will release. This can range from 1 to 10. Lore: believed to have been created by priests or beggars.

 

Suggestion: Selfbound Device:  This sentient device demands the player equip a certain number of other devices before it will release. This can range from 1 to 5 . Lore: Very popular with those who like self bondage.

 

I'm sure that many more could be created.

Great ideas. Will give some of them try once 2.0 beta is finished.

22 hours ago, Clockwinding said:

i've noticed a slight lag between the resource bar crits and overlay crits. The overlay is slightly late, 0.2 to 0.3 seconds behind the bar flash, but considering the crit window it's quite a lot. I'm struggling to hit crits looking at the overlays compared to the bars.

For now I have fixed it by just adding some bonus time to crit when using body shader(0.3 s exactly)

1 hour ago, Clockwinding said:

In 2.09b the .esp are messed up at least in the FOMOD, i have DD beta items on UD .esp when i selected the 5.1 version and not the 5.2 beta4 version.

Choosing the full package of DD patches (brff etc...). Don't know if that's also the case for other choices.

I have accidentally patched the 5.1 patches with DD 5.2 version, so that is why. I repatched everything so it should work fine.

Posted (edited)
On 4/20/2022 at 5:00 PM, ihatemykite said:

I have accidentally patched the 5.1 patches with DD 5.2 version, so that is why. I repatched everything so it should work fine.

Will you make a new version for DD beta 5? It's been out for close to a month now. Or are the changes fine with your beta 4 version?

 

edit: i was also wondering if you would adapt DD Contraptions (furniture) to use UD's mechanics.

Edited by Clockwinding
Posted

Don't know what could be the cause, but would it be possible for the patch for Laura's Bondage Shop to deactivate some of the effects during it's quests? Or at least give the options in the debug tab?

 

Because I had some fetters tie themselves during the quests and it screwed some of the scripts (especially those when your character has to move somewhere). Not to mention that for some reason, I can't untie them (the bar stops at around 82% and wouldn't go up after that).

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