Mamango Posted May 1, 2022 Posted May 1, 2022 It seems that normal plugs are again, are spawning devices on PC
Clockwinding Posted May 1, 2022 Posted May 1, 2022 3 hours ago, Mamango said: It seems that normal plugs are again, are spawning devices on PC If they have one of the two modifiers that do that, then yes. Already did last version. You can go through the MCM to reduce the chances of that modifier appearing, or just go into the device's debug menu to remove the modifier from the targeted item entierly.
Mamango Posted May 2, 2022 Posted May 2, 2022 11 hours ago, Clockwinding said: If they have one of the two modifiers that do that, then yes. Already did last version. You can go through the MCM to reduce the chances of that modifier appearing, or just go into the device's debug menu to remove the modifier from the targeted item entierly. Ah, so Orgasm Manifest spawns them. Got it! Also, what makes Restrictive boots to tie themselfs?
kurotatsu Posted May 2, 2022 Posted May 2, 2022 Restrictive boots can't tie themselves, but they hide worn leg cuffs. So my version - you have leg cuffs equipped, and all cuffs have ability to tie.
ihatemykite Posted May 2, 2022 Author Posted May 2, 2022 (edited) On 4/30/2022 at 10:47 PM, notwavman said: Maybe add this to FAQ? Will do. On 4/30/2022 at 10:47 PM, notwavman said: Also, on another note - this new method you implemented is much, much more laggy... 2.0.b9 was a lot less laggy then 2.0b10. Which method? On 5/1/2022 at 4:12 PM, octanium said: I think thats bug of Unforgiving Devices that triggers them that often. The animation and event itself is coming from DD. Had the same problem. I started the game using the "Bound at Home" quest of "More Devious Starts" and freed myself of all the devious starting devices. Afterwards the orgasm bar was still stuck at 10% and didn't move. I managed to get my arousal to <10 but the bar stayed that way and the arousal animation did keep coming like every 3min. Then I did reset the orgasms vars using the Unforgiven MCM debug fixes and the bar went to 0% and the horny animation finally stopped occurring that much often. Will investigate. It is surely caused by orgasm rate not being removed correctly. The debug option will reset orgasm rate to zero, so if anything like this happen, use the debug option. Did you escape the device by struggling or by using the key? Also, did all device really got removed? Edited May 2, 2022 by ihatemykite
kurotatsu Posted May 2, 2022 Posted May 2, 2022 1 hour ago, ihatemykite said: Which method? I believe one of those? Orgasm/Arousal check loop is now replaced with magick effects Added paralled process script. This script will procress minigame in parallel, making it start and end faster (cut device is still slow tho) It tends to really lag in cells with a lot of people present, works great in small and empty cells. Try testing in Whiterun near entrance of Bannered Mare for example.
ihatemykite Posted May 2, 2022 Author Posted May 2, 2022 58 minutes ago, notwavman said: I believe one of those? Orgasm/Arousal check loop is now replaced with magick effects Added paralled process script. This script will procress minigame in parallel, making it start and end faster (cut device is still slow tho) It tends to really lag in cells with a lot of people present, works great in small and empty cells. Try testing in Whiterun near entrance of Bannered Mare for example. I don't see how can this be slower than previous implementation. The only thing that comes to my mind is that magick effects are more affected by heavy load than the previous wait loop. Also, do you mean by lag that the orgasm is updating slower?
The Longest John Posted May 2, 2022 Posted May 2, 2022 39 minutes ago, ihatemykite said: I don't see how can this be slower than previous implementation. The only thing that comes to my mind is that magick effects are more affected by heavy load than the previous wait loop. Also, do you mean by lag that the orgasm is updating slower? I've also just switched to a 2.0b10 version (with fresh save, ofc). I too have noticed a significant slowdown. In my case, it's most noticeable when pressing the struggle menu key or the player menu key. Where in the previous versions (including 2.0b9) the menus associated with those keys popped up on the screen basically instantly, in 2.0b10 it takes much longer, sometimes as much as 1 or 2 seconds from key press to menu pop-up. I am not nearly technical enough to understand why or how this happens, but can confirm that it's occurring on my build also. Additionally, I have encountered another issue which I think other people should test, to see that it's associated with 2.0b10 and not my own install: Basically, when trying to get a follower to help with the player's restraints or vice versa, the menu reopens after the chosen escape option is selected. Instead of the action and animation playing, I simply get stuck in a loop of menu reopening, only able to exit by clicking the cancel option in the menu itself. I can still command my follower to struggle out of restraints by herself, but any option that would have both characters interacting produces this menu reopening glitch. Still! Loving the drool and tears implementation! And as always, amazing work @ihatemykite! You are easily one of the most dedicated and responsive modders on this community, and I always look forward to your (incredibly frequent) updates! 1
kurotatsu Posted May 3, 2022 Posted May 3, 2022 (edited) 14 hours ago, ihatemykite said: I don't see how can this be slower than previous implementation. The only thing that comes to my mind is that magick effects are more affected by heavy load than the previous wait loop. Also, do you mean by lag that the orgasm is updating slower? All mod functions work slower - orgasm updates and struggles too. In the most extreme cases even menus appearing can take up to 10 seconds! Also I confirm @The Longest John's observation - follower help is broken, no struggle anim starts when we ask them to help us free hands, just the same menu pops up again and again. Registering follower doesn't helps. Same broken is our help to follower to get them out of restraints. Edited May 3, 2022 by notwavman
kurotatsu Posted May 3, 2022 Posted May 3, 2022 On another note, thus separate post - I tried to use It works much better than Plus it's modular, so some plugins can be written for it for more seamless experience, I wonder what @ihatemykite would say about it?
Mamango Posted May 3, 2022 Posted May 3, 2022 On 5/2/2022 at 3:24 PM, notwavman said: Restrictive boots can't tie themselves, but they hide worn leg cuffs. So my version - you have leg cuffs equipped, and all cuffs have ability to tie. Ah, yes, its leg cuffs that bind together. Anyway to make them stop binding together on their own?
BreadDain Posted May 3, 2022 Posted May 3, 2022 (edited) 8 hours ago, notwavman said: All mod functions work slower - orgasm updates and struggles too. In the most extreme cases even menus appearing can take up to 10 seconds! Also I confirm @The Longest John's observation - follower help is broken, no struggle anim starts when we ask them to help us free hands, just the same menu pops up again and again. Registering follower doesn't helps. Same broken is our help to follower to get them out of restraints. Helper problem - Verified, found and fixed. 1 hour ago, notwavman said: On another note, thus separate post - I tried to use It works much better than Plus it's modular, so some plugins can be written for it for more seamless experience, I wonder what @ihatemykite would say about it? SLAM has never finished its development, and is a cruel mousetrap for now. Here are details, it plays badly with UD Currently testing out OSL aroused which is more promising, already found minor incompatibility. Edited May 3, 2022 by BreadDain 2
ihatemykite Posted May 4, 2022 Author Posted May 4, 2022 On 5/3/2022 at 9:50 AM, notwavman said: All mod functions work slower - orgasm updates and struggles too. In the most extreme cases even menus appearing can take up to 10 seconds! Only think that can possible make this issue is conversion of Orgasm loop in to magick effect. Will do some testing. 1
Jessubmissive Posted May 5, 2022 Posted May 5, 2022 Hey, I use Buttplig.io, and this mod seems excellent but something about the way devices are removed seems to be causing problems, as in it isn't registering that the device was removed. Is there any chance for a fix for this, or am I just going to have to uninstall the mod. Thanks either way : )
The Longest John Posted May 6, 2022 Posted May 6, 2022 Since we got to talking about helping followers / being helped by followers, I thought I'd drop an idea. Basically, a new device property in the form of a modifier (or simply attached to an existing modifier) that makes it possible for devices to spawn more devices on the character assisting the bound person in escaping. Basically, I would see it working like this: I ask my follower to help free my hands of a device with this property (probably a higher-end restraint, such as the Cursed Abadon Straitjacket). However, if I fail to land a crit while being helped, some flavour text pops up and the follower also gets her hands bound. Similarly, if a follower is bound in a device with this property, it should be possible for the player to get bound for missing a crit while assisting them. I think this would go a long way towards helping balance out escape-helping by giving it a risk-versus-reward aspect. Thematically it also fits: After all, why shouldn't some of the more magical and powerful devices not be able to punish pesky followers trying to meddle in their affairs? Of course, there are a whole lot of ways to implement such a feature. At the basic end, all devices with the Sentient modifier could have a chance to clone themselves onto the assisting character. On the more complex end, devices with this property could choose from a pool of hand restraints according to their own escape difficulty and attach them to the player. It could even be possible to differentiate the items added according to the type of escape action chosen, such as spawning mittens on failed lockpick attempts (this particular property could also simply be attached to all chastity belts in my opinion, whether the escape is solo or aided). As usual, I disclaim the fact that I have absolutely no clue how to mod anything, so it could be that the idea above is too complex for what it's worth. Still, I think it would be quite neat. As usual, keep up the great work @ihatemykite and @BreadDain! IMO, this mod is easily the most exciting thing developing on this site. Looking forward to seeing where it goes! 3
Marauderrr Posted May 6, 2022 Posted May 6, 2022 Love your mod... like the forced orgasms and looking forward to where you take this ? Just a question/suggestion about using keys to escape devices: I have consume keys enabled in DD but with UD the keys don't get consumed on use. Is this intentional because of the number of unlocks some devices require? What if they get consumed once the device is removed? (after all locks have been unlocked on a device?)
naaitsab Posted May 6, 2022 Posted May 6, 2022 Small idea for new users. Add a very short manual in the form of some pictures that explain what the new GUI elements do and where you need to watch out for (blinking etc). With the 2 new bars I can imagine someone does not know that it does.
Clockwinding Posted May 6, 2022 Posted May 6, 2022 17 minutes ago, Marauderrr said: Love your mod... like the forced orgasms and looking forward to where you take this ? Just a question/suggestion about using keys to escape devices: I have consume keys enabled in DD but with UD the keys don't get consumed on use. Is this intentional because of the number of unlocks some devices require? What if they get consumed once the device is removed? (after all locks have been unlocked on a device?) the consume key has only been implemented on the abadon devices for now, you can try it with the belt (it consumes 1 chastity key per lock). 1
HeckinBestBork Posted May 7, 2022 Posted May 7, 2022 It seems the 2.0b10 DD5.1+BRRF patch is missing a large portion of the devices. The other patches appear to be fine, however.
Mr_Shaky Posted May 8, 2022 Posted May 8, 2022 In my opinion you should ease up on the minigames when you've got the right keys and your hands aren't bound, Having to do the minigame 3 times per device on bog-standard devices when you have a key and free hands makes no sense and gets annoying fast. It should just be a matter of inserting the key and unlocking the damn thing. Unless you're blindfolded maybe. But considering the characters are coordinated enough to run around blindfolded then unlocking a padlock shouldn't be a big deal either. Using a key should be an instant unlock unless your arms/hands are bound, you're locked in furniture or it's got a timed lock cover. Just my two cents.
Clockwinding Posted May 8, 2022 Posted May 8, 2022 3 hours ago, Mr_Shaky said: In my opinion you should ease up on the minigames when you've got the right keys and your hands aren't bound, Having to do the minigame 3 times per device on bog-standard devices when you have a key and free hands makes no sense and gets annoying fast. It should just be a matter of inserting the key and unlocking the damn thing. Unless you're blindfolded maybe. But considering the characters are coordinated enough to run around blindfolded then unlocking a padlock shouldn't be a big deal either. Using a key should be an instant unlock unless your arms/hands are bound, you're locked in furniture or it's got a timed lock cover. Just my two cents. Wait until "destroy keys on unlock" gets implemented and you need 4-6 keys to unlock your 1 device ?
smannfrau Posted May 9, 2022 Posted May 9, 2022 I have been using 2.0b9 in Skyrim SE 1.5.97 and it worked really well without any issue. Recently however I upgraded to Skyrim SE 1.6.353. I did so by deleting the entire folder and starting from scratch. Since I couldn't find an SE version of Devious Devices 5.2 Beta5, I installed Devious Devices 5.2 Beta4 and Unforgiving Devices 2.0b9 with the corresponding patches (DD patch, BRRF patch). Playing around in a new save for a short while, I noticed, that the action key did not bring up the menu it was supposed to. Interacting with any equipped devices in the inventory brought up a messagebox for equipping the item rather than escaping it. The devices still showed up in UD's Debug panel in the MCM and could be properly equipped. The same issue happened when I tried 2.0b10 (on a fresh save of course). I can't figure out if this problem is AE related or if I have an incompatible mod installed. Any advise at what I should be looking at?
kurotatsu Posted May 9, 2022 Posted May 9, 2022 Well, UD is now at 2.0b10. Only one idea is for me here - maybe try to recompile scripts using this https://www.nexusmods.com/skyrimspecialedition/mods/23852
smannfrau Posted May 9, 2022 Posted May 9, 2022 41 minutes ago, notwavman said: Well, UD is now at 2.0b10. Only one idea is for me here - maybe try to recompile scripts using this https://www.nexusmods.com/skyrimspecialedition/mods/23852 The FOMOD for 2.0b10 does not have patches for DD5.2Beta4 and unless there is a DD5.2Beta5 release for AE, I cannot install it, since DD contains a SKSE plugin. I am unaware if there is an easy way to recompile SKSE plugins to work with AE, but considering we needed a compability thread, I doubt it. I have already tried UD2.0b10 and got the exact same results for my issue. I will try recompiling UD's scripts to see if that helps.
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