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Posted

Hello ihatemykite,

 

I'm playing on b14 (upgraded from b13), with DD 5.2b6, on SE.

 

here is another suggestion/idea:

 

I play the mod with Hard difficulty setting. I'm not sure if this has anything to do with the number of Locks being patched on the Devices.

 

As a sidenote, the difficulty balance for Hard seems to be quite good for regular devices. It is still possible to escape, but it takes a lot of effort. The most genius part of it that Locks jam (do they jam over time?) and it is a big bother to fix them, so sometimes I just leave on some device rather than spend a lot of time with the fix.

 

Anyway, back to the suggestion/idea. While the number of locks is quite necessary to balance out the "easiness" of Lockpicking minigame, it is also quite weird, when there are 9 locks on a Clitoris Piercing.

 

So the idea is, that everything works as now, but we rename the Locks to Lock Tumblers. So when we play the minigame we always trying to set only one Tumbler in the same, single Lock. It would be more immersive and believable that a Piercing has only one Lock with several Tumblers.

 

The problems with this idea:

- everybody knows how the lockpicking minigame works and may be confusing

- it can't be used universally on every DD, since several has multiple visible locks on them (for example a yoke). On the other hand we can say that the visible number of locks on the 3D model was never in sync with the game mechanic locks (a yoke can also have 1-10 locks currently).

 

Anyway, this was the essence of the idea.

 

 

This actually gave me another idea, which would be quite immersive and logical, but would require much more work:

 

Check the 3D model of the DDs and decide where it is logical to have Locks (somewhat similar what DCL does). The easiest is when the 3D model actually has the locks modelled too. For example iron yoke has 3, chastity belt has 2, chastity bra has 1, leather straitjacket has 4, etc.

 

For those DDs, which doesn't have modelled locks, we have to decide where should be locks. For example a Clitoris Piercing should have 1, Nipple piercing should have 2 (1 for each nipple), pear dildos should have 1, a catsuit 5 (neck, 2 ankles, 2 wrists), etc.

 

So ALL DDs shoud have a fixed amount of locks on them. For the sake of simplicity, there should be no missing locks (so there is no Catsuit with missing ankle locks for example).

 

Then we use the above idea of the tumblers and decide how much tumblers of each locks have. This can be used for adjusting difficulty.

 

The hard part is that the UI need to list all the new areas of the locks. For example when you click on the Lockpick option, you get the list of available Locks like Left Ankle, Right Ankle, Left Wrist, Right Wrist, Neck.

 

Sorry for the long post. :)

 

Peace,

M

Posted
11 hours ago, Murphiee said:

Does this mod work with the latest beta 7 release of DD?

 

So far works no problem, I've installed both updates of DD and UD on the existing save with their previous versions.

If your versions are much older - better make new save.

Posted
On 7/28/2022 at 10:09 AM, monsta88 said:

Hello ihatemykite,

 

I'm playing on b14 (upgraded from b13), with DD 5.2b6, on SE.

 

here is another suggestion/idea:

 

I play the mod with Hard difficulty setting. I'm not sure if this has anything to do with the number of Locks being patched on the Devices.

 

As a sidenote, the difficulty balance for Hard seems to be quite good for regular devices. It is still possible to escape, but it takes a lot of effort. The most genius part of it that Locks jam (do they jam over time?) and it is a big bother to fix them, so sometimes I just leave on some device rather than spend a lot of time with the fix.

 

Anyway, back to the suggestion/idea. While the number of locks is quite necessary to balance out the "easiness" of Lockpicking minigame, it is also quite weird, when there are 9 locks on a Clitoris Piercing.

 

So the idea is, that everything works as now, but we rename the Locks to Lock Tumblers. So when we play the minigame we always trying to set only one Tumbler in the same, single Lock. It would be more immersive and believable that a Piercing has only one Lock with several Tumblers.

 

The problems with this idea:

- everybody knows how the lockpicking minigame works and may be confusing

- it can't be used universally on every DD, since several has multiple visible locks on them (for example a yoke). On the other hand we can say that the visible number of locks on the 3D model was never in sync with the game mechanic locks (a yoke can also have 1-10 locks currently).

 

Anyway, this was the essence of the idea.

 

 

This actually gave me another idea, which would be quite immersive and logical, but would require much more work:

 

Check the 3D model of the DDs and decide where it is logical to have Locks (somewhat similar what DCL does). The easiest is when the 3D model actually has the locks modelled too. For example iron yoke has 3, chastity belt has 2, chastity bra has 1, leather straitjacket has 4, etc.

 

For those DDs, which doesn't have modelled locks, we have to decide where should be locks. For example a Clitoris Piercing should have 1, Nipple piercing should have 2 (1 for each nipple), pear dildos should have 1, a catsuit 5 (neck, 2 ankles, 2 wrists), etc.

 

So ALL DDs shoud have a fixed amount of locks on them. For the sake of simplicity, there should be no missing locks (so there is no Catsuit with missing ankle locks for example).

 

Then we use the above idea of the tumblers and decide how much tumblers of each locks have. This can be used for adjusting difficulty.

 

The hard part is that the UI need to list all the new areas of the locks. For example when you click on the Lockpick option, you get the list of available Locks like Left Ankle, Right Ankle, Left Wrist, Right Wrist, Neck.

 

Sorry for the long post. :)

 

Peace,

M

Nice idea. I think that it is possible, by bit mapping the locks. But it would be quite complicated. Will give it a try after beta.

 

23 hours ago, Murphiee said:

Does this mod work with the latest beta 7 release of DD?

It should somehow work, but the patch is not done yet so there can be few non patched devices

 

22 hours ago, umcreiger said:

i have all the requirements, but im missing the durability bars when trying to escape

Do you have some mod which changes UI/HUD ?

Posted

Hey there,

 

just an intersting situation I got into:

 

Deviously Enchanted Chests equipped a "Rusty Iron Gag (Choke Pear)" on my character. It can't be Lockpicked/cut/struggled from, it only opens with a Restraint key.

 

Now depending on someone's load order this situation could lead to being stuck. If you don't have a Restraint key, or you can't get one without talking, you can't escape from this (except ofc cheating with UD debug menu or console).

 

In my situation, I found a Restraint key, but then Naked Dungeons removed it from my inventory. To get it back, I'd need to talk to the NPC who found my gear, but the gag prevents that. I could also buy one from Laura's Bondage Shop, but I'd need to be able to talk again.

 

Thankfully I left some keys at home, so I will be able to escape without cheating. Otherwise my only hope would be to find some with DEC, but I set the chance to very low, found only 1 so far (the other ones were quest rewards from Laura).

 

I thought the difficult part of this playthrough was behind me as I have decent skills and at least one of each keys, but then Naked Dungeons + DEC flipped it on me. :)

 

Peace,

M

Posted
5 hours ago, ihatemykite said:

Nice idea. I think that it is possible, by bit mapping the locks. But it would be quite complicated. Will give it a try after beta.

 

It should somehow work, but the patch is not done yet so there can be few non patched devices

 

Do you have some mod which changes UI/HUD ?

a couple

- TrueHud (se)

-SkyHUD v090b v4

-moreHUD SE - Pre AE

-Part 1) Sekiro Hud

- Immersive Hud

Posted
53 minutes ago, umcreiger said:

a couple

- TrueHud (se)

-SkyHUD v090b v4

-moreHUD SE - Pre AE

-Part 1) Sekiro Hud

- Immersive Hud

i fixed it. got rid of truehud, skyhud, and sekiro hud. turns out i didnt actually need them. anyway what can i do to support your mod? i appreciate that you responded

Posted

Here's idea about modifier for the devices - Anti-tamper. It can have percentage value of being activated and strength setting. It has chance according to it's percentage value to be activated when wearer of the device receives help in escaping it. When activated - it will spit out black goo, concentrated black goo or concentrated purified goo at helper (decided randomly and capped by the strength setting. I.e. at strength 3 it can be either of them, at strength 1 - only black goo is used).

 

This should balance out helpers being a bit overpowered, especially when they are unbound!

 

Also I think black goo should apply some random Abadon device when applied at already bound person. Right now nothing happens if some heavy bondage is already worn.

Posted

Speaking of modifiers for devices - have you considered having effects linked to time of day in-game (or day of week, for that matter)? My thought here is that some devices and effects are very punishing and intrusive on regular gameplay, but they're still appealing. Limiting these instead to particular parts of the day, or particular days, would make them more tolerable. Running with a yoke or permanently vibrating plugs will make regular gameplay impossible, but if it was instead only active from midnight to 6am for example, that'd be a forced incentive for the character to take a break (or risk the consequences). However, to avoid these devices from being inert outside the time gap, I'm thinking time-based effects for punishing devices should be an additional effect to regular, less-punishing effects - for instance, vibrating plugs would have their regular vibrating events, but during the time-gap, they'd be constantly vibrating. Arm- and legcuffs would still be something you'd want to get rid of, but during night, they'd keep you properly locked up. And so on.

I'm thinking this would allow for more playroom for the more punishing devices that you kinda have to get rid of immediately, by letting them be active at playtime rather than adventure time.

Posted
9 hours ago, umcreiger said:

i fixed it. got rid of truehud, skyhud, and sekiro hud. turns out i didnt actually need them. anyway what can i do to support your mod? i appreciate that you responded

Glad that worked. As mentioned on main page, by providing feedback/bug reports or helping with development using the github.

2 hours ago, notwavman said:

Here's idea about modifier for the devices - Anti-tamper. It can have percentage value of being activated and strength setting. It has chance according to it's percentage value to be activated when wearer of the device receives help in escaping it. When activated - it will spit out black goo, concentrated black goo or concentrated purified goo at helper (decided randomly and capped by the strength setting. I.e. at strength 3 it can be either of them, at strength 1 - only black goo is used).

 

This should balance out helpers being a bit overpowered, especially when they are unbound!

 

Also I think black goo should apply some random Abadon device when applied at already bound person. Right now nothing happens if some heavy bondage is already worn.

I'm already planing of adding this but I'm postponing it until beta is finished. But the idea with goos might work better than what I had previously in mind, so I will use it like that.

1 hour ago, slicksly said:

Speaking of modifiers for devices - have you considered having effects linked to time of day in-game (or day of week, for that matter)? My thought here is that some devices and effects are very punishing and intrusive on regular gameplay, but they're still appealing. Limiting these instead to particular parts of the day, or particular days, would make them more tolerable. Running with a yoke or permanently vibrating plugs will make regular gameplay impossible, but if it was instead only active from midnight to 6am for example, that'd be a forced incentive for the character to take a break (or risk the consequences). However, to avoid these devices from being inert outside the time gap, I'm thinking time-based effects for punishing devices should be an additional effect to regular, less-punishing effects - for instance, vibrating plugs would have their regular vibrating events, but during the time-gap, they'd be constantly vibrating. Arm- and legcuffs would still be something you'd want to get rid of, but during night, they'd keep you properly locked up. And so on.

I'm thinking this would allow for more playroom for the more punishing devices that you kinda have to get rid of immediately, by letting them be active at playtime rather than adventure time.

This is an interesting take. I also through about that before. Mainly I was thinking of adding modifier which just makes device weaker in day/night. But adding option that some mods might be turned off in certain time is also great. I think that should be doable. I will just add another parameter which will specify time of day (like 0 - all day, 1 - 0:00-6:00 etc...). But, I will give it look after beta, as there ware already many new modifiers presented by people in this thread, and I want to add some of them.

Posted (edited)

Now, I would like the opinion of everyone who follows this thread. The mod was in beta for quite a time, but most of the things I wanted to implement are done.

So I have a simple question. Do you all think that the mod is ready for release? Like, are there no game breaking bugs, or other issues?

I was mainly postponing beta for this long as I needed to make a correct system which can allow users to update the mod without needing new save. This should now be solved (at least for now). Obviously, small bugs can be fixed on the go now, as it will not force users to make a new save every time.

Also, I have obviously some grand ideas, but before I start working on them, I want to get beta out of the way.

 

Edit: Created poll. Please consider voting

 

Edited by ihatemykite
Added poll
Posted

Voted. In my opinion - UD is in quite good shape right now. There always will be something to add/improve/alter as life goes on, but right now it's solid foundation for some naughty and tight quests to be done!

Posted (edited)

I like this mod.

One thing I'm confused about is adding modifiers to existing items.  Maybe it's just because I added it to an Abadon item.  In adding a modifier, it gives me a text box.  What kind of variable ranges do we use?

 

EDIT: I just had to look here: https://github.com/IHateMyKite/UnforgivingDevices/wiki/Modifiers
But I am getting an error when I try to add a modifier to (in this case) Abadon Transp Suit.

Edited by slonez1
Posted (edited)
13 minutes ago, slonez1 said:

I like this mod.

One thing I'm confused about is adding modifiers to existing items.  Maybe it's just because I added it to an Abadon item.  In adding a modifier, it gives me a text box.  What kind of variable ranges do we use?

 

EDIT: I just had to look here: https://github.com/IHateMyKite/UnforgivingDevices/wiki/Modifiers
But I am getting an error when I try to add a modifier to (in this case) Abadon Transp Suit.

When you select a modifier - just type in applicable variables. Example - choose MAH, then type 6,3 It is equal to "equip 3 devices with 6% chance"

Edited by BreadDain
Posted

Couple of ideas more:

 

1. If character wears too many devices, so there is no way to manifest one more when device manifest triggers, black goo can be manifested instead. With message like "Device emits black smoke and condenses into puddle of black goo". Also it can trigger taunting in Sentient devices with lines like "Stay all bound up like this", "Good slave, all neatly wrapped up" etc.

 

2. Another modifier - Shock. It can have chance of triggering and strength. When it triggers, it drains all MP and SP from both wearer and helper, applies Paralysis to both and some debuffs to MP and SP regen. Duration of paralysis and debuffs are defined by strength parameter of the modifier.

Posted

The only bug I seem to be getting consistently is that helping or getting help just flat out doesn't work. I get a message saying that the character is already busy.

Posted
51 minutes ago, POLE7645 said:

The only bug I seem to be getting consistently is that helping or getting help just flat out doesn't work. I get a message saying that the character is already busy.

 

Works both ways for me. Make sure both characters are not busy with something, i.e. not in middle of animation.

Posted
On 8/2/2022 at 7:34 PM, notwavman said:

Couple of ideas more:

 

1. If character wears too many devices, so there is no way to manifest one more when device manifest triggers, black goo can be manifested instead. With message like "Device emits black smoke and condenses into puddle of black goo". Also it can trigger taunting in Sentient devices with lines like "Stay all bound up like this", "Good slave, all neatly wrapped up" etc. - Nice idea. Some motivation for player to stay bound. Should be simple to implement, so I will implement it now or after beta.

 

2. Another modifier - Shock. It can have chance of triggering and strength. When it triggers, it drains all MP and SP from both wearer and helper, applies Paralysis to both and some debuffs to MP and SP regen. Duration of paralysis and debuffs are defined by strength parameter of the modifier. - I like the idea with paralysis. I was already thinking of adding a similar effect to boots, so there is a chance that the player will "fall" on the ground, quite literally. But the idea with shock didn't occur to me. Will give it a try after beta.

 

17 hours ago, POLE7645 said:

The only bug I seem to be getting consistently is that helping or getting help just flat out doesn't work. I get a message saying that the character is already busy.

Try enabling debug mod in MCM and then opening details for follower (max info level needed). It will show a new menu with information about current actor state. Try screenshotting it or transcribe it, so I can give it a look.

Posted

Hi! If possible would love to see Vivi’s cock cages compatible with Unforgiving devices framework. And poblivion’s Devious chastity piercing too.

Posted
On 8/4/2022 at 9:34 AM, ihatemykite said:

 

Try enabling debug mod in MCM and then opening details for follower (max info level needed). It will show a new menu with information about current actor state. Try screenshotting it or transcribe it, so I can give it a look.

 

OK. Tried and managed to do it. Apparently, it doesn't work when the character is sitting (and probably using any kind of furniture).

Posted
On 8/5/2022 at 12:29 PM, paparebbe said:

Hi! If possible would love to see Vivi’s cock cages compatible with Unforgiving devices framework. And poblivion’s Devious chastity piercing too.

I took a look at the cock cages, and there is a linked DD patch, but the link is dead. Do you know the link? That would make patching it much easier. Alternatively I will have to create a patch from ground.

Posted (edited)
23 hours ago, ihatemykite said:

I took a look at the cock cages, and there is a linked DD patch, but the link is dead. Do you know the link? That would make patching it much easier. Alternatively I will have to create a patch from ground.

Apologies for the late reply. Here's the link: 

The ZIP file of the DD patch for Vivi's Cockcages

Edited by paparebbe
Posted
9 hours ago, MysticDaedra said:

Can we get ESPFE versions of the patches/main .esp? Or can they be ESLified?

UD Patches fall beyond the limit of 2048 records due to master files structure, highly not recommend you to do that or compact the plugins.
The only plugin that can be safely eslified is DCL patch, it fits technical requirements as per xEdit report.
Also there is no data how espfe structure will behave for LE clients since the mod is compatible for both Skyrim's. Should probably work.
I feel like you can merge them together as a single plugin for your own install.

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