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Posted
5 hours ago, ihatemykite said:

Weapon having chance of hitting user is nice idea and should be simple to implement.  Question is how big the chance should be.

 

For start I'd propose 5-10%, depending on arousal. Naturally, it's for balancing it out later after trying out.

Posted

One of my favorite mods. Thanks for the hard work! I haven't read what others are suggesting but personally I would be interested in more rare devices, having rare devices or the abandon plug as simple slavery outcomes and more ways to end up in devices but maybe that's beyond the scope of the mod. Just throwing my thoughts out there.

Posted
On 8/19/2022 at 8:34 PM, ihatemykite said:

I gave it a try and added 3 cages. You can try it and let me know what you think. Added are:

  • Normal cock cage - no special behavier. Can be unlocked with chasitty key and lockpicked
  • Ebonite cock cage - have shock effect. Can be unlocked with chasitty key and lockpicked
  • Ehtereal cock cage - works also as vibrator. Can be only removed by struggling. It is immune to physical dmg, but weak to magical dmg.

They all use same keword and slot as vaginal plug. Also, if you wan't to cage to hide under belt, you will have to update device hidder to hide vaginal plugs.

Download: Unforgiving Devices - Vivis Cockcages Patch.zip

Obviously requires original mod. Also, this is technically not patch, as the mod adds new items in to the game. You will have to get the device with AddItemMenu or somethink.

Pretty sure this issue is not on your end, but i can't wear any outfits while locked in cage. But other than that - yeah, works like a Swiss clock!

Posted

As usual, amazing update! I am absolutely blown away by how much better the mod runs with all the backend improvements!

 

One small suggestion I would make right away (will probably come back with more once I've played with the mod a bit) - it seems like there is now a system that switches between different struggle animations every few seconds when the player is attempting to escape a device.

 

 

 

 

While I think it works quite well for some devices, there are many others for which I think it makes the struggle scene worse.  This is most obvious with chastity belts, which have two struggle animations that are tens of seconds long. Under the new system, the player is stuck looping through the first few seconds of each.

 

For this reason, I am requesting a feature for the next update / release:

 

  • Make it possible to disable this animation switching system through an MCM option.

 

 

 

 

And one more thing I would suggest, speaking on behalf of those of us who have no self control: it would be nice to have an option to make the debug menu for individual devices inaccessible through an MCM toggle. Too often I find myself using it to remove a device I am not a big fan of. I realise that this is an incredibly stupid idea for a longer save, where the odds of the player becoming permanently stuck increase with each passing enchanted chest / cursed loot event - but that is also a fun way to play for some! So my suggestion is:

 

  • Make an MCM toggle to remove the debug menu of individual devices, as well as the 'Remove All' option.

 

 

 

Suggestions over! Once again, amazing mod and really looking forward to seeing how it continues to progress (at an alarmingly fast rate!)

Posted
5 hours ago, The Longest John said:

Make an MCM toggle to remove the debug menu of individual devices, as well as the 'Remove All' option.

I would also love to see this feature!

 

Great mod, great update.

Posted

I believe UD MCM has checkbox for randomizing struggle anims, and it's off by default.

 

I think I've found great visual effect in the game to be used for devices manifest - it's the one which can be seen as result of the Lurker attack in the Solstheim, when you cleanse the stones in the Dragonborn DLC. https://en.uesp.net/wiki/Skyrim:Lurker

The whole Black Books and Hermaeus Mora assets should be nice to use with everything goo-related in the UD.

Posted (edited)

Hello.  I installed the mod on Skyrim LE, with DD 5.1, and other prereqs.  I load in successfully, but through two new games and tinkering, I can't get it to work.

Devious Devices and Sexlab both install and ready up as normal, and UD appears in the MCM itself, but sometimes the MCM entry is blank, and other times selecting any of the options simply brings up a blank page, after which no MCM mod entry works. 

I've put all of the DD mods at the end of my loading order, followed by UD.   It's just strange, as i've never seen this behavior before. 

Is there something i'm missing here?

Edit:  It appears that trying to interact with UD in the MCM and failing then bricks all of those saves?  I was able to play the game, save, close, and load it all before then.  Then after the MCM for it breaks, even earlier saves of that character don't load.

Edited by Yuulh
Posted
2 hours ago, Yuulh said:

Hello.  I installed the mod on Skyrim LE, with DD 5.1, and other prereqs.  I load in successfully, but through two new games and tinkering, I can't get it to work.

Devious Devices and Sexlab both install and ready up as normal, and UD appears in the MCM itself, but sometimes the MCM entry is blank, and other times selecting any of the options simply brings up a blank page, after which no MCM mod entry works. 

I've put all of the DD mods at the end of my loading order, followed by UD.   It's just strange, as i've never seen this behavior before. 

Is there something i'm missing here?

Edit:  It appears that trying to interact with UD in the MCM and failing then bricks all of those saves?  I was able to play the game, save, close, and load it all before then.  Then after the MCM for it breaks, even earlier saves of that character don't load.

 

This is the method I use when going through new game steps:

1. Start it up and wait for while to make sure all scripts fired off and finished their job.

2. Run Sexlab install command through it's MCM.

3. Setup Sexlab settings, run parameters of SLAL, register anims.

4. Quicksave and then quickload to allow DD to finish it's installation. <- Important!

5. Setup DD and DD-related mods parameters, setup UD, rest of mods.

6. Perform final "Ready" save and load it again.

7. Go along with my game.

Posted (edited)
15 hours ago, notwavman said:

 

This is the method I use when going through new game steps:

1. Start it up and wait for while to make sure all scripts fired off and finished their job.

2. Run Sexlab install command through it's MCM.

3. Setup Sexlab settings, run parameters of SLAL, register anims.

4. Quicksave and then quickload to allow DD to finish it's installation. <- Important!

5. Setup DD and DD-related mods parameters, setup UD, rest of mods.

6. Perform final "Ready" save and load it again.

7. Go along with my game.



I've managed to get it working, the issue appears to be that I was missing the correct DD patch.  Now that i've gotten things working, I like the mod.  Makes DD stuff more interesting and interactive.  Keep it up!

 

Edited by Yuulh
Posted

Possible bug found, happens when player tries to struggle out of devices with follower's help and gets orgasm in process.

Orgasm anim is not kicking in, struggle anim continues to play and even after you get control back - you'll get message "You already doing something" on any struggle attempt.

This is fixed by running general fix from debug tab of UD. After that it works OK again. And after struggling orgasm get locked again reliably.

Follower gets their orgasm anims firing off properly.

 

Posted
18 hours ago, notwavman said:

Possible bug found, happens when player tries to struggle out of devices with follower's help and gets orgasm in process.

Orgasm anim is not kicking in, struggle anim continues to play and even after you get control back - you'll get message "You already doing something" on any struggle attempt.

This is fixed by running general fix from debug tab of UD. After that it works OK again. And after struggling orgasm get locked again reliably.

Follower gets their orgasm anims firing off properly.

 

Can you replicate the bug? I'm trying to replicate it, but can't. But I'm using last indev version and I little reworked the minigame disable, so it might have solved the issue.

Posted

This mod is absolutely great.  I love that you gave the Leather/Metal Arm and Leg cuffs actual purpose instead of just being a cosmetic piece of equipment.

 

But I got a couple of questions:

 

1. is there a way to increase the difficulty when untieing the arm cuffs? Right now, it feels really easy to untie those cuffs.

2. Do you think it possible to have the Arm Cuffs alternate between the default Armbinder arm position and the boxbinder arm position? (obviously this would require DD 5.2 Beta)

Posted
On 8/23/2022 at 9:06 AM, notwavman said:

I believe UD MCM has checkbox for randomizing struggle anims, and it's off by default.

 

I think I've found great visual effect in the game to be used for devices manifest - it's the one which can be seen as result of the Lurker attack in the Solstheim, when you cleanse the stones in the Dragonborn DLC. https://en.uesp.net/wiki/Skyrim:Lurker

The whole Black Books and Hermaeus Mora assets should be nice to use with everything goo-related in the UD.

 

 

As far as I can tell, there are three MCM options dealing with animations.

  • DAR Patch - for compatibility with DAR, not related to randomised struggle animations.
  • Animation Patch - Not a lot of details available on what this does. I have tried turning it off and on again, and haven't noticed any differences. At the very least, can say that this option does not deal with randomised animations
  • Animation List Normal / Expanded - Same as above. Tried both options and haven't noticed differences, struggle animations are still randomised.

I would be happy to be wrong, but I do not think there is currently a way to change the randomised animation setting to the previous, non-randomised system. Try for yourself if you like. Would be happy for a bit more clarification on these from the author @ihatemykite

 

 

Aside from that, I absolutely love your idea of using the animations from Lurker attacks for device manifestations. I would also use that animation for when the player consumes Black Goo as well.

 

I also have a suggestion on using the books and their related tentacle-grabbing animations:

 

Introduce a new item that works similarly to concentrated black goo. For immersion reasons, make it a book named "Tome of Devious Knowledge" or some such, and use an in-universe reason to have the player read a book before being bound. It can be made to drop from the same sources as Black Goo currently, and see whether the playerbase likes it before considering further implementation / tying into other systems.

 

Posted
16 hours ago, ihatemykite said:

Can you replicate the bug? I'm trying to replicate it, but can't. But I'm using last indev version and I little reworked the minigame disable, so it might have solved the issue.

 

It's now reliably happens all the time in my save, my character wear Abadon Plug (anal), I wonder if that makes any difference.

Once again, steps to replicate:

1. Start struggling alone or with follower's help when not far from orgasming

2. Wait for orgasm during struggle happen

3. Observe struggling anims still going, no orgasming anims being fired up

4. After 5-10 seconds try to struggle again and observe getting message "You already doing something"

5. Fix it with "general fix" from the debug menu.

 

Here's the save, maybe it will help.

 

Saves.7z

Posted
11 hours ago, The Longest John said:

 

 

As far as I can tell, there are three MCM options dealing with animations.

  • DAR Patch - for compatibility with DAR, not related to randomised struggle animations.
  • Animation Patch - Not a lot of details available on what this does. I have tried turning it off and on again, and haven't noticed any differences. At the very least, can say that this option does not deal with randomised animations
  • Animation List Normal / Expanded - Same as above. Tried both options and haven't noticed differences, struggle animations are still randomised.

I would be happy to be wrong, but I do not think there is currently a way to change the randomised animation setting to the previous, non-randomised system. Try for yourself if you like. Would be happy for a bit more clarification on these from the author @ihatemykite

 

 

Uncheck checkbox "Alternate Animation" in the UD MCM, tab "Custom devices", section "Main Setting".

Posted
3 hours ago, notwavman said:

 

Uncheck checkbox "Alternate Animation" in the UD MCM, tab "Custom devices", section "Main Setting".

 

Oh dang! That's what I get for not properly going through the MCM!

 

Thanks a bunch! 

Posted
On 8/25/2022 at 10:18 PM, Seph64 said:

This mod is absolutely great.  I love that you gave the Leather/Metal Arm and Leg cuffs actual purpose instead of just being a cosmetic piece of equipment.

 

But I got a couple of questions:

 

1. is there a way to increase the difficulty when untieing the arm cuffs? Right now, it feels really easy to untie those cuffs.

2. Do you think it possible to have the Arm Cuffs alternate between the default Armbinder arm position and the boxbinder arm position? (obviously this would require DD 5.2 Beta)

  1. There is currently not. There were reports that making them harder to untie, would just make struggling out of them more viable. But I can add some slider to MCM later for this. It will maybe replace the switch for cuffs tie.
  2. Boxbinder doesn't have custom arm position. Boxbinder (and straitjackets) hide wearer hands by just replacing current body with new handless body, and so all animations are viable. It is using same animations as armbinder.
Posted

Thanks for the reply!

 

I'll look forward to any future updates where the untie function may get a bit more difficult to  perform.  And OK, I wish I was a bit more knowledgeable about how things work in regards to certain devices (such as the Boxbinder), but thanks regardless.

Posted

@ihatemykite I wanted to thank you for this mod. I recently began using it with 2.0b15 and I am really impressed with the gameplay functionality that it adds to Devious Devices.

 

I see you just released official version 2.0

 

GitHub shows quite a few changes between 2.0b15 and 2.0 https://github.com/IHateMyKite/UnforgivingDevices/compare/2.0b15...2.0

 

I must admit that it is challenging for me to determine what user-visible changes correspond to those source code changes.

 

Would it be possible for you to give a quick summary of the user-visible changes, if any? Thanks so much! ❤️

Posted

MO does not like the import of the 2.0 file. When I extracted it it seems to be a rar file renamed as zip?

 

I would suggest using 7zip and creating a regular zip or a 7z file. (Win)rar is just awful :P

 

Capture2.JPG.b49f757b575a685f29751ec0eae6c99a.JPG

Posted (edited)
11 hours ago, naaitsab said:

MO does not like the import of the 2.0 file.

 

Are you using the old MO? I could install it w/o problem with MO2 (v2.4.4).

 

Also a question for Ihatemykite: I didn't see any Changelog related to UD 2.0, is it the same as b15, just official now? Well, I saw a change, but it was just the new patch.

Edited by monsta88
Posted
7 minutes ago, monsta88 said:

 

Are you using the old MO? I could install it w/o problem with MO2 (v2.4.4).

 

Also a question for Ihatemykite: I didn't see any Changelog related to UD 2.0, is it the same as b15, just official now? Well, I saw a change, but it was just the new patch.

Yeah still on MO1 for Oldrim. Do have MO2 for SE and FO4 but migrating can be a PIA so a bit hesitant with it ruining my loadorder

Posted
58 minutes ago, naaitsab said:

Yeah still on MO1 for Oldrim. Do have MO2 for SE and FO4 but migrating can be a PIA so a bit hesitant with it ruining my loadorder

 

Why don't you just make a safety copy of the Oldrim Profiles, and then try to start it up with MO2? It might just work at once.

Posted
19 hours ago, Herowynne said:

@ihatemykite I wanted to thank you for this mod. I recently began using it with 2.0b15 and I am really impressed with the gameplay functionality that it adds to Devious Devices.

 

I see you just released official version 2.0

 

GitHub shows quite a few changes between 2.0b15 and 2.0 https://github.com/IHateMyKite/UnforgivingDevices/compare/2.0b15...2.0

 

I must admit that it is challenging for me to determine what user-visible changes correspond to those source code changes.

 

Would it be possible for you to give a quick summary of the user-visible changes, if any? Thanks so much! ❤️

2 hours ago, monsta88 said:

 

Are you using the old MO? I could install it w/o problem with MO2 (v2.4.4).

 

Also a question for Ihatemykite: I didn't see any Changelog related to UD 2.0, is it the same as b15, just official now? Well, I saw a change, but it was just the new patch.

I knew that I forget something in changelog ?

  • Added compatibility for widescreen monitors and resolution bigger than 1920x1080 by@iiw2012iiw2012
  • I also added MCM option to disable debug menu if menu is locked (as requested by @The Longest John)
  • Black goo alwys locks additional device even if actor already have hand restrain
  • New orgasm expression which plays when certain number exhaustions is applied at once
  • Inflatable plugs cn again be only activivated if they are deflated
13 hours ago, naaitsab said:

MO does not like the import of the 2.0 file. When I extracted it it seems to be a rar file renamed as zip?

 

I would suggest using 7zip and creating a regular zip or a 7z file. (Win)rar is just awful :P

 

Capture2.JPG.b49f757b575a685f29751ec0eae6c99a.JPG

I'm usinbg batch script which zip the files for me and I'm using winrar for that. Problem is that I just added extension zip, instead of ziping it as zip :D. Previously I was using regfular zip but it somehow disapeared from my computer so I jumped to winrar. Will try the 7zip as it should also be usable in cmd.

Try this one for now (I edited the winrar cmd call so it should now zip the files as zip): Unforgiving Devices 2.0.zip

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