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Posted
On 8/30/2022 at 4:36 PM, Yukitemi said:

oh ye I forgor. There's also no exhaustion after unlocking with a key minigame. Successful or not.

Agreed, key minigame should apply exhaustion/cooldown.

Posted
2 hours ago, Siudhne said:

Some devious thought I had while struggling: %-chance to reverse crit key bindings. Just to mess with that muscle memory.


Make the border flash red instead of the stat color on a reversed crit? That way you have to watch for color as well as the flash.  

Posted (edited)
On 9/9/2022 at 5:45 PM, Siudhne said:

I don't mean the number of successes required or to make it longer, but more difficult to nail the crits in the first place (timing->player skill). I like the "mandatory crits" option to punish for missing crits, but so far I've nailed 100% of the crits sadly. ?

Adding MCM option to make crits harder should be easy solution to the problem.

On 9/9/2022 at 5:45 PM, Siudhne said:

Would also be awesome to customize the various debuffs, arousal gain, key break chance etc.

Do you mean increasing arousal gain while in minigame?

Also, keys can only break if you fail the crit, so if you nail 100% crits as you said, you will never break the key. Might add MCM option that will add chance that key can break even on successful crits.

 

Edited by ihatemykite
Posted
On 9/9/2022 at 6:59 PM, Siudhne said:

Agreed, key minigame should apply exhaustion/cooldown.

Issue is that some peaple wanted it other way. I will add MCM toogle so everyone can select if they want exhaustion.

On 9/9/2022 at 7:51 PM, jbezorg said:


Make the border flash red instead of the stat color on a reversed crit? That way you have to watch for color as well as the flash.  

I tried this long before when first adding crits but making bars flash different color is impossible (at least for me with my limited knowledge of action script). On other hand, I can make body shader crit to have any color. I even added red color, but didn't implement it as it would suck if it would only work for this option, and not for HUD option.

Posted

Any chance of adding in lock manipulation? It's quite useful for situations when you want to wear devices just for their looks or external reasons (Devious follower requirements etc.). Not necessarily letting you get out of them for free like in base DD, but at least some reduction in difficulty would be nice

Posted
34 minutes ago, Aldid said:

Any chance of adding in lock manipulation? It's quite useful for situations when you want to wear devices just for their looks or external reasons (Devious follower requirements etc.). Not necessarily letting you get out of them for free like in base DD, but at least some reduction in difficulty would be nice

I think its possible, but it will be quite difficult, as every device can have different escape methode. So I would have to create script that first finds thid methode and then makes it easier. Only universal way might be adding some new option in device menu which will just make device instantly unlocked (or, alternatively, it will start some kind of minigame that will just reduce device durability without reducing condition. This way it will take some time but it should be pretty easy)

Posted

I got a question about Inflatable plugs. Is it intended that if you insert both Vag and Anal inflatable plugs that you will NEVER ever escape from them?

 

Because it sure feels like it. I think the intended way to escape from them is to wait til it deflates on its own, then remove once enough pressure has escaped. But the problem is that, even if you do nothing and get a message that the plugs have lost pressure, the next plug event will automatically cause them to reinflate.

 

And of course, if you do manage to, ahem get a choice to remove them, it encourage the "Orgasm" meter to go up super fast and once that gets full, it'll cause the plugs to reinflate. Causing an infinite loop.

 

I haven.t upgraded to 2.0 yet though, still using the version before it, so maybe it's an issue that has been resolved? Anyhow, I had to use the debug options to remove the plugs because they were too much of a detriment to gameplay.

Posted
22 hours ago, ihatemykite said:

I tried this long before when first adding crits but making bars flash different color is impossible (at least for me with my limited knowledge of action script). On other hand, I can make body shader crit to have any color. I even added red color, but didn't implement it as it would suck if it would only work for this option, and not for HUD option.


Never messed with the UI. Are you using something like this? Animating the flash by cycling glow strength?
 

var outline:GlowFilter = new GlowFilter();
outline.blurX = outline.blurY = 1;
outline.color = 0xFF0000;
outline.quality = BitmapFilterQuality.HIGH;
outline.strength = 100;

 

Posted (edited)
On 9/11/2022 at 4:36 PM, ihatemykite said:

Adding MCM option to make crits harder should be easy solution to the problem.

Do you mean increasing arousal gain while in minigame?

Also, keys can only break if you fail the crit, so if you nail 100% crits as you said, you will never break the key. Might add MCM option that will add chance that key can break even on successful crits.

Awesome!

Yeah, I meant arousal gain in the minigame.

Good to know about key breaks, genuinely thought it wasn't implented yet. xD

 

23 hours ago, ihatemykite said:

Issue is that some peaple wanted it other way. I will add MCM toogle so everyone can select if they want exhaustion.

I tried this long before when first adding crits but making bars flash different color is impossible (at least for me with my limited knowledge of action script). On other hand, I can make body shader crit to have any color. I even added red color, but didn't implement it as it would suck if it would only work for this option, and not for HUD option.

Awesome again. One can never have too many MCM options. ?

Edited by Siudhne
Posted
1 hour ago, jbezorg said:


Never messed with the UI. Are you using something like this? Animating the flash by cycling glow strength?
 

var outline:GlowFilter = new GlowFilter();
outline.blurX = outline.blurY = 1;
outline.color = 0xFF0000;
outline.quality = BitmapFilterQuality.HIGH;
outline.strength = 100;

 

Thank you for showing the code, but issue is that I doesn't even have correct adobe application to compile the script (because they are expensive af). And even bigger issue is that even if I would do it, it would have to replace the currect skyrim HUD with new ones, which would make other mods that do this incompatible. Also, this is papyrus code that mades the bars to flash

 

;Stamina bar

UI.Invoke("HUD Menu", "_root.HUDMovieBaseInstance.StartStaminaBlinking")

;Magicka bar

UI.Invoke("HUD Menu", "_root.HUDMovieBaseInstance.StartMagickaBlinking")

 

Basically, I¨m just calling already existing function in action script. Reason why I this doesn't work for health bar is that is not StarthealthBlinking, or any similiar function. But it could possible be done with other function, but I was so glad that I maked the bars flash that I gived up on health bar. If you want, you can take look at the action script for HUD. I was using github repo for SkyUI to look at the source action script.

Posted
15 hours ago, Seph64 said:

I got a question about Inflatable plugs. Is it intended that if you insert both Vag and Anal inflatable plugs that you will NEVER ever escape from them?

 

Because it sure feels like it. I think the intended way to escape from them is to wait til it deflates on its own, then remove once enough pressure has escaped. But the problem is that, even if you do nothing and get a message that the plugs have lost pressure, the next plug event will automatically cause them to reinflate.

 

And of course, if you do manage to, ahem get a choice to remove them, it encourage the "Orgasm" meter to go up super fast and once that gets full, it'll cause the plugs to reinflate. Causing an infinite loop.

 

I haven.t upgraded to 2.0 yet though, still using the version before it, so maybe it's an issue that has been resolved? Anyhow, I had to use the debug options to remove the plugs because they were too much of a detriment to gameplay.

Plugs should no longer be inflated if they are already fully inflated. Cooldown was laso little altered to make it easier.

Posted (edited)

Patch for Skyrim Unbound Reborn. Form 44 esl flagged esp plugin. Changes quest start from completing Dragon Rising to the Way of the Voice. (Or completely breaks it and I don't know that because I never did anything related to the main quest for years.) Nevermind doesn't work.

 

Edited by someuselessuser
Posted
13 hours ago, ihatemykite said:

;Stamina bar

UI.Invoke("HUD Menu", "_root.HUDMovieBaseInstance.StartStaminaBlinking")

;Magicka bar

UI.Invoke("HUD Menu", "_root.HUDMovieBaseInstance.StartMagickaBlinking")

 

Basically, I¨m just calling already existing function in action script. Reason why I this doesn't work for health bar is that is not StarthealthBlinking, or any similiar function. But it could possible be done with other function, but I was so glad that I maked the bars flash that I gived up on health bar. If you want, you can take look at the action script for HUD. I was using github repo for SkyUI to look at the source action script.


Hmmmm..... I didn't see anything to change color either. Probably a constant somewhere.


Perhaps flash the shout meter?
 

        .....
		GameDelegate.addCallBack("FlashShoutMeter", this, "FlashShoutMeter");
        .....
		GameDelegate.addCallBack("StartMagickaMeterBlinking", this, "StartMagickaBlinking");
		GameDelegate.addCallBack("StartStaminaMeterBlinking", this, "StartStaminaBlinking");
        .....

 

Posted

What is the expectation meant to be for how difficult an easy device is to get out of? For example, take this device:

 

Spoiler

ScreenShot8.png.d351928d4cdf76aab2753709bfb1e8d4.png

 

ScreenShot9.png.cf39f246e260fa9f3399c852395be1af.png

 

 

It seems like this is intended to be a relatively easy to escape device, and there isn't much strategic choice to be had, since it can't be cut and it has no locks (do almost no devices have locks early on? It certainly seems that way). Besides the fact that I'm not sure what "74/XXX %" means exactly, I assume that M = 11% is a pretty low magic resistance. But struggling against it using magic, with about 100 Magicka (character is level 4), takes it down <20% durability. The 35 "damage" I've done to it was over the course of 4-5 struggles, testing different types to see if anything worked better.

 

This is all on default settings, with default DD settings except key break (which is on easy). As far as I can tell, there's nothing to do *during* the struggle except for tap a key once every 10 seconds or so when the UI flashes.

 

I first tried the Abadon Plug quest, but was forced to abandon that due to getting stuck in a bunch of other devices due to traps in the bandit hideout and debuffed by Whorecrux trying to push gems past the plug. I think I got <5% durability off of the armbinder before my character was permanently depleted of magicka and stamina due to orgasms and other negative conditions (some not due to the fault of this mod, admittedly).

 

Am I missing something? Is the default difficulty intended to make it take 15+ real-time minutes to remove an "easy" collar, watching for occasional flashes of the stamina or magicka bar? There must be more to it than this.

Posted

It would be neat if we could customize which skills benefited the various struggle/lockpick/cutting options. I.e., if I'm a two-handed character, I'd use my two-handed weapons, if I was a conjuration mage I might use some sort of conjuration magic etc. Just a thought.

Posted
13 hours ago, anyway ayway said:

What is the expectation meant to be for how difficult an easy device is to get out of? For example, take this device:

 

  Hide contents

ScreenShot8.png.d351928d4cdf76aab2753709bfb1e8d4.png

 

ScreenShot9.png.cf39f246e260fa9f3399c852395be1af.png

 

 

It seems like this is intended to be a relatively easy to escape device, and there isn't much strategic choice to be had, since it can't be cut and it has no locks (do almost no devices have locks early on? It certainly seems that way). Besides the fact that I'm not sure what "74/XXX %" means exactly, I assume that M = 11% is a pretty low magic resistance. But struggling against it using magic, with about 100 Magicka (character is level 4), takes it down <20% durability. The 35 "damage" I've done to it was over the course of 4-5 struggles, testing different types to see if anything worked better.

 

This is all on default settings, with default DD settings except key break (which is on easy). As far as I can tell, there's nothing to do *during* the struggle except for tap a key once every 10 seconds or so when the UI flashes.

 

I first tried the Abadon Plug quest, but was forced to abandon that due to getting stuck in a bunch of other devices due to traps in the bandit hideout and debuffed by Whorecrux trying to push gems past the plug. I think I got <5% durability off of the armbinder before my character was permanently depleted of magicka and stamina due to orgasms and other negative conditions (some not due to the fault of this mod, admittedly).

 

Am I missing something? Is the default difficulty intended to make it take 15+ real-time minutes to remove an "easy" collar, watching for occasional flashes of the stamina or magicka bar? There must be more to it than this.

 

Well, it's a matter of perspective. Tapping the key every few seconds is a lot better than the vanilla "open and close menu forever" behavior :).

 

I think the devices will get easier to remove the higher your skill, so raising destruction eventually the devices should be faster to escape from.

 

Are you sure you're pressing the right key on the flash? Your experience sounds a little bit harder than mine is.

Posted (edited)
13 hours ago, DayTri said:

 

Well, it's a matter of perspective. Tapping the key every few seconds is a lot better than the vanilla "open and close menu forever" behavior :).

 

I think the devices will get easier to remove the higher your skill, so raising destruction eventually the devices should be faster to escape from.

 

Are you sure you're pressing the right key on the flash? Your experience sounds a little bit harder than mine is.

 

It's certainly a lot more interesting than the DD default escape mechanism, that's true, though I've been using alternate escape systems for quite awhile.

 

Still, I was perhaps a bit hasty in my assessment, and I think a bit unlucky in the devices I was testing on. Struggling seems to be the most tedious of the removal types by design, and for whatever reason I kept getting stuck with devices that could only be removed with that method. Combined with the fact that the skills that are important for the struggling game are at base still for my character (and can only be improved by trainers in my game...), and it made things harder than presumably intended.

 

After changing the DD difficulty and with a bit of stamina potion abuse, it's working out better. I do like how the devices interact with each other, and how if you let things get a bit too far out of hand you start having to fight the pleasure meter. I also like that keys/cutting provide ways to escape for the adventurer lacking in proficiency. Certainly worth continued experimentation.

Edited by anyway ayway
Posted

This mod is nice as an idea, and I like the design behind it, but it's a bit of a turn-off seeing bad grammar, typos and mismatched/incorrect punctuation in so many places.

To name a few:
Weapon/spell/quest/item names for example should all be Title Case (first letter of each word capitalized, except 'the' 'or' or 'of', etc.) in line with vanilla skyrim
"Struggle with help of magic" -> "Struggle with magical help" or "Struggle with the help of magic"
NPC struggle message uses 'normaly' instead of 'normally'. Also uses "endure your bonds" when it's the NPC that has to do the enduring, not the player.
Blue straitjacket should be "its host's" not "its host", plenty of other missing/improper use of possessives besides

and of course, the green straitjacket has 'weaver' instead of 'wearer' and 'thiefs' instead of 'thieves'

all the items saying "<X> that makes it so tight that" should be "<X> that is so tight that"

If it were less of a hassle to go through all the strings, I could probably list a lot more, but I think the idea is pretty clear.

Posted
4 hours ago, Khe said:

This mod is nice as an idea, and I like the design behind it, but it's a bit of a turn-off seeing bad grammar, typos and mismatched/incorrect punctuation in so many places.

To name a few:
Weapon/spell/quest/item names for example should all be Title Case (first letter of each word capitalized, except 'the' 'or' or 'of', etc.) in line with vanilla skyrim
"Struggle with help of magic" -> "Struggle with magical help" or "Struggle with the help of magic"
NPC struggle message uses 'normaly' instead of 'normally'. Also uses "endure your bonds" when it's the NPC that has to do the enduring, not the player.
Blue straitjacket should be "its host's" not "its host", plenty of other missing/improper use of possessives besides

and of course, the green straitjacket has 'weaver' instead of 'wearer' and 'thiefs' instead of 'thieves'

all the items saying "<X> that makes it so tight that" should be "<X> that is so tight that"

If it were less of a hassle to go through all the strings, I could probably list a lot more, but I think the idea is pretty clear.

 

The idea is known for a while now as the mod's author is not native English speaker, so if you want to help to make it better - please go through all strings and post grammatically proper replacements messages for each of incorrect messages.

 

Thing is, so far everyone who noticed misspellings were at "hassle to go through all the strings" and not bothered to compile nice replacement message list to go into the mod.

Posted (edited)

I'm on SE. I'm getting an error with (I think? Probably not?) a Devious Device Equip golden chastity belt, where it says "cannot get device (aborting)". In console it says the following:

image.png.488d7c4ae11a4a4f80e9c22cc7e245d1.png

Again, on SE with version 2.0. I tried General Fixes, but that didn't work.

 

I'm having this issue seemingly randomly with other devices not added by DDe, including nipple clamps (ZaZ?) and genital piercings. It says that these devices are unregistered, but when running General Fixes, it says the same thing: cannot get device.

Edited by MysticDaedra
Posted
9 hours ago, MysticDaedra said:

I'm on SE. I'm getting an error with (I think? Probably not?) a Devious Device Equip golden chastity belt, where it says "cannot get device (aborting)". In console it says the following:

image.png.488d7c4ae11a4a4f80e9c22cc7e245d1.png

Again, on SE with version 2.0. I tried General Fixes, but that didn't work.

 

I'm having this issue seemingly randomly with other devices not added by DDe, including nipple clamps (ZaZ?) and genital piercings. It says that these devices are unregistered, but when running General Fixes, it says the same thing: cannot get device.

 

There could be problems with too heavy script load on your installation, i.e. script takes too much time to complete. Maybe try disabling some heavy mods to see if the problem persists?

Posted
3 hours ago, notwavman said:

 

There could be problems with too heavy script load on your installation, i.e. script takes too much time to complete. Maybe try disabling some heavy mods to see if the problem persists?

Doubt. The messages return immediately, and I've yet to experience any other script lag issues with this mod list. I think it's most likely a conflict of some kind, but I'm still not sure which mod I added that is causing the conflict.

Posted

Things I've noticed in the UD2.0:

1. Custom blindfolds, ones which additionally take head slot and coflict with hoods/gasmasks - they behave weird. Confirmed on red leather blindfold (custom), suspect all of them are affected. When it's added through Cursed loot event, it's not registered in the devices list. When clicked in inventory, instead of standard menu appearing I get struggle menu only.

After escaping i get message "You escaped out of" with name of device absent and inventory deice gets unequipped, while display device remains worn on the character.

Maybe change these custom blindfold into normal ones, without them taking hood slot too?

2. Locking plugs consistently have no way to be lockpicked and can be opened by key only. Same behavior I've spotted on rusty ankle harness, but locking plugs so far always behave like this. Being able to repair locks, open them with key, but unable to pick them using lockpicks feels weird.

 

I hope this report is clear enough, @ihatemykite

Posted

It appears that the general settings tab can't recognize custom keybinds if the key bindings aren't used in this menu by default, though I can still bind the key. For instance, I can't make down on the d-pad work, but I can make right on the d-pad work, since that key binding was originally used for the NPC menu setting in this MCM tab. To be frank, activate, that is device menu, being bound to right bumper poses a real problem when trying to use shouts or powers, and unfortunately, we're running out of space to put it anywhere else, I cobbled a work around where d-pad right is activate, Y is NPC menu, and right bumper is end mini-game, but in the future, I could see activate being removed as a hotkey, and instead be accessible from the player menu, or available as a power.

 

The next problem I had was that one of the bumper buttons wasn't working for me, because it had other functions that overrid the action, meaning I could only get about half of the crits. I experimented a bit and found a workaround. If the crits are instead bound to the triggers, the input is registered correctly albeit the player enters a combat stance after the mini-game. No big deal there.

 

I'm running the AE upgrade version of SE, and I'm using an Xbox One controller. I did enable bound combat in DD.

Posted
On 9/18/2022 at 12:25 PM, MysticDaedra said:

I'm on SE. I'm getting an error with (I think? Probably not?) a Devious Device Equip golden chastity belt, where it says "cannot get device (aborting)". In console it says the following:

image.png.488d7c4ae11a4a4f80e9c22cc7e245d1.png

Again, on SE with version 2.0. I tried General Fixes, but that didn't work.

 

I'm having this issue seemingly randomly with other devices not added by DDe, including nipple clamps (ZaZ?) and genital piercings. It says that these devices are unregistered, but when running General Fixes, it says the same thing: cannot get device.

Is the device realy from Devious Device Equip ? There is no patch currently so it should not be possible to equip the device. only possible way is that for some reason the Equip variant use DD Inventory device for Golden Chastity belt to save time on creating new one. Will have to investigate.

On 9/19/2022 at 9:29 AM, notwavman said:

Things I've noticed in the UD2.0:

1. Custom blindfolds, ones which additionally take head slot and coflict with hoods/gasmasks - they behave weird. Confirmed on red leather blindfold (custom), suspect all of them are affected. When it's added through Cursed loot event, it's not registered in the devices list. When clicked in inventory, instead of standard menu appearing I get struggle menu only.

After escaping i get message "You escaped out of" with name of device absent and inventory deice gets unequipped, while display device remains worn on the character.

Maybe change these custom blindfold into normal ones, without them taking hood slot too?

2. Locking plugs consistently have no way to be lockpicked and can be opened by key only. Same behavior I've spotted on rusty ankle harness, but locking plugs so far always behave like this. Being able to repair locks, open them with key, but unable to pick them using lockpicks feels weird.

 

I hope this report is clear enough, @ihatemykite

  1. Most likely issue with DD patch or with script, will have to give it a look
  2. This is kn own issue. Long story short, this is how the device are done in DD. Not even in DD they can be lockpicked. Patching the device will not remove the lockpick option (well it does, but not allways, and it only removes the option if the device can be struggled from without touching the locks). Only possibility that I can think of is to add MCM option which if active will make all device lockpickable if they have generic key (restrain key, chastity key).
9 hours ago, NobodyImportant33333 said:

It appears that the general settings tab can't recognize custom keybinds if the key bindings aren't used in this menu by default, though I can still bind the key. For instance, I can't make down on the d-pad work, but I can make right on the d-pad work, since that key binding was originally used for the NPC menu setting in this MCM tab. To be frank, activate, that is device menu, being bound to right bumper poses a real problem when trying to use shouts or powers, and unfortunately, we're running out of space to put it anywhere else, I cobbled a work around where d-pad right is activate, Y is NPC menu, and right bumper is end mini-game, but in the future, I could see activate being removed as a hotkey, and instead be accessible from the player menu, or available as a power.

 

The next problem I had was that one of the bumper buttons wasn't working for me, because it had other functions that overrid the action, meaning I could only get about half of the crits. I experimented a bit and found a workaround. If the crits are instead bound to the triggers, the input is registered correctly albeit the player enters a combat stance after the mini-game. No big deal there.

 

I'm running the AE upgrade version of SE, and I'm using an Xbox One controller. I did enable bound combat in DD.

Good news is that I was actually working on gamepad controll rework recently. I basically added new button which can be changed in MCM. All the mapped keys (struggle key, player key, npc etc....) can be only used if the other key is pressed (for now I just call it Gamepad key). This way you can still use D pad for other thinks in battle, but you can use it other time for UD by pressing the Gamepad key.

But the option with the menu that you propose is also great. I think I will just add new MCM option that will enable this feature. This way only one gamepad key will be needed to use the mod.

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