ihatemykite Posted September 20, 2022 Author Posted September 20, 2022 On 9/17/2022 at 9:05 AM, 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. Thanks for the report. Will fix it. 1
ihatemykite Posted September 20, 2022 Author Posted September 20, 2022 On 9/13/2022 at 7:10 AM, jbezorg said: 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"); ..... Will try, but it might be quite unnoticeable in comparison to stamina/magica meters. 1
Khe Posted September 20, 2022 Posted September 20, 2022 On 9/17/2022 at 4:35 AM, notwavman said: 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. The 'hassle' is due to having to not only dig through the 'message' records in the ESP, but also dig through multiple scripts to identify which ones contain strings that need modifying. While I'm capable of doing so I am, quite frankly, very lazy. As such, any I list are the ones I noticed as I played with the mod. Which, given where we're at, is more than what those others you mentioned did. So...at least I'm helping a little bit?
hungvipbcsok Posted September 20, 2022 Posted September 20, 2022 47 minutes ago, Khe said: The 'hassle' is due to having to not only dig through the 'message' records in the ESP, but also dig through multiple scripts to identify which ones contain strings that need modifying. While I'm capable of doing so I am, quite frankly, very lazy. As such, any I list are the ones I noticed as I played with the mod. Which, given where we're at, is more than what those others you mentioned did. So...at least I'm helping a little bit? I though it is somewhat easy if people notify the bad grammar when playing the game and report it with a better phrase. Didn't it should be possible to do something like Replace All 'xxx' to 'yyy' that will replace all the string in the project?
jbezorg Posted September 20, 2022 Posted September 20, 2022 2 hours ago, ihatemykite said: Will try, but it might be quite unnoticeable in comparison to stamina/magica meters. Forces the player to watch the entire screen instead of focusing on the bottom corners. Not a bad thing in my opinion though it will make the game more difficult. An on/off toggle for those who don't like it.
Khe Posted September 21, 2022 Posted September 21, 2022 21 hours ago, hungvipbcsok said: I though it is somewhat easy if people notify the bad grammar when playing the game and report it with a better phrase. Didn't it should be possible to do something like Replace All 'xxx' to 'yyy' that will replace all the string in the project? from a coding perspective, there is a need to be careful, so as not to replace anything that should not be (like variable names). So..."reported as they are encountered"
hungvipbcsok Posted September 21, 2022 Posted September 21, 2022 33 minutes ago, Khe said: from a coding perspective, there is a need to be careful, so as not to replace anything that should not be (like variable names). So..."reported as they are encountered" But we are talking about string text. That long ass text with white space can never be any variable name. Also from my experience as C# dev, shouldn't all the string store in some hash file and the coding only pull out the id of the string? 1
Khe Posted September 21, 2022 Posted September 21, 2022 2 hours ago, hungvipbcsok said: But we are talking about string text. That long ass text with white space can never be any variable name. Also from my experience as C# dev, shouldn't all the string store in some hash file and the coding only pull out the id of the string? sadly that's not always the case with papyrus. however, long text is less likely to be incorrectly replaced (it's when people try to replace individual words that things get messy) 1
jbezorg Posted September 21, 2022 Posted September 21, 2022 (edited) 10 hours ago, hungvipbcsok said: But we are talking about string text. That long ass text with white space can never be any variable name. Also from my experience as C# dev, shouldn't all the string store in some hash file and the coding only pull out the id of the string? Essentially the Creation Kit does that for you. This is how the game can be multilingual. The procedure ( how to ) is a PITA though and it's pretty much the last step before "I'm done!" in mod development. Until you do so. you have to dig through the CK's UI for each bit of text. This is true for everything outside papyrus. Books, dialogue boxes, scene text, force greet text,... Edited September 21, 2022 by jbezorg
Khe Posted September 23, 2022 Posted September 23, 2022 or use tes5edit, which may be harder or easier depending on how the dialogue is laid out, but even that takes a while 1
NobodyImportant33333 Posted September 24, 2022 Posted September 24, 2022 (edited) I'm noticing a fundamental flaw with how the abadon works. Eventually, the abadon will reduce your stamina regen, to the point where you're actually losing stamina. thus, making it pretty much impossible to do much of anything with the restraints, well before the abadon is even at full power, and when the super punishment is meant to happen. I have a feeling it's not supposed to impossible to regain stamina at this point, unless I'm missing something. I think the problem is that the plug is not reducing the stamina regen by a percentage, but rather it's draining stamina equal to a percentage of your max stamina. In one phase, your stamina goes from regenerating at a normal pace to can't regenerate at all. There must be some other variable where stamina regen itself is affected, rather than an additive stamina drain. Of course, I can simply disable stamina drain as something that can happen through the MCM. Or maybe the stamina variable could be tweaked with this in mind to be far less punishing. Also, the mechanic of your hands getting shaky and ending the vanilla lockpick minigame prematurely is pretty unwelcome, especially since there is already a limiter in the form of having a limited number of picks per attempt. It also flies in the face of being able to set the max picks to a large amount, because no matter what, that shaky hand gimmick will limit you. It needs to be configurable, like the max picks. Edited September 25, 2022 by NobodyImportant33333 Low activity: adding to a post
BreadDain Posted September 26, 2022 Posted September 26, 2022 On 9/24/2022 at 9:06 AM, NobodyImportant33333 said: I'm noticing a fundamental flaw with how the abadon works. Eventually, the abadon will reduce your stamina regen, to the point where you're actually losing stamina. thus, making it pretty much impossible to do much of anything with the restraints, well before the abadon is even at full power, and when the super punishment is meant to happen. I have a feeling it's not supposed to impossible to regain stamina at this point, unless I'm missing something. I think the problem is that the plug is not reducing the stamina regen by a percentage, but rather it's draining stamina equal to a percentage of your max stamina. In one phase, your stamina goes from regenerating at a normal pace to can't regenerate at all. It is not possible to get abadon passively drain your stamina, it operates on regen multiplier which can be equal to 0 if the character got exhausted by repeated orgasms, making it completely stop the regen but not drain it. Some other mod is draining your stamina, not UD. On 9/24/2022 at 9:06 AM, NobodyImportant33333 said: Also, the mechanic of your hands getting shaky and ending the vanilla lockpick minigame prematurely is pretty unwelcome, especially since there is already a limiter in the form of having a limited number of picks per attempt. It also flies in the face of being able to set the max picks to a large amount, because no matter what, that shaky hand gimmick will limit you. It needs to be configurable, like the max picks. There is usually the other way to struggle from restraints beside picking a lock such as using a key or struggling out. Otherwise picking a lock is a too easy way to get rid of restraints quickly, if player is incompetent at it they'll just take their sweet time to pick it as slow as possible. Also, this implies that you have invest perks and levels in lockpicking, which will make it even more easy. For me personally, even a Master-tier lock with 2 lockpicks is not a problem at all, cracking them like sunflower seeds. 1
hungvipbcsok Posted September 27, 2022 Posted September 27, 2022 (edited) 19 hours ago, BreadDain said: Also, this implies that you have invest perks and levels in lockpicking, which will make it even more easy. For me personally, even a Master-tier lock with 2 lockpicks is not a problem at all, cracking them like sunflower seeds. Yes, 2 lockpick is enough to done the lockpicking game. But in 1 condition that lockpick has full health. The skyrim mechanic is super annoying that when you finish a lockpicking game then the lockpick will carry it durability to the next game, which sometime instant break after just simple tap. So I always set 3 lockpick per game Edited September 27, 2022 by hungvipbcsok
monsta88 Posted October 7, 2022 Posted October 7, 2022 Hello Ihatemykite, New game, SE (not AE). Restraints difficulty is Normal (not using DD difficulty). Still, I got this: Is there no way to remove this (beside the Debug menu)?
Annaleah Posted October 7, 2022 Posted October 7, 2022 Maybe easy-to-implement suggestion that you might like. You have Manifest on Actor Orgasm, why not Activate on Actor Orgasm..? might be an intresting modifier for leg/arm cuffs notably.
hungvipbcsok Posted October 8, 2022 Posted October 8, 2022 15 hours ago, monsta88 said: Hello Ihatemykite, New game, SE (not AE). Restraints difficulty is Normal (not using DD difficulty). Still, I got this: Is there no way to remove this (beside the Debug menu)? Look fricking neet. I believe UD has no other method to remove that. And since it is a plug, I believe many others mod that offer remove device won't be able to remove it either. Not sure if DCL universal key can remove that or not.
kurotatsu Posted October 8, 2022 Posted October 8, 2022 17 hours ago, monsta88 said: Hello Ihatemykite, New game, SE (not AE). Restraints difficulty is Normal (not using DD difficulty). Still, I got this: Is there no way to remove this (beside the Debug menu)? Accessibility 0% means plug either blocked by something like chastity belt or fully inflated. Just wait a bit for it to lose pressure to lv4 and then it will be removable.
monsta88 Posted October 8, 2022 Posted October 8, 2022 (edited) 5 minutes ago, notwavman said: Accessibility 0% means plug either blocked by something like chastity belt or fully inflated. Just wait a bit for it to lose pressure to lv4 and then it will be removable. yeah, I just wanted to post that it happened finally (it deflated) and I could remove it. Edited October 8, 2022 by monsta88
NobodyImportant33333 Posted October 9, 2022 Posted October 9, 2022 On 9/26/2022 at 1:30 PM, BreadDain said: There is usually the other way to struggle from restraints beside picking a lock such as using a key or struggling out. Otherwise picking a lock is a too easy way to get rid of restraints quickly, if player is incompetent at it they'll just take their sweet time to pick it as slow as possible. Also, this implies that you have invest perks and levels in lockpicking, which will make it even more easy. For me personally, even a Master-tier lock with 2 lockpicks is not a problem at all, cracking them like sunflower seeds. Personally, I don't find that being slow correlates to greater success, except that I have time to think about where I want to position the pick. Other than that, No matter how slow I am, I'm still getting the pick broken after a couple wrong spots or fewer on expert and master. For me personally, 2 is difficult to work with, so I like to add a little more than that; my preference. Unfortunately, the time limit is rather strict when adding more attempts. The MCM allows you to make it so that you can enter the lockpick mini-game with up to 30 lockpicks. What is the point of this if you don't have enough time to use anywhere near that amount before you're booted out of the minigame? That's why I believe the time limit should be configurable the way max lockpicks is configurable. Even if this wouldn't help you, it'd help other people, and nothing bad ever came from allowing the end user more control over how they play their game. And hey, at the end of the day, you're still using way more lockpicks than you would in vanilla, so there's still the issue of running out of lockpicks. 1
kurotatsu Posted October 9, 2022 Posted October 9, 2022 @ihatemykite Some time ago it was reported and fix supplied by @BreadDain, but again I've noticed it in the current release version. I'm talking about Abadon Cursed StratJacket script instance having keyword zad_deviousarmbinder instead of zad_deviousstraitjacket. Somehow it crawled out again? My apologies if it's already known and fixed in dev version.
NobodyImportant33333 Posted October 16, 2022 Posted October 16, 2022 Better not be playing the DD beta with this mod on a serious save. There's a reason betas are tested on separate saves. While playing this with beta DD installed, the abadon plug will randomly equip the elbow shackles, introduced from the DD beta. Looks like this item wasn't properly implemented, and nothing I've done yet was successful in removing the shackles, save for the equip item menu would show up with the option to examine them. Doing this after having manipulated the shackles removed them for reason I suppose being it wasn't properly implemented. Needless to say, if you don't want your game to be broken, don't download beta builds of any mod.
r3mind Posted October 17, 2022 Posted October 17, 2022 Is there a way to disable items destruction during whipping? If an NPC adds some DDs on PC and then whips her, eventually items get broken :<
Seph64 Posted October 18, 2022 Posted October 18, 2022 (edited) On 10/16/2022 at 5:40 PM, NobodyImportant33333 said: Better not be playing the DD beta with this mod on a serious save. There's a reason betas are tested on separate saves. While playing this with beta DD installed, the abadon plug will randomly equip the elbow shackles, introduced from the DD beta. Looks like this item wasn't properly implemented, and nothing I've done yet was successful in removing the shackles, save for the equip item menu would show up with the option to examine them. Doing this after having manipulated the shackles removed them for reason I suppose being it wasn't properly implemented. Needless to say, if you don't want your game to be broken, don't download beta builds of any mod. I believe the Elbow Shackles were from 5.1 actually. And what I remember from my limited experience with them, they were inescapable by yourself, even without Unforgiving Devices. I think they are a device that requires a follower to help you. I could always be wrong though, as I often am. lol Edited October 18, 2022 by Seph64
ihatemykite Posted October 18, 2022 Author Posted October 18, 2022 On 10/17/2022 at 1:40 AM, NobodyImportant33333 said: Better not be playing the DD beta with this mod on a serious save. There's a reason betas are tested on separate saves. While playing this with beta DD installed, the abadon plug will randomly equip the elbow shackles, introduced from the DD beta. Looks like this item wasn't properly implemented, and nothing I've done yet was successful in removing the shackles, save for the equip item menu would show up with the option to examine them. Doing this after having manipulated the shackles removed them for reason I suppose being it wasn't properly implemented. Needless to say, if you don't want your game to be broken, don't download beta builds of any mod. 24 minutes ago, Seph64 said: I believe the Elbow Shackles were from 5.1 actually. And what I remember from my limited experience with them, they were inescapable by yourself, even without Unforgiving Devices. I think they are a device that requires a follower to help you. I could always be wrong though, as I often am. lol I'm quite cetain that the issue is caused by Devious Devices SE Patch.esp. This is part of the DD SE version. Try disabling it or moving it below the UD DD Patch, so UD repatch it. 21 hours ago, Vigor said: Is there a way to disable items destruction during whipping? If an NPC adds some DDs on PC and then whips her, eventually items get broken :< On 10/9/2022 at 10:02 AM, notwavman said: @ihatemykite Some time ago it was reported and fix supplied by @BreadDain, but again I've noticed it in the current release version. I'm talking about Abadon Cursed StratJacket script instance having keyword zad_deviousarmbinder instead of zad_deviousstraitjacket. Somehow it crawled out again? My apologies if it's already known and fixed in dev version. Will take a look. 1
kurotatsu Posted October 23, 2022 Posted October 23, 2022 (edited) OK, here's a little something I've made while learning things: 1. Corrected Abadon Cursed Straitjacket from Armbinder to Straitjacket. 2. Expanded formlists to contain Boxbinders from the DD5.2 Beta and BondageHard to contain more rare restraints. 3. Changed look of the Abadon Chastity Bra and Belt to stainless steel, like High Security ones from DCL. 4. Main thing - changed magic effect and look of the trap darts (small poison ones, found in many places, for example Pinewatch on the way to the treasure room) to look like lurker spit and made script which applies Abadon hand restraints, most frequently used are weak ones, harder are more rare and finally top level are the rarest. High arousal increases chances of getting harder(and rarer) restraint. NPCs supported. Attaching zip archive with the modded version, please make sure to back-up UnforgivingDevices.esp before installing. Please try it out and tell me if you like the idea(s) implemented in this. Unfortunately I've still didn't figured out how to replace sound of trap darts with goo sounds and how to get rid of the poison effect... More learning! Unforgiving Traps.zip Edited October 23, 2022 by notwavman 5
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