lacie_ Posted December 29, 2022 Posted December 29, 2022 (edited) 18 hours ago, ihatemykite said: This depends on if user actually have DAR DD patch installed. The MCM setting only switch it from FNIS to DAR, so if user doesn't have DAR animations ready, it will obviously not work. Might make the description more clear. Ah that would explain it, I don't use any DAR animations that conflict with DD so I don't use the patch either. Thanks edit: I also had a question about how UD interacts with DCL. I noticed for the most part it works fine, but the only device drops (in containers, etc) I see are the ZBF devices, none from DD/DCL. Is this intentional/an effect of UD? Edited December 29, 2022 by asdj1239
Zaflis Posted December 30, 2022 Posted December 30, 2022 16 hours ago, asdj1239 said: Ah that would explain it, I don't use any DAR animations that conflict with DD so I don't use the patch either. Thanks edit: I also had a question about how UD interacts with DCL. I noticed for the most part it works fine, but the only device drops (in containers, etc) I see are the ZBF devices, none from DD/DCL. Is this intentional/an effect of UD? ZBF should be from ZAP, and DCL cannot drop them ever. Make sure you have UD patches for DCL and others after UD in the load order. Do you maybe have some other loot mod? It looks like Cursed Chests requires ZAP.
kurotatsu Posted December 30, 2022 Posted December 30, 2022 19 hours ago, asdj1239 said: edit: I also had a question about how UD interacts with DCL. I noticed for the most part it works fine, but the only device drops (in containers, etc) I see are the ZBF devices, none from DD/DCL. Is this intentional/an effect of UD? Only thing UD DCL patch does is UDfying some DCL items. It doesn't affects in any way the drops, so I suggest you to check DCL settings on drop percentages.
lacie_ Posted December 30, 2022 Posted December 30, 2022 2 hours ago, Zaflis said: ZBF should be from ZAP, and DCL cannot drop them ever. Make sure you have UD patches for DCL and others after UD in the load order. Do you maybe have some other loot mod? It looks like Cursed Chests requires ZAP. 21 minutes ago, kurotatsu said: Only thing UD DCL patch does is UDfying some DCL items. It doesn't affects in any way the drops, so I suggest you to check DCL settings on drop percentages. I think it was just some odd bug caused by my other mods - the drop lists seemed to have randomly corrected themselves and I'm getting DD drops now
NobodyImportant33333 Posted December 31, 2022 Posted December 31, 2022 Will there be an option to make it so that keys can only unlock one lock? I believe that's the default option in DD with the option to disable it. It should make the experience much harder when you have a lot of locks engaged, as one key would no longer be enough to bust through every single lock. Maybe you can have it set up so that every x number of successful unlocks still results in the key being used up. Naturally, x would be configurable in the MCM menu, and if it's set to 0, the feature is disabled; that, or you can make it percentage based for added variation. Keys being used up when you use it to remove the rest of the locks and free yourself, or something to that effect could be a fine addition, but perhaps relatively difficult to implement. If the upper limit for unlocks per key were 30 or higher, you could burst through the entirety of a single device with 30 locks on it. Miscriting should still destroy the key in its entirety as a consequence of failure.
indolu Posted January 2, 2023 Posted January 2, 2023 (edited) i keep getting these errors. Its causing it to default to DD's normal way of escape. It only seems to happen on the items from expansion. Edited January 2, 2023 by indolu
ihatemykite Posted January 2, 2023 Author Posted January 2, 2023 3 minutes ago, indolu said: i keep getting these errors. Its causing it to default to DD's normal way of escape. It only seems to happen on the items from expansion. I most certainly have some mod which overwrites the patch. Disable all mods which changes devices (like Devious Lore DD patch). If you don't know what is causing it, send me your load order and I will tell you. On 12/31/2022 at 8:14 PM, NobodyImportant33333 said: Will there be an option to make it so that keys can only unlock one lock? I believe that's the default option in DD with the option to disable it. It should make the experience much harder when you have a lot of locks engaged, as one key would no longer be enough to bust through every single lock. Maybe you can have it set up so that every x number of successful unlocks still results in the key being used up. Naturally, x would be configurable in the MCM menu, and if it's set to 0, the feature is disabled; that, or you can make it percentage based for added variation. Keys being used up when you use it to remove the rest of the locks and free yourself, or something to that effect could be a fine addition, but perhaps relatively difficult to implement. If the upper limit for unlocks per key were 30 or higher, you could burst through the entirety of a single device with 30 locks on it. Miscriting should still destroy the key in its entirety as a consequence of failure. Was thinking about this feature for some time too, but I'm currently working on more "important" features. Might do it as last thing before release as it should hopefully be easy to implement.
indolu Posted January 2, 2023 Posted January 2, 2023 4 minutes ago, ihatemykite said: I most certainly have some mod which overwrites the patch. Disable all mods which changes devices (like Devious Lore DD patch). If you don't know what is causing it, send me your load order and I will tell you. Was thinking about this feature for some time too, but I'm currently working on more "important" features. Might do it as last thing before release as it should hopefully be easy to implement. Im an idiot, im using a modified Wabbajack list and one of their custom patches that makes them sellable also just happens to remove the keyword. Now to figure out how to get them to work together instead of against.
indolu Posted January 2, 2023 Posted January 2, 2023 (edited) I'm using the Nefaram modlist with a few personal modifications.. I dont expect anyone to download the list and figure it out, but if anyone has encountered this before and knows how to fix it, it would be great. Ok, so now I'm encountering a new problem with the same devices. It no longer says the script isn't there, I made a patch for the patch that makes them sellable, but now they say they timed out on equip when i goto debug and try and do the fix in there. For the Example of the Red Ebonite elbowbinder that is having issues the mods that overwrite it as seen in ssedit are 1. dd Expansion (its origin) 2. DD - Lore patch 3. DD for him 4. UD - DD patch 5. _NEFARAM_PEGI18_DevicesSale.esp (the one that makes them sellable.) 6. Unforgiving devices -Nefaram Sale (the patch i made from the previous to give them the proper script.) Now i have tried disabling 5 and 6, the results were the same. Disabling 6 and moving 4 to the end to see if UD will even work, also results in the same. 2 has also been disabled and tried with all the previous methods too. The last mod in the order that effects the elbowbinder does have the US_CustomDevice_EquipScript, and it registers in game. However it still doesnt do the proper UD minigame and defaults to DD's. In the debug menu Repatching, does nothing. I can unregister then reregister, but it gets be back where i just was. It does allow me to unequip it. EDIT: This was in adition to what you had preciously said. Tried it so only the UD overwrites the origin, and still nothing. loadorder.txt Edited January 2, 2023 by indolu
indolu Posted January 3, 2023 Posted January 3, 2023 1 hour ago, indolu said: I'm using the Nefaram modlist with a few personal modifications.. I dont expect anyone to download the list and figure it out, but if anyone has encountered this before and knows how to fix it, it would be great. Ok, so now I'm encountering a new problem with the same devices. It no longer says the script isn't there, I made a patch for the patch that makes them sellable, but now they say they timed out on equip when i goto debug and try and do the fix in there. For the Example of the Red Ebonite elbowbinder that is having issues the mods that overwrite it as seen in ssedit are 1. dd Expansion (its origin) 2. DD - Lore patch 3. DD for him 4. UD - DD patch 5. _NEFARAM_PEGI18_DevicesSale.esp (the one that makes them sellable.) 6. Unforgiving devices -Nefaram Sale (the patch i made from the previous to give them the proper script.) Now i have tried disabling 5 and 6, the results were the same. Disabling 6 and moving 4 to the end to see if UD will even work, also results in the same. 2 has also been disabled and tried with all the previous methods too. The last mod in the order that effects the elbowbinder does have the US_CustomDevice_EquipScript, and it registers in game. However it still doesnt do the proper UD minigame and defaults to DD's. In the debug menu Repatching, does nothing. I can unregister then reregister, but it gets be back where i just was. It does allow me to unequip it. EDIT: This was in adition to what you had preciously said. Tried it so only the UD overwrites the origin, and still nothing. loadorder.txt 33.82 kB · 1 download OK Turns out my save is just fucked. Started a new game and no new problems. fuuuuuuuuuck
hungvipbcsok Posted January 3, 2023 Posted January 3, 2023 18 hours ago, ihatemykite said: Was thinking about this feature for some time too, but I'm currently working on more "important" features. Can u sneak peak?
ihatemykite Posted January 4, 2023 Author Posted January 4, 2023 On 1/3/2023 at 2:52 PM, hungvipbcsok said: Can u sneak peak? NPC register rework, and simple Ai for registered NPCs (so they can struggle without player input). But there are many more changes and features that I and other works/worked on. If you want to see all changes, you can take a look at the github. I'm thinking that after the pair animation is implemented by @iivanvv, I will post here some kind of beta again, so I can get some bug reports/feedbacks before main release. 3
Marauderrr Posted January 4, 2023 Posted January 4, 2023 Really appreciate your work, and BreadDain's work on UD. A really great mod that just keeps getting better!
Zaflis Posted January 5, 2023 Posted January 5, 2023 Has any scripter met an issue where "current" carryweight is going negative? So if if base carryweight is -100/300, then if it goes up to 200/300 you get messages about being overburdened. Any "modav" or the likes only affect that max value (300 in my example) but i can't figure how to alter that left number. All i have is suspicions it could come from UD's scripts because i can't think of others. Basically i had around 300/320 carryweight before paid cart ride, and then any DD equip afterwards from either from Devious Carriages or UD's piercing/plug modifier added another and it went to 200/320. I didn't visit any shop inbetween and this issue was even more broken in my earlier save, somewhere down to -300/400 when i emptied inventory as much as possible.
kurotatsu Posted January 5, 2023 Posted January 5, 2023 4 hours ago, Zaflis said: Has any scripter met an issue where "current" carryweight is going negative? So if if base carryweight is -100/300, then if it goes up to 200/300 you get messages about being overburdened. Any "modav" or the likes only affect that max value (300 in my example) but i can't figure how to alter that left number. All i have is suspicions it could come from UD's scripts because i can't think of others. Basically i had around 300/320 carryweight before paid cart ride, and then any DD equip afterwards from either from Devious Carriages or UD's piercing/plug modifier added another and it went to 200/320. I didn't visit any shop inbetween and this issue was even more broken in my earlier save, somewhere down to -300/400 when i emptied inventory as much as possible. I've seen negative carry weight appearing only when my PC is being hobbled, by dress or leg cuffs. After freeing from them or untying them everything is going back to normal.
Zaflis Posted January 5, 2023 Posted January 5, 2023 6 minutes ago, kurotatsu said: I've seen negative carry weight appearing only when my PC is being hobbled, by dress or leg cuffs. After freeing from them or untying them everything is going back to normal. Normally with just hobble it goes other way around, first number positive and second one negative, Current/Max. I mean case where Max is still higher than Current but i get the over-encumbered warning. It's still running at normal speed though. First i thought my minor script edits would have anything to do with it, but i figured that most i can do is change AV for CarryWeight but that only effects the Max, not Current. Usually only your inventory contents and perhaps active effects can alter how much you are carrying, but i don't have any active effects of such sorts to my knowledge.
hungvipbcsok Posted January 5, 2023 Posted January 5, 2023 4 hours ago, Zaflis said: Normally with just hobble it goes other way around, first number positive and second one negative, Current/Max. I mean case where Max is still higher than Current but i get the over-encumbered warning. It's still running at normal speed though. First i thought my minor script edits would have anything to do with it, but i figured that most i can do is change AV for CarryWeight but that only effects the Max, not Current. Usually only your inventory contents and perhaps active effects can alter how much you are carrying, but i don't have any active effects of such sorts to my knowledge. I think I saw this happen before long time ago when UD is not even made. So my suspicious is Cursed Loot, the horny/device buff mechanic. After using UD and turn off those buff, I haven't seen that message for a long time. 2
POLE7645 Posted January 8, 2023 Posted January 8, 2023 Just tried the mod with TrueHUD (https://www.nexusmods.com/skyrimspecialedition/mods/62775?tab=description) and the mod works well enough, except that (of course) the life, mana and starmina meters won't glow (so that you have to rely on your character glowing). You think a patch for this mod is possible?
iivanvv Posted January 9, 2023 Posted January 9, 2023 3 hours ago, POLE7645 said: Just tried the mod with TrueHUD (https://www.nexusmods.com/skyrimspecialedition/mods/62775?tab=description) and the mod works well enough, except that (of course) the life, mana and starmina meters won't glow (so that you have to rely on your character glowing). You think a patch for this mod is possible? As far as I can tell, this mod is made as a SKSE plugin. And I don't see any API for interaction from papyrus scripts. Unfortunately, it will be problematic to make a patch, since it will have to create own SKSE plugin to interact with that mod. 2
pervrt Posted January 9, 2023 Posted January 9, 2023 Hey, big fan of the mod, especially the expanded/varied struggle/etc animations, and i just recently found these ones by bakafactory: As far as i can tell, this replaces, instead of adds the animations, so i was hoping you could add them as extras. Also, is the github UD version compatible with the new DD version? Thanks in advance
Zaflis Posted January 9, 2023 Posted January 9, 2023 (edited) About the wrist and leg cuffs autolocking feature, it is currently maybe too easy. You can free yourself with 1 struggle usually, and you can skip even that if you go for directly removing the cuffs instead. So few options would make it more interesting: - Cannot struggle/unlock out of if it's in tied state, must first untie it. - The untie progress bar would move much slower normally and you would have to rely more on strong crits. The crits are fine as it is currently but i'd simply make the passive progress go at ~5% of its current speed. Then there's some blocking options that would be possible, such as: - Not able to remove piercings and plugs through a suit. The plugs depend on which open holes the suit has, hobble has none. Piercings are delicate to the point you couldn't reach it even through an open hole. - Not able to remove piercings with gloves on, it needs too much precision. Try inserting a thin thread through needle with gloves on and behind your back... It's not gonna work. - Wearing a hood blocks removing gag and blindfold. We can agree that those smaller ones are always underneath. Even if it's an open mouth hood, you still can't remove the gag since no access to locks. Debatable (you can technically break the devices in a way these cannot block): - Not able to remove gloves with arm cuffs on. - Not able to remove suit with leg/arm cuffs. - Which blocks which, corset/harness VS suit. We don't know which one is under so... Same with chastity belt and bra. - Gloves usually visually block suit but there are also short gloves you could slip the suit over. I've also checked that blindfolds and gloves already make struggling harder, at least in most cases. I'm aware that doing all these checks can become script heavy, also what makes matters even more complicated is difficulty multiplier with NPC helper and what he/she is wearing too. Maybe we can cache the wearing state of each slot to some variables so you don't need to scan keywords all the time? Such a state wouldn't need to be updated very often; perhaps just once every 5 ingame hours. If something is equipped or unequipped, it would set the remaining time to 5 seconds, after which full scan would happen. I mean it would be bad if it would do that scan every time something is equipped or unequipped, especially if it's a whole set of items at once. So just flag it for "something has changed, prepare to scan soon...". Edited January 9, 2023 by Zaflis 1
pnutz78 Posted January 9, 2023 Posted January 9, 2023 Is it possible/ configurable to stop piercings from generating new devices on you? I love to use the mod to struggle out of devices but don't want to get generated a never ending stream of devices on me. Also, is it possible to configure devices to get destroyed when removed? Otherwise I have to litter skyrim with millions of devices (not very environment friendly) or I see them at a DD store and become a billionaire by level 5 ?
iivanvv Posted January 9, 2023 Posted January 9, 2023 4 hours ago, pervrt said: As far as i can tell, this replaces, instead of adds the animations, so i was hoping you could add them as extras. Soon you'll be able to add any animations yourself 4 hours ago, pervrt said: Also, is the github UD version compatible with the new DD version? And what is the newest version? I'm testing with DD 5.2 Beta 7 and everything is fine. Except for the outdated UnforgivingDevices - DD Patch.esp which does not support newly added items.
ihatemykite Posted January 9, 2023 Author Posted January 9, 2023 (edited) On 1/5/2023 at 9:58 AM, Zaflis said: Normally with just hobble it goes other way around, first number positive and second one negative, Current/Max. I mean case where Max is still higher than Current but i get the over-encumbered warning. It's still running at normal speed though. First i thought my minor script edits would have anything to do with it, but i figured that most i can do is change AV for CarryWeight but that only effects the Max, not Current. Usually only your inventory contents and perhaps active effects can alter how much you are carrying, but i don't have any active effects of such sorts to my knowledge. The only script that touch the carry weight is UD_SwimmingPenaltyScript, which is used for slowing player and when swimming. But it is used in the same way that hobble dress works, so it should not be a source of issue if you didn't have a problem before with hobble skirt. 3 hours ago, Zaflis said: About the wrist and leg cuffs autolocking feature, it is currently maybe too easy. You can free yourself with 1 struggle usually, and you can skip even that if you go for directly removing the cuffs instead. So few options would make it more interesting: - Cannot struggle/unlock out of if it's in tied state, must first untie it. - The untie progress bar would move much slower normally and you would have to rely more on strong crits. The crits are fine as it is currently but i'd simply make the passive progress go at ~5% of its current speed. Then there's some blocking options that would be possible, such as: - Not able to remove piercings and plugs through a suit. The plugs depend on which open holes the suit has, hobble has none. Piercings are delicate to the point you couldn't reach it even through an open hole. - Not able to remove piercings with gloves on, it needs too much precision. Try inserting a thin thread through needle with gloves on and behind your back... It's not gonna work. - Wearing a hood blocks removing gag and blindfold. We can agree that those smaller ones are always underneath. Even if it's an open mouth hood, you still can't remove the gag since no access to locks. Debatable (you can technically break the devices in a way these cannot block): - Not able to remove gloves with arm cuffs on. - Not able to remove suit with leg/arm cuffs. - Which blocks which, corset/harness VS suit. We don't know which one is under so... Same with chastity belt and bra. - Gloves usually visually block suit but there are also short gloves you could slip the suit over. I've also checked that blindfolds and gloves already make struggling harder, at least in most cases. I'm aware that doing all these checks can become script heavy, also what makes matters even more complicated is difficulty multiplier with NPC helper and what he/she is wearing too. Maybe we can cache the wearing state of each slot to some variables so you don't need to scan keywords all the time? Such a state wouldn't need to be updated very often; perhaps just once every 5 ingame hours. If something is equipped or unequipped, it would set the remaining time to 5 seconds, after which full scan would happen. I mean it would be bad if it would do that scan every time something is equipped or unequipped, especially if it's a whole set of items at once. So just flag it for "something has changed, prepare to scan soon...". This might be surprise, but adding this feature would take actually like 3 minutes. This feature is already to some extent implemented. When you wear a hood, it will reduce the accessibility of the gag and blindfold, making them harder to remove. So, I can just add MCM switch, which will instead of reducing the accessibility makes it inaccessible. If you want to take a closer look at how it works, you can check script https://github.com/IHateMyKite/UnforgivingDevices/blob/main/Scripts/Source/UD_CustomBlindfold_RenderScript.psc and specifically this part. What it does is that it checks if wearer have hood and if yes, it reduces "current" accessibility by 75%. The current part is important, because it can work with accessibility which differs from 1 (like when actor have tied hands, but device is loose, in that case having hood will reduce the accessibility even further). Anyway, back to your request, all I would have to do is to replace 0.35 with 0.0. 2 hours ago, pnutz78 said: Is it possible/ configurable to stop piercings from generating new devices on you? I love to use the mod to struggle out of devices but don't want to get generated a never ending stream of devices on me. Also, is it possible to configure devices to get destroyed when removed? Otherwise I have to litter skyrim with millions of devices (not very environment friendly) or I see them at a DD store and become a billionaire by level 5 ? You can configure the Orgasm manifest and Hour manifest probability in MCM Patcher tab. This will only affect new devices, not the one you already wear, tho. Edited January 9, 2023 by ihatemykite Grammer 2
pnutz78 Posted January 9, 2023 Posted January 9, 2023 2 hours ago, ihatemykite said: The only script that touch the carry weight is UD_SwimmingPenaltyScript, which is used for slowing player and when swimming. But it is used in the same way that hobble dress works, so it should not be a source of issue if you didn't have a problem before with hobble skirt. This might be surprise, but adding this feature would take actually like 3 minutes. This feature is already to some extent implemented. When you wear a hood, it will reduce the accessibility of the gag and blindfold, making them harder to remove. So, I can just add MCM switch, which will instead of reducing the accessibility makes it inaccessible. If you want to take a closer look at how it works, you can check script https://github.com/IHateMyKite/UnforgivingDevices/blob/main/Scripts/Source/UD_CustomBlindfold_RenderScript.psc and specifically this part. What it does is that it checks if wearer have hood and if yes, it reduces "current" accessibility by 75%. The current part is important, because it can work with accessibility which differs from 1 (like when actor have tied hands, but device is loose, in that case having hood will reduce the accessibility even further). Anyway, back to your request, all I would have to do is to replace 0.35 with 0.0. You can configure the Orgasm manifest and Hour manifest probability in MCM Patcher tab. This will only affect new devices, not the one you already wear, tho. So just that I understand the mechanics here: orgasms can cause additional devices to get summoned upon you? What exact conditions have to be met for this to happen and how can you influence that probability?
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