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Posted
On 1/4/2023 at 7:32 PM, ihatemykite said:

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.

 

Something to test would be nice. I've been following it on github and you+iivanvv added/changed alot of stuff (so far I've also failed to compile those scripts).

Posted (edited)
5 hours ago, pnutz78 said:

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?

So in the MCM in Patcher tab is "orgasm manifest chance multiplier" and "hour manifest chance multiplier" when a new device is created, like before a plug is equipped on you this determines the MAO/MAH existing or not. On their right side is the multiplier to how much effect they have. If you set all 4 numbers 0% then you won't get anything added even if you are already wearing them before going in MCM.

 

Orgasm manifest (MAO) will have a chance to add a device on every orgasm, if it's 20% in the device then that is the probability (multiplied by MCM).

 

Hour manifest (MAH) doesn't depend on orgasm, it just ticks once every hour ingame time. This will slowly equip devices even if you just stand still and nothing else happens.

 

@ihatemykite Also i think i did already try changing the cuffs minigame progress rate 10x slower but hardly saw any effect. The issue i have with script editing is probably that i need to start new game each time or things can really break. The scripts compile no errors... but does that mean they're fine?

Edited by Zaflis
Posted (edited)

Also i have a little surprise for those who like poison dart traps equipping UD devices ;)  Made a mod that makes all pressureplates completely invisible yet still functional.

Transparent Traps.7z

 

I don't even care if someone wants to take it on themselves to release in Nexus, because ideally that released mod would include not just fully transparent textures but also some levels of semi-transparent versions. I had not got time to do that yet, but i probably will release it later.

 

Normally the traps are using textures that are used in common walls, i copied all the textures the traps use and made them transparent in Gimp. Also each copy was given _alpha in the filename so it will not override any normal floors etc. That also means i had to change texture names in the traps NIF's. So i think this is as clean way it can be done.

 

Afternotes:

- Bear traps are currently not invisible. They could be but i don't see reason to, and they are never connected to any chain reaction.

- There is at least 1 dungeon in the game where (an optional) door opens by dropping something heavy on top of a pressure plate that is set on an altar. Naturally if you can't see it, may be difficult to figure out the puzzle.

Edited by Zaflis
Posted
On 1/10/2023 at 8:05 AM, Zaflis said:

Also i have a little surprise for those who like poison dart traps equipping UD devices ;)  Made a mod that makes all pressureplates completely invisible yet still functional.

Transparent Traps.7z 4.06 MB · 6 downloads

 

I don't even care if someone wants to take it on themselves to release in Nexus, because ideally that released mod would include not just fully transparent textures but also some levels of semi-transparent versions. I had not got time to do that yet, but i probably will release it later.

 

Normally the traps are using textures that are used in common walls, i copied all the textures the traps use and made them transparent in Gimp. Also each copy was given _alpha in the filename so it will not override any normal floors etc. That also means i had to change texture names in the traps NIF's. So i think this is as clean way it can be done.

 

Afternotes:

- Bear traps are currently not invisible. They could be but i don't see reason to, and they are never connected to any chain reaction.

- There is at least 1 dungeon in the game where (an optional) door opens by dropping something heavy on top of a pressure plate that is set on an altar. Naturally if you can't see it, may be difficult to figure out the puzzle.

Those poison dart trap is very amazing. Problem is, it should have gender check, as male npc is also got restrained even if I have no DD for him.

Posted (edited)

Sorry for the tweak verison of dd 5.1 qustion, but this DAR patch will be good with UD 2.0?
 

this DAR patch is needed to edit 'zadBoundCombatScript.pex' file for bound combat animation, and UD has 'zadBoundCombatScript_UDpatch.pex' file.
I don't have no knowledge in pex/psc files, i have no choice to ask you...

 

Sorry! I have checked Change Log and figue out what is what. thank you for option.

Edited by VAAAAAAAAAAAAAAAAAAAAAAAAV
Posted

Hey! I really like this mod, especially the struggle mini games.

 

Is there a specific thing that I can change in any of the files so that my character doesn't get any experience or stats from struggling?

 

I don't know anything about modding, so when I poked around at the scripts it just kinda broke... oops!

Posted (edited)
4 hours ago, BambiBunny said:

Hey! I really like this mod, especially the struggle mini games.

 

Is there a specific thing that I can change in any of the files so that my character doesn't get any experience or stats from struggling?

 

I don't know anything about modding, so when I poked around at the scripts it just kinda broke... oops!

I would guess the best script change you could try is change the MCM sliders about experience so it can reach 0. Currently 1% is lowest you can set them. But even 1% is a lot, i reached almost 100 destruction in my last play.

Edited by Zaflis
Posted
On 1/12/2023 at 7:59 AM, BambiBunny said:

Hey! I really like this mod, especially the struggle mini games.

 

Is there a specific thing that I can change in any of the files so that my character doesn't get any experience or stats from struggling?

 

I don't know anything about modding, so when I poked around at the scripts it just kinda broke... oops!

 

Check the Skill Advance slider in the UD MCM, Custom Devices tab.

Posted

@ihatemykitewanted to thank you again for this fantastic mod- really having loads of fun getting into all kind of devices and escaping them- lots of experimenting. I was wondering if this mod is still under active development and what the next major features are that you are working on?

Posted
On 1/10/2023 at 1:23 AM, Zaflis said:

Also i think i did already try changing the cuffs minigame progress rate 10x slower but hardly saw any effect. The issue i have with script editing is probably that i need to start new game each time or things can really break. The scripts compile no errors... but does that mean they're fine?

That is strange, will give it a look. The arm/leg cuffs mini-game would certainly need some maintenance, as I barely toughed it after implementing it.

On 1/10/2023 at 2:05 AM, Zaflis said:

Also i have a little surprise for those who like poison dart traps equipping UD devices ;)  Made a mod that makes all pressureplates completely invisible yet still functional.

Transparent Traps.7z 4.06 MB · 12 downloads

 

I don't even care if someone wants to take it on themselves to release in Nexus, because ideally that released mod would include not just fully transparent textures but also some levels of semi-transparent versions. I had not got time to do that yet, but i probably will release it later.

 

Normally the traps are using textures that are used in common walls, i copied all the textures the traps use and made them transparent in Gimp. Also each copy was given _alpha in the filename so it will not override any normal floors etc. That also means i had to change texture names in the traps NIF's. So i think this is as clean way it can be done.

 

Afternotes:

- Bear traps are currently not invisible. They could be but i don't see reason to, and they are never connected to any chain reaction.

- There is at least 1 dungeon in the game where (an optional) door opens by dropping something heavy on top of a pressure plate that is set on an altar. Naturally if you can't see it, may be difficult to figure out the puzzle.

Great idea, will try it myself. Also, you can always post the mod here, no need to post it on nexus. Alternatively, I can just update the main page with "Community patches", which will just have link to yours (and others) posts with downloads links like this. Let me know what you think.

On 1/12/2023 at 12:17 AM, VAAAAAAAAAAAAAAAAAAAAAAAAV said:

Sorry for the tweak verison of dd 5.1 qustion, but this DAR patch will be good with UD 2.0?
 

this DAR patch is needed to edit 'zadBoundCombatScript.pex' file for bound combat animation, and UD has 'zadBoundCombatScript_UDpatch.pex' file.
I don't have no knowledge in pex/psc files, i have no choice to ask you...

 

Sorry! I have checked Change Log and figue out what is what. thank you for option.

My bad, should have made the MCM option more informative. Will update main page with this information, so it can be found even before installing the mod.

On 1/12/2023 at 10:22 AM, Zaflis said:

I would guess the best script change you could try is change the MCM sliders about experience so it can reach 0. Currently 1% is lowest you can set them. But even 1% is a lot, i reached almost 100 destruction in my last play.

I'm surprised that you managed to get this high with only 1%. Might be good idea to make slider finer (with 0 to disable the feature). But Lockpick skill will still process, as that have nothing to do with the MCM setting, it issues vanilla skyrim settings. Only possible way to reduce the lockpick xp might be to add perk which decrease xp gain while player is in minigame.

3 hours ago, pnutz78 said:

@ihatemykitewanted to thank you again for this fantastic mod- really having loads of fun getting into all kind of devices and escaping them- lots of experimenting. I was wondering if this mod is still under active development and what the next major features are that you are working on?

For now this. Once all is done, I will provide a better list.

Posted (edited)
16 hours ago, ihatemykite said:

That is strange, will give it a look. The arm/leg cuffs mini-game would certainly need some maintenance, as I barely toughed it after implementing it.

I tried the script edit again and without starting a new game, worked. I was just lazy before since some point i started compiling scripts different way than i had before. To make it work i need to copy all scripts i'm using to same folder, compile it there and then move the output file to the patch mod. What did not work was directly opening the script source file from the patch mod and compile it there... while it doesn't print any errors it just doesn't work this way for some reason, but it doesn't bother much.

 

Using Papyrus plugin for Notepad++.

 

For demonstration here's the MCM edit to make XP slider go 0: MCM_xp_patch.zip (fixed)

 

Edited by Zaflis
Posted
8 minutes ago, Zaflis said:

I tried the script edit again and without starting a new game, worked. I was just lazy before since some point i started compiling scripts different way than i had before. To make it work i need to copy all scripts i'm using to same folder, compile it there and then move the output file to the patch mod. What did not work was directly opening the script source file from the patch mod and compile it there... while it doesn't print any errors it just doesn't work this way for some reason, but it doesn't bother much.

 

Using Papyrus plugin for Notepad++.

If you want, you can read tutorial about the notepad++ with papyrus plugin which I wrote there https://github.com/IHateMyKite/UnforgivingDevices/wiki/Developer-Guide#notepad

It might give you more insight in how the file management work

13 minutes ago, Zaflis said:

 

For demonstration here's the MCM edit to make XP slider go 0: MCM_xp_patch.zip (odd, it wouldn't let me upload 7zip)

 

Nice, will give it a look later.

Posted
10 hours ago, Zaflis said:

I tried the script edit again and without starting a new game, worked. I was just lazy before since some point i started compiling scripts different way than i had before. To make it work i need to copy all scripts i'm using to same folder, compile it there and then move the output file to the patch mod. What did not work was directly opening the script source file from the patch mod and compile it there... while it doesn't print any errors it just doesn't work this way for some reason, but it doesn't bother much.

 

Using Papyrus plugin for Notepad++.

 

For demonstration here's the MCM edit to make XP slider go 0: MCM_xp_patch.zip (odd, it wouldn't let me upload 7zip)

 

Looked into the script, maybe I wasn't attentive enough, but this



    elseif (option == UD_BaseDeviceSkillIncrease_S)
        SetSliderDialogStartValue(UDCDmain.UD_BaseDeviceSkillIncrease)
        SetSliderDialogDefaultValue(10.0)
        SetSliderDialogRange(1.0, 1000.0)
        SetSliderDialogInterval(1.0)

 

looks like range 1-1000 to me and not 0-1000

Posted (edited)
2 hours ago, kurotatsu said:

Looked into the script, maybe I wasn't attentive enough, but this

You're right, i thought the XP and skill efficiency were other way around for the helper and experience gain. I'll fix the earlier upload in a couple min.

But changing the slider script at least does work for me and new game is not necessary.

 

Seems reading MCM tooltips is hard for me, this is the correct one that goes to 0 after tested again:

Spoiler

skill_advance.jpg.41626832e6edf447426edb86ab351995.jpg

 

Edited by Zaflis
Posted
On 1/13/2023 at 2:41 PM, Zaflis said:

I tried the script edit again and without starting a new game, worked. I was just lazy before since some point i started compiling scripts different way than i had before. To make it work i need to copy all scripts i'm using to same folder, compile it there and then move the output file to the patch mod. What did not work was directly opening the script source file from the patch mod and compile it there... while it doesn't print any errors it just doesn't work this way for some reason, but it doesn't bother much.

 

Using Papyrus plugin for Notepad++.

 

For demonstration here's the MCM edit to make XP slider go 0: MCM_xp_patch.zip (fixed)

 

 

Oho~! I replaced the old source/script with those and it worked like a charm, thank you so much!

 

I gave notepad++ a spin to see if I could do it myself, and then my head boomed once it came to compiling, so this was a Big Big help.

Posted
43 minutes ago, MysticDaedra said:

Every now and again I get a device like a plug that has no way of removing it: no locks, cannot struggle etc. What causes this, and how can I remove the device the intended way?

Can you show screenshot of the Details? It shows many things such as the accessibility which is a bit affected by what else you are wearing on top of the plug.

Posted
2 hours ago, Zaflis said:

Can you show screenshot of the Details? It shows many things such as the accessibility which is a bit affected by what else you are wearing on top of the plug.

It seems it needed to be charged up or something to remove. The tooltips gave no indication of this... perhaps this could be improved upon in future updates?

Posted

Thanks for your mod!

 

I am trapped in Abadon gear.

 

My mana & stamina bars never blink, so the best it seems like I can do is randomly hit keys.

 

I normally don't see a durability bar or orgasm bar like the UI shows. I am using I&A collection. Are there some other mods that could block this from happening?

Given that I can't do the minigames, I'm trapped. `player.unequipitem` doesn't work and `player.removeitem` doesn't work. I generated an Abadon Key, but it doesn't me use it.

 

Any suggestions on how to fix the UI and/or otherwise escape from my broken state without reverting saves and avoiding the mod?

 

Thanks

Posted

Anything that alters UI can potentially conflict with UD, of course.

And the problem with collections - hard to figure out what mod exactly from that  collection alters UI.

So unless you like that UI rework too much - you should try to find and disable that UI mod.

 

Also you can set Auto crits to land with probability you want, even 100%. I'd recommend 80-90% for more fun.

 

In the development version on the GitHub there's iWantWidgets support added, maybe it will work for you better, but this requires you to DL source and compile it yourself with PCA or CK and of course DL iWantWidgets mod from Nexus and install it.

 

In the end, if you're stuck and simply want out - use Unlock All option in the Debug menu of UD.

 

Posted
On 1/18/2023 at 5:53 AM, cvonb said:

Thanks for your mod!

 

I am trapped in Abadon gear.

 

My mana & stamina bars never blink, so the best it seems like I can do is randomly hit keys.

 

I normally don't see a durability bar or orgasm bar like the UI shows. I am using I&A collection. Are there some other mods that could block this from happening?

Given that I can't do the minigames, I'm trapped. `player.unequipitem` doesn't work and `player.removeitem` doesn't work. I generated an Abadon Key, but it doesn't me use it.

 

Any suggestions on how to fix the UI and/or otherwise escape from my broken state without reverting saves and avoiding the mod?

 

Thanks

Do you have newest version of SkyUi installed ? You can also change crits to be instead visual effects on character (in MCM) so you would not need the UI.

Posted
On 1/15/2023 at 11:36 AM, MysticDaedra said:

Every now and again I get a device like a plug that has no way of removing it: no locks, cannot struggle etc. What causes this, and how can I remove the device the intended way?

Its possibly inflatable plug. It the plug gets inflated to maximum level, it can't be removed for some time, until the pressure is not reduced under the max level.

Posted
15 hours ago, ihatemykite said:

Do you have newest version of SkyUi installed ? You can also change crits to be instead visual effects on character (in MCM) so you would not need the UI.

 

I have SkyUI 5.2SE installed (the one from I&A collection), which looks like the newest one

 

I don't see any ability to change crits to be visual instead. I see General, Custom devices, Abadon Plugin, and Debug. General has Action Key, High performance mod, logging level, stop key, debug mod, and npc auto scan.

 

Posted
23 minutes ago, cvonb said:

I don't see any ability to change crits to be visual instead.

 

What version of the mod are you using?

 

Mentioned settings should be there:

 

image.png.0bf397e4b33424d5a0e6d1312abd4b36.png

Posted

I can't recall if the Abadon plug quest came from Laura, but I think this also may have caused her to be bugged. If I use the debug command to remove the plug, since I can't do the crits, then she says she won't give another quest because one is still pending.

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