Caladian Posted June 12, 2021 Posted June 12, 2021 Is there any possible intention to hook this into Deviously Cursed Loot? Ergo, a way to allow it to happen organically... kinda? Thanks for all of the hard work!
CamisoleDF Posted June 13, 2021 Posted June 13, 2021 So then, I'll start by giving a bit of a disclaimer: Everything I post here is nothing more than the opinion of an idiot who barely understands how mods work. Ultimately, if any of the suggestions I make are unrealistic, or conflict with the author's vision for the mod in any way, they are totally free to be discarded completely. Hell, @ihatemykite, there really isn't any need to even explain why my ideas wouldn't work or the difficulties in implementing them, I'm doing little more than thinking out loud here. Having said that, I'd like to give some feedback from the position of having gone through the newest build of the mod from beginning to end. First off, I have to say that the experience overall is just immensely improved from previous builds. In the words of UberDanger, I am having a good time. This is fucking gameplay! I absolutely love the much improved escape system, and I think it was a fantastic idea to include weaker versions of the heavy bondage items as the versions that get periodically equipped on the player. Also, I cannot praise this mod enough for the crit system, which turned a glorified cutscene into an actually interactive system. There is only one thing I encountered a bit of an issue with, and that's the lockpicking minigame. With all of the difficulty settings at their default (both from within unforgiving devices and the DD framework itself), lockpicking seemed to be extremely easy. Starting with the 'simple' set, I managed to pick the gag, blindfold and later the belt in the first or second tries with basically no issues. Funnily enough, the limb cuffs and collar took far more time, because they didn't have the option of being picked. I'm not sure if this is the intention, insofar as the pickable devices are also among the more debilitating, but I generally feel as though the lockpicking side of the minigame could use a bit of a difficulty tune-up. After all, getting a belt put on your character when the plug reaches half durability should be more than a 5 second inconvenience. In addition to that, I can now confirm that the specially colored devices show properly in build 1.33a. For some reason, @Zaflis' suggestion of changing iTexMipMapSkip to 0 in skyrimprefs didn't work in solving the issue in the old build. But again, now that 1.33a is out, this has become a total non-issue. Thanks again for an amazing mod! Will be looking forward to seeing how this develops! 1
ihatemykite Posted June 19, 2021 Author Posted June 19, 2021 On 6/12/2021 at 10:57 PM, Caladian said: Is there any possible intention to hook this into Deviously Cursed Loot? Ergo, a way to allow it to happen organically... kinda? Thanks for all of the hard work! Good question. I have no idea. I will take a look if its possible. On 6/13/2021 at 3:13 PM, CamisoleDF said: So then, I'll start by giving a bit of a disclaimer: Everything I post here is nothing more than the opinion of an idiot who barely understands how mods work. Ultimately, if any of the suggestions I make are unrealistic, or conflict with the author's vision for the mod in any way, they are totally free to be discarded completely. Hell, @ihatemykite, there really isn't any need to even explain why my ideas wouldn't work or the difficulties in implementing them, I'm doing little more than thinking out loud here. Having said that, I'd like to give some feedback from the position of having gone through the newest build of the mod from beginning to end. First off, I have to say that the experience overall is just immensely improved from previous builds. In the words of UberDanger, I am having a good time. This is fucking gameplay! I absolutely love the much improved escape system, and I think it was a fantastic idea to include weaker versions of the heavy bondage items as the versions that get periodically equipped on the player. Also, I cannot praise this mod enough for the crit system, which turned a glorified cutscene into an actually interactive system. There is only one thing I encountered a bit of an issue with, and that's the lockpicking minigame. With all of the difficulty settings at their default (both from within unforgiving devices and the DD framework itself), lockpicking seemed to be extremely easy. Starting with the 'simple' set, I managed to pick the gag, blindfold and later the belt in the first or second tries with basically no issues. Funnily enough, the limb cuffs and collar took far more time, because they didn't have the option of being picked. I'm not sure if this is the intention, insofar as the pickable devices are also among the more debilitating, but I generally feel as though the lockpicking side of the minigame could use a bit of a difficulty tune-up. After all, getting a belt put on your character when the plug reaches half durability should be more than a 5 second inconvenience. In addition to that, I can now confirm that the specially colored devices show properly in build 1.33a. For some reason, @Zaflis' suggestion of changing iTexMipMapSkip to 0 in skyrimprefs didn't work in solving the issue in the old build. But again, now that 1.33a is out, this has become a total non-issue. Thanks again for an amazing mod! Will be looking forward to seeing how this develops! Regarding the lockpick minigame, i will propably have to find other way to make it work. I have been thinking of doing it same fashion as Devious Devices Escape Overhaul. So the minigmae will only be about to reach the lock and then to complete the vannila lockpick minigame. But that will be quite challenging so for now i will just change probability of unlocking the device to make it at least harder. Yet again thanks for the feedback, I really appreciate it ?.
glaxofi01 Posted June 19, 2021 Posted June 19, 2021 5 hours ago, ihatemykite said: Good question. I have no idea. I will take a look if its possible. Regarding the lockpick minigame, i will propably have to find other way to make it work. I have been thinking of doing it same fashion as Devious Devices Escape Overhaul. So the minigmae will only be about to reach the lock and then to complete the vannila lockpick minigame. But that will be quite challenging so for now i will just change probability of unlocking the device to make it at least harder. Yet again thanks for the feedback, I really appreciate it ?. How about setting multiple layers of lockpick minigame? for example you are bound by a restraint, it depends on the dd or your mod difficulty settings whether you will have to pick an expert level lock and how many times the lockpicking games shall repeat because some restraints looks like they're locked with multiple padlocks.
ihatemykite Posted June 27, 2021 Author Posted June 27, 2021 On 6/19/2021 at 4:24 PM, glaxofi01 said: How about setting multiple layers of lockpick minigame? for example you are bound by a restraint, it depends on the dd or your mod difficulty settings whether you will have to pick an expert level lock and how many times the lockpicking games shall repeat because some restraints looks like they're locked with multiple padlocks. That is nice idea. All devices will have different number of locks. Every time you finish unlocking minigame one of this locks get unlocked. Once all are unlocked the device will get removed. Also every unlocked lock will make device easier to struggle from. So lets say yoke will have 2 or 3 locks. If you unlock just one then logicly it will get easier to struggle from it. 1
Whiteshadow4444 Posted June 27, 2021 Posted June 27, 2021 Got a problem the Plug texture isnt showing up, which means its not on the table to grab it, tried bodysides but it didnt work, need help thanks
glaxofi01 Posted June 28, 2021 Posted June 28, 2021 On 6/27/2021 at 4:48 PM, ihatemykite said: That is nice idea. All devices will have different number of locks. Every time you finish unlocking minigame one of this locks get unlocked. Once all are unlocked the device will get removed. Also every unlocked lock will make device easier to struggle from. So lets say yoke will have 2 or 3 locks. If you unlock just one then logicly it will get easier to struggle from it. yup we're on the same page with this one
ihatemykite Posted June 30, 2021 Author Posted June 30, 2021 On 6/27/2021 at 3:02 PM, Whiteshadow4444 said: Got a problem the Plug texture isnt showing up, which means its not on the table to grab it, tried bodysides but it didnt work, need help thanks Did you tried using additem menu or console? Maybe it just didn't get placed on table for some reason.
glaxofi01 Posted June 30, 2021 Posted June 30, 2021 (edited) Hi kite, I have another thing in mind for this beautiful mod, but I don't know if it's hard to implement it. I'm just wondering how those devious devices are described as enchanted restraints where almost everything is made with at least titanium grade materials. Yet when entering combat those enemy blades and arrows just pierce directly to your gut. I was wondering if there can be a way to implement some mechanics that add some sort of damage reduction (defense) and cursed magic (offense) to the dragonborn depending to the amount of restraints she wears. For example, if the dragon born wears a cuff only, it is obvious that the only thing affected by the restraint is the wrist area so that would basically protect almost nothing and the curse energy is not that potent. But what if she is already wearing, high security restraints with suits and covered with chastity belts and bra? her body is almost wrapped and yet the damage she receives from the enemies feels like the enemies are cutting through a sliced butter wrapped in plastic. It should have some sort of damage reduction for the dragonborn as I can't imagine how devices made with very strong materials barely protect you from external damage even if you are almost wrapped entirely by it. Magical perks like damage cloak may be also helpful for the dragonborn to help her survive against enemies while being tormented by the devices. The devious device are devious for a reason and I think giving the dragonborn a fast death would be counterproductive to the devils residing within the restraints that want to eternally and slowly torture our poor dragonborn alive. I recall that devious device framework offers a bound combat feature, but I hardly notice the bonus perk. In addition to this, I'm also wondering why the only thing that can damage the devices are the dragonborn's struggle, how about make the devices susceptible to external damage such as arrow hit, weapon strikes, magic projectiles, etc. I can say how these details break the fun of the mod, cause devious device are all fun and kink until you decide to do a serious playthrough and then realized that when you're bound, it is either easy ragdoll death or you switch another profile without the mods. So I'm thinking of a way to enjoy this mod while giving me a viable chance to continue my playthrough while enjoying the dragonborn's predicament without having forced to load to a non devious save. So how can we fix this? So my suggestion is attaching some perks to the devices when worn such as damage reduction, fortify magic resist, for defense. For offense, I suggest the devices having the capability to cast damage cloaks or similar during combat. The more aroused the dragonborn is, the stronger the perks are. when it comes to durability, you can make the restraint devices susceptible to external damage, but in exchange, the damage received by the devices turns into arousal/pleasure point for the dragonborn, and when the dragonborn orgasms, the device heals drastically. This is to minimize the possibility of using enemies to escape unforgiving devices. So you are basically having chance in combat while still being bound by restraints and the viable escape options remain the same (lockpick, struggle, and keys), but if the device health is low, enemies may have chance to destroy it for you. Anyway, this is only my suggestion and should be taken lightly. Edited June 30, 2021 by glaxofi01
ooftaj Posted July 1, 2021 Posted July 1, 2021 (edited) Like the idea of this MOD. Health and Stamina damage over time is different from most. Thing dislike in most MODs is speed and encumbering penalties. They just don't function well in-game. Have had so many speed stacks that scaling a 1 inch rock is impossible. Thoughts/ideas: Having a pass out condition linked to Simple Slavery/Prison could be nice feature. Sanguine devices that feed on masochisom. Player needing to receive damage (optional: converted to health) to not be damaged over time. Daedric device that feeds on NPC deaths. Player needing to fight and kill to not be damaged over time. Milk-Mod-Economy device. Something that could function like the living parasite in Sexlab Parasite. Only that collected milk has to traded in order to remove damage or healed or receive add buffs. Pearl Juice like (cum) collecting device. Function much like the Milk-Mod-Economy device. Edited July 1, 2021 by ooftaj
Whiteshadow4444 Posted July 1, 2021 Posted July 1, 2021 15 hours ago, ihatemykite said: Did you tried using additem menu or console? Maybe it just didn't get placed on table for some reason. Well I did but nothing shows up... I can stll ware it but its invisible idk what i did wrong.
ihatemykite Posted July 1, 2021 Author Posted July 1, 2021 1 hour ago, Whiteshadow4444 said: Well I did but nothing shows up... I can stll ware it but its invisible idk what i did wrong. Well if other devices works fine then its not your fault but my mod fault. Do you use ENB or some other graphic mod? Also do you play it on LE or SE version?
ihatemykite Posted July 3, 2021 Author Posted July 3, 2021 On 6/30/2021 at 9:16 PM, glaxofi01 said: Hi kite, I have another thing in mind for this beautiful mod, but I don't know if it's hard to implement it. I'm just wondering how those devious devices are described as enchanted restraints where almost everything is made with at least titanium grade materials. Yet when entering combat those enemy blades and arrows just pierce directly to your gut. I was wondering if there can be a way to implement some mechanics that add some sort of damage reduction (defense) and cursed magic (offense) to the dragonborn depending to the amount of restraints she wears. For example, if the dragon born wears a cuff only, it is obvious that the only thing affected by the restraint is the wrist area so that would basically protect almost nothing and the curse energy is not that potent. But what if she is already wearing, high security restraints with suits and covered with chastity belts and bra? her body is almost wrapped and yet the damage she receives from the enemies feels like the enemies are cutting through a sliced butter wrapped in plastic. It should have some sort of damage reduction for the dragonborn as I can't imagine how devices made with very strong materials barely protect you from external damage even if you are almost wrapped entirely by it. Magical perks like damage cloak may be also helpful for the dragonborn to help her survive against enemies while being tormented by the devices. The devious device are devious for a reason and I think giving the dragonborn a fast death would be counterproductive to the devils residing within the restraints that want to eternally and slowly torture our poor dragonborn alive. I recall that devious device framework offers a bound combat feature, but I hardly notice the bonus perk. In addition to this, I'm also wondering why the only thing that can damage the devices are the dragonborn's struggle, how about make the devices susceptible to external damage such as arrow hit, weapon strikes, magic projectiles, etc. I can say how these details break the fun of the mod, cause devious device are all fun and kink until you decide to do a serious playthrough and then realized that when you're bound, it is either easy ragdoll death or you switch another profile without the mods. So I'm thinking of a way to enjoy this mod while giving me a viable chance to continue my playthrough while enjoying the dragonborn's predicament without having forced to load to a non devious save. So how can we fix this? So my suggestion is attaching some perks to the devices when worn such as damage reduction, fortify magic resist, for defense. For offense, I suggest the devices having the capability to cast damage cloaks or similar during combat. The more aroused the dragonborn is, the stronger the perks are. when it comes to durability, you can make the restraint devices susceptible to external damage, but in exchange, the damage received by the devices turns into arousal/pleasure point for the dragonborn, and when the dragonborn orgasms, the device heals drastically. This is to minimize the possibility of using enemies to escape unforgiving devices. So you are basically having chance in combat while still being bound by restraints and the viable escape options remain the same (lockpick, struggle, and keys), but if the device health is low, enemies may have chance to destroy it for you. Anyway, this is only my suggestion and should be taken lightly. I like some of the ideas you have suggested. I thing the idea of reducing received dmg using arousal is realy cool idea and it should be that hard to pull of I hope. But there is one problem in general with what you are saying. And that is that it makes devices much stronger. I think player should actualy have motivation to escape the device. But if the devices makes you almost immortal than there is no reason to try to escape from them. There would need to also be some drawbacks. On 7/1/2021 at 3:24 AM, ooftaj said: Like the idea of this MOD. Health and Stamina damage over time is different from most. Thing dislike in most MODs is speed and encumbering penalties. They just don't function well in-game. Have had so many speed stacks that scaling a 1 inch rock is impossible. Thoughts/ideas: Having a pass out condition linked to Simple Slavery/Prison could be nice feature. Sanguine devices that feed on masochisom. Player needing to receive damage (optional: converted to health) to not be damaged over time. Daedric device that feeds on NPC deaths. Player needing to fight and kill to not be damaged over time. Milk-Mod-Economy device. Something that could function like the living parasite in Sexlab Parasite. Only that collected milk has to traded in order to remove damage or healed or receive add buffs. Pearl Juice like (cum) collecting device. Function much like the Milk-Mod-Economy device. I'm having hard time understanding what are you saying. But few thing that i understand On 7/1/2021 at 3:24 AM, ooftaj said: Sanguine devices that feed on masochisom. Player needing to receive damage (optional: converted to health) to not be damaged over time. Daedric device that feeds on NPC deaths. Player needing to fight and kill to not be damaged over time. This is interesting idea and I will keep it in mind.
glaxofi01 Posted July 3, 2021 Posted July 3, 2021 (edited) Quote I like some of the ideas you have suggested. I thing the idea of reducing received dmg using arousal is realy cool idea and it should be that hard to pull of I hope. But there is one problem in general with what you are saying. And that is that it makes devices much stronger. I think player should actualy have motivation to escape the device. But if the devices makes you almost immortal than there is no reason to try to escape from them. There would need to also be some drawbacks. Hmm in my experience the movement debuffs, how the gag makes you have a chance of failing to talk to people, and increased stamina consumption when running while wearing boots, not able to fast travel during quests are enough for me to be desperate about escaping the devices. But considering your thought I do suggest another countermeasure to it. How about reduced level and skill experience gain?. when wearing devious device, you are too distracted to even keep your sanity from those pleasure torments, and when it comes to being tanky in the game, well that would mainly the only good thing that those devious device can offer to you cause you need to live in order for them to feed energy from you. So basically, everything else is reduced: skill level gain, experience gain, and even speech debuff. speed debuff, unable to wield weapons, unable to speak to npc, unable to run fast, and magicka/stamina consumption is greatly increased (even a flame spell would be hard to cast to a mage with atleast 400 magicka pool when heavily bound by unforgiving devices cause they are called unforgiving for a reason) Beside I don't necessary wanted the dragonborn to be immortal what I suggest is that the devious device absorb a portion of the damage, but there are still damage left for the dragonborn, but the devices also makes the dragonborn masochistic so whenever she gets hurt, it raise a significant amount of pleasure and thus, when the dragonborn becomes too aroused, the devices will feed on to the dragonborn's juices and heal themselves, so basically the devices are the ones who are gonna be almost immortal, because we need to avoid a possible exploits of the dragonborn using the enemies' attack as an escape option against the unforgiving devices. the devices may heal from the masochist dragonborn, but the dragonborn's health are still susceptible to damage cause the devices will only reduce the damage intake not entirely absorb them. To visualize this, imagine that you embedded a damage reduction to all devices. But not all of them covers large area, so you damage reduction still varies from what you wear, you cannot indulge with a full damage reduction if you only have an arm restraint cause your body is obviously unprotected. Large damage reduction only occurs if you are literally wearing almost all variety of devices. For example: single restraints only give 10% physical/magical damage reduction, body restraints (chastity, suit, harness) gives 20% (all reduction from same type of devices does not stack Example: 2 or more worn body restraints will still give only 20% reduction), the rest of small items (piercings, plugs,) gives 5% reduction, boots give 10% too. So basically if you only have one device wearing, you won't feel the benefit. But we have this so called "devious synergy" = if wearing atleast 4 devices, gives additional damage X% reduction Devious energy cloak (damage cloak), but the device effects will also get worse (arousal increase, orgasm threshold decrease, higher escape difficulty, masochist perk = damage taken will raise arousal, device cursed perk = device heals themselves for every orgasm, skill and level experience gain greatly decreased, successful gag talk chance greatly decreased). Edited July 3, 2021 by glaxofi01
ChandraArgentis Posted July 4, 2021 Posted July 4, 2021 (edited) Gave this a shot today and wanted to give some feedback. Gramatical/clerical errors: In MCM, it's spelled "Strength" not "Strenght" When equipping the device, you get a notification. Something like "The plug have locked itself..." Should be 'has', not 'have'. When equipping the device, the quest is, "Escape before the plug grow to its full power". 'Grow' should be 'grows'. The command "completequest" does not exist, so this won't work to start the quest. I found that I was able to player.additem the Abaddon plug to initiate a test of it. Actual bugs: While the menu to select an Abaddon start does come up in the Alternate start option, but you don't actually start with the plug (tried several variations). I had 'hardcore' mode turned off, but while attempting to struggle, I still died anyways. Suggestions: Provide four escape options. This is needed because higher level players will (presumably) often specialize in 1-2 of Health, Mana, and Stamina, rather than spreading out all 3 equally. Sequential: The mod drains stamina, then magic, then health to struggle. This would be the easiest setting, as this would allow you to struggle the longest with the least risk. Percentage: Struggling out of your bonds reduces all physical stats at the same rate. EG: 1% per second. Numerical: Struggling drains stats as follows. The total of mana/health/stamina is added, then divided between them using an agorithm you create. For example if you have 100m/200h/200s, it drains 1 mana, 1 health, and 2 stamina over 4 seconds. Original: However it's working now. Have this mod follow the settings of DCL to use panel gags if this option is selected in DCL. Some players play with mods that require them to eat. Alternatively, have an option in your mod for the same. Color-matched options. If I'm wearing a black hood, I don't want to be wearing a blue catsuit. Perhaps, if you don't unequip the plug soon enough, it comes out the other end and becomes/merges with your gag, making it impossible/harder to remove. EG: https://e-hentai.org/g/975876/13d676f8c7/ I'm sure it's at least somewhat intentional, but the starting gear you get with the plug seems a bit ... extreme. Perhaps it could start off with less hp, but as the plug grows stronger, it gets harder and harder to remove (capped at a certain point). It would be nice if you could select an option to "struggle as long as I have to". This could be slower than the default methods of struggling, but it would struggle continuously until it's removed. This would also allow for a ... hands-free experience (of your keyboard at least) while you watch your character try to free themselves. Edited July 4, 2021 by ChandraArgentis
ChandraArgentis Posted July 4, 2021 Posted July 4, 2021 11 minutes ago, ChandraArgentis said: Actual bugs: I had 'hardcore' mode turned off, but while attempting to struggle, I still died anyways.ter try to free themselves. I found a way to trigger a death. Start struggling. Hit 'T' to wait. Wait 1 hour. Your health will instantly plummet, and if the initial dive doesn't kill you, you'll die right after.
ihatemykite Posted July 4, 2021 Author Posted July 4, 2021 18 hours ago, glaxofi01 said: Hmm in my experience the movement debuffs, how the gag makes you have a chance of failing to talk to people, and increased stamina consumption when running while wearing boots, not able to fast travel during quests are enough for me to be desperate about escaping the devices. But considering your thought I do suggest another countermeasure to it. How about reduced level and skill experience gain?. when wearing devious device, you are too distracted to even keep your sanity from those pleasure torments, and when it comes to being tanky in the game, well that would mainly the only good thing that those devious device can offer to you cause you need to live in order for them to feed energy from you. So basically, everything else is reduced: skill level gain, experience gain, and even speech debuff. speed debuff, unable to wield weapons, unable to speak to npc, unable to run fast, and magicka/stamina consumption is greatly increased (even a flame spell would be hard to cast to a mage with atleast 400 magicka pool when heavily bound by unforgiving devices cause they are called unforgiving for a reason) Beside I don't necessary wanted the dragonborn to be immortal what I suggest is that the devious device absorb a portion of the damage, but there are still damage left for the dragonborn, but the devices also makes the dragonborn masochistic so whenever she gets hurt, it raise a significant amount of pleasure and thus, when the dragonborn becomes too aroused, the devices will feed on to the dragonborn's juices and heal themselves, so basically the devices are the ones who are gonna be almost immortal, because we need to avoid a possible exploits of the dragonborn using the enemies' attack as an escape option against the unforgiving devices. the devices may heal from the masochist dragonborn, but the dragonborn's health are still susceptible to damage cause the devices will only reduce the damage intake not entirely absorb them. To visualize this, imagine that you embedded a damage reduction to all devices. But not all of them covers large area, so you damage reduction still varies from what you wear, you cannot indulge with a full damage reduction if you only have an arm restraint cause your body is obviously unprotected. Large damage reduction only occurs if you are literally wearing almost all variety of devices. For example: single restraints only give 10% physical/magical damage reduction, body restraints (chastity, suit, harness) gives 20% (all reduction from same type of devices does not stack Example: 2 or more worn body restraints will still give only 20% reduction), the rest of small items (piercings, plugs,) gives 5% reduction, boots give 10% too. So basically if you only have one device wearing, you won't feel the benefit. But we have this so called "devious synergy" = if wearing atleast 4 devices, gives additional damage X% reduction Devious energy cloak (damage cloak), but the device effects will also get worse (arousal increase, orgasm threshold decrease, higher escape difficulty, masochist perk = damage taken will raise arousal, device cursed perk = device heals themselves for every orgasm, skill and level experience gain greatly decreased, successful gag talk chance greatly decreased). Oh I see, that may actually work. Devices getting damaged by player getting attacked is great idea which would counterweight it. I will try to experiemnt with it and see how it goes. 2 hours ago, ChandraArgentis said: Gave this a shot today and wanted to give some feedback. Gramatical/clerical errors: In MCM, it's spelled "Strength" not "Strenght" When equipping the device, you get a notification. Something like "The plug have locked itself..." Should be 'has', not 'have'. When equipping the device, the quest is, "Escape before the plug grow to its full power". 'Grow' should be 'grows'. Thanks for the type check. I'm realy struggling with english so this is realy helpful. I'm trying to use google translate, but only on LL, not when I mod. 2 hours ago, ChandraArgentis said: The command "completequest" does not exist, so this won't work to start the quest. Are you sure? Maybe you typed it wrong (or i typed it wrong in mod page). https://elderscrolls.fandom.com/wiki/Console_Commands_(Skyrim)#Quest_commands 2 hours ago, ChandraArgentis said: Actual bugs: While the menu to select an Abaddon start does come up in the Alternate start option, but you don't actually start with the plug (tried several variations). I had 'hardcore' mode turned off, but while attempting to struggle, I still died anyways. I will take a look but my best gues is that device mended itself while you were struggling and that somehow caused player to die. I will propably just disable ability for device to mend while struggling. 2 hours ago, ChandraArgentis said: Suggestions: Provide four escape options. This is needed because higher level players will (presumably) often specialize in 1-2 of Health, Mana, and Stamina, rather than spreading out all 3 equally. Sequential: The mod drains stamina, then magic, then health to struggle. This would be the easiest setting, as this would allow you to struggle the longest with the least risk. Percentage: Struggling out of your bonds reduces all physical stats at the same rate. EG: 1% per second. Numerical: Struggling drains stats as follows. The total of mana/health/stamina is added, then divided between them using an agorithm you create. For example if you have 100m/200h/200s, it drains 1 mana, 1 health, and 2 stamina over 4 seconds. Original: However it's working now. I thing having more options in this regard isn't bad idea. Sequential: Well if it would also reduce less durability then it would make sence. Percentage: This would be make in to some kind of like power struggling, but it would also have to drain some base stats so if player have not much hp etc it would still drain more then other options. Numerical: Also would work but there are some problems which i need to adress first The way devices in my mod works is that every device have 3 following stats: hp_drain, mp_drain and sp_drain. This is values represent how much stats are drained for 1 second of struggling. So some devices can only drain stamina, some only health, this depends how i fill this values. Bacause of that some of the methods you mentioned will not work. BUT this talking gaved me idea. I may just do it old fashioned way, so devices will only reduce stamina. Then there will be 3 new struggle options Desperate Struggle: Player will struggle recklessly, draining also health in procces. This option will also reduce stamina with some percentage or untill player health drops too low. Magick Struggle: Player will use magick to try to escape. Will also drain magicka. Durability dmg will also scale with magick stats of player (like destruction). And combination of this 2 which i don't know how to call (maybe ultimate struggle?). This will reduce all stats and also reduce most durability. 3 hours ago, ChandraArgentis said: Have this mod follow the settings of DCL to use panel gags if this option is selected in DCL. Some players play with mods that require them to eat. Alternatively, have an option in your mod for the same. Color-matched options. If I'm wearing a black hood, I don't want to be wearing a blue catsuit. Perhaps, if you don't unequip the plug soon enough, it comes out the other end and becomes/merges with your gag, making it impossible/harder to remove. EG: https://e-hentai.org/g/975876/13d676f8c7/ I'm sure it's at least somewhat intentional, but the starting gear you get with the plug seems a bit ... extreme. Perhaps it could start off with less hp, but as the plug grows stronger, it gets harder and harder to remove (capped at a certain point). I will keep it in mind. 3 hours ago, ChandraArgentis said: It would be nice if you could select an option to "struggle as long as I have to". This could be slower than the default methods of struggling, but it would struggle continuously until it's removed. This would also allow for a ... hands-free experience (of your keyboard at least) while you watch your character try to free themselves. Well that could also work, I just make it like 10x weaker so it would take really long to struggle free this way.
ChandraArgentis Posted July 18, 2021 Posted July 18, 2021 (edited) I feel like the Abaddon plug should be an anal plug, not a vaginal plug. I say this because it's the only way that eating something to remove it makes sense - also makes it usable by males, if this plugin ever offers multi-gender support. In the plug settings, it reads, "Damage Heal", but it should read "Damage Health". Edited July 18, 2021 by ChandraArgentis
ihatemykite Posted July 25, 2021 Author Posted July 25, 2021 On 7/18/2021 at 5:37 AM, ChandraArgentis said: I feel like the Abaddon plug should be an anal plug, not a vaginal plug. I say this because it's the only way that eating something to remove it makes sense - also makes it usable by males, if this plugin ever offers multi-gender support. In the plug settings, it reads, "Damage Heal", but it should read "Damage Health". Sure I can add anal variant. I will just have to change some text, add new anal plug with abadon plug script and it should work like the one that is now implemented.
Shion11 Posted August 4, 2021 Posted August 4, 2021 in submissive lola mod i had to wear something to retrain my arms and after having it removed leaving solitude, the cursed abadon straitjacket is both unequipped and stuck on me although being heavily restrained makes struggling pointless, can you make a option to remove all devices in case of things like this and i need version 1.34 and 1.4 or i'll CTD loading my save. do i need to restart my save to fix that issue?
ihatemykite Posted August 4, 2021 Author Posted August 4, 2021 37 minutes ago, Shion11 said: in submissive lola mod i had to wear something to retrain my arms and after having it removed leaving solitude, the cursed abadon straitjacket is both unequipped and stuck on me although being heavily restrained makes struggling pointless, can you make a option to remove all devices in case of things like this and i need version 1.34 and 1.4 or i'll CTD loading my save. do i need to restart my save to fix that issue? So the cursed straitjacked get unequipped and not at the same time? I don't understand what do you mean. Either way there is already option in MCM debug tab to unlock devices. Just click on the device in the list, and then press unlock. Regarding the older saves, i thing you will need to make new save, as i said the mods was reworked almost from the ground. You can try to load the 1.34, unlock all the items with MCM and remove all this devices from inventory. Then load 1.4 and use additemmenu to get the devices you lost. All old items should will not work in new version and may break the game. I will add the 1.34 back to download section if you don't have it.
Shion11 Posted August 4, 2021 Posted August 4, 2021 (edited) 8 minutes ago, ihatemykite said: So the cursed straitjacked get unequipped and not at the same time? I don't understand what do you mean. Either way there is already option in MCM debug tab to unlock devices. Just click on the device in the list, and then press unlock. Regarding the older saves, i thing you will need to make new save, as i said the mods was reworked almost from the ground. You can try to load the 1.34, unlock all the items with MCM and remove all this devices from inventory. Then load 1.4 and use additemmenu to get the devices you lost. All old items should will not work in new version and may break the game. I will add the 1.34 back to download section if you don't have it. The Cursed Straitjacket is unequipped but doesn't show struggle or what shows the condition of the device, and i do have the previous version and just restarting my test playthrough cause i'm use to it. Spoiler Edited August 4, 2021 by Shion11 picture
ihatemykite Posted August 4, 2021 Author Posted August 4, 2021 15 minutes ago, Shion11 said: The Cursed Straitjacket is unequipped but doesn't show struggle or what shows the condition of the device, and i do have the previous version and just restarting my test playthrough cause i'm use to it. Hide contents So in general, you click on it and nothing happens? It may be because the messagebox didn't get loaded yet because its quite slow process. I will make hotfix which should repair it, hopefully increasing the speed.
tznvlw Posted August 5, 2021 Posted August 5, 2021 @ihatemykite Good work I have a problem, that's there are two UnforgivingDevices-DD51 patch 1.1.zip in the file download section, which one should be downloaded? Or they are the same?
ihatemykite Posted August 5, 2021 Author Posted August 5, 2021 29 minutes ago, tznvlw said: @ihatemykite Good work I have a problem, that's there are two UnforgivingDevices-DD51 patch 1.1.zip in the file download section, which one should be downloaded? Or they are the same? The older one. The new one is russian translation, I just forget to rename it ?
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