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Posted

Rewrote the device patcher xEdit script to:

  • Add support for modded device scripts, Included are DDEquip / SD, more can be added by editing the UD_Scripts.txt mapping file
  • Add missing escape parameters (escape chance, lockpick chance, etc) if missing and applicable, so the patched device isn't completely inescapable from:
    • Will only be added if ALL 7 parameters ar not set in the script:
      • BaseEscapeChance
      • CatastrophicFailureChance
      • CutDeviceEscapeChance
      • KeyBreakChance
      • LockAccessDifficulty
      • LockJamChance
      • LockPickEscapeChance
    • Escape/Cut Chance is guessed from device material (iron, steel, rope, wood, etc), which is guessed by its EditorId/Name
    • Lockpicking parameters will only be added if device uses a generic key

Usage:

  1. Extract the 2 files into xEdit\Edit Scripts
  2. Optional: Disable the built-in UD patch esps on mod manager if doing whole load order scan
  3. Load up xEdit
  4. Select all mods, or only the mods you want to convert
  5. Right Click -> Apply Script -> Skyrim - Unforgiving Devices Patcher.
  6. Wait (Can take around 5 minutes or so, depending on how many mods)

Haven't ran into any issues so far with the generated devices, but needs further testing.

Can be used in conjunction (generate this one before) with the Deviously Enchanted Chests patch i made, so custom devices are added to container events as well.

Unforgiving Patcher.7z

Posted (edited)

So i feel like the lock shields are a little too brutal atm. It's common to see a device that has 4 locks and 5 or 6 lockshields. Say you want to lockpick a device with 4 x 5-lockshielded device, that means 20 lockshields + 4 for the unlock itself = 24 lockpick successes required. If that's an expert lock on top it just gets slower.

 

Other thing is that in MCM i have set min 1 and max 3 for lockshields, but i still see those 6 ones at times. So i suppose MCM ones for patcher are added on top of what DD properties or some other randomizer gave them.

 

But anyway i know better to not even try to lockpick those, i only go for DD keys.

 

Some issues i've seen (the github version):

- I saw my follower try to struggle from armbinder, but after animation i checked her in debug and it had full durability still. I have so far never seen her remove any device.

- It has happened often that arm shackles that are used behind back are leaving the sprint animation with arms behind back even after the device is removed.

Edited by Zaflis
Posted
On 2/17/2023 at 11:10 PM, POLE7645 said:

Got some bugs for the beta 1 (don't know if they've already been corrected since there's no other downloadable builds).

 

- Lockpicking sometimes just stops working. I hit the button but the lockpicking interface never appears and the minigame goes on. I'm still not sure what triggers it. Thankfully, unlocking with a key works just fine (even if it's a pain to find them) and it only happens on one device at a time.

 

- Seems to only try to detect the LE version of iWidget and not SE, even on SE

 

- And after the new game, Unforgiving Devices still updates at every cell load, for some reason.

  • Does this happens every time (even on new game) ?
  • It should also detect the SE version of iWW, I have fixed the message that was showing up if you had no LE iWW installed
  • That is still strange, do you have some bug fixed dlls ? maybe there is some option in one of them that forces this behavior
On 2/26/2023 at 4:01 AM, Zaflis said:

Not sure how to fix this one. Nothing happens when pressing E and i'm wearing 2 gags atm... Other one is only rendered but it still appears in the list of struggle items. I can't start a minigame to end the minigame and i don't see a way in the MCM.

 

image.png.ed7bfd70426d5287aa7b8a562dd84de8.png

 

I'll make a manual save for future curiosity and try go back many earlier autosaves.

Which is the second one gag ? Seems like patch issue

On 2/27/2023 at 2:26 AM, POLE7645 said:

Just a little heads up. I've encountered a few bugs in Laura's Bondage Shop and I suspect your patch may have something to do with it.

 

Most of the bugs I've encountered are

- Items not unequipping when they should (and thus, I had to use the Debug menu)

- Items that should've been removed from my inventory stayed.

 

I was also using the beta, so maybe this is a factor?

You can try updated patch from there https://github.com/IHateMyKite/UnforgivingDevices_FOMOD/tree/main/2c.LBS

 

Posted
On 3/1/2023 at 9:43 PM, Usagirei said:

Rewrote the device patcher xEdit script to:

  • Add support for modded device scripts, Included are DDEquip / SD, more can be added by editing the UD_Scripts.txt mapping file
  • Add missing escape parameters (escape chance, lockpick chance, etc) if missing and applicable, so the patched device isn't completely inescapable from:
    • Will only be added if ALL 7 parameters ar not set in the script:
      • BaseEscapeChance
      • CatastrophicFailureChance
      • CutDeviceEscapeChance
      • KeyBreakChance
      • LockAccessDifficulty
      • LockJamChance
      • LockPickEscapeChance
    • Escape/Cut Chance is guessed from device material (iron, steel, rope, wood, etc), which is guessed by its EditorId/Name
    • Lockpicking parameters will only be added if device uses a generic key

Usage:

  1. Extract the 2 files into xEdit\Edit Scripts
  2. Optional: Disable the built-in UD patch esps on mod manager if doing whole load order scan
  3. Load up xEdit
  4. Select all mods, or only the mods you want to convert
  5. Right Click -> Apply Script -> Skyrim - Unforgiving Devices Patcher.
  6. Wait (Can take around 5 minutes or so, depending on how many mods)

Haven't ran into any issues so far with the generated devices, but needs further testing.

Can be used in conjunction (generate this one before) with the Deviously Enchanted Chests patch i made, so custom devices are added to container events as well.

Unforgiving Patcher.7z 6.35 kB · 4 downloads

Nice work, thank you for sharing. If you want, you can push this script there https://github.com/IHateMyKite/UnforgivingDevices_FOMOD/tree/main/dev/xEdit, so it can be better maintained in the future.

12 hours ago, Zaflis said:

So i feel like the lock shields are a little too brutal atm. It's common to see a device that has 4 locks and 5 or 6 lockshields. Say you want to lockpick a device with 4 x 5-lockshielded device, that means 20 lockshields + 4 for the unlock itself = 24 lockpick successes required. If that's an expert lock on top it just gets slower.

 

Other thing is that in MCM i have set min 1 and max 3 for lockshields, but i still see those 6 ones at times. So i suppose MCM ones for patcher are added on top of what DD properties or some other randomizer gave them.

 

But anyway i know better to not even try to lockpick those, i only go for DD keys.

I'm currently working on fixing it. The min/max from MCM is only for LVL 1 device. Additional LVLs then add more lock shields. Issue is that it adds the shield to all locks, instead of distributing it between all locks equally (by some random distribution)

12 hours ago, Zaflis said:

Some issues i've seen (the github version):

- I saw my follower try to struggle from armbinder, but after animation i checked her in debug and it had full durability still. I have so far never seen her remove any device.

- It has happened often that arm shackles that are used behind back are leaving the sprint animation with arms behind back even after the device is removed.

  • I was also encountering this issue for some time. It is possible that either there is some bug, or that the ai is broken. For example, the ai can actually try to escape the loose device first instead of armbinder (like blindfold). I will at least add some debug message which will tell in console what minigame on what device was used, so users can better report the issue in next beta
  • Do you use DAR or FNIS ?
Posted (edited)
4 hours ago, ihatemykite said:
  • Do you use DAR or FNIS ?

I use only FNIS. No DAR or Nemesis. (On SE 1.5.97)

 

I'll reiterate that i haven't seen it happen lately with armbinder at all, only those metal shackles.. handcuffs or something. You have to unlock or lockpick them off you because they never have a struggle option.

Edited by Zaflis
Posted

While messing around with the scripts to play around with things, I noticed that in UD_OrchamsCheckScript_AME loc_edgeprogress can actually go into negative values where edge progress is not increased due to exhaustion or other reasons due to this line 

loc_edgeprogress -= 1.0*fRange(100 - loc_arousal/100,0.01,1.0)

not checking to see if loc_edgeprogress is at or below zero.

Posted
18 hours ago, Zaflis said:

I use only FNIS. No DAR or Nemesis. (On SE 1.5.97)

 

I'll reiterate that i haven't seen it happen lately with armbinder at all, only those metal shackles.. handcuffs or something. You have to unlock or lockpick them off you because they never have a struggle option.

That is strange. Seems like there is some missing keyword on the device, otherwise I have no idea why would it behave like that. Can you share which exact device is broken ?

2 hours ago, Derenriche said:

While messing around with the scripts to play around with things, I noticed that in UD_OrchamsCheckScript_AME loc_edgeprogress can actually go into negative values where edge progress is not increased due to exhaustion or other reasons due to this line 

loc_edgeprogress -= 1.0*fRange(100 - loc_arousal/100,0.01,1.0)

not checking to see if loc_edgeprogress is at or below zero.

Thanks for report. This should hopefully be no longer issue, as this reworked on latest indev version. More here and here

Posted (edited)

I love this mod. It is pretty stable for me and so it is a must to load in my mod list. I'm still finding that a lot of items aren't patched. I'm pretty sure that they are DD or DCL items as they are pretty common. I'm sure that these items are supposed to be patched because there are abadon versions of them in the game, but aside from those, they never have a patch on them when I get ordinary items. This includes arm and leg cuffs, collars, suits, piercings, chastity bras, and probably some others. The only things that always seem to be patched are plugs, chastity belts, and shoes (edit) and gloves. 

 

I know that there has to be something that I have wrong but I can't figure it out. I've been reading the forum here but can't find a fix. It might be something to do with load order, but it looks okay to me. I don't understand the inner workings of mods, so my knowledge is pretty limited. I tried to look at the xEdit patcher that was posted above, but I couldn't make any sense out of it or how to use it (would love to be able to apply it though. I also would love to apply the unforgiving skyrim expansion as well, but not sure how to do that as well). 

 

Does this seem to be a load order issue, or is there another likely problem?

 

 

Edited by cerebus300
Posted
15 hours ago, cerebus300 said:

I love this mod. It is pretty stable for me and so it is a must to load in my mod list. I'm still finding that a lot of items aren't patched. I'm pretty sure that they are DD or DCL items as they are pretty common. I'm sure that these items are supposed to be patched because there are abadon versions of them in the game, but aside from those, they never have a patch on them when I get ordinary items. This includes arm and leg cuffs, collars, suits, piercings, chastity bras, and probably some others. The only things that always seem to be patched are plugs, chastity belts, and shoes (edit) and gloves. 

 

I know that there has to be something that I have wrong but I can't figure it out. I've been reading the forum here but can't find a fix. It might be something to do with load order, but it looks okay to me. I don't understand the inner workings of mods, so my knowledge is pretty limited. I tried to look at the xEdit patcher that was posted above, but I couldn't make any sense out of it or how to use it (would love to be able to apply it though. I also would love to apply the unforgiving skyrim expansion as well, but not sure how to do that as well). 

 

Does this seem to be a load order issue, or is there another likely problem?

 

 

If you get unpatched (standard behavior) DD items from DCL drops for example - it means you didn't installed DD  and DCL patches, or have older versions of patches (for example running new DD 5.2 with older patch for 5.1, it won't include new items, but old would work fine) or messed load order.

In the thread there's UD 2.1 beta with DD patch updated to include new DD5.2 items. DCL items are not fully patched because of a lot work needed to make plenty of scripts, as DCL has a lot of custom ones for it's devices. It's in to-do list.

 

So, to sum it up, what you can do:

1. DL UD Beta 2.1 from this thread.

2. Remove old one, install the beta.

3. Make sure you choose to install DD and DCL patches during installation.

4. After installation verify load order - patches should load after the main UD esp

 

Posted (edited)
On 3/7/2023 at 2:42 AM, kurotatsu said:

If you get unpatched (standard behavior) DD items from DCL drops for example - it means you didn't installed DD  and DCL patches, or have older versions of patches (for example running new DD 5.2 with older patch for 5.1, it won't include new items, but old would work fine) or messed load order.

In the thread there's UD 2.1 beta with DD patch updated to include new DD5.2 items. DCL items are not fully patched because of a lot work needed to make plenty of scripts, as DCL has a lot of custom ones for it's devices. It's in to-do list.

 

So, to sum it up, what you can do:

1. DL UD Beta 2.1 from this thread.

2. Remove old one, install the beta.

3. Make sure you choose to install DD and DCL patches during installation.

4. After installation verify load order - patches should load after the main UD esp

 

 

This is all very helpful, thanks. I'll work through this. I'm pretty sure that one of these will fix the issue.

 

EDIT: I wound up reinstalling DD and did not include the non-human add-on, as I never use that anyway. I then reinstalled UD and cut those out as well. I then looked at the load order and figured out how to move some of them. DD equip and the DD update patch were after UD. So I moved those to load before UD and it's patches. I then ran Bodyslide, just to make sure. So far it seems to have fixed the problem. I'm getting patches on most items. 

 

I did have an issue where some generic DD items that were not patched would not come off even when the key worked and to heads up message said success! Nothing would remove them, even DDe. I reloaded and avoided those cuffs. I will hopefully not see that behavior again, but will keep my eye out.

 

One other thing that is the result of this recent load has been a problem of the screen going black/fragmented planes all over when a bunch of DD items are put on a character. Never had this before, but now it has happened twice. Several times when I used a paralysis poison on a weapon that was made with concentrated goo and ancient seeds to manifest abadon restraints on the enemy. Since the focus of the fragmented visuals are on the character, I could run away from the NPC to end it, or if I killed them, it worked. The other situation was when I was arrested with Prison Overhaul (POP). When it loaded my character with DDs the same thing happened but it was centered on my character, so there was no way to get away from it. Even saving and reloading didn't fix it. Any ideas of what might be causing this? Image attached.

 

EDIT #2 - It seems the the problem described above and illustrated below is caused by armbinders, but not all the time. If I take the armbinder off the problem goes away. I'll keep exploring.

 

One more issue since I updated to 2.1 from 2.0 is that the orgasm meter doesn't move. It is stuck at about 95% but never goes up or down and there is never an orgasm (You can see the end of the meter in the picture below). I've played with all of the orgasm controls and put them all to max, wore an abadon ring and put in the abadon plug. Still no orgasm.

 

IMG_3241.JPG

Edited by cerebus300
Adding more information
Posted

I know this is a silly ask, but any plans to move away from UIExtensions? It's the only requirement for this I believe that hasn't been ported to VR

Posted
On 3/7/2023 at 3:58 PM, cerebus300 said:

I did have an issue where some generic DD items that were not patched would not come off even when the key worked and to heads up message said success! Nothing would remove them, even DDe. I reloaded and avoided those cuffs. I will hopefully not see that behavior again, but will keep my eye out.

Can you give an example of some of the devices not working ? I will give it a look.

On 3/7/2023 at 3:58 PM, cerebus300 said:

One more issue since I updated to 2.1 from 2.0 is that the orgasm meter doesn't move. It is stuck at about 95% but never goes up or down and there is never an orgasm (You can see the end of the meter in the picture below). I've played with all of the orgasm controls and put them all to max, wore an abadon ring and put in the abadon plug. Still no orgasm.

This is most likely a bug from beta 1. Should be fixed on latest version.

On 3/9/2023 at 6:54 PM, Siev said:

I know this is a silly ask, but any plans to move away from UIExtensions? It's the only requirement for this I believe that hasn't been ported to VR

I don't think that is possible, as the UI extension is used for list menu, without which the mod can't work properly. There would need to be port of UIE to VR

Posted

As of now, I have implemented Nightly builds on GitHub. This means that release will be automatically ready every time there is some change on the main branch. It also fetches the latest version of FOMOD.

 

Link: https://github.com/IHateMyKite/UnforgivingDevices/releases/tag/NB

 

TLDR: Beta will be automatically released on GitHub on every update. Intended to be used by users who don't want to compile scripts. Please note, that if you use Nightly build, you should also state what exact version you if you report problem so I know where the problem is located. Name of mod installer is always UnforgivingDevices_NB.zip

Spoiler

image.png.db6cd936dc0d9c53b737d15e252d6041.png

 

Posted
22 hours ago, ihatemykite said:

As of now, I have implemented Nightly builds on GitHub. This means that release will be automatically ready every time there is some change on the main branch. It also fetches the latest version of FOMOD.

 

Link: https://github.com/IHateMyKite/UnforgivingDevices/releases/tag/NB

 

TLDR: Beta will be automatically released on GitHub on every update. Intended to be used by users who don't want to compile scripts. Please note, that if you use Nightly build, you should also state what exact version you if you report problem so I know where the problem is located. Name of mod installer is always UnforgivingDevices_NB.zip

  Reveal hidden contents

image.png.db6cd936dc0d9c53b737d15e252d6041.png

 

Are these safe to update from the last beta published here? Or should we always assume a new game is required?
Thank for this!

Posted
5 hours ago, RandomPufferFish said:

Are these safe to update from the last beta published here? Or should we always assume a new game is required?
Thank for this!

It's hard to say, as there were some big changes. Try to do the generic update procedure as written in beta changelog, and try it

Spoiler

In case you want to use existing x.x save, you have to first unlock all devices (also from registered NPCs) and unregister all NPCs. Player should not have any effect (vibrations/orgasm/animation etc..). Just unlock all devices and wait like a minute, so all effect ends on themselves.

A new game will most likely be required once the beta is over anyway, because of new widget rework.

Posted
On 3/11/2023 at 5:33 AM, ihatemykite said:

Can you give an example of some of the devices not working ? I will give it a look.

 

This is most likely a bug from beta 1. Should be fixed on latest version.

 

 

 

It only happened when I first did the update to 2.1. I had several items on my character when I did the update and afterward they were locked on. They were arm and leg cuffs, a collar, and boots. When I would use the standard DD methods of unlocking them, it would say that it was successful, but then a pop-up would appear starting the process over again. No mod that I have will remove the items, so they were permanently stuck on my character.

 

The orgasm issue: I just updated to the latest update that you linked to and the orgasm issue is still there. No movement on the meter and no orgasms. I'm betting that this one is just a wash until I start a new game. It was find with UD 2.0, but locked when I updated about a week ago.  I guess that I'll just play the Petproject mod at this point as it will go along well with not being able to orgasm. I'll wait until 2.1 is out of beta to make a new character and start over. 

Posted

is there a way to add more items to be supported by this mod? i noticed the slave chasity belt from i think "cursed loot" doesnt get seen by this mod and wont do the mini game

Posted

One device (or possibly a few) does not seem to work properly.

It is this one: Red Leather Blindfold (Custom) / zadx_RDLblindfoldBlockingInventory from Devious Devices - Expansion.esm with the form id XX013354.

image.png.593a94d79156663dfc4c1ce84b92aa84.png

When using the hotkey to bring up the list of equipped devices, this one simply does not show up. When trying to unlock the device from the inventory, it brings up the DD default equip text box.

UD does not generate any errors or warning the console in response to interacting with the blindfold.

From there clicking on "Carry on" opens the DD default escape menu. Escaping the device from here does not remove it.

I can however remove the device by removing its _scriptInstance armor item with console commands.

Clicking on "Put it on" does nothing.

 

I've been poking around in SSEEDIT for a bit and it does not seem like this blindfold differs from others that work correctly.

 

I am on version 2.0 from the main page and on SSE 1.6.640 with DD 5.2.

I tried updating my save with both the 2.1 and the NB version. Neither fixed the issue in question.

 

While the save is quite new, I tried to replicate the issue on a new save on version 2.0 and it had the same behaviour every time.

I can't really test 2.1 and NB on a new save as they both seem to break DDs initialization for me, breaking all DD functionality.

Posted
16 hours ago, umcreiger said:

is there a way to add more items to be supported by this mod? i noticed the slave chasity belt from i think "cursed loot" doesnt get seen by this mod and wont do the mini game

That's done with xEdit patcher script usually i think. But do you really want to patch that one because it's a special item that cannot be struggled out from. It requires many chastity keys to open if i remember. But if you don't like it you can turn it off in MCM, or increase rate that keys drop (or craft/buy the keys).

Posted
2 hours ago, smannfrau said:

One device (or possibly a few) does not seem to work properly.

It is this one: Red Leather Blindfold (Custom) / zadx_RDLblindfoldBlockingInventory from Devious Devices - Expansion.esm with the form id XX013354.

image.png.593a94d79156663dfc4c1ce84b92aa84.png

When using the hotkey to bring up the list of equipped devices, this one simply does not show up. When trying to unlock the device from the inventory, it brings up the DD default equip text box.

UD does not generate any errors or warning the console in response to interacting with the blindfold.

From there clicking on "Carry on" opens the DD default escape menu. Escaping the device from here does not remove it.

I can however remove the device by removing its _scriptInstance armor item with console commands.

Clicking on "Put it on" does nothing.

 

I've been poking around in SSEEDIT for a bit and it does not seem like this blindfold differs from others that work correctly.

 

I am on version 2.0 from the main page and on SSE 1.6.640 with DD 5.2.

I tried updating my save with both the 2.1 and the NB version. Neither fixed the issue in question.

 

While the save is quite new, I tried to replicate the issue on a new save on version 2.0 and it had the same behaviour every time.

I can't really test 2.1 and NB on a new save as they both seem to break DDs initialization for me, breaking all DD functionality.

Known bug, it's actually in the DD itself. Fixed in in-dev UD version.

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