Jump to content

Recommended Posts

Posted
1 hour ago, ihatemykite said:

I would also recommand to just download all mods from this page https://www.nexusmods.com/skyrimspecialedition/mods/categories/95/?BH=0 (or at least the ones that are relevant, like engine fixes etc.. Armor or NPC fixes will hardly have effect on your game crashing). Also, sort it by downloads/endorsements so only the most important mods show up

All screenshots are with normal skyrim races. The one you are asking about is just nord. I was just playing quite a bit in racemenu. Horns are from this mod. Eyes are from this mod (if I remember correctly). Skin is diamond skin with sporty normal map. In case you are using body preset with smaller boobs, you can use reduced shadow version of normal map

  Hide contents

image.png.151fad80eef17941b500742818e6157a.png

image.png.1df6ae184d88accd0d199d16b03019e6.png

 

Thanks, have a nice day.

Posted
42 minutes ago, The Longest John said:

I had a thought while playing around with the feature that allows arm and leg cuffs to tie the player up.

 

In its current version, DD has dozens of variations of straitjackets that also bind the player's legs - legbinder variants, hobble skirt variants, restrictive hobble skirts, and so on. These devices aren't the most fun thing out there, because the player is effectively unable to do much of anything until they manage to escape the straitjacket as a whole.

 

 

What if these legbinding straitjackets got a Special action tab similar to that found on arm and leg cuffs, that allowed the player to "untie" their legs - in effect, doing so would simply replace the currently worn legbinding variant of the straitjacket with a non-legbinding one.

 

 

As an example, let's say the player gets tied in a black ebonite straitjacket with a legbinder. Rather than take a few real life minutes to escape the thing, the player can now "untie" their legs much more quickly, and then go on adventuring with their arms tied in a standard black ebonite straitjacket. They'd then still be able to move around at speed and fight until they manage to escape the device.

 

I feel this would make getting tied in these kinds of devices much more playable - there would still be an additional level of punishment that comes with the legbinding variant of the jacket, but it would no longer be so crippling that the player is tempted to simply reload an earlier save.

 

I could even see this being taken a step further, by giving straitjackets with the Sentient tag the ability to transform into legbinding variants after delivering some favour text - this seems especially appropriate for the Cursed Abadon Straitjacket, for example.

 

As usual, I disclaim that I know less than nothing about modding, and don't know whether it is possible to implement this feature in a reasonable amount of time. I'm just someone with ideas. Nevertheless, I think such a feature would greatly improve the playability of this mod and could be integrated by using some of the mechanisms already in place for arm and leg cuffs!

 

 

 

Regardless, thanks again for all the hard work @ihatemykite! We don't say it enough, but this mod is truly amazing and has changed the way many of us interact with this game!

 

I like the idea, but I don't thing that it is currently possible to change the device model without loosing the device information. So only way to do that is to create new device which will be locked in place of existing device. But issue is UD stores all variables on render device, which is the model you see in game. So if you change the model, you also change the device. I would have to implement some copy function which would allow copying all variables from one device to other (in this case from one straitjacket to other). But that would probably just cause more issues. For now I will give this pass. But it would be possible to implement something like this in DD, as no information is stored on render device.

Posted
24 minutes ago, ihatemykite said:

I like the idea, but I don't thing that it is currently possible to change the device model without loosing the device information. So only way to do that is to create new device which will be locked in place of existing device. But issue is UD stores all variables on render device, which is the model you see in game. So if you change the model, you also change the device. I would have to implement some copy function which would allow copying all variables from one device to other (in this case from one straitjacket to other). But that would probably just cause more issues. For now I will give this pass. But it would be possible to implement something like this in DD, as no information is stored on render device.

 

Fair enough, had no idea that's how things work behind the scenes!

Posted

Not sure if this was mentioned anywhere, but the update log mentioned the ability to set custom abadon suits. However, I'm unsure how to do that since there isn't an option for it in the MCM that I can find. Can anyone here help me with this?

Posted
10 hours ago, Derenriche said:

Not sure if this was mentioned anywhere, but the update log mentioned the ability to set custom abadon suits. However, I'm unsure how to do that since there isn't an option for it in the MCM that I can find. Can anyone here help me with this?

 

It's not done through the MCM. You have to create your mod, add there quest and script which will handle set registered and devices being equipped.

If you want to see example of implementation - please check how it's done in my mod

 

There are 3 Abadon suits added, all sources are available for you to see how it's done and try to do yours.

Posted (edited)
1 hour ago, wareware said:

I tried the latest version(and nightly build) on SE and the MCM is blank. Anyone else who experienced this issue?

Was repairing this issue yesterday. its not still merged, but you can try this prototype to see if it will solve the issue. You have to extract it first, as there is another zip in the zip

Can't upload it here directly because of size, so you have to download it from github

Link: https://github.com/IHateMyKite/UnforgivingDevices/actions/runs/4688320698

 

Spoiler

image.png.508d886a162344011516ce5c19990f70.png

 

EDIT: Forget to mention that this can also theoretically help people who were having issue installing the mod. Basically, not working MCM also means that UD was not installed correctly, but not in such way that UD detects it.

Edited by ihatemykite
Posted
10 hours ago, kurotatsu said:

 

It's not done through the MCM. You have to create your mod, add there quest and script which will handle set registered and devices being equipped.

If you want to see example of implementation - please check how it's done in my mod

 

There are 3 Abadon suits added, all sources are available for you to see how it's done and try to do yours.

 

Ah I see, I thought it would allow you to configure exactly what items abadon would manifest. Thanks for clearing that up.

Posted (edited)
13 hours ago, ihatemykite said:

Was repairing this issue yesterday. its not still merged, but you can try this prototype to see if it will solve the issue. You have to extract it first, as there is another zip in the zip

Can't upload it here directly because of size, so you have to download it from github

Link: https://github.com/IHateMyKite/UnforgivingDevices/actions/runs/4688320698

 

  Reveal hidden contents

image.png.508d886a162344011516ce5c19990f70.png

 

EDIT: Forget to mention that this can also theoretically help people who were having issue installing the mod. Basically, not working MCM also means that UD was not installed correctly, but not in such way that UD detects it.

 

That worked. Though I had to start a new game, quit to main menu and then start a new game for it to show up(like the Cursed Loot debug menu error).

 

EDIT: Actually worked just fine on my second character without the whole quitting to the main menu step.

Edited by wareware
Posted
10 hours ago, umcreiger said:

how to i make the abadon items? or are they not craftable?

 

Abadon restraints are not craftable, they are manifested by goo or plugs.

Some items can be crafted(weapons, ring, plugs...), but they are not restraints.

Posted
22 hours ago, wareware said:

 

That worked. Though I had to start a new game, quit to main menu and then start a new game for it to show up(like the Cursed Loot debug menu error).

 

EDIT: Actually worked just fine on my second character without the whole quitting to the main menu step.

Thanks for report. I have changed some scripts again, so it should hopefully now work every time. Like before, the prototype can be downloaded from there https://github.com/IHateMyKite/UnforgivingDevices/actions/runs/4701736055

Posted (edited)

Is it possible to configure the duration of the new timed locks? I feel like they're a little long

*Ah nevermind I mistook the timed locks as lasting for an actual IRL hour since waiting doesn't skip them

 

Edited by Orange337
Posted (edited)
9 hours ago, Orange337 said:

Is it possible to configure the duration of the new timed locks? I feel like they're a little long

*Ah nevermind I mistook the timed locks as lasting for an actual IRL hour since waiting doesn't skip them

 

 

Actually you can skip wait, it just needs a little time for the timelocks to be updated after wait. So if you have timelocks - press wait, after wait completes - wait 5-10 seconds and then check locks status.

Edited by kurotatsu
Posted

Damn... I`ve even createn an account to report here. Non-native english alert.

For some reason i cant update to 2.0b2 version from 2,0. Shows "!!FATAL ERROR!!" message that some modules weren`t loaded. DD 5.1. UD stays after them in mod loading order.

 

 

Posted
7 minutes ago, BackToMonke007 said:

Damn... I`ve even createn an account to report here. Non-native english alert.

For some reason i cant update to 2.0b2 version from 2,0. Shows "!!FATAL ERROR!!" message that some modules weren`t loaded. DD 5.1. UD stays after them in mod loading order.

 

 


Tried to install NB patch from this thread. Nothing changed except that:

Only UDLLP module was loaded.

 

Posted
20 hours ago, BackToMonke007 said:


Tried to install NB patch from this thread. Nothing changed except that:

Only UDLLP module was loaded.

 

 

Just to confirm - are you starting the new game? Have you checked all prerequisites?

Posted
On 4/19/2023 at 3:58 PM, Zhash61 said:

For the new chastity piercing patch...  Is there a separate mod that goes with that?

Yes, you have to download the base mod. Link for it is in fomod installer.

Posted (edited)

Running into a bit of a head-scratcher - since updating (b2 to b3), I've had a problem with the timer for timed locks never decreasing.

 

Is there a specific script that I should try to maybe cull from my save file to get it 'restarted' and working again? Everything else has been working fine. :)

 

Edit: Looks like I also can't open the debug menu for items and the NPC list does not pick anyone up, so, uh, I guess I'll see if I can fix it with some save edit surgery...

 

Edit 2: OK, crisis possibly averted, just needed to force some references lol.

Edited by Eskella
Posted

Im not so sure but when a massive amount of DD items got equip on my follower (Devious Striker rampage), UD can't seem to be able to scan her slots anymore. Both the option to access her devices or the unequip slot in debug do not open the pop up window to select item/slot.

Posted
On 4/23/2023 at 4:43 PM, Eskella said:

Running into a bit of a head-scratcher - since updating (b2 to b3), I've had a problem with the timer for timed locks never decreasing.

 

Is there a specific script that I should try to maybe cull from my save file to get it 'restarted' and working again? Everything else has been working fine. :)

 

Edit: Looks like I also can't open the debug menu for items and the NPC list does not pick anyone up, so, uh, I guess I'll see if I can fix it with some save edit surgery...

 

Edit 2: OK, crisis possibly averted, just needed to force some references lol.

What do you mean with "force some references" ?

On 4/25/2023 at 3:51 PM, hungvipbcsok said:

Im not so sure but when a massive amount of DD items got equip on my follower (Devious Striker rampage), UD can't seem to be able to scan her slots anymore. Both the option to access her devices or the unequip slot in debug do not open the pop up window to select item/slot.

Possibly bug. The was Devious Strike locks devices on player/follower is little unique. For that reason, I have still problem finding out a way to make it compatible. Can you per chance share a save, so I can take a look at what is making the script to hung ? or at least papyrus log if you still have it ?

Posted
2 hours ago, pangxie250 said:

Thank you so much for your mod.I think you can add a device that fixes when the actor climax,Forcing players to play mini-games more often

 

Abadon Plug does this, it heals from wearer's orgasms.

Also there's MAO modifier, applied randomly to genital piercings and plugs, which manifests bondage devices on orgasm with set probability.

Posted
1 hour ago, kurotatsu said:

 

Abadon Plug 可以做到這一點,它可以治愈佩戴者的性高潮。

還有 MAO 修飾符,隨機應用於生殖器穿孔和插頭,以設定的概率在性高潮時顯示束縛裝置。

There may be some misunderstanding.I'm sorry I'm not good at English.I mean broken devices repair themselves when the actor climax.Because it doesn't look like Orgasm resist minigame don't work very much

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...