Jump to content

Recommended Posts

Posted
6 hours ago, Fart N. said:

I gave it a look and it looks like the items weren't patched.

 

So I just ran the script and made this patch (it was pretty easy, took me a couple of minutes. Would highly recommend you give it a go if you run across any other mods without UD functionality). Haven't done testing on it yet, though - I'll leave that to you.

Unforgiving Devices - Devious Lore.7z 12.85 kB · 2 downloads

Thank you so much for doing this! However, I still can't get it to work- here is what I did. I took your .zip file adding it as another mod in Mod Organizer to the end of my load order. I then loaded a previous save where I had these bindings already equipped and they still would not show in the debug menu nor allow you to trigger the UD struggle menu. I then struggled out of them using regular struggle from DD- then requipped them. They did then show up in the UD debug menu but when trying to struggle out of them only the DD struggle options showed them. Then I selected the option "repatch" in the UD debug menu for both devices but still only the regular DD struggle menu would show. Please let me know if I am missing something here.

Posted
6 hours ago, Fart N. said:

I gave it a look and it looks like the items weren't patched.

 

So I just ran the script and made this patch (it was pretty easy, took me a couple of minutes. Would highly recommend you give it a go if you run across any other mods without UD functionality). Haven't done testing on it yet, though - I'll leave that to you.

Unforgiving Devices - Devious Lore.7z 12.85 kB · 2 downloads

OK, I did one more experiment and went back to my very first save (which I always keep) and manually added the devices using "add item mod" and then I did see the correct menu to struggle out of! It works- thx again for putting this together ?

Posted
3 hours ago, pnutz78 said:

OK, I did one more experiment and went back to my very first save (which I always keep) and manually added the devices using "add item mod" and then I did see the correct menu to struggle out of! It works- thx again for putting this together ?

No worries, it was all you and kite. I just ran the script he made.

 

I'll try and see what's going on with that on my own save if I get some time.

Posted
5 hours ago, pnutz78 said:

 I then loaded a previous save where I had these bindings already equipped

 

This was the problem, but I'm glad you seem to be able to figure it out. Already equipped items were having old scripts attached and not the patched one, this is why.

Always try to update/upgrade/change things when no items worn.

Posted

One more question, observation: as of UD version 2.1b4 using DD 5.2 I no longer see the pink arousal bar or any interaction with UD arousal when struggling with devices. Vibrating plugs and piercings seem to still increase the arousal score from Sexlab Aroused but no longer triggers any arousal or increase the pink arousal bar. In fact the bar is completely gone. Is this a bug or a feature? Or does this have something to do with another mod interfering?

Posted

I do really like this mod, but is there any current way to still use the Lock Manipulation mechanic from DD or is that just fully not a thing with UD? Cuz it's one of things I like most about Vanilla DD

Posted
6 minutes ago, pnutz78 said:

One more question, observation: as of UD version 2.1b4 using DD 5.2 I no longer see the pink arousal bar or any interaction with UD arousal when struggling with devices. Vibrating plugs and piercings seem to still increase the arousal score from Sexlab Aroused but no longer triggers any arousal or increase the pink arousal bar. In fact the bar is completely gone. Is this a bug or a feature? Or does this have something to do with another mod interfering?

Ok, after running debug "orgasm reset" and "general fix" the bar reappeared again- not sure which one did it but this is strange- never had that problem before

Posted
4 hours ago, pnutz78 said:

Ok, after running debug "orgasm reset" and "general fix" the bar reappeared again- not sure which one did it but this is strange- never had that problem before

Oh hey I'm actually having this issue too. Been trying to figure out if it's to do with my setup or if it's working as intended.

 

Orgasm rate (the bar) and arousal are two different things - arousal basically determines how fast the orgasm bar goes down, or whether it goes up at all. If the amount of orgasm increase is lower than your orgasm resistance, the orgasm progress will remain at zero and the bar won't show up.

 

I haven't yet done any in-depth testing about it, but my guess is that (for various reasons) the onupdate loop on the orgasm checker magic effect isn't being called when loading a new save. The orgasm system doesn't do anything if you already have this magic effect on your personage because it assumes the loop is already running.

Posted
9 hours ago, Fart N. said:

Oh hey I'm actually having this issue too. Been trying to figure out if it's to do with my setup or if it's working as intended.

 

Orgasm rate (the bar) and arousal are two different things - arousal basically determines how fast the orgasm bar goes down, or whether it goes up at all. If the amount of orgasm increase is lower than your orgasm resistance, the orgasm progress will remain at zero and the bar won't show up.

 

I haven't yet done any in-depth testing about it, but my guess is that (for various reasons) the onupdate loop on the orgasm checker magic effect isn't being called when loading a new save. The orgasm system doesn't do anything if you already have this magic effect on your personage because it assumes the loop is already running.

Yeah, I am definitely detecting some new instability that I have not encountered before. Every now and then the struggle buttons don't work and I have to rerun the general fix which takes care of it. Not sure where this is coming from....

Posted

Having a small issue with the new 2.1.b4 version, where my hotkey menus (Player/NPC/devices list and interactions) don't work sometimes - I need to open the MCM menu, after which it loads fine. This didn't happen with b3, so i'd assume something is bugging the new UDmain.IsAnyMenuOpen() function?

 

I've started a new game after upgrading to the new version, so no old scripts conflicting there.

Posted
2 hours ago, krzzp said:

Having a small issue with the new 2.1.b4 version, where my hotkey menus (Player/NPC/devices list and interactions) don't work sometimes - I need to open the MCM menu, after which it loads fine. This didn't happen with b3, so i'd assume something is bugging the new UDmain.IsAnyMenuOpen() function?

 

I've started a new game after upgrading to the new version, so no old scripts conflicting there.

yup, I am having the same issue

Posted
On 5/17/2023 at 9:41 AM, Xarius said:

I like the idea of DD being more interactive, but I also don't want things too difficult.  How does this mod use the DD difficulty setting?  The MCM has many options - what should I look to change to make things a bit more casual?

 

I should also mention that the included DD Patch.esp and Vivi Cockcage Patch.esp have many errors with undefined references in xEdit with missing keywords/AA.

In addition to what @cerberus300 said, you can also change difficulty either directly in UD, or in DD.

  • In UD, the difficulty can be changed at bottom of Custom Device tab in MCM. There are only 3 difficulties., but they makes quite a big difference.
  • UD use DD difficulty (if the option is not disabled in MCM), so you can also play with it. Both this and UD difficulty then multiply each other so if you want have extra easy or extra hard game, you can just select both hardest options.
On 5/18/2023 at 6:09 AM, Fart N. said:

I gave it a look and it looks like the items weren't patched.

 

So I just ran the script and made this patch (it was pretty easy, took me a couple of minutes. Would highly recommend you give it a go if you run across any other mods without UD functionality). Haven't done testing on it yet, though - I'll leave that to you.

Unforgiving Devices - Devious Lore.7z 12.85 kB · 6 downloads

If you are interested, you can push it to FOMOD repository, and add it it as optional patch.

Posted
On 5/18/2023 at 12:36 PM, pnutz78 said:

Thank you so much for doing this! However, I still can't get it to work- here is what I did. I took your .zip file adding it as another mod in Mod Organizer to the end of my load order. I then loaded a previous save where I had these bindings already equipped and they still would not show in the debug menu nor allow you to trigger the UD struggle menu. I then struggled out of them using regular struggle from DD- then requipped them. They did then show up in the UD debug menu but when trying to struggle out of them only the DD struggle options showed them. Then I selected the option "repatch" in the UD debug menu for both devices but still only the regular DD struggle menu would show. Please let me know if I am missing something here.

Already existing devices can't be repatched. You have to remove the device and get  new one. Then it will work.

23 hours ago, F0xiiNat0r said:

I do really like this mod, but is there any current way to still use the Lock Manipulation mechanic from DD or is that just fully not a thing with UD? Cuz it's one of things I like most about Vanilla DD

Is that the option that allows you to escape the device instantly ?

 

 

 

Regarding the problem with menus that many people reports there, I think I have found the source of the issue. Basically, if you save the game while in a menu (like in main menu), it will make the framework think that the menu is still open after the game reloads (because no menu was closed). And most UD menus cant be open if any other menu is already open (for obvious reasons). But before I did some changes recently, this feature was not fully working for all menus (which includes the save menu). I will probably just fix it by making the menus reset on every game reload.

Posted

I assumed the DAR patch option in the MCM was required if you had DAR enabled but enabling that just seems to disable upperbody arm restraint animations. After reading the changelog more closely it seems like it's only required if you're using a mod which installs the DD animations as DAR animations. Have I got that right?

Posted
1 minute ago, finalfrog said:

I assumed the DAR patch option in the MCM was required if you had DAR enabled but enabling that just seems to disable upperbody arm restraint animations. After reading the changelog more closely it seems like it's only required if you're using a mod which installs the DD animations as DAR animations. Have I got that right?

DAR option is just replacement of missing DD DAR compatibility. This option only disable fnis from setting the idle animations. This means that if you have no DAR animation, and have this option enabled, you will have no idle animations at all.

Posted
12 hours ago, ihatemykite said:

If you are interested, you can push it to FOMOD repository, and add it it as optional patch.

Sounds like a plan. I'll give it a bit of testing first, but looks like there's no scripting in there to worry about.

 

I'm working on a couple of other patches as well, and I've got a few suggestions based on a few issues I've encountered:

  • Functions equivalents to OnEquippedPre, OnEquippedFilter, and OnEquippedPost somewhere in RenderDevice. The OnContainerChanged method looks like it could be used for this, but I may be wrong.
  • Better support for EquipScript extenders (unless most of the zad functions get equivalents in RenderDevice extenders, which'd make this redundant). Stuff like docs, and patcher script functionality.
  • Better support for extra properties passed into items' scripts that extend zad. It'd be neat if the patcher script, when converting a zad script to a RenderScript, passed on the extra properties that otherwise wouldn't belong. These could be used in the extended scripts to do mod-specific functionality, and it'd mean there'd be no need to patch every single item one by one.

I can't discount the fact that features like this are already there in the code and I just haven't found them yet, though.

Posted
1 hour ago, Fart N. said:

Functions equivalents to OnEquippedPre, OnEquippedFilter, and OnEquippedPost somewhere in RenderDevice. The OnContainerChanged method looks like it could be used for this, but I may be wrong

This is basically already implemented, but named differently. OnEquippedPre and Post is basically InitPost and InitPostPost. For unequipp, it is OnRemoveDevicePre and onRemoveDevicePost. Also, all equip/unequipp skyrim events are barely functional for NPC. For that reason, the devices only use OnContainerChanged as its only event that works reliably for npcs.

Posted

What's the best way to silence (or replace) UD's OnEquippedPre messages (e.g. EquipPrePlug)? It seems to me that my only real option is extending the standard equipscript to return nothing in onequippedpre and putting the new message into the corresponding renderscript's initpost.

 

Another solution would be to modify the ShouldEquipSilently function in the actual repo to also look for a new UD-specific keyword (or one of those extra values that get passed on as strings) and have it be silent if it finds it. I'm leaning towards implementing something like this in case I don't find any other way.

 

Also, what'd be the best way to prevent the player from equipping certain devices if they don't fulfill a set of conditions? Would it be to override OnContainerChanged and put the checks in there?

Posted

Is there a way to play around with some of the numbers without getting into the actual scripts? Stuff like chance of maintaining control over body through an orgasm, chance of playing horny animation, duration/strength of struggle/orgasm exhaustion, ...? Adding that stuff to MC would probably explode it, but maybe a .json?

 

If there already is a way to access the values, just let me know where to find it; if there isn't, maybe consider it for some future update? No rush of course ?

Posted
14 hours ago, Phelan42 said:

Is there a way to play around with some of the numbers without getting into the actual scripts? Stuff like chance of maintaining control over body through an orgasm, chance of playing horny animation, duration/strength of struggle/orgasm exhaustion, ...? Adding that stuff to MC would probably explode it, but maybe a .json?

 

If there already is a way to access the values, just let me know where to find it; if there isn't, maybe consider it for some future update? No rush of course ?

The Mod Configuration Menu has settings for the horny animation, and struggle and orgasm exhaustions. Not sure about the chance of not playing the orgasm animation, though - I don't think that's a feature yet (could be wrong though).

Posted
On 5/21/2023 at 11:53 AM, Fart N. said:

What's the best way to silence (or replace) UD's OnEquippedPre messages (e.g. EquipPrePlug)? It seems to me that my only real option is extending the standard equipscript to return nothing in onequippedpre and putting the new message into the corresponding renderscript's initpost.

There is currently no way to silence it. I might add some keyword which does it future, but for now only way you can do it is overwriting i as you said.

On 5/21/2023 at 11:53 AM, Fart N. said:

Also, what'd be the best way to prevent the player from equipping certain devices if they don't fulfill a set of conditions? Would it be to override OnContainerChanged and put the checks in there?

Again, nothing like that yet. I didn't tough the equip script in quite some time. Main goal was to make it compatible with main mod but not to allow some customization. I will have to give it second look and add some override functions. For now you can override it as you said like this
 

Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer)
  if Condition
       parent.OnContainerChanged(kNewContainer, akOldContainer)
  else
      ;do nothing
  endif
EndEvent

 

Posted
On 5/19/2023 at 5:21 PM, ihatemykite said:

Regarding the problem with menus that many people reports there, I think I have found the source of the issue.

Grabbed the updated UD_MenuChecker.psc from your Github, can confirm the menu works without any problems now, thank you very much ?

Posted

Hi,

 

the mod is quite fun to play. The littel bug with the arousal rate not increasing I could solve since another guy here also had that problem. However, can it be that none of the gags is working? I didn't have opportunity to test the panel gag but all the other ones only show the usual DD menu. I have to say I am using Roggvir's Adjustable Gags but this doesn't alter the functionality of the devices. And also those not being affected by the aforementioned mod due to lack of morphs do not work in the way of Unforgiving devices.

 

Furthermore, it seems that your mod introduces some kind of expression handler. Is it possible to turn this off? Because sometimes the PC gets stuck with a closed mouth and resetting doesn't help.

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...