kurotatsu Posted June 1, 2023 Posted June 1, 2023 5 hours ago, Zaflis said: @kurotatsu About https://github.com/kurotatsu77/UnforgivingSkyrim/tree/main There is no documentation there how the quest starts. If you need more exact information - please visit US support thread https://www.loverslab.com/topic/208622-unforgiving-skyrim-lese/?do=findComment&comment=4047848 , in the second post there under spoilers all things are written in depth.
herb616 Posted June 1, 2023 Posted June 1, 2023 When starting a new game I get the fatal error and some of the modules are not ready and to contact publisher. I can solve it by downloading the latest build each time if one is available. I haven't encountered any other bugs.
Fart N. Posted June 3, 2023 Posted June 3, 2023 On 5/30/2023 at 12:41 AM, The Longest John said: Hello all! I decided to make a UD patch for Pet Project SE! Echoing what @Fart N. said earlier in this thread, I found that patching mods is generally quite easy thanks to the kit provided by @ihatemykite. Hell, I even managed to do it as a Vortex scrub (though I did have to get MO2 for the first couple steps). However, word of warning - I was unable to patch the chastity belts used by Pet Project, as it seems those use an incompatible script (see picture). It's a shame too, since those items are basically the central point to the whole mod. I'm sure someone more technical than me could manage, and they're welcome to try! Still, this works on all other items the mod equips on you. I thought I'd share it for everyone else who uses both mods! Unforgiving Devices - Pet Project SE Patch 1.0.7z 577 B · 6 downloads If you want to have a crack at the scripting part, I'll give you a rough explanation of how stuff works and what needs to be changed. So, DD devices have an inventory version and a rendered version. The inventory version is what stays in the inventory, and the rendered version is a clone of that item that gets put on the player. DD spawns in the rendered version to equip on the player when the player tries to equip the inventory item - this allows for the various DD hijinks we all know and love. DD has an item script on inventory items which allows you to add custom behaviour. If someone makes a new DD device, they'll create their own version of this script. But UD has two separate scripts - a one-size-fits-all inventory script (UD_CustomDevice_EquipScript) and a device-specific rendering script (e.g. UD_CustomBoots_RenderScript). A UD device's custom functionality goes in the render script - you can check out the documentation for more details on how that works. Now, when you run the patcher, it looks for the DD scripts on the inventory items, finds the corresponding UD render script, applies the UD script on the render device, and replaces the DD inventory script with the generic UD inventory script. If the device's script has no exact UD render script match, it just ignores it (which is what you're seeing). What you'll need to do is find the belts' inventory scripts and convert them to UD render scripts. Just go through the functions one-by-one, and turn the DD stuff into UD stuff (the docs are a godsend here. also have a look at the various UD render scripts - they're quite useful too). You'll also need to look out for the extra non-DD variables getting passed into the script through the item; this will be in the esp itself, in the same place you'd find the script. Oftentimes there are ways to get those variables via just scripting (e.g. you can search for a quest via Quest.GetQuest("questname")), so just do that if you can. Some things in UD_CustomDevice_EquipScript (e.g. UD's own OnEquip messages) can't be changed through the render script, so you may need to extend it for the devices too. Try to avoid this as much as possible - there's usually an alternate way through the render script. Once you've finished the new script, you'll need to compile it. This is a massive headache, but there are guides online (including by @ihatemykite); if you take your time and follow along, you'll be fine. After you compile it, you'll need to replace the original script with the new script. The best way would be to edit the xEdit patcher script to look for the script you want changed and replace it with your UD version. Go to UD_PatchingScript.pas, add the mod's scripts to the zad scripts, and add your modified scripts to the UD scripts. Go to UD_libs.pas next, find the selectNewUDScript function, and configure the scripts in the same way as the others (i.e. [indices of old DD scripts] : sNewScriptName = [name of new UD script]). The only things it'll miss are the custom inventory scripts (if you've made any) and the custom non-DD variables, and those you can just put in via xEdit after you run the script. Anyways, this is an ultra rough guide, more of a "things I wasn't sure about when I did this myself" than anything. If you get stuck on any of these steps, I'll try to help out. 3
donttouchmethere Posted June 3, 2023 Posted June 3, 2023 4 hours ago, Fart N. said: If you want to have a crack at the scripting part, I'll give you a rough explanation of how stuff works and what needs to be changed. I wonder if it doesn't need a bit more to patch the PetProject Chastity Belt. The whole mods triggers scenes/quests dependent on it's Chastity Belt, including making it not removable by the player. I could imagine that if the belt gets removed - by an indirect cheat - it will break PetProjects quests.
donttouchmethere Posted June 3, 2023 Posted June 3, 2023 (edited) UD escape games became a full time job in Skyrim and RL ? I need more feedback from UD ingame why things don't work. For example if I choose escape options from the inventory it doesn't show why a particular option fails to trigger, instead it just opens the next option message box. As long as the inventory is open the UD text (for example "to exhausted to try") can't be seen. Same for helping NPC. If selecting a device in the NPC inventory to help to struggle out there is no feedback until the inventory is closed. If multiple escape option were chosen with the inventory UD menu > all choices get triggered in a row after closing the inventory > result: "NPC is busy already" by UD itself During the struggle game some more interaction would be great too, I spam my crit key and this is all I can do (because I don't know what struggle game type supports what keys. Just now found out that all the crit key spamming was for nothing with slow struggle and only helped with escaping metal cuffs). I caught myself doing something else and leave my PC to struggle with help of a NPC for ... uff 30min in RL? ? (yes, yes need to reduce difficulty a lot, I'm so used to Devious Lore that I'm used to max difficulty settings, which also make escape without help impossible during an early game) Easiest solution would be to close the inventory after choosing an escape option. This way the user (that's me ^^) doesn't try to activate various escape options without getting a feedback (for PC and NPC), while also starting multiple escape quests in a row that all end in "busy NPC" or "too exhausted". Edited June 3, 2023 by donttouchmethere 1
umcreiger Posted June 5, 2023 Posted June 5, 2023 im not sure what its doing this, but when my arms are bound (arm/elbow binder, cuffs, etc) and i sprint, they dont do the bound sprint animation. i sprint like normal. walking and running works fine. only sprinting does this. also idk where to find the dar support for the devious devices. on the mcm it says to check lovers lab.
krzp Posted June 6, 2023 Posted June 6, 2023 Found an incompatibility - whenever I activate the Skyrim Souls RE (that plugin that unpauses the game menus), lockpick minigame stops working. The lock flickers momentarily, and closes. Tried fiddling with the settings, but it didn't help. Disabling Skyrim souls brings it back to normal.
donttouchmethere Posted June 6, 2023 Posted June 6, 2023 (edited) On 5/29/2023 at 9:52 PM, donttouchmethere said: UD Device registration, probably rather a DD issue: For some reason the "Black Ebonite Catsuit" is the only DDevice I have regularly issues with It gets removed during times NPC add DDs to the PC, but not completely, it stays registered as equipped but isn't (or at least not the rendered part of the item, a DD classic glitch) Solution so far: UD MCM > Debug Panel > unlock > reequip this will repair the Catsuit to be a fully functional DD again this glitch repeated over 5 times already (at lvl 1 -.-) Could be a DD 5.2 issue or a mod tries to remove it incorrectly (removed only the rendered part but not the scripted part) I found the culprit. Deviously Enslaved Continued has issues with newer DD versions. It removes bodysuit related DDs to add it's own and while doing so breaks already worn DD5 bodysuit devices. So far only bodysuits and related devices (new straitjackets of DDv5+) will fail to reequip and are broken after that. Workaround: Theoretically deactivate any DDs in DEC that will make it removing bodysuits. In the worse case don't allow it to add any devices at all. I keep experimenting. Edited June 6, 2023 by donttouchmethere 1
krzp Posted June 6, 2023 Posted June 6, 2023 On 6/5/2023 at 10:33 AM, umcreiger said: im not sure what its doing this, but when my arms are bound (arm/elbow binder, cuffs, etc) and i sprint, they dont do the bound sprint animation. i sprint like normal. walking and running works fine. only sprinting does this. I remember something like this when I've used Nemesis, if that's your case, check this out. On 6/5/2023 at 10:33 AM, umcreiger said: also idk where to find the dar support for the devious devices. on the mcm it says to check lovers lab. Here and here. There's no official support yet, but we can try to help you, although, probably, in those threads, not in Unforgiving Devices one, as this is a bit out of scope. ?
ihatemykite Posted June 7, 2023 Author Posted June 7, 2023 On 5/31/2023 at 11:12 PM, donttouchmethere said: Happened only once so far: Orgasm animation doesn't stop playing even after the any DDs stopped vibrating, the vibration related idle repeats in an endless loop. No keys (jump/struggle...) will stop the animation. Here an example what it says if I try to struggle to break the arousal animation loop: "You are doing something already" Reveal hidden contents UD > debug > general fix solved the issue by stopping the loop. No bad effects after that. Did it happen when you were in minigame, or when doing nothing ? On 6/1/2023 at 12:44 AM, krzp said: Been noticing this in my logs: Reveal hidden contents [05/31/2023 - 01:15:30PM] [UD,INFO,T=34.916000]: [unforgivingdevicesmain <UD_Main (54005901)>]::_CheckPatchesOrder() - Checking patches order... [05/31/2023 - 01:15:30PM] [UD,INFO,T=35.012001]: [unforgivingdevicesmain <UD_Main (54005901)>]::_CheckPatchesOrder() - Patches order checked [05/31/2023 - 01:15:31PM] [UD,INFO,T=35.198002]: [unforgivingdevicesmain <UD_Main (54005901)>]::_StartModulesManual() - Starting modules... [05/31/2023 - 01:15:31PM] Error: Cannot call GetFactionRank() on a None object, aborting function call stack: [UD_OrgasmManagerPlayer_Quest (5400418E)].UD_OrgasmManagerPlayer.GetActorArousal() - "UD_OrgasmManager.psc" Line 182 [alias NPCSlot_Player on quest UD_NPCSlotsManager_Quest (5414E7EB)].ud_playerslotscript.UpdateArousal() - "UD_CustomDevice_NPCSlot.psc" Line 1926 [Active effect 6 on (00000014)].UD_ArousalCheckScript_AME.OnUpdate() - "UD_ArousalCheckScript_AME.psc" Line 36 [05/31/2023 - 01:15:31PM] Warning: Assigning None to a non-object variable named "::temp22" stack: [UD_OrgasmManagerPlayer_Quest (5400418E)].UD_OrgasmManagerPlayer.GetActorArousal() - "UD_OrgasmManager.psc" Line 182 [alias NPCSlot_Player on quest UD_NPCSlotsManager_Quest (5414E7EB)].ud_playerslotscript.UpdateArousal() - "UD_CustomDevice_NPCSlot.psc" Line 1926 [Active effect 6 on (00000014)].UD_ArousalCheckScript_AME.OnUpdate() - "UD_ArousalCheckScript_AME.psc" Line 36 [05/31/2023 - 01:15:31PM] Error: Cannot call SetFactionRank() on a None object, aborting function call stack: [alias NPCSlot_Player on quest UD_NPCSlotsManager_Quest (5414E7EB)].ud_playerslotscript.UpdateArousal() - "UD_CustomDevice_NPCSlot.psc" Line 1926 [Active effect 6 on (00000014)].UD_ArousalCheckScript_AME.OnUpdate() - "UD_ArousalCheckScript_AME.psc" Line 36 Repeats every once in a while. Using OSL Aroused, SLP+, and the latest 2.1.b5, if that's of any difference. How bad is that, and is it something that I can correct? ? Thanks for report. Working on the fix. Should be fixed with PR 163
ihatemykite Posted June 7, 2023 Author Posted June 7, 2023 On 6/1/2023 at 12:13 PM, herb616 said: When starting a new game I get the fatal error and some of the modules are not ready and to contact publisher. I can solve it by downloading the latest build each time if one is available. I haven't encountered any other bugs. What do you mean with "I can solve it by downloading the latest build each time if one is available"? Does the issue goes away every time you install new version ? On 6/3/2023 at 3:36 PM, donttouchmethere said: UD escape games became a full time job in Skyrim and RL ? I need more feedback from UD ingame why things don't work. For example if I choose escape options from the inventory it doesn't show why a particular option fails to trigger, instead it just opens the next option message box. As long as the inventory is open the UD text (for example "to exhausted to try") can't be seen. Same for helping NPC. If selecting a device in the NPC inventory to help to struggle out there is no feedback until the inventory is closed. During the struggle game some more interaction would be great too, I spam my crit key and this is all I can do (because I don't know what struggle game type supports what keys. Just now found out that all the crit key spamming was for nothing with slow struggle and only helped with escaping metal cuffs). I caught myself doing something else and leave my PC to struggle with help of a NPC for ... uff 30min in RL? ? (yes, yes need to reduce difficulty a lot, I'm so used to Devious Lore that I'm used to max difficulty settings, which also make escape without help impossible during an early game) Easiest solution would be to close the inventory after choosing an escape option. This way the user (that's me ^^) doesn't try to activate various escape options without getting a feedback (for PC and NPC), while also starting multiple escape quests in a row that all end in "busy NPC" or "too exhausted". This is sadly a bug with the IWantWidget. It will not show the text if other menu is open. You can just disable the option in MCM and it should again show the classing left top corner messages. I was also thinking about it but adding it right now is out of the question as it would add many new bugs Same as the first point One solution to IWantWidget problem which came to my mind is to add some switch, so text widget will be only used if menu is not open. Otherwise default debug message will be shown. Will ive it a look. On 6/6/2023 at 5:34 PM, donttouchmethere said: I found the culprit. Deviously Enslaved Continued has issues with newer DD versions. It removes bodysuit related DDs to add it's own and while doing so breaks already worn DD5 bodysuit devices. So far only bodysuits and related devices (new straitjackets of DDv5+) will fail to reequip and are broken after that. Workaround: Theoretically deactivate any DDs in DEC that will make it removing bodysuits. In the worse case don't allow it to add any devices at all. I keep experimenting. I will give it a look. Might be fixable with patch. On 6/6/2023 at 8:18 AM, krzp said: Found an incompatibility - whenever I activate the Skyrim Souls RE (that plugin that unpauses the game menus), lockpick minigame stops working. The lock flickers momentarily, and closes. Tried fiddling with the settings, but it didn't help. Disabling Skyrim souls brings it back to normal. The UD will be mostly paused if menu is open, that is why. One solution might be to add some kind of toggle that will allow to use WaitMenuMode function instead of current Wait function. This way the mod SHOULD also work if menu is open. There will obviously have to be some more edits added, as the mod also check explicitly if menu is open. 1
donttouchmethere Posted June 7, 2023 Posted June 7, 2023 (edited) 39 minutes ago, ihatemykite said: This is sadly a bug with the IWantWidget. It will not show the text if other menu is open. You can just disable the option in MCM and it should again show the classing left top corner messages. Sweet! Will try that solution. 39 minutes ago, ihatemykite said: I will give it a look. Might be fixable with patch. Uh, well, that would be a great achievement ? DEC wasn't updated to new DD versions for quite a while. It would be amazing if you can, but I fear there might not be an easy solution. Luckily I have no clue, just a guts feeling. Edited June 7, 2023 by donttouchmethere
krzp Posted June 7, 2023 Posted June 7, 2023 3 hours ago, ihatemykite said: The UD will be mostly paused if menu is open, that is why. Played with it some more - every other function works, i.e. the struggle menu, the npc menu, the inventory - it's only the lockpick minigame that gets borked. And I really like the plugin. There was a setting in Skyrim soul's that goes "Close menus when you've far away from the target", I suspected it was due to this, but disabling it didn't help. I was able to fix it by setting the lockpicking minigame duration from 0 (which I've had on) to 120. So, only when this setting is disabled, it stops working. Bump this one way lower on the priority list, i can totally live with that ? 1
HeckinBestBork Posted June 8, 2023 Posted June 8, 2023 I think cutting needs a rebalance or perhaps rework. As it stands now it seems weak compared to the other options, and pure One-Handing characters who don't dabble with Destruction or Pickpocket get extra screwed if the restraint is uncuttable. Even recently I was playing a character who used a sword and shield style of combat and thus didn't make use of Destruction at all, and also wasn't a thief so no Pickpocket either, and despite my cutting skill being higher than my magic skill and the magic resistance of the device being higher than the cut resistance it was still faster to struggle using magic than to cut the device.
herb616 Posted June 8, 2023 Posted June 8, 2023 17 hours ago, ihatemykite said: What do you mean with "I can solve it by downloading the latest build each time if one is available"? Does the issue goes away every time you install new version ? Yeah it goes away until I start a new game. Doing a reinstall of the mod doesn't work, neither does a fresh download of the installed version. It requires updating each time.
kurotatsu Posted June 8, 2023 Posted June 8, 2023 9 hours ago, HeckinBestBork said: I think cutting needs a rebalance or perhaps rework. As it stands now it seems weak compared to the other options, and pure One-Handing characters who don't dabble with Destruction or Pickpocket get extra screwed if the restraint is uncuttable. Even recently I was playing a character who used a sword and shield style of combat and thus didn't make use of Destruction at all, and also wasn't a thief so no Pickpocket either, and despite my cutting skill being higher than my magic skill and the magic resistance of the device being higher than the cut resistance it was still faster to struggle using magic than to cut the device. In the UD MCM there's tab named "Custom Devices". In it's section "Skill Setting" parameter named "Skill Efficiency", set by default to 1%. Can you please experiment with it and tell us which setting works out the best for you instead of 1% regarding the cutting skill?
Derenriche Posted June 9, 2023 Posted June 9, 2023 Found a bug for UD_LockpickRemoval_Effect, the UDlibs property is being set to point to the UDMain quest instead of UDLibs in the esp. This is causing the script to fail entirely.
krzp Posted June 10, 2023 Posted June 10, 2023 Hopefully the last post about Skyrim Souls RE from me, but both that mod and UD edit the same Thalmor embassy script QF_MQ201_00035D5F Souls comments out two lines Spoiler ; set fake malborn to be a teammate ;Alias_PlayerGearContainerHidden.GetActorRef().SetPlayerTeammate() ;Alias_PlayerGearContainerHidden.GetActorRef().OpenInventory(true) I've merged that one with the Unforgiving Devices addition of DD fix. P.S. Also corrected the spelling at line 301 "[UD] Transfere complete", because, you know... literally unplayable otherwise reasons. ? Unforgiving Devices - Skyrim Souls RE merged.7z 2
Zaflis Posted June 10, 2023 Posted June 10, 2023 2 hours ago, krzp said: P.S. Also corrected the spelling at line 301 "[UD] Transfere complete", because, you know... literally unplayable otherwise reasons. If we go there, "transfering" is also wrong ? https://word.tips/spelling/transferring-vs-transfering/ 1
iamwookie Posted June 11, 2023 Posted June 11, 2023 (edited) Anyone have a solution to the MCM getting stuck at "Unforgiving devices is updating or disabled..." ? Besides reloading as I've done that way to many times now with no luck. Using version 2.1b5 Skyrim SE Edited June 11, 2023 by iamwookie
Derenriche Posted June 11, 2023 Posted June 11, 2023 2 hours ago, iamwookie said: Anyone have a solution to the MCM getting stuck at "Unforgiving devices is updating or disabled..." ? Besides reloading as I've done that way to many times now with no luck. Using version 2.1b5 Skyrim SE Can you check your papyrus log for errors or such?
iamwookie Posted June 11, 2023 Posted June 11, 2023 10 minutes ago, Derenriche said: Can you check your papyrus log for errors or such? I did but it looks like and debug information is turned off not surprised as I didn't expect to need it. Since I can't get to into the mcm with this I can't turn it back on. Given there is an open issue on the Github and others posted about something similar I was hoping someone might have found a solution. It does look like there was some updates in the nightly build which would relate to this issue so I tried that build but no luck. There is a chance the changes would prevent this though so I will likely just start a fresh game up and test it later.
kurokurokurokuro Posted June 11, 2023 Posted June 11, 2023 Hi, I've been trying to install the mod, but I have a slight issue. It seem that I cannot simply desactivated cursed loot for reasons unknown. é_é The OTHER issue is in the screenshots. No matter the load order I get this. It's been scrambling my brain like a chinese puzzle for days now and I require some guidance. (I've been trying to find about theses patchs... But none of the mods seem to have that. I use Devious Device 5.2 that's coming from the all in one package. I require assistance! ... And sorry if the solution is obvious to you, I'm really not that good with mods, nor with english in some aspect. :s
donttouchmethere Posted June 11, 2023 Posted June 11, 2023 (edited) On 6/11/2023 at 9:47 AM, kurokurokurokuro said: I require assistance! ... And sorry if the solution is obvious to you, I'm really not that good with mods, nor with english in some aspect. :s But... but... okay: In a Load Order the lower plugin overrules the higher Plugin. UD comes with a few patches to make various mods compatible with it. For that the patches of UD need to overrule the Plugins of the mods it patches. In Load Order the the patch for UD needs to be below the mod it patches. The Warning in your screenshots says: Lauras Bondage Shop (LBS) patch is not loaded after LBS's plugin. To fix it you need to move UD's patch below LBS's plugin in LO and in game save and reload. For example: I move UD and it's patches below (nearly) anything DD related. This is for LE, but SE has the same rules if it comes to LO. Spoiler Dawnguard.esm HearthFires.esm Dragonborn.esm Unofficial Skyrim Legendary Edition Patch.esp ... SexLab.esm SexLabAroused.esm CreatureFramework.esm ZaZAnimationPack.esm ... Devious Devices - Assets.esm Devious Devices - Integration.esm Devious Devices - Expansion.esm Devious Devices - Contraptions.esm ... Devious cursed loot ... DeviouslyPink.esp Laura's Bondage Shop.esp ... DD BRRF patch ... UnforgivingDevices.esp UnforgivingSkyrim.esp UnforgivingDevices - DD Patch.esp UD - DCL patch UnforgivingDevices - Pink Patch.esp UnforgivingDevices - LBS Patch.esp ... I'm not sure if I'm wrong, but UD has compatibilities integrated and naturally support some devious mods. Means it's better to have UnforgivingDevices.esp below other DD patches and quest mods as well. By the way: This patch tactic is also true for any other mods you might have. The rule is: > to be patched Mod Plugin (esp/esm) > Patch Plugin (esp) Patches can get patches too: > Main Mod > Main Mod's patch > Main Mod's patch patch (not sure about esl tho, seems they are lawless) The patches are in the UD downloads called "UD patching kit 1.7.zip" Spoiler Patches Patches adds this mod behavior to devices from other mods. This devices stats are set automatically with some randomness. If you think some of this devices are too hard or easy, let me know and i will rebalance it. Every patch needs to be loaded after mod that it patches! There are following patches which are included in current mod version (selectable in FOMOD installer) DD Patchs: Patches DDA,DDI and DDE. Patches around 98% 100% of all devices. BRRF patch: Needs to be loaded after BRRF. For Him Patch: Needs to be loaded after For Him BRRF + For Him: Needs to be loaded after BRRF and For Him. Also BRRF needs to be after For Him. DCL Patch: The number of patched devices is lower because there are many devices with custom scripts. Also don't forget to disable Device and Horny buff as mentioned above Requires Deviously Cursed Loot 9.0 by @Kimy Devious Pink Patch: Patches all devices Requires Devious Pink by @naaitsab Lauras Bondage Shop Patch: Patches all devices. Most, if not all, devices are not escapable, and so this patch is quite useless. At least it change plugs. Requires Laura's Bondage Shop by @Laura Treasure Hunting Whore: Patches few added devices Requires Treasure Hunter Whore by @Tyrant99 Edited June 17, 2023 by donttouchmethere 1
bhenny Posted June 11, 2023 Posted June 11, 2023 Hi, thank You for your fanastic mod With the new version i have this problem in the menù: "Unforgiving devices is updating or disabled"? How can i fix it? Thanks in advance 3
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