kurotatsu Posted August 3, 2023 Posted August 3, 2023 3 hours ago, pangxie250 said: Thanks so much for your mods.But now there is a problem: In the old version I can modify fromid using sseedit and replace the manifest device with abadon device, it doesn't work now. Can you do a device filter?Or some other way to teach me Since older version UD Random Restaint Manager (UDRRM) was rewritten to use DD leveled lists instead of UD formlists to manifest random restraints, thus allowing whole library to be used, including injected forms, like Devious Heatrise plugs for example. I do believe older function still there in the code, but you'll have to edit scripts and compile them. Another solution would be to make esp patch (better to have it separate) with DD leveled lists being edited to contain whatever devices you like.
GeryBy01 Posted August 6, 2023 Posted August 6, 2023 Hello I don't know if any1 has pointed out this error allready so if yes, sorry. UD isn't working for me for a while now if i try to use it on any other DD device and always gives me these messages. it also says updating every time i start up the game but never does it unfortunately. It's an awesome mod and i wanna use it :C. Thanks for the help allready-
kurotatsu Posted August 6, 2023 Posted August 6, 2023 48 minutes ago, GeryBy01 said: Hello I don't know if any1 has pointed out this error allready so if yes, sorry. UD isn't working for me for a while now if i try to use it on any other DD device and always gives me these messages. it also says updating every time i start up the game but never does it unfortunately. It's an awesome mod and i wanna use it :C. Thanks for the help allready- That "black waxed" means you have installed optional DD Lore patch, which renames devices. Also it changes their properties, please try to disable DD Lore patch.
GeryBy01 Posted August 6, 2023 Posted August 6, 2023 20 minutes ago, kurotatsu said: That "black waxed" means you have installed optional DD Lore patch, which renames devices. Also it changes their properties, please try to disable DD Lore patch. I have tried that but the devices are still renamed
Cerral Posted August 7, 2023 Posted August 7, 2023 (edited) I have a problem with armbinders or other devices that block the arms. The arms stay out of the device. Since it's hard to explain, here's a screenshot. Spoiler Is there a solution? I play on LE. Edited August 7, 2023 by Cerral
Vampir2005 Posted August 7, 2023 Posted August 7, 2023 1 hour ago, Cerral said: I have a problem with armbinders or other devices that block the arms. The arms stay out of the device. Since it's hard to explain, here's a screenshot. Reveal hidden contents Is there a solution? I play on LE. Have you run FNIS? there is a check Box like "arm fix" this must be enabled / Checked
Cerral Posted August 7, 2023 Posted August 7, 2023 2 hours ago, Vampir2005 said: Have you run FNIS? there is a check Box like "arm fix" this must be enabled / Checked Yes. I always enable this. I have this problem only with UD.
Aldid Posted August 7, 2023 Posted August 7, 2023 (edited) 4 hours ago, Cerral said: I have a problem with armbinders or other devices that block the arms. The arms stay out of the device. Since it's hard to explain, here's a screenshot. Reveal hidden contents Is there a solution? I play on LE. From what I recall that's probably DAR conflicting with DD animations. There's a tool to patch that into working properly somewhere around here Edit: For DD 5.2 it's here: Edited August 7, 2023 by Aldid
Cerral Posted August 8, 2023 Posted August 8, 2023 (edited) 6 hours ago, Aldid said: From what I recall that's probably DAR conflicting with DD animations. There's a tool to patch that into working properly somewhere around here Edit: For DD 5.2 it's here: Thank you, it's definitely a DAR problem. Edited August 8, 2023 by Cerral 1
FirelyteBrat Posted August 9, 2023 Posted August 9, 2023 (edited) Anyone know if Unforgiving Devices works with sluts resume . got sluts taking good care of your package and it wont release me i have done 10 manifests already getting error codes doesnt add bridle and when released it wont take the restraints off either Edited August 10, 2023 by FirelyteBrat
wareware Posted August 14, 2023 Posted August 14, 2023 I encountered a similar issue with SLUTS while using UD Had to remove the devices using the debug option in the MCM
xcvbs Posted August 14, 2023 Posted August 14, 2023 (edited) I was working on patch for a bunch of custom DD. Patching kit and the manual worked well. Although i ve noticed an issue - custom messages before putting on a device and after escaping it are no longer shown in UD-patched version. I was wondering if there is a proper way to show such custom messages in UD? Currently after conversion its showing same exact message before putting on any device. Edited August 14, 2023 by xcvbs typo
Solhof Posted August 16, 2023 Posted August 16, 2023 Heyhey, I hope someone can help me. Every time I try to install this mod it tells me in NMM that the main ESP is disabled (UnforgivingDevices.esp) And I have checked the plugin list 3 times and it's not showing at all.
Zaflis Posted August 16, 2023 Posted August 16, 2023 30 minutes ago, Solhof said: Heyhey, I hope someone can help me. Every time I try to install this mod it tells me in NMM that the main ESP is disabled (UnforgivingDevices.esp) And I have checked the plugin list 3 times and it's not showing at all. Simple answer is that you need to install the mod and it will appear in the plugin list. Either you got wrong file somehow or it's extracted wrong, i don't even remember how NMM works anymore. Make sure it doesn't do something like \Data\Data\ folder for you.
Solhof Posted August 17, 2023 Posted August 17, 2023 On 8/16/2023 at 5:39 PM, Zaflis said: Simple answer is that you need to install the mod and it will appear in the plugin list. Either you got wrong file somehow or it's extracted wrong, i don't even remember how NMM works anymore. Make sure it doesn't do something like \Data\Data\ folder for you. I've downloaded and installed it 3 different times, the esp itself shows in LOOT but not in NMM to enable. And I find no way to use LOOT to enable it from.
Zaflis Posted August 17, 2023 Posted August 17, 2023 2 hours ago, Solhof said: I've downloaded and installed it 3 different times, the esp itself shows in LOOT but not in NMM to enable. And I find no way to use LOOT to enable it from. Esp is just a file, check your skyrim data folder that it's there. The mod is also an archive, 7-zip maybe so check it's in it. Just in case what is the full name of the mod file you are installing?
umcreiger Posted August 18, 2023 Posted August 18, 2023 probably not from this mod, but some animations dont work. when arms are tied from a cuff or yoke, my sprint animation goes back to the unbound animation
Zaflis Posted August 18, 2023 Posted August 18, 2023 5 hours ago, umcreiger said: probably not from this mod, but some animations dont work. when arms are tied from a cuff or yoke, my sprint animation goes back to the unbound animation I'm seeing the opposites all the time, when unbound i see yoke poses. That's with just FNIS, no Nemesis or DAR.
The Longest John Posted August 18, 2023 Posted August 18, 2023 (edited) I thought I'd ask a slightly off-topic question here, since this thread has some of the best and most active DD modders and understanders. I have had an issue with my Devious Devices installs across multiple computers, installs and modlists since basically forever, concerning the periodic events built into the Devious Devices framework. On the first session of a fresh install, they work perfectly. However, as soon as I've saved the game, exited it and reloaded that save, something like half of the periodic events stop firing off, mostly the ones that cause animations (like struggling). Even installing UD, which fundamentally changes DDs in a lot of ways, does nothing to change this bug. Has anybody else experienced this? Any clue as to what may be causing it? Edited August 18, 2023 by The Longest John
Cursed Raccoon Posted August 18, 2023 Posted August 18, 2023 On 8/6/2023 at 5:23 PM, GeryBy01 said: Hello I don't know if any1 has pointed out this error allready so if yes, sorry. UD isn't working for me for a while now if i try to use it on any other DD device and always gives me these messages. it also says updating every time i start up the game but never does it unfortunately. It's an awesome mod and i wanna use it :C. Thanks for the help allready- If you open up xEdit with all mods loaded and search for the Unforgiving devices DD patch plugin, you need to check the armor records of the device in question, wether it is losing a conflict to another plugin. This is made visible with RED text, if its orange/green/etc. it should be fine (Colors in xEdit). if the UD patch is losing the conflict, make sure that it loads after the conflicting plugin. This is important or else the equip script will not be there and you will always get this error. I got the same error massages as you, but was able to fix it with this solution. 2
ChandraArgentis Posted August 19, 2023 Posted August 19, 2023 With Captured Dreams being re-released, will this mod be updated to incorporate the items from that mod as well?
kurotatsu Posted August 19, 2023 Posted August 19, 2023 6 hours ago, ChandraArgentis said: With Captured Dreams being re-released, will this mod be updated to incorporate the items from that mod as well? Basically it's down to making patch with all devices getting UD scripts. Right now it doesn't seems that CD reached stable release state yet though. 1
Asr91 Posted August 20, 2023 Posted August 20, 2023 First of all I want to say that this is some awesome work and I'm glad I found this mod. The escape system was my biggest problem with the original DD set and this one is just perfect. Not to mention everything else added (the traps and the shout are fantastic ideas in particular). I decided to write because I had a few ideas. Keep in mind I have zero experience with modding Skyrim, so I don't know how plausible or doable these are, but thought that I could put them out here just in case it ends up being interesting to someone. 1. Button to bring up all restraints currently equipped: There could be a key for a list where you could look at all the devices locked on the player, much like what you get when you ask an NPC for help. You can press . to bring up the latest device you interacted with, and if there's hardcore heavy bondage enabled, then the character menu activates the heavy bondage device. There are some cases when one might want to try struggling out of something else first (for example a loose blindfold), but currently (to my knowledge) there's no way to do this other than disabling the hardcore option, interacting with the blindfold from the inventory, and then re-activating hardcore (afterwards the latest device key will get the blindfold). I bring this up because in some cases the mod itself would allow trying to struggle out of some other restraints even with bound hands. 2. Locks: Maybe I'm just overthinking it, but it's a bit strange to me that if a device has locks on it, you pick or unlock the locks and you're automatically free, while if the same device doesn't have locks, you need to struggle out which is a much longer process. In some cases this makes sense (handcuffs), but these generally can't be struggled out from in the first place. I wonder if some devices could have a system where each lock adds a large bonus to the resistances (able to go over 100%, in some cases making it impossible to struggle out from them unless some or all locks are unlocked first). 3. Skills and perks: The mod already uses skill levels and the skill progression system. It feels like some bondage items could decrease some skills (being gagged imposing a penalty on Speech sounds the most straightforward, I imagine you could come up with a few more, for example bound ankles coming with a Sneak penalty or bound hands with lockpick/pickpocket penalty, though this latter might be too restrictive as those skills are also used for escaping). I don't know how many people use perk overhaul mods, I personally use Ordinator, and I don't know how difficult it would be to add some new perks, but I would see some opportunities there. Starting from basic perks that simply increase the efficiency of certain struggling techniques (these could just be slapped onto the existing basic perk, the first destruction magic perk could also increase the effectiveness of struggling magically for example), and some more advanced ones later (for example you could get a perk that gives you three lockpicks instead of two for each attempt at picking a lock on a device, or increasing the timer, decreasing the chance of jamming a lock when failing a lockpick or unlock, increasing the effect or the chance for crits or decreasing the penalty for missing them, perks for helping others, better chance of getting others to help you free yourself, better chance of being able to initiate a conversation while gagged, you name it). 4. Further penalties: There are a few things I could think of. With bound hands the player can still fight by kicking, which is great but works basically the same as standard unarmed combat, while I think it could use some penalties too. A damage or attack speed decrease sounds the most straightforward, but I think that even more interesting would be if characters could lose balance and fall with each attack (Ordinator has a perk that lets the player place tripwires, and the other characters tripping over it has an animation which might be from the standard game itself, it looked like it could work). Tripping could also happen when trying to go fast with chained ankles, or wearing boots. Again, this could connect back to the skills and perk systems where a skill could have an effect on how likely the player is to fall. Devices with chains on them could make rattling sounds that could alert enemies to your presence, and you could have sneak perks that reduce the chance of that happening. Again, just a few ideas for consideration, and thanks a lot for all your work on this mod. 2
kurotatsu Posted August 20, 2023 Posted August 20, 2023 28 minutes ago, Asr91 said: 1. Button to bring up all restraints currently equipped: There could be a key for a list where you could look at all the devices locked on the player, much like what you get when you ask an NPC for help. You can press . to bring up the latest device you interacted with, and if there's hardcore heavy bondage enabled, then the character menu activates the heavy bondage device. There are some cases when one might want to try struggling out of something else first (for example a loose blindfold), but currently (to my knowledge) there's no way to do this other than disabling the hardcore option, interacting with the blindfold from the inventory, and then re-activating hardcore (afterwards the latest device key will get the blindfold). I bring this up because in some cases the mod itself would allow trying to struggle out of some other restraints even with bound hands. 2. Locks: Maybe I'm just overthinking it, but it's a bit strange to me that if a device has locks on it, you pick or unlock the locks and you're automatically free, while if the same device doesn't have locks, you need to struggle out which is a much longer process. In some cases this makes sense (handcuffs), but these generally can't be struggled out from in the first place. I wonder if some devices could have a system where each lock adds a large bonus to the resistances (able to go over 100%, in some cases making it impossible to struggle out from them unless some or all locks are unlocked first). 3. Skills and perks: The mod already uses skill levels and the skill progression system. It feels like some bondage items could decrease some skills (being gagged imposing a penalty on Speech sounds the most straightforward, I imagine you could come up with a few more, for example bound ankles coming with a Sneak penalty or bound hands with lockpick/pickpocket penalty, though this latter might be too restrictive as those skills are also used for escaping). I don't know how many people use perk overhaul mods, I personally use Ordinator, and I don't know how difficult it would be to add some new perks, but I would see some opportunities there. Starting from basic perks that simply increase the efficiency of certain struggling techniques (these could just be slapped onto the existing basic perk, the first destruction magic perk could also increase the effectiveness of struggling magically for example), and some more advanced ones later (for example you could get a perk that gives you three lockpicks instead of two for each attempt at picking a lock on a device, or increasing the timer, decreasing the chance of jamming a lock when failing a lockpick or unlock, increasing the effect or the chance for crits or decreasing the penalty for missing them, perks for helping others, better chance of getting others to help you free yourself, better chance of being able to initiate a conversation while gagged, you name it). 4. Further penalties: There are a few things I could think of. With bound hands the player can still fight by kicking, which is great but works basically the same as standard unarmed combat, while I think it could use some penalties too. A damage or attack speed decrease sounds the most straightforward, but I think that even more interesting would be if characters could lose balance and fall with each attack (Ordinator has a perk that lets the player place tripwires, and the other characters tripping over it has an animation which might be from the standard game itself, it looked like it could work). Tripping could also happen when trying to go fast with chained ankles, or wearing boots. Again, this could connect back to the skills and perk systems where a skill could have an effect on how likely the player is to fall. Devices with chains on them could make rattling sounds that could alert enemies to your presence, and you could have sneak perks that reduce the chance of that happening. Again, just a few ideas for consideration, and thanks a lot for all your work on this mod. Thank you for your kind words! Now, on the suggestions: 1. Already present. It's . (dot) on the keyboard by default. Short tap it to call up the last used device or hand restraint, press and hold for around 0.3 seconds to get full list of worn UD compatible restraints. Unpatched restraints will not appear in this menu as they are not slotted. Another useful button is ; (semicolon), press and hold it while targeting your follower to bring up all their devices list. 2. Interesting idea. 3 and 4. I personally use Devious Training, it neatly tanks all appropriate skills making escape much harder at low devices proficiency levels.
ihatemykite Posted August 22, 2023 Author Posted August 22, 2023 On 8/14/2023 at 4:57 PM, xcvbs said: I was working on patch for a bunch of custom DD. Patching kit and the manual worked well. Although i ve noticed an issue - custom messages before putting on a device and after escaping it are no longer shown in UD-patched version. I was wondering if there is a proper way to show such custom messages in UD? Currently after conversion its showing same exact message before putting on any device. Interesting point. The remove message is not showing because it is no longer used, while the equip message is showing even sometimes (this is quite random, and I didn't realy worked on it because its not much of a issue). But making the unequip message again relevant is good idea. Might do it in future. On 8/18/2023 at 4:33 PM, The Longest John said: I thought I'd ask a slightly off-topic question here, since this thread has some of the best and most active DD modders and understanders. I have had an issue with my Devious Devices installs across multiple computers, installs and modlists since basically forever, concerning the periodic events built into the Devious Devices framework. On the first session of a fresh install, they work perfectly. However, as soon as I've saved the game, exited it and reloaded that save, something like half of the periodic events stop firing off, mostly the ones that cause animations (like struggling). Even installing UD, which fundamentally changes DDs in a lot of ways, does nothing to change this bug. Has anybody else experienced this? Any clue as to what may be causing it? Do you have SKSE installed ? That is the only thing (with ENB) you have to install manually without MO. On 8/18/2023 at 4:36 PM, Cursed Raccoon said: If you open up xEdit with all mods loaded and search for the Unforgiving devices DD patch plugin, you need to check the armor records of the device in question, wether it is losing a conflict to another plugin. This is made visible with RED text, if its orange/green/etc. it should be fine (Colors in xEdit). if the UD patch is losing the conflict, make sure that it loads after the conflicting plugin. This is important or else the equip script will not be there and you will always get this error. I got the same error massages as you, but was able to fix it with this solution. Also, running the LOOT might do a trick, as I have added UD to fomod masterlist. Note that I did it only for SE (because of conflict with DD SE patch). Running the LOOT on LE might still do a trick tho. On 8/20/2023 at 9:48 AM, Asr91 said: ... Already present. Check controls here https://ihatemykite.github.io/Documentation/other/Import/Guide/guide_controls.html. These are default controls, and you can edit them in MCM. As @kurotatsu said, you have to press the key for small time for the list to show up. This is something I was also thinking about some time ago. Because if device have no lock, it should be technically easier to escape. On other hand, I was just imagining that if device have no locks, it means it also have no straps that can be unlocked, meaning it is just harder. For example, armbinder model have 2 locks behind on the back (close to shoulders). Unlocking the locks will make the straps loose, making it easier to remove. On ther hand, if armbinder have no locks, it means that it also doesn't have straps to remove. Best thing to do IMO is to add modifier that reworks this. If device will have the new modifier, device will work as now. Might name it something like "Loose locks", so if all locks are removed, device is also removed. If device will have no modifier, it will work as you described. Only issue is that there will need to be some way to make device escapable even if all locks are locked (for example you should still be able to escape from armbinder even if you didn't unlock the locks) Also had idea about adding some ways to make minigames more powerful. But currently there is no way to do it. Once I add it, making new perks, or even potions which empowers minigames should be possible Great idea. There was also some time ago request to make blindfold player to trip (not as with animation, but as rag doll). Isue is that will make player bound idle to break for short time. Dunno if there is a way to prevent certain bones from rag doling 1
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