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Posted (edited)

I wonder if there is a way to filter randomly equipped devices, like from Goo, punischer devices etc. Like prefered style, or at least color (i know about the device filter). You often ends up looking like a bunch of baloons ;)  If not allready possible i realy would love such an option.

Thx for your great work ! Using it in any playthrough ^^

Edited by Hanshurtig11
Posted

Currently in the DD framework no keywords used to designate colors or materials of the devices, so making such a filter means hell of manual scripting, like it's done in DCL. All devices are hardcoded in there. One thought about that instantly makes me into nonono-cat :D

Posted
53 minutes ago, kurotatsu said:

Currently in the DD framework no keywords used to designate colors or materials of the devices, so making such a filter means hell of manual scripting, like it's done in DCL. All devices are hardcoded in there. One thought about that instantly makes me into nonono-cat :D

Thx for the quick reply. I see the problem, to sad.. Maybe an option to use inventory items instead of random ? A bit like "forced" selfbondage ^^

Posted
3 hours ago, kurotatsu said:

Currently in the DD framework no keywords used to designate colors or materials of the devices

 

That sounds like a job for Keyword Item Distributor. If we could agree on the right keywords to designate the different colors and materials, then someone could make a KID file to distribute those keywords to all Devious Devices.

Posted (edited)

Deviously Enchanted Chests,  Deviously Cursed Loot is greate mods.
But they dress restrains on based on the roll of the dice.

I add to loot list of lockpick (and some gems) cursed items. They named as "Lockpick", "Amethyst"....
Cured Lockpick has the same world model as goo. This is the only difference from the Lockpick.
If playe take Cured Lockpick, then get restrained.
This is YOUR mistake. Not computer.

Sometime i forget to do this check, then i get restrained. 😀
UDTraps_for_TestIdea.7z
I use UD_BlackGooBallScript (Unforgiving.Devices.2.1.1)

For Skyrim SE.

Required mods
- Inventory Interface Information Injector(https://www.nexusmods.com/skyrimspecialedition/mods/85702) (set icon for "Cured Lockpick" as "Lockpick")
- Unforgiving Devices

issue:
- i can not compile scripts.
- trap items do not removed from PC. (some times you have to put it to chest, not actors)

It would be nice to include this in some big mod

Edited by keppermiem_g
Posted (edited)

It's interesting idea!

Pay attention or get bound, love it!

Trap items are not being removed from the player because you didn't filled property named "UD_GooBall", which should point at the item itself. It's used for the trap item removal in the script.
 

Injection via leveled lists is far from perfect, I think though. Maybe needs to have implemented chance-based perk system, same as DCL or DEC to inject those into dead bodies...

 

PS: also you forgot fill some item's UDmain properties. Attaching fixed esp.

UDTraps_for_TestIdea.esp

Edited by kurotatsu
Posted

Thank you. But it is not working.

[03/09/2024 - 08:42:01PM] Error: Property UD_GooBall on script UD_BlackGooBallScript attached to Item 1 in container  (42004925) cannot be bound because  (480036C8) is not the right type

It need to change script.
from

Armor   Property UD_GooBall                 auto

to

Form   Property UD_GooBall                 auto

Function RemoveItem take Form as parameter.

MiscItem and Armor is child of Form.
Posted (edited)

Interesting. It worked on my AE setup though...

Yeah, you're right, I've missed it not removing the trap item.

Edited by kurotatsu
Posted (edited)
4 hours ago, keppermiem_g said:

Thank you. But it is not working.

[03/09/2024 - 08:42:01PM] Error: Property UD_GooBall on script UD_BlackGooBallScript attached to Item 1 in container  (42004925) cannot be bound because  (480036C8) is not the right type

It need to change script.
from

Armor   Property UD_GooBall                 auto

to

Form   Property UD_GooBall                 auto

Function RemoveItem take Form as parameter.

MiscItem and Armor is child of Form.

That is because I intended for goo balls to be always armors. Didn't even know that misc items can also have scripts. But looks like easy update, so I will change it

 

EDIT: You should also try to instead of editing LeveledLists add new quest script, which will inject the changes on runtime. Reason is simple: compatibility. The way you did it will break any mods which edits these leveled lists in the same way.

Edited by ihatemykite
Posted

Gems are rare. Therefore, their influence is not very interesting. So I will remove the change of gem lists.

I will leave the change to LItemLockPick25 and LItemLockPick100.
Since I also changed the percentage of NONE and "Calculate for each item in count".

The situation is not interesting when the inventory will always contain normal and cursed lockpicks.

ihatemykite or whoever can, please compile this script.

Spoiler

Scriptname UD_TrapItemScript Extends ObjectReference

import UnforgivingDevicesMain

UnforgivingDevicesMain Property UDmain auto

Form    Property UD_TrapItem                auto
Int     Property UD_Type            = 2     auto
Int     Property UD_MinDevices      = 1     auto
Int     Property UD_MaxDevices      = 3     auto


Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer)
    if (akNewContainer as Actor) == UDmain.Player ;work ONLY for Player
        Actor loc_victim = akNewContainer as Actor
        loc_victim.RemoveItem(UD_TrapItem,1)
        if UD_Type == 0 ;abadon hand restrain
            UDmain.UDAbadonQuest.EquipAbadonDevices(loc_victim, UD_MinDevices, UD_MaxDevices)
        elseif UD_Type == 1 ;abadon suit
            UDmain.UDAbadonQuest.AbadonEquipSuit(loc_victim,UDmain.UDAbadonQuest.final_finisher_pref)
        elseif UD_Type == 2 ;purified goo
            UDmain.UDRRM.LockAnyRandomRestrain(loc_victim,Utility.RandomInt(UD_MinDevices, UD_MaxDevices))
        endif
    endif
EndEvent

This script and UD_BlackGooBallScript has issue: spam of events. when transferred to many items.

Several years and two broken computers ago, I wrote scripts for Skyrim. But now I’m not mentally ready to restore the compilation system.

UD_TrapItemScript.psc

Posted
25 minutes ago, keppermiem_g said:

Gems are rare. Therefore, their influence is not very interesting. So I will remove the change of gem lists.

I will leave the change to LItemLockPick25 and LItemLockPick100.
Since I also changed the percentage of NONE and "Calculate for each item in count".

The situation is not interesting when the inventory will always contain normal and cursed lockpicks.

ihatemykite or whoever can, please compile this script.

  Reveal hidden contents

Scriptname UD_TrapItemScript Extends ObjectReference

import UnforgivingDevicesMain

UnforgivingDevicesMain Property UDmain auto

Form    Property UD_TrapItem                auto
Int     Property UD_Type            = 2     auto
Int     Property UD_MinDevices      = 1     auto
Int     Property UD_MaxDevices      = 3     auto


Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer)
    if (akNewContainer as Actor) == UDmain.Player ;work ONLY for Player
        Actor loc_victim = akNewContainer as Actor
        loc_victim.RemoveItem(UD_TrapItem,1)
        if UD_Type == 0 ;abadon hand restrain
            UDmain.UDAbadonQuest.EquipAbadonDevices(loc_victim, UD_MinDevices, UD_MaxDevices)
        elseif UD_Type == 1 ;abadon suit
            UDmain.UDAbadonQuest.AbadonEquipSuit(loc_victim,UDmain.UDAbadonQuest.final_finisher_pref)
        elseif UD_Type == 2 ;purified goo
            UDmain.UDRRM.LockAnyRandomRestrain(loc_victim,Utility.RandomInt(UD_MinDevices, UD_MaxDevices))
        endif
    endif
EndEvent

This script and UD_BlackGooBallScript has issue: spam of events. when transferred to many items.

Several years and two broken computers ago, I wrote scripts for Skyrim. But now I’m not mentally ready to restore the compilation system.

UD_TrapItemScript.psc 1.04 kB · 1 download

 

There you go.

 

UD_TrapItemScript.pex

 

In fact it's not too hard, @ihatemykite wrote lovely tutorial on the setting it up: https://github.com/IHateMyKite/UnforgivingDevices/wiki/Developer-Guide

Posted
55 minutes ago, keppermiem_g said:

Thank you.
I'm off to make traps. And make evil plans.

The notepad plugin is very interesting.
Previously, to compile a separate file, I ran a bat file from Notepad.

 

Please do, I'm looking forward to see what you will cook up! :)

Posted

As a feature suggestion: how about adding a timed factor to the difficulty rating? So that the longer the device is on, the easier it'll be to remove? On the opposite, if you try to remove the device shortly after it's gotten applied, you'l have the difficulty significantly amplified.

I figure this could encourage the player to wear the device for a bit, rather than just instantly mashing remove device the moment it attatches. 

  • 2 weeks later...
Posted

I have loved this mod and been using since it came out. I also love Unforgiving Skyrim, that builds on the foundation of UD. One small thing that I would love to see is more control over the length of time for the time locked devices. It seems like two hours is about the max, which seems pretty irrelevant, given the game time to real time. I would love to have the ability to set the range from one hour to several days.

Posted (edited)

Hi there,

 

I have a small visual issue.

 

I always have a pink bar on the bottom left corner of my screen regardless if my character is wearing restraints or not. The pink bar fills up when there are devices involved, usually during struggling.

 

I assume this is the bar which should go away when I uncheck the "Use widget" option in the "Custom orgasm" page of the MCM. It doesn't.

 

However, if I use the "TEST WIDGETS" option on the UI/Widgets page, it goes away. But then it doesn't come back, regardless of the above setting on the "Custom orgasm" page.

 

Anyone else experiencing this?

 

The other 2 widgets with the device health works fine.

Edited by monsta88
Posted (edited)

Hi there,

 

I don't know if the following things are intended or not. In the "Custom devices" menu, I have "Hardcore access" checked. This led to some super strict devices:

 

UDIronPiercing.png.7caac0bdc6f53aeeedb9bcb273902760.png

 

 

This one is simply unremovable. Even if I have Piercing removal tool, I don't have the option to use it. Same goes for the Helper NPCs. Is it intended?

 

 

 

The other one is a catsuit:

 

UDCatsuit.png.b60d11f0d7e80fe39ce49c6d9952d805.png

 

 

While it is "Easy", I don't have any option to do anything with it. I'd expect to have at least the Cut option, but I don't. With Helper NPC I have the "Help cut" option at least. Even if the Helper has Restraint key, they can't use it. Is it intended? Why don't I have the cut option?

 

This might be a small bug: Also, when I select the Help cut option, the characters teleport into each other, similar when an SL scene starts with teleport enabled. Then they do the usual struggling anims.

 

 

 

Edited by monsta88

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