Hanshurtig11 Posted March 5, 2024 Posted March 5, 2024 (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 March 5, 2024 by Hanshurtig11
kurotatsu Posted March 5, 2024 Posted March 5, 2024 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
Hanshurtig11 Posted March 5, 2024 Posted March 5, 2024 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 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 ^^
Herowynne Posted March 5, 2024 Posted March 5, 2024 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. 1
chendongnds1 Posted March 7, 2024 Posted March 7, 2024 Put the device you're wearing on a corpse, it will disappear, but it won't be in the box. This is a bug ?
Skaldic Adventurer Posted March 8, 2024 Posted March 8, 2024 Is it possible to patch multiple Devious Devices Mods all into one? Like can I do Devious Deviants and Devious Lore, in one patch?
kurotatsu Posted March 8, 2024 Posted March 8, 2024 Yes, you use Synthesis to do it, there's UD patching scripts available for it.
keppermiem_g Posted March 9, 2024 Posted March 9, 2024 (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 March 9, 2024 by keppermiem_g 3
kurotatsu Posted March 9, 2024 Posted March 9, 2024 (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 March 9, 2024 by kurotatsu
keppermiem_g Posted March 9, 2024 Posted March 9, 2024 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.
kurotatsu Posted March 9, 2024 Posted March 9, 2024 (edited) Interesting. It worked on my AE setup though... Yeah, you're right, I've missed it not removing the trap item. Edited March 10, 2024 by kurotatsu
ihatemykite Posted March 9, 2024 Author Posted March 9, 2024 (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 March 9, 2024 by ihatemykite 1
keppermiem_g Posted March 12, 2024 Posted March 12, 2024 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
kurotatsu Posted March 12, 2024 Posted March 12, 2024 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
keppermiem_g Posted March 14, 2024 Posted March 14, 2024 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. 2
kurotatsu Posted March 14, 2024 Posted March 14, 2024 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!
slicksly Posted March 15, 2024 Posted March 15, 2024 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.
cerebus300 Posted March 26, 2024 Posted March 26, 2024 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.
JunWeng Posted March 31, 2024 Posted March 31, 2024 Hi all, I found an UD animation packs in Github, but I am not sure wht animation is it, also there is less info about the animation pack and I dont found any related information from this thread too. Have anyone install this before and know about this animation mod? https://github.com/iiw2012/UDAnimationsSE
kurotatsu Posted March 31, 2024 Posted March 31, 2024 Hello, this pack also on LL, it adds plenty of paired anims when escaping devices with helper.
Anunya Posted April 2, 2024 Posted April 2, 2024 How does the Unforgiving Devices orgasm system interact with Sex Lab Separate Orgasms (or does it)?
monsta88 Posted April 2, 2024 Posted April 2, 2024 (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 April 3, 2024 by monsta88
monsta88 Posted April 3, 2024 Posted April 3, 2024 (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: 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: 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 April 3, 2024 by monsta88
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