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Posted
On 4/4/2025 at 6:39 PM, Seph64 said:

I am wondering if the 5 "incorrectly patched" devices are related to DD FH and BRRF?

 

EDIT: Does this mod randomly start equipping items after a specific amount of time? If so, anyway to disable that?

 

There are random modifiers on the Devices. Some can equip new devices on you at certain triggers.

Posted
13 minutes ago, Seph64 said:

So, is there a way to prevent troublesome modifiers from attaching to devices, or am I really going to have to debug them one by one when I equip them to prevent them from doding weird things?

 

The modifiers are random (AFAIK). You get new modifiers if you equip the same item twice.

Posted

I think I understand how to disable the modifiers as a whole, because there's a section under Custom Modifiers that allow you to specify how many modifiers can be attached to a device. I think you just need to set both "No Fewer" and "No More than" to 0. I'd rather to just disable troublesome modifiers, but I think I will disable the modifiers for now.

Posted
2 hours ago, monsta88 said:

I have worn this for over 2 hours (according to the device's own stat), and now it displays this:

 

 

This is the trigger information. It says that script has already triggered and should not trigger again. The second page should have information from the Outcome script, which basically defines the "features" of the modifier. So based on the information from the trigger alone, I can't tell what's broken there.

 

Most modifiers are designed according to this scheme: Trigger -> Outcome.
For example, the ALCO modifier is assembled from TimeHour trigger and AddItem outcome. The first script provides periodic triggering (with some random), and then the second script adds random alcoholic beverages and "equip" them.

 

Here is a list of all scripts and modifiers (a bit outdated): https://github.com/iiw2012/UnforgivingDevices/wiki/Modifiers-List

 

2 hours ago, monsta88 said:

The other problem, that it is also inescapable, for no apparent reason:

 

UD has Patcher script that randomizes devices when they are added. It seems to be a valid generation when you can't struggle out of the device (because of the tight keyword?). In this case you need to use lockpicks. And locks may be inaccessible if, for example, the actor is wearing heavy bondage.

 

2 hours ago, monsta88 said:

One more observation: It is somewhat funny when a "Tight" catsuit gets a "Loose" modifier. :) 

 

:) 

I might be able to fix that somehow.

Posted
3 hours ago, monsta88 said:

The other problem, that it is also inescapable, for no apparent reason:

 

Looks like it's a bug after all, I'll try to figure it out.

Posted
2 hours ago, iivanvv said:

This is the trigger information. It says that script has already triggered and should not trigger again. The second page should have information from the Outcome script, which basically defines the "features" of the modifier. So based on the information from the trigger alone, I can't tell what's broken there.

 

If I understood correctly what I saw on my screenshot, this script should run (after an hour? Immediately?) and there is a 19.9% chance to block all the escape mechanics. Then it should run again each hour (Value weight: 20% per hour) and the chance lowers(?) by 20% each time. But since another attribute of the script counteracts this (Repeat: false), the device stays inaccessible forever. I guess it would be fine with the ALCO, but this is the Temporary Blocked one.

 

 

2 hours ago, iivanvv said:

Looks like it's a bug after all, I'll try to figure it out.

 

I also forgot to add, that the Catsuit was also supposed to be cuttable according to the device info and that option didn't appear either.

 

I removed both with the debug MCM now.

 

Thank you for working on these, if you need any more info, please let me know.

Posted
On 1/29/2025 at 8:10 AM, ihatemykite said:

Do not use NB unless you are on the Discord and have also indev of DDNG. The version 3.0 is still indev, and the NB should be not used by people on LL. Its mainly intended for people on Discord who help testing the indev version. I will probably have to add some kind of check to UD, so it will throw error if user does not use DDNG. So:

DO NOT USE NIGHTLY BUILDS UNLESS YOU ARE ALSO ON DISCORD AND READ THE DETAILS THERE

 

Now that DD NG 0.4.0 has released, does this still apply? The DD NG page specifically says to use the nightly build and the patcher to make UD 2.1.1 work with DD NG 0.4.0, and people later in this thread seem to be making that work from what I can tell. Or is it still not advised?

 

This is my first experiment with UD, and at first glance it seems much more interesting than the default behavior. I've used Devious Lore's minigame, but this looks even better. If it is stable enough, at least.

Posted (edited)

I have found another Modification trigger issue, the Sweet roll thief one. I stole a Sweet roll, it has the Stolen flag, yet the modifier says I have 0 and of course the escape minigames are not accessible.

 

Oh and I never saw that warning about the NB, I just wanted to help, but I will stop posting issues here until the 3.0 will be released. I will not join the Discord though, I like to keep LL stuff separate.

Edited by monsta88
Posted
3 hours ago, monsta88 said:

I have found another Modification trigger issue, the Sweet roll thief one. I stole a Sweet roll, it has the Stolen flag, yet the modifier says I have 0 and of course the escape minigames are not accessible.

 

Yes, I've already fixed that (hopefully) in an upcoming update. And, as I recall, I also disabled the requirement that Sweet roll must be stolen.

 

 

3 hours ago, monsta88 said:

Oh and I never saw that warning about the NB, I just wanted to help, but I will stop posting issues here until the 3.0 will be released. I will not join the Discord though, I like to keep LL stuff separate.


No, please continue with that. Even disregarding the bugs, I'm interested in the overall impression of the new modifier system and interface. What needs to be changed, fixed and added.

 

Right now I'm moving towards making modifiers more rare, and adding more obvious and convenient settings to disable them.

Posted
7 minutes ago, iivanvv said:

No, please continue with that. Even disregarding the bugs, I'm interested in the overall impression of the new modifier system and interface. What needs to be changed, fixed and added.

 

Right now I'm moving towards making modifiers more rare, and adding more obvious and convenient settings to disable them.

 

Thank you, I shall post more feedback then.

 

I'm glad that Modifiers will be more rare, I think it is very easy to get very deadly combos. For example an unreachable DD (like a plug under a Chastity Belt) having a Device spawn modifier, while the Chastity Belt has a plug activator one while trying to remove it. And it can be worse, like having a Modifier so you can't touch the locks, because they spawn heavy bondage. So some combos can be very hard to deal with and if there will be less Modifiers on DDs, it will definitely help. Having 3-4 modifiers on all DDs can lead to problems, maybe even scrip lag issues.

 

I am very thankful for the built-in debug menu, it is really useful and powerful.

 

A modifier idea: Kill trigger. - Kill n number of higher/lower level enemy. Kill a specific type of monster. Kill a Guard. Kill a Soldier.

Posted
57 minutes ago, monsta88 said:

I'm glad that Modifiers will be more rare, I think it is very easy to get very deadly combos.

 

I try to balance particularly hard modifiers with a ban on repetitive tags. But it doesn't always help.

 

Maybe add some "desperate measures" mechanic. To get rid of devices at once, but instead get into another tricky but manageable situation. I need to think about it.

 

 

1 hour ago, monsta88 said:

A modifier idea: Kill trigger. - Kill n number of higher/lower level enemy. Kill a specific type of monster. Kill a Guard. Kill a Soldier.

 

Yeah, there's a kill trigger. And there is one random modifier built around this mechanic: NKL or No Killing. But without such a division into factions, I need to debug the simple modifiers first. For the future, I can add a tracked faction setting.

 

And not to spoil the surprise, let me put it this way. If your character finds a piece of Abadon Scout Armor in Draugr Crypt (completely randomly, 50/50), try to equip it. :)

Posted

Would anything break if I used the provided xEdit patching scripts to generate a patch for UD 2.1.1 and DDNG 0.4.0?

 

Meaning, I already tried it and it looked like it worked...

 

I followed the instructions on the main page to generate a patch for the DD Assets, Integration, Expansion, and Contraptions .esm files (DD NG versions). No errors making the patch, and all the DD devices were imported into the UD framework and showed as "patched device" in the details when I started a new game.

 

I don't see a way to get device diversity (other than manually using the debug menu to apply modifiers) but at least it links all the DDs into the UD escape system, which is a big step up from normal. I think that random device settings will be part of the next version (it is in the nightly build)?

 

Can anyone think of what this could break? Other than mods that already break with DDs, I mean. Those will probably break even harder.

 

I did get one console error when trying the Abadon system:
[UD,!ERROR!,T=<X>]: UnlockDevicePatched(Prisoner,Abadon Plug (Vaginal)) failed!!! ID Fail? False

 

I also got the same error with UD before a patch (escaping from the Abadon plug). I traced the error message back to see that it is probably triggered by a misconfigured mutex. Which is a terrible place to hunt down an error in a large code base when I don't know the programming language, so that's about as far as I want to check it out today.

 

I also tried the nightly build version with and without a patch. The UI is a lot better, but the functionality is broken. Devices did not unregister after escape, the orgasm system did not work, the arousal system did not work, and some other stuff went wrong in just the first ten minutes. I look forward to it when ready because the UI really is so much better, though.

 

I tried to see if the Synthesis patch would do anything, but Synthesis only works for Internet-connected computers and I am not a fan of that lack of functionality, so I could not get that working. Hopefully the Synthesis team builds an offline version before the entire Skyrim modding community starts using it for everything.

 

TL;DR: the xEdit patch instructions on the main page can generate a patch for UD 2.1.1 and DDNG 0.4.0, and everything looks like it works so far.

Posted (edited)
5 hours ago, scoul73 said:

Would anything break if I used the provided xEdit patching scripts to generate a patch for UD 2.1.1 and DDNG 0.4.0?

 

Meaning, I already tried it and it looked like it worked...

 

I followed the instructions on the main page to generate a patch for the DD Assets, Integration, Expansion, and Contraptions .esm files (DD NG versions). No errors making the patch, and all the DD devices were imported into the UD framework and showed as "patched device" in the details when I started a new game.

 

I don't see a way to get device diversity (other than manually using the debug menu to apply modifiers) but at least it links all the DDs into the UD escape system, which is a big step up from normal. I think that random device settings will be part of the next version (it is in the nightly build)?

 

Can anyone think of what this could break? Other than mods that already break with DDs, I mean. Those will probably break even harder.

 

I did get one console error when trying the Abadon system:
[UD,!ERROR!,T=<X>]: UnlockDevicePatched(Prisoner,Abadon Plug (Vaginal)) failed!!! ID Fail? False

 

I also got the same error with UD before a patch (escaping from the Abadon plug). I traced the error message back to see that it is probably triggered by a misconfigured mutex. Which is a terrible place to hunt down an error in a large code base when I don't know the programming language, so that's about as far as I want to check it out today.

 

I also tried the nightly build version with and without a patch. The UI is a lot better, but the functionality is broken. Devices did not unregister after escape, the orgasm system did not work, the arousal system did not work, and some other stuff went wrong in just the first ten minutes. I look forward to it when ready because the UI really is so much better, though.

 

I tried to see if the Synthesis patch would do anything, but Synthesis only works for Internet-connected computers and I am not a fan of that lack of functionality, so I could not get that working. Hopefully the Synthesis team builds an offline version before the entire Skyrim modding community starts using it for everything.

 

TL;DR: the xEdit patch instructions on the main page can generate a patch for UD 2.1.1 and DDNG 0.4.0, and everything looks like it works so far.

I made a patch using the nightly build and the synthesis patcher and it seems to work.

Edited by bandetlol
Posted (edited)

I installed UD with DD NG 4.0, and the synthesis patcher a week ago and it worked great.

 

then my silly mind found SL widgets, which also requires I want widgets that UD is using...and I want status bars. I installed status bars and reinstalled the normal Iwant and Iwant NG -> UD UI probably broke at that point (though I don't see any overwrites in MO): all functionalities seem to work except the bars dont show up anymore (but the icons and gameplay are still ok)

 

I tried cleaning saves, reordering iwant plugins to before UD, resetting UD from MCM...none has worked so far.

 

It seems to be a quick UI fix, anybody has a suggestion of what I could try to restore the UI bars from UD?

Edited by Fraying9981
Posted
15 hours ago, bandetlol said:

I made a patch using the nightly build and the synthesis patcher and it seems to work.

 

The patch works? Or the nightly build works? Patched or not, parts like arousal and orgasm were broken for me in the NB.

 

But I was talking about the xEdit patcher on the main mod page, not Synthesis. I looked at the patch scripts but I don't know either C# or Delphi and can't do an exact comparison. It looks like they roughly do the same thing from general codeflow and overt functionality. So maybe that means that the DDNG instructions to use the NB and Synthesis patch could actually be to use 2.1.1 and the xEdit patch, especially with the NB bugs?

Posted
On 4/6/2025 at 8:17 AM, iivanvv said:

 

Looks like it's a bug after all, I'll try to figure it out.

 

I remember asking several months back, but I don't think anyone actually answered, but is there plans to implement the escape minigames to the Furniture/Contraptions? The furniture is definitely a great addition to the Devious Devices framework, but seeing it with the default "RNG" escape mechanic is kinda disappointing.

Posted
45 minutes ago, Seph64 said:

I remember asking several months back, but I don't think anyone actually answered, but is there plans to implement the escape minigames to the Furniture/Contraptions? The furniture is definitely a great addition to the Devious Devices framework, but seeing it with the default "RNG" escape mechanic is kinda disappointing.

 

I can't speak for other contributors, but I'm not doing anything in that direction.

 

Right now my priority is fixing what has been added. And implementing furnitures seems like a pretty big task if do it as carefully as it was done with devices.

Posted

Alright, thanks for the response. I'd just hope the DD Furniture get the UD Escape mechanic sometime in the future, because the default DD escape mechanic really  blows IMO.

Posted

Is there a way to get this mod to work with deviously cursed loot? I've tried it and get errors. "UD error check console" With the db chests installed I get maybe 1 or 2 errors. Has anyone made a patch yet? I know cursed loot is really popular.

Posted

Hi, developer, I have a problem. In lastest NB version, I tried to translate it to chinese via using xTranslator, but there was an issue with displaying chinese text in game. In previous non-NG/NB versions, it could be displayed normally, any solution available for me?

屏幕截图 2025-04-12 102846.png

Posted (edited)
1 hour ago, 1a2b257 said:

Hi, developer, I have a problem. In lastest NB version, I tried to translate it to chinese via using xTranslator, but there was an issue with displaying chinese text in game. In previous non-NG/NB versions, it could be displayed normally, any solution available for me?

 

 

There are switches for different text display modes and menus (MCM -> Unforgiving Devices -> UI/Widgets -> Menus):

 

UD_MenuTextFormatter_70.jpg.99d27e82339dc234cfb8f3774c4dab7e.jpg


Text Formatter:
 - Legacy - print text without formatting, as before.
 - HTML - print text with html formatting. This functionality is standard for SWF used in the interface. But it is not available by default.

 

Menu Manager - different ways to call message windows.
 - Legacy - standard way, without the ability to print html-formatted text.
 - Papyrus_UI - print html-formatted text using additional parameterization from the Papyrus script.
 - Native_UI - print html-formatted text using additional parameterization from the SKSE plugin.

 

Try different options and please let ms know what has changed.

 

In the meantime, to say something more useful, I need to figure out how xTranslator works.

Edited by iivanvv
Posted (edited)
2 hours ago, iivanvv said:

 

There are switches for different text display modes and menus (MCM -> Unforgiving Devices -> UI/Widgets -> Menus):

 

UD_MenuTextFormatter_70.jpg.99d27e82339dc234cfb8f3774c4dab7e.jpg


Text Formatter:
 - Legacy - print text without formatting, as before.
 - HTML - print text with html formatting. This functionality is standard for SWF used in the interface. But it is not available by default.

 

Menu Manager - different ways to call message windows.
 - Legacy - standard way, without the ability to print html-formatted text.
 - Papyrus_UI - print html-formatted text using additional parameterization from the Papyrus script.
 - Native_UI - print html-formatted text using additional parameterization from the SKSE plugin.

 

Try different options and please let ms know what has changed.

 

In the meantime, to say something more useful, I need to figure out how xTranslator works.

Switching display modes I have tried, but the issue still exists. Even I tried editing the source code to translate and build, it was still the same.

Skyrim Special Edition 2025_4_12 14_26_43.png

Skyrim Special Edition 2025_4_12 14_27_11.png

Skyrim Special Edition 2025_4_12 14_27_50.png

Skyrim Special Edition 2025_4_12 14_28_20.png

Skyrim Special Edition 2025_4_12 14_28_52.png

 

 

Edited by 1a2b257
Posted
2 hours ago, iivanvv said:

 

There are switches for different text display modes and menus (MCM -> Unforgiving Devices -> UI/Widgets -> Menus):

 

UD_MenuTextFormatter_70.jpg.99d27e82339dc234cfb8f3774c4dab7e.jpg


Text Formatter:
 - Legacy - print text without formatting, as before.
 - HTML - print text with html formatting. This functionality is standard for SWF used in the interface. But it is not available by default.

 

Menu Manager - different ways to call message windows.
 - Legacy - standard way, without the ability to print html-formatted text.
 - Papyrus_UI - print html-formatted text using additional parameterization from the Papyrus script.
 - Native_UI - print html-formatted text using additional parameterization from the SKSE plugin.

 

Try different options and please let ms know what has changed.

 

In the meantime, to say something more useful, I need to figure out how xTranslator works.

I suspect that HTML tags are not compatible with Chinese encoding

Posted

@1a2b257

 

Thanks for checking. I see that the formatting is working as it should. xTranstator did not distort anything in this regard.

 

I have a hypothesis that the problem is with the fonts used, which just don't have the right characters. I see that the text in other menus contains hieroglyphics, so the right fonts are available in the UI, but not used in the UD windows.

 

The following fonts are used in the messages:
"$EverywhereFont" by default mapped on "Futura CondensedLight" Normal
"$EverywhereBoldFont" by default mapped on "Futura Condensed" Bold
"$EverywhereMediumFont" by default mapped on "Futura Condensed" Normal
"$SkyrimSymbolsFont" by default mapped on "SkyrimSymbols" Normal (looks OK)

 

And if they are not mapped to fonts with additional characters, it will be a picture like yours.

 

But this hypothesis is killed by the fact that even when you switch to full legacy, the text is rendered in crooked characters. Although in legacy mode I don't override fonts in the menu in any way. If we look in a regular MessageBox (from SkyUI), it uses the default text settings like:

 

"<p align="center"><font face="$EverywhereMediumFont" size="22" color="#ffffff" letterSpacing="0.800000" kerning="0">&lt;message text&gt;</font></p>"

 

So I have a question, does the MessageBox even display the hieroglyphic text in other places?

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