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Posted (edited)
2 hours ago, iivanvv said:

@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?

The MessageBox can display normally in other places, not all pages are garbled. I found the text on pages display garbled is mainly in UD_CustomDevice_RenderScript.SkyrimSpecialEdition2025_4_1214_45_27.thumb.png.ed62c0a4853e04e9cc05a3917407d2ae.png

Edited by 1a2b257
Posted
On 4/10/2025 at 10:26 AM, Fraying9981 said:

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?

 

 

So using the test function I was able to display the mod's status bars & they work.

How do I reenable visibility for the bars permanently? 

 

Posted
2 hours ago, Fraying9981 said:

How do I reenable visibility for the bars permanently? 

 

I'm not quite understand what you want to achieve.

 

The widgets associated with minigame progression are only visible during minigames.

If the test button works, then the widgets have been successfully added to the UI and their show/hide functions are working.

If all is well, the widgets will appear when the minigame starts.

Posted
4 minutes ago, iivanvv said:

 

I'm not quite understand what you want to achieve.

 

The widgets associated with minigame progression are only visible during minigames.

If the test button works, then the widgets have been successfully added to the UI and their show/hide functions are working.

If all is well, the widgets will appear when the minigame starts.

 

thanks for clarifying. 

  • Now, in the case I activate UD MCM debug functions -> it adds UD devices right? If then, I start a minigame, for example struggle: it should display the bar right? It doesn't.
  • Other example: when a vibrator is triggered for some reason -> shouldn't it display the orgasm bar? It doesn't right now. I think it did in the past.

 

It did when I first installed my mod: so my question is simple: is there a way to reset just the UI so these bars are visible again?

Posted
36 minutes ago, Fraying9981 said:

It did when I first installed my mod: so my question is simple: is there a way to reset just the UI so these bars are visible again?

 

There is "RESET UI" button in MCM -> Unforgiving Devices -> UI/Widgets. But all widgets are actually restarted when the game loads. The button above performs the same procedure. 

 

I apologize for being repetitive. Widgets are not saved anywhere, they have to be registered again every time (every game load). And if they show up in the test, then the registration is quite successful.

If they don't work as they should, then I need logs to figure it out.

 

Turn on the maximum logging level (MCM -> UD -> General -> Logging Level), try the action that requires widgets, and let's see how it looks in the logs.

Posted
5 hours ago, 1a2b257 said:

The MessageBox can display normally in other places, not all pages are garbled. I found the text on pages display garbled is mainly in UD_CustomDevice_RenderScript.

 

That is actually a different menu but it uses the same SWF as one-button MessageBox. And that breaks down my hypotheses even more.

 

But since there's a working menu, there's still hope.

 

Place *.pex from provided archive over existing file in the mod folder (<Data>\Scripts\). Then enable HTML + Papyrus_UI mode in MCM. And check that details window we want to fix.

 

In brief, I render a one-button messagebox with the same functions as I do with multi-button ones. If the replacement worked, the button should have the text "OK_OK".

UD_MenuMsgManager.zip

Posted (edited)
2 hours ago, iivanvv said:

 

There is "RESET UI" button in MCM -> Unforgiving Devices -> UI/Widgets. But all widgets are actually restarted when the game loads. The button above performs the same procedure. 

 

I apologize for being repetitive. Widgets are not saved anywhere, they have to be registered again every time (every game load). And if they show up in the test, then the registration is quite successful.

If they don't work as they should, then I need logs to figure it out.

 

Turn on the maximum logging level (MCM -> UD -> General -> Logging Level), try the action that requires widgets, and let's see how it looks in the logs.

 

thank you, i appreciate your support.

 

here is what I did + the log:

- I had other DD devices on like plug and triggered UD debugging functions -> many devices equipped and the icons for these devices were visible.

- among these the inflatable plug: i inflated it and an empty bar showed up for a bit then disappeared. similarly an icon that looks like a tired icon showed up then disappeared.

So it seems it worked.

 

 

But why arent the bars showed all the time? because sometimes some events are triggered and it would be good to know if they are from UD or not? I suppose they are not from UD then.

 

I do see some conflicts with SL widgets in the papyrus log: as i mentioned i made the stupid mistake of installing SL widget OVER UD at a later point as well as status bars because I forgot UD was using it. I removed SL widgets and bars.

For additional context: i have DD equip installed, Devious Lore, Devious Interests.

 

I'm sorry if my questions sound simplistic, I'm really trying to understand how the mod works (i don't think it's bugs we are talking about) to enjoy it better.

 

Edit: I removed SL widget and it looks like its working like before, with the bars showing properly during the games.

Now, this was already the case before but it seems arousal of UD is not following sexlab arousal? is it a bug? my SL arousal is at 100 due to plugs, yet the UD menu says you are not aroused. it's a bit confusing

 

Edit 2: just reread the UD readme -> it seems the orgasm minigame doesnt work for me. basically nothing happens when i click on it.

I have UD nigthly build because I use DD NG, and I installed the patch with synthesis.

Edit 3: I think this is due to nightly build only being compatible with OSL aroused

 

Papyrus.0 - Copy (9).log

 

Edited by Fraying9981
Posted (edited)
1 hour ago, iivanvv said:

 

That is actually a different menu but it uses the same SWF as one-button MessageBox. And that breaks down my hypotheses even more.

 

But since there's a working menu, there's still hope.

 

Place *.pex from provided archive over existing file in the mod folder (<Data>\Scripts\). Then enable HTML + Papyrus_UI mode in MCM. And check that details window we want to fix.

 

In brief, I render a one-button messagebox with the same functions as I do with multi-button ones. If the replacement worked, the button should have the text "OK_OK".

UD_MenuMsgManager.zip 6.4 kB · 0 downloads

Thanks for your work. I have replaced this file and switched the display mode, but didn't work.

 

 

Skyrim Special Edition 2025_4_13 0_10_41.png

Skyrim Special Edition 2025_4_13 0_16_33.png

Edited by 1a2b257
Posted

I seem to have the problem that is only there on SSE. Everything works fine in this mod but the lockpicking part crashes my game the moment the lockpicking menu is supposed to pop up. I believe I have all the required mods installed so I have no idea how to resolve this on my own

Posted
12 minutes ago, 1a2b257 said:

I have replaced this file and switched the display mode, but didn't work.

 

In a simple message box I have automatic division of text into pages. But in the multi-button menu the text is displayed as-is. That's the last difference between the menus that I see.

 

Try this version of the script. The experimental conditions are the same: HTML + Papyrus_UI.


The text may be cropped, but we don't care about that for now.

UD_MenuMsgManager_2.zip

Posted
1 hour ago, Fraying9981 said:

I do see some conflicts with SL widgets in the papyrus log: as i mentioned i made the stupid mistake of installing SL widget OVER UD at a later point as well as status bars because I forgot UD was using it. I removed SL widgets and bars.

 

 

There's not much I can say about conflicts between mods going through iWant Widgets. It's uncharted territory for me.

 

 

[04/12/2025 - 11:30:18PM] Error: Function slw_module_sla.onWidgetStatusUpdate(none iBars) received incompatible arguments! Received types (iWant_Status_Bars) instead!
stack:
	[SLWidgetsConfig (FE0E7800)].slw_config.moduleWidgetStateUpdate() - "slw_config.psc" Line 76
	[SLWidgetsConfig (FE0E7800)].slw_widget_controller.OnUpdate() - "slw_widget_controller.psc" Line 56
[04/12/2025 - 11:30:18PM] Error: Function slw_module_apropos_two.onWidgetStatusUpdate(none iBars) received incompatible arguments! Received types (iWant_Status_Bars) instead!

 

But these errors look like type mismatches. As if one mod's scripts overwrote another mod's scripts. I need to see the SLW source code to say for sure.

 

 

1 hour ago, Fraying9981 said:

Now, this was already the case before but it seems arousal of UD is not following sexlab arousal? is it a bug? my SL arousal is at 100 due to plugs, yet the UD menu says you are not aroused. it's a bit confusing

 

To be honest, I don't really understand even how SLA works. The arousal comes and goes. I'm not even trying to figure it out :)  As for what the menu says, I'll check it out.

Posted
6 hours ago, iivanvv said:

 

In a simple message box I have automatic division of text into pages. But in the multi-button menu the text is displayed as-is. That's the last difference between the menus that I see.

 

Try this version of the script. The experimental conditions are the same: HTML + Papyrus_UI.


The text may be cropped, but we don't care about that for now.

UD_MenuMsgManager_2.zip 6.31 kB · 0 downloads

It seems like the page has just been merged into one, and the text is still abnormal. Here is a translated menu from the script, maybe you can check what's wrong.

Skyrim Special Edition 2025_4_13 7_53_35.png

UD_CustomDevice_RenderScript.zip

Posted

A little feedback about the Nightly build (Marc 23).

 

I use the Experience mod.

Currently I feel I get too much xp for escaping. I'd like to have some options to modify the earned xp. I know that the Experience mod has .ini for config. It would be completely fine if the settings for Escape xp would be there (or in any .ini/cfg file).

 

 

 

 

Posted
3 hours ago, 1a2b257 said:

It seems like the page has just been merged into one, and the text is still abnormal. Here is a translated menu from the script, maybe you can check what's wrong.

 

I noticed that the "(Locks)" menu also has text problems, even though it's a multi-button menu. And "Lock Details" is rendered fine, even though it's a single-button MessageBox.

My assumptions were wrong again.

Posted (edited)
43 minutes ago, iivanvv said:

 

I noticed that the "(Locks)" menu also has text problems, even though it's a multi-button menu. And "Lock Details" is rendered fine, even though it's a single-button MessageBox.

My assumptions were wrong again.

 

Strangely, some texts in the same script file display properly while others do not.😂Perhaps this is a complex issue.

Edited by 1a2b257
Posted (edited)
3 hours ago, 1a2b257 said:

Strangely, some texts in the same script file display properly while others do not.😂Perhaps this is a complex issue.

 

I think I found what was the source of all the trouble.

 

The Papyrus library function StringUtil.AsChar() generates characters that break the encoding of the entire string when it is rendered in the UI. I have this function used to draw lock status icons (¤), and text with these characters is rendered crookedly. Plus a couple other places where I add pretty symbols.

 

I'll fix that. At the very least, I'll add a setting to disable all these decorations.

Edited by iivanvv
Posted
6 minutes ago, iivanvv said:

 

I think I found what was the source of all the trouble.

 

The Papyrus library function StringUtil.AsChar() generates characters that break the encoding of the entire string when it is rendered in the UI. I have this function used to draw lock status icons (¤), and text with these characters is rendered crookedly. Plus a couple other places where I add pretty symbols.

 

I'll fix that. At the very least, I'll add a setting to disable all these decorations.

Thanks! We'll look forward to it.

Posted
11 hours ago, monsta88 said:

A little feedback about the Nightly build (Marc 23).

 

I use the Experience mod.

Currently I feel I get too much xp for escaping. I'd like to have some options to modify the earned xp. I know that the Experience mod has .ini for config. It would be completely fine if the settings for Escape xp would be there (or in any .ini/cfg file).

 

 

I was thinking about this a bit and here are some ideas/suggestions.

 

What gives xp?

1) Using Stam/Mag/HP in struggle game. Each cumulative 1000 points gives <n> xp (configurable, default is 1). Minimum xp is 1. Maximum xp gained for this is 10. All resources must be spent in relation of the same device.

 

An example, let's say <n> is 1.

If the player used 300 mana, 300 hp and 400 stam for struggling (in multiple struggling scenes), he/she gets 1 xp.

 

2) Successfully lockpick <x> (configurable, default is 10) amount of locks to gain <n> (configurable, default is 1) xp. Lock difficulty doesn't matter. All locks must be on the same device. Minimum xp is 1. No upper xp limit.

 

3) For each <x> (default is 20) successful crit reactions, gain <n> (default is 1) xp. Crits are counted for each device separately. Minimum xp is 0. No upper xp limit.

 

What does not give xp?

Having unbreakable lockpick.

Auto crits enabled in MCM.

Using restraint/chastity keys, piercing removal tools.

 

What modifiers can be considered for xp?

<x%> (default/maximum 50%) progress for each above category when a Helper is involved.

<x%> (default/maximum 25%) progress on crit counts, when repairing jammed locks (because it always crits)

<x%> (default 0%, maximum 10%) progress towards crit counts when using lockpick/key. So when you are struggling to access a lock, those crits doesn't really count.

Modifier based on your escape Skills in relation to the device difficulty. That is, if your skill is high, and the device is easy, you get negative xp modifier (less xp). If your skill is low and the device is difficult, you get positive xp modifier (high xp). This can be tricky as you have 4 different skills, so the used ones should count.

 

Anyway, I didn't think this through, I'm sure I missed a couple of things too, but maybe it is good enough for some starting point.

 

Posted (edited)

Hi there,

 

I have a major issue with the Marc 23 NB. I saw that there is a new one, I just want to report this, I will test the new one later.

 

A trap mod, either Deviously Enchanted Chest or Naked Dungeons duplicated already equipped devices.

 

image.png.1a20996d231eb8baad8129fb8cfa83a8.png

 

I don't know yet which or both, I will do some tests and update this post later.

 

UD thinks that there are 2 of them equipped as well.

 

image.png.f7499ec810a2e3acaa4c769799691083.png

 

The weird thing is that the nipple ones have different Modifications. In fact that might be the core of the problem (IMO), that new, random modifiers are generated at each equip.

 

After removing a piercing, it gets unequipped, but the 2nd copy stays on the character, according to the UD Debug menu. Inventory shows the item unequipped, in fact I can drop both. Rescan Slots still shows it in the Debug menu. Using the Unlock option in the Debug menu does not work, it is still in the list. 

 

image.png.2d5d40588abcc5efe0d359dd81cc6f71.png

 

 

The Fixes/Unequip Slot (slow) feature does not see them. I also tried with the Devious Devices v5.2 debug feature to remove the items, but these are phantom devices, not actually equipped to slots.

 

These phantom devices seem to work though, although they can't do anything in lack of the actual equipped device. I used the Activate button in the Device debug menu:

 

image.png.3aa57482890e2fa27be14b53319784b5.png

 

I will try to figure out now which mod does the doubling and update the information.

 

Update: It is Naked Dungeons, the other mod (DEC) works fine. Naked Dungeons has a chance when you enter a dungeon to remove all your items, except unremovable ones. Probably it is using some method which is not compatible with DDs, now I remember it had issues with regular DD as well. In my current test I had both the above items equipped when i got hit by the mod. now I have 3 pairs in the debug menu. Another weird thing is, that in my inventory only one of them got duplicated.

 

It seems I need to say goodbye to that mod, it is unlikely that someone will update the item removal script. :( 

 

 

 

 

 

Edited by monsta88
Posted (edited)

NB Apr 13 feedback

 

I did NOT start a new game. I removed all DDs from my character (except for the phantom ones mentioned in my post above), made a save. Then I Purged the mod with Resaver from the save. Installed the new version, created a new patch with Synthesis.

 

After that I loaded the game, made a save, loaded again.

 

The phantom devices are now gone (as expected).

 

I have seen some issues though:

 

- In the Other MCM, I created a new, custom named Preset and saved it. It is now sitting in my Overwrite, as expected. However when I use the dropdown menu to select my preset, it is not there, only the default one can be used.

 

- The Save settings doesn't save Modifier settings in MCM (or the Load settings doesn't load it).

 

- I got the Sweet roll thief modification. I wonder if the fix got merged, because it still doesn't work. You also mentioned that you remove the Stolen flag to be required and it still requires it. I tried it with both Stolen and regular sweet roll.

 

- I somehow also recreated the Phantom Device bug. I don't know exactly when the bug happened, I noticed it only later. I think I did these steps, not 100% sure:

I manually added the Exploration modification to a device, which didn't have any mods. There was a field where the Exploration modification expected some input, I didn't know what to write there, I wrote a random word, which became a variable name(?). Then I went to a new marker, but the minigames were still not accessible. Then I wanted to Unlock the item with the debug menu and I think this was the moment when I saw that there are 2 of them on the character in the debug list. Physically I had only 1 in the inventory. I ended up reloading a prior save, because I have no ways of dealing with the Phantom Devices. I'll write a better report if I figure out how to reliably reproduce it.

 

Edit: I got the Phantom Device problem again. I wanted to remove the above Sweet roll one with the Debug menu. I clicked on the device, selected the Unlock option. The Device got removed, unequipped in the inventory. However, it is still there in the Debug menu. When I try to Unlock it again, the debug message in console says it is already unlocked. However if I don't select the device, but simply use the Unlock All option, it will remove the Phantom Device! So maybe the Unlock function has some issue?

 

 

- Missing localization for $UD_DEBUGSHOWDETAILS. I added the English one.

 

UnforgivingDevices_ENGLISH.txt

 

 

That's all for now, I hope these are useful somehow.

 

 

Edited by monsta88
Posted
8 minutes ago, monsta88 said:

- I got the Sweet roll thief modification. I wonder if the fix got merged, because it still doesn't work. You also mentioned that you remove the Stolen flag to be required and it still requires it. I tried it with both Stolen and regular sweet roll.

 

Modifiers fixes are still being prepared, there are none in the latest NB. And you still have to start a new game to get the configuration update (from esp).

Posted (edited)
6 hours ago, iivanvv said:

And you still have to start a new game to get the configuration update (from esp).

 

I started a new game and indeed, now I can see the custom named preset in the dropdown menu.

 

I also did a little experiment with the Unlock, it did not create Phantom Devices.

 

Is there a way to fix this in my ongoing game? I experienced the problem with other devices too (all 3 of them existed in the save prior update), even regular struggling out resulted in a Phantom Device. Or only those items are bugged, which were in the save game before the update?

 

I use that LO as a playground, try new mods, etc, so it is fine if it will break eventually. However I'd like to give proper feedback for this mod, but currently I don't know what is a real bug, and what comes because of the unsupported update.

Edited by monsta88

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