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Devious Strike - beta - LE/SSE

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This is my first Mod and english is not my bla bla ... who even cares? Let's get right into it.

 

Have you ever thought:

Skyrim's combat is not exciting enough?

AND

There are almost no mods that handle Devious Devices during combat? 

 < OOhhh BOY do i have a solution for you >

 


! Check below to see how to properly upgrade to new Versions !

 

 

ABOUT

For short version scroll down to the Features list.

This mod adds a new enemy the world of Skyrim, you can find them amongst various factions. These enemies are called 'Strikers', they have deviously enhanced weapons and spells on them. Their sole purpose is to wrap up the dragonborn in Devious Devices.

How? Well.. these weapons and spells have the ability to transfer one or multiple Devices from attacker to target. This means that the Strikers, who are already covered in Devices from top to bottom will render you more and more helpless with every hit you take . If they manage to get a set amount of hits on you, ALL their devices will be transferred at once! But don't worry, it gets worse (or better, depending on your point of view): when they deplete your health to a set percentage, you will receive extra punishment, in the form of heavy bondage or devious furniture.

If you manage to kill one of those Strikers, they will drop device keys and some other loot. This should give you a good motivation to kill a Striker when encountering one. If you are very lucky you might get a weapon drop from them. With their weapons you can turn the tables and rid your devices on other folk! Also when deciding against a fight, be aware that they run faster than just normal bandits and will most likely catch up sooner than you think.

The mod has high customizability through an ever expanding MCM Menu.

 

 

FEATURES

  • Adds Striker enemies that attack you with devious weapons
    • you can also enable default enemies to carry those weapons
  • Devious weapons will transfer devices onto the victim
  • device outfits can be selected in MCM for personal preference
  • All device types can be toggled in MCM
  • Enemies are found amongst various factions
  • Striker Types: Mage, Archer, Dualwield Melee, One handed Melee, Two handed Melee
  • Methods of punishment are included
    • Transfer of all remaining devices
    • Heavy bondage like armbinders, wtc.
    • Devious furniture
  • Almost everything is customizable via MCM
  • Hardcore mode available
  • Semi-Hardcore: Lock MCM when restrained
  • Lots of other stuff, like key drops for killing those enemies, follower integration, etc, just see for yourself...

 

 

CLEAN UPDATING TO NEWER VERSIONS:

How to clean a save extremly carefully (some steps could be skipped):

  1. Teleport to an unused cell, for example: 'coc unownedcell' / 'coc qasmoke'
  2. Make a new save and quit out
  3. use a save cleaner like Fallrim tools' resaver to clean the new save
  4. uninstall Devious Strike
  5. go back in game and load the save clean save
  6. ingame press 'T' to wait about 3 days, so will reset its default stuff
  7. make a new save and quit out again 
  8. Open this save in your save cleaner and check for orphaned scripts, if yes clean the save again
  9. TO BE EXTRA SAFE: Go back in game and make a new save
  10. Quit out and install the new version
  11. Go back in and make a new save
  12. open save cleaner and check the save file, clean it if it's dirty
  13. Start playing.

 

 

INSTALLATION

  • Install like any other mod via Mod Manager or munually
  • Don't forget the requirements!

 

 

REQUIREMENTS

 

 

RECOMMENDATIONS

 

 

NOTES

Thank you all for the amazing feedback you gave me so far! It is really helpful so keep it going!

  • LOCALIZATION: Update 0.4.2 added the possibility of localizations, if you want to translate the mod to any other language feel free to do so. Would be nice if you then could share your translation by sending it to me so i can integrate it for the next updates. 
  • FEEDBACK: I am always open for any kind of feedback you can provide: stuff you like, dislike, suggestions or changes for future updates, etc..
  • SCREENSHOTS: If you are talented in making good screenshots for the mod page, let your talents loose.

 

 

CONFLICTS & INCOMPATIBILITY 

  • Devious Heatrise - soft incompatibility: Strikers can force equip additional plugs/piercings through chastity devices. When heatrise triggers a vibration event and the player has two plugs/piercings equipped, they will stay idle for a little while, if the game then tries to autosave, this save will supposedly be corrupted. (reported by @Farsh-nuke)

 

 

CURRENT ISSUES / PROBLEMS 

  • Punishment does not work when the target gets one-hit or Killmoved (mods like ultimate combat prevent killmoves against player)
  • If you are in the inventory while strikers spawn a message box from DD will show up. There is not much i can do about this, if you have any ideas, let me know.
  • If at some point during your playthrough devices will no longer transfer, take a look at the debug page and check for the option "Are events blocked?" when this is enabled and no other mod is currently doing something then you should be fine to tick the option "Reset Block Flags". BE CAREFUL WITH THIS AS IT CAN BRAKE OTHER MODS! if you are unsure, ask first.

 

  • Striker will redraw their weapons/spells mid fight after a successful transfer. Sadly i won't be able to fix this and i don't even know where it comes from
  • Gender detection is a bit wonky at the moment, sadly i cant do much about it. ONLY against NPCs though
  • When entering an interior cell and backing out again, the game will respawn strikers for every time you reenter and change there outfit. I will work on this for the next update
  • Reanimated Corpses turn into strikers when changing cells.

 

 

TROUBLESHOOTING / REPORTING BUGS

If you encounter any problems along the way besides the already mentioned ones, let me now in the support thread. This goes for compatibility, bugs, etc.

HOW TO BUG REPORT:

  • explain your problem as detailed as you can so i can pinpoint where it comes from
  • Attach log message to report for even more information
    • needs tobe enabled before encountering a bug
    • in Skyrim.INI or SkyrimPrefs.INI these options need to be enabled or the log file wont be created:
      • bEnableLogging=1
      • bEnableTrace=1
    • Disabling log messages from other mods e.g. DD/Sexlab keeps the log file clean, this would be very helpful
    • Log file can be found in: C:\Users\Name\Documents\My Games\Skyrim\Logs\Script\Papyrus.0.log
    • Attach the file to your comment in the support thread

 

FUTURE PLANS

 

PERMISSIONS

  • You can port this mod to SE if you want <> not needed 
  • Don't steal any code without contacting me first
  • As long as you mention and contact me you should be good to go

 

 

REGARDS & CREDITS

  • All the people behind Devious Devices! thanks for such an awesome resource 
  • @Hylysi The whole of version 0.4.2/0.4.3 - improving the spawn method and some other minor stuff for scripts -
  • @Tron91 - suggestion: destroying devices when they dont get swapped - allowed me to use some of there script for the new spawn method, HUGE THANKS! - told me about the wait time after locking/unlocking devices for keyword updates - solved wonky gender detection issue
  • @HexBolt8 -  telling me that this mod should work on SSE and their two suggestions: Key drop chance & transfer-single chance
  • @BYJE137 - reminded me of hardcore option - reported the Transfer bug and tested the fixed version
  • @CaptainJ03 - PC as only target option
  • @MTB - his SCB script and helping me understand the function I needed

  • @mrdoodle - telling me about SCB and its author MTB

  • @Averagedann - pointing out the disappearance of important keys on Striker death/vanishing 

  • @Lupine00 - Suggested the usage of Formlists for multiple purposes

  • @El_Duderino - told me that DD has its own premade formlists

  • Hungvipbcsok & Tron91 & rjn - convincing me to change the fundemantel spawn method of strikers

  • @shiftbitlogic - suggested themed Device sets with color/Type

  • @misterx - Told me how to make DHLP-blocking and the code work

  • @hungvipbcsok - Reported a compatibility issue between DS and DMC, which lead to the DHLP-blocking method 

  • @Player80 - suggestion: MCM setting for device removal on striker death

  • @Yanme - Notified me about the Transfer functions blocking themselves via DHLP-Block event in ver-0.3.0, and tested the fixed version

  • @ihatemykite - discovored a mistake in while loops
  • @AshitakaOkita - striker spawns for only interior or exterior - Custom outfit slot
  • @nimawi - Device equipping sound
  • @Crota - Player can use devious weapons regardless of player only option
  • @Arthacs - reported weird xEdit errors
  • @RedDotGecko - reported Strikers not using their wepaons
  • @pursona - reported Strikers not using their wepaons
  • @ck2modfan- reported reanimate corpses turn into Strikers
  • @SorryLag - werewolf bug report
  • @ssonly - Transferall bug report
  • @Richard1234 - Striker class bug
  •  @kaiteyc - hard to see ghostly remains 
  • @Slitpipes - Devious Furniture as punishment
  • @A.Okita aka Caralis - interior & exterior spawn chances
  • @Siudhne - feedback on overpowered strikers

 

 

 

PREVIOUS VERSIONS

Spoiler

0.4.3:

Spoiler

Thanks to @Hylysi For everything in this update!

Thanks to @nikojaegerFor Fixing the Faction bug and other stuff!

 

Fixed:

  • Interior/Exterior Only spawns are working again
  • Their MCM options toggle correctly now
  • sound and effectshader spamming the papyrus log if a Striker isn't fully loaded (hopefully fixed)
  • Not only Bandits can spawn strikers, the other faction should work too

 

0.4.2:

Spoiler

Thanks to @Hylysi For everything in this new update!

 

New:

  • Language support (still needs translations from you guys)
  • MCM: Debug info on debug page

 

Changed:

  • Rearranged MCM menu
  • optimizations throughout script and plugin

 

Fixed:

  • some bug fixes in general
  • Werewolves aren’t permitted for transfers anymore
  • Condition for Transfers: check for werewolf transformation (Report by @SorryLag)

 

0.4.1.1:

Spoiler

Fixed:

-   MCM page missing

 

0.4.1:

Spoiler

New:

-   MCM option: ‘Enable Console Messages’ (Credits to @Hylysi)

-   MCM option: restart Mod (Credits to @Hylysi)

-   MCM option: restart MCM (Credits to @Hylysi)

-   MCM option: Force Deploy (Credits to @Hylysi)

-   MCM info: Current number of transfer (debug page)

-   Magic strikers can drop 1-3 scrolls with the transfer spell

-   Class: 1HM Striker

-   Striker variants, depending on level, only name change for now

Changed:

-   Improved striker spawn method (Credits to @Hylysi)

-   Script: Spawn-Chance & Melee/Missile/Magic-Chance to Global

-   Script: rewrote stuff in spawn script

-   MCM page: debug

-   Renamed Onehanded melee to Dualwield

-   Script: Merged all three transfer scripts into one

-   Renamed a couple of Editor IDs to make them more distinctive

-   Script: Gender selection

-   Removed MCM option: ‘Distribute Classes’ because it’s redundant

 

0.4.0

Spoiler

New:

-   Key loss will display how many keys of which type you lost

-   Toggle striker spawns for only interior or exterior cells (Suggested by AshitakaOkita)

-   Custom outfit slot (Suggested by AshitakaOkita)

-   MCM option – Unlock Striker devices on Transfer

-   MCM option – Chance to loose your Devious weapon on transfer

-   Device equipping sound (Suggested by nimawi)

-   Spawn and death sound for striker

-   Spawn effect for striker

-   MCM option – Toggle this mods essential script

-   Striker Class: Twohanded

-   MCM option – No Transfer all on Punish event

-   Visual effects for Weapons

Changed:

-   The default transfer mechanic does not unequip Striker devices anymore -> reducing DD script work & fixing weapon sheath issue

-   Strikers will only disintegrate on Transfer-Alls, or when the MCM option  – ‘Unlock Striker devices on Transfer’ is enabled

-   Increased the amount of arrows for ranged strikers to 25 (Suggested by BreadDain)

-   Player can use devious weapons regardless of player only option (Suggested by Crota)

-   Increased the Max level for strikers aswell as their level curve

-   Script: changed number of transfers from global to property

-   Script: cleared a lot of junk

-   Script: Rewrote transfer single functions

-   Script: Rewrote transfer all function

-   Script: Rewrote transfer Progressive function

-   Sped up the transfer process a little

-   Device transfers don’t lag behind as much as before

-   Temporarily changed harnesses to corsets + collars, because of compatibility issues

-   Damaged NPCs do not turn into strikers anylonger

Fixed:

-   Script: Mistake in a couple of while loops (Reported & solved by Ihatemykite)

-   Removed unused properties that were causing errors to show up in xedit (Report by Arthacs)

-   Strikers were not using their striker weapon if they replaced an actor (Report by reddotgecko, pursona)

-   Some items weren’t transferred properly from replaced actor to striker (e.g. important keys, etc.)

-   NPC Gender detection was a little wonky (Solved by Tron91)

-   Reanimated Corpses should not turn into strikers (Report by ck2modfan)

-   Transfer Number will increase with every successfull transfer

-   Strikers wont sheath their weapons every transfer thanks to new transfer mechanic

-   Rope devices on strikers shouldn’t conflict anylonger

-   Reentering cells does not cause strikers to equip multiple outfits anymore

 

0.3.0 / 0.3.0.1

Spoiler

-   fix: VampireThrall Striker will act normal now (e.g. Outside of Moldering Ruins; bug report from ttpt)

-   fix: corrected some percentage mistakes in the script

-   change: Transparent rubber hood changed to Transparent facemask because of clipping issues

-   change: slowed attack speed of Magic Striker a bit

-   change: Devious strike test cell is now renewed

-   change: you cant be hit while standing up anymore

-   change: decreased the reward variety from killing strikers

-   change: renamed page ‘classes’ to ‘Striker’

-   change: moved some options to the ‘Striker’ page

-   new: choose either striker gender or both at the same time

-   new: confirms devices on Config init

-   new: MCM setting - device removal on striker death (suggenstion from Player80)

-   new: Progressive bondage

-   new: Choose Punish devices on MCM device page

-   NEW: STRIKER SPAWN METHOD (thanks to tron91 for their script, they allowed me to use it)

-   New: MCM setting - en-/disable striker spawns

-   New: MCM setting - striker spawn chance

-   New: MCM setting - striker spawn amount

-   New: MCM setting – replace enemies with strikers (or not)

-   New: On enemy replace, the striker will take over all of their  items, only weapons will be deleted

-   New: Striker will always drop an ashpile and wont vanish, or else important items get lost (notes, keys, misc, etc.)

-   New: added factions – Warlock, Necromancer, silverhand

-   New: better compatibility with other mods (e.g. Devious Mimic Clothes)(thanks to MisterX)(This needs some testing though)

-   New: MCM setting – Dropped keys amount

 

 

-   Fix: Script - Transfer functions wont self blocking via DHLP-Block event (Thanks to Yanme)

-   Fix: Ballchains should now be removed when using the ‘remove Punish devices’ option in MCM

-   Change: Script – put utility.wait(0.5) after all locks/unlocks (Thanks to Tron91)

 

0.2.0 / 0.2.0.1

Spoiler

-   Change: Striker are a little less difficult on higher Lvls

-   New: MCM page ‘devices’ expanded

-   New: Striker Outfits can be chosen from a lot of presets

-   New: almost all Device types can be en/disabled

-   Change: moved ‘unlock all’ option to general page

-   Change: devices page not afflicted by Lock-Menu function

-   Change: reduced default weapon drop chance to 5%

-   New: Option to only remove Punish Devices

-   New: message pup-up telling start and stop of DD removal

-   New: warning message if one hit away from TransferAll

-   Change: improved transfer functions

-   Fix: Transfer aggressor will properly reset on SingleTransfer

-   Change: simplified all transfer functions (script stuff)

-   Change: moved ‘Delete removed devices’ to general category

-   Fix: Punish Devices will be deleted when option is enabled

-   Fix: some mistake i made before releasing ... ups

 

0.1.4

Spoiler

- new: Magic striker class

- new: Archer striker class

- new: MCM setting to toggle classes

- new: some individual MCM settings for each class

- new: toggle for enemy factions

- new: included forsworn faction

- new: On Strike Death/Disappearance you will always get important keys. I.e.: Halted stream camp; Embershard Mine

- change: improved force device swap, problems remaining: belt, harness, corset collar -> wont be removed sometimes

- new: MCM setting – delete removed DDs on swap (punish excluded)

- new: MCM setting - lock menu when restrained (semi-harcore)

- change: Striker loot drops

- new: chance to encounter Striker is now the same regardless of playerlevel

- fix: Bandits shouldn’t attack striker randomly any longer

 

0.1.3

Spoiler

- new: MCM toggle - enable debug Log messages

- change: MCM cleanup

- change: Moved 'Free me!' option to devices page

- change: Moved ‘Allowed target gender’ to debug page

- change: excluded debug page from hardcore mode

- change: transfer-all can now happen regardless of transfer-single event

- new: MCM punish-device toggle

- new: MCM punish-event toggle

- change: punishment-event triggers transfer-all + adds device (if enabled)

- change: punishment is way faster now

- change: punishment-device swap will equip devices correctly

- new: MCM toggle options to force equip devices (Single/ All/Punish). New devices will be destroyed if set off < Tron91

- new: MCM Player only toggle – NPCs will be ignored <CaptainJ03

- change: Transfer-weapons can now be used by anyone without them getting deleted. Only striker will disappear !!!needs testing

- new: Key loss message takes in account wether you had keys in your inventory or not, before the loss-event

- new: MCM slider – set the amount of device transferred on single hits

 

(only going from 0.1.3 up, i forgot to document the previous ones)

 

 


  • Submitter
  • Submitted
    05/24/2021
  • Category
  • Requires
    Devious Devices + SKSE
  • Special Edition Compatible
    Yes

 

Link to comment

This looks interesting and full of promise! 

 

Please consider having different variations of NPC... Some that will use melee, some ranged, and some magic. Maybe with different effects. Range use/apply ankle and wrist restraints. 

 

And +1 to SSE port!

Link to comment
12 minutes ago, ck2modfan said:

Please consider having different variations of NPC

I have that on the list before i even started ;)

Here is the thread where i announced working on this mod, some guys have also posted really good ideas in there:

https://www.loverslab.com/topic/168422-currently-working-on-yet-another-dd-mod-devious-strike/?tab=comments#comment-3384109

Link to comment

Love the concept.  Something to think about though.  Having one of those weapons will make keys pretty much obsolete, and will take some of the fun out of other mods that force restraints on you (like DCL)  As you refine the concept, consider nerfing the weapons a bit.  Making them really rare doesn't really do much.  Once you've found one, you've found one, and if you make them disenchantable, you can just make them whenever you want.  Maybe make it so there's a percent chance to transfer a restraint with every strike, or have different weapon types only transfer certain restraints as ck2modfan suggested.  Maybe make them auto disarm after every hit, or 'break' after a certain number of hits.  (like call 'player.removeitem' after X hits)  Maybe you could figure out a way to only count hits when the player is using the weapons so Striker NPCs are always a threat.  Not sure if that last one is possible.  I'm not too familiar with the creation kit, so I don't know what functions are built in

 

EDIT:

 

Could also make the weapons permanently marked as stolen, so that they're confiscated by guards.  (Can't imagine they'd be to happy about those kinds of weapons in circulation)

 

 

Also consider a devious shout for drauger (IDK how to spell it)

Link to comment
25 minutes ago, kaldwin said:

break' after a certain number of hits

This is already implemented, it will get destroyed when 1. you have no devices on you; 2. a transfer all event happens; 3. a punish event happens

 

25 minutes ago, kaldwin said:

Could also make the weapons permanently marked as stolen, so that they're confiscated by guards.  (Can't imagine they'd be to happy about those kinds of weapons in circulation)

Love this idea, it got on the list :D.

 

25 minutes ago, kaldwin said:

Also consider a devious shout for drauger (IDK how to spell it)

Also a good idea, but since the mod is currently revolving around transfers and 'Draugr' dont usually wear devices it will be something for the future but not for close updates.

 

EDIT:

if you think the weapons are gamebreaking you can turn the chance for drop down to 0% in the MCM though + you arent supposed to farm the weapons ;). 

Link to comment

 

55 minutes ago, CrymH said:

This is already implemented, it will get destroyed when 1. you have no devices on you; 2. a transfer all event happens; 3. a punish event happens

yeah didn't realize.  I wrote that last poste with Skyrim minimized and hadn't had the weapon break yet.

 

quick question though:  Does a transfer event happen after X number of hit, or X number of hits on one person?  If it's the second, that's a potential exploit.  Like if I hit every person I fight once before switching weapons, could I keep the weapon indefinably?

 

 

Also, I honestly can't believe you're the first one to make a mod like this, and now that I've thought about it, there's so much potential for what you can do.  Some other ideas:

 

 

Since sexlab aroused is a requirement for DD5 you could tie your weapon effects to arousal.  like below 50 devices get transferred.  50+ and new devices materialize on the victim and the attacker stays locked up.  Maybe at 90+, attacker and victim are both locked in devices.  NPCs spawn with low arousal, so you wouldn't have to worry about them locking themselves in more devices, unless you had the patience to sit outside of bandit camps and wait for everyone to get horney.  you could also make it so that attacker and/or victims arousal increases with each hit.

 

Alternatively, there's always a small chance that the 'transfer all' event will be a 'lock the attacker in full bondage gear' event, and the horneyer the attacker, the higher the chance

 

 

Also, what about normal-ish weapons with kinky side effects?  Like a high stat weapon that has a small chance to lock you in a device.  The higher your arousal, the higher the chance.  Or a life and stamina steel weapon that also steels arousal (add the effect to a dildo sword.  I'm positive someone on this hellsite has made one).  Or a weapon with a stagger/paralyze chance with no charge cost, but it locks you in a hobble dress or attaches a ball and chain to your leg.  basically, weapons that are OP, but have drawbacks, and the more you use them, the more likely those drawbacks will effect you.

 

 

EDIT:  I need to stop posting before I thoroughly test you mod 

 

 

 

Link to comment
1 hour ago, kaldwin said:

Does a transfer event happen after X number of hit, or X number of hits on one person?

It happens when you hit an enemy once: the mechanic is tied to the magic effect on the weapon, just like a life drain enchantment. when hitting someone the effect starts (with that also the script), it goes through to check if the victims health is at the punish threshold, if not it transfers a single device under the next condition: the total number of transfers is underneath the set transfer threshold. ALSO this threshold only gets reduced after a transfer all event or when killing a striker. You can basically use the weapon for as long as high you have set the transfer threshold in MCM, but be aware that Strikers ALSO contribute to that count, meaning there is a risk involved with using the weapon yourself. lets say you hit a random bandit 4 times, encounter a Striker, get unlucky and take the first hit from that striker -> all devices will immediately be transferred onto you. BUT yes afterwards the count is reset and you can use the weapon again (but at the cost of beeing bound from top to bottom). 

That means yes, theoretically you can use the weapon more often than not, but with a risk involve. Please tell me if the weapon drop is actually kinda game breaking, i was worried about that...

1 hour ago, kaldwin said:

Since sexlab aroused is a requirement for DD5 you could tie your weapon effects to arousal.

I had that in mind already and some other people as well, if i remember correctly. Seems like this is unavoidable..

 

 

1 hour ago, kaldwin said:

Alternatively, there's always a small chance that the 'transfer all' event will be a 'lock the attacker in full bondage gear' event, and the horneyer the attacker, the higher the chance

So you mean, if your opponent only locks e.g. 5 devices on you via the transfer all event, that there is a small chance for much more devices to appear out of thin air? ofcourse if your arousal is high enough.. very interesting if i got the idea right.

 

1 hour ago, kaldwin said:

Also, what about normal-ish weapons with kinky side effects?

Hell yeah.

 

1 hour ago, kaldwin said:

I need to stop posting before I thoroughly test you mod 

HAHA, seems like you have quite some creativity on your mind. Dont forget to let me know what you like or dislike about the beta version.

 

EDIT: i dont think i will implement a dildo sword in the near future. but remind me after a couple of updates, i might change my mind, something like an addon could work for me.

Link to comment
4 hours ago, CrymH said:

You can port this mod to SE if you want

Since your mod only has the esp file and scripts, there's no need to port it.  It will work fine on SE as-is.

 

A few ideas:

 

Change the toggle for a single-hit transfer to a percentage slider.  Players who want the hardest experience can still set it at 100%, but others might find the fights more interesting (and less brutal) with the ability to set the chance.

 

Add a toggle for a halved chance of a transfer if the strike is blocked (or use a separate chance slider rather than a toggle).  This offers an incentive for careful blocking, instead of a mindless exchange of blows.

Link to comment
8 minutes ago, HexBolt8 said:

Since your mod only has the esp file and scripts, there's no need to port it.  It will work fine on SE as-is.

Awesome news, didnt knew that! will change it on the mod page.

 

9 minutes ago, HexBolt8 said:

Change the toggle for a single-hit transfer to a percentage slider.  Players who want the hardest experience can still set it at 100%, but others might find the fights more interesting (and less brutal) with the ability to set the chance.

Yes i wanted to implement a chance setting one way or the other, since as you said some fights might be too harsh or difficult. 

 

10 minutes ago, HexBolt8 said:

Add a toggle for a halved chance of a transfer if the strike is blocked (or use a separate chance slider rather than a toggle).  This offers an incentive for careful blocking, instead of a mindless exchange of blows.

The problem i see with this idea is that it creates a new incentive to use shields or blocking in general. I have found out that bashing with any weapon/ shield even a bow makes these fights extremely easy. That's why i will probably make them somewhat immune to staggers or anything in that direction, before adding a block mechanic. I guess it would for the best to release both changes at the same time.

Link to comment

Another idea would be to add a percentage slider for the key drop.  I think it's much more interesting when things aren't completely predictable.  It's also a way to make the experience a little harder, particularly if you add the slider for transfer chance.  Unfortunately that might complicate the way you're handling the Striker's loot right now, but you could remove the key from the Striker's loot info and have the script calculate the chance for a key drop in the same way that it's handling the possible weapon drop.  Just something to think about.

Link to comment
3 minutes ago, HexBolt8 said:

Unfortunately that might complicate the way you're handling the Striker's loot right now

Not at all, the random chance for the weapon drop is a 2-liner in the script. MCM settings are the nasty part since they require a lot of copy paste BS. But i have to admit adding chances for all the stuff thats going on will undoubtedly change things for the better in most regards.

Link to comment
1 hour ago, HexBolt8 said:

Since your mod only has the esp file and scripts, there's no need to port it.  It will work fine on SE as-is.

 

A few ideas:

 

Change the toggle for a single-hit transfer to a percentage slider.  Players who want the hardest experience can still set it at 100%, but others might find the fights more interesting (and less brutal) with the ability to set the chance.

 

Add a toggle for a halved chance of a transfer if the strike is blocked (or use a separate chance slider rather than a toggle).  This offers an incentive for careful blocking, instead of a mindless exchange of blows.

The mod uses USLEEP as master so won't work as-is. Maybe there is an easy way to remove?

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@ck2modfan, that looks like the old version, before the author cleaned the masters list.  I think the confusion is that the version number didn't change.  Try downloading it again.  The copy that I have doesn't have those extra required masters.

 

CrymH, going forward it would be helpful to update the version number whenever you update the mod, and include that version number in the download file name, so that people won't get confused about which version they have.

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10 minutes ago, HexBolt8 said:

@ck2modfan, that looks like the old version, before the author cleaned the masters list.  I think the confusion is that the version number didn't change.  Try downloading it again.  The copy that I have doesn't have those extra required masters.

 

CrymH, going forward it would be helpful to update the version number whenever you update the mod, and include that version number in the download file name, so that people won't get confused about which version they have.

You are indeed correct. Sorry for the confusion. Will give it a go in SE. Thank you!

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23 minutes ago, HexBolt8 said:

CrymH, going forward it would be helpful to update the version number whenever you update the mod, and include that version number in the download file name, so that people won't get confused about which version they have.

Done. the ver. 0.1.1 has it in the name, thanks

 

I have also implemented both of your suggestions. The slider ones for key and transfer single chance

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