Jump to content

Recommended Posts

Posted
15 hours ago, Zor2k13 said:

Hey what happens if a striker defeats the player in combat? or adds x amount of items to the player and they can't move anymore? 

 

Why shouldnt you be able to move? Do you mean completly locked out of movement or only slowed down?

Posted

in future release, please consider creating alternate devious weapons and spells that do not transfer devious devices but simply apply devious devices. this way they can be added to other/existing enemies via SPID or other means of giving out.

Posted

I’m thinking about how to make all those encounters on the road devious. For example the farmer with his cow, the 3 revelers with their beer and the nobles on their way to a wedding. Is it just me or could these encounters be spiced up a bit? Maybe in scope of this mod by just spawning devious strikers on them? Or maybe in another way?

Posted

anybody getting the black face bug with devious strikers? i don't see any overrides. any suggestions on how to correct?

 

i have seen some mods provide facegen data as part of the mod to prevent. perhaps facegen can be provided as hotfix or next release?

Posted
10 hours ago, ck2modfan said:

anybody getting the black face bug with devious strikers? i don't see any overrides. any suggestions on how to correct?

 

i have seen some mods provide facegen data as part of the mod to prevent. perhaps facegen can be provided as hotfix or next release?

Nope, no problems here

Posted
On 1/21/2022 at 6:08 AM, ck2modfan said:

in future release, please consider creating alternate devious weapons and spells that do not transfer devious devices but simply apply devious devices. this way they can be added to other/existing enemies via SPID or other means of giving out.

I totally agree with this. I think it would be less tedious if you make a perk which have devious magic effects to projectile spells or any weapons. This would totally blow away the script lag cause I think every device rendered in the world have its own running script instances. So devious striker not wearing devious devices would mean a lot less script instances running from their equipped devices.

In my interpretation to the idea would be
>make a perk "devious perk" that adds magic effect to whatever spells or weapon equipped by the npc who have this perk
>the magic effect could be X%  chance (depending on the level of the npc?) of equipping devious device on hit, and adding a variable as reference for transfer all event if a number of successful hit meets the threshold)
>devious striker no longer needs to equip devious devices so I see a lot of performance improvements in this alone
>you can apply the perk almost to any hostile creatures or humanoid race in the game, so basically it doesn't need to be bandits, forsworn, or necromancers. Every people can be devious inside without being obvious. Heck even the bosses might have something devious in store for you 3:)

Possible problems
>Adding filter to the perk to only affect the player and/or follower only
>adding spid as another requirement for this mod
>tedious work
 

Posted
On 1/20/2022 at 11:08 PM, ck2modfan said:

in future release, please consider creating alternate devious weapons and spells that do not transfer devious devices but simply apply devious devices. this way they can be added to other/existing enemies via SPID or other means of giving out.

This is already on the list.

Posted
On 1/20/2022 at 11:53 PM, Richard1234 said:

I’m thinking about how to make all those encounters on the road devious. For example the farmer with his cow, the 3 revelers with their beer and the nobles on their way to a wedding. Is it just me or could these encounters be spiced up a bit? Maybe in scope of this mod by just spawning devious strikers on them? Or maybe in another way?

well it would indeed spice things up.

Posted
On 1/26/2022 at 11:01 AM, glaxofi01 said:

I totally agree with this. I think it would be less tedious if you make a perk which have devious magic effects to projectile spells or any weapons. This would totally blow away the script lag cause I think every device rendered in the world have its own running script instances. So devious striker not wearing devious devices would mean a lot less script instances running from their equipped devices.

In my interpretation to the idea would be
>make a perk "devious perk" that adds magic effect to whatever spells or weapon equipped by the npc who have this perk
>the magic effect could be X%  chance (depending on the level of the npc?) of equipping devious device on hit, and adding a variable as reference for transfer all event if a number of successful hit meets the threshold)
>devious striker no longer needs to equip devious devices so I see a lot of performance improvements in this alone
>you can apply the perk almost to any hostile creatures or humanoid race in the game, so basically it doesn't need to be bandits, forsworn, or necromancers. Every people can be devious inside without being obvious. Heck even the bosses might have something devious in store for you 3:)

Possible problems
>Adding filter to the perk to only affect the player and/or follower only
>adding spid as another requirement for this mod
>tedious work
 

i definetly plan on adding such means, but for now i still do not want any mod integrations, i try to keep it as clean as possible. 

Also dont forget that there are people who might prefer the original idea of already equipped deivces on strikers.

 

I will see what i can do, the idea is noted down.  

Posted

Announcement: 

As you might have noticed I was very inactive the last couple weeks. The reason for this is that i got a little burnt out from modding and making the last updates. I got overwhelmed by developing this mod, espacially regarding time, effort and support. Therefore i took a step back from skyrim altogether in hopes to get my modding spirit back again. Unluckily i have started a couple of other time consuming things in the mean time, which distracted me successfuly so far and i intend to continue them. This does not mean that i quit modding, i just think i need a little more time for this break.

Although the next update is almost finished and i would feel bad to keep you waiting much longer. Therefore i will get the last things done and upload it as soon as possible. Maybe this all i need to get me back on track.

 

  • 2 weeks later...
Posted

Announcement:

 

As promised i have just now uploaded the newest version with the most important feature: spawn method by @Hylysi, Thanks again for showing me how it was done. 

You hope you can still enjoy this small update and arent mad at me for not beeing as active in development as usual. Sorry to say but i still need a little bigger break before i get back to making this mod as amazing as i invisioned it to be. 

 

Let me know if i messed something up with the new update, i will try to fix it.

 

IMPORTANT: you need tp clean your save for the new version to work properly.

 

Enjoy and have devious fun!

Posted
5 hours ago, CrymH said:

Announcement:

 

As promised i have just now uploaded the newest version with the most important feature: spawn method by @Hylysi, Thanks again for showing me how it was done. 

You hope you can still enjoy this small update and arent mad at me for not beeing as active in development as usual. Sorry to say but i still need a little bigger break before i get back to making this mod as amazing as i invisioned it to be. 

 

Let me know if i messed something up with the new update, i will try to fix it.

 

IMPORTANT: you need tp clean your save for the new version to work properly.

 

Enjoy and have devious fun!

Take as long as you need, if it's not fun, don't do it. Though in terms of motivation, it may never come. In that case, you need to discipline yourself!

I've had a lot of fun out of this mod and I thank you for that. Will patiently wait for your return! ❤️

Posted
7 hours ago, CrymH said:

Announcement:

 

As promised i have just now uploaded the newest version with the most important feature: spawn method by @Hylysi, Thanks again for showing me how it was done. 

You hope you can still enjoy this small update and arent mad at me for not beeing as active in development as usual. Sorry to say but i still need a little bigger break before i get back to making this mod as amazing as i invisioned it to be. 

 

Let me know if i messed something up with the new update, i will try to fix it.

 

IMPORTANT: you need tp clean your save for the new version to work properly.

 

Enjoy and have devious fun!

Thank you for creating this mod! Don't feel pressure to to mod when you aren't motivated. We'll be here if inspiration hits you. This is a great mod that only gets better. 

Posted
5 hours ago, FrighteningSpoon said:

Take as long as you need, if it's not fun, don't do it. Though in terms of motivation, it may never come. In that case, you need to discipline yourself!

I've had a lot of fun out of this mod and I thank you for that. Will patiently wait for your return! ❤️

 

2 hours ago, ck2modfan said:

Thank you for creating this mod! Don't feel pressure to to mod when you aren't motivated. We'll be here if inspiration hits you. This is a great mod that only gets better. 

 

 

Thank you guys for the encouragement, sooner or later i will most definitely return, but absolutly not before i have played through elden ring atleast twice. I guess i will take a quick look in this thread every now and then to see if things are still in order, which means i wont be gone completely i will just not work on the mod.

Posted

Bug?:
I have not yet upgraded to 0.4.1 but in 0.4.0 some reanimated minions morph into strikers. Not really game breaking but it would cripple the conjurer roleplay experience. I noticed it when my conjured clanfear (forgot if it was mod spell or vanilla) suddenly transformed into a devious striker. Then I tested it by reanimating bandits, forsworns, and mages. Got the same result with them.

Question: Does progressive bondage feature includes heavy and punishment devices? for example: cuffs -> suits -> boots -> harness -> collars -> gags -> arm restraints -> heavy bondage/punishment devices (not actual hierarchy). I wanna turn the punishment event off but I was hoping that there is another way to have punishment devices transferred to the dragonborn when the feature is off.

Posted
9 hours ago, glaxofi01 said:

Bug?:
I have not yet upgraded to 0.4.1 but in 0.4.0 some reanimated minions morph into strikers. Not really game breaking but it would cripple the conjurer roleplay experience. I noticed it when my conjured clanfear (forgot if it was mod spell or vanilla) suddenly transformed into a devious striker. Then I tested it by reanimating bandits, forsworns, and mages. Got the same result with them.

 

Thats weird, i thought i fixed this problem in version 0.4.0. You can look it up in the changelog, ck2modfan reported this issue back then. Maybe try again with the new version with the new spawn method, maybe this fixes the problem once and for all.

 

9 hours ago, glaxofi01 said:

Question: Does progressive bondage feature includes heavy and punishment devices? for example: cuffs -> suits -> boots -> harness -> collars -> gags -> arm restraints -> heavy bondage/punishment devices (not actual hierarchy). I wanna turn the punishment event off but I was hoping that there is another way to have punishment devices transferred to the dragonborn when the feature is off.

 

Currently this wont be possible, because the function checks only the equipped striker devices. And they usually dont have heavy bondage equipped or else they couldnt fight. I might be able to implement this if i make the new weapons which dont require any equipped devices. 

 

I hope this helps. 

Posted (edited)

i tried to update to newest version and my game just instantly crash at start up now on SE wanted to point that out if im the only one from a corrupt save

 

 

Edited by HayleX
Posted
5 hours ago, HayleX said:

i tried to update to newest version and my game just instantly crash at start up now on SE wanted to point that out if im the only one from a corrupt save

 

 

 

Have you cleaned the save before upgrading like the main page states? this is really required.

Posted

I was thinking instead of the striker just turning into a pile of goo after equipping all items on the player or target they rape the player or target and then turn into a pile of goo.

Posted
17 hours ago, Zor2k13 said:

I was thinking instead of the striker just turning into a pile of goo after equipping all items on the player or target they rape the player or target and then turn into a pile of goo.

 

defeat like mechanics were suggested already and are on the list 

Posted (edited)

i did checked and i also removed all saves and it seems to still crash but im taking a break so i have not tried anymore

 

Edited by HayleX
Posted (edited)
12 hours ago, AOBVUAM said:

wtf why are strikers so many like this????
1889142796_TheElderScrollsVSkyrimSpecialEditionScreenshot2022_02.13-12_22_28_77.png.a6ba03837f677c696fc5025dd3a0da15.png

 

Log says 1 and 2 strikers spawning but there are 8 melee strikers
i set 40%p spawn rate and 1 striker per one enemy. 

striker replacer mod made this? idk. 

 

The only thing i can advise you to do, if you havent already, is the following from the main mod page: 

this basically describes how to reinstall a mod and keep a clean save file. 

 

UPGRADING TO THE NEWEST VERSION (0.4.1)

These steps are required if you upgrade to version 0.4.1 unless you start a new game.

  1. Teleport to an unused cell, for example: coc unownedcell / coc qasmoke
  2. Make a new save, quit out and Use a save cleaner like Fallrim tools' resaver to clean the save if it is dirty
  3. uninstall the mod once you have a new cleaned save
  4. go back in game and load the save
  5. wait about 3 days for most default skyrim stuff to reset 
  6. make a new save and quit out again 
  7. Open the save in your save cleaner and check if it still has orphaned scripts, if yes clean the save again
  8. Go back in game and again make a new save just to be extra sure
  9. Quit out and install the new version, then go back in again
  10. make a new save and check if it is clean or not, if not then clean it.
  11. Start playing.

 

If you have tried this and it is still not working then you either need to stay with the old version or start a new game. Other than that i dont really know how to help you.

 

Edit:

Oh i have also noticed that i made a little mistake in the log message, where it says "START FUNCTION - TransferSingleMagic(..." it should say "START FUNCTION - TransferSingle(..."

Though this is only a string and does not change any functionalities... 

Edited by CrymH
Posted
16 hours ago, HayleX said:

i did checked and i also removed all saves and it seems to still crash but im taking a break so i have not tried anymore

 

 

Sorry to hear that you have such troubles. A startup crash normally appears only when you have your esps loaded in the wrong order. Or if some necessary files from important mods are missing/broken. 

 

Let me know if stuff works once you get back from your break.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...