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Posted
10 hours ago, kurotatsu said:

 

It's not for being naked, it's for wearing some restraints. If your character was not only naked but also worn visible restraints - this could be one of outcomes of this mod.

Got it. Thanks a bunch for making it clear for me. I guess I should disable this feature if I find it in the MCM, then.

Posted
37 minutes ago, Gyra said:

I guess I should disable this feature if I find it in the MCM, then.

Setting the bounty chance to 0 on the events tab is the one you are looking for.

  • 2 weeks later...
Posted

@Taki17

I believe the event chance is bugged somehow, but I don’t know whether it’s because of the calculation itself or because of the import settings function.

 

What I’ve done for the past couple playthroughs is import my up-to-date Devious Interests settings in an Alternate Perspective cell after SexLab has been set up. My settings include comment cooldown at 12 hrs and 0% event chance for all events bar free use and restraint key loot chance.

 

Near every single person I talked to initiated a Devious Interest conversation. I could not escape from it. What’s more, they were also initiating events that I had supposedly disabled. It wasn’t until I set comment chance (the first setting on the event tab) from 0% to 0.5% that things cooled down and I could more comfortably talk to NPCs.

 

Any chance you could improve this situation? It’s really inconvenient cuz I wanna actually play Skyrim at the same time. It’s also kinda immersion-breaking cuz I’m in a pseudo-slaverun town but everyone’s pitying me as if I’m the only collared person there.

Posted

@Taki17 hi there. love the mod. but I may have seem to have run into an issue. when my pc is gagged and tries to speak to their spouse, I am not getting any dialogue beyond "what can I do for you dear? (or something similar) ". 

Posted (edited)
10 hours ago, Gyra said:

It wasn’t until I set comment chance (the first setting on the event tab) from 0% to 0.5% that things cooled down and I could more comfortably talk to NPCs.

Curious occurence.

Off the top of my head, I see no explicit reason why it should behave like this. Comment chance is rolled as a condition function whenever it's normally time to play a comment, and in pseudocode, the algorithm looks something like this: IF GetRandomPercent < RestraintCommentChance THEN Say Comment. GetRandomPercent can return 0, and if the RestraintCommentChance is set to 0.0, the condition should not be met, therefore no comment should play either.

 

Maybe it's an error resulting from the inherent inaccuracy with rounding and float numbers? I may change the setting to integer only (only whole numbers can be set as chance) to see if I can't reproduce the issue this way.

 

4 hours ago, darktej said:

I may have seem to have run into an issue. when my pc is gagged and tries to speak to their spouse

Are you running the first release of v0.92? I had to redeploy this version twice, due to small but majorly annoying issues, this being exactly one of them. Download the latest version from the mod page and reinstall the whole mod/overwrite the plugin with the new one and it should be resolved. No clean save or new game needed.

 

Edited by Taki17
Posted (edited)

Two more issues I’ve recently run into, both having to do with free use when PC is wearing a restraint:

- Possibly missing conditional for free use?

I was up on the Simple Slavery podium, which as you know uses a Zaz pose. In the middle of being sold, DI started a free use event that broke me out of that forced pose. I dunno if SS++ successfully removed my device before starting its auction event. Either way, SS++ only removes it after I’m already in the Zaz pose. Afterward, SS++ sent me out of the cell while I was still in a sex animation started by DI. My game froze in the loading screen. Maybe DI needs to check for a Zaz keyword?

 

- Free Use needs to check actor validity

When browsing the Riften jail, I was assaulted by two inmates. After the assault, the inmates had no way of returning to their jail cell since their respective doors are locked. Skipping time just shows that they navigated to their cells and remained standing in front of their jail cell doors. 
Aroused Creatures forces a creature to first navigate to a victim. Even though it’s finicky, it at least makes sure that assaulter can navigate to victim. Since DI straight-up warps NPC actors to PC, you could check for actor validity based on behavior. Or, if CK allows for raycast like Unity, maybe you could check the environment to make sure actor can reasonably navigate out of its area.

IF NPC package != idle/inmate && NPC isn’t boxed-in

THEN add NPC as actor

ELSE skip actor

Edited by Gyra
Posted (edited)
6 hours ago, Taki17 said:

 

Are you running the first release of v0.92? I had to redeploy this version twice, due to small but majorly annoying issues, this being exactly one of them. Download the latest version from the mod page and reinstall the whole mod/overwrite the plugin with the new one and it should be resolved. No clean save or new game needed.

 

Is that so ? ok , I checked that I had 0.92 , so didn't check here. Ok I will give it a try and let you know. thanks

 

edit: just checked, when talking with the spouse while gagged, default dd  gagged dialogue comes up . while when talking with other npcs this mod's dialog appears. is that intended ? 

Edited by darktej
Posted (edited)
16 hours ago, Gyra said:

In the middle of being sold, DI started a free use event that broke me out of that forced pose.

Ideally, whatever DD-based mod (SS++ in this case) claims the player as its own for a while should send out a dhlp-suspend event to let other mods know not to disturb the player until a dhlp-resume arrives.

 

16 hours ago, Gyra said:

Maybe DI needs to check for a Zaz keyword?

I'm not entirely convinced any keywords are applied to the player when they are playing a Zaz-added idle animation. Could be wrong though, and the possibility of it using something like the animating factions in Sexlab certainly exists, however I have stopped using it however many years ago it stopped being a requirement for DD. However I'm still of the mind that mods should put a proper lock on shared resources they are using, first.

 

16 hours ago, Gyra said:

- Free Use needs to check actor validity

When browsing the Riften jail, I was assaulted by two inmates. After the assault, the inmates had no way of returning to their jail cell since their respective doors are locked. Skipping time just shows that they navigated to their cells and remained standing in front of their jail cell doors. 
Aroused Creatures forces a creature to first navigate to a victim. Even though it’s finicky, it at least makes sure that assaulter can navigate to victim. Since DI straight-up warps NPC actors to PC, you could check for actor validity based on behavior. Or, if CK allows for raycast like Unity, maybe you could check the environment to make sure actor can reasonably navigate out of its area.

A pathing check sounds not only needlessly convoluted to implement - not to mention the computational overhead - , but is most likely redundant as well, provided the actors we want excluded have keywords or are members of factions that explicitly mark them as such. I'll see if this can be solved in a reasonable way.

 

13 hours ago, darktej said:

just checked, when talking with the spouse while gagged, default dd  gagged dialogue comes up . while when talking with other npcs this mod's dialog appears. is that intended ? 

Intended in a way that this was the quickest and most efficient way of having spouses not participate in DIN events. Which means it'll default to how it works with base DD. There is always room for improvement though, but since I don't particulary care for marriage in my games, I'd still be willing to expand dialogue with spouses with fitting events and DD-related content similar to what is present elsewhere in the mod - should you or anyone have ideas on what to add.

 

Edited by Taki17
Posted
27 minutes ago, Taki17 said:

Intended in a way that this was the quickest and most efficient way of having spouses not participate in DIN events. Which means it'll default to how it works with base DD. There is always room for improvement though, but since I don't particulary care for marriage in my games, I'd still be willing to expand dialogue with spouses with fitting events and DD-related content similar to what is present elsewhere in the mod - should you or anyone have ideas on what to add.

 

Oh ok, thanks for the info. loved your idea of the gagged dialogue, so didn't really want to disable that function. 

Posted
46 minutes ago, Taki17 said:
17 hours ago, Gyra said:

In the middle of being sold, DI started a free use event that broke me out of that forced pose.

Ideally, whatever DD-based mod (SS++ in this case) claims the player as its own for a while should send out a dhlp-suspend event to let other mods know not to disturb the player until a dhlp-resume arrives.

SS++ sends dhlp-suspend when the PC arrives in the slave pen, and it only sends dhlp-resume when the auction finishes.  Conceivably, the Devious Interests event triggered just before the PC was sent to Simple Slavery, or during the fraction of a second while the player was loading into the cell, though that kind of timing problem should be pretty rare.

Posted (edited)
On 9/1/2023 at 10:57 AM, HexBolt8 said:

Conceivably, the Devious Interests event triggered just before the PC was sent to Simple Slavery, or during the fraction of a second while the player was loading into the cell, though that kind of timing problem should be pretty rare.

I started the SS++ event by wandering into the cell in Riften and asking to be sold. So, maybe it was a one-off thing similar to what you said, where DI initiated its event on the second right before I got sent onto the stage.

 

@Taki17 An update to the bugged event chance: Manually setting all event chances to 0.0% correctly disables all events. Saving these settings and importing it results in all events having a non-zero chance of occurring (can't really tell what the exact value is, but it damn well feels like any DI event, not individually-speaking, will occur 100% with a ~5 real-life second cooldown. Does not respect 12H cooldown for “restraint comment action” unless that only applies to “Restraint Comment” and not anything else such as “Receive Random Item”). Changing just one setting from 0.0% to 0.5% and then back to 0.0% seems to refresh all event settings such that they are now correctly disabled.

 

And just in case, I was playing on SSE, so perhaps the behavior is different on LE.

Edited by Gyra
Posted
32 minutes ago, Gyra said:

I started the SS++ event by wandering into the cell in Riften and asking to be sold. So, maybe it was a one-off thing similar to what you said, where DI initiated its event on the second right before I got sent onto the stage.

Ah, you found a gap in the logic for SS++ if you use that topic.  That's the fault of SS++, not Devious Interests.  I'll fix it.

Posted

Thank you for creating this very sleek and reduced mod. Though I loved DCL so far, it seems to be somehow stuck in development since a while and still fights with a lot of bugs which have already been sorted out and tackled through the forums but unfortunately never made it to the main file. So I tried yours and I have to say that I am quite impressed by what I see.

 

However, I found some issues. For example, some events tie the PC in restraints which by definition she's already wearing or they tie her up twice, just for good measure. This happened to me twice. In a guard dialogue considering arrest I was put in a pet suit when waering an armbinder. In a sex offer situation, the John put me into a straightjacket and elbow shackles. I was to slow to record these situations. But I will try to reproduce them.

 

Also, it seems that the hobble skirt escape by blacksmith is broken. Whenever I try to make him remove this piece of cloth, the script seems to freeze and after a couple of seconds the caption "...asd" appears as a dialogue option. Clicking it ends the script but will not remove the device.

 

Furthermore, I don't exactly understand how the mechanics of events work. Take Free Use for example. Cool down time is 2 hours. In DCL this meant after two hours rape was possible and happening quite fast if the amount of possible matches was high enough.  In your mod, 2 hours after a Free Use event, nothing happens for a long time and then suddenly, it happens. Is this on purpose or a problem with the event itself.

 

Also, I have a suggestion: please make the slider for bounty much higher than only 100 gold at max. The game itself is notorious for making you rich very quickly if you sell enough stuff so 100 are a child's pocketmoney, not to speak of the default 25. Let's say you raise it up to 5000 max. Players can still chose how much they want to adjust but the default vallue should be at least 1000. It really has to hurt a bit if you have to decide whether to pay your bounty or to accept some restraining.

 

Being caught while stealing or pickpocketing should always end up with you being restrained, the bounty you caused defining the harshness.

Posted
On 9/3/2023 at 4:24 AM, Gyra said:

An update to the bugged event chance: Manually setting all event chances to 0.0% correctly disables all events. Saving these settings and importing it results in all events having a non-zero chance of occurring

That would indicate imported values are not propagated properly to their respective variables. Which is quite weird to be happening, but at least it tells me where to look for the potential root cause of the issue.

 

On 9/3/2023 at 4:24 AM, Gyra said:

Does not respect 12H cooldown for “restraint comment action” unless that only applies to “Restraint Comment” and not anything else such as “Receive Random Item”).

"Restraint comment action" refers to something that happens following a restraint comment, like gold theft or bounty or give item etc. The actual restraint comments themselves are not on any cooldown and are only governed by a trigger chance slider.

 

5 hours ago, postal192 said:

For example, some events tie the PC in restraints which by definition she's already wearing or they tie her up twice, just for good measure.

I will see if I can't further tweak the restraint validator that should prevent or at the very least severly lessen the chance of these happening. Unfortunately, all we have to work with is keywords on items and they are not always as descriptive as I'd like to explicitly differentiate between items. This validator is easily the ugliest piece of thousand-legged if-else structure in the mod's code, however given the limitations - it is what it is.

 

5 hours ago, postal192 said:

Also, it seems that the hobble skirt escape by blacksmith is broken. Whenever I try to make him remove this piece of cloth, the script seems to freeze and after a couple of seconds the caption "...asd" appears as a dialogue option. Clicking it ends the script but will not remove the device.

The filler prompt coming up was caused by a missing invisible continue checkbox, which will be fixed for the next version. The more curious thing is the restraint not unlocking, however I'm enitrely convinced the keyword the script uses (zad_DeviousHobbleSkirt) explicitly denotes a hobble dress. Will look into it further to if I can reproduce it, thanks for bringing this to my attention.

 

5 hours ago, postal192 said:

Furthermore, I don't exactly understand how the mechanics of events work. Take Free Use for example. Cool down time is 2 hours. In DCL this meant after two hours rape was possible and happening quite fast if the amount of possible matches was high enough.  In your mod, 2 hours after a Free Use event, nothing happens for a long time and then suddenly, it happens. Is this on purpose or a problem with the event itself.

How soon any event happens after cooldown is down to rng and the eligibility of the player or other actors required. When the cooldown is over in one periodic update, it will happen during the next periodic update the earliest, 30 seconds later. If another event or mod has sent out a dhlp-suspend event in the meantime, events from DIN are also suspended for the duration of it, in order to not interfere with things.

 

5 hours ago, postal192 said:

Also, I have a suggestion: please make the slider for bounty much higher than only 100 gold at max. The game itself is notorious for making you rich very quickly if you sell enough stuff so 100 are a child's pocketmoney, not to speak of the default 25. Let's say you raise it up to 5000 max. Players can still chose how much they want to adjust but the default vallue should be at least 1000. It really has to hurt a bit if you have to decide whether to pay your bounty or to accept some restraining.

Keeping in line with the base game, a single crime event is not supposed to incur a large bounty (except for excessive cases, like murder) and any and all challenge with managing bounties that you can get during DIN events lies with not having them stack up to form a more serious bounty sum. I'd be open to increase the slider range if needed, but I'm unlikely to change it's default value from what it is currently.

Posted

While we're at it, I wanted to get your input on a specific topic: I'm open to adding more optional mod integrations to Devious Interests, so if anyone has ideas what mods would synergize well with it, I welcome them.

 

Some pointers to get started on:

- The mods should support Devious Devices 5.2

- The mods can fit into as an alternative scenario to one of the existing events in Devious Interests

- The mods have events to hook into

- The mods have unique consumables to be acquired

 

Naturally, there is no absolute guarantee for anything to be included, however I want to keep my eyes open for interesting and fun mods that enhance the deviousness of the game a similar way that my mod does, and what better way of getting knowledge of them than to ask the audience who uses my mod in their setup.

Posted (edited)

Found a small thing that's been bugging me:

 

script called din_Help_Blacksmith, there's a line:

din_util.libs.SexLab.StripActor( din_util.libs.PlayerRef, DoAnimate = true )

 

I have the Dragonborn voiced mod, so I can see my character during dialogues, and this tends to play the regular animation, which break all DD's restrained idles. ?

Could there be a zad_heavybondage check or something similar?

 

9 hours ago, Taki17 said:

I'm open to adding more optional mod integrations to Devious Interests

I'd wager more than one person has a combo like I do of DIN and Devious Enchanted Chests, to replace the functionality of another popular mod - but I've no clue how should the actual integration look, maybe a dialogue referencing it similar to LBS? ?

 

I've also managed to Frankenstein an integration between DIN and Sexlab Jailrape for more stuff to happen in jail, sort of like Prison Overhaul lite ? (had to butcher SL JR's release script beyond recognition and make DIN a master to it, so there might be some easier way of having those two play together... or perhaps just integrate some fun time events for the jailed player character?)

 

SL Persuasion comes to mind, for bartering down prices with blacksmiths?

 

Devious Lore had me making a guard dialogue patch, because both DIN and DL edit the DGCrime dialogue topic, not to lose dialogue outcomes from both (idk how useful this one might be, though - they both sort of do the same thing, albeit with different conditions)

Edited by krzp
Posted
10 hours ago, Taki17 said:

While we're at it, I wanted to get your input on a specific topic: I'm open to adding more optional mod integrations to Devious Interests, so if anyone has ideas what mods would synergize well with it, I welcome them.

 

Some pointers to get started on:

- The mods should support Devious Devices 5.2

- The mods can fit into as an alternative scenario to one of the existing events in Devious Interests

- The mods have events to hook into

- The mods have unique consumables to be acquired

 

Naturally, there is no absolute guarantee for anything to be included, however I want to keep my eyes open for interesting and fun mods that enhance the deviousness of the game a similar way that my mod does, and what better way of getting knowledge of them than to ask the audience who uses my mod in their setup.

 

You probably can look at Unforgiving Devices and Unforgiving Skyrim, which you can add as soft dependency, right?

Posted
13 hours ago, Taki17 said:

I will see if I can't further tweak the restraint validator that should prevent or at the very least severly lessen the chance of these happening. Unfortunately, all we have to work with is keywords on items and they are not always as descriptive as I'd like to explicitly differentiate between items. This validator is easily the ugliest piece of thousand-legged if-else structure in the mod's code, however given the limitations - it is what it is.

 Thanks, I will try to catch the moment it happens.

 

13 hours ago, Taki17 said:

How soon any event happens after cooldown is down to rng and the eligibility of the player or other actors required. When the cooldown is over in one periodic update, it will happen during the next periodic update the earliest, 30 seconds later. If another event or mod has sent out a dhlp-suspend event in the meantime, events from DIN are also suspended for the duration of it, in order to not interfere with things.

So it looks like it's more or less intended. I can work with this. I liked DCL's rape event because it hit you out of the ordinary. On the other hand, it was doing this way too often and too succesful which sometimes clusterfucked the scripts and events of other mods or simply slowed you down too much - just like looting chests with maximum arousal would result in being put into a full set every 10th or 12th attempt.

 

13 hours ago, Taki17 said:

Keeping in line with the base game, a single crime event is not supposed to incur a large bounty (except for excessive cases, like murder) and any and all challenge with managing bounties that you can get during DIN events lies with not having them stack up to form a more serious bounty sum. I'd be open to increase the slider range if needed, but I'm unlikely to change it's default value from what it is currently

 

My approach here was more good old American hypocrisy :D Killing people = good vs. Showing titties/genitals/sex acts = areyoucompletelyinsaneyouwillburninhellandIwilllockyouawayforathousandyears

Posted
21 hours ago, krzp said:

I've also managed to Frankenstein an integration between DIN and Sexlab Jailrape for more stuff to happen in jail, sort of like Prison Overhaul lite ? (had to butcher SL JR's release script beyond recognition and make DIN a master to it, so there might be some easier way of having those two play together... or perhaps just integrate some fun time events for the jailed player character?)

Oh? I'm so interested in this. I've been hoping for a SexLab Jailrape-like mod that's compatible with DIN. Just sex and DD. Can't be bothered with Zaz integration and all the other worldspace edits and extra features that other Prison mods do.

Posted
2 hours ago, Gyra said:

Oh? I'm so interested in this. I've been hoping for a SexLab Jailrape-like mod that's compatible with DIN. Just sex and DD. Can't be bothered with Zaz integration and all the other worldspace edits and extra features that other Prison mods do.

Yup, same idea, this combo effectively closed the "POP needs ZAZ8, is very heavy and is was broken with Papyrus Tweaks, and I don't like Prison Alternative" void that has been glaring in my mod list. ?

 

I've replaced the _JR_ServedTime with the DIN's version of that event, so it updates the jailed status and un-equips stuff correctly, nuked the Decrease skills functions (I don't use those), added DIN as a master to the SL ESP so the script recognizes the properties. In case load order matters, my LOOT is loading DIN first and JR afterwards. (oh, and I see that it's ESL-flagged, don't remember if that was me or if the mod came that way).

 

Try it out on a save that you're not too worried about, though? I've been playing with it for some time, but who knows what I've could've broken in there... ?

 

(this archive only has the files I've tweaked, you still need the original mod)

SL JR-DIN.zip

Posted
On 9/5/2023 at 7:03 AM, krzp said:

Found a small thing that's been bugging me:

 

script called din_Help_Blacksmith, there's a line:

din_util.libs.SexLab.StripActor( din_util.libs.PlayerRef, DoAnimate = true )

 

I have the Dragonborn voiced mod, so I can see my character during dialogues, and this tends to play the regular animation, which break all DD's restrained idles. ?

Could there be a zad_heavybondage check or something similar?

Done for the next release. ?

 

On 9/5/2023 at 7:03 AM, krzp said:

I'd wager more than one person has a combo like I do of DIN and Devious Enchanted Chests, to replace the functionality of another popular mod - but I've no clue how should the actual integration look, maybe a dialogue referencing it similar to LBS? ?

Like you say, not exactly sure what is there to hook into, as DEC is a pretty self-contained mod in terms of when it triggers. References to spice up the are certainly doable, however it is the most basic form of "integration" and ideally I'm looking for something that can syngergize with the system in place to facilitate content from both mods. Admiteddly, there isn't much else to the LBS integration either aside from references and the use of some of its unique items in events, however due to my involvement in LBS I consider it a special case.

 

On 9/5/2023 at 7:03 AM, krzp said:

SL Persuasion comes to mind, for bartering down prices with blacksmiths?

There is certainly some potential here, however the way I see it, soft integration with the magic effects involved may seem like just a tad bit tedious, and would be infinitely simpler to have my own spin on it - in lieu of making it a hard dependency.

 

On 9/5/2023 at 7:03 AM, krzp said:

Devious Lore had me making a guard dialogue patch, because both DIN and DL edit the DGCrime dialogue topic, not to lose dialogue outcomes from both (idk how useful this one might be, though - they both sort of do the same thing, albeit with different conditions)

Once again, I think what does not overlap can coexist without any deeper integration, as they don't seem to be stepping on each other's toes, but they are doing different enough things where I'm not sure how any of the mechanincs can play into each other.

Posted
On 9/5/2023 at 7:52 AM, kurotatsu said:

You probably can look at Unforgiving Devices and Unforgiving Skyrim, which you can add as soft dependency, right?

It ain't off the table, I just need to know what I'm working with exactly. I have never used the Unforgiving mods, since I've found them to be too much of a deviation from what the base DD offered. Can you share your vision as to how do you think they could play into each other?

Posted
On 9/5/2023 at 9:20 AM, postal192 said:

My approach here was more good old American hypocrisy :D Killing people = good vs. Showing titties/genitals/sex acts = areyoucompletelyinsaneyouwillburninhellandIwilllockyouawayforathousandyears

Well then, you'll be pleased to hear that I have increased the range of the bounty ammount slider for the next version. So you go out there, be naked, and do a crime.

Posted
9 hours ago, Taki17 said:

It ain't off the table, I just need to know what I'm working with exactly. I have never used the Unforgiving mods, since I've found them to be too much of a deviation from what the base DD offered. Can you share your vision as to how do you think they could play into each other?

 

That's too bad, UD really changed for me how DD devices feel, making bondage good and fun part of the play. I highly recommend spend some time to play properly with it at least once.

 

Scenarios that can be added are: getting fed black goo and very rarely concentrated black goo as dialogue result, maybe add forcing to wear Abadon Plug as one of rare options (better to check that Abadon Curse quest of the UD is completed). Also black goo can be used in the sex offering, increasing payout for being adventurous and kinky. Also these can be outcomes at jail release.

 

For reference: Black Goo adds hand restraint with small chance of having tougher rare one plus one any normal DD device.

Concentrated Black Goo adds full random outfit. Abadon Plug is hard to escape and adds full outfit on being worn.

There's also Purified Goo potion and ingredient which wraps one who drinks it into random DD devices from head to toe, it can be used too.

 

Oh, and please forgive me for reminding my previous suggestion about event timers (like going naked, self-bondage, etc) respecting last time orgasmed from SL Aroused to be properly reseted. I.e. add AND condition to the timer events. Because now player can spend a lot of time being vibed into multitude of cumming and immediately rebinds herself as soon as she is out, which is a bit hilarious. :)

Posted

Devious Interests v0.921 has been released.

 

This has been an eventful summer, and while modding has taken a bit of a back seat for the duration of it, I was still doing some work on Devious Interests here and there. This update is once again mainly focused on improvements, polish, fixes and tweaks where needed. Thanks for everyone who downloaded the mod and shared their feedback! Here's what's new:

 

Changes:

  • Reworked the logic behind events and dialogues being blocked during the intro quest to allow it to work properly with other alternate start mods, like Alternate Perspective
  • Further tweaks to the restraint validator to eliminate additional invalid restraint combinations from being equipped
  • Config Menu: Increased the range of the Free Use cooldown timer slider
  • Config Menu: Increased the range of the bounty gold slider
  • Config Menu: All event chance globals are now properly updated when importing a configuration file
  • Restraint Comments: Refined follower detection for restraint-related dialogues
  • Restraint Help: NPCs are now able to unlock chastity harnesses too
  • Restraint Help: Added a worn heavy bondage check for playing the undress animation during blacksmith help
  • Restraint Help: Fixed issues regarding the hobble dress unlock dialogue for blacksmiths
  • Bondage Addiction: Restraints with manipulated locks will no longer fulfill bondage addiction when worn
  • Free Use: Chastity keys will only be removed if the player's chastity belt was successfully unlocked
  • Crime And Jail: Forwarded the fix for the base game issue of guards not starting the crime dialogue with a female player who has a bounty on her


Additions:

  • A toggle option to incorporate the Days Since Last Orgasm stat from SexLab Aroused into event chances.

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