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Posted

 

 

 

;-; Been looking everywhere for the last spot to look for Zed at, can't find him anywhere ): I even discovered and cleared over 30 places in sols-never started the dlc till this mod-and only got the 2nd spot there.

Should I be searching specific types of places? Does he spawn inside or outside-or even at the end-of dungeons, places, etc?

 

I tried spawning him in but it didn't work ):

 

From the FAQ:

Q) I can't find Zed! Where is he, and why are there only one or two of the three quest markers on my map?

A) Have you checked Solstheim? Do you have the Falskaar mod installed? If so, check there as well; he can be at any Dwemer ruins, as the location is picked via the Radiant system. 

 

He will be outside of any Dwemer Ruin. When you grow close to his location (Within the same cell), the quest script will specifically assign a marker to him to guide you the rest of the way to him.

 

 

Cheers, I did read that, and went running all over Solstheim but nothing, time to find more Dwemer ruins...although the second spot WAS  one of the Solstheim Stones :3

 

EDIT: Gonna try Solstheim again since he's not outside any skyrim area-went to them all. Does Blackreach count as a ruin?

 

 

EDIT 2: I swear I don't or didn't have Falskaar but its making me go there. ._. Wtf now I do .-. Sorry about that xD

 

sqv zaddForbiddenTomeQuest

Listed will be a variable called "zedMarker"

player.moveto ########, where ######## is the number from the above command.

 

few issues found:

the blindfold doesnt block your movements on 3rd person camera

if use the map while in 3rd person and then going back to the game, the blidnfolded effects will apply; switching to 1st and 3rd view fix it.

Under what circumstances is the blindfold permitting third-person movement? What blindfold mode are you in?

 

A great mod, thanks a lot! I am new to it and have several naive questions and suggestions.

 

1. Are all the probabilities in MCM setting only work for the player? I give the player and an NPC exactly the same equipment and adjust all the probabilities to  close 100%. The player will do animation very often. However the npc only do occasionally, and the animation only have two types, which looks a little bit monotonous.  When I use different kind of plugs, it seems to not affect the NPC at all. Is this supposed to be the case or I have not correctly installed the mod?

 

2. It seems that when npc do any of the two animations, there is no sound...

 

3. If it is not that I did not install correctly, It would be great to make the npc animation richer. Such as npc can perform all the animations like player and the probabilities can be set. Also, maybe an easy way to show that the npc is being tortured is to add some sound (both from the tool and from the npc, just like the player case), and the sound intensity can shows for example how strong the vibration is and how serious the torture is. It would also be great to make masturbation as a mandatory animation when some conditions are satisfied (i.e. after a the strong plug vibration that suddenly stops) for both player and npc.

 

4. And generally I feel it would be good to make the animation to have  more levels, like from a short period animation of stopping running and shaking body; to a long and intensive animation like losing consciousness after mandatory masturbation. The higher level animation can only be accessed through using advanced tools, which need be acquired with some difficulty or after completing certain quests. I believe this will make the mode much more playable. Since all of these elements, including a quest, are already in this great mod, maybe re-organizing them a little can give better play experience.

Thanks for the feedback, glad you enjoyed the mod. 

 

1) All devices that effect players will effect NPC's. The MCM probabilities also effect NPCs. NPC support is a bit flakey at the time being, though. More animations would be great, feel free to make some :P

2) They do play the proper sounds. Depends on the animation. The animations associated with the VibrationEffect are the only ones that play sound on the player, or otherwise, though.

3)  I only have a few vibration-style animations to work with. I'm not an animator. The NPC's use the same set of animations as the player. Feel free to contribute some though, if you like! The vibration-sounds already do vary (Significantly, I might add) depending on the strength of the vibrations. Has been that way ever since I built the function.

4) Custom animations are the limiting factor. Again, I am not an animator.

 

 

After playing (and failing  :( ) with a electrostim spell I came acros a piece of your code Min.

Could this work as a vibration alternative by using e-stim?

 

 

 

 
Scriptname EstimEffectScript extends Quest
 
Event OnInit()
Maintenance()
EndEvent
 
Function Maintenance()
RegisterForModEvent("DeviceVibrateEffectStart", "OnVibrateEffect")
int vibStrength = utility.RandomInt(1,5)
int duration = 0
EndFunction
 
Event OnVibrateEffect(string eventName, string argString, float argNum, form sender)
       libs.NotifyPlayer("The plugs within you begin to electrically stimulate your pussy")
        libs.VibrateEffect(akActor, vibStrength, duration, teaseOnly=libs.shouldEdgeActor(akActor))
        ShockEffect.RemoteCast(libs.PlayerRef, libs.PlayerRef, libs.PlayerRef)
EndEvent

 

 

 
scriptname EstimPlayerScript extends ReferenceAlias
 
EstimEffectScript Property customEffect Auto
 
Event OnPlayerLoadGame()
customEffect.Maintenance()
EndEvent
 

 
I'm new to skyrim scripting and it's quite different from C# coding I'm used to, so if this is gibberish you know why  :lol:

 

Sure could, without too much modification. At the moment, you've got an infinite loop in your code though.

VibrateEffect sends that mod event (Triggering your code) every time it begins a vibrate effect. If you're responding to that mod event by starting a vibrate effect (And thus triggering the mod event again), the process repeats ad-nauseum.

 

I can't start the Quest. I Have the Devious Devices Book. I dropped it, picked it up again, red it, sold it, rebought it. Urag isn't reacting to anything and I don't have an Option to ask him about the Toll :(

If you're wearing a Chastity Belt, the quest will not start.

 

I am not wearing one. I did wear one though, in the Angrims Apprentice Questline, maybe this counts somehow? 

Posted

 

 

Sure could, without too much modification. At the moment, you've got an infinite loop in your code though.

 

 

VibrateEffect sends that mod event (Triggering your code) every time it begins a vibrate effect. If you're responding to that mod event by starting a vibrate effect (And thus triggering the mod event again), the process repeats ad-nauseum.

Thanks for the feedback, it's a little bit over my head to get it working myself. Feel free to use the idea for a future release, as you state it's feasible without much modification. With your skillset that is  :P

Haha. This was my first real mod (Coming from a C/C++/Python/Perl background).

 

 

 

Hmm. I don't mind at all extending the framework where necessary to support other modders (So long as you end up releasing the thing, :P). Tell me your requirements, and I'll let you know the best way of going about it. So far, it's just "Have a set of plugs that function while a belt is not worn", correct?

 

Yes, its as simple as that  :)

 

I would be more than happy to release any changes that I make, however in this instance I would probably just tweak the Live a Deviant Life to use those plugs (which I'm course I could upload if people were interested).

 

Thanks for your time.

Sure: I'll see what I can do about that for 2.7.2. A cursed set of plugs / devices has been something I've wanted to do / see done for quite some time anyways.

Posted

Hey, Min, dunno if this is a good time, but I'ma ask this anyway:
You ever think about making it so that when the player attempts to talk to an NPC wile gaged, all that comes out is a little "mmmphh" (like maybe just the little sound clip)?

I think it would be mutch better than the lack of interaction. I am aware that the gag is meant to keep the player from calling for help, but I think that a little helpless moan would enhance the idea.

 

Reguardless, good work on the current version!

Now I just gotta wait for Vel to update the captured dreams shop!

Keep working comrade!!

Posted

 

 

I can't start the Quest. I Have the Devious Devices Book. I dropped it, picked it up again, red it, sold it, rebought it. Urag isn't reacting to anything and I don't have an Option to ask him about the Toll :(

If you're wearing a Chastity Belt, the quest will not start.

 

I am not wearing one. I did wear one though, in the Angrims Apprentice Questline, maybe this counts somehow? 

 

(Please edit large replies down to relevant sections, thanks!)

 

Post a copy of your Papyrus.0.log, showing you attempting to start the quest, then.

Posted

Thanks for your reply. I suppose that maybe animation is not the most important part of this mod, it is the process to make one mad through continuous arousing without release. Therefore, to show the high level tools are more intensive, maybe without adding any animation, we can just make the animation showing more frequently. For example, the most powerful tool can make the player/npc out of control for 90% of the time. This clearly indicates that someone is driven mad.

 

Also, maybe we can set an arousing cap for each tool. Like a low level tool can only arouse one to 50, but a powerful tool can go to 100. This can be also combined into an immersive way to give npc the tools. For example, a unaroused npc will only accept low level tools. Once it gets aroused to some extent, it lose some mind and begin to accept high level tools. At last it goes mad with the most powerful tool :shy:  Doesn't this sound familiar :D

 

Regarding the questions I ask last time, I test in game for hours any still find the effect on npc and player are quite different. I try to give npc tools in two ways: by console; and make it a follower then use AFT to manage the suit.  Given the same equipment to player and npc, the player will be aroused to 100 in a short time by setting all the probabilities to 100, and do frequent animation of about 5 types including the reaching orgasm one. However for npc I only see the two most muted animation, which happens much less frequently; and the arousing level does not increase at all (even decrease). Is there a good way to solve this? 

 

 

Posted

Really liking the changes to blindfolds. Let's just say the old way was too.... lore friendly. And the leather collar is now a perma equip for all my toons :heart:

 

EDIT: Props to Shocky and Johnny for getting these conversion out INSTANTLY. Thx bros

Posted

Playing a melee/archer char, is this supported by any plugs or just the caster types?

Powers / shouts will set off the plugs as well. There's another plug effect in development which caters to non-casters, however.

Posted

 

 

After playing (and failing  :( ) with a electrostim spell I came acros a piece of your code Min.

Could this work as a vibration alternative by using e-stim?

 

 

 

 
Scriptname EstimEffectScript extends Quest
 
Event OnInit()
Maintenance()
EndEvent
 
Function Maintenance()
RegisterForModEvent("DeviceVibrateEffectStart", "OnVibrateEffect")
int vibStrength = utility.RandomInt(1,5)
int duration = 0
EndFunction
 
Event OnVibrateEffect(string eventName, string argString, float argNum, form sender)
       libs.NotifyPlayer("The plugs within you begin to electrically stimulate your pussy")
        libs.VibrateEffect(akActor, vibStrength, duration, teaseOnly=libs.shouldEdgeActor(akActor))
        ShockEffect.RemoteCast(libs.PlayerRef, libs.PlayerRef, libs.PlayerRef)
EndEvent

 

 

 
scriptname EstimPlayerScript extends ReferenceAlias
 
EstimEffectScript Property customEffect Auto
 
Event OnPlayerLoadGame()
customEffect.Maintenance()
EndEvent
 

 
I'm new to skyrim scripting and it's quite different from C# coding I'm used to, so if this is gibberish you know why  :lol:

 

Sure could, without too much modification. At the moment, you've got an infinite loop in your code though.

VibrateEffect sends that mod event (Triggering your code) every time it begins a vibrate effect. If you're responding to that mod event by starting a vibrate effect (And thus triggering the mod event again), the process repeats ad-nauseum.

 

 

Nice latin there.

 

I was wondering, how easy would it be to attach the chastity belt script to a third party item, say a custom armor I want to lock onto a character that could hold in plugs plus all the side effects thereof. Would it be as simple as loading the relevant esp's in the creation kit and attaching a few things to the custom item or would it be a little more involved?

 

My programming knowledge consists of Windows Batch and I don't exactly expect you to teach me so if it is more work than you want to put into this answer I hold nothing against you for ignoring it.

Posted

Thanks for your reply. I suppose that maybe animation is not the most important part of this mod, it is the process to make one mad through continuous arousing without release. Therefore, to show the high level tools are more intensive, maybe without adding any animation, we can just make the animation showing more frequently. For example, the most powerful tool can make the player/npc out of control for 90% of the time. This clearly indicates that someone is driven mad.

 

Also, maybe we can set an arousing cap for each tool. Like a low level tool can only arouse one to 50, but a powerful tool can go to 100. This can be also combined into an immersive way to give npc the tools. For example, a unaroused npc will only accept low level tools. Once it gets aroused to some extent, it lose some mind and begin to accept high level tools. At last it goes mad with the most powerful tool :shy:  Doesn't this sound familiar :D

 

Regarding the questions I ask last time, I test in game for hours any still find the effect on npc and player are quite different. I try to give npc tools in two ways: by console; and make it a follower then use AFT to manage the suit.  Given the same equipment to player and npc, the player will be aroused to 100 in a short time by setting all the probabilities to 100, and do frequent animation of about 5 types including the reaching orgasm one. However for npc I only see the two most muted animation, which happens much less frequently; and the arousing level does not increase at all (even decrease). Is there a good way to solve this? 

I think I may figure out the problem now. To make sure, how many types of soulgem plugs are provided by DD-integration itself? Are there very expensive versions (~2000g) of soulgem plugs? Because it seems only these kinds of plugs will give some additional animation like electric shock or reaching orgasm. And these plugs seems from captured dreams shop esp.

 

Thanks. 

Posted

 

Playing a melee/archer char, is this supported by any plugs or just the caster types?

Powers / shouts will set off the plugs as well. There's another plug effect in development which caters to non-casters, however.

 

 

This is great news!

Horse riding doesnt seem to trigger the plugs, or?

And how about kill moves?

Posted

[spoiler}

Thanks for your reply. I suppose that maybe animation is not the most important part of this mod, it is the process to make one mad through continuous arousing without release. Therefore, to show the high level tools are more intensive, maybe without adding any animation, we can just make the animation showing more frequently. For example, the most powerful tool can make the player/npc out of control for 90% of the time. This clearly indicates that someone is driven mad.

 

Also, maybe we can set an arousing cap for each tool. Like a low level tool can only arouse one to 50, but a powerful tool can go to 100. This can be also combined into an immersive way to give npc the tools. For example, a unaroused npc will only accept low level tools. Once it gets aroused to some extent, it lose some mind and begin to accept high level tools. At last it goes mad with the most powerful tool :shy:  Doesn't this sound familiar :D

 

Regarding the questions I ask last time, I test in game for hours any still find the effect on npc and player are quite different. I try to give npc tools in two ways: by console; and make it a follower then use AFT to manage the suit.  Given the same equipment to player and npc, the player will be aroused to 100 in a short time by setting all the probabilities to 100, and do frequent animation of about 5 types including the reaching orgasm one. However for npc I only see the two most muted animation, which happens much less frequently; and the arousing level does not increase at all (even decrease). Is there a good way to solve this? 

 

 

I think I may figure out the problem now. To make sure, how many types of soulgem plugs are provided by DD-integration itself? Are there very expensive versions (~2000g) of soulgem plugs? Because it seems only these kinds of plugs will give some additional animation like electric shock or reaching orgasm. And these plugs seems from captured dreams shop esp.

 

Thanks. 

 

 

The plugs that are for sale in Captured Dreams are custom but use effects included in Integration. The regular Soulgem plugs will bring a person to orgasm if you cast a powerful enough spell.

Posted

 

Playing a melee/archer char, is this supported by any plugs or just the caster types?

Powers / shouts will set off the plugs as well. There's another plug effect in development which caters to non-casters, however.

 

If soul gems are what create vibration in response to the use of magic, vibration in response to the use of physical attacks could be caused by something like ben wa balls. (Little weighted ball inside the toy rattles around in response to lots of movement.)

Posted

 

 

 

 

 

Hello, i have problem. When i read those books in arrcaneum, nothing happend. What's wrong ? :(

 

Once you get the books there are two possible starts. If Urag spots you taking the books he'll approach you and the dialogue will start, if he didn't see you then you need to talk to Urag (you should see an extra option to ask about the book)

 

 

i read all books (5-6) and he was looking on me. But he didnt catch me , and i havent any dialogue (Extra) with him. :/

 

 

Try dropping the book and picking it up again.

 

Tried same - Quest dont EVEN START . Whats wrong -_-

 

 

The only other thing that I can think of is if you have a belt on, the quest will not start if you do.

 

no, i am not wearing belt . just elven set :/

Posted

This is great news!

 

Horse riding doesnt seem to trigger the plugs, or?

And how about kill moves?

 

I haven't played in awhile but if I recall it displays a message in the corner as to whats going on when riding a horse, but no it doesn't trigger plug related animations.

Posted

 

[spoiler}

Thanks for your reply. I suppose that maybe animation is not the most important part of this mod, it is the process to make one mad through continuous arousing without release. Therefore, to show the high level tools are more intensive, maybe without adding any animation, we can just make the animation showing more frequently. For example, the most powerful tool can make the player/npc out of control for 90% of the time. This clearly indicates that someone is driven mad.

 

Also, maybe we can set an arousing cap for each tool. Like a low level tool can only arouse one to 50, but a powerful tool can go to 100. This can be also combined into an immersive way to give npc the tools. For example, a unaroused npc will only accept low level tools. Once it gets aroused to some extent, it lose some mind and begin to accept high level tools. At last it goes mad with the most powerful tool :shy:  Doesn't this sound familiar :D

 

Regarding the questions I ask last time, I test in game for hours any still find the effect on npc and player are quite different. I try to give npc tools in two ways: by console; and make it a follower then use AFT to manage the suit.  Given the same equipment to player and npc, the player will be aroused to 100 in a short time by setting all the probabilities to 100, and do frequent animation of about 5 types including the reaching orgasm one. However for npc I only see the two most muted animation, which happens much less frequently; and the arousing level does not increase at all (even decrease). Is there a good way to solve this? 

 

 

I think I may figure out the problem now. To make sure, how many types of soulgem plugs are provided by DD-integration itself? Are there very expensive versions (~2000g) of soulgem plugs? Because it seems only these kinds of plugs will give some additional animation like electric shock or reaching orgasm. And these plugs seems from captured dreams shop esp.

 

Thanks. 

 

 

The plugs that are for sale in Captured Dreams are custom but use effects included in Integration. The regular Soulgem plugs will bring a person to orgasm if you cast a powerful enough spell.

 

 

Thanks. This time I tried only installing DD-assets and DD-integration. The soulgem plug works pefectly for PC. However for npc still have no effect, just not vibrating in any case. Including casting a magic, being cast a magic, or I cast the devious drip on her. Is the devious drip magic supposed to trigger vibration effect on the target? What is the correct way to let npc wear the plugs and chastity?

Posted

I seem to have suddenly cropped up some belt fitting issues with the belt sticking through the body. I tried running bodyslide to see if it was going to fix it, but I think I might be missing a step or two here.

 

fb9d82.jpg

Posted

 

 

 

After playing (and failing  :( ) with a electrostim spell I came acros a piece of your code Min.

Could this work as a vibration alternative by using e-stim?

 

 

 

 
Scriptname EstimEffectScript extends Quest
 
Event OnInit()
Maintenance()
EndEvent
 
Function Maintenance()
RegisterForModEvent("DeviceVibrateEffectStart", "OnVibrateEffect")
int vibStrength = utility.RandomInt(1,5)
int duration = 0
EndFunction
 
Event OnVibrateEffect(string eventName, string argString, float argNum, form sender)
       libs.NotifyPlayer("The plugs within you begin to electrically stimulate your pussy")
        libs.VibrateEffect(akActor, vibStrength, duration, teaseOnly=libs.shouldEdgeActor(akActor))
        ShockEffect.RemoteCast(libs.PlayerRef, libs.PlayerRef, libs.PlayerRef)
EndEvent

 

 

 
scriptname EstimPlayerScript extends ReferenceAlias
 
EstimEffectScript Property customEffect Auto
 
Event OnPlayerLoadGame()
customEffect.Maintenance()
EndEvent
 

 
I'm new to skyrim scripting and it's quite different from C# coding I'm used to, so if this is gibberish you know why  :lol:

 

Sure could, without too much modification. At the moment, you've got an infinite loop in your code though.

VibrateEffect sends that mod event (Triggering your code) every time it begins a vibrate effect. If you're responding to that mod event by starting a vibrate effect (And thus triggering the mod event again), the process repeats ad-nauseum.

 

 

Nice latin there.

 

I was wondering, how easy would it be to attach the chastity belt script to a third party item, say a custom armor I want to lock onto a character that could hold in plugs plus all the side effects thereof. Would it be as simple as loading the relevant esp's in the creation kit and attaching a few things to the custom item or would it be a little more involved?

 

My programming knowledge consists of Windows Batch and I don't exactly expect you to teach me so if it is more work than you want to put into this answer I hold nothing against you for ignoring it.

 

It's not too bad: take a look at the comments in zadLibs.psc to gain an understanding of how the DD system works, then take a look at some of the existing devices in the CK.

 

no, i am not wearing belt . just elven set :/

Post a copy of your Papyrus.0.log, showing you picking up the book/the quest not starting.

 

 

Thanks. This time I tried only installing DD-assets and DD-integration. The soulgem plug works pefectly for PC. However for npc still have no effect, just not vibrating in any case. Including casting a magic, being cast a magic, or I cast the devious drip on her. Is the devious drip magic supposed to trigger vibration effect on the target? What is the correct way to let npc wear the plugs and chastity?

 

Device effects are flakey on NPC's at the moment. Known issue.

 

I seem to have suddenly cropped up some belt fitting issues with the belt sticking through the body. I tried running bodyslide to see if it was going to fix it, but I think I might be missing a step or two here.

 

fb9d82.jpg

You're looking for the Assets thread: I don't have anything to do with the actual meshes not fitting your body. The devices are designed for the stock CBBE body, however: Any variance from it will result in deformation/clipping. A Devious Devices bodyslide mod exists, however, that you might want to look in to.

Posted

Really liking the changes to blindfolds. Let's just say the old way was too.... lore friendly. And the leather collar is now a perma equip for all my toons :heart:

 

EDIT: Props to Shocky and Johnny for getting these conversion out INSTANTLY. Thx bros

 

I'm glad that someone aside from me enjoys the new blindfold mode. Got a lot of grief for that mode during development :P

Posted

 

Really liking the changes to blindfolds. Let's just say the old way was too.... lore friendly. And the leather collar is now a perma equip for all my toons :heart:

 

EDIT: Props to Shocky and Johnny for getting these conversion out INSTANTLY. Thx bros

 

I'm glad that someone aside from me enjoys the new blindfold mode. Got a lot of grief for that mode during development :P

 

I loved the mixed mode. I personally find it a lot more playable than the Zaz one, not that that was a bad effect, I just felt it was jarring.

Posted

 

Really liking the changes to blindfolds. Let's just say the old way was too.... lore friendly. And the leather collar is now a perma equip for all my toons :heart:

 

EDIT: Props to Shocky and Johnny for getting these conversion out INSTANTLY. Thx bros

 

I'm glad that someone aside from me enjoys the new blindfold mode. Got a lot of grief for that mode during development :P

 

 

I really like it as well, it allows me to see my character but still have the effect of the blindfold, best of both worlds! 

I really like the third person mode too, if I reduce the strength a little I can see my whole character, but not the world around me.

Really great additions!   

Posted

sorry min, my blindfold error were given by another blindfold item, not the ones provided by the DD! :)

the DD ones work as intended and are quite fun. :)

Posted

I didn't use these mods in quite a while.  I didn't revisit these threads until I encountered a problem with this mod not starting, as I see has happened with at least one other person.

 

When I used it, before, there didn't appear to be any issue with the fact that I used the UNPB body; but, when I came to check out the latest file versions, of course, this appears to require CBBE, now.  One can supposedly install the mod, anyway... but, with the warning that it might be like putting unleaded gas into a '66 Charger, or plugging an American PC into a Japanese electrical outlet.  I'd like to use this mod, again-- especially with the ability to try the new add-ons; but, I'm not sure that I'd enjoy it all enough to ditch the body and texture that I like. 

 

Can anyone with actual experience with this, or the technical ability to give me a correct answer, anyway, please tell me if I would be able to install the updated version of the mod and have it work, again (at least as well as it did, previously)?  I downloaded the mods, but, I'm afraid of what might happen if I try installing and activating them.

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