imoutoid Posted November 22, 2014 Posted November 22, 2014 Would just like make a post of appreciation for all the hard work you guys have done! I've gotten quite a bit of enjoyment out of these set of mods and just felt the need to voice my thanks for the time you put into it I'm sure it can get to be quite a pain sometimes. I have some knowledge in 3d modelling and creating assets I have to look into making some stuff as well for Skyrim I have no experience with the engine though so it's going to be a task to go through all the documentation and figure out how to export stuff for it.
Krazyone Posted November 22, 2014 Posted November 22, 2014 @Harness: Ah, right. Thats good. @Cuffs: I take it the arm cuffs are not supposed to be closed together, but just cuffs on each wrist? I just thought it was an animation glitch on my side. I'm actually using deviously helpless, and it adds an awesome sense of immersion to the whole experience. But I thought of more stat-wise effects, like the chastity belts do. Just random ideas: Collar: -shop keepers look down on slaves, increasing shop prices by 20%. -everyone looks down on slaves, giving them a speech malus of -10. -posture collar keeps your neck straight, but standing in this uptight position reduces your movement speed by -10%. -manipulations of minds are harder to do with the symbol of slaves around your neck, decreased illusion skill by 10. Harness: -The tight clothing around your body reduces breathing, decreasing stamina regeneration by 50% and stamina maximum by 20. -a harness gets in the way of any armor laid above it, reducing any torso armors' armor value (I guess that'd be hard to implement) or reducing your armor skills (not as accurate, but easier). Arm cuffs: -arm cuffs are in the way of most manual tasks, decreasing lockpicking, one-handed, two-handed, archery and magic skills by 5. Of cause, if the arm cuffs were supposed to be closed, the effects would be significantly greater (no block or archery, only one-handed/two-handed?) -arm cuffs reduce heavy armor effectiveness (similar to harness?) Leg cuffs: -obviously reduces movement speed (the ZAZ animation options hint at something called "shackled animation speed", but sadly it doesn't seemt to work for me) -leg cuffs hinder heavy armor effectiveness (similar to harness?) Nipple/Vaginal piercing: -the piercings make you more suspectible to attacks when hit in that area or while doing sharp movements such as dodging, reducing your effective health by 10 each. -obviously already increases arousal, but how? => could be stated Gags: -unability to speak makes casting magic harder, reducing all magic skills by 10 (not sure if fit for skyrim lore). -in case you somehow get to speak or shop due to a bug or mod or whatever, your speech skill is reduced by 100. -drooling makes it harder to stay silent, reducing pickpocket and sneak by 5. Plugs (stacking effects for vaginal/anal): -plugs press against you more demanding while crouching/sneaking, reducing sneaking by 10. Although a polled/timed event with plugs while sneaking to get removed from sneaking for a short time would be rad too, if there isn't one already. I think there is one for vibrating plugs? -plugs disturb your concentration, reducing magic skills by 10. -running with plugs is painful, reducing sprinting speed by 15%. -falling with plugs is painful, increasing falling damage by 10%. Blindfold: -being blind is already enough of a burder for combat due to visual constraints, but other aspects are not adressed yet: pickpocket and sneak are reduced by 50, lockpicking by 20 and speech by 10. -falling with a blindfold on is very dangerous, increasing falling damage by 50% Armbinder: -having your arm behind your back makes it obvious for everyone that you are a slave, reducing speech by 10. -no lockpicking or pickpocket (if currently possible) or at least reduced by a high amount -falling with an armbinder is very danagerous, increasing falling damage by 50% -no crafting/enchanting/alchemy while locked Slave boots: -again, makes it obvious for everyone that you are a slave, reducing speech by 10. -reduces sneak by 10. -unstable footing reduces one-handed, two-handed, archery, and block by 10 Oh well, maybe it's time to delve into modding after all. Don't forget riding a horse with plugs in, I reckon it should have an MCM option to prevent it... I'd love the mod makers to add these things as well, as I reckon all the devious devices should have debuffs and buffs attached to them... The percentage would need tweaking, as you wouldn't want to be too weak. I reckon you should always have some plus's with the negative stats as well... Here are a few things that I have noticed as well... Chastity bra... should have some armour rating, its soo tough you can't remove it. A chastity bra should block heavy armour use, as heavy armour is tough and unbending. There needs to be more bottom half armours, to go with the chastity bra. Fur skirt, metal skirt, fur trousers, etc... Maybe with a chastity belt built into them. Items should all be enchantable, an enchantment can be placed on anything non magical. So why isn't it used more... Breasts should be non HDT when in a chastity bra, they should be bulging out as well. The blindfold are serious immersion breakers, they should have narrow eye slits in them to see out of. As putting on a blindfold and magically seeing through it is a waste of time, unless you have a spell for that... BAT SENSE SPELL... allow you to see with your ears, like the superhero Daredevil. Only works whilst blindfolded, and vision is blurry and grey... I have shackles that work in my game, they go with my slavery mod. You capture someone, turn them into a slave then shackle them to reduce their speed by 70%, until they are trained, to stop them running away. Not a good idea to put on yourself... Posture collars... should stop you looking up, down, left and right as much in first person view, but should also give you a substantial advantage against vampires.
Koffii Posted November 22, 2014 Posted November 22, 2014 Actually, I think immunity against vampires with the posture collar would be hilarious
powerofvoid Posted November 23, 2014 Posted November 23, 2014 I've noticed that different players seem to have different tastes in sex mods. (In other news, water is wet.) In order to better facilitate this, I believe that the main Devious Devices system should have a more useful difficulty setting, both for itself, and for other mods to check to adjust their difficulty. Thus, I present my three-axis Devious Difficulty chart: (Note that some of these effects are in other mods, besides the main Devious Devices Integration mod) The first two axes could perhaps be consolidated into one "how hard is it to remove?" column, with the other being, "how bad is it while you're wearing it?"
Krazyone Posted November 23, 2014 Posted November 23, 2014 I've noticed that different players seem to have different tastes in sex mods. (In other news, water is wet.) In order to better facilitate this, I believe that the main Devious Devices system should have a more useful difficulty setting, both for itself, and for other mods to check to adjust their difficulty. Thus, I present my three-axis Devious Difficulty chart: (Note that some of these effects are in other mods, besides the main Devious Devices Integration mod) Devious Difficulty.2.png The first two axes could perhaps be consolidated into one "how hard is it to remove?" column, with the other being, "how bad is it while you're wearing it?" Different difficulty rating could have more or less types of different keys. Easy difficulty has only one type of key, Iron. Which is easy to get and easy to forge. Not a chance of keys breaking. Medium difficulty has 5 different key sets with a 50% probability of the key breaking, the keys are made of mid difficulty to get items. Adept difficulty has 10 different keys, the metal is softer as the keys are more delicate. So the keys always snap. Harder to make keys have rarer ingredients... This setting is pure hell, expect to spend a lot of time in devices... Using the difficulty ratings in your chart, there could be a lot more variety in key types and key strengths. The key names could be called after the item they are made from, such as Iron key, Malachite key, Steel key, Dwemer key.
Combat333 Posted November 23, 2014 Posted November 23, 2014 So now i can make normal issue report. When i returnig to Urag from Zad (the forbidden tome quest), after remowing all that gear from my character, dialog box closing and than happens NOTHING. And quest is still active. Papyrus.0.log
Andrelo Posted November 23, 2014 Posted November 23, 2014 I've noticed that different players seem to have different tastes in sex mods. (In other news, water is wet.) In order to better facilitate this, I believe that the main Devious Devices system should have a more useful difficulty setting, both for itself, and for other mods to check to adjust their difficulty. Thus, I present my three-axis Devious Difficulty chart: (Note that some of these effects are in other mods, besides the main Devious Devices Integration mod) Devious Difficulty.2.png The first two axes could perhaps be consolidated into one "how hard is it to remove?" column, with the other being, "how bad is it while you're wearing it?" How lockpicking will work ? If it will be the same as lockpicking of chests, then ability to lockpick lock will drop difficulty to zero, because it is only question of time, and it is much easier to spend 100 picklocks, than searching keys in dungeons.
Guest Posted November 23, 2014 Posted November 23, 2014 Two questions that somebody can hopefully answer: 1. Wearing the plugs occasionally increases the time rate for Arousal. Does anyone know the exact formula/method for accomplishing this? It's important to keep track of this number with mods like Cursed Loot, and it gets annoying to look for it in the menu every time. Does a chastity belt alone, without plugs, affect the time rate? 2. The belt contains some script which prevents the "last had sex" variable in SL Aroused from updating. Would it be possible to alter the plug orgasm event to update this variable, and also increase the SL Aroused time rate as though the character had sex? Currently this event drops the "Exposure" arousal to 0, but if the time arousal is high enough the arousal will always be stuck at 100.
Siudhne Posted November 23, 2014 Posted November 23, 2014 1. Wearing the plugs occasionally increases the time rate for Arousal. Does anyone know the exact formula/method for accomplishing this? It's important to keep track of this number with mods like Cursed Loot, and it gets annoying to look for it in the menu every time. Does a chastity belt alone, without plugs, affect the time rate? You can keep track of your arousal more easily by pressing the status notification hotkey set in LoversLab-Aroused, defaulting to "N".
GraysW Posted November 24, 2014 Posted November 24, 2014 I have a bug, while not wearing any belt all animations for my PC are working but while my PC use a chastity belt the animations don't work anymore. My PC freeze the time of the animations. I don't get any FNIS error so I register again the animation in Devious Device menu but there's no change...
Coopervane Posted November 24, 2014 Posted November 24, 2014 I have a bug, while not wearing any belt all animations for my PC are working but while my PC use a chastity belt the animations don't work anymore. My PC freeze the time of the animations. I don't get any FNIS error so I register again the animation in Devious Device menu but there's no change... That woulden't be a DDi error, else we'd all be having it. My guess? You've got an outdated version of one of the depenancies (make sure your mods are up to date), or: You've got too many mods installed or a broken mod, resulting in the script-engine getting hammered by more work than it can handle, or getting bogged down by error-spam, preventing DDi from exicuting it's functions. You should enable Papyrus logging and see if any of your installed mods are consistantly throwing out large amounts of errors, and maybe considder running a leaner load-order.
GraysW Posted November 24, 2014 Posted November 24, 2014 I have a bug, while not wearing any belt all animations for my PC are working but while my PC use a chastity belt the animations don't work anymore. My PC freeze the time of the animations. I don't get any FNIS error so I register again the animation in Devious Device menu but there's no change... That woulden't be a DDi error, else we'd all be having it. My guess? You've got an outdated version of one of the depenancies (make sure your mods are up to date), or: You've got too many mods installed or a broken mod, resulting in the script-engine getting hammered by more work than it can handle, or getting bogged down by error-spam, preventing DDi from exicuting it's functions. You should enable Papyrus logging and see if any of your installed mods are consistantly throwing out large amounts of errors, and maybe considder running a leaner load-order. It's ok, I was able to fix it after reinstalling all Devious mod i have.
Min Posted November 24, 2014 Author Posted November 24, 2014 So now i can make normal issue report. When i returnig to Urag from Zad (the forbidden tome quest), after remowing all that gear from my character, dialog box closing and than happens NOTHING. And quest is still active. Sexlab isn't installed properly. Thus, the scene that should start there is not. [11/23/2014 - 12:13:32PM] Error: Cannot call GetByType() on a None object, aborting function call stack: [sexLabQuestFramework (09000D62)].sexlabframework.GetAnimationsByType() - "SexLabFramework.psc" Line 347 [zaddForbiddenTomeQuest (36000D62)].zaddforbiddentomescript.DoUragSexScene() - "zaddForbiddenTomeScript.psc" Line 353 [zaddForbiddenTomeQuest (36000D62)].zaddforbiddentomescript.UragSexScene() - "zaddForbiddenTomeScript.psc" Line 344 .TIF__0700594B.Fragment_0() - "TIF__0700594B.psc" Line 9 [11/23/2014 - 12:13:32PM] Error: Cannot call PickModel() on a None object, aborting function call stack: [sexLabQuestFramework (09000D62)].sexlabframework.NewThread() - "SexLabFramework.psc" Line 94 [sexLabQuestFramework (09000D62)].sexlabframework.StartSex() - "SexLabFramework.psc" Line 949 [zaddForbiddenTomeQuest (36000D62)].zaddforbiddentomescript.DoUragSexScene() - "zaddForbiddenTomeScript.psc" Line 354 [zaddForbiddenTomeQuest (36000D62)].zaddforbiddentomescript.UragSexScene() - "zaddForbiddenTomeScript.psc" Line 344 .TIF__0700594B.Fragment_0() - "TIF__0700594B.psc" Line 9 [11/23/2014 - 12:13:32PM] Error: Cannot call DebugMode() on a None object, aborting function call stack: [sexLabQuestFramework (09000D62)].sexlabframework.Log() - "SexLabFramework.psc" Line 940 [sexLabQuestFramework (09000D62)].sexlabframework.StartSex() - "SexLabFramework.psc" Line 950 [zaddForbiddenTomeQuest (36000D62)].zaddforbiddentomescript.DoUragSexScene() - "zaddForbiddenTomeScript.psc" Line 354 [zaddForbiddenTomeQuest (36000D62)].zaddforbiddentomescript.UragSexScene() - "zaddForbiddenTomeScript.psc" Line 344 .TIF__0700594B.Fragment_0() - "TIF__0700594B.psc" Line 9 [11/23/2014 - 12:13:32PM] warning: Assigning None to a non-object variable named "::temp201" stack: [sexLabQuestFramework (09000D62)].sexlabframework.Log() - "SexLabFramework.psc" Line 940 [sexLabQuestFramework (09000D62)].sexlabframework.StartSex() - "SexLabFramework.psc" Line 950 [zaddForbiddenTomeQuest (36000D62)].zaddforbiddentomescript.DoUragSexScene() - "zaddForbiddenTomeScript.psc" Line 354 [zaddForbiddenTomeQuest (36000D62)].zaddforbiddentomescript.UragSexScene() - "zaddForbiddenTomeScript.psc" Line 344 .TIF__0700594B.Fragment_0() - "TIF__0700594B.psc" Line 9
Veladarius Posted November 24, 2014 Posted November 24, 2014 I've noticed that different players seem to have different tastes in sex mods. (In other news, water is wet.) In order to better facilitate this, I believe that the main Devious Devices system should have a more useful difficulty setting, both for itself, and for other mods to check to adjust their difficulty. Thus, I present my three-axis Devious Difficulty chart: (Note that some of these effects are in other mods, besides the main Devious Devices Integration mod) Devious Difficulty.2.png The first two axes could perhaps be consolidated into one "how hard is it to remove?" column, with the other being, "how bad is it while you're wearing it?" Different difficulty rating could have more or less types of different keys. Easy difficulty has only one type of key, Iron. Which is easy to get and easy to forge. Not a chance of keys breaking. Medium difficulty has 5 different key sets with a 50% probability of the key breaking, the keys are made of mid difficulty to get items. Adept difficulty has 10 different keys, the metal is softer as the keys are more delicate. So the keys always snap. Harder to make keys have rarer ingredients... This setting is pure hell, expect to spend a lot of time in devices... Using the difficulty ratings in your chart, there could be a lot more variety in key types and key strengths. The key names could be called after the item they are made from, such as Iron key, Malachite key, Steel key, Dwemer key. Multiple keys would require a number of changes in the devices (the key is identified as a property) as well as a number of functions in the core scripts to handle them. Personally I don't want to have to fix the properties on a few hundred items for it.
AimoHauki Posted November 24, 2014 Posted November 24, 2014 Is this the mod that dictates how blindfolds for example actually work? I would personally like to have an alternative option on how blindfolds work as I personally usually just disable blindfolds these days as they do not entirely work how I would like to play. It most obviously a matter of taste but IMO limiting the *player's* visibility is not an optimal way to go. Sure, there is that mode where you can see things clear as day in third person, but that mode causes plenty of problems with enemy AI behavior. Also it pretty much all the weight is tossed on the player while the character suffers very little penalties.For those blindfolds I would personally prefer no visibility penalties at all, but heavy penalties for all combat skills, reduced movement speed and chance of tripping on walking and with no running available at all.There are also some lesser issues with the armbinder. In some cases there are serious issues with the terrain as you cannot jump with an armbinder fitted. Having the ability to jump would increase playability a bit. What I would like even more though would be the ability access the *map*.and even if you couldn't *use* any items it would still be nice to be able to check what you have. And the ability to check to see what magical effects (or maybe diseases) are on you would be nice too.If any these things would be doable that would be great. If they actually get done too that would be even better
powerofvoid Posted November 24, 2014 Posted November 24, 2014 How lockpicking will work ? If it will be the same as lockpicking of chests, then ability to lockpick lock will drop difficulty to zero, because it is only question of time, and it is much easier to spend 100 picklocks, than searching keys in dungeons.It would be one of two mechanics: The usual lockpicking minigame A "skill check" (1d100 + Skill vs DC ~90 + Expected skill) Multiple keys would require a number of changes in the devices (the key is identified as a property) as well as a number of functions in the core scripts to handle them. Personally I don't want to have to fix the properties on a few hundred items for it.I considered suggesting keys having materials like weapons, and locks be, "your key must be this tall to open this lock", but removed it because the chart was getting large enough as it was. The difficulty of implementation did not occur to me. blindfolds I would personally prefer no visibility penalties at all, but heavy penalties for all combat skills, reduced movement speed and chance of tripping on walking and with no running available at all.My personal taste would a strong screen blur (not darkening) and the existing random trip events. (Bring the compass back! My character can still *hear* enemies...) Maybe not as dark and blurry as this: (or maybe so? Perhaps adjust based on difficulty) (That is what Skyrim looked like for me on a virtual machine. Graphics cards are necessary.) There are also some lesser issues with the armbinder. In some cases there are serious issues with the terrain as you cannot jump with an armbinder fitted. Having the ability to jump would increase playability a bit. What I would like even more though would be the ability access the *map*.and even if you couldn't *use* any items it would still be nice to be able to check what you have. And the ability to check to see what magical effects (or maybe diseases) are on you would be nice too.This would also be quite helpful for the "Bondage Witch" project. --- Thinking about difficulty again, I think the following playstyles seem likely to be the major ones: Devious Fashion Accessories: People who think bondage gear looks hot and want to dress their characters in it, but don't want to be inconvenienced by it. (No devious effects, no locks) Safe, Sane, and Consensual: People who want to have their character tied up sometimes, but want to be able to easily back out whenever they feel like it. (Devious effects, no locks) Lewd Adventurer: People who want to adventure while partly tied up. (Mild devious effects, locks) Hardcore: People who want this to be challenging (Devious effects, locks, NPC reaction) Enslaved: People who want to roleplay a slave (Devious effects, escape is an epic quest, lots of rapes, NPC reaction) Pure H: People who are only playing for the sex (Devious effects, no escape except from chastity, lots of rapes, tons of NPC reaction) The "NPC reaction" listed above refers only to NPC reactions that actually affect gameplay (e.g., price increases, random rapes, questblocks, etc.). NPC comments that don't impede you could exist at the lower levels (with sub-options to disable, naturally).
IchX Posted November 25, 2014 Posted November 25, 2014 I don't know if this is part of devious devices or zaz or something else, but I got 2 ideas to make it slightly more realistic: -ability to pickpocket (expert) the armbinder/collar/handcuffs (don't know if this is already there) and make the rest of the devices relatively easy to remove (or at least a MCM Option for this) ( I haven't played in a while, something similar seems to be in plans (reading the above Posts rn)) -ability to shout even though armbinder etc. Through pressing tab you'd get into the same menue with the Option to Change shout. However, shout is deactivated through a gag.
mark321 Posted November 27, 2014 Posted November 27, 2014 what armour is that in screenshot 6 and 7 on this page http://www.loverslab.com/files/file/371-devious-devices-integration-08242014/at the bottom please tell me
Mord Sif Posted November 27, 2014 Posted November 27, 2014 what armour is that in screenshot 6 and 7 on this page http://www.loverslab.com/files/file/371-devious-devices-integration-08242014/at the bottom please tell me Those have been asked about many times, though not for a while now. They're by the user Aegis and unfortunately they're private.
mark321 Posted November 27, 2014 Posted November 27, 2014 what armour is that in screenshot 6 and 7 on this page http://www.loverslab.com/files/file/371-devious-devices-integration-08242014/at the bottom please tell me Those have been asked about many times, though not for a while now. They're by the user Aegis and unfortunately they're private. boo lame
Guest smellbo Posted November 27, 2014 Posted November 27, 2014 what armour is that in screenshot 6 and 7 on this page http://www.loverslab.com/files/file/371-devious-devices-integration-08242014/at the bottom please tell me Those have been asked about many times, though not for a while now. They're by the user Aegis and unfortunately they're private. boo lame I personally feel they should be removed, because of all of the confusion they make. However, I can see that they at least demonstrate the armbinders nicely
Gh0sTG0 Posted November 28, 2014 Posted November 28, 2014 Hi, Have a little problem with one item from ddi. In my inventory there are only 5 quest items that I can't remove from my inventory. BUT in console on player.inv I have one more item that is worn and has no name. This is Quote 1 - (12040f0c) (100,100.00%) - Worn ---> BAD EDITOR ID (12040f0f) 12 is my loadorder's ddi.esm filenumber. removeitem and removeallitems doesn't work, this thing is in my inventory after it. What can I do to remove it from my inventory without starting new game?
Veladarius Posted November 28, 2014 Posted November 28, 2014 Hi, Have a little problem with one item from ddi. In my inventory there are only 5 quest items that I can't remove from my inventory. BUT in console on player.inv I have one more item that is worn and has no name. This is Quote 1 - (12040f0c) (100,100.00%) - Worn ---> BAD EDITOR ID (12040f0f) 12 is my loadorder's ddi.esm filenumber. removeitem and removeallitems doesn't work, this thing is in my inventory after it. What can I do to remove it from my inventory without starting new game? That is the device hider object and is needed for the device hider function to work.
zaqwer Posted November 29, 2014 Posted November 29, 2014 Is there a way to unequip a bugged item from my character? The "player.unequipitem xxx" command doesn't seem to work on this one. I currently have a "vaginal piercings (soulgem)" equipped, and it seems to be functioning (vibrates sometimes). When I tried to unequip it via inventory, I got no menu or prompt (wonder if there is supposed to be one), the "equipped" indicator went out right away, but the piercing was still visibly equipped. I crafted a piercing removal tool and tried again, it didn't work. I've read through known issues, but I've got only one piercing in my inventory, no other copies. And I'm not wearing any DD item except this one. Any ideas?
Krazyone Posted November 29, 2014 Posted November 29, 2014 unequipall will unequip all items, unless the games bugged out, which mine did on another mod.
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