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Posted

I have a suggestion, just for consistency in other mods (like defeat and Submit).  I explain motivation first, if you just want the suggested mechanics, skip to --Mechanics--

 

At present, in both Defeat and Submit, if you are disarmed or knocked down, this can trigger the events (rape).

 

Run low on stamina = get knocked down -> get raped.

Run low on health = submit/get knocked down -> get raped.

(when wearing a magic sensitive plug)

touch a single spell = disarm yourself as a result of the vibration script -> get raped.

 

Hmm...One of these things is not like the others.

 

Stamina and health both have lose conditions based on dropping below some percentage of maximum. (typically configurable in MCM)  Magicka has a lose condition based on using any at all.

 

The issue is mostly one of scaling.  If you put all your points into health and stamina, and play a knight, archer, thief, assassin, etc...  You can avoid triggering submit/defeat while wearing pretty much any device/s other than an armbinder/yoke by the simple expedient of skirmishing (Hit & Run).  As a Mage?  Throw one dual-cast lightning bolt and you lose.  You're locked in place and disarmed.  Doesn't matter if you have 1000 max magicka, that same 100 magicka spell will screw you over just as hard as when you were level 2.

 

Well, until you get a -100% <preferred combat magic school here> spell cost enchanted set of equipment, then the plugs never trigger from spellcasting in combat.  But that's it's own issue, and is something of a problem with the base game anyway.

 

 

--Mechanics--

(a couple different suggestions)

  1. Spells have a chance to trigger the effect based on what % of your max magicka the spell cost.  So if you cast something that costs 20 magicka, and your max magicka is 200, the plug would have a 10% chance to trigger.
  2. The % chance for the plug to trigger is equal to the missing % of your magicka.  So as you keep casting, the odds of a trigger go up.  A spell costing 5% of your max will have a 5% chance to trigger if you cast it with a full pool, but a 95% chance to trigger if you cast it with only 10% pool (5% remaining after casting it)  This would hurt sustained spells a lot more than charged spells... I think?  I'd need to dig out my old stats textbook to look up how that Poisson distribution would behave.

I would also suggest making it so that the intensity of the triggered event scales more with the spell cost too.  As it stands, bread and butter combat spells (anything stronger than "flames" or "sparks") and you get something that forces you to put away/drop weapons (and spells) at the beginning of a fight, Welp, that's it, have fun* with your gang rape scene and your new bondage appliances.

 

*Not that they aren't fun, otherwise why install the mod?  But having every fight immediately turn into one without some means to avoid it by way of skill gets boring.  And boring isn't a word that really ought to be applied to DD :)

Posted

It's a nice idea, but the disarming mechanic is part of Helpless, not Integration.

 

I'm not asking for the disarming to be removed.  I'm asking for some configurability in the trigger conditions of magic sensitive plugs.

Posted

Changing a mechanic in one mod in order to directly affect another mod isn't such a great idea. Helpless is the mod which actually causes the disarming, so any changes to the frequency of the disarm mechanic should happen there.

Posted

Changing a mechanic in one mod in order to directly affect another mod isn't such a great idea. Helpless is the mod which actually causes the disarming, so any changes to the frequency of the disarm mechanic should happen there.

 

Disarm being caused by strong vibration events isn't the problem.  Even having it trigger extremely often isn't the problem, it's a symptom.

 

The script that determines whether to fire off a vibration event is part of Integration.  So the choice is between changing multiple mods to override the vibration trigger behavior, or to change the behavior in the mod providing it.  Furthermore, even standing alone, it's an inconsistency in the viability of different basic approaches to combat.  Sword, Bow, Stealth.  These things remain possible with Integration installed.  Spellcasting is effectively no longer something you can use in combat, because you're triggering an animation (just the groping at the belt one without other mods) after every combat spell.

 

Imagine if you triggered the slave boot tripping event every time you swung a sword.  Now, even without Helpless installed, this would make it impossible to play a sword user.

 

Without helpless installed, Integration still won't let you cast two spells back to back.  I'm fine with occasional hindrances to combat style (see also: tripping over slave boots, or dropping out of stealth when a randomly timed vibration event happens.  Both entirely within Integration IIRC)

 

 

 

Again, I'm not asking for changes in Integration for the sole purpose of altering the behavior of Helpless.  Helpless does not decide whether to start a plug vibration.  It reacts to it.  I just want a way to configure the trigger conditions of the plug, not the disarm.

 

I'm even willing to help.

Posted

Just to be a smartarse, Rathmun is referring to Defeat rather than DH. The stamina and health knock-downs can be tweaked in that mod but there's nothing to adjust the effects of what happens when casting spells.

 

Having said that, I can't see any reason to change things in DDi so best taken up with Goubo to see if he'll change things in Defeat

Posted

You can already turn the "horny" animation off in combat by disabling the "hardcore effects"in MCM. We may break that up into multiple toggles somewhere down the line though.

Posted

Just to be a smartarse, Rathmun is referring to Defeat rather than DH. The stamina and health knock-downs can be tweaked in that mod but there's nothing to adjust the effects of what happens when casting spells.

 

Having said that, I can't see any reason to change things in DDi so best taken up with Goubo to see if he'll change things in Defeat

 

Defeat and Submit (either submit or one of the variants thereof.) both have effects that can trigger a scene for running low on either health or stamina.

 

Helpless has the disarm effect.

 

Captured dreams has the "Little Helper" plugs.  The Warrior, Thief, and Assasin ones work fine.  The Mage one is basically unusable, because every time you cast a spell you end up with a 5-20 second animation.

 

There's that Pony Pack by the same person as Untamed.  It uses plugs as part of the set.  It would be nice to be able to have those be magic sensitive without being sooooo sensitive that it becomes unplayable.

 

You can already turn the "horny" animation off in combat by disabling the "hardcore effects"in MCM. We may break that up into multiple toggles somewhere down the line though.

 

Ok, yes, so "On" and "Off" are the current options.  If that does get split, then what I would like to see for the magic sensitive plugs is multiple options "On, but only when low magicka". or even just "On, but Less".

 

 

Presently you can reasonably

play a knignt and have hardcore effects.

play an archer and have hardcore effects.

play a thief and have hardcore effects.

play an assassin and have hardcore effects.

play a mage or have hardcore effects.

 

I just want to change that "or" in the last sentence to "and"

 

Please?

Posted

I agree that the CD mage plugs are a contradiction in terms and Vel's going the change the behaviour of the little helper plugs iirc.

 

However removing the spell debuffs from the DDi plugs would in effect negate them and make them rather pointless IMV. I play an assassin/conjurer and yes having your magic gimped makes for a more difficult game but that surely is the point, you then have to think about what you're doing until you can get them removed. Pure mages will have it hard but can adapt until they can find a chastity key.

 

I've personally no objection to having a sensitivity slider as I'm not the one writing the scripts, but it just seems like work for very little return

Posted

what koffii is saying is, instead of changing the framework because one mod is too harsh, why not have helpless disarm at a % chance when you get vibrations?

Posted

I agree that the CD mage plugs are a contradiction in terms and Vel's going the change the behaviour of the little helper plugs iirc.

 

However removing the spell debuffs from the DDi plugs would in effect negate them and make them rather pointless IMV. I play an assassin/conjurer and yes having your magic gimped makes for a more difficult game but that surely is the point, you then have to think about what you're doing until you can get them removed. Pure mages will have it hard but can adapt until they can find a chastity key.

 

I've personally no objection to having a sensitivity slider as I'm not the one writing the scripts, but it just seems like work for very little return

 

I'm not asking for the debuffs to be removed.  I'm not asking for a sensitivity slider.  I'm asking for one more checkbox, and one alternate script (the plug trigger) that allows for something between "no action interrupts" and "no spells for you".

 

Edit: the alternate script (well, one if block in an existing script.)

 

    if Config.LowMagickaPlugTriggers
        cost = 1 / (akActor.GetActorValuePercentage("Magicka") + 0.003)
    EndIf
See below for the full script with the addition.

 

Currently the

 

what koffii is saying is, instead of changing the framework because one mod is too harsh, why not have helpless disarm at a % chance when you get vibrations?

 

In this case, the "one mod" is the framework as it stands.  I can turn off the disarm in helpless, and playing a mage with plugs in is still a matter of be something other than a mage until they are removed.

 

I like the plugs.  I like the occasional horny interrupts.  I like having to account for the possibility when planning a fight.  But currently it's not a possibility, it's a certainty.

 

I want to be able to play with the plugs and magic.

 

 

Function SpellCastVibrate(Actor akActor, Form tmp)
	Spell theSpell = (tmp as Spell)
	if (akActor.WornHasKeyword(zad_DeviousBelt) || akActor.WornHasKeyword(zad_EffectPossessed)) && akActor.WornHasKeyword(zad_DeviousPlug) && ActorHasKeyword(akActor, zad_EffectVibrateOnSpellCast)
		SendModEvent("EventOnCast")
		Log("OnSpellCast()")
		if !Config.HardcoreEffects && akActor == PlayerRef && akActor.GetCombatState() >= 1
			Log("Player is in combat, and HardCoreEffects == false. Done.")
			return
		EndIf
		Shout isShout = (tmp as Shout)
		; Log("isShout: "+isShout)
		int cost = theSpell.GetEffectiveMagickaCost(akActor)
		if cost <= 1 && !isShout
			return
		EndIf
                int duration = (cost * 0.1) as Int
                ; THIS IF BLOCK RIGHT HERE IS MY SUGGESTION.
                ; It would require one more config flag (LowMagickaPlugTriggers)
                ; Presumably with a checkbox in MCM under the checkbox controlling Config.HardcoreEffects.
                if Config.LowMagickaPlugTriggers
                    cost = 1 / (akActor.GetActorValuePercentage("Magicka") + 0.003)
                EndIf
		int vibStrength = (cost / 50) as Int
		if isShout != none || cost > 500 ;akActor.GetActorValuePercentage("Magicka") ; This would just reintroduce the problem for high-end mages...
			; akSpell as Shout (And WordOfPower) is none for whirlwind sprint, and cost is 500ish. Wtf. Hack workaround.
			Log("Spell is in fact a shout.")
			vibStrength = 2
			duration = 5
		EndIf
		if ActorHasKeyword(akActor, zad_EffectTrainOnSpellCast)
			TrainingViolation(akActor, "SpellCast");
			if vibStrength <= 1
				vibStrength = 3
			Else
				vibStrength *= 2
			EndIf
			duration /= 2
		EndIf
		if vibStrength > 5
			vibStrength = 5
		EndIf
		if vibStrength < 1
			vibStrength = 1
		EndIf
		if duration <= 0
			duration = 1
		EndIf
		;NotifyPlayer("The plugs respond to the magicka flowing through you, and begin to vibrate!")
		if Config.HardcoreEffects && Utility.RandomInt() <= vibStrength * 15
			;libs.Log("Interrupting cast.")
			; libs.PlayerRef.InterruptCast()
			; libs.NotifyPlayer("Your concentration wanes, and the spell fizzles.")
		EndIf
		VibrateEffect(akActor, vibStrength, duration, teaseOnly=ShouldEdgeActor(akActor))
	EndIf
EndFunction
And yes, I did intent to insert the new if block after the "int duration = (cost * 0.1) as Int)" This leaves the duration of the event based on the cost of the spell, instead of on how much magicka you have remaining.
Posted

Deviously Cursed Loot has a mechanic that may be borrowed from if we're looking to change plug events. The shock boots (currently the unequip mechanics are bugged: Have safeword enabled if you want to test) knock you down if you run or sprint. In combat that effect doesn't trigger, so you don't have to walk after a bandit shooting a bow at you. A random event can still shut you down, but it doesn't turn the item in to a game stopper.

 

The helpless mods can create a "below X% mana" function to trigger their scenes and fix that end of the problem. Extra detail in the hardcore effects would be awesome, like gags blocking shouts but being able to disable vibration animations. Ideal would be something that lets use use the mechanic without getting us killed, as it stands right now it's cast fireball -> 2 hand weapon wielding bandits surround you during your animation -> headless dragonborn -> reload -> equip a bow.

 

The downside of course is that it's a ton of code to change in a lot of little places. That can break 3rd party mods. As a framework mod itself DDi faces a problem doing that. Also rewrites of existing stuff will take time away from new toys for everyone to play with.

Posted

Deviously Cursed Loot has a mechanic that may be borrowed from if we're looking to change plug events. The shock boots (currently the unequip mechanics are bugged: Have safeword enabled if you want to test) knock you down if you run or sprint. In combat that effect doesn't trigger, so you don't have to walk after a bandit shooting a bow at you. A random event can still shut you down, but it doesn't turn the item in to a game stopper.

 

The helpless mods can create a "below X% mana" function to trigger their scenes and fix that end of the problem. Extra detail in the hardcore effects would be awesome, like gags blocking shouts but being able to disable vibration animations. Ideal would be something that lets use use the mechanic without getting us killed, as it stands right now it's cast fireball -> 2 hand weapon wielding bandits surround you during your animation -> headless dragonborn -> reload -> equip a bow.

 

The downside of course is that it's a ton of code to change in a lot of little places. That can break 3rd party mods. As a framework mod itself DDi faces a problem doing that. Also rewrites of existing stuff will take time away from new toys for everyone to play with.

 

Not a ton of code, not lots of little places.  Three lines of code, one place in the scripts.  (plus wherever is needed to add a config variable settable from MCM.  I don't know MCM yet, but I expect that's one of the simpler things to do with it.)  Other mods that base their activity on "If the vibration level is above 2 (or whatever)" would end up transparently changing their frequency without breaking, because they only care about the fact that a vibraition event is running.  they don't have to know or care about how it was triggered.

 

The alternative (changing the individual mods) on the other hand would involve changing lots of code in lots of little places.  And the more that individual mods override the base effect of DDi, the more likely they are to interfere wih each other, and the more likely they are to break when DDi is updated.

 

 

Edit: the InCombat check is already present in DDi, that's what Hardcore Mode toggles in the script to which I am proposing to add three lines.

Posted
i am getting this error can anybody help

 

[02/22/2015 - 01:34:31AM] Papyrus log opened (PC)

[02/22/2015 - 01:34:31AM] error: Native function GetUseSound in empty state does not match existing signature on linked type Potion. Function will not be bound.

[02/22/2015 - 01:34:31AM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 2000.000000ms)

[02/22/2015 - 01:34:31AM] Memory page: 128 (min) 512 (max) 76800 (max total)

 

Posted

Bugs report: I cannot remove the plugs after take off the chastity belt, it said the belt is still on. This problem happen with version 2.9, when I switch to v2.8.3 everything works fine.

Posted

Bugs report: I cannot remove the plugs after take off the chastity belt, it said the belt is still on. This problem happen with version 2.9, when I switch to v2.8.3 everything works fine.

 

Did you just try removing all devious items before actually installing the update? 

 

Bug reports don't mean much without a PaP log, so I wouldn't expect much help on this.

 

I can make a guess!  Your game has script errors, is my best guess.

 

Posted

 

Bugs report: I cannot remove the plugs after take off the chastity belt, it said the belt is still on. This problem happen with version 2.9, when I switch to v2.8.3 everything works fine.

 

Did you just try removing all devious items before actually installing the update? 

 

Bug reports don't mean much without a PaP log, so I wouldn't expect much help on this.

 

I can make a guess!  Your game has script errors, is my best guess.

 

 

This is the log I got:

 

 

[02/22/2015 - 02:38:17PM] [Zad]: OnEquipped(Marenda: Plug (Primitive) (Anal))

[02/22/2015 - 02:38:17PM] [Zad]: Sending device event DeviceEquippedAnal Plug(Marenda:1)

[02/22/2015 - 02:38:17PM] [Zad]: SyncInventory(): Equipping Anal Plug.

[02/22/2015 - 02:38:20PM] [Zad]: OnEquipped(Marenda: Plug (Primitive) (Vaginal))

[02/22/2015 - 02:38:20PM] [Zad]: Sending device event DeviceEquippedVaginal Plug(Marenda:1)

[02/22/2015 - 02:38:21PM] [Zad]: SyncInventory(): Equipping Vaginal Plug.

[02/22/2015 - 02:38:24PM] [Zad]: OnEquipped(Marenda: Chastity Belt (Iron))

[02/22/2015 - 02:38:25PM] [Zad]: Sending device event DeviceEquippedBelt(Marenda:1)

[02/22/2015 - 02:38:25PM] [Zad]: SyncInventory(): Equipping Belt.

[02/22/2015 - 02:38:25PM] [Zad]: original exposure rate was 2.000000. Setting to 6.000000.

[02/22/2015 - 02:38:33PM] [slainternalscr ]: Severio Pelagia got 4 exposure for seeing naked Marenda

[02/22/2015 - 02:38:37PM] [Zad]: OnUnequipped(Marenda: Chastity Belt (Iron))

[02/22/2015 - 02:38:38PM] [Zad]: RemoveDeviceWithKey called, actor has correct key. Removing Belt.

[02/22/2015 - 02:38:38PM] [Zad]: Sending device event DeviceRemovedBelt(Marenda:1)

[02/22/2015 - 02:38:38PM] [Zad]: RemoveDevice called for Chastity Belt (Iron)

[02/22/2015 - 02:38:38PM] [Zad]: Acquired mutex, removing Chastity Belt (Iron)

[02/22/2015 - 02:38:38PM] [Zad]: QuestMonitor OnDeviceRemoved(Marenda: 1.000000)

[02/22/2015 - 02:38:38PM] [Zad]: OnUnequipped(Marenda: Chastity Belt (Iron))

[02/22/2015 - 02:38:38PM] [Zad]: Detected removal token. Done.

[02/22/2015 - 02:38:38PM] [Zad]: Restoring original exposure rate to 2.000000

[02/22/2015 - 02:38:38PM] [Zad]: SyncInventory(): Nothing needs to be done.

[02/22/2015 - 02:38:50PM] [Zad]: OnUnequipped(Marenda: Plug (Primitive) (Anal))

[02/22/2015 - 02:38:51PM] [Zad]: SyncInventory(): Equipping Anal Plug.

[02/22/2015 - 02:38:54PM] [Zad]: OnUnequipped(Marenda: Plug (Primitive) (Vaginal))

[02/22/2015 - 02:38:55PM] [Zad]: SyncInventory(): Equipping Vaginal Plug.

[02/22/2015 - 02:39:00PM] [Zad]: OnUnequipped(Marenda: Plug (Primitive) (Anal))

[02/22/2015 - 02:39:02PM] [Zad]: SyncInventory(): Equipping Anal Plug.

[02/22/2015 - 02:39:08PM] VM is freezing...

[02/22/2015 - 02:39:08PM] VM is frozen

 

 

 

I forgot to mention that I did start a fresh new game and the issue still persists, so I'm pretty sure that the problem is with the new version (2.9) of this mod. 

Posted

when I use this mod, my character cannot wearing hood.

 

when I uninstall this mod, I can.

 

when I use old version, my character can wear hood too.

 

what can I do for this problem?

Posted

 

Deviously Cursed Loot has a mechanic that may be borrowed from if we're looking to change plug events. The shock boots (currently the unequip mechanics are bugged: Have safeword enabled if you want to test) knock you down if you run or sprint. In combat that effect doesn't trigger, so you don't have to walk after a bandit shooting a bow at you. A random event can still shut you down, but it doesn't turn the item in to a game stopper.

 

The helpless mods can create a "below X% mana" function to trigger their scenes and fix that end of the problem. Extra detail in the hardcore effects would be awesome, like gags blocking shouts but being able to disable vibration animations. Ideal would be something that lets use use the mechanic without getting us killed, as it stands right now it's cast fireball -> 2 hand weapon wielding bandits surround you during your animation -> headless dragonborn -> reload -> equip a bow.

 

The downside of course is that it's a ton of code to change in a lot of little places. That can break 3rd party mods. As a framework mod itself DDi faces a problem doing that. Also rewrites of existing stuff will take time away from new toys for everyone to play with.

 

Not a ton of code, not lots of little places.  Three lines of code, one place in the scripts.  (plus wherever is needed to add a config variable settable from MCM.  I don't know MCM yet, but I expect that's one of the simpler things to do with it.)  Other mods that base their activity on "If the vibration level is above 2 (or whatever)" would end up transparently changing their frequency without breaking, because they only care about the fact that a vibraition event is running.  they don't have to know or care about how it was triggered.

 

The alternative (changing the individual mods) on the other hand would involve changing lots of code in lots of little places.  And the more that individual mods override the base effect of DDi, the more likely they are to interfere wih each other, and the more likely they are to break when DDi is updated.

 

 

Edit: the InCombat check is already present in DDi, that's what Hardcore Mode toggles in the script to which I am proposing to add three lines.

 

The existing effect is about as punishing as I originally intended for it to be. The intent for that particular keyword (Vibrate on spell cast) was to force gently encourage mages to play alternative playstyles whilst stuck with the plug. The problem as I see it, is that so many mods have elected to utilize that keyword on their plugs in situations where it is not appropriate. 

 

We do agree that the current status quo is problematic, and are discussing possible solutions. An MCM toggle is not among the options being considered.  

Posted

What the hell are the forums doing tonight.

 

 

 

 

Bugs report: I cannot remove the plugs after take off the chastity belt, it said the belt is still on. This problem happen with version 2.9, when I switch to v2.8.3 everything works fine.

 

Did you just try removing all devious items before actually installing the update? 

 

Bug reports don't mean much without a PaP log, so I wouldn't expect much help on this.

 

I can make a guess!  Your game has script errors, is my best guess.
 

 

This is the log I got:

 

 

[02/22/2015 - 02:38:17PM] [Zad]: OnEquipped(Marenda: Plug (Primitive) (Anal))
[02/22/2015 - 02:38:17PM] [Zad]: Sending device event DeviceEquippedAnal Plug(Marenda:1)
[02/22/2015 - 02:38:17PM] [Zad]: SyncInventory(): Equipping Anal Plug.
[02/22/2015 - 02:38:20PM] [Zad]: OnEquipped(Marenda: Plug (Primitive) (Vaginal))
[02/22/2015 - 02:38:20PM] [Zad]: Sending device event DeviceEquippedVaginal Plug(Marenda:1)
[02/22/2015 - 02:38:21PM] [Zad]: SyncInventory(): Equipping Vaginal Plug.
[02/22/2015 - 02:38:24PM] [Zad]: OnEquipped(Marenda: Chastity Belt (Iron))
[02/22/2015 - 02:38:25PM] [Zad]: Sending device event DeviceEquippedBelt(Marenda:1)
[02/22/2015 - 02:38:25PM] [Zad]: SyncInventory(): Equipping Belt.
[02/22/2015 - 02:38:25PM] [Zad]: original exposure rate was 2.000000. Setting to 6.000000.
[02/22/2015 - 02:38:33PM] [slainternalscr ]: Severio Pelagia got 4 exposure for seeing naked Marenda
[02/22/2015 - 02:38:37PM] [Zad]: OnUnequipped(Marenda: Chastity Belt (Iron))
[02/22/2015 - 02:38:38PM] [Zad]: RemoveDeviceWithKey called, actor has correct key. Removing Belt.
[02/22/2015 - 02:38:38PM] [Zad]: Sending device event DeviceRemovedBelt(Marenda:1)
[02/22/2015 - 02:38:38PM] [Zad]: RemoveDevice called for Chastity Belt (Iron)
[02/22/2015 - 02:38:38PM] [Zad]: Acquired mutex, removing Chastity Belt (Iron)
[02/22/2015 - 02:38:38PM] [Zad]: QuestMonitor OnDeviceRemoved(Marenda: 1.000000)
[02/22/2015 - 02:38:38PM] [Zad]: OnUnequipped(Marenda: Chastity Belt (Iron))
[02/22/2015 - 02:38:38PM] [Zad]: Detected removal token. Done.
[02/22/2015 - 02:38:38PM] [Zad]: Restoring original exposure rate to 2.000000
[02/22/2015 - 02:38:38PM] [Zad]: SyncInventory(): Nothing needs to be done.
[02/22/2015 - 02:38:50PM] [Zad]: OnUnequipped(Marenda: Plug (Primitive) (Anal))
[02/22/2015 - 02:38:51PM] [Zad]: SyncInventory(): Equipping Anal Plug.
[02/22/2015 - 02:38:54PM] [Zad]: OnUnequipped(Marenda: Plug (Primitive) (Vaginal))
[02/22/2015 - 02:38:55PM] [Zad]: SyncInventory(): Equipping Vaginal Plug.
[02/22/2015 - 02:39:00PM] [Zad]: OnUnequipped(Marenda: Plug (Primitive) (Anal))
[02/22/2015 - 02:39:02PM] [Zad]: SyncInventory(): Equipping Anal Plug.
[02/22/2015 - 02:39:08PM] VM is freezing...
[02/22/2015 - 02:39:08PM] VM is frozen

 

 

I forgot to mention that I did start a fresh new game and the issue still persists, so I'm pretty sure that the problem is with the new version (2.9) of this mod. 

 

The problem is on your end. You likely have a mod overwriting scripts/zadBeltScript.pex or scripts/zadPlugScript.pex No mod should overwrite this mod's scripts. 

 


when I use this mod, my character cannot wearing hood.

 

when I uninstall this mod, I can.

 

when I use old version, my character can wear hood too.

 

what can I do for this problem?

Change the device hider slot to '54'. See https://github.com/DeviousDevices/Docs/wiki/Slot-Usage-Reference for more information.

Posted

i was already using the 2.83 verson but stil crashes to desktop

how can i fix the overwriting for that mod  ?

That was a response to someone else. Hence his text being in my response...

 

You did not follow the installation instructions if you're crashing on launch. Use tes5edit to figure out which dependency you're missing.

Posted

What the hell are the forums doing tonight.

 

 

 

 

Bugs report: I cannot remove the plugs after take off the chastity belt, it said the belt is still on. This problem happen with version 2.9, when I switch to v2.8.3 everything works fine.

 

Did you just try removing all devious items before actually installing the update? 

 

Bug reports don't mean much without a PaP log, so I wouldn't expect much help on this.

 

I can make a guess!  Your game has script errors, is my best guess.

 

 

This is the log I got:

 

 

[02/22/2015 - 02:38:17PM] [Zad]: OnEquipped(Marenda: Plug (Primitive) (Anal))

[02/22/2015 - 02:38:17PM] [Zad]: Sending device event DeviceEquippedAnal Plug(Marenda:1)

[02/22/2015 - 02:38:17PM] [Zad]: SyncInventory(): Equipping Anal Plug.

[02/22/2015 - 02:38:20PM] [Zad]: OnEquipped(Marenda: Plug (Primitive) (Vaginal))

[02/22/2015 - 02:38:20PM] [Zad]: Sending device event DeviceEquippedVaginal Plug(Marenda:1)

[02/22/2015 - 02:38:21PM] [Zad]: SyncInventory(): Equipping Vaginal Plug.

[02/22/2015 - 02:38:24PM] [Zad]: OnEquipped(Marenda: Chastity Belt (Iron))

[02/22/2015 - 02:38:25PM] [Zad]: Sending device event DeviceEquippedBelt(Marenda:1)

[02/22/2015 - 02:38:25PM] [Zad]: SyncInventory(): Equipping Belt.

[02/22/2015 - 02:38:25PM] [Zad]: original exposure rate was 2.000000. Setting to 6.000000.

[02/22/2015 - 02:38:33PM] [slainternalscr ]: Severio Pelagia got 4 exposure for seeing naked Marenda

[02/22/2015 - 02:38:37PM] [Zad]: OnUnequipped(Marenda: Chastity Belt (Iron))

[02/22/2015 - 02:38:38PM] [Zad]: RemoveDeviceWithKey called, actor has correct key. Removing Belt.

[02/22/2015 - 02:38:38PM] [Zad]: Sending device event DeviceRemovedBelt(Marenda:1)

[02/22/2015 - 02:38:38PM] [Zad]: RemoveDevice called for Chastity Belt (Iron)

[02/22/2015 - 02:38:38PM] [Zad]: Acquired mutex, removing Chastity Belt (Iron)

[02/22/2015 - 02:38:38PM] [Zad]: QuestMonitor OnDeviceRemoved(Marenda: 1.000000)

[02/22/2015 - 02:38:38PM] [Zad]: OnUnequipped(Marenda: Chastity Belt (Iron))

[02/22/2015 - 02:38:38PM] [Zad]: Detected removal token. Done.

[02/22/2015 - 02:38:38PM] [Zad]: Restoring original exposure rate to 2.000000

[02/22/2015 - 02:38:38PM] [Zad]: SyncInventory(): Nothing needs to be done.

[02/22/2015 - 02:38:50PM] [Zad]: OnUnequipped(Marenda: Plug (Primitive) (Anal))

[02/22/2015 - 02:38:51PM] [Zad]: SyncInventory(): Equipping Anal Plug.

[02/22/2015 - 02:38:54PM] [Zad]: OnUnequipped(Marenda: Plug (Primitive) (Vaginal))

[02/22/2015 - 02:38:55PM] [Zad]: SyncInventory(): Equipping Vaginal Plug.

[02/22/2015 - 02:39:00PM] [Zad]: OnUnequipped(Marenda: Plug (Primitive) (Anal))

[02/22/2015 - 02:39:02PM] [Zad]: SyncInventory(): Equipping Anal Plug.

[02/22/2015 - 02:39:08PM] VM is freezing...

[02/22/2015 - 02:39:08PM] VM is frozen

 

 

 

I forgot to mention that I did start a fresh new game and the issue still persists, so I'm pretty sure that the problem is with the new version (2.9) of this mod. 

 

The problem is on your end. You likely have a mod overwriting scripts/zadBeltScript.pex or scripts/zadPlugScript.pex No mod should overwrite this mod's scripts. 

 

Thanks, you were right. I've checked again and noticed that Capture Dream Shop was overwrite those scripts. Now it works fine, although the plugs not automatic slide out when belt removed (have to do it manually) but it not a big deal anyway, cheers :)

 

Posted

The existing effect is about as punishing as I originally intended for it to be. The intent for that particular keyword (Vibrate on spell cast) was to force gently encourage mages to play alternative playstyles whilst stuck with the plug.

I'm not particularly sure what these alternatives would be. Mages cast spells, after all. The only way I can see to avoid it would be to use other weapons. Which would defeat the purpose of being a mage. It seems kind of arbitrary if mages aren't allowed to use their skills, whereas every other class gets to use theirs.

 

 

But that's actually not what I wanted to talk about. This is:

 

The problem as I see it, is that so many mods have elected to utilize that keyword on their plugs in situations where it is not appropriate.

Maybe so many mods use that keyword because they wanted to have some kind of "cool effect" for mages. And this one was the only one available.

 

So perhaps the solution would be not to change this mechanic but instead provide alternatives for those other mods. Alternatives which are tied to other, new keywords. This way, it wouldn't break any mod that actually wants to "disable" the mage and the mods that just wanted an annoying/pleasing, yet not crippling effect could move to the new keywords.

 

 

One alternative that doesn't - at first glance - seem too stupid to me: Make a keyword that cause the plugs to "feed" off the mana of the player to power their vibration/shocking. But only outside combat and when combat is entered, the mana is returned.

 

Resulting effect:

  • No crippling during combat (except the usual random events)
  • The better a mage you are, the higher you mana reserve and the longer your stimulation (might actually give you another reason to skill mana)
  • Same goes for bonuses to mana regen rate: The faster it regenerates, the more often you are stimulated
  • After combat, you are probably to be stimulated again because you got your mana back and there's likely to be some left. So the plug again has something to feed from.
  • Hence, combat would effectively add arousal. You would get off on being in danger. ;)
  • Mana potions could effectively be used as aphrodisiac.
This could also be done for stamina (why should only mages enjoy it?), although it might effectively disable sprinting. You might have to return it for that. You could also drain health, but of course not to 0.

 

 

Implementation might be tricky because OnCombatStateChanged doesn't work on the player (according to wiki). You might have to put an effect on all NPCs in the area, similar to the gag effect.

 

 

Just a thought.

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