Moonlove Posted February 8, 2014 Posted February 8, 2014 @everybody Thanks, I see. I will install Devious gags+ to solve this problem,however, using my hand to write message is more realistic.
Guest Posted February 8, 2014 Posted February 8, 2014 I have some padded leg cuffs that are equipped that don't show up in my inventory. I have some that are unequipped in my inventory, but whenever I try to use them it tells me I can't have multiple sets equipped at the same time. Is there anything I can do to remove these cuffs?
Razz0r Posted February 8, 2014 Posted February 8, 2014 Is there a way to completely disable momentarily losing control from the effect of the plugs? I know it's somewhat unrealistic, but the plugs really get in the way of gameplay. Perhaps there's a particular set that could do this? I've tried disabling and locking arousal rates in MCM which didn't seem to do anything.
NicoleDragoness Posted February 8, 2014 Posted February 8, 2014 Well, I did it! For myself, of course. No intention to interfere here. I packaged all the loose files / folders inside a bsa package. I installed everything and checked carefully. It worked like a charm. The Forbidden Tome quest started as espected and ran the same way. All right. But I noticed that the "self cuddling" animations are not playing at all, even if "espressions" of my char were effective. So I investigated a bit and I ended up with the need to install, ALSO and ADDED, outside the bsa, the entire "meshes" folder with the animations and behaviour files. Without this loose folder, it seems that FNIS can't recognize the new animations. With this loose folder installed and with FNIS tool ran again, everything is fine. So, any advice on why this happened could be appreciated. Anyhow, about the FT quest, I had only one issue. At the start of the quest (tried three times just to be sure. I saved immediately before the grab of the key), I was hanged but Urag was ALWAYS far away about two meters. Three times on three. No other issues to report. Thank you.
matekun Posted February 8, 2014 Posted February 8, 2014 Is there a way to completely disable momentarily losing control from the effect of the plugs? I know it's somewhat unrealistic, but the plugs really get in the way of gameplay. Perhaps there's a particular set that could do this? I've tried disabling and locking arousal rates in MCM which didn't seem to do anything. You can disable the hardcore option,that removes the animations in combat.Also,you can reduce the vibration chance. I have some padded leg cuffs that are equipped that don't show up in my inventory. I have some that are unequipped in my inventory, but whenever I try to use them it tells me I can't have multiple sets equipped at the same time. Is there anything I can do to remove these cuffs? That's because the ones you see in inventory are not the ones you have currently equipped. A solution to that can be to put all your items in a container,then the cuffs you wear will appear in inventory.If they are locked you need the key for it. There is a problem with duplicated items right now,probably will be fixed in next version.
Razz0r Posted February 8, 2014 Posted February 8, 2014 You can disable the hardcore option,that removes the animations in combat.Also,you can reduce the vibration chance. I've already disabled the hardcore option, but it still appears when I'm running around. I like the having the vibration feature, I just want to remove the animation that disables player controls for a while.
pinky6225 Posted February 8, 2014 Posted February 8, 2014 So if I start at lvl 15 lockpicking and I wanted to have a 1% chance of removing a device with lockpicks at that level, I'd want to set the difficulty at about 114. Is that about right? Only for the magic version it uses destruction magic level and for strength it uses one handed or something? You have to factor in arousal level aswell, because that matters (the more arousal, the harder it gets, although i've no idea by how much it gets harder). So you'd have to aim lower than that for it to still be possible (when belted and plugged, you can't get rid of accumulated arousal, as far as i can tell), a setting of 90 perhabs? Not really sure.. Personally, i'd preferr a more transparent system where we could set a static percentage value. That'd be a lot easier to work with Does the same apply to other methods of getting out? for example when you try and cast a spell and select destruction
Min Posted February 8, 2014 Author Posted February 8, 2014 @Min Hello, I have a logic question about the mod, when my character is gagged, she cannot talk to anyone. I found I should go to Winterhold colleage Arcanum and read a book in a bookshelf. The problem is if I have not joined the college, the guard in front of the college gate will not let me in. I want to join the college but I cannot talk to her. So, when my character is gagged, how can she enter the Arcanum to read the book? thanks! The gag does not prevent forcegreets from other NPC's. You should still be able to join via the standard interaction. Assuming you can manage to find a fireball spellbook lying around somewhere I guess. Since you can't buy one off a merchant without talking to them. To Moonlove: I'd suggest installing some other mods to get around this problem. There's a devices+gags mod which lets you talk to npcs with a gag on so long as you have a quill and paper in your inventory. And there's the devices for the masses mod which lets you add device keys at random to bandits, npcs, and the like. Or you could go for a mod which lets you craft lockpicks and tackle the problem that way. I'm kind of curious how the equation for unlocking without a key works. I'm trying to figure out the best setting for the difficulty number such that every attempt has some small chance of success. Here's my guess. L = base lockpicking level, R = random number up to 100, D = difficulty of device removal from the mcm settings. if( L + R > D ) unlock So if I start at lvl 15 lockpicking and I wanted to have a 1% chance of removing a device with lockpicks at that level, I'd want to set the difficulty at about 114. Is that about right? Only for the magic version it uses destruction magic level and for strength it uses one handed or something? That formula is more or less correct. As Coopervane mentioned, it is also negatively impacted by your character's current Arousal (Arousal/5, to be precise). Furthermore, different approaches carry different difficulties: it's more difficult for an equally skilled practitioner of Destruction to safely melt off a chastity belt than it is for a thief to pick the lock on it. Alteration is safer/easier than destruction, etc, etc. My thoughts on the matter from last time this conversation was had: The skill formula was designed as to be only possible for true masters of the craft to escape in that manner: If they were trivially escapable (Any chance >0% for low levels), it would trivialize quests built around them, as the player could simply spam escape. I have some padded leg cuffs that are equipped that don't show up in my inventory. I have some that are unequipped in my inventory, but whenever I try to use them it tells me I can't have multiple sets equipped at the same time. Is there anything I can do to remove these cuffs? You probably managed to remove them earlier, without triggering an OnUnequipped event. Skyrim is rather finnicky about when it sends those. The most common cause of this issue, is that you had more than one instance of them in your inventory at the time you attempted to interact with them. Remove all but one copy of them from your inventory, and reequip them via console. Is there a way to completely disable momentarily losing control from the effect of the plugs? I know it's somewhat unrealistic, but the plugs really get in the way of gameplay. Perhaps there's a particular set that could do this? I've tried disabling and locking arousal rates in MCM which didn't seem to do anything. There's no way of doing that at this time. They're supposed to interfere with regular gameplay a bit: Having a set of magically vibrating plugs stuffed in to your nether-regions should interfere with day to day adventuring. You can reduce the frequency at which vibration events occur, however, by changing the event interval option in the MCM menu. Well, I did it! For myself, of course. No intention to interfere here. I packaged all the loose files / folders inside a bsa package. I installed everything and checked carefully. It worked like a charm. The Forbidden Tome quest started as espected and ran the same way. All right. But I noticed that the "self cuddling" animations are not playing at all, even if "espressions" of my char were effective. So I investigated a bit and I ended up with the need to install, ALSO and ADDED, outside the bsa, the entire "meshes" folder with the animations and behaviour files. Without this loose folder, it seems that FNIS can't recognize the new animations. With this loose folder installed and with FNIS tool ran again, everything is fine. So, any advice on why this happened could be appreciated. Anyhow, about the FT quest, I had only one issue. At the start of the quest (tried three times just to be sure. I saved immediately before the grab of the key), I was hanged but Urag was ALWAYS far away about two meters. Three times on three. No other issues to report. Thank you. Spiffy. Not sure if FNIS is capable of finding animations inside of BSA files: I suspect not, but haven't looked in to it. So if I start at lvl 15 lockpicking and I wanted to have a 1% chance of removing a device with lockpicks at that level, I'd want to set the difficulty at about 114. Is that about right? Only for the magic version it uses destruction magic level and for strength it uses one handed or something? You have to factor in arousal level aswell, because that matters (the more arousal, the harder it gets, although i've no idea by how much it gets harder). So you'd have to aim lower than that for it to still be possible (when belted and plugged, you can't get rid of accumulated arousal, as far as i can tell), a setting of 90 perhabs? Not really sure.. Personally, i'd preferr a more transparent system where we could set a static percentage value. That'd be a lot easier to work with Does the same apply to other methods of getting out? for example when you try and cast a spell and select destruction Indeed it does: See my response at the beginning of this post.
Coopervane Posted February 8, 2014 Posted February 8, 2014 My thoughts on the matter from last time this conversation was had: The skill formula was designed as to be only possible for true masters of the craft to escape in that manner: If they were trivially escapable (Any chance >0% for low levels), it would trivialize quests built around them, as the player could simply spam escape. An idea: Would it be possible to set lock difficulty via a keyword put on the item or something similar? If it is, then that would be a very easy way to deal with this. Some mods, like Submit+DD, would work better if the devices where not impossible to remove (even for a low level char), whilst others, like Angerim's and the Forbidden Tome quest, the player can basically break stuff if they escape on their own, and so you'd want it to be extremely difficult or even impossible without a unique key if the quest requires that (but you might not get that currently, if people have set the requirements low so it can work with Sub+DD or similar, then that can cause trouble for other mods where the req's should be high). Basically, a system where modders can set the difficulty according to the needs of the mod, that would be great flexibillity to have. Well, assuming that it is possible in any good kind of way of course.
Veladarius Posted February 8, 2014 Posted February 8, 2014 Min has a way to keep the player from removing belts without a key, we as modders need a reason to keep you locked away without being able to escape. Also, since the difficulty is set via MCM menu there may be a way for a mod to make adjustments to the difficulty, not really sure.
Zydar Posted February 8, 2014 Posted February 8, 2014 This might be a minor thing but since Sexlab has face expressions, would it be possible to have that thing in DD? Like during the horny animation when belted or plugs vibrating.
Min Posted February 8, 2014 Author Posted February 8, 2014 This might be a minor thing but since Sexlab has face expressions, would it be possible to have that thing in DD? Like during the horny animation when belted or plugs vibrating. The plug vibrations already use Sexlab's facial expressions. Added that a number of versions ago. The horny animations don't at the moment, though.
TheFallin Posted February 8, 2014 Posted February 8, 2014 There's quite a few pages on this mod and I tried to find the answer so sorry if this is a repeat question. I'm using PH and when I tell my "new followers" to equip the belts or any of the items marked magic with effects they do not appear in game. Checking their inventory again it shows that they have the item and have equipped it. Items work fine on PC, any suggestions?
Min Posted February 8, 2014 Author Posted February 8, 2014 There's quite a few pages on this mod and I tried to find the answer so sorry if this is a repeat question. I'm using PH and when I tell my "new followers" to equip the belts or any of the items marked magic with effects they do not appear in game. Checking their inventory again it shows that they have the item and have equipped it. Items work fine on PC, any suggestions? Do they work on non-PH NPC's? I don't use that mod myself, so haven't tested the devices with it.
NicoleDragoness Posted February 8, 2014 Posted February 8, 2014 This might be a minor thing but since Sexlab has face expressions, would it be possible to have that thing in DD? Like during the horny animation when belted or plugs vibrating. My horny redhead myself opens mouth, squeezes eyes and grins while the plugs vibrate inside her, so I suppose that facial animations are working in some manner, even if, maybe, are not called directly by DD but by the Framework. Min wrote: Spiffy. Not sure if FNIS is capable of finding animations inside of BSA files: I suspect not, but haven't looked in to it. Probably not. The other two mods I used that have custom animations are both "packed" with bsa files for scripts, textures and other stuffs but the meshes folder with animations and behaviour files are separated anyway.
Min Posted February 8, 2014 Author Posted February 8, 2014 This might be a minor thing but since Sexlab has face expressions, would it be possible to have that thing in DD? Like during the horny animation when belted or plugs vibrating. My horny redhead myself opens mouth, squeezes eyes and grins while the plugs vibrate inside her, so I suppose that facial animations are working in some manner, even if, maybe, are not called directly by DD but by the Framework. They are indeed called directly by DD. The plug vibration scene isn't handled by sexlab.
Silvers Posted February 9, 2014 Posted February 9, 2014 I'm not entirely sure whether this has been suggested before, but i don't think so... I think it would be a nice idea to offer a "light" version of the quest chain, where you somehow just end up in chastity and you have to get out of it, but not through the forced sexual scenes. A selfbondage version, if you will. The plans for the restraints could still be found in the library in a conspicuously locked box, but instead of 'just curiousity' the player gets charmed through a curse on the plans into creating the restraints and putting them on. After the player regains their full faculties and realize what they just did they can investigate the plans further, possibly finding some clues to them being a product of Sanguine's mind, or one of his underlings (to not interfere with the actual Sanguine quest). The player then has to follow the clues to find the keys, without having to suck cock or whatever - Though the 'distracting' elements of the restraints would still be there. Maybe there's a voice talking through them, providing some communication with the creator, giving some banter that only the player can hear - Could be a comedic hook to lighten it up in between. I know, bad idea or whatever, but i think it can work
NicoleDragoness Posted February 9, 2014 Posted February 9, 2014 Fore has released the FNIS 5.0Beta1a.
TheFallin Posted February 9, 2014 Posted February 9, 2014 There's quite a few pages on this mod and I tried to find the answer so sorry if this is a repeat question. I'm using PH and when I tell my "new followers" to equip the belts or any of the items marked magic with effects they do not appear in game. Checking their inventory again it shows that they have the item and have equipped it. Items work fine on PC, any suggestions? Do they work on non-PH NPC's? I don't use that mod myself, so haven't tested the devices with it. Yep works great with non PH NPC's.
DarkMaleficus Posted February 9, 2014 Posted February 9, 2014 Just out of curiosity: What's the status on the Surreptitious Streets quest(line)?
Veladarius Posted February 9, 2014 Posted February 9, 2014 Just out of curiosity: What's the status on the Surreptitious Streets quest(line)? It won't be ready for a while. There is a lot of dialogue, multiple quests and a lot of scenes Min has to put together. I think we wrote around 50 pages of dialogue for it total.
Min Posted February 9, 2014 Author Posted February 9, 2014 Just out of curiosity: What's the status on the Surreptitious Streets quest(line)? Still in ongoing development. It's coming. Eventually!
xyvr Posted February 9, 2014 Posted February 9, 2014 I've downloaded the new version and everything seems to work but when i was running wyre bash for something else it came up with this error Devious Devices - Integration.esp: Unexpected subrecord: 'COBJ.CIS2' Error loading 'COBJ' record and/or subrecord: 0600B009 eid = u'zad_deviousBeltKeyRecipe' subrecord = 'CIS2' subrecord size = 18 file pos = 80526 Error in Devious Devices - Integration.esp No idea. Can anyone else confirm that this problem happens for you, too? When I have the arm binder equipped and ask one of my followers to remove it, when I select come closer for me to thank you a dialogue pops up and says animation is missing. So my silly question is "do i have to enable some feature in sexlabs" The exact message would be a fair bit more helpful. So I have a question: I'm pretty sure there was a mention last night in this thread that, if the player is belted and picks up the book to start the quest (learning how to make devices and keys), the quest won't work and they won't learn anything? That being the case, how does one ever escape a belt? The formula mentioned gives roughly a 15% chance if the player has skill 100 and is not particularly aroused, but my character is low level and fully aroused because she had this belt put on her right towards the beginning of the game (shouldn't have tried to fight a troll at level 2!), so I would assume she has basically zero chance to ever remove it on her own. I thought NPCs were supposed to be able to assist, but I don't ever get the dialogue option, even with those who are friendly towards me. Is my game broke, or am I just missing something? For the Masses adds keys to leveled lists, captured dreams adds merchants that will sell you keys, and you can craft your own, if you read the book (Which will still teach you to craft, even if you're belted). We are indeed planning more devices: Zadil will be throwing up a poll soon in his thread for the next type of device to be added. Fantastic news. And one small suggestion, another fellow member asked and you detailed the escape formula. I think it would be a good idea to add that in one or two sentences in the MCM tooltip description for setting the escape difficulty, because probably many people play with vanilla skyrim skills and with this tip it should be easier to tweak the difficulty to personal liking for everybody. Okay, that's a good suggestion. I'll expand the description for that. I have that problem too. . I think its because the new version only has devious devices integration as an esm an a large portion of the mods need it to be an esp I tried loaded the last version to get the esp file but I just get that error so maybe we have to wair for the other mods to work with the esm. im new at this stuff so I can only guess.
Min Posted February 9, 2014 Author Posted February 9, 2014 I have that problem too. . I think its because the new version only has devious devices integration as an esm an a large portion of the mods need it to be an esp I tried loaded the last version to get the esp file but I just get that error so maybe we have to wair for the other mods to work with the esm. im new at this stuff so I can only guess. Which problem? I responded to quite a few posts in the post that you quoted. None of the mods that use Devious Devices - Integration still require an ESP in their latest version. All of them were updated within a couple of hours of the switch to ESM.
KomradePavlov Posted February 9, 2014 Posted February 9, 2014 I don't know if this has been asked before: Are you going to make it so that when the player is gagged and tries to talk to an NPC all that comes out is a little muffled moan? I think that would be better than just utter silence.
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