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Sexlab Submit+Devious Devices


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Posted

Solution idea sent back.  Not sure I understood all of the problems, but the intent in that solution is to just skip to the script that actually 'releases' the player if the armbinder is equipped.

 

I may have some syntax wrong, but you get the idea.

Posted

You need to struggle until get message that it's not so tight anymore and then use get it off command.

 

PS... Gah... It was answer to how to get out of the armbinder... Maybe add it to the FAQ section of the mod?

Posted

of this mod? or devious devices?

 

 

PS: not to sound rude or whatever to smaso because he has a great idea, but the version 0.4 thats currently here is pretty buggy and may cause your character to freeze or make your game crash or make your computer explode.  Use at your own risk.

 

i should have a version thats more stable to share sometime tomorrow after some testing is done

Posted

this is mostly redundant, the DD code already catches remove-alls and reequips the items as needed.  and the DD gags block oral scenes as well

 

 

--edit: damn, ninjaed

 

Except from what I've seen, they don't. All DD items are removed, and not re-applied until this mod puts them back on at the end.

 

Of course The DD author will remember me as having long delays before his inventory checking code works, up to 30 seconds. so that could be why they never get re-applied.  In any event, My mod works for me, just thought I would share.

 

As for the gags, I haven't tried the new DD gags yet, using a BETA version of Aroused was a no-go. But as today he's finally taken Aroused out of beta, I'll get around to finally installing that update. :)

 

Cheers :)

 

Posted

 

One problem I noticed with this mod and Submit is, if you have it in hardcore mode, and you are bound after capture, as soon as your captor 'notices' you again, and tries to have sex with you again, it strips off all the items that were added, all over again.  I don't think that makes sense, so I added a little additional mod:

 

in _slsubmitscene.psc, change the PlayerRob() function:

If (_SLConfig.StealActive && !_SLQuest.NonSentientNPC(Victor))
	Victim.RemoveAllItems(Victor,false,false)
Else
	if (Gold != 0)
           Victim.UnequipAll() ; Only strip if there was gold, means it's first time.
	EndIf
EndIf

This just checks if you have gold. If there is gold, strips everything off, if not (because you were already robbed) strips nothing. So keeps the gag/blindfold/Devices on after that.

 

Of course right now the problem is if an oral animation is chosen, the gag being on seems silly. So likely later I'll add more code to remove the gag and/or belt randomly. (or someone else can add that on).  :)

 

I know using Gold probably isn't foolproof, but I don't know the Submit mod well enough to know if there's another way to tell you've already been robbed once.

I would caution making changes to that script as part of an integration type package unless absolutely necessary, because _SLSubmitConfig, _SLSubmitQuest, and _SLSubmitScene are mega scripts that each house a shitload of stuff, so the chances of them being changed in some form or fashion whenever I make an update is pretty high.  And I just can't seem to stop making updates lately... :wacko:

 

Given that your edited script would have to be a loose script, which overrides what I put in the .BSA I make each update, the first time I change something there, your loose script would then override the update, potentially breaking the mod or making some function or another act wonky until you went in and had to manually extract/re-edit the script.

 

The better thing would just be to re-add the gag/etc in some form or fashion, which according to the previous post, sounds like it already does that.

 

 

Yes, I"m aware. I re-compile all my tweaks against the latest version every time.  Your mod isn't the only one I tweak to my tastes.  As a programmer I know how to handle version control. :)  But I do appreciate your concerns.  Thanks.

 

As to re-adding, the problem is that DD checks every inventory item for a keyword multiple times, which in situations like mine where I have thousands of items (zero weight mod), it takes a very, very, very long time.  So relying on that code to re-wear items, fails more often than not. In my situation (and I suspect I'm not the only one), it's best it's never taken off to begin with.

 

Someone needs to lobby the SKSE guys to add a inventory search by keyword function. it would really simplify things. and by Simplify I mean speed up by an order of magnitude ^_^

 

Posted

 

 

One problem I noticed with this mod and Submit is, if you have it in hardcore mode, and you are bound after capture, as soon as your captor 'notices' you again, and tries to have sex with you again, it strips off all the items that were added, all over again.  I don't think that makes sense, so I added a little additional mod:

 

in _slsubmitscene.psc, change the PlayerRob() function:

If (_SLConfig.StealActive && !_SLQuest.NonSentientNPC(Victor))
	Victim.RemoveAllItems(Victor,false,false)
Else
	if (Gold != 0)
           Victim.UnequipAll() ; Only strip if there was gold, means it's first time.
	EndIf
EndIf

This just checks if you have gold. If there is gold, strips everything off, if not (because you were already robbed) strips nothing. So keeps the gag/blindfold/Devices on after that.

 

Of course right now the problem is if an oral animation is chosen, the gag being on seems silly. So likely later I'll add more code to remove the gag and/or belt randomly. (or someone else can add that on).  :)

 

I know using Gold probably isn't foolproof, but I don't know the Submit mod well enough to know if there's another way to tell you've already been robbed once.

I would caution making changes to that script as part of an integration type package unless absolutely necessary, because _SLSubmitConfig, _SLSubmitQuest, and _SLSubmitScene are mega scripts that each house a shitload of stuff, so the chances of them being changed in some form or fashion whenever I make an update is pretty high.  And I just can't seem to stop making updates lately... :wacko:

 

Given that your edited script would have to be a loose script, which overrides what I put in the .BSA I make each update, the first time I change something there, your loose script would then override the update, potentially breaking the mod or making some function or another act wonky until you went in and had to manually extract/re-edit the script.

 

The better thing would just be to re-add the gag/etc in some form or fashion, which according to the previous post, sounds like it already does that.

 

 

Yes, I"m aware. I re-compile all my tweaks against the latest version every time.  Your mod isn't the only one I tweak to my tastes.  As a programmer I know how to handle version control. :)  But I do appreciate your concerns.  Thanks.

 

As to re-adding, the problem is that DD checks every inventory item for a keyword multiple times, which in situations like mine where I have thousands of items (zero weight mod), it takes a very, very, very long time.  So relying on that code to re-wear items, fails more often than not. In my situation (and I suspect I'm not the only one), it's best it's never taken off to begin with.

 

 

I do remember you, :P.

 

The inventory iteration code shouldn't run, unless abnormal behavior is encountered. There's an issue floating around at the moment that can produce the behavior necessary to cause those checks to run, though. Tis in my todo list of things to change/fix.

Posted

I took the liberty of rewriting this mod to be stable and functional.  Here is a description:

 

-When you submit and are bound, you will receive one item from each of the following groups

 

Blindfolds:
Blindfold (Unlocked)

 

Gags:

DD Ball Gag (Locked)

DD Ring Gag (Locked)

Ball Gag (Unlocked)

Ring Gag (Unlocked)
Leather Gag (Unlocked)

Panel Gag (Unlocked)

 

Plugs:
Primitive Plugs

Iron Plugs

Soulgem Plugs

Inflatable Plugs

 

Belts:

Padded Belt (Locked)

 

Restraints:

Arm Cuffs (Locked)

Leg Cuffs (Locked)

Posture Collar (Locked)

Chastity Bra (Locked)

Armbinder (Locked)

 

-If you already have something in a certain slot that item is skipped

-If you receive an Armbinder, or already have an Armbinder, the escape phase immediately ends, and you may flee at any time

 

 

I tried this about 20 or 30 times with no errors or bad effects other than a few strange animation effects (if you have an armbinder, your hands are gone, so when the surrender animations play you will look like you have no hands)

 

 

Submit v0.5.zip

Posted

I've been playing around with the 0.5 version that Aelie made since this morning (got a sneak peak!) and after some initial hiccups getting it going (which were faults of my game not the mod), I can say it works very well and adds all kinds of nasty devices after Submit has had its way with my poor girl.

 

The big downside is that you can get fitted with the armbinder or gags, which can severely hamper the game. Armbinders at least can be removed with help from NPCs, but gags prevent any sort've dialogue at all, so if you can't remove them yourself, you are completely screwed.

Posted

 

gags prevent any sort've dialogue at all, so if you can't remove them yourself, you are completely screwed.

 

this is why i diluted the gag pool with non dd gags, because they are so potent.  i'd like to be able to add unlocked versions that you can take off without a key

 

at least, though, the chance of getting an armbinder and a dd gag from one submit is low (1/5 * 2/6 = 1/15 = ~6-7%)

Posted

I think a better solution would be to give the actor that added these devices to you an appropriate key to get them off. 

 

That way you can free yourself by killing the person who wronged you, or at least partially free yourself if you have the 'destroy key' option (which is how I would play it... that way I could remove the most offensive device, but still be in peril from others).

Posted

I think a better solution would be to give the actor that added these devices to you an appropriate key to get them off. 

 

That way you can free yourself by killing the person who wronged you, or at least partially free yourself if you have the 'destroy key' option (which is how I would play it... that way I could remove the most offensive device, but still be in peril from others).

 

i'll see what i can do.

Posted

the idea of adding the key to the npc sounds good, the problem is when you get the armbinder

 

Yeah when you get the armbinder, you are well and truly screwed, because you can't fight, which means you can't get back at your former abuser.

 

However, at least you can head back to town and beg NPCs to let you loose, and likely then come back to get your revenge after scrounging up some other weapons and armor. :)

Posted

 

Yeah when you get the armbinder, you are well and truly screwed, because you can't fight, which means you can't get back at your former abuser.

 

no one said it was going to be easy, you were supposed to die after all... if you have to go to a safe place and struggle out of an armbinder before you can take revenge, such is life

Posted

Armbinders aren't really the problem. I mean... they are a problem but the solutions are fun (to me anyhow). Gags are the current issue. :P

 

stopquest zadGagQuest, if you wish to disable the dialogue blocking for the moment. When I designed the gag, I had been more considering it for other scenes (Such as ones that I'll be using in Surreptitious Streets), and not for general purpose wear like this. Will play around with solutions to the current issue.

Posted

But once you can move your arms you can remove the gag easily?

At least when i tried yesterday i could take on and off the gag in inventory whenever i wanted to.

So only hardcore submit mode should be problematic, but with softcore you could unlock your binds and then when you finally get free from the armbinder can take off the gag.

Posted

 

Armbinders aren't really the problem. I mean... they are a problem but the solutions are fun (to me anyhow). Gags are the current issue. :P

 

stopquest zadGagQuest, if you wish to disable the dialogue blocking for the moment.

 

 

Yeah I saw that in the other thread, and I may have to resort to that, but it feels like cheating. I am chomping at the bit (err... so to speak) for an in-game solution.   ^_^

 

But once you can move your arms you can remove the gag easily?

At least when i tried yesterday i could take on and off the gag in inventory whenever i wanted to.

 

Some gags that can be put on you are from Zaz, which are not locked. Others, aka the gags from DD, are locked and you cannot remove them without a key.

Posted

 

But once you can move your arms you can remove the gag easily?

At least when i tried yesterday i could take on and off the gag in inventory whenever i wanted to.

 

Some gags that can be put on you are from Zaz, which are not locked. Others, aka the gags from DD, are locked and you cannot remove them without a key.

 

Hmm hadn't so much time yesterday, so i spawned one of the gags in the console, i could equip and unequip it at will, but couldn't speak.

So maybe my gag only worked halfway.

 

Looking forward once they are implemented in a way that they extremely distress you, especially in combination with other devices, but don't lock you in a completely helpless situation where you have to use console codes.

 

 

Posted

 

Some gags that can be put on you are from Zaz, which are not locked. Others, aka the gags from DD, are locked and you cannot remove them without a key.

 

Lockpicks can also be your freind.

 

Although, for a low level char, you'll definately need to adjust the escape difficulty in the DD settings menu. At it's default setting of 185, you've got a snowball's chance in hell without a key. Set it to around 80 to 100 though, and it's doable (but stock up on picks, you might need more than a few).

Posted

the problem I see is, the default bindings disable access to inventory. so with both the bindings and the gag on, you are truly stuck. Can't ask for help, can't 'struggle' out by opening inventory and attempting to remove. I kind of think there needs to be some further key for struggling out of the bindings, or alternately, It shouldn't disable access to inventory.

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