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SexLab Submit + Devious Devices


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Posted

The only problem I am having is I need more bandits! Skyrim is being stingy with the keys even with it at a 20% in FtM.

 

 

 

Bandit 1: Did you hear the boss? He said a bunch of bandits down south are gone.

 

Bandit 2: Are the guards getting more aggressive?

 

Bandit 1: Don't know. Boss is considering going down there.

 

Bandit 3: It isn't guards, it is some devil woman.

 

Bandit 2: What are you babbling about?

 

Bandit 3: I seen her about 10 days ago at Valtheim, I was part of the crew there. This woman wearing the bindings of a slave like we use comes running in swinging this mace. She took out several guys in the entry tower before the Boss got over there. He was able to beat her down have his way with her and bound her up even more. After a bit she broke free and turned into a raving madwoman. She beat the Boss into a bloody smear before we could get our weapons out. As she came for the rest of us I see I just get this chill up my spine. She was blindfolded, gagged and everything else and was beating the crap out of us. I got so scared I jumped into the river and ran.

 

Bandit 1: You are nuts.

 

Bandit 2: You expect us to believe that?

 

Bandit 3: It gets worse. After a few days I made it to the old keep between Whiterun and Dawnstar thinking I would join up with them. Only one guy was left alive, I found him cowering in the corner of the tavern that was there. He said some woman came and started attacking without warning. She would stop in the middle of a fight and check the bodies of those she just killed and kept getting madder. He said she got this gleam in her eye with one of them and took something from him. It was a key that unlocked the gag she had on. He said she still didn't make much sense even with it off and killed everyone else while he hid. He is going to go be a farmer now.

 

Bandit 1: That's just crazy! Just one woman doing all that! For keys?

 

Bandit 4: Hey get out here! Some crazy woman just came in...

 

 

 

 

Lol that made me chuckled. For more bandits I have Organized Bandit In Skyrim (OBIS) with its optional Bandit Patrols plug in, Immersive Patrols and Populated Land Roads installed.

 

The only caveat is that the latest OBIS would require a new game or a save game that never had OBIS installed before.

 

Also using ASIS and Apocalypse - Magic in Skyrim so they would be smarter than vanilla.

Posted

 

The only problem I am having is I need more bandits! Skyrim is being stingy with the keys even with it at a 20% in FtM.

 

 

 

Bandit 1: Did you hear the boss? He said a bunch of bandits down south are gone.

 

Bandit 2: Are the guards getting more aggressive?

 

Bandit 1: Don't know. Boss is considering going down there.

 

Bandit 3: It isn't guards, it is some devil woman.

 

Bandit 2: What are you babbling about?

 

Bandit 3: I seen her about 10 days ago at Valtheim, I was part of the crew there. This woman wearing the bindings of a slave like we use comes running in swinging this mace. She took out several guys in the entry tower before the Boss got over there. He was able to beat her down have his way with her and bound her up even more. After a bit she broke free and turned into a raving madwoman. She beat the Boss into a bloody smear before we could get our weapons out. As she came for the rest of us I see I just get this chill up my spine. She was blindfolded, gagged and everything else and was beating the crap out of us. I got so scared I jumped into the river and ran.

 

Bandit 1: You are nuts.

 

Bandit 2: You expect us to believe that?

 

Bandit 3: It gets worse. After a few days I made it to the old keep between Whiterun and Dawnstar thinking I would join up with them. Only one guy was left alive, I found him cowering in the corner of the tavern that was there. He said some woman came and started attacking without warning. She would stop in the middle of a fight and check the bodies of those she just killed and kept getting madder. He said she got this gleam in her eye with one of them and took something from him. It was a key that unlocked the gag she had on. He said she still didn't make much sense even with it off and killed everyone else while he hid. He is going to go be a farmer now.

 

Bandit 1: That's just crazy! Just one woman doing all that! For keys?

 

Bandit 4: Hey get out here! Some crazy woman just came in...

 

 

 

 

Lol that made me chuckled. For more bandits I have Organized Bandit In Skyrim (OBIS) with its optional Bandit Patrols plug in, Immersive Patrols and Populated Land Roads installed.

 

The only caveat is that the latest OBIS would require a new game or a save game that never had OBIS installed before.

 

Also using ASIS and Apocalypse - Magic in Skyrim so they would be smarter than vanilla.

 

 

I've been using Immersive Patrols and Populated Forts Towers Places to increase my bandit spawns.  I wasn't sure about OBIS since I think it adds non-vanilla bandits to the game and I wasn't sure if it would be completely compatible with SD+.  Also, I'm not sure if the Populated Roads mod adds bandits, the Nexus page mentions all kinds of added NPCs but not bandits specifically.

Posted

 

 

The only problem I am having is I need more bandits! Skyrim is being stingy with the keys even with it at a 20% in FtM.

 

 

 

Bandit 1: Did you hear the boss? He said a bunch of bandits down south are gone.

 

Bandit 2: Are the guards getting more aggressive?

 

Bandit 1: Don't know. Boss is considering going down there.

 

Bandit 3: It isn't guards, it is some devil woman.

 

Bandit 2: What are you babbling about?

 

Bandit 3: I seen her about 10 days ago at Valtheim, I was part of the crew there. This woman wearing the bindings of a slave like we use comes running in swinging this mace. She took out several guys in the entry tower before the Boss got over there. He was able to beat her down have his way with her and bound her up even more. After a bit she broke free and turned into a raving madwoman. She beat the Boss into a bloody smear before we could get our weapons out. As she came for the rest of us I see I just get this chill up my spine. She was blindfolded, gagged and everything else and was beating the crap out of us. I got so scared I jumped into the river and ran.

 

Bandit 1: You are nuts.

 

Bandit 2: You expect us to believe that?

 

Bandit 3: It gets worse. After a few days I made it to the old keep between Whiterun and Dawnstar thinking I would join up with them. Only one guy was left alive, I found him cowering in the corner of the tavern that was there. He said some woman came and started attacking without warning. She would stop in the middle of a fight and check the bodies of those she just killed and kept getting madder. He said she got this gleam in her eye with one of them and took something from him. It was a key that unlocked the gag she had on. He said she still didn't make much sense even with it off and killed everyone else while he hid. He is going to go be a farmer now.

 

Bandit 1: That's just crazy! Just one woman doing all that! For keys?

 

Bandit 4: Hey get out here! Some crazy woman just came in...

 

 

 

 

Lol that made me chuckled. For more bandits I have Organized Bandit In Skyrim (OBIS) with its optional Bandit Patrols plug in, Immersive Patrols and Populated Land Roads installed.

 

The only caveat is that the latest OBIS would require a new game or a save game that never had OBIS installed before.

 

Also using ASIS and Apocalypse - Magic in Skyrim so they would be smarter than vanilla.

 

 

I've been using Immersive Patrols and Populated Forts Towers Places to increase my bandit spawns.  I wasn't sure about OBIS since I think it adds non-vanilla bandits to the game and I wasn't sure if it would be completely compatible with SD+.  Also, I'm not sure if the Populated Roads mod adds bandits, the Nexus page mentions all kinds of added NPCs but not bandits specifically.

 

 

You are right, there's no bandits in Populated Land Roads. The only hostiles I see here would be the assassins, my bad.

 

I'm not sure if there's any conflict between OBIS and SD+, but so far its been fun for me since not all bandits are the same, each with their own strength and weakness. The one that always get me are magic users, since I also have Balanced Magic installed but I guess it really does add to the notion that magics are volatile.

 

Posted

I use Apocalypse Spells and Enhanced Enemy AI (not on Nexus anymore) so enemies are tougher. I usually play on expert level and still get my ass kicked. I also use a mod that unlevels the loot lists in chests so you can find anything at any time (my only beneficial mod). 

Posted

Did the super hardcore version get removed on purpose or merged with 1.0? Just wondering since there is only 1 download there now.

 

Its all merged and NMM compatible.

Posted

 

Did the super hardcore version get removed on purpose or merged with 1.0? Just wondering since there is only 1 download there now.

 

Its all merged and NMM compatible.

 

 

Thanks it's working, NMM just confuses Defeat and Submit when installing and wants to update Defeat :D

Posted

Now I'm not asking you to change anything in the current versions, but could you maybe make a version that's like normal mode except includes the super hard mode items to the leveled list? I like the daedric plugs and the locked shoes and slave harness, but being blind folded and gagged, plus the arm binder all at once is a llittle too super hard mode for me :P

Posted

if youre going to poke around in the scripts you should probably figure out where those functions are detailed (zadlibs) and figure it out for yourself :P

Posted

What is the difference between ManupulateDevice and EquipDevice in the scripts?

 

Read the comments, :P

Posted

 

What is the difference between ManupulateDevice and EquipDevice in the scripts?

 

Read the comments, :P

 

 

Now that I'm back home:

; Shorthand for non-custom devices.
Function ManipulateDevice(actor akActor, armor device, bool equipOrUnequip, bool skipEvents = false)

; Equip device on actor.
;;; Function EquipDevice(actor akActor, ; The actor that this should operate on.
;;;                      armor deviceInventory ; The inventory device (See above explanation)
;;;                      armor deviceRendered ; The rendered device (See above explanation)
;;;                      keyword zad_DeviousDevice ; The keyword for this class of objects (See above explanation)
;;;                      bool skipEvents ; Skip onequipped event for this call. Useful for swapping items of the same type (Switching plugs, belts, collars, etc)
;;;                      bool skipMutex ; Internal use parameter only. Used for speedily recovering from remove-all, and similar effects. Don't use this.
;;;                      )
Function EquipDevice(actor akActor, armor deviceInventory, armor deviceRendered, keyword zad_DeviousDevice, bool skipEvents=false, bool skipMutex=false)

Also, the code you're interested in is from Devious Devices - Integration, not this mod. Post over there if you need/want help developing extensions using DD.

Posted

I'm having a hard time trying to get the compiler to work, can someone please just compile this for me? I tried to make an alternate script that adds the bondage pieces on in a specific order.

 

Scriptname _SLSubmitBoundEffect extends activemagiceffect  

_SLSubmitConfig Property _SLConfig Auto
_SLSubmitQuest Property _SLQuest Auto
_SLSubmitScene Property _SLScene Auto
ReferenceAlias Property ActorFollower  Auto  
GlobalVariable Property BoundGlobal  Auto  
GlobalVariable Property EscapeBonus  Auto  
GlobalVariable Property RepeatGlobal  Auto
ReferenceAlias Property ActorAssailant1  Auto  
ReferenceAlias Property ActorAssailant2  Auto  
ReferenceAlias Property ActorBully  Auto  
SPELL Property _SLSubmitRepeat  Auto
SPELL Property _SLSubmitBully  Auto
Actor Property PlayerRef Auto
Armor Property SlaveHarness Auto
Armor Property SlaveHarnessRendered Auto
Keyword Property zad_DeviousSlaveHarness Auto

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

FormList Property Gaglist Auto
FormList Property Pluglist Auto
zadLibs Property libs Auto

Int GagIndex
Int plugIndex
Int randNum

Key Property restraintKey Auto
armor RGag
armor Rplugs


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

Event OnEffectStart(actor target, actor caster)
	If (BoundGlobal.GetValue() == 0)
		BoundGlobal.SetValue(1)
	EndIf
	EscapeBonus.SetValue(0)
	RepeatGlobal.SetValue(0)
	If (_SLConfig.debugActive)
		debug.Notification("You have been bound!")
	EndIf
	Game.DisablePlayerControls(true, true, false, false, false, true, false, false)
	Debug.SendAnimationEvent(Target, "IdleHandsBehindBack")
	
	If (ActorFollower.GetActorRef() != none)
		Debug.SendAnimationEvent(ActorFollower.GetActorRef(), "IdleHandsBehindBack")
	EndIf
	_SLScene.WRT(2.0)
	Debug.SendAnimationEvent(Target, "IdleBoundKneesStart")
	If (ActorFollower.GetActorRef() != none)
		Debug.SendAnimationEvent(ActorFollower.GetActorRef(), "IdleBoundKneesStart")
	EndIf
	If (_SLQuest.ZazPack)
		Debug.SendAnimationEvent(Target, "ZaZAPCAO055")
		If (ActorFollower.GetActorRef() != none)
			Debug.SendAnimationEvent(ActorFollower.GetActorRef(), "ZaZAPCAO055")
		EndIf
	EndIf
	BeltLock()
EndEvent

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

Function BeltLock()

	
        
        

        
	if !PlayerRef.WornHasKeyword(Libs.zad_DeviousCollar)
                Libs.EquipDevice(PlayerRef,Libs.cuffsPaddedCollar, Libs.cuffsPaddedCollarRendered, Libs.zad_DeviousCollar, false, true)
       	ElseIf !PlayerRef.WornHasKeyword(Libs.zad_DeviousArmCuffs)
                Libs.EquipDevice(PlayerRef,Libs.cuffsPaddedArms, Libs.cuffsPaddedArmsRendered, Libs.zad_DeviousArmCuffs, false, true)
  	ElseIf !PlayerRef.WornHasKeyword(Libs.zad_DeviousLegCuffs)
                Libs.EquipDevice(PlayerRef,Libs.cuffsPaddedLegs, Libs.cuffsPaddedLegsRendered, Libs.zad_DeviousLegCuffs, false, true)
        ElseIf !PlayerRef.WornHasKeyword(zad_DeviousSlaveHarness)
                Libs.EquipDevice(PlayerRef,SlaveHarness, SlaveHarnessRendered, zad_DeviousSlaveHarness, false, true)
	else
	
		randNum = Utility.RandomInt(1,3)
		
		if randNum == 1
			if !PlayerRef.WornHasKeyword(libs.zad_DeviousGag)

				GagIndex = Utility.RandomInt(1, Gaglist.GetSize()) - 1
				RGag = Gaglist.GetAt(GagIndex) as Armor

                		if (RGag == Libs.gagBall || RGag == Libs.gagRing)
                        		Libs.ManipulateDevice(PlayerRef,RGag,true)
                        		If (ActorBully.GetActorRef() != None)
                                		ActorBully.GetActorRef().Additem(restraintKey, 1)
                        		EndIf
                		Else
                        		Game.GetPlayer().EquipItem(RGag, false, true)
                		EndIf
        		EndIf
		elseif randNum == 2
			if !PlayerRef.WornHasKeyword(Libs.zad_DeviousArmbinder)
                		Libs.EquipDevice(PlayerRef,Libs.armbinder, Libs.armbinderRendered, Libs.zad_DeviousArmbinder, false, true)
        		EndIf
		else
			If !PlayerRef.WornHasKeyword(Libs.zad_DeviousBelt)
				
				plugIndex = Utility.RandomInt(1, Pluglist.GetSize()) - 1
				Rplugs = Pluglist.GetAt(plugIndex) as Armor
				
				Libs.ManipulateDevice(PlayerRef,Rplugs,true)
                		Libs.EquipDevice(PlayerRef,Libs.beltPadded, Libs.beltPaddedRendered, Libs.zad_DeviousBelt)			
			elseif !PlayerRef.WornHasKeyword(Libs.zad_DeviousBra)
                		Libs.EquipDevice(PlayerRef,Libs.braPadded, Libs.braPaddedRendered, Libs.zad_DeviousBra, false, true)   
			endif  
		endif
			
	endif

	If PlayerRef.WornHasKeyword(Libs.zad_DeviousArmbinder)
        	_SLScene.WRT(1.0)
      		If (_SLConfig.debugActive)
        	        debug.Notification("Your armbinder holds you tighter than any cuffs could!")
      		EndIf
        	BoundGlobal.SetValue(0)
        	_SLScene.WRT(1.0)
        	Game.EnablePlayerControls(1,0,1,1,1,0,1)
        	_SLSubmitBully.Cast(PlayerRef)
	endif
endFunction

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

Event OnEffectFinish(actor target, actor caster)
        If PlayerRef.WornHasKeyword(Libs.zad_DeviousArmbinder)
                return
        EndIf	
	If (_SLConfig.debugActive)
		debug.Notification("You can now attempt to work free of your bindings!")
	EndIf
	BoundGlobal.SetValue(2)
	If (_SLConfig.RepeatActive)
		_SLSubmitRepeat.Cast(PlayerRef)
	EndIf
EndEvent

 

 

Posted

short answer: no

long answer: if you want to get into making your own edits, you need to learn to compile stuff on your own.  go do some research...

Posted

I'm having a hard time trying to get the compiler to work, can someone please just compile this for me? I tried to make an alternate script that adds the bondage pieces on in a specific order.

 

Scriptname _SLSubmitBoundEffect extends activemagiceffect  

_SLSubmitConfig Property _SLConfig Auto
_SLSubmitQuest Property _SLQuest Auto
_SLSubmitScene Property _SLScene Auto
ReferenceAlias Property ActorFollower  Auto  
GlobalVariable Property BoundGlobal  Auto  
GlobalVariable Property EscapeBonus  Auto  
GlobalVariable Property RepeatGlobal  Auto
ReferenceAlias Property ActorAssailant1  Auto  
ReferenceAlias Property ActorAssailant2  Auto  
ReferenceAlias Property ActorBully  Auto  
SPELL Property _SLSubmitRepeat  Auto
SPELL Property _SLSubmitBully  Auto
Actor Property PlayerRef Auto
Armor Property SlaveHarness Auto
Armor Property SlaveHarnessRendered Auto
Keyword Property zad_DeviousSlaveHarness Auto

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

FormList Property Gaglist Auto
FormList Property Pluglist Auto
zadLibs Property libs Auto

Int GagIndex
Int plugIndex
Int randNum

Key Property restraintKey Auto
armor RGag
armor Rplugs


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

Event OnEffectStart(actor target, actor caster)
	If (BoundGlobal.GetValue() == 0)
		BoundGlobal.SetValue(1)
	EndIf
	EscapeBonus.SetValue(0)
	RepeatGlobal.SetValue(0)
	If (_SLConfig.debugActive)
		debug.Notification("You have been bound!")
	EndIf
	Game.DisablePlayerControls(true, true, false, false, false, true, false, false)
	Debug.SendAnimationEvent(Target, "IdleHandsBehindBack")
	
	If (ActorFollower.GetActorRef() != none)
		Debug.SendAnimationEvent(ActorFollower.GetActorRef(), "IdleHandsBehindBack")
	EndIf
	_SLScene.WRT(2.0)
	Debug.SendAnimationEvent(Target, "IdleBoundKneesStart")
	If (ActorFollower.GetActorRef() != none)
		Debug.SendAnimationEvent(ActorFollower.GetActorRef(), "IdleBoundKneesStart")
	EndIf
	If (_SLQuest.ZazPack)
		Debug.SendAnimationEvent(Target, "ZaZAPCAO055")
		If (ActorFollower.GetActorRef() != none)
			Debug.SendAnimationEvent(ActorFollower.GetActorRef(), "ZaZAPCAO055")
		EndIf
	EndIf
	BeltLock()
EndEvent

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

Function BeltLock()

	
        
        

        
	if !PlayerRef.WornHasKeyword(Libs.zad_DeviousCollar)
                Libs.EquipDevice(PlayerRef,Libs.cuffsPaddedCollar, Libs.cuffsPaddedCollarRendered, Libs.zad_DeviousCollar, false, true)
       	ElseIf !PlayerRef.WornHasKeyword(Libs.zad_DeviousArmCuffs)
                Libs.EquipDevice(PlayerRef,Libs.cuffsPaddedArms, Libs.cuffsPaddedArmsRendered, Libs.zad_DeviousArmCuffs, false, true)
  	ElseIf !PlayerRef.WornHasKeyword(Libs.zad_DeviousLegCuffs)
                Libs.EquipDevice(PlayerRef,Libs.cuffsPaddedLegs, Libs.cuffsPaddedLegsRendered, Libs.zad_DeviousLegCuffs, false, true)
        ElseIf !PlayerRef.WornHasKeyword(zad_DeviousSlaveHarness)
                Libs.EquipDevice(PlayerRef,SlaveHarness, SlaveHarnessRendered, zad_DeviousSlaveHarness, false, true)
	else
	
		randNum = Utility.RandomInt(1,3)
		
		if randNum == 1
			if !PlayerRef.WornHasKeyword(libs.zad_DeviousGag)

				GagIndex = Utility.RandomInt(1, Gaglist.GetSize()) - 1
				RGag = Gaglist.GetAt(GagIndex) as Armor

                		if (RGag == Libs.gagBall || RGag == Libs.gagRing)
                        		Libs.ManipulateDevice(PlayerRef,RGag,true)
                        		If (ActorBully.GetActorRef() != None)
                                		ActorBully.GetActorRef().Additem(restraintKey, 1)
                        		EndIf
                		Else
                        		Game.GetPlayer().EquipItem(RGag, false, true)
                		EndIf
        		EndIf
		elseif randNum == 2
			if !PlayerRef.WornHasKeyword(Libs.zad_DeviousArmbinder)
                		Libs.EquipDevice(PlayerRef,Libs.armbinder, Libs.armbinderRendered, Libs.zad_DeviousArmbinder, false, true)
        		EndIf
		else
			If !PlayerRef.WornHasKeyword(Libs.zad_DeviousBelt)
				
				plugIndex = Utility.RandomInt(1, Pluglist.GetSize()) - 1
				Rplugs = Pluglist.GetAt(plugIndex) as Armor
				
				Libs.ManipulateDevice(PlayerRef,Rplugs,true)
                		Libs.EquipDevice(PlayerRef,Libs.beltPadded, Libs.beltPaddedRendered, Libs.zad_DeviousBelt)			
			elseif !PlayerRef.WornHasKeyword(Libs.zad_DeviousBra)
                		Libs.EquipDevice(PlayerRef,Libs.braPadded, Libs.braPaddedRendered, Libs.zad_DeviousBra, false, true)   
			endif  
		endif
			
	endif

	If PlayerRef.WornHasKeyword(Libs.zad_DeviousArmbinder)
        	_SLScene.WRT(1.0)
      		If (_SLConfig.debugActive)
        	        debug.Notification("Your armbinder holds you tighter than any cuffs could!")
      		EndIf
        	BoundGlobal.SetValue(0)
        	_SLScene.WRT(1.0)
        	Game.EnablePlayerControls(1,0,1,1,1,0,1)
        	_SLSubmitBully.Cast(PlayerRef)
	endif
endFunction

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

Event OnEffectFinish(actor target, actor caster)
        If PlayerRef.WornHasKeyword(Libs.zad_DeviousArmbinder)
                return
        EndIf	
	If (_SLConfig.debugActive)
		debug.Notification("You can now attempt to work free of your bindings!")
	EndIf
	BoundGlobal.SetValue(2)
	If (_SLConfig.RepeatActive)
		_SLSubmitRepeat.Cast(PlayerRef)
	EndIf
EndEvent

 

 

 

Let me know after testing out your script how well it works when and if you figure out how to compile it.

Posted

short answer: no

long answer: if you want to get into making your own edits, you need to learn to compile stuff on your own.  go do some research...

 

Aren't you just the helpful one.

Posted

I'm having a hard time trying to get the compiler to work, can someone please just compile this for me? I tried to make an alternate script that adds the bondage pieces on in a specific order.

 



Scriptname _SLSubmitBoundEffect extends activemagiceffect  

_SLSubmitConfig Property _SLConfig Auto
_SLSubmitQuest Property _SLQuest Auto
_SLSubmitScene Property _SLScene Auto
ReferenceAlias Property ActorFollower  Auto  
GlobalVariable Property BoundGlobal  Auto  
GlobalVariable Property EscapeBonus  Auto  
GlobalVariable Property RepeatGlobal  Auto
ReferenceAlias Property ActorAssailant1  Auto  
ReferenceAlias Property ActorAssailant2  Auto  
ReferenceAlias Property ActorBully  Auto  
SPELL Property _SLSubmitRepeat  Auto
SPELL Property _SLSubmitBully  Auto
Actor Property PlayerRef Auto
Armor Property SlaveHarness Auto
Armor Property SlaveHarnessRendered Auto
Keyword Property zad_DeviousSlaveHarness Auto

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

FormList Property Gaglist Auto
FormList Property Pluglist Auto
zadLibs Property libs Auto

Int GagIndex
Int plugIndex
Int randNum

Key Property restraintKey Auto
armor RGag
armor Rplugs


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

Event OnEffectStart(actor target, actor caster)
	If (BoundGlobal.GetValue() == 0)
		BoundGlobal.SetValue(1)
	EndIf
	EscapeBonus.SetValue(0)
	RepeatGlobal.SetValue(0)
	If (_SLConfig.debugActive)
		debug.Notification("You have been bound!")
	EndIf
	Game.DisablePlayerControls(true, true, false, false, false, true, false, false)
	Debug.SendAnimationEvent(Target, "IdleHandsBehindBack")
	
	If (ActorFollower.GetActorRef() != none)
		Debug.SendAnimationEvent(ActorFollower.GetActorRef(), "IdleHandsBehindBack")
	EndIf
	_SLScene.WRT(2.0)
	Debug.SendAnimationEvent(Target, "IdleBoundKneesStart")
	If (ActorFollower.GetActorRef() != none)
		Debug.SendAnimationEvent(ActorFollower.GetActorRef(), "IdleBoundKneesStart")
	EndIf
	If (_SLQuest.ZazPack)
		Debug.SendAnimationEvent(Target, "ZaZAPCAO055")
		If (ActorFollower.GetActorRef() != none)
			Debug.SendAnimationEvent(ActorFollower.GetActorRef(), "ZaZAPCAO055")
		EndIf
	EndIf
	BeltLock()
EndEvent

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

Function BeltLock()

	
        
        

        
	if !PlayerRef.WornHasKeyword(Libs.zad_DeviousCollar)
                Libs.EquipDevice(PlayerRef,Libs.cuffsPaddedCollar, Libs.cuffsPaddedCollarRendered, Libs.zad_DeviousCollar, false, true)
       	ElseIf !PlayerRef.WornHasKeyword(Libs.zad_DeviousArmCuffs)
                Libs.EquipDevice(PlayerRef,Libs.cuffsPaddedArms, Libs.cuffsPaddedArmsRendered, Libs.zad_DeviousArmCuffs, false, true)
  	ElseIf !PlayerRef.WornHasKeyword(Libs.zad_DeviousLegCuffs)
                Libs.EquipDevice(PlayerRef,Libs.cuffsPaddedLegs, Libs.cuffsPaddedLegsRendered, Libs.zad_DeviousLegCuffs, false, true)
        ElseIf !PlayerRef.WornHasKeyword(zad_DeviousSlaveHarness)
                Libs.EquipDevice(PlayerRef,SlaveHarness, SlaveHarnessRendered, zad_DeviousSlaveHarness, false, true)
	else
	
		randNum = Utility.RandomInt(1,3)
		
		if randNum == 1
			if !PlayerRef.WornHasKeyword(libs.zad_DeviousGag)

				GagIndex = Utility.RandomInt(1, Gaglist.GetSize()) - 1
				RGag = Gaglist.GetAt(GagIndex) as Armor

                		if (RGag == Libs.gagBall || RGag == Libs.gagRing)
                        		Libs.ManipulateDevice(PlayerRef,RGag,true)
                        		If (ActorBully.GetActorRef() != None)
                                		ActorBully.GetActorRef().Additem(restraintKey, 1)
                        		EndIf
                		Else
                        		Game.GetPlayer().EquipItem(RGag, false, true)
                		EndIf
        		EndIf
		elseif randNum == 2
			if !PlayerRef.WornHasKeyword(Libs.zad_DeviousArmbinder)
                		Libs.EquipDevice(PlayerRef,Libs.armbinder, Libs.armbinderRendered, Libs.zad_DeviousArmbinder, false, true)
        		EndIf
		else
			If !PlayerRef.WornHasKeyword(Libs.zad_DeviousBelt)
				
				plugIndex = Utility.RandomInt(1, Pluglist.GetSize()) - 1
				Rplugs = Pluglist.GetAt(plugIndex) as Armor
				
				Libs.ManipulateDevice(PlayerRef,Rplugs,true)
                		Libs.EquipDevice(PlayerRef,Libs.beltPadded, Libs.beltPaddedRendered, Libs.zad_DeviousBelt)			
			elseif !PlayerRef.WornHasKeyword(Libs.zad_DeviousBra)
                		Libs.EquipDevice(PlayerRef,Libs.braPadded, Libs.braPaddedRendered, Libs.zad_DeviousBra, false, true)   
			endif  
		endif
			
	endif

	If PlayerRef.WornHasKeyword(Libs.zad_DeviousArmbinder)
        	_SLScene.WRT(1.0)
      		If (_SLConfig.debugActive)
        	        debug.Notification("Your armbinder holds you tighter than any cuffs could!")
      		EndIf
        	BoundGlobal.SetValue(0)
        	_SLScene.WRT(1.0)
        	Game.EnablePlayerControls(1,0,1,1,1,0,1)
        	_SLSubmitBully.Cast(PlayerRef)
	endif
endFunction

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

Event OnEffectFinish(actor target, actor caster)
        If PlayerRef.WornHasKeyword(Libs.zad_DeviousArmbinder)
                return
        EndIf	
	If (_SLConfig.debugActive)
		debug.Notification("You can now attempt to work free of your bindings!")
	EndIf
	BoundGlobal.SetValue(2)
	If (_SLConfig.RepeatActive)
		_SLSubmitRepeat.Cast(PlayerRef)
	EndIf
EndEvent

 

 

 

What sort of error are you getting when you try to compile it? If you have not extracted all the scripts from the masters of Devious Devices (sky ui, sexlab etc) from any bsa's it will not compile at all.

Posted

^thanks that was the problem.

 

I edited the super hard mode file to instead add the pieces on in the following order:

 

-Collar

-Arm Cuffs

-Leg Cuffs

-Slave Harness

 

then:

 

-chastity belt + inflatable plug

-chastity bra

 

or

 

-ring gag if there is a belt already, ball gag otherwise

 

If anyone wants to use it, install the super hard mode version, then replace Data\scripts\_slsubmitboundeffect.pex with _slsubmitboundeffect.pex.

 

 

Posted

Its just my personal preference. I like having the items very difficult to unlock, so I would prefer that they be added one per encounter.

Posted

hi, i hope this is bug or something because, when i submit to an enemy all works fine but if i get tied up my chars lying on the ground like in the screenshots i post but i cant move or do anything, but my follower can slide on the ground.-.- anyone knows what the problem is?

 

post-45921-0-91416900-1391852375_thumb.jpg

post-45921-0-44399900-1391852393_thumb.jpg

Posted

I know this may have been asked already but...

Whilst being put into the Arm Binder, when hogtied on the floor the character instantly stands. I know this is something to do with a looping animation on the arm binder correct?

What would need to be changed to fix this problem?

(I'm not asking anyone to change it, I am just looking for some modding knowledge)

Posted

hi, i hope this is bug or something because, when i submit to an enemy all works fine but if i get tied up my chars lying on the ground like in the screenshots i post but i cant move or do anything, but my follower can slide on the ground.-.- anyone knows what the problem is?

 

attachicon.gif2014-02-08_00001.jpg

attachicon.gif2014-02-08_00003.jpg

 

When bound you have to press the hotkey to try to escape.  NUMPAD 7 by default

Posted

 

hi, i hope this is bug or something because, when i submit to an enemy all works fine but if i get tied up my chars lying on the ground like in the screenshots i post but i cant move or do anything, but my follower can slide on the ground.-.- anyone knows what the problem is?

 

attachicon.gif2014-02-08_00001.jpg

attachicon.gif2014-02-08_00003.jpg

 

When bound you have to press the hotkey to try to escape.  NUMPAD 7 by default

 

ah okay thank you very much

Posted

I'm not 100% sure, but I think since I updated Sexlab Submit, it broke something for this mod, because after I surrender and get tied up, it says that I'm still in combat and the enemies resume the beating. I know it have been reported, but the only thing that changed since then, was that update. So it might be the source, who knows?

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