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Posted
10 minutes ago, Taki17 said:

Unsure. If there is a solution or workaround, I recommend asking the developer of said mod, because to account for cum layers, Devious Interests calls Sexlab's own "CountCum" function - which counts the number of active effects with the appropriate cum keywords on the actor in question.

 

10 minutes ago, Taki17 said:

Unsure. If there is a solution or workaround, I recommend asking the developer of said mod, because to account for cum layers, Devious Interests calls Sexlab's own "CountCum" function - which counts the number of active effects with the appropriate cum keywords on the actor in question.

maybe my sexlab glitched out? does that happen?

Posted
4 hours ago, Taki17 said:

So based on what you write, I'm thinking another sub-checkbox under the existing "Enable Arousal Gain" in the config menu, that specifies that arousal from restraints can only be gained when having at least one level of bondage addiction, how does that sound? Also, while I'm at it I think it's time to say goodbye to the fixed number of days before a bondage addiction tier is gained and make those configurable as well!

Something like that, yeah! It's really such a minor thing, but seeing our characters twist, develop and change over the course of their adventure is what it's all about, isn't it? Now, there will of course be bondage sluts that want to start out with arousal gain right off the bat. :classic_tongue:

 

4 hours ago, Taki17 said:

A gag shouldn't affect things, 0% chance should mean it's disabled for good, I'm gonna go take a look where it might slip through the cracks. If you have any further context or are able to reliably reproduce this issue in the meantime, please share!

The most context I can give is that I had most harsher restraint comments turned off, anything that equips (more) devices onto you, or involves sex. I had just started out with the 'Yoked' start from your AP start mod and walked to the Hall of the Vigilant to get help, which is where - just like in Dawnstar, I was told I'd have to remove my gag before they can help me. One of them did add on the whole 'Giving you what you need' comment and started sex. It was a girl, and when talking to her I got a notification pop up that went something like "You're too horny and only moan out' (I had actually just turned down the arousal in the OSL MCM a minute ago to fight the restrain arousal without disabling it entirely. It was only at 22 arousal again by this point.) I have a fair bit of other mods installed, so if this doesn't sound like your mod at all, there you go. 😅

Posted

Hey, just adding on that I've also just had an NPC start a sex scene after they unlocked my restraint and I didn't 'reward' them with my body. They said something along the lines of 'I'll lock this thing back on you and take you'.

 

Sex outcomes are still disabled.

  • 2 weeks later...
Posted

C/f from the incorrect posting to the LE thread, this time including the full log on which the problems arose

 

================================

 

Hi there!  I have been trying out v0934 today and still have not seen any follower inclusive activity.  Can I check that I have not mistnderstood anything?  In particular

 

1) that Followers are supposed to be INCLUDED in the action when I 'tick' the MCM Follower boxes, as opposed to leaving them unticked? and....

2) Is 'Free Use' still supposed to include follower action EVEN IF I have also ticked and set a chance on the conversation sex outcome?

 

I just want to be sure that I have got these the right way round

 

I have found a recurrent log error in the form shown below.  I don't think that it stoips the main interaction, but I have mentioned it here so that you can tell me if there is anything else that I might want to look for if it might help you

 

Hope that's of use

 

Look forward to hearing from you

 

DQW

 

------------------------------- 

 

Line 14118:     [din_Main (FE08BD62)].din_utility.ValidateContainer() - "din_Utility.psc" Line 147
    Line 14119:     [alias din_PlayerRef on quest din_Main (FE08BD62)].din_PlayerScript.OnItemRemoved() - "din_PlayerScript.psc" Line 51
    Line 14122:     [din_Main (FE08BD62)].din_utility.ValidateContainer() - "din_Utility.psc" Line 147
    Line 14123:     [alias din_PlayerRef on quest din_Main (FE08BD62)].din_PlayerScript.OnItemRemoved() - "din_PlayerScript.psc" Line 51
    Line 14126:     [din_Main (FE08BD62)].din_utility.ValidateContainer() - "din_Utility.psc" Line 147
    Line 14127:     [alias din_PlayerRef on quest din_Main (FE08BD62)].din_PlayerScript.OnItemRemoved() - "din_PlayerScript.psc" Line 51
    Line 14130:     [din_Main (FE08BD62)].din_utility.ValidateContainer() - "din_Utility.psc" Line 147
    Line 14131:     [alias din_PlayerRef on quest din_Main (FE08BD62)].din_PlayerScript.OnItemRemoved() - "din_PlayerScript.psc" Line 51
    Line 14134:     [din_Main (FE08BD62)].din_utility.ValidateContainer() - "din_Utility.psc" Line 147
    Line 14135:     [alias din_PlayerRef on quest din_Main (FE08BD62)].din_PlayerScript.OnItemRemoved() - "din_PlayerScript.psc" Line 51
    Line 14138:     [din_Main (FE08BD62)].din_utility.ValidateContainer() - "din_Utility.psc" Line 147
    Line 14139:     [alias din_PlayerRef on quest din_Main (FE08BD62)].din_PlayerScript.OnItemRemoved() - "din_PlayerScript.psc" Line 51  

 

DQW 

 

Papyrus.1 - Copy DIN ERROR ON Utility line 147 and also Player Utility line 51.log

Posted
56 minutes ago, DonQuiWho said:

Hi there!  I have been trying out v0934 today and still have not seen any follower inclusive activity.  Can I check that I have not mistnderstood anything?  In particular

 

1) that Followers are supposed to be INCLUDED in the action when I 'tick' the MCM Follower boxes, as opposed to leaving them unticked? and....

2) Is 'Free Use' still supposed to include follower action EVEN IF I have also ticked and set a chance on the conversation sex outcome?

Here's how follower functionality works:

  • Toggle on "Follower in Events" in the "Event Parameters" column of the "Events" page of the config menu - by default, this will make the followers participate in most events they are applicable for, like they'll get a restraint equipped whenever the player is restrained too
    • If the Free Use feature is active, they'll also participate in sex scenes
  • The "Follower In Free Use" setting governs how the follower behaves when it comes to Free Use or other non-con scenes involving the player
    • It requires the Free Use feature to be active
    • "Active" and "Both" settings mean they can be attackers, so if an NPC decides to fuck the player as a dialogue outcome, the follower can join in on the fun as well
    • "Passive" setting means that they won't trigger or join in Free Using the player, but there's a separate sex partner search made for them, and some other NPC will get to Free Using the follower too, if any more NPCs are found
    • "None" setting naturally means that they are not involved in any sex scenes whatsoever
  • Followers are not involved in Prostitution sex scenes

If you think something is going wrong, I recommend you fetch a log of it, we might be able to learn more.

 

52 minutes ago, DonQuiWho said:

I have found a recurrent log error in the form shown below.  I don't think that it stoips the main interaction, but I have mentioned it here so that you can tell me if there is anything else that I might want to look for if it might help you

I looked at the full logs, this seems to be harmless, and by the looks of it happens because there is no destination container when DD items are dropped into the world or unequipped - I'll need to tighten the conditions of the relevant code part for the next time, but otherwise than being ugly in the logs you shouldn't worry about this. At the very least, I can squash some uglies for the next release ☺️

Posted (edited)
43 minutes ago, Taki17 said:

Here's how follower functionality works:

  • Toggle on "Follower in Events" in the "Event Parameters" column of the "Events" page of the config menu - by default, this will make the followers participate in most events they are applicable for, like they'll get a restraint equipped whenever the player is restrained too
    • If the Free Use feature is active, they'll also participate in sex scenes
  • The "Follower In Free Use" setting governs how the follower behaves when it comes to Free Use or other non-con scenes involving the player
    • It requires the Free Use feature to be active
    • "Active" and "Both" settings mean they can be attackers, so if an NPC decides to fuck the player as a dialogue outcome, the follower can join in on the fun as well
    • "Passive" setting means that they won't trigger or join in Free Using the player, but there's a separate sex partner search made for them, and some other NPC will get to Free Using the follower too, if any more NPCs are found
    • "None" setting naturally means that they are not involved in any sex scenes whatsoever
  • Followers are not involved in Prostitution sex scenes

If you think something is going wrong, I recommend you fetch a log of it, we might be able to learn more.

 

I looked at the full logs, this seems to be harmless, and by the looks of it happens because there is no destination container when DD items are dropped into the world or unequipped - I'll need to tighten the conditions of the relevant code part for the next time, but otherwise than being ugly in the logs you shouldn't worry about this. At the very least, I can squash some uglies for the next release ☺️

 

TYVM

 

Glad the log was of some interest...

 

As far as follower use is concerned, I've been playing with this mod now for some time.  My 'follower use' settings are as you have described them, and I have tried out both 'passive' and 'active' options   

 

So far, though, I have never seen any follower interaction, of any kind, taking place.  I also use 'Sexy Adventures and in that mod, follower action does happen, and my current near followers are included in the mod's events

 

Only thing really odd that I have seen, that my be related to this, is that I occasionally have a 'phantom' follower described as being used along with the player - but I'm not sure which particular mod is doing this.  By 'phantom' follower, I mean the very first follower I recruited in this game, but told to 'wait/stay' in my first player home in Riverwood, and the 'phantom' is always that follower, regardless of the location of the 'non-event'.  They are said to be subject to use by NPCs but they are 'never present', so to speak

 

I'll try to make sure I get a screenshot of the mod message and a log when that happens next, and see if there is any way of telling if it comes from a DIN event, but I'll post both for you to have a look at just in case

 

One last thought on that: are there any temporary factions/packages added to followers by DIN events?  If there are, I can check to see if maybe this weird follower is in any way 'stuck' in something - as opposed to being stuck by something 🙄 

 

Thanks again

 

DQW 

Edited by DonQuiWho
Posted
3 hours ago, DonQuiWho said:

Only thing really odd that I have seen, that my be related to this, is that I occasionally have a 'phantom' follower described as being used along with the player - but I'm not sure which particular mod is doing this.  By 'phantom' follower, I mean the very first follower I recruited in this game, but told to 'wait/stay' in my first player home in Riverwood, and the 'phantom' is always that follower, regardless of the location of the 'non-event'.  They are said to be subject to use by NPCs but they are 'never present', so to speak

See this is pretty useful info because now I'm fairly sure there's some uncovered aspects to the current follower handling that could see to be addressed!

...I guess that's due to no small part that it's kind of an afterthought to begin with, grafted on top of the existing player-oriented features... 😅I'm totally guilty of laziness, since I never really use followers so support was only added several versions after release and it's pretty bare-bones I admit.

 

The issues you are having are due to the mod only being prepared for a single follower supporting the base game follower system, and that follower is stored in a reference alias for quick access - so if you have them waiting somewhere, they'll still count because they are still counted as following you, since you did not dismiss the follower. - hence, phantom follower checking in from remotely 😅

 

This... needs a bit of work I think.

Posted (edited)
3 hours ago, Taki17 said:

See this is pretty useful info because now I'm fairly sure there's some uncovered aspects to the current follower handling that could see to be addressed!

...I guess that's due to no small part that it's kind of an afterthought to begin with, grafted on top of the existing player-oriented features... 😅I'm totally guilty of laziness, since I never really use followers so support was only added several versions after release and it's pretty bare-bones I admit.

 

The issues you are having are due to the mod only being prepared for a single follower supporting the base game follower system, and that follower is stored in a reference alias for quick access - so if you have them waiting somewhere, they'll still count because they are still counted as following you, since you did not dismiss the follower. - hence, phantom follower checking in from remotely 😅

 

This... needs a bit of work I think.

 

Well, that's given me some much needed light relief this evening! 😂

 

OK, so that probably explains a lot and I'll just play on, as is, for now.  Rather than killing the follower, which I had actually been contemplating, as a sort of last resort ......... ⚔️💀->🪦

 

If I might add one other thing, though, which I hope might be helpful, should you in time decide to change your current follower handling:

 

- There was one quirk that Sexy Adventures had which I reported to its author, and got fixed, which was that when my Player and immediately following followers were subjected, eg inside the Sleeping Giant Inn at Riverwood, to the ill intentioned amourous activities of the, let's call them, 'local drunks', I found that not only were the followers INSIDE the Inn being treated as victims, so also were those outside and 'waiting', some distance away, elsewhere. 

 

- That became obvious as those elsewhere in Riverwood were showing up as having tattoos added by Rape Tattoos, even if they were nowhere near the action, or directly participating in it, but seemed to be getting 'dragged in' because of the way the mod was handling followers' proximity. 

 

- The mod author kindly fixed that, so no further phantom tattoos were added.  LOL!  

 

Hope that's useful too

 

Again, thanks for the laugh

 

DQW

 

 

Edited by DonQuiWho
Posted (edited)

Hello, I am experiencing a bit of an issue using the mod, where my character will just randomly go "you are unable to resist your urges" and detach all armour and weapons. This just happens periodically as I am walking around. I have stripping turned off in settings, so I am confused why my character still strips, like every few in game hours. Is there a setting I turned on somewhere and missed? 

 

I am on the lastest version of Skyrim.


Mod list:



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[Mod] AIM FIX Lite-18524-2-22c-1582153250 [Filename] AIM FIX Lite-18524-2-22c-1582153250.zip [state] installed
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[Mod] Prison Alternative OStim 0.1.0 [Filename] Prison Alternative OStim 0.1.0.zip [state] installed
[Mod] PrisonAlternativeSource [Filename] PrisonAlternativeSource.zip [state] installed
[Mod] Public Whore ostim patch 0.32 [Filename] Public Whore ostim patch 0.32.zip [state] installed
[Mod] Public Whore v1.2.4 SE [Filename] Public Whore v1.2.4 SE.zip [state] installed
[Mod] Race Compatibility SKSE-122592-2-5-5-1775539807 [Filename] Race Compatibility SKSE-122592-2-5-5-1775539807.zip [state] installed
[Mod] RaceCompatibilty All-In-One Scripted Installer-2853-2-16-1682448886 [Filename] RaceCompatibilty All-In-One Scripted Installer-2853-2-16-1682448886.zip [state] installed
[Mod] RaceMenu Anniversary Edition v0-4-20-0-19080-0-4-20-0-1776620918 [Filename] RaceMenu Anniversary Edition v0-4-20-0-19080-0-4-20-0-1776620918.7z [state] installed
[Mod] Rape Tattoos Continued 2.0.3 [Filename] Rape Tattoos Continued 2.0.3.7z [state] installed
[Mod] Remodeled Armor SE - CBBE 3BA-22168-2-7-5-1777308127 [Filename] Remodeled Armor SE - CBBE 3BA-22168-2-7-5-1777308127.7z [state] installed
[Mod] Rydin Animations SLAL Pack_Complete_SSE v0.5a [Filename] Rydin Animations SLAL Pack_Complete_SSE v0.5a.7z [state] installed
[Mod] SL Dangerous Nights SE Ostim 0.5 [Filename] SL Dangerous Nights SE Ostim 0.5.zip [state] installed
[Mod] SL Dangerous Nights SE v2.6 [Filename] SL Dangerous Nights SE v2.6.7z [state] installed
[Mod] SLAL_AnimationByBakaFactory [Filename] SLAL_AnimationByBakaFactory.7z [state] installed
[Mod] SLAL_Billyy_Animations v10.2 SE(1) [Filename] SLAL_Billyy_Animations v10.2 SE(1).7z [state] installed
[Mod] SLAL_SE [Filename] SLAL_SE.7z [state] installed
[Mod] SLSF Reloaded 3.4.1 [Filename] SLSF Reloaded 3.4.1.zip [state] installed
[Mod] SLUTSResume 4.7.1(1) [Filename] SLUTSResume 4.7.1(1).zip [state] installed
[Mod] SMIM SE 2-08-659-2-08 [Filename] SMIM SE 2-08-659-2-08.7z [state] installed
[Mod] SexLab Framework PPLUS - V2.12.0 - 1.6.1170 [Filename] SexLab Framework PPLUS - V2.12.0 - 1.6.1170.zip [state] installed
[Mod] SexLabArousedSSELoose-29(2) [Filename] SexLabArousedSSELoose-29(2).7z [state] installed
[Mod] SexLabDialoguesSE20250105 [Filename] SexLabDialoguesSE20250105.7z [state] installed
[Mod] SexLabToOstim1.2.0 [Filename] SexLabToOstim1.2.0.7z [state] installed
[Mod] Show Player In Inventory-178689-1-0-4-1777472844 [Filename] Show Player In Inventory-178689-1-0-4-1777472844.zip [state] installed
[Mod] Simple Capture 1.5.5 [Filename] Simple Capture 1.5.5.zip [state] installed
[Mod] Simple Slavery Plus Plus 6.3.23 [SE] [Filename] Simple Slavery Plus Plus 6.3.23 [SE].zip [state] installed
[Mod] Skeleton Auto Patch-176724-v1-0-4-1777223954 [Filename] Skeleton Auto Patch-176724-v1-0-4-1777223954.zip [state] installed
[Mod] SkyPatcher - SE-106659-6-4-1-1777328428 [Filename] SkyPatcher - SE-106659-6-4-1-1777328428.zip [state] installed
[Mod] SkyUI-12604-6-10-1777822935 [Filename] SkyUI-12604-6-10-1777822935.zip [state] installed
[Mod] Skyrim Script Extender (SKSE64)-30379-2-2-6-1705522967 [Filename] Skyrim Script Extender (SKSE64)-30379-2-2-6-1705522967.7z [state] installed
[Mod] SlaveTatsEventsBridge-v0.0.1a [Filename] SlaveTatsEventsBridge-v0.0.1a.zip [state] installed
[Mod] SlaveTatsSE-1.3.9 [Filename] SlaveTatsSE-1.3.9.7z [state] installed
[Mod] Sound Record Distributor-77815-1-5-3-1771842563 [Filename] Sound Record Distributor-77815-1-5-3-1771842563.zip [state] installed
[Mod] Spell Perk Item Distributor-36869-7-2-1-1775250693 [Filename] Spell Perk Item Distributor-36869-7-2-1-1775250693.7z [state] installed
[Mod] SubmissiveLolaResubmission -Optional - RidingCrop SE [Filename] SubmissiveLolaResubmission -Optional - RidingCrop SE.7z [state] installed
[Mod] SubmissiveLolaResubmission 2.1.21 [Filename] SubmissiveLolaResubmission 2.1.21.7z [state] installed
[Mod] TAWOBA REMASTERED 6.1 CBBE SE [Filename] TAWOBA REMASTERED 6.1 CBBE SE.7z [state] installed
[Mod] The Eyes of Beauty SSE-16185-1-2-1-1598238698 [Filename] The Eyes of Beauty SSE-16185-1-2-1-1598238698.7z [state] installed
[Mod] The New Gentleman-104215-4-2-5-1763155655 [Filename] The New Gentleman-104215-4-2-5-1763155655.7z [state] installed
[Mod] Truly Neutral Prisoners-73873-0-1-1-1661227870 [Filename] Truly Neutral Prisoners-73873-0-1-1-1661227870.rar [state] installed
[Mod] Unofficial Skyrim Special Edition Patch-266-4-3-8a-1774132896 [Filename] Unofficial Skyrim Special Edition Patch-266-4-3-8a-1774132896.7z [state] installed
[Mod] Waymark - A Road Signs Mod-53333-1-3-1634408149 [Filename] Waymark - A Road Signs Mod-53333-1-3-1634408149.zip [state] installed
[Mod] XP32 Maximum Skeleton Special Extended-1988-5-06-1707663131 [Filename] XP32 Maximum Skeleton Special Extended-1988-5-06-1707663131.7z [state] installed
[Mod] ZaZ Animation Pack+ CBBE HDT V.8.0+SE2023(2) [Filename] ZaZ Animation Pack+ CBBE HDT V.8.0+SE2023(2).7z [state] installed
[Mod] deviouslyaccessible_11 [Filename] deviouslyaccessible_11.zip [state] installed
[Mod] powerofthree's Tweaks-51073-1-1-5-1-1756670335 [Filename] powerofthree's Tweaks-51073-1-1-5-1-1756670335.7z [state] installed<

Edited by generalking007
adding spoiler tags to hopefully make the post smaller unless you want to read the whole modlist
Posted
12 hours ago, generalking007 said:

Hello, I am experiencing a bit of an issue using the mod, where my character will just randomly go "you are unable to resist your urges" and detach all armour and weapons. This just happens periodically as I am walking around. I have stripping turned off in settings, so I am confused why my character still strips

I'm pretty sure that's the Masturbation feature triggering. Stripping has a different message, and if it's turned off, it should be turned off, there's no convoluted solutions that can be circumvented.

Posted
5 hours ago, Taki17 said:

I'm pretty sure that's the Masturbation feature triggering. Stripping has a different message, and if it's turned off, it should be turned off, there's no convoluted solutions that can be circumvented.

ok, masturbation triggers stripping, even when you are wearing a DD chastity belt.. good to know, ill reluctantly have to turn that off then.

Posted
20 hours ago, jperrins66 said:

Is there a way to disable the GAG part of this so it defaults to the devious devices ng one ?

Put restraint comments chance to 0%

Posted
3 hours ago, Display638 said:

Will the mod immediately be in the mod configuration folder when i start a new game?

As fast as it takes for SkyUI to detect a new mod to be installed upon new game/game load.

If your question is that if you need to reload or something before the mod is fully up and running.

 

3 hours ago, Display638 said:

 also does it support se 1.597?

Probably not without installing additional utilities required to run it.

Any particular reason you are still on that outdated game version though?

Posted

Hello! Loving this mod so far! I seem to be running into an issue, though... Despite running the most recent version, I am running into an issue with fast travel usage. I have the "Disable Fast Travel" option set to "Never," yet I am unable to fast travel when wearing slave boots (Ebonite Restrictive). I've tried messing around with the setting to see if setting it to any other option would work, but all of them seem to result in fast travel being disabled. Sadly, it's not exactly ideal with a devious follower enforcing a deal to wear boots; fast travel is one of the best ways to rack up debt quickly!

 

Is this behavior intended?

Posted
11 hours ago, latertexer said:

I have the "Disable Fast Travel" option set to "Never," yet I am unable to fast travel when wearing slave boots

I'm not even sure that's from this mod, since the fast travel restriction will only apply when wearing heavy bondage or blindfolds.

See if you don't got any other mods affecting fast travel?

Posted
4 hours ago, Taki17 said:

I'm not even sure that's from this mod, since the fast travel restriction will only apply when wearing heavy bondage or blindfolds.

See if you don't got any other mods affecting fast travel?

 

Upon double checking... you are entirely correct. I had accidentally enabled a similar option from Devious Curses, entirely forgetting that I had been in that MCM menu on the same setting adjustment session that I was using to configure this mod. 

 

Thank you for your response, and my apologies for the confusion! 

Posted

I don't know if this has been mentioned before but there is a bug in the BondageAddiction() method in the din_Main script:

 

;if bondage addiction is at zero and the player is not wearing any restraints
If BondageAddictionLevel == 0.0 && !libs.PlayerRef.WornHasKeyword( libs.zad_Lockable )

Since it does a == check, it will basically never remove the BondageAddiction spells, because the bondage addiction modification in the HourlyUpdate() with AdjustFloatValue() sends it to the negatives. It should be a less or equal than zero not equals zero.

Right now my character is stuck at -0.329582 🙃

Posted

Dont have the option to remove restraints while talking to any blacksmith, is it because of high arousal?

Posted
23 hours ago, njaecha said:

Since it does a == check, it will basically never remove the BondageAddiction spells, because the bondage addiction modification in the HourlyUpdate() with AdjustFloatValue() sends it to the negatives. It should be a less or equal than zero not equals zero.

Thanks for spotting this! I can address this for the next version, hopefully not in the too far away future. In the meantime, I guess disabling then re-enabling the feature should clear it properly?

 

6 hours ago, Yesmano said:

Dont have the option to remove restraints while talking to any blacksmith, is it because of high arousal?

Not because of that, either because you haven't enough gold to remove the simplest category of restraints or the blacksmiths is outside their working hours (from 8 AM to 8 PM).

Posted (edited)
On 5/26/2026 at 5:39 PM, Taki17 said:

Thanks for spotting this! I can address this for the next version, hopefully not in the too far away future. In the meantime, I guess disabling then re-enabling the feature should clear it properly?

 

Not because of that, either because you haven't enough gold to remove the simplest category of restraints or the blacksmiths is outside their working hours (from 8 AM to 8 PM).

Disabling and re enabling does clear it. It would btw also be great to be able to see the current addiction value somewhere in the MCM so that you have to rely less on the logging.

And while I'm at it I'll also add that the math for the rolls for stripping/self-bondage/masturbation could be explained more and maybe be more configurable.

Right now all three share the same stepped linear inclines in probability depending on the arousal as follows:
- Below threshold => always 0%
- Between 0 and 25 => 0% - 25% chance (this means at 25 arousal, which I would say is a pretty normal value to be running around with, not that aroused, there is already a 1 in 4 chance at triggering stripping/self-bondage/masturbation)
- Between 26 and 50 => 31% - 55% (so at half aroused, more than half the eligible hourly check will cause the event)
- Between 51 and 75 => 61% - 85% 
- Between 76 and 85 => 86% - 100% (above 85 arousal the check will always hit the event)

All in all, as soon as you character is aroused at all you will most likely hit the events, and since they are checked hourly it wont take long even with low arousal values. Because of this the cooldown becomes a much more important parameter in the current configuration if the player wants to direct the number of events the mod will cause.
In addition since all are checked at the same time but individually, at medium to high level of arousal you are pretty likely to hit all three events at once, every time, unless their cooldowns are set so that they don't match, until you sleep or wait and "synchronize" the timers again. 

Because of this I have a few suggestions for configuration:
A) Add a setting which can be enabled to ensure only one event is hit in any hourly update. Either do not check the remaining events if one of them was hit, or postpone the check for the remaining events for X amount of time, so that the player isn't overwhelmed by their desire to masturbate naked in bondage every time. You could potentially add a configurable low chance of hitting double/triple events.
B) Keeping the linear probability, add an additional modifier to the initial roll. Either a "bonus" like +30 to the event roll (think DnD :)) or a multiplier like x1.5 for the event roll (or both). So instead of rolling 0-100 and comparing it to the arousal, you roll between 30-130, shifting the whole probability downwards. Or you multiply it and roll between 0-150, meaning you can still low-roll and hit the event even at very low arousal but have increased chances of resisting the urges with high rolls.
There is even some possibility to add magic effects here which affect the bonus/modifier using stuff in game.
C) You could also have a even more sophisticated probability curve like rolling 0-100 but putting the arousal into a quadratic/cubic function. For example [with x being the arousal value]:
---      roll(0-100) >= ((x/3)^2)/10          => this would result in 50 arousal hitting only 27%, but 90 arousal hitting 90% with 100% being hit shortly after.
---      roll(0-100) >= ((x/5)^3)/80          => this would result in 50 arousal hitting only 12.5% rising to 100% at 100 arousal. 
For option C you could still apply the bonus and/or modifier to shift the curve further.


Sorry for the long text, I just like math. When it comes to stuff like this, the more parameters we can choose as the player the more we feel like being able to configure just the right experience.

Edited by njaecha
Posted
On 5/28/2026 at 10:05 PM, njaecha said:

...
Sorry for the long text, I just like math. When it comes to stuff like this, the more parameters we can choose as the player the more we feel like being able to configure just the right experience.

Snipped the quote for brevity, but allow me respond in detail still:

 

The idea behind most features of this mod is to provide the players with a really simple, out-of-the-box, plug-and-play, something along those lines implementation for them - there's some configurability involved of course, but I intended them to be like that if you want a more elaborate implementation, you'd disable the features in DIN and would install a dedicated mod for it with all the customization that you can dream of. Hence why I'm not looking at adding deep(er) customization to any of the features, and I'm also wary of bloating the config menu, which is already getting chonky enough as it is. And sorry I'm just not trusting enough to leave an end user alone with a config.ini and not make more work for myself to solve later 😅

 

However with that being said, I'm open to refining the existing implementation!

  • I agree that spacing events out is needed. I'm thinking of a flat grace period (may or may not end up configurable), and also starting all events on cooldown whenever the player wakes up from sleep, so that they don't stack up while fast forwarding time.
  • Out of the options, I'm feeling partial for the quadratic curve solution. No particular reason aside it making more sense to me than the bonus rolls. Probably will end up implementing that, if and when I can get my desktop running again. That also means the current flat bonus chances will become redundant, which is a bit of a shame, since I need to rethink the whole use of the arousal modifier setting as well. Oh well~

Thanks for the ideas btw, I'm happy to read any suggestions on how I could improve the mod! ☺️

Posted

This isn't a big deal, but it's kinda awkward when an NPC who just equipped restraints on you immediately acts surprised at your restraints if you talk to them again. Not sure if there's a simple way to give NPCs a different set of responses if they recently equipped you with restraints, either through the bondage offer event or otherwise.

Posted
1 hour ago, noctred said:

it's kinda awkward when an NPC who just equipped restraints on you immediately acts surprised at your restraints if you talk to them again. Not sure if there's a simple way to give NPCs a different set of responses if they recently equipped you with restraints

I somewhat agree, however the effort and added complexity more than outweighs the usefulness of the feature, so I don't think I'll add anything of the sort.

Though come to think of it, an NPC restraining the player then saying "ohhh you poor thing who did this to you" is it's own sort of ironic...~ 😅

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