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Posted
32 minutes ago, Vollkornstulle said:

No I didn´t. Thank you. That was the information I was missing.

Why in the world is that not part of the tutorial?

Also, when patching, lookout for errors/warnings. I think there were 2-3 armors (some test plugs, or so, in the 4 DD .esps) in my load order, where two different inventory devices pointed to the same rendered device (or viceversa). This won't work, the UD patcher requires a 1:1 relationship between rendered and inventory devices, fix this, otherwise you have some plugs you can't remove. I simply deleted the duplicate entries which were unused.

Posted

So I'm giving UD a whirl in my new mod list, and I'm wondering if someone could clarify a few things for me (I've been trying out different scenarios in the Skyrim Unbound starting area before I start the actual game).

 

1: When I'm doing the basic "opening the lock with the key" mini-game, I know I have to press A and D at various times but I'm not sure what I'm looking for. Is it a matter of spamming button presses as fast as possible, is there a rhytm component to when to press the game, or am I trying to match some visual cues?

 

2: I've had the key break fairly frequently, jamming the lock - is that due to actions in the minigame (i.e. I'm doing it badly), or is it just a random chance? If it's a random chance, can it be changed?

 

3: Once a lock is jammed, what do you do to get it unjammed? Is it another minigame using the repair action, or are there other options?

 

4: What unlocks the timed locks? In 3.01 I had timed blocks on all the locks of one device. On inspection it said the timer was 1 hour, but I still couldn't try to open them after having worn the device for almost 3 hours. Am I misunderstanding how they work?

 

5: What's the deal with shields on locks? Is it simply an indication that the minigame to interact with the lock is going to be harder than normal, or is there more to it?

 

I'm really enjoying the concept of the mod, but I want to understand them a little bit better before I start a full game :) 

 

Posted (edited)
2 hours ago, Anunya said:

So I'm giving UD a whirl in my new mod list, and I'm wondering if someone could clarify a few things for me (I've been trying out different scenarios in the Skyrim Unbound starting area before I start the actual game).

 

1: When I'm doing the basic "opening the lock with the key" mini-game, I know I have to press A and D at various times but I'm not sure what I'm looking for. Is it a matter of spamming button presses as fast as possible, is there a rhytm component to when to press the game, or am I trying to match some visual cues?

 

2: I've had the key break fairly frequently, jamming the lock - is that due to actions in the minigame (i.e. I'm doing it badly), or is it just a random chance? If it's a random chance, can it be changed?

 

3: Once a lock is jammed, what do you do to get it unjammed? Is it another minigame using the repair action, or are there other options?

 

4: What unlocks the timed locks? In 3.01 I had timed blocks on all the locks of one device. On inspection it said the timer was 1 hour, but I still couldn't try to open them after having worn the device for almost 3 hours. Am I misunderstanding how they work?

 

5: What's the deal with shields on locks? Is it simply an indication that the minigame to interact with the lock is going to be harder than normal, or is there more to it?

 

I'm really enjoying the concept of the mod, but I want to understand them a little bit better before I start a full game :) 

 

1: During the struggle, when it reduces your resources: After a while you will get either a blue or green hue on your character. You then have to press the corresponding key (configurable in mcm) to activate a "Crit".

If you struggle with a normal device it restores some of the resources that that specific struggle uses and do a hefty chunk on the durability of the device. If you are lockpicking it opens the lockpicking menu instead.

 

2: Key break happens usually when you use the crit hotkey at the wrong time while breaking the last lockpick in your hand (I think default is 2) or using a key . 

 

3: You have to use the repair option or use a struggle method if possible, as they don´t care about keys. Alternatively there are mods like Laura's shop that give allternate options to unjam them, mostly for a ridiculous monetary compensation.

 

4: Time. Don´t know the exact mechanics, but I am pretty sure it bypasses the game time in some way. I personally have it disabled in the mcm under the "patched devices" tab and I never missed it.

 

5: Shields are special layers for lockpicking. If you use a key they don´t matter. If you use lockpicks you have to repeat the lockpicking one more time for every shield it has to unlock it.

f.e.: If your device has 11 shields, you have to unlock it a total of 12 times.

Edited by Vollkornstulle
Posted
9 hours ago, Vollkornstulle said:

1: During the struggle, when it reduces your resources: After a while you will get either a blue or green hue on your character. You then have to press the corresponding key (configurable in mcm) to activate a "Crit".

If you struggle with a normal device it restores some of the resources that that specific struggle uses and do a hefty chunk on the durability of the device. If you are lockpicking it opens the lockpicking menu instead.

 

Ah! I was staring at the bars themselves waiting for them to do something, but I should be looking at my character. Got it.

 

9 hours ago, Vollkornstulle said:

 

2: Key break happens usually when you use the crit hotkey at the wrong time while breaking the last lockpick in your hand (I think default is 2) or using a key . 

 

I see. That explains why I kept getting jammed locks with keys - I kept pressing the button at the wrong time.

 

9 hours ago, Vollkornstulle said:

3: You have to use the repair option or use a struggle method if possible, as they don´t care about keys. Alternatively there are mods like Laura's shop that give allternate options to unjam them, mostly for a ridiculous monetary compensation.

 

Good old Laura :) 

 

9 hours ago, Vollkornstulle said:

 

4: Time. Don´t know the exact mechanics, but I am pretty sure it bypasses the game time in some way. I personally have it disabled in the mcm under the "patched devices" tab and I never missed it.

 

Ah... so it's based on RL time, maybe?

 

I think I'll disable it too. It doesn't quite match my play style.

 

9 hours ago, Vollkornstulle said:

 

5: Shields are special layers for lockpicking. If you use a key they don´t matter. If you use lockpicks you have to repeat the lockpicking one more time for every shield it has to unlock it.

f.e.: If your device has 11 shields, you have to unlock it a total of 12 times.

 

Oh man, that's a lot. I'm finding the four locks on the default collar plenty already... but perhaps that's because I have quite figured out how to open them yet :D 

 

Thanks for the insight :) 

Posted

Okay, after more trying things out I realized that the problem I'm experiencing is widget and shader related.

 

When struggling to get out of a device, there are no colour flashes on the character, nor does the HUD flash. In fact, the UD custom HUD bars don't show up at all (which makes it pretty hard to time a crit lol). I've been looking at my default stamina bar depleting and trying to time the crits off of that - and seeing no indications.

 

Things I've tried:

  • Switching between HUD, Body Shader, and HUD + Body Shader in the MCM. Nothing's showed up.
  • Testing the Widgets in the UI part of the MCM. The custom bars do show up, as do all the various other icons.
  • Turning iWW widgets on and off (and saving the game and loading) in the UI part of the MCM. No change.
  • I've also turned on auto-crit and set the probability to 100%, which unlock the locks as expected.

I believe I have all the prerequisites installed correctly: ConsoleUtilSSE 1.4.0, UI Extensions 1.2.0, DD5.2, DDNG 0.4.1, Papyrus Tweaks NG 4.1.0, ConsoleUtilSSE NG 1.5.1, OSL Aroused 2.7.1

 

The only conflict I get from Vortex is with Binding - and the file in question is date\LICENSE which I don't think should affect anything.

 

I've been testing using the basic DD iron collar, the rusty iron collar, and the iron ballet shoes. The struggle animations play correctly, and as far as I can see everything is working as it should - except I don't see the crit indications. I've also managed to unlock a lock by spamming the buttons randomly, but usually the key just breaks (as expected).

 

Any suggestions on what to try out - settings to tweak, other types of mods to turn off, something to reinstall?

 

Posted
18 hours ago, Anunya said:

Okay, after more trying things out I realized that the problem I'm experiencing is widget and shader related.

 

When struggling to get out of a device, there are no colour flashes on the character, nor does the HUD flash. In fact, the UD custom HUD bars don't show up at all (which makes it pretty hard to time a crit lol). I've been looking at my default stamina bar depleting and trying to time the crits off of that - and seeing no indications.

 

Things I've tried:

  • Switching between HUD, Body Shader, and HUD + Body Shader in the MCM. Nothing's showed up.
  • Testing the Widgets in the UI part of the MCM. The custom bars do show up, as do all the various other icons.
  • Turning iWW widgets on and off (and saving the game and loading) in the UI part of the MCM. No change.
  • I've also turned on auto-crit and set the probability to 100%, which unlock the locks as expected.

I believe I have all the prerequisites installed correctly: ConsoleUtilSSE 1.4.0, UI Extensions 1.2.0, DD5.2, DDNG 0.4.1, Papyrus Tweaks NG 4.1.0, ConsoleUtilSSE NG 1.5.1, OSL Aroused 2.7.1

 

The only conflict I get from Vortex is with Binding - and the file in question is date\LICENSE which I don't think should affect anything.

 

I've been testing using the basic DD iron collar, the rusty iron collar, and the iron ballet shoes. The struggle animations play correctly, and as far as I can see everything is working as it should - except I don't see the crit indications. I've also managed to unlock a lock by spamming the buttons randomly, but usually the key just breaks (as expected).

 

Any suggestions on what to try out - settings to tweak, other types of mods to turn off, something to reinstall?

 

Have you tried making crits mandatory in the mcm?

When you miss the crits with that setting enabled the resources get drained by a chunk, just like when you push the crit key at the wrong time.

If you get a chunk of resources missing without seeing the visual indicator at the character then it is indeed because of that, but it could also be that they aren´t happening at all.

Some users complained about them not happening at all.

This could help narrow down the issue.

Posted
55 minutes ago, Vollkornstulle said:

Have you tried making crits mandatory in the mcm?

When you miss the crits with that setting enabled the resources get drained by a chunk, just like when you push the crit key at the wrong time.

If you get a chunk of resources missing without seeing the visual indicator at the character then it is indeed because of that, but it could also be that they aren´t happening at all.

Some users complained about them not happening at all.

This could help narrow down the issue.

 

Thanks for the suggestion, I'll give it a go.

 

Posted (edited)

having a problem where the struggle minigame doesn't work, i get the menu but when i click any escape option it just closes and no animation or health drain starts, anyone has encountered this problem? really at a loss here.

Edited by squirreldaz
typo
Posted

I installed UD a long time ago on top of ddng and it works great.

I was just wondering: do the animation triggers come from UD or DD NG? Im talking about the animations for example when a npc tries by themselves to remove a device like a collar

Posted (edited)

Some more feedback and suggestions on v3.1

 

- The Weak Abadon Plug still seems bugged, they are unremovable, both anal and vaginal variants. Now I got to the point that I won't even try to remove them, I just go to the debug menu and use the Unlock function.

 

- The MAN modifier seems way too regular. When there is a trap equip event, some of the devices are always have it. It would be nice to be able adjust the chance, not just a flat turn off. Maybe link it to somehow to the difficulty setting? For example on higher difficulty milder modifiers appear less frequently, harsher ones (like MAN) appear more often. EDIT: nevermind, I found it in MCM.

 

- All found restraints are always max quality and max HP. It would be nice to see damaged restraints as well. I could imagine a couple of different solutions for this, the easiest would be to just to randomize these stats when creating the device. A more immersive solution would be to check what kind of cell is it created in. If it is in a dungeon for example, then the devices may be damaged, who knows how long they were rotting away there? If it was created in a shop inventory, they would be better quality. If the restrain has REG on it, then it is max quality/HP.

 

- The XP is much better now, but I feel it could be still improved. It seems to me that the received xp is connected to the level of the restraint. My problem with that is that as you get better at removing restraints (higher skills), you get more xp. It should be the other way around, the easier to remove a restraint, the less xp you should get. In a new game, the player should get more xp for successful removals, since it is much harder to do it with low skills, immersively the character would learn more from a situation like this.

  

Another example for this is the opening the restraints with keys, it is very easy to do, so it shouldn't worth much xp. The only modifier I can think about in a situation like this is the accessibility of the lock, if it is hard to reach, then it might worth a bit more xp.

 

- I think characters shouldn't be able to Struggle out of Yokes. Even if you may be able to pull out your hands somehow, I don't see a way to remove the neck part. Even Lockpicking is pushing it, but I understand that you need to give the player some way out.

 

Same goes for Armbinders, you should not have the option to Lockpick it. I mean, the hands are inside, while locks are outside, far away from them. The exception is when you have a helper, then we can say that the helper does the Lockpicking.

 

- Hoods should prevent access to gags and blindfolds.

 

 

Edited by monsta88
Posted

I really really the idea of this mod, but in actual use I've found it often becomes quite tedious.

For starters is that the exhaustion system quite frankly sucks and there's no option to turn it off completely or remove the cooldowns,

speaking from experience, padlocks or no, if I need to take off a ballgag while I'm not bound in any other way, I can Just Do That, it's not a tiring procedure. There are things that should not start eating your whole stamina bar and then make you exhausted for thirty seconds to do, and that is one of many.

Additionally, plugs are just broken, no two ways about it, they're broken. If I try to remove a plug, I can't, simple as that.

Doesn't matter what plug, iron, soulgem, inflatable, whatever, I go into struggle animation, drain my stamina bar, and don't even make a pixel difference in the removal bar despite details saying "100% accessibility"

It's at a point where, when I know I can easily get all the restraints I'm wearing off, I'll just go into debug and click unlock, because there is neither fun nor gameplay involved in standing there for several minutes because it apparently takes me 4 attempts and all my stamina to use a key to unlock a single padlock on a chastity belt, a task which really should be remarkably simple considering the padlock is Right There and nothing is restricting my movement.

If anyone knows a way to forcibly disable the struggle system for like, most of the items, and only keep it for things that make sense like armbinders and so on, and especially if anyone knows how I can Viciously Kill With Extreme Prejudice, the exhaustion mechanic, please tell me, I don't want to have to uninstall this mod, it adds a bunch of good stuff, I just want to turn off the not so good stuff.

Posted
4 hours ago, Leytra said:

I really really the idea of this mod, but in actual use I've found it often becomes quite tedious.

For starters is that the exhaustion system quite frankly sucks and there's no option to turn it off completely or remove the cooldowns,

speaking from experience, padlocks or no, if I need to take off a ballgag while I'm not bound in any other way, I can Just Do That, it's not a tiring procedure. There are things that should not start eating your whole stamina bar and then make you exhausted for thirty seconds to do, and that is one of many.

Additionally, plugs are just broken, no two ways about it, they're broken. If I try to remove a plug, I can't, simple as that.

Doesn't matter what plug, iron, soulgem, inflatable, whatever, I go into struggle animation, drain my stamina bar, and don't even make a pixel difference in the removal bar despite details saying "100% accessibility"

It's at a point where, when I know I can easily get all the restraints I'm wearing off, I'll just go into debug and click unlock, because there is neither fun nor gameplay involved in standing there for several minutes because it apparently takes me 4 attempts and all my stamina to use a key to unlock a single padlock on a chastity belt, a task which really should be remarkably simple considering the padlock is Right There and nothing is restricting my movement.

If anyone knows a way to forcibly disable the struggle system for like, most of the items, and only keep it for things that make sense like armbinders and so on, and especially if anyone knows how I can Viciously Kill With Extreme Prejudice, the exhaustion mechanic, please tell me, I don't want to have to uninstall this mod, it adds a bunch of good stuff, I just want to turn off the not so good stuff.

I personally always rush to level 40 in restroration quickly at the start of a playthrough, because then you regenerate magicka faster and your healing spells restore stamina, so you don't have to stop all the time.

There is a difficulty under custom devices in mcm. It adjusts how easy keys are to use.

Don't know what's wrong with the plugs. When I use it the plugs are imo too easy since just hitting 3 crits removes them even on 180% health. Even the high level ones, like the cursed inflatable abadon plugs are trivial.

Posted
On 10/29/2025 at 2:01 PM, monsta88 said:

- Hoods should prevent access to gags and blindfolds.

 

Already done to some extent. Hoods are reducing accessibility of gags and blindfolds to around 35% which makes escaping those approximately 3 times harder.

Similar effects are from cuffs and collars for catsuits for example.

Posted
21 minutes ago, kurotatsu said:

Hoods are reducing accessibility of gags and blindfolds to around 35% which makes escaping those approximately 3 times harder.

 

Hm, that sounds weird. I mean, is the gag under the hood, or over the hood? Or, more precisely, is the Lock of the gag under the hood, or over it? I can imagine both situations. For example with open eyes/mouth/face hoods it makes sense that the gag/blindfold is over it. It also makes sense if the lock is under it, it is just the question of equipping order. With fully closed face hoods, it doesn't make much sense to have gag/blindfold over them, these should be under it.

 

I'd say we would either need a simple design decision, or a small system to decide the equipping order.

 

- If the lock of the gag/blindfold is under the hood, then it should work like piercings/plugs under chastity devices. No access until the device above is removed.

- If the lock of the gag/blindfold is over the hood, then the Lock should have the regular lock accessibility.

 

I think similar rules may be used with Struggling too, although there I would say we need to decide if the gag/blindfold itself is accessible or not. If part of it is visible/accessible, then you can use struggle. An example for this would be a gag under an open face hood. You can't reach the Lock, but you can reach the ball and some of the straps, so you can use those for Struggling. If the gag us completely under a hood, not even visible, then you shouldn't be able to use Struggle to remove it.

 

To sum it up, this is how it should work IMHO (these are for the case when the arms are free):

 

- Gag/blindfold completely under a hood: No access, no minigames to remove it, remove the hood first.

- Lock is under the hood, but parts of the gag/blindfold is visible (open eyes/mouth/face hoods): Struggling minigame is available, lock picking/opening not available.

- Gag/blindfold is over the hood: All minigames available.

 

 

Posted
8 hours ago, monsta88 said:

 

Hm, that sounds weird. I mean, is the gag under the hood, or over the hood? Or, more precisely, is the Lock of the gag under the hood, or over it? I can imagine both situations. For example with open eyes/mouth/face hoods it makes sense that the gag/blindfold is over it. It also makes sense if the lock is under it, it is just the question of equipping order. With fully closed face hoods, it doesn't make much sense to have gag/blindfold over them, these should be under it.

 

I'd say we would either need a simple design decision, or a small system to decide the equipping order.

 

- If the lock of the gag/blindfold is under the hood, then it should work like piercings/plugs under chastity devices. No access until the device above is removed.

- If the lock of the gag/blindfold is over the hood, then the Lock should have the regular lock accessibility.

 

I think similar rules may be used with Struggling too, although there I would say we need to decide if the gag/blindfold itself is accessible or not. If part of it is visible/accessible, then you can use struggle. An example for this would be a gag under an open face hood. You can't reach the Lock, but you can reach the ball and some of the straps, so you can use those for Struggling. If the gag us completely under a hood, not even visible, then you shouldn't be able to use Struggle to remove it.

 

To sum it up, this is how it should work IMHO (these are for the case when the arms are free):

 

- Gag/blindfold completely under a hood: No access, no minigames to remove it, remove the hood first.

- Lock is under the hood, but parts of the gag/blindfold is visible (open eyes/mouth/face hoods): Struggling minigame is available, lock picking/opening not available.

- Gag/blindfold is over the hood: All minigames available.

 

 

The gag and blindfold are under the hood.

There is a setting in the mods that makes anything under 90% accessibility inaccessible.

If you don´t like the idea of being able to struggle out of devices that are not the outermost layer, then turn it on. (I have that setting active.)

There is just one device that is completely impossible to remove with that setting on: The punisher suit. It has mittens as a part and as a full body suit it is restricted by other devices like a collar, so the devices block each other. But you will not encounter that device very often. (I think it is part of the extension: Unforgiving Skyrim, but not sure about that.)

Posted
13 hours ago, Vollkornstulle said:

There is just one device that is completely impossible to remove with that setting on: The punisher suit. It has mittens as a part and as a full body suit it is restricted by other devices like a collar, so the devices block each other. But you will not encounter that device very often. (I think it is part of the extension: Unforgiving Skyrim, but not sure about that.)

 

It's part of UD, equipped by Cursed Goo. As UD itself is a framework you will not experience Cursed Goo unless you craft and consume it.

Posted

Staring new game with UD, msgbox apears with notification that 1 device patched incorrectly (used Synthesis patcherer). That msgbox also said, that more details is in skse log. Where can i find that log, and what i must search for? Maybe someone encountered something similar?

Posted (edited)

There's an issue with Punisher Suit. The device is built correctly in BodySlide and I have verified the path to catsuitLatex_1.nif model is correct. It uses Latex Catsuit NG as a model.

The standalone Latex Catsuit NG appears on the actor with no issues.

 

However when equipping Punisher Catsuit version of this apparel on a naked actor, it appears correctly along with mittens and is visible for up to ~30 seconds, then disappears, along with mittens and actor's fingers, resulting in this:

 

punishersuit.jpg.a0440561034c6b7da1281393b552b623.jpg

 

If equipped when wearing other apparel, the suit does not appear at all, but still takes the fingers away.

 

The device is correctly equipped as far as UD is concerned and can be interacted with either through UD's UI or actor's inventory, but the 3rd person model is absent.

Edited by belegost
Posted
On 11/2/2025 at 6:09 PM, Vollkornstulle said:

There is a setting in the mods that makes anything under 90% accessibility inaccessible.

 

I know about that one, but I stopped using it, as it leads to even more unrealistic scenarios. For example makes the Rope Body Restraint (a full body rope harness) not accessible, while the arms are free. Nonsense, basically you touch your body anywhere and you reached the rope harness.

Posted
On 11/4/2025 at 4:01 PM, belegost said:

There's an issue with Punisher Suit. The device is built correctly in BodySlide and I have verified the path to catsuitLatex_1.nif model is correct. It uses Latex Catsuit NG as a model.

The standalone Latex Catsuit NG appears on the actor with no issues.

 

However when equipping Punisher Catsuit version of this apparel on a naked actor, it appears correctly along with mittens and is visible for up to ~30 seconds, then disappears, along with mittens and actor's fingers, resulting in this:

 

punishersuit.jpg.a0440561034c6b7da1281393b552b623.jpg

 

If equipped when wearing other apparel, the suit does not appear at all, but still takes the fingers away.

 

The device is correctly equipped as far as UD is concerned and can be interacted with either through UD's UI or actor's inventory, but the 3rd person model is absent.

 

I would recommend you to check DD MCM Device Hider and turn it off for all items.

Posted (edited)
15 minutes ago, kurotatsu said:

 

I would recommend you to check DD MCM Device Hider and turn it off for all items.

The settings are default. None of those items should be hidden and the character is not wearing anything anyway. Unless the suit is supposed to be hidden by being submersed in an atmospheric gas.

Edited by belegost

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