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Posted

As long as you have a system, I was just offering suggestions on way you might handle it. I don't know enough to mod yet myself, but it doesn't stop me from asking questions and giving advice hoping to slowly learn stuff.

Posted

As long as you have a system, I was just offering suggestions on way you might handle it. I don't know enough to mod yet myself, but it doesn't stop me from asking questions and giving advice hoping to slowly learn stuff.

 

Yeah, no worries :) I generally like to try something little bit less obvious, like picking a few items instead of just removing everything in this case ;)

Posted

Skyrim keeps getting more dangerous for the PC, great :).

 

With the money theft feature now Defeat together with Devious Captures is nearly as dangerous as Submit also, which adds more variety again.

 

 

Do you plan on letting townsfolk also abuse you in a future version? It shouldn't be 100%, but some NPCs should get tempted. Maybe wih a low chance NPCs could try to abuse you if you wear an armbinder, and with a higher chance if you are also blindfolded, because this way you would probably not recognize them, so it is even less risky for them :D

 

Edit: It also works really well together with SD+. This way you get into trouble scenarios in a believeable way. Sanguine sends you sometimes back with arm cuffs from the dreamworld, and the location is very random, so if you set the ZaZ armcuffs to activate the mods features in the MCM this can lead to very interesting return stories.

The forsworns thanked Sanguine for the nice gift when he sent me back into their camp, and when i managed to get to Rorikstead i had to get free two times, first the bindings from Sanguine via SDs features and then there still was the armcuff which the forsworn gave me as goodbye gift.

Really great how many synergies there are between the various mods now, not only via the DD family but Defeat, Submit and SD+ in combination with the devious devices now sometimes seriously force you into prostitution. And with XAZPO crimes are so risky that they are a huge gambit if you want to get up after serious defeat. So at least for my Characters some prostitution is a neccessity after getting defeated or enslaved. And with Radiant Prostitution and Working Girl prostitution is nicely dirty now too.

It's like 20-30 different lovelab mods working together like a complicated machine now, very often leading to great stories the way how they all influence each other.

 

Might be worth a mentioning in the OP to recommend some other mods to trigger situations for this mod. I suggest the following:

SD+ in combination with

either Submit + Devious Devices progression mod (main advantage that Mixedupjim's submit addon is just great)

or Defeat + Devious Captures (main advantage group rape)

 

 

 

Posted

If both the attacker and you are wearing gag, belt and bra I can see it getting stuck as there are no available animations in that case, no change in that regard.

ok, thanks

Posted

Yep, synergy with other mods was one of the main purposes for this originally. I've been meaning to add suggestions for those in the description, just haven't got around to doing it yet.

 

Adding support for normal NPC attacks wasn't really on my list, but it might, MIGHT, appear at some point. It requires a bit more restructuring the mod.

Posted

Another day, another update, 1.6 in this case:

  • Added Captured Dreams integration, option to steal the delivery from player during scenes
  • Added aggressive animation only toggle
  • Added option to only have male enemies participate in the scenes
  • Fixed player getting stuck if SexLab animations failed to start
  • Changed retry delay on adding enemies from 30s to 2min
  • Changed item wear checks to be done at most once every 30s

With help from Veladarius, attackers here might now steal any deliveries from Captured Dreams. If you don't have it installed, not to worry, it isn't required. You will however get a single error in your logs once every time you load game saying Captured Dreams isn't loaded and the feature will be disabled. That's normal, the error is just from checking if the mod is installed.

 

Also added toggles for allowing non-aggressive animations and only having male rapists. Female enemies should still gather around to stay friendly, but they alone won't start a scene. The male only option wasn't really tested that much so do report if there are any issues ;)

 

The last two are some optimizations to reduce the script load, hopefully they won't affect any functionality. The equipped status of any DD items usually doesn't seem to change middle of combat anyway so I don't think it'll be a problem. For those having the only unarmed option in use, that's handled slightly differently so it should continue working as before if you drop weapons middle of combat.

 

And last, a note to anyone doing translations, the esp is exactly the same as in 1.5, though the translation file has a couple of new lines.

Posted

Would it be possible to have the gold stealing option always active (even for example if the mod is set to weapon unequipped mode), this would provide the missing functionality in Defeat and Devious Capture?

Posted

Would it be possible to have the gold stealing option always active (even for example if the mod is set to weapon unequipped mode), this would provide the missing functionality in Defeat and Devious Capture?

 

Not sure what you're getting at. If you have the gold stealing on, it happens every time a scene is started by helpless and you have more than 50 gold.

Posted

 

Would it be possible to have the gold stealing option always active (even for example if the mod is set to weapon unequipped mode), this would provide the missing functionality in Defeat and Devious Capture?

 

Not sure what you're getting at. If you have the gold stealing on, it happens every time a scene is started by helpless and you have more than 50 gold.

 

 

I've just started a new game using LADL so just about to load this now I've removed all the restraints from that. I didn't load it before otherwise there's no way to have a fight in the first place to get the keys from bandits. Maybe this already does what I'm thinking off.

 

If using the mod with all restraints enabled but set to attack if unarmed, if the pc is armed so a normal attack happens can it still take the pc's gold as well if the player loses and Defeat/Devious Captures kicks in. Sorry hope that makes sense

 

 

Posted

No, you won't lose any gold in that case, the stealing is done at the start of the helpless scenes, just after the first enemy runs up to you, before starting any sexlab animations. Having weapons with the unarmed option prevents the scenes from starting completely.

Posted

Another day, another update, 1.6 in this case:

  • Added Captured Dreams integration, option to steal the delivery from player during scenes
  • Added aggressive animation only toggle
  • Added option to only have male enemies participate in the scenes
  • Fixed player getting stuck if SexLab animations failed to start
  • Changed retry delay on adding enemies from 30s to 2min
  • Changed item wear checks to be done at most once every 30s

With help from Veladarius, attackers here might now steal any deliveries from Captured Dreams. If you don't have it installed, not to worry, it isn't required. You will however get a single error in your logs once every time you load game saying Captured Dreams isn't loaded and the feature will be disabled. That's normal, the error is just from checking if the mod is installed.

 

Also added toggles for allowing non-aggressive animations and only having male rapists. Female enemies should still gather around to stay friendly, but they alone won't start a scene. The male only option wasn't really tested that much so do report if there are any issues ;)

 

The last two are some optimizations to reduce the script load, hopefully they won't affect any functionality. The equipped status of any DD items usually doesn't seem to change middle of combat anyway so I don't think it'll be a problem. For those having the only unarmed option in use, that's handled slightly differently so it should continue working as before if you drop weapons middle of combat.

 

And last, a note to anyone doing translations, the esp is exactly the same as in 1.5, though the translation file has a couple of new lines.

 

Ok you know I have to ask about the bolded part. I have not tried this mod yet, mostly cause I am not playing skyrim right now. Xcom has taken up all my free time right now. A

 

Anyways does that bolded part mean if my PC had no weapons equipped and ran up to a group of bandits in the wild they would not start combat but instead would trigger this mod? Or does that mean it only happens if you was already in combat and had a device or mod trigger dropping weapons?

 

Either way love the mod and love that you are actively updating it.

Posted

Without the "only unarmed" in use, it's enough that you are wearing one of the DD items that are set to trigger the attacks. So instead of attacking normally, enemies will run up to you and start the scene.

 

With "only unarmed" in use, in addition to needing to wear one of the DD items, you also need to have your hands empty. That includes spells and weapons, if either are equipped the scenes wont start. If you unequip/drop your weapons while already in range of some enemies, they should notice that practically instantly, and trigger the attack scene. And this is where the "plug vibrations drop weapons" option comes in, if a strong enough vibration happens to happen middle of combat and it then causes you to drop your weapons, you suddenly are a valid target for the scenes.

Posted

Ah ok, it's what I thought but had to ask. Was hoping it was able to detect you was unarmed and triggered this with normally hostile people.

 

I know you are using a DD item as the trigger, but have you considered just adding a permanent "debuff" to act as the trigger.? Then the character would always have the effect on, so then it could be set to things like unarmed. Anyways just a thought. :)

 

Also sorry I keep bringing the same idea up but I just love the idea of the mod, just would like to see it expanded. As always feel free to ignore this post if you are not interested. :)

Posted

Without the "only unarmed" in use, it's enough that you are wearing one of the DD items that are set to trigger the attacks. So instead of attacking normally, enemies will run up to you and start the scene.

 

With "only unarmed" in use, in addition to needing to wear one of the DD items, you also need to have your hands empty. That includes spells and weapons, if either are equipped the scenes wont start. If you unequip/drop your weapons while already in range of some enemies, they should notice that practically instantly, and trigger the attack scene. And this is where the "plug vibrations drop weapons" option comes in, if a strong enough vibration happens to happen middle of combat and it then causes you to drop your weapons, you suddenly are a valid target for the scenes.

 

Ah that makes sense. I often wondered why this condition was applied to unequipped rather than unreadied

Posted

Discovered a small problem, it's not a bug as logically its doing what it should.

 

I loaded up with some swords as I was doing the Forbidden Tome quest, had DH set to drop weapon on vibrate and attack on unarmed.

 

I ran out of some of the swords but when i had a steel sword set as a favourite  and had 2 steel swords in inventory although I was dropping one the other was then automatically equipped even while the plugs were still vibrating which stops the mod kicking in as it thinks I'm still armed.

 

Repeated using a single sword and it dropped and the mod then worked.

 

Logically the behavior is correct but runs counter to what the mod is trying to do, so maybe (if possible) it needs something to stop the automatic equipping of a second weapon of the same type.

 

EDIT: The principle of this works really well but is limited to the pc having soulgem or tormentor plugs installed rather than other devices. I'm not sure how it could be extended to other devices (maybe they could have a % chance of causing the pc to drop weapon or something like that e.g. arm cuffs would interfere which a sword swing so you drop it, leg cuffs could trip you up etc). I really like the uncertainty it brings.

 

EDIT2: Noticed that the weapon isn't always dropped when the plugs vibrate. Tested with firebolt and healing and although the plugs vibrate the weapon is sheathed not dropped. Conjuring a Flame Atronach works as it it gives the message about being surprised by the vibration.

Posted

Heh, just noticed the equipping of the 2nd weapon set yesterday as well. It's fixed in my own copy currently.

 

For other devices, I'll need to pester Min first as currently only vibrating plugs send events that other mods can hook onto.

 

Weapons and shields are always dropped with high enough vibration strength. Spells have a chance based on remaining magicka and your arousal level. Though I tweaked it a bit for the next version so the chance is higher with stronger vibrations.

Posted

For other devices, I'll need to pester Min first as currently only vibrating plugs send events that other mods can hook onto.

 

 

As a quick fix would it be possible to have a percentage chance check that a weapon would be dropped if any device other than the plugs were fitted. I know very little about modding so ignore if this is a silly suggestion.

 

Posted

 

For other devices, I'll need to pester Min first as currently only vibrating plugs send events that other mods can hook onto.

 

 

As a quick fix would it be possible to have a percentage chance check that a weapon would be dropped if any device other than the plugs were fitted. I know very little about modding so ignore if this is a silly suggestion.

 

 

 

Sure, I could do similar periodic polling as DDi does to start the events, but I think it'd be better to have the drop events happen at the same time as DDi decides the plugs shifted a bit. Though for other items like the leg cuffs, polling would be pretty much needed. I'll see what I can do for more drop chances ;)

 

Also a bit of clarification on spell dropping. The chance is inversely proportional to your remaining magicka, so at full magicka you have the minimum 10% chance of dropping spells, at 0 magicka, it's the maximum 90% chance. In addition, if you're over 30 arousal, that adds its own bonus to the drop chance, at 30 arousal and below it's 0%, at 100 arousal it's 35% bonus.

Posted

Small update to 1.6a:

  • Added possibility of getting infected with Sanguinare Vampiris with vampire attackers
  • Prevented scenes from starting when surrendering through SexLab Submit
  • Dropping shield and spells is now more likely on higher vibration settings
  • Plug vibrations now drop also the previously used weapon set

The Submit conflict prevention isn't perfect, there is still a chance that Submit and Helpless both try to initiate their scenes simultaneously. Most often this seems to happen if you have unarmed only on, and then surrender through Submit. Helpless then kicks in once submit strips your weapons. That shouldn't happen anymore, but there is a small window inside submit scenes that might allow Helpless to trigger depending on your luck with timing of the events.

 

Shields won't stay equipped on their own anymore with vibration levels higher than 2.5, spell dropping is also bit more likely on higher vibration strengths.

 

Also, if you are switching between two weapon sets with hotkeys, they both should get now dropped. Basically the currently equipped set gets dropped and the game equips the secondary set automatically, once that's done, it gets dropped as well.

Posted

Just downloaded the latest version. It seems as if "Devious Devices Expansion.esm" has been listed as a master. Don't know if this is intentional since it is not list in OP for requirements.

 

[EDIT] Sorry just notices at the top of the page that it is required. Anyone know where I can get the meshes for a Seven Base version of the harness that comes with the Expansion? 

Posted

Just downloaded the latest version. It seems as if "Devious Devices Expansion.esm" has been listed as a master. Don't know if this is intentional since it is not list in OP for requirements.

 

[EDIT] Sorry just notices at the top of the page that it is required. Anyone know where I can get the meshes for a Seven Base version of the harness that comes with the Expansion? 

 

Eh, it shouldn't be required. I probably forgot to unload it from CK when looking at something else first. I'll upload a fixed version shortly.

Posted

Ok, reuploaded 1.6a to remove the uncessary master file. Redownload it if you don't have DD - Expansion installed. Sorry about that.

Posted

So far i only ran into bandits accidently, but the OP is unclear and i am always curios:

Which enemy types are supported by deviously helpless?

I'm asking because i wonder if draugr and falmer are supported, i think both would be excellent and it would also be lorefriendly imho because they should have aquired their share of devious devices from unlucky defeated other adventurers or the falmer could also had luck with raids.

 

Would be awesome if they greet and bid farewell to you with random dragon language phrases after they had their fun with you :D.

 

Posted

So far i only ran into bandits accidently, but the OP is unclear and i am always curios:

Which enemy types are supported by deviously helpless?

I'm asking because i wonder if draugr and falmer are supported, i think both would be excellent and it would also be lorefriendly imho because they should have aquired their share of devious devices from unlucky defeated other adventurers or the falmer could also had luck with raids.

 

Would be awesome if they greet and bid farewell to you with random dragon language phrases after they had their fun with you :D.

 

Currently it's normal human(oid) enemies: bandits, vampires, vampire thralls, warlocks, necromancers and forsworn.

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