Verstort Posted March 20, 2015 Posted March 20, 2015 This may have been brought up before, but I'd like to see an option to turn off device comments from followers and/or quest NPCs. It feels weird having a dedicated follower (like Lydia) just slap more gear on you when you want to give her more dragon loot. Is that a cursed loot feature? I thought that was a different mod, I thought that was from Versh's mod
Reesewow Posted March 20, 2015 Posted March 20, 2015 This may have been brought up before, but I'd like to see an option to turn off device comments from followers and/or quest NPCs. It feels weird having a dedicated follower (like Lydia) just slap more gear on you when you want to give her more dragon loot. Is that a cursed loot feature? I thought that was a different mod, I thought that was from Versh's mod Latest DCL update added comments when first talking to an npc after an adjustable cooldown. I believe I already saw Kimy mention that followers would be excluded from being able to comment/act in the next version.
Kimy Posted March 20, 2015 Author Posted March 20, 2015 The switch to exclude followers from commenting and/or acting upon comments is already in my dev build.
Werkstoffheinz Posted March 21, 2015 Posted March 21, 2015 The shackles seem to work fine for most, so I'd need a log to check what's going on for the two of you. Deamionzero (the one i quoted) posted one, you might want to start looking there. I'll attach mine too, but it's kinda big, but maybe you can find more information there. BTW, thanks for replying so fast. Ok, I got some news about the shackles refusing to work: I just had the idea to check how they perform on a new character, et voilà, they work perfectly fine. So I can rule a bug in the mod out. Just letting you know. Now I'm trying to figure out why the old savegame has these problems. Wish me luck. Update: Okay, now I've been trying some more stuff, cleaned my savegame and so on. After that I loaded my old savegame, console'd some shackles and equipped them, with the same affect as before. The mod asks me if I want to equip them, says they are equipped afterwards, the bound hands animation plays, but nothing else. They aren't shown and the menu disabling thing doesn't happen, I can go to equipment and unequip them, without the mod even asking what it should do. Then I tried unequipping everything (had a number of items locked on); nothing is rendered anymore, and I try equipping the shackles. BAM, everything works. I unequip everything again, reequip everything I had on before, and try the shackles again: they refuse working again. After trying out one by one I figured the troublemakers are the arm cuffs! I had some normal leather armcuffs on (I think I also had it with Captured Dreams ones), and somehow they conflict in rendering on the character. TL,DR: Every time I have some kind of arm cuffs on, the shackles fail to be equipped and work properly, but don't tell you that. Any suggestions? Update 2: Tried around some more. If you have standard arm cuffs on you and try to equip shackles, they kind of try but fail, but without notice. If you just equip shackles and try to equip arm cuffs afterwards (by using the equip menu from any container), you get a notice that you can't wear multiple cuffs simultaneously, so I think that works as intended (?). So, as far as i see it, there are some possibilties: - make shackles use another slot - make shackles override arm cuffs - make the shackles check for arm cuffs and notice you that you can't equip them (and furthermore don't spawn them in a cursed loot event when in arm cuffs) At least, this is what I observe. Maybe it's still a bug on my side, so can anyone else confirm or negate this behaviour? Thanks a lot.
Khe Posted March 21, 2015 Posted March 21, 2015 While I liked the idea of Deviously Helpless and tried to have it in my games a few times, I was always turned off by the fact that if the NPCs caught the merest glimpse of you, they would beeline straight for you. I normally play stealthy characters and this would mess with my games horribly. The NPCs would also completely ignore all threats to their lives in pursuit. No wild animal, undead horde, or vengeful guard would stop them from trying to have a taste of my delectable helpless body. Hopefully you can implement it in a way like the stealth system in which they may look for you but don't have some kind of homing beacon on you. That's a good point, I think I need to add a "no attacks when stealthed" function to those scenes. Can't attack what you don't see. now if only someone added that to vanilla forcegreet scenes but that's something for another mod I guess. here's to hoping 4.5 is good, I'm thinking of trying it.
sapho888 Posted March 21, 2015 Posted March 21, 2015 While I liked the idea of Deviously Helpless and tried to have it in my games a few times, I was always turned off by the fact that if the NPCs caught the merest glimpse of you, they would beeline straight for you. I normally play stealthy characters and this would mess with my games horribly. The NPCs would also completely ignore all threats to their lives in pursuit. No wild animal, undead horde, or vengeful guard would stop them from trying to have a taste of my delectable helpless body. Hopefully you can implement it in a way like the stealth system in which they may look for you but don't have some kind of homing beacon on you. That's a good point, I think I need to add a "no attacks when stealthed" function to those scenes. Can't attack what you don't see. now if only someone added that to vanilla forcegreet scenes but that's something for another mod I guess. here's to hoping 4.5 is good, I'm thinking of trying it. I've been using a mod, The Choice is Yours, that is supposed to stop most quests from auto starting unless I purposely agree to it. It seems to be working for the vanilla quests. If we are want to talk about annoying forcegreets though, we need a mod that will keep couriers from running up to you to deliver a letter while enslaved or caged. Although I guess if a courier is getting paid to deliver something, he just wants to get rid of the item so he can finish the job, regardless of current ability to actually read his letters.
fsn34_skyrim Posted March 21, 2015 Posted March 21, 2015 I think the issue with the steel shackles in 4.4 is because they're using the original DDi slot (namely slot 59). In DDi 2.9.0, the armbinder slot was moved from 59 to 46; so that's why we're getting this strange behavior.
badbat111 Posted March 21, 2015 Posted March 21, 2015 While I liked the idea of Deviously Helpless and tried to have it in my games a few times, I was always turned off by the fact that if the NPCs caught the merest glimpse of you, they would beeline straight for you. I normally play stealthy characters and this would mess with my games horribly. The NPCs would also completely ignore all threats to their lives in pursuit. No wild animal, undead horde, or vengeful guard would stop them from trying to have a taste of my delectable helpless body. Hopefully you can implement it in a way like the stealth system in which they may look for you but don't have some kind of homing beacon on you. That's a good point, I think I need to add a "no attacks when stealthed" function to those scenes. Can't attack what you don't see. now if only someone added that to vanilla forcegreet scenes but that's something for another mod I guess. here's to hoping 4.5 is good, I'm thinking of trying it. I've been using a mod, The Choice is Yours, that is supposed to stop most quests from auto starting unless I purposely agree to it. It seems to be working for the vanilla quests. If we are want to talk about annoying forcegreets though, we need a mod that will keep couriers from running up to you to deliver a letter while enslaved or caged. Although I guess if a courier is getting paid to deliver something, he just wants to get rid of the item so he can finish the job, regardless of current ability to actually read his letters. you can read letters with armbinders on go to a barrel or body you know to raid it open it up to bring the screen up to pick then click on your characters name to open your inventory while in inventory hold shift on the letter while holding shift click the letter to read it i think it was shift the equip mode on botton of the inventory screen when opening stuff up
Werkstoffheinz Posted March 21, 2015 Posted March 21, 2015 I think the issue with the steel shackles in 4.4 is because they're using the original DDi slot (namely slot 59). In DDi 2.9.0, the armbinder slot was moved from 59 to 46; so that's why we're getting this strange behavior. Seems plausible. Since I'm not proficient enough with modding, does anyone mind to check this or even know how to change the slot? That would be great.
sapho888 Posted March 21, 2015 Posted March 21, 2015 While I liked the idea of Deviously Helpless and tried to have it in my games a few times, I was always turned off by the fact that if the NPCs caught the merest glimpse of you, they would beeline straight for you. I normally play stealthy characters and this would mess with my games horribly. The NPCs would also completely ignore all threats to their lives in pursuit. No wild animal, undead horde, or vengeful guard would stop them from trying to have a taste of my delectable helpless body. Hopefully you can implement it in a way like the stealth system in which they may look for you but don't have some kind of homing beacon on you. That's a good point, I think I need to add a "no attacks when stealthed" function to those scenes. Can't attack what you don't see. now if only someone added that to vanilla forcegreet scenes but that's something for another mod I guess. here's to hoping 4.5 is good, I'm thinking of trying it. I've been using a mod, The Choice is Yours, that is supposed to stop most quests from auto starting unless I purposely agree to it. It seems to be working for the vanilla quests. If we are want to talk about annoying forcegreets though, we need a mod that will keep couriers from running up to you to deliver a letter while enslaved or caged. Although I guess if a courier is getting paid to deliver something, he just wants to get rid of the item so he can finish the job, regardless of current ability to actually read his letters. you can read letters with armbinders on go to a barrel or body you know to raid it open it up to bring the screen up to pick then click on your characters name to open your inventory while in inventory hold shift on the letter while holding shift click the letter to read it i think it was shift the equip mode on botton of the inventory screen when opening stuff up I know you can read letters in that way... it just isn't very immersive
Kimy Posted March 21, 2015 Author Posted March 21, 2015 I think the issue with the steel shackles in 4.4 is because they're using the original DDi slot (namely slot 59). In DDi 2.9.0, the armbinder slot was moved from 59 to 46; so that's why we're getting this strange behavior. Seems plausible. Since I'm not proficient enough with modding, does anyone mind to check this or even know how to change the slot? That would be great. This is quite likely the reason behind this. I will check it out and fix it.
Nalessa Posted March 21, 2015 Posted March 21, 2015 Can cursed loot DiD be implemented into immerslave somehow btw? I'd actually would like to start off a new game in that situation, could be pretty fun
badbat111 Posted March 21, 2015 Posted March 21, 2015 im suprised theres no estrus armor like on oblivion it had estrus hands that grabbed the body if the hands was on skyrim then when the plugs events was supposed to start the estrus hands would get to work on the crotch shame that the hands never made it to skyrim it would have been good that
Khe Posted March 21, 2015 Posted March 21, 2015 While I liked the idea of Deviously Helpless and tried to have it in my games a few times, I was always turned off by the fact that if the NPCs caught the merest glimpse of you, they would beeline straight for you. I normally play stealthy characters and this would mess with my games horribly. The NPCs would also completely ignore all threats to their lives in pursuit. No wild animal, undead horde, or vengeful guard would stop them from trying to have a taste of my delectable helpless body. Hopefully you can implement it in a way like the stealth system in which they may look for you but don't have some kind of homing beacon on you. That's a good point, I think I need to add a "no attacks when stealthed" function to those scenes. Can't attack what you don't see. now if only someone added that to vanilla forcegreet scenes but that's something for another mod I guess. here's to hoping 4.5 is good, I'm thinking of trying it. I've been using a mod, The Choice is Yours, that is supposed to stop most quests from auto starting unless I purposely agree to it. It seems to be working for the vanilla quests. If we are want to talk about annoying forcegreets though, we need a mod that will keep couriers from running up to you to deliver a letter while enslaved or caged. Although I guess if a courier is getting paid to deliver something, he just wants to get rid of the item so he can finish the job, regardless of current ability to actually read his letters. kinda wasn't just about the couriers (or quests), though that'd be nice too. was mostly aimed at certain wilderness encounters. of course, when I tried deviously helpless I just disabled the attacks entirely and kept the hardcore style device events. getting grabbed from the other side of the dungeon pissed me off.
sapho888 Posted March 21, 2015 Posted March 21, 2015 An idea for another possible outcome would be to use the cursed chests as if it were a homeowner's security system. Upon opening a Cursed chest, you would essentially be put to sleep or bound in place for the owners of the house to find. Once they find you, it would be as if they saw you stealing from them. If I understand the game correctly, this would then let the default crime system kick in and have your bounty go up and the guard would be called. And if you are using Prison Overhaul, I would guess that the crime trigger would trigger Prison Overhaul too without too much additional coding. (disclaimer: I may have no idea what I am talking about here ) It would probably work best in cities where NPCs have set schedules to return home at certain hours of the day and find you in their house. If you are bound in devious restraints, it would be a race to try and free yourself before they found you. And I guess you could have other outcomes too depending on what the NPC or your Devious mind wants to do with poor restrained thieves.
Khe Posted March 21, 2015 Posted March 21, 2015 there is NEVER a need for a cloak anymore, tbh. there was some example of using a quest instead. sexlab aroused redux does this. While you should never say never, I have no plans to use even one constantly running cloak spell in Cursed Loot, let one multiple ones. Generally, Cursed Loot has a rather manageable Papyrus footprint given its size and I want to keep it that way. Currently, there is -one- constantly running periodic event that does some housekeeping every so often and that's it. All cloak spells and cell scans in Cursed Loot are on-demand triggered and used only when needed. I also have no plans to copypaste DH 1:1 into Cursed Loot. As I said above, for the time being, DH works fine - and even if one day something breaks it, it's probably a better idea to assign DH a new maintainer to make the necessary patches rather than me absorbing it into Cursed Loot. What -will- be in Cursed Loot are trigger based sex attacks. Well, these attacks have been in Cursed Loot for a long while now (in form of the slave/slut collar sex attacks), so that's not even news. What I am going to add is more triggers than just being collared. One of the triggers will be being restrained. To a certain degree that's functionality also offered by DH, but my implementation will relate to DH in about the same way as my solicitation feature relates to one of the full-blown prostitution mods: Lightweight and it's my own take on the subject. Yes, if the lightweight feature is good enough for you, you might no longer need DH, like some use the Cursed Loot solicitation in place of a full-featured prostitution mod. Hope that clarifies that.
Kimy Posted March 21, 2015 Author Posted March 21, 2015 there is NEVER a need for a cloak anymore, tbh. there was some example of using a quest instead. sexlab aroused redux does this. There is no need for coding around them for sheer ideology either. There are lots of situations where you can use them without any harm whatsoever.
Slorm Posted March 21, 2015 Posted March 21, 2015 An idea for another possible outcome would be to use the cursed chests as if it were a homeowner's security system. Upon opening a Cursed chest, you would essentially be put to sleep or bound in place for the owners of the house to find. Once they find you, it would be as if they saw you stealing from them. If I understand the game correctly, this would then let the default crime system kick in and have your bounty go up and the guard would be called. And if you are using Prison Overhaul, I would guess that the crime trigger would trigger Prison Overhaul too without too much additional coding. (disclaimer: I may have no idea what I am talking about here ) It would probably work best in cities where NPCs have set schedules to return home at certain hours of the day and find you in their house. If you are bound in devious restraints, it would be a race to try and free yourself before they found you. And I guess you could have other outcomes too depending on what the NPC or your Devious mind wants to do with poor restrained thieves. +1 from me, this would really make the Thieves Guild radiant missions a lot more interesting
badbat111 Posted March 21, 2015 Posted March 21, 2015 how do you unlock the shackles before you say hand key your wrong i was doing the quest for master from cd to recover the delivery activated the courier grabbed the delivery then when i exited the body i got the damsel in distress quest it took a while before i was able to get out the cage i had keys set to 100% i had 10 of each keys for the damsel quest the shackles wouldnt unequip but i was able to use spells and stuff it no longer did the armbinder pose that the shackles do 10 of each keys and no way to remove the shackles it was a good thing though like master wanted to be evil by sending you to go get it from a cursed courier once out of the cage i fast traveled to cd shop to finnish the quest but couldnt break free from the shackles even though it no longer did the armbinder pose
Sethala Posted March 22, 2015 Posted March 22, 2015 First off, thank you so much for making this mod, it's probably the biggest reason why I decided to give Skyrim another go after getting somewhat bored of it rather quickly. It also seems to work pretty well aside from possibly a few quest issues (that I only ran into once while testing, but I've only recently started playing again as well, so who knows). I do have a suggestion/request or two, though. I'd love to see something added in to tie this in with Death Alternative. Something as simple as waking up nearby and having a normal cursed chest event trigger on you would work, maybe even have the curse event hit after the normal DA stuff goes on. I've heard I can get something to work through Defeat to do something similar, but honestly I can't figure out how to get Defeat to work; even on a fresh install with no mods other than DA, Defeat, and their requirements, it refused to do what it was supposed to. I'd also like to ask for more stuff like Deviously Helpless. As others have mentioned, I love the idea of being able to try and sneak around an enemy while helpless... naturally, I also love the idea of sneaking around made much harder thanks to bondage gear (boots that might make you stumble and trip, or suddenly moaning out when your vibrators turn on or your piercings give you a nice shock...) It seems Helpless is good for getting captured, but not so much for escaping enemies. Admittedly I don't know anything about coding, but perhaps one solution would be, if you're hit by an attack while helpless, any enemies within a short range automatically capture and start to rape you/tie you up. Having it trigger off an attack instead of just walking near an enemy would let more of Skyrim's normal combat mechanics work without mucking down the whole thing with constant trigger checks.
badbat111 Posted March 22, 2015 Posted March 22, 2015 First off, thank you so much for making this mod, it's probably the biggest reason why I decided to give Skyrim another go after getting somewhat bored of it rather quickly. It also seems to work pretty well aside from possibly a few quest issues (that I only ran into once while testing, but I've only recently started playing again as well, so who knows). I do have a suggestion/request or two, though. I'd love to see something added in to tie this in with Death Alternative. Something as simple as waking up nearby and having a normal cursed chest event trigger on you would work, maybe even have the curse event hit after the normal DA stuff goes on. I've heard I can get something to work through Defeat to do something similar, but honestly I can't figure out how to get Defeat to work; even on a fresh install with no mods other than DA, Defeat, and their requirements, it refused to do what it was supposed to. I'd also like to ask for more stuff like Deviously Helpless. As others have mentioned, I love the idea of being able to try and sneak around an enemy while helpless... naturally, I also love the idea of sneaking around made much harder thanks to bondage gear (boots that might make you stumble and trip, or suddenly moaning out when your vibrators turn on or your piercings give you a nice shock...) It seems Helpless is good for getting captured, but not so much for escaping enemies. Admittedly I don't know anything about coding, but perhaps one solution would be, if you're hit by an attack while helpless, any enemies within a short range automatically capture and start to rape you/tie you up. Having it trigger off an attack instead of just walking near an enemy would let more of Skyrim's normal combat mechanics work without mucking down the whole thing with constant trigger checks. death alternate is a pain in the ass i never get it to work it just kills me then makes me lay there listening to that afull noise without the save triggering or death alternate doing a thing even though i had 1 quest set to 100% in option for the mod but it didnt do it
Sethala Posted March 22, 2015 Posted March 22, 2015 By the way, one thing I'd like to know a bit more on: How does the math work for arousal affecting your chances of the curse? I see both arousal weight and arousal modifier, but I don't quite understand how the two interact.
chipstick Posted March 22, 2015 Posted March 22, 2015 Hoping someone can clarify this for me. Previously, for a good stretch of time while wearing the restrictive gloves, restructive boots and slut collar, I would regularly get told "get on your knees, dog" --> sex scene. From the brief time I was able to mess around with the event parameters in the MCM before getting locked into my gear, I gathered this was due to the collar. Long story short, I used the safe word for a bit, then decided to reapply my previous gear. Reapplied the restrictive gloves and boots, then got zapped with a slut collar by cranking up the critical failure chance and corresponding weights. Only now I've noticed that the "get on your knees dog" event doesnt seem to fire even after the refresh intervals are long gone. Am I missing something? Is there some event I'm supposed to fulfil, or am I just bugged out? Or perhaps my slut collar had been previously bugged out, and that line was only supposed to play with the slave collar? Only other difference this time is, a cursed event did whack me with 2 sets of piercings, but that shouldn't make a difference I imagine... EDIT: I've noticed on this save that npcs are repeatedly saying something to me I'd never heard before: "Mmm, now that's a slave's ass I wouldn't mind fucking. Too bad you already have a master" or something similar. Given I hadn't ever heard that line before in many previous hours of play, would there be any relation?
sapho888 Posted March 22, 2015 Posted March 22, 2015 Hoping someone can clarify this for me. Previously, for a good stretch of time while wearing the restrictive gloves, restructive boots and slut collar, I would regularly get told "get on your knees, dog" --> sex scene. From the brief time I was able to mess around with the event parameters in the MCM before getting locked into my gear, I gathered this was due to the collar. Long story short, I used the safe word for a bit, then decided to reapply my previous gear. Reapplied the restrictive gloves and boots, then got zapped with a slut collar by cranking up the critical failure chance and corresponding weights. Only now I've noticed that the "get on your knees dog" event doesnt seem to fire even after the refresh intervals are long gone. Am I missing something? Is there some event I'm supposed to fulfil, or am I just bugged out? Or perhaps my slut collar had been previously bugged out, and that line was only supposed to play with the slave collar? Only other difference this time is, a cursed event did whack me with 2 sets of piercings, but that shouldn't make a difference I imagine... EDIT: I've noticed on this save that npcs are repeatedly saying something to me I'd never heard before: "Mmm, now that's a slave's ass I wouldn't mind fucking. Too bad you already have a master" or something similar. Given I hadn't ever heard that line before in many previous hours of play, would there be any relation? I think those comments are probably from SD+.
Verstort Posted March 22, 2015 Posted March 22, 2015 By the way, one thing I'd like to know a bit more on: How does the math work for arousal affecting your chances of the curse? I see both arousal weight and arousal modifier, but I don't quite understand how the two interact. I thought it worked something like this: You start with a flat percent (per location if you choose refined chances) You can imagine that chance is a line on a graph, just the flat percentage would be a flat line, doesn't change over arousal Then you have arousal weight (slope): how imporant is the flat percentage compared to just the arousal. Situation A: 1.0 Full arousal weight, flat chance is ignored and you have a 1x1 ratio between your chance and your current arousal, if you're at 72 arousal your chance is 72%. Situation B: you're modifier is 0, you're not using arousal at all, your line is flat again. Then you have arousal modifier, which boosts arousal as a percentage before it hits the weight. If you're arousal is 50, and your weight is 0.5, then your calculated arousal for the weight calculation becomes 25, 50 x 0.4 = 20, ect. Bear in mind the flat percentage is really the mid point @ 50%, if you have less than 50 arousal and your using any arousal in your calculation you will have LESS than the flat rate, and above the flat rate if > 50 arousal. Without testing it, I would assume the equation would be something like this: Chance = ( ((Modifier * Arousal) * Weight) + (50* (1-Weight)) ) + FlatRate Nope that only works with FlatRate = 50 My damn graphing calc batteries are dead... Whatever, Kimy knows the answer
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