Mord Sif Posted October 6, 2014 Posted October 6, 2014 Sounds great to me Now i just need to convince you to do it.. hmm.. some kind of bribe maybe, or copious amounts of flattery, eh, i'll get back to you on that. There's always restraints and a good ol' riding crop. They can be powerful motivation... I can't write code if you tie me up, though! Hmm. True. And if you're anything like me it would be too much of a distraction anyway. How about we promise to tie you up and crop you after you've written the code?
Kimy Posted October 6, 2014 Author Posted October 6, 2014 Hmm. True. And if you're anything like me it would be too much of a distraction anyway. How about we promise to tie you up and crop you after you've written the code? *shifty eyes*
A7X Nightmare Posted October 6, 2014 Posted October 6, 2014 Is there anyway to have DD items stay on your character during sex/rape scenes? My character is currently caught in an arm binder from this mod (still can't figure out how to get that darn thing off), and during scenes it will disappear and reappear afterwards. Blindfolds, gags, and chastity belts/bras all stay on, but the arm binder disappears. Are there any sex animations involving the use of the arm binder? It kind of breaks immersion to have the arm binder disappear and then magically reappear afterwards. Unless the bandits are removing them and then adding them after they get done.
xboronx Posted October 7, 2014 Posted October 7, 2014 A7X Nightmare, you can set this in DD integrations menu if i remember correctly
Kimy Posted October 7, 2014 Author Posted October 7, 2014 A7X Nightmare, you can set this in DD integrations menu if i remember correctly Yes, you need to register the bound animations in the ZAZ pack, so SexLab can find them. Then enable the corresponding setting in DD Integration.
Mord Sif Posted October 7, 2014 Posted October 7, 2014 Is there anyway to have DD items stay on your character during sex/rape scenes? My character is currently caught in an arm binder from this mod (still can't figure out how to get that darn thing off), and during scenes it will disappear and reappear afterwards. Blindfolds, gags, and chastity belts/bras all stay on, but the arm binder disappears. Are there any sex animations involving the use of the arm binder? It kind of breaks immersion to have the arm binder disappear and then magically reappear afterwards. Unless the bandits are removing them and then adding them after they get done. As the others have said, in the Zaz MCM register its animations with SexLab and they'll be detected by devious devices. But also, which mod is triggering your sex scenes? I think Deviously Helpless, for example, is set by default so that attackers remove the armbinder then put it back on at the end of the encounter. There is an option in its MCM to disable that.
xboronx Posted October 8, 2014 Posted October 8, 2014 I've been thinking about the armbinder. My impression is that if you have the armbinder equipped the first positive loot finding is always the sharp item to unlock the armbinder. Imho it would be even more fun if you can instead also find keys first which you can't use due to the armbinder, this would make the whole gamble even more interesting as it already is. Will i find a sharp item to get rid of the armbinder and can then use the keys i already found or will i trigger another trap before and lose them? Realism is a problem, but a possible explanation is that you might be able to pick them with your toes or your mouth or magic. The advantages imho outweight the small realism problem because there would be even more thrill and variance in trying to find keys to escape. And your worries when you find several keys but no armbinder unlock and then lose them again
Kimy Posted October 8, 2014 Author Posted October 8, 2014 I've been thinking about the armbinder. My impression is that if you have the armbinder equipped the first positive loot finding is always the sharp item to unlock the armbinder. Imho it would be even more fun if you can instead also find keys first which you can't use due to the armbinder, this would make the whole gamble even more interesting as it already is. Will i find a sharp item to get rid of the armbinder and can then use the keys i already found or will i trigger another trap before and lose them? Realism is a problem, but a possible explanation is that you might be able to pick them with your toes or your mouth or magic. The advantages imho outweight the small realism problem because there would be even more thrill and variance in trying to find keys to escape. And your worries when you find several keys but no armbinder unlock and then lose them again Your observation is correct. When you're wearing an armbinder, the only -positive- thing (you can still trigger traps after all) you can find in those containers is the sharp item. I thought it made sense that the character would be -very- focused on getting out of the armbinder when wearing one and also because I had no idea how someone would be able to pick up anything at all with their hands sealed away inside a monoglove, so I didn't allow them to find keys. I concede that the realism thing is sort of a moot point because the DD framework lets you loot entire chests even when wearing an armbinder. So...yeah...there is that. I will think about it.
Disposable55645 Posted October 8, 2014 Posted October 8, 2014 Hi, The more I use this mod, the more I like it. Thank you very much for building it. I have, however, one request and what I think is a bug: First, the request: I would like to have a way to prevent new items to be put on my character while I'm already wearing a device - any device. I can set it to refrain from running when I have two items, but as soon as I have only one left, it will potentially be triggered. Second, I can't get the pony boots to drop. I have disabled the slave boots, asked for full sets only, set the number of item to exactly the number of things I enabled in the options and tried it numerous time: never did I get the pony boots. Thanks again
Kimy Posted October 8, 2014 Author Posted October 8, 2014 Hi, The more I use this mod, the more I like it. Thank you very much for building it. I have, however, one request and what I think is a bug: First, the request: I would like to have a way to prevent new items to be put on my character while I'm already wearing a device - any device. I can set it to refrain from running when I have two items, but as soon as I have only one left, it will potentially be triggered. Second, I can't get the pony boots to drop. I have disabled the slave boots, asked for full sets only, set the number of item to exactly the number of things I enabled in the options and tried it numerous time: never did I get the pony boots. Thanks again 1. That's true, it would behave that way. I suppose I can change the formula being used to allow a minimum cap of exactly one item. 2. If you have the slave boots disabled, no boots will drop at all. That's...probably confusing and dating back to the time when the -only- boots available were the slave boots. If you want only pony boots, currently the way to do that is setting a theme that's not metal, e.g. ebonite etc. I guess I will change that to something that makes more sense, too.
xboronx Posted October 8, 2014 Posted October 8, 2014 Your observation is correct. When you're wearing an armbinder, the only -positive- thing (you can still trigger traps after all) you can find in those containers is the sharp item. I thought it made sense that the character would be -very- focused on getting out of the armbinder when wearing one and also because I had no idea how someone would be able to pick up anything at all with their hands sealed away inside a monoglove, so I didn't allow them to find keys. I concede that the realism thing is sort of a moot point because the DD framework lets you loot entire chests even when wearing an armbinder. So...yeah...there is that. I will think about it. Hehe yeah, i think escaping it if you are also blindfolded, gagged and wearing pony boots getting rid of the armbinder with a sharp item would be very difficult. Feeling around for the sharp item then would require courage since you could hurt yourself severly. Maybe a hardcore option where you can't unlock the armbinder without npc help if you have a full set of devious devices Whatever devious you add, i'll like it, my virtual heroine probably not so much
A7X Nightmare Posted October 8, 2014 Posted October 8, 2014 Is there anyway to have DD items stay on your character during sex/rape scenes? My character is currently caught in an arm binder from this mod (still can't figure out how to get that darn thing off), and during scenes it will disappear and reappear afterwards. Blindfolds, gags, and chastity belts/bras all stay on, but the arm binder disappears. Are there any sex animations involving the use of the arm binder? It kind of breaks immersion to have the arm binder disappear and then magically reappear afterwards. Unless the bandits are removing them and then adding them after they get done. As the others have said, in the Zaz MCM register its animations with SexLab and they'll be detected by devious devices. But also, which mod is triggering your sex scenes? I think Deviously Helpless, for example, is set by default so that attackers remove the armbinder then put it back on at the end of the encounter. There is an option in its MCM to disable that. Deviously Helpless is the trigger for the sex scene, and I think I already have the animations registered from the Zaz animation pack, but I just want the arm binder (and the animation for my arms to stay in that position) to actually show up in sex scenes. I don't recall seeing an option to show that. I'll double check.
Coopervane Posted October 8, 2014 Posted October 8, 2014 DH does have an MCM option to strip/not strip armbinders. If you're not seeing it, then you definately need to update your DH install as the option has been in there for a few versions now
jwind Posted October 9, 2014 Posted October 9, 2014 Hi, I have a small request. I have noticed that the "refined options" only affect the base chance to get cursed loot. If one has the Arousal Weight turned up, then less weight is given to these refined options effect on the base chances in favor of the player's arousal. This kind of diminishes the effect of the refined options. Could you make it so that the refined options would affect your OVERALL chance to get cursed loot, whether you are weighted more toward base chance, or more toward Arousal? Also I am really enjoying the concept of Yurik's "Pet Collar". Could you find a way to work it in? Thanks for your consideration.
Kimy Posted October 9, 2014 Author Posted October 9, 2014 Hi, I have a small request. I have noticed that the "refined options" only affect the base chance to get cursed loot. If one has the Arousal Weight turned up, then less weight is given to these refined options effect on the base chances in favor of the player's arousal. This kind of diminishes the effect of the refined options. Could you make it so that the refined options would affect your OVERALL chance to get cursed loot, whether you are weighted more toward base chance, or more toward Arousal? Also I am really enjoying the concept of Yurik's "Pet Collar". Could you find a way to work it in? Thanks for your consideration. The effect of the Arousal value is working as intended. I doubt I want to change it, to be honest. If you want to place more emphasis on the environment chances, just lower the arousal weight and it will have a comparable effect to what you're suggesting here. As for the pet collar, I will have a look at it. I am currently working on a major new version of Cursed Loot that will feature custom DD quest items as well, though. When that is done, I will see what other new features make sense.
circ Posted October 9, 2014 Posted October 9, 2014 Quick idea as I'm once again screwed by the binder, and tried looting for sharp objects. How about if a dagger or slashing (sword/axe) type object is found on corpses, that there be an X chance to change the state of the armbinder to open state? Obviously with MCM options on how succesful you'll be. Difficulty increased if you're wearing DD footwear. And a chance to injure yourself (loss of hp or something?), though not seriously unless you go nuts with it.
circ Posted October 11, 2014 Posted October 11, 2014 I had follower support enabled, and now Vigilance, a dog apparently ended up with some DD items. I get an option to say - wait let me help you out or something when opening his dialogue, and no matter how many times I pick that choice it's still there. I've checked his inventory, he had some Zaz stuff on him. I cleared his inventory, but dialogue choice is still there. Could creature companions be excluded from follower handling in a future version maybe? And also is there a way to fix this? If there's anything to fix. Well I guess he shouldn't say - thanks that was terrible seeing as he's not Barbas.
Kimy Posted October 11, 2014 Author Posted October 11, 2014 Oh dear! I have no idea about that dog. That's a vanilla follower?
bradleyh Posted October 11, 2014 Posted October 11, 2014 Oh dear! I have no idea about that dog. That's a vanilla follower? There is also Meeko and the Stray Dog, Dawnguard Huskies and Deathhounds, a Steadfast Spider and Sphere in Dragonborn, and the Armored Trolls from Dawnguard. I think Rieklings from Thirsk also are in the Pet Follower Category?
blarghxxx Posted October 11, 2014 Posted October 11, 2014 Quick suggestion: if you find a sharp object to free yourself from the armbinder, the armbinder should be destroyed because you just cut it open.
Kimy Posted October 11, 2014 Author Posted October 11, 2014 Vanilla follower yeah. Plus the above. I will make sure that this won't happen anymore, then!
vixengamer Posted October 14, 2014 Posted October 14, 2014 It really is an excellent mod. Frankly, I had to turn it down to almost nothing and incrementally change the settings. I was really quite overwhelmed with the default settings, and it seemed insane! hahaha Anyway, I am very happy with my settings and the mod. The only exception being that I still wish there were no traps in my home. It really is a fun mod, and I thank you.
PubliusNV Posted October 15, 2014 Posted October 15, 2014 If you don't want traps in your home, you can use the MCM option to turn it off in towns. Unless you're talking about Hearthfire homes, or homes provided by other mods outside towns.
Kimy Posted October 15, 2014 Author Posted October 15, 2014 If you don't want traps in your home, you can use the MCM option to turn it off in towns. Unless you're talking about Hearthfire homes, or homes provided by other mods outside towns. Traps shouldn't trigger in player homes at all. Are you using a custom player home lacking the correct tag, maybe?
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now