Lupine00 Posted April 8, 2018 Posted April 8, 2018 12 hours ago, ralphk11 said: I too missed some of the features after changing to DD4, I find this mod is quite good at giving alternatives. https://www.loverslab.com/topic/93521-devious-device-helpers-beta/ Not what I was expecting, but yes, this sounds exactly like something I want. I will be trying it very soon.
Lupine00 Posted April 8, 2018 Posted April 8, 2018 1 hour ago, Lostdreamer said: For me, the 'smoking hot' dialog is a mildly inconvenient side effect of the full 'device dialog' functionality which triggers when I speak to someone whilst Deviced. You don't have to be deviced to get Smoking Hot. But if you didn't want consequences, you could not enable them, just like not enabling misogyny. Not that there's anything to not enable right now, it's just a dream. DCL supports so many different styles. It's giant MCM is very "inclusive". Personally, I'm tending to disable events on dungeon containers in my game now. With key drops turned down to almost nothing, I would be stuck too often. Combat defeat is the main way to get bound, followed by quests with devious support. I wasn't playing like that a few months ago, but DD4 has significantly turned me off dungeon bondage, and besides, been there, done that. Random hazards aren't as interesting as more interesting combat failures.
Lostdreamer Posted April 8, 2018 Posted April 8, 2018 7 minutes ago, Lupine00 said: You don't have to be deviced to get Smoking Hot. Err, yes. Exactly. Which is why I don't particularly want it triggering sex scenes etc. Quote But if you didn't want consequences, you could not enable them, just like not enabling misogyny. Except, as mentioned, I DO want the rest of the 'device dialog' functionality. So I have to live with having to say 'no' to people every so often.
Rogwar002 Posted April 8, 2018 Posted April 8, 2018 16 hours ago, Lupine00 said: I'm opposed to it on ground of personal taste and simple lack of ability to suspend disbelief for something so silly. Unlocking your own armbinder is also silly, but that's an entirely separate issue. *nod* 16 hours ago, Lupine00 said: It can be denied, but Kimy has asked what people believe is genuinely missing from bondage options, and consumable keys appear to be genuinely missing. *nod again* 16 hours ago, Lupine00 said: Difficulty levels in themselves are not a problem, but there could be more clarity on what they modify. *nod nod nod* 16 hours ago, Lupine00 said: The answer is simple. Stop assuming they can't be removed! Build an easy check for item removal into the DD API, so a mod can easily tell if a player has removed (or tampered with) an item that the mod thinks should be on them. Lots of ways to do this and make it easy for mod authors to call. I think I get your opinion. Hopefully you didn´t write the post crestfallen, because I just wanted to give food for thought. I like the way you comment on mods. If I would be able to publish a mod, I would like your comments. If the things your are suggesting are possible to implement or not, is ... damn... in german I would write "steht auf der anderen Seite der Medaille" But leo.org can´t translate it proper. ... If the things you are suggesting are possible or not, I can´t judge...bad translation. but I hope you get the meaning. This could be an endless thread about things that are good in DD4, DD3, DCL etc in general, but for the sake of Kimy and all others let´s say: Your are right (in many things and in some not ) and I respect your opinion and hopefully you smile now as I do as I read your post. Now I´ll grab my bike and make use of the blue sky and the shining sun. Have a nice weekend Rogwar
Lostdreamer Posted April 8, 2018 Posted April 8, 2018 16 hours ago, Lupine00 said: consumable keys appear to be genuinely missing. ...interesting. I don't get this. I tend to have quite high key drop rates, but I also have it set so that I lose all keys when I trigger an event and can't hand them off to followers, leave them in boxes etc. So what happens is the event goes off, I get deviced - and any keys I'm carrying evaporate. I'm stuck until I can find/make another key(s). Yes, that key might unlock more than one device - but they are still very much consumable items. It might break in use, a lock might jam etc - but...it's more likely that they will just evaporate the moment I need them. I'm not saying this is how you should run your game - one of the things I like about DCL is that it is SO customiseable and you can make it do what you want, rather than what someone thinks you want. It's just interesting to see the sheer scope and variety of this mod sometimes.
Lupine00 Posted April 8, 2018 Posted April 8, 2018 Now, I always want keys stolen on bondage because otherwise what would be the point of putting on the devices? But in the past, with dungeon events a common occurrence, sometimes not losing keys was a "phew, close shave" kind of thing. Coupled with consumable keys, you might not always be able to remove everything, so it was still somewhat meaningful, and it meant you could keep the event probabilities up higher, which tended towards better distributions. But talking of Lostdreamer's experience... Let's say you were back on DD3. High key rate, high trap rate, keys taken on event. You get deviced, now you are looking for keys... With non-consumable keys, you find a key, you can probably remove everything. With consumable keys, you can remove ONE thing, and you're back looking for keys again. Rinse, repeat. You might get down to some arm and leg cuffs and give up explicitly searching for keys, leaving them in place, because they're not that big a deal, and you may find a key accidentally soon anyway. Consumable keys make you think differently, and play differently. Random key breakage is just not the same, because you could find a key three times and still get nothing, then find one, and open everything with it. Very different. In DD4, there is no experience like that, and the order of device removal tends to be more constrained. Probably, in DD4 with non basic difficulty, your lock jams or something, so you're totally screwed.
Lostdreamer Posted April 8, 2018 Posted April 8, 2018 14 minutes ago, Lupine00 said: You get deviced, now you are looking for keys... With non-consumable keys, you find a key, you can probably remove everything. Well, yes. And no. One key won't get you out of both an armbinder and chasity belt for example. ...and until you do find that key? You may well be stuck sneaking around the dungeon defenseless in said armbinder or a blindfold or whatever. And after you do? You still have to get the soulgem plug out of your ass so you can cast spells without being staggered. Etc. Yes, you might get lucky and just get some arm cuffs. Or you might get unlucky and get locked into something that needs three separate rare keys - Even with a high drop rate, the chance of you getting three of the right type before you trigger an event and loose the ones you have collected so far is...not good. And it's that constant 'what happens now' tension that I enjoy about DCL, not having to constantly scrat around the world searching sacks for keys. I want to go on adventures and kill dragons, damnit. ...i'm just no complaining if some random sex and bondage happens along the way.
darkon74slayer Posted April 8, 2018 Posted April 8, 2018 I'm not a big fan of the losing keys or the one shot key thing, i have this mod to make dungeons interesting but, i don't want to spend half my time looking for keys. If this is instituted please make it optional.
Sniizle Posted April 8, 2018 Posted April 8, 2018 First, just want to say, big fan of this mod. Second, I've been looking into papyrus scripting lately, going through script sources to learn stuff, mostly to make personal changes(like making keys one time use). Going through some of your files i think i stumbled over some bugs so here is a... BUG REPORT# File: dcur_library.psc 1. Ballgag selection function dcur_equiprandomballgag(actor a, int theme) int pickone = 0 if !a.WornHasKeyword(Libs.zad_DeviousGag) if theme == set_rdleather pickone = Utility.RandomInt(11,12) elseif theme == set_rdebonite pickone = Utility.RandomInt(9,0) ... I believe the 0 in the last line here should be a 10. 0 being the peargag and 10 being red ebonite ballgag with strap. 2. Duplicate items when equipped with a dress/jacket/mitten from events Function dcur_equiprandombondagemittens(...) Function dcur_equiprandomhobbledress(...) Function dcur_equiprandomstraitjacket(...) In these three functions, all the following if statements have equipDevice first, then additem: If pickone == 1 libs.equipDevice(a, dcumenu.dcur_bondagemittens, dcumenu.dcur_bondagemittensRendered, libs.zad_DeviousGloves, skipevents = false, skipmutex = true) if !dcumenu.useitemsfrominventory a.additem(dcumenu.dcur_bondagemittens, 1, true) endif while in all older equiprandomitem functions the order is reversed(and correct), additem first, then equipDevice(this one taken from dcur_equiprandomrestrictiveboots): if pickone == 1 if !dcumenu.useitemsfrominventory a.additem(xlibs.restrictiveBoots, 1, true) endif libs.equipDevice(a, xlibs.restrictiveBoots, xlibs.restrictiveBootsRendered, libs.Zad_DeviousBoots, skipevents = false, skipmutex = true) Changing the order of operations in mittens/dress/jacket to match that of older functions seems to fix this issue (it did for me, I recompiled and tested this fix, no more extra hobbledresses in my inventory). Again, love all the Devious mods, thanks for all the hard work, and I hope this report is helpful.
Lupine00 Posted April 8, 2018 Posted April 8, 2018 It was an OPTION in DD3, and if you install DD3, it still is. It's on the first tab: Destroy Key, a checkbox, unchecked by default. Perhaps I'm the only person who liked this option, and there's no point restoring it. Never mind then.
tookachinchilla Posted April 8, 2018 Posted April 8, 2018 50 minutes ago, Lupine00 said: Perhaps I'm the only person who liked this option You are not. That was a silly thing to remove from DD3.
Slorm Posted April 8, 2018 Posted April 8, 2018 1 hour ago, Lupine00 said: It was an OPTION in DD3, and if you install DD3, it still is. It's on the first tab: Destroy Key, a checkbox, unchecked by default. Perhaps I'm the only person who liked this option, and there's no point restoring it. Never mind then. It's one of the reasons I've stayed with DD3, the key finding and key breaking is for me a major part of my game. So no, you're not the only one that likes that option.
LazyBoot Posted April 8, 2018 Posted April 8, 2018 5 hours ago, Lupine00 said: You don't have to be deviced to get Smoking Hot. The thing is, that you specifically have to not be wearing any devices to get "smoking hot", because it triggers as part of the device-comment system when you're not wearing devices. So with the current menu, you can't choose one or the other, you can only have both or none.
Kimy Posted April 8, 2018 Author Posted April 8, 2018 3 hours ago, Lupine00 said: It was an OPTION in DD3, and if you install DD3, it still is. It's on the first tab: Destroy Key, a checkbox, unchecked by default. Perhaps I'm the only person who liked this option, and there's no point restoring it. Never mind then. I removed it because it was broken, the way it was written. The function obviously assumed that there would be no keys other than the standard framework ones, ever. When enabled, this function destroyed ALL keys, no matter if it was a generic one, or one that had only one copy in the entire game world. If you check my older scripts, I had to write a LOT of workaround code to prevent this function from breaking quests left and right. I might bring it back one day, in a way that's safe not to break quests. 4
Lokikun Posted April 8, 2018 Posted April 8, 2018 I also used the destroy key option, with high drop chance. It is something really interesting. But unfortunately it fucked with all quest keys, really easily. Hopefully a good way for it to work can be created some day, without requiring tons of workarounds for modders. For now the slave sets and the unique restraints from DCL can simulate it
Slagblah Posted April 8, 2018 Posted April 8, 2018 3 hours ago, Kimy said: I removed it because it was broken, the way it was written. The function obviously assumed that there would be no keys other than the standard framework ones, ever. When enabled, this function destroyed ALL keys, no matter if it was a generic one, or one that had only one copy in the entire game world. If you check my older scripts, I had to write a LOT of workaround code to prevent this function from breaking quests left and right. I might bring it back one day, in a way that's safe not to break quests. Probably what you need then is a "UniqueKey" keyword, which can be applied to any key that should be excluded from the consumable keys function.
Rogwar002 Posted April 8, 2018 Posted April 8, 2018 Great. Now I feel bad, because I replied to a post. I feel like having blamed Lupine00. I didn´t meant to. I´ll keep my blabbermouth more shut in future. Sorry Rogwar
Kimy Posted April 8, 2018 Author Posted April 8, 2018 10 minutes ago, Slagblah said: Probably what you need then is a "UniqueKey" keyword, which can be applied to any key that should be excluded from the consumable keys function. *nod nod* That's how I will implement it, except that I will use a keyword for keys that CAN be consumed, so I don't break backwards compatibility! 4
WaxenFigure Posted April 8, 2018 Posted April 8, 2018 14 minutes ago, Kimy said: *nod nod* That's how I will implement it, except that I will use a keyword for keys that CAN be consumed, so I don't break backwards compatibility! Call it a key that when used to unlock a device cannot be removed from the device unless it is reequipped. If you have only one key of the type you can remove anything the key fits but only one of them at a time. This might be a bit hard to code though since you'd need to keep track of which unequipped items held keys unless you simply assume that any device not locked on someone has the key in it to start with.
Finallywon Posted April 9, 2018 Posted April 9, 2018 So I am pretty bad at this, I can't get a few of the outfits to appear, they just make my character invisible. Any idea how I can fix this, I am 100% sure it's my fault, but I don't know how to fix this. I have everything up to date with the most recent version, I tried redownloading everything, but should I allow Cursed Loot to override the Devious device integrations? Any solutions would be greatly appreciated!
fred200 Posted April 9, 2018 Posted April 9, 2018 1 minute ago, Finallywon said: So I am pretty bad at this, I can't get a few of the outfits to appear, they just make my character invisible. Any idea how I can fix this, I am 100% sure it's my fault, but I don't know how to fix this. I have everything up to date with the most recent version, I tried redownloading everything, but should I allow Cursed Loot to override the Devious device integrations? Any solutions would be greatly appreciated! Quick question: Did you run Bodyslide and select all the outfits? Bodyslide is pretty much required for mods these days - much like FNIS.
Finallywon Posted April 9, 2018 Posted April 9, 2018 5 minutes ago, fred200 said: Quick question: Did you run Bodyslide and select all the outfits? Bodyslide is pretty much required for mods these days - much like FNIS. Yeah, I have bodyslide, but what do you mean by selecting the outfits? I have looked through them and they all look right? Thanks for the fast response and I kindaaa have a lot of questions...
Finallywon Posted April 9, 2018 Posted April 9, 2018 Pretty sure it is something broken with UUNP, but I have no idea how to fix it
fred200 Posted April 9, 2018 Posted April 9, 2018 3 hours ago, Finallywon said: Yeah, I have bodyslide, but what do you mean by selecting the outfits? I have looked through them and they all look right? Thanks for the fast response and I kindaaa have a lot of questions... Start Bodyslide, select Filter by Group dropdown. Choose Groups. Then it is safe to choose everything. Finally, click Batch Build and let it do it's thing. Batch Build will present a more specific list of outfits. Choose what seems appropriate. Click Build button in Batch Build dialog. Done.
larrylaile Posted April 9, 2018 Posted April 9, 2018 Hi! I'm having similar issues as well! It all occurs when I equip some of the "Devious Devices" items (for example, the hand bindings would have my hands go invisible, vice versa for the leg bindings and full body harness). I'm not sure if it's because of something I did during the installation process. For example, I'm presently using the Nexus Mod Manager to install my mods; and for some mods, there would be "pop-ups" coming out during the installation process where I would have to select an option(s) (check-boxes beside an item I would have to select in order to proceed with the installation), and I would not know what I should be selecting since I am fairly new to modding. Thus, I was wondering if I selected the wrong check-boxes across all the mods which led to my character's body turning invisible. Furthermore, it is to note that I do run the FNISGenerator as well as the BodySlide executable each time I install a new mod (just because I do not know which of the mods truly require me to run these two), and that I would select the "BatchBuild" option in BodySlide each time. I would greatly appreciate it if anyone could guide me through the installation process. I have been trying to install this mod properly for a few days now, reinstalling a total of 6 times and looking up ways to fix the problems online but to no avail (which clearly shows that I am really unskilled and new at modding). Cheers.
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