LazyBoot Posted April 17, 2018 Posted April 17, 2018 29 minutes ago, ZoneTanIsLove said: Whenever the armbinder is on an NPC, they still move their arms around freely in front of them, instead of having their arms bound behind them. The armbinder is visible, but their arms are not bound. A fix for this is being tested in the latest beta version.
ZoneTanIsLove Posted April 17, 2018 Posted April 17, 2018 4 minutes ago, LazyBoot said: A fix for this is being tested in the latest beta version.  11 minutes ago, Comrade Laura 'Lokomootje' said: They are working on it for the next Devious Devices Integration release  Awesome!
Kimy Posted April 17, 2018 Author Posted April 17, 2018 3 hours ago, jfraser said: Many people do not use DD. My goal has always been to keep SS from having any dependency beyond ZAP (which i assume everyone does use) I am not aware of one larger BDSM mod not using DD - with the sole exception of ME, which according to its author is currently converted to use DD. Â However, it's not a big problem to keep SS DD dependency free and still solve this problem. All that needs to be done is checking if the player is wearing DD items (I can provide the code for this if you want to), NOT performing the unequipall() call or equipping ZAP restraints if she does, and not send her to any of the outcome scenarios that want to equip their own restraints (namely SD and ME). 3
Lozeak Posted April 17, 2018 Posted April 17, 2018 Few bugs/requests - sorry if they have been said before.  Bug - Favor useful key can just keep giving you a restraint key if you have a harness chastity belt (because it contain Zad_Collar keyword), I know it's not a bug it would be cool to it used weights in the menu rather than go Restraint > Chasity > Tool. (doesn't use FindUsefulKey checkforcommonkeys script) For rare key items are missing from the dcur_DDgenericblockitems so it won't boost the chances for the worn item (Shock boots and Slave gag are 2 I know are missing)  Bug - MCM not use follower doesn't work on some the combat rape outcomes. Tied in wilderness they get an armbinder. If attacker put restraints on you follower gets them too.  Rape tweak request- Let DD work out which animations to use because DCL can't find an animation it'll just kick you out, the way DD filters animation at least let you set it up so an animation can always fire.  Combat Rape tweak request- When it bugs out it just kicks you to the tied in wilderness (even if option is disabled) could it just leave you where you are if it bugs out.  Free me (follower only) - Sometimes my follower get gear from the bugs above but I guess it's not needed if bugs are fixed.  ==========  I do kinda feel rude asking for stuff off you though kimy because yea the amount of work you put into DCL/DD is massive and asking for more feels so selfish lol. Either way, I'm really grateful for all your work regardless on this and everything else 3
Jaymega0817 Posted April 17, 2018 Posted April 17, 2018 I have a question about the sleep assault settings. I'll cut to the chase first and save the fluff for later. Â 1. Is there any reason to have a guard? I am tweaking my game now after deleting Dangerous nights and relying on Cursed Loot's functions, but as much as I like seeing my character get molested, It's a bit annoying that the rape is just automatic and there is nothing you can do if it triggers. I know this sounds silly given the purpose here, but I just liked teh option of clearing out an area and setting up a guard, or being viciously raped if I half ass it and get careless. Â 2. I also liked the Scan feature for the same reason as above. Â I'm not really asking for this to be made into the mod. I mean, free mod is free so what do I look like making requests. I'm more just asking of what the functionality of this particular setting is. Do guards matter at all? Or will it just randomly spawn an attacker (dependent on %) and the scene just plays out with no further input?
Slagblah Posted April 18, 2018 Posted April 18, 2018 10 hours ago, Lozeak said: Bug - Favor useful key can just keep giving you a restraint key if you have a harness chastity belt (because it contain Zad_Collar keyword), I know it's not a bug it would be cool to it used weights in the menu rather than go Restraint > Chasity > Tool. Also, it seem has no effect on rare key but I don't think that's a bug rather it only effect common keys. Actually, it does operate on both Common and Rare keys, just maybe not in the way you seem to be thinking. It does not guarantee that a useful key will be dropped, but it does use the MCM weights as a base and adjusts them depending on the currently equipped Devious Devices.  Basically, for each item worn, the key weights as set in the MCM are adjusted by a fixed amount, depending on the device type. So if you are wearing many "Restraint Key" devices along with a Chastity Bra and Belt, then you will get a much greater boost to Restraint Keys than the boost you get for Chastity Keys. Given that there are many more Restraint devices than there are Chastity devices, if you want to increase your chances of getting a Chastity Key then you should remove as many Restraint devices as you can.  Furthermore, the adjustments by device type skew more heavily to Restraint type devices than they do for Chastity devices. In general, the more restrictive a device, the higher the adjustment. For instance, Hood, Gag and Blindfold all add 150, while a belt only adds 100 and a bra is just +50. Clearly this weights heavily in favor of Restraint Keys if you're wearing any such devices.  Oh, and as for the specific instance of the Harness Chastity Belt, yes the Collar keyword does give you +100 to Restraint Key weight, but as long as it has the DeviousBelt keyword too, it will also add 50 to the Chastity Key weight (you only get 50 for the harness belt rather than the typical +100 for a regular belt). So, still favoring Restraint Keys.  After that, it's just up to the Skyrim random number generator, which is touchy at best.  Now given all of that, it's always possible that the adjustment values could be balanced better. Specifically, if Chastity Belt (including harness belt) were changed to, say, +200 and Chastity Bra went to +100, it might not be so one-sided.
Lozeak Posted April 18, 2018 Posted April 18, 2018 1 hour ago, Slagblah said: Actually, it does operate on both Common and Rare keys, just maybe not in the way you seem to be thinking. It does not guarantee that a useful key will be dropped, but it does use the MCM weights as a base and adjusts them depending on the currently equipped Devious Devices.  Basically, for each item worn, the key weights as set in the MCM are adjusted by a fixed amount, depending on the device type. So if you are wearing many "Restraint Key" devices along with a Chastity Bra and Belt, then you will get a much greater boost to Restraint Keys than the boost you get for Chastity Keys. Given that there are many more Restraint devices than there are Chastity devices, if you want to increase your chances of getting a Chastity Key then you should remove as many Restraint devices as you can.  Furthermore, the adjustments by device type skew more heavily to Restraint type devices than they do for Chastity devices. In general, the more restrictive a device, the higher the adjustment. For instance, Hood, Gag and Blindfold all add 150, while a belt only adds 100 and a bra is just +50. Clearly this weights heavily in favor of Restraint Keys if you're wearing any such devices.  Oh, and as for the specific instance of the Harness Chastity Belt, yes the Collar keyword does give you +100 to Restraint Key weight, but as long as it has the DeviousBelt keyword too, it will also add 50 to the Chastity Key weight (you only get 50 for the harness belt rather than the typical +100 for a regular belt). So, still favoring Restraint Keys.  After that, it's just up to the Skyrim random number generator, which is touchy at best.  Now given all of that, it's always possible that the adjustment values could be balanced better. Specifically, if Chastity Belt (including harness belt) were changed to, say, +200 and Chastity Bra went to +100, it might not be so one-sided. Ok looked at the scripts and CK more..... The checkforcommonkeys uses this to find useful key   if dcumenu.dropusefulkeys          if libs.playerRef.WornHasKeyword(libs.zad_DeviousGag) || libs.playerRef.WornHasKeyword(libs.zad_DeviousBlindfold) || libs.playerRef.WornHasKeyword(libs.zad_DeviousBoots) || libs.playerRef.WornHasKeyword(libs.zad_DeviousSuit) || libs.playerRef.WornHasKeyword(libs.zad_DeviousCollar) || libs.playerRef.WornHasKeyword(libs.zad_DeviousGloves) || libs.playerRef.WornHasKeyword(libs.zad_DeviousHood) || libs.playerRef.WornHasKeyword(libs.zad_DeviousArmCuffs) || libs.playerRef.WornHasKeyword(libs.zad_DeviousLegCuffs)             addto.AddItem(libs.restraintsKey, 1)             return "Restraints Key"          elseif libs.playerRef.WornHasKeyword(libs.zad_DeviousBelt) || libs.playerRef.WornHasKeyword(libs.zad_DeviousBra) || libs.playerRef.WornHasKeyword(libs.zad_DeviousHarness)             addto.AddItem(libs.chastityKey, 1)             return "Chastity Key"          elseif libs.playerRef.WornHasKeyword(libs.zad_DeviousPiercingsVaginal) || libs.playerRef.WornHasKeyword(libs.zad_DeviousPiercingsNipple)             addto.AddItem(libs.piercingKey, 1)             return "Piercing Tool"          endif       Endif   There is a script that does do what you say (i think) but is not used for common keys when looting a container so if you have a Chasity harness you will never get a Chasity key.  You are 100% right with the Rare keys but there is a bug in it that dcur_DDgenericblockitems Formlist does not contain at least Shock boots and Slave Gag (maybe more) so the script won't work correctly  Quick version : Useful keys MCM is bugged for common and rare keys Common keys : it will give restraint key over chastity key on items like Chastity Harness because it gives the first key there is a script FindUsefulKeys that would fix this it is not use for common keys. Rare Key : there are items missing from the formlist dcur_DDgenericblockitems so the keyweights are not added right.
Burner003 Posted April 18, 2018 Posted April 18, 2018 Would it be possible to allow women to inflate the player somehow? It seems only men can do it with this mod.
ZoneTanIsLove Posted April 18, 2018 Posted April 18, 2018 There seems to be a glitch where the game thinks my hands are still bound (making me unable to remove my hood) despite me having been able to unlock all restraints holding my arms. The "Damsel in Distress" quest is ongoing and it still has "free your hands" as an objective. However, when I go into my inventory, all of my hand and arm related bounds are undone.
Laura Posted April 18, 2018 Posted April 18, 2018 Hey Kimy, Â I know it may be too much. But can we get more customisation in the next update? I want to make sure my character doesn't get a restrictive collar or cowbells as plugs. Because those things aren't really my thing. It could cause the MCM to become monstrous. But please consider it. Â A work around could be using the selfbondage event. But that only seems to work when you equip them all at once. It doesn't seem to check what you already have on. Having them equipped one by one doesn't fully work. Â Also, I'm running the latest DD beta and got the tentacle parasite. I hear vibrating plugs whenever the parasite is doing it's thing. I assume that that is unintended. Â
Lupine00 Posted April 18, 2018 Posted April 18, 2018 20 hours ago, Kimy said: However, it's not a big problem to keep SS DD dependency free and still solve this problem. All that needs to be done is checking if the player is wearing DD items (I can provide the code for this if you want to), NOT performing the unequipall() call or equipping ZAP restraints if she does, and not send her to any of the outcome scenarios that want to equip their own restraints (namely SD and ME) And CD? Of course, it uses DD, but it has some very particular expectations of what you'll be wearing, that it can fit certain devices, and that you won't be wearing others. Â Pretty hard to mine in an armbinder, for example.
Lupine00 Posted April 18, 2018 Posted April 18, 2018 17 hours ago, Jaymega0817 said: Is there any reason to have a guard? I am tweaking my game now after deleting Dangerous nights and relying on Cursed Loot's functions, but as much as I like seeing my character get molested, It's a bit annoying that the rape is just automatic and there is nothing you can do if it triggers. I know this sounds silly given the purpose here, but I just liked teh option of clearing out an area and setting up a guard, or being viciously raped if I half ass it and get careless. Even SDÂ relied on other mods to deliver "struggle against rape" and unarmed combat functionality. Â Perhaps something so significant needs its own mod and its own MCM to do it justice. I'm not optimistic we'll ever see that, or any kind of fight-back functionality at all, but perhaps ... if we're lucky... it will be on the agenda as an extension of reworked unarmed combat in DD.
Lupine00 Posted April 18, 2018 Posted April 18, 2018 Really useful keys is pure deterministic in this order: wrists/armbinder/yoke, mittens, blindfold, gag, ankles, (leg cuffs that are blocking boot removal), boots, striptease items, leg cuffs, arm cuffs, collar, chastity. Â If your hands are bound, no other key is really useful. Â If you are blindfolded or gagged, those would be the next priority, then ankles/boots, then arms/legs, finally collars and chastity. The actual type of key depends on whether the critical-path-device is high-security or not. Â Â If you have a high security item, and no other restraints, then the really useful keys are the ones that fit it. Â It makes more sense to at least know what the most useful key is with some clarity, and have a configurable chance to deliver either that, or a totally random key. Â The "favour" logic is so unreliable that I feel I get useful keys quicker with it off in most cases. If you can't use a key right away, you have a good chance of losing it before you will get to do so.
Kimy Posted April 18, 2018 Author Posted April 18, 2018 2 hours ago, Lupine00 said: And CD? Of course, it uses DD, but it has some very particular expectations of what you'll be wearing, that it can fit certain devices, and that you won't be wearing others. Â Pretty hard to mine in an armbinder, for example. CD's quests should -normally- not be a problem as you have to start them yourself. What I do not know is if CD checks for 3rd party quest devices before allowing the player to start any of the quests. But that's absolutely nothing I can solve from my end, if it doesn't. At no point does DCL trigger any CD quests from its end (there is no handover feature, unlike with SD or SS). The only integration it has to it is that it can drop a few of CD's items (silver and gold chastity gear). This feature will actually get removed in the next DCL version, because DD now features similar items and the CD integration is thus obsolete. Â While CD's quests are running, it could prevent DCL traps etc by setting the StorageUtil flag observed by DCL. Again, I do not know if CD does such a thing. If DCL traps trigger during CD quests (do they?), players should manually disable DCL while they are playing them. I am not sure what else I can do on my end?
Kimy Posted April 18, 2018 Author Posted April 18, 2018 2 hours ago, Lupine00 said: Even SDÂ relied on other mods to deliver "struggle against rape" and unarmed combat functionality. Â Perhaps something so significant needs its own mod and its own MCM to do it justice. I'm not optimistic we'll ever see that, or any kind of fight-back functionality at all, but perhaps ... if we're lucky... it will be on the agenda as an extension of reworked unarmed combat in DD. I hate button-masher minigames with a passion, so it's very extremely unlikely that I am ever going to integrate a feature like the one in Defeat. What I can do is making a "skill check" that takes followers etc into consideration and would allow the player to escape assault attempts more easily with them present. But it will be "roll a die" feature, not a minigame. I generally want to avoid introducing a "follower bias" to DCL, where it becomes a total no-brainer to have followers over no followers, so if I do things like that, expect followers to do a few less than desirable things, too! 3
Kimy Posted April 18, 2018 Author Posted April 18, 2018 3 hours ago, Comrade Laura 'Lokomootje' said: Hey Kimy,  I know it may be too much. But can we get more customisation in the next update? I want to make sure my character doesn't get a restrictive collar or cowbells as plugs. Because those things aren't really my thing. It could cause the MCM to become monstrous. But please consider it.  A work around could be using the selfbondage event. But that only seems to work when you equip them all at once. It doesn't seem to check what you already have on. Having them equipped one by one doesn't fully work.  Also, I'm running the latest DD beta and got the tentacle parasite. I hear vibrating plugs whenever the parasite is doing it's thing. I assume that that is unintended.  I can add a "no pet play" MCM toggle, that would avoid getting equipped with any such items, but DCL doesn't use most of them anyway. Other than that, as you said, I have to be conscious about MCM inflation. There is a limit of how many controls I can add, and I am approaching it. 3
kplh Posted April 18, 2018 Posted April 18, 2018 2 hours ago, Kimy said: There is a limit of how many controls I can add, and I am approaching it. I've seen some mods which have multiple separate MCM menus, so you could probably do that as well, if you really wanted
Slagblah Posted April 18, 2018 Posted April 18, 2018 11 hours ago, Lozeak said: Ok looked at the scripts and CK more..... The checkforcommonkeys uses this to find useful key  Hide contents  if dcumenu.dropusefulkeys          if libs.playerRef.WornHasKeyword(libs.zad_DeviousGag) || libs.playerRef.WornHasKeyword(libs.zad_DeviousBlindfold) || libs.playerRef.WornHasKeyword(libs.zad_DeviousBoots) || libs.playerRef.WornHasKeyword(libs.zad_DeviousSuit) || libs.playerRef.WornHasKeyword(libs.zad_DeviousCollar) || libs.playerRef.WornHasKeyword(libs.zad_DeviousGloves) || libs.playerRef.WornHasKeyword(libs.zad_DeviousHood) || libs.playerRef.WornHasKeyword(libs.zad_DeviousArmCuffs) || libs.playerRef.WornHasKeyword(libs.zad_DeviousLegCuffs)             addto.AddItem(libs.restraintsKey, 1)             return "Restraints Key"          elseif libs.playerRef.WornHasKeyword(libs.zad_DeviousBelt) || libs.playerRef.WornHasKeyword(libs.zad_DeviousBra) || libs.playerRef.WornHasKeyword(libs.zad_DeviousHarness)             addto.AddItem(libs.chastityKey, 1)             return "Chastity Key"          elseif libs.playerRef.WornHasKeyword(libs.zad_DeviousPiercingsVaginal) || libs.playerRef.WornHasKeyword(libs.zad_DeviousPiercingsNipple)             addto.AddItem(libs.piercingKey, 1)             return "Piercing Tool"          endif       Endif   There is a script that does do what you say (i think) but is not used for common keys when looting a container so if you have a Chasity harness you will never get a Chasity key.  You are 100% right with the Rare keys but there is a bug in it that dcur_DDgenericblockitems Formlist does not contain at least Shock boots and Slave Gag (maybe more) so the script won't work correctly  Quick version : Useful keys MCM is bugged for common and rare keys Common keys : it will give restraint key over chastity key on items like Chastity Harness because it gives the first key there is a script FindUsefulKeys that would fix this it is not use for common keys. Rare Key : there are items missing from the formlist dcur_DDgenericblockitems so the keyweights are not added right. What the heck is that still doing in there? That is exactly the code that caused me to write (and submit to Kimy) the FindUsefulKeys() routine in the first place, and that was a couple years ago, at least. That whole section, inside the dropusefulkeys check, should have been replaced with a call to FindUsefulKey(libs.playerRef).  @Kimy If you check your private messages from me from back in May 2016, you'll find an enhanced version of the FindKeys() routine that handles both random and useful key drops. It should be called from everywhere that keys get created. And certainly that code above should not be used at all, it never worked properly in the first place (as Lozeak correctly pointed out). 1
Kimy Posted April 18, 2018 Author Posted April 18, 2018 I merged your code in 2016, but apparently didn't replace the legacy code in that function with a call to your routine. Your code was used in a lot of situations (whenever the key creation function was called directly), just not all the time. Â I fixed it now. 1
CuriouslyMods Posted April 18, 2018 Posted April 18, 2018 Hey, quick question about the Damsel in Distress quest, I know it's supposed to be very hard but I feel like I'm stuck and unsure if it's a bug or not. Â I've managed to unlock two bindings on the Rubber Gloves, and I'm at the part where struggling with it brings up the message "leather bindings too tight, blah blah, maybe sharp object to slice them off?". My sharp object chance is set to 25%, and I've opened like 40 containers and not found a sharp object. Am I doing this right or is there another actions I'm supposed to be taking to pull this off?
Kimy Posted April 18, 2018 Author Posted April 18, 2018 The DiD quest is something facing major changes. I haven't yet decided if I overhaul it or replace it with something better.
CuriouslyMods Posted April 18, 2018 Posted April 18, 2018 Does that answer mean there is a distinct possibility something may have just gone wrong? Â If I keep struggling will it come off eventually then?
Nohrin Posted April 18, 2018 Posted April 18, 2018 I'm hoping someone can help me with an issue. I searched google and this thread rather thoroughly with no solution. Whenever I force a NPC to surrender via Combat Surrender, I had some issues trying to talk to them. Pressing E to talk would not start a dialogue. After running into the NPC to push them around (and a Fuz ro dah or two), the dialogue started to work. I bound them up and told them to follow me. The problem im facing now is the NPC will not follow. The NPC nods when I ask them to follow, but she immediately walks back toward the location I found her. I have tried resetting her AI, disable/enable, and I am out of ideas. I don't really like the idea of having to use "moveto player" in order to sell her off to a slave trader. Has this ever been experienced by anyone before? I saw no mention of it in the support thread, but maybe I missed something. Any advice?  Also this might be related. I am using Sexlab Defeat. I haven't experienced any signs that they were interfering with each other. In fact, I can also enslave NPCs using defeat as well, by tying them up and putting them into a bag. Hopefully Cursed Loots enslavement system isn't being interfered with by Defeat. I would hate to have to choose between the two.
Kimy Posted April 18, 2018 Author Posted April 18, 2018 If you use Defeat, you should disable Cursed Loot's combat surrender feature in MCM. They do the same thing. You have to decide for one of them, or stuff is guaranteed to break.
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