Lupine00 Posted February 2, 2018 Posted February 2, 2018 From what I've seen, in DD4, (almost) everything is set as a property on the item. There are hundreds of these items, and so blanket changes to them is awkward ... but not impossible, because there is also a list of "registered" items, which (and I speculate) is used for randomly selecting an item to add, if you ask DD to do that. A script could walk over this list, inspect the keywords, and based on those, tweak properties on the inventory objects. Such a script might live in its own little mod, offering various options in a small MCM. I wonder if my idea is nonsense? I guess I need to experiment.
chaimhewast Posted February 2, 2018 Posted February 2, 2018 20 minutes ago, Lupine00 said: From what I've seen, in DD4, (almost) everything is set as a property on the item. There are hundreds of these items, and so blanket changes to them is awkward ... but not impossible, because there is also a list of "registered" items, which (and I speculate) is used for randomly selecting an item to add, if you ask DD to do that. A script could walk over this list, inspect the keywords, and based on those, tweak properties on the inventory objects. Such a script might live in its own little mod, offering various options in a small MCM. I wonder if my idea is nonsense? I guess I need to experiment. From what I understand, each instance of a device has its own properties, so any such script would have to be done in xEdit and would only affect new copies of the devices.
joshsecret Posted February 2, 2018 Posted February 2, 2018 Hi! I finally got the chance to configure the mod "Cursed loot" since i wasnt tied when i thought of it. I came across the feature body scaling, and oohhh boy do i like that! The only question i got from it was, does this also work on followers? or on other npc's or is this only meant for the pc? Greetings, Josh
Roughneck86 Posted February 2, 2018 Posted February 2, 2018 Hi, I understand the armbinder and bound-girls topic was already mentioned multiple times recently, but I just noticed also an NPC during the Leon's guest was having the same broken armbinder animation. The NPC had a "name" so I'm certain it wasn't a "bound-girl". Also this was in 6.3 and NOT a pink armbinder" Also I have my "slotted npc" setting is set to the max in the DD menu. Didn't want to beat a dead horse, but just thought to share if it could help. Cheers,
Naps-On-Dirt Posted February 2, 2018 Posted February 2, 2018 I've run into a problem during the Bound Queen quest. After I got five, the diary fragments stopped dropping. I've cleared three draugr infested locations to no avail. I even bumped drop rate to 100%. I've tried just adding them via console but they aren't recognized by the quest. Is there a quest variable I can set to let me continue? Edit: I just noticed that it says I should go back to Julius, though the previous step lists 5/10 fragments collected. I did remember something in the change notes about reducing the number of fragments needed, but the whole 5/10 part lead me on, apparently.
DonQuiWho Posted February 2, 2018 Posted February 2, 2018 1 hour ago, joshsecret said: Hi! I finally got the chance to configure the mod "Cursed loot" since i wasnt tied when i thought of it. I came across the feature body scaling, and oohhh boy do i like that! The only question i got from it was, does this also work on followers? or on other npc's or is this only meant for the pc? Greetings, Josh Not sure, but you can use the 'Fill Her Up' mod from LL to do that I run that, with DCL's body scaling disabled, and it works fine on for both PC and Follower and other NPCs too. Has some other functionality as well that adds quite a bit to the available options
joshsecret Posted February 2, 2018 Posted February 2, 2018 19 minutes ago, donkeywho said: Not sure, but you can use the 'Fill Her Up' mod from LL to do that I run that, with DCL's body scaling disabled, and it works fine on for both PC and Follower and other NPCs too. Has some other functionality as well that adds quite a bit to the available options Thanks for the feedback! i'll check it out straight away!
Reesewow Posted February 2, 2018 Posted February 2, 2018 43 minutes ago, joshsecret said: Thanks for the feedback! i'll check it out straight away! I'd second Fill Her UP (altho there is a newer version - Fill Her up 2 that I would recommend over the original - https://www.loverslab.com/files/file/2381-fill-her-up-netimmerse-override-compatibility-patch/). FHU does only do cum inflation of the belly, so you can probably still use the arousal-based boob/butt growth option in Cursed Loot if you like that.
DonQuiWho Posted February 3, 2018 Posted February 3, 2018 54 minutes ago, Reesewow said: I'd second Fill Her UP (altho there is a newer version - Fill Her up 2 that I would recommend over the original - https://www.loverslab.com/files/file/2381-fill-her-up-netimmerse-override-compatibility-patch/). FHU does only do cum inflation of the belly, so you can probably still use the arousal-based boob/butt growth option in Cursed Loot if you like that. Wow! Reese is absolutely right. My bad. I'd forgotten about the earlier version. I'm using the one he linked to.
Lupine00 Posted February 3, 2018 Posted February 3, 2018 10 hours ago, chaimhewast said: any such script would have to be done in xEdit Why?
Lupine00 Posted February 3, 2018 Posted February 3, 2018 3 hours ago, donkeywho said: Not sure, but you can use the 'Fill Her Up' mod from LL to do that I run that, with DCL's body scaling disabled, and it works fine on for both PC and Follower and other NPCs too. Has some other functionality as well that adds quite a bit to the available options PSQ also does body scaling.
Slagblah Posted February 3, 2018 Posted February 3, 2018 @donkeywho @Lupine00 You're probably aware that there is a Difficulty Modifier setting in the DD4 MCM menu, which scales all of the weights of the various properties set for each device. However, it's just a drop-down list that vaguely describes how the difficulty settings are scaled. Furthermore, the individual settings for the additional effects (like key break and lock jam), which used to be present in DD3, are no longer available. By the way, it is, in fact, DD4 that controls these features while mods like DCL just specify the numerical strength of each device in each category. This lack of fine control disappointed me when I first saw it, since while I do like a good struggle sometimes, I wasn't fond of some of the other things like the cooldown periods. I thought that having a Custom Difficulty option which allowed control over all of these additional effects should have been included. Given that it wasn't, I decided to create my own. As you can see from the attached screenshot, this Custom Difficulty system disables the base difficulty setting and allows you to set a specific numeric multiplier (from 0.0 to 2.0), which allows anything from instant release with the correct key, to really, extremely hard. Also included are toggles to disable any of the add-on effects individually. It doesn't really do anything about the struggle animation duration, but I think it does address some of your other complaints. 3
valcon767 Posted February 3, 2018 Posted February 3, 2018 3 hours ago, Slagblah said: This lack of fine control disappointed me when I first saw it, since while I do like a good struggle sometimes, I wasn't fond of some of the other things like the cooldown periods. I thought that having a Custom Difficulty option which allowed control over all of these additional effects should have been included. Given that it wasn't, I decided to create my own. As you can see from the attached screenshot, this Custom Difficulty system disables the base difficulty setting and allows you to set a specific numeric multiplier (from 0.0 to 2.0), which allows anything from instant release with the correct key, to really, extremely hard. Also included are toggles to disable any of the add-on effects individually. It doesn't really do anything about the struggle animation duration, but I think it does address some of your other complaints. If you (or anyone else) would like to try it, I can post and/or send you the affected files. can i have a copy to try please?? whether thru pm or post i do not care.
fegar2 Posted February 3, 2018 Posted February 3, 2018 @Slagblah I think that's a good addition. i hate the "you have a key, but you already tried unlocking, wait 2 hours" mechanic, because the only difference it makes is, that i have to wait 2 hours on the spot. so i'd like to try it too.
Slagblah Posted February 3, 2018 Posted February 3, 2018 1 hour ago, valcon767 said: can i have a copy to try please?? whether thru pm or post i do not care. 5 minutes ago, fegar2 said: @Slagblah I think that's a good addition. i hate the "you have a key, but you already tried unlocking, wait 2 hours" mechanic, because the only difference it makes is, that i have to wait 2 hours on the spot. so i'd like to try it too. Unfortunately, as someone else pointed out, this exact tweak came up and was discussed in the DD Dev thread, and Kimy stated that such a thing could not be published. Therefore, I will not be able to distribute it. Sorry for getting your hopes up.
Lupine00 Posted February 3, 2018 Posted February 3, 2018 5 hours ago, Slagblah said: It doesn't really do anything about the struggle animation duration, but I think it does address some of your other complaints. If you (or anyone else) would like to try it, I can post and/or send you the affected files. No. I'm well aware of it, and I think many other people who have raised complaints are aware of it too. Explaining away somebody's legitimate complaint is an easy mistake to make in this sort of forum, but really, the issue here is not my understanding of the DD4 MCM. While DD4 has some mechanics that people do not like (and I am amongst them), those are not necessarily the mechanics that DCL has to deliver to us. I do not find it obvious that DCL should passively accept the annoying behaviours of DD4, and DD4 is not forcing mods to do that. Rather, DCL ought to continue to work how it did under DD3, but with the addition of a few new items. Unless of course, Kimy believes that a long, looping struggle animation is a win for DCL, or that it should require huge cooldowns between escape attempts instead of being user configurable, or that any attempt to remove a restraint, no matter what keys you have, should result in a serious of annoying "I can't do that Dave" type pop-up boxes and ambiguous messages that leave the player puzzled whether they have the wrong key, or the game is simply messing with them and stopping them from using the correct key successfully. Well, maybe Kimy does believe that, but it's now how DCL was up until now. When you say: Quote "By the way, it is, in fact, DD4 that controls these features while mods like DCL just specify the numerical strength of each device in each category." ... that is the crux of the matter, right there. You have it backwards. That is DD3 thinking. DD4 does not "control" them, it provides an API with mechanisms for control of them, because DD4 does not set out to present a player-facing interface. DD4 is not an end-user resource. DD4 is a modder's resource. The player-facing mod might be DCL, or Devious Equip, or SD+, or Slaverun, or whatever mod elects to use DD4. The responsibility is on the player-facing mod to determine how individual items are configured, or to not offer that option at all, and force the player to accept the mod's "vision"... Not DD4's vision, but the consumer mod's vision. The DD4 MCM difficulty is verging on being a problematic vestige of DD3. The only thing DD4 needs in its MCM is enable/disable, debug level, and FREE ME, for when a mod goes sideways. But I understand why there is a difficulty setting. It provides a shared resource that any consumer mod can look at, and take into account. It also modifies the default item behaviours, so modders can offer some kind of difficulty setting even if using off-the-shelf items, but remember, DD4 is not saying those default items are anything other than samples for modders to use as examples. The limited range of control the difficulty slider delivers means that a player can't just tell a mod that suddenly keys aren't consumable (or are consumable). The mod should decide this. Though the items in DD were delivered "as is" to the player by DCL 6.1, that does not mean that is the future. CD didn't work like that. Devious Equip added many items of its own. DCL adds many unique items. SD+ had various items of its own too, even in DD3-land. I've said it, but I'll repeat it ... item customisation and detailed behaviour controls should be the province of the consumer mod. Furthermore, Kimy has made very clear that this is the vision of DD4. I am not making this stuff up on my own. I believe, and I'm simply reasoning through this now ... allowing DD to change the behaviour of items in its MCM only leads to broken behaviour in mods. The DD3x MCM was able to pull the rug from under the feet of mods, nerfing bondage mittens, or rendering hobble dresses ineffective. When a mod uses an item, the mod should be able to rely on that item being pretty much the item it's trying to give you, and not something with fundamentally different gameplay properties. If a mod puts shackles on you, and has a challenge that relies entirely on your movement speed being slowed, then, if you can simply untick a box and turn that off, you break its content, without even knowing you are doing it, and the mod has no way to know until the mod author cops twenty forum posts complaining about how their pony race it too easy. Whether or not you agree it was good gameplay, DCL uses "inescapable" devices in its slavery quests. If you make an entire quest about getting a collar, or an armbinder off, and then some DD options menu lets people remove it with a dialogue that comes from some random mod, or by opening a container, they might think they solved the problem legitimately, and wonder why the quest is so dumb and broken not to realise the items has been taken off. This is no new thing. Zbf never offered detailed customisation of items and escape, though it does offer some blindfold options. It was always left to consumer mods to handle the details. But returning to the complaint being made, in DCL 6.1, we had armbinders that worked and were fun, and escaping them was fun. We had really fine grained control over key mechanics. Some part of that functionality and control was in DD, but most was in DCL. Some of that DCL functionality is now a bit impaired, especially the bits that used to be delivered by the DD3 MCM, and I personally would like to see it returned to us, and not simply removed from DCL. Maybe I'm not going to get my wish, but I wish it nonetheless. That is all. Thankyou. 5
afdnz Posted February 3, 2018 Posted February 3, 2018 On 1/10/2018 at 3:05 PM, WaxenFigure said: That means you did NOT install all of the prerequisites. Best way to find out is to use TES5EDIT which will also fail to start but will also identify which mod is missing. I wanted to thank you for helping me, but I only just got access to my internet again and that's why it took so long.
WaxenFigure Posted February 3, 2018 Posted February 3, 2018 2 hours ago, afdnz said: I wanted to thank you for helping me, but I only just got access to my internet again and that's why it took so long. So you've got your game working? Good, have fun!
jensern Posted February 3, 2018 Posted February 3, 2018 I need to go back to DCL 6.2. Where can I find it? I have an issue with Jack the Belter, that he triggers all the time, even at 1 percentage. Also, the tentacles are no longer triggering when harvesting plants.
Kimy Posted February 3, 2018 Author Posted February 3, 2018 1. I will definitely make quests involving customized versions of the newer DD4 items. If people have ideas for interesting quests, I'd be curious to hear them, btw! 2. If people think the MCM changes in DD4 influenced DCL gameplay in a way that warrants changes/additions in DCL's user configuration options, by all means, make -concrete- suggestions what should be added, and why. Keep in mind that I cannot add a limitless amount of MCM controls. DCL's MCM is already pretty much pushing limits. Keep also in mind that DCL controls cannot directly influence behavior of standard DD4 items, only its own custom devices. 2
Seph64 Posted February 3, 2018 Posted February 3, 2018 I think the Heavy Gag Harness may be bugged in that it still allows me to drink potions with it equipped. Anyone else experience this?
Kimy Posted February 3, 2018 Author Posted February 3, 2018 8 minutes ago, jensern said: I need to go back to DCL 6.2. Where can I find it? I have an issue with Jack the Belter, that he triggers all the time, even at 1 percentage. Also, the tentacles are no longer triggering when harvesting plants. 6.2 had serious bugs that got fixed in 6.3. I wouldn't recommend using it. If 6.3 has bugs, by all means, report them, with a detailed description and logs, please. It's not that I never fix bugs, or so. *rolls eyes*
Lowezar Posted February 3, 2018 Posted February 3, 2018 On 02/02/2018 at 2:29 PM, donkeywho said: @Kimy 1 - Is it possible to add an MCM option to remove DD items straight away if you have an appropriate key etc? That will stop the 'hide in the shadows, shove the clock forward - I will cheat that much! - until you can try taking the thing off again, sometimes to repeat ad nauseam. Keys breaking, fine, that's worth a bit of effort and ingenuity, and it's not boring LOL. As a selectable option, this would keep your concept intact for those who want the B&D experience for what it is, rather than as part of the base game. That would be the best of both worlds for everyone, rather than just, as Lupine suggested - reverting to the DD3 style I'll second that. The delay is the least meaningful thing. In dd3 I could just set that to 0 and try all I wanted until I either got the thing off or pulled it hard enough to lock with no chance of escape without the key. Some things not coming straight off even with the key is also fine. I understand the concept. But the delay where you just find a spot where not("can't wait when there are enemies nearby") and try all you want until one of the three happens: you get it off, or the key breaks [and the lock jams]... That's the annoying bit. Even animation length is fine, the delay after that is what gets me "fthat. alt+f4". 1
Kimy Posted February 3, 2018 Author Posted February 3, 2018 Please direct any feedback related to the DD framework to the DD development thread. It's not easy to keep track of the discussion when it happens all over the board.
Laura Posted February 3, 2018 Posted February 3, 2018 58 minutes ago, Kimy said: 1. I will definitely make quests involving customized versions of the newer DD4 items. If people have ideas for interesting quests, I'd be curious to hear them, btw! 2. If people think the MCM changes in DD4 influenced DCL gameplay in a way that warrants changes/additions in DCL's user configuration options, by all means, make -concrete- suggestions what should be added, and why. Keep in mind that I cannot add a limitless amount of MCM controls. DCL's MCM is already pretty much pushing limits. Keep also in mind that DCL controls cannot directly influence behavior of standard DD4 items, only its own custom devices. You could make more Pink Rubber Collar type events, I love those. Getting a collar knowing that you will end up like a helpless mess is great. You could make a new set with the straitjacket+legbinder combo. The problem with that is, while it looks super hot, it takes away too much gameplay. Which is a shame, it is probably better to stick with the normal straitjacket without the legbinder. Unless you want to make a more punishing version of the normal Pink Rubber Coallr quest, which is something I would like. Maybe give the player a cursed ballgag that adds more restraints. Maybe depending on arousal or times you try to speak to a person or when you use stamina or loose health. Also, is it possible to check when the player is fast-travelling? I would love a punishment or DCUR event for using fast-travel. Make it optional ofcourse, some people will dislike it. 2
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