chubjub Posted February 5, 2020 Posted February 5, 2020 Hello Bane Master, Your Mod is always in my load I cannot play with out it. Would you consider adding an extra outcome for when your character has to sleep after being attacked by the dwemer machine ?. Something like Sexlab Adventure Mod has with Sleep rape function. Maybe the same thing or a chance of being found and getting caught with outcomes related to other mods you may have installed.  Just an idea that I had that I thought would be cool.  Sorry if this is a repeated request.  Thank you for a great mod.
Bane Master Posted February 5, 2020 Author Posted February 5, 2020 Glad you are enjoying the mod ?  I'll give it some thought but there are mods out there that provide this sort of thing already, SL adventures as you mentioned and Dangerous Nights for example.
donttouchmethere Posted February 5, 2020 Posted February 5, 2020 19 minutes ago, Bane Master said: Glad you are enjoying the mod ?  I'll give it some thought but there are mods out there that provide this sort of thing already, SL adventures as you mentioned and Dangerous Nights for example. Alternative: Calm all hostiles for a while after a trap triggered. This in turn gives every mod in LO - that can only run events on friendly actors - a chance to run something on the PC. Like SLaroused creatures, DEC, SLadventures, DCL... stuff like that. Could be misused as a cheat tho, so the trap would need to hit harder.  By now SLcreatures + tweaks and DEC are so good that I use them as "after defeat event chance" by just calming everyone after a defeat scene. NDUN defeat + helpless comes close to that and SLS amputator calm (tops them all for calming).  Sorry I'm just brainstorming about defeat solutions and why just calming everything after a defeat + DDs is more dangerous for the PC by now, than any bugged defeat system.  Also I like the idea that things happen locally. Means no transfers anywhere, like SS+, which gets old after a while.  dDEC's strong suit is that everything happens locally and no transfers happen to other places. Means it's still possible to continue in a weaken state (SLdialoges "rest anywhere" is great to wait until the effect subsides) or if followers aren't bound they can help with the worst of the DDs to continue the local devious dungeon quest.   Â
Taki17 Posted February 5, 2020 Posted February 5, 2020 Have you considered adding a material selector to the MCM and the option to always equip a random chastity belt whenever a plug is equipped by a trap, and vice versa? I think they'd be nice customization options.
chubjub Posted February 6, 2020 Posted February 6, 2020 14 hours ago, Bane Master said: Glad you are enjoying the mod ?  I'll give it some thought but there are mods out there that provide this sort of thing already, SL adventures as you mentioned and Dangerous Nights for example. Thank you for the reply , I agree there are mods that cover the sleep event but they come with there own issues, script lag-tons of other options etc etc , I was just thinking of a sleep event completely related to after the dwemer machine trap any other time sleeping in a dungeon or anywhere would be fine. My tain of thought was she is completely exhasted to point she can hardly walk  so the sleep would be a deep sleep and her reaction time to approaching enemies would too slow to react leading to ie capture, slavery or other outcomes for example.
Bane Master Posted February 6, 2020 Author Posted February 6, 2020 8 hours ago, chubjub said: Thank you for the reply , I'm not in favor of adding major new outcomes/effects to the mod as one of it's strong points is that is is pretty lightweight compared to the alternatives (bear in mind that the Dwemer event you are talking about is actually a feature of EC+ - this mod just calls a modevent to trigger it).  I can see an argument for adding functionality to trigger exhaustion in relation to needs mods as that would add a further immersive risk to the outcome with little overhead but that should probably be handled at the EC end.  Â
hexenhaus Posted April 12, 2020 Posted April 12, 2020 On 2/6/2020 at 7:31 PM, Bane Master said: I'm not in favor of adding major new outcomes/effects to the mod as one of it's strong points is that is is pretty lightweight compared to the alternatives (bear in mind that the Dwemer event you are talking about is actually a feature of EC+ - this mod just calls a modevent to trigger it).  I can see an argument for adding functionality to trigger exhaustion in relation to needs mods as that would add a further immersive risk to the outcome with little overhead but that should probably be handled at the EC end.   Or use something like SL Disparity and customize to your liking ?
MVSKLO Posted April 13, 2020 Posted April 13, 2020 Lovely mod. Unfortunately I cannot add this mod to my list. The game freezes ever time within a minute when I go outdoors. Have to hard reset the computer. Love it nevertheless.
Bane Master Posted April 13, 2020 Author Posted April 13, 2020 2 hours ago, MVSKLO said: Lovely mod. Unfortunately I cannot add this mod to my list. The game freezes ever time within a minute when I go outdoors. Have to hard reset the computer. Love it nevertheless. Yours is the first report I have seen of this type of issue - can you post a log showing the move from indoors to the point at which you get the freeze.
Hex Bolt Posted April 21, 2020 Posted April 21, 2020 I've been using this mod for a long time now. Thank you for this lightweight mechanism for adding keys and traps to the world. A couple of suggestions:  It would be nice to have a scaling factor for key chance on corpses versus containers. To me, a person is considerably more likely to be carrying a key than some random food sack. For my purposes I hard-coded a factor of 10, but others will probably want to be able to freely adjust that.  I think that player-owned containers should be excluded from spawning keys. I'd noticed that sometimes I'd store something in a previously-empty dresser or nightstand owned by Player, and the next time I opened it a key had been added. I don't really want the Key Fairy slipping free keys into my containers. I was able to reliably reproduce that behavior by setting the key chance to 1000, then I stopped it by adding a check to both containerKeyCheck() functions, and Key Fairy is now off pouting somewhere. Maybe I'm the only one bothered by the free keys, but it's a pretty simple change.
Bane Master Posted April 21, 2020 Author Posted April 21, 2020 17 hours ago, HexBolt8 said: I've been using this mod for a long time now. Thank you for this lightweight mechanism for adding keys and traps to the world. A couple of suggestions:  It would be nice to have a scaling factor for key chance on corpses versus containers. To me, a person is considerably more likely to be carrying a key than some random food sack. For my purposes I hard-coded a factor of 10, but others will probably want to be able to freely adjust that.  I think that player-owned containers should be excluded from spawning keys. I'd noticed that sometimes I'd store something in a previously-empty dresser or nightstand owned by Player, and the next time I opened it a key had been added. I don't really want the Key Fairy slipping free keys into my containers. I was able to reliably reproduce that behavior by setting the key chance to 1000, then I stopped it by adding a check to both containerKeyCheck() functions, and Key Fairy is now off pouting somewhere. Maybe I'm the only one bothered by the free keys, but it's a pretty simple change. Both entirely sensible suggestions! I will try and get them added as soon as RL allows ?
evilblade Posted April 23, 2020 Posted April 23, 2020 Plain and simple - is there a console command (or anything) to manually trigger a trap to equip some random devices on a character?
Bane Master Posted April 23, 2020 Author Posted April 23, 2020 10 hours ago, evilblade said: Plain and simple - is there a console command (or anything) to manually trigger a trap to equip some random devices on a character? No - there is not.
Nymra Posted April 28, 2020 Posted April 28, 2020 Question 1:  Is there a way to completly disable DDs? I put max Device Count 0 and I still get devices from chests. Question 2: What is the Exhaustion Spell, why is it so long and how can I remove it or deactivate it to ever happen? I want dwemer traps but not that   I had to set its duration to 1 in the ESP because it was only removeable via dispellall... Question 3: Would it be possible to add more traps variants? THere are more tentacle animations (solo) from Billy I guess (have to check...) There is also an actual chest animation somewhere lol
Hex Bolt Posted April 28, 2020 Posted April 28, 2020 10 minutes ago, Nymra said: Is there a way to completly disable DDs? A value of 100 causes no traps to be DD.  1
Nymra Posted April 28, 2020 Posted April 28, 2020 1 hour ago, HexBolt8 said: A value of 100 causes no traps to be DD.  hmm, strange. Then I maybe had accidently set less than 100 back then. Or another mod equiped a DD when I was not paying attention, lol! Thx anyways, I did not see that detail in fact or I did not understand it like that. So only question 2 and 3 remain Â
Nymra Posted April 28, 2020 Posted April 28, 2020 I also dont really understand what the Exhaustion spell is doing. The one time I have 0 stamina and dont regenerate any, the next time it does nothing at all?! Â
Recoilsuave Posted April 28, 2020 Posted April 28, 2020 16 hours ago, HexBolt8 said: A value of 100 causes no traps to be DD.  There is a chest inside the Dawnstar Dark Brotherhood Sanctuary when you are chasing after Cicero that ALWAYS equips devious devices, no matter the settings. I have a feeling it's specifically coded to be that way however.
Bane Master Posted April 28, 2020 Author Posted April 28, 2020 25 minutes ago, Recoilsuave said: There is a chest inside the Dawnstar Dark Brotherhood Sanctuary when you are chasing after Cicero that ALWAYS equips devious devices, no matter the settings. I have a feeling it's specifically coded to be that way however. There's no Easter Eggs hidden in DEChests so if you are finding that to be the case I have to assume it is coming from another source. One way to check would be to enable debug messages - then check a container (Not the one in question as the mod resets at the first check so it's always negative) then check the chest you are wondering about and see what the debug messages are. Â Â
Bane Master Posted April 28, 2020 Author Posted April 28, 2020 1 hour ago, Nymra said: I also dont really understand what the Exhaustion spell is doing. The one time I have 0 stamina and dont regenerate any, the next time it does nothing at all?!  It's such a long time since I wrote it that I'll need to check myself! ?
tekuusne Posted May 30, 2020 Posted May 30, 2020 Thanks for making this mod, and thanks especially for supporting male player characters. Â Like many others, I tried Cursed Loot but found it too heavy and slow and bloated with stuff I didn't need, so this seems like a great alternative. It took DCL like ten seconds to process a trapping event, whereas with this it's just boomf and you're restrained. Good job. 1
donttouchmethere Posted May 31, 2020 Posted May 31, 2020 On 4/28/2020 at 5:41 PM, Nymra said: I also dont really understand what the Exhaustion spell is doing. The one time I have 0 stamina and dont regenerate any, the next time it does nothing at all?! It steals SP and debuffs SP regeneration and slows you down (a lot). If you have other debuffs running it can slow you down to a full stop. Depending on your equipment you can counter the effect a bit or a lot. I use SD kneeling for stamina/speed regeneration => 1 hour of rest is enough to regenerate, mostly Waiting or sleeping 1 hour works too (the SD rest everywhere is great to give creatures in the dungeon time to approach you via other mod events)  Â
Bane Master Posted May 31, 2020 Author Posted May 31, 2020 9 hours ago, donttouchmethere said: It steals SP and debuffs SP regeneration and slows you down (a lot). If you have other debuffs running it can slow you down to a full stop. Depending on your equipment you can counter the effect a bit or a lot. That's basically it - In fact the spell is not from DEChests it is part of EC+ (as are the machine anims).
donttouchmethere Posted May 31, 2020 Posted May 31, 2020 3 hours ago, Bane Master said: That's basically it - In fact the spell is not from DEChests it is part of EC+ (as are the machine anims). Makes sense and means I can blame the Estrus+ creator if anything fails! Lucky you =D
Bane Master Posted May 31, 2020 Author Posted May 31, 2020 9 minutes ago, donttouchmethere said: I can blame the Estrus+ creator Well - I can't claim to have created it but I have been maintaining it for some years - please feel free to blame anyone but me though! ? 1
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