Bane Master Posted August 15, 2024 Author Posted August 15, 2024 What's New in Version V3.215 SE/LE Released Just now The Worn Restraints Threshold will now be correctly disabled when set to 0 in the MCM 2
andypandy11 Posted August 15, 2024 Posted August 15, 2024 Trying to install Nefarm modpack but it requires version 3.214 is there anyway to aquire this? 3
ISpectre23 Posted August 15, 2024 Posted August 15, 2024 (edited) 3 hours ago, andypandy11 said: Trying to install Nefarm modpack but it requires version 3.214 is there anyway to aquire this? Here: Deviously Enchanted Chests - Page 26 - Downloads - SexLab Framework LE - LoversLab Edited August 15, 2024 by ISpectre23 1
panzer1701 Posted August 15, 2024 Posted August 15, 2024 3 hours ago, andypandy11 said: Trying to install Nefarm modpack but it requires version 3.214 is there anyway to aquire this? Or you can just, wait patiently for the modlist to update?
andbgame Posted August 17, 2024 Posted August 17, 2024 https://github.com/AndbGame/QuickLootIE-DD/releases/tag/1.0.0 If someone want use QuickLoot with DEC, but for now tested only on 1170. But I expect from 1.5.97 to 1.6.1179 (need additional info/crash log if not work) 1
VonTherodere Posted August 23, 2024 Posted August 23, 2024 Is there a way to download previous versions of DEC?
Hex Bolt Posted August 23, 2024 Posted August 23, 2024 3 minutes ago, VonTherodere said: Is there a way to download previous versions of DEC? The author posted several two pages back.
wolfeman77346 Posted August 29, 2024 Posted August 29, 2024 I've recently started using QuickLoot EE and IE, and I think these are bypassing the check for devious chests. Is there a patch for this, presuming its a problem, and if not would be possible to create one?
andbgame Posted August 29, 2024 Posted August 29, 2024 7 hours ago, wolfeman77346 said: I've recently started using QuickLoot EE and IE, and I think these are bypassing the check for devious chests. Is there a patch for this, presuming its a problem, and if not would be possible to create one? I'm experimenting with it. You can try this: https://github.com/AndbGame/QuickLootIE-DD/releases/tag/1.1.0 1
wolfeman77346 Posted August 30, 2024 Posted August 30, 2024 5 hours ago, andbgame said: I'm experimenting with it. You can try this: https://github.com/AndbGame/QuickLootIE-DD/releases/tag/1.1.0 I will check it out and give some feedback. Thanks
Lucci213 Posted August 30, 2024 Posted August 30, 2024 Will there ever be an option to disable/toggle individual Devious Devices instead of a general category? For example: Enable Heavy Bondage, but only yokes and rope armbinders. Leather/Ebonite armbinders are disabled along with straightjackets Ebonite devices but only White and Black. Disable Red and and other colors. Allow Gags but only Ball and Ring. Disable Panel gags. Toggle devices that are from specific mods/esm/esp. Like special ones from "Devious Lore" where some require special keys or are part of a quest. Or "Devious Devices - Assets.esm" which are just regular pieces of clothing instead of proper Devices with locks. Since the Enchanted Chests already scans for devices, would it be possible to put them on a list and add individual toggles to enable/disable? I made a mock-up of what that menu could look like using Rape Tattoo's menus as a base Spoiler mock up of Device toggle menu based off Rape Tattoo's menus
Bane Master Posted August 30, 2024 Author Posted August 30, 2024 6 minutes ago, Lucci213 said: Will there ever be an option to disable/toggle individual Devious Devices instead of a general category? It would be nice but it's a substantial amount of work - I wouldn't rule it out but I don't have the time to devote to it right now 1
wolfeman77346 Posted August 30, 2024 Posted August 30, 2024 9 hours ago, wolfeman77346 said: I will check it out and give some feedback. Thanks This appears to have resolved the conflict. Tested with "Dungeon Chance" set to 1000 and after 4 containers......boom. It wasnt on the first try because I had common container debuffed to .7. Thanks for sharing this.
andbgame Posted August 30, 2024 Posted August 30, 2024 8 minutes ago, wolfeman77346 said: This appears to have resolved the conflict. Tested with "Dungeon Chance" set to 1000 and after 4 containers......boom. It wasnt on the first try because I had common container debuffed to .7. Thanks for sharing this. Unfortunately, this is not fully integration with DEC There are not many DEC settings used in this addon (I tried to avoid deep integration with DEC, and custom patches to DEC,... main goal - easy install/remove this addon in any time) Therefore, most of the settings in the ini files for this addon.. In addition, the principle is slightly different, traps are triggered not on the container, but on the taken elements - the value of the item increases the chances, and the chances are independent from DEC... there are quite a lot of settings, and by default it is configured as it seemed convenient to my taste
Lucci213 Posted August 30, 2024 Posted August 30, 2024 4 hours ago, Bane Master said: It would be nice but it's a substantial amount of work - I wouldn't rule it out but I don't have the time to devote to it right now Good to know it's on the table. Hope you find the time to implement it someday.
wolfeman77346 Posted August 30, 2024 Posted August 30, 2024 7 hours ago, andbgame said: Unfortunately, this is not fully integration with DEC There are not many DEC settings used in this addon (I tried to avoid deep integration with DEC, and custom patches to DEC,... main goal - easy install/remove this addon in any time) Therefore, most of the settings in the ini files for this addon.. In addition, the principle is slightly different, traps are triggered not on the container, but on the taken elements - the value of the item increases the chances, and the chances are independent from DEC... there are quite a lot of settings, and by default it is configured as it seemed convenient to my taste Good to know, thanks. I'm just glad to have the chances back again. Was getting dull in the dungeons...lol
Jim55 Posted August 31, 2024 Posted August 31, 2024 Any chance it would hook more events than chests? I'm running long-to-no-respawn mods because I like the feeling of progress and I'm running out of chests. Like DCL, triggers for looting dead people or even doors would be appreciated. Then again, maybe a new game is warranted if I run out of stuff to do. Anyway. Right now I run DEC/DCL with DEC being really trigger happy in dungeons and chests set to fairly light punishment (no armbinders, no upper limit) and DCL set to basically be off in dungeons but trigger outside with bondage to zero, events only triggering some quests and some furniture. I think that starting quests mid dungeon would be annoying, I'd rather deal with being teleported when outside, and I'd rather deal with hobbling inside a difficult, but at least smaller dungeon. A suggestion, though: It would be nice for either a timed option for items (either I have keys and it's too easy or I don't and it's too annoying) scaled to dungeon size. Alternatively, key restraints and the key is added to inventory upon area no longer being "dungeon" or in a chest at the entrance. I suspect "when not dungeon, add key" "when in dungeon, remove key" is a lot simpler to add than anything more complex. I don't know how DD works, if it's easy to equip a timed item by just setting the timer or if it has to be a timed item and these are limited in scope.
Bane Master Posted August 31, 2024 Author Posted August 31, 2024 (edited) 8 hours ago, Jim55 said: Any chance it would hook more events than chests? I'm afraid I'm not in favour of a dead body trigger. If you haven't already tried it FMEA has various trap effects on locked doors (and chests) and a lot of other options to make life more challenging. 8 hours ago, Jim55 said: equip a timed item by just setting the timer or if it has to be a timed item and these are limited in scope. AFAIK you need a timed item. Edited August 31, 2024 by Bane Master 1
Jim55 Posted September 1, 2024 Posted September 1, 2024 On 8/31/2024 at 5:10 PM, Bane Master said: I'm afraid I'm not in favour of a dead body trigger. If you haven't already tried it FMEA has various trap effects on locked doors (and chests) and a lot of other options to make life more challenging. Reading the description of that mod made me want to drink what's under the sink. Thanks for the suggestion though, my aim was to basically mix and match addons. I see there's a few addons that redo parts of DCL and usually better (I like DEC) but one thing they don't do is make triggers exclusive. If several mods trigger on chests/containers, it's very hard to avoid triggering effects that don't go well together. I guess it's outside the scope of DEC, though. Thanks for the reply, back to enjoying DEC.
Seeker999 Posted September 1, 2024 Posted September 1, 2024 Is there a way to turn off the notifications in the upper left corner? They're fine as a debug option to see if the mod is working, but I don't really need to see them all the time. Thank you. Am otherwise enjoying the mod and am happy to see new life in it.
Bane Master Posted September 1, 2024 Author Posted September 1, 2024 32 minutes ago, Seeker999 said: Is there a way to turn off the notifications in the upper left corner? In the MCM - Devices and Misc / Misc Options / Uncheck 'Debug Messages Enabled'
Jim55 Posted September 3, 2024 Posted September 3, 2024 I have discovered that QuickLootIE-DD exists and has helped me with some of the things I wanted. QuickLoot IE-DD is a DEC patch for QuickLoot IE. Quickloot IE is a fork of Quickloot EE Quickloot is an addon that pops a window when hovering chests and other containers, a la FO4, and replaces the "view box" trigger chance from DEC to "pick up item" - the more you pick up the higher the chance DEC will trigger. This is brilliant. It also has an INI allowing for tweaking of chances from each container type (which is what I wanted). It also adds a golden heartbeat that increases in strength as loot trigger chance increases. I hope it's fine to post this here. It's open on Github.
DonQuiWho Posted September 4, 2024 Posted September 4, 2024 19 hours ago, Jim55 said: I have discovered that QuickLootIE-DD exists and has helped me with some of the things I wanted. QuickLoot IE-DD is a DEC patch for QuickLoot IE. Quickloot IE is a fork of Quickloot EE Quickloot is an addon that pops a window when hovering chests and other containers, a la FO4, and replaces the "view box" trigger chance from DEC to "pick up item" - the more you pick up the higher the chance DEC will trigger. This is brilliant. It also has an INI allowing for tweaking of chances from each container type (which is what I wanted). It also adds a golden heartbeat that increases in strength as loot trigger chance increases. I hope it's fine to post this here. It's open on Github. This looks interesting Have you got links to these please? I'm having problems finding them TIA DQW
andbgame Posted September 5, 2024 Posted September 5, 2024 (edited) On 9/4/2024 at 1:50 AM, Jim55 said: I have discovered that QuickLootIE-DD exists and has helped me with some of the things I wanted. QuickLoot IE-DD is a DEC patch for QuickLoot IE. Quickloot IE is a fork of Quickloot EE Quickloot is an addon that pops a window when hovering chests and other containers, a la FO4, and replaces the "view box" trigger chance from DEC to "pick up item" - the more you pick up the higher the chance DEC will trigger. This is brilliant. It also has an INI allowing for tweaking of chances from each container type (which is what I wanted). It also adds a golden heartbeat that increases in strength as loot trigger chance increases. I hope it's fine to post this here. It's open on Github. So far, I still keep this mod in an experimental state, I couldn't decide for a long time whether this was needed, but I decided to try what would happen. Also I think I implement enough for the first version - for play and test - and for make decision what to do with it next... and feedback / criticism / regrets / ideas (Preferably not very complicated ) is welcome (better in DD discord for avoid offtop in this topic... or pm) At the current stage, I can say that in general I satisfied - I really liked the dependence of chance on the value of the item, but there are drawbacks that I wanted to think about, but I don't have any special ideas yet: - some disbalance of chances for some items - ability bypass the risks by simply opening the container (bypass quickloot UI) - weak integration with DEC, especially in terms of settings (technical difficulties, and the desire to avoid modification of DEC) - visualization 13 hours ago, DonQuiWho said: This looks interesting Have you got links to these please? I'm having problems finding them TIA DQW https://github.com/AndbGame/QuickLootIE-DD/releases/tag/1.1.0 Edited September 5, 2024 by andbgame 2
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