yurik Posted October 4, 2014 Share Posted October 4, 2014 PetCollar View File LE / SE An expansion for Devious Devices. Lockable collar for a more "submissive" game play, for you or your follower(s). Simple, stable, effective and playable (I hope).  Consists of 3 main features: Armor Restrictions - wearer is restricted from wearing specified apparel, which can be set to: no armor, completely nude, only jewelry, no body armor or clothing. And electrocuted otherwise. Optionally buffs sneaking, casting, and dodging capabilities. Fucktoy - wearer is used for sex relief by your follower(s), creature follower, horse, neutral citizens (if they see the pet without teammates) or yourself. Optional fortitude buffs after sex with the Pet (special buffs for horses!). Player can also use the (other) Pet when aroused (automatically or with a prompt). Inventory Control - limits your carrying capacity so that all the "unnecessary" stuff and/or excess gold is (kind of) sent to your companions (or saddle bags) right after you loot it. Talk to them sneakily to get access to your stuff (only works for Player as Pet). Optionally buffs you for traveling light. Option to auto-use items on pick-up / buy.  All features are modular and most options are configurable through MCM menu. Please refer to the IMPLEMENTATION section for a more detailed description.  HOW TO GET Equip on yourself or a targeted actor through MCM menu. Add "Pet Ability" to whom you want to add it to through MCM menu. Get from the Pet Stash (can be opened from MCM menu). Obtain by console - item names are: Pet Collar, Keyless Pet Collar. Placed on (and under) the table near the door inside Whiterun's Jorrvaskr:     REQUIREMENTS Devious Devices - Integration (LE / SE) and all its requirements. More Nasty Critters (LE / SE) are also highly suggested if you're expecting some bestiality. And don't forget to allow Creature Animations in SexLab!  INSTALLATION Use your favorite mod manager or drop files manually.  UPDATE PetCollar reapplies its effects automatically on update and is safe to update on a current game, unless explicitly stated in the patch notes.  UNINSTALL Unlock and unequip the collar before uninstalling. (Optionally) Clean your save from all the "petcollar*" scripts with the SaveTool.  HOW TO UNEQUIP THE KEYLESS COLLAR  Only with manipulation. Also, you can not manipulate the lock before equipping it!   KNOWN ISSUES  Undesired NPC rapes you - block it in the SexLab Aroused. Undesired NPC rapes you and you cannot block it - add it to the 'SLA Arousal Blocked' faction through the console (~ → target actor → help "SLA Arousal Blocked" → addfac <ID from the previous step without the brackets> 1). Some NPC that you think should, but does not rape you or does not have 'Get Bag' option - add the NPC to 'CurrentFollowerFaction' (~ → target actor → addfac 5c84e) The collar does not lock like a proper Devious Device should - re-add the collar (~ → help "Pet Collar" → player.removeitem <ID from the previous step without the brackets> 1 → player.additem <ID from the previous step without the brackets> 1 NPCs demand service, but with creatures a Pet does not know how to have sex with it - toggle Creature Animations in SexLab and reset Animations Registry IMPLEMENTATION  Fucktoy effect periodically launches a quest that gathers references for nearby enemies and selected number of horny followers and stores their references. The quest is active most of the time and only stops briefly before the next scan. If an enemy is found nearby, the procedure stops prematurely. If there are no followers, another quest is launched for gathering selected number of aroused neutral actors that can detect the pet, with gender relation set in MCM. If player is in dialog with some NPC that is picked for a scene, there will be a 150 sec countdown to finish the dialog before the action starts. If Player is among the sex actors or is in dialog with the pet, the actors that are far away (>180 units) are overridden with a travel package and start to move towards the Player. The package is disposed after they reach the Player or 20 sec timeout is exceeded. There is also force dismounting for everyone involved. If enabled in MCM, Player Uses the Pet option makes an aroused PC to be able to participate in the NPC Pet service events either automatically or via a prompt menu. If enabled in MCM, Pet Blessing, every follower and creature are granted PetCollarTransferHealthAbility, which when a master's health is below 50%, consumes health from nearby pets. Also, the Passion buff is granted upon OrgasmEnd Event to the pet. Pet's Blessing is an effect that increases health by 0.3 * BaseHealth and heal rate by 0.003 of that (0.0009 * BaseHealth).  Inventory Control effect remembers an item (and its number) you get. And when you get another item, the previous one is sent to Stash. Unless it's a quest item, has SexLabNoStrip keyword, a Soul Gem, equipped or favorited (optional) by player. Also restricts maximum amount of carried gold and lockpicks. You can access your stashed items by sneaking to your companion (which includes: followers, horse, dog, troll, Conjured Familiar, Animal Companion, etc), activating dialog and selecting "Get Bag" item - it'll add Pet's Bag (armor) to your inventory and also recalculate its weight to the total weights of the Stash contents. "Equipping" Pet's Bag will activate container with stashed goods so that you can access your stuff from anywhere. While you hold the Bag, Inventory Control is disabled. It will disappear once it's left your inventory. It leaves your inventory automatically when you move away from the companion you got it from farther than 280 units (~3 meters). Stash is physically located in QASmoke cell, near table with spoons and can also be accessed via MCM menu (it is disabled if you have Pet Ability active).  Unburdened (activates when player does not have Pet's Bag in inventory): Regenerate 3% of your base magicka every second while casting (the BaseMagicka value is cached in global variable and the effect recalculates magnitude and reapplies the spell only when the player's BaseMagicka != GlobVarBaseMagicka - no active scripts or OnUpdates involved) -25% to shout cooldown +100% magicka and stamina regen rate Reduces your max carry weight to 15% of default Use Item Key option checks for item type and tries to use it depending on its type (only available when item stashing type is > gold only): Scroll, Armor, Weapon, Ammo, Light sources - equip Ingredient, Potion - consume Book - if it is a Spell Book with an unlearned spell - learn the spell and remove the book Only one item at a time is "used" this way.  Armor Restrictions staggers and inflicts damage to health and magicka every 3-9 sec as long as if worn items have certain (depending on collar type) keywords: ArmorClothing / ArmorHeavy / ArmorJewelry / ArmorLight / ArmorCuirass or ClothingBody. If the health is above 40, damage is increased by 20 (and 40 to magicka), otherwise the actor is paralyzed. Pet Collar uses slot 45 (same as standard DD collars).  Streaker Perks activates when worn items does not have ArmorCuirass and ClothingBody keywords: -15% spell cost 50% muffle Slow Time on incoming power attack Enable Pet Effect on collared NPCs option adds PetCollarMaintainFollowersPetEffectAbility spell that listens to OnCellLoad and OnGameLoad events and starts the quests that gathers up to 4 NPCs that match condition: WornHasKeyword = zad_DeviousCollar and adds PetCollarAbility spell to them.  All the effects are modular and switched at the spell level by conditions set in MCM, so no scripts are run if feature is disabled.  Side effects: EncSummonFamiliar is added to 'CurrentFollowerFaction' to allow to provide the 'Get Bug' option for Inventory Control Mod Events: I've added an 'advanced' event for Removing and Equipping Pet Collar on a specified actor (the options may be expanded later): Event OnPetCollarManipulate(Form sender, Form akTarget, int aiAction) Actor actorRef = akTarget as Actor if actorRef if aiAction == 0 libs.RemoveDevice(actorRef, petCollarInventory, petCollar_scriptInstance, libs.zad_DeviousCollar, true) elseif aiAction == 1 libs.ForceEquipDevice(actorRef, petCollarInventory, petCollar_scriptInstance, libs.zad_DeviousCollar) elseif aiAction == 10 Armor petCollarKeylessInventory = Game.GetFormFromFile(0x007929, "PetCollar.esp") as Armor Armor petCollarKeyless_scriptInstance = Game.GetFormFromFile(0x021d62, "PetCollar.esp") as Armor libs.RemoveDevice(actorRef, petCollarKeylessInventory, petCollarKeyless_scriptInstance, libs.zad_DeviousCollar, true) elseif aiAction == 11 Armor petCollarKeylessInventory = Game.GetFormFromFile(0x007929, "PetCollar.esp") as Armor Armor petCollarKeyless_scriptInstance = Game.GetFormFromFile(0x021d62, "PetCollar.esp") as Armor libs.ForceEquipDevice(actorRef, petCollarKeylessInventory, petCollarKeyless_scriptInstance, libs.zad_DeviousCollar) else libs.Notify("[PetCollar] Error: OnPetCollarManipulate received invalid action: " + aiAction) endif else libs.Notify("[PetCollar] Error: OnPetCollarManipulate received invalid actor") endif EndEvent  Usage is like this (actual code from the PetCollarConfigScript): int handle = ModEvent.Create("PetCollarManipulate") if handle ModEvent.PushForm(handle, self) ModEvent.PushForm(handle, actorRef) ModEvent.PushInt(handle, 1) ModEvent.Send(handle) else libs.notify("[PetCollar] Error: Failed to send PetCollarManipulate event for PetCollarEquip") endif  Pet Collar is registered to DD as this: RegisterGenericDevice(petCollar, "collar,short,metal,PetCollar")    CHANGE LOG  5.5.0 Changed Fucktoy scanner frequency to be random within a range of set values Changed Fucktoy pet buff (Passion) to trigger from any orgasm from any SexLab mod Changed Inventory Control buff (Unburdened) to restore 3% magicka per sec only when casting (was when below full magicka), but additionally buff magicka rate by 100% Fixed Fucktoy timeout after sex to be triggered after any sex instead of only on current event orgasm Fixed Fucktoy multiple simultaneous events conflicting with each other Fixed Inventory Control buff (Unburdened) to properly buff stamina rate by 100% (was set to 2% by mistake) 5.4.2 Fixed Fucktoy waiting when the player or the pet is in a dialog, including masturbation Fixed Fucktoy event skips for when the pet is busy mining, chopping or in a scene Changed Fucktoy pet buff (Passion) to trigger from any orgasm triggered by this mod, including masturbation 5.4.1 Added Fucktoy masturbation chance setting for aroused pets Fixed PetCollar ability applying when canceled in DD equip menu Fixed Fucktoy filter not skipping actors in scenes Fixed Fucktoy "needs service" message to respect Status Notification setting Fixed Fucktoy issue with mounted actors 5.4.0 Updated escape system to the newest DDi v4 version (instead of the legacy system) Fixed the endless unlock loop that could occur in some conditions The same file works with both LE and SE 5.3.2 Fixed Fucktoy effect condition that I broke in 5.3.0 Fixed Keyless Pet Collar to behave as it was intended (DDi v4 changed how it handles keyless devices) 5.3.1 Removed ZaZ Animation Pack dependency 5.3.0 Changed Fucktoy Public Service to pick only those aroused actors that are detecting the pet Added Fucktoy options for Player to use the Pet: Disabled, Auto If Aroused, Prompt If Aroused Added Fucktoy option for Beast Actors Max. Count (up to 1) Fixed Fucktoy victim assignment in aggressive animations 5.2.5 Fixed Inventory Control's Follower Sneak Menu perk dependency on the Unburdened Buff Changed Fucktoy to skip cycles when player movement is disabled, might fix the conflict with the DD 4.0 struggle animation 5.2.4 Fixed Fuck & Punish/Release options on NPC Pets 5.2.3 Fixed Armor Restriction punishment script that I accidentally excluded from the package 5.2.2 Fixed unlimited gold carrying, -1 can again be set 5.2.1 Fixed equipping Keyless Pet Collar on PetCollar update 5.2.0 Fixed Fuctoy effects to persist through cell unloads Changed Fuctoy's follower buff: it doesn't increase health, but health absorb from pets now kicks in at 50% and followers become essential Added Fuctoy's pet buff: it grants additional 30% health and heal rate for 8 hours after reaching orgasm with a follower Changed 'Enable Pet Effect on NPCs' option: now it auto-applies Pet Ability to up to 4 NPCs that have any collar equipped upon cell load, and it persists through cell unloads Changed 'Get Bag' to automatically transfer all the stored gold to Player upon activation Fixed Keyless Pet Collar glitches when (regular) Pet Collar was also in the inventory Fixed MCM 'Max Allowed Gold / Lockpicks' not being disabled with the 'Disable Config When Restrained' option 5.1.0 Added option to directly request pet's service via 'activation' menu Added option to punish/un-punish a pet Changed 'Fuck the Pet' message to only pop up when the service has already been requested by some NPC Changed collar punishment to be a bit different 5.0.2 Disabled Fucktoy event while Pet is swimming Fixed Fucktoy event not being re-registered if Pet didn't get an orgasm 5.0.1 Fixed Inventory Control not stashing items on new games Changed Pet's Bag to auto leave your inventory only when you start moving (in addition to being > 280 units away from the follower) Changed non-stashing items criteria to have gold value of 0 instead of weight <= 0.01 5.0.0 [dev] Added SendModEvent support (for equip / unequip), see Implementation section for details [dev] Added RegisterGenericDevice support, the Pet Collar tags string is "collar,short,metal,PetCollar", so it may be randomly grabbed by other DD mods Added option to equip/unequip Pet Collar to targeted NPCs / PC from the MCM (it utilizes DD framework and thus takes some time to filter and apply, around 10 sec in my game) Changed Fucktoy to ignore NPCs currently in dialog with player so to not interrupt the dialog Fixed multiple Fucktoy requests firing simultaneously. If there are multiple Pets, Fuctoy events should fire with a 15 sec delay from one another Fixed Maintain Pet Effect on NPCs to trigger on game load (before it only fired on cell change), and made it work more reliably Fixed (hopefully) the "one Pet, two scenes" issue 4.9.1 Fixed non-aroused followers picking under certain conditions (this time for sure) Fixed all the little errors that were shown in Papyrus log and Creation Kit 4.9.0 Added required collar resources into single mod package Fixed (hopefully) non-aroused followers picking under certain conditions Fixed possible CTD issue in public service Changed Streaker Perks condition: armor or clothing -> body armor or clothing Removed mannequins edit (SL Arused Redux v27 fixed them) 4.8.4 Removed relation rank and pet-status criteria from Fucktoy public clients filtering (other pets and non-active followers, as well as un-/friendly NPCs, are now eligible to request public service) Changed collar slots binding to DD standards. Necklaces are visible now. Requires overwriting Hentai Creatures' resources with the 'hentaicreatures-collar-slot45.zip'. If you still want to use that mod's collar together with this PetCollar, please tell me 4.8.3 Added 'Health Link' effect to Pet's Blessing: when Master's health is below 30%, Pet's health is absorbed, scriptless Tweaked 'Get Bag' condition to enable it for more custom followers 4.8.2 Changed Fuctoy to assign correct roles to participants Added 'Force Female Role' toggle 4.8.1 Changed Armor Restriction punishment: when below 40 health, you start to bleed out and zapping damage is significantly decreased. It can still kill you though. Also, NPCs are much less likely to be killed by it Added Conjured Familiar to actors that you can receive the Bag from Fixed some spell descriptions and MCM options 4.8.0 Changed 'Unburdened' and 'Streaker perks' buffs to be able to be enabled independently from MCM settings (even when their respective restrictions are disabled), precisely as shown on their tooltips Added chaining option to Fucktoy event (just set the 'timeout after sex' to the minimum value), the default value is set to 2 sec 4.7.6 Added toggle to allow public service even while having teammates Changed 'Use Aggressive Animations' option to use consensual animations as a fallback 4.7.5 Added Fucktoy setting to choose public sex clients gender: any, opposite, same, male or female Changed Keyless Pet Collar to block generic devious device interactions 4.7.4 Fixed mannequins being aroused (added them to sla_Blocked faction) Fixed Fucktoy event firing when pet is already "busy" Fixed animations recursive search failing on first failure (hopefully, not tested) (Internal) Changed conditions on Streaker and Unburdened buffs to not depend on MCM config (Internal) Config disabling is now publicly available 4.7.3 Devious Devices - Expansion is no more a requirement 4.7.2 Added waiting till player finishes dialog to Fucktoy, as a "victim" and as an "aggressor" Fixed failing animations because of picking follower pets twice Changed Fucktoy "group-up at player" package to always apply to NPC(s) when player is participating Added IsInCombat checks whenever Fucktoy is in waiting states Changed Get Bag's auto-drop max radius to 280 (was 400 for v4.7.1 and 200 for v4.7.0) 4.7.1 Fixed picking max sex actors if first one is not aroused Fixed (hopefully) horse buffs somehow applied to non-horse actors Fixed player given "horse info" dummy buff when not a pet Fixed filtering of aroused companion creatures if horses are disabled Added more filtering criteria for aroused companion creatures (faction and relationship rank) Fixed travel packages incorrect application/disposal if PC is not a pet Fixed player dismounting when not among sex actors 4.7.0 Followers now (immersively) travel to you instead of instantly teleporting Increased actors search range, 3x for followers and 4x for neutral NPCs Fixed non-horse creature follower ignoring when horses option is disabled Pets are again able to service other pets Fixed player stucking on horse issue 4.6.2 Added 'unlimited' options for Gold and Lockpicks amount restrictions in InvControl Fixed auto-equip & stash issues in InvControl 4.6.1 Added MCM toggle for 'Fuck the Pet' prompt 4.6.0 Added public service support for lone Pets. Some serious code rewrite, funny things may happen Changed ArmorRestriction to stagger on first zap and only then start ragdolling Changed followers scan to check for GetPlayerTeammate instead of CurrentFollowerFaction. Please tell me if any of your followers stop being recognized Added auto reapplying Pet effect for Pet PCs on mod update Disabled Pets possibility to request other Pets' services Fixed Unburdened Magicka magnitude recalculation on update 4.5.2 Added option to auto use items on pick-up / buy when key is pressed (Shift by default) to InvControl (except Gold-only mode) Fixed Unburdened Magicka magnitude recalculation Fixed some MCM issues 4.5.1 Removed Sprint speed part from Unburdened (too laggy) Fixed MCM conditions for restricting buff options Pet Collar now keeps Pet ability no matter what while equipped (you can not remove it with console or disable it in MCM, only toggle) 4.5.0 Added "Unburdened" buff to InvControl Added "Streaker Perks" to ArmorRestriction Changed InvControl's "All" option to store previous items before stashing Fixed incorrect magnitude numbers on Info Pet Blessing buff Hopefully fixed Pet Blessing's extra large Health buffs 4.4.2 Fixed Fucktoy separate buff for horses that I broke in 4.4.1 4.4.1 Fixed Fucktoy search handling custom race human followers and improved search performance Changed search to not launch at all when crafting or in combat Added option to ignore Horses' needs Added option to turn off status notifications Fixed InvControl double 'Get Bag' menu with some custom followers 4.4.0 Added option to retain Pet abilities for followers when you change location Added option to apply Pet status without need to equip the Collar Changed option to block menu while under effect to check for player being locked in a devious device instead Changed Inventory Control to always ignore items with weight below 0.001 (items like keys and notes should not be stashed now) Added 'All' option to Inventory Control. Hardcore 4.3.4 Added automatic Pet's Bag removal when walking 2m away from the companion you got it from Added Inventory Control option to forgo Favorited items Added chance of punishment for trying to remove the collar without key 4.3.3 Changed Fuctoy sex to not start while player is crafting Changed Maintenance Force Recruit to be applicable to non-playable races as well Fixed some spotted Papyrus errors (minor) 4.3.2 Fixed NPC Pets trying to fuck themselves Changed Creature Follower to be selected on FactionRelation and IsPlayableRace, should allow more creatures Added option to force recruit any friendly humanoid NPC Added Inventory Control option to stash only excess gold Added NPC shocking if they wear restricted apparel to Armor Restriction Fixed Pet's Bag not always opening or disabling Inventory Control when acquired through Get Bag command 4.3.1 MCM Allow Config While Under Effect option is now reset on mod update Changed Inventory Control to skip items that are equipped on player Changed Inventory Control to skip items with weight under 0.001 (some mods like to quickly add and remove an item to the player for some reason) Changed Inventory Control to start full inventory clearing routine only when it is not fast enough to handle items separately 4.3.0 Deleted Premium and Vanity Pet Collars Added MCM option to specify armor restrictions Added armor restriction rules for NPCs, now they undress (or not) according to MCM setting Fixed Fucktoy filtering aroused actors that are having sex Changed Fucktoy victim to be selected explicitly 4.2.2 Added lockpicks amount restriction to Inventory Control settings Added aggressive animations toggle to Fucktoy 4.2.1 Fixed Inventory Control issue when 'Take All' command resulted in stashing not all looted items Fixed MCM config option for Allowing Menu While Under Effects not working 4.2.0 Added support for NPC (only for interactions with you or your companions) Fixed skipping aroused actors in filtering queue if first actor was not filtered Removed damage buffs from Pet's Blessing, left only health buff (stamina + speed for horses unchanged) 4.1.4 Added Follower Buff system to Fucktoy Fixed skipping aroused actors in filtering queue if previous actor was not filtered Added creature ignoring if its race is not allowed by SexLab Removed some (unneeded) keywords from Calyps Strapon that is occasionally used in some SexLab animations, so you won't get shocked mid act again 4.1.3 Fixed issue when acquiring Bag from 'Get Bag' command did not disabled Inventory Control 4.1.2 Added more MCM options All the effects are now modular Added recursive switching to less complex animation if animation for specified actor setup is not supported (turned off in SexLab or character does not know it) 4.1.1 Integrated with Deviously Cursed Loot, it is now aware of Pet Collar and does not replace it with other collars Added support for Wild Creature companions from PerMa Changed Summoned Familiar (vanilla conjuration spell) to be a viable creature follower, so you can Get Bag from him even if alone 4.1 Added MCM configuration menu Integrated Vanity and Premium collar variants back into main mod (no more patches) Changed gold to be tracked separately from other items 4.0b Inventory control. Added horses support. Arousal threshold lowered to 35 Shocking is now started much earlier. Added collars into world. Broke Premium and Vanity patches. 3.1 Merged all the updates from 4.1 except for Inventory stuff 3.0b Changed stagger effect to "clumsy" one. Multiple followers are correctly selected now. No sex when enemies are nearby. Removed workaround where effect depended on player's combat/sneak state. Fixed Premium and Vanity patches, Keyless version is now included by default as separate collar. 3.0a Alpha version. Added Fucktoy effect to all collars. Your followers (including creatures) may use you to release their tension. Up to 5 people supported (or 1 creature, due to animation restrictions). Patch system to select your restriction preferences: Premium, Vanity. 2.4 No longer can you fool the collar by running or sprinting, doing so will only make things worse now. 2.3 Added Keyless Pet Collar 2.2 Added Premium Pet Collar (using Padded Collar from DD Assets) that ignores jewelry. Simplified script so it now applies actual spell and does not hack AV values.   PERMISSIONS You are free to use any assets of this mod as long as you give me credit. No need to ask my permission, just notify me. Submitter yurik Submitted 10/04/2014 Category Framework & Resources Requires Devious Devices - Integration Special Edition Compatible Yes 12 Link to comment
Content Consumer Posted October 4, 2014 Share Posted October 4, 2014 Thank you! This is exactly what I needed! Link to comment
Jayleia Posted October 4, 2014 Share Posted October 4, 2014 Seems a bit too severe, you could kill yourself in 5 seconds if you accidentally equip stuff, but it makes a nice jumping off point for some similar ideas. Link to comment
mybrainhurts Posted October 4, 2014 Share Posted October 4, 2014 This is a good idea, but taking constant damage prevents the player from resting or waiting. Â Edit: I mean that as it is now, simply wearing the collar (while otherwise naked) is enough to prevent waiting or resting. Link to comment
spoonsinger Posted October 4, 2014 Share Posted October 4, 2014 Actually would be quite a nice fit for Deviously Cursed Loot. e.g. by default DCL strips you when it sticks something on you. So you go "Ok, no problem". (well depending on settings), "I'll just put my other stuff back on". Then you go "Oh!, bugger" Link to comment
nameless701 Posted October 4, 2014 Share Posted October 4, 2014 I have only an optical effect (crackles) why is a creature-mod a requirement for this? Link to comment
Content Consumer Posted October 4, 2014 Share Posted October 4, 2014 I have only an optical effect (crackles) why is a creature-mod a requirement for this? Creature mod is a requirement for the collar mesh. I'm not sure, but I tend to think it will work even without the mod, it'll probably just look odd... Link to comment
Content Consumer Posted October 4, 2014 Share Posted October 4, 2014 This is a good idea, but taking constant damage prevents the player from resting or waiting. Â Edit: I mean that as it is now, simply wearing the collar (while otherwise naked) is enough to prevent waiting or resting. Yeah, just noticed that. Too bad, but it hopefully is an easy fix. Â I had the same problem with a mod I tried out a few months ago, can't remember what it was called but it was one of those "running-drains-stamina" mods, that would drain stamina until it was gone and then start draining health. Â I'm guessing the effect was based on a sliding scale - like it was still applying health damage to me when not running, but the amount was zero... so I wouldn't see any damage, but the effect was there so I couldn't wait or sleep. But I dunno... Link to comment
yurik Posted October 4, 2014 Author Share Posted October 4, 2014 Thank you! This is exactly what I needed! I'm glad you liked it.  Seems a bit too severe, you could kill yourself in 5 seconds if you accidentally equip stuff, but it makes a nice jumping off point for some similar ideas. Even with 100 point of basic health and no passive regen, 5 sec is enough to realize your misstep What do you think would be the better penalty? I can't do things like make it scale with total health or other scripting stuff yet, but adjusting numbers is easy. You even can do it yourself in CK.  This is a good idea, but taking constant damage prevents the player from resting or waiting.  Edit: I mean that as it is now, simply wearing the collar (while otherwise naked) is enough to prevent waiting or resting. Indeed. I'll see what I can do... Thanks for reporting.  Actually would be quite a nice fit for Deviously Cursed Loot. e.g. by default DCL strips you when it sticks something on you. So you go "Ok, no problem". (well depending on settings), "I'll just put my other stuff back on". Then you go "Oh!, bugger" Nice idea I hope Kimy adds this item to her/his mod. But first I should do smth with this taking-damage-no-wait bug.  I have only an optical effect (crackles) why is a creature-mod a requirement for this? This mod uses Skyrim's basic AbsorbHealthConstant enchancement for this effect. Probably some other mod changed it. Will fix it.  Thank all of you for your feedback! Didn't expect much interest for this, to be honest Link to comment
mybrainhurts Posted October 4, 2014 Share Posted October 4, 2014 @Content Consumer  I know what you're talking about, but I can't remember what it was either! (Although there are probably a lot of mods applying effects like that.) Link to comment
Content Consumer Posted October 4, 2014 Share Posted October 4, 2014 Â Even with 100 point of basic health and no passive regen, 5 sec is enough to realize your misstep What do you think would be the better penalty? I can't do things like make it scale with total health or other scripting stuff yet, but adjusting numbers is easy. You even can do it yourself in CK. Â Â You could put an extra visual reminder about the problem, something like a massive screen blur while taking damage... or maybe even just a text notification using papyrus Debug.Notification (I don't know about other people, but I've trained myself to constantly keep track of the upper right corner of my screen for things like apropos notifications etcetera). I think the screen blur would be better for most players, but it might get lost in other visual effects of other mods, so I dunno... Â Alternately, you could do something like an instant 50-point health damage every 10 seconds. That should give a big enough jerk to the health bar to be easily visible, and (combined with normal health regeneration) will give a minimum of two instances before death even to level-1 characters. Link to comment
Yuni Posted October 4, 2014 Share Posted October 4, 2014 I hope this gets updated so sleeping/waiting isn't prevented all the time. O_O Those are important, and this sounds like a fun mod. A reason to be playing a naked chick~ Me like. Â Edit: I have a request! Can you have a version that just allows jewelry? I can see a master wanting to dress their pets up in pretty gems! It's not like they cover up the important parts, and earrings, or a tiara, or a necklace or rings might be something a pet in a harem might wear. Â Please. :3 Link to comment
Content Consumer Posted October 4, 2014 Share Posted October 4, 2014 @Content Consumer  I know what you're talking about, but I can't remember what it was either! (Although there are probably a lot of mods applying effects like that.) I think I found the one I used. Not sure, since it's long since been deleted. http://www.nexusmods.com/skyrim/mods/32798/? Link to comment
Content Consumer Posted October 4, 2014 Share Posted October 4, 2014   Thank all of you for your feedback! Didn't expect much interest for this, to be honest  I'm terrible about roleplaying that way... I will be running around nude (armored only with Dibellan Defender tats), and sometimes I'll get into combat and hurriedly put on armor just to get through it, not thinking about what I'm doing. This provides a very nice reminder of why I should not be putting on armor or clothing, helps keep me on the straight and narrow. Link to comment
Content Consumer Posted October 4, 2014 Share Posted October 4, 2014 I hope this gets updated so sleeping/waiting isn't prevented all the time. O_O Those are important, and this sounds like a fun mod. A reason to be playing a naked chick~ Me like. Â Edit: I have a request! Can you have a version that just allows jewelry? I can see a master wanting to dress their pets up in pretty gems! It's not like they cover up the important parts, and earrings, or a tiara, or a necklace or rings might be something a pet in a harem might wear. Â Please. :3 Different versions for different requirements will be difficult to keep properly updated... just look at poor jfraser, who's having trouble updating the sexlab version of CDW and the "clean" version simultaneously. Â When yurik gets some spare time, I'd recommend adding an MCM with options for this sort of thing. Link to comment
Yuni Posted October 4, 2014 Share Posted October 4, 2014 Yes I would appreciate that. xD There's no reason for it to forbid jewelry, really~ But that's just my opinion... heh. Link to comment
yurik Posted October 4, 2014 Author Share Posted October 4, 2014 I'll add jewelry-ignore version for you. But it'll require editing original collar meshes since they use Necklace item slot. I hope the author won't mind... About the penalty. How about absorbing Magicka and Stamina instead of health? It doesn't bug with wait/sleep and also less fatal. Any objections? I'll definitely add the version with Health drain later, after learning some more skyrim scripting. Link to comment
mybrainhurts Posted October 4, 2014 Share Posted October 4, 2014 Â About the penalty. How about absorbing Magicka and Stamina instead of health? It doesn't bug with wait/sleep and also less fatal. Any objections? Â That should do it. Not as dramatic as losing health maybe but still a very serious penalty. Could you even drop them and their regens to zero instantly so a player wouldn't be able to wear armor long enough to finish a fight? If you could also drop, say, movement speed over time any level player could be in extreme danger in a hostile area, and the speed penalty might be annoying enough in safe places that a player would feel compelled to remove any clothing just to get across a room in a reasonable time. Once you learn the scripting needed to damage health, that applied on top of the above nightmare would be truly awful. Link to comment
Jayleia Posted October 4, 2014 Share Posted October 4, 2014 Â Seems a bit too severe, you could kill yourself in 5 seconds if you accidentally equip stuff, but it makes a nice jumping off point for some similar ideas. Even with 100 point of basic health and no passive regen, 5 sec is enough to realize your misstep What do you think would be the better penalty? I can't do things like make it scale with total health or other scripting stuff yet, but adjusting numbers is easy. You even can do it yourself in CK. I'd probably go with something like damage to stamina/magicka, or possibly a debuff to regen rates (probably HP included for regen debuffs). Â I'll fiddle with it in CK and see what happens. Â That way it wouldn't be fatal, but it would be crippling. Link to comment
yurik Posted October 4, 2014 Author Share Posted October 4, 2014 How about periodically staggering with electricity? New version is coming soon... Link to comment
mybrainhurts Posted October 4, 2014 Share Posted October 4, 2014 How about periodically staggering with electricity? New version is coming soon...  Naw, that's just cruel. That's a great idea! Link to comment
yurik Posted October 4, 2014 Author Share Posted October 4, 2014 And while I'm wating for collar author's permission to edit his meshes, you can already check the new effects: PetCollar_(electrocute).zip  The jewelry is still forbidden.  Main page updated with this new version. Link to comment
trellouk Posted October 5, 2014 Share Posted October 5, 2014 Interesting mod and will certainly help a lot with the RP aspect. I have More Nasty Critters installed. In the console there are 2 collars available, one is named "Collar (pet)", the second is named "Pet Collar". I added both of them to the inventory to try them out. Â Collar (pet) gets equipped but there are not any effects and i can unequip it any time i want as it is not locked. Pet Collar unequips itself when i use it, but it is still visibly equipped on my character, when i use the 3rd person camera, and also has no effects. Link to comment
Oghmatorro Posted October 5, 2014 Share Posted October 5, 2014 Great potential e.g. for  Dibellas recruit / Dibellan defender DDi Captured D Shop Vigilant of Stendar ...  Link to comment
yurik Posted October 5, 2014 Author Share Posted October 5, 2014 Interesting mod and will certainly help a lot with the RP aspect. I have More Nasty Critters installed. In the console there are 2 collars available, one is named "Collar (pet)", the second is named "Pet Collar". I added both of them to the inventory to try them out. Â Collar (pet) gets equipped but there are not any effects and i can unequip it any time i want as it is not locked. Pet Collar unequips itself when i use it, but it is still visibly equipped on my character, when i use the 3rd person camera, and also has no effects. Use "Pet Collar" only. Â "Collar (pet)" is not needed. It was an item I though DD framework was using for its scripts. But after carefully re-reading DD reference and a little testing it appears that it's really not needed. I'll remove it in the next update so you won't get confused again. Â So, how do you guys and gals find the new effect? Have you tried equipping it on NPCs yet? 1 Link to comment
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