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Devious Box (Timed Strong Box)


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Posted
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This little mod adds a strong box that can be locked for a given time with no way to open it. Perfect for storing keys from your restraints if you want to make sure they don't come off earlier than needed.

 

 

Installation

 

Just unpack the archive to your Data folder. There's one data file there and one script.

 

 

Usage

 

Just in case, back up your saves before trying the mod out.

 

Sorry, no in-game way of spawning the box yet, so you'll have to use the console (just forget that you can spawn whatever you locked in the box with the console as well!)

 

help "Timed Strong Box" to get the ID

Stand on the surface you want to place the box on, look straight ahead and do

player.placeatme <id>

 

When you activate the box, you'll see the setup menu, where you can set up the time it will lock for, open the box to put your possessions in and set some advanced options:

  • Random On/Off: instead of the time you set, the box will be locked for anywhere from 0% to 200% of the time you set
  • Display Time On/Off: when the box is locked, activating it before it's unlocked will display the remaining time (in game days)
  • Punishment On/Off: if on, activating the box earlier than it's unlocked will punish you by adding 0% to 100% to the remaining time.

Of course, the most exciting setup would be setting Random to On, Display Time to Off and Punishment to On :)

 

Finally, after everything you want to lock is in click Lock and you're set!

 

When it's finally time, activate the box again and get your possessions back!

 

Oh, and having two boxes in the world at the same time will probably be awkward (since the configuration (the option flags) is stored in globals (since the options message box doesn't seem to be configurable other than through globals)).

 

 

Required Mods

 

Probably none (I'll be happy to know if I'm wrong though!). For a better experience, you might want to install something that does give you keys and something that they unlock, like Devious Devices.

 

 

Future

 

No idea. Perhaps adding an ingame way to place the box would be a good thing. Some more interesting randomness might also be nice (say, drawing the random time from an exponential distribution so that, since it's memoryless, you won't have any information on how long you'll be locked no matter how much time has passed already). Or better UI/more customisation/not displaying time as decimal fractions of days. Feel free to share any ideas you might have!


 

Posted

Not sure how feasible it would be, and I haven't tried the mod yet (plan to in a bit), but would it be possible to make a portable version thats in your inventory, a spell or something similar? I tend to forget where I put stuff if its not set to a specific location and I haven't played in a bit.

Posted

Not sure how feasible it would be, and I haven't tried the mod yet (plan to in a bit), but would it be possible to make a portable version thats in your inventory, a spell or something similar? I tend to forget where I put stuff if its not set to a specific location and I haven't played in a bit.

 

or something like a portable chest on wheels that follows you around ?

Posted

I wonder if there is a way to add a curse to the locked box that prevents you from making new keys. So you can't just make new keys at the forge.

Posted

I have a suggestion for you to consider cytochrome_p450. An idea I've had for a while would be a Chastity Belt and/or other restraints that are time locked, just like your box. I know you mentioned that you can currently only set the flags to global; so multiple time locked things seems unlikely. Either way, give it a thought OP.

Posted

First of all, nice idea, will try it :D

 

And I have some ideas:

- Sure, a MCM menu would be nice, to give a more convenient possibility to alter the options

- Then, some more variety for punishment: raise the time, add some devious devices (maybe there is a way, that it chooses from any installed mod providing those, maybe via key words?), destroy the items locked in it, destroy the items that you carry and that are the same type of the locked ones (eg having chastity keys locked in it, destroy the ones you carry) ...

- maybe (if there's an MCM) let the user choose a user home where to place the box (maybe even lock this possibility if restrained, so that you can't replace it to the nearest city...)

 

Don't know if or how easy these ideas are feasible, but I think they would fit to the "lore" of the devious framework.

Posted

I wonder if there is a way to add a curse to the locked box that prevents you from making new keys. So you can't just make new keys at the forge.

There could be a active spell (effect) which keeps checking your inventory for keys and removing them.

Problem with that is that the looping would cause performance issues. So the best would be to check when something enters the inventory (pickup, spawn, create etc) if that's a key (keyword check) but I don't know how secure that is. It's the best method because looping is bad. Excpeialy in a not super reliably scripting environment like Skyrim :D

 

@cytochrome_p450,

Feel free to use the idea if you want to. Liking the mod idea so far :)

Posted

Greetings,

 

personally I am a fan of time locks but in this case it is too easy to circumvent by the use of console for example. If you can choose not to use the console you can just as easily decide not to use keys. Getting this mod to the point where it has an actual impact and not just 'roleplay' meaning is... hard.

Posted

Hmm.  Just me then...

 

This box unlocks regardless of time settings whenever I leave and re-enter the cell it's in.  Great idea though.

Could you add a timed dialogue to an NPC of choice for the same function?  Vanilla CK only allows you to disable a conversation option for 24 hours.

Posted

Hey all, thanks for the suggestions!

 

Hmm.  Just me then...

 

This box unlocks regardless of time settings whenever I leave and re-enter the cell it's in.  Great idea though.

Could you add a timed dialogue to an NPC of choice for the same function?  Vanilla CK only allows you to disable a conversation option for 24 hours.

 

Can't believe I didn't think of testing that, this is definitely a bug! Thanks for catching it! Apparently, the script attached to an ObjectReference resets when the player leaves the cell, so the state of the box seems to be reset as well. I think I'll have to make it into a quest script so that it works everywhere.

 

Getting an NPC to unlock you is doable (the conversation option can be conditioned on a global/questvar). Actually, being able to ask an NPC to be your keyholder sounds like a cool feature.
 

 

 

Not sure how feasible it would be, and I haven't tried the mod yet (plan to in a bit), but would it be possible to make a portable version thats in your inventory, a spell or something similar? I tend to forget where I put stuff if its not set to a specific location and I haven't played in a bit.

 

or something like a portable chest on wheels that follows you around ?

 

 

I'll try making something like what Camping Kit of the Northern Ranger does maybe, where you can have a bag in your inventory and when you drop it, it turns into an actual container.

 

@naaitsab, BillBellochek, AimoHauki, irresponsible wolfly:

With regards to this having actual game impact, yeah, cheating with the console might be difficult to circumvent. I think adding a hook to when the player's inventory gets updated is feasible (and if a key of that type is in the box, remove it from the player!), but I now like the idea of altering the behaviour of the Devious Devices more: after all, that's what ultimately is being locked on the player. I'll probably have to alter the scripts for DDi and I've no idea what Min's plans on adding timed releases are.

 

@Mister-X:

 

Thanks, I'll think about the MCM, from what I've seen, it's slightly unwieldy to use (MCM scripts in various mods seem to usually be bigger than the ones that are actually doing work!), but that would improve usability.

Posted

Hey all, thanks for the suggestions!

@naaitsab, BillBellochek, AimoHauki, irresponsible wolfly:

With regards to this having actual game impact, yeah, cheating with the console might be difficult to circumvent. I think adding a hook to when the player's inventory gets updated is feasible (and if a key of that type is in the box, remove it from the player!), but I now like the idea of altering the behaviour of the Devious Devices more: after all, that's what ultimately is being locked on the player. I'll probably have to alter the scripts for DDi and I've no idea what Min's plans on adding timed releases are.

In the development of DDi and DDx there aren't any plans for a timed release mechanism. But I started laying out something similar (time locked belts) about 2-3 weeks ago. As planned the items will be stand alone, no add-on on the existing DD scripts/items due to possible quest and general compatibility issues.

 

And yes you can cheat your way out using the console and reset a global but hey you can also remove the items with the console so I wouldn't see that as a problem. I don't know if Papyrus supports some kind of hashing but I'm almost certain it does not. Either way some kind of 'protected' value could make cheating a bit harder.

 

If you are interested in working together just write me a personal message :)

Posted

Hey all, thanks for the suggestions!

 

Hmm.  Just me then...

 

This box unlocks regardless of time settings whenever I leave and re-enter the cell it's in.  Great idea though.

Could you add a timed dialogue to an NPC of choice for the same function?  Vanilla CK only allows you to disable a conversation option for 24 hours.

 

Can't believe I didn't think of testing that, this is definitely a bug! Thanks for catching it! Apparently, the script attached to an ObjectReference resets when the player leaves the cell, so the state of the box seems to be reset as well. I think I'll have to make it into a quest script so that it works everywhere.

 

Getting an NPC to unlock you is doable (the conversation option can be conditioned on a global/questvar). Actually, being able to ask an NPC to be your keyholder sounds like a cool feature.

 

 

Wow, that's quick service!  Thanks for the update. :heart:

Posted

Is it just me or does thing seem to require FNIS run? Given what it does, I'm not sure why that'd be necessary.

 

I love the idea though, and getting an NPC to be the 'gatekeeper"' even better.

 

Posted

 

I wonder if there is a way to add a curse to the locked box that prevents you from making new keys. So you can't just make new keys at the forge.

There could be a active spell (effect) which keeps checking your inventory for keys and removing them.

Problem with that is that the looping would cause performance issues. So the best would be to check when something enters the inventory (pickup, spawn, create etc) if that's a key (keyword check) but I don't know how secure that is. It's the best method because looping is bad. Excpeialy in a not super reliably scripting environment like Skyrim :D

 

@cytochrome_p450,

Feel free to use the idea if you want to. Liking the mod idea so far :)

 

 

Wouldn't it be possible to just have to box apply a spell to the character and modify the crafting recipies of the keys to add a condition that the player can't have the specific spell effect active using the "HasMagicEffect" condition. Sure it requires the crafting recpie of DD to be modified, but it's one way to do it without needing much scripthing.

 

  • 1 month later...
Posted

Just wanting to know, if there still is some WIP? I've got new ideas/questions:

- maybe link it with Devious Cursed Loot, so that you trigger a CD event when trying to open before it has unlocked

- So you said, that one only can have one box in the world, because of the global popup configuration. Wouldn't this be another reason to switch to MCM? It seems like you can have then more than one item in the world, or am I wrong?

- I had the idea, but I don't know if it would be feasible, to add the box to merchants lists. So when you buy it, it'll be removed from your inventory and automatically placed in the nearest player home. Don'T know if this is possible though.

Posted

Just wanting to know, if there still is some WIP? I've got new ideas/questions:

- maybe link it with Devious Cursed Loot, so that you trigger a CD event when trying to open before it has unlocked

- So you said, that one only can have one box in the world, because of the global popup configuration. Wouldn't this be another reason to switch to MCM? It seems like you can have then more than one item in the world, or am I wrong?

- I had the idea, but I don't know if it would be feasible, to add the box to merchants lists. So when you buy it, it'll be removed from your inventory and automatically placed in the nearest player home. Don'T know if this is possible though.

 

I would love to see a DCL event when trying to open it prematurely.

Already, I use Bag of Holding when trying to store my hard-to-aquire keys. So, the option to put them in a punishing box if i don't properly anticipate when I should open it would be awesome and epic.

  • 2 months later...
Posted

I was thinkin, I've been looking at a lot of mod ideas lately, and was wondering if you'd mind if I made a quick mod that placed a few of these boxes around the world? And maybe tinkered with the scripts a bit?

  • 1 month later...
  • 2 years later...
Posted

Big fan of time locks and this mod seems nice. But I think need some event or quest that will force you to lock your keys/gold/lockpicks inside.

How about integrate it in few skyrim quest? For example, few quests from companion's, brotherhood and another guilds like test your(Dovakhin) abilities. NPCs who give quests to you, put some devices on you (depend on situation) and force you to lock your keys inside the box. The same situation with few side quests.

And will be good if all the keys this type which you will found, will transfer to box while it locked. But in this case need more than one punishment for unlock box trying and punishments must be random. Maybe lock on you the same type of device which you wearing (you can't unlock it while the box are closed cause all keys transfer to box when you find it), teleporting you in some random location or other.

  • 1 year later...
Posted
On 6/3/2015 at 4:49 AM, Feliks said:

I was thinkin, I've been looking at a lot of mod ideas lately, and was wondering if you'd mind if I made a quick mod that placed a few of these boxes around the world? And maybe tinkered with the scripts a bit?

I think the author will not mind because a lot of time has passed and you can take a concept with a chest but do something like a spell, which would be cool

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