Zydar Posted March 18, 2015 Posted March 18, 2015 I personally love this mod even before it got separated from ImmerSlave. Does it only work on ebonite and leather cuffs tho? It would be weird if its able to cut through metal.Would suggest an MCM menu so users can config what can be cut and how difficult. I'm not sure how to implement a penalty for failing tho, something that discourage trying rapidly. The setting would then be locked out once the player character is wearing the DD items. Â I only resort to this for gags and blindfold when the hands are free, its very rare for my character to get equipped with gags and/or blindfold without an armbinder/yoke in a DCL event.
arbiter Posted March 19, 2015 Author Posted March 19, 2015 Does it only work on ebonite and leather cuffs tho? Â Would suggest an MCM menu so users can config what can be cut and how difficult. I'm not sure how to implement a penalty for failing tho, something that discourage trying rapidly. The setting would then be locked out once the player character is wearing the DD items. Â I only resort to this for gags and blindfold when the hands are free, its very rare for my character to get equipped with gags and/or blindfold without an armbinder/yoke in a DCL event. Â Thank you for the kind words. Â It probably works for all cuffs since I had to mess with the message option shared by them. I never really dealt with metal cuffs before so I didn't think of it. Â There's already a penalty for failing (described in main post) it's just pretty easy right now is all. Unless you have Requiem installed, I got real close to killing my character the other day, and there's no health regen, so it was pretty bad. Some people say "how hard could it be to cut these off" but it's really easy to cut yourself IRL and hardish (depending on sharpness and quality of leather) to cut through leather without a serrated edge (most daggers and the knife utensil don't show serration). Â I agree I'd like to have an MCM menu, but that would involve me learning how to do an MCM menu, which I always tend to put off til tomorrow. I'm sure it's not super complicated, but I'd hate to throw yet another MCM menu at people. I think I have 50ish in my game. But I'll take it into consideration.
Graveguard Posted March 23, 2015 Posted March 23, 2015 For some reason i just can't get it to work, PC has an ebonite blindfold on, has a dagger, i chose cut strap... and then nothing happens. no message, no removal not even a slef inflicted wound. Â Doe the dagger need to be equipped? Any know what the problem could be or anyway to find out? Â Got all the required mods installed to make it run. Â Could there be another mod interferring with it?
arbiter Posted March 23, 2015 Author Posted March 23, 2015 For some reason i just can't get it to work, PC has an ebonite blindfold on, has a dagger, i chose cut strap... and then nothing happens. no message, no removal not even a slef inflicted wound. Â Doe the dagger need to be equipped? Any know what the problem could be or anyway to find out? Â Got all the required mods installed to make it run. Â Could there be another mod interferring with it? Â You have to make sure it comes after any DD mods or mods affecting DD. It replaces scripts. Should also make sure you have DD Integration 2.9.0.
Blackness blackness is... Posted April 19, 2015 Posted April 19, 2015 can your mod remove the special dd items from say deviously cursed loot too?Â
arbiter Posted April 22, 2015 Author Posted April 22, 2015 can your mod remove the special dd items from say deviously cursed loot too? It should so long as they depend on the same quest/messages as the original DD.
Underwater115129 Posted April 23, 2015 Posted April 23, 2015 Hey Arbiter! Can you make in your mod some additional features - for example, a some speciall spell - when using that spell, all devices will be immidiatly removed from player, no matters how high security level it have? Thanks!
Kimy Posted April 23, 2015 Posted April 23, 2015 can your mod remove the special dd items from say deviously cursed loot too?  It might work on some but not others. Most of my items replace the standard message dialogue, so the cut option would probably not appear at all. In any case, I strongly advise against using this dialogue to remove Cursed Loot quest items. The method used by this mod is fairly brutal (it's replacing DDI core framework scripts with its own version) and doesn't check for the presence of the quest item flag on the items it removes. Removing quest items from 3rd party mods is a -horrible- idea, because it wouldn't properly terminate their respective quests and break all sorts of things in the process. No mod should EVER remove another mod's quest items. I will NOT troubleshoot any issues resulting from removing Cursed Loot quest items through any method other than the ones provided in my mod.  All DD mods should check the zad_BlockGeneric keyword before removing any item that's not their own, but there are an increasing number of mods around that don't, unfortunately.
arbiter Posted May 14, 2015 Author Posted May 14, 2015  can your mod remove the special dd items from say deviously cursed loot too?  It might work on some but not others. Most of my items replace the standard message dialogue, so the cut option would probably not appear at all. Thank you for helping with the question. I'm afraid my response was poor. I was thinking of "special items" as simple retextured or remodeled items using the same framework. I'm familiar with deviously enchanted chests, and may have mistaken his question for one concerning said mod, but obviously should have looked further into your mod before replying.   In any case, I strongly advise against using this dialogue to remove Cursed Loot quest items. The method used by this mod is fairly brutal (it's replacing DDI core framework scripts with its own version) and doesn't check for the presence of the quest item flag on the items it removes. Removing quest items from 3rd party mods is a -horrible- idea, because it wouldn't properly terminate their respective quests and break all sorts of things in the process. No mod should EVER remove another mod's quest items. I will NOT troubleshoot any issues resulting from removing Cursed Loot quest items through any method other than the ones provided in my mod.  All DD mods should check the zad_BlockGeneric keyword before removing any item that's not their own, but there are an increasing number of mods around that don't, unfortunately.  This mod should only remove normal items. It uses the same functionality as removing items magically (in vanilla DD); said functionality doesn't check for zad_BlockGeneric because ManipulateGenericDevice is not used for magical removal, and isn't used for my knife removal. Any item that does not allow normal magical removal should be depending on a different non-vanilla message (such as the ones you use for your items).  As for replacing DDI core scripts, I'm afraid that I have not been able to think of another way to accomplish this without getting complicated and polling constantly. I've asked Min about including my mod in his, but he has been busy with other things and I've been trying not to bug him about it. I'm aware that I'll have to keep updating this anytime he changes his script, and I'd rather avoid having to do that, but for now this simple approach seems to be working for people (though I'd like to add a check for the metal tag in the future, but I'm not sure how much of an issue that currently is).
Blackness blackness is... Posted May 14, 2015 Posted May 14, 2015 Â Thank you for helping with the question. I'm afraid my response was poor. I was thinking of "special items" as simple retextured or remodeled items using the same framework. I'm familiar with deviously enchanted chests, and may have mistaken his question for one concerning said mod, but obviously should have looked further into your mod before replying. Â Â Â and may have mistaken his question? wait what? who is he? XD i am a she.Â
arbiter Posted May 14, 2015 Author Posted May 14, 2015   Thank you for helping with the question. I'm afraid my response was poor. I was thinking of "special items" as simple retextured or remodeled items using the same framework. I'm familiar with deviously enchanted chests, and may have mistaken his question for one concerning said mod, but obviously should have looked further into your mod before replying.    and may have mistaken his question? wait what? who is he? XD i am a she.  Damn me and my sexist assumptions and the English language and its history of gender bias.  I apologize wholeheartedly. Will you go out with me?  I kid, I kid.
Blackness blackness is... Posted May 14, 2015 Posted May 14, 2015    Thank you for helping with the question. I'm afraid my response was poor. I was thinking of "special items" as simple retextured or remodeled items using the same framework. I'm familiar with deviously enchanted chests, and may have mistaken his question for one concerning said mod, but obviously should have looked further into your mod before replying.    and may have mistaken his question? wait what? who is he? XD i am a she.  Damn me and my sexist assumptions and the English language and its history of gender bias.  I apologize wholeheartedly. Will you go out with me?  I kid, I kid.  i laughed at your mistake. no big deal. it happensÂ
Sathar Posted September 25, 2015 Posted September 25, 2015 Question for you:  I don't have a lot of experience modifying FormID lists, so pleased excuse my ignorance on this.  If I use TESVedit to manually add, for example, Hunterborn's knives to the DaggersFormlist, should I expect any game-altering changes other than (hopefully) being able to use hunting knives to trigger this script? For example, will NPCs and containers suddenly have hunting knives added when they should only be carrying daggers? I note that DeviceCut already adds the dinner knife to the list, which is where I got the idea.
arbiter Posted October 13, 2015 Author Posted October 13, 2015 I've updated for DDi 2.9.2 and added the ability for all daggers to work (if the daggers are equipped).
Guest Posted October 13, 2015 Posted October 13, 2015 I've updated for DDi 2.9.2 and added the ability for all daggers to work (if the daggers are equipped). Â Thnx arbiter this is a must have mod for me so simple but very effective =
Sathar Posted April 30, 2016 Posted April 30, 2016 Just a heads-up -- it looks like DDi 3.0 is about to become a thing. Will you be updating DDC to match?
unmog Posted May 5, 2016 Posted May 5, 2016 Came over to say that this mod [one of my favorites] doesnt seem to work anymore with the DDI 3.0, the option to cut the restraints still appears though it doesnt do anything, not even accidentally cutting yourself.
Sathar Posted May 5, 2016 Posted May 5, 2016 Came over to say that this mod [one of my favorites] doesnt seem to work anymore with the DDI 3.0, the option to cut the restraints still appears though it doesnt do anything, not even accidentally cutting yourself.  This mod directly edits the scripts from DDI, meaning that it will need to be updated or re-written for DDI 3.0. Whether or not the author is available and willing to do so is not yet known.
samm091990 Posted May 11, 2016 Posted May 11, 2016 Stupid Noobish question. Where in the Load Order does this go. I have all requirements (though DDi is newest 3.0) but even with Daggers equipped do not seem to get the option to cut them. Please reply as soon as your convenience allows. Â Regards Samm091990
lastbytescout Posted May 11, 2016 Posted May 11, 2016 At this moment, it goes right after DDi 2.9.2 exclusively.
Ammo12ga Posted July 23, 2016 Posted July 23, 2016 I always liked this option. The dialogue still shows up on at least one of my machines. I would think they could put a MCM option in one of the Devious menus as to whether one wanted to be able to cut off certain restraints or not.Â
TsunTsun Posted August 22, 2016 Posted August 22, 2016 to avoid confusion, i suggest renaming the version numbers of the files from your patches to a similar name as the respective DDi version they were made for
unmog Posted September 2, 2016 Posted September 2, 2016 ooo, new version, Ill have to see if it works with the latest version of DDI.
LazyBoot Posted September 20, 2016 Posted September 20, 2016 It should work, though it will undo one of the smaller changes in the new ddi until an update. Though just to be on the safe side I just merged the changes from ddi myself, rather than having to wait for an official update. scripts.zip
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