CrazySloth Posted April 12, 2017 Posted April 12, 2017 hi i'm having an issue, when i start the branding device it doesn't move, i hear the screams and then slavetats applies the brand. i have all of the requirements, did a clean save when upgrading from the previous version(in the previous versions it worked fine.) Â I'm having the same problem. The slavetats appear on the NPCs, but the machine doesn't move at all. It's a shame because this mod has always been a hidden gem for me, it was fun to take my pahe slaves to the machine and watch them scream in agony as they get branded.
cetuximab Posted April 20, 2017 Posted April 20, 2017 Heh, I just read the joke changelog for 0.47; it's too bad actually that's not a mini quest! I could see something like:  The College of Winterhold has started selling teleportation scrolls! Buy some from a college mage, or maybe find some in bandit loot. Each will teleport you to a pre-selected safe location (city gates, tavern, etc.). UNFORTUNATELY, the mage who scribed these scrolls was sloppy (or maybe had cum in her eye), and there is a small chance of failure, and you might instead get accidentally teleported into a BDoD, and find to your horror that the machine has suddenly started up by itself...
pnutz78 Posted April 22, 2017 Posted April 22, 2017 File Name: Branding Device of Doom File Submitter: nooblet123 File Submitted: 16 Mar 2015 File Category: Modders Resources Requires: Zaz Animation Pack, SKSE, Sexlab Framework, Deadly Mutilation, SlaveTatsSpecial Edition Compatible : No   NO PART OF THIS MOD MAY BE USED IN PAID MODS OR MODS BEGGING FOR DONATIONS  This 3-axis (2 linear and 1 rotary axis) CNC (Chimpanzee Numerical Control) Dwemer device was used to bake cookies by the Dwemer. Then some bloody dwarves started stealing cookies and they were branded by the same device with the hot iron end. Oh the irony.    to go to branding dungeon type in the console coc xxbrandingdungeon  to teleport the device to you type set xxBDODTeleportToPC to 1 You need to be standing on even terrain  UPDATING: If you saved your game with previous version Disable the .esp run the game, load your save Delete old version check your save with SaveTool for xxbranding.... scripts if they are there, delete them, save Install new version Load save  Manual mode for testing and stuff:    V0.20+ - it's in the menu. to see the coordinates type help onRR    V0.11  There's a manual mode where you can set coordinates in the console and the device will go almost everywhere, for that type hepl xxb  xxBrandingIronTranY - how far to go forward (50 is usually enough) xxBrandingIronTranZ - how far to go up (0 - starting height, 50 - belt area, 100 - face) xxBrandingStocksRotZ - stocks and slave rotation in degrees These values will be overwritten when you pick a body part from the menu.        Example of how to use it in a mod: read their code lol http://www.loverslab.com/files/file/2338-slaverun-reloaded-10sep-2016/ http://www.loverslab.com/files/file/2928-shout-like-a-virgin/ THESE ARE VERY OLD EXAMPLES version 0.46: You will have to make your own ways of getting slaves in and out of stocks since moveActorToStocks() and moveActorOut() won't work. All you need is a package of type SitTarget to make the slave get into the stocks and supply it with an ObjectReference... I hate packages   ; 0 - brandingdungeon & this is the device that teleports ; 1 - markarth ; 2 - whiterun int devnum devnum=0 ; use this when the actor is outside of stocks clearactive() ; slave in testcell ;Actor youractor = Game.GetFormFromFile(0x00001857, "BrandingDeviceOfDoom.esp") As Actor ;slave in markarth Actor youractor = Game.GetFormFromFile(0x00006F0E, "BrandingDeviceOfDoom.esp") As Actor ;^^^^^ ;!!!!USE YOUR OWN ACTOR!!! moveActorToStocks(devnum,youractor) ;to brand the left breast with "slave" brandexternal(devnum,youractor, 11) ;this will brand the crotch with "slave" brandexternal(devnum,youractor, 2) ;this will brand the left breast with "tramp" tatoo from slavetats brandexternalsetname("Tramp (left breast)","General") brandexternal(devnum,youractor, 11) ;the iron will brand the left breast ; these combine several tats in 1 dds, ; so you can set name to something bogus and move the iron to different places several times or something brandexternalsetname("Slave Mark: 0_","Slaves of Tamriel") brandexternal(devnum,youractor, 11) brandexternalsetname("Slave Mark: _1","Slaves of Tamriel") brandexternal(devnum,youractor, 11) brandexternalsetname("Ownership","Slaves of Tamriel") brandexternal(devnum,youractor, 11) ; BATCH MODE!! int ctmp=2 while (ctmp<20) if(ctmp!=3 && ctmp!=8) brandexternal(devnum,youractor, ctmp) endif ctmp+=1 endwhile moveActorOut(devnum,youractor) copy paste this stuff into your code =========================================================== ;[0]="SlaveF (Lnip)" ;[1]="SlaveF (Rnip)" ;[2]="SlaveF (Crotch)" ;[3]="SlaveF (Butthole)" ;[4]="SlaveF (Forehead)" ;[5]="SlaveF (LAss)" ;[6]="SlaveF (RAss)" ;[7]="SlaveF (Belly)" ;[8]="SlaveF (Cunt)" ;[9]="SlaveF (LUnderboob)" ;[10]="SlaveF (RUnderboob)" ;[11]="SlaveF (LTopboob)" ;[12]="SlaveF (RTopboob)" ;[13]="SlaveF (LCheek)" ;[14]="SlaveF (RCheek)" ;[15]="SlaveF (TopBack)" ;[16]="SlaveF (LCalf)" ;[17]="SlaveF (RCalf)" ;[18]="SlaveF (LThigh)" ;[19]="SlaveF (RThigh)" ;[30]="SlaveM (Lnip)" ;[31]="SlaveM (Rnip)" ;[32]="SlaveM (Balls)" ; doesn't work with slavetats ;[33]="SlaveM (Butthole)" ;[34]="SlaveM (Cock)" ;; doesn't work with slavetats ;[35]="SlaveM (Forehead)" ;[36]="SlaveM (LAss)" ;[37]="SlaveM (RAss)" ;[38]="SlaveM (Crotch)" ;[39]="SlaveM (LCheek)" ;[40]="SlaveM (RCheek)" ;[41]="SlaveM (TopBack)" function moveActorToStocks(int DeviceNum, Actor slaveactor) Spell spellputintostocksSELF if(DeviceNum==0) ;test cell spellputintostocksSELF = Game.GetFormFromFile(0x0000641B, "BrandingDeviceOfDoom.esp") As Spell elseif(DeviceNum==1) ;markarth spellputintostocksSELF = Game.GetFormFromFile(0x00006EFD, "BrandingDeviceOfDoom.esp") As Spell elseif(DeviceNum==2) ;whiterun spellputintostocksSELF = Game.GetFormFromFile(0x00002E3F, "BrandingDeviceOfDoom.esp") As Spell endif spellputintostocksSELF.Cast(slaveactor,slaveactor) ;slaveactor.EvaluatePackage() waitwhilenotactive() endfunction function moveActorOut(int DeviceNum, Actor slaveactor) Spell spellremovefromstocksSELF if(DeviceNum==0) ;test cell spellremovefromstocksSELF = Game.GetFormFromFile(0x0000641D, "BrandingDeviceOfDoom.esp") As Spell elseif(DeviceNum==1) ;Markarth spellremovefromstocksSELF = Game.GetFormFromFile(0x00006F03, "BrandingDeviceOfDoom.esp") As Spell elseif(DeviceNum==2) ;whiterun spellremovefromstocksSELF = Game.GetFormFromFile(0x00002E43, "BrandingDeviceOfDoom.esp") As Spell endif spellremovefromstocksSELF.Cast(slaveactor,slaveactor) ;slaveactor.EvaluatePackage() endfunction function brandexternal(int DeviceNum, Actor slaveactor, int bodypositionnumber) ;Markarth ObjectReference stocks= Game.GetFormFromFile(0x00006EF1, "BrandingDeviceOfDoom.esp") As ObjectReference Quest questbdod = Game.GetFormFromFile(0x00001854, "BrandingDeviceOfDoom.esp") As Quest ;; alias that is linked to the STOCKS IN THE CELL (alias # in the quest) linked in xxBrandingVStocks script ;0 -test cell ;6 - markarth ;19 -whiterun ReferenceAlias slavealias GlobalVariable gstartdevice if(Devicenum==0) slavealias = questbdod.getalias(0) as ReferenceAlias gstartdevice = Game.GetFormFromFile(0x00005EB6, "BrandingDeviceOfDoom.esp") As GlobalVariable ;Markarth elseif (Devicenum==1) slavealias = questbdod.getalias(6) as ReferenceAlias gstartdevice = Game.GetFormFromFile(0x00006EF8, "BrandingDeviceOfDoom.esp") As GlobalVariable elseif (Devicenum==2) slavealias = questbdod.getalias(19) as ReferenceAlias gstartdevice = Game.GetFormFromFile(0x000028D2, "BrandingDeviceOfDoom.esp") As GlobalVariable endif ;6EF8 - Markarth ;5EB6 - testcell ; ;; location on on the body, see the list above GlobalVariable gpositionnumber = Game.GetFormFromFile(0x0000594D, "BrandingDeviceOfDoom.esp") As GlobalVariable gpositionnumber.setvalue(bodypositionnumber) ;;branding device OnUpdate will pick it up gstartdevice.setvalue(1) waitwhilebusy() endfunction function brandexternalsetname(string strname, string strsection) Game.SetGameSettingString("sDefaultMessage", strname) Game.SetGameSettingString("sPCControlsTextNone", strsection) GlobalVariable goverridenames = Game.GetFormFromFile(0x0000594E, "BrandingDeviceOfDoom.esp") As GlobalVariable goverridenames.setvalue(1) endfunction function clearactive() GlobalVariable gstocksactivated= Game.GetFormFromFile(0x00007486, "BrandingDeviceOfDoom.esp") As GlobalVariable gstocksactivated.setvalue(0) endfunction function waitwhilenotactive() Utility.wait(3) GlobalVariable gstocksactivated= Game.GetFormFromFile(0x00007486, "BrandingDeviceOfDoom.esp") As GlobalVariable int stocksact=gstocksactivated.getvalue() as int while(stocksact==0) stocksact=gstocksactivated.getvalue() as int Utility.wait(1.0) endwhile gstocksactivated.setvalue(0) endfunction function waitwhilebusy() Utility.wait(3) GlobalVariable gbusy= Game.GetFormFromFile(0x00001DC0, "BrandingDeviceOfDoom.esp") As GlobalVariable int busy=gbusy.getvalue() as int while(busy==1) busy=gbusy.getvalue() as int Utility.wait(1.0) endwhile endfunction   To teleport BDOD with a script:    Place this in your script and call TPBDOD( reference from a cell in CK linked to your script property, adjust height relative to the floor) objectReference function TPBDOD(objectReference targetRef, float bdodadjheight) ObjectReference stocks Quest xbQ=Game.GetFormFromFile(0x001854, "BrandingDeviceOfDoom.esp") As Quest objectReference bdodObjRef=(xbQ as xxbQuestScript).BdodInDungeonObjRef (bdodObjRef as xxBrandingDeviceScript).MoveBDODFromDungeonToObjRef(targetRef, bdodadjheight) ;25.0 stocks=(bdodObjRef as xxBrandingDeviceScript).BDODGetTPStocksRef() ; debug.notification("stocks "+stocks) return stocks endfunctiontargetRef is an objectreference that you put in a cell in CK and link to your script, like xmarkerheading, static object, actor, etcThe function returns an objectreference to the newly spawned stocks so you can put a slave into them.    Teleport with a console: set xxBDODTeleportToPC to 1 Don't move for a few seconds  help xxbdod will list the proper variable names  There's a counter xxbdod... something that counts how many times the bdod was teleported which you can read to detect if any other mod has teleported it and now you have to teleport it back when the player enters your cell LOL  F.A.Q.:   Q: Hey I see that your mod requires Deadly Mutilation, I really don't want Deadly Mutilation...???? A: you don't need to enable deadlymutilation.esp    Requirements: Zaz Animation Pack 6.04+by Zaz, Xaz and others http://www.loverslab.com/topic/17062-zaz-animation-pack-2015-02-10/ SKSE, http://skse.silverlock.org Sexlab Framework by Ashal and others http://www.loverslab.com/topic/16623-skyrim-sexlab-sex-animation-framework-v159c-updated-oct-3rd/ Deadly Mutilation by Lamer1000 and others http://www.nexusmods.com/skyrim/mods/34917 <<<< you don't need to enable deadlymutilation.esp, just copy the mod into \data SlaveTats by murfk http://www.loverslab.com/topic/25398-slavetats/ skyuilib - for old versions only if the menu doesn't show up http://www.nexusmods.com/skyrim/mods/57308/ Credits: ^^^ aforementioned mods & authors ^^^ some sounds are from Player Slave Encounters by Ichabod (sound resources by Walther) http://www.loverslab.com/topic/15074-player-slave-encounters-v0694-updated-23-aug-14/ Known issues: 2 male branding marks don't show up. Player character can't get out (stuck in collision with zaz vertical stocks?)   Click here to download this file    Hi, I have been trying to install this mod for a while but only partially successful at it :-(. I am trying to play it primarily with slaverun. So the machine shows up, it is attempting to brand me but nothing sticks. I have installed slave tats and it works as expected. That being said, I went to Markath and tried out that machine manually it does brand me with the standard slave brands but I have know way of picking the brand/ tatoo pack. Last but not least, there is no MCM menu- should there be one? I have reinstalled all the required mods a million times- so running of ideas....help much appreciated (I am using mod organizer)
nooblet123 Posted April 23, 2017 Author Posted April 23, 2017 Â hi i'm having an issue, when i start the branding device it doesn't move, i hear the screams and then slavetats applies the brand. i have all of the requirements, did a clean save when upgrading from the previous version(in the previous versions it worked fine.) Â I'm having the same problem. The slavetats appear on the NPCs, but the machine doesn't move at all. It's a shame because this mod has always been a hidden gem for me, it was fun to take my pahe slaves to the machine and watch them scream in agony as they get branded. Â Â Â Â Â Â Hi, I have been trying to install this mod for a while but only partially successful at it :-(. I am trying to play it primarily with slaverun. So the machine shows up, it is attempting to brand me but nothing sticks. I have installed slave tats and it works as expected. That being said, I went to Markath and tried out that machine manually it does brand me with the standard slave brands but I have know way of picking the brand/ tatoo pack. Last but not least, there is no MCM menu- should there be one? I have reinstalled all the required mods a million times- so running of ideas....help much appreciated (I am using mod organizer) delete the mod, clean save file and try 0.47 which I reuploaded The only thing that's broken in it for sure is getting npcs into and out of the stocks, which stopped working for unknown to me reasons. Â There was no MCM menu, but there was a menu where you could choose a slavetat in the menu, which also stopped working so it's disabled now. Â Â also in 0.50 only the teleporting device is functional (since the other ones are obsolete) Â
galgat Posted April 24, 2017 Posted April 24, 2017   I have to admit that I sort of liked seeing this in your Mod Post  NO PART OF THIS MOD MAY BE USED IN PAID MODS OR MODS BEGGING FOR DONATIONS  I am all for peoples desire to earn money, but Modding was always just a hobby for me, I hate to see it become some kind of corporation.  And with Patreon it seems to be heading that way. I see a lot of modders now, who claim to be professional programmers, I think that is cool, but I hope they maintain a hobby orientation.    By the way, I do like a lot of your stuff, thank you so much for sharing it.
nooblet123 Posted April 24, 2017 Author Posted April 24, 2017 Does this device amputates or kills the victim?  It just burns a tiny bit and that's why the npcs are only uttering mild screams instead of AAAAAAAAAAAAAAARGGH  Heh, I just read the joke changelog for 0.47; it's too bad actually that's not a mini quest! I could see something like:  The College of Winterhold has started selling teleportation scrolls! Buy some from a college mage, or maybe find some in bandit loot. Each will teleport you to a pre-selected safe location (city gates, tavern, etc.). UNFORTUNATELY, the mage who scribed these scrolls was sloppy (or maybe had cum in her eye), and there is a small chance of failure, and you might instead get accidentally teleported into a BDoD, and find to your horror that the machine has suddenly started up by itself...  or you might get teleported into a BDoD and miss the stocks by a couple feet and end up with a branding iron's end inside the ass with the torch underneath Â
Arakasu Posted May 29, 2017 Posted May 29, 2017 Something I was thinking on, have another setting where instead of branding 'slave' onto the body it brands a mark or symbol. Like the Horde symbol. Just an idea.
Jureii Posted December 27, 2017 Posted December 27, 2017 How do I put myself in the stocks, I've cant interact with the stocks on the teleported version to put myself in, and the one in whiterun doesn't work (0.50 btw) EDIT: I found the issue was that SD+ shackles were preventing me from interacting with the stocks
Nymra Posted January 9, 2018 Posted January 9, 2018 1: GREAT Mod Already had a lot of fun!  2: any chance this device could get a fucking machine integrated? Like a version where there is a dildo fucking you from beyond while you are branded? I believe there is already a fucking machine based on the stocks used here.  3: would be fun if the PC would wiggle a bit and change its face expression when inside the device. At least for me it is all static. Or am I doing something wrong?  Thank you
YFeyn Posted October 10, 2018 Posted October 10, 2018 Hey there, it looks like you updated the mod to 0.50 but the download says its version 0.47, is that a typing error or did you not upload the new one yet? 2
Jimi123 Posted October 11, 2018 Posted October 11, 2018 new 2 hot things ? what could that be tatoos ? devices ? where can i use it ? 1
Dojo_dude Posted October 13, 2018 Posted October 13, 2018 I think Wolf's Cub uses this mod.... not sure what other mods uses it. Maybe Sanguines?
CGi Posted October 13, 2018 Posted October 13, 2018 4 hours ago, Dojo_dude said: I think Wolf's Cub uses this mod.... not sure what other mods uses it. Maybe Sanguines? Shout like a Virgin uses it as well.
KLongad Sirtup Posted November 30, 2018 Posted November 30, 2018 @nooblet123 The Deadly Mutilation is no longer being worked on. Also it doesn't have any BodySlide support as well as UUNP support (but only partial UNP support). It only fully supports CBBE and Vanilla. Â So as a result it means that the meshes aren't prepared for BodySlide which means any changes made to BodySlide (and its Bodies) won't be compatible with Deadly Mutilation. It's author has also set extremely restrictive permissions involving others improving the features of the modification. Â Is it possible please for an alternative to this dependency as it isn't ready for BodySlide as well as no longer supported (being worked on by its author)? Â That is unless you are only using the scripts, sounds and/or any SKSE plugins if so please make sure that you mention as such in the instructions. Â In addition if it is a copy of the ZaZ Animation Pack stocks or a reference there of. Is it possible please for the full capabilities of the most up to date version (8.0+) to be utilised, including BodySlide compatibility to ensure the proper correct size of holes for head and wrists. Also it fixes alignment issues with when a victim is in the stocks, so if you are interested in fixing the alignment issue present with your one. Â Overall though it is an amazing modification but can be improved by considering the feedback above. Thanks for all of your work which you have done so far.
nooblet123 Posted December 4, 2018 Author Posted December 4, 2018 On 11/30/2018 at 10:29 AM, KLongad Sirtup said: @nooblet123 The Deadly Mutilation is no longer being worked on. Also it doesn't have any BodySlide support as well as UUNP support (but only partial UNP support). It only fully supports CBBE and Vanilla.  So as a result it means that the meshes aren't prepared for BodySlide which means any changes made to BodySlide (and its Bodies) won't be compatible with Deadly Mutilation. It's author has also set extremely restrictive permissions involving others improving the features of the modification.  Is it possible please for an alternative to this dependency as it isn't ready for BodySlide as well as no longer supported (being worked on by its author)?  That is unless you are only using the scripts, sounds and/or any SKSE plugins if so please make sure that you mention as such in the instructions.  In addition if it is a copy of the ZaZ Animation Pack stocks or a reference there of. Is it possible please for the full capabilities of the most up to date version (8.0+) to be utilised, including BodySlide compatibility to ensure the proper correct size of holes for head and wrists. Also it fixes alignment issues with when a victim is in the stocks, so if you are interested in fixing the alignment issue present with your one.  Overall though it is an amazing modification but can be improved by considering the feedback above. Thanks for all of your hardware which you have done so far. Yeah only the sounds are used from deadly mutilation  I think I copied it because of some nasty skyrim CK editor bug or something, and there are references to it too... probably. I dunno when I will upgrade it XD you can haz attempt fix yourself lol
KLongad Sirtup Posted December 4, 2018 Posted December 4, 2018 @nooblet123 So in other words it needs a cleaning to remove other references to it so it only has the sound references.
VirginMarie Posted December 4, 2018 Posted December 4, 2018 This mod has always worked fine without installing Deadly. Just a few of the sounds dont play and you still get plenty of sounds too. For my mod the instructions say no need to install it. 1
KLongad Sirtup Posted December 4, 2018 Posted December 4, 2018 @VirginMarie @nooblet123 I'm referring to cleaning "Branding Device of Doom" of the unwanted extra references to Deadly Mutilation. While leaving the sounds from it unaffected so they can be used as required unless we reference them ourselves.
nooblet123 Posted December 13, 2018 Author Posted December 13, 2018 On 11/30/2018 at 10:29 AM, KLongad Sirtup said: @nooblet123 The Deadly Mutilation is no longer being worked on. Also it doesn't have any BodySlide support as well as UUNP support (but only partial UNP support). It only fully supports CBBE and Vanilla. Â So as a result it means that the meshes aren't prepared for BodySlide which means any changes made to BodySlide (and its Bodies) won't be compatible with Deadly Mutilation. It's author has also set extremely restrictive permissions involving others improving the features of the modification. Â Is it possible please for an alternative to this dependency as it isn't ready for BodySlide as well as no longer supported (being worked on by its author)? Â That is unless you are only using the scripts, sounds and/or any SKSE plugins if so please make sure that you mention as such in the instructions. Â In addition if it is a copy of the ZaZ Animation Pack stocks or a reference there of. Is it possible please for the full capabilities of the most up to date version (8.0+) to be utilised, including BodySlide compatibility to ensure the proper correct size of holes for head and wrists. Also it fixes alignment issues with when a victim is in the stocks, so if you are interested in fixing the alignment issue present with your one. Â Overall though it is an amazing modification but can be improved by considering the feedback above. Thanks for all of your work which you have done so far. I removed the copy of the stocks that had bugged collision fixed so now BDOD will use the current ZAP stocks in here: BDOD SE (based on 0.47 LE): Â
DarmanSejuk Posted October 1, 2019 Posted October 1, 2019 Where is the download like for BrandingDevicemofDoom 0.50? the only link is for 0.47.
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