throwaway219 Posted January 9, 2016 Posted January 9, 2016 It's always bothered me a little that most devious devices offer only negatives. Belts sometimes protect against rape, soulgem plugs/piercings help keep you above the Horny Buffs threshold, and there are a few cool items from Aradia and Captured Dreams, but that's just about it. Everything else comes with nothing but downsides. I mean, they're fun! But from a gameplay perspective the logical response to most devious devices is unlock and move on. So, I was thinking of attaching positive enchantments to most of the items. The vibrating plug might disrupt your spellcasting, but if it increases your magicka and spell damage there's an actual tradeoff to consider. Restrictive corset might make you stagger on shouts, but maybe 50 hp would make it worthwhile. If wearing a rubber collar provided 20 armor or 10% resist all you might want to keep it on and risk triggering Helpless attacks or notice from NPCs. Etc. Thoughts? Update: Post with current status and first pass at bonuses
ag12 Posted January 9, 2016 Posted January 9, 2016 Belts sometimes protect against rape, soulgem plugs/piercings help keep you above the Horny Buffs threshold, and there are a few cool items from Aradia and Captured Dreams, but that's just about it. Everything else comes with nothing but downsides. I mean, they're fun! But from a gameplay perspective the logical response to most devious devices is unlock and move on. Piercings keep you above the Horny threshold? Normally you just unlock your devices and move on? Well, you need Deviously Cursed Loot! With DCL you'll quickly see where staying above the Horny Buff threshold gets you. And in the same line of play you'll find out how unlocking devices and moving on suddenly becomes a lot harder - without keys and locked into high security restraints. Apart from that: sure, shouldn't be too much work to get a basic mod out. Some enchantments here, some enchantments there. If you feel fancy you could calculate the buff strenght on the users arousal, again playing into DCL. Sounds like a fun little mod idea to me. I'll test it once available.
throwaway219 Posted January 9, 2016 Author Posted January 9, 2016 Belts sometimes protect against rape, soulgem plugs/piercings help keep you above the Horny Buffs threshold, and there are a few cool items from Aradia and Captured Dreams, but that's just about it. Everything else comes with nothing but downsides. I mean, they're fun! But from a gameplay perspective the logical response to most devious devices is unlock and move on. Piercings keep you above the Horny threshold? Normally you just unlock your devices and move on? Well, you need Deviously Cursed Loot! With DCL you'll quickly see where staying above the Horny Buff threshold gets you. And in the same line of play you'll find out how unlocking devices and moving on suddenly becomes a lot harder - without keys and locked into high security restraints. Apart from that: sure, shouldn't be too much work to get a basic mod out. Some enchantments here, some enchantments there. If you feel fancy you could calculate the buff strenght on the users arousal, again playing into DCL. Sounds like a fun little mod idea to me. I'll test it once available. I do indeed use DCL, and love it, and it's one of the main things driving me towards writing this mod. If a DCL event pops up and you don't lose your keys, something like 85% of the time you can just unlock and move on. And "keep above Horny threshold" was just listed as the closest I could think of to a positive effect on the piercings as a reason not to just unlock them too. In some ways you're making my point for me - they've all got downsides, but why would a kinky adventurer ever want to slip into them? One of the things I love most about the devious devices and the cursed loot/aroused/helpless triad of mods is that they expand your gameplay. We've all stomped through skyrim repeatedly but mods like them add new gameplay and experiences to the same old dungeons. I want to open that up a bit more, giving you a benefit for opening yourself up to the peril.
Jayleia Posted January 9, 2016 Posted January 9, 2016 The downside is why I use DDs, with very low chances of finding keys. But...I also like the idea of a dominant that truly cares for the player giving them special, useful gifts...that they can't easily remove. I can't see the very restrictive items having many benefits (armbinder, blindfold), unless they were really useful benefits. Though, maybe the dominant wants to keep the player safe, but restricted, so the armbinder could give a passive effect of pacifying animals...
throwaway219 Posted January 9, 2016 Author Posted January 9, 2016 The downside is why I use DDs, with very low chances of finding keys. But...I also like the idea of a dominant that truly cares for the player giving them special, useful gifts...that they can't easily remove. I can't see the very restrictive items having many benefits (armbinder, blindfold), unless they were really useful benefits. Though, maybe the dominant wants to keep the player safe, but restricted, so the armbinder could give a passive effect of pacifying animals... Well, I can think of three reasons why the items might give benefits. First, a dead sub is no use, and if you can squeeze an enchantment into a ring or amulet, no reason you can't get it into a collar or set of cuffs. Second, the bonus could represent your physical reaction to it. With an armbinder on you're helpless, so you're full of adrenaline and will ignore a little more of your exhaustion, so maybe +stamina and +stamina regen might make sense. And third, they could represent the reaction of others. While a ball gag doesn't actually make you better in combat, seeing you wearing it into battle would confuse your enemy and your relative melee effectiveness is higher. No benefit to bows because you're far away and they can't really notice
Laura Posted January 9, 2016 Posted January 9, 2016 I really like the idea that you get the incentive to put them on yourself. I also posted this suggestion on the DCL thread a while ago, sadly no responds. It would also be cool if the bonusses increase over time. But it will also be harder to remove over time. EDIT: Found the suggestion on the DCL thread. Bottom of the page and the next page. http://www.loverslab.com/topic/33986-deviously-cursed-loot-v52-2015-12-30/page-366
ag12 Posted January 9, 2016 Posted January 9, 2016 Sounds good. Also, taking it a step further, what just came to my mind... if you've played Warcraft 3 back then, you'd know the Obsidian Destroyers of the undead. Now, they were shitty fighters if I remember correctly, but gave all friendly units huge buffs. Transfer that to Skyrim with a follower mod and the right devices, you could have devices that lock the player up, making the player completely helpless, but then followers and other sorts of companions get buffs/maybe mindcontrolling them. Quite difficult to implement, but I just had to share the thought.
cxsora Posted January 9, 2016 Posted January 9, 2016 Combine with this is batter: http://www.loverslab.com/topic/55593-non-devious-devices/
throwaway219 Posted January 9, 2016 Author Posted January 9, 2016 I really like the idea that you get the incentive to put them on yourself. I also posted this suggestion on the DCL thread a while ago, sadly no responds. It would also be cool if the bonusses increase over time. But it will also be harder to remove over time. EDIT: Found the suggestion on the DCL thread. Bottom of the page and the next page. http://www.loverslab.com/topic/33986-deviously-cursed-loot-v52-2015-12-30/page-366 A few good ideas in there, thanks! I'm contemplating stripping the OnCast tags from the soulgem plugs too, although in concept it's pretty cool. Maybe replacing the tag with a new OnCastRare event and reimplementing the same thing except at a 10% chance or so? And also stripping the exemption for spells reduced to zero mana cost you devious enchanters
throwaway219 Posted January 9, 2016 Author Posted January 9, 2016 Sounds good. Also, taking it a step further, what just came to my mind... if you've played Warcraft 3 back then, you'd know the Obsidian Destroyers of the undead. Now, they were shitty fighters if I remember correctly, but gave all friendly units huge buffs. Transfer that to Skyrim with a follower mod and the right devices, you could have devices that lock the player up, making the player completely helpless, but then followers and other sorts of companions get buffs/maybe mindcontrolling them. Quite difficult to implement, but I just had to share the thought. Hmm. Actually it might not be too hard to implement; Ordinator has perks that grant bonuses to everyone nearby to use as an example. Hard to balance it to be useful with different numbers of followers though. Two or three max in vanilla (follower + two thralls) but some mods (AFT or Ordinator) let you have a swarm of them. But I dunno, if you were deeply interested in a balanced combat experience you probably wouldn't trot into battle in an armbinder.
ag12 Posted January 9, 2016 Posted January 9, 2016 The actual buffs are really easy to implement. That's just a cloak spell. Getting the proper feeling to the whole thing is the complicated thing. You'd need proper animations and retextured devices to make it look the part.
throwaway219 Posted January 10, 2016 Author Posted January 10, 2016 The actual buffs are really easy to implement. That's just a cloak spell. Getting the proper feeling to the whole thing is the complicated thing. You'd need proper animations and retextured devices to make it look the part. Heh, maybe just put the Estrus dwemer machines on wheels
ag12 Posted January 10, 2016 Posted January 10, 2016 The actual buffs are really easy to implement. That's just a cloak spell. Getting the proper feeling to the whole thing is the complicated thing. You'd need proper animations and retextured devices to make it look the part. Heh, maybe just put the Estrus dwemer machines on wheels If someone knows how to work with objects in 3DS or blender, yes. I only know how to make animations and am not even good at that, so no can do.
throwaway219 Posted January 10, 2016 Author Posted January 10, 2016 Here are the initial set of bonuses I've implemented and attached and am going to start testing. Some of them are lame or boring or over/underpowered so suggestions are very welcome Armbinder/yoke: +100 sta, -10% sta regen. The idea is that you're panicked at being helpless and the adrenaline helps you run, but the discomfort and exhaustion slows your recovery. Blindfolds: +10 melee skills, +20% block value. I just watched star wars again... feel the Force flowing through you! Boots: +10 archery, +10 speechcraft. Taller people get more respect! Not sure on the bow bonus but I wanted archery in here somewhere. You get a, uh, height advantage, but shooting a bow well from unstable heels doesn't make a lot of sense. I like that the ranged bonus opposes the movement speed reduction on most boots. Chastity Belts: +25 armor rating, 5% damage resist. Armored. The armor effect is magical, not built in to the item properties, so it doesn't mess with your unarmored/light/heavy sets. Chastity Bras: +25 armor rating, 5% damage resist. Armored. Not sure on the numbers; bras have minimal gameplay effect though they come with a few built-in penalties. Collars: 10% resist all. A decent bonus on these because they're visible with armor on and trigger Helpless. Also because the collars are iconic. Corsets: 10% magicka absorb from hostile spells. They have a, uh, magically sensitive lattice in them or something? Seemed like a more interesting effect to cancel out the shout stagger. Arm Cuffs: +20 hp. Boring, though arm cuffs also have minimal gameplay effect so they don't deserve much of a bonus. Leg Cuffs: +50 carry weight. Boring, though legs cuffs have minimal gameplay effect too. I think you trip once an RL hour or so? Gags: +10 melee skills. The guy you're fighting is very confused. Nipple piercings: 10/10/20 hp/sta/mag regen for weak one, 20/20/40% for the strong one. These boost your arousal so they need a decent effect, and it can be more magical than the other devices because of the soulgems. No effect on the shock piercing right now. Clit piercings: +20/20/20 hp/sta/mag for the weak one, 30/30/30 for the strong one. Same idea as the nipple piercings: big arousal boosts from these so they need larger bonuses. Inflatable plugs: 10% shout recovery 30 stamina. Not sure on this one. OnCast plugs: 20% spell power for the minor ones, 30% spell power for the major ones. The bonus needs to be pretty substantial to account for the spell disruption. I'm also considering adding a script that listens for DCL's OnSpellCast event and triggering the plugs in response to spellcasts that have an effective magicka cost of <1 and a base cost of >10, because your suit of 100% destruction cost reduction should not make you immune to consequences The plug vibrations can also make you drop your weapon and these bonuses don't really compensate for that, though I figure that almost everyone uses some alteration/restoration. Other soulgem plugs: 10% spell power. All the vibrating plugs that don't have OnCast effects get the weaker bonus. They still need decent bonuses because they're big arousal generators. Tentacle Parasite: double xp, waterbreathing. You're absorbing some knowledge from the parasite, though it's mostly just going to compensate for some of the XP reduction from your constant mega arousal. Also waterbreathing because I drowned once during a parasite-induced orgasm. Primitive plugs and Iron plugs: 30 hp Harness: +10 light/heavy armor skill. The straps distribute the armor weight better. Gloves: +30% disease resist, 10% poison resist. How do we avoid deal with poison and disease exposure today? Rubber gloves. Right then. Transparent suit: +30% illusion power. While you're on display, no one is going to roll to disbelieve the illusions... Rubber suit: 10% damage reduction and 30% frost resist (those things get hot) Rubber hood: 15% melee, 20% block (pretty much the same as gag+blindfold) Queen Sarah's items: Doubled versions of the regular items' effects. The lore book says they were supposed to be enchanted with very powerful effects, after all. Need ideas for these: Ankle Chains: ??? Chastity piercings & locks: From captured dreams. These items replace belts and clit piercings, and two of the locks also have a jingly bell that reduces stealth. Shock piercings: I'm considering adding the existing "periodic magicka drain" effect to them, because the gameplay effect of arousal reduction (which reduces your Cursed Loot danger) is kind of a positive. I've left the quest/event/Leon devices alone for now, as they're part of events that seem mostly designed to be punishing. Edit 1: Updated with bonuses for most items.
throwaway219 Posted January 13, 2016 Author Posted January 13, 2016 I all of it working then used CK to tweak a value and it destroyed every override I created on Cursed Loot and Captured Dreams items...will be a few more days until I have time to unfuck it all.
throwaway219 Posted January 23, 2016 Author Posted January 23, 2016 Still working on this. I think I'm going to have to release it as a .esm (to contain the bonuses) and one .esp per set of mod it works with (one for base DD, one for Cursed Loot, and one for Captured Dreams). Still needs some balancing or more interesting loot for a few, but mostly what's been stopping me is having to go through and reattach everything for like the fourth time I'll try to get a beta out this weekend though, as a few folks in the Cursed Loot thread were looking for something similar too.
unmog Posted January 23, 2016 Posted January 23, 2016 Here are the initial set of bonuses I've implemented and attached and am going to start testing. Some of them are lame or boring or over/underpowered so suggestions are very welcome Armbinder/yoke: +100 sta, -10% sta regen. The idea is that you're panicked at being helpless and the adrenaline helps you run, but the discomfort and exhaustion slows your recovery. Blindfolds: +10 melee skills, +20% block value. I just watched star wars again... feel the Force flowing through you! Boots: +10 archery, +10 speechcraft. Taller people get more respect! Not sure on the bow bonus but I wanted archery in here somewhere. You get a, uh, height advantage, but shooting a bow well from unstable heels doesn't make a lot of sense. I like that the ranged bonus opposes the movement speed reduction on most boots. Chastity Belts: +25 armor rating, 5% damage resist. Armored. The armor effect is magical, not built in to the item properties, so it doesn't mess with your unarmored/light/heavy sets. Chastity Bras: +25 armor rating, 5% damage resist. Armored. Not sure on the numbers; bras have minimal gameplay effect though they come with a few built-in penalties. Collars: 10% resist all. A decent bonus on these because they're visible with armor on and trigger Helpless. Also because the collars are iconic. Corsets: 10% magicka absorb from hostile spells. They have a, uh, magically sensitive lattice in them or something? Seemed like a more interesting effect to cancel out the shout stagger. Arm Cuffs: +20 hp. Boring, though arm cuffs also have minimal gameplay effect so they don't deserve much of a bonus. Leg Cuffs: +50 carry weight. Boring, though legs cuffs have minimal gameplay effect too. I think you trip once an RL hour or so? Gags: +10 melee skills. The guy you're fighting is very confused. Nipple piercings: 10/10/20 hp/sta/mag regen for weak one, 20/20/40% for the strong one. These boost your arousal so they need a decent effect, and it can be more magical than the other devices because of the soulgems. No effect on the shock piercing right now. Clit piercings: +20/20/20 hp/sta/mag for the weak one, 30/30/30 for the strong one. Same idea as the nipple piercings: big arousal boosts from these so they need larger bonuses. Inflatable plugs: 10% shout recovery 30 stamina. Not sure on this one. OnCast plugs: 20% spell power for the minor ones, 30% spell power for the major ones. The bonus needs to be pretty substantial to account for the spell disruption. I'm also considering adding a script that listens for DCL's OnSpellCast event and triggering the plugs in response to spellcasts that have an effective magicka cost of <1 and a base cost of >10, because your suit of 100% destruction cost reduction should not make you immune to consequences The plug vibrations can also make you drop your weapon and these bonuses don't really compensate for that, though I figure that almost everyone uses some alteration/restoration. Other soulgem plugs: 10% spell power. All the vibrating plugs that don't have OnCast effects get the weaker bonus. They still need decent bonuses because they're big arousal generators. Tentacle Parasite: double xp, waterbreathing. You're absorbing some knowledge from the parasite, though it's mostly just going to compensate for some of the XP reduction from your constant mega arousal. Also waterbreathing because I drowned once during a parasite-induced orgasm. Primitive plugs and Iron plugs: 30 hp Harness: +10 light/heavy armor skill. The straps distribute the armor weight better. Gloves: +30% disease resist, 10% poison resist. How do we avoid deal with poison and disease exposure today? Rubber gloves. Right then. Transparent suit: +30% illusion power. While you're on display, no one is going to roll to disbelieve the illusions... Rubber suit: 10% damage reduction and 30% frost resist (those things get hot) Rubber hood: 15% melee, 20% block (pretty much the same as gag+blindfold) Queen Sarah's items: Doubled versions of the regular items' effects. The lore book says they were supposed to be enchanted with very powerful effects, after all. Need ideas for these: Ankle Chains: ??? Chastity piercings & locks: From captured dreams. These items replace belts and clit piercings, and two of the locks also have a jingly bell that reduces stealth. Shock piercings: I'm considering adding the existing "periodic magicka drain" effect to them, because the gameplay effect of arousal reduction (which reduces your Cursed Loot danger) is kind of a positive. I've left the quest/event/Leon devices alone for now, as they're part of events that seem mostly designed to be punishing. Edit 1: Updated with bonuses for most items. I like the idea of having a negative for a positive, like for the armbinders. Though armbinders should give health if arm cuffs do since well, they cover and protect more. Id even go as far to say they're like a shield kind of... cept one held behind you Personally Ive been using the armbinder unarmed combat mod that lets you kick, so if it was tied with something like that Id even say that it should maybe help your unarmed. Or if you use bondage witch mod, then maybe increase magic regen since it instead of panicking you would actually help you focus. Im not sure I agree with the stamina one for it though. I like the stamina penalty on the corset but thats because it would keep you from breathing deeply. For armbinders Id go with more what you did with collars probably and help give resist or something magic like that. Random idea, any metal item would make you less resistant to shock no? Ideas about the other stuff though... Blindfold= Im inclined to say it should be the opposite of that, but maybe you could get auto sense life to sort of "hear things" around you without being able to really see what they are. I mean in the game we only really have two senses, sound from speakers and sight via our monitor. So take away one, the other should get stronger. Otherwise, we lack anyway to make up for our other senses like touch and smell so a small life sense radius would be fair. I also remember seeing something that made it so we could use senselife for daedra, robots and undead which would make more sense here because daedra and undead still make sounds/smells etc. Essentially itd be like Falmer vision. Though prolly not as far. Boots= Could treat them similar to cuffs and give a small armor or health bonus. Id be more akin to say boots should hurt your max stamina, making it so ya cant run as far and fight as long. Speechcraft makes sense, but Id say make it for opposite gender only like how the perk works. Men like girls in heels after all. Maybe make its more likely you get staggered when hit though. The bow thing though makes no sense, because you want good footing. otherwise... yea leather boots in the game give armor so why cant these? The metal slave boots dont cover as much as the leather restrictive ones but meh. if they are "magic" boots could help increase your jump height though, or give water walking. Chastity Belts= Id probably lower whatever the armor value is to something around the same as iron or steel gloves, or boots. Chastity Bras= Same as belts. Anyway to make it so if your wearing a belt and bra you're no longer considered "naked"? Collars= Since collars are about subserviance, id be more apt to say they make your less resistant Could give it the same armor as belts though, or if they prevent wearing of clothes could have them give a resistance to cold since well, youd be more used to being naked. Otherwise its as boring as arm and leg cuffs no? Could always just look at various necklace enchantments and pick your favorite though. Arm/Leg Cuffs= Arm and leg cuffs should prolly do the same thing. Enchantments are magic though, so could treat them the same as necklaces too, or maybe rings. In fact is it possible to just make basic cuffs and collars enchantable by the player so they could customize it themselves, just like we can with jewelry Gag= First off it should probably lower your speech skill, by like, a lot, like 20 or 30. You try haggling when gagged . Second off, Id say damage resist. Think more along the lines of "bite down on this its going to hurt." Could even add water breathing to the gags though, like breathing with a magic sponge, or a portal in the ring to breathe through. Piercings= What about a sort of passive "soul steal on kill" effect? Assuming you have other soul gems to put them in of course. But yea, I mean, they are still soul gems so that just seems like a common sense one. Otherwise, instead of health or stamina Id say increase max MP by a percentage, and increase magic regen by some amount. If they were visible could even give another speech craft bonus for men. Otherwise, could make them enchantable so the player could customize their own if they wanted, they are still jewelry as well. I always felt though fighting naked with piercings hanging from your delicates in the snow would be a bad idea though... so honestly a weakness to damage would prolly be fair. I mean, someone could grab them pretty easily too, or slap them on accident. Would hurt~ imagine them getting snagged on a branch. Harness= Harnesses are my favorite btw, instead of skill with armor have it add carry weight, you essentially got all of those straps and rings to hang stuff by after all. Oh, and maybe some kind of bonus for looking sexy. And yea, I mostly use the armor blocking harnesses so that ones easy... how to have it tell your wearing a harness if its under clothes though? Well first off if its under clothes then no one can see it and you probably dont have any pouches tied to it so it loses much of its purpose. Maybe just make all harnesses block clothes *nods* I did mention I like harnesses though right? The ones that dont block clothes though also act as a collar and chastity belt... so, could just have both the bonuses for those things added together. Gloves= I wouldnt say poison resist since they dont cover all of ya and most poisons are injury ones. But I can get behind disease resist. Just also have them hurt your lock picking... you try picking a lock with rubber fetish gloves on I always wondered why the default ones didnt Also, leather gloves in the game give armor so these prolly should to. Should long fetish gloves get a sexy bonus too? Plugs and parasites= I dont really see what positive thing they could give ya. Maybe soul gem ones could give mp and mp regen or some boost to health and stamina when highly aroused. I guess water breathing for parasites works too though if its assumed they're intravenously helping supply you with oxygen somehow. I mean there are symbiotic parasites too so who knows. The one from Aradia somehow causes you to not like the sun after all so there is all sorts of things you could do with them. Maybe a special once a day power you can do when "wearing" a parasite or minor ability like the old oblivion stars you were born under. Could be a neat transformation too, like turning into a sucubus or summoning things to serve you [or, the parasite in this case]. In the anime Queens Blade [look it up if your interested] there was this girl who had this parasitic magic staff which gave her awesome fighting powers and changed her personality from a welcome mat to a sadistic bitch. So maybe the parasites could try coercing us to do stuff when we're under their power, and we get punished somehow if not. I guess I had more ideas about this stuff than I originally gave myself credit for. Rubber stuffs= All rubber stuff should give shock and frost resistance. Maybe have it hurt stealth too though, squeak, squeak, squeak. I still think the black rubber suits and such should also not count as being naked, people are like "put on some clothes for Talos sake." If I put anymore on it'd be redundant! The transparent one is also rubber remember, though maybe just anything with you being naked gives some distraction oriented bonus. Anyway to script fumbles for NPCs? If not, maybe just a generic magic armor bonus for being naked since your prolly gonna need it and it could be inferred as them being distracted. Anytime when there is skin visible where it would be considered indecent. Ankle Chains= Same as other ankle cuffs. Just slows ya down more. Maybe also hurts stealth... jingle jangle. I prolly didnt help much did I? Not all bondage is helpful though. Well most of it isnt. But in this case adding a hobble chain to leg cuffs doesnt do anything to help someone. I would like to see some ankle chains that had thigh cuffs with them too though, they take the place of leg cuffs but are missing the upper pair and look funky. Why cant they just use the default cuff models and have a chain in between them? Shock Piercings= Shock resistance~ added to normal piercing stuffs. Why isnt there hot or cold piercings anyway? I really like the idea that you get the incentive to put them on yourself. I also posted this suggestion on the DCL thread a while ago, sadly no responds. It would also be cool if the bonusses increase over time. But it will also be harder to remove over time. EDIT: Found the suggestion on the DCL thread. Bottom of the page and the next page. http://www.loverslab.com/topic/33986-deviously-cursed-loot-v52-2015-12-30/page-366 A few good ideas in there, thanks! I'm contemplating stripping the OnCast tags from the soulgem plugs too, although in concept it's pretty cool. Maybe replacing the tag with a new OnCastRare event and reimplementing the same thing except at a 10% chance or so? And also stripping the exemption for spells reduced to zero mana cost you devious enchanters I always thought itd be fair that as a cost of interrupting your spell, it should give a large boost to magic strength for the next 30 seconds or so. Since it like, super charges you. Request= A chastity belt with its own built in plugs. Why hasnt anyone did this yet? They dont always have to be sepperate things. Also why isnt there any dwemer powered plugs? those battery orb things never run out of juice. Dwemer Powered Belt!
Feliks Posted January 24, 2016 Posted January 24, 2016 Yo I'm gonna read this whole thread when I get a chance, because I'm working on something that does that. There's some info in the first few pages of the thread in my signature, but the gist is this: Devious Progression: Wearing Devices for periods of time causes different stat buffs/debuffs Completely customizable Initially provide debuffs but as you spend more time in them you essentially get more practice and they begin to offer more powerful buffs. All options will have toggles/sliders/etc via MCM Most of the mechanics are being fine-tuned before I release a WiP, and then I just need actual stats to fill in the buffs/debuffs.
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