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EDD - Enchanted Devious Devices


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Posted

 

 

Option to remove existing magic effects from DDs added:

 

Optional_Remove_Effect.png

 

Script will store your choice in a configuration file and not ask you again for that specific magic effect. 

Checks if scripts are attached and gives you a warning. 

If you make a mess of things you can just wipe the configuration file and rerun  :)

 

 

 

When and how often will that popup?

 

 

During the xEdit script. Once per magic effect. 

There are only a few DDs with magic effects. Belt, bra & corset are the only 3 I can think of off the top of my head. And for example there are 3 versions of the chastity belt in DDI\DDX but they all use the same magic effect so when you decide for one of them you decide for all of them. Then, even if you close xedit and reopen it, your choice will be saved and you'll not see it again. 

 

But when I release the script it will have a default set of config files so you'll likely never see it. It's really for the less mainstream DD mods - to help the script be run on anything. 

 

Now I just need to go back and shoe-horn it into the enchantment filtering function so that it does the same for enchantments - If there's an enchantment the script can not decide on, you'll get a pop up box asking you want you want to do with it. Should make the script more adaptable. 

Posted

 

 

 

Option to remove existing magic effects from DDs added:

 

Optional_Remove_Effect.png

 

Script will store your choice in a configuration file and not ask you again for that specific magic effect. 

Checks if scripts are attached and gives you a warning. 

If you make a mess of things you can just wipe the configuration file and rerun  :)

 

 

 

When and how often will that popup?

 

 

During the xEdit script. Once per magic effect. 

There are only a few DDs with magic effects. Belt, bra & corset are the only 3 I can think of off the top of my head. And for example there are 3 versions of the chastity belt in DDI\DDX but they all use the same magic effect so when you decide for one of them you decide for all of them. Then, even if you close xedit and reopen it, your choice will be saved and you'll not see it again. 

 

But when I release the script it will have a default set of config files so you'll likely never see it. It's really for the less mainstream DD mods - to help the script be run on anything. 

 

Now I just need to go back and shoe-horn it into the enchantment filtering function so that it does the same for enchantments - If there's an enchantment the script can not decide on, you'll get a pop up box asking you want you want to do with it. Should make the script more adaptable. 

 

 

'k, thanks for the clarification

 

Posted

 

 

20171006014041_1.jpg

 

 

 

Now working with DDs that already have enchantments. Notice the DD description is there as well and the debuffs have been stripped out.

Just need to do a little more work on the enchantment filter in the script and then maybe I can move on to the esp. I would like to implement armor though. I have an idea based around it. 

Posted

Yep, definitely an option.

I wonder could I make it work though. It depends on how it's detected in other mods really. 

What other mods besides cursed loot punish wearing armor ?

 

Edit: Looks like armored EDDs will work with Cursed loots slut/slave collar at least. 

Just depends on how the mod implements its detection.

Posted

Pet Collar

 

And Untamed gives you armor buffs when naked

Cheers. I'll check them out when I get a chance. 

 

So another general update. Things were going well today. Cleaned up a few bugs, cleaned up the script a bit, added a rudimentary device type filter and added a very basic esp. Obviously, most of the time I don't run the script on a full set of DDs. I use a cut down version of DDI to reduce testing times. But this time I did a full DDI test and noticed this: 

 

Run_Time_-_DDI_-_Skyrim.png

 

First off. The run time of the script for Skyrim enchantments X DDI (beta) DDs = about 15 mins. That's not too bad in my opinion. The problem is the memory usage. So I decided to run the script on Skyrim enchantments X DDx (beta) DDs and this is the result

 

FFS.png

 

Fuck sake. Now I know my script is a bit of a pig, no surprise - it's over 2000 lines and growing. I either have a memory leak somewhere or there's a loop in the script somewhere that isn't triggered by DDi or TesEdit is horribly inefficient. After some googling it seems the 'garbage collection' in TesEdit isn't that great. Apparently any information accessed is copied into memory and rarely released... 

 

Great. So unless there's a 64 bit version of TesEdit out there somewhere it messes things up a bit. Currently, I'm trying to see if I can use the device type filter I mentioned above to cut down the number of DDs to process. Build an esp with it. Then reverse the filters and add the missing devices to another esp. And finally merge them. What a pain in the ass. And that's not really a process I want to put you guys through. I hope it's just a bug in the script... 

Posted
Proof of concept - added a dirty workaround for stupid memory issue. Added option - OptionMaxDevicesPerSession

Now if the number of devices to be made exceeds this number the script will pick a number as close to OptionMaxDevicesPerSession as it can and generate DDs up to it. It then saves what it needs to resume the script to a file. So you close TesEdit and reopen it which will release the memory and then restart the script. 

 

The idea behind OptionMaxDevicesPerSession is that you set it to a level that stops the script before TesEdit runs out of memory. 20,000 seems like a good start but you can change it yourself depending on your results. Example below used on a small number of DDs with OptionMaxDevicesPerSession set to 10. It picks 9 as max. This is just a convenient number for the script. Ignore the DDs not having any descriptor (of minor health). Its because I didn't build reference info to keep the script quick for testing. 

 

Script run 1: 


StartingRecord: 0. LastRecord: 2

File: 3% - 1 of 30) Session: 11% - 1 of 9) Created: Collar (Padded) from DD: 09000800 and Ench: 0A000804

File: 6% - 2 of 30) Session: 22% - 2 of 9) Created: Chastity Bra (Padded) from DD: 09000801 and Ench: 0A000804

File: 10% - 3 of 30) Session: 33% - 3 of 9) Created: Chastity Belt (Padded) from DD: 09000802 and Ench: 0A000804

File: 13% - 4 of 30) Session: 44% - 4 of 9) Created: Collar (Padded) from DD: 09000800 and Ench: 0A000806

File: 16% - 5 of 30) Session: 55% - 5 of 9) Created: Chastity Bra (Padded) from DD: 09000801 and Ench: 0A000806

File: 20% - 6 of 30) Session: 66% - 6 of 9) Created: Chastity Belt (Padded) from DD: 09000802 and Ench: 0A000806

File: 23% - 7 of 30) Session: 77% - 7 of 9) Created: Collar (Padded) from DD: 09000800 and Ench: 0A000809

File: 26% - 8 of 30) Session: 88% - 8 of 9) Created: Chastity Bra (Padded) from DD: 09000801 and Ench: 0A000809

File: 30% - 9 of 30) Session: 100% - 9 of 9) Created: Chastity Belt (Padded) from DD: 09000802 and Ench: 0A000809

================================================================================


Script run 2:


StartingRecord: 3. LastRecord: 5

File: 33% - 10 of 30) Session: 11% - 1 of 9) Created: Collar (Padded) from DD: 09000800 and Ench: 0B00080B

File: 36% - 11 of 30) Session: 22% - 2 of 9) Created: Chastity Bra (Padded) from DD: 09000801 and Ench: 0B00080B

File: 40% - 12 of 30) Session: 33% - 3 of 9) Created: Chastity Belt (Padded) from DD: 09000802 and Ench: 0B00080B

File: 43% - 13 of 30) Session: 44% - 4 of 9) Created: Collar (Padded) from DD: 09000800 and Ench: 0B00080E

File: 46% - 14 of 30) Session: 55% - 5 of 9) Created: Chastity Bra (Padded) from DD: 09000801 and Ench: 0B00080E

File: 50% - 15 of 30) Session: 66% - 6 of 9) Created: Chastity Belt (Padded) from DD: 09000802 and Ench: 0B00080E

File: 53% - 16 of 30) Session: 77% - 7 of 9) Created: Collar (Padded) from DD: 09000800 and Ench: 0B000810

File: 56% - 17 of 30) Session: 88% - 8 of 9) Created: Chastity Bra (Padded) from DD: 09000801 and Ench: 0B000810

File: 60% - 18 of 30) Session: 100% - 9 of 9) Created: Chastity Belt (Padded) from DD: 09000802 and Ench: 0B000810

================================================================================


Script run 3: 


StartingRecord: 6. LastRecord: 8

File: 63% - 19 of 30) Session: 11% - 1 of 9) Created: Collar (Padded) from DD: 09000800 and Ench: 0C000812

File: 66% - 20 of 30) Session: 22% - 2 of 9) Created: Chastity Bra (Padded) from DD: 09000801 and Ench: 0C000812

File: 70% - 21 of 30) Session: 33% - 3 of 9) Created: Chastity Belt (Padded) from DD: 09000802 and Ench: 0C000812

File: 73% - 22 of 30) Session: 44% - 4 of 9) Created: Collar (Padded) from DD: 09000800 and Ench: 0C000814

File: 76% - 23 of 30) Session: 55% - 5 of 9) Created: Chastity Bra (Padded) from DD: 09000801 and Ench: 0C000814

File: 80% - 24 of 30) Session: 66% - 6 of 9) Created: Chastity Belt (Padded) from DD: 09000802 and Ench: 0C000814

File: 83% - 25 of 30) Session: 77% - 7 of 9) Created: Collar (Padded) from DD: 09000800 and Ench: 0C000816

File: 86% - 26 of 30) Session: 88% - 8 of 9) Created: Chastity Bra (Padded) from DD: 09000801 and Ench: 0C000816

File: 90% - 27 of 30) Session: 100% - 9 of 9) Created: Chastity Belt (Padded) from DD: 09000802 and Ench: 0C000816

================================================================================


Script run 4:


StartingRecord: 9. LastRecord: 9

File: 93% - 28 of 30) Session: 33% - 1 of 3) Created: Collar (Padded) from DD: 09000800 and Ench: 0D000818

File: 96% - 29 of 30) Session: 66% - 2 of 3) Created: Chastity Bra (Padded) from DD: 09000801 and Ench: 0D000818

File: 100% - 30 of 30) Session: 100% - 3 of 3) Created: Chastity Belt (Padded) from DD: 09000802 and Ench: 0D000818

================================================================================

This is the final session. Clearing session file - LastRun.ini


 

File numbers on the left represent progress towards a complete set from the Enchanment mods and DD mods you selected. 

Second set of numbers represent progress towards creating the current file. 

 

I haven't created a function to merge the resulting files yet. I might not do it for a while. The merge plugin does it anyway so it'd just be a convientient thing to have. Theorectically you can select as many Enchantment mods and DD mods to run the script on now. In theory. It needs proving. Starting a bigger test. Wish me luck! :)

 

Edit: Obligatory picture:

This is DDi + DDx * Skyrim + Wintermyst

Test_run.png

  • 2 weeks later...
Posted

Script now creates leveled lists. Looks awesome seeing it done by script in a couple of minutes what took days/weeks by hand. 

 

Also implemented basic armor option. Device armor type and rating set by the type of device. eg. all collars have the same armor type and rating. Easy to use and quick to get off the ground but not much control. I'm moving on to armor type and rating by device name. Eg. every device can have it's own type and rating. This way:

Collar (Steel) (Posture) can be heavy armor with a rating of 50,

while Collar (Leather) can be Light Armor with a rating of 25. 
 
But I've just discovered that armor needs to be attached to the inventory device AND the render device. Seems Skyrim ignores anything that doesn't have an ARMA record attached. In inventory it looks just like an armor but when you equip it the players damage resistance does not go up. This means that the armor patch in old EDD never worked. Suprised nobody noticed this. 
 
Anyways. I've confirmed it works in the new version. I have plans around armor if I can make it work.
 
Devious devices will counter the effectiveness of armor and armor will counter the effectiveness of armored EDDs. Represents the conflicting nature of armor vs the intrusive/obstructive nature of DDs
The more devices equipped the less effective armor will be until it passes zero and then armor will actually start making you more vulnerable to damage. Ie a negative armor rating. Other mods I find just give you an armor skill debuff - Armor is still effective, just not as effective. So if you find yourself stuck out in bandit country covered head to toe in devices you're going to have to remove them for armor not to get you killed but until you can take them off I guess you're going to have to go without armor. Or you can just forget about armor altogether and try to find more armored EDDs instead...
 
Haven't figured out a way to make clothes less desirable. For enchanted clothes I can possibly debuff the enchantment untill it's negative like armor but what about unenchanted clothes? Maybe just a flat damage resistance debuff. Or maybe have clothes randomly unequip to the ground at inconvenient times - during combat or on starting dialog. Hope you're not standing in tall grass when it happens...
 
Any ideas? 
Posted

Relatively painless:

Armor_Dialog.png

More painful is creating a default config for DDi & DDx beta. I'm getting there though. 

Anything that looks 'metalish' I've designated as heavy armor. I've also put ebonite into the heavy armor category. I think that unless ebonite was not heavy armor that everything would be light armor. I think I read somewhere that lore wise ebonite is supposed to be very strong anyway. Plus I'm biased as a heavy armor type person :P

But hey you can change it yourself. 

Posted

ArmorRatingsByDeviceName.7z

 

Here is the pre-configured ini file I've made for DDi + DDx beta if anyone wants to get a head start. I'm sure many people will disagree with my interpretation of armor types and ratings. Could potentially set up other mod devices too if you want. Careful about that though. Certain stuff should not make it into EDD in cases where it might cause problems with quests and such. Some of the captured dreams stuff for example.

 

3 lines per device - File format :

<Device Name> - 'FULL' entry in tesedit

<Armor Type> - 'Clothing', 'Light Armor' or 'Heavy Armor'

<Armor Rating>

 

Edit: I forgot to mention. There are some options in the script to help you customize: 

OptionHeavyArmorWeightMult := 1.5; // Multiply the weight of Heavy Armor EDDs by this value. 
OptionLightArmorWeightMult := 1.0; // Multiply the weight of Light Armor EDDs by this value. 
OptionRequiemHeavyArmor := true; // For Requiem users only. Enabling multiplies heavy armor rating x 3. Disable processing of the created EDD file by requiems skyproc patcher. Otherwise armor rating will be trebled again and the patch will probably be huge. 
OptionHeavyArmorRatingMult := 1.0; // Multiplies the heavy armor rating loaded from file. Useful if you just want to bump the rating from whats stored in file. 
OptionLightArmorRatingMult := 1.0; // Multiplies the light armor rating loaded from file. Useful if you just want to bump the rating from whats stored in file.
 

The last two are what I want to show you. If you're happy enough with which devices are light armor and which are heavy armor in the file but just want to increase or decrease the armor rating a little you can use these two options. Saves you changing them all by hand. 

Posted

Had another thought since I can do this now:

 

 

Debuff.png

 

 

Debuff the enchantments up until a certain number of DDs are equipped. Becoming less negative until that number is reached and then start becoming a positive buff. Might make an interesting 'hook'.

That plus an API for other mods to slap EDDs on you should keep you in line :P

 

Oh and I think I just found my way to discourage clothing. Each item of clothing could counter 1, 2 or maybe 3 devious devices. Bringing you back down to debuff

Posted

Some exciting stuff coming up here, looking good!

Which articles of clothing would be limited? All, or specific body slots/keywords?

Well at a minimum I would say body. But I should be able to do it for head, hands and feet. Configurable of course.

I do like my girl to wear some nice heels.

 

It would also make an interesting mechanism for some quest mod with a master/mistress figure to exert control over the dragonborn.

 

Misbehave and have the magnitudes set -200% and toss the dragonborn back into the wild. Would ideally need keyless type devices for that though.

Posted

I realize I'm sort of rambling in my own thread at this stage but damnit it's my thread I'll ramble if I want. 

 

How many people here use devious training...?  :angel:

How about we turn this on its head. 

You find a shiny enchanted device in a dungeon. It's a fortify health 100 enchantment. Crazy powerful. Your low level character could really use the extra strength so you hesitantly equip it. Devious training takes over and slowly as your character becomes more corrupted the magnitude decreases as your training level increases. Eventually it becomes a debuff. 

 

At this point you could unequip it but then you'll have debuffs from devious training. Or you could equip another device which will again increase the fortify health enchantment back to buff territory. 

It's just a concept at the moment but pretty interesting. 

Posted

Preview of the new armor effects: 

 

 

enb_2017_10_25_01_40_03_83.png

 

 

Such a predicament. 

 

Should it affect every armor piece or only body, hands, feet? Or perhaps just body.

I do like the bikini armor stuff....

Posted

Should it affect every armor piece or only body, hands, feet? Or perhaps just body.

I do like the bikini armor stuff....

 

Would it be possible to not count "revealing" clothing to counter the devices? Either using specific body slots or someting similar to how items/clothing can be set to be recognised as "nude/skimpy" in the MCM of Sexlab Aroused. Or a configurable min/max setting for the number of clothing articles permitted?

Otherwise, I think body, hands, and feet, sounds good.

 

 

 

How many people here use devious training...?   :angel:

How about we turn this on its head.

 

I have been using DT for a while. It's an interesting idea, but DT has the option to change the magnitude of the buff/debuff, so it would be nice if that was detectable. One thing that might lead to however is that at higher training people might just stop using enchanted devices and use the standard DD versions.

Posted

 

Should it affect every armor piece or only body, hands, feet? Or perhaps just body.

I do like the bikini armor stuff....

 

Would it be possible to not count "revealing" clothing to counter the devices? Either using specific body slots or someting similar to how items/clothing can be set to be recognised as "nude/skimpy" in the MCM of Sexlab Aroused. Or a configurable min/max setting for the number of clothing articles permitted?

Otherwise, I think body, hands, and feet, sounds good.

 

 

 

How many people here use devious training...?   :angel:

How about we turn this on its head.

 

I have been using DT for a while. It's an interesting idea, but DT has the option to change the magnitude of the buff/debuff, so it would be nice if that was detectable. One thing that might lead to however is that at higher training people might just stop using enchanted devices and use the standard DD versions.

 

 

1. It's a shame there's no easy way to detect skimpy clothing. I'm surprised there's no framework type mod to do it.  Maybe I could use storage util to store a list of skimpy clothes but I've never been much on using such features in other mods because of the effort involved.

 

2. For DT and Edd the enchantments would have to 'level out' at some point. Say with only one device the magnitude becomes a debuff but with 4 devices the magnitudes level off at about 50 % positive. Something like that. Haven't figured everyting (anything really) out yet. 

Posted

Or how about this. Have the magnitudes change based on events or actions of the player. With generally slutty/submissive actions lower the magnitude a little each time, eventually turning into serious debuffs. And on the other side, progressive actions/events increasing the magnitudes.

 

For example, the player being a victim of aggressive sex lowers the magnitudes a certain amount each time - that way you could literally fuck the dragonborn into submission. 

 

Decreasing events: 

Victim of aggressive sex. (Number of spectators increases change?)

Victim of aggressive animal sex -> greater change

enslaved

Using Zaz furniture (hopefully that would include the milking machine in MME)

Failing to persuade an npc you're not a slut/slave in dialog mods like deviously enslaved or cursed loot. (probably not possible :()

Is player covered in cum (regular check probably)

Filled with cum (fill her up)

Getting tattooed (rape tattoos)

Consuming skooma (skooma whore)

Becoming pregnant (SGO)

Jailed (PO)

Non EDD device equipped. 

 

Increasing events:

Kill an enemy

increase skill

increase level

complete a quest

clear a dungeon

consensual sex

player as aggressor sex

successfully persuading an npc your'e not a slut/slave.

 

Sounds cool but I don't know how much of this is possible. Especially without adding hard dependencies. Hmm, perhaps I could create an addon files for each mod that you could pick which ones to use yourself and merge them. Lot of work though....

 

Actually it should be very easy for other mods to change EDDs magnitude if they wanted. All they'd have to do is change an actor value. Hell the console can do it. 

Posted

1. It's a shame there's no easy way to detect skimpy clothing. I'm surprised there's no framework type mod to do it.  Maybe I could use storage util to store a list of skimpy clothes but I've never been much on using such features in other mods because of the effort involved.

What about using the Sexlab Aroused Redux list for revealing clothes?

Posted

 

1. It's a shame there's no easy way to detect skimpy clothing. I'm surprised there's no framework type mod to do it.  Maybe I could use storage util to store a list of skimpy clothes but I've never been much on using such features in other mods because of the effort involved.

What about using the Sexlab Aroused Redux list for revealing clothes?

 

Heh, like I said I've not been big on using such features myself so I forgot about it. I will look into it. Cheers! 

Posted

Snip

 

Sounds like a lot of work. If anything, I think just tracking victim vs aggression in sex is plenty enough to go by, to minimize the number of things being tracked.

 

Otherwise, Captured Dreams already has a submissive/defiant stat, maybe you could hook into that if necessary?

I think hooking into several other mods with plugins seems like more work for you than it's worth, both to write and maintain. That also increases the risk of running into problems :P

 

 

I mean, you do exactly as you feel like doing, it is your mod, but I think simpler is better sometimes, especially if it's something not everyone might want to use. Disregarding that, I think just having to wear multiple devices to get the buff sounds plenty fun by itself.

Posted

I realize I'm sort of rambling in my own thread at this stage but damnit it's my thread I'll ramble if I want. 

 

How many people here use devious training...?  :angel:

How about we turn this on its head. 

You find a shiny enchanted device in a dungeon. It's a fortify health 100 enchantment. Crazy powerful. Your low level character could really use the extra strength so you hesitantly equip it. Devious training takes over and slowly as your character becomes more corrupted the magnitude decreases as your training level increases. Eventually it becomes a debuff. 

 

At this point you could unequip it but then you'll have debuffs from devious training. Or you could equip another device which will again increase the fortify health enchantment back to buff territory. 

It's just a concept at the moment but pretty interesting. 

I stopped using Devious Training as it was slowing down my loading time too much, but I really like the concept. I really disliked the stat modifiers it added however, as there were too many stacking effects - from DDintegration (Bra, corset effect), DCL (aroused buffs, bondage lover buffs), your EDD and the training adjustments from Devious Training.

 

It'd be my preference to have no stat adjustment modifiers from any other addon than EDD devices, and having it integrated with Devious Training would definitely be cool, although I'm not sure punishing the player with penalties because the character is getting well trained is the right way to go about it. Devious Training limiting its adjustments to visual effects, audio and character body morphs instead of also stacking stat adjustments would make it a lot more usable together with other addons.

Posted

Ok. Start simple and see what happens seems like a wiser approach then. 

 

Some more progress:

Armored EDDs, no normal armor

 

 

image.png

 

 

Armored EDDs + normal armor

 

 

image.png

 

 

Armored EDD + normal armor set as revealing in sexlab aroused redux. Thanks to LazyBoot for the tip

 

 

image.png

 

 

And I've just noticed the iron armor rating in the last shot is way down. See if I can fix that tomorrow.

 

I've also added EDDs to the captured dreams shop if it's installed. The jewelry merchant, Nissa. Not master to keep things separate

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