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Modifiers List
- ESP - changes form in ESP;
- CMB - changes combat flow;
- LOCK - interferes with locks mechanic;
- GOLD+, GOLD- - gives or demands gold or other currency;
- ITEM+, ITEM- - gives or demands items;
- REG, COR - regeneration or corrosion of a single device;
- MREG, MCOR - regeneration or corrosion of multiple devices;
- EVL - leads to the device evolution;
- ACS - interferes with device accessibility;
- SNT - adds complex (pseudo-intelligent) behavior;
- UNQ - unique and exclusive modifier;
- MAN - manifests additional devices;
- ESC - provides an alternative way to escape device;
- HARD - has hardcore effects that can lead to almost hopeless situations;
- AI - messes with NPC's AI;
- GAME - controls minigame;
- SPELL - casts spells;
This modifier adds armor attributes to the device: keywords of type, material, and armor value. Since these attributes is applied to the base form, this modifier should be used with caution and only in manual editing.
Script: UD_Modifier_Armor
NameFull: Armor
NameAlias: ARM
Storage: UD_ModifierSlots_Quest
Tags: ESP
Configuration
Parameters:
[0] String Armor type: Light, Heavy.
[1] String Armor material like in keyword ArmorMaterial*** (see FormList MaterialsArmor)
[2] Int Armor value
When actor unsheathes a weapon, the specified form is summoned and forced instead. It could be used in conjunction with summon weapon spells.
Script: UD_Modifier_BoundWeapon
NameFull: Bound Weapon
NameAlias: BWE
Storage: UD_ModifierSlots_Quest
Tags: CMB
Configuration
Parameters:
None
Form arguments:
Form1 Weapon/Spell/FormList Bound Weapon or Spell to force equip (or FormList with possible spells/weapons)
Form2 Spell (optional) Conjuration spell that summons bound weapon specified in Form1
Patcher preset #1
Preset Name: General
Preffered: zad_DeviousGloves
Forbidden: zad_DeviousBondageMittens
Modifier configuration
DataStr_Easy:
DataStr_Ground:
DataStr_Hard:
DataForm1: List of summoned weapon
DataForm2:
DataForm3:
DataForm4:
DataForm5:
Applied to
Player: True
NPC: True
Probability
Base: 15.0
IsNormalized: False
Severity: 0.0
Dispersion: 0.20
Conflicts:
Device tags: CMB
Global tags: CMB
Casts a random spells when the wearer takes damage
Script: UD_Modifier_ComboPreset
NameFull: Casts spells on damage taken
NameAlias: DTS
Storage: UD_ModifierSlots_Quest
Tags: SPELL
Configuration
Trigger: UD_ModTrigger_WeaponHit
Outcome: UD_ModOutcome_CastSpell
Parameters:
Patcher preset #1
Preset Name: General
Preffered: zad_DeviousCorset zad_DeviousSuit zad_DeviousHarness zad_DeviousHobbleSkirt zad_DeviousHeavyBondage
Forbidden:
Modifier configuration
DataStr_Easy: 100,5,0,0,1,,,
DataStr_Ground: 100,15,0,0,1,,,
DataStr_Hard: 0,25,1,0,1,,,
DataForm1:
DataForm2: UD_Modifier_DTS_Form2Vars
DataForm3:
DataForm4:
DataForm5:
Applied to
Player: True
NPC: True
Probability
Base: 25.0
IsNormalized: True
Severity: 0.0
Dispersion: 0.3
Conflicts:
Device tags: SPELL
Global tags:
Casts a random spells over time
Script: UD_Modifier_ComboPreset
NameFull: Casts spells over time
NameAlias: THS
Storage: UD_ModifierSlots_Quest
Tags: SPELL
Configuration
Trigger: UD_ModTrigger_TimeHour
Outcome: UD_ModOutcome_CastSpell
Parameters:
Patcher preset #1
Preset Name: General
Preffered:
Forbidden:
Modifier configuration
DataStr_Easy: 4,10,1,1,,,,
DataStr_Ground: 1,10,10,1,,,,
DataStr_Hard: 0,25,25,1,,,,
DataForm1:
DataForm2: UD_Modifier_DTS_Form2Vars
DataForm3:
DataForm4:
DataForm5:
Applied to
Player: True
NPC: True
Probability
Base: 25.0
IsNormalized: True
Severity: 0.0
Dispersion: 0.3
Conflicts:
Device tags: SPELL
Global tags:
Devices locks can get randomely jammed over time or when wearer is attacked
Script: UD_Modifier_CheapLocks
NameFull: Cheap Locks
NameAlias: CLO
Storage: UD_ModifierSlots_Quest
Tags: LOCK
Configuration
Parameters:
[0] Float (optional) Chance to get jammed lock every hour
Default value: 0.0
[1] Float (optional) Chance to get jammed lock when hit with a weapon
Default value: 0.0
[2] Float (optional) Chance that the lock will jam, proportional to the damage taken
Default value: 0.0 per damage point
Patcher preset #1
Preset Name: General
Preffered:
Forbidden:
Modifier configuration
DataStr_Easy: 5, 5, 0
DataStr_Ground: 15,10,0
DataStr_Hard: 50,15,1
DataForm1:
DataForm2:
DataForm3:
DataForm4:
DataForm5:
Applied to
Player: True
NPC: True
Probability
Base: 15.0
IsNormalized: False
Severity: 0.0
Dispersion: 0.20
Conflicts:
Device tags: LOCK
Global tags:
This device is extremely comfortable. You almost don't want to take it off.
Changes the priority at which NPC tries to remove it.
Work in propgress
- make some positive effect for the wearer.
Script: UD_Modifier_Comfortable
NameFull: Comfortable
NameAlias: COMF
Storage: UD_ModifierSlots_Quest
Tags: AI
Configuration
Parameters:
[0] Int How comfortable is this device (0 - 100) in the mean of GetAiPriority()
Default value: 25
Patcher preset #1
Preset Name: General
Preffered:
Forbidden:
Modifier configuration
DataStr_Easy: 50
DataStr_Ground: 20
DataStr_Hard: 5
DataForm1:
DataForm2:
DataForm3:
DataForm4:
DataForm5:
Applied to
Player: False
NPC: True
Probability
Base: 10.0
IsNormalized: False
Severity: 0.0
Dispersion: 0.20
Conflicts:
Device tags:
Global tags:
This device loses its durability over time.
Script: UD_Modifier_ComboPreset
NameFull: Corrosion over time
NameAlias: TCOR
Storage: UD_ModifierSlots_Quest
Tags: ESC COR
Configuration
Trigger: UD_ModTrigger_TimeHour
Outcome: UD_ModOutcome_DecreaseDurability
Parameters:
see Trigger and Outcome description
Patcher preset #1
Preset Name: General
Preffered:
Forbidden:
Modifier configuration
DataStr_Easy: 0,100,,,,,,1,S,15,30
DataStr_Ground: 0,100,,,,,,1,S,5,15
DataStr_Hard: 0,50,,,,,,1,S,3,5
DataForm1:
DataForm2:
DataForm3:
DataForm4:
DataForm5:
Applied to
Player: True
NPC: True
Probability
Base: 10.0
IsNormalized: True
Severity: 0.0
Dispersion: 0.20
Conflicts:
Device tags: MREG REG COR MCOR
Global tags:
Wearer have to pay for every escape attempt
Script: UD_Modifier_Demanding
NameFull: Demanding
NameAlias: DEM
Storage: UD_ModifierSlots_Quest
Tags: GOLD-
Configuration
Parameters:
[0] Int (optional) Minimum value of coefficient A (absolute value)
Default value: 0
[1] Int (optional) Maximum value of coefficient A (absolute value)
Default value: Parameter [0]
[2] Int (optional) Minimum value of coefficient B (proportional to device level)
Default value: 0
[3] Int (optional) Maximum value of coefficient B (proportional to device level)
Default value: Parameter [2]
Example:
GoldVaue = A + B * <level>
where A and B are in ranges defined by parameters above
Patcher preset #1
Preset Name: General
Preffered:
Forbidden:
Modifier configuration
DataStr_Easy: 3, 7, 1, 3
DataStr_Ground: 5,15, 3,10
DataStr_Hard: 30,70,10,30
DataForm1:
DataForm2:
DataForm3:
DataForm4:
DataForm5:
Applied to
Player: True
NPC: True
Probability
Base: 15.0
IsNormalized: True
Severity: 0.0
Dispersion: 0.20
Conflicts:
Device tags: GOLD+ GOLD- ITEM+ ITEM-
Global tags:
Device will be destroyed on removal
Script: UD_Modifier_Destroy
NameFull: Destroy
NameAlias: DOR
Storage: UD_ModifierSlots_Quest
Tags:
Configuration
Parameters:
None
The device may evolve after the wearer experiences an orgasm.
Script: UD_Modifier_ComboPreset
NameFull: Corrosion over time
NameAlias: OEV
Storage: UD_ModifierSlots_Quest
Tags: EVL
Configuration
Trigger: UD_ModTrigger_Orgasm
Outcome: UD_ModOutcome_Evolution
Parameters:
see Trigger and Outcome description
To interact with the device, you need to explore new locations.
Script: UD_Modifier_ComboPreset
NameFull: Exploration
NameAlias: EXPL
Storage: UD_ModifierSlots_Quest
Tags: GAME
Configuration
Trigger: UD_ModTrigger_StatEvent
Outcome: UD_ModOutcome_BlockMinigame
Parameters:
see Trigger and Outcome description
Patcher preset #1
Preset Name: General
Preffered: zad_DeviousBoots
Forbidden:
Modifier configuration
DataStr_Easy: Locations Discovered,0,100,,,,,B,24,1
DataStr_Ground: Locations Discovered,0,100,,,,,B,4,1
DataStr_Hard: Locations Discovered,0,100,,,,,B,0.5,1
DataForm1:
DataForm2: UD_Modifier_NKL_Form2Vars
DataForm3:
DataForm4:
DataForm5:
Applied to
Player: True
NPC: False
Probability
Base: 5.0
IsNormalized: True
Severity: 0.0
Dispersion: 0.20
Conflicts:
Device tags: GAME
Global tags:
Adds magical enhancement (or penalty) to the wearer.
Script: UD_Modifier_AddSpell
NameFull: Enchantment
NameAlias: ENCH
Storage: UD_ModifierSlots_Quest
Tags:
Configuration
Parameters in DataStr:
Form arguments:
Form1 Spell A spell to be added to the wearer
Form2 Spell (optional) A spell to be added to the wearer
Form3 Spell (optional) A spell to be added to the wearer
This device materializes alcohol magically from time to time.
Script: UD_Modifier_ComboPreset
NameFull: Get Drunk
NameAlias: ALCO
Storage: UD_ModifierSlots_Quest
Tags:
Configuration
Trigger: UD_ModTrigger_TimeHour
Outcome: UD_ModOutcome_AddItem
Parameters:
see Trigger and Outcome description
Patcher preset #1
Preset Name: General
Preffered: zad_DeviousGag, zad_DeviousHood
Forbidden:
Modifier configuration
DataStr_Easy: 4,10,1,1,,,,1,1,1
DataStr_Ground: 1,10,10,1,,,,1,1,1
DataStr_Hard: 0,25,25,1,,,,1,1,1
DataForm1:
DataForm2: AlcoholicDrinksList
DataForm3:
DataForm4:
DataForm5:
Applied to
Player: True
NPC: True
Probability
Base: 10.0
IsNormalized: False
Severity: 0.0
Dispersion: 0.20
Conflicts:
Device tags: GAME
Global tags:
Device is loose, allowing wearer to struggle from it even when they have tied hands
Script: UD_Modifier_Loose
NameFull: Loose
NameAlias: LOS
Storage: UD_ModifierSlots_Quest
Tags: ACS (Access)
Configuration
Parameters:
[0] Float (optional) The accessibility of the device (0.0 - 1.0). Used to check accessibility in
UD_CustomDevice_RenderScript::getAccesibility
Default value: 0.0
Patcher preset #1
Preset Name: General
Preffered:
Forbidden:
Modifier configuration
DataStr_Easy: 1.00
DataStr_Ground: 0.25
DataStr_Hard: 0.05
DataForm1:
DataForm2:
DataForm3:
DataForm4:
DataForm5:
Applied to
Player: True
NPC: True
Probability
Base: 50
IsNormalized: True
Severity: 0.0
Dispersion: 0.3
Conflicts:
Device tags: ACS
Global tags:
Every time the wearer has an orgasm, a new device may appear
Script: UD_Modifier_ComboPreset
NameFull: Manifest on orgasm
NameAlias: OLD
Storage: UD_ModifierSlots_Quest
Tags: MAN
Configuration
Trigger: UD_ModTrigger_Orgasm
Outcome: UD_ModOutcome_LockDevice
Parameters:
Patcher preset #1
Preset Name: General
Preffered:
Forbidden:
Modifier configuration
DataStr_Easy: 2,5,5,0,,,,1,L
DataStr_Ground: 1,25,5,1,,,,1,L
DataStr_Hard: 1,50,10,1,,,,1,L
DataForm1:
DataForm2:
DataForm3:
DataForm4:
DataForm5:
Applied to
Player: True
NPC: True
Probability
Base: 25
IsNormalized: True
Severity: 0.0
Dispersion: 0.3
Conflicts:
Device tags: MAN
Global tags:
Patcher preset #2
Preset Name: Sex toys
Preffered: zad_DeviousPlug, zad_DeviousPiercingsNipple, zad_DeviousPiercingsVaginal
Forbidden:
Modifier configuration
DataStr_Easy: 2,5,5,0,,,,1,L
DataStr_Ground: 1,25,5,1,,,,1,L
DataStr_Hard: 1,50,10,1,,,,1,L
DataForm1:
DataForm2:
DataForm3:
DataForm4:
DataForm5:
Applied to
Player: True
NPC: True
Probability
Base: 25
IsNormalized: False
Severity: 0.0
Dispersion: 0.3
Conflicts:
Device tags: MAN
Global tags:
While you're wearing this device, there's a chance it will summon another one
Script: UD_Modifier_ComboPreset
NameFull: Manifest over time
NameAlias: TLD
Storage: UD_ModifierSlots_Quest
Tags: MAN
Configuration
Trigger: UD_ModTrigger_TimeHour
Outcome: UD_ModOutcome_LockDevice
Parameters:
Patcher preset #1
Preset Name: General
Preffered:
Forbidden:
Modifier configuration
DataStr_Easy: 2,5,5,0,,,,1,L
DataStr_Ground: 1,15,5,1,,,,1,L
DataStr_Hard: 1,30,10,1,,,,1,L
DataForm1:
DataForm2:
DataForm3:
DataForm4:
DataForm5:
Applied to
Player: True
NPC: True
Probability
Base: 25
IsNormalized: True
Severity: 0.0
Dispersion: 0.3
Conflicts:
Device tags: MAN
Global tags:
Patcher preset #2
Preset Name: Sex toys
Preffered: zad_DeviousPlug, zad_DeviousPiercingsNipple, zad_DeviousPiercingsVaginal
Forbidden:
Modifier configuration
DataStr_Easy: 2,5,5,0,,,,1,L
DataStr_Ground: 1,15,5,1,,,,1,L
DataStr_Hard: 1,30,10,1,,,,1,L
DataForm1:
DataForm2:
DataForm3:
DataForm4:
DataForm5:
Applied to
Player: True
NPC: True
Probability
Base: 25
IsNormalized: False
Severity: 0.0
Dispersion: 0.3
Conflicts:
Device tags: MAN
Global tags:
The device can restore the durability of every other devices when the wearer has an orgasm
Script: UD_Modifier_ComboPreset
NameFull: Mass regeneration on orgasm
NameAlias: OMREG
Storage: UD_ModifierSlots_Quest
Tags: REG MREG
Configuration
Trigger: UD_ModTrigger_Orgasm
Outcome: UD_ModOutcome_RestoreDurability
Parameters:
Patcher preset #1
Preset Name: General
Preffered:
Forbidden:
Modifier configuration
DataStr_Easy: 0,25,5,,,,,1,ALL,5,15
DataStr_Ground: 0,50,10,,,,,1,ALL,10,30
DataStr_Hard: 0,100,0,,,,,1,ALL,50,100
DataForm1:
DataForm2:
DataForm3:
DataForm4:
DataForm5:
Applied to
Player: True
NPC: True
Probability
Base: 5.0
IsNormalized: True
Severity: 0.0
Dispersion: 0.3
Conflicts:
Device tags: REG MREG COR MCOR
Global tags: MREG MCOR
Patcher preset #2
Preset Name: Plugs
Preffered: zad_DeviousPlug
Forbidden:
Modifier configuration
DataStr_Easy: 0,25,5,,,,,1,ALL,10,20
DataStr_Ground: 0,50,10,,,,,1,ALL,30,50
DataStr_Hard: 0,100,0,,,,,1,ALL,70,150
DataForm1:
DataForm2:
DataForm3:
DataForm4:
DataForm5:
Applied to
Player: True
NPC: True
Probability
Base: 15.0
IsNormalized: False
Severity: 0.0
Dispersion: 0.3
Conflicts:
Device tags: REG MREG COR MCOR
Global tags: MREG MCOR
The device can restore the durability of every other devices every hour.
Script: UD_Modifier_ComboPreset
NameFull: Mass regeneration over time
NameAlias: TMREG
Storage: UD_ModifierSlots_Quest
Tags: REG MREG
Configuration
Trigger: UD_ModTrigger_TimeHour
Outcome: UD_ModOutcome_RestoreDurability
Parameters:
Patcher preset #1
Preset Name: General
Preffered:
Forbidden:
Modifier configuration
DataStr_Easy: 0,50,,,,,,1,A,10,30
DataStr_Ground: 0,100,,,,,,1,A,30,60
DataStr_Hard: 0,100,,,,,,1,A,70,150
DataForm1:
DataForm2:
DataForm3:
DataForm4:
DataForm5:
Applied to
Player: True
NPC: True
Probability
Base: 5.0
IsNormalized: True
Severity: 0.0
Dispersion: 0.3
Conflicts:
Device tags: REG MREG COR MCOR
Global tags: MREG MCOR
Patcher preset #2
Preset Name: Ebony Devices
Preffered: ArmorMaterialEbony
Forbidden:
Modifier configuration
DataStr_Easy: 0,50,,,,,,1,A,30,60
DataStr_Ground: 0,100,,,,,,1,A,60,120
DataStr_Hard: 0,100,,,,,,1,A,120,250
DataForm1:
DataForm2:
DataForm3:
DataForm4:
DataForm5:
Applied to
Player: True
NPC: True
Probability
Base: 10.0
IsNormalized: False
Severity: 0.0
Dispersion: 0.3
Conflicts:
Device tags: REG MREG COR MCOR
Global tags: MREG MCOR
This device generates a small amount of gold every hour
Script: UD_Modifier_ComboPreset
NameFull: Midas
NameAlias: MDS
Storage: UD_ModifierSlots_Quest
Tags: GOLD+
Configuration
Trigger: UD_ModTrigger_TimeHour
Outcome: UD_ModOutcome_AddGold
Parameters:
Patcher preset #1
Preset Name: General
Preffered:
Forbidden:
Modifier configuration
DataStr_Easy: 0,100,,,,,,10,100,1,10
DataStr_Ground: 0,100,,,,,,5,25,2,4
DataStr_Hard: 0,100,,,,,,1,10,1,2
DataForm1:
DataForm2:
DataForm3:
DataForm4:
DataForm5:
Applied to
Player: True
NPC: False
Probability
Base: 25
IsNormalized: True
Severity: 0.0
Dispersion: 0.3
Conflicts:
Device tags: GOLD+ GOLD- ITEM+ ITEM-
Global tags:
Can summon a heavy bondage device after the kill.
Script: UD_Modifier_ComboPreset
NameFull: No killing
NameAlias: NKL
Storage: UD_ModifierSlots_Quest
Tags: CMB MAN
Configuration
Trigger: UD_ModTrigger_Kill
Outcome: UD_ModOutcome_LockDevice
Parameters:
Patcher preset #1
Preset Name: General
Preffered:
Forbidden: zad_DeviousHeavyBondage, zad_DeviousHobbleSkirt
Modifier configuration
DataStr_Easy: 2,25.0,,,,,,1,R
DataStr_Ground: 1,25.0,,,,,,1,R
DataStr_Hard: 0,100.0,,,,,,1,R
DataForm1:
DataForm2: UD_Modifier_NKL_Form2Vars
DataForm3:
DataForm4:
DataForm5:
Applied to
Player: True
NPC: True
Probability
Base: 15.0
IsNormalized: True
Severity: 0.0
Dispersion: 0.3
Conflicts:
Device tags:
Global tags:
Punishes attempted lock picking.
Script: UD_Modifier_ComboPreset
NameFull: No lockpicking
NameAlias: NLP
Storage: UD_ModifierSlots_Quest
Tags: MAN
Configuration
Trigger: UD_ModTrigger_StatEvent
Outcome: UD_ModOutcome_LockDevice
Parameters:
Patcher preset #1
Preset Name: General
Preffered:
Forbidden: zad_DeviousHeavyBondage, zad_DeviousHobbleSkirt
Modifier configuration
DataStr_Easy: Locks Picked,2,25.0,,,,,1,R
DataStr_Ground: Locks Picked,1,25.0,,,,,1,R
DataStr_Hard: Locks Picked,0,99.0,,,,,1,R
DataForm1:
DataForm2: UD_Modifier_NKL_Form2Vars
DataForm3:
DataForm4:
DataForm5:
Applied to
Player: True
NPC: False
Probability
Base: 15.0
IsNormalized: True
Severity: 0.0
Dispersion: 0.3
Conflicts:
Device tags:
Global tags:
Keeps you from ruining your eyesight reading books.
Script: UD_Modifier_ComboPreset
NameFull: No reading
NameAlias: NRE
Storage: UD_ModifierSlots_Quest
Tags: MAN
Configuration
Trigger: UD_ModTrigger_StatEvent
Outcome: UD_ModOutcome_LockDevice
Parameters:
Patcher preset #1
Preset Name: General
Preffered:
Forbidden: zad_DeviousBlindfold
Modifier configuration
DataStr_Easy: Skill Book Read,3,10.0,0,,,,1,R
DataStr_Ground: Skill Book Read,2,25.0,0,,,,1,R
DataStr_Hard: Skill Book Read,0,99.0,1,,,,1,R
DataForm1:
DataForm2: UD_Modifier_NRE_Form2Vars
DataForm3:
DataForm4:
DataForm5:
Applied to
Player: True
NPC: False
Probability
Base: 15.0
IsNormalized: True
Severity: 0.0
Dispersion: 0.3
Conflicts:
Device tags:
Global tags:
Punishes attempted stealing.
Script: UD_Modifier_ComboPreset
NameFull: No Stealing
NameAlias: NST
Storage: UD_ModifierSlots_Quest
Tags: MAN
Configuration
Trigger: UD_ModTrigger_ItemObtain
Outcome: UD_ModOutcome_LockDevice
Parameters:
Patcher preset #1
Preset Name: General
Preffered:
Forbidden: zad_DeviousBondageMittens, zad_DeviousHeavyBondage
Modifier configuration
DataStr_Easy: 1,10,10,24,1,,,1,R
DataStr_Ground: 1,25,25,12,1,,,1,R
DataStr_Hard: 1,50,50,8,1,,,1,R
DataForm1: UD_Modifier_NST_Form1Vars
DataForm2: UD_Modifier_NKL_Form2Vars
DataForm3:
DataForm4:
DataForm5:
Applied to
Player: True
NPC: False
Probability
Base: 15.0
IsNormalized: True
Severity: 0.0
Dispersion: 0.3
Conflicts:
Device tags:
Global tags:
Device is coated with a weak venom that causes an unpleasant burning sensation on the skin.
Script: UD_Modifier_ComboPreset
NameFull: Poisonous
NameAlias: POIS
Storage: UD_ModifierSlots_Quest
Tags: DMG SPELL
Configuration
Trigger: UD_ModTrigger_TimeHour
Outcome: UD_ModOutcome_CastSpell
Parameters:
Patcher preset #1
Preset Name: General
Preffered:
Forbidden:
Modifier configuration
DataStr_Easy: 4,10,10,1,,,,
DataStr_Ground: 2,20,20,1,,,,
DataStr_Hard: 0,30,20,1,,,,
DataForm1:
DataForm2: UD_Modifier_POIS_Form2Vars
DataForm3:
DataForm4:
DataForm5:
Applied to
Player: True
NPC: False
Probability
Base: 15.0
IsNormalized: True
Severity: 0.0
Dispersion: 0.3
Conflicts:
Device tags: DMG
Global tags:
This device regains its durability over time
Script: UD_Modifier_ComboPreset
NameFull: Regeneration over time
NameAlias: TREG
Storage: UD_ModifierSlots_Quest
Tags: REG
Configuration
Trigger: UD_ModTrigger_TimeHour
Outcome: UD_ModOutcome_RestoreDurability
Parameters:
Patcher preset #1
Preset Name: General
Preffered:
Forbidden:
Modifier configuration
DataStr_Easy: 0,50,,,,,,1,S,3,5
DataStr_Ground: 0,100,,,,,,1,S,5,15
DataStr_Hard: 0,100,,,,,,1,S,15,30
DataForm1:
DataForm2:
DataForm3:
DataForm4:
DataForm5:
Applied to
Player: True
NPC: True
Probability
Base: 15
IsNormalized: True
Severity: 0.0
Dispersion: 0.3
Conflicts:
Device tags: REG MREG COR MCOR
Global tags:
Patcher preset #2
Preset Name: Ebony Devices
Preffered: ArmorMaterialEbony
Forbidden:
Modifier configuration
DataStr_Easy: 0,50,,,,,,1,S,5,15
DataStr_Ground: 0,100,,,,,,1,S,10,30
DataStr_Hard: 0,100,,,,,,1,S,30,50
DataForm1:
DataForm2:
DataForm3:
DataForm4:
DataForm5:
Applied to
Player: True
NPC: True
Probability
Base: 25
IsNormalized: False
Severity: 0.0
Dispersion: 0.3
Conflicts:
Device tags: REG MREG COR MCOR
Global tags:
This device regains its durability after wearer orgasm
Script: UD_Modifier_ComboPreset
NameFull: Regeneration on orgasm
NameAlias: OREG
Storage: UD_ModifierSlots_Quest
Tags: REG
Configuration
Trigger: UD_ModTrigger_Orgasm
Outcome: UD_ModOutcome_RestoreDurability
Parameters:
Patcher preset #1
Preset Name: General
Preffered:
Forbidden:
Modifier configuration
DataStr_Easy: 0,50,,,,,,1,S,5,10
DataStr_Ground: 0,100,,,,,,1,S,10,20
DataStr_Hard: 0,100,,,,,,1,S,20,50
DataForm1:
DataForm2:
DataForm3:
DataForm4:
DataForm5:
Applied to
Player: True
NPC: True
Probability
Base: 15
IsNormalized: True
Severity: 0.0
Dispersion: 0.3
Conflicts:
Device tags: REG MREG COR MCOR
Global tags:
Patcher preset #2
Preset Name: Plugs
Preffered: zad_DeviousPlug
Forbidden:
Modifier configuration
DataStr_Easy: 0,50,,,,,,1,S,10,20
DataStr_Ground: 0,100,,,,,,1,S,20,40
DataStr_Hard: 0,100,,,,,,1,S,30,70
DataForm1:
DataForm2:
DataForm3:
DataForm4:
DataForm5:
Applied to
Player: True
NPC: True
Probability
Base: 25
IsNormalized: False
Severity: 0.0
Dispersion: 0.3
Conflicts:
Device tags: REG MREG COR MCOR
Global tags:
Escaping the device will rewards its wearer with gold
Script: UD_Modifier_ComboPreset
NameFull: Rewarding with gold
NameAlias: AG
Storage: UD_ModifierSlots_Quest
Tags: GOLD+
Configuration
Trigger: UD_ModTrigger_DeviceEvent
Outcome: UD_ModOutcome_AddGold
Parameters:
Patcher preset #1
Preset Name: General
Preffered:
Forbidden:
Modifier configuration
DataStr_Easy: DU,100.0,,,,,,50,100,5,10
DataStr_Ground: DU,100.0,,,,,,5,25,1,5
DataStr_Hard: DU,50.0,,,,,,0,20,0,2
DataForm1:
DataForm2:
DataForm3:
DataForm4:
DataForm5:
Applied to
Player: True
NPC: False
Probability
Base: 50
IsNormalized: True
Severity: 0.0
Dispersion: 0.3
Conflicts:
Device tags: GOLD+ GOLD- ITEM+ ITEM-
Global tags:
Escaping the device will rewards its wearer with items
Script: UD_Modifier_ComboPreset
NameFull: Rewarding with items
NameAlias: AIT
Storage: UD_ModifierSlots_Quest
Tags: ITEM+
Configuration
Trigger: UD_ModTrigger_DeviceEvent
Outcome: UD_ModOutcome_AddItem
Parameters:
Patcher preset #1
Preset Name: General
Preffered:
Forbidden:
Modifier configuration
DataStr_Easy: DU,99.0,,,,,,2
DataStr_Ground: DU,50.0,,,,,,1
DataStr_Hard: DU,20.0,,,,,,1
DataForm1:
DataForm2: UD_Modifier_AIT_Form2Vars
DataForm3:
DataForm4:
DataForm5:
Applied to
Player: True
NPC: False
Probability
Base: 25
IsNormalized: True
Severity: 0.0
Dispersion: 0.3
Conflicts:
Device tags: ITEM+ ITEM-
Global tags:
Device is sentient, and can activate other devices when in danger
Script: UD_Modifier_Sentient
NameFull: Sentient
NameAlias: SNT
Tags: SNT
Configuration
Parameters:
[0] Int How sentient is this device (0 - 100)
Default value: 0
Patcher preset #1
Preset Name: General
Preffered:
Forbidden:
Modifier configuration
DataStr_Easy: 5
DataStr_Ground: 20
DataStr_Hard: 50
DataForm1:
DataForm2:
DataForm3:
DataForm4:
DataForm5:
Applied to
Player: True
NPC: True
Probability
Base: 10
IsNormalized: False
Severity: 0.0
Dispersion: 0.3
Conflicts:
Device tags: SNT
Global tags:
Punishes the use of voice.
Script: UD_Modifier_ComboPreset
NameFull: Silencer
NameAlias: SIL
Storage: UD_ModifierSlots_Quest
Tags: CMB MAN VOICE
Configuration
Trigger: UD_ModTrigger_CombatEvent
Outcome: UD_ModOutcome_AddItem
Parameters:
Patcher preset #1
Preset Name: General
Preffered:
Forbidden: zad_DeviousGag
Modifier configuration
DataStr_Easy: VF,05.0,,,,,,1,R
DataStr_Ground: VF,25.0,,,,,,1,R
DataStr_Hard: VF,99.0,,,,,,1,R
DataForm1:
DataForm2: UD_Modifier_SIL_Form2Vars
DataForm3:
DataForm4:
DataForm5:
Applied to
Player: True
NPC: True
Probability
Base: 15
IsNormalized: True
Severity: 0.0
Dispersion: 0.3
Conflicts:
Device tags:
Global tags:
Temporarily blocks attempts to get out of the device.
Script: UD_Modifier_ComboPreset
NameFull: Temporary blocked
NameAlias: TBL
Storage: UD_ModifierSlots_Quest
Tags: GAME
Configuration
Trigger: UD_ModTrigger_TimeHour
Outcome: UD_ModOutcome_BlockMinigame
Parameters:
Patcher preset #1
Preset Name: General
Preffered:
Forbidden: zad_DeviousGag
Modifier configuration
DataStr_Easy: 0,50,20,0,,,,B,0
DataStr_Ground: 2,20,20,0,,,,B,0
DataStr_Hard: 4,10,10,0,,,,B,0
DataForm1:
DataForm2:
DataForm3:
DataForm4:
DataForm5:
Applied to
Player: True
NPC: True
Probability
Base: 5
IsNormalized: True
Severity: 0.0
Dispersion: 0.3
Conflicts:
Device tags: GAME
Global tags:
Your devices may be activated after sleep
Script: UD_Modifier_ComboPreset
NameFull: Wake up surprise
NameAlias: WUS
Storage: UD_ModifierSlots_Quest
Tags: ACT
Configuration
Trigger: UD_ModTrigger_TimeHour
Outcome: UD_ModOutcome_AddGold
Parameters:
Patcher preset #1
Preset Name: General
Preffered:
Forbidden:
Modifier configuration
DataStr_Easy: 8,00.0,04.0,0,1,,,1,R
DataStr_Ground: 6,10.0,04.0,0,1,,,1,R
DataStr_Hard: 1,50.0,10.0,0,1,,,4,R
DataForm1:
DataForm2: UD_Modifier_WUS_Form2Vars
DataForm3:
DataForm4:
DataForm5:
Applied to
Player: True
NPC: True
Probability
Base: 15
IsNormalized: True
Severity: 0.0
Dispersion: 0.3
Conflicts:
Device tags:
Global tags:
Modifier scripts that are made up of blocks, such as Trigger + Outcome.
A template modifier that is made up of a trigger and an outcome. It can be customized and used directly on the device in esp without adding the modifier to the storage and/or creating a new script.
Script: UD_Modifier_ComboGeneric
NameFull: Combo Generic
NameAlias: CMP1, CMP2, CMP3, CMP4, CMP5, CMN1, CMN2, CMN3, CMN4, CMN5
Tags:
Configuration
Parameters:
[0 .. 6] Parameters for the trigger. See description of the selected trigger for details.
[7 .. n] Parameters for the outcome. See description of the selected outcome for details.
Form arguments:
Form1 Parameter for the Trigger
Form2 Parameter for the Outcome
Form3 Parameter for the Outcome
Form4 Trigger (MiscItem form with UD_ModTrigger based script)
Form5 Outcome (MiscItem form with UD_ModOutcome based script)
Example:
If you need to add a new modifier to the repository that uses the existing Trigger and Outcome, you should use this script.
Script: UD_Modifier_ComboPreset
NameFull: Combo Preset
NameAlias:
Tags:
Configuration
Properties:
ModTrigger UD_ModTrigger Trigger
ModOutcome UD_ModOutcome Outcome
Parameters:
[0 .. 6] Parameters for the trigger. See description of the selected trigger for details.
[7 .. n] Parameters for the outcome. See description of the selected outcome for details.
Form arguments:
Form1 Parameter for the Trigger
Form2 Parameter for the Outcome
Form3 Parameter for the Outcome
Form4 Not used! (Use ModTrigger property instead)
Form5 Not used! (Use ModOutcome property instead)
Example:
Triggers used in compound modifiers.
The first 7 parameters from the DataStr and DataForm1 are used to configure the triggers.
It triggers on combat event
Script: UD_ModTrigger_CombatEvent
NameFull: On Combat Event
Configuration
Parameters (DataStr):
[0] String Combat event to trigger (one or several literals separated by space)
WS - Weapon Swing
SC - Spell Cast
SF - Spell Fire
VC - Voice Cast
VF - Voice Fire
BD - Bow Draw
BR - Bow Release
UB - Unsheathe Begin (doesn't fire with spells)
UE - Unsheathe End
SB - Sheathe Begin (doesn't fire with spells)
SE - Sheathe End
[1] Float Base probability to trigger on event (in %)
Default value: 100.0%
It triggers when the condition of the device is worsened.
Script: UD_ModTrigger_Condition
NameFull: On Condition Loss
Configuration
Parameters (DataStr):
[0] Int (optional) Triggers when the condition of a device falls below given threshold
0 - "Excellent"
1 - "Good"
2 - "Normal"
3 - "Bad"
4 - "Destroyed"
Default value: 0 (Always)
[1] Float (optional) Base probability to trigger on call (in %)
Default value: 100.0% (Always)
[2] Float (optional) Weight of the absolute value (device condition) in total probability (in %)
Default value: 0.0%
[3] Int (optional) Repeat
Default value: 0 (False)
Example:
1 - triggers once the condition becomes "good" or worse
0,50,0,1 - can trigger with a 50% probability each time the device deteriorates
2,0,10,0 - can trigger once on "normal" or worse condition with increased probability on every step down
normal -> 2*10 = 20% probability
bad -> 3*10 = 30% probability
It triggers on device event(s): DeviceLocked, DeviceUnlocked or DeviceBroken.
Sctipt: UD_ModTrigger_DeviceEvent
NameFull: On Device Event
Configuration
Parameters (DataStr):
[0] String Device event to trigger (one or several separated by space)
DL - DeviceLocked
DU - DeviceUnlocked
DB - DeviceBroken
[1] Float Base probability to trigger on event (in %)
Default value: 100.0%
It triggers with a given chance after actor failed to obtain an item before time expires.
Work in progress
- The set of parameters may change.
Sctipt: UD_ModTrigger_ItemDemand
NameFull: On Demand Item
Configuration
Parameters (DataStr):
[0] Int (optional) Number of items demanded
Default value: 1
[1] Float (optional) Base probability to trigger (in %) at the end of the check period if actor failed to obtain items
Default value: 100.0%
[2] Int (optional) Only stolen items count
Default value: 0 (False)
[3] Float (optional) The time given to obtain items (in hours)
Default value: 8.0
[4] Int (optional) Repeat
Default value: 0 (False)
[5] Int (script) Number of obtained items so far
[6] Float (script) Device locked time in the moment of the last trigger (ingame hours)
Form arguments:
Form1 FormList, Form or Keyword to filter demanded items
Example:
It triggers with a given chance after actor obtains an item.
Sctipt: UD_ModTrigger_ItemObtain
NameFull: On Obtain Item
Configuration
Parameters (DataStr):
[0] Int (optional) Minimun number of items to trigger
Default value: 1
[1] Float (optional) Base probability to trigger (in %)
Default value: 100.0%
[2] Float (optional) Probability to trigger that is proportional to the accumulated value (number of obtained items)
Default value: 0.0%
[3] Float (optional) Reset period (in hours). If negative then it triggers once
Default value: -1.0 (It triggers once)
[4] Int (optional) Only stolen items count
Default value: 0 (False)
[5] Float (script) Number of obtained items so far
[6] Float (script) Timestamp of the last trigger
Form arguments:
Form1 FormList, Form or Keyword to filter obtained items
Example:
DataStr = 1,100,0,24
Form1 = FoodSweetroll It will be 100% triggered when wearer receives a Sweet Roll,
but not more than once every 24 hours
It triggers on kill. This trigger has a special behavior for the player's party. Since kill events by the player or his/her companions cannot be distinguished, these events activate triggers for all party members.
Script: UD_ModTrigger_Kill
NameFull: On Kill
Configuration
Parameters (DataStr):
[0] Int (optional) Minimum number of kills to trigger
Default value: 0
[1] Float (optional) Base probability to trigger on kill (in %)
Default value: 100.0%
[2] Int (optional) Probability to trigger that is proportional to the accumulated value (of consecutive kills)
Default value: 0.0%
[3] Int (optional) Repeat
Default value: 0 (False)
[4] Float (script) Number of consecutive kills so far
It triggers with a given chance after actor's orgasm.
Script: UD_ModTrigger_Orgasm
NameFull: On Orgasm
Configuration
Parameters (DataStr):
[0] Int (optional) Minimum number of orgasms to trigger
Default value: 0
[1] Float (optional) Base probability to trigger (in %)
Default value: 100.0%
[2] Int (optional) Probability to trigger that is proportional to the accumulated value (of consecutive orgasms)
Default value: 0.0%
[3] Int (optional) Repeat
Default value: 0 (False)
[4] Float (script) Number of consecutive orgasms so far
It triggers from mage play style: using spells, progressing in specific skills.
Script: UD_ModTrigger_PsMage
NameFull: On Mage Play Style
Configuration
Parameters:
[0] Float (optional) Probability to trigger on spell use
Default value: 0.0%
[1] Float (optional) Probability to trigger on skill increase (Alteration, Conjuration, Destruction, Illusion)
Default value: 0.0%
[2] Float (optional) ???
Default value: 0.0%
It triggers from thief play style: using bows, progressing in specific skills, using lockpicks.
Script: UD_ModTrigger_PsThief
NameFull: On Thief Play Style
Configuration
Parameters:
[0] Float (optional) Probability to trigger on bow use
Default value: 0.0%
[1] Float (optional) Probability to trigger on thief skill increase (Marksman, Pickpocket, LockPicking, Sneak)
Default value: 0.0%
[2] Float (optional) Probability to trigger on lockpicking
Default value: 0.0%
It triggers from warrior play style: using melee weapon, progressing in specific skills, taking physical damage.
Script: UD_ModTrigger_PsWarrior
NameFull: On Warrior Play Style
Configuration
Parameters:
[0] Float (optional) Probability to trigger on weapon use
Default value: 0.0%
[1] Float (optional) Probability to trigger on warrior skill increase (TwoHanded, Block, Smithing, HeavyArmor)
Default value: 0.0%
[2] Float (optional) Probability to trigger on melee hit taken
Default value: 0.0%
It triggers on sex event from SexLab Framework. Work in progress
- Not implemented.
Script: UD_ModTrigger_SexLabEvent
NameFull: On SexLab Event
Configuration
Parameters (DataStr):
[0] String SexLab event name
[1] Float (optional) Base probability to trigger on event (in %)
Default value: 100.0%
It triggers on player's skill increase.
Script: UD_ModTrigger_SkillIncrease
NameFull: On Skill Increase
Configuration
Parameters in DataStr:
[0] String Skill name (for skill names see https://ck.uesp.net/wiki/Actor_Value)
OneHanded
TwoHanded
Marksman (Archery)
Block
Smithing
HeavyArmor
LightArmor
Pickpocket
Lockpicking
Sneak
Alchemy
Speechcraft (Speech)
Alteration
Conjuration
Destruction
Illusion
Restoration
Enchanting
[1] Int (optional) Minimum delta to trigger
Default value: 0
[2] Float (optional) Base probability to trigger on event (in %)
Default value: 100.0%
[3] Float (optional) Probability to trigger that is proportional to the accumulated value (delta)
Default value: 0.0%
[4] Int (optional) Repeat
Default value: 0 (False)
[5] Int (script) Accumulated value (delta)
Example:
Destruction,,,,1 It triggers on every increase of the magic skill of Destruction
OneHanded,3,50 It triggers once with a 50% chance on OneHanded skill increase starting from the third increase
It triggers with a given chance after sleep.
Script: UD_ModTrigger_Sleep
NameFull: On Sleep
Configuration
Parameters in DataStr:
[0] Int (optional) Minimum sleep duration to trigger (in hours)
Default value: 0 hours
[1] Float (optional) Base probability to trigger (in %)
Default value: 100.0%
[2] Int (optional) Probability to trigger is proportional to the sleep duration
Default value: 0.0%
[3] Int (optional) Normal = 1, interrupted = 2 or any = 0
Default value: 0 (Any)
[4] Int (optional) Repeat
Default value: 0 (False)
It triggers when actor casts a spell.
Script: UD_ModTrigger_SpellCast
NameFull: On Spell Cast
Configuration
Parameters in DataStr:
[0] Int (optional) Minimum accumulated cost to trigger
Default value: 0
[1] Float (optional) Base probability to trigger (in %)
Default value: 100.0%
[2] Float (optional) Probability to trigger is proportional to the spell cost
Default value: 0.0%
[3] Int (optional) Probability to trigger that is proportional to the accumulated value (total mana spent)
Default value: 0.0%
[4] Int (optional) Repeat
Default value: 0 (False)
[5] Float (script) Total mana spent so far
Example:
200,,,,,, It will trigger once on the first cast after the wearer has spent a total of 200 mana.
0,50,,,1,, It will trigger with a 50% probability on each spell cast.
0,10,1.0,0.1,1,, It will trigger at each cast with a probability calculated by the formula: 10% + <spell mana cost> * 1.0% + <mana spent since the last trigger> * 0.1%.
It triggers when actor is hit with a spell.
Script: UD_ModTrigger_SpellHit
NameFull: On Spell Hit
Configuration
Parameters in DataStr:
[0] Int (optional) Minimum accumulated damage to trigger
Default value: 0
[1] Float (optional) Base probability to trigger (in %)
Default value: 100.0%
[2] Int (optional) Probability to trigger is proportional to the spell damage
Default value: 0.0%
[3] Int (optional) Probability to trigger that is proportional to the accumulated value (total damage recieved)
Default value: 0.0%
[4] Int (optional) Repeat
Default value: 0 (False)
[5] Float (script) Total damage recieved so far
Example:
200,,,,,, It will trigger once on the first spell hit after the wearer has recieved a total of 200 spell dmg.
0,50,,,1,, It will trigger with a 50% probability on each spell hit.
0,10,1.0,0.1,1,, It will trigger at each hit with a probability calculated by the formula: 10% + <spell dmg> * 1.0% + <spell dmg recieved since the last trigger> * 0.1%.
It triggers with a given chance while actor uses specific stance or movement style
Script: UD_ModTrigger_Stance
NameFull: On Stance
Configuration
Parameters in DataStr:
[0] String Stance (one or combination):
RN or Running
SP or Sprinting
SN or Sneaking
TP or Trespassing
WD or WeaponDrawn
[1] Float (optional) Minimum duration in seconds
Default value: 0.0 sec
[2] Float (optional) Probability to trigger per second of the stance duration
Default value: 0.0%
[3] Int (optional) Reset duration on new stance. If false then duration is accumulated for all periods of taking the stance
Default value: 1 (True)
[4] Int (optional) Repeat
Default value: 0 (False)
[5] Float (script) Accumulated duration (in seconds)
It triggers on the change of statistics value.
Full list of stats you can find there: https://ck.uesp.net/wiki/ListOfTrackedStats. Not all of these stats work, though. See the list of tested stats below.
List of tested stats
Stats:
asStatName aiStatValue
WORKS:
Locations Discovered (total number)
Quests Completed (total number of completed quests)
Whiterun Bounty <Bounty Value>
Locks Picked (total number)
Misc Objectives Completed (total number)
Skill Book Read (total number)
Armor Made (total number)
Dungeons Cleared (total number)
Most Gold Carried (subj)
Level Increases (current accepted level)
Weapons Made (total number)
Armor Made (total number)
Pockets Picked (total number of items, and 1 gold counts as 1 item)
WORKS BUT USELESS:
Skill Increases <Skill value> (it is useless without skill name, use UD_ModTrigger_SkillIncrease instead)
IT JUST WORKS (nope)
Weapons Improved NOPE
Training Sessions NOPE
Potions Used NOPE
Food Eaten NOPE
Ingredients Harvested NOPE
Ingredients Eaten NOPE
Persuasions NOPE
Hours Waiting NOPE
Times Shouted NOPE
Gold Found NOPE
Murders NOPE
Assaults PROBABLY NOT
Bunnies Slaughtered NOPE
Script: UD_ModTrigger_StatEvent
NameFull: On Statistics Change
Configuration
Parameters (DataStr):
[0] String Stat event to trigger
See https://ck.uesp.net/wiki/ListOfTrackedStats
Not all of those stats are working
[1] Int (optional) Minimum accumulated stat value to trigger
Default value: 0 (chance on every call)
[2] Float (optional) Probability to trigger on event in %
Default value: 100.0%
[3] Int (optional) Repeat
Default value: 0 (False)
[4] Int (script) Accumulated delta so far
Example:
Locks Picked,10,,1 - Triggers on every 10th lock picked
Quests Completed,,10 - Triggers on completed quest with 10% probability
It triggers every hour with a given probability.
Script: UD_ModTrigger_TimeHour
NameFull: Hourly Trigger
Configuration
Parameters (DataStr):
[0] Float (optional) Hours must pass before trigger
Default value: 0.0
[1] Float (optional) Base probability to trigger
Default value: 100.0%
[2] Float (optional) The final probability increases with each passed hour by X %
Default value: 0.0%
[3] Int (optional) Repeat
Default value: 1 (True)
[4] Float (script) Hours passed since last trigger
It triggers every few seconds with a given probability.
Script: UD_ModTrigger_TimeSeconds
NameFull: Fast Trigger
Configuration
Parameters (DataStr):
[0] Float (optional) Hours must pass before trigger
Default value: 0.0
[1] Float (optional) Base probability to trigger (per in-game hour)
Default value: 100.0%
[2] Float (optional) The final probability increases with each passed hour by X %
Default value: 0.0%
[3] Int (optional) Repeat
Default value: 1 (True)
[4] Float (script) Hours passed since last trigger
It triggers when actor is hit with a weapon.
Script: UD_ModTrigger_WeaponHit
NameFull: On Weapon Hit
Configuration
Parameters in DataStr:
[0] Int (optional) Minimum accumulated damage to trigger
Default value: 0
[1] Float (optional) Base probability to trigger (in %)
Default value: 100.0%
[2] Float (optional) Probability to trigger is proportional to the hit damage
Default value: 0.0%
[3] Int (optional) Probability to trigger that is proportional to the accumulated value (total damage recieved)
Default value: 0.0%
[4] Int (optional) Repeat
Default value: 0 (False)
[5] Float (script) Total damage recieved so far
Example:
200,,,,,, It will trigger once on the first hit after the wearer has recieved a total of 200 dmg.
0,50,,,1,, It will trigger with a 50% probability on each hit.
0,10,1.0,0.1,1,, It will trigger at each hit with a probability calculated by the formula: 10% + <dmg> * 1.0% + <dmg recieved since the last trigger> * 0.1%.
Outcomes used in compound modifiers.
The parameters after the 7th (8th+) from the DataStr string and DataForm2, DataForm3 are used to configure the outcomes.
It activates worn device(s)
Script: UD_ModOutcome_ActivateDevice
NameFull: Activate Device(s)
Configuration
Parameters in DataStr (indices relative to DataStrOffset property):
[+0] Int (optional) Number of devices
Default value: 1
[+1] String (optional) Selection method (in general or for the devices in list akForm3)
SELF or S - self
FIRST or F - first suitable device from the list (akForm3, akForm4 concatenated together)
RANDOM or R - random device from the list (akForm3, akForm4 concatenated together)
Default value: R
[+2] String (optional) Selection method for the devices in list akForm4
Form arguments:
Form2 Single device keyword to activate or FormList with keywords.
Form3 Single device keyword to activate or FormList with keywords.
Example:
,,,,,,,1,FIRST One device will be activated. The first suitable device from the list in Form4 will be selected by its keyword,
starting from the top one.
,,,,,,,5,F,R Five devices will be activated. First the matching devices will be selected from the list in Form4, and
then the remaining number will be selected randomly from the list in Form5.
It adds gold (or any specified currency) to the wearer's inventory.
Script: UD_ModOutcome_AddGold
NameFull: Add Gold
Configuration
Parameters in DataStr (indices relative to DataStrOffset property):
[+0] Int (optional) Minimum value of coefficient A (absolute value)
Default value: 0
[+1] Int (optional) Maximum value of coefficient A (absolute value)
Default value: [+0]
[+2] Int (optional) Minimum value of coefficient B (proportional to level)
Default value: 0
[+3] Int (optional) Maximum value of coefficient B (proportional to level)
Default value: [+2]
Form arguments:
Form2 If not None then it is used as currency to add
Example:
GoldVaue = A + B * <level>
where A and B are in ranges defined by parameters above
It adds item(s) to the wearer's inventory. The item can be equipped immediately.
Script: UD_ModOutcome_AddItem
NameFull: Add Item
Configuration
Parameters in DataStr (indices relative to DataStrOffset property):
[+0] Int (optional) Minimum number of items
Default value: 1
[+1] Int (optional) Maximum number of items
Default value: [+0]
[+2] Int (optional) Equip item (i.e. drink potion)
Default value: 0 (False)
Form arguments:
Form2 Single item to add or FormList with items.
Form3 Single item to add or FormList with items.
Example:
DataStr = ,,,,,,,,1
DataForm2 = <Lockpick> Adds 1 lockpick to inventory
DataStr = ,,,,,,,0,0,1
DataForm2 = <Health Potion> Forces to drink health potion from inventory (if it exists)
It prohibits or allows minigames for a while depending on the trigger.
Script: UD_ModOutcome_BlockMinigame
NameFull: Block minigames
Configuration
Parameters in DataStr (indices relative to DataStrOffset property):
[+0] String (optional) Initial state
B - mini-game is blocked
A - mini-game is allowed
Default value: B (blocked)
[+1] Float (optional) The duration of the toggled state (in hours). After the specified time has elapsed,
the mini-game will be blocked if it was allowed by a trigger.
pos. values - actual duration.
non-pos. values - toggled state is lasted forever.
Default value: 0.0 (Forever)
[+2] Int (optional) Repeat (used only when positive duration is set)
Default value: 0 (False)
[+3] String (script) Current state
[+4] Float (script) Last trigger timestamp (in game hours) (used only when positive duration is set)
Example:
,,,,,,,B,4.5,1 Minigames are initially blocked. After each trigger, minigames are allowed for the next 4.5 hours.
,,,,,,,A Minigames are initially allowed. After the trigger, all minigames are permanently blocked.
It casts a spell on the wearer.
String: UD_ModOutcome_CastSpell
NameFull: Cast Spell
Configuration
Parameters in DataStr (indices relative to DataStrOffset property):
None
Form arguments:
Form2 Spell to cast or FormLists with spells
Form3 Spell to cast or FormLists with spells
Example:
It decreases durability of the device(s).
String: UD_ModOutcome_DecreaseDurability
NameFull: Decrease Durability
Configuration
Parameters in DataStr (indices relative to DataStrOffset property):
[+0] Int (optional) Number of positions (devices with suitable keywords) to corrode
Default value: 1
[+1] String (optional) Selection method (in general or for the keyword in list akForm4)
SELF or S - decrease its own durability
ALL or A - decrease the durability of all devices
FIRST or F - first suitable keyword from the list (akForm4, akForm5 concatenated together)
RANDOM or R - random keyword from the list (akForm4, akForm5 concatenated together)
Default value: SELF
[+2] Float Minimum amount (positive number) to decrease in %
[+3] Float (optional) Maximum amount (positive number) to decrease in %
Default value: [+2]
Form arguments:
Form2 Single device keyword to corrode or FormList with keywords (may be None if SELF or ALL selection method is used).
Form3 Single device keyword to corrode or FormList with keywords (may be None if SELF or ALL selection method is used).
Example:
Turns the device into another.
String: UD_ModOutcome_Evolution
NameFull: Evolution
Configuration
Parameters in DataStr (indices relative to DataStrOffset property):
None
Form arguments:
Form2 Device in to which will current device evolve. In case formlist provided, random device from it will be used.
Form3 Device in to which will current device evolve. In case formlist provided, random device from it will be used.
Example:
Locks more devices on the wearer.
Script: UD_ModOutcome_LockDevice
NameFull: Lock Device
Configuration
Parameters in DataStr (indices relative to DataStrOffset property):
[+0] Int (optional) Number of devices
Default value: 1
[+1] String (optional) Selection method (in general or for the devices in list akForm4)
LIB or L - random device selected by function UDCDmain::ManifestDevices()
FIRST or F - first suitable device from the list
RANDOM or R - random device from the list
Default value: L
[+2] String (optional) Selection method for the devices in list akForm5
Form arguments:
Form2 Single device to manifest or FormList with devices.
Form3 Single device to manifest or FormList with devices.
Example:
1,L Method UDCDmain::ManifestDevices will be called with given number of devices to lock
1,FIRST One device will be summoned. The first suitable device from the list in Form4 will be selected,
starting from the top one.
5,F,R Five devices ill be summoned. First the matching devices will be selected from the list in Form4, and
then the remaining number will be selected randomly from the list in Form5.
Starts quest and/or sets stage
Script: UD_ModOutcome_Quest
NameFull: Quest
Configuration
Parameters in DataStr (indices relative to DataStrOffset property):
[+0] Int Stage to set
Default value: -1 (Ignore)
Form arguments:
Form2 Quest to start or FormList with quests
Form3 Quest to start or FormList with quests
Removes specified item(s) from the wearer's inventory
Script: UD_ModOutcome_RemoveItem
NameFull: Remove Item
Configuration
Parameters in DataStr (indices relative to DataStrOffset property):
[+0] Int (optional) Minimum number of items
Default value: 1
[+1] Int (optional) Maximum number of items
Default value: [+0]
Form arguments:
Form2 Single item to remove or FormList with items.
Form3 Single item to remove or FormList with items.
Example:
Restores durability of the device(s)
Script: UD_ModOutcome_RestoreDurability
NameFull: Restore Durability
Configuration
Parameters in DataStr (indices relative to DataStrOffset property):
[+0] Int (optional) Number of positions (devices with suitable keywords) to regenerate
Default value: 1
[+1] String (optional) Selection method (in general or for the keyword in list akForm4)
SELF or S - regains its own durability
ALL or A - restores the durability of all devices
FIRST or F - first suitable keyword from the list (akForm4, akForm5 concatenated together)
RANDOM or R - random keyword from the list (akForm4, akForm5 concatenated together)
Default value: SELF
[+2] Float Minimum restored durability in %
[+3] Float (optional) Maximum restored durability in %
Default value: [+2]
Form arguments:
Form2 Single device keyword to regenerate or FormList with keywords (may be None if SELF or ALL selection method is used).
Form3 Single device keyword to regenerate or FormList with keywords (may be None if SELF or ALL selection method is used).
Example:
Plays specified scene
Script: UD_ModOutcome_Scene
NameFull: Scene
Configuration
Parameters in DataStr (indices relative to DataStrOffset property):
[+0] Int Force
Default value: 0 (False)
Form arguments:
Form2 Scene to play or FormList with scenes
Form3 Scene to play or FormList with scenes
Unlocks specified device(s)
Script: UD_ModOutcome_UnlockDevice
NameFull: Unlock Device
Configuration
Parameters in DataStr (indices relative to DataStrOffset property):
[+0] Int (optional) Number of positions (devices with suitable keywords) to remove
Default value: 1
[+1] String (optional) Selection method (in general or for the keyword in list akForm4)
SELF or S - removes self
FIRST or F - first suitable keyword from the list
RANDOM or R - random keyword from the list
Default value: SELF
[+2] String (optional) Selection method for the keywords in list akForm5
Form arguments:
Form2 Single device keyword to remove or FormList with keywords.
Form3 Single device keyword to remove or FormList with keywords.
Example: