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Modifiers List

iiw2012 edited this page Sep 6, 2024 · 28 revisions

Custom Modifiers

UD_Modifier_Armor

NameFull:   Armor
NameAlias:  ARM

When equipping a device, adds keywords of the specified armor type and material to the base form and sets the armor rating.

Parameters:
    [0]     String      Armor type: Light, Heavy.
        
    [1]     String      Armor material like in keyword ArmorMaterial*** (see FormList MaterialsArmor)
        
    [2]     Int         Armor value

UD_Modifier_BoundWeapon

NameFull:   Bound Weapon
NameAlias:  BWE

When actor unsheathes a weapon, the specified form is summoned instead

Parameters:

Form arguments:
    Form1   Weapon/Spell/FormList   Bound Weapon or Spell to force equip (or FormList with possible spells/weapons)
     
    Form2   Spell                   (optional) Spell that summons bound weapon specified in Form1

UD_Modifier_CheapLocks

NameFull:   Cheap Locks
NameAlias:  CLO

Devices locks can get randomely jammed over time or when wearer is attacked

Parameters:
    [0]     Float   (optional) Chance to get jammed lock every hour
                    Default value: 0.0 % per hour

    [1]     Float   (optional) Chance to get jammed lock when hit with a weapon
                    Default value: 0.0 % per hit
                        
    [2]     Float   (optional) Chance that the lock will jam, proportional to the damage taken
                    Default value: 0.0 % per damage point

UD_Modifier_Demanding

NameFull:   Demanding
NameAlias:  DEM

Wearer have to pay for every escape attempt

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

UD_Modifier_Destroy

NameFull:   Destroy
NameAlias:  DOR

This device will be destroyed on removal

Parameters:
    None

UD_Modifier_Evolve

NameFull:   Evolve
NameAlias:  EVL

Device will evolve after certain condition is fullfiled

Parameters:
    [0]     Int     (optional) Type of monitored value
                        0 - Hours
                        1 - Orgasms
                       -1 - Device have already evolved
                    Default value: 0 (Hours)
                    
    [1]     Variant (optional) Amount of value required to evolve
                        Hours -> Float
                        Orgasms -> Int
                    Default value: 6.0

Form arguments:
    Form1           Device in to which will current device evolve. In case this is formlist, random device from formlist will be used.
    Form2           Device in to which will current device evolve. In case this is formlist, random device from formlist will be used.
    Form3           Device in to which will current device evolve. In case this is formlist, random device from formlist will be used.
    Form4           Device in to which will current device evolve. In case this is formlist, random device from formlist will be used.
    Form5           Device in to which will current device evolve. In case this is formlist, random device from formlist will be used.
    In case more then one FormX is filled, random one will be choosen

Example:
    0,24.5  = Evolves after 1 day and half a hour
    1,3     = Evolves after 3 actor orgasms

UD_Modifier_Heal

NameFull:   Mass regeneration
NameAlias:  MRG

This device restores the durability of all equipment over time

Parameters:
    [0]     Float   Regeneration ability per game day

UD_Modifier_HMA

NameFull:   Hour Manifest
NameAlias:  HMA

There is chance that wearer will be every hour locked in new manifested device

Parameters:
    [0]     Int     Chance to summon and lock random device (see UDCustomDeviceMain::ManifestDevices) on the wearer every hour.
                        
    [1]     Int     (optional) Number of devices to summon
                    Default value: 1

UD_Modifier_Loose

NameFull:   Loose
NameAlias:  LOS

Device is loose, allowing to wearer to struggle from it even when they have tied hands

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

UD_Modifier_LootGold

NameFull: Gold loot
NameAlias: LG

Escaping device will reward actor with gold

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 level)
                    Default value: 0
                        
    [3]     Int     (optional) Maximum value of coefficient B (proportional to level)
                    Default value: Parameter [2]
    
Example:
    GoldVaue = A + B * <level>
    where A and B are in ranges defined by parameters above
    100             = Actor will get 100 gold
    100,500         = Actor will get gold in range (100; 500)
    100,500,10,50   = Actor with lvl 10 will get gold in range (100; 500) + 10 * (10; 50) or (200; 1000)
    100,500,10      = Actor with lvl 5 will get gold in range (100; 500) + 5 * (10; 10) or (150; 550)

UD_Modifier_LootItem

NameFull:   Loot Item
NameAlias:  LI

Upon release from the device, the actor will receive items as a reward

Parameters:
    [0]     Int     (optional) Number of items from Form1 to award
                    Default value: 1
                    
    [1]     Int     (optional) Number of items from Form2 to award
                    Default value: 1
                        
    [2]     Int     (optional) Number of items from Form3 to award
                    Default value: 1
                    
    [3]     Int     (optional) Number of items from Form4 to award
                    Default value: 1

Form arguments:
    Form1           Item the actor will receive
    Form2           Item the actor will receive
    Form3           Item the actor will receive
    Form4           Item the actor will receive
        
Example:
    1               Reward actor with 1x Form1,Form2,Form3 (if filled)
    1,2,3           Reward actor with 1x Form1, 2x Form2, 3x Form3 (if filled)

UD_Modifier_Midas

NameFull:   Midas
NameAlias:  MDS

This device generates a small amount of gold every hour

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 level)
                    Default value: 0
                        
    [3]     Int     (optional) Maximum value of coefficient B (proportional to level)
                    Default value: Parameter [2]
    
Example:
    GoldVaue = A + B * <level>
    where A and B are in ranges defined by parameters above

UD_Modifier_OMA

NameFull:   Orgasm Manifest
NameAlias:  OMA

Everytime wearer orgasms, there is chance that device will manifest

Parameters:
    [0]     Int     Chance to summon and lock random device (see UDCustomDeviceMain::ManifestDevices) on the wearer after orgasm.
                    
    [1]     Int     (optional) Number of devices to summon
                    Default value: 1

UD_Modifier_Regen

NameFull:   Regeneration
NameAlias:  REG

Device will slowly repair itself

Parameters:
    [0]     Float   Regeneration ability per game day

UD_Modifier_Sentient

NameFull:   Sentient
NameAlias:  SNT

Device is sentient, and can activate other devices when in danger

Parameters:
    [0]     Int     How sentient is this device (0 - 100)
                    Default value: 0

UD_Modifier_Armor (alternative decoration)

Name: Armor
Alias: ARM
Description: When equipping a device, adds keywords of the specified armor type and material to the base form, as well as sets the armor rating.

Parameter Type Default Value Description
DataStr[0] String Light Armor type (Light or Heavy)
DataStr[1] String Leather Armor material (Ebony, Leather, Iron, Steel etc)
DataStr[2] Int 0 Armor value

Combo Modifiers

Triggers

UD_ModTrigger_CombatEvent

NameFull: On Combat Event

It triggers on combat event

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%

UD_ModTrigger_Condition

NameFull: On Condition Loss

It triggers with a given chance when the condition of the device is worsened
    
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

UD_ModTrigger_DeviceEvent

NameFull: On Device Event

It triggers on device event

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%

UD_ModTrigger_Kill

NameFull: On Kill

Triggers on kill
 
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

UD_ModTrigger_Orgasm

NameFull: On Orgasm
    
It triggers with a given chance after actor's orgasm

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

UD_ModTrigger_PsMage

NameFull: On Combat Event

It triggers from mage play style
    
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%

UD_ModTrigger_PsThief

NameFull: On Combat Event

It triggers from thief play style

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%

UD_ModTrigger_PsWarrior

NameFull: On Combat Event

It triggers from warrior play style
    
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%

UD_ModTrigger_Sleep

NameFull: On Sleep

It triggers with a given chance after player sleeps
   
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)

UD_ModTrigger_SpellCast

NameFull: On Spell Cast

It triggers when actor cast a spell

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]     Int     (optional) Probability to trigger is proportional to the spell cost
                    Default value: 0.0%
                        
    [3]     Int     (optional) Repeat
                    Default value: 0 (False)
                        
    [4]     Float   (script) Total mana spent so far

UD_ModTrigger_SpellHit

NameFull: On Spell Hit

It triggers when actor is hit with a spell

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) Repeat
                    Default value: 0 (False)
                        
    [4]     Float   (script) Total damage recieved so far

UD_ModTrigger_StatEvent

NameFull: On Statistics Change

It triggers on the change of statistics value
    
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
List of stats
    asStatName                          aiStatValue
Locations Discovered                    (total number)
Quests Completed                        (total number of completed quests)
Skill Increases                         <Actor Value IDs> (https://ck.uesp.net/wiki/ActorValueInfo_Script#Actor_Value_IDs)
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)
Locations Discovered                    (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)

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

UD_ModTrigger_TimeHour

NameFull: Hourly Trigger

It triggers every hour with a given probability
    
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

UD_ModTrigger_WeaponHit

NameFull: On Weapon Hit

It triggers when actor is hit with a weapon

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 hit damage
                    Default value: 0.0%
                    
    [3]     Int     (optional) Repeat
                    Default value: 0 (False)
                    
    [4]     Float   (script) Total damage recieved so far

Outcomes

UD_ModOutcome_ActivateDevice

NameFull: Activate

Activates devices

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:
    Form4 - Single device keyword to activate or FormList with keywords.
    Form5 - 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.

UD_ModOutcome_AddGold

NameFull: Add Gold

Summons gold (or any other currency)

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:
    Form4           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

UD_ModOutcome_AddItem

NameFull: Add Item

Summons items

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:
    Form4           Single item to add or FormList with items.
    Form5           Single item to add or FormList with items.

UD_ModOutcome_CastSpell

NameFull: Cast Spell

Casts a spell

Parameters in DataStr (indices relative to DataStrOffset property):
    None

Form arguments:
    Form3 - Spell to cast or FormLists with spells
    Form4 - Spell to cast or FormLists with spells

UD_ModOutcome_EquipDevice

NameFull: Equip Device

Summons and equips more devices

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)
                        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:
    Form4           Single device to manifest or FormList with devices.
    Form5           Single device to manifest or FormList with devices.

Example:
    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.

UD_ModOutcome_Evolution

NameFull: Evolution

Device evolves

Parameters in DataStr (indices relative to DataStrOffset property):
    None

Form arguments:
    Form4 - Device in to which will current device evolve. In case this is formlist, random device from formlist will be used.
    Form5 - Device in to which will current device evolve. In case this is formlist, random device from formlist will be used.
In case more then one FormX is filled, random one will be choosen

UD_ModOutcome_Quest

Starts quest and/or sets stage

NameFull: Quest

Parameters in DataStr (indices relative to DataStrOffset property):
    [+0]    Int     Stage to set 
                    Default value: -1 (Ignore)

Form arguments:
    Form4           Quest to start or FormList with quests
    Form5           Quest to start or FormList with quests

UD_ModOutcome_RemoveDevice

NameFull: Remove Device

Removes device(s)

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 akForm3)
                        SELF or S       - removes self
                        FIRST or F      - first suitable keyword from the list (akForm3, akForm4 concatenated together)
                        RANDOM or R     - random keyword from the list (akForm3, akForm4 concatenated together)
                    Default value: SELF
                    
    [+2]    String  (optional) Selection method for the keywords in list akForm4

Form arguments:
    Form4                      Single device keyword to remove or FormList with keywords.
    Form5                      Single device keyword to remove or FormList with keywords.

UD_ModOutcome_RestoreDurability

NameFull: Restore Durability

Restores durability of the device(s)

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 akForm3)
                        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 (akForm3, akForm4 concatenated together)
                        RANDOM or R     - random keyword from the list (akForm3, akForm4 concatenated together)
                    Default value: SELF
                    
    [+2]    Float   Minimum restored durability in %
    
    [+3]    Float   (optional) Maximum restored durability in %
                    Default value: [+2]

Form arguments:
    Form4           Single device keyword to regenerate or FormList with keywords (may be None if SELF or ALL selection method is used).

UD_ModOutcome_Scene

NameFull: Scene

Plays scene

Parameters in DataStr (indices relative to DataStrOffset property):
    [+0]    Int     Force 
                    Default value: 0 (False)

Form arguments:
    Form4           Scene to play or FormList with scenes
    Form5           Scene to play or FormList with scenes

Combo Modifiers Presets

Modifier_WUS

NameFull:   Wake up surprise
NameAlias:  WUS

Your devices may be activated after sleep

Trigger:    UD_ModTrigger_Sleep                 It triggers with a given chance after player sleeps
Outcome:    UD_ModOutcome_ActivateDevice        Activates devices

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