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Modifiers List

iiw2012 edited this page Dec 24, 2024 · 28 revisions

Used tags

  • 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 - blocks minigame

Custom Modifiers

Armor

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

Bound Weapon

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

Cheap Locks

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:     

Comfortable

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 effect of the modifier for the player.
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:     

Demanding

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:     

Destroy

Device will be destroyed on removal

Script:     UD_Modifier_Destroy
NameFull:   Destroy
NameAlias:  DOR
Storage:    UD_ModifierSlots_Quest
Tags:       
Configuration
Parameters:
    None

Loose

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:     

Sentient

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:     

Triggers

On Combat Event

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%

On Condition Loss

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

On Device Event

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%

On Demand Item

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)

Forms:
    Form1               Item or Keyword to filter demanded items
    
Example:
    

On Obtain Item

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

Forms:
    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

On Kill

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

On Orgasm

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

On Mage Play Style

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%

On Thief Play Style

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%

On Warrior Play Style

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%

On SexLab Event

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%

On Sleep

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)

On Spell Cast

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]     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

On Spell Hit

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

On Statistics Change

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
    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
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

Hourly Trigger

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

Fast 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

On Weapon Hit

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]     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
Configuration
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
Configuration
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
Configuration
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
Configuration
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
Configuration
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
Configuration
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
Configuration
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
Configuration
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
Configuration
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
Configuration
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
Tags:       

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

Modifier_AG

NameFull:   Rewards with Gold
NameAlias:  AG
Tags:       GOLD+

Wearer will get some gold when the device is removed

Trigger:    UD_ModTrigger_DeviceEvent           It triggers on device event
Outcome:    UD_ModOutcome_AddGold               Summons gold (or any other currency)

Modifier_AIT

NameFull:   Rewards with an item
NameAlias:  AIT
Tags:       ITEM+

Wearer will get an item when the device is removed

Trigger:    UD_ModTrigger_DeviceEvent           It triggers on device event
Outcome:    UD_ModOutcome_AddItem               Adds an item to the inventory

Modifier_PAC

NameFull:   No killing
NameAlias:  PAC
Tags:       

Can summon a heavy bondage after the kill

Trigger:    UD_ModTrigger_Kill                  Triggers on kill
Outcome:    UD_ModOutcome_EquipDevice           Summons more devices

Modifier_ABU

NameFull:   Anti-burglary
NameAlias:  ABU
Tags:       

Punishes attempted lock picking

Trigger:    UD_ModTrigger_StatEvent             It triggers on the change of statistics value
Outcome:    UD_ModOutcome_EquipDevice           Summons more devices

Modifier_SIL

Modifier_NRE

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