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Modifiers List
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
Tags:
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
Tags: CMB (Combat modifier)
Parameters:
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
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:
Global tags:
Devices locks can get randomely jammed over time or when wearer is attacked
Script: UD_Modifier_CheapLocks
NameFull: Cheap Locks
NameAlias: CLO
Tags:
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
Patcher preset #1
Preset Name: General
Preffered:
Modifier configuration
DataStr_Easy: 5, 5, 5
DataStr_Ground: 15,10,0
DataStr_Hard: 50,15,1
DataForm1:
DataForm2:
DataForm3:
DataForm4:
DataForm5:
Applied to
Player: True
NPC: True
Probability
Base: 25.0
IsNormalized: False
Severity: 0.0
Dispersion: 0.20
Conflicts:
Device tags:
Global tags:
Wearer have to pay for every escape attempt
Script: UD_Modifier_Demanding
NameFull: Demanding
NameAlias: DEM
Tags: 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 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:
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: 25.0
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
Tags:
Parameters:
None
Device will evolve after certain condition is fullfiled
Script: UD_Modifier_Evolve
NameFull: Evolve
NameAlias: EVL
Tags: EVL
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
Device is loose, allowing wearer to struggle from it even when they have tied hands
Script: UD_Modifier_Loose
NameFull: Loose
NameAlias: LOS
Tags: ACS (Access)
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:
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: 100
IsNormalized: True
Severity: 0.0
Dispersion: 0.3
Conflicts:
Device tags: ACS
Global tags:
Escaping device will reward wearer with some gold
Script: UD_Modifier_LootGold
NameFull: Gold loot
NameAlias: LG
Tags: 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)
Upon release from the device, the actor will receive items as a reward
Script: UD_Modifier_LootItem
NameFull: Loot Item
NameAlias: LI
Tags: LOOT+
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)
Device generates small amount of gold every hour
Script: UD_Modifier_Midas
NameFull: Midas
NameAlias: MDS
Tags: 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
Patcher preset #1
Preset Name: General
Preffered:
Modifier configuration
DataStr_Easy: 10,100,1,10
DataStr_Ground: 5,25,2,4
DataStr_Hard: 1,10,1,2
DataForm1:
DataForm2:
DataForm3:
DataForm4:
DataForm5:
Applied to
Player: True
NPC: True
Probability
Base: 20
IsNormalized: True
Severity: 0.0
Dispersion: 0.3
Conflicts:
Device tags: GOLD+ GOLD- LOOT+ LOOT-
Global tags:
Every time wearer orgasms, there is chance that another device will manifest
Script: UD_Modifier_OMA
NameFull: Orgasm Manifest
NameAlias: OMA
Tags: MAN
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
Device slowly repairs itself
Script: UD_Modifier_Regen
NameFull: Regeneration
NameAlias: REG
Tags: REG
Parameters:
[0] Float Regeneration ability per game day
Device is sentient, and can activate other devices when in danger
Script: UD_Modifier_Sentient
NameFull: Sentient
NameAlias: SNT
Tags: SNT
Parameters:
[0] Int How sentient is this device (0 - 100)
Default value: 0
Patcher preset #1
Preset Name: General
Preffered:
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:
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 |
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%
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
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%
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
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
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%
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%
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%
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)
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
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
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
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
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
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.
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
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.
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
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.
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
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
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.
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).
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
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
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)
NameFull: Rewards with an item
NameAlias: AIT
Tags: LOOT+
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
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
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