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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 - blocks minigame
This section describes modifiers with their own scripts.
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
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 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:
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
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:
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 used in compound modifiers.
The first 7 parameters from the DataStr and DataForm3 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:
Form3 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:
Form3 FormList, Form or Keyword to filter obtained items
Example:
DataStr = 1,100,0,24
Form3 = 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 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] 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
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
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
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] 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 used in compound modifiers.
The parameters after the 7th from the DataStr string and DataForm4, DataForm5 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:
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.
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:
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
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:
Form4 Single item to add or FormList with items.
Form5 Single item to add or FormList with items.
Example:
DataStr = ,,,,,,,,1
DataForm4 = <Lockpick> Adds 1 lockpick to inventory
DataStr = ,,,,,,,0,0,1
DataForm4 = <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:
Form4 Spell to cast or FormLists with spells
Form5 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:
Form4 Single device keyword to corrode or FormList with keywords (may be None if SELF or ALL selection method is used).
Form5 Single device keyword to corrode or FormList with keywords (may be None if SELF or ALL selection method is used).
Example:
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.
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
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
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.
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).
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
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: 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
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