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3 hours ago, Ytheria said:

Going off at a bit of a tangent, I've thought for a while that more could be done with the College.  There are a couple of minor quests, but surely all those mages experimenting with forbidden knowledge would go further than that.  There are so many possibilities: mind controlling people into sex, summoning creatures for sex, items which channel arousal into magic, curses which force the victim into embarrassing situations, ancient but beautiful sorceresses who have spent many lifetimes deepening their sexual depravity, "gifts" which confer some benefit but turn out to have major downsides.

And the vanilla characters are already set up in conflict, it wouldn't take much to spin it into something more exciting.

I like the sound of this, and there mind control, or summoning, or curses, all sound like instant ideas for quests, and the sorceress idea, could do that so many ways.

 

It seems there are half a dozen or more succubus mods, but so much more could be done.

 

Or even the same basic mechanics, but twisted for bondage instead of sex.

What about a mechanic where you can become addicted to devious devices? Not like the existing "random self-bondage" but more like a succubus mod, where you charge your satiation bar from wearing devices, and the more you wear, the faster they charge, and it only works if you're vulnerable to rape as a result, or in a dungeon or wilderness. Charge the bar and get benefits, empty the bar and get penalties. So, for example, you could do a dungeon in a belt and plugs, with a collar, and get the bar half-charged, or add boots and cuffs, and maybe charge the bar, or run from solitude to windhelm in an armbinder, and ... so on. It could make use of the DD4 "manipulate the locks" so you can usually get free when you need to, but of course ... accidents happen ... and the more you feed and use the addiction for benefits, the worse the consequences if you stop. TBH, I think my suggestion is one of the less interesting things that could be done, but there's already a design pattern for it, so it's something that can work, and the buffs/debuffs mechanics are already done for succubus mods.

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This is a super annoying bug/feature:

 

They Stole My Stuff

 

The mob that defeats you is summoned - for example, a summoned Storm Atronarch.

 

Though the quest completes when you kill the summoner, your stuff is not on them.

 

I'm guessing it's on the unsummoned mob, but either way, the quest says it is complete, but your stuff is gone forever.

 

 

I've reached my limit with the number of times this quest has destroyed huge swathes of unique/irreplaceable gear with no fair chance (or no chance at all) to retrieve it. I have to give in and disable it completely.

 

Stolen gear should be put in a container.

 

Putting gear on some NPC you know nothing about is never going to work reliably. The number of things that can go wrong is large, or limitless.

 

I guess it might be fun if you just wanted the gear to vanish. Some people might like that.

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9 hours ago, Lupine00 said:

I guess it might be fun if you just wanted the gear to vanish. Some people might like that.

heh sounds like the LAL start "beaten and left for dead with little more than the clothes on your back"... except forced on you mid-game :confounded:

 

I can't bring myself to trust the background mechanics of Skyrim with my "stuff", the "Getting Disarmed" option if you let it actually drop your weapon rather than just unequip it to your pack, there's a good chance that's the last time you'll ever see it. In the same manner I've always chosen to near-empty the bags before going to the Thalmor Embassy, too much can go wrong once your stuff is out of your grasp :confused:

 

Let them take the gold, sure, or a goodly portion of it, surely you'd have a few septims strategically hidden away in a boot or bra, but there's still the incentive to hunt down the thief without losing unique/favorite gear ;)

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2 hours ago, S4WDU5T said:

Let them take the gold, sure, or a goodly portion of it, surely you'd have a few septims strategically hidden away in a boot or bra, but there's still the incentive to hunt down the thief without losing unique/favorite gear

Yes. True. Though putting in containers, as vanilla imprisonment does, is usually fine. DCL does it with the Leon quest, and I've never had a problem.

 

I triggered some event, I don't even know what mod did it, (SL Stories possibly?) where you are kidnapped while sleeping and dragged off to be a pirate sex-toy on the Dainty Sload.

 

This is a pretty good event. It puts all your gear in a chest, and you can recover it by various means. 

 

But it doesn't put your cash in the chest.

 

To prove S4wdust's point, I was so keen to recover that 22,000+ septims that I methodically slaughtered every member of the Sload crew, hoping one of them might be carrying it, or that they had it split between them. No special quest was needed, I wanted my cash back.

 

No luck though. The cash was gone.

 

If I could have burned that ship down to the keel, I would have.

 

 

Pretty much all combat defeat mods are destined to have problems. Yanking you out of position in a dungeon was rarely something the vanilla designers considered, and it can easily create weird problems with non-backtrackable dungeons with integrated quest events. DCL's is lightweight, and doesn't offer the options to control what is stolen that some other mods offer.

 

Perhaps more wanted though, would be a way to make "hardcore" a slider rather than a tick.

 

As theft has so many problems now, I've finally given up and turned it off. I've lost gear to it many times, and also had it spawn impossible quests that revolve around killing a thing that doesn't exist. Using containers would have fixed all that.

 

If it did use containers, I would still want an option to enable/disable theft depending on dungeon/wilderness/city because getting robbed in a dungeon is often simply impractical to ever recover from.

 

Probably, it would be a sensible idea to offer the option to limit or disable combat defeat (not just the theft) in dungeons, as that would fix a lot of the quest fragility, and let you avoid being ported inward, past a locked door, or the other weird things it can do. Even if DCL defeat did what naked dungeons and player exhibitionist now do, and put a trigger and marker on the dungeon entrance (in this case, so you can be reliably ported), there would probably still be issues (though far fewer).

 

Or, if you did have it in dungeons, make it so you don't get ported at all, and instead just do the rapes, set up the biggest chain run practical with the available mobs, and once that's done, offer the player a few seconds of calm to run away and try again.

 

Also, so often SD+ would have been the logical outcome, but it's not an option, and doing an SD+ surrender while DCL is trying to do its thing often results in a mess. SD+ should be a hardcore result though, because once that starts it usually drags on for hours unless you're specialised in pickpocket. I'd want SD+ a lot less if DCL dominant followers were more fun though.

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Speaking of DCL dominant follower...

 

I'd certainly enjoy it if new dominant followers with new quests were added. Or even just new dominant followers. Maybe could be based off a cut-and-paste of Sasha, but with the collar on the PC at the start, and "secret" perma-mode engaged. Then you would have to fulfill some quest requirements to turn off perma-collared-mode. Could be radiant, so you can repeat it if you leave them, and then get re-enslaved by defeat again. Or could be a special quest first, then radiant after.

 

One of the biggest puzzles with the Dollmaker is why you can't get enslaved by her. She clearly enslaves others, as the chubby fluff-slave in her shop indicates.

 

Incidentally, her dialogue regarding Sasha is now ambiguous, as she could be talking about the other slave. If I'd never played the mod before, it might confuse me, especially if Sasha has wandered off outside (as she occasionally does).

 

 

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Hi, I've been having and issue and I tried to scan the thread to see if anyone else had this... but there are over six hundred pages. Basically the rape events aren't happening. I'll get the notice "x is coming to rape you!" And then my character will be stripped and tied up and the rapist comes over, but then she gets back up and any devices are unequipped and the rapist walks away. Has anyone else had this? I can upload logs and mod orders if this hasn't happened before

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1 hour ago, Lupine00 said:

Yes. True. Though putting in containers, as vanilla imprisonment does, is usually fine. DCL does it with the Leon quest, and I've never had a problem.

In the initial release of the Leon quest, there actually was a problem with stashing the player's items in a chest. Basically, all items would get reset to their default state. So enchanted items would lose their enchantment (except those enchanted by default), tempered items would lose their temper, and some other undesirable issues.

 

But you're right, as long as there's no bug in the code, storing in containers should be fine.

1 hour ago, Lupine00 said:

I triggered some event, I don't even know what mod did it, (SL Stories possibly?) where you are kidnapped while sleeping and dragged off to be a pirate sex-toy on the Dainty Sload.

 

This is a pretty good event. It puts all your gear in a chest, and you can recover it by various means. 

 

But it doesn't put your cash in the chest.

I believe that's from Devious Cidhna. The Pirate Prize follow-up Quest. 

 

It says here:

"Gold will be stolen, and most useful gear will be removed and placed in a locked chest on the pirate ship."

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3 hours ago, Slagblah said:

I believe that's from Devious Cidhna. The Pirate Prize follow-up Quest. 

 

It says here:

"Gold will be stolen, and most useful gear will be removed and placed in a locked chest on the pirate ship."

By design, apparently. I'm not surprised.

 

The bastards!

 

Anyway, it's a good little event, but I never forgave them for stealing all my money. 20 levels later I'm still feeling the impact.

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3 hours ago, javertthejolly said:

Hi, I've been having and issue and I tried to scan the thread to see if anyone else had this... but there are over six hundred pages. Basically the rape events aren't happening. I'll get the notice "x is coming to rape you!" And then my character will be stripped and tied up and the rapist comes over, but then she gets back up and any devices are unequipped and the rapist walks away. Has anyone else had this? I can upload logs and mod orders if this hasn't happened before

Sounds most like your sexlab cannot start the rape. Do other sex scenes work?

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Somebody else had a very similar problem, about five pages back in the forum, no more than ten, I think.

I don't know if it's the same as your problem, but they had similar symptoms. Only DCL rapes weren't working.

Alas, I can't recall what it was. Maybe they reinstalled their DCL to fix it.

 

But unless you use NMM, which is prone to corruptions, the most likely cause of a mod-specific problem is load-order.

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7 hours ago, Lupine00 said:

Somebody else had a very similar problem, about five pages back in the forum, no more than ten, I think.

I don't know if it's the same as your problem, but they had similar symptoms. Only DCL rapes weren't working.

Alas, I can't recall what it was. Maybe they reinstalled their DCL to fix it.

 

But unless you use NMM, which is prone to corruptions, the most likely cause of a mod-specific problem is load-order.

Heh I've always used mod organizer because I heard of stuff like that. Looking back it seemed that the problem was an older version of DDI I think. I'm gonna play a bit more on my current game before I start a new one to update, but I'll post the results when I can

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On 3/30/2018 at 6:38 AM, Lupine00 said:

This is a super annoying bug/feature:

 

They Stole My Stuff

 

The mob that defeats you is summoned - for example, a summoned Storm Atronarch.

 

Though the quest completes when you kill the summoner, your stuff is not on them.

 

I'm guessing it's on the unsummoned mob, but either way, the quest says it is complete, but your stuff is gone forever.

 

 

I've reached my limit with the number of times this quest has destroyed huge swathes of unique/irreplaceable gear with no fair chance (or no chance at all) to retrieve it. I have to give in and disable it completely.

 

Stolen gear should be put in a container.

 

Putting gear on some NPC you know nothing about is never going to work reliably. The number of things that can go wrong is large, or limitless.

 

I guess it might be fun if you just wanted the gear to vanish. Some people might like that.

I will look into it. Losing your stuff is not the intention of this quest.

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19 hours ago, Lupine00 said:

One of the biggest puzzles with the Dollmaker is why you can't get enslaved by her. She clearly enslaves others, as the chubby fluff-slave in her shop indicates.

 

That's because I didn't implement it.

 

Yet.

 

:smiley:

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Bug Report - Combat Surrender

 

I can't remember if I've reported this before or not, apologies if I have.

 

This is a little difficult to describe so I'll give examples instead.

 

1/ If say I'm defeated by a nasty bandit the rape scene plays out and the end condition happens. If then shortly afterwards I run into a wicked mage and am defeated again the same happens, so no problem there.

 

2/ OTOH if I'm defeated by something not on the FormID list (let's say it's stinky hagraven) I then get the "beaten unconscious"  message and transported to an Inn. The problem is that all subsequent encounters get the same "beaten unconscious" result, so for example, if after losing to stinky hagraven I then get beaten by nasty bandit there's no rape by the nasty bandit or any end condition I just get "beaten unconscious" message and transported to an Inn

 

This effect seems to stay in place for 24 hours before things get back to normal. This probably also explains the issue of having to wait 24 hours in a new game before combat surrender works properly (if you don't you always get the beaten unconscious outcome).

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Playing The Bound Queen, with Sasha following. She made so many comments about the outfit, collar, cuffs, etc, that I had the following idea:

 

When you eventually get the key to the Queen Sarah set, that you could give it to Sasha using the key-holder dialog.

(I'm not sure if you can actually give that key right now, as I'm still at the clues stage, and no fast travelling).

 

If you give Sasha the key, she could/should act as if you're wearing her collar and dominate you until she returns the key.

 

 

Integrating Sasha with other DCL items would be nice, so she could recognise quest collars, as well as the Sarah set, and produce appropriate dialogue, and act appropriately.  Or even with vanilla DD items, she could be helpful if she is well disposed to you, and troublesome if she isn't.

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Incidentally, if you play a mage build, as I did this time, on purpose for this reason, the Queen Sarah set turns you into a tiny god. However, if you're a heavy armor, 2H type, it is really a huge pain that gets in the way of your important skill development, and leaves you struggling to do damage.

 

I'm using "Balanced Spells" and they are not balanced at all in that gear.

 

However, Frostfall becomes the real enemy. While the mobs in most places, including bosses, are reduced to a minor nuisance, and an ancient dragon is easily toasted, getting too and from Winterhold to talk to Julius (without cheating fast travel) is lethally difficult. You can carriage-ride there, but they you have to get to Windhelm or Dawnstar to get back on the transportation (unless your transportation is modified). 

 

I permit myself carriages, as they are "immersive", but not fast-travel, as it has no restrictions.

 

Even if you don't die of cold, which you can easily do, even if you add some warmth and coverage to the set parts (I made mine the same as "normal" clothing items), you get debuffed so bad that you get defeated by cats, bandits or necromancers, and end up in even more trouble.

 

One issue is that the script perceives a Frostfall cloak as clothing, so you can't wear one. Another issue is there are only hard ways from Winterhold to anywhere else, especially if the weather is bad, which it usually is. Now I've cleaned out Fort Kastav, I might be able to stop-over there on the next trip. Also, Anga's Mill is a rotten place, with locked houses and no accessible fires or shelter, unless you break in, and end up in a fight with the locals.

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6 hours ago, Slorm said:

Bug Report - Combat Surrender

 

I can't remember if I've reported this before or not, apologies if I have.

 

This is a little difficult to describe so I'll give examples instead.

 

1/ If say I'm defeated by a nasty bandit the rape scene plays out and the end condition happens. If then shortly afterwards I run into a wicked mage and am defeated again the same happens, so no problem there.

 

2/ OTOH if I'm defeated by something not on the FormID list (let's say it's stinky hagraven) I then get the "beaten unconscious"  message and transported to an Inn. The problem is that all subsequent encounters get the same "beaten unconscious" result, so for example, if after losing to stinky hagraven I then get beaten by nasty bandit there's no rape by the nasty bandit or any end condition I just get "beaten unconscious" message and transported to an Inn

 

This effect seems to stay in place for 24 hours before things get back to normal. This probably also explains the issue of having to wait 24 hours in a new game before combat surrender works properly (if you don't you always get the beaten unconscious outcome).

@Kimy

 

Would this perhaps also be the reason behind the player, after being defeated in combat, being unceremoniously dumped in the wilderness on occasions, even when that option is turned off in the MCM, something which I reported eons ago?  I remember that you said then that you would have a look at that for the next version update, and my player is really hoping that that problem will go away too..... :tongue: 

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I have a problem with Cursed Collar quest (and Devious Devices in general): I can't equip any boots from those mods. I get the "you can't equip another" message and some boots appear on my character, but not in my inventory. Can't get rid of them using "Free me" in debug as technically they are not equipped. I can equip normal boots which will remove graphics of rubber ones but as soon as I try to equip any devious I'm back to square one. Probably someone already posted about it but looking through 600 pages will take ages and I couldn't find anything on google. So two questions here: Is there any way to clean my save from those devices (seen it also happen with gloves) as I would  and how to avoid something like that?

 

Also regarding bound queens collar why is it shocking me when I wear clothes? It was made by a father for his daughter so he would definitely want her to wear clothes.

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