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[BETA TESTING] Devious Surrender V2


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mmm I actually don't know about able to pick what will happen to the PC.

It makes more sense for the bandit or whatever enemy it turns out to be pick whatever they want to do with the PC base on conditions, parameters, and chances(maybe...?)

I can totally understand and get behind avoiding tedious aspects, but I don't think say...letting the player pick the easy way out every time to get things over quickly is an ideal approach.

 

Either way I am looking foward to it. Submit's death prevention code is the most reliable that I have seen.

 

It's still a work in progress, and I'm still working on the best way to do it....but I do feel that I'm on the right track by letting the player have some kind of input on what happens to their character. Whether through an MCM menu or not, all mods are letting you choose what happens to your character, the way I'm doing it is that these choices are made on the fly by the player depending on how they feel at that moment in time. If they just want to get back to the game (maybe they were distracted in real life or something else happened which caused them to get defeated) then they should be able to do that without having to reconfigure the mod or reload.

 

I'm not saying there shouldn't be some penalty for taking the easy way out, but it should be an option and at the end of the day you don't have to take the easy option...especially if taking the harder option means you get some other kind of benefit.

 

 

I'm still working on it.... :)

 

 

From what I've been reading, this mod is totally headed in the right direction: a simple & sexy alternative to reloading. You get defeated, you get raped. Occasionally, you get abducted, to serve as a fucktoy until you escape or get kicked out. Add some whipping and drugs to spice things up.

 

The current implementation (0.1b) seems too conversionalist for a rape situation. The assailant and defeated PC talk back and forth 4 or 5 times. In a combat rape situation, I'd rather imagine the defeated person would be wounded and exhausted, and simply be thrown to the ground to be raped without any talking involved.

I do understand that this conversation leads up to the choice of which device(s) get equipped, and I like that "Dungeon Master" approach, but that might be controlled from an MCM menu.

 

Personal pet peeve request: if you do go for conversations and sentences, then please end them all with proper punctuation. One thing I'd hate even more than getting raped, is getting raped by an illiterate!  ;)

 

Ha, yes....this is the first time I have been able to fully play around with the dialogue tree. It will get re-done so it is a bit more concise....your captor does seem a little too talkative and good natured about you having just try to kill them. I'm also very aware that there are quite a few lines of dialogue to read through....let's face it most people will read it once and then just click to skip it anyway.

 

Expect a more realistic, concise and varied response in the near future. 

 

Is your plan to include creatures in the defeat-situation?

 

Creatures are already supported...however, they currently follow the same dialogue as human characters and also seem to carry fetch items around with them...skyrim is an odd place!

 

I will be sorting that so non intelligent creatures can only rape. I have something special in mind for draugr, giants, skeletons, spiders and trolls :)

 

This looks very interesting indeed. I'm currently using Defeat and DA and both mods have their problems at times so something much simpler would be welcome.

 

I do agree with afa, I'm not sure letting the player decide what happens is a good idea as it removes the surprise element so maybe (if easy to do) have a toggle for a random devices instead.

 

I will be re-doing the conversation structure. It will be based around being either submissive, defiant or coward. The more submissive you are the more choices you will get around you impending fate. This will take you down the current route of choosing what happens.

 

Defiant route e.g. Just saying "Fuck You" at the start, will send the player down a controlled random route with no choice of what happens (much like the old submit mod).

 

Coward route will allow you to get out of the current situation with a some kind of penalty depending on when or where you pussy out :)

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I don't think having lots of dialogue is a bad thing either way... it's more about the tone and making it seem like something that an enemy would say post-combat, and making the responses seem appropriate as well. Even though we'd mostly be skipping the dialogue after the first couple times, tone is still important for keeping immersiveness (for those of us who are crazy about that sort've thing).

 

Just look at the dialogue for Sexlab Defeat... it's not that big or impressive, but I really like how it flows, and the tone is generally just right... and that dialogue really only seems to choose aggressive vs consensual animations! ^_^

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Is your plan to include creatures in the defeat-situation?

 

Creatures are already supported...however, they currently follow the same dialogue as human characters and also seem to carry fetch items around with them...skyrim is an odd place!

 

I will be sorting that so non intelligent creatures can only rape. I have something special in mind for draugr, giants, skeletons, spiders and trolls :)

 

 

Sounds great and very interesting ....... guess it's time for me to start a new game up :)

 

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I've just uploaded a new version which (i think) has a much better dialogue flow and shows how the 3 paths are likely to work.

 

By being more defiant you will make things worse for your character. 

 

By being submissive the outcome will be slightly better

 

Or you can wimp out and be transported to the Bannered Mare.

 

I have also added in a few new scripts. One which forces you to drop your equipped weapons once defeated. And another that will drop your stripped items to the floor. This means wimping out also means leaving your gear behind :)

 

You will also be bound to a crux at the end of the dialogue and (if you chose the final defiant dialogue) receive a jolly good whipping.

 

Escaping at the end is easy....just press your jump key to return to your normal pose.

 

This essentially brings the mod pretty close to how the old Submit functioned. Next task is to do the escape system. Here's a brief run down of how I think it will work.

 

When you are bound to the crux (i'll add the other poses shortly) all your items will be moved to a locked chest placed nearby. If I can do it then I'll split items according to value. Low value items into a sack, more expensive items into the chest that way low level characters are not too heavily penalised. You'll be able to wimp out at this point, but that could be worse than at least trying to get your stuff back as you'll be dumped at the inn with nothing!

 

However, if you choose to escape, you'll find it immensely fortunate that your captor has used a combination lock....and not a very good combination lock at that...in fact it only has 3 wheels with 3 symbols on each (snake, bird, fish). You simply have to choose the right combination to escape, time your escape as best you can so you don't get seen and do it quickly enough before your captor decides you're ready for another sexy time, whipping time or devious device time.

 

While you are bound your captor and surrounding foes will be calmed...as soon as you escape that spell will be dispelled (maybe after a few seconds to allow you to try and hide). After that it is over to skyrims usual combat/stealth system.

 

You'll be given a single lock pick when you escape to try and pick the chest which has all your gear. Up to the player if they risk it or simply run. The chest should remain until the cell resets giving the player time to escape, rearm and then come back.

 

Obviously at they moment this will all take place at your defeat location...this will make it very hit and miss regarding being detected as you might be bound right next to where NPCs idle....but equally they might wonder off and you'll have no trouble escaping.

 

The only way to fix this is to move the player to a controlled location. We'll see how it pans out :)

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I tried the version just before this upload, and there were a few bugs. 

  • 1. The force greet which I assume should have fired did not fire.
  • 2. The  bandit who I eventually spoke to was different than the bandit who triggered the sex scene with me. It seems like the dialogue uses all of them interchangeably.
  • 3. I got stuck in a conversation loop at some point, I'm not sure exactly how.

I will try the latest version. Even with the bugs, this is very good! If there is enough scenario diversity I think it could replace Defeat. SD+ and your old Submit+DD mod in my load order, which would be great.

 

I really like the character defiance leading to more punishment, and submission/wimpiness leading to less. It's great because it takes the choice away from the character but keeps it in the hands of the human player, which makes everything less tedious.

 

Some ideas for scenarios you could add:

  • Drugging (skooma?) leading to reduced/submissive dialogue, as in Sky Casino
  • Chastity belt added with key placed on one of your captors.
  • Special plugs with leash effect attached to one of the captors (?!??!!)

 

Thanks a lot for all the hard work!

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I really like how this is shaping up, and the system for escaping does seem pretty good, though spawning a chest every time my character gets defeated might be a little odd. I could see a sack or something being put on the ground, but a chest? I know it's a work in progress, so not trying to be too picky or anything. ^_^ I like how loot is divided up depending on how valuable it is, but I think it might make more sense if bandits took some of the stuff, but other things might be left in a sack or strongbox nearby. Being forced to confront bandits to get back my best stuff (or being forced to abandon that stuff because the enemy is just too strong at the moment) really lends to the helplessness of the situation in my eyes.... but of course not everyone may agree.

 

Back when I used to run with Submit, one of the big problems I'd run into would be, after the sexy time was done and my girl was left tied up, the enemies would just stand there right over her as if daring for her to make a move. Of course that meant that any escape attempt was immediately noticed, and I was basically stuck. That seems like it could happen here as well if I get defeated in the wrong place, but I'm not entirely sure what could be done about it without either manually placing punishment areas in bandit camps (way too labor intensive to really consider) or something that ensured my character was left a certain distance away (don't even know if that's possible). The brief calm effect might at least allow me to run once I squirm free, but it still might end up looking weird if the bandits are just hanging out right there as I try to escape their diabolical trap.

 

 

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A few things with the new version:

  1. When I'm knocked down, I get a message saying "Here!". Then later a "Here! [Actor". The bandits walk away from me and nothing happens. If I walk up to them, sometimes they will force greet me but more often they will need me to talk to them.
  2. I got an error claiming my devious devices installation was broken, because there was a ManipulateDevice call on an unrecognized item. I'm pretty sure there is nothing wrong with my installation, soo...
  3. Every time I get the chastity belt equipped, it goes on before the plugs. The plugs go to my inventory, but then can't be equipped over the belt.

 

Here's a papyrus log piece of the ManipulateDevice problem, but I don't see anything useful there

 

Acquired mutex, equipping WT-Cuffs (Leather) (Legs)[07/05/2015 - 08:48:21PM] [Zad]: OnContainerChanged()
[07/05/2015 - 08:48:21PM] [Zad]: EquipDevice called for WT-Collar (Leather)
[07/05/2015 - 08:48:21PM] [Zad]: SpinLock() Started.
[07/05/2015 - 08:48:21PM] [Zad]: OnEquipped(Prisoner: WT-Cuffs (Leather) (Legs))
[07/05/2015 - 08:48:21PM] [Zad]: No menus are open. Equipping silently.
[07/05/2015 - 08:48:22PM] [Zad]: Sending device event DeviceEquippedLeg Cuffs(Prisoner:1)
[07/05/2015 - 08:48:22PM] [Zad]: ReEquipExistingDevices() is working:1
[07/05/2015 - 08:48:22PM] [Zad]: SyncInventory(): Equipping Leg Cuffs.
[07/05/2015 - 08:48:22PM] [Zad]: RestraintScript OnEquippedPost Legs
[07/05/2015 - 08:48:22PM] [Zad]: SpinLock() Completed. Cycles:5
[07/05/2015 - 08:48:22PM] [Zad]: Acquired mutex, equipping WT-Collar (Leather)
[07/05/2015 - 08:48:22PM] [Zad]: OnContainerChanged()
[07/05/2015 - 08:48:22PM] ============================================================
[07/05/2015 - 08:48:22PM] [Zad] (((ERROR))): ManipulateDevice did not recognize device type that it received as an argument.
[07/05/2015 - 08:48:22PM] ============================================================
[07/05/2015 - 08:48:22PM] [Zad]: OnEquipped(Prisoner: WT-Collar (Leather))
[07/05/2015 - 08:48:22PM] [Zad]: EquipDevice called for Chastity Belt (Padded) (Open)
[07/05/2015 - 08:48:22PM] [Zad]: SpinLock() Started.
[07/05/2015 - 08:48:22PM] [Zad]: No menus are open. Equipping silently.
[07/05/2015 - 08:48:22PM] [Zad]: Sending device event DeviceEquippedCollar(Prisoner:1)
[07/05/2015 - 08:48:22PM] [Zad]: SyncInventory(): Equipping Collar.
[07/05/2015 - 08:48:23PM] [Zad]: RestraintScript OnEquippedPost Collar
[07/05/2015 - 08:48:28PM] [Zad]: SpinLock() Completed. Cycles:1
[07/05/2015 - 08:48:28PM] [Zad]: Acquired mutex, equipping Chastity Belt (Padded) (Open)
[07/05/2015 - 08:48:28PM] [Zad]: OnContainerChanged()
[07/05/2015 - 08:48:28PM] [Zad]: EquipDevice called for Plug (BlackSoulgem) (Vaginal)
[07/05/2015 - 08:48:28PM] [Zad]: SpinLock() Started.
[07/05/2015 - 08:48:28PM] [Zad]: OnEquipped(Prisoner: Chastity Belt (Padded) (Open))
[07/05/2015 - 08:48:28PM] [Zad]: No menus are open. Equipping silently.
[07/05/2015 - 08:48:28PM] [Zad]: Rehooking Mod Events
[07/05/2015 - 08:48:28PM] [Zad]: Sending device event DeviceEquippedBelt(Prisoner:1)
[07/05/2015 - 08:48:29PM] [Zad]: ReEquipExistingDevices() is working:1
[07/05/2015 - 08:48:29PM] [Zad]: SyncInventory(): Equipping Belt.
[07/05/2015 - 08:48:29PM] [Zad]: ReEquipExistingDevices() is working:1
[07/05/2015 - 08:48:29PM] [Zad]: original exposure rate was 2.000000. Setting to 3.000000.
[07/05/2015 - 08:48:29PM] [Zad]: CorsetMagic(): No corset equipped, done.
[07/05/2015 - 08:48:29PM] [Zad]: SpinLock() Completed. Cycles:7
[07/05/2015 - 08:48:29PM] [Zad]: Acquired mutex, equipping Plug (BlackSoulgem) (Vaginal)
[07/05/2015 - 08:48:29PM] [Zad]: OnContainerChanged()
[07/05/2015 - 08:48:29PM] [Zad]: EquipDevice called for Plug (BlackSoulgem) (Anal)
[07/05/2015 - 08:48:29PM] [Zad]: SpinLock() Started.
[07/05/2015 - 08:48:29PM] [Zad]: OnEquipped(Prisoner: Plug (BlackSoulgem) (Vaginal))
[07/05/2015 - 08:48:29PM] [Zad]: No menus are open. Equipping silently.
[07/05/2015 - 08:48:29PM] [Zad]: OnUnequipped(Prisoner: Plug (BlackSoulgem) (Vaginal))
[07/05/2015 - 08:48:29PM] [Zad]: SpinLock() Completed. Cycles:2
[07/05/2015 - 08:48:29PM] [Zad]: Acquired mutex, equipping Plug (BlackSoulgem) (Anal)
[07/05/2015 - 08:48:29PM] [Zad]: OnContainerChanged()
[07/05/2015 - 08:48:29PM] ============================================================
[07/05/2015 - 08:48:29PM] [Zad] (((ERROR))): ManipulateDevice did not recognize device type that it received as an argument.
[07/05/2015 - 08:48:29PM] ============================================================
[07/05/2015 - 08:48:29PM] [Zad]: OnEquipped(Prisoner: Plug (BlackSoulgem) (Anal))
[07/05/2015 - 08:48:29PM] [Zad]: No menus are open. Equipping silently.
[07/05/2015 - 08:48:30PM] [Zad]: OnUnequipped(Prisoner: Plug (BlackSoulgem) (Anal))
[07/05/2015 - 08:49:16PM] [Zad]: ZadNpc::OnUpdateGameTime()
[07/05/2015 - 08:49:16PM] [Zad]: ZadNpc::DoRegister(1.499992)
[07/05/2015 - 08:49:43PM] [Zad]: OnEquipped(Prisoner: Plug (BlackSoulgem) (Anal))
[07/05/2015 - 08:49:43PM] [Zad]: OnUnequipped(Prisoner: Plug (BlackSoulgem) (Anal))
[07/05/2015 - 08:49:46PM] [Zad]: OnEquipped(Prisoner: Plug (BlackSoulgem) (Vaginal))
[07/05/2015 - 08:49:46PM] [Zad]: OnUnequipped(Prisoner: Plug (BlackSoulgem) (Vaginal))
[07/05/2015 - 08:49:57PM] VM is freezing...
[07/05/2015 - 08:49:57PM]

 

 

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This looks like an awesome mod, definitely going to give it a shot.  Too bad I need to start over again to use it, but ah well, I wasn't really that far...

 

I did have an idea for it however: a setting for how much control over which scenes you see.  This would have three options: full control (which is how the mod works now), no control (you're able to set probabilities for different events in the menu, but once you're captured you get no input as to what happens), or partial control, which I'll explain:

 

With partial control, when you're captured, you get three options: resist, passive, or eager.  Additionally, all possible events are ranked as either harsh, gentle, or neither.  If you resist, you have a slight chance to escape, restoring some of your health and briefly surprising your enemies, giving you a chance to either flee or finish them off (or, of course, get captured again).  If you don't escape, the game will first randomly determine whether to give you only harsh events (high chance), harsh or neither events (moderate chance), or any event (very small chance); it will then pick from the available events based on your previous weights.  Selecting passive means that nothing is given special weighting; the game goes off the previously set odds.  Finally, selecting eager means that you willingly let yourself get captured and tied up, giving you a high chance of only seeing gentle events, a moderate chance of seeing gentle or "neither" events, and a small chance of seeing any event.  If a player is using Sexlab Aroused, the game will also check to see how high the player's arousal level is; if it's over a certain threshold they're too horny to resist, and if it's over an even higher threshold they're so horny they're eager to be tied up.

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Would it be possible to customise the devious devices,so that each device gives the player a debuff?(at least for the harsher outcomes).

So far only the armbinder/yoke/cuffs and blinfold can make you truly helpless.Without those items you can easily fight without any limitations,even if you wear every other devious device on the list (or be forced to fight a little smarter if you can´t equip armor).The strength of debuff/s on each item may vary from something annoying to something trully devious.perhaps depending on who will defead you?

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I tried the version just before this upload, and there were a few bugs. 

  • 1. The force greet which I assume should have fired did not fire.
  • 2. The  bandit who I eventually spoke to was different than the bandit who triggered the sex scene with me. It seems like the dialogue uses all of them interchangeably.
  • 3. I got stuck in a conversation loop at some point, I'm not sure exactly how.

I will try the latest version. Even with the bugs, this is very good! If there is enough scenario diversity I think it could replace Defeat. SD+ and your old Submit+DD mod in my load order, which would be great.

 

I really like the character defiance leading to more punishment, and submission/wimpiness leading to less. It's great because it takes the choice away from the character but keeps it in the hands of the human player, which makes everything less tedious.

 

Some ideas for scenarios you could add:

  • Drugging (skooma?) leading to reduced/submissive dialogue, as in Sky Casino
  • Chastity belt added with key placed on one of your captors.
  • Special plugs with leash effect attached to one of the captors (?!??!!)

 

Thanks a lot for all the hard work!

 

The force greet seems to work most of the time...sometimes it just doesn't seem to want to fire off or the NPC waits for you to come to them (probably a path finding problem) I'll see if I can improve it with some script.

 

There are some script loops built in so you can continually add more devious items or have more sexy time. There was also a bugged dialogue branch in the previous build that would fire sometimes...I think that may have been what you were referring to. this should be fixed in the current version as I deleted it :)

 

I really like how this is shaping up, and the system for escaping does seem pretty good, though spawning a chest every time my character gets defeated might be a little odd. I could see a sack or something being put on the ground, but a chest? I know it's a work in progress, so not trying to be too picky or anything. ^_^ I like how loot is divided up depending on how valuable it is, but I think it might make more sense if bandits took some of the stuff, but other things might be left in a sack or strongbox nearby. Being forced to confront bandits to get back my best stuff (or being forced to abandon that stuff because the enemy is just too strong at the moment) really lends to the helplessness of the situation in my eyes.... but of course not everyone may agree.

 

Back when I used to run with Submit, one of the big problems I'd run into would be, after the sexy time was done and my girl was left tied up, the enemies would just stand there right over her as if daring for her to make a move. Of course that meant that any escape attempt was immediately noticed, and I was basically stuck. That seems like it could happen here as well if I get defeated in the wrong place, but I'm not entirely sure what could be done about it without either manually placing punishment areas in bandit camps (way too labor intensive to really consider) or something that ensured my character was left a certain distance away (don't even know if that's possible). The brief calm effect might at least allow me to run once I squirm free, but it still might end up looking weird if the bandits are just hanging out right there as I try to escape their diabolical trap.

 

I like the idea of splitting your stuff between a sack for cheap stuff, strong box for expensive stuff and then a random selection of the good stuff going to your captor. Makes for more interesting options in terms of getting your stuff back.

 

unfortunately, bandits just hanging around will always be a problem when not in a controlled environment. Even though the AI package for this mod comes to an end and they should carry on with their usual routine sometimes they just don't.

 

I'm going to have a look to see what I could do with forcing them to move away or give them other AI packages to do other stuff...i'll have a look and see. Maybe there is a package template to just wonder around a set area.

 

Depending on how I get on for time, I may well build a few areas to handle the bound poses and escape scenes. This would give some nice alternatives such as being sacrificed to giants or as an offering to a draugr infested graveyard...

 

A few things with the new version:

  1. When I'm knocked down, I get a message saying "Here!". Then later a "Here! [Actor". The bandits walk away from me and nothing happens. If I walk up to them, sometimes they will force greet me but more often they will need me to talk to them.
  2. I got an error claiming my devious devices installation was broken, because there was a ManipulateDevice call on an unrecognized item. I'm pretty sure there is nothing wrong with my installation, soo...
  3. Every time I get the chastity belt equipped, it goes on before the plugs. The plugs go to my inventory, but then can't be equipped over the belt.

 

Here's a papyrus log piece of the ManipulateDevice problem, but I don't see anything useful there

 

Acquired mutex, equipping WT-Cuffs (Leather) (Legs)[07/05/2015 - 08:48:21PM] [Zad]: OnContainerChanged()
[07/05/2015 - 08:48:21PM] [Zad]: EquipDevice called for WT-Collar (Leather)
[07/05/2015 - 08:48:21PM] [Zad]: SpinLock() Started.
[07/05/2015 - 08:48:21PM] [Zad]: OnEquipped(Prisoner: WT-Cuffs (Leather) (Legs))
[07/05/2015 - 08:48:21PM] [Zad]: No menus are open. Equipping silently.
[07/05/2015 - 08:48:22PM] [Zad]: Sending device event DeviceEquippedLeg Cuffs(Prisoner:1)
[07/05/2015 - 08:48:22PM] [Zad]: ReEquipExistingDevices() is working:1
[07/05/2015 - 08:48:22PM] [Zad]: SyncInventory(): Equipping Leg Cuffs.
[07/05/2015 - 08:48:22PM] [Zad]: RestraintScript OnEquippedPost Legs
[07/05/2015 - 08:48:22PM] [Zad]: SpinLock() Completed. Cycles:5
[07/05/2015 - 08:48:22PM] [Zad]: Acquired mutex, equipping WT-Collar (Leather)
[07/05/2015 - 08:48:22PM] [Zad]: OnContainerChanged()
[07/05/2015 - 08:48:22PM] ============================================================
[07/05/2015 - 08:48:22PM] [Zad] (((ERROR))): ManipulateDevice did not recognize device type that it received as an argument.
[07/05/2015 - 08:48:22PM] ============================================================
[07/05/2015 - 08:48:22PM] [Zad]: OnEquipped(Prisoner: WT-Collar (Leather))
[07/05/2015 - 08:48:22PM] [Zad]: EquipDevice called for Chastity Belt (Padded) (Open)
[07/05/2015 - 08:48:22PM] [Zad]: SpinLock() Started.
[07/05/2015 - 08:48:22PM] [Zad]: No menus are open. Equipping silently.
[07/05/2015 - 08:48:22PM] [Zad]: Sending device event DeviceEquippedCollar(Prisoner:1)
[07/05/2015 - 08:48:22PM] [Zad]: SyncInventory(): Equipping Collar.
[07/05/2015 - 08:48:23PM] [Zad]: RestraintScript OnEquippedPost Collar
[07/05/2015 - 08:48:28PM] [Zad]: SpinLock() Completed. Cycles:1
[07/05/2015 - 08:48:28PM] [Zad]: Acquired mutex, equipping Chastity Belt (Padded) (Open)
[07/05/2015 - 08:48:28PM] [Zad]: OnContainerChanged()
[07/05/2015 - 08:48:28PM] [Zad]: EquipDevice called for Plug (BlackSoulgem) (Vaginal)
[07/05/2015 - 08:48:28PM] [Zad]: SpinLock() Started.
[07/05/2015 - 08:48:28PM] [Zad]: OnEquipped(Prisoner: Chastity Belt (Padded) (Open))
[07/05/2015 - 08:48:28PM] [Zad]: No menus are open. Equipping silently.
[07/05/2015 - 08:48:28PM] [Zad]: Rehooking Mod Events
[07/05/2015 - 08:48:28PM] [Zad]: Sending device event DeviceEquippedBelt(Prisoner:1)
[07/05/2015 - 08:48:29PM] [Zad]: ReEquipExistingDevices() is working:1
[07/05/2015 - 08:48:29PM] [Zad]: SyncInventory(): Equipping Belt.
[07/05/2015 - 08:48:29PM] [Zad]: ReEquipExistingDevices() is working:1
[07/05/2015 - 08:48:29PM] [Zad]: original exposure rate was 2.000000. Setting to 3.000000.
[07/05/2015 - 08:48:29PM] [Zad]: CorsetMagic(): No corset equipped, done.
[07/05/2015 - 08:48:29PM] [Zad]: SpinLock() Completed. Cycles:7
[07/05/2015 - 08:48:29PM] [Zad]: Acquired mutex, equipping Plug (BlackSoulgem) (Vaginal)
[07/05/2015 - 08:48:29PM] [Zad]: OnContainerChanged()
[07/05/2015 - 08:48:29PM] [Zad]: EquipDevice called for Plug (BlackSoulgem) (Anal)
[07/05/2015 - 08:48:29PM] [Zad]: SpinLock() Started.
[07/05/2015 - 08:48:29PM] [Zad]: OnEquipped(Prisoner: Plug (BlackSoulgem) (Vaginal))
[07/05/2015 - 08:48:29PM] [Zad]: No menus are open. Equipping silently.
[07/05/2015 - 08:48:29PM] [Zad]: OnUnequipped(Prisoner: Plug (BlackSoulgem) (Vaginal))
[07/05/2015 - 08:48:29PM] [Zad]: SpinLock() Completed. Cycles:2
[07/05/2015 - 08:48:29PM] [Zad]: Acquired mutex, equipping Plug (BlackSoulgem) (Anal)
[07/05/2015 - 08:48:29PM] [Zad]: OnContainerChanged()
[07/05/2015 - 08:48:29PM] ============================================================
[07/05/2015 - 08:48:29PM] [Zad] (((ERROR))): ManipulateDevice did not recognize device type that it received as an argument.
[07/05/2015 - 08:48:29PM] ============================================================
[07/05/2015 - 08:48:29PM] [Zad]: OnEquipped(Prisoner: Plug (BlackSoulgem) (Anal))
[07/05/2015 - 08:48:29PM] [Zad]: No menus are open. Equipping silently.
[07/05/2015 - 08:48:30PM] [Zad]: OnUnequipped(Prisoner: Plug (BlackSoulgem) (Anal))
[07/05/2015 - 08:49:16PM] [Zad]: ZadNpc::OnUpdateGameTime()
[07/05/2015 - 08:49:16PM] [Zad]: ZadNpc::DoRegister(1.499992)
[07/05/2015 - 08:49:43PM] [Zad]: OnEquipped(Prisoner: Plug (BlackSoulgem) (Anal))
[07/05/2015 - 08:49:43PM] [Zad]: OnUnequipped(Prisoner: Plug (BlackSoulgem) (Anal))
[07/05/2015 - 08:49:46PM] [Zad]: OnEquipped(Prisoner: Plug (BlackSoulgem) (Vaginal))
[07/05/2015 - 08:49:46PM] [Zad]: OnUnequipped(Prisoner: Plug (BlackSoulgem) (Vaginal))
[07/05/2015 - 08:49:57PM] VM is freezing...
[07/05/2015 - 08:49:57PM]

 

 

 

The "Here" and "Here [Actor" messages are just notes to myself telling me the quest has started and that it has found a valid actor. The devious Devices error message is because I have an undefined reference in my script. Will be fixed in the next version :) And the plugs after the belt is my mistake...script is the wrong way round!

 

This looks like an awesome mod, definitely going to give it a shot.  Too bad I need to start over again to use it, but ah well, I wasn't really that far...

 

I did have an idea for it however: a setting for how much control over which scenes you see.  This would have three options: full control (which is how the mod works now), no control (you're able to set probabilities for different events in the menu, but once you're captured you get no input as to what happens), or partial control, which I'll explain:

 

With partial control, when you're captured, you get three options: resist, passive, or eager.  Additionally, all possible events are ranked as either harsh, gentle, or neither.  If you resist, you have a slight chance to escape, restoring some of your health and briefly surprising your enemies, giving you a chance to either flee or finish them off (or, of course, get captured again).  If you don't escape, the game will first randomly determine whether to give you only harsh events (high chance), harsh or neither events (moderate chance), or any event (very small chance); it will then pick from the available events based on your previous weights.  Selecting passive means that nothing is given special weighting; the game goes off the previously set odds.  Finally, selecting eager means that you willingly let yourself get captured and tied up, giving you a high chance of only seeing gentle events, a moderate chance of seeing gentle or "neither" events, and a small chance of seeing any event.  If a player is using Sexlab Aroused, the game will also check to see how high the player's arousal level is; if it's over a certain threshold they're too horny to resist, and if it's over an even higher threshold they're so horny they're eager to be tied up.

 

I like the idea....but I think it may be too much to implement at the moment, although I do like the idea of an eager path and/or using the aroused values to determine outcomes. I certainly have a think about that :)

 

Would it be possible to customise the devious devices,so that each device gives the player a debuff?(at least for the harsher outcomes).

So far only the armbinder/yoke/cuffs and blinfold can make you truly helpless.Without those items you can easily fight without any limitations,even if you wear every other devious device on the list (or be forced to fight a little smarter if you can´t equip armor).The strength of debuff/s on each item may vary from something annoying to something trully devious.perhaps depending on who will defead you?

 

I think the old submit had debuffs on the items. Something like the Arm cuffs reducing stamina, leg cuffs reducing run speed, collar reducing mana and stamina. I think there was a mod that also added debuffs to them like a stumble chance with the leg cuffs and a fumble chance with arm cuffs.

 

Open to some suggestions :)

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Is the locking item in a chest actually implement? I have yet to see that happening.

Same with regard to bringing PC to bandit hide out?

 

Also funny things happen if I have a follower around. The mod will more than likely pick the follower as the aggressor :P

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As long as the debuffs are optional (to some degree), I'm all for it. Quests for removal (SD+ spriggan, DCursedLoot's cursed collar, ect) can be a way to remove the additional items. Using the Radiant system could be a way to add variety without having to add 20+ chests with the removal item (in theory, I'm not a modder... .yet.) Cursed Loot has a good selection of devious items that are reasonably unique. Personally, I love your mod so far due to being able to submit to more devices and punishments as time goes on.

 

Yesterday, I started a new character and stumbled on some frost trolls (From immersive creatures i think). They pretty much one-shot my lowly archer, and it was somewhat amusing to have them "whip" me with the whip lying on the ground below them, stationary. Think something bugged out with my Creature Framework though, as they weren't ...erect when they were raping me. Not sure how I can fix that, might have to do some troubleshooting on my end.

 

Also, I was having some lag between events. Sometimes I might have to "wait" an hour or so to get the commands to trigger. This might be to me not trying to talk to the troll while bound, and I didn't know I could jump to disable the bound animation. That said, this brings me to another suggestion.

 

One of the reasons I liked Submit (or was it Defeat? I can't remember) was the struggle functionality. I liked having to struggle out the the restraints, if no there reason than I liked being bound naked and helpless and watching my toon squirm. Would it be possible to add some kind of escape mechanic? Doesn't have to be too fancy, just put in a chance to get free (and stop squirming on the ground) that goes up each time you fail. Dunno how to implement this, just throwing out suggestions.

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Is the locking item in a chest actually implement? I have yet to see that happening.

Same with regard to bringing PC to bandit hide out?

 

Also funny things happen if I have a follower around. The mod will more than likely pick the follower as the aggressor :P

 

The locked chest is now implemented....it will appear when you are bound to the crux at the bottom of the crux.

 

Moving the PC to the bandit hideout is not yet implemented and I son't expect to do that for quite a wjile.

 

Ah, yes...the quest currently chooses the closest actor to be your captor....guess I will need to add an exception for followers :)

 

As long as the debuffs are optional (to some degree), I'm all for it. Quests for removal (SD+ spriggan, DCursedLoot's cursed collar, ect) can be a way to remove the additional items. Using the Radiant system could be a way to add variety without having to add 20+ chests with the removal item (in theory, I'm not a modder... .yet.) Cursed Loot has a good selection of devious items that are reasonably unique. Personally, I love your mod so far due to being able to submit to more devices and punishments as time goes on.

 

Yesterday, I started a new character and stumbled on some frost trolls (From immersive creatures i think). They pretty much one-shot my lowly archer, and it was somewhat amusing to have them "whip" me with the whip lying on the ground below them, stationary. Think something bugged out with my Creature Framework though, as they weren't ...erect when they were raping me. Not sure how I can fix that, might have to do some troubleshooting on my end.

 

Also, I was having some lag between events. Sometimes I might have to "wait" an hour or so to get the commands to trigger. This might be to me not trying to talk to the troll while bound, and I didn't know I could jump to disable the bound animation. That said, this brings me to another suggestion.

 

One of the reasons I liked Submit (or was it Defeat? I can't remember) was the struggle functionality. I liked having to struggle out the the restraints, if no there reason than I liked being bound naked and helpless and watching my toon squirm. Would it be possible to add some kind of escape mechanic? Doesn't have to be too fancy, just put in a chance to get free (and stop squirming on the ground) that goes up each time you fail. Dunno how to implement this, just throwing out suggestions.

 

Any encounter with animals will be some what odd as I have only written the mod currently from a human perspective. I'll be adding the full creature support shortly....until then they will try and act like people with probably weird outcomes!

 

You now won't be able to jump to escape so easily. The only way to escape is now to unlock yourself and to do this you will have to input the correct combination for the lock :) Failing to open the lock will cause a couple of different (very simple) outcomes but the framework is there to add many more.

 

Once you've got the right combination you can then just jump to get free.

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I know it's a disturbing question,but May I have your permission to trans it in our language and reupload it(no change your mod, the translated files will be a optional standalone pack)?

 

Yes of course. However, the dialogue is not yet set in stone and will definitely change as the mod progresses to version 1.

 

I really like your other mod I am interested in testing this out but at the same time i would have to say i would love for you to incorporate this into death alternative.

 

I shall be adding a soft dependency to DA at some point in the future. If you have DA installed then it will let DA control the mod. If not, then this mod will intercept the players death. That way everyone is happy as I know a lot of people use DA for Defeat, Skyrim Simple Slavery, SD+, Wolfclub etc

 

Seems like this would set off deviously enslaved, in which case I would consider removing defeat.... Hmmmm.

 

My hope is that I will be able to plug in to various mods to trigger other events. Deviously enslaved would certainly work, as well as Prison Overhaul and Deviously Cursed Loot :)

 

Looks interesting. Might try it out a bit. 

What i would like is if there were more consequences to submitting. Not just being tied up, but something more. Maybe being abandoned somewhere random in skyrim, with a blindfold and/or armbinder so it's tough to know exactly where you are.

Maybe getting kidnapped by the assailant, depending a bit on their faction. Beaten by bandits and dropped off in a bandit lair after the defeat, having to untie yourself and fight your way OUT of the lair, rather than in.

Getting defeated by vampires, you get a similar outcome, except you're also infected with Sanguinare Vampiris or full vampirism, after them feeding on you, which you need to cure.

Defeated by Falmer and maybe dumped off down in Blackreach and having to look for a way out. 

 

I feel it would be more fun, having to deal with stronger consequences, and would kinda tell a story.

 

Yes, I'm hoping to accomplish something like this but without it taking too long to recover. I love the idea of SD+ enslavement, but when you actually play the game I find it takes too long and is not very interesting.

 

I thought something along the lines of adding a few bandit camps around skyrim. You would be taken there after being defeated and bound to one of the bondage furniture from Zaz Animation Pack. The bandits would be displaying you as a warning to other adventurers while all your gear would be stored in a near by locked chest. The area would be guarded by 1 or 2 NPCs who would ignore you while you were bound to the furniture...you can then choose when to escape. At this point you would have to try and sneak out of the area as you would be unarmed or try to pick the lock with your last lock pick to get your stuff back.

 

If you get caught then your'd get rebound.

 

If you get repeatedly caught perhaps I can then trigger Simple Slavery and the bandits sell you off for being more trouble than you are worth.

 

Other camps could include sacrifice areas to giants or bound offerings to draugr or feeding posts for vampires etc :)

 

 

I'm glad you mentioned a mod that says I need death-something, SD+. I think this new mod is absolutely fantastic and I'm more willing to try it now that I know SD+ won't totally bomb.

 

In My little skyrim-world, a succubus named Peaches is eager to be enslaved by the hag in witchmist-grove, so she sets her succubus-curse to "kill", and wanders into the grove.

a few exciting minutes later, Peaches can now use the hag's bed to enter Sanguine's realm.

 

And all the extra stuff the old mod does, while praiseworthy (not for nothing), it isn't wanted (by Peaches).

Thanks again.

 

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Excuse my seemingly stupid question, but how does this work?

 

I started a new game and disabled Death Alternative, but when my health reaches zero I die. There is nothing before or after that. And as there is no MCM dependency yet (will there ever be one?) I don´t know how this could possibly trigger. I tried fighting against bandits, necromancers and draugrs, but neither worked.

 

I have all dependencies installed by the way, so that shouldn´t be the issue here.

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This looks like an awesome mod, definitely going to give it a shot.  Too bad I need to start over again to use it, but ah well, I wasn't really that far...

 

I did have an idea for it however: a setting for how much control over which scenes you see.  This would have three options: full control (which is how the mod works now), no control (you're able to set probabilities for different events in the menu, but once you're captured you get no input as to what happens), or partial control, which I'll explain:

 

With partial control, when you're captured, you get three options: resist, passive, or eager.  Additionally, all possible events are ranked as either harsh, gentle, or neither.  If you resist, you have a slight chance to escape, restoring some of your health and briefly surprising your enemies, giving you a chance to either flee or finish them off (or, of course, get captured again).  If you don't escape, the game will first randomly determine whether to give you only harsh events (high chance), harsh or neither events (moderate chance), or any event (very small chance); it will then pick from the available events based on your previous weights.  Selecting passive means that nothing is given special weighting; the game goes off the previously set odds.  Finally, selecting eager means that you willingly let yourself get captured and tied up, giving you a high chance of only seeing gentle events, a moderate chance of seeing gentle or "neither" events, and a small chance of seeing any event.  If a player is using Sexlab Aroused, the game will also check to see how high the player's arousal level is; if it's over a certain threshold they're too horny to resist, and if it's over an even higher threshold they're so horny they're eager to be tied up.

 

I like the idea....but I think it may be too much to implement at the moment, although I do like the idea of an eager path and/or using the aroused values to determine outcomes. I certainly have a think about that :)

 

Glad you like it :)

 

And no, I didn't expect for this to be implemented right away, but I would at least like the game to give you a "no control" option (with sliders in the MCM for different outcomes so you can make certain events happen more often/less often/never), so you feel a bit more helpless when captured.

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Excuse my seemingly stupid question, but how does this work?

 

I started a new game and disabled Death Alternative, but when my health reaches zero I die. There is nothing before or after that. And as there is no MCM dependency yet (will there ever be one?) I don´t know how this could possibly trigger. I tried fighting against bandits, necromancers and draugrs, but neither worked.

 

I have all dependencies installed by the way, so that shouldn´t be the issue here.

 

Hi, it's not a stupid question at all. It is quite possible that Death Alternative took control before you disabled it. the best way to be sure is to actually remove Death Alternative from your mod list and then start a new game. Also make sure you do not have submit (any version) or defeat or any other mod that stops you from dying (although I have successfully run Deviously Cursed Loot with its on death option turned off).

 

The way this mod works is that it attaches a script directly to your player character. The downside is it can only be attached when your character is first initialised (i.e. when the game firsts starts). If the script is attached at any other time it will not execute on death.

 

The fact that your character is dying means the script hasn't attached itself correctly. With the mod correctly installed it is impossible to die....even if you throw yourself of a cliff you will still survive :)

 

I will be changing the script and attaching it to a quest at some point so that it can start at anytime, and I will probably add Death Alternative compatibility...but it was the fastest and most fool proof way of intercepting and stopping death at the time.

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Excuse my seemingly stupid question, but how does this work?

 

I started a new game and disabled Death Alternative, but when my health reaches zero I die. There is nothing before or after that. And as there is no MCM dependency yet (will there ever be one?) I don´t know how this could possibly trigger. I tried fighting against bandits, necromancers and draugrs, but neither worked.

 

I have all dependencies installed by the way, so that shouldn´t be the issue here.

 

Hi, it's not a stupid question at all. It is quite possible that Death Alternative took control before you disabled it. the best way to be sure is to actually remove Death Alternative from your mod list and then start a new game. Also make sure you do not have submit (any version) or defeat or any other mod that stops you from dying (although I have successfully run Deviously Cursed Loot with its on death option turned off).

 

The way this mod works is that it attaches a script directly to your player character. The downside is it can only be attached when your character is first initialised (i.e. when the game firsts starts). If the script is attached at any other time it will not execute on death.

 

The fact that your character is dying means the script hasn't attached itself correctly. With the mod correctly installed it is impossible to die....even if you throw yourself of a cliff you will still survive :)

 

I will be changing the script and attaching it to a quest at some point so that it can start at anytime, and I will probably add Death Alternative compatibility...but it was the fastest and most fool proof way of intercepting and stopping death at the time.

 

 

Well, I am known to overcome the impossible. I removed Death Alternative together with SD+ and Wolfclub from my modlist, placed Devious Surrender pretty high in my list and started a new game. But I still see only death when my health reaches zero.

Submit has been completely removed, but I wonder, if I should´ve removed it ingame (was there such an option).

 

Anyways, I guess I´ll just wait for the next version. I have come to the conclusion that I am not suited for your mod yet :D

 

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Tried out the new version, really fun stuff. I noticed that the "alarm ringing in the distance" doesn't seem to do anything yet. Also, the bandits remained friendly after I escaped, although I tried waiting for a few hours. Another thing is that I could still jump to escape from the pose, even though the lock combination script was firing.

 

One request- since the minigame is sort of easy to figure out, would it be possible in the future to add more than 3 dials on each lock? Given the setup, it seems like it could be done without too much difficulty.

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Well, I am known to overcome the impossible. I removed Death Alternative together with SD+ and Wolfclub from my modlist, placed Devious Surrender pretty high in my list and started a new game. But I still see only death when my health reaches zero.

Submit has been completely removed, but I wonder, if I should´ve removed it ingame (was there such an option).

 

Anyways, I guess I´ll just wait for the next version. I have come to the conclusion that I am not suited for your mod yet :D

 

 

 

As long as you started a new game after removing the mods then all should be good. Are you running any alternative start mods. I use Alternative Start and it works fine so I'm not sure why it wouldn't be working for you. Any way....hold tight I'll be updating the mod shortly to use a quest to intercept death. This will remove the need to start a new game and might fix your issue at the same time.

 

Tried out the new version, really fun stuff. I noticed that the "alarm ringing in the distance" doesn't seem to do anything yet. Also, the bandits remained friendly after I escaped, although I tried waiting for a few hours. Another thing is that I could still jump to escape from the pose, even though the lock combination script was firing.

 

One request- since the minigame is sort of easy to figure out, would it be possible in the future to add more than 3 dials on each lock? Given the setup, it seems like it could be done without too much difficulty.

 

The "Alarm ringing" doesn't do much at the moment apart from give you a series of shocks as a place holder. I did have your captor come back and give you a solid whipping for trying to escape but this caused a few issues so I took it out again. It will make a return shortly. Also if you have any suggestions for punishment that'd be great :)

 

At the moment there are 3 states of failure

 

1. All three tumblers are incorrect. This causes the "Alarm ringing" aleret and can be considered a critical failure to escape. I thought it could trigger the player getting whipped, more devious devices added, being sold into slavery (maybe after a certain number of critical failures).

 

2. 1 of the 3 tumblers is correct. This causes the "lock moves a little bit" alert and a single electro shock at the moment but the frame work is there that I can do different things depending on which tumbler is correct. This can be consider and standard failure to escape. Really looking for suggestions here.

 

3. 2 of the 3 tumblers are correct. This causes the "lock moves quite a bit" alert and nothing bad happens to the player (yet) :) This can be consider a minor failure to escape.

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So what's actually supposed to happen when you pray to the gods?

 

I think you are suppose to teleport to bannered mare if you pray to gods.

 

Yep, that's what should happen. in fact once I've got a bit further on with the mod it will actually send you to a random inn in skyrim.

 

Is that it? The mod description says "bad things" but the only thing that seems to happen is that I lose my armor/weapon.

 

I haven't added the "bad things" yet :) But I expect there will be a  possibility to

1. be afflicted with random disease(s)

2. a random bounty amount from a random hold

3. extra devious items (i'm thinking collars from Deviously Cursed Loot if I can plug in to that)

4. or anything else I can think of...suggestions welcome :)

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