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[BETA TESTING] Devious Surrender V2


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A bit of a suggestion here. One thing I always felt was a bit off about the surrender mods was that other than DA (which is buggy as hell for me), to me there was no real risk of dying after losing in combat. I kind of feel that it isn't realistic that none of the bandits ever decide to murder their captive. Sure keeping her as a sex slave makes perfect sense some of the time, but I have to think that not all bandits would think it worth the trouble. I think it should be an option that bandits could rape you and then simply kill you when they are done. I feel it would add a bit more tension/fear to being defeated if you knew you might still die. Also, it could be that if you continue to escalate the situation by trying to escape (and failing of course) that eventually they would just give up and kill you. Obviously not everyone will like these ideas, but it would be cool if it they were options in the MCM, and I don't imagine that they would be too difficult to implement.

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I'm using defeat now, but I don't like how it has to trigger before you actually die. I have combat mods set up so that the all weapons do a lot of damage and blocking is more important. A hit can easily take large chunks of my character's health at once. This makes it difficult for Defeat to trigger reliably unless I set it to trigger at like 70% health or something. I want it to trigger when I "die", which can't happen with Defeat unless you use DA, which like I said before has never worked well enough for me. Ideally, I want to get defeated when I hit 0 hp. Usually this will mean rape. But I like the idea of still having bandits kill you occasionally when they are done raping you to add more fear/tension to actually getting raped. As far as I know, there isn't any mod that does this yet. Again, this was just a suggestion. It would be cool if a mod had that option (I've suggested it on other combat mod pages before), but it's not the most critical feature for me.

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I'm in the process of rebuilding this mod (again!). 

I don't want to be that guy, but do you have a rough estimate? days/weeks/months?

Eagerly awaiting the update :)

 

 

I can't say for sure...but we are talking days here.

 

A bit of a suggestion here. One thing I always felt was a bit off about the surrender mods was that other than DA (which is buggy as hell for me), to me there was no real risk of dying after losing in combat. I kind of feel that it isn't realistic that none of the bandits ever decide to murder their captive. Sure keeping her as a sex slave makes perfect sense some of the time, but I have to think that not all bandits would think it worth the trouble. I think it should be an option that bandits could rape you and then simply kill you when they are done. I feel it would add a bit more tension/fear to being defeated if you knew you might still die. Also, it could be that if you continue to escalate the situation by trying to escape (and failing of course) that eventually they would just give up and kill you. Obviously not everyone will like these ideas, but it would be cool if it they were options in the MCM, and I don't imagine that they would be too difficult to implement.

 

I might add something along those lines for those that want it :)

Looking forward to trying this out. I love your submit + DD progression mod, so I imagine this one will be even better.

 

This one should be a lot less buggy as it is controlled via scenes rather than quest stages and scripts which seemed to cause a lot of problems. Also scenes help block other mod events from causing issues e.g. deviously cursed loots cover up animation used to break the bound poses in the old mod. But because it respects scenes and won't trigger in them it now doesn't cause any problems :)

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I'm in the process of rebuilding this mod (again!). 

I don't want to be that guy, but do you have a rough estimate? days/weeks/months?

Eagerly awaiting the update :)

 

 

I can't say for sure...but we are talking days here.

 

A bit of a suggestion here. One thing I always felt was a bit off about the surrender mods was that other than DA (which is buggy as hell for me), to me there was no real risk of dying after losing in combat. I kind of feel that it isn't realistic that none of the bandits ever decide to murder their captive. Sure keeping her as a sex slave makes perfect sense some of the time, but I have to think that not all bandits would think it worth the trouble. I think it should be an option that bandits could rape you and then simply kill you when they are done. I feel it would add a bit more tension/fear to being defeated if you knew you might still die. Also, it could be that if you continue to escalate the situation by trying to escape (and failing of course) that eventually they would just give up and kill you. Obviously not everyone will like these ideas, but it would be cool if it they were options in the MCM, and I don't imagine that they would be too difficult to implement.

 

I might add something along those lines for those that want it :)

Looking forward to trying this out. I love your submit + DD progression mod, so I imagine this one will be even better.

 

This one should be a lot less buggy as it is controlled via scenes rather than quest stages and scripts which seemed to cause a lot of problems. Also scenes help block other mod events from causing issues e.g. deviously cursed loots cover up animation used to break the bound poses in the old mod. But because it respects scenes and won't trigger in them it now doesn't cause any problems :)

 

 

Awesome, and more awesome!

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do i still need defeat or submit?

 

if i want to use defeat or submit or both, how to setup it?

Did you read any of the OP?

 

"This mod intercepts any ondeath even. Therefore any other mod that alters this will probably interfere with this mod.

Death Alternative must be removed from your mod load list. Even if you disable it via the MCM it will still stop this mod from working."

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do i still need defeat or submit?

 

if i want to use defeat or submit or both, how to setup it?

Did you read any of the OP?

 

"This mod intercepts any ondeath even. Therefore any other mod that alters this will probably interfere with this mod.

Death Alternative must be removed from your mod load list. Even if you disable it via the MCM it will still stop this mod from working."

 

 

i know but if i remember correctly submit and deafeat can turn off player option

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do i still need defeat or submit?

 

if i want to use defeat or submit or both, how to setup it?

 

Unfortunately they don't play nicely together. It might be possible to get them to work by setting defeat to only trigger on certain circumstances. If I remember correctly you can set it to trigger on low stamina or hits from behind.

 

As long as you do not use the health trigger it should be ok. That way, depending on how a fight goes one or the other mod will trigger.

 

Problems occur when two mods are trying to do the same thing. My mod is triggered on the bleedout effect (basically when you are knocked down) and relies on the player being essential (e.g. unkillable). Defeat looks at the players health and triggers on a percentage. Mine will always trigger at zero health so if defeat triggers at 10% then it will most likely trigger before mine. However, if you take a large hit and go to zero health instantly then both mods will trigger and there will be an epic fight to so see which ones gets to go first....or most likely they will run and the same time causing all sorts or weird and wonderful things to happen!

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NEW VERSION UP!

 

I have uploaded a new beta version of the mod. Please try it out if you wish. It is in no way fully complete, but it seems to be working well on my system. I have added a blank MCM menu so you will know if it has setup correctly. I'll be using this to allow you to configure loss of money/valuables, which punishments you want active etc etc

 

Known bugs include...

the player character never dying. So large falls etc will put you in to a bleedout state perminately (you'll have to reload for the moment)

creatures will become super intelligent and be able to talk to you and act like a human!

sometimes the whipping scene won't complete due to the Ai being unable to path to the player (rare)


Is ZaZ bondage position will stay in this mod ? Thanks

 

Yes, this mod uses Zaz Bondage positions. They are also now more robust and your character shouldn't accidentally stop being in the positions due to another animation being played. :D

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I didn't try this mod yet, but I have a question. I read this in the description:

 

"Stage 1
You die! Except you don't! You'll drop your currently equipped weapons/shield and go in to a bleed out state. After a few seconds you will surrender to your attacker by kneeling down."

 

My question is, if you drop your weapon/shield won't you lose them? I mean, dropped items won't be robbed from you, they just stay there on the ground.

 

 

 

 

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I didn't try this mod yet, but I have a question. I read this in the description:

 

"Stage 1

You die! Except you don't! You'll drop your currently equipped weapons/shield and go in to a bleed out state. After a few seconds you will surrender to your attacker by kneeling down."

 

My question is, if you drop your weapon/shield won't you lose them? I mean, dropped items won't be robbed from you, they just stay there on the ground.

 

Well, they will stay there and they should be fairly close to you when you escape. Your choice will be whether to risk getting them back when you escape or to just run and come back later. :)

 

Any way to upgrade vom "v1" to V2?

 

Deinstalling V1 and installing V2 lead to a CTD on loading. Is there a way to deinstall V1?

 

Thank you

 

The easiest way is to make a clean save. Disable version 1, load skyrim, load save, save, quit skyrim. Install version 2, load skyrim, load save, save

 

Should work :)

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I didn't try this mod yet, but I have a question. I read this in the description:

 

"Stage 1

You die! Except you don't! You'll drop your currently equipped weapons/shield and go in to a bleed out state. After a few seconds you will surrender to your attacker by kneeling down."

 

My question is, if you drop your weapon/shield won't you lose them? I mean, dropped items won't be robbed from you, they just stay there on the ground.

 

Well, they will stay there and they should be fairly close to you when you escape. Your choice will be whether to risk getting them back when you escape or to just run and come back later. :)

 

My problem is, that you can't ensure that that the player can actually find the dropped weapon. It may disappear in water, high grass, it can fall down on a mountain side, blow away by a magic effect, etc. I'm talking from experience, it is really annoying to lose some better weapon, or even a unique one this way. Guarantedd reload.

 

It would be very useful if you would add an option (if you didn't do it already - as I wrote above I didn't try it yet) so the player can decide if the weapon gets only  unequipped  (or robbed, so it will end up in a safe container). All mods has this option which can drop the weapon from hand.

 

Please consider it,

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I didn't try this mod yet, but I have a question. I read this in the description:

 

"Stage 1

You die! Except you don't! You'll drop your currently equipped weapons/shield and go in to a bleed out state. After a few seconds you will surrender to your attacker by kneeling down."

 

My question is, if you drop your weapon/shield won't you lose them? I mean, dropped items won't be robbed from you, they just stay there on the ground.

 

Well, they will stay there and they should be fairly close to you when you escape. Your choice will be whether to risk getting them back when you escape or to just run and come back later. :)

 

My problem is, that you can't ensure that that the player can actually find the dropped weapon. It may disappear in water, high grass, it can fall down on a mountain side, blow away by a magic effect, etc. I'm talking from experience, it is really annoying to lose some better weapon, or even a unique one this way. Guarantedd reload.

 

It would be very useful if you would add an option (if you didn't do it already - as I wrote above I didn't try it yet) so the player can decide if the weapon gets only  unequipped  (or robbed, so it will end up in a safe container). All mods has this option which can drop the weapon from hand.

 

Please consider it,

 

 

Then don't get defeated ;)

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My problem is, that you can't ensure that that the player can actually find the dropped weapon. It may disappear in water, high grass, it can fall down on a mountain side, blow away by a magic effect, etc. I'm talking from experience, it is really annoying to lose some better weapon, or even a unique one this way. Guarantedd reload.

 

It would be very useful if you would add an option (if you didn't do it already - as I wrote above I didn't try it yet) so the player can decide if the weapon gets only  unequipped  (or robbed, so it will end up in a safe container). All mods has this option which can drop the weapon from hand.

 

Please consider it,

 

 

 

 

Then don't get defeated ;)

 

 

There ya go, simple solution ;) I will add it as an option then to either drop or sheath weapons. If they're sheathed then they'll end up in the strongbox :)

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Sad to see the player dialogue is gone, I hope it will be making a comeback.

 

This version seems slower than the last, although it could be that my setup change. I just tried twice- once I escaped on the first try, no problem. The second time I failed (no alarm or electrocution either) and after that my character was just stuck. No further tumbler options.

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Sad to see the player dialogue is gone, I hope it will be making a comeback.

 

This version seems slower than the last, although it could be that my setup change. I just tried twice- once I escaped on the first try, no problem. The second time I failed (no alarm or electrocution either) and after that my character was just stuck. No further tumbler options.

 

it could be down to scenes maybe being slower than script...sometimes the pathing ai seems to take a while to bring your captor back from where they wandered off too, but it has always succeeded for me....eventually

 

The electric shocks are there....except they don't seem to be playing at my end either. I'll look in to that.

 

The dialogue has gone for the moment. It was mainly due to the fact that the entire mod broke if you were wearing a gag (as you couldn't talk!). The good news is that with scenes its a bit easier to handle that kind of problem and just move them to a scene with no conversation (or one that notes your wearing a gag).

 

Does this require the previous devious surrender? All I see it just letters in the MCM.

 

Do, you don't require the previous devious surrender. In fact, you should get rid of it if your using the new version.

 

If you can see the MCM menu then the mod has installed! It is basically blank at the moment as I have not added any config options yet.

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Quick update including a detailed MCM that shows the direction the mod is going. The menu doesn't work yet so don't bother modifying any values, however....do read the tool tips for each option :)

 

There are a few fixes to some of the ai packages to hopefully help them move a bit better. Some dialogue changes as well as more dialogue to help stop too many repeats.

 

Other suggestions for FINAL PUNISHEMENTS are extremely welcome, indeed any punishment ideas would be good :)

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Any way to upgrade vom "v1" to V2?

 

Deinstalling V1 and installing V2 lead to a CTD on loading. Is there a way to deinstall V1?

 

Thank you

 

The easiest way is to make a clean save. Disable version 1, load skyrim, load save, save, quit skyrim. Install version 2, load skyrim, load save, save

 

Should work :)

 

 

I tried that also. But if i deinstall version 1 and then start skyrim i get an ctd on the loading screen. I checked if there was something from surrender active but I was neither in "slave status" (Dont know how to call it, i mean things like when i escape and still have items in the box) nor did i have any devices from previous surrenders on me. In fact in that save i wasnt enslaved (or surrendered) once.

I was expecting it to work that way but to my surprise i get CTDs...

 

 

edit: yeah ok, skyrim works in its own miracle ways again... tried it again several time, one time it loaded without v1, so i made a save and installed v2. then again CTD with v2.... deinstalled v2 again and now i get ctds without v1 and v2 :rolleyes: .... Skyrim and me is certainly a love hate relationship :D

on a side note, it was pretty stable before... sooo... yeah... i just keep on trying, eventually it will work :D

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Other suggestions for FINAL PUNISHEMENTS are extremely welcome, indeed any punishment ideas would be good :)

 

Requests for suggestions are dangerous...

 

1. Fitted with custom chastity device, only key is held by radiantly selected NPC who wants something from you. (Obviously sex).

2. Bound with vibrators, left in town square/somewhere else (what's worse? public or private location?).

3. Drugged with skooma/aphrodisiac (cf SkyCasino), left at an inn to do embarassing things.

4. Slavetats/branding

5. Bound with edging plug until you can escape, or give in and beg for, you know whatever.

6. Fit with special collar and given some set of humiliating, evil or whatever instructions, you either complete your tasks (maybe timed) or get teleported by the collar to some troll pit or similar thing.

7. Optional estrus dependency/weird tentacle ritual for necromancers who defeat you.

8. Extremely unfair arena where you are raped if you lose a fight (cf taimanin asagi)

9. Tie ins to SD+/Simple Slavery, obviously

10. Given to some experimentally/magically enhanced orcs, whose semen has drug like effects (cf Goblin Bride)

11. Used as spriggan "flower pot"

12. Locked in a blindfold and yoke, and dumped in a random location (probably the easiest possible punishment, would make a good placeholder).

13. You could try remaking any of the great scenarios from player slave encounters in Oblivion...hopefully shorter, though.

14. Any permutation of "we're going to lock you in [devious device/zaz device/zaz equipment] and frequently perform [sexlab/devious device/zaz animation] until you agree to [other animation] or you faint". That sort of thing lets people both control the length of the scene and the willpower/behavior of their characters. 

 

1,2, 4, 6, and 12 have the benefit of not needing long scenes, which is probably easier on you and also good for players who prefer less interruption in their gameplay.

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