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WIP - Sexy Bandit Captives (mod to Sex Slaves for Vanilla Bandit Camps)

SexLab Captive Restraints Rescue WIP immersion dialogue

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#41
edgarrice

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Say, I don't run any prostitution mods and don't plan to, but I do run Eager NPCs. If I treat the damsels right when I release them, will their vanilla reputation increase a stage or two? That would improve subsequent seduction chances.


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#42
Blackbird Wanderer

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Say, I don't run any prostitution mods and don't plan to, but I do run Eager NPCs. If I treat the damsels right when I release them, will their vanilla reputation increase a stage or two? That would improve subsequent seduction chances.

Yes, absolutely.  You'll get a RelationshipRank (RR) bump from having a high CaptiveTrust.  I haven't worked out the final gameplay aspect details yet, but as I have it right now just by releasing them without abusing them first gets you a +1 to RR.  I'll have to decide if other kindnesses will give an additional +1 or not.  Then there's the whole aspect of successfully subjugating them until they're all Stockholm Syndrome, and then releasing them (after they've begged you to not remove their bindings at that point).  How should that be reflected in RR and Captive Trust, I wonder?  Sounding sort of HarleyQuinn-esqe, no?

 

There might be some interesting dynamics to explore when RR and CaptiveTrust are at odds.  I've already got one in the follower query so with a low trust score but moderate RR she refuses to follow you, but is still willing to be "grateful" for releasing her.  I can make that refresh periodically, so you may get a sex dialogue option, but not all the time.  i.e., She has a vote.  And I can always add Speech checks for Persuade mitigation.  I'll have to experiment with all that alongside Eager NPCs.  In the end, it might be redundant.


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#43
edgarrice

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On the subject of "subjugation", I'm not sure how involved you want to get with all this. Let me throw this out and see if any of it appeals to you.

A while back I was running Sex Slaves (MiasLair). It provides a slave training mini game, you can take a girl with a standard voice and train her to be a pleasure slave. I, like many commenters, found the training process to be too long. The author, fishburger, always replied that it wouldn't be realistic if it didn't take a long time. Which is true. The problem wasn't the length, the problem was that it was repetitive and boring.

The end result of the training process was that the girl would beg to form the Bond, which is daedric magic that permanently enslaves her.

I eventually speced out a mini game for the process using some new AI variables. I just read over the spec, it's 6 pages. I'll never have the time to implement it, so if it sounds helpful I could send it your way.

Briefly, there are three variables: arousal, affection, and submission.

Submission is 0-100 and composed of five parts: base submission (initialized for each girl when starting a new game or enabling her for the first time), nudity bonus, temporary submission (due to punishment), long term submission (as a result of training), and a permanent bonus due to the Bond.

There is also a sex act affinity matrix for each girl, randomly initialized, which defines her personal kinks.

Affection runs off the vanilla relationship system, but might want a 0-100 scale instead.

So for any act, she may submit or resist based on affection, arousal, and submission, and her opposed value is her affinity for that act.

There's also the Ecstasy curse (another daedric spell) and an aphrodisiac.

With all these tools you map out her particular kinks and learn how to drive her to the point where she begs for the Bond, at which point she is yours. That turns a long repetitive task into a fun mini game.


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#44
Blackbird Wanderer

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On the subject of "subjugation", I'm not sure how involved you want to get with all this. Let me throw this out and see if any of it appeals to you.

A while back I was running Sex Slaves (MiasLair). It provides a slave training mini game, you can take a girl with a standard voice and train her to be a pleasure slave. I, like many commenters, found the training process to be too long. The author, fishburger, always replied that it wouldn't be realistic if it didn't take a long time. Which is true. The problem wasn't the length, the problem was that it was repetitive and boring.

The end result of the training process was that the girl would beg to form the Bond, which is daedric magic that permanently enslaves her.

I eventually speced out a mini game for the process using some new AI variables. I just read over the spec, it's 6 pages. I'll never have the time to implement it, so if it sounds helpful I could send it your way.

Briefly, there are three variables: arousal, affection, and submission.

Submission is 0-100 and composed of five parts: base submission (initialized for each girl when starting a new game or enabling her for the first time), nudity bonus, temporary submission (due to punishment), long term submission (as a result of training), and a permanent bonus due to the Bond.

There is also a sex act affinity matrix for each girl, randomly initialized, which defines her personal kinks.

Affection runs off the vanilla relationship system, but might want a 0-100 scale instead.

So for any act, she may submit or resist based on affection, arousal, and submission, and her opposed value is her affinity for that act.

There's also the Ecstasy curse (another daedric spell) and an aphrodisiac.

With all these tools you map out her particular kinks and learn how to drive her to the point where she begs for the Bond, at which point she is yours. That turns a long repetitive task into a fun mini game.

Wow, that's involved.  Balanced gameplay aspects are tough to sort out.  I may leave that one to the other mods; the subjugation aspect of this mod is nowhere near that complicated, but I can rationalize that it runs in parallel to the other mods and is just a unique aspect of the particular enchantment on these particular bindings.  I have wanted to at least tie in the SexLab Arousal states as modifiers to success/failure chances at various stages, I just haven't developed it fully.

 

I also wanted to make the unlock phase use the vanilla game lockpicking menu/animation but I haven't been able to figure out how to do that.  It seems to naturally want to be resident on an object that you select instead of buried in a script attached to a dialogue.  Other modifiers I've wanted to explore were being in the vicinity of a forge/anvil and the associated tools to give the Smithing score a chance at binding removal failing a Lockpicking attempt.  Simple in concept, but difficult in execution if the Papyrus script commands don't lend to doing so.


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#45
edgarrice

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That's why I mentioned the Morrowind method of finding a key. I can see why you would want to use the standard lockpicking game, but I don't know any way of just invoking it.

You might be able to store an invisible locked container in a utility cell, lock it via papyrus, move it to your current location, but I don't know if you can force the PC to unlock it. If you could, then the mini game should pop up, the player can't see what he's unlocking anyway, and just return the invisible container to the utility cell when you're done and it's ready for the next girl.

As to the smithing solution, maybe just escort the girl to a standard blacksmith like Alvor and give him a dialog option to break the restraints for 100 gold. She doesn't have the money to do it herself.

What exact properties do the restraints have, anyway?

 

EDIT:

 

something like

 

invischest.Lock(true)

invischest.Activate(Game().GetPlayer())

 

I wonder if Activate() on a locked chest would start the lockpicking minigame.


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#46
Blackbird Wanderer

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That's why I mentioned the Morrowind method of finding a key. I can see why you would want to use the standard lockpicking game, but I don't know any way of just invoking it.

You might be able to store an invisible locked container in a utility cell, lock it via papyrus, move it to your current location, but I don't know if you can force the PC to unlock it. If you could, then the mini game should pop up, the player can't see what he's unlocking anyway, and just return the invisible container to the utility cell when you're done and it's ready for the next girl.

As to the smithing solution, maybe just escort the girl to a standard blacksmith like Alvor and give him a dialog option to break the restraints for 100 gold. She doesn't have the money to do it herself.

What exact properties do the restraints have, anyway?

 

EDIT:

 

something like

 

invischest.Lock(true)

invischest.Activate(Game().GetPlayer())

 

I wonder if Activate() on a locked chest would start the lockpicking minigame.

Other than cosmetic appearance, the restraints actually have no properties as objects.  Enough people complained about Devious Devices dependencies that I wrote all of the effects out, broke the dependency, and just used a single set of meshes/textures for my favored set.  It turns out that's Ok since none of the effects really mattered anyway, and some effects appear to be present in Zaz if I want to use them later.  This is a dialogue based mod and all of the properties invoked by the presence or absence of restraints are keyed to the scripts attached to the dialogues.


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#47
edgarrice

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OK, so what pseudo-properties do the restraints pretend to have? How do they influence the girl's behavior?


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#48
Blackbird Wanderer

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OK, so what pseudo-properties do the restraints pretend to have? How do they influence the girl's behavior?

The enchantment has more psychological effects than physical, I suppose.  You could prevent a captive from escaping with a physical restraint, but with a psychological block you could prevent them from trying to.  That was why I stopped using most of the bulky restraints present in the original mod.  I'm even thinking of going down to just the padded collar.  Hints to the effect as represented in each captive are scattered through the greeting dialogues for many of the captives.

  • General compliance, obedience, & drive to please
  • Enhanced arousal & recovery (WIP)
  • Dampened escape / flight instinct
  • Restricted movement unless commanded (WIP)
  • Function as actual bindings or not as the authority desires

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#49
Blackbird Wanderer

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Might want to work toward not needing the HDT high heels.  I suspect its required because some of the shoes you've included from DD need it, but it seems like the NIOveride (I think) is taking over and works better.

 

 

Yea, would echo the avoiding HDT high-heels sentiment as NIO has some serious advantages, namely that it is lightweight and Sexlab has a really hard time dealing with the HDT High Heels effect (using the "fix high heels" option with HDT High Heels installed makes SL scan all your magic effects every scene).

 

 

It's also worth noting that DD have switched to NIO heels as well. So unless you're using an old version or old bodyslide sets for DD (there are official ones now, so you shouldn't), DD is hdt heels free now.

 

Ok, HDT High Heels dependency is gone, as well as the Captive Clothing .esm I had built.  No use of TES5Edit required.  The collateral damage, just because CK is a finicky bastard, is as follows (BTW, these things happen even if you change mod dependencies using TES5Edit . . . I've tested ways around these pretty exhaustively and have yet to find a magic solution):

  • ​Gray-face for all my friends!  (Fixable as soon as I CTRL-F4 and export the face gen data, but that takes a while for 80 characters even done as a batch.  That's one to set running and walk away for a while.)  Each time you change mod dependency in CK it seems to invalidate the existing face gen data files until you regenerate them . . . and you have to know that it WILL NOT OVERWRITE​ the old files.  You have to change the directory name, generate new files, then either just use the new folder (if all were done) or drop the new files back to the old folder, delete the new folder, and change the name on the old folder back.
  • ​I now get to spend an hour rearranging my dialogue visual maps in CK because every time you change mod dependency the CK obliterates any sense of organization you may have had and places the dialogue blocks like it thinks you're playing Mahjong.  Not the first time that's happened, but with as much dialogue as I've got, this gets to be a real pain.
  • ​Here's the one that sucks: all 80 characters reverted back to default (vanilla) hair sets.  Good to know how to do that in one shot for the future non-Apachii Hairs release, but in the mean time, I have to go back into each character and reassign.  After the first time that happened I learned my lesson and went back to an older version to record what they had been, so at least it's just menu manipulation and not artistry all over again sorting through over 100 hairs between the two Apachii mods I use.  The saving grace is it kept the custom eye selections since I merged TrueEyes into this mod early on.  I'm wondering now if I should just do the same thing with Apachii (presuming permissions) so it will be baked in, and not be a hard external requirement.  True that it would make the download size MUCH larger since I would have to include all of the meshes and texture files.  Probably keep that one they way it is and those who want to use Apachii can with a non-Apachii version.

For reesewow2, the Tembtra boot meshes you sent me worked!  (sorta . . .)  They work for the high heels aspect, but the meshes must be for a different body since I've now got some pretty significant clipping around the knees.  I may end up having to go back with the instructional videos and do what you suggested after all to the meshes I started with that don't clip.  Or just use the flat version of those boots.  They are pretty sweet looking in any case, even the version without the heel.


 


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#50
edgarrice

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Apachii - don't include the master file(s) as hard dependencies, and don't bundle the meshes and textures (which requires permission). Document that it is required to be installed, and create duplicate hair/hairline forms in your plugin. This also simplifies things if you decide to migrate to a different hair mod. Girl57Hair points to Apachii, but later you can just point it to KS Hairs with no significant impact to your mod. This also applies to other head parts like eyes or eyebrows. Don't bundle any of those resources.

 

Restraints - I like the idea of just the collar carrying the pseudo-enchantment. You could even define a dummy enchantment which does nothing but is named and has a description and prevents subsequent enchanting by the player. If you want to physically restrain the girl you can use basic ankle and wrist restraints, or lock her in a cage.

 

Have you got a faction defined for the girls? With conversation options and AI packages set up for that faction? Applying the dummy enchantment would add them to the "bound" faction, removing the enchantment (by removing the collar) would remove them from the faction. I know MiasLair is set up that way, you can actually turn an NPC into a slave by simply adding her to the slave faction in the console. The whole training session just results in adding her to the faction.

 

I suppose that eventually our hero could learn the dummy enchantment and apply it to the collars/amulets of his choice and thus recruit his own captives. Or preclude that route by making them non-disenchantable.


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#51
corchen

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A hook into one of the alternate start mods would be great - starting out as one of the captives, escaping, then pledging your life to rescuing anyone else in the same dire situation sounds like a great basis for a playthough to me! I know there are 'captured by bandits' starts, but I'd worry about conflict, plus spawning in a camp populated by your mod's npcs, wearing the same gear, with a mini-quest to escape would be awesome.
Edit: dumb autocorrect
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#52
karlpaws

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The CK is really really stupid. And I'd also say not to include the hair files. If I find a mod over 100 MB I think really hard about trying to download it and 200MB I just ignore unless its something I know I'm going to need. That only works for mods I'm getting once. Hopefully you can do updates with just esp and scripts, and not have to repackage the whole thing.


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#53
Blackbird Wanderer

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Apachii - don't include the master file(s) as hard dependencies, and don't bundle the meshes and textures (which requires permission). Document that it is required to be installed, and create duplicate hair/hairline forms in your plugin. This also simplifies things if you decide to migrate to a different hair mod. Girl57Hair points to Apachii, but later you can just point it to KS Hairs with no significant impact to your mod. This also applies to other head parts like eyes or eyebrows. Don't bundle any of those resources.

 

Restraints - I like the idea of just the collar carrying the pseudo-enchantment. You could even define a dummy enchantment which does nothing but is named and has a description and prevents subsequent enchanting by the player. If you want to physically restrain the girl you can use basic ankle and wrist restraints, or lock her in a cage.

 

Have you got a faction defined for the girls? With conversation options and AI packages set up for that faction? Applying the dummy enchantment would add them to the "bound" faction, removing the enchantment (by removing the collar) would remove them from the faction. I know MiasLair is set up that way, you can actually turn an NPC into a slave by simply adding her to the slave faction in the console. The whole training session just results in adding her to the faction.

 

I suppose that eventually our hero could learn the dummy enchantment and apply it to the collars/amulets of his choice and thus recruit his own captives. Or preclude that route by making them non-disenchantable.

That was where I was leaning on the hair options anyway.  I'm trying to keep the file size small, and I sort of have to include the meshes/textures for all of the outfits since they come from dozens of different mods.

 

Some of the Zaz animations for the different bound poses may not make sense without full bindings, at least wrist.  Still pondering that one . . .

 

The original mod author used two factions called pchsSlavesFaction and pchsSlavesReleasedFaction.  I didn't change that since it seemed to work.  I expanded on the notion and use different faction ranks within each faction to define progress towards one end or another sort of like how each quest advances by stages.  The nice thing about using faction ranks as pseudo-quest stages over quests is that each of 80 NPCs can (will) be at a different stage, and that would be really difficult to pull off with quest stages.  This is a pretty powerful concept and I've created a few other factions to use for similar purposes, but only when there's no other efficient and readily apparent way to do it.

 

The bindings are destroyed by removal, and you get a destroyed binding that functions just like a leather strip as a remnant (to your inventory since some people cried "game world bloat" if they dropped on the ground).  No intention right now of building anything as an enchantment, and I had intended to make the secret of their making die with the maker in the eventual mini-quest if I ever actually get that far with this mod.  The finish line keeps moving.

 

A hook into one of the alternate start mods would be great - starting out as one of the captives, escaping, then pledging your life to rescuing anyone else in the same dire situation sounds like a great basis for a playthough to me! I know there are 'captured by bandits' starts, but I'd worry about conflict, plus spawning in a camp populated by your mod's npcs, wearing the same gear, with a mini-quest to escape would be awesome.
Edit: dumb autocorrect

I've seen those mods but not used them.  This is a great brainstorming topic for later additions to the mod.

 

The CK is really really stupid. And I'd also say not to include the hair files. If I find a mod over 100 MB I think really hard about trying to download it and 200MB I just ignore unless its something I know I'm going to need. That only works for mods I'm getting once. Hopefully you can do updates with just esp and scripts, and not have to repackage the whole thing.

Agree on CK.  Sometimes it's a chainsaw when I need a scalpel.  Its new thing is to crash on me frequently and lose the last few minutes of work so now I neurotically save at ever little step. 

 

For file size, the core mod right now is <1 MB, with the accompanying .bsa package carrying the bulk of things at around 116 MB in meshes and 198 MB textures from the outfits.  I can shave that down a little once I figure out unused chaff, but I wanted the captives to not be all dressed the same and that takes some resources.  The eye textures alone for a TrueEyes user are >500 MB, just to compare so your scale of what constitutes a large mod differ greatly from mine.  Apachii is >1 GB, depending on the version.

 

If the demand is there, I can put all the captives in the same outfit and drastically reduce the size of the .bsa, but the mod would really take a style hit.  The original mod had all of the captives naked, but since many of them are in outdoor camps, some on Skyrim's north coast, that didn't seem like a good idea.  Alternatively I could go back to the accompanying .esp that is optional for the outfits.  (The Sisterhood of Dibella mod does something like this.)

 

 

Thanks to everyone for the pointers; it's really helping me not stumble along as much as I get closer to seeing the beta out the door.


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#54
tuxagent7

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+1 to keep file size with the different outfits for the captives

 

 


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#55
Blackbird Wanderer

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Well glad to have inspired you a little

 

Yours sound much better :)

 

Another one came to me today, this one for the alchemists:

 

"What about a little mortar and pestle, hmmm?"


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#56
tuxagent7

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Well glad to have inspired you a little

 

Yours sound much better :)

 

Another one came to me today, this one for the alchemists:

 

"What about a little mortar and pestle, hmmm?"

 

 

Milady, curious to see my third eye 

 

Let me teach you a move or two with my staff


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#57
Blackbird Wanderer

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Ok, HDT High Heels dependency is gone, as well as the Captive Clothing .esm I had built.  No use of TES5Edit required.  The collateral damage, just because CK is a finicky bastard, is as follows (BTW, these things happen even if you change mod dependencies using TES5Edit . . . I've tested ways around these pretty exhaustively and have yet to find a magic solution):

  • ​Gray-face for all my friends!  (Fixable as soon as I CTRL-F4 and export the face gen data, but that takes a while for 80 characters even done as a batch.  That's one to set running and walk away for a while.)  Each time you change mod dependency in CK it seems to invalidate the existing face gen data files until you regenerate them . . . and you have to know that it WILL NOT OVERWRITE​ the old files.  You have to change the directory name, generate new files, then either just use the new folder (if all were done) or drop the new files back to the old folder, delete the new folder, and change the name on the old folder back.
  • ​I now get to spend an hour rearranging my dialogue visual maps in CK because every time you change mod dependency the CK obliterates any sense of organization you may have had and places the dialogue blocks like it thinks you're playing Mahjong.  Not the first time that's happened, but with as much dialogue as I've got, this gets to be a real pain.
  • ​Here's the one that sucks: all 80 characters reverted back to default (vanilla) hair sets.  Good to know how to do that in one shot for the future non-Apachii Hairs release, but in the mean time, I have to go back into each character and reassign.  After the first time that happened I learned my lesson and went back to an older version to record what they had been, so at least it's just menu manipulation and not artistry all over again sorting through over 100 hairs between the two Apachii mods I use.  The saving grace is it kept the custom eye selections since I merged TrueEyes into this mod early on.  I'm wondering now if I should just do the same thing with Apachii (presuming permissions) so it will be baked in, and not be a hard external requirement.  True that it would make the download size MUCH larger since I would have to include all of the meshes and texture files.  Probably keep that one they way it is and those who want to use Apachii can with a non-Apachii version.

For reesewow2, the Tembtra boot meshes you sent me worked!  (sorta . . .)  They work for the high heels aspect, but the meshes must be for a different body since I've now got some pretty significant clipping around the knees.  I may end up having to go back with the instructional videos and do what you suggested after all to the meshes I started with that don't clip.  Or just use the flat version of those boots.  They are pretty sweet looking in any case, even the version without the heel.


 

 

It just keeps getting better.  To add to the collateral damage list of changing mod dependency I just discovered:

  • All Zaz cross mod dependency got flattened which means all Zaz based idle packages are now empty and have to be individually reloaded, idle by idle.
  • All Zaz furniture got deleted as well as the AI package which points the NPC to it is now empty.  I think I may, with one or two exceptions, leave it deleted.
  • All SexLab referenced script properties reverted back to "None" instead of pointing to SexLabQuestFramework just because I followed someone else's example and didn't call it by its full name in the script.  That just means I have to manually set them all back.  Hopefully I got all of them.

I knew this had a chance of happening if I screwed around with the mod dependencies, but it gets frustrating going back and doing the same work over again each time.  From here out until beta release, I'm done with mucking about with the dependencies since all of this and the troubleshooting involved to make sure I've fixed everything probably set me back two days.  If only there were a way to cut/paste from older mod versions . . . maybe there is using TES5Edit and I just don't know it.

 

That said, my list of hard dependencies is now pretty short: 

  • Skyrim, Update, ApachiiHair, ApachiiHairFemales, SexLab, SexLabAroused, ZazAnimationPack

p.s. I'm not budging on ApachiiHair as a hard dependency right now.  Just for style points, like the outfits, it makes a HUGE aesthetic difference.

 

[Edit]: Had I not merged for the eye textures, I'd be doing those all over again as well and I didn't​ write those down.


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#58
karlpaws

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Well as the hairs were one of the "really gotta have" mods I did download a while back despite the size I don't have any issues with that dependancy list. Separating the appearance from the core mod logic through a Sisterhood style secondary Esp might also save you from issues like this later, not sure, but certainly favorable to me.


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#59
Blackbird Wanderer

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Well as the hairs were one of the "really gotta have" mods I did download a while back despite the size I don't have any issues with that dependancy list. Separating the appearance from the core mod logic through a Sisterhood style secondary Esp might also save you from issues like this later, not sure, but certainly favorable to me.

That was actually what I was attempting except I used an .esm instead (cross-.esp defined outfits never seemed to work; I think that was why, after some research, I went with the .esm instead).  It wasn't until later I realized I didn't need to include so much (merged mods), so I pared it down to be just in the core mod.  The problem is I'm now stuck repairing again if I go back.  Not the end of the world, just really irritating.


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#60
Blackbird Wanderer

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I thought to finally take some quick pics (just out of the CK for the sake of speed -- forgive her pose) of my lovely assistant Vilena modeling some of the mashup outfits I've spent so much time with for this mod.  If anyone wonders why the mod file size is creeping up around 200 MB, this is mostly why.  The goal was to vary the captives attire for the mod, just like the hair, makeup, and especially dialogue, all for the sake of immersion.  I'll credit the sources of the meshes/textures with the release (obviously Tiwa44_Minidresses was a source for a lot of it), but everything I collected was share permissive.  Some of the textures I altered on my own.  I may make more, but this is a large sampling of what I have now and I haven't really started on the post-destination outfits.

Spoiler

 

Yes, I know there are a few minor clipping issues here and there, especially with the restraints around the ankles.  Deal with it.


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Also tagged with one or more of these keywords: SexLab, Captive, Restraints, Rescue, WIP, immersion, dialogue