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traveller_phi

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About traveller_phi

  • Birthday 08/29/1969

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  1. I am not sure of the logic here. The master's plan here is basically "I have a nice sex slave here. I should turn her into a demon that can use sex to kill. Nothing could possibly go wrong ...." There would be potential if the master's plan was to turn the slave into a killing machine in order to fulfill some other plan, but that would become a major quest mod totally divorced from the scope of this mod.
  2. I believe the issue here is that DCL adds some items that are time locked or otherwise have unlocking conditions that can validly be met while in prison. Thus it is not a bug that a prisoner could end up removing one of these items during their stay. (Or in actuality the timer ticks and DCL goes ahead and removes it directly.) POP just remembers that they had the device when they entered, and locks a new copy on the player when they leave. I don't know if this breaks quests or not, as I have not had this sequence happen to me yet.
  3. There's no need to worry about the trap upon reentering the dungeon. This is how the mod works: 1. The dungeon traps are permanent. This means that once the mod decides (based on the dungeon trap chance value configurable in the MCM) that a particular dungeon entrance is trapped, it will remain trapped no matter how many times you reenter through the same entrance subsequently. 2. However, only one ND quest can be active at a time, which means that the bandits won't capture you again when you reenter the dungeon. 3. The default place where the PC is dumped after the "Captive" event is set to be the MapMarker of the dungeon (usually right outside the dungeon entrance). But if a particular dungeon has no MapMarker, then the bandits will simply take the PC back to the starting point of the dungeon (inside of the entrance). This isn't how I imagined it, but probably a better solution overall than what I was thinking. 1. I had guessed that the chance for a dungeon trap was the chance it would go off, and that traps were present in all dungeon types that were marked in the MCM 2. I have noticed that the strip part of the trap will fire off every time you enter the dungeon. (never had a reentry to a dungeon when a capture quest was running) There is one dungeon in particular I am thinking of (bandit hideout/cave) which has a second exit to skyrim that puts you at the bottom of a pit trap with no way out but to go back into the dungeon. So there are situations where an exit and reentry can occur naturally. Anyway, on to how this conflicts with my play style. I am using this as a diversion to mix things up a bit rather than always have traps going off everytime I step foot into a dungeon. I had been using the trap chance to turn on and off the mod depending on if I was in the mood for naked dungeon shenanigans. Using the arousal threshold slider is another option, as long as DCL or some other mod hasn't locked me in a chastity belt. I would also consider deactivation if I had a reason to run out briefly (iNeed making me hungry, and I hadn't bothered looting a barrel outside on my way in, getting dirty and needing a quick bath in a stream nearby, ...) It would be useful to have a quick toggle to deactivate the traps that does not result in the dungeon never being trapped forever. Especially if I decide to give one another visit after it has reset, where otherwise I have potentially set it to never have a trap now.
  4. First thing to do if you want help is provide more detail. Unless there is an NPC named "Partner" I haven't met yet and is one of the 50? potential lovers this mod covers, please name the actual NPC(s) you are having issues with. "Can't have sex" is very general. Can you be more specific such as: I am stuck at point X in the quest to make them a lover, and I can't advance I have completed the quest to make them a lover, but I am not getting any lover options I ask for sex, the dialogue all seems to work, but we just stand there and nothing happens. I completed the quest to make her my lover, but now I am too embaressed to actually ask for sex If it is just that the sex scene isn't firing properly, have you tried initiating sex with someone through some other mod, just to verify if sexlab is installed and working properly?
  5. I haven't tried hiring the prostitute, but if you want to earn some money you can talk to the drug dealer merchant and offer your services. Then wait around and eventually a customer will approach you for some fun. Be prepared to wait for some time between jobs, you won't get a queue of customers waiting for a turn. Each customer will leave the den before the next enters. Perhaps some skooma will help ease the boredom between clients? I probably should've been more clear with what my issue is. If I approach a prostitute/a patron approaches me. Gold changes hands but no animation plays, and whoever I propositioned/whoever propositioned me will stand on the spot not moving and I can't interact with them again without reloading the cell. Gold changing hands sounds suspicious. I don't recall seeing that, I had to wait until I was tired of servicing clients, and then go to the skooma merchant to clock out and get paid. Is it possible that you have another prostitution mod that is also trying to fire off with these clients, and perhaps getting things confused as to which form of prostitution is running at the time?
  6. I haven't tried hiring the prostitute, but if you want to earn some money you can talk to the drug dealer merchant and offer your services. Then wait around and eventually a customer will approach you for some fun. Be prepared to wait for some time between jobs, you won't get a queue of customers waiting for a turn. Each customer will leave the den before the next enters. Perhaps some skooma will help ease the boredom between clients?
  7. Can you reproduce the error? (Have you got an appropriate save file?) I guess the problem is somehow related to the fact that this randomly picked second guard happened to be the one that is part of another generic quest, although I'm not yet sure how... I have a quicksave just before taking with the guard. I don't have a save before talking to the local Ivarstead guard and being directed to Riften. I think I have a save after talking to the guard, just before starting my trek from Iverstead to Riften. It is reproduceable in that I have already loaded the save, gone back in and out of Riften, and had the guard disappear on me. Any debugging info you would like?
  8. Ran into a somewhat serious issue. I was robbed near Ivarstead, and the guard there sent me to Riften to speak to a guard about my stuff. Trecking across the hold, I make it there to find that it is the guard that charges the tax to enter. Before I pay, he offers no naked dungeon dialogue. After I pay, he won't speak with me until I enter Riften. If I do enter and come out again, he is gone, and his quest marker is sitting on the ground where he used to be. Does that mean my gear is now completely lost? I see there is an MCM option to get your stuff back. So that is recoverable.
  9. Would be great, but impractical. What do you do when you get down to that last little bug, then discover it is a symptom of an issue that needs an architectual change to resolve. Do you leave the the bar one pixel from completion for weeks while you pull apart the mod and fix the structure, or do you back down the progress bar to reflect the true state of affairs? Either way the complaints in the forums would be much worse than what is going on now.
  10. I do have a quibble with the terminology that may help people approach this mod with the correct expectations. You say TID is "finished". I would say at best it is "feature complete". It is still in the testing phase, otherwise you would not have all the cheat chests and other ways for player to skip the early parts to get to the latter parts and test that. I wouldn't call a mod "finished" until the formal testing is over and its expected that a player can complete the mod normally without running into bugs. A mod will never be 100% bug free, but the hope is that we get to the point where there is a reasonable chance that someone can go through a mod without hitting any of the bugs. Even feature complete is debatable given your list of new features. I would go along with calling it feature complete, as to my reading the new content you are planning isn't "required" for the mod. The mod doesn't need the new features to accomplish the goal you set out in creating the mod, so they are basically polish and improvements. So in summary I would advertise this as being "feature complete" and in "beta testing" to give new players the proper expectations as to the experience with the mod and hopefully focus criticism to what you need fix with it, and not be to quick to either assume a part is still missing from the mod, or that the mod is already done with testing/bugfixing.
  11. Hmmm so lower Decay Rate means it happens faster or slower then? Like what would be the theoretical difference of 0.1 and 10. Im sure I got Exposure rate right, that just means it goes up faster or slower so higher would be more and lower is less. A lower decay rate would mean you lose arousal faster if I have it right. It sounds a little backwards that way.
  12. I will answer with my understanding, I don't guarantee I am 100% right. Arousal is driven by two factors. Exposure is your exposure to erotic stimuli ... that is being aroused by eternal factors. Time rate is your innate need for sex. It is a little more complicated. Exposure increases by your exposure rate when you are exposed to erotic stimuli. Seeing others naked (including people having sex) is the default. Other mods can also increase your exposure for other things, like DD's vibrating plugs. Simple. Time Rate is your innate need for sex. The higher it is the more addicted to sex and orgasms you are. You multiply the time rate by the time since your last orgasm, add the Exposure, and that gives your current arousal score. So right after sex you are satiated, but over time you will become more aroused. Also note that arousal is capped at 100. The Decay Rate is what keeps you from going insane with need eventually. I don't know if the math is done once every decay rate, or if if is applied in smaller chunks more frequently. Anyway, cutting 1/3rd off your exposure shows how that element of your arousal will drop over time if you aren't exposed to anything new. Time Rate is more complicated, the 1/3rd reduction will reduce its contribution to your arousal, but since time has passed the time since last orgasm has increased, which increases the total contribution again. What ends up happening is that for the first few days, the increase in time since last orgasm more than makes up for dropping the Time Rate by 1/3rd, so your Arousal grows. But go long enough without sex, then additional time will not be able to make up for the drop in the Time Rate, and your arousal will drop again. Finally, every time you have sex your Time Rate will increase, so if you have a lot of sex your need for more will go up, but if you manage to abstain you will eventually have little sex drive. So to summarize, Exposure and Time Rate are active variables, in that the game keeps updating them. The Exposure Rate and Decay Rate are the config variables. Exposure rate will govern how quickly you will be aroused by seeing nudity and such. Decay Rate will govern how quickly you "calm down" again after being aroused. I hope that helps.
  13. Yes, that's the exact reason why the catsuits do not have the armor keyword attached. Absolutely reasonable and understandable, even if I disagree with it in principle. I only asked out of curiosity really. I may take up that suggestion and change it in my own game, although I'm not sure how Leon would react to it, since he seems so fond of the suit. I personally think the collars ~should~ shock for having virtually every inch of skin covered with completely opaque material, no matter how well it conforms to shape. *lol* Also, for all that I disliked the consensuality of the arrangement, I did appreciate his caveat that I couldn't have refused if I'd wanted to. Yes, reasonable that the suit doesn't count technically as clothing. It is funny how they will comment about insisting you be naked so they can see your breasts, while at the same time locking on both the chastity bra and catsuit over top, doubly hidden that way. Unless the twins have x-ray vision that only works on devious apparel. I am not sure how much effort Kimmy wants to devote to fleshing out the dominants, as the focus of this mod is elsewhere, and there are other mods that are nothing but NPC domme/player sub.
  14. I think this omission is intentional. I seem to recall Kimmy commenting something along the lines that no curse was strong enough to make someone wear equipment that has been stewing in a smelly fish barrel for the divines know how long.
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