<?xml version="1.0"?>
<rss version="2.0"><channel><title/><link>https://www.loverslab.com/blogs/blog/1468-sars-ideas-and-stories/</link><description><![CDATA[<p>
	A place for me to post and discuss my mod ideas and stories.
</p>]]></description><language>en</language><item><title>Devious Exile</title><link>https://www.loverslab.com/blogs/entry/13333-devious-exile/</link><description><![CDATA[<p>
	<br />
	Someone posted a link to the following story in the Rubber Facility mod forum:<br />
	<a href="http://www.evil-dolly.com/assets/eudeamon.pdf" rel="external nofollow">http://www.evil-dolly.com/assets/eudeamon.pdf</a><br />
	It is an interesting read, a bit long though.  I read the story and got the idea for this mod. If I end up making the mod I will give full credit to the individual who wrote that story.  I would hope anyone else who might create this mod in my stead would do the same.
</p>

<p>
	 
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<span style="font-size:18px;"><strong>Devious Exile</strong></span>
</p>

<p>
	 
</p>

<p>
	The basic idea is to lock the player in the suit and make them try to avoid people/civilization for as long as they can until their sentence is up.  Of course there are rules, and consequences for violating them!
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	Imagine, you do a crime and get arrested.  At the jail you are given a choice; do the time, or submit to voluntary temporary banishment.  If you choose banishment (and you will at least once, we all know you!).  All your possessions are taken, and you are sealed away in the magical suit that completely encases you.  You do not even have the use of your fingers as the suit has built in mitts.  You are then transported out into the wilderness somewhere and abandoned.  You need not worry about food, water, and sanitation as these are magically dealt with.
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<u><strong>Special NPCs</strong></u>
</p>

<p>
	    
</p>

<p>
	       There will be a couple NPCs added to handle the special magic of the exile system.  Can't give just anyone this power you know!
</p>

<p>
	 
</p>

<ul>
	<li>
		The Jailer:  The Jailer is the one to cast the spell of exile on the player when the time comes.  They a deal with the holds to administer this service.  The Jailer will teleport to the hold capital when necessary to start/end the exile sentence.  There will be cases that no hold was involved, and the player will have to travel to the Jailer in order to be released.  In this case a random location will be selected, and the player will have to make their way to that location.  These locations may not always be in a city.<br />
		 
	</li>
	<li>
		Seekers: Seekers are like bounty hunters, they just don't collect bounties!  Seekers are associated with the Jailer, and are the only people besides the Jailer allowed to wield a bit of the exile magic.  The Jailer gives each Seeker an exile gem.  Each gem allows the Seeker to cast the exile spell once, after which the gem disintegrates and the Seeker must return to the Jailer for a replacement.  Seekers would normally be dispatched by a hold to track down the player: however, the Seekers are not above taking on side hustles for a price, a large price!  The Jailers get a piece of this action, so they do not care how the exile gems are used.  Seekers are strong, but could theoretically be defeated.  If slain, the Seeker's body will vanish in order to keep the exile gem from getting into the wrong hands.<br />
		 
	</li>
	<li>
		The Rogue:  The Rogue is someone who somehow learned the exile spell.  They are not associated with the Jailer at all.  The Rogue will be a random encounter to make things interesting.  Should probably have a toggle for this.
	</li>
</ul>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<u><strong>Becoming an Exile</strong></u>
</p>

<p>
	    
</p>

<p>
	       There would be several ways to become an exile.  Also, the suit does not care how or why the prisoner ended up in the suit.  The suit's job is to make sure the prisoner follows the rules for the duration of the sentence.  (yes, this means that committing crimes in not the only way to end up in the suit!).  All of these options should probably be able  to be toggled in the MCM.
</p>

<p>
	 
</p>

<ul>
	<li>
		Voluntarily accept exile in lieu of serving jail time for lesser crime.  The player would be given the choice upon arrest.<br />
		 
	</li>
	<li>
		There would be a chance that the player gets sentenced to exile automatically for major crimes.  Chance would be configurable in MCM.<br />
		 
	</li>
	<li>
		If the crime were severe enough, the prisoner would be placed in exile to serve as a probation period after serving jail time.<br />
		 
	</li>
	<li>
		Seekers.   There will be a chance that the hold the player triggered a bounty in will send a Seeker out to track down the player instead of a bounty hunter.  Even for minor crimes.  The crime severity would affect this chance.<br />
		 
	</li>
	<li>
		Seekers: The holds are not the only ones that can send out a Seeker.  Anyone with enough coin can hire the Seeker to exile someone.  There will be a chance that when someone hires an assassin or hired thug that a Seeker will get sent instead.  (This would also be a part of the api so that other mods can use this mechanic to send out Seekers)<br />
		 
	</li>
	<li>
		Framed!:  Someone framed the player for a crime they did not commit.  This is just another way to initiate the previous methods in this list for those who are goody-two-shoes and do not commit crimes.  There would be a configurable chance for this to happen.<br />
		 
	</li>
	<li>
		The Rogue: Random encounter.  Someone else was somehow allowed to secretly wield the exile magic.  The Jailer knows, but can do nothing about it!  This person will randomly show up and try to force/trick the player into exile.  The Jailer cannot end any exile initiated by the Rogue, just as the Rogue cannot end any exile initiated by the Jailer.  (Toggle for this in MCM)<br />
		 
	</li>
	<li>
		The Trial:  If the player happens across a Seeker, the Jailer, or the Rogue, they can request to be put into exile.  The Jailer will let the player choose how long.  The Seeker will let the player choose, but there will be a chance they ignore the selection and pick a random time limit.  The Rogue will not give the player a choice.  The Seeker and Jailer will want gold (a lot), the Rogue will do it for free, but may decline your request.  If declined, there will be an increased chance for a Rogue random encounter.<br />
		 
	</li>
	<li>
		Mod Integrations:
		<ul>
			<li>
				Cursed Loot: Someone enchanted a chest with a exile trap!  Or, The player found a strange gem in a chest (exile gem)
			</li>
			<li>
				Alternate Start: Start the game as an exile!
			</li>
			<li>
				Simple Slavery: The player was sold at auction, and the buyer decides to have a bit of fun! (arranges for player to be put in exile).  Could also initiate a Seeker and let the player go to see how long the player can elude the Seeker (player will always get caught).
			</li>
			<li>
				Devious Followers/Submissive Lola: Maybe your owner got tired of you and decided to have you exiles just for fun.  Maybe they just needed a break from you for awhile!
			</li>
			<li>
				API (as mentioned above) so that any mod can send a Seeker after the player.<br />
				 
			</li>
		</ul>
	</li>
	<li>
		Note: Only one Seeker after the player at a given time.  Once the player is released, however, bounties will be reevaluated to see if there is another Seeker coming!<br />
		 
	</li>
	<li>
		Note:  While in exile, the player cannot be arrested, even if they have bounties.<br />
		 
	</li>
	<li>
		Note: If the player has bounties in several holds, there will be a chance that the sentence is adjusted to take care of some, or all of those bounties.  If the player volunteered for exile in lieu of prison time, they the player will be able to choose if they want to include any bounties from other holds.
	</li>
</ul>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<u><strong>The Suit</strong></u>
</p>

<p>
	    
</p>

<p>
	       The player will be encased in a special (rubber) suit that totally encloses them, completely hiding their identity.  The player will not be able to talk at all, in fact, they will not even be able to make a sound (no gag talk).  The suit also encases the hands in mitts to prevent the occupant from using their hands effectively.  The hood will allow the player to see, however the world will look different, and it will mute the sounds of the world.  Here are some of the effects of the suit:
</p>

<p>
	 
</p>

<ul>
	<li>
		All speech is blocked, including gag talk.<br />
		 
	</li>
	<li>
		Player cannot pick anything up, thus cannot keep anything in their inventory other than the suit parts.<br />
		 
	</li>
	<li>
		Player cannot open anything.  Their hands are generally useless.  Though there may be a severely limited chance that the player can open a door (just to allow them to get into trouble).  Opening a chest is useless because the player cannot carry anything anyway.
	</li>
</ul>

<p>
	 
</p>

<ul>
	<li>
		The player can wield no weapons (other than the mitts)<br />
		 
	</li>
	<li>
		Player can use no magic (shouts included obviously).<br />
		 
	</li>
	<li>
		Obviously the player will not be able to interact with any furniture.  The player will, however, be able to be place IN furniture by NPCs.  The furniture being the naughty restrictive kind of furniture!<br />
		 
	</li>
	<li>
		Fast travel is unavailable.  Yes, this includes carriages!  Carriage drivers will not help you!<br />
		 
	</li>
	<li>
		A muted filter will be applied to make the world way less colorful.<br />
		 
	</li>
	<li>
		The suit will increase player arousal over time.  There is only one way to reduce that!    This mod does noting with the arousal (yet?) But I supposed it could be used to weaken the player's willpower to resist giving into the urge to have sex.  Maybe the level of arousal will cause some de-buffs/effects.<br />
		 
	</li>
	<li>
		The suit reduces stealth (magically), especially in towns and cities.  If the player somehow ends up in a house, stealth is reduced to 0.<br />
		 
	</li>
	<li>
		The suit will mute sounds? (if this is doable and doesn't totally suck)<br />
		 
	</li>
	<li>
		The suits have a built in bondage system to help out those NPCs that want to see the player ties up <span><img alt=":)" data-emoticon="" src="https://www.loverslab.com/resources/emoticons/smile.png" title=":)" />  This way the mod can implement it's own set of devices.  Of course the Jailer will not remove the suit until bound mode is disabled! &gt;:) </span><br />
		 
	</li>
	<li>
		Player cannot die while wearing the suit.  The player can, however, be knocked out.<br />
		 
	</li>
	<li>
		The player cannot kill while wearing the suit.  However, the player can knock out their opponent for a short period of time.<br />
		 
	</li>
	<li>
		The suit mitts give a buff to unarmed damage (towards knockout).  Yeah, yeah, they are starting to be like boxing gloves, but they are locked on! <span><img alt=":P" data-emoticon="" src="https://www.loverslab.com/resources/emoticons/tongue.png" title=":P" /></span><br />
		 
	</li>
	<li>
		The suit deals with all basic needs: Food, water, bathroom, warmth, ect.  Except those needs that bring pleasure of course!<br />
		 
	</li>
	<li>
		Only the jailer (or Rogue accordingly) can remove the suit.  And that will not happen until the sentence is served!  (of course there will be a debug function in case something is messed up)<br />
		 
	</li>
	<li>
		<span>The player will be a target while wearing the suit.  This means  nearby NPC will be selected to "hunt" the player for a random time/distance.  Generally NPCs will not leave the cell.  If there are no NPCs around, there is a change one will be spawned to hunt the player.  Getting caught by an NPC in of itself does not violate the rules, however, the consequences of being captured by an NPC may violate some of the rules!</span>
	</li>
</ul>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<u><strong>The Sentence</strong></u>
</p>

<p>
	    
</p>

<p>
	       The sentence period is chosen in a few ways.  If sentenced through the crime system, the period is determined by the severity of the crime.  The more severe the crime, the longer the sentence.  For paroles, the period would be a percentage of what would have been calculated using the severity of the crime the player served jail time for.  All other periods  would either be randomly generated, or passed in from another mod when invoked through the API.
</p>

<p>
	     
</p>

<p>
	 
</p>

<p>
	<u><strong>Punishments.</strong></u>
</p>

<p>
	    
</p>

<p>
	       Punishments are things that the magic of the suit dishes out when a violation of the rules is detected.  Actions taken by any NPC the prisoner might interact with are a separate thing.  An NPC cannot invoke suit punishments directly.  They may, however,  be able to trick the prisoner into breaking a rule.  The real punishment is adding time.  The other punishmenst would just be ways to make the player feel more isolated and make them more susceptible to breaking rules to get them more time.
</p>

<p>
	 
</p>

<ul>
	<li>
		Severe shock that has a chance to render the prisoner unconscious for a variable amount of time.  There is a chance that the player will get violated during this time, or found by an NPC<br />
		and violated if the knockout occurred when there was no NPC present.<br />
		 
	</li>
	<li>
		There will be a chance that time gets added to the sentence.  Amount will depend on the rule that was violated, and the frequency that the prisoner has been violating the rules.<br />
		 
	</li>
	<li>
		(probably a few more when I think of them)
	</li>
</ul>

<p>
	<br />
	 
</p>

<p>
	<u><strong>The rules.</strong></u>
</p>

<p>
	 
</p>

<ul>
	<li>
		The prisoner may not talk to anyone, no exceptions!  Attempting to initiate dialog with result in punishment!  Followers will be dismissed until the sentence is over and the suit is removed.  Force-greets will not cause punishments, but there will be options for the player to use to respond.  One option will keep the player out of trouble, but that option just might not always show up! &gt;:)
	</li>
</ul>

<p>
	    
</p>

<ul>
	<li>
		The prisoner is not allowed into any city.  Attempting to enter a city will result in punishment!  Note, there may be a small chance that the player is able to get into the city.  However, this is just the suit allowing it so that the player can get into some trouble in other ways.  The mod would detect the player using the city door and to a check to see if the suit will allow them to enter the city.  If the check fails, punishment will get enacted.  The small towns may be a challenge,  but if the mod can detect when the player steps into one of those cells, then the same check can be done. <br />
		 
	</li>
	<li>
		If the prisoner is able to get into the town/city, and are caught by a guard, the prisoner will be hobbled (to make them slower) and not allowed to leave the town/city for at least a day.  This will greatly increase the likelihood that the prisoner will  become a toy to many citizens as they try to stay hidden in the confines of the town/city.
	</li>
</ul>

<p>
	    
</p>

<ul>
	<li>
		The prisoner is not allowed to enter any houses (Any door leading to an interior cell).  Attempting to do so will result in punishment!  Not sure how easy this one would be to implement.<br />
		 
	</li>
	<li>
		The prisoner is not allowed to engage in any physical contact with anyone.  Doing so will result in punishment!  Of course we are talking about sexual contact here.  Arousal will make this one really hard to follow!  Defensive combat does not count here.<br />
		 
	</li>
	<li>
		The prisoner is not allowed to initiate any violent acts!  Doing so will result in punishment!  However, the prisoner may defend themselves as best as they can.  This would even count non-humanoids (yes, also animals).  Not sure if this can be done.<br />
		 
	</li>
	<li>
		The prisoner may not remove the suit, in fact, it is impossible for the prisoner to succeed in doing so, however, the very attempt will result in punishment!  This is really an homage to the story.  A struggle option could be set up and assigned to a hot key. Would be amusing if the player forgot what that key was and accidentally pressed it.  Would be very devious to be be able to randomly pick a key to respond to that would trigger the struggle!  Could also have a chance that the struggle could be triggered after the player sleeps.  Sometimes when people wake up they forget their situation <img alt=":)" data-emoticon="" src="https://www.loverslab.com/resources/emoticons/smile.png" title=":)" /><br />
		 
	</li>
	<li>
		There are no restrictions on the prisoner entering any caves.  Here I am talking about any cell whose entry point does not involve a door.  Again, not sure this is doable.<br />
		 
	</li>
	<li>
		The prisoner may not linger in any particular place for an extended period of time (5 in game hours).  Doing so will result in punishment as well as making the prisoner more likely to be found by a Hunter.<br />
		 
	</li>
	<li>
		(maybe a few more if I can think of some)
	</li>
</ul>

<p>
	    
</p>

<p>
	 
</p>

<p>
	<u><strong>The Hunt</strong></u>
</p>

<p>
	    
</p>

<p>
	       As long as the player is stuck in the exile suit, they will be hunted by everyone else.  Each NPC will have their own goal in mind, and most of the time it will end up in a violate rule or two if they catch the player!  The NPC selected to track the player is referred to as the Hunter.  For sanity and performance reasons, there will only ever be one Hunter tracking the player at any given moment.  What happens if the Hunter catches their prey?  This is what may happen:
</p>

<p>
	 
</p>

<ul>
	<li>
		The Hunter was just curious, they make a few comments and go on their way.<br />
		 
	</li>
	<li>
		The Hunter tried to initiate sex.  The player can try to resist.  If the Hunter succeeds, then they have their way with the player, causing the player to violate the rules.  The Hunter may initiate bondage (the suit has a bondage system), or place the player in bondage furniture before they leave (if there is any furniture around)<br />
		 
	</li>
	<li>
		The Hunter initiates bondage and leaves the player lying there vulnerable to other Hunters.  This would include placing the player in a cage or bondage furniture.<br />
		 
	</li>
	<li>
		The player is captured by the Hunter and kept for a time to be used as a plaything.  The player may be taken somewhere else.  The player will be caged.  A cage of some sort will be spawned (gibbet cage) if there is not a cage around to use.  The player will likely be bound as well.  The captivity can last up to 24 hours.<br />
		 
	</li>
	<li>
		The Hunter takes the player to some remove location (far away from the hold that initiated the exile) and abandoned.  There will be a chance the player is left bound.<br />
		 
	</li>
	<li>
		Note: If abandoned in a cage, the player will be released after a period of time.  If left in bondage, the player will remain bound until a Hunter releases bondage mode, ore the player is able to find a Seeker when their sentence is done.<br />
		 
	</li>
	<li>
		(more if I think of some)
	</li>
</ul>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<u><strong>The Release</strong></u>
</p>

<p>
	    
</p>

<p>
	       The exile ends when the sentence time runs out.  This does not mean that the player is automatically freed, however.  Once the sentence ends, the player must make their way back to the hold that initiated the exile.  If the exile was initiated by a Seeker, or the Jailer, then the player must make their way to where the Jailer is.  If initiated by the Rogue, then, you guessed it, the player will have to find the Rogue.  Note, the suit cannot be removed if the bondage system is active, and only a Seeker will deactivate the bondage system!  Both the Jailer and the Rogue with refuse and send the player away.  The Rogue might just extend your sentence for wasting their time!
</p>

<p>
	     When the sentence ends, the rules are no longer enforced, but beware, the suit effects are very much still in play.  Remember, all suit effects are active as long as the player is wearing the suit!  this may make it challenging for the player to get back to were they need to be to get the suit removed.
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<u><strong>A few Notes</strong></u>
</p>

<p>
	 
</p>

<ul>
	<li>
		Will have to work out a reasonable amount of time added for punishments.
	</li>
</ul>

<p>
	   
</p>

<ul>
	<li>
		Vampires and Werewolves are not allowed to be exiled (transformation would muck things up)<br />
		 
	</li>
	<li>
		This is kind of geared towards female characters (at least in my mind), but there is nothing preventing male characters from being included.
	</li>
</ul>

<p>
	    
</p>

<p>
	  
</p>

<p>
	 
</p>

<p>
	 
	</p><p>
		    
	</p>


<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">13333</guid><pubDate>Sun, 04 Apr 2021 16:35:00 +0000</pubDate></item><item><title>Haelga's Secret</title><link>https://www.loverslab.com/blogs/entry/12410-haelgas-secret/</link><description><![CDATA[<p>
	I have been sitting on this one for years.  One of the first mods in my load order was <em>Riften Torture Chamber</em>.  That mod kind fell short of what I was thinking it would be, but it stayed in my load order nonetheless.  The mod merely placed a cage and a pillory in the basement of Haelga's Bunkhouse.  Eventually I decided to open up the CK and add more.  So I took a dive... and proceded to start 10,000 mods, none of which were ever completed.  But I want to change that by working on this mod first.
</p>

<p>
	 
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<u><strong><span style="font-size:18px;">Haelga's Secret</span></strong></u>
</p>

<p>
	 
</p>

<p>
	Haelga has a secret.. 
</p>

<p>
	 
</p>

<p>
	"Well everyone knows that!", I hear you exclaim. 
</p>

<p>
	 
</p>

<p>
	Well, that is not the secret I am talking about!  We all know Haelga is an enthusiastic follower of the Dibellan arts.  No, I am talking about her other secret...
</p>

<p>
	 
</p>

<p>
	Haelga is part of a very secret society of Dibella worshipers.  She was entrusted with the Bunkhouse by this group after its previous proprietor retired. See, the bunkhouse has beneath it a secret club for those who practice Sanguine's Desires.
</p>

<p>
	 
</p>

<p>
	Welcome to the SD Club! (name subject to change)
</p>

<p>
	 
</p>

<p>
	---------------------------
</p>

<p>
	 
</p>

<p>
	The club consists of:
</p>

<p>
	 
</p>

<p>
	<strong>Client Entrance</strong> - This is where the clients enter.  It leads to a hidden door somewhere in Riften. (location not yet selected)
</p>

<p>
	 
</p>

<p>
	<strong>Toy Entrance</strong> - This is where the toys enter.  It includes a small preparation area where the toys are magically processed before being sent into the club.  They must be properly attired before they enter.  This entrance leads to some location in the ratway.
</p>

<p>
	 
</p>

<p>
	<em>Note on entrances:  The entrances may likely end up being portals in order to protect the club's true location.</em>
</p>

<p>
	 
</p>

<p>
	<strong>Toy selection area </strong>- This is where a few of the special toys are put on display for selection.  These toys require a rental fee.
</p>

<p>
	 
</p>

<p>
	<strong>The grand playroom</strong> - This is where most of the fun happens.  The playroom has many different types of furniture to place the toys in to have fun with.  The community toys are usually kept here.
</p>

<p>
	 
</p>

<p>
	<strong>The hallway</strong> - Here there is art to look at, some of the art comes in the form of bound toys!  The hallway serves as passage to the rest of the club.
</p>

<p>
	 
</p>

<p>
	<strong>The client pleasure suites</strong> - These are private rooms the clients can rent.  Each room has a bed and a few peices of fun furniture to amuse themselves with.  Clients sometimes bring their own toys when renting a suite.  
</p>

<p>
	 
</p>

<p>
	<strong>The dinning room</strong> - This is where Haelga holds banquets for the Clients.  Toys are only allowed in as, well, toys.  They are never served food in this area.
</p>

<p>
	 
</p>

<p>
	<strong>The lounge</strong> - This is where the Clients gather to chat and enjoy the toys in a comfortable setting.
</p>

<p>
	 
</p>

<p>
	<strong>Haelga's Suite</strong> - This is where Haelga has her fun.  She often entertains special guests (of both types) in her suite.
</p>

<p>
	 
</p>

<p>
	<strong>The kitchen</strong> - Where the food is stored and prepared.  Kitchen workers are toys and wear hoods that allow them to see and taste.  They are not allowed to leave the kitchen on their own.  If they require sleep, they do it in the storeroom.  Food is served by designated serving toys.  Their hoods posses a magic that allows them to navigate to a destination, but not really see, nor speak.
</p>

<p>
	 
</p>

<p>
	<strong>Isolation cells</strong> - This is were some toys are kept in isolation, for, um, some alone time.  This is where involuntary toys are initially kept.
</p>

<p>
	 
</p>

<p>
	---------------------------
</p>

<p>
	 
</p>

<p>
	The club has two types of visitors:
</p>

<p>
	 
</p>

<p>
	<strong>The toys ...</strong>
</p>

<p>
	 
</p>

<p>
	The toys are submissive types and are there to be used.  The reasons the toys submit themselves to the club vary.  Some are there for the thrill, they pay to have their freedom stripped away for a time and to be used.  Others submit to make some gold. Others might find themselves there due to an unfortunate series of events.  Sometimes prisoners find themselves serving a very different sentence than they thought they would.  Sometimes Haelga is asked to "Hold on to" someone for a bit.  Paying toys can set the duration of their stay, and it will (most of the time) be honored.  Paid toys do not get to choose the duration, however, they can lengthen it if they choose.  Involuntary toys have no say whatsoever in the duration of their stay.  Their stays are also longer. Before a toy can enter the club, they must be prepared.  This is a magical process that keeps the identity of the toy hidden from all but Haelga.  Anything they bring in is confiscated, everything, they are stripped bare.  A special hood is locked upon their heads that blinds them and severely limits their hearing.  The hood also has a built in ring gag that prevents coherent speech, but allows access for sustenance and other fun activities.  Only the proper magic can remove the hood.  The toys are also locked into a set of shackles that the clients may remove in order to place the toy in other restraints.  The toys spend all their time in the club restrained in some form.  Once admitted to the club, toys have no say in what happens to them.  Club management makes sure they are not harmed permanently.  Sometimes the toys are loaned out to clients for home entertainment.  Toys may also become "lost", meaning they were secretly sold off to someone who really wanted them.  This is rare, however.  Toys would not volunteer if they knew such a thing was possible.
</p>

<p>
	 
</p>

<p>
	<strong>The Clients...</strong>
</p>

<p>
	 
</p>

<p>
	The clients are dominant types who come to have fun.  They tend to be people of power and wealth.  The clients are allowed to use any of the toys any way they desire, as long as the toy is not permanently damaged.  They can also make certain requests, for a price.  The clients can rent the club suites for private sessions, or for extended stays.  Out of town clients tend to stay several days in these suites.
</p>

<p>
	 
</p>

<p>
	Everyone in the club must practice anonymity, i.e. hide their identity, at all times.  Clients have the most leeway on this.  Toys are never given a choice as the hoods they wear keep them blind, mostly deaf, and unable to speak.  Even Haelga follows this rule.<br />
	(tech note: will probably not hide the names from the player since we cannot use voice.  This might seed a few fantasies :), everyone wants Maven to dominate them, right?)
</p>

<p>
	 
</p>

<p>
	---------------------------
</p>

<p>
	 
</p>

<p>
	<strong>How the player fits in...</strong>
</p>

<p>
	 
</p>

<p>
	The player can be a client, or a toy.  I am not sure if they should be allowed to become a client after being a toy.  Maybe there should be an MCM setting to allow the player decide.
</p>

<p>
	 
</p>

<p>
	There will be an MCM with various settings, I want the player to be able to choose their path in the club.
</p>

<p>
	 
</p>

<p>
	<u>Player as a client:</u>
</p>

<p>
	 
</p>

<p>
	Player just walks up to one of the toys that is not otherwise claimed and plays with them as they see fit.  They can bind the toy how they like, use any of the furniture they have access to, and even have sex with the toy.  The people are not shy here, so sex can happen anywhere in the club, not just in the suites.<br />
	    <br />
	The player may also approach other clients for fun.  They may not ask other clients to be toys.  They can ask for sex or to participate in fun time with toys.  Players will have the option to ask clients to serve as toys, but if caught the player will suffer consequences (probably forced into being a toy for awhile by Haelga)<br />
	    <br />
	<u>Player as a toy:</u>
</p>

<p>
	 
</p>

<p>
	Upon entry, the player will be magically prepared like the other toys, then locked into one of the selection cages.  There may be a few other ways the club stay starts depending on how the player ends up at the club.  These will be discussed later.  After a bit of a wait, a random client will be selected to claim the player for fun and one or more scenarios will be selected for the client to put the player through.  After the sessions, the player will be bound or locked in something until they are selected for another session.  Upon reaching the end of the day (if the player stay is longer than a day) the sessions will stop and the player will be allowed to sleep, however, they mush sleep in whatever predicament they are left in, and they will never be left unbound.  This cycle will continue until the club stay is complete.  The player will then be escorted out of the club and released.  Any payment due to the player will be paid at this time.  Depending on what happens in the club, the player may end up leaving while still bound, or maybe given a parting "gift".  (maybe a client paid to have this happen to the player).<br />
	   <br />
	<em>Note:  At this time I do not plan on developing a path to let male characters to be toys.  This may change, but likely not.  Of course I will not bar anyone from making a patch for this.</em>
</p>

<p>
	 
</p>

<p>
	Player stays will be calculated.  There should be MCM settings to allow the player to determine min and max club stays and session duration.
</p>

<p>
	 
</p>

<p>
	<strong>The NPCs...</strong>
</p>

<p>
	<br />
	 NPCs will essentially act as described above.  They will be brought in and out as necessary and placed in scenarios.  Obviously the player gets to be handled a bit differently.<br />
	    <br />
	<strong>Followers</strong>
</p>

<p>
	<br />
	Followers can be brought in as toys, or locked away while the player is in the club.  I suppose that they might even be allowed to be Clients (might be a fun tie in for <em>Submissive Lola</em>/<em>Devious Followers</em>.)  For the toy route, it can be just for the duration of the player's stay, or the player can leave the follower there until the player returns to get them.  If the player does not want the followers involved, they should have them wait somewhere else.  There should probably be some follower settings to determine how the mod treats followers.
</p>

<p>
	 
</p>

<p>
	<strong>Haelga</strong>
</p>

<p>
	<br />
	Haelga will act as a client except she will use her own room for suite sessions.  There may be other things she can do since she is the executive manager (owner) of the club.
</p>

<p>
	 
</p>

<p>
	<br />
	    <br />
	Note:  Scenarios are just a Client and toy being assigned an action, and then acting it out until completion.<br />
	Toys may be assigned "jobs".  Jobs could be things like cleaning, kitchen, serving, but also include things like being put on display.  The jobs category is meant for situations that the toy might be left in that does not involve Client action (other than the initial placement).  I am sure this will eventually be made more clear.
</p>

<p>
	 
</p>

<p>
	---------------------------
</p>

<p>
	 
</p>

<p>
	<strong>Starting the mod:</strong>
</p>

<p>
	 
</p>

<p>
	 <u>Vanilla Tie-in:</u><br />
	   
</p>

<p>
	<em>Taking Care of Business</em><br />
	        <br />
	Haelga may offer the player a free trial membership to the club to serve as payment for her debts.  If the player refuses, then the quest will follow the vanilla path.  If she is visited last, she may offer the player a trial membership on top of the gold she owes.<br />
	            <br />
	<em>Caught Red Handed</em><br />
	            <br />
	Some options (These options would be available if the player has been to the club or not):<br />
	            
</p>

<ul>
	<li>
		The player can always refuse the quest. Maybe they can also tell Haelga about Svana, which will cause Svana to be officially enslaved by Haelga.  (probably just a new outfit befitting her slave status, and she now sleeps in the cage in the basement and is made to be a toy once in awhile).  Haelga would offer the player a reward.
	</li>
</ul>

<p>
	                
</p>

<ul>
	<li>
		The player accepts the quest, but tells Haelga about it.  Haelga then enslaves Svana as described above.  The player will be offered a reward.
	</li>
</ul>

<p>
	            
</p>

<ul>
	<li>
		The player accepts the quest, and completes it.  When confronting Haelga, she acts as if she is frightened, and asks the player to follow her to the basement to discuss things.  Once at that spot in the basement, Haelga will capture the player and they will serve time as a toy.  At the end, Haelga will demand that the player agree to keep her secret.  The player can say no, which will force the player into another stay.  At the end of the second stay, the player will automatically agree (just for a bit of role play.  The player will have no options to tell anyone about Haelga's secrets.  In fact, everyone already knows as most of them are secret patrons.  Perhaps this could be expanded upon so that if the player tells anyone, there would be a chance that the player would be captured and taken to Haelga by the person they told.)  Of course, after this, Svana is enslaved as above.
	</li>
</ul>

<p>
	                <br />
	(yea, one of the goals of this mod is to get Svana enslaved by Haelga, because, well, why not?)<br />
	                <br />
	The rewards would be gold, or a client membership to the club.        <br />
	            <br />
	For those players who do not wish to be toys, they will be given a club membership.<br />
	                <br />
	<em>Dialog</em><br />
	        <br />
	If the player does not want to play through the vanilla tie-ins, the mod can be started via dialog.  The player would ask Haelga if she has a room.  She will say no several times.  Eventually she will say that she may have something available.  Then one of two scenarios would play out determined by dialog choices to determine how the player leans:
</p>

<p>
	 
</p>

<ul>
	<li>
		Haelga will tell the player about the secret club and offer a trial membership.  At the end of the trial the player will pay for a full membership.  The goal here is to get the player into the club for fun, otherwise why would the player install the mod?  This does not prevent the player from becoming a toy later on.
	</li>
</ul>

<p>
	                        
</p>

<ul>
	<li>
		Haelga will suggest a spot in the basement the player can use.  After accepting and paying the required fee, the player is lead to the back part on the basement to what seems to be a stone wall.  The player will ask a few questions about the spot and maybe be a bit upset.  Haelga will then strip the player of all items, and prepare them as a toy.  The player will spend 24 hours as a toy in the club.  After their stay, Haelga will allow the player to return as a toy anytime they want.  When returning the player will have the choice of paying or get paid.  Paying toys get a few perks.
	</li>
</ul>

<p>
	       
</p>

<p>
	<u>SD+ tie-in</u><br />
	    <br />
	When sent to Haelga's place by Sanguine, the player will end up in one of the selection cages, or in an isolation cell.  Haelga will comment on how thrilled she is that Sanguine gave her a toy to play with.  The player will spend at least two days as a toy and then be released.
</p>

<p>
	 
</p>

<p>
	<u>Alternate Start</u><br />
	        <br />
	Player wakes up in one of the isolation cells.  They have no idea how they got there.  All the player knows is that they belong to Haelga until they pay off some debt she says is owed to her.  The player serves as a toy until Haelga determines that their debt is payed.<br />
	    <br />
	<u>Simple Slavery</u><br />
	    <br />
	Player is sold at auction, and one of Haelga's agents purchased them.  The player ends up in one of the isolation cells.  The only real difference between this one and the alternate start is that the player knows how they ended up in the cell.<br />
	        <br />
	<u>Death Alternative</u><br />
	    <br />
	Player was found unconscious and left with Haelga.  Of course she cannot refuse such a gift.<br />
	        <br />
	Player was found unconscious and sold to Haelga.<br />
	    
</p>

<p>
	---------------------------
</p>

<p>
	<br />
	<strong>Status</strong>
</p>

<p>
	 I am almost finished laying out the club.  Doing some decoration.  I will probably release a teaser here in the blog to get some feedback.  A screenshot will be added when i get a bit more decorating done.
</p>

<p>
	    
</p>

<p>
	<br />
	<strong>The path forward:</strong>
</p>

<p>
	 
</p>

<p>
	I have a lot to learn to do the things I want to do in the mod.  Obviously I will be taking it a bit at a time, so don't expect a completed mod in a week.   I have a day job working with computers and get tired of computers easily these days.  Hopefully the experienced modders out there are willing to hear some stupid questions and help me along my path.<br />
	    <br />
	    <br />
	    <br />
	    <br />
	    <br />
	   
</p>
]]></description><guid isPermaLink="false">12410</guid><pubDate>Sun, 04 Apr 2021 13:40:20 +0000</pubDate></item><item><title>The Purpose.</title><link>https://www.loverslab.com/blogs/entry/12381-the-purpose/</link><description><![CDATA[<p>
	I am a programmer by trade and have always wanted to get into Skyrim modding.  However, as I am a programmer, modding is a bit close to what I do all day, so it can be tough to get home and do the same thing.  I have had many ideas from that I started playing the game, but never took the time to really learn modding.  I have built some things in the CK, even tweaked a mod or two, but have never released anything.  I have two mods sitting around that are good candidates for me to use to further my knowledge on Skyrim modding.  One will take very little, as it is just a player home, the other a bit more complex, but should be fun.
</p>

<p>
	 
</p>

<p>
	Soo... I decided to create this blog.
</p>

<p>
	 
</p>

<p>
	This blog is a place for me to express some of the ideas I have had for Skyrim mods over the years.  I cannot say whether or not these mod ideas will ever grow to become mods, but we can all hope.  I do plan on learning more about modding.  Perhaps doing that will spark some incentive to try out some of my ideas.  I currently have at least two ideas that I have started taking notes on.  I will get those to a presentable form and post them.  Each idea will have its own post, and that post will be used to discuss the idea with the community (or just myself if no one cares to stop by).  Over time the posts will be updated to reflect changes in each idea.  Maybe eventually we will have working outlines for each idea.
</p>

<p>
	 
</p>

<p>
	This first post can also serve as a place to suggest your own ideas.  Maybe one will spark some inspiration in me, or someone else.
</p>

<p>
	 
</p>

<p>
	Stay tuned!
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	 
</p>]]></description><guid isPermaLink="false">12381</guid><pubDate>Fri, 20 Nov 2020 02:16:19 +0000</pubDate></item></channel></rss>
