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Devious Social Interactions Dev Blog


Tenri

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For a while now I've been planning, designing, and as of about a week ago building a new mod to handle many of the social interactions you may expect in a deviously modded skyrim.

 

The mod has three core components so far.

 

Submissive and Dominant Followers :

  • There are a lot of options for dominant followers, each with their own strengths and weaknesses.
  • The main objectives for my variation is to not only add the possibility for followers to be submissive, but to make the experience of playing with a dominant one more interactive.
  • Instead of having to pay them or suffer consequences (eg. Devious Followers), or just having to deal with when it randomly decides to do something to the player (eg. XDFF or Deviously Enslaved Continued) the goal is to have a dynamic relationship between the player and their active followers.
  • Over time the follower will start requesting things of the player, If you don't do what they want for long enough then a more dominant follower may decide to start taking what they want, while more submissive followers will get whiny and eventually abandon you for someone more fun.
  • There are going to be various options for increasing follower happiness
    • Giving them gold
    • Accepting their requests
    • Protecting them from aggressive events (some may be able to target your followers in addition/instead of the player)
    • Offering to do things for them (sex, bondage, games, etc. cooldowns for each type of offer)
  • There will also be various ways to decrease follower happiness
    • Refusing their requests
    • Having consensual sex outside the group while the follower is aroused
      • Even greater loss if you masturbate
    • Repeatedly offering to do things for them.
    • Asking for them to do things for you too often
    • Follower raped
    • Follower downed
  • As you dominate submissives or submit to dominants you gradually change your base submissiveness/dominance, and they will feel more like you own them/they own you. The more dominant you are the easier it is to resist events being forced on you, and the more likely a submissive follower will do what you ask of them. On the other hand being more submissive will make resisting events more difficult (should always be possible, if somewhat difficult), and dominant followers are more likely to demand things from you.
  • When having more than one active follower the group dynamic changes and there are three positions for either the player or various followers
    • Group Dominant - The individual that dictates the actions of the group (only one)
    • Alpha Submissive/Supporting Dom - The individual that leads the submissives/supports the dominant in controlling the submissives, if as the player you are neither this or the Group Dominant you will lose the most control over the situation as you have two individuals trying to get you to do things. (only one)
    • Submissives - Any individuals that are not either of the above positions will be placed in this position of the group.
  • When you first hire a new follower it will determine what their base personality is, and at first they treat the player as someone they are working with rather than their pet/master
    • Available Personalities, There are variations on each depending on how sadistic/masochistic they are, as player submissiveness/dominance and follower ownership grows the differences become more pronounced.
      • Fully Submissive - Less likely to decline the wishes of the player/dominant, will never force things on the player and are slower to abandon the player when ignored, If repeatedly bullied or forced to do things they don't like they are likely to run away.
      • Alpha Submissive - When the player is more dominant than them they will act as a fully submissive character, outside of group dynamics and before the player develops submissiveness they are almost indistinguishable from them. When significantly more dominant than the player they can become the group dominant if there are no followers with more dominant personalities.
      • Neutral - Not particularly submissive or dominant, will generally treat the player as an equal and only play games when both they and the player want to. They may force things on a player that annoys them, but only then.
      • Dominant - More likely to try and get the player to do what they want, if upset with the player they are likely to attempt to force things on you.
      • Alpha Dominant - Quickly becomes demanding of the player unless you can match their dominance, the more the relationship develops the more they will treat the player like their pet/slave rather than an equal.
  • It will be possible to edit the personality stats for NPCs in the MCM, or via modEvents

 

Player Slavery to NPCs :

  • While there are options to make the player into a slave, most of them aren't aware of and fight with other mods that attempt to interact with the player.
  • This system at its core will be a harder version of player with a dominant follower.
  • There are plans for three levels of slavery 
    • Voluntary - Is possible with any NPC. Acts more as a game than actual slavery you can quit at any time and resisting requests is fairly easy. Repeatedly denying what your 'master' asks will result in the game ending when it ends in this way there is a chance that they will forcibly enslave you instead of releasing you, tired of you being a tease they will take what they want. When cooperating this will quickly raise player submissiveness, and if done with a follower their ownership will also raise quickly.
    • Forced - Is possible with any NPC. Acts closer to mods like SD+, your master will demand things of you and while you can try and resist doing so will likely just result in harsher treatments. The actor's Sadism trait will alter how they behave as your master with more sadistic masters being more readily punishing, and requesting more severe events. While masters with low sadism will be kind treating you more like a pet than a slave. If you anger your master enough they may decide to sell you or abandon you somewhere in the wilderness, while if you please them enough they may let you go free. When enslaved to a non-follower this way it will be easier to convince them to let you go free so that you can get back to the normal game.
    • Endless - This kind of enslavement is only possible with followers. This kind of slavery can result from the 'good' ending of forced enslavement to a follower, playing voluntary enslavement with a follower for an extended period of time. or being highly submissive to a dominant follower. You can still get out of this form of enslavement by pissing off your follower enough for them to be rid of you, though expect harsher results than from forced if possible. Convincing them to release you will be next to impossible. Escape is an option, be it a difficult one. Generally it acts much like Forced enslavement, but as it is always with a follower you will get more events that involve you going to other locations.

 

Modular events system :

 

The events system is being reworked, initial design concept still stands, but how much will be in the final implementation is unknown.

Spoiler
  • Events will be registered to the events controller in a similar fashion to how generic Devious Devices are handled I believe.
  • When registering an event you provide :
    • the quest for your event (with the dialogue and scripts that run during the event)
    • a string name for use in the MCM when configuring preferences.
    • a float minimum vulnerability that determines how bad of a state the player must be in to trigger the event.
    • and two boolean arrays that signify what conditions must be met, and must not be met in order to trigger that event. (one int array? [+] requires [-] restricted)
      • teasing a blindfolded player would require them to be wearing a blindfold
      • attempting to demand/force sex on a player requires they not be in a chastity belt
      • etc.
    • The script for events must extend the EventsScript script from this mod so that the controller can properly register everything and read conditions.
    • And you add a dialogue branch to the main controller, that uses          GetVMQuestVariable [the quest] ValidEvent = 1      as one of its entry conditions, sending the dialogue to your events quest dialogue branch.
  • When the scanner decides to fire an event it will check all the registered events for ones that have their criteria met and starts one of those events.
  • Current plans include a dialogue option at the start of each event that acts as a safeword (disableable in config) that when selected will cancel that event and temporarily prevent other events from firing for a (configurable) length of time. This way you can generally continue playing in an area where the events going off doesn't make sense but there isn't any implementation that would prevent them normally.
  • Most if not all events should be handled through a dialogue tree with multiple possible outcomes, what options are available and possibly how each option turns out will be dependent on the player and npc personality stats.

 

Plans may allow for a combat defeat scenario to be added to the events system - when defeated/surrendering normally it fires a event scan with combat defeat as a condition, if defeated as part of the dialogue tree of a running event it runs the defeated in combat result of that event. It may be possible to allow followers to abandon the player during a combat defeat depending on their personality and how happy they are with the player.

 

Options for follower abandoning player during defeat:

  • having them leave your service, not the best option but fairly simple.
  • have them set to wait (if possible) and teleport them to (the nearest?) inn
  • disable them for a time and then enable them and have them return to the player later

 

 

 

 

Updated progress information:

 

Dynamic assignment of Followers and Masters - Completed

Generation of Follower personalities - Minor changes then testing

 

Isolation of dialogues to specific Dynamics (Male/Female Follower/Master/Random NPC to Free/Enslaved/Alone Male/Female Player, etc.) - Proof of concept completed 

 

Initiation of events - Initial design phase

  • Dynamic selection of random NPCs for events - Initial theoretical design finished, pending implementation and testing
  • Combat defeat event trigger - Initial theoretical design finished, pending implementation and testing
  • Forcegreet event trigger - Not tested, unsure of best way to trigger a forcegreet, especially with multiple branching paths that shouldn't all start the same
  • Blocking Dialogue event trigger - Tested, need to determine how to enable/disable them dynamically
  • Need to learn how to run an event/scene if the player backs out of dialogue partway through

 

Creation of dialogue trees - Not started 

 

MCM construction - In progress, finalisation pending completion of major features (Paused)

 

When it comes to the writing of actual dialogues I will do my best, but I am more of a feature designer than a content designer. If there are interactions that you want to see, or when I get there ideas to improve what I come up with, I will welcome the input.

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Your mod sounds very ambitious and highly interesting! Noticing that most sub/dom mods seem to be designed to have submissive female PCs, I wonder if your mod will have the male PC being submissive to the resp. at least one female NPC in mind as well. And will you give the player the possibility to determine basic "psychological" preferences of his character which then will determine the kind of requests/demands/consequences/tasks? After all, it's a game which should be fun, not frustrating the player by forcing him to do things he would never submit to do in an "real" sub/dom relationship.

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15 minutes ago, Outerspacespecies said:

Your mod sounds very ambitious and highly interesting! Noticing that most sub/dom mods seem to be designed to have submissive female PCs, I wonder if your mod will have the male PC being submissive to the resp. at least one female NPC in mind as well. And will you give the player the possibility to determine basic "psychological" preferences of his character which then will determine the kind of requests/demands/consequences/tasks? After all, it's a game which should be fun, not frustrating the player by forcing him to do things he would never submit to do in an "real" sub/dom relationship.

There are no reasons why I couldn't allow male players, in fact as of so far there are no checks for it.

All that would be needed is for the dialogues to be made, and I'm not at that point just yet in either case.

The only hesitation for including male subs, player or follower, is the lack of a good conversion of DD mods for male characters, DD for him is a bit outdated (partialy updated to 4.2 IIRC) and I had issues last time I tried using it.

 

I plan on having the ability to disable events that you don't want to see, as well as set some events as things your player dislikes, so that a more sadistic follower may use those to torture/punish you, and events your player likes, so that in more consensual play they can use those more often and for rewards in less consensual.

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Glad you don't intend to exclude male subs, and a big thanks for that!

 

Yes, it's a pity that there are no devices for male characters, on the other hand I'm sure male subs would be more than glad if their miss would (could) shackle them on the wall or a post or Boethiah's pillar and just whip them (not spank; it seems as if many do not realize the difference between whipping and spanking) or force them to act as a kind of human furniture (chair, platform, footstool, rug, bridge if crossing some dirty spot etc.). There already is a nice animation which perhaps could be used (AOExecutionGuardChop.hkx - the one from the game's beginning when the prisoners are brought to the chopping block and are forced to kneel and get down), which perhaps could be used for a whipping punishment scene? Sadly I'm neither experienced with scripting nor with animation handling, else I would try to script such a scene myself. However, at least I wouldn't mind if there are no specially designed and explicit devices, if I would be able to experience such in-game relationship per se.

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Hey, so I'm sorry I didn't put a test build out in January, it was finished, everything I had was compiled and attached to quests/actors/etc. but I wasn't happy with how some parts were implemented.

 

Then I went offline for a little over a month for various reasons, personal and professional. LL is one of the first things I stop paying attention to when that happens. I am back now and in a better mindspace and most importantly, I figured out a better way to do the thing that was bugging me most, not only that I have implemented and tested the new solution, unfortunately, much of the old progress was built around the mess of the old solution so I am rewriting most of the mod at this point.

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Looks promising.

 

Are you thinking of adding shops such as the abandoned Captured Dreams mod?

 

What about devious shop owners (Belethor or Lucan) where you can take loans or run errands for them, then the player could be come an indentured servant/slave, etc.

 

I look forward to release.

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Tenri, you might want to look into DFC's willpower and resistance system as a foundation for your own event system. While your mod might be fundamentally incompatible with DFC, monoman's STA and SLS both use it. STA is pretty narrow in its application, but SLS is both comprehensive and highly configurable. If I'm right in my understanding of your event system being MCM configurable, you'd gain compatibility with at least two mods, one of which will carry some of the weight in terms of development of your mod. As for DFC, you can simply add an incompatibility warning in the mod description when you eventually publish.

 

Regardless, it's something of an updated Submissive Lola with added features, and that's a sorely lacking area right now. It's a great concept. ?

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On 4/11/2020 at 3:07 PM, Xuvish said:

Looks promising.

 

Are you thinking of adding shops such as the abandoned Captured Dreams mod?

 

What about devious shop owners (Belethor or Lucan) where you can take loans or run errands for them, then the player could be come an indentured servant/slave, etc.

 

I look forward to release.

I don't have plans for custom shops (either new or added to existing skeevy npcs) initially, but it isn't off the table once the core is finished, I could see a pseudo-master relationship with a npc that you do errands for/borrow from/etc that ends up landing you in a slavery scenario in a similar fashion to my plan for the follower system.

On 4/11/2020 at 11:36 PM, SkyAddiction said:

Tenri, you might want to look into DFC's willpower and resistance system as a foundation for your own event system. While your mod might be fundamentally incompatible with DFC, monoman's STA and SLS both use it. STA is pretty narrow in its application, but SLS is both comprehensive and highly configurable. If I'm right in my understanding of your event system being MCM configurable, you'd gain compatibility with at least two mods, one of which will carry some of the weight in terms of development of your mod. As for DFC, you can simply add an incompatibility warning in the mod description when you eventually publish.

 

Regardless, it's something of an updated Submissive Lola with added features, and that's a sorely lacking area right now. It's a great concept. ?

He he, compatibility with DFC is something I've been working around in my designs, my current solution is to make the follower system pretty much entirely toggleable so if you wanted to use DFC you can. Once the core is fully functioning I will look into working with DFC's willpower more directly but I'm not sure how best to do that yet.

 

 

 

I keep starting work on this and getting pulled away by other things I really need to just get it into a working state, though to be fair the last time I got pulled away I was actually testing the proof of concept for some of the dialogues and events, while looking up a gag-speak converter (so the gag dialogue would be a at least somewhat consistent and not just random nonsense) I got distracted by some interesting looking bondage games linked on deviantart, I'm about done with those for now and am getting back to skyrim.

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2 hours ago, Tenri said:

I keep starting work on this and getting pulled away by other things I really need to just get it into a working state, though to be fair the last time I got pulled away I was actually testing the proof of concept for some of the dialogues and events, while looking up a gag-speak converter (so the gag dialogue would be a at least somewhat consistent and not just random nonsense) I got distracted by some interesting looking bondage games linked on deviantart, I'm about done with those for now and am getting back to skyrim.

 

Heh, mod creation is always "fits and starts" I've found.

 

Some other things you might find interesting if you haven't seen them already are Lupine's future features on the SLAX page, and his idea for a dominant follower mod. That last one shares some similarities with your project. Maybe they give you some ideas or help you refine some of your own. Anyway, I'll stop rambling and let you do things your way. ?

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43 minutes ago, SkyAddiction said:

 

Heh, mod creation is always "fits and starts" I've found.

 

Some other things you might find interesting if you haven't seen them already are Lupine's future features on the SLAX page, and his idea for a dominant follower mod. That last one shares some similarities with your project. Maybe they give you some ideas or help you refine some of your own. Anyway, I'll stop rambling and let you do things your way. ?

I've made some of the patches in the SLAX thread for npc arousal stuffs, haven't checked up on it much since then though. I am hesitant to add direct dependencies to it just yet, and while the various factions that it has but has no implementation for would be useful to plug in to I'm not sure how much I want to rely on them.

 

The dominant follower outline looks like an interesting minigame, but it is leaning a bit too hard in the player is submissive to the follower for what I have in mind for this, it would be a fun scenario once in a while but I think it would make playing just a bit tedious at times.

 

Edit: I do actually have some 'quests' in mind for followers to determine what the player should be doing, and punishments if you take too long to do what they ask of you but nothing quite that drastic.

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10 minutes ago, Tenri said:

I've made some of the patches in the SLAX thread for npc arousal stuffs, haven't checked up on it much since then though. I am hesitant to add direct dependencies to it just yet, and while the various factions that it has but has no implementation for would be useful to plug in to I'm not sure how much I want to rely on them.

 

The dominant follower outline looks like an interesting minigame, but it is leaning a bit too hard in the player is submissive to the follower for what I have in mind for this, it would be a fun scenario once in a while but I think it would make playing just a bit tedious at times.

 

Yeah, just pointed them out for potential ideas, not wholesale adoption. You're already much closer to what I've been looking for in a follower mod (and what I kind of partially made myself), so it's all good. ?

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Guest AthenaESIV

Posted

I always look through comment sections of mods thinking, "I wonder if Tenri posted any fixes or tweaks for this"

 

Def look forward to seeing this mod, you touch on some things in Skyrim that def need some improvement. I love narrative in dialog in mods, and looks like you aim to deliver. Really look forward to seeing your spin on defeat and player enslavement scenarios... On of the things I do not like about SD+, as much as I appreciate having it for mods to work off of, is how sand box and almost unending it can feel... Having more narrative and direction in the scenarios will be 10/10... 

 

It's hard to say how long the Player captivity should last, it should feel a bit punishing, but it should really play much more on sexual tension and kink more so than being a punishment. The follower aspect of it is promising, would be great to see a system where the player is basically sent out to play as normal with new restrictions that do not really negatively effect gameplay, but add atmosphere to it.

 

SD+ and Prison Overhaul have the same issue for me in that regard, they are light on narrative but heavy on taking control and time away from the player for extended periods of time... SD+ being sand box, while Prison Overhaul is tightly scripted... Both leave the experience feeling shallow and too long (sort of like my posts lol)... For Prison Overhaul as an example, I just would rather see no cell loading - the player is simply marched to the town square, put on her knees on a leash and collar, and left for X hours to service anyone who is interested - and then she is set free on the spot when X time is over.

 

Hopefully you find a way to balance all that and make it high on kink payoff, but light on introducing boring gameplay loops that last too long and get too repetitive.

 

Can't wait to see what you come up with!

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8 hours ago, AthenaESIV said:

I always look through comment sections of mods thinking, "I wonder if Tenri posted any fixes or tweaks for this"

 

Def look forward to seeing this mod, you touch on some things in Skyrim that def need some improvement. I love narrative in dialog in mods, and looks like you aim to deliver. Really look forward to seeing your spin on defeat and player enslavement scenarios... On of the things I do not like about SD+, as much as I appreciate having it for mods to work off of, is how sand box and almost unending it can feel... Having more narrative and direction in the scenarios will be 10/10... 

 

It's hard to say how long the Player captivity should last, it should feel a bit punishing, but it should really play much more on sexual tension and kink more so than being a punishment. The follower aspect of it is promising, would be great to see a system where the player is basically sent out to play as normal with new restrictions that do not really negatively effect gameplay, but add atmosphere to it.

 

SD+ and Prison Overhaul have the same issue for me in that regard, they are light on narrative but heavy on taking control and time away from the player for extended periods of time... SD+ being sand box, while Prison Overhaul is tightly scripted... Both leave the experience feeling shallow and too long (sort of like my posts lol)... For Prison Overhaul as an example, I just would rather see no cell loading - the player is simply marched to the town square, put on her knees on a leash and collar, and left for X hours to service anyone who is interested - and then she is set free on the spot when X time is over.

 

Hopefully you find a way to balance all that and make it high on kink payoff, but light on introducing boring gameplay loops that last too long and get too repetitive.

 

Can't wait to see what you come up with!

Glad to hear you look for my work.

 

Many of my patches are my fixing issues I have with mods, or helping with bugs in mods I've taken apart in preparation for this one. There are still a few mods I've tweaked that I haven't shared my altered files for.

 

I haven't decided on how long captivity should last yet either, I think it will partially depend on who you are enslaved to and how. As for what you can do to get free that would also depend on the same things. I will probably include a maximum enslavement time that can be configured or even disabled that will be a hard cap on how long you are trapped in the scenario if you can't escape through other means before then.

 

For example when enslaved by a bandit in the middle of the wilderness getting gold or resources for them would be rather pointless, they took all you had and didn't capture you so you could make them money, other than to maybe through ransoming you, they captured you so that they could play with you whether you like it or not.

  • Freedom would be through
    • ransom after a period of time (has some penalties where you have to pay your rescuer back)
    • convincing them to let you join them, not sure if I want to actually do this as to properly join a hostile group would be an expansive change to core skyrim gameplay. The way it is handled in SD+ is rather superficial both in how in offers you to join them, and what all joining entails as there is zero commitment to the group and no new gameplay, if I do make this an option it won't just be being a obedient slave for several days so they let you join them, with bandits you have to prove to them you can fight, forsworn you would have to actually be a breton otherwise the same as bandits, with necromancers or similar you have to express either a curiosity for or skill in necromancy or just magic in general, etc.
    • fighting back and managing to kill your captors or just plain running away; The difficulties of each of these paths would depend highly on who captured you and where they keep you.
    • potentially if you had a follower when captured and they escaped (abandoned you scenario) they may return later and rescue you

 

Whereas being enslaved to a citizen of a town they may

  • make you work as a prostitute until you can buy your way out of slavery
  • keep you as a house slave making you clean their home and service them whenever they want you
  • maybe if they are a shopkeeper they have you 'help out' around the store.
  • Freedom from a citizen would be
    • release after a time conditions of such a release dependant on your behaviour while enslaved
    • or escaping from captivity, killing your captors would be an option again it would probably be easier than with a bandit camp but have greater consequences regardless of success or failure.

 

In either case, when escaping things they had taken from you will have to be recovered either before escape or from some location that it is sent to post escape. Being released normally your belonging will mostly be returned to you; most/all of your gold, and maybe some of your other things may be lost permanently, what all I target for loss will be both configurable and dependant on what I feel can be taken without risking breaking things from other mods/quests.

 

Much as I implied in the design overview enslavement to a follower will function much differently to random NPCs since you would still be able to play the game albeit with much greater difficulty, being released wouldn't really depend much on duration of enslavement and more on your managing to convince them to release you, I want to try and enable an escape from your follower, but that will probably be a post release feature as it will require changing the followers behaviour during the attempt.

 

 

My major gripes with SD+ (at least as far as slavery outside the sanguine storyline that I haven't actually tried out yet) are when enslaved to a random hostile npc they still expect you to get them gold and food despite there being none of either available anywhere within how far they will allow you to wonder, you get punished if your master decides to change game cell since they don't pull you with them, and I've tried actually escaping from such enslavements with no success, despite it being supposedly possible.

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Guest AthenaESIV

Posted

I like all those ideas...

 

Just throwing in my 2 cents here and there:

  • Prostitution can be an easy option with configation via MCM so players can set their own difficulty (X number of ts per X amount of gold), and there are plenty of other mods to plug into*
  • Ransom could be the start of some good quests... But imo that would be worth flow charting out and really taking your time before you start coding anything, because it is one of those things that can really strongly benefit from smoke and mirrors... And I'm all about mods using smoke and mirrors as a way to simplify their code (so they are less prone to fuck things up) and also as a way to add to the narrative.
  • joining them - might be interesting, but I feel like it would be a buggy nightmare for you and the people who use your mod.
  • Rescue - Could be good also, but another one that feels like it would be really buggy. Maybe just have one of the henchmen unlock the gate and tell them they are on their own...

I feel like a system that is based on having no time constraints would be best... Based on doing X amount of actions (lame quests are fine, just make them while dressed devious or naked with NPCs "distractions" on the way)

 

Also, skill checks would be good and are very underused. Heavy use of bribe and persuasion should factor in... Well written dialog with some skill checks, and opportunities to do "favors" in order to influence them would be great.

 

Sequences of successful bribes or persuasions in order to get out would be 10/10.

 

Basically, make it so the player can decide themselves how long the whole ordeal lasts. Balancing that so the slavery is not too trivial is the key... On one side you have boredom and getting annoyed, and on the other you have it seeming too short and pointless.

 

 

*(I used to use radiant, but I use TDF now because it is quick and dirty ... I'm working on doing a big overhaul to the dialog system for that mod right now - I want to add speech checks into it, and I want to play more on my own kinks lol... Also, Dance For Septims is an awesome mod with good animations and music that works well with / is based off of TDF, so that alone makes it better than the alternatives imo)

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Guest AthenaESIV

Posted

PS: Do you have a list of all the tweak and patch files you've released? Or is there a way to search for attachments in comment sections?

 

I feel like there are tons of good files hidden in this forum and I only come across 1% through blind luck lol

 

PSS: Hope you release those other tweaks sometime o/

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I spend a lot of time thinking about what to do before I start coding, usually don't write all the much down though, mainly just design overview like this blog. Although I am quite good at paper coding.

 

I went for a nap after my previous reply and while laying there thought about how joining an enemy group could work, and have a few ideas for it now. Assuming it is all possible.

Generally would just use the same pacification of the hostile NPCs as while enslaved with some quests you can do for them as well as some in camp interactions (sparring, sex, (un)binding them or yourself).

Leaving the camp for an extended period, attacking the NPCs, or looting containers would release the pacification and being recaptured before a certain amount of time has passed could prevent rejoining that group, but much like escaping from followers full functionality will likely be post release of the core features.

 

I was thinking the rescue was going to be more like rescue through frostfall, at least at first, fade to black wake up in an inn with your follower telling you that they gathered some help and saved you from captivity, not ideal but you would mostly be non participant in the event anyway.

 

1 hour ago, AthenaESIV said:

PS: Do you have a list of all the tweak and patch files you've released? Or is there a way to search for attachments in comment sections?

 

I feel like there are tons of good files hidden in this forum and I only come across 1% through blind luck lol

 

PSS: Hope you release those other tweaks sometime o/

I know I can look at a list of all my own attachments, but can't find a way to see a list for someone else's,

I currently only have files for

 

Many of my other tweaks are for SLSO compatibility but I can't remember what all I've done there.

 

Though I do have a heavily edited SGO3:

  • lower starting max gem/milk capacity and growth/generation rate
  • gradual increase of capacity and rates based on how many gem insertions/births/growth stages the actor has gone through for gems, and milk bottles generated/milked for milk.
  • hopefully better management of breast/belly size with SLIF, to prevent permanent/odd changes in size.
  • the inability to birth any gems unless all carried gems are full size
  • the inability to birth/insert gems while wearing a chastity belt
  • the inability to milk breasts unless they have enough milk to start leaking
  • the inability to be milked while wearing a chastity bra

one of the reasons I haven't released this particular file yet is that I need to make some changes to the mcm to allow configuration of the various changes (rather than just hard coded numbers that I'm using because It is currently personal use), and haven't gotten around to it. If that is interesting to you I may try to finish it up and post it.

 

 

There may be some other mods that I have tweaked but I have either since completely abandoned them, or can't remember what changes I've made, I do remember spending some time playing around with Naked Dungeons scripts for a while, but I no longer use the mod and can't remember if the changes were purely SLSO/SLIF edits or if there were functionality changes too.

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Here is a mod you may find interesting.

 

 

 

Just a thought.

 

Maybe you can use it for some of the dominant followers can put you in these devices, or make some in stores for shop keepers that you are indentured to can put you in when you don't make a delivery or payment on time.

 

Maybe someone like Belethor can pay to lock you in a device outside or inside his store for some advertisement.

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27 minutes ago, Xuvish said:

Here is a mod you may find interesting.

 

 

 

Just a thought.

 

Maybe you can use it for some of the dominant followers can put you in these devices, or make some in stores for shop keepers that you are indentured to can put you in when you don't make a delivery or payment on time.

 

Maybe someone like Belethor can pay to lock you in a device outside or inside his store for some advertisement.

Mm, I am interested in watching DDC's progress, and would love to implement usage of either its devices or ZaZ's. But DDC is small and new and ZaZ lacks lightweight distribution of its devices, distribution only existing in mods like POP (a few devices in walled towns), Slaverun (generated after the area is enslaved IIRC), or BFW (includes a few features that periodically lock the player in them but has the best far reaching distribution). Many mods already depend on ZaZ but I am hesitant to include it as a dependency because many people already avoid mods because of it (at least they used to, not sure if the advent of infinite potential animations has changed that) While DDC currently has no mods with it as a dependency AFAIK I am hesitant to be the first especially while it is labeled as a tech demo, and I don't think it has any distribution of its devices outside of the test devices in that file.

 

That reminds me I have made a couple small changes to BFW, fixing an issue that prevented the bondage groper mcm toggle from actually doing anything.

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Another couple of ideas.  Not sure if you can, or how you would want to implement.

 

1.  Bondage game.  This can be done with follower or shopkeeper.  Bet the person that you can escape from certain number of devices (configurable in a MCM).  If you win, you would

     get money or item (up to you).  If you lose, you would be locked up in those items for a certain amount of time (configurable in a MCM).  You can go as hard core on this as you

     want.  For example, if you don't escape, you can go double or nothing and keep betting until you become their slave or indentured servant.  Similar to the deal system of Devious

     Followers.  Or you can come up with your own.

 

2.  Wheel of Bondage.  Spin the wheel to determine your bondage fate.  Time spent bound would be configurable.

 

I'm unemployed now, so I have a lot of time to come up with ideas while I am playing and watching TV:).

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Guest AthenaESIV

Posted

5 hours ago, Tenri said:

Though I do have a heavily edited SGO3:

  • lower starting max gem/milk capacity and growth/generation rate
  • gradual increase of capacity and rates based on how many gem insertions/births/growth stages the actor has gone through for gems, and milk bottles generated/milked for milk.
  • hopefully better management of breast/belly size with SLIF, to prevent permanent/odd changes in size.
  • the inability to birth any gems unless all carried gems are full size
  • the inability to birth/insert gems while wearing a chastity belt
  • the inability to milk breasts unless they have enough milk to start leaking
  • the inability to be milked while wearing a chastity bra

one of the reasons I haven't released this particular file yet is that I need to make some changes to the mcm to allow configuration of the various changes (rather than just hard coded numbers that I'm using because It is currently personal use), and haven't gotten around to it. If that is interesting to you I may try to finish it up and post it.

 

You don't have to finish it up on my account, I have heavily edited SGO3 myself (mainly changing the dialogs and notifications to be 3rd person in my character's name), if you want to just share the source files you use I can use np++ compare plugin to use your changes :)

 

I like some of the changes you made for SGO3, I'd def be interested in copying some of those into my own

 

And the other info on your mod looks interesting too, I'm all for fade to black in mods, I prefer as few cell transitions as possible though. I'm stil disappointed the SE body search mod has transitions built into it, would be much better if the guards just did the searches on the spot imo.

 

Hope progress goes smooth for you on your mod!

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