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A "commodity" for Devious Followers as an alternative to cash


Lupine00

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First, some context:

 

I've mentioned this on several occasions, but I raised it again recently, in the context of a discussion about Skyrim economics:

Spoiler

 

I'm still trying to come up with some alternative to cash that you can pay followers with. The best suggestion so far is soul gems, which would be ... ok ... but feels a bit esoteric.

There should be something more obvious, more intuitive, but apparently, there isn't :) 

 

 

This triggered a long response by @HexBolt8 that you can find here: https://www.loverslab.com/topic/130527-devious-followers-continued/?do=findComment&comment=2936344

 

 

I'll summarize that as:

On 3/21/2020 at 7:50 AM, HexBolt8 said:

What about adding something new to the game?

Which in this case refers to a class of loot object.

It's got pros and cons vs an existing item like soul gems.

 

I won't dig into HexBolt's "rare trinkets" idea here, because while it's an interesting idea, it seems more interesting as an augmentation to other mechanics rather than a true paradigm shift in follower payment.

 

As a concept it's just not visceral enough. It doesn't immediately resonate. It's not a strong basis for a relationship.

What bothers me is that ... it just feels manufactured ... and that's true of soul gems and the other objects too.

 

@Darkwing241 also made an interesting response, which got closer to my thinking, but addressed the issue more generally: https://www.loverslab.com/topic/99955-sexlab-survival/?do=findComment&comment=2936294

 

 

 

To clarify:

 

What I'm looking for is something that makes sense for a follower you are already connected to, such as a housecarl, or a spouse, a "something" that would justify them treating you like a slave if you don't deliver it. i.e. It's not for a new mod, it's a feature for Devious Followers, and it has to work with most of the existing dialogs.

 

That doesn't mean no dialog changes. I think some dialogs would swap based on the payment 'mode', but it would be too tiresome to make all of them conditional.

There would also likely be additions specific to the mode, and some little tweaks in some mechanics - such as device removal.

 

I think the best thing would be something you do, not something you have.

 

The key is to then make that 'thing you do' appropriate enough, interesting enough, time-consuming enough, and yet also troublesome enough, that it is lore-friendly, immersive, and good-gameplay.

 

I'll list those points again, and number them:

  • appropriate (it just makes sense lore and RP wise) - feels like the basis for a strong relationship
  • immersive - feels like an event, not just a mechanic
  • interesting - sufficient complexity
  • time-consuming - usually easy to adjust
  • troublesome  - some effort required on the player's part, some risk of failure
  • gameplay - choices have consequences, some risk of failure

 

The obvious first try candidate for this is sex.

It's appropriate and immersive, but it's not very interesting, and generally not troublesome or delivering any gameplay, without building a complex system around prostitution, addiction, etc.

 

The follower could expect sex with others, or just with the follower.

Their reaction to non-delivery could then be treated as either frustration that you aren't satisfying them, or a natural outcome of them acting like a pimp and treating you like a whore.

 

 

The core problem with sex is that it would require a lot of new mechanics to make it work well. There is no existing prostitution mod that does the job appropriately in this context.

Most of those mods lack any satisfying gameplay, or any real risk, and are just easy ways to get money if you don't mind watching SexLab scenes over and over again. Only ME ever went beyond this, and it's not compatible with anything else and had many bugs besides.

 

It also has some 'logic' problems. Why would a housecarl do this? Why would a spouse who locks you in a chastity belt also whore you out? It feels a bit awkward. You can make up answers but they won't suit everyone.

 

 

So, sex is a "maybe", but not really a great solution without a lot of extra work that would block delivering the DF feature.

 

 

The spouse scenario I keep coming back to is my "running joke" vegetable stall.

Spoiler

The vegetable stall scenario takes the idea of an oppressive male spouse who demands this his PC wife must support the family. He makes a big deal about how he provides, but he still demands that his wife work at some menial task, while caring for him and his needs, pumping out babies, and supporting his drinking habit. In the pure version, the husband uses violence and threats to children to keep the PC under control. The gameplay is about balancing a mass of responsibilities and allocating a budget that will usually be too small to do everything you need. It's not about Skyrim as we understand it.

It's more like a grimly realistic alternate start than a solution for DF.

 

 

Nevertheless, the idea of a spouse follower (or even housecarl) seeing the PC as merely a support character (regardless of the actuality) and acting accordingly is really a common story-basis for DF scenarios. It's not the only story, but it's one story you can use to rationalize what's happening in DF.

 

In this setting, the follower demanding cash seems strange. If we turn on gold control, it makes sense that they no longer demand cash but simply control it. That still leaves a very loot oriented game, which can be boring, and doesn't quite fit with spouse followers.

 

 

What could a spouse reasonably expect, either item or action?

 

One possibility is the opposite of sex. The PC just needs not to have sex with others. This is appropriate, immersive, but not interesting, time-consuming, or necessarily good gameplay.

Maybe too easy if wearing a belt, and as the only involuntary sex mod that isn't a straight-out rape mod is HH, it's pretty limiting. Suffice to say, there's something there, but it would need a lot more work to make it viable.

 

 

Another possibility is that the spouse makes arbitrary and variable demands: a mixture of radiant quests and Submissive Lola type demands for items. This is probably achievable. It's pretty close to what @Darkwing241 suggested, and very, very close to what Sex Slaves - Mia's Lair - Dominant Andrew does. Andrew has a plotline and progression mixed into his radiant quests, but it really is the same thing. What Andrew does is perfect for a possessive spouse.

 

The downside of this mix-and-match approach is that it isn't an obvious replacement for cash. There is no easy way to create an exchange rate between these different actions and cash, though you could assign values to each one.

 

As this fits in with the radiant quest mechanics I was thinking of for enslavement, there's some efficiency there, on the downside, it makes the normal non-enslaved experience more like being enslaved, which reduces the variety of experience.

 

I suppose it may be possible to have similar mechanics yet still make it different enough.

 

 

This could be adopted with slightly different dialogs for a bossy housecarl, or other "involved" follower who isn't asking for money, but is making demands.

 

Maybe mixing in something like the soul-gem mechanic, and "ancient trinkets" as well could help vary it.

 

It's getting pretty nebulous as an idea. I was looking for a simple answer, and I guess there isn't one?

The only "obvious" action is sex, and the drawbacks with that approach are already noted.

 

It comes back to a handful of simple questions:

 

What would be interesting for your housecarl to demand you do?

Why would your housecarl think it's OK to try and enslave you?

 

What would be interesting for your spouse to demand you do or give them?

Why would your spouse think it's necessary/useful to enslave you?

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I didn't read it all honestly, just the first post and a few more, but as far as i can tell from Lupines reactions that wasn't mentioned yet like that:
My thought about a different currency for DF was that essentially... you want a "needs" feature for NPCs. Needs can be many things. Food and sleep and sex are the obvious for the PC, but there can be many more things and theoretically, all add up to be used as one currency. My general thought was... your follower wants to enjoy life. So, as a value you could add something like "Satisfaction."

Now, what that means can differ, which leads to my second thought. Different people could have different needs. One might want to enjoy their evenings in taverns with dancing and drinking. Another one might want to roam the country and see beautiful landscapes, discover & explore secret caves. One might be unhappy when there isn't anything to kill regularly. One could be unhappy if things aren't in order, i.e. armors, weapons, houses need to be cleaned*. One might be sadistic and become unhappy if there isn't any regular spanking. Or masochistic. A control freak, or somebody totally chaotic. Worshipping certain Daedras or fighting them as good as possible. At least most of these can combined freely.

I probably could come up with more and ideas how to do certain things, but generally spoken: I was thinking about a personality randomizer that runs after initialization, similar to Sexual fame (i think?) but with more options. And potentially an MCM option to either re-randomize somebody or set specific traits for a chosen NPC. That would give one follower a personality that would give at least some reasons why the PC is given more or less certain tasks. And maybe some different dialogues before you recruit/marry somebody to figure out if their character are what you want. Again possibly with a devious trait - some followers might have dialogues that will not fit at all their actual traits, you'll only learn though until you're in debt/married/whatever, or at least less obvious than some others. In some way ofc it would fit the overall approach and even name if that trait would be a general thing. ;)

For the interesting/time consuming part... imho not all have to be like that. I'm not sure if anybody remembers the abandoned mod "more devious quests". It had a couple of humilating things, but also some quite quick and innocent ones, like... you get a sword into your inventory, clicking it started a vanilla cleaning animation. Repeat 3 times and you're good. I always kinda liked that. For somebody with an "orderly OCD", it could be necessary to do it once a day and it's not really exciting, nor a big task but role play wise my PC would be much happier doing that instead of getting spanked every day. And since it's not time really consuming, i as a player would be fine with it as well.

To determine if a NPC has an OCD... i imagine it like that: The personality randomizer sets values for all (or maybe a max lower than all) added traits between 0 to 100. These values determine how important it is to the NPC and how often you have to do it to keep them happy. If it makes sense to have it entirely random, or limit values of 0/100 to one depends a bit how it's implemented i'd say, and needs to be tested but... 

* Different traits could oppose each other and be more complicated if you want to go more and more in depth. Like, somebody who likes it orderly may actually dislike going into caves. And it could be differ again from types - (dwemer) fortresses could still be considered more or less orderly while simple holes in the earth would be considered disgusting.
Killing (or well, beeing in combat) could split into using melee/bows/magic, some might like one more than others.

As far as i can tell it fits or would at least be compatible with other suggestions, if you want me to go more into detail... tell me. ;)

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not sure trying to create an entirely new system based on "behaviours", or using sex / sexual activity either would be useful. maybe doing something different by using existing items would work well here ?

 

example, Cursed Loot can be configured to drop restraints in various chests / bags and so on. so maybe collecting a certain number of them and bring them to the follower / housecarl ? that could even be more defined specifically into "full sets", "color sets" "# of types (ie multiple gags), and so on. this would involve going out to search (could set a trigger to prevent being able to look inside town / city limits and force the player to go outside to look)

 

also, could be for ores. player would have to go mine various caves for ore, of course, caves can be populated with bad npc's lol.

 

i am curious though if there is a way to maybe create a "cleaning" option when you own a house. i mean the game has buckets, clothing irons, brooms, saws, shovels and so on. maybe find a way to create something that uses these for chores in and around the house ? maybe even gardening  ?

 

imo it would need to be something that would "benefit" the follower or the housecarl in some way, but also benefit both parties as well. these things don't have to be sexual in any way (honestly already too much of that in so many mods, big time overkill on sex, and not co much on actual slavery / slaver interaction, or even D/s relationships and interactions, but that's a totally different convo lol).

 

just a note though, something i thought i would add here, but there is a typo of sorts in the "dominant" follower interactions with a "sub" PC. and this could be related to this type of interaction / solution for what you're looking for. in the D/s community, any kind of dominant role is always always addressed with a capital, always. (ie Master, Mistress, Sir, Miss...), and any reference to slaves / pets / subs are always small caps (hence defined roles D/s - Dominance/submission). anyway, maybe this would give ideas too ?

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On 6/29/2020 at 12:49 AM, YojimboRatchet said:

i am curious though if there is a way to maybe create a "cleaning" option when you own a house. i mean the game has buckets, clothing irons, brooms, saws, shovels and so on. maybe find a way to create something that uses these for chores in and around the house ? maybe even gardening  ?

Captured Dreams had both cleaning and gardening, and various other chores too, such as showing up on time to serve breakfast.

Kimy cribbed some gameplay from it into Dagonar and also the Chloe quest.

 

My experience is that that those things were quite good as atmosphere in CD; not as good in Dagonar where the area to clean is just too small, even if you are slowed by devices. There were other things that made it matter in CD. You could fail, and you wanted to perform well, and not doing so wasted a lot of your time. In Dagonar the task must be completed, and so you can't fail it. The lack of a failure condition removed some of the fun. The same with the Riften cleaning in the Chloe quest, you have to do it to progress, so there is no failure condition.

 

Various chores you have to do for the follower, which must be completed according to a time-limit would be good, I think.

They would fit into some kind of Maid deal, where the follower expects certain things to be done for them.

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On 6/27/2020 at 1:00 AM, Nazzzgul666 said:

I was thinking about a personality randomizer that runs after initialization, similar to Sexual fame

I think that's what the quirk proposals were all about.

An NPC would have a small, random number of quirks, that are things like: clean-freak, sadistic, drunk, sex-obsessed, etc.

The NPC expects you to do things that satisfy their demands based on the quirks, punish based on the quirks, offers deals influenced by the quirks, and so on.

On 6/27/2020 at 1:00 AM, Nazzzgul666 said:

you could add something like "Satisfaction."

With most mechanics, the optimal number is three. If there were a satisfaction for each quirk, and the average number of quirks was three, I think that would work out.

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36 minutes ago, Lupine00 said:

I think that's what the quirk proposals were all about.

An NPC would have a small, random number of quirks, that are things like: clean-freak, sadistic, drunk, sex-obsessed, etc.

The NPC expects you to do things that satisfy their demands based on the quirks, punish based on the quirks, offers deals influenced by the quirks, and so on.

With most mechanics, the optimal number is three. If there were a satisfaction for each quirk, and the average number of quirks was three, I think that would work out.

My thought was that there is a Satisfaction... pool. Or maybe boredom like you already have. All quirks add to that one pool. To speak about the sadistic, sex-obsessed clean-freak... the player could offer to do cleaning, recieve spanking, or get fucked, and each option would reduce the boredom, possibly to a different degree depending on how much the follower is into it, that's why i thought about a value between 0 and 100. 
If the follower is bored/unsatisfied, bad things happen. Maybe he simply choses his favorite and strips you of the option to chose, a bit like the slavery system. Or he increases the pay per day.
That way it could be a bit like this: 
One (max two?) major quirk, that he definitly wants to have now and then. You can reduce the times he demands this by satisfying his other, lesser needs. I think that way it would be easier to have more than three needs, but... you're the expert here.^^ If you also make deals dependent on this i can understand you need to limit it though, that sounds like a big task. Not sure if i'm actually in favor of it, though... on the other hand, it might encourage it to get rid of a certain follower and force you to find another one. 

Another need i just realized i actually want is a voyeur quirk: your follower wants you to get fucked by others. Minor satisfaction for watching you masturbate? :)

*Edit: site note, i remember you said at some point you gave up integration of SL Adventures because Teutonic left. Appearently he's back! He made a post about it in his mod thread, nothing like an update yet, still trying to get his setup back to be able to work on, but at least it sounds like there will be support again in future. At least worth checking now and then? :)

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Just now, Nazzzgul666 said:

All quirks add to that one pool.

But that makes less sense doesn't it?

 

Let's say that your follower is a voyeur. They want to see you naked, or naked having sex, with others, or by yourself. Those things add varying amounts to satisfaction of the voyeur quirk.

 

If they aren't fulfilled, then they do something to fulfill the quirk. e.g. they steal your clothes, or force you into sex with Nazeem so they can watch, or demand you put on a show for them.

 

What they don't do, is...

whip you to a bloody pulp - because they aren't a sadist -

have sex with you themselves - because they aren't a sex-maniac

force you to drink skooma - because they don't like skooma, or care if you are addicted to it

get you drunk - because they don't like drunks

make you clean the house - because even though they are a clean-freak, you already cleaned the house.

 

Conflating multiple factors into one measure of happiness with you is OK if it's comes to asking a question like, will they let you run up more debt, but it doesn't answer all those other questions as well as using the correct measure for the job.

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43 minutes ago, Lupine00 said:

But that makes less sense doesn't it?

 

Mhm... i do see your point, i'm not sure if you see mine... Let's put it that way: 
My own mood can be improved by having really good food, reading a good book, getting stuff done properly,... and my mood at the end of the day is a cumulation of all of these. Ofc IRL it's a bit more complicated but as an general approach, it works imho. Now, with an OCD i imagine it doesn't matter that much how good your food is if your apartment is a mess, so you really really want that anyways, but having it clean *and* good food will still be better than only one of them. 

So i thought that having one quirk that has to be fullfilled + some smaller ones would work nicely together. As game mechanic and Rp wise, i'd like that because when i start with a new character which doesn't want to do lewd things somehow ending up with a NPC which has a 100 "want sex" value, a 53 "wants spank you" value, a 33 "wants party/drink" value and a 21 "wants clean" value, i can try to keep that follower happy via cleaning, but have to do it more often as it doesn't add as much to the pool. Going to get drunk with him works better, but there is a chance either of you might do something lewd/dumb when drunk, so it's a risk.
I'd imagine what your follower wants to be happy is simply a value of 100 at the end of the day, and each need adds as much as it has points, although... 100 might be a bit much in that case, considering it's completly random and you might end up with somebody with 100/1/1/1/... values. Maybe with a multiplier for more time consuming tasks? It doesn't need to be possible though to get him completly satisfied with each task and each day, though. I wouldn't necessarily add consequences for each unsatisfied day but only if, let's say, the points missing towards 100 reach 100 accumulated as well over the course of several days?

However, with the "wants sex" value at 100 it's his quirk that he will demand at some point* anyways, you can delay it though by keeping him happy in other ways. If you don't do anything, he'll demand it way sooner/more often. The flaw in this of course is... with randomized values it could be the other way around and he just wants you to clean all the time, which would be good from the point of view of my character, not that much of my own, though. ;)
Maybe that could be solved by seperating the randomizer into lewd/innocent, or exluding the (more) innocent quirks from reaching 100. Again, not top priority though, might encourage changes of followers as well. In that case an for future planning, it might be nice if follower mods could send values how they're supposed to be.

*edit: for the "demands anyways" part i'd imagine it to be only after a couple of days if kept happy otherwise, or the very first day if not at all. Ideally with some delay for the first time?
Hmm... you're right about the part of repetition, though... well. I admit my idea is rather complicated and still far from beeing perfect. For me it does help to talk to you, though... if we continue i might come up with something quite polished. If you don't like the idea, though... i'll be happy with whatever you come up with.^^

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1 hour ago, Nazzzgul666 said:

but having it clean *and* good food will still be better than only one of them. 

But what I'm saying is that the mean value of the quirk satisfactions is used for a few generic things, like getting a little financial slack, or deciding you are an overall useless baggage, but the follower only acts out specific punishments/encouragements based on the quirk fulfillment. 

 

But I see the point here:

1 hour ago, Nazzzgul666 said:

However, with the "wants sex" value at 100 it's his quirk that he will demand at some point* anyways, you can delay it though by keeping him happy in other ways.

 

It's not like there isn't some score in there, but what scores end up being useful, or used for what, I really don't know for sure yet.

It will end up being the result of what is practical to implement at the time.

 

But if a quirk doesn't result in some well-defined event, it will be vague and useless, and players will never know if it's working or what it is going on.

 

Take as an example, a certain mod's slavery scores...

(OK, I don't remember the exact words or numbers).

 

Your Pwner is pleased and distrustful.

Your Pwner is angry with you.

Your overall score is 3.0/4.0

Your slavery rank is 2

Day 3

You have -3 hours.

 

Your Pnwer looks at you suspiciously.

Your Pwner demands a shrubbery.

Trust -1

 

Nobody can figure out WTF that stuff means without looking at the source code. Even the explanations are incomprehensible.

It doesn't add value. Too much conflicting info, and it doesn't tell you whether the master is a sadist or happy-go-lucky, which matters enormously to the final outcome.

Why am I being whipped? No idea?

Why does it not matter if I punch this idiot?

Why...?

 

It's a game with limited and unsubtle communication; things need to be clearly apparent to the player.

Rather than force them to look at numbers in a simulation, better for them to just know that when the follower starts demanding they clean the house, that they better get sweeping, or they will be sleeping outside on the street, drenched in troll cum... And that the same follower will likely make other cleaning-related demands in future. Having sex with them probably won't delay that for long, if at all.

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4 hours ago, Lupine00 said:

Captured Dreams had both cleaning and gardening, and various other chores too, such as showing up on time to serve breakfast.

Kimy cribbed some gameplay from it into Dagonar and also the Chloe quest.

 

My experience is that that those things were quite good as atmosphere in CD; not as good in Dagonar where the area to clean is just too small, even if you are slowed by devices. There were other things that made it matter in CD. You could fail, and you wanted to perform well, and not doing so wasted a lot of your time. In Dagonar the task must be completed, and so you can't fail it. The lack of a failure condition removed some of the fun. The same with the Riften cleaning in the Chloe quest, you have to do it to progress, so there is no failure condition.

 

Various chores you have to do for the follower, which must be completed according to a time-limit would be good, I think.

They would fit into some kind of Maid deal, where the follower expects certain things to be done for them.

yes it would be fun. the concept you mentioned from Captured dreams seems fun. would have loved to have seen that but sadly, i started too late so i never got to play this mod :(

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4 minutes ago, YojimboRatchet said:

sadly, i started too late so i never got to play this mod

It's definitely better in memory, or imagination. The actual Captured Dreams had a lot of problems with NPCs failing to speak vital quest dialog, causing you to stick unless you reloaded and replayed, repeatedly. There was also an awful lot of mining rocks and making butt-plugs (really), which was repetitive, and dragged on for real-time hours. Hardcore. Fun. Or just tedious. It varied. On a first playthrough it was probably ok ... after that you would probably be over it.

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Well I will return to my original Idea. With each consecutive transgression the "payment method" becomes all the more difficult to accomplish in either actual difficulty or expense. I totally understand why my thoughts of a time constraint wasn't feasible in it's original form. Yet as was pointed out elsewhere it could be set to days or weeks. Then taking your clarification of my incoherent thoughts you said. "For the spouse, you might get those practical demands if they fit the spouse's skills. Or it might be outrageously expensive jewelry or outfits." and "as also suggested the follower might demand actions ... As noted, for a housecarl, perhaps killing dragons and murdering bandits might seem much more important."  

 

For the spouse let's say they want a specific ingredient for a meal or potion, so they send you shopping/searching for it. They take all your gold and require the ingredient in 2 or 3 days time (now since PC gamers could console cheat the gold) you are required to preform several small side quests in anticipation of earning the gold (like the becoming Thane quest for the Jarls). The same would go for the expensive dress or jewelry only a few more side quests.

 

This system could also be applied to the housecarl either clear "bandit camp" in time period or "do X number of favors" in time period. Same constraint as above except along with gold removal you also have to give up weapons and armor only to be allowed what your housecarl gives you as the difficulty ramps up. For instance you have one week to clear whatever barrow with only this iron dagger and wearing some restraint device. The restraint to increase difficulty but the humiliation factor is not forgotten either.

 

Again I might be unclear but I hope you see where I am going with this.

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3 hours ago, Lupine00 said:

But what I'm saying is that the mean value of the quirk satisfactions is used for a few generic things, like getting a little financial slack, or deciding you are an overall useless baggage, but the follower only acts out specific punishments/encouragements based on the quirk fulfillment. 

 

 

I definitly agree that the punishment for not fullfilling stuff should fit the major quirk, regardless of other things. For the player beeing clueless part... imho it can be fun if you have to figure out what your master/follower likes and dislikes and part of the game. It could add some depth and realism imho. In that case, though, it has to be possible to do that in game, not by looking at the code. Ideally by dialogue and actions and consequences, maybe with an MCM option as a fall back.
I already covered that a little bit as i said it would be great to have some dialogue before you hire a follower, but that might mess with the system and i could understand if you don't want to go that road.

Either way, once you have one i imagine something like... dialogue option:
PC: "Is there something that would cheer you up?"
NPC: "Yes."
Opens menu to choose different tasks, either only those that this specific follower likes to make it a bit easier, or all possible. From here i can imagine several options and i'd be happy with either pretty much equally, whatever you think is easier to implement (counts anyways, but.. ;) )
1. Choose one option, dialogue would look something like "Would [task] make you more happy?"
Answers can differ from "A bit.", "Yes." "Very." so you have at least a clue, without knowing exact numbers.

 

2. Choose one option, execute the task, ask afterwards if that made him more happy. Similar responses to above. 

3. Do several tasks over the day, ask about happiness and get a pop-up with detailed information which task did how much. Would look like 
Cleaning: zero points.
Wearing no clothes: 10 points (per hour?)
Watching you getting raped by Nazeem: 50 points
Total: 80 points today. He is quite satisfied with you, but something seems to anger him still.
Alternative: Total: 80 points today. He is quite satisfied with you, but he still wants you to pray at a shrine of Dibella.

Another possible alternative would be to get negative points for not fullfilling his actual needs, or maybe only those that oppose his needs. Would need some balancing and depends on which needs you'd actually implement. Or have conditions. Like, when he is sex craving, it will make him unhappy to watch you getting fucked by somebody else but *only* if he didn't get fucked today. That example can be chosen by if you did fuck him or his overall arousal maybe, praying to Thalos could anger him in any case or only if you didn't already pray to Dibella. But here i'm really just throwing ideas, i guess it's complicated enough already.^^

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10 hours ago, Nazzzgul666 said:

Another need i just realized i actually want is a voyeur quirk: your follower wants you to get fucked by others. Minor satisfaction for watching you masturbate?

I think this is the better route to go. I loved CD but the endless mundane chores weren't exactly the fun part.  I usually found myself cheating to skip them.  The maid transformation itself is fun but you really need a perfect mixture of sexy thrown in to keep it fun.

 

I guess maybe there is a difference for different types of players, depending on their taste and their viewpoint?  When I play a female PC, I don't really envision myself as the PC, nor do I have a particularly submissive kink.  However I imagine many player DO play this way.  While enjoy the fantasy of a lady adventurer being made to serve as a lowly maid, I don't particularly enjoy DOING the menial tasks for any extended  period of time but I imagine there are some players who do.

 

I'm a big fan of the little "fetch quests" around town in the vanilla game.  On their own they are boring but they get your character moving around exploring the world.  Farengar's quest to deliver salts to the alchemist gives me an excuse to grab ingredients, or often to steal stuff.  Picking up spices from the docks give me an excuse to go shoot hawks, which is fun (if only for a few minutes).  I enjoy them because they give me an excuse to go play skyrim.

 

What if instead of a "watch you masurbate" quest where the PC spams sexlab scenes in their tavern it was "I want to watch you masturbate at the shrine of azura"  Now the PC has to make a journey there filled with all that great Skyrim stuff, possibly sexy stuff along the way AND gets to hit the voyeur kink.

 

Ugh, my idea just turned into asking for radiant quests again... fuck.

 

Let's try again...

 

What about if instead of the personalities spawning procedural wants and needs they just unlock a short story chain as a sort of "late game" surprise. 

 

Voyeur quest line

1: masturbate in front of me

2: do girl/girl with sadia in front of me

3: masturbate in public 

4: bring sadia in public

5: an actual not sex scene where you fight guys attacking sadia or something

6: more stuff

 

Doing an actual quest chain would give you way more control over the dialogue, and scenes, since each scene would happen in a specific place that you are ready for and can control. I also think it would be a nice change of pace for the often incredibly random feel most sexlab mods give after a while.  

 

It would also give you access to some more interesting stories than "do a lot of skooma" 

 

-A wanna be dragon slayer that uses the PC as a distraction

-The Thalmor agent trying to undermine skyrim by corrupting it's women

-A drug dealer who starts with skooma and move on to dirtier things

-A Pimp that uses you to entrap other ladies

 

So that would be a lot of labor but it would give an opportunity to tackle things in pieces.  It would also give some more personality and character to the DF, that the player would get to discover as they play.  With enough foresight maybe it could even be made modular enough that it would allow for other modders to contribute by just dropping scenes and dialogue into a premade template.

 

 

 

 

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15 hours ago, wokking56 said:

Again I might be unclear but I hope you see where I am going with this.

I get it, but it's probably a leap too far for DF as we know it.

 

Some elements of the idea might filter through, but I can't imagine ever having time to implement multiple specialized quests for each kind of follower you might have.

 

Some players would probably complain furiously if the follower just took away all their money and also imposed quests; and already feel gold control goes too far.

 

I'm also a bit puzzled why the Housecarl wants you to clear bandit camps using only a herring iron-dagger. It's getting a bit Knights who say Ni there...

 

 

Difficulty ramping as a concept is good, but creating a host of themed challenges is a lot of work; it's easier when the deal system simply imposes extra difficulty.

Right now, doing SHB with a follower and full gear is clearly easier than doing it with nine deals that impose devices that block nearly all your armor slots, stop you eating or drinking, and make you pause to try and masturbate or collapse in an orgasm every five minutes.

 

 

Broadly speaking, designs that leverage things DF already does are more practical to implement than ones that require an entire new system to be developed.

 

Are there ways to get what's being described here that lean more heavily on existing mechanics?

 

 

The same can be said of:

10 hours ago, Darkwing241 said:

So that would be a lot of labor but it would give an opportunity to tackle things in pieces.

I don't think DF is really the place to do all that sort of thing, much as I'd like to be doing it.

 

 

The thing with DF, is that the code base is ... not ideal ... as a foundation to build anything on, and that's putting it diplomatically.

 

 

Even if I were to take months completely refactoring it, it would still be awkward.

Spoiler

 

There are a *lot* of fragments that implement with unique code what should be functions in core files, like Tools, Tick, etc.

There are far too many scripts with auto-generated names that are full of core functionality, but also have a few stray fragments in there.

The organisation of the dialogues across quests is totally confounding, takes a long time to learn, and impairs performance, extension and manageability.

There are quests with nothing in at all.

There are quests that just hold scripts.

There is dialog that should be split into its own quest all piled into one place.

There's no consistency in naming, in capitalization, in use of quest variables vs globals, in formatting, in whether logic lies in base scripts or derivatives.

There's no consistency in what functions and methods are used to do different jobs.

There's orphan code, half-baked, abandoned code paths, unfinished and unexposed features.

The LDC is not entirely reliable.

There remain core features, like the scanner, that are deeply flawed.

Sex scene selection is still extremely basic and makes no attempt to leverage any deep knowledge of what is really in different animation packs.

It's slow to work on DF, and I've spent a lot of time getting used to it now. I mostly know where things are.

 

It could be cleaned up a lot, but it's ton of work that achieves limited benefits, and the result would require a new game.

I'm not sure the ESP can survive that level of manipulation with the tools we have available.

 

 

However, DF does a lot of useful things, and there is a path to add to it, incrementally, that keeps delivering interesting fun things to players.

Quirks for example, can be added one by one, each a little self-contained quest that comes with demands, ways to satisfy them, and punishments if you do not.

Those demands and punishments can probably be implemented as deals in in some cases.

 

Deals that contain/require radiant quests are obviously a possibility.

 

 

I've updated the Roadmap to indicate my current thoughts on this.

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Ok I understand what you are saying. The implementation of some of this is beyond the scope of feasibility or has already been at least partially addressed.

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Hmm...having your Housecarl enslave you in their own hold is a bad idea...but them enslaving you in public in another hold where nobody recognizes THEM, while also disguising you might work.   Lydia in Haafingar "None of them even know what you are, slave...but everyone would know that the Dragonborn is MY property if I marched into Whiterun, even with your hoods and gag on.  I can tell that excites you..."  Lydia in Whiterun "I'm sworn to carry your burdens...Mistress"

 

Also, having some setup scenes where you overhear a tiny part of the end of a conversation between say Irileth and Lydia about her being assigned to be your Housecarl

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Switching from debt to dissatisfaction seems like something that could be really interesting, but seems tricky to get just right. Here's my two cents.

 

Having dissatisfaction replace debt as the universal mechanic, here's a few ways you could do this for different types of followers.

 

Mercenaries

Basically the current debt system. The more you owe them, the higher their dissatisfaction goes, pay them to lower it.

 

Allies

I had a few thoughts about non-mercenary followers - usually someone who tags along because of friendship rather that a contract. Rather than charging you upfront, what if their dissatisfaction was tied to gold earned?

 

While they help you out for free, seeing all the money the player makes, they feel like they deserve a cut. The cut they want could change the more dissatisfied they are - a player who gives them a share of the spoils regularly will only need to give them a small share, but a player who goes weeks without paying might find that their follower now want almost all their earnings.  These followers would then charge debt on unpaid dept, functioning similarly to mercenary followers until their debt is paid off.

 

In short, non mercenary allies are cheaper to start with, but if you neglect to pay them, they'll end up being more expensive.

 

Housecarls

Some of the suggestions here are to focus this on attitude correction, which make a good amount of sense. Having housecarls dissatisfaction rise from improper player behavior (drugs, crime, nudity, prostitution, etc.) How to reduce their dissatisfaction is a bit trickier - just doing quests or providing aid for people in their hold would be fairly straightforward, but it might be a little easy if any fetch quest counted. Maybe rather than paying out of deals, they ask you to collect a bounty (like the generic ones given by innkeepers) in order to get out of your deals

 

The bigger issue is how to explain their dissatisfaction leading to devious content. Framing it as "if that's how you'll act, then that's how I'll treat you" might be the simplest way to handle it. Making it so actions required by deals don't trigger more dissatisfaction could be a headache though. Or it could be that each deal reduces the amount of dissatisfaction your actions cause (lowered expectations) while causing dissatisfaction to build slowly over time (if the player shows no signs of changing their ways).

 

Rather than normal and enslaved, Housecarls could have three states instead.

Faithful Service - regular follower - no devious content.

Guidance - Similar to a normal devious follower - help the people of your hold to reduce their dissatisfaction, or keep being their plaything until they decide more drastic measures are called for.

Shame of the hold - Basically enslavement - your housecarl decides to keep you from embarrassing the hold by hiding you from the public - adding a face concealing hood to the usual slave gear. The might also have harsher rules while in their hold, like full body bondage to ensure you aren't recognized.

 

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