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About This File

THERE IS NO MAIN QUEST YET. MY APOLOGIES FOR HINTING AT THEMES AND ACTIONS IN EXISTING DIALOG WHICH ARE NOT YET ACTUALLY IMPLIMENTED. THIS IS A WORK IN PROGRESS.

 

 

 

Overview: So, the premise is this: A "private facility" is seeking to rehabilitate a certain demographic of prisoner, and... provide... them with some highly-demanded skills for their post-prison lives. At least, that's how the warden phrases it. The PC happens upon an advert to work as a guard, and decides to at least take a look.

 

The prison entrance is located along the river just north of Riverwood. You can also teleport there via the "coc 0_rubber_room" command in console.

 

At the moment, development has been focused on building the cell. Introductory dialog is fleshed out a little, but no main quest is in place. Still, once inside you can run around and interact/look at the objects, mechanized inventions, etc. All the of the characters have at least a little bit of dialog. Main quest content getting closer to being a priority!

 

Requirements: A new save! If you've installed this file before, you will almost surely need a new save. Eventually, other mod dependencies will be added, but none exist at this time.

 

Hints: Extra reactions available among NPCs if the player needs "more time" with speaking with the warden or tabs out of the conversation early. (AKA stage 5.) Don't piss off the guard. She will hunt you like the terminator if you piss her off. Yes, she is invulnerable. If you're freaking out, you can console "disable" her.

 

Thanks: To Grayspammer for his excellent inspirational mod and technical help, Rubbermatt for his help and letting me use his vacbed mesh, and those who've been testing and giving feedback while I awkwardly learn new software.

 

Misc: Other modders are welcome to copy and use my meshes and textures for their purposes. After all, this project was started as a modder's resource file. Just ask--don't profit off it, etc etc. If I have used someone else's creations and they would like me not to or would like attribution, let me know.

 

Bugs: Well, in the current version this mod renames some doors, waterwheels, and... one other thing at least. Sloppy modding over here! I'll fix it soon.


What's New in Version 0.52

Released

 

Version Notes Below:

Spoiler
  • 0.52 I've added a wearable doll suit. And animated the restraint chair/opened the straps. 0.53 will add a few quick changes, for example there's a better closed version of the chair and the bound body is supposed to be a separate nif--can't find those files but not going to let it delay release. DD is not yet a dependency and so keywords to restrict vision/mobility are not in place but will be added soon.
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  • 0.51 Holy hell time flies. Not a ton added, more objects, rearranged dungeon, improved actor AI. Story still very incomplete.
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  • 0.50 Significant update. Several new Characters. Many new textures, much more dialog for the new characters. Ai packages working. Aliases filling. Great success!
  •  
  • 0.48 FML. I never included scripts in my packages. Now there are scripts. This--I'm serious now--should fix so many problems, and explains why *I* never saw them. I alone had the scripts locally.
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  • 0.47 Fought more with the dialog tree. Works smooth as butter for me. No more unnecessary forcegreets after stage 0. Recompiled all papyrus scripts, new SEQ file. New animated object in the vacbed room.
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  • 0.46 Added a forcegreet AI package to the Warden, reset the introduction quest to start automatically, exported a fresh SEQ file that I tested with a new save... I think it works!
  • USE A NEW SAVE.
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  • 0.45 added two more object types--an empty vacbed and an empty gasmask. Began scripting a few interactions with objects around the dungeon. Need more practice/understanding of scripting, but it's looking promising.
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  • 0.44 Included SEQ file to hopefully debug the dialog issues. Made dungeon door an exit. Other cosmetic changes, changed animation speed of stairs.
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  • 0.43 Added MORE mechanization to the dungeon, closed holes, made improvements to layout, added an access point to the dungeon north of Riverwood along the river, made the main quest dialog activate upon cell enter rather than active by default, which was a problem for some.
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  • 0.42 Navmeshed, made the conveyor trap work, redecorated.
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  • 0.41 Literally EVERYTHING was broken. So heeeey, new release number.
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  • 0.4 I've begun to construct a dungeon. It's very rough... but there are a couple things to explore, and a first stage of a dialog tree.
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  • 0.30 I have now imported all of my original objects. Morpher animations beat the shit out of me after getting my hopes up, so there is no breathing/struggling vacbed in this release, but I will make it work some day soon.
  • HOWEVER, I packed up my mod in a tidy little zip file, I think, and it should be accessible.
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  • 0.20 Got stuff importing and exporting like a well oiled MACHINE! That's why I feel this justifies moving out of the 0.1s and into the 0.2s. Tonight I added 11 (eleven!) segments of breathing tubes to the collection of NIFs.
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  • Next release will bring connectors T/Y/X/L etc for joining them together.
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  • 0.12: Penultimate version of the vacbed. UV mapped w/ blank textures. No collision--add a box in CK as workaround instead?
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  • 0.11:
  • Updated the vacbed with Greyspammer's textures.
  • Added a rebreather bag.
  • Added a long breathing tube.
  •  
  • 0.1:
  • added a vacbed nif.

 

 


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