Description:
It's a ponyplay mod. Stumble upon a secluded valley and it's secretive owner and get pulled into the world of ponyplay..
Adds a large new worldspace and many npcs that will take part in your Dragonborn's pony training. Training gains you buffs and (eventually) benefits around the valley of which you can avail yourself.
Requirements:
-
Sexlab
- I don't use Sexlab P+ but it should work as well
-
Sexlab Aroused
- I use OSL but any of the Sexlab Aroused variants should work fine.
-
Devious Devices NG 0.4.2+
- I recommend also getting the DD Vibration Update Beta from the DDNG discord if you aren't using 0.4.3rc. It's not required but makes vibrations work in a much better way.
- Fuz Ro D-oh
- UIExtensions
-
KS Hairdos
- You only need the meshes and textures, you do not need to activate the esp.
- Kris's Papyrus Extender (formelry known as Scrab's Papyrus Extender)
-
Racemenu
- Needed for adding overlays like dirt and brands.
-
Zaki's Dirt Textures
- You need ONLY the textures and you can use either the slavetats version or the racemenu version, whichever is more convenient for you. If you use the racemenu version make sure to uncheck the slavetats option in the MCM.
-
Papyrus Tweaks NG
- Not a hard requirement but good to have. There isn't and won't ever be a DLL for this mod so everything is done through scripts. None of them are very heavy and they only run when this mod is in control but you can never be too careful.
- Anything the above mods require.
Installation:
Install like you would any other mod. Be sure to run FNIS/Nemesis/Pandora after install. There is also currently a single items that needs to be built via bodyslide.
I strongly recommend generating your own LODs using a tool like xLODgen or more preferably DYNDOLOD. I have included vanilla LODs for the new worldspace but they are low quality and will not match your load order.
How to Start:
The mod starts at the inn in Falkreath. A new NPC inside should greet you when you first enter. There are also skip functions in the MCM but I do not recommend using those unless you have done the intro at least once.
Notes:
- As of 0.3.0 the mod should be okay to use on serious saves and I will try my best to keep it so new saves for updates are needed as seldom as possible.
- This is the first mod I have ever made that wasn't just for myself so suggestions/feedback welcome. Some of the dialogue hints at some stuff I want to make events or content for but I am not really a writer or game designer or anything like that so any ideas help.
- This mod makes some minor terrain edits on the road south of Falkreath and adds a couple basic markers to the town itself and a couple other cities/dungeons. You may have problems if you have something that heavily edits any of those areas.
Credits and Thanks:
- DDNG Discord Folks
- Kalilies and other KS Hairdos creators for hairs used
-
Users from the LL thread here for testing and ideas brainstorming
- Shoutout @jet41 @Skelletoncz @bigbasi @Shmurtle in particular for helping with testing and ideas during the alpha period (this is not an exhaustive list!)
Last Major Changelog (0.2.0)
Important
- New save required, and do not use on a save you care about.
- Scrabs Papyrus Extender is now a requirement.
- While you do not need it, I HIGHLY recommend the DD Vibration Update Beta v7 from the DD NG discord as it will make some of the quests involving vibes MUCH more bearable.
- You no longer need to activate the KS Hairdos esp. You still need the meshes and textures active though.
- Probably will be bugs, this is still an alpha/beta and me figuring out how I want to do certain things. Shouldn't be anything major though.
New Content
-
First iteration of the enslavement loop.
- The intro quests now properly flow into it rather than ending on a textbox.
- Five new quests can be assigned as your daily task.
- Once freed, you will be periodically called back for more.
Fixes and Other Changes
- Getting leashed to an NPC or hitching post now shows a range indicator for how far away you can use before incurring a penalty/getting yanked.
- Added a toggle in the MCM to make the mods keybinds only work if you are enslaved by this mod. Useful if you want to use the keys for other things when not a pony.
- Add proper voice types to a lot (but not all) of the dialogue so that people who are generating voicepacks end up with less unused lines.
- Removed some instances of forced control and scene dialogue where possible that people can skip through things a bit easier.
- Added skip options in the MCM. You can skip the intro quests and then wait to be summon, or can skip the intro quests and go straight into the stable.
Known Issues
- I did not fix the issue some people were having with the pole in the intro. If that is still happening to you there are skip options now. WIl try to fix that in the next version.
- The quest with Demetrius crashes maybe 1/10 times after stepping onto the dais. I am pretty sure it is because of the function I used from Scrabs Papyrus Extender there but I am not sure what is going wrong. I recommend saving before stepping onto that dais in case it crashes.
Other Notes
- There's a lot less story/narrative in these quests compared to the first four since they are meant to be 'work' or 'training' and be repeatable. There will be more story/narrative ones in the future.
- The tasks are currently pretty easy. I have it set up so as you improve they get harder and more complicated as you complete them but for now they are always locked at the easiest difficulty.
- A task for fieldwork/draftwork and racing are missing even though they are the quintessential pony activities. They will be next version most likely.
- Some of the enslavement scenes in the corral/stable are a little sparse at the moment. They will get more filled out and probably change as I add more features, events, rewards, and punishments.
- Speaking of which, there are no penalties for failing and there are no rewards and punishments currently. They will also come next update.
- The freeroam quest that starts when you succeed at your task is empty currently. That will get fileld out a bit next version.
- There are quests here without quest markers. Reading the dialogue, looking around, and listen when people tell you to do things and everything should be figure outable for the most part.
- All in all there are going to be things that aren't fully filled out or feel a little empty atm. Thats just how it be when your version number starts with a 0.
Edited by HereBeTentacles
What's New in Version 0.3.0
Released
Important
- New save required, but the mod should now be okay to use on serious saves. Going forward I will try to keep updates from needing new saves when I can.
- There is one item you now need to build in bodyslide. You can search the mod's name in BS to find it.
- I will be away for the next week or so. 0.3.0 should be pretty much identical to the final testing release so if I somehow screwed up the 0.3.0 archive you can just use that one.
New Content
-
First batch of freeroam content
- Five shorter tasks of varying complexity and length have been added.
- Selection of tasks changes every day.
-
First batch of punishments/penalties, as well as proper behaviour/performance tracking
- Three smaller punishments, not hugely impactful right now, but can/will interact with other things as more content gets added.
- Punishment chance racks up when you screw up as well as passively (but slowly) with only smaller punishments being valid until you hit threshold. Punishments at low chance are re-themed as "corrective measures" or "encouragement" so as not to truly punish you if you do well.
-
One new daily task: Draft Work
- If you have ever played any other mod that uses the physics enabled carts and carriages you will know that they are very finicky, be gentle with them. There is a button in the MCM to help with the cart if it behaves badly or doesn't attach properly.
Other Changes
- Almost the entirety of the main loop got rewritten. Everything should function the same and any bugs should have been ironed out with the test releases.
- The track, manor, fields, and roads were changed a bit to accommodate some new and future content.
-
Colour coded notifications have been added for a lot of things. Red = Bad/Demerit Orange = Warning, Green = Good/Success, Pink = Horny/Sexual
- Some are just flavour text right now, mostly the pink and blue ones.
-
Checks for poses and obeying commands were added to certain places for the performance and punishment tracking. I haven't done this to all the places that need it yet, so if you did something wrong/bad and think you should have gotten a demerit (red notification) for it, you can let me know.
- Screwing up or failing a daily task generally doesn't earn demerits, since daily task performance is it's own thing.
- There is now a pose rest button you can map in the MCM so you don't have to open the wheel menu for it. I have also added a force pose reset in places where it made sense.
- The Secluded Valley now has proper weather and sounds. Should be similar to the tundra around Whiterun.
Bug Fixes
Note: This is a mix of bugs from the previous version and bugs from the 0.3.0 testing releases.
- Make hitch teleport check if you are still hitched before TP (DONE)
- Remove debug messageboxes (DONE)
- Fix bradur freeroam unleash for hybrid boots (DONE)
- Make cart attach more reliable (fix later)
- Add quest marker for karin help (DONE)
- Add water spill during trip for karin help (DONE)
- Fix explanation dialogue flag for karin help (DONE)
- Add progress dialogue for karin help (DONE)
- Add lights to outside stables (DONE)
- Fix pathing around corral (DONE)
- Fix morning inspection scene (DONE)
- Fix curfew warning popup (DONE)
- Fix freeroam quest restart (DONE)
- Fix bradur hood dialogue (DONE)
- Make tack check not reequip a device if you are already wearing it (DONE)
- Fix tack check getting devices confused and failing to equip swap devices (DONE)
- Fix contraption scenes not starting (DONE)
- Add boot with no heel offset to be used for better alignment during contraption scenes (DONE)
- Add delay to contraption unlock to stop getting stuck (DONE)
- Fix pony express unleash at end (DONE)
- Fix reverie quest gate unlock (DONE)
- Move unleashing logic into polling loop to avoid weird behavior and stop controls from getting locked when leash is terminated(DONE)
- Fix bradur following player even after help scene is done (DONE)
-
Make contraption minigame properly stop after escaping (DONE)
- Seems like theres an underlying bug in ddc itself, not sure why this one happened.
- Fix more dialogue flags on karin roam scene (DONE)
- Fix karin neck seam (DONE)
- Move generic dialogue to proper quest (DONE)
- Removed unneeded master file (DONE)
- Fix no heel boots not getting unequipped after contrapation scene (DONE)
- Fix bradur roam not completing properly if depressor gag is chosen (DONE)
- Fix wagon sounds persisting after being untethered (DONE)
- Fix draft task failing if completed perfectly (DONE)
- Fix bad bodyslide output path (DONE)
- Fix controls not properly restored after contraption (DONE)
- Add notification if tripping with water (DONE)
- Fix vanilla LODs (DONE)
- Add optional button to quickly reset pose (DONE)
- Add a force pose reset for memory quest (DONE)
- Add alternate (activate) button for draft quest (DONE)
- Add more factions for pacify effect (DONE)
- Add a calm cloak to pacify npcs when needed (DONE)
- Lock gate and remove calm cloak after completing freeroam task (DONE)
- Delete test code from updater (DONE)
- Fix weird map marker location (DONE)
- Disable dragon attacks (DONE)
- Make draft stuck game scene pause if animating (DONE)
- Make cart tether/retether less glitchy (DONE)
- Make freeroam dialogue only for valley npcs and no animals (DONE)
- Make npcs not call dogs stupid anymore (DONE)
- Test new tether on draft quest (DONE)
- Make truce cloak only active when needed (DONE)
- Fix memory quest pose delay (DONE)
- Fix memory quest wrong dialogue (DONE)
1. Install the requirements.
2. Install main file.
3. Run FNIS/Nemesis/Pandora/Bodyslide
4. Strongly recommend generating your own lods.