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Showing results for tags 'labyrinth'.
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A Perilous Maze (SE/VR) View File This mod adds a gigantic underground maze along with a quest and a few nasty surprises, with an enslavement outcome option. Supports Simple Slavery ++. Thanks to the many kind users, who have helped me iron out the kinks, and who have provided me with a lot of useful information on how to do stuff. The latest iteration of the mod is the first version which I dare call complete, as it now has a fully formed quest structure (as simple as it might be). Version 1.0 introduces a quest giver and quest items which will trigger the quest for finding the mysterious labyrinth and the treasure (or just a honeypot?) inside. You might want to find these by chance, when you don't expect it, or, if you can't wait, read the spoiler below. In any case, the revealed map marker in now hidden, in 1.0, until you get close to the entrance. If you successfully find your way through the maze, the mod will try and hand you off to Simple Slavery ++ (unless you resist). WARNING: When captured, all your belongings will be taken from you, including quest items, and stored in a chest in the fort. I recommend making a backup save before entering the maze. Description: Rumor has it that there is a hidden maze in the vicinity of Riften, which harbors treasures beyond imagination. Intrigued by this rumor, looking for more clues, you are able to purchase a notebook from a mysterious woman who claims it is related to the treasure. Filled with dreams of fame and wealth, equipped with a rough map, you set out to find it. And find it you do, but soon you realize that that your in for more than you bargained for... Hard Requirements: ZAZ8 Sexlab Framework (for v1.0d and lower) Devious Devices 5 (for v1.0d and lower) and all their respective requirements. I suspect some of these requirements aren't really needed (I added them at a time when I didn't really know what I was doing), but I'm afraid to remove them, because I used some of the furniture and restraints and I can't figure out how to determine what plugin the used assets stem from. Advice welcome. Soft Requirements: Simple Slavery plus plus Immersive Jail Bars – for more realistic jail bars at the fort (and everywhere else in Skyrim, too) Ambient Slaves – adds various affiliated Frostbite Clan outposts throughout Skyrim and Solstheim (purely cosmetic mod) Since it is fairly easy, in the Creation Kit, to accidentally include masters which are not necessary (the column is narrow and many files have similar names), it has happened, and it can happen again, that I accidentally include masters which are not needed. If you notice that this is the case, i.e. if something is required which is not on the list above, nor is it a requirement thereof, this is most likely an accident, please let me know and I'll fix it. For a more challenging experience, please make sure to deactivate all quests in your journal, as otherwise quest markers will point you to the exit. Features: - A quest giver or found quest items will point you to the general area where the hidden entrance to the maze is - The entrance is well concealed, so don't give up too easily - For gameplay reasons, fast travel is disabled in the cell with the entrance (outgoing, incoming is fine, once the map marker is revealed). The same goes for the exit. - Unlike most other dungeons in Skyrim, this one is almost completely dark, so don't forget to bring torches or equip appropriate spells and/or potions - You will also need a lot of lockpicks (if your lockpick level is low) or an open-master-lock spell (two expert and one master locks at the exit, other than that, movement throughout the maze is unimpeded – the whole thing is one big cell) - Finding the exit should be fairly difficult, so far very few people have reported having found it. If you want to cheat, you can: - Compass is still enabled for now, as I don't know how to block it. So is the local map, so you'll have a little help, although thanks to the two levels projecting over one another, the map isn't too useful. - story pop-up windows - Some hostile creatures in the maze - An insidious mystery feature - Thee friendly NPCs in the maze, one of whom is a quest giver with a nearly impossible quest - A fortified slaver hold at the exit, with slavers who will try to enslave you when exiting the maze, sending you to Simple Slavery ++ Planned Features: - Multiple starting quests along the lines of what's in the description - Jump-scares - Deadly traps - More voiced actors, also talking to you through a magical PA system, while you are in the maze - Integration with Ambient Slaves - Elaborate backstory (will be part of other mods) - More curious NPCs inside and outside the labyrinth - Multiple quest/enslavement/slave training options after the labyrinth is successfully navigated through (will be part of another mod) - Additional labyrinth levels (separate cells), after the main features are working, potentially an unlimited number (hopefully regular updates) - More poor NPCs trapped in really perilous devices within the labyrinth and at the exit fort - much more Credits: philo221 - for providing me with invaluable and absolutely essential support in learning the ins and outs of modding and scripting and troubleshooting the many issues I encounter Mister X - for fixing one of my scripts and other useful advice jbezorg - for a lot of very useful advice on scripting alster325 - for finding and helping me remove numerous bugs and errors The DD, ZAZ and SexLab teams - for providing all those fabulous resources HexBolt8 and all his predecessors for developing Simple Slavery ++, providing very useful advice, and also inspiring me to do this in the first place Dan Ruta - for creating xVASynth, which I am about to use a lot All of the kind commenters - for encouraging me Other: - I'm always looking for voice actors, female ones in particular (I know, like that's ever going to happen...), or at least someone who could take that tedious synthing work off of my hands. - I'm also looking for a collaborator, someone who would go over my work and find errors and mistakes and who'd teach me how to avoid those in the future. Someone who'd be able to answer very specific questions on how best to do this or that, ideally providing examples. This would greatly reduce the time I have to spend on the Internet and troubleshooting, which I could in turn use for more creative work on the mods. - I'd love to be able to spend more time doing this, so if there are any generous followers who would like to support me to be able to do that, please let me know, and I'll set up a Patreon. Version history: Submitter gargamel9 Submitted 01/20/2021 Category Adult Mods Requires ZAZ8 (hard), Sexlab Framework163 (for v1.0d and lower), Devious Devices 5 (for v1.0d and lower) Regular Edition Compatible No
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A Door with a Mind of Its Own
gargamel9 posted a blog entry in An absolute noob's diary on BDSM modding and VR
As work progresses on the maze, I have encountered a curious problem. At the fort on top of the exit from the labyrinth, I have placed three doors on the two highest floors of the tower, which will eventually all lead into the same interior cell, but for now, I wanted them (two of them, the other one being blank) to connect to one another, so as to make the roof space of the tower accessible. I have connected quite a few doors by now and I thought I have it down. But nothing seems to work in this case, although I can't see any difference, compared to all the previous instances where I have used load doors. I created a link between the doors using the Teleport tab and Select reference in render window. I have aligned the teleport markers to face away from the doors and not to intersect with anything, just as I normally do. Double-clicking on each of the markers in CK moves the camera to the other marker, just as one would expect. Everything else looks completely normal. But once I visit the place in-game, I can only ever pass from the lower door to the upper one, but not the other way around. The upper door doesn't even show the interaction prompt (i.e. hotkey to interact and cell/worldspace name, nothing at all, just as if it were a regular wall. I tried moving both the doors around (I felt the low ceiling at the lower floor might be causing the issue), I removed them completely and re-inserted them again from the object window, and relinked. I did that once more, replacing the MinUse variant (which I placed there before I knew what MinUse does – of no consequence in this case) with the regular one, but the doors always behaved the same. I could go from the lower one to the upper one, but not the other way around. Eventually I linked the lower door to the unused door, located at the wooden balcony extending from the roof, and this time the teleport works normally, in both directions. This phenomenon probably won't even be an issue, when I link the doors to the interior cell, but I still would like to understand why this is happening. Searching the Internet yielded no useful results. Do any of you have a similar experience? If you want to test this, please download version 0.2 or 0.3, or 0.3a. Otherwise, progress on the mod is steady. In the latest update I finalized the navmeshes within and around the fort in preparation of posting guards outside (I haven't connected the outer meshes with the inner ones, as I'm not sure yet, what this will do when there is a locked gate or portcullis between them. I added some more detail, and an unfortunate slave (with no devices, for the time being) who has to dig away at the clay deposit that's still left in the courtyard, from the vanilla game, and the slavers finally act hostile. This is intended to trigger an SL event, which, in turn, can lead to a Simple Slavery ++, enslavement scenario. Defeat animations are unimpeded by the locked gate. Only sometimes the actors intersect with the ground, but results are usually look better than events in a random place in the wilderness. So, having achieved this, In a very rough form, the mod already can be used to perform its main feature, i.e., through a perilous scenario, let the player become enslaved. This is far earlier than I would have initially hoped for, but, obviously, there is still a lot of work to be done, and many features and details to be added. I am by no means done with this, and not going beta until, at least, I have some quests and dialogues, along with some devices and imprisonment scenarios implemented. Thanks again to all of those who are helping me with the development, finding bugs and oversights, providing kind advice on how things are done, or posting encouraging comments which fuel my effort. Without their assistance, I doubt I would have come this far along, this soon. Right now, I have to focus on my actual work, so it is to be expected that updates will be less frequent, but I keep finding myself putting my work on pause and tweaking a thing or two, here and there, trying out new features (right now I am trying to add some triggered message boxes), so even though I'm probably not going to make great progress in the coming week or two, small updates will hopefully still happen. -
The Labyrinth is coming along nicely
gargamel9 posted a blog entry in An absolute noob's diary on BDSM modding and VR
Day four of developing the labyrinth, and I have most of the main structures in place. Still working in Creation Kit, I've started adding NPCs, and encountered an unexpected problem. I can't make the NPCs attack me. I've included all of them in the bandit faction and set them to very aggressive, included the master general AI package, tried a bunch of other settings, but nothing seems to work. They follow their idle markers as defined, but when I encounter them, they'll just politely say: "good day". So I was going through a bunch of forums and tutorials and somewhere I read that I should set the ActorBase to something hostile, like LvlBanditAmbush, so I set it to "LvlBanditAmbushMissileEvenTonedF" (not sure what "even" and "toned" is supposed to represent – evenly leveled to the player? Muscular?). The result was that my hand-crafted fort dwellers were replaced with generic bandits, who still wouldn't attack me. So this is the challenge I am facing now. In the video tutorials it all seems very easy. Just drop an actor in a navmesh, maybe connect it to a couple of patrol and idle markers, and that's basically it. I guess I'll have to read through a whole bunch of wiki articles, but it's not clear where to start. Once I figure this out, theoretically, in connection with SL defeat, this mod should already work as an enslavement mod, connected via SL defeat to Simple Slavery ++, what was my main goal (I intend to connect SS++ directly from my mod, but considering this is day 4, this is satisfactory, as long as I get the NPCs to be hostile). I am not sure, though, how Defeat will handle the locked cage door between the PC and the NPCs. I suspect this is likely to cause glitches in animations. But I can't test it, because everyone is so friendly... The maze has been tested and I have confirmed that the exit can actually be reached. The current version is available for download here: -
Behold, the Labyrinth!
gargamel9 posted a blog entry in An absolute noob's diary on BDSM modding and VR
The main structure of the labyrinth is complete! -
First Half of the First Level Done
gargamel9 posted a blog entry in An absolute noob's diary on BDSM modding and VR
Well, I intended this to be a separate blog, from the one about getting the mods running in VR, but even though I was under the impression I was creating a new blog, the post ended up in the old blog. I guess the topic isn't that far off, so I'll continue my modding efforts posts here. If anyone can tell me, how to start a separate blog, I'd be happy. The tab says "Blogs", in plural, after all. But there's no button for a new Blog. I tried to start one using the black button that leads to everyone's blogs, it seemed to be what I was looking for, but then the post somehow ended up here anyway. Never mind then. In the picture you can see, how far I got with the labyrinth today. It seems I might have the base structure done by tomorrow night... -
Version 1.0e EXPERIMENTAL
6,293 downloads
This mod adds a gigantic underground maze along with a quest and a few nasty surprises, with an enslavement outcome option. Supports Simple Slavery ++. Thanks to the many kind users, who have helped me iron out the kinks, and who have provided me with a lot of useful information on how to do stuff. The latest iteration of the mod is the first version which I dare call complete, as it now has a fully formed quest structure (as simple as it might be). Version 1.0 introduces a quest giver and quest items which will trigger the quest for finding the mysterious labyrinth and the treasure (or just a honeypot?) inside. You might want to find these by chance, when you don't expect it, or, if you can't wait, read the spoiler below. In any case, the revealed map marker in now hidden, in 1.0, until you get close to the entrance. If you successfully find your way through the maze, the mod will try and hand you off to Simple Slavery ++ (unless you resist). WARNING: When captured, all your belongings will be taken from you, including quest items, and stored in a chest in the fort. I recommend making a backup save before entering the maze. Description: Rumor has it that there is a hidden maze in the vicinity of Riften, which harbors treasures beyond imagination. Intrigued by this rumor, looking for more clues, you are able to purchase a notebook from a mysterious woman who claims it is related to the treasure. Filled with dreams of fame and wealth, equipped with a rough map, you set out to find it. And find it you do, but soon you realize that that your in for more than you bargained for... Hard Requirements: ZAZ8 Sexlab Framework (for v1.0d and lower) Devious Devices 5 (for v1.0d and lower) and all their respective requirements. I suspect some of these requirements aren't really needed (I added them at a time when I didn't really know what I was doing), but I'm afraid to remove them, because I used some of the furniture and restraints and I can't figure out how to determine what plugin the used assets stem from. Advice welcome. Soft Requirements: Simple Slavery plus plus Immersive Jail Bars – for more realistic jail bars at the fort (and everywhere else in Skyrim, too) Ambient Slaves – adds various affiliated Frostbite Clan outposts throughout Skyrim and Solstheim (purely cosmetic mod) Since it is fairly easy, in the Creation Kit, to accidentally include masters which are not necessary (the column is narrow and many files have similar names), it has happened, and it can happen again, that I accidentally include masters which are not needed. If you notice that this is the case, i.e. if something is required which is not on the list above, nor is it a requirement thereof, this is most likely an accident, please let me know and I'll fix it. For a more challenging experience, please make sure to deactivate all quests in your journal, as otherwise quest markers will point you to the exit. Features: - A quest giver or found quest items will point you to the general area where the hidden entrance to the maze is - The entrance is well concealed, so don't give up too easily - For gameplay reasons, fast travel is disabled in the cell with the entrance (outgoing, incoming is fine, once the map marker is revealed). The same goes for the exit. - Unlike most other dungeons in Skyrim, this one is almost completely dark, so don't forget to bring torches or equip appropriate spells and/or potions - You will also need a lot of lockpicks (if your lockpick level is low) or an open-master-lock spell (two expert and one master locks at the exit, other than that, movement throughout the maze is unimpeded – the whole thing is one big cell) - Finding the exit should be fairly difficult, so far very few people have reported having found it. If you want to cheat, you can: - Compass is still enabled for now, as I don't know how to block it. So is the local map, so you'll have a little help, although thanks to the two levels projecting over one another, the map isn't too useful. - story pop-up windows - Some hostile creatures in the maze - An insidious mystery feature - Thee friendly NPCs in the maze, one of whom is a quest giver with a nearly impossible quest - A fortified slaver hold at the exit, with slavers who will try to enslave you when exiting the maze, sending you to Simple Slavery ++ Planned Features: - Multiple starting quests along the lines of what's in the description - Jump-scares - Deadly traps - More voiced actors, also talking to you through a magical PA system, while you are in the maze - Integration with Ambient Slaves - Elaborate backstory (will be part of other mods) - More curious NPCs inside and outside the labyrinth - Multiple quest/enslavement/slave training options after the labyrinth is successfully navigated through (will be part of another mod) - Additional labyrinth levels (separate cells), after the main features are working, potentially an unlimited number (hopefully regular updates) - More poor NPCs trapped in really perilous devices within the labyrinth and at the exit fort - much more Credits: philo221 - for providing me with invaluable and absolutely essential support in learning the ins and outs of modding and scripting and troubleshooting the many issues I encounter Mister X - for fixing one of my scripts and other useful advice jbezorg - for a lot of very useful advice on scripting alster325 - for finding and helping me remove numerous bugs and errors The DD, ZAZ and SexLab teams - for providing all those fabulous resources HexBolt8 and all his predecessors for developing Simple Slavery ++, providing very useful advice, and also inspiring me to do this in the first place Dan Ruta - for creating xVASynth, which I am about to use a lot All of the kind commenters - for encouraging me Other: - I'm always looking for voice actors, female ones in particular (I know, like that's ever going to happen...), or at least someone who could take that tedious synthing work off of my hands. - I'm also looking for a collaborator, someone who would go over my work and find errors and mistakes and who'd teach me how to avoid those in the future. Someone who'd be able to answer very specific questions on how best to do this or that, ideally providing examples. This would greatly reduce the time I have to spend on the Internet and troubleshooting, which I could in turn use for more creative work on the mods. - I'd love to be able to spend more time doing this, so if there are any generous followers who would like to support me to be able to do that, please let me know, and I'll set up a Patreon. Version history: