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The Trappings of Fate View File Description: The Trappings of Fate is a Devious Devices-meets-escape-room themed puzzle/quest mod. Find yourself tied up in quite a predicament, wriggle and puzzle yourself back to freedom, and explore a story about the nature of fate while you do so. Version 2.0.1 is still a beta release. You may encounter bugs, softlocks, unpolished or unfinished content and bad difficulty balancing. If you're okay with that, try it out! I will intentionally NOT be providing a walkthrough yet so that I can gather feedback on and properly tune the difficulty level and hints first. If you get stuck somewhere, post in the thread and I (and/or others) can help you out for now. Version 1.2.0 is stable. How to start: First quest (A Snare To Loosen): You'll be handed a Letter of Thanks by the courier after travel to any location after you've reached level 9. Second quest (The Gordian Bind, v2.0.0+): Depending on how you completed A Snare To Loosen, you'll either be handed an invitation by the courier, or you may be lured in. Requirements: - Sexlab - Sexlab Aroused (alternative Sexlab Aroused frameworks should work) - Devious Devices (v5.2 or newer, LE / SE). - Fuz Ro D-oh (LE / SE) if you're not using one of the voice packs, or all dialogue will be unreadably fast. Installation: Install as normal using a mod manager. Compatibility: LE/AE/VR: I myself only test on SE, but multiple people report it working on LE as well. Let me know in the thread if it doesn't. Devious Devices NG should be compatible. Try not to start the quest wearing devious devices and especially similar devices from other mods. This mod (unsurprisingly) tries to equip its own scripted devices at some point, and existing devices can interfere and cause all sorts of unintended consequences. The exit of the quest's main area may conflict with mods that change the Solitude outside region, and end up in a wall somewhere. Let me know in the thread if this happens so a patch can be made. No other incompatibilities that I know of, at the moment! FAQ: Q: "I'm stuck on a puzzle!" A: Ask the orb for a hint in-game. Q: "The Orb doesn't have an appropriate hint!" A: Look at the mod walkthrough. Q: "I looked at the walkthrough, but it doesn't work in my game!" A: Ask in the thread. Could be a bug, or a mod conflict. Q: "The courier never shows up to start the quest!" A: If you're already higher level than 9, quicktravel somewhere else. He should show up afterwards. If not, let me know in the thread! Q: "Can't I start the quest at a lower/higher level?" A: Yes. Type "set FrayEQMinLevel to X" into your console, where X is the level from which you'd like to start the quest. After, just travel to another location and the courier should show up to start the quest. Thanks: All folk that brought and continue to bring us Devious Devices. @krzp for the xVASynth voice pack for A Snare to Loosen / v1.2.0. missjennabee & Nazenn for eye textures for NPCs from "Improved Eyes Skyrim". Kalilies, Stealthic and others for mesh & textures for NPC hair from "KS Hairdos". Aelie's browser game Escape Games for inspiration (https://aelie.altervista.org/, specifically the Lia's [x] ones). They're great, check them out! Layam for the collar mesh. MaikCG for the dwarven cuirass model and Asrienda for its 3BA port. Permissions: You are free to reuse anything in this mod with a few key exceptions: For its redistributed parts mentioned in the Thanks section. For those you'll have to check the original mod's permissions. You cannot redistribute this mod's content in any for-profit project, lock it behind a paywall, or use it for commercial purposes. Submitter Frayed Submitted 05/24/2022 Category Adult Mods Requires Sexlab SE, Sexlab Aroused SE (or equivalent), Devious Devices SE (v5.2 or newer), Fuz Ro D-oh Regular Edition Compatible Yes
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10
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Version 2.0.2 (BETA)
387,050 downloads
Description: The Trappings of Fate is a Devious Devices-meets-escape-room themed puzzle/quest mod. Find yourself tied up in quite a predicament, wriggle and puzzle yourself back to freedom, and explore a story about the nature of fate while you do so. Version 2.0.1 is still a beta release. You may encounter bugs, softlocks, unpolished or unfinished content and bad difficulty balancing. If you're okay with that, try it out! I will intentionally NOT be providing a walkthrough yet so that I can gather feedback on and properly tune the difficulty level and hints first. If you get stuck somewhere, post in the thread and I (and/or others) can help you out for now. Version 1.2.0 is stable. How to start: First quest (A Snare To Loosen): You'll be handed a Letter of Thanks by the courier after travel to any location after you've reached level 9. Second quest (The Gordian Bind, v2.0.0+): Depending on how you completed A Snare To Loosen, you'll either be handed an invitation by the courier, or you may be lured in. Requirements: - Sexlab - Sexlab Aroused (alternative Sexlab Aroused frameworks should work) - Devious Devices (v5.2 or newer, LE / SE). - Fuz Ro D-oh (LE / SE) if you're not using one of the voice packs, or all dialogue will be unreadably fast. Installation: Install as normal using a mod manager. Compatibility: LE/AE/VR: I myself only test on SE, but multiple people report it working on LE as well. Let me know in the thread if it doesn't. Devious Devices NG should be compatible. Try not to start the quest wearing devious devices and especially similar devices from other mods. This mod (unsurprisingly) tries to equip its own scripted devices at some point, and existing devices can interfere and cause all sorts of unintended consequences. The exit of the quest's main area may conflict with mods that change the Solitude outside region, and end up in a wall somewhere. Let me know in the thread if this happens so a patch can be made. No other incompatibilities that I know of, at the moment! FAQ: Q: "I'm stuck on a puzzle!" A: Ask the orb for a hint in-game. Q: "The Orb doesn't have an appropriate hint!" A: Look at the mod walkthrough. Q: "I looked at the walkthrough, but it doesn't work in my game!" A: Ask in the thread. Could be a bug, or a mod conflict. Q: "The courier never shows up to start the quest!" A: If you're already higher level than 9, quicktravel somewhere else. He should show up afterwards. If not, let me know in the thread! Q: "Can't I start the quest at a lower/higher level?" A: Yes. Type "set FrayEQMinLevel to X" into your console, where X is the level from which you'd like to start the quest. After, just travel to another location and the courier should show up to start the quest. Thanks: All folk that brought and continue to bring us Devious Devices. @krzp for the xVASynth voice pack for A Snare to Loosen / v1.2.0. missjennabee & Nazenn for eye textures for NPCs from "Improved Eyes Skyrim". Kalilies, Stealthic and others for mesh & textures for NPC hair from "KS Hairdos". Aelie's browser game Escape Games for inspiration (https://aelie.altervista.org/, specifically the Lia's [x] ones). They're great, check them out! Layam for the collar mesh. MaikCG for the dwarven cuirass model and Asrienda for its 3BA port. Permissions: You are free to reuse anything in this mod with a few key exceptions: For its redistributed parts mentioned in the Thanks section. For those you'll have to check the original mod's permissions. You cannot redistribute this mod's content in any for-profit project, lock it behind a paywall, or use it for commercial purposes.- 20 reviews
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"After eons in my tomb, a silent observer to the vibrant tapestry of life unfolding beyond my prison. Love, desire, deceit, and freedom, My ancient magic, once bound, grew stronger. But power alone cannot fill the void of unending boredom that gnaws at my very being. I yearn for amusement, for a thrill to break the monotony of eternity. Let the game begin!" PATREON | SUBSCRIBESTAR ABOUT: Introducing Monster Maze. In Monster Maze you embark on a captivating journey. An extraordinary game, created by a bored Goddess. This enigmatic adventure ensnares within the labyrinthine corridors of a mind maze, where Amina (Main Character) must navigate this intricate mental puzzle to find the elusive exit for her liberation. However, she's not alone in this realm; a formidable Monster lurks in the shadows, relentlessly pursuing her. Can you guide Amina to freedom and help her escape this metaphysical prison created by the Goddess, or will you fall victim to her cunning little game? FEATURES: Two Labyrinths with their own Monster hunting you. 16 Fully Animated Sex scenes with alternation's. 455 Full HD, High Quality Renders. DISCLAIMER: All characters are fictional and 18+ years old. SUPPORT ME: Hi, I'm Fluffy, the sole creator behind FluffyStudio. As a one-person development studio, I've dedicated myself to crafting adult games for some time. Each project has marked a step forward, and this progress is all thanks to the incredible support of individuals like you. Your backing enables me to bring your desires to life through my games. Your support means the world to me, and I'm excited to have you as part of this journey. PATREON | SUBSCRIBESTAR
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https://www.gog.com/game/huniepop_2_double_date Take a trip to an exotic island paradise for a steamy new adventure in this long awaited sequel to the popular dating sim / puzzle game hybrid, HuniePop! You can enable or disable futa POLLY character if you want play as him or her in game! for GOG version that is censored there is an official uncensored patch here https://www.huniepop.com/patch/HP2SteamyPatch.dat the STEAM version is already uncensored and there is no need to add anything, don't add the DAT patch on steam version to prevent any crashes but anyway there is no nude character during the puzzle dates (different as it was in the first huniepop game) is there a way to create a nude mod for this sequel? I found all the sprites of nude characters on REDDIT if someone is interested. Is there a way to make this game more similar to the previous one? As you can see in some videos in the first game, girls they remained naked or at least topless at the end of most of puzzles but unfortunately not here ( I can't find a video uncensored enough for the example about huniepop 1 sorry ) HP2 Sprites.zip
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Overview: Paradise Lust is a visual novel and erotic dating sim, interspersed with simple subgames. The game follows the story of the wreck of the Moby Dick; a pleasure yacht chartered by the Miss World Media pageant for a luxury promo cruise in the South Pacific. You play the role of the bartender of the vessel, washed up on the shore of idyllic Tuvatuva Island along with a cast of beautiful beauty pageant contestants and their friends. There you will sort out how to survive and thrive on the island while searching for other survivors, including your brother, who was captain of the vessel. Thread Updated: 2021-07-29 Release Date: 2021-07-29 Developer: Flexible Media Patreon - Steam - Website - Itch.io - Discord Censored: No Version: 0.9.14 OS: Win32, Win64, MacOS, Linux Language: English Length: ~7hrs DOWNLOAD Win32: MEGA - MIXDROP - NOPY - TERMINAL Win64: MEGA - MIXDROP - NOPY - TERMINAL OSX: MEGA - MIXDROP - NOPY - TERMINAL - WORKUPLOAD Linux: MEGA - MIXDROP - NOPY - TERMINAL - WORKUPLOAD Android: MEGA - MIXDROP - NOPY - TERMINAL - WORKUPLOAD (Android will probably crash on lower-end phones)
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2
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- adult game
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Hello Everyone Darien's Here This Game Is A Pokemon Hentai Game In Flash But Is So Cool, I Come Here For Ask One Thing If Someone Here Knows The Linguage Brasilian Portuguese, Please Make A Traduction Of This Game. I Love You S2 S2 S2 Ola Pessoal Darien Aqui Esse Jogo E Um Jogo Hentai Em Flash De Pokemon Onde Tem Puzzles Mais E Muito Legal, Eu Vim Aqui Para Pedir Se Alguém Aqui Sabe Como Traduzir Um Jogo, E Se Alguém Aqui Pode Traduzir Esse Jogo Pra Mim, Eu Te Amo S2 S2 S2
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1
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Version 0.1.2 Beta
184 downloads
A personal take on the dwemer dissapearance theme. Linear freeform adventure mod focused on story and puzzles. Teaser. "I have no idea what happened to the Dwemer. I have no sense of them in the timeless divine world outside of mortal time. And, in fact, if I did believe they existed, I would be in no hurry to make contact with them. They may, with some justice, hold the Dunmer race responsible for their fate. My intuition is that they are gone forever -- and that is perfectly fine with me." -- Vivec In late 3E' 4th century, a series of discoveries made by a loose group of like-minded mages and scholars across Tamriel has led them to believe in a possibility of a new insight into the events that led to the disappearance of the ancient Dwemer race. The efforts of that group had resulted in an expedition that had found itself approaching the slopes of the Red Mountain on Vvardenfell in 3E 414 and shortly after, vanished without a trace. While this occurrence along with other large-scale efforts to unravel the great Dwemer conundrum have been all but forgotten and abandoned due to numerous turbulences in modern history and studies on the Dwemer per se have been reduced to isolated and misguided attempts of a few self-centered individuals of dubious skill and intentions, it may well be that it would fall to but a single person, albeit one of unfathomable talent and dedication, a champion, of a kind, to discern the elusive edge between a truthful path and a road leading to inevitable peril, discovering and possibly making use of, the nature of those world-shaping forces behind one of the greatest known mysteries of all time. Design. This mod primarily attempts at two things: - Providing a plausible from a lore point of view explanation to the Dwemer disappearance. The explanation comes mostly in form of text or unvoiced dialogue, uncovered during playthrough. - Increasing variety and challenge of stock gameplay by adding puzzles, that are essentialy fairly basic combinatorics with occasional lateral thinking involved. For puzzle commentary & solutions please refer to this post The structure is basically a series of caverns/ruins with a freeform approach; no displayed quests or quest markers, but a self-evident objective of surviving and finding a way out. As such, the playthrough may have a bit of a no-frills old school feel to it: while attempting to remain as user-friendly as possible, the mod will not tolerate obvious or intentional mistakes (such as jumping into lava or locking oneself behind a magical barrier); hopefully, this will encourage the player to be more aware of his/her actions and their consequences. Beta status. No game-breaking issues have been found during testing, but making a save prior to installing this mod to revert to if something goes terribly wrong, is, as always, highly recommended. Requirements. Fuz Ro D-oh - Silent Voice by shadeMe with its required SKSE, Skyrim with Dawnguard and Dragonborn. In-game soft requirements. As it should be obvious from the mod's location and theme, the player character must be able to handle Blackreach on chosen difficulty/rebalance setting, and should express certain interest in Dwemer lore, in form of having completed most of vanilla Skyrim's Dwemer-related quests. There are no hard checks for those quests' completion, but the story can become somewhat less meaningful from role-playing point of view. Installation. There are no installation flavors. Use whatever method you prefer, as long as mod's files end up in corresponding folders and its .esp is activated. Updating. Uninstall the old version and install the new one, while meeting the requirements for both installation and uninstallation. Beginning. Use a back door in cell "War Quarters" in Blackreach. Uninstallation. The mod should have no active scripts once its main quest (exsd_qmain) stops, which should happen at the end of the mod's storyline. After finishing it, exit any of the mod's cells as well as "War Quarters" cell, save and uninstall. As a general rule though, it is recommended to revert to a save made prior to mod installation. Compatibility. Any mod that overwrites the cell blackreachzcell03 ("War Quarters") is expected to conflict. A possible workaround is 'coc exsd_blackreachpre' at the console. Any mod that overrides this mod's behaviour, like interfering with scenes or substantially modifying stock gameplay, is a potential threat. Known issues. 1. Distracting a certain NPC while he's casting a potent spell may get the player char hurt. Severity: inconsequential. Consider it an immersion feature. May get randomly resolved during upcoming development. -
View File A personal take on the dwemer dissapearance theme. Linear freeform adventure mod focused on story and puzzles. Teaser. "I have no idea what happened to the Dwemer. I have no sense of them in the timeless divine world outside of mortal time. And, in fact, if I did believe they existed, I would be in no hurry to make contact with them. They may, with some justice, hold the Dunmer race responsible for their fate. My intuition is that they are gone forever -- and that is perfectly fine with me." -- Vivec In late 3E' 4th century, a series of discoveries made by a loose group of like-minded mages and scholars across Tamriel has led them to believe in a possibility of a new insight into the events that led to the disappearance of the ancient Dwemer race. The efforts of that group had resulted in an expedition that had found itself approaching the slopes of the Red Mountain on Vvardenfell in 3E 414 and shortly after, vanished without a trace. While this occurrence along with other large-scale efforts to unravel the great Dwemer conundrum have been all but forgotten and abandoned due to numerous turbulences in modern history and studies on the Dwemer per se have been reduced to isolated and misguided attempts of a few self-centered individuals of dubious skill and intentions, it may well be that it would fall to but a single person, albeit one of unfathomable talent and dedication, a champion, of a kind, to discern the elusive edge between a truthful path and a road leading to inevitable peril, discovering and possibly making use of, the nature of those world-shaping forces behind one of the greatest known mysteries of all time. Design. This mod primarily attempts at two things: - Providing a plausible from a lore point of view explanation to the Dwemer disappearance. The explanation comes mostly in form of text or unvoiced dialogue, uncovered during playthrough. - Increasing variety and challenge of stock gameplay by adding puzzles, that are essentialy fairly basic combinatorics with occasional lateral thinking involved. For puzzle commentary & solutions please refer to this post The structure is basically a series of caverns/ruins with a freeform approach; no displayed quests or quest markers, but a self-evident objective of surviving and finding a way out. As such, the playthrough may have a bit of a no-frills old school feel to it: while attempting to remain as user-friendly as possible, the mod will not tolerate obvious or intentional mistakes (such as jumping into lava or locking oneself behind a magical barrier); hopefully, this will encourage the player to be more aware of his/her actions and their consequences. Beta status. No game-breaking issues have been found during testing, but making a save prior to installing this mod to revert to if something goes terribly wrong, is, as always, highly recommended. Requirements. Fuz Ro D-oh - Silent Voice by shadeMe with its required SKSE, Skyrim with Dawnguard and Dragonborn. In-game soft requirements. As it should be obvious from the mod's location and theme, the player character must be able to handle Blackreach on chosen difficulty/rebalance setting, and should express certain interest in Dwemer lore, in form of having completed most of vanilla Skyrim's Dwemer-related quests. There are no hard checks for those quests' completion, but the story can become somewhat less meaningful from role-playing point of view. Installation. There are no installation flavors. Use whatever method you prefer, as long as mod's files end up in corresponding folders and its .esp is activated. Updating. Uninstall the old version and install the new one, while meeting the requirements for both installation and uninstallation. Beginning. Use a back door in cell "War Quarters" in Blackreach. Uninstallation. The mod should have no active scripts once its main quest (exsd_qmain) stops, which should happen at the end of the mod's storyline. After finishing it, exit any of the mod's cells as well as "War Quarters" cell, save and uninstall. As a general rule though, it is recommended to revert to a save made prior to mod installation. Compatibility. Any mod that overwrites the cell blackreachzcell03 ("War Quarters") is expected to conflict. A possible workaround is 'coc exsd_blackreachpre' at the console. Any mod that overrides this mod's behaviour, like interfering with scenes or substantially modifying stock gameplay, is a potential threat. Known issues. 1. Distracting a certain NPC while he's casting a potent spell may get the player char hurt. Severity: inconsequential. Consider it an immersion feature. May get randomly resolved during upcoming development. Submitter dnoah Submitted 01/06/2017 Category WIP / Beta Requires Fuz Ro D-oh - Silent Voice by shadeMe with its required SKSE, Skyrim with Dawnguard and Dragonborn. Special Edition Compatible