badbat111 Posted August 10, 2025 Posted August 10, 2025 6 hours ago, Laura said: That could work, but I don't want to interact in any way with another mod because I don't want others to do that to mine. The "probably" is the problem. If I mess up a mod by accident I could ruin someones game and I don't want that risk. couldnt you just copy the coding and create a laurascript for it ? that way it shouldnt break others game
Laura Posted August 13, 2025 Author Posted August 13, 2025 On 8/10/2025 at 8:03 PM, badbat111 said: couldnt you just copy the coding and create a laurascript for it ? that way it shouldnt break others game I could write my own code to do that but it creates the same problem. If my mod has the ability to forcestop a scene it can potentially mess up other mods. 1
naaitsab Posted August 13, 2025 Posted August 13, 2025 4 hours ago, Laura said: I could write my own code to do that but it creates the same problem. If my mod has the ability to forcestop a scene it can potentially mess up other mods. How about something in the middle. Add a MCM option "Allow force start of quest scenes yes/no", which can default to 'no' per your preference to not force it. Depending on that setting either start it with a regular start or a force start. Most modders know their way around the console to help things a long but not everyone. So if it could help people not wrecking Laura's quest scenes because some random mod pulls a Todd on them that would be a nice option to have. 1
Hex Bolt Posted August 13, 2025 Posted August 13, 2025 6 hours ago, Laura said: I could write my own code to do that but it creates the same problem. If my mod has the ability to forcestop a scene it can potentially mess up other mods. Not to belabor this (it's your mod and your choice), but you can avoid the "nuclear" approaches by giving players an informed choice each time, though it is a bit of work. This is what I've done in my mods. For example: NPC: "This doesn't seem to be a good time. [One of us is stuck in a scene. Forcing it to end now could be risky.] " Dialog conditions test "IsInScene" for Subject and Player and are valid if either is true, though it will almost always be the PC. A dialog script can even display the affected scene's quest name as a notification to help players decide: Scene curScene = Player.GetCurrentScene() if curScene != none Debug.Notification("Your scene is from " + curScene.GetOwningQuest().GetName()) endif curScene = akSpeaker.GetCurrentScene() if curScene != none Debug.Notification("My scene is from " + curScene.GetOwningQuest().GetName()) endif Player choices: "No, I'll try again later." "Yes, I'm certain that it's okay to end the scene." Either way, your mission-critical scene doesn't get broken. 3
Laura Posted August 16, 2025 Author Posted August 16, 2025 On 8/13/2025 at 5:25 PM, naaitsab said: How about something in the middle. Add a MCM option "Allow force start of quest scenes yes/no", which can default to 'no' per your preference to not force it. Depending on that setting either start it with a regular start or a force start. Most modders know their way around the console to help things a long but not everyone. So if it could help people not wrecking Laura's quest scenes because some random mod pulls a Todd on them that would be a nice option to have. On 8/13/2025 at 7:15 PM, Hex Bolt said: Not to belabor this (it's your mod and your choice), but you can avoid the "nuclear" approaches by giving players an informed choice each time, though it is a bit of work. This is what I've done in my mods. For example: NPC: "This doesn't seem to be a good time. [One of us is stuck in a scene. Forcing it to end now could be risky.] " Dialog conditions test "IsInScene" for Subject and Player and are valid if either is true, though it will almost always be the PC. A dialog script can even display the affected scene's quest name as a notification to help players decide: Scene curScene = Player.GetCurrentScene() if curScene != none Debug.Notification("Your scene is from " + curScene.GetOwningQuest().GetName()) endif curScene = akSpeaker.GetCurrentScene() if curScene != none Debug.Notification("My scene is from " + curScene.GetOwningQuest().GetName()) endif Player choices: "No, I'll try again later." "Yes, I'm certain that it's okay to end the scene." Either way, your mission-critical scene doesn't get broken. I wasn't gonna do it but both your ideas are too clever. 😅 I'll hold off till I get more reports about because I don't want to add complexity till absolutely I have to. 1
Laura Posted August 16, 2025 Author Posted August 16, 2025 v3.55 is out now! It's a small update that adds a small introduction quest for the new enchanted barrel in the player home. I could've just added the jail door and called it a day, but I want stuff like this to fit into regular (kinky) gameplay. This one took longer than I wanted. Testing wasn't smooth and it took it a while till I found what I wanted. Let me know what you think. Here's the changelog for v3.55: Added: [Restraints and Renovations] A tiny quest that introduces and unlocks the new enchanted barrel in the basement player home. After completing the quest, use the enchanted barrel to fully unlock all generic restraints. When you do, a new jaildoor will lock you in the basement. When you're ready to go, use the enchanted chest again to lock the restraints back on and the door will unlock. Fixed: The invisible PlayerHome quest that's used to start the little introduction scene was mistakenly set to 'Start Game Enabled'. What does that mean? It means that the little quest starts when you start the game. While it's a tiny quest with almost nothing in it, it's still a waste. It will no longer do that. Fixed: The little introduction scene where the shopkeeper shows you the basement home was repeatable and that wasn't intended. The dialogue where you ask about the trapdoor will disappear after that little scene. This one took me 2 hours to fix because I tried to use the PlayerHome quest to track progress not realising I messed up the quest with the Start Game Enabled and the Run Once checks. If you're reading this and on the fence about creating a mod. Run. Just kidding. Kinda. Why did nobody tell me? 10
Guest Posted August 16, 2025 Posted August 16, 2025 Hi there! Simple sugestion: is it possible to incluye the option "sell all my keys" in the selling Keys dialogue? Now you have to sell one by one... Thanks!
Viri1 Posted August 16, 2025 Posted August 16, 2025 (edited) EDIT: FOUND IT, there's an iron bar in the basement, interact with it to start the quest! So, uh, how do we start that new quest? I started a new game, did the skip. Did the trapdoor quest. I can confirm I cannot repeat it anymore, though Laura needs me to use moveto player to get her to the basement for some reason, she won't move after she says "follow me". Even did the introduction to delivery quest and got the thotium collar on, just in case these are required steps. But I can't find any trigger for this new quest. I'll update if I find it, but better report now this in case there's a bug going on. Edited August 16, 2025 by Viri1
Viri1 Posted August 16, 2025 Posted August 16, 2025 (edited) Ok now that I've had a chance to try this out: -Laura seems to get "stuck" when she leaves the basement and we have to wait. I waited a good 10 minutes (real life) but nothing happened. -Using tcl to get out, I saw her standing in the middle of the main room. Neither her nor Kata could be interacted with. -When I went back down, the quest auto-completed. The door and the barrel now seem to work as intended, but clearly I missed some part of this sequence. This is on SE 1.6.640. As far as my mods are concerned, I don't really have anything other than some textures, what this mod requires to function, plus DDNG and its requirements. So I don't think it's a conflict. But could it be related to Laura not wanting to go down to the basement unless I move her with console commands? Just like the first quest when we ask about the trap door, I had to force her down there for her to show me the door and the barrel. Also, another problem: restraints that are from DD NG specifically, and not the OG restraints, seem to have issues. The Black Ebonite Armbinder, for instance, seems to work fine. The Black Lustrous Chastity Belt resulted in both it and a Polished Chastity Belt being both put on me. Somehow. lol Finally, a possible oversight, or just something that you can't really do anything about: restraints that had their locks manipulated prior to being put on and stored in the barrel, become truly locked when the barrel returns them. Edited August 17, 2025 by Viri1
Laura Posted August 17, 2025 Author Posted August 17, 2025 14 hours ago, try again. said: Hi there! Simple sugestion: is it possible to incluye the option "sell all my keys" in the selling Keys dialogue? Now you have to sell one by one... Thanks! That's a good idea. Thanks. 11 hours ago, Viri1 said: EDIT: FOUND IT, there's an iron bar in the basement, interact with it to start the quest! So, uh, how do we start that new quest? I started a new game, did the skip. Did the trapdoor quest. I can confirm I cannot repeat it anymore, though Laura needs me to use moveto player to get her to the basement for some reason, she won't move after she says "follow me". Even did the introduction to delivery quest and got the thotium collar on, just in case these are required steps. But I can't find any trigger for this new quest. I'll update if I find it, but better report now this in case there's a bug going on. Crap, I forgot to explain how to start it. 😅 11 hours ago, Viri1 said: Ok now that I've had a chance to try this out: -Laura seems to get "stuck" when she leaves the basement and we have to wait. I waited a good 10 minutes (real life) but nothing happened. -Using tcl to get out, I saw her standing in the middle of the main room. Neither her nor Kata could be interacted with. -When I went back down, the quest auto-completed. The door and the barrel now seem to work as intended, but clearly I missed some part of this sequence. This is on SE 1.6.640. As far as my mods are concerned, I don't really have anything other than some textures, what this mod requires to function, plus DDNG and its requirements. So I don't think it's a conflict. But could it be related to Laura not wanting to go down to the basement unless I move her with console commands? Just like the first quest when we ask about the trap door, I had to force her down there for her to show me the door and the barrel. That's odd. This isn't the first report from an SE user with npc pathing issues. I didn't change the navmesh though. I'll keep my eyes peeled for more reports like this. 11 hours ago, Viri1 said: Also, another problem: restraints that are from DD NG specifically, and not the OG restraints, seem to have issues. The Black Ebonite Armbinder, for instance, seems to work fine. The Black Lustrous Chastity Belt resulted in both it and a Polished Chastity Belt being both put on me. Somehow. lol It should work I think. It just stores the name of what it took and tells DD to equip the device that it stores. But I'm not familiar with how NG works. I'll keep also keep my eyes peeled for reports about this. 11 hours ago, Viri1 said: Finally, a possible oversight, or just something that you can't really do anything about: restraints that had their locks manipulated prior to being put on and stored in the barrel, become truly locked when the barrel returns them. Damn, I didn't think of that. Good catch. This is how the barrel works: it stores the name of the restraints you're wearing while it removes them. When you use it again, it just tells DD to equip restraints with the same name. So you essentially get new ones, not the same ones. I could maybe add a check for lock manipulation and maybe jammed locks, but that would make a complex bit of code even more complex and prone to breaking. 2
Viri1 Posted August 17, 2025 Posted August 17, 2025 1 hour ago, Laura said: That's odd. This isn't the first report from an SE user with npc pathing issues. I didn't change the navmesh though. I'll keep my eyes peeled for more reports like this. It really seems to be related to the basement only. I don't recall there having been any problems with other LBS quests that have the shopkeeper and others moving about. 1 hour ago, Laura said: I could maybe add a check for lock manipulation and maybe jammed locks, but that would make a complex bit of code even more complex and prone to breaking. Or: "it's a feature, not a bug, don't be a coward and wear restraints properly" 1 hour ago, Laura said: It just stores the name of what it took and tells DD to equip the device that it stores. But I'm not familiar with how NG works. I'll keep also keep my eyes peeled for reports about this. "Lustrous" and "Polished" makes me think it's something going on with how NG "overwrites" regular DD functions and categorizes its own specific restraints. I am just speculating. Hopefully someone who knows more about it can pitch in. Until then, best to avoid using the barrel with DDNG restraints. Then again, I haven't done comprehensive testing yet, this could be a very exceptional case.
weeewooooo Posted August 17, 2025 Posted August 17, 2025 I am having one small issue, im playing a male character and i did not need to build any clothing for them to fit my character, however the chains from the 2nd quest are invisible when equipped.
Miauzi Posted August 17, 2025 Posted August 17, 2025 Vor 10 Minuten sagte weeewooooo: Ich habe ein kleines Problem: Ich spiele einen männlichen Charakter und musste keine Kleidung bauen, damit sie zu meinem Charakter passt. Allerdings sind die Ketten aus der 2. Quest unsichtbar, wenn sie angelegt sind. Are you sure you want to play a mod that was developed for a female player character?
CaptainJ03 Posted August 17, 2025 Posted August 17, 2025 2 hours ago, weeewooooo said: I am having one small issue, im playing a male character and i did not need to build any clothing for them to fit my character, however the chains from the 2nd quest are invisible when equipped. Just in case you're on SE/AE - chains don't work, the HDT Physics is broken. Even though people claim it's dead simple to fix it, I haven't seen a single patch in years. And, 2nd possibility: If you're already wearing any collar, arm or leg cuffs, the prisoner chains cannot equip. (at least that's how I remember form LE, correct me if I'm wrong)
weeewooooo Posted August 17, 2025 Posted August 17, 2025 3 hours ago, CaptainJ03 said: Just in case you're on SE/AE - chains don't work, the HDT Physics is broken. Even though people claim it's dead simple to fix it, I haven't seen a single patch in years. And, 2nd possibility: If you're already wearing any collar, arm or leg cuffs, the prisoner chains cannot equip. (at least that's how I remember form LE, correct me if I'm wrong) given that everything else works, i think your first theory is correct. I appreciate the reply. 1
Bahmont Posted August 18, 2025 Posted August 18, 2025 I have personalized mannequins. One of my intentions with this game was to have complete sets of armor on mannequins. I recently installed Sjel Blad castle, and I am thinking of adding another mod that will let me build displays and mannequins. How would I be able to display DD items on my mannequins? Just not sure how or if it can be done. If it can't be done it is not a huge problem, I will just sell most of my stockpile of found DD gear. Also thinking about updating Laura's bondage shop. Sounds like she put a lot of work in. My last download was the introduction of the thotium collar and the tiny sapphire game. Or should I wait for the next big update?
naaitsab Posted August 18, 2025 Posted August 18, 2025 17 hours ago, CaptainJ03 said: Just in case you're on SE/AE - chains don't work, the HDT Physics is broken. Even though people claim it's dead simple to fix it, I haven't seen a single patch in years. And, 2nd possibility: If you're already wearing any collar, arm or leg cuffs, the prisoner chains cannot equip. (at least that's how I remember form LE, correct me if I'm wrong) DD NG ships with a modified set of the 'prisoner chains' that somewhat works if you reload the game when wearing the set. As the issue that remains is the "initialisation". It's an incompatibility with the design (multiple attach points among others) and the HDT on SE/AE itself. So the only real fix is either on the HDT level or a fully new design that works around the limitations. Both probably aren't going to happen unless someone commissions a modeller with advanced knowledge of HDT. If people claim it's easy to fix they have no idea what they are talking about. 2
grendelpaul Posted August 18, 2025 Posted August 18, 2025 IS there Audio with this Mod. i saw some Voice Files available for an earlier version. wondering if those still work or if this newer version has its own voice files? Thanks for the great mod.
theazurewitch Posted August 19, 2025 Posted August 19, 2025 im very bugged by this cryptic letter thing i got after the main mod questline. even starting a brand new game the wooden beams key and hidden stash are nowhere to be seen. everything else in the mod works flawlessly
CaptainJ03 Posted August 19, 2025 Posted August 19, 2025 2 hours ago, theazurewitch said: im very bugged by this cryptic letter thing i got after the main mod questline. even starting a brand new game the wooden beams key and hidden stash are nowhere to be seen. everything else in the mod works flawlessly Spoiler The key is high up on the rafters, unattainable if you don't tcl to it. The stash only appears after you took the key. 1
IcicleInn Posted August 19, 2025 Posted August 19, 2025 19 minutes ago, CaptainJ03 said: Reveal hidden contents The key is high up on the rafters, unattainable if you don't tcl to it. The stash only appears after you took the key. Spoiler Or you can stand on Laura's counter and look at it when you jump. First person mode helps.
Viri1 Posted August 19, 2025 Posted August 19, 2025 3 hours ago, CaptainJ03 said: Hide contents The key is high up on the rafters, unattainable if you don't tcl to it. The stash only appears after you took the key. What I do is: Spoiler Jump from the stairs to the beams.
libertyryu Posted August 19, 2025 Posted August 19, 2025 Is there any npc replacer? VANILA SHOP NPC's ugly....
Technomagica Posted August 19, 2025 Posted August 19, 2025 I am stuck in the quest where Laura locks a belt on you for a configurable time. The max days in my configs is 7 but even with having the belt on for 10 days with not extensions I still can not get laura to unlock it as she does not consider the quest complete for some reason. This is a big problem as my character is also a succubus from Children of Lilith mod and my character is getting close to starving.
Bahmont Posted August 20, 2025 Posted August 20, 2025 3 hours ago, Technomagica said: I am stuck in the quest where Laura locks a belt on you for a configurable time. The max days in my configs is 7 but even with having the belt on for 10 days with not extensions I still can not get laura to unlock it as she does not consider the quest complete for some reason. This is a big problem as my character is also a succubus from Children of Lilith mod and my character is getting close to starving. I had a similar issue, poor dragonborn was locked for 403 days with a teaser. I had to walk into the shop and wait a few seconds, hit the esc key and wait then talk to Laura. If that doesn't work, you must have a more serious problem than I did.
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