neosuduno Posted April 11, 2020 Posted April 11, 2020 Laura, found a bug. When I set the chance for the lockpick in the MCM to 100, They still could not pick the lock. I think there may be a bug in the code.
Viri1 Posted April 11, 2020 Posted April 11, 2020 3 hours ago, Viri1 said: Briefly tested it, and it seems to work. At least, the dialogue option is there now. When I get the time, I will test the whole thing and let you know. Thanks! Ok, followed up on the testing, everything seems to work super smoothly now. Glad I helped find the mistake. Thank you!
Laura Posted April 11, 2020 Author Posted April 11, 2020 8 hours ago, Naps-On-Dirt said: That fixed it. 8 hours ago, DNess said: Dialog fixed, thanks. 8 hours ago, Viri1 said: Briefly tested it, and it seems to work. At least, the dialogue option is there now. When I get the time, I will test the whole thing and let you know. Thanks! That's really good news. I'll release a new version with the fix. 7 hours ago, Taki17 said: Dang, how did we miss that during testing? Someone had that come up, but we never actually escalated that beyond the papyrus log. Out of curiosity, what was the issue? There was a condition that said that What She Deserves had to be at stage 0. I don't know what the hell I was thinking. 7 hours ago, Taki17 said: And that belt is some high quality promotional gear that some artisan spent days crafting, you are going to wear it proudly. ? 7 hours ago, Kludar said: I have never, ever converted a mod to SE before, but I took a stab at it because I just couldn't wait. I dropped Laura's updated .esp file from a few posts up into the original package, then ran Cathedral Assets Optimizer, then re-saved the .esp in the Creation Kit. After adding it to my game (started earlier today so basically a new game), I was able to go to the shop, talk to Laura, and get the Strange Rock quest. That's all the testing I've done so far but I'll spend some more time with it tonight. (Your mileage may vary. No warranties expressed or implied.) Laura's Bondage Shop V3.10a SE.7z 15.44 MB · 6 downloads Thank you so much, but there's already someone that does the conversions for me. I'm so sorry. 6 hours ago, TajZ said: There is not enough as I only got asked for restraints 2/7 runs and more control would be nice. I'll see if I can add more customisation in th future. 6 hours ago, TajZ said: So Kat says there might not be keys arriving for a few weeks, so PC will be stuck in them, but I don't know if Swain said he would craft a set of keys to unlock the player. That way, Laura can logically unlock the player after A Good Fit and after every delivery run. I have Deviously Enslaved installed so Leah interrupted Swain's dialogue Spoiler for A Good Fit: Spoiler Laura locks you in the set, but she forgot that they don't have the keys yet. Swain is a great locksmith so he can free you without the keys. When you get to him, he makes sure that they can unlock it at the shop. But when you get back, they reveal that the keys arrived while you were away. 5 hours ago, steelmagpie said: After a short testing session on the new stuff everything seemed to work for me ( Newish game so no previous missions run on it for LBS) the only thing I didnt see work was the an addition add on for being late at the first real delivery, Hide contents It may have been because I was already in gag and armbinder but nothing new was added . A later delivery added a blindfold so the system in general works just didnt the first time.. All in all a very nice addition to the shop with so many options for later additions to random quests.. A very good base so much could be done with in time if required.. great job as always. Thank you. What do you mean with the "addition add on for being late"? 5 hours ago, neosuduno said: Laura, found a bug. When I set the chance for the lockpick in the MCM to 100, They still could not pick the lock. I think there may be a bug in the code. I'll take a look at it. 1
Laura Posted April 11, 2020 Author Posted April 11, 2020 New version and it's SSE conversion are up! Huge thanks to @tznvlw for converting it. The SSE version also has the dialogue fix. The new version only fixes the dialogue bug, but I wanted to release a fix as fast as possible. Even if you didn't experience the issue, it's best to install it because you don't want to encounter it later. Change log for v3.11: Fixed: A bad dialogue condition that made the dialogue to start [A Good fit] unavailable for some. Thanks to everyone who reported it and shared their log. 2
steelmagpie Posted April 11, 2020 Posted April 11, 2020 31 minutes ago, Laura 'Lokomootje' said: Thank you. What do you mean with the "addition add on for being late"? He said Spoiler something like "you can have these for being late" or "because you were late you get something" Nothing was given though or added to inventory so I assumed if you didnt wear the gag and armbinder he fitted them to you.. I have restarted my game to help test another mod so I will happily run through it again and see what happens and give a better description if needed.
Laura Posted April 11, 2020 Author Posted April 11, 2020 3 minutes ago, steelmagpie said: He said Hide contents something like "you can have these for being late" or "because you were late you get something" Nothing was given though or added to inventory so I assumed if you didnt wear the gag and armbinder he fitted them to you.. I have restarted my game to help test another mod so I will happily run through it again and see what happens and give a better description if needed. They don't say something like that and they don't punish you for being late. They'll say something like: "What took you so long? I told her that I wanted it quick. I thought I could trust them with this." They're dissapointed and you get a reduced pay, but you're not punished.
Laura Posted April 11, 2020 Author Posted April 11, 2020 6 hours ago, neosuduno said: Laura, found a bug. When I set the chance for the lockpick in the MCM to 100, They still could not pick the lock. I think there may be a bug in the code. Okay I check the code and it seems fine. Do you mean that they still asked you to go to Swain, even when it was at 100?
steelmagpie Posted April 11, 2020 Posted April 11, 2020 11 minutes ago, Laura 'Lokomootje' said: They don't say something like that and they don't punish you for being late. They'll say something like: "What took you so long? I told her that I wanted it quick. I thought I could trust them with this." They're dissapointed and you get a reduced pay, but you're not punished. Ah..... I must have misread it .. Sorry... (goes to stand in corner where dissapointing slaves go.) Great update though.. Thanks for the time you are putting in to it.
Laura Posted April 11, 2020 Author Posted April 11, 2020 1 minute ago, steelmagpie said: Ah..... I must have misread it .. Sorry... (goes to stand in corner where dissapointing slave go.) No problem. 1 minute ago, steelmagpie said: Great update though.. Thanks for the time you are putting in to it. Thank you. 1
Zaflis Posted April 11, 2020 Posted April 11, 2020 I like the idea of having devices spread in multiple chests, it sounds similar to DCL's Cursed Collar. Sadly after several tries they've all been in 1 chest now, and i don't know if the MCM settings can be tuned so that the chance is higher. I wouldn't mind if they were even split between 3 chests (every time! - for science ofc).
neosuduno Posted April 11, 2020 Posted April 11, 2020 2 hours ago, Laura 'Lokomootje' said: Okay I check the code and it seems fine. Do you mean that they still asked you to go to Swain, even when it was at 100? Exactly. Even at 100 percent.
kdoggg1971 Posted April 11, 2020 Posted April 11, 2020 Trying this for the first time now that it is on SSE (DCL tends to break my game, so I take what I can get) and so far, I like the set-up. I can't comb 106 pages to see if this was reported, but you said something about the location and things should be brought up. The Skoomatologist mod puts a small house in that area and they are sitting almost together (the only issue is a wagon now stick out the back of your mod). While this isn't an issue that bugs me, this does tend to be a very popular spot for MAs. If you ever did decide to move the building, a cool option would be behind Honningbrew Meadery (I've only seen one long deleted mod use that area) or it could be slightly retooled into an extention to the building itself at Honningbrew or Whiterun Stables. As it sits for me, it's a shady side of Whiterun with a skooma den, weed shop and bondage shop in one little area (Yep, I have a junkie for a Dragonborn). If I was a little bit skilled at editing, I'd just slide it towards the watchtower just a bit, so I'll just live.
Krynn Posted April 11, 2020 Posted April 11, 2020 15 hours ago, Laura 'Lokomootje' said: That gives too many compatibility issues and I don't want to enslave the player. Sorry. I was thinking less of an enslavement of the player and more of a kind of employee of the shop. there are two locked doors in the shop, if you work for Laura, you could live in a room or something. you could also end this partnership, doesn't have to be forever? as an example you say now: hey i would like to work in your shop, i do advertising for you and as a price for that you have to wear the special outfit. you could take the same settings for it as for the chastity belt, so how long this partnership should last. also customers would be a nice idea in the shop, who come by from time to time.
Zaflis Posted April 11, 2020 Posted April 11, 2020 Doing some testing with the 2 and 3 chest locations for Seeking The Curse. Here is a modified and compiled script that makes them much more frequent, and 1 chest should almost never happen. I haven't had time to play with it much yet but first time i started quest it already said it'll be in 3 chests. I remade my whole Skyrim compiling setup into a separate folder with backup of all sources and everything. laura_stc_questscript.psc: Spoiler 1 Chest: 1:8 chance From the remaining 7:8... 2 Chests 1:3 chance 3 Chests 2:3 chance (3 chests more common than 2 chests) in Function CalcContactDia() ... i = utility.randomint(1,8) if i == 1 Locs = 1 else i = utility.randomint(1,3) if i == 1 Locs = 2 else Locs = 3 endif endif Now it's too early to tell if i like it this way or not yet... In original script it was 1:2 chance for 1 chest, then 1:2 for each of 2 and 3 chests. The idea here was i wanted more challenge and time spent in devices. Finding devices from 1 chest and fast traveling back is kind of straightforward and quick task in itself. Edit: File removed.
Xuvish Posted April 11, 2020 Posted April 11, 2020 I like how the mod is progressing. When I was doing the delivery quests and wearing the belt, I noticed that the devices came off when I used the MCM menu for Devious Device Equipment => Device Interaction => Remove all DD's from (selected actor). Is that something you change on the mod, or is there an option under another area of the DDE menu where I can't remove the quest devices?
kdoggg1971 Posted April 11, 2020 Posted April 11, 2020 6 hours ago, Xuvish said: I like how the mod is progressing. When I was doing the delivery quests and wearing the belt, I noticed that the devices came off when I used the MCM menu for Devious Device Equipment => Device Interaction => Remove all DD's from (selected actor). Is that something you change on the mod, or is there an option under another area of the DDE menu where I can't remove the quest devices? Turn on hardcore mode in DDE and you will never be able to remove without a key.
neosuduno Posted April 11, 2020 Posted April 11, 2020 I have one big complaint about the delivery quest. Many of the deliveries are in locations where you have to trespass. I think there needs to be a filter to prevent that.
Taki17 Posted April 12, 2020 Posted April 12, 2020 8 hours ago, neosuduno said: Many of the deliveries are in locations where you have to trespass. List the invalid locations you were sent to, so their common parameters can be identified and subsequently blocked from the selection.
Zaflis Posted April 12, 2020 Posted April 12, 2020 I know the theme is biased much to kindness and Laura is not a dom, but they could agree to do something light together with Katarina. It is a shop for kinky stuff so it wouldn't be far fetched to allow player to ask for a "playful contract", which would let there be some devious outcomes for if quest doesn't finish in time, advertizing opportunities and so on. It would be player's choice to sign such a contract or not, and still be able to do the same quests. Player could also decide to abandon the contract, though with potentially some terms she agreed with in it. Laura could for example decide that next couple days would be excellent for showing off some random restraint or few on player. Maybe even traveling on foot to some city with Katarina or some hired mercenary as repeatable quest. That would allow equipping heavier restraints while there is a tanky person who demolishes all wolves/bears that come in the way. The mercenary may not have to be an actual follower, i'm not sure exactly how flexible the AI stuff is. Maybe you wouldn't be able to choose those quests yourself, you'd just ask "Can i help you with something?" and then she would just start 1 of the quests for player. If it's with contract, player can't refuse. Bug with the 3 chests option possibly. Once when i opened first chest it didn't count for quest. After checking out the remaining chests i did find all the loot but quest couldn't be finished. There was option to abort it though so it's fine. Maybe the chests have to be opened in specific order? Also i didn't exactly like that first chest put heavy restraint on. You have no choice but to ask blacksmith open them, otherwise you can't clear the remaining dungeons.
Laura Posted April 12, 2020 Author Posted April 12, 2020 23 hours ago, neosuduno said: Exactly. Even at 100 percent. I'll take a look. I always confuse > and < so I probably made a mistake. 21 hours ago, kdoggg1971 said: Trying this for the first time now that it is on SSE (DCL tends to break my game, so I take what I can get) and so far, I like the set-up. I can't comb 106 pages to see if this was reported, but you said something about the location and things should be brought up. The Skoomatologist mod puts a small house in that area and they are sitting almost together (the only issue is a wagon now stick out the back of your mod). While this isn't an issue that bugs me, this does tend to be a very popular spot for MAs. If you ever did decide to move the building, a cool option would be behind Honningbrew Meadery (I've only seen one long deleted mod use that area) or it could be slightly retooled into an extention to the building itself at Honningbrew or Whiterun Stables. As it sits for me, it's a shady side of Whiterun with a skooma den, weed shop and bondage shop in one little area (Yep, I have a junkie for a Dragonborn). If I was a little bit skilled at editing, I'd just slide it towards the watchtower just a bit, so I'll just live. This location has been surprisingly safe and moving it can cause more problems than it has now. Unless it causes an issue with a populair mod, I want to keep it where it is now. 19 hours ago, Krynn said: I was thinking less of an enslavement of the player and more of a kind of employee of the shop. there are two locked doors in the shop, if you work for Laura, you could live in a room or something. you could also end this partnership, doesn't have to be forever? as an example you say now: hey i would like to work in your shop, i do advertising for you and as a price for that you have to wear the special outfit. you could take the same settings for it as for the chastity belt, so how long this partnership should last. also customers would be a nice idea in the shop, who come by from time to time. The biggest problem is that that set would block access to my quests and probably those from other mods too. But I do have some kind of roleplaying arrangement thingy in my notes. 18 hours ago, Zaflis said: Doing some testing with the 2 and 3 chest locations for Seeking The Curse. Here is a modified and compiled script that makes them much more frequent, and 1 chest should almost never happen. I haven't had time to play with it much yet but first time i started quest it already said it'll be in 3 chests. I remade my whole Skyrim compiling setup into a separate folder with backup of all sources and everything. laura_stc_questscript.psc: Reveal hidden contents 1 Chest: 1:8 chance From the remaining 7:8... 2 Chests 1:3 chance 3 Chests 2:3 chance (3 chests more common than 2 chests) in Function CalcContactDia() ... i = utility.randomint(1,8) if i == 1 Locs = 1 else i = utility.randomint(1,3) if i == 1 Locs = 2 else Locs = 3 endif endif Now it's too early to tell if i like it this way or not yet... In original script it was 1:2 chance for 1 chest, then 1:2 for each of 2 and 3 chests. The idea here was i wanted more challenge and time spent in devices. Finding devices from 1 chest and fast traveling back is kind of straightforward and quick task in itself. LauraShop script.zip 16.9 kB · 1 download I think I'll increase the chance for multiple chest and/or make it customisable. By the way, please don't reupload my mod or parts of it. I put it in the permissions with a reason. You're free to do whatever you want in your install. It's even encouraged because it's a great way to learn, but please don't share it. I don't want people to use a collection of random patches because I don't know what's changed and what those changes do. I can't help people when they do that and they'll forget that they installed it and ask for help anyway. You're free to mess with your own game, just don't share it. 17 hours ago, xyzxyz said: Any new quests coming up? New ones came out 2 days ago. More are planned by the way. My notes are full with stuff that I want do add. 16 hours ago, Xuvish said: I like how the mod is progressing. When I was doing the delivery quests and wearing the belt, I noticed that the devices came off when I used the MCM menu for Devious Device Equipment => Device Interaction => Remove all DD's from (selected actor). Is that something you change on the mod, or is there an option under another area of the DDE menu where I can't remove the quest devices? They all have the libs.zad_BlockGeneric keyword to tell other mods not to touch it, but it seems like DDe ignores that. Don't think there's anything we can do about that. 9 hours ago, neosuduno said: I have one big complaint about the delivery quest. Many of the deliveries are in locations where you have to trespass. I think there needs to be a filter to prevent that. I told it to exclude locked locations, but that sadly doesn't cover them all. Let me know which locations you're talking about and I'll see if I can exclude them. 9 minutes ago, Zaflis said: I know the theme is biased much to kindness and Laura is not a dom, but they could agree to do something light together with Katarina. It is a shop for kinky stuff so it wouldn't be far fetched to allow player to ask for a "playful contract", which would let there be some devious outcomes for if quest doesn't finish in time, advertizing opportunities and so on. It would be player's choice to sign such a contract or not, and still be able to do the same quests. Player could also decide to abandon the contract, though with potentially some terms she agreed with in it. Laura could for example decide that next couple days would be excellent for showing off some random restraint or few on player. Maybe even traveling on foot to some city with Katarina or some hired mercenary as repeatable quest. That would allow equipping heavier restraints while there is a tanky person who demolishes all wolves/bears that come in the way. The mercenary may not have to be an actual follower, i'm not sure exactly how flexible the AI stuff is. Maybe you wouldn't be able to choose those quests yourself, you'd just ask "Can i help you with something?" and then she would just start 1 of the quests for player. If it's with contract, player can't refuse. I actually have something like that in my notes. Something like a roleplay agreement where you play the sub. I don't know when I'll add it though. 2
Krynn Posted April 12, 2020 Posted April 12, 2020 I basically just meant: getting a package from A to B is not really the world right now. it's not worth the effort. but you could also pick up something from an unsatisfied customer and bring it to the shop. a return shipment or something like that. Surely this is not meant to be a second CD-Shop, it can't be without the Master!
Krynn Posted April 12, 2020 Posted April 12, 2020 12 hours ago, neosuduno said: I have one big complaint about the delivery quest. Many of the deliveries are in locations where you have to trespass. I think there needs to be a filter to prevent that. what kind of places are these?
neosuduno Posted April 12, 2020 Posted April 12, 2020 Like having to enter a lumber mill since the lady never leaves. The one in the rift.
CovertDemon Posted April 13, 2020 Posted April 13, 2020 Thanks for the update! Got two questions, though. Would it be possible to have it so that if you're going for the bonus for being a bound delivery girl, that your dialogue options reflect the fact that you're gagged (and bound)? How long must I wait until you can do delivery quests again? Thanks for the answers.
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