Caladian Posted September 4, 2020 Posted September 4, 2020 9 hours ago, Laura 'Lokomootje' said: By the way, if any of you have an idea for another puzzle that could work in a new Blending In quest. Please let me know because that stuff is hard to come up with. It doesn't matter if it's similar or completely different from the first one, don't hold back. Forgot, does the collision box change based on height? ie, does a person stuck in the bitchsuit on 4 legs have a lower z axis collision box? If so, a part where they need to go into that gear to go through a low wall/box/whatever might be interesting.
Pyreliter Posted September 4, 2020 Posted September 4, 2020 Brainstorming tonight as I fondly recollect your outstanding scenario at the cave in "Blending In"... Perhaps you can reuse the location as a set up for a slave auction similar to the ending of the movie "Taken" (Liam Neeson). Options include a shipment of equipment from Laura's shop, finding a buyer willing (or coerced) to play along, possibly getting ambushed by the remaining crew of slavers "who can't take no for an answer". If you feel inspired to try several options to get into the auction and try to create at least two or more more possible outcomes of the auction depending on actions of the PC, it'd give you replay-ability enjoyment. When you're back at the cave (or further along in the story) folks could help you write up an escape scenario inspired by those 'old' text based adventures such as Aelie's "Lia's Rebellion" or "Lia's Adventure". I would be inspired to try having the requirement of wearing certain types of devices such as high heels in order to 'reach/activate' ceiling buttons (while not wearing an armbinder) or having to wear heels to walk over sharp objects in a hall. You could also try talking to certain guards who might act differently when the PC is wearing different devices or clothing. Another idea I had when I played your later rescue sub quests was thinking of a future use for the devices found with the women. If you could feel inspired to whip up a 'gottacatchemall' situation where you have clues inscribed in the several devices with clue books/notes that allow the PC to attempt/toy with which devices are required in whatever order to progress.
CaptainJ03 Posted September 4, 2020 Posted September 4, 2020 10 hours ago, GuruSR said: Seeking the Curse, mind excluding Kagrenzel from the list of possibilities, it has a bad marker issue which shows it in one location and you can't go through it, when there in Kagrenzel, you can't find the chest because it marks the exit to the other cave it exits at instead, when leaving Kagrenzel to the cave, it points back to where you just left. I would ask to remove Kagrenzel (and others, like Dead Man's Respite or SIghtless Pit) for another reason: The cursed loot is not in the Boss Chest, which works well with most locations, as you can sneak out and go back to the shop. But in these you had to make a drop and cannot go back. You'll have to face the boss (and a lot of his minions) tightly bound. The questmarkers in Kagrenzel rarely work for me. It's a random location for Sorine Jurard's Dawnguard quests, the marker normally points to Stony Creek Cave - and that's my preferred wy to enter Kagrenzel, because I died a lot from the deep drop. But for Seeking the Curse you'd better make the way from this entrance to the chest and back 4 times: The Falmer don't spawn when you're entering from Stony Creek Cave, so you go through the cave, go back to kill the falmer, go back to the chest, and make the trip a final time, bound this time.
Tenri Posted September 4, 2020 Posted September 4, 2020 3 hours ago, CaptainJ03 said: I would ask to remove Kagrenzel (and others, like Dead Man's Respite or SIghtless Pit) for another reason: The cursed loot is not in the Boss Chest, which works well with most locations, as you can sneak out and go back to the shop. But in these you had to make a drop and cannot go back. You'll have to face the boss (and a lot of his minions) tightly bound. The questmarkers in Kagrenzel rarely work for me. It's a random location for Sorine Jurard's Dawnguard quests, the marker normally points to Stony Creek Cave - and that's my preferred wy to enter Kagrenzel, because I died a lot from the deep drop. But for Seeking the Curse you'd better make the way from this entrance to the chest and back 4 times: The Falmer don't spawn when you're entering from Stony Creek Cave, so you go through the cave, go back to kill the falmer, go back to the chest, and make the trip a final time, bound this time. Hmm, one way drops are dangerous things for any sort of random bondage mod, at least in this case you have some control over when you get bound. Rarely are you forced to take two one way trips in a single dungeon as far as I remember, if there are any at all. If you don't find it before the drop, it should be immersively obvious to be very careful once there is no way back not to trigger the curse until you know the way forward is safe. Once you reach a point that there is no turning back if you continue, you really would behave differently regarding what you do moving forward if it weren't a game wouldn't you. I have been using Take Notes (journal of the dragonborn) to write an actual journal for my current character that has helped me a lot in actually playing through some of the parts of mods that I tended to avoid before, like the sleeping part of RND, rather than just disabling them or death sprinting at something till I make it through. More relevant to the discussion of one way trips: while doing the Wolfskull cave quest, I nearly died just reaching the one way drop, so in character I left to get means of dealing with mages, before coming back and finishing the quest (almost died several times even then, but did manage a 'clean' run through the main chamber).
Laura Posted September 4, 2020 Author Posted September 4, 2020 16 hours ago, GuruSR said: Seeking the Curse, mind excluding Kagrenzel from the list of possibilities, it has a bad marker issue which shows it in one location and you can't go through it, when there in Kagrenzel, you can't find the chest because it marks the exit to the other cave it exits at instead, when leaving Kagrenzel to the cave, it points back to where you just left. That's weird. Is it still possible to complete it? 16 hours ago, GuruSR said: Also, as I suggested to Kimy, with respect to the RandomInt/RandomFloat functions (computers can't do random numbers), computers do "random" numbers with math equations aimed at the timers in the computer, so RandomInt(1,5) will yield repeats a lot, but (RandomInt(100,500)/100) As Int, won't so much. I just notice the quest locations seem to favor Windhelm far too much, I don't think I've ever seen one in Riften, mostly Windhelm, Whiterun and Solitude (in that order of repeats). GuruSR. It's true that the timers aren't pure random, but that's because in the exact same circumstance, it will always give the same number. They're just not random for that exact moment. If you had the data and the formula you'd be able to predict it, but it's pretty much pure random. Human bias is also a huge factor. We see patterns when there aren't any. By the way, it's set to always exclude the last location. So if you were sent to Windhelm last time, it will send you to the other too. Riften isn't a loction by itself, but you can get locations in riften when you're sent to Windhelm. 12 hours ago, Caladian said: Forgot, does the collision box change based on height? ie, does a person stuck in the bitchsuit on 4 legs have a lower z axis collision box? If so, a part where they need to go into that gear to go through a low wall/box/whatever might be interesting. That's a good one, I don't know actuallly. 11 hours ago, Pyreliter said: Brainstorming tonight as I fondly recollect your outstanding scenario at the cave in "Blending In"... Perhaps you can reuse the location as a set up for a slave auction similar to the ending of the movie "Taken" (Liam Neeson). Options include a shipment of equipment from Laura's shop, finding a buyer willing (or coerced) to play along, possibly getting ambushed by the remaining crew of slavers "who can't take no for an answer". If you feel inspired to try several options to get into the auction and try to create at least two or more more possible outcomes of the auction depending on actions of the PC, it'd give you replay-ability enjoyment. When you're back at the cave (or further along in the story) folks could help you write up an escape scenario inspired by those 'old' text based adventures such as Aelie's "Lia's Rebellion" or "Lia's Adventure". I would be inspired to try having the requirement of wearing certain types of devices such as high heels in order to 'reach/activate' ceiling buttons (while not wearing an armbinder) or having to wear heels to walk over sharp objects in a hall. You could also try talking to certain guards who might act differently when the PC is wearing different devices or clothing. Another idea I had when I played your later rescue sub quests was thinking of a future use for the devices found with the women. If you could feel inspired to whip up a 'gottacatchemall' situation where you have clues inscribed in the several devices with clue books/notes that allow the PC to attempt/toy with which devices are required in whatever order to progress. Thanks for the suggestions. Making the slave traders actually do some trading is a good one. I also like the idea of clues on restraints. 6 hours ago, CaptainJ03 said: I would ask to remove Kagrenzel (and others, like Dead Man's Respite or SIghtless Pit) for another reason: The cursed loot is not in the Boss Chest, which works well with most locations, as you can sneak out and go back to the shop. But in these you had to make a drop and cannot go back. You'll have to face the boss (and a lot of his minions) tightly bound. The questmarkers in Kagrenzel rarely work for me. It's a random location for Sorine Jurard's Dawnguard quests, the marker normally points to Stony Creek Cave - and that's my preferred wy to enter Kagrenzel, because I died a lot from the deep drop. But for Seeking the Curse you'd better make the way from this entrance to the chest and back 4 times: The Falmer don't spawn when you're entering from Stony Creek Cave, so you go through the cave, go back to kill the falmer, go back to the chest, and make the trip a final time, bound this time. In those dungeons, is it still possible to complete it or is it just really annoying? 3 hours ago, Tenri said: Hmm, one way drops are dangerous things for any sort of random bondage mod, at least in this case you have some control over when you get bound. Rarely are you forced to take two one way trips in a single dungeon as far as I remember, if there are any at all. If you don't find it before the drop, it should be immersively obvious to be very careful once there is no way back not to trigger the curse until you know the way forward is safe. Once you reach a point that there is no turning back if you continue, you really would behave differently regarding what you do moving forward if it weren't a game wouldn't you. There will never be 2 bags of restraints in the same location. And there's also a chance that they're relatively non restrictive. But even if they're doable, it's supposed to be fun. 3 hours ago, Tenri said: I have been using Take Notes (journal of the dragonborn) to write an actual journal for my current character that has helped me a lot in actually playing through some of the parts of mods that I tended to avoid before, like the sleeping part of RND, rather than just disabling them or death sprinting at something till I make it through. More relevant to the discussion of one way trips: while doing the Wolfskull cave quest, I nearly died just reaching the one way drop, so in character I left to get means of dealing with mages, before coming back and finishing the quest (almost died several times even then, but did manage a 'clean' run through the main chamber). I don't roleplay that much that I keep a journal, but that sounds cool to do.
CaptainJ03 Posted September 4, 2020 Posted September 4, 2020 54 minutes ago, Laura 'Lokomootje' said: 7 hours ago, CaptainJ03 said: I would ask to remove Kagrenzel (and others, like Dead Man's Respite or Sightless Pit) for another reason (...) you had to make a drop and cannot go back. You'll have to face the boss (and a lot of his minions) tightly bound. in those dungeons, is it still possible to complete it or is it just really annoying? It is always doable, but as @Tenri said, you need another tactic. If you are a good Skyrim doggie that follows the quest marker without thinking about consequences, you might well end up dead (or defeated, if you have one of those mods) You need to leave that chest alone, clear the dungeon, and come back. IIRC the Sightless Pit has more than one drop, so you might have to go through the whole dungeon a second time. 1 hour ago, Laura 'Lokomootje' said: There will never be 2 bags of restraints in the same location. And there's also a chance that they're relatively non restrictive. But even if they're doable, it's supposed to be fun. I frequently have one bag in a chest, and another on the boss of the same dungeon. And as the devices are randomly chosen, there is a good chance to end up in a straitjacket in the first of three locations. I write an external diary since forever, trying to keep an overview about (de)installed mods and saves.
Laura Posted September 4, 2020 Author Posted September 4, 2020 46 minutes ago, CaptainJ03 said: It is always doable, but as @Tenri said, you need another tactic. If you are a good Skyrim doggie that follows the quest marker without thinking about consequences, you might well end up dead (or defeated, if you have one of those mods) You need to leave that chest alone, clear the dungeon, and come back. IIRC the Sightless Pit has more than one drop, so you might have to go through the whole dungeon a second time. Yup, that's the trick. 46 minutes ago, CaptainJ03 said: I frequently have one bag in a chest, and another on the boss of the same dungeon. And as the devices are randomly chosen, there is a good chance to end up in a straitjacket in the first of three locations. I write an external diary since forever, trying to keep an overview about (de)installed mods and saves. Maybe I changed it, not sure. ?
Caladian Posted September 4, 2020 Posted September 4, 2020 Continuing the Bitchsuit idea, not sure how hard it would be but a custom equipment that places a tray with glasses/food/whatever on it and you have to deliver it to people.
DeWired Posted September 5, 2020 Posted September 5, 2020 16 hours ago, Laura 'Lokomootje' said: On 9/4/2020 at 3:54 AM, Caladian said: Forgot, does the collision box change based on height? ie, does a person stuck in the bitchsuit on 4 legs have a lower z axis collision box? If so, a part where they need to go into that gear to go through a low wall/box/whatever might be interesting. That's a good one, I don't know actuallly. I hadn't done extensive testing of this, so it's only a feeling, but I think, that collision box is taken in account only when physics is active - as in, ragdoll time. When you are walking, collision box is hardcoded. But - that is just a feeling, need to be tested... But. This idea can be used other way - Alice style. Like, put a very small door in the wall, put petsuit near, and place a note "Put me on to get through" ? And make door working only when suit is equipped. 5
CaptainJ03 Posted September 5, 2020 Posted September 5, 2020 1 hour ago, DeWired said: This idea can be used other way - Alice style. Like, put a very small door in the wall, put petsuit near, and place a note "Put me on to get through" ? And make door working only when suit is equipped. That is a very nice idea, I love it!
Laura Posted September 5, 2020 Author Posted September 5, 2020 15 hours ago, Caladian said: Continuing the Bitchsuit idea, not sure how hard it would be but a custom equipment that places a tray with glasses/food/whatever on it and you have to deliver it to people. Making devices is something for the DD team. I'm just here to make quests and stuff. 7 hours ago, DeWired said: I hadn't done extensive testing of this, so it's only a feeling, but I think, that collision box is taken in account only when physics is active - as in, ragdoll time. When you are walking, collision box is hardcoded. But - that is just a feeling, need to be tested... But. This idea can be used other way - Alice style. Like, put a very small door in the wall, put petsuit near, and place a note "Put me on to get through" ? And make door working only when suit is equipped. I also think that the hitbox doesn't change with a petsuit. But placing an obstacle where you can only pass after restraining yourself is a super cool idea.
SirCrazy Posted September 5, 2020 Posted September 5, 2020 Suggestion for the cave or other location: Bondage Disguise Lets say that a certain part of the cave (or any location really) is guarded and only accessible to a trusted group of people and trusted/trained slaves who wear a specific set of restraints which includes a hood. The specific set of restrains would require effort on part of the player to acquire. Ways to acquire: 1. Find the blacksmith\device maker who created the set and bribe\blackmail them to make another. 2. Rescue\kidnap a slave without being noticed and get the slave to give the player the gear. 3. Laura already got a set through unspecified means but Kata will not let her go on the mission and requests the player go instead. 4. Player allows themselves to be trained by the group and gets a set after proving themselves a trusted slave. 5. The trusted group already includes the player. After gaining entry, the player steals a set so they can come back later unnoticed. 6. The player finds parts of the set in doing 'Seeking the Curse' quest. Getting the set is only a part the battle though. Not getting found out, escaping the location and finally escaping the bondage set are other parts of the challenge.
SirCrazy Posted September 5, 2020 Posted September 5, 2020 Perhaps one way to get the player to go back to the cave is without Laura's permission. 1. The player enters the shop and finds a note on a table. The note is from a slave currently trapped in the mine asking for help. 2. The player asks Laura about it but Laura says it's too dangerous and they don't currently have the gold or connections to buy the slave's freedom. Laura will not allow the player to go either as she thinks there is a chance it might be a trap. Laura will not give up the location of the slavers secret meeting spot. 3. The player is given a quest to go behind Laura's back and to visit the local taverns to ask the barkeeps if they know the location of the slavers. 4. One of the barkeeps gives up a secret meeting spot in the woods and the player is given a marker to follow. 5. The player finds the slavers and approaches them but is knocked out mid conservation by a hidden thug. Turns out it was a trap after all. 6. The player ends up in the cave in bondage and has to find a way to escape. 7. In searching the area the player discovers a dwemer pipe with light coming out the end of it. The player can't crawl through the pipe while wearing a yoke or an armbinder. 8. The player finds a way to get a key (optional) and to get locked into a pet suit so that she can crawl out the pipe to freedom. 9. The player discovers the light in the pipe was just a glowing mushroom and for several hours follows the pipe through several junctions in complete darkness (this would be explained through a text prompt) . 10. The player appears just outside a random dwemer ruin. If they have the key they can unlock the suit. If they do not have the key, they have to struggle out of the suit (it is a low quality suit so is shouldn't take too much struggling to get free).
CrazyOne Posted September 6, 2020 Posted September 6, 2020 Hello There. Had a few ideas, regarding some story lines/quests that I thought to share. Hopefully something is usable, & they are not just a load of crap. Sorry for the length of these by the way. I might have gotten a bit carried away while writing them out. 1: The player's character introduces somebody into chastity/bondage play. Spoiler A courier gives the player's character a notice, & says he says he was paid to hand them out to people. It explains that; a farmstead is having a problem with a pack of wolves, & offers a reward to anyone who can kill the pack. It goes on to say where anyone interested should go. Upon reaching the farm, the player's character knocks on the door. With no answer the player's character sees a stable, & the player's character goes to see if anyone can be found there. Upon reaching, & looking into the stables, a woman is found pleasuring herself. The woman seeing the player's character, & immediate stops. Embarrassed says that she thought she was alone, & wasn't expecting visitors. She quickly asks, what the player's character wants. With the player's character mentioning the notice. The woman goes on to explain that; the pack has been terrorising the farmstead for sometime, killing livestock & such. She follows up by saying that; her husband had wrote the notice. But, after several few weeks passed & no one showing up. So he went to hunt the pack himself, but the pack killed him several months ago. The woman goes on to say that; if the player's character is interested, the contract on the pack is still available. She then requests that the player's character returns, with her husband's ring. When accepted the woman says that she should be in house when the player's character. The player's character is then tasked with simply killing the nearby pack, & returning the ring from the skeletal remains of her husband. After killing the pack & recovering the ring, the player's character returns to the farmstead. This time entering the house, & again walking in on the woman masturbating. Embarrassed once again she this time she makes a off handed comment, about how shes addicted to masturbating. The woman quickly changes the subject, & asks about the wolf pack. The player's character then hands the ring over, & tells her the pack will no longer be a problem. The woman thanks the player's character, & offers the reward. The player's character can then: 1) Collect the reward. Ending the story line with the reward being between 200-300 gold. 2) Decline the reward. Claiming that the woman will need it, to get the farm running again. Ending the story. 3) Suggest the woman try a chastity belt. Outcome for 3. The player's character reveals that they caught the comment the woman made, about her being addicted to masturbating. The woman asks what a chastity belt is, & how it would help. Leading the player's character to explain. If the player's character is wearing a chastity belt, then a option becomes available to show the woman the belt. After a bit more dialogue, the player's character mentions that the woman should visit Laura's store. The woman admits she would like to visit but; where the pack had been active in the area for so long, she is unsure to travel far from the house on her own. So she asks if the player's character would escort her there. After which the player's character is tasked with travelling with the woman to Laura's store. After entering the store the woman start dialogue with Laura, with the woman saying; a friend has recommended she try a chastity belt. After some dialogue exchange, the woman asks Laura what the other items in store are. After some more dialogue exchange, Laura offers to let the woman try some of the items on. The woman replies that she is unsure. Which the player's character can: A) Stay out of it. The woman doesn't try on anything. B) Encourage her to try some things on. The woman will try on a number of restraints. C) Offer to model the items for her. The player's character then models some of the items. After leaving the store, the player's character is to escort the woman home. Where the woman thanks the player's character for killing the pack, & returning the ring. She follows by saying that she hopes the belt helps. From here the player's character can: 1) Collect the reward, & leave the woman. Which ends the story. 2) Collect the reward, & offer to take the woman's chastity key for x amount of time. So she cant be tempted to remove it prematurely . The woman locks on the chastity belt, & then hands over the key to the player's character. The player's character is to then return after a day or so. Upon returning sometime later the woman is found wearing; If A was chosen. The woman will just be wearing the belt. The woman says that the it was frustrating, but; she is slowly starting to get use to it. For B. She has on the gag, collar & belt. The woman removes the gag, & explains that while it was frustrating. She has found another way to keep herself amused herself by playing with the gag, & some rope she has around. For C. The woman will have on a gag, collar, chastity belt, heels, ankle chains & handcuffs. With the woman removing the gag from her, so she admits that; at first she was unsure but, with the aid of the other items, she has managed to keep herself fully entertained. Ending for A. The player's character hands over the woman's chastity belt. Ending the story. Ending options for B. 1) Hand over the chastity key. 2) Offer to drop all the keys off at Laura's shop. The woman would then have to travel to Laura's store while bound. The player's character then travels to Laura's shop to drop of the keys. After which ends the story. Ending options for C. 1) Hand over the chastity key. 2) Offer to bind her hands, then drop all the keys off at Laura's store. 3) Offer to hide all the keys around the farm. A. Hide the keys around the area as promised. Hiding the keys under rocks, in a hollowed tree & barrels. B. Hide all, but the chastity key. Hide all the keys., but leaving with the chastity key. C. Leave. Keeping all the keys for the player's character's own use. 2: A simple journey from Whiterun to Rorikstead, turns kinky & goes wrong. Spoiler While travelling the along road the player's character comes across a injured bard. Along with a couple of dead bandits near her. She says that; she has a healing poition in her bag, but is too weak to get it. So asks the player to retrieve it for her. After the player's character has given the potion to heal her, she explains that one them got a lucky hit in. She then asks if the player's character would be willing to escort her to Whiterun, then onto Rorikstead. A) Decline. The bard says that she'll make her own way to Rorikstead. Ending the story line. B) Accept. While on the way to Whiterun, the bard & player's character come across a couple of chests/crates laying in the road. The bard opens one out of curiosity to find it full of keys, while the other is full of devices. The bard says that the items are worth a lot of money if sold to the right person. After some dialogue, the bard reveals that she has a thing for the devices. To which the player's character can: 1) Admit they enjoy bondage too. 2) Say they've never tried the items before, but has wanted to. The bard then suggests that they put some of the items on. The bard takes; 2 gags, 2 corsets, 2 collars, 2 pairs of gloves & 2 pairs of boots., & a hand full of keys, & heads away from the road. When far enough away from the road. If 1 was chosen: The bard starts to strip, & the player's character automatically strips too. The bard then hands some restraints for the player's character to put on themselves. If 2 was chosen: The bard encourages the player's character to try on the items, saying that she'll walk them through the. After both are wearing the restraints. People can be heard coming along the road, they turn out to be looking for the two chests. One of them says that it looks like someone has stolen some of the items, while another says they think they can see footprints leading off the road. At this point the bard starts to unlock her restraints, & then unlocks the player's character restraints. After removing the restraints she drops the items & keys, & tells the player's character that they best get away from here. Once reaching a safe distance the bard & player's character redress, & Continue their journey to Whiterun. Upon reaching Whiterun. The bard asks if the player's character would go to the alchemy store in town, & pick something up for her. She explains that someone might be in town that she is avoiding, & doesn't want them seeing her. She says that she'll be waiting by the stables for the player's character. The player's character is to then head to the alchemy store to retrieve the bard's order. After picking the item up, & meeting the bard at the stables. The bard reveals that; While she was waiting, she went to visit that Laura's store nearby. But; found the items for where too expensive for her. Shortly after leaving however, she run into a travelling merchant, & that she had brought a few items off him. The items being: 2 catsuits, 2 sets of ballet heels, 2 pairs of gloves & lastly two hoods both with open eyes and mouth. Claiming that the merchant was selling them, much cheaper than the store was. The bard then suggests that they have some fun with them before reaching Rorikstead. So with the player's character agreeing they both equip the items. After the outfits are equipped, the bard realises that the keys from the merchant wont fit the locks. The bard informs the player's character that the merchant was heading to Riverwood. She says; "Perhaps we can catch him before he gets there. Hopefully he has the keys, or knows where they are". So the bard & player's character follow the road, & eventually find the merchant. The merchant is a old man who says; "Haha, oh what a wonderful sight to see. I wondered if I would ever get to see you wearing them... Oh, you even brought a friend." this leads the bard to ask if he has the keys. To which he replies simply with "Yes", she follows up by asking if they can have, or buy them. To which he replies; "No", after the bard simply asks; "Why?", he says that; he'll give them the keys, but; only if both the bard & player's character complete their outfits, & add the rest of the restraints that go with them. Out of anger the bard starts to insult him. Leading the old man says; "That's not very nice, is it. So unless you apologise, I'll throw the keys into the river. Leaving you, & your friend stuck for good." forcing the bard to apologise. Leaving both the player's character & the bard with little choice, they agree to put on the rest of the restraints. He then instructs the bard to look the chest & take out; a gag, a set of ankle chains, a corset & the armbinder, & equip them on the player's character. After they are equipped, he instructs the player's character to walk around a bit, & to put on a little show for him. After the walk, he instructs the bard to look in a different chest, & take out a few of the items. These being a set of inflatable plugs, & a chastity belt. He then instructs the bard to put them on the player's character. He then instructs the bard to equip the same items on herself, with the exception of the armbinder as he only had the one. Once done, he throws her a set of handcuffs to put on. He then says "Watching you two. I must say, I have haven't been this excited In.....I...". At this point the old man seemingly dies, with his heart not being able to handle his excitement. The bard & player's character, the moving as fast as they can start to search for the keys. Eventually the bard finds them, & eventually frees her hands. After which, she removes her gag. She then briefly pauses, & asks: if the player's character wants her to remove the items, or keep them on until reaching Rorikstead. Telling the player's character to; 'Nod' if you want the restraints removed. Or 'Shake' to keep the restraints on. 1) Nod. The bard removes both her own, & the player's character restraints. 2) Shake. The bard says something along the lines of; I will only remove the items when we get just outside of Rorikstead. Before putting the cuffs, & gag back on. Upon reaching the outskirts of Rorikstead, the previous choice only effects what dialogue is played. For option 1. - The bard thanks the player's character, & gives a choice of rewards. For option 2. - The bard removes the restraints from both herself, & the player's character. After which she thanks the player's character for a memorable journey, & offers a choice of rewards. The bard says she has taken a number of keys, restraints & a large amount of gold from the deceased old merchant. The rewards being: 1) Ask for Payment. The bard gives large sum of coin. Ending the story. 2) Ask for keys. The bard gives multiple restraint keys. Ending the story. 3) Ask for restraints. The bard gives a number of restraints. Ending the story. 4) Ask for set of restraints & a set of keys The bard gives a few restraints & a few keys. The amount being less that what would be given by choosing 2-3 respectively. Ending the story. 5) Ask for everything; money, keys & restraints. Outcome for 5. The bard says that; she will agree to give the player's character what they asked for. But; only if the player's character lets the bard lock the restraints on the player's character first. Giving the options of: 1) Agree. 2) Decline, & pick another reward. After agreeing. The bard begins to lock the restraints on, leaving the player's character restrained but without a gag. The bard goes on to say that; she has added a special solvent to the locks, that will wear off after x amount of time. Which the player's character complains about, that leads the bard to say that; the player's character's request was unreasonable, & was just the player's character being greedy. So as punishment for their greed, the player's character will spend some time bound. The bard then hands over a small amount of money & couple of keys. Significantly less that what would have been given when choosing 1,2 & 3 respectively. This leads to the player's character complaining about the amount. The bard cuts off the player's character by adding a gag. After which the bard bids the player's character farewell. Options to get free being: 1) Travel to Laura's shop. The restraints get remove, but the restraints are destroyed. 2) Wait for the time limit to expire. After the time limit has expired, the restraints can be removed normally. 3) Return to the bard in Rorikstead. The bard agrees to remove the restraints. But; only if the player's character tells x number of people that they are ungoing punishment for their greed first. 3: Helping a couple of friends, play their kinky game. Spoiler Part 1. After leaving Laura's store a woman can be found near the Whiterun carriage/stables. Where she mentions that she has seen the character enter the shop a few times, & asks if the player's character would be willing to help her. She explains that: she & her friend have a ongoing game, where they take it in turns to tie each other up. With main rule being that they cannot tell the other how, or when they will get tied up. After explaining she says that it is now her turn to tie up her friend, but; she needs help with what she has planed. A: Offer to help 1) For a price. The woman says something that indicates shes not happy about paying, but agrees to hand over some coin. 2) For free. The woman says something that indicates she though she would have to pay to get help. B: Decline to help. Simply ends the story line. With the woman saying "Oh you're no fun". After agreeing to help, the woman explains her plan. The player's character & the woman will sneak into her friends house during the day, & will wait in ambush. She then says that she will meet the player's character there. After arriving at the location & speaking to the women, she hands the player's character a hood put on, as she puts a hood on too. After the hood is on, they then enter the house. Once inside, the woman looks around for a place to hide. After a short bit of dialogue, she hands the player a rope gag & blindfold. Followed by her explaining that the player's character is to hide behind the door, while she hides in the wardrobe. She says that once her friend nears the wardrobe, she'll burst out & tie her hands. While she does this; the player's character is to gag & blindfold her. Upon getting behind the door it fades to black. Upon returning, from the fade the the woman's friend enters the house. Once the woman's friend's has been gagged, blindfolded & had her hands bound. The woman reveals her identity to her friend. The woman then instructs the player's character to lock the rest of the restraints on her friend. As the player's character adds the restraints, the woman teases her friend about the item. Eg. For the heels, she says something like; "Those heels look hard to walk in. Unluckily for you, you don't have a choice". For the collar "That will help with your posture", & for the harness "The way that harness sits on your figure, is just amazing" etc. Once the friend is fully restrained, the woman tells her friend to: Enjoy her night & that she has arranged for someone to visit her tomorrow, of course they're not expecting to find her a little tied up. But; she'll leave a note for them along with the keys. After this the woman, & player's character take there leave. When outside the player's character can ask if the woman's friend will be alright. To which the woman replies "She'll be fine, the person coming already knows about the game. I just said that to add to the excitement of not knowing who may find her". If 1 was chosen. The woman gives the player's character the reward. If 2 was picked. The woman simply thanks the player's character, & asks why they done it for free. Part 2. After a couple of days. After exiting Laura's store, the player's character this time runs into the woman's friend. The woman's friend apologises for walking into the player's character, she then introduces herself. Eventually she says that shes looking for help, & goes into the same details the woman did regarding their game. She explains that; her friend recently employed someone to help her, & as such sees it only fair to return the favour & employ help of her own. The choices for this being the same as above: A) Help. 1) For a reward. 2) For free. B) Decline. Ending the story, & blocking part 3. Agreeing to help. The friend tells the player's character that; the woman had gone out camping, & she knows where to find the camp. But; the friend has no real experience with the outdoors, & she asks if the player's character can escort her there. Upon arriving the camp is empty, the friend asks the player's character to put something in her drink, while the friend keeps watch. She explains that it will just knock her out, until the counter is given. After the player's character has added the ingredient to the drink, both the player's character & the friend retreat behind some bushes. The friend remarks that they where just in time as the woman returns to camp. Shortly after the woman takes a drink & falls asleep. The friend instructs the player's character to place a few soul gems around the camp. Explaining that; "When they leave the camp she'll cast a spell, that will cause the gems to create a barrier around the area for a while. Not only will it stop her from leaving, but it will stop anyone or anything from attacking her. As it will also make the area look empty to anyone who looks at it, giving her some privacy. Not that she will know that of cause". The friend continues to say that; While the player's character places the gems, she will strip the woman & lock some restraints on her. These items being a collar, cuffs, blindfold, heels, mittens & a yoke. After placing the gems, & returning to the friend. The friend wake the woman up. Once the woman wakes up the friend then starts talking to the woman. After a short dialogue exchange the friend tell the woman that she has one more surprise for her; A set of experimental plugs & piercings. The plugs will constantly vibrate if she's moving. While the piercings will constantly vibrate if she isn't moving for a certain amount of time. The friend then adds a chastity belt & bra to her saying "Those will make sure everything stays in place". After adding the belt & bra, she continues by saying; "I feel sorry for you. So not only will I leave you the keys, scattered around the area of course. But I'm going to remove that yoke too" so she remove the yoke. Before saying "The mittens will stay on though". The woman who is not overly happy about it starts to complain, to which the friend says to the player's character; "Will you gag her for me? While I throw the keys around", the woman replies to this with; "What! How am I going to find.... Wait who else is here?" before being gagged by the player's character. The friend then tells the woman; "Its time from us to leave now, but; I think you're going to enjoy your predicament". Leading to a fade to black, & returning the player's character with the friend back to the starting point outside Laura's shop. Upon returning, the friend asks the player's character to return to the woman tomorrow to free her. Before giving a set of keys she says that; "The keys I left behind are blanks. You'll need these to remove the restraints". If asked for a reward: The friend gives out the reward for the help. If didn't ask for a rewards: The friend thanks the character, & asks why the character helped for free. Returning the next day to free the woman; the player's character can either: 1; Explain that they 'accidentally' stumbled upon the camp. 2: Partly tell truth, & that the woman's friend sent them, under the pretence there would be a job available. The woman then says that; the combination of the plugs & piercings have left her more horny then usual. Leading her to ask the player's character to have sex. Which can be. 1: Accepted; her reply being "You have no idea how much I need this!" 2: Declined; for her to reply with "That's a shame. Looks like I'll have to make do on my own". Before parting ways; she thanks the player's character for freeing her. Ending with her mentioning that she needs to think of away to get her friend back now. Part 3. - Only if the 'For Free' option was chosen both times. A few day after completing part 2, the player's character gets a letter requesting that they go to a location. After arriving the woman & her friend approach. Saying that after talking to each other; they worked out that the player's character was involved with helping both of them. So after talking some more, they've decided to offer the player's character to join in with their game. Given the player's character being a wanderer they're willing to make an exception such as; they will only tie the player's character when they are asked too. 1) Accept the offer. 2) Decline the offer. For Accepting. The screen fades to black. Upon regaining the player's character is in a cell with a few restraints locked on. The restraints being; a blindfold, heels, catsuit, gloves, armbinder, collar, corset with both nipple & vaginal piercings. The women says; "That's the last restraint for now" while the friend is in a chair writing a note/letter. The woman explains that; The player's character will spend some time in the cell, & have arranged for another one of their friends to came & free them, but that may be a while. The friend who was writing now explains that; she is simply writing the instructions for the guy coming to free the player's character. She then asks if the player's character wants the person coming to just simply free them, or to have sex with the character before he removes the restraints. The options being: 1) Ask to just be freed. The woman finishes by locking on a; penis gag, chastity harness with both a vaginal & anal plug. 2) Ask for sex. After choosing this, the friend writing asks what the player's character would like. The next option dictates what restraints the woman locks onto the character. Oral. = Ring gag, chastity with both vaginal & anal plugs. Anal. = Ball gag, chastity with open back & vaginal plug. Vaginal. = Penis gag, & locking iron anal plug. After the last restraint is locked on; the two women leave the location, & after x amount of time or; perhaps after x number of steps the player's character takes. The person arrives to unlock the restraints. The guy says something like; "Sorry I'm late, someone tried to steal my sweat roll. So you're the one the girl's where talking about. I you agreed to join in with their game. Right, well let me just read the instructions here first". After this, if option 2 was chosen the corresponding scene plays out. Where as if the option 1 was selected the guy starts to remove the items, while making the odd comment about the device. After this, the player's character can talk to, & ask: A. The woman. 1) Have the woman tie the player's character up in rope. 2) Ask to tie the woman up, who will automatically free herself after a day. With a few days cool down, before she allows the player's character to tie her up again. 3) Ask her to tie the player's character up at a random time/place. This means that; after x amount of time the woman will appear, & tie the player's character up, regardless of location. 4) Ask for sex. Only If the player's character accepted to have sex with her earlie. B:.The friend. 1) Have her lock metal/leather restraints on the player's character. 2) Same as option A-2. Ask to tie her up. 3) Same as option A-3. Just with metal/leather restraints instead. 4) Ask her to bind the player's character, then leave them in a random location. C. The bloke. 1) Ask the guy to untie/unlock, any restraints on the character with a couple of days cool down. 2) Ask the guy to tie the player's character up. Lacking items the guy equips; a sack hood, collar, shackles, & a simple crotch rope with; a set of remote control plugs, that activate randomly. 3) Ask for sex, & want to have; Anal, Oral, Vaginal. With the options of A; without bondage. Or B; with bondage. A) A random sex scene plays. B) Oral = Ring gag, chastity with both vaginal & anal plugs. Anal = Ball gag, chastity with open back & vaginal plug. Vaginal = Penis gag, & locking iron anal plug. For Declining. Expressing some disappointed, the women take their leave. Where one of them unknowingly drops a box. The player's character; perhaps out of curiosity of whats inside, or just with the intent to return it picks it up. Which triggers a trap that leaves the character locked in restraints. At which point the two women return, with one saying: "Wow. I cant believe that worked" before explaining that; they thought it would be a fitting way, to say goodbye before they part ways. After which they tease the player's character, over their new found predicament saying things along the lines of; "Well you got to see us nude, its only fair we get to see you naked too", "Do we look that good in those restraints?" & "Okay, I think its time to unlock those restraints.... Oh wait, silly me I forgot the keys. If only you can see the look on your face" ect. Before leaving for a final time. After which the player's character has to find their own way out of the restraints. After this ending the player's character can not interact with either of the women again. 4) A drunken prank, or a drunken dare. Spoiler After entering an inn the player's character comes across a group of 5 people that are celebrating. One of the members starts to talk to the player's character, & he reveals that; they are the owners of a local mine that has just struck a very large ore vain. So too celebrate their new fond wealth, they will pay for everyone's drinks tonight. He then asks the player's character to join them. After a short bit of dialogue of them introducing them selves, one of them asks if the player's character would be willing to take part in a drinking contest. Leading to the options of. A) Decline. As the player's character is too tired, & was just looking for a room for the night. B) Decline the challenge, but have a few drinks with them. C) Take them up on the challenge. Outcome for A. With the player's character declining, they pay for the player's character's room. This ends the story line. Outcome for B. After having a few drinks the player's character takes there leave, saying they need to lay down. After activating a bed it leads to a fade to black. Upon waking up the player's character finds that they are naked & wearing, leg & arm cuffs, a collar, & a armbinder made of rope. The inn keeper greats the player's character, where he says that; after the player's character fell asleep the group kept drinking, & that one of them got the idea to tie the player's character up thinking it would be a funny prank. The innkeeper goes on to say that; the group then gave him a knife & the keys to player's character restraints, & had him send them to a location. He then claims that he didn't know what the keys where for, until after they where sent. Leaving the player's character with little choice, but to travel to the location to retrieve the keys. The innkeeper says that the group payed for the player's character room. Before the player's character can leave the inn, the innkeeper puts a gag in the player's character mouth. He apologises, & says that; before the group left the inn, they had payed him to gag the player's character before they where to leave the inn. After leaving the inn, & arriving at the location. The player's character uses the knife to cut the armbinder off, before using the keys to remove the other restraints. Outcome for C. After having a couple of drinks the screen fades into black. Upon waking up the player's character finds that, not only are they are in a cave but; they are naked & bound too, wearing; a ball gag, heels, gloves, leg cuffs, corset & shackles. On the floor nearby is a woman that was part of the group from the inn laying wounded. She asks the player's character if they remember anything from last night, with the player's character reply being only a shake of their head to signal no. The woman says shes not surprise given how much the player's character drunk. She explains that; at some point someone made a dare to spend some time alone in a nearby cave, & that the player's character agreed to do it. Someone else then said they'd double the reward if the player's character done it naked, to which the player's character to say that; if they tripled the reward, not only would they do it naked but bound & gagged too. The woman goes on to explain that; as they where leaving the cave something invisible attacked them, killing them one by one. She says that all the restraints on the player's character require a unique key to unlock them. All the keys needed, as well as all the player's character belongings are in a locked chest just outside the cave. But; the chest requires multiple keys to open, & that every member of the group has a key each. To which she gives her key to the player's character, & dies from blood loss. Leaving the player's character to roam the cave, in search of corpses of those from the group to collect the chest key. Upon finding & activating the last body, there is no key found. At this point a female vampire approaches. She says that; she listened into what the other woman told the player's character, & has been watching the player's character since. She goes onto say that she is interested in trying the restraints on herself, which she then reveals that she has the last key needed to open the chest. She offers to give the player's character the key, but; only if the player's character leaves behind all the restraints, & the keys to them. The options being too. 1) Nod in agreement. 2) Shake head to decline. Ending for choosing 1. The vampire hands the key over, with her dialogue expressing excitement to put the restraints on. The player's character can then leave the cave, & reclaim their stuff. While leaving the restraints & there keys behind. Ending for 2. The vampire simply says; "Okay", as she breaks the key in two. She then says that she found a few extra items on the dead bodies, & that she had planed to keep them for herself. But; now thinks they'd be better on the player's character, she then takes a iron plug & unscrews it, revealing a secret compartment. To which she places the two key half's in, before she re-screws plug's parts back together. Trapping the broken key inside the plug. Followed by her putting it inside the player's character, & locking on a chastity belt. After she gets out a armbinder, & places it on the player's character. She then reveals that; the chastity belt uses a unique key too, to which she breaks in two as well. She then drops the two half's of the chastity key into the player's character's armbinder. Then she says that; she hopes the player's character has fun, & says goodbye as she walks off & disappears. After leaving the cave, the player's character has to either; find someone to remove the armbinder, or find a way out of it them self. As its the only item not requiring a unique key to remove. After the armbinder has been removed, the player's character then has to find either; a mage who can repair the broken chastity key, or a blacksmith that can make a copy. Once the chastity key has been fixed or copied, the chastity belt & plug can be removed. Once the two half's of the chest key half been recovered from the plug, the player's character will then have to find someone to repair or remake the key. Once the new or repaired chest key has been acquired, the player's character can then return to the cave entrance & recover their belongings. Along with the keys to remove the rest of the remaining restraints. 5) A few starting options for Live Another Life. Each with a short storyline. Spoiler A) Playing a self bondage game, at lake Ilinalta. The player's character starts naked around Lake Ilinalta, wearing only; a gag, ankle fetters, rope armbinder & chastity harness. Next to the player's character, is a locked lock box. The player's character is to then travel a short distance to a knife they had placed earlier. After reaching & activating the knife, the rope armbinder is cut off. Near the knife is a bag with the lock box key in. After removing the armbinder & collecting the key, the player's character then travals back to the starting point to unlock the chest. Upon unlocking the chest, the player's character gains their starting gear & the keys to the items. B) A customer spending time in the cell at Laura's store. The player's character starts in Laura's cell, wearing; a hood, catsuit, chastity with plugs & piercings, armbinder, collar, boots & gloves. Laura approaches to the player's character saying; they are having trouble finding the cell's key. After a short delay, Laura returns & opens the cell, instructing the player's character to 'stand over there' so she can remove the items. After she has remove the restraints, she asks; How the player's character time in the cell was. To which the player's character responds with; They had a strange dream that; they where locked in some abandoned prison cell. After which Laura hands the player's character their starting gear, & says she hopes see them again sometime. C) Relaxing at the hot springs. The player's character starts at the hot springs. Where they are approached by huntress that wants them to leave, for no other reason than she wants the spot for herself. With the player's character rejecting her demands, the huntress overpowers the player's character. Leaving the player's character naked, & wearing a full set of rope restraints. The huntress then takes the player's character's belongings, leaving them alone, naked, bound & with no equipment/clothing. D) A prisoner set to be released. Starting in a hold's jail cell, & the player's character wearing prisoner robes. A guard informs the player's character that they have served their sentence, & is to be released. But; the commander has decided to make a example out of them. The guard says that; the player's character will be paraded through town, & then lead to the outskirts. The guard then instructs the player's character to strip, before locking on a gag, heels & breast yoke. The guard follows up by saying that; once at the outskirts the guard will remove the items, & will give the player's character their belongings. After walking through town with the guard following, & reaching the outskirts the guard removes the restraints, & hands the player's character their starting gear. E) Playing a self bondage game, at lake Geir. The player's character starts somewhere between lake Geir & Riften, wearing only; a gag & a set of prisoner chains. The player's character is to then travel to the bridge heading into Ivarstead. Where the keys, & their starting gear can be found hidden underneath. After activating the keys, the player's character accidentally drops them into the water. With the starting gear recovered, but the restraint keys lost. The player's character mow has to find there own way out of the restraints. F) A friend set up a bondage game. The player's character starts near Riverwood, with basic starting gear; clothing, boots & sword. In front of the player's character is a chest, with a note. The note; instructs the player's character to strip, & then equip the restraints in the chest. Being: a penis gag, heels, chastity belt with plugs & piercings , gloves, collar, leg & arm cuffs, corset & armbinder. The note continues: After the restraints are on, the player's character is to place all their belongings in the chest & shut it which will trigger a lock. It then gives instructs to head to a second location. After reaching the second location, another note is fond. This note reveals the player's character has been deceived. It wasn't the player's character's friend that set it up, but; a jealous friend of that friend. Leaving the player's character fully restrained & without any starting gear. 6
Elsidia Posted September 6, 2020 Posted September 6, 2020 16 hours ago, Laura 'Lokomootje' said: super cool idea. It's work into quest trapped in rubber. Door is closed. When you put on restraint from floor - door open. Only thing what i don't like: you can put on restraint and manipulate a locks. For better usable you must made custom restraint what have set inventory device property DisableLockManipulation=true - you put on without chance to manipulate locks.
LazyBoot Posted September 6, 2020 Posted September 6, 2020 5 hours ago, Elsidia said: 21 hours ago, Laura 'Lokomootje' said: super cool idea. It's work into quest trapped in rubber. Door is closed. When you put on restraint from floor - door open. Only thing what i don't like: you can put on restraint and manipulate a locks. For better usable you must made custom restraint what have set inventory device property DisableLockManipulation=true - you put on without chance to manipulate locks. or wait for DD5
Elsidia Posted September 6, 2020 Posted September 6, 2020 19 minutes ago, LazyBoot said: DD5 Devious devices 5? Why? - lockable things is built into DD - need only modders what use it. No need DD5.
LazyBoot Posted September 6, 2020 Posted September 6, 2020 26 minutes ago, Elsidia said: Devious devices 5? Why? - lockable things is built into DD - need only modders what use it. No need DD5. One of the things that have been teased for DD5 is the ability for mod creators to check if a device has manipulated locks.
GuruSR Posted September 6, 2020 Posted September 6, 2020 On 9/4/2020 at 9:38 AM, Laura 'Lokomootje' said: That's weird. Is it still possible to complete it? It is, but the cave it tells you on the marker isn't the one you tell the player to go to, it's the cave used as the exit (which you can't get to the ruin from because it's up on a small waterfall). So you have to use a map to find it if you've found that location, if not, you can't find it. The thing is, if you run from that location to the exit, it won't show you the chest marker, but you have to go through the exit then back in, then get far enough away from that exit, then the marker for the chest show up, but until that happens it shows you the exit marker instead. It's a known bug with that location from the vanilla game, it is fixed in the unofficial patches but those can cause more grief than not, so I never bothered with them. On 9/4/2020 at 9:38 AM, Laura 'Lokomootje' said: It's true that the timers aren't pure random, but that's because in the exact same circumstance, it will always give the same number. They're just not random for that exact moment. If you had the data and the formula you'd be able to predict it, but it's pretty much pure random. Human bias is also a huge factor. We see patterns when there aren't any. By the way, it's set to always exclude the last location. So if you were sent to Windhelm last time, it will send you to the other too. Riften isn't a loction by itself, but you can get locations in riften when you're sent to Windhelm. Well, computers don't have random, it's done with timers and a math equations/functions to get what looks random out of it, but with such a small seed range like 1-10, you're going to see a bunch of repeats because of it, but (1000,10000)\1000 is the same thing but you're going to see "random" numbers of 9000 variants and not just 10, it helps ease the horrible state that computers have with random number generation. Anyways, yes, I haven't seen the same place twice in a row, but locations you get sent on, get typical, like Windhelm always sends me to the same 2 locations when there are parts, when there isn't, it's typically the same cave, so if there are only one set of locations for each, that "random" number you're getting, is causing it to not be. GuruSR.
Tenri Posted September 7, 2020 Posted September 7, 2020 11 hours ago, GuruSR said: Well, computers don't have random, it's done with timers and a math equations/functions to get what looks random out of it, but with such a small seed range like 1-10, you're going to see a bunch of repeats because of it, but (1000,10000)\1000 is the same thing but you're going to see "random" numbers of 9000 variants and not just 10, it helps ease the horrible state that computers have with random number generation. Anyways, yes, I haven't seen the same place twice in a row, but locations you get sent on, get typical, like Windhelm always sends me to the same 2 locations when there are parts, when there isn't, it's typically the same cave, so if there are only one set of locations for each, that "random" number you're getting, is causing it to not be. hmm, speaking from a purely theoretical standpoint your argument is wrong, but I do understand that a computer's random function isn't, it can't be computers are discrete entities that must calculate outputs based on their inputs, some systems use the system clock directly, some use a seed generated at launch either preset (minecraft or similar systems) or based on the system clock. I haven't done any tests on how close to expected results the random function is in Skyrim, and could maybe see value in increasing the numbers used by an order of magnitude to bypass small number issues, maybe 2 orders, but not 3, the change in distribution for each possible result would drop drastically for each order of magnitude you add if there is any noticeable effect at all. Another good solution that doesn't make the random function more complicated would be to just use 0 to X float instead of 1 to X int, and use <=1, <=2, ... <=X, as the increased granularity of floats should make small number issues virtually nonexistent. There is a reason the defaults for RandomInt are 0, 100, while RandomFloat is 0.0, 1.0. However back to the original topic of being sent to certain cities more often than others, how many trials have you done? 10, 20, 50, 100? you are rolling a '5 sided die', getting Windhelm 3 times in a row while unlikely isn't unreasonable, 1 in 125 sets of 3 will be such. Not getting Riften 10 times in a row will happen in more than 1 in 10 sets of 10. 1
CaptainJ03 Posted September 7, 2020 Posted September 7, 2020 11 hours ago, GuruSR said: It is, but the cave it tells you on the marker isn't the one you tell the player to go to, it's the cave used as the exit (which you can't get to the ruin from because it's up on a small waterfall). But you can. You have to be persistent and jump! from Stony Creek Cave to the back-entry of Kagrenzel Cave ?
Zaflis Posted September 7, 2020 Posted September 7, 2020 11 hours ago, GuruSR said: Well, computers don't have random,... ease the horrible state that computers have with random number generation. You are exaggerating. If you throw a normal 6 face dice you can also get a bunch of repeats of same number in a row. Computer rng is no different from this. You'd get a smooth distribution of numbers if you used separate number generator with its own seed for each different function, but generally the seed is shared. It doesn't usually matter though and you add your own interactions with the game to add up to the random.
Viri1 Posted September 7, 2020 Posted September 7, 2020 On 9/6/2020 at 1:26 AM, CrazyOne said: Hello There. Had a few ideas, regarding some story lines/quests that I thought to share. Hopefully something is usable, & they are not just a load of crap. Sorry for the length of these by the way. I might have gotten a bit carried away while writing them out. 1: The player's character introduces somebody into chastity/bondage play. Reveal hidden contents A courier gives the player's character a notice, & says he says he was paid to hand them out to people. It explains that; a farmstead is having a problem with a pack of wolves, & offers a reward to anyone who can kill the pack. It goes on to say where anyone interested should go. Upon reaching the farm, the player's character knocks on the door. With no answer the player's character sees a stable, & the player's character goes to see if anyone can be found there. Upon reaching, & looking into the stables, a woman is found pleasuring herself. The woman seeing the player's character, & immediate stops. Embarrassed says that she thought she was alone, & wasn't expecting visitors. She quickly asks, what the player's character wants. With the player's character mentioning the notice. The woman goes on to explain that; the pack has been terrorising the farmstead for sometime, killing livestock & such. She follows up by saying that; her husband had wrote the notice. But, after several few weeks passed & no one showing up. So he went to hunt the pack himself, but the pack killed him several months ago. The woman goes on to say that; if the player's character is interested, the contract on the pack is still available. She then requests that the player's character returns, with her husband's ring. When accepted the woman says that she should be in house when the player's character. The player's character is then tasked with simply killing the nearby pack, & returning the ring from the skeletal remains of her husband. After killing the pack & recovering the ring, the player's character returns to the farmstead. This time entering the house, & again walking in on the woman masturbating. Embarrassed once again she this time she makes a off handed comment, about how shes addicted to masturbating. The woman quickly changes the subject, & asks about the wolf pack. The player's character then hands the ring over, & tells her the pack will no longer be a problem. The woman thanks the player's character, & offers the reward. The player's character can then: 1) Collect the reward. Ending the story line with the reward being between 200-300 gold. 2) Decline the reward. Claiming that the woman will need it, to get the farm running again. Ending the story. 3) Suggest the woman try a chastity belt. Outcome for 3. The player's character reveals that they caught the comment the woman made, about her being addicted to masturbating. The woman asks what a chastity belt is, & how it would help. Leading the player's character to explain. If the player's character is wearing a chastity belt, then a option becomes available to show the woman the belt. After a bit more dialogue, the player's character mentions that the woman should visit Laura's store. The woman admits she would like to visit but; where the pack had been active in the area for so long, she is unsure to travel far from the house on her own. So she asks if the player's character would escort her there. After which the player's character is tasked with travelling with the woman to Laura's store. After entering the store the woman start dialogue with Laura, with the woman saying; a friend has recommended she try a chastity belt. After some dialogue exchange, the woman asks Laura what the other items in store are. After some more dialogue exchange, Laura offers to let the woman try some of the items on. The woman replies that she is unsure. Which the player's character can: A) Stay out of it. The woman doesn't try on anything. B) Encourage her to try some things on. The woman will try on a number of restraints. C) Offer to model the items for her. The player's character then models some of the items. After leaving the store, the player's character is to escort the woman home. Where the woman thanks the player's character for killing the pack, & returning the ring. She follows by saying that she hopes the belt helps. From here the player's character can: 1) Collect the reward, & leave the woman. Which ends the story. 2) Collect the reward, & offer to take the woman's chastity key for x amount of time. So she cant be tempted to remove it prematurely . The woman locks on the chastity belt, & then hands over the key to the player's character. The player's character is to then return after a day or so. Upon returning sometime later the woman is found wearing; If A was chosen. The woman will just be wearing the belt. The woman says that the it was frustrating, but; she is slowly starting to get use to it. For B. She has on the gag, collar & belt. The woman removes the gag, & explains that while it was frustrating. She has found another way to keep herself amused herself by playing with the gag, & some rope she has around. For C. The woman will have on a gag, collar, chastity belt, heels, ankle chains & handcuffs. With the woman removing the gag from her, so she admits that; at first she was unsure but, with the aid of the other items, she has managed to keep herself fully entertained. Ending for A. The player's character hands over the woman's chastity belt. Ending the story. Ending options for B. 1) Hand over the chastity key. 2) Offer to drop all the keys off at Laura's shop. The woman would then have to travel to Laura's store while bound. The player's character then travels to Laura's shop to drop of the keys. After which ends the story. Ending options for C. 1) Hand over the chastity key. 2) Offer to bind her hands, then drop all the keys off at Laura's store. 3) Offer to hide all the keys around the farm. A. Hide the keys around the area as promised. Hiding the keys under rocks, in a hollowed tree & barrels. B. Hide all, but the chastity key. Hide all the keys., but leaving with the chastity key. C. Leave. Keeping all the keys for the player's character's own use. 2: A simple journey from Whiterun to Rorikstead, turns kinky & goes wrong. Reveal hidden contents While travelling the along road the player's character comes across a injured bard. Along with a couple of dead bandits near her. She says that; she has a healing poition in her bag, but is too weak to get it. So asks the player to retrieve it for her. After the player's character has given the potion to heal her, she explains that one them got a lucky hit in. She then asks if the player's character would be willing to escort her to Whiterun, then onto Rorikstead. A) Decline. The bard says that she'll make her own way to Rorikstead. Ending the story line. B) Accept. While on the way to Whiterun, the bard & player's character come across a couple of chests/crates laying in the road. The bard opens one out of curiosity to find it full of keys, while the other is full of devices. The bard says that the items are worth a lot of money if sold to the right person. After some dialogue, the bard reveals that she has a thing for the devices. To which the player's character can: 1) Admit they enjoy bondage too. 2) Say they've never tried the items before, but has wanted to. The bard then suggests that they put some of the items on. The bard takes; 2 gags, 2 corsets, 2 collars, 2 pairs of gloves & 2 pairs of boots., & a hand full of keys, & heads away from the road. When far enough away from the road. If 1 was chosen: The bard starts to strip, & the player's character automatically strips too. The bard then hands some restraints for the player's character to put on themselves. If 2 was chosen: The bard encourages the player's character to try on the items, saying that she'll walk them through the. After both are wearing the restraints. People can be heard coming along the road, they turn out to be looking for the two chests. One of them says that it looks like someone has stolen some of the items, while another says they think they can see footprints leading off the road. At this point the bard starts to unlock her restraints, & then unlocks the player's character restraints. After removing the restraints she drops the items & keys, & tells the player's character that they best get away from here. Once reaching a safe distance the bard & player's character redress, & Continue their journey to Whiterun. Upon reaching Whiterun. The bard asks if the player's character would go to the alchemy store in town, & pick something up for her. She explains that someone might be in town that she is avoiding, & doesn't want them seeing her. She says that she'll be waiting by the stables for the player's character. The player's character is to then head to the alchemy store to retrieve the bard's order. After picking the item up, & meeting the bard at the stables. The bard reveals that; While she was waiting, she went to visit that Laura's store nearby. But; found the items for where too expensive for her. Shortly after leaving however, she run into a travelling merchant, & that she had brought a few items off him. The items being: 2 catsuits, 2 sets of ballet heels, 2 pairs of gloves & lastly two hoods both with open eyes and mouth. Claiming that the merchant was selling them, much cheaper than the store was. The bard then suggests that they have some fun with them before reaching Rorikstead. So with the player's character agreeing they both equip the items. After the outfits are equipped, the bard realises that the keys from the merchant wont fit the locks. The bard informs the player's character that the merchant was heading to Riverwood. She says; "Perhaps we can catch him before he gets there. Hopefully he has the keys, or knows where they are". So the bard & player's character follow the road, & eventually find the merchant. The merchant is a old man who says; "Haha, oh what a wonderful sight to see. I wondered if I would ever get to see you wearing them... Oh, you even brought a friend." this leads the bard to ask if he has the keys. To which he replies simply with "Yes", she follows up by asking if they can have, or buy them. To which he replies; "No", after the bard simply asks; "Why?", he says that; he'll give them the keys, but; only if both the bard & player's character complete their outfits, & add the rest of the restraints that go with them. Out of anger the bard starts to insult him. Leading the old man says; "That's not very nice, is it. So unless you apologise, I'll throw the keys into the river. Leaving you, & your friend stuck for good." forcing the bard to apologise. Leaving both the player's character & the bard with little choice, they agree to put on the rest of the restraints. He then instructs the bard to look the chest & take out; a gag, a set of ankle chains, a corset & the armbinder, & equip them on the player's character. After they are equipped, he instructs the player's character to walk around a bit, & to put on a little show for him. After the walk, he instructs the bard to look in a different chest, & take out a few of the items. These being a set of inflatable plugs, & a chastity belt. He then instructs the bard to put them on the player's character. He then instructs the bard to equip the same items on herself, with the exception of the armbinder as he only had the one. Once done, he throws her a set of handcuffs to put on. He then says "Watching you two. I must say, I have haven't been this excited In.....I...". At this point the old man seemingly dies, with his heart not being able to handle his excitement. The bard & player's character, the moving as fast as they can start to search for the keys. Eventually the bard finds them, & eventually frees her hands. After which, she removes her gag. She then briefly pauses, & asks: if the player's character wants her to remove the items, or keep them on until reaching Rorikstead. Telling the player's character to; 'Nod' if you want the restraints removed. Or 'Shake' to keep the restraints on. 1) Nod. The bard removes both her own, & the player's character restraints. 2) Shake. The bard says something along the lines of; I will only remove the items when we get just outside of Rorikstead. Before putting the cuffs, & gag back on. Upon reaching the outskirts of Rorikstead, the previous choice only effects what dialogue is played. For option 1. - The bard thanks the player's character, & gives a choice of rewards. For option 2. - The bard removes the restraints from both herself, & the player's character. After which she thanks the player's character for a memorable journey, & offers a choice of rewards. The bard says she has taken a number of keys, restraints & a large amount of gold from the deceased old merchant. The rewards being: 1) Ask for Payment. The bard gives large sum of coin. Ending the story. 2) Ask for keys. The bard gives multiple restraint keys. Ending the story. 3) Ask for restraints. The bard gives a number of restraints. Ending the story. 4) Ask for set of restraints & a set of keys The bard gives a few restraints & a few keys. The amount being less that what would be given by choosing 2-3 respectively. Ending the story. 5) Ask for everything; money, keys & restraints. Outcome for 5. The bard says that; she will agree to give the player's character what they asked for. But; only if the player's character lets the bard lock the restraints on the player's character first. Giving the options of: 1) Agree. 2) Decline, & pick another reward. After agreeing. The bard begins to lock the restraints on, leaving the player's character restrained but without a gag. The bard goes on to say that; she has added a special solvent to the locks, that will wear off after x amount of time. Which the player's character complains about, that leads the bard to say that; the player's character's request was unreasonable, & was just the player's character being greedy. So as punishment for their greed, the player's character will spend some time bound. The bard then hands over a small amount of money & couple of keys. Significantly less that what would have been given when choosing 1,2 & 3 respectively. This leads to the player's character complaining about the amount. The bard cuts off the player's character by adding a gag. After which the bard bids the player's character farewell. Options to get free being: 1) Travel to Laura's shop. The restraints get remove, but the restraints are destroyed. 2) Wait for the time limit to expire. After the time limit has expired, the restraints can be removed normally. 3) Return to the bard in Rorikstead. The bard agrees to remove the restraints. But; only if the player's character tells x number of people that they are ungoing punishment for their greed first. 3: Helping a couple of friends, play their kinky game. Reveal hidden contents Part 1. After leaving Laura's store a woman can be found near the Whiterun carriage/stables. Where she mentions that she has seen the character enter the shop a few times, & asks if the player's character would be willing to help her. She explains that: she & her friend have a ongoing game, where they take it in turns to tie each other up. With main rule being that they cannot tell the other how, or when they will get tied up. After explaining she says that it is now her turn to tie up her friend, but; she needs help with what she has planed. A: Offer to help 1) For a price. The woman says something that indicates shes not happy about paying, but agrees to hand over some coin. 2) For free. The woman says something that indicates she though she would have to pay to get help. B: Decline to help. Simply ends the story line. With the woman saying "Oh you're no fun". After agreeing to help, the woman explains her plan. The player's character & the woman will sneak into her friends house during the day, & will wait in ambush. She then says that she will meet the player's character there. After arriving at the location & speaking to the women, she hands the player's character a hood put on, as she puts a hood on too. After the hood is on, they then enter the house. Once inside, the woman looks around for a place to hide. After a short bit of dialogue, she hands the player a rope gag & blindfold. Followed by her explaining that the player's character is to hide behind the door, while she hides in the wardrobe. She says that once her friend nears the wardrobe, she'll burst out & tie her hands. While she does this; the player's character is to gag & blindfold her. Upon getting behind the door it fades to black. Upon returning, from the fade the the woman's friend enters the house. Once the woman's friend's has been gagged, blindfolded & had her hands bound. The woman reveals her identity to her friend. The woman then instructs the player's character to lock the rest of the restraints on her friend. As the player's character adds the restraints, the woman teases her friend about the item. Eg. For the heels, she says something like; "Those heels look hard to walk in. Unluckily for you, you don't have a choice". For the collar "That will help with your posture", & for the harness "The way that harness sits on your figure, is just amazing" etc. Once the friend is fully restrained, the woman tells her friend to: Enjoy her night & that she has arranged for someone to visit her tomorrow, of course they're not expecting to find her a little tied up. But; she'll leave a note for them along with the keys. After this the woman, & player's character take there leave. When outside the player's character can ask if the woman's friend will be alright. To which the woman replies "She'll be fine, the person coming already knows about the game. I just said that to add to the excitement of not knowing who may find her". If 1 was chosen. The woman gives the player's character the reward. If 2 was picked. The woman simply thanks the player's character, & asks why they done it for free. Part 2. After a couple of days. After exiting Laura's store, the player's character this time runs into the woman's friend. The woman's friend apologises for walking into the player's character, she then introduces herself. Eventually she says that shes looking for help, & goes into the same details the woman did regarding their game. She explains that; her friend recently employed someone to help her, & as such sees it only fair to return the favour & employ help of her own. The choices for this being the same as above: A) Help. 1) For a reward. 2) For free. B) Decline. Ending the story, & blocking part 3. Agreeing to help. The friend tells the player's character that; the woman had gone out camping, & she knows where to find the camp. But; the friend has no real experience with the outdoors, & she asks if the player's character can escort her there. Upon arriving the camp is empty, the friend asks the player's character to put something in her drink, while the friend keeps watch. She explains that it will just knock her out, until the counter is given. After the player's character has added the ingredient to the drink, both the player's character & the friend retreat behind some bushes. The friend remarks that they where just in time as the woman returns to camp. Shortly after the woman takes a drink & falls asleep. The friend instructs the player's character to place a few soul gems around the camp. Explaining that; "When they leave the camp she'll cast a spell, that will cause the gems to create a barrier around the area for a while. Not only will it stop her from leaving, but it will stop anyone or anything from attacking her. As it will also make the area look empty to anyone who looks at it, giving her some privacy. Not that she will know that of cause". The friend continues to say that; While the player's character places the gems, she will strip the woman & lock some restraints on her. These items being a collar, cuffs, blindfold, heels, mittens & a yoke. After placing the gems, & returning to the friend. The friend wake the woman up. Once the woman wakes up the friend then starts talking to the woman. After a short dialogue exchange the friend tell the woman that she has one more surprise for her; A set of experimental plugs & piercings. The plugs will constantly vibrate if she's moving. While the piercings will constantly vibrate if she isn't moving for a certain amount of time. The friend then adds a chastity belt & bra to her saying "Those will make sure everything stays in place". After adding the belt & bra, she continues by saying; "I feel sorry for you. So not only will I leave you the keys, scattered around the area of course. But I'm going to remove that yoke too" so she remove the yoke. Before saying "The mittens will stay on though". The woman who is not overly happy about it starts to complain, to which the friend says to the player's character; "Will you gag her for me? While I throw the keys around", the woman replies to this with; "What! How am I going to find.... Wait who else is here?" before being gagged by the player's character. The friend then tells the woman; "Its time from us to leave now, but; I think you're going to enjoy your predicament". Leading to a fade to black, & returning the player's character with the friend back to the starting point outside Laura's shop. Upon returning, the friend asks the player's character to return to the woman tomorrow to free her. Before giving a set of keys she says that; "The keys I left behind are blanks. You'll need these to remove the restraints". If asked for a reward: The friend gives out the reward for the help. If didn't ask for a rewards: The friend thanks the character, & asks why the character helped for free. Returning the next day to free the woman; the player's character can either: 1; Explain that they 'accidentally' stumbled upon the camp. 2: Partly tell truth, & that the woman's friend sent them, under the pretence there would be a job available. The woman then says that; the combination of the plugs & piercings have left her more horny then usual. Leading her to ask the player's character to have sex. Which can be. 1: Accepted; her reply being "You have no idea how much I need this!" 2: Declined; for her to reply with "That's a shame. Looks like I'll have to make do on my own". Before parting ways; she thanks the player's character for freeing her. Ending with her mentioning that she needs to think of away to get her friend back now. Part 3. - Only if the 'For Free' option was chosen both times. A few day after completing part 2, the player's character gets a letter requesting that they go to a location. After arriving the woman & her friend approach. Saying that after talking to each other; they worked out that the player's character was involved with helping both of them. So after talking some more, they've decided to offer the player's character to join in with their game. Given the player's character being a wanderer they're willing to make an exception such as; they will only tie the player's character when they are asked too. 1) Accept the offer. 2) Decline the offer. For Accepting. The screen fades to black. Upon regaining the player's character is in a cell with a few restraints locked on. The restraints being; a blindfold, heels, catsuit, gloves, armbinder, collar, corset with both nipple & vaginal piercings. The women says; "That's the last restraint for now" while the friend is in a chair writing a note/letter. The woman explains that; The player's character will spend some time in the cell, & have arranged for another one of their friends to came & free them, but that may be a while. The friend who was writing now explains that; she is simply writing the instructions for the guy coming to free the player's character. She then asks if the player's character wants the person coming to just simply free them, or to have sex with the character before he removes the restraints. The options being: 1) Ask to just be freed. The woman finishes by locking on a; penis gag, chastity harness with both a vaginal & anal plug. 2) Ask for sex. After choosing this, the friend writing asks what the player's character would like. The next option dictates what restraints the woman locks onto the character. Oral. = Ring gag, chastity with both vaginal & anal plugs. Anal. = Ball gag, chastity with open back & vaginal plug. Vaginal. = Penis gag, & locking iron anal plug. After the last restraint is locked on; the two women leave the location, & after x amount of time or; perhaps after x number of steps the player's character takes. The person arrives to unlock the restraints. The guy says something like; "Sorry I'm late, someone tried to steal my sweat roll. So you're the one the girl's where talking about. I you agreed to join in with their game. Right, well let me just read the instructions here first". After this, if option 2 was chosen the corresponding scene plays out. Where as if the option 1 was selected the guy starts to remove the items, while making the odd comment about the device. After this, the player's character can talk to, & ask: A. The woman. 1) Have the woman tie the player's character up in rope. 2) Ask to tie the woman up, who will automatically free herself after a day. With a few days cool down, before she allows the player's character to tie her up again. 3) Ask her to tie the player's character up at a random time/place. This means that; after x amount of time the woman will appear, & tie the player's character up, regardless of location. 4) Ask for sex. Only If the player's character accepted to have sex with her earlie. B:.The friend. 1) Have her lock metal/leather restraints on the player's character. 2) Same as option A-2. Ask to tie her up. 3) Same as option A-3. Just with metal/leather restraints instead. 4) Ask her to bind the player's character, then leave them in a random location. C. The bloke. 1) Ask the guy to untie/unlock, any restraints on the character with a couple of days cool down. 2) Ask the guy to tie the player's character up. Lacking items the guy equips; a sack hood, collar, shackles, & a simple crotch rope with; a set of remote control plugs, that activate randomly. 3) Ask for sex, & want to have; Anal, Oral, Vaginal. With the options of A; without bondage. Or B; with bondage. A) A random sex scene plays. B) Oral = Ring gag, chastity with both vaginal & anal plugs. Anal = Ball gag, chastity with open back & vaginal plug. Vaginal = Penis gag, & locking iron anal plug. For Declining. Expressing some disappointed, the women take their leave. Where one of them unknowingly drops a box. The player's character; perhaps out of curiosity of whats inside, or just with the intent to return it picks it up. Which triggers a trap that leaves the character locked in restraints. At which point the two women return, with one saying: "Wow. I cant believe that worked" before explaining that; they thought it would be a fitting way, to say goodbye before they part ways. After which they tease the player's character, over their new found predicament saying things along the lines of; "Well you got to see us nude, its only fair we get to see you naked too", "Do we look that good in those restraints?" & "Okay, I think its time to unlock those restraints.... Oh wait, silly me I forgot the keys. If only you can see the look on your face" ect. Before leaving for a final time. After which the player's character has to find their own way out of the restraints. After this ending the player's character can not interact with either of the women again. 4) A drunken prank, or a drunken dare. Reveal hidden contents After entering an inn the player's character comes across a group of 5 people that are celebrating. One of the members starts to talk to the player's character, & he reveals that; they are the owners of a local mine that has just struck a very large ore vain. So too celebrate their new fond wealth, they will pay for everyone's drinks tonight. He then asks the player's character to join them. After a short bit of dialogue of them introducing them selves, one of them asks if the player's character would be willing to take part in a drinking contest. Leading to the options of. A) Decline. As the player's character is too tired, & was just looking for a room for the night. B) Decline the challenge, but have a few drinks with them. C) Take them up on the challenge. Outcome for A. With the player's character declining, they pay for the player's character's room. This ends the story line. Outcome for B. After having a few drinks the player's character takes there leave, saying they need to lay down. After activating a bed it leads to a fade to black. Upon waking up the player's character finds that they are naked & wearing, leg & arm cuffs, a collar, & a armbinder made of rope. The inn keeper greats the player's character, where he says that; after the player's character fell asleep the group kept drinking, & that one of them got the idea to tie the player's character up thinking it would be a funny prank. The innkeeper goes on to say that; the group then gave him a knife & the keys to player's character restraints, & had him send them to a location. He then claims that he didn't know what the keys where for, until after they where sent. Leaving the player's character with little choice, but to travel to the location to retrieve the keys. The innkeeper says that the group payed for the player's character room. Before the player's character can leave the inn, the innkeeper puts a gag in the player's character mouth. He apologises, & says that; before the group left the inn, they had payed him to gag the player's character before they where to leave the inn. After leaving the inn, & arriving at the location. The player's character uses the knife to cut the armbinder off, before using the keys to remove the other restraints. Outcome for C. After having a couple of drinks the screen fades into black. Upon waking up the player's character finds that, not only are they are in a cave but; they are naked & bound too, wearing; a ball gag, heels, gloves, leg cuffs, corset & shackles. On the floor nearby is a woman that was part of the group from the inn laying wounded. She asks the player's character if they remember anything from last night, with the player's character reply being only a shake of their head to signal no. The woman says shes not surprise given how much the player's character drunk. She explains that; at some point someone made a dare to spend some time alone in a nearby cave, & that the player's character agreed to do it. Someone else then said they'd double the reward if the player's character done it naked, to which the player's character to say that; if they tripled the reward, not only would they do it naked but bound & gagged too. The woman goes on to explain that; as they where leaving the cave something invisible attacked them, killing them one by one. She says that all the restraints on the player's character require a unique key to unlock them. All the keys needed, as well as all the player's character belongings are in a locked chest just outside the cave. But; the chest requires multiple keys to open, & that every member of the group has a key each. To which she gives her key to the player's character, & dies from blood loss. Leaving the player's character to roam the cave, in search of corpses of those from the group to collect the chest key. Upon finding & activating the last body, there is no key found. At this point a female vampire approaches. She says that; she listened into what the other woman told the player's character, & has been watching the player's character since. She goes onto say that she is interested in trying the restraints on herself, which she then reveals that she has the last key needed to open the chest. She offers to give the player's character the key, but; only if the player's character leaves behind all the restraints, & the keys to them. The options being too. 1) Nod in agreement. 2) Shake head to decline. Ending for choosing 1. The vampire hands the key over, with her dialogue expressing excitement to put the restraints on. The player's character can then leave the cave, & reclaim their stuff. While leaving the restraints & there keys behind. Ending for 2. The vampire simply says; "Okay", as she breaks the key in two. She then says that she found a few extra items on the dead bodies, & that she had planed to keep them for herself. But; now thinks they'd be better on the player's character, she then takes a iron plug & unscrews it, revealing a secret compartment. To which she places the two key half's in, before she re-screws plug's parts back together. Trapping the broken key inside the plug. Followed by her putting it inside the player's character, & locking on a chastity belt. After she gets out a armbinder, & places it on the player's character. She then reveals that; the chastity belt uses a unique key too, to which she breaks in two as well. She then drops the two half's of the chastity key into the player's character's armbinder. Then she says that; she hopes the player's character has fun, & says goodbye as she walks off & disappears. After leaving the cave, the player's character has to either; find someone to remove the armbinder, or find a way out of it them self. As its the only item not requiring a unique key to remove. After the armbinder has been removed, the player's character then has to find either; a mage who can repair the broken chastity key, or a blacksmith that can make a copy. Once the chastity key has been fixed or copied, the chastity belt & plug can be removed. Once the two half's of the chest key half been recovered from the plug, the player's character will then have to find someone to repair or remake the key. Once the new or repaired chest key has been acquired, the player's character can then return to the cave entrance & recover their belongings. Along with the keys to remove the rest of the remaining restraints. 5) A few starting options for Live Another Life. Each with a short storyline. Reveal hidden contents A) Playing a self bondage game, at lake Ilinalta. The player's character starts naked around Lake Ilinalta, wearing only; a gag, ankle fetters, rope armbinder & chastity harness. Next to the player's character, is a locked lock box. The player's character is to then travel a short distance to a knife they had placed earlier. After reaching & activating the knife, the rope armbinder is cut off. Near the knife is a bag with the lock box key in. After removing the armbinder & collecting the key, the player's character then travals back to the starting point to unlock the chest. Upon unlocking the chest, the player's character gains their starting gear & the keys to the items. B) A customer spending time in the cell at Laura's store. The player's character starts in Laura's cell, wearing; a hood, catsuit, chastity with plugs & piercings, armbinder, collar, boots & gloves. Laura approaches to the player's character saying; they are having trouble finding the cell's key. After a short delay, Laura returns & opens the cell, instructing the player's character to 'stand over there' so she can remove the items. After she has remove the restraints, she asks; How the player's character time in the cell was. To which the player's character responds with; They had a strange dream that; they where locked in some abandoned prison cell. After which Laura hands the player's character their starting gear, & says she hopes see them again sometime. C) Relaxing at the hot springs. The player's character starts at the hot springs. Where they are approached by huntress that wants them to leave, for no other reason than she wants the spot for herself. With the player's character rejecting her demands, the huntress overpowers the player's character. Leaving the player's character naked, & wearing a full set of rope restraints. The huntress then takes the player's character's belongings, leaving them alone, naked, bound & with no equipment/clothing. D) A prisoner set to be released. Starting in a hold's jail cell, & the player's character wearing prisoner robes. A guard informs the player's character that they have served their sentence, & is to be released. But; the commander has decided to make a example out of them. The guard says that; the player's character will be paraded through town, & then lead to the outskirts. The guard then instructs the player's character to strip, before locking on a gag, heels & breast yoke. The guard follows up by saying that; once at the outskirts the guard will remove the items, & will give the player's character their belongings. After walking through town with the guard following, & reaching the outskirts the guard removes the restraints, & hands the player's character their starting gear. E) Playing a self bondage game, at lake Geir. The player's character starts somewhere between lake Geir & Riften, wearing only; a gag & a set of prisoner chains. The player's character is to then travel to the bridge heading into Ivarstead. Where the keys, & their starting gear can be found hidden underneath. After activating the keys, the player's character accidentally drops them into the water. With the starting gear recovered, but the restraint keys lost. The player's character mow has to find there own way out of the restraints. F) A friend set up a bondage game. The player's character starts near Riverwood, with basic starting gear; clothing, boots & sword. In front of the player's character is a chest, with a note. The note; instructs the player's character to strip, & then equip the restraints in the chest. Being: a penis gag, heels, chastity belt with plugs & piercings , gloves, collar, leg & arm cuffs, corset & armbinder. The note continues: After the restraints are on, the player's character is to place all their belongings in the chest & shut it which will trigger a lock. It then gives instructs to head to a second location. After reaching the second location, another note is fond. This note reveals the player's character has been deceived. It wasn't the player's character's friend that set it up, but; a jealous friend of that friend. Leaving the player's character fully restrained & without any starting gear. Impressive! #3 is my favorite. 2
GuruSR Posted September 7, 2020 Posted September 7, 2020 5 hours ago, Tenri said: hmm, speaking from a purely theoretical standpoint your argument is wrong, but I do understand that a computer's random function isn't, it can't be computers are discrete entities that must calculate outputs based on their inputs, some systems use the system clock directly, some use a seed generated at launch either preset (minecraft or similar systems) or based on the system clock. I haven't done any tests on how close to expected results the random function is in Skyrim, and could maybe see value in increasing the numbers used by an order of magnitude to bypass small number issues, maybe 2 orders, but not 3, the change in distribution for each possible result would drop drastically for each order of magnitude you add if there is any noticeable effect at all. Another good solution that doesn't make the random function more complicated would be to just use 0 to X float instead of 1 to X int, and use <=1, <=2, ... <=X, as the increased granularity of floats should make small number issues virtually nonexistent. There is a reason the defaults for RandomInt are 0, 100, while RandomFloat is 0.0, 1.0. Actually, the size of the randomization depends on the actual seed and the ms clock (people think the system clock is the TOD clock, it isn't, the ms clock that starts at 0 when the system is turned on), it also depends on the equations used to alter those values. I had to do a RNG in assembler for comp-sci, had to dump out 0-9 numbers 200 times into a file, then submit the code and the results, then for the final we had to write a game using that RNG code. Using floats also introduces the rounding errors, which in RNG can be beneficial, but using that to possibly offer a minor offset isn't really going to do much because the RandomFloat is most likely the RandomInt code with a float offset of /100 (look at the company who's written the code, honestly think they made two randomizing functions). Probably with the RandomFloat, pushing the decimal past the range where errors occur would result in more calculated randomness, but it wouldn't benefit from it. As for raising the magnitude, it was a suggestion to try, I haven't done it myself, since I don't have anything that needs randomization, because I would probably have written a plugin just to get away from the RandomInt/Float combo, with more functionality (to keep track of what has been "randomized" and avoid it again until all the numbers have come out), it would still be a PRNG, but without the repeats, at least until the set restarts. 5 hours ago, Zaflis said: You are exaggerating. If you throw a normal 6 face dice you can also get a bunch of repeats of same number in a row. Computer rng is no different from this. You'd get a smooth distribution of numbers if you used separate number generator with its own seed for each different function, but generally the seed is shared. It doesn't usually matter though and you add your own interactions with the game to add up to the random. I'm not, anyone who's worked with RNG on computers know they're PRNG (Google it), computers simply don't do random numbers, it's done with math calculations by a seed (usuallly the last ms timer value used). Your die will have more randomness than a computer would, in the file of my comp-sci output, 0, was the highest, 1 was second, 4,6 and 9 were near each other, while 7 and 8 came up after those and 2, 3 and 5 were rare. A classmate actually had similar results with the numbers differing due to coding changes. There is a lot of info online at math sites about PRNG, code too. 6 hours ago, CaptainJ03 said: But you can. You have to be persistent and jump! from Stony Creek Cave to the back-entry of Kagrenzel Cave ? Yes, but having to jump in the first place, not sure it was meant to be that way, but yes, I've seen it done before back when the original bug was shown off, but the quest marker won't update until you've gone out and in again and gotten far enough from the same exit for it to show up. 6 hours ago, Tenri said: However back to the original topic of being sent to certain cities more often than others, how many trials have you done? 10, 20, 50, 100? you are rolling a '5 sided die', getting Windhelm 3 times in a row while unlikely isn't unreasonable, 1 in 125 sets of 3 will be such. Not getting Riften 10 times in a row will happen in more than 1 in 10 sets of 10. Not sure how many I've done, a lot, probably closer to 50 runs, though if the RNG code had a usage count for each value, it could repeat until it found one without a value (and count how many have been used, then zero the counts when you cap out). If there are only 5 locations, a Bool PRNG[5] and set the random value's PRNG to true, increase a counter, when it hits 6 (0-5), set PRNG = New Bool[5] and zero the cap counter, then you'll get PRNG values once until the whole set is finished, this would be similar to Shuffle mode on most music players. GuruSR.
Tenri Posted September 7, 2020 Posted September 7, 2020 6 hours ago, GuruSR said: Actually, the size of the randomization depends on the actual seed and the ms clock (people think the system clock is the TOD clock, it isn't, the ms clock that starts at 0 when the system is turned on), it also depends on the equations used to alter those values. I had to do a RNG in assembler for comp-sci, had to dump out 0-9 numbers 200 times into a file, then submit the code and the results, then for the final we had to write a game using that RNG code. Using floats also introduces the rounding errors, which in RNG can be beneficial, but using that to possibly offer a minor offset isn't really going to do much because the RandomFloat is most likely the RandomInt code with a float offset of /100 (look at the company who's written the code, honestly think they made two randomizing functions). Probably with the RandomFloat, pushing the decimal past the range where errors occur would result in more calculated randomness, but it wouldn't benefit from it. As for raising the magnitude, it was a suggestion to try, I haven't done it myself, since I don't have anything that needs randomization, because I would probably have written a plugin just to get away from the RandomInt/Float combo, with more functionality (to keep track of what has been "randomized" and avoid it again until all the numbers have come out), it would still be a PRNG, but without the repeats, at least until the set restarts. I know system clock is wrong, just didn't feel like looking up the right term as it isn't really something important. I have also built RNG codes in assembler, though that was almost 15 years ago now (in Java and C++ too). All you wanted to do was divide by 1000 anyway, if that is all the float function is doing then it is still far simpler then doing the conversions manually. As for this mention of rounding errors I never suggested doing any rounding, generate the random number and check less than or equal to, rather than round the result and check equal to. you got 0.54875 well that is less than 1 so it gets the first result, got 4.23569 that is greater than 4 but less than 5 so you get the fifth result, etc. each result will have the same number of possible values although the first result would technically have 1 more possible value that being 0.0 but one more value when there are thousands for each result doesn't change the distribution much, and I would be surprised if the random float has a smaller precision than 5 decimal places (100,000 possibilities per result). 7 hours ago, GuruSR said: Not sure how many I've done, a lot, probably closer to 50 runs, though if the RNG code had a usage count for each value, it could repeat until it found one without a value (and count how many have been used, then zero the counts when you cap out). If there are only 5 locations, a Bool PRNG[5] and set the random value's PRNG to true, increase a counter, when it hits 6 (0-5), set PRNG = New Bool[5] and zero the cap counter, then you'll get PRNG values once until the whole set is finished, this would be similar to Shuffle mode on most music players. I'm not sure I've had any music player shuffle each time it finished the list of songs at least not recently, I also haven't used many different music players, though I have had one that played a completely random song each time one ended, potentially repeating the song that just played. I would do a shuffle by grabbing and removing a "random" position from the original list and placing it at the end of a new list, repeating until the original list is empty, resulting in a shuffled list compared to the original list (this way you don't have to worry about the potential of an infinite loop when the PRNG never hits an open position as the list nears its reset point). I'm not sure shuffling the results (either through your method or mine) applies perfectly to this situation. Lore wise you are waiting for someone to find the devices then you are sent to investigate, it isn't unreasonable that one person finds a second or third set before the someone else finds their first. You could solve that by giving each location multiple entries in the list, but I still don't like that solution. If I were to change the way it works from just generate a random destination, I would make it a weighted random, each time a location is picked all other locations get their weight increased and the location picked is reset to 1, or reduced by some amount, I would probably put a cap on how high the weights can go as well as a minimum they can drop to, but the specifics of that would be a balancing question that I don't want to deal with. This is getting somewhat off topic though. More on topic: @Laura 'Lokomootje' I have finally finished the Blending In quest, I really enjoyed the writing of this quest as well. Somehow managed to stumble my way to exactly the right person to talk to within at most 3 people each step of the quest. I enjoyed the puzzle aspect of the quest (I really like these kinds of puzzles). Though I did have a basic idea of what needed to be done before starting it due to being in this thread for so long without doing the quest, with the luck in the order I spoke to people the things I knew maybe didn't matter too much. My only issue with the quest might have been me doing things to fast I don't know, but the dialogue to start it activated just from talking to Laura after finishing What She Deserves, I didn't prompt her for the next quest that I recall.
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