JustMe469 Posted November 22, 2020 Posted November 22, 2020 5 hours ago, HexBolt8 said: A secluded cave in the nearby mountains could have a hot springs onsen style bath. As an interior cell, the mod would have complete control over what happens. Of course there could be a planned event for traveling to or from the location, or an event inside (like a clothes thief). Yes, exactly!  ?
Laura Posted November 22, 2020 Author Posted November 22, 2020 19 hours ago, Tarbal40 said: I've got an idea for a scripted bondage event that might fit within the mod.  Laura hires the player to retrieve a specific set of prisoner chains from an abandoned prison. (not the literal Abandoned Prison, a small custom location like the slaver hideout.) The dungeon can't be exited the same way it is entered, and the exit is guarded by a leveled enemy monster of some kind. (something the Dragonborn should be able to defeat 1v1 easily, but a random citizen might be afraid of.) There is also some other conventional treasure there that Laura wants.  When you enter the dungeon and find the treasure, it includes a note that the monster guarding the exit has been trained not to attack guards, or restrained prisoners. The dragonborn puts on the restraints, not because they're cursed, but because the note exaggerates the power of the guardian monster.  The thief from earlier in the questline (or any other convenient character) has followed the player stealthily, but didn't have a chance to read the note. Seeing the player chain herself up, she assumes the player is just *that* kinky and steals the key, the treasure, and runs for the exit.  The player has to hobble-walk after the thief until she catches up to her just before the monster. The thief doesn't think she can beat it, so comes up with a plan to escape.  The thief wants to pretend to be a guard, while escorting the player. She thinks her bluffing skills are up to the task.  This could play out a few different ways.  1. Player agrees. The ruse works, but the thief runs away after, taking the treasure and key with her. Laura unlocks the player when she returns to the shop.  2. Player demands to be released to fight the monster. (easy Persuade or Intimidate check) Thief agrees, and player kills it. Thief runs away with treasure during battle.  3. Player demands to be released and that the thief hand over the treasure before the fight starts. (difficult Persuade or Intimidate check) Only way to get full reward from Laura.   If this doesn't fit precisely in your story, feel free to use any part of it as you see fit. I just like quests where the player gets tricked into bondage, rather than physically overpowered and forced into it. Also, I'm really looking forward to this wholesome, kinky moment. Thanks for the suggestion. That could be fun as a post-story quest. After the story is completed, I want to add small adventures and stuff. And when there's no overarcing story, I can give the player more choices because it won't impact a larger story.     14 hours ago, aurreth said: Ok, was able to setstage and clear the borked quest.  New question: Laura has almost nothing in stock. No idea why. Is there a way to force and update to restock the store? You can wait outside for 3 days. That should reset her inventory.     13 hours ago, JustMe469 said: Maybe LBS could have an underground pool? Something built into a cave. And if the player reaches a certain level with Laura, they get an invite? Laura: "Hey, Kat and I were going to go for a swim. You've done so much for the shop, would you like to come along? Don't worry, you don't need a swimsuit" That's a good one for a post-story quest. It's going to be a challenge to make the underground pool, but I really like the idea.     13 hours ago, HexBolt8 said: A secluded cave in the nearby mountains could have a hot springs onsen style bath. As an interior cell, the mod would have complete control over what happens. Of course there could be a planned event for traveling to or from the location, or an event inside (like a clothes thief). A clothes thief. I like where this is going.
aurreth Posted November 23, 2020 Posted November 23, 2020 On 11/22/2020 at 3:39 AM, Laura 'Lokomootje' said: You can wait outside for 3 days. That should reset her inventory.  Turned out to be an issue where two other mods were conflicting and screwing up dialogues and quest progression all over the place, as well as creating some other really annoying glitches. Ended up uninstalling S.L.U.T.S. Redux, which is a fun mod but not essential.  Note this is NOT a conflict between Laura and SLUTS. SLUTS conflicted with AM+ and really hosed things up. Laura and SLUTS happily coexist. 1
Laura Posted November 23, 2020 Author Posted November 23, 2020 32 minutes ago, aurreth said: Turned out to be an issue where two other mods were conflicting and screwing up dialogues and quest progression all over the place, as well as creating some other really annoying glitches. Ended up uninstalling S.L.U.T.S. Redux, which is a fun mod but not essential.  Note this is NOT a conflict between Laura and SLUTS. SLUTS conflicted with AM+ and really hosed things up. Laura and SLUTS happily coexist. Okay, thanks for letting me know.
Naps-On-Dirt Posted November 24, 2020 Posted November 24, 2020 Recently started a new game with DD5. Might have encountered a problem with backwards compatibility, or maybe something on my end just flubbed. During Trapped Hunter, after finding Njadi and getting her stuff transferred onto me, when its supposed to loosen, the hobble dress comes off but is not replaced with another that lets me move faster. I'm just naked with the armbinder.  Edit: I loaded a save from just before and tried again, same thing happened. 1
Laura Posted November 24, 2020 Author Posted November 24, 2020 36 minutes ago, Naps-On-Dirt said: Recently started a new game with DD5. Might have encountered a problem with backwards compatibility, or maybe something on my end just flubbed. During Trapped Hunter, after finding Njadi and getting her stuff transferred onto me, when its supposed to loosen, the hobble dress comes off but is not replaced with another that lets me move faster. I'm just naked with the armbinder.  Edit: I loaded a save from just before and tried again, same thing happened. Oh crap, I was worried that it wasn't fully backwards compatible.   Can other people please let me know if this also happen in their game with DD5?
Taki17 Posted November 24, 2020 Posted November 24, 2020 39 minutes ago, Naps-On-Dirt said: During Trapped Hunter, after finding Njadi and getting her stuff transferred onto me, when its supposed to loosen, the hobble dress comes off but is not replaced with another that lets me move faster. I'm just naked with the armbinder. This looks exactly the same I encountered with the hobble dress equips, but in "A Strange Rock". DD5 does not like legacy code much.
Laura Posted November 24, 2020 Author Posted November 24, 2020 8 minutes ago, Taki17 said: This looks exactly the same I encountered with the hobble dress equips, but in "A Strange Rock". DD5 does not like legacy code much. That's what I'm thinking too. Maybe I'll have to make a quick patch to replace the ForceEquipDevice() functions. But I want to be sure that it's that function.
Thingolf Posted November 24, 2020 Posted November 24, 2020 Conflicting with "wartimes" mod ( ) it seems, since the house is located in the same area as this shop.
Hex Bolt Posted November 24, 2020 Posted November 24, 2020 1 hour ago, Thingolf said: Conflicting with "wartimes" mod That's a popular area for mods, and Laura has already stated that she has no intention of moving the shop. Since Wartimes is a more recent mod, you might wish to notify that mod's author of the conflict and see if you have any luck there.
Tenri Posted November 24, 2020 Posted November 24, 2020 1 hour ago, Thingolf said: Conflicting with "wartimes" mod ( ) it seems, since the house is located in the same area as this shop. The Wartimes House and the shop are across the road from each other, but unless Laura's shop gets new things in the overworld cell that I am unaware of they are merely close together, and don't overlap to my knowledge. 1
tuxagent7 Posted November 25, 2020 Posted November 25, 2020 1 hour ago, TheLoverLabCriminal said: is there a sse conversion ? yes check in the download section of the mod
Mister X Posted November 25, 2020 Posted November 25, 2020 15 hours ago, Laura 'Lokomootje' said: That's what I'm thinking too. Maybe I'll have to make a quick patch to replace the ForceEquipDevice() functions. But I want to be sure that it's that function. You can either use LockDevice() with the replacement flag set true or directly use SwapDevice(), which only will equip the new device once the old got unequipped successfully  Both can be found in zadlibs: ; Use this function to lock a device on an actor. It's way, waaaaay, WAY faster than the old EquipDevice() and doesn't even ; need the rendered device or keyword, because the OnEquipped() event will process all the needed operations, which has direct access to these properties. ; The force parameter will make the function try to equip the given item, even if another (generic) item is already worn. Bool Function LockDevice(actor akActor, armor deviceInventory, bool force = false) ; Use this function to safely replace a worn item with the given one. If genericonly is set to false, the function will also replace devices marked with zad_BlockGeneric. ; It is not necessary to pass the device keyword, but the function will perform much faster if you do. ; This function will behave like LockDevice() if no conflicting device is equipped, but it WILL be slower, if no keyword is provided. Bool Function SwapDevices(actor akActor, armor deviceInventory, keyword zad_DeviousDevice = none, bool destroyDevice = false, bool genericonly = true)  1
Thingolf Posted November 25, 2020 Posted November 25, 2020 10 hours ago, Tenri said: The Wartimes House and the shop are across the road from each other, but unless Laura's shop gets new things in the overworld cell that I am unaware of they are merely close together, and don't overlap to my knowledge. The wartimes house itself does not conflict with the bondage shop, but there is a scaffold/platform with different devices in the exact area where the bondage shop would be that is causing conflict I think.
Laura Posted November 25, 2020 Author Posted November 25, 2020 2 hours ago, Mister X said: You can either use LockDevice() with the replacement flag set true or directly use SwapDevice(), which only will equip the new device once the old got unequipped successfully  Both can be found in zadlibs: ; Use this function to lock a device on an actor. It's way, waaaaay, WAY faster than the old EquipDevice() and doesn't even ; need the rendered device or keyword, because the OnEquipped() event will process all the needed operations, which has direct access to these properties. ; The force parameter will make the function try to equip the given item, even if another (generic) item is already worn. Bool Function LockDevice(actor akActor, armor deviceInventory, bool force = false) ; Use this function to safely replace a worn item with the given one. If genericonly is set to false, the function will also replace devices marked with zad_BlockGeneric. ; It is not necessary to pass the device keyword, but the function will perform much faster if you do. ; This function will behave like LockDevice() if no conflicting device is equipped, but it WILL be slower, if no keyword is provided. Bool Function SwapDevices(actor akActor, armor deviceInventory, keyword zad_DeviousDevice = none, bool destroyDevice = false, bool genericonly = true)  I'm going to update the mod to DD5 in the next update. But I hoped that the backwards compatibility would be enough. I may have to make a quick update to DD5 if the next update takes too long. And it also depends on how bad it is. 1
Tenri Posted November 25, 2020 Posted November 25, 2020 33 minutes ago, Thingolf said: The wartimes house itself does not conflict with the bondage shop, but there is a scaffold/platform with different devices in the exact area where the bondage shop would be that is causing conflict I think. The platform is actually just enough to the side that if it clips at all it is really minor, I have been playing with both for a while. It might be a little strange and it would probably piss Laura (the NPC) off to have such a thing built next to her shop but otherwise seems fine. Just my opinion though.
Mister X Posted November 25, 2020 Posted November 25, 2020 17 minutes ago, Laura 'Lokomootje' said: I'm going to update the mod to DD5 in the next update. But I hoped that the backwards compatibility would be enough. I may have to make a quick update to DD5 if the next update takes too long. And it also depends on how bad it is. Well, why an untouched function suddenly doesn't like to work anymore may be seen as one of the mysteries of Papyrus ? Â
Thingolf Posted November 25, 2020 Posted November 25, 2020 2 minutes ago, Tenri said: The platform is actually just enough to the side that if it clips at all it is really minor, I have been playing with both for a while. It might be a little strange and it would probably piss Laura (the NPC) off to have such a thing built next to her shop but otherwise seems fine. Just my opinion though. hm, in my game all I see of Lauras shop is a floating door close to the mountains..
Laura Posted November 25, 2020 Author Posted November 25, 2020 4 minutes ago, Mister X said: Well, the function ForceEquipDevice() still is present in zadlibs, so it should still work ?  SwapDevices() is more useful for the scenery in the temple after touching the ore during the "A Strange Rock" quest... So basically everything where a RemoveDevice() is directly followed by an EquipDevice() should be replaced, sooner or later ForceEquipDevices() is depreciated, but LockDevice() has that feature built in. I'll obviously use the newer version when I update it. And I'll take a look at SwapDevices() when I get around to it. But like you said, it's still in zadlibs so it should work.     3 minutes ago, Thingolf said: hm, in my game all I see of Lauras shop is a floating door close to the mountains.. Try putting my mod lower than the other one in your loadorder. Maybe that'll fix it.
Laura Posted November 26, 2020 Author Posted November 26, 2020 German translations are now available! Â Both for LE and SE. Big thanks to @bigumi for translating it.
kaldwin Posted November 26, 2020 Posted November 26, 2020 Did you update to DD 5.0 in the latest release?Â
Guest Posted November 27, 2020 Posted November 27, 2020 3 hours ago, kaldwin said: Did you update to DD 5.0 in the latest release? @kaldwinNo i don't think she did, this update just added the german translation.
Laura Posted November 27, 2020 Author Posted November 27, 2020 11 hours ago, kaldwin said: Did you update to DD 5.0 in the latest release? v3.21 is made for the older one, but it should work with DD5 because DD5 is backwards compatible. I'll update it to DD5 in the next update. 4
worik Posted November 27, 2020 Posted November 27, 2020 7 hours ago, Laura 'Lokomootje' said: I'll update it to DD5 in the next update. ?
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