noobsaleh Posted November 24, 2018 Posted November 24, 2018 Any plans for Special Edition support, and/or future quests?
Laura Posted November 24, 2018 Author Posted November 24, 2018 6 minutes ago, JulioRosario89 said: To everyone else, and especially to Laura, sorry for the outburst. Unfortunately, I'm really bad with pretentious people, as you might have noticed...? No problem, this was a civil discussion. Much better than most discussions on the internet. Like I said, you both have a point. The first quest was also my first ever, so that's why it's to barebones. The second was to practice making scenes and more complex scripts. I'm working on a new quest and this discussion influenced it a bit. 3
Laura Posted November 24, 2018 Author Posted November 24, 2018 On 11/25/2018 at 12:46 AM, noobsaleh said: Any plans for Special Edition support, and/or future quests? I'm working on a new quest right now and it's going well. I have a list full of suggestions that I liked, feel free to share your ideas. I haven't tested it myself, but people told me that this mod works for SSE as it is. 2
noobsaleh Posted November 25, 2018 Posted November 25, 2018 Is that a thing? I thought at the very least you need to recompile your scripts and rebuild your esp. But what do I know
neosuduno Posted November 25, 2018 Posted November 25, 2018 Just wondering, but what is new in this update? was it just fixes?
tuxagent7 Posted November 25, 2018 Posted November 25, 2018 1 minute ago, neosuduno said: Just wondering, but what is new in this update? was it just fixes? see post 559 no update, editing of text
Laura Posted November 25, 2018 Author Posted November 25, 2018 11 hours ago, neosuduno said: Just wondering, but what is new in this update? was it just fixes? Yeah, sorry about that. I saw a small mistake in the text and I changed it. I shouldn't have changed it because people mistake it for an update, but it was bothering me too much. Are you expecting fixes? Is there something wrong?
neosuduno Posted November 25, 2018 Posted November 25, 2018 2 hours ago, Laura 'Lokomootje' said: Yeah, sorry about that. I saw a small mistake in the text and I changed it. I shouldn't have changed it because people mistake it for an update, but it was bothering me too much. Are you expecting fixes? Is there something wrong? No, but I wish I had known what it was. Just try to show a bit more restraint with updating like that again. Wait till you have something substantial for text fixes and do it with them.
worik Posted November 25, 2018 Posted November 25, 2018 2 hours ago, Laura 'Lokomootje' said: I shouldn't have changed it because people mistake it for an update, but it was bothering me too much. Of course you should, if it bothers you! Rule #1 The modder comes first! ( https://www.loverslab.com/guidelines/ ) I you could just leave us a note in the comments, please? So we go back to sleep in our coves like all well-behaving Draugrs do so ? 1
qawsedrftg765 Posted November 25, 2018 Posted November 25, 2018 Quest Idea: The Asylum: So Skyrim is full of crazies. From nutters whom think they belong in a guild of assassins to those whom think they can speak 'dragon'. Makes sense then that Skyrim has a Nut-House. And what do all good nut-houses need? Straight-jackets. You deliver a shipment from our budding young shop owner to Skyrim's very own looney bin and the guards whom take delivery ask the player about themselves. "Oh Me? I am the dragoon, savior of skyrim!"... They respond with, "Of course you are honey; we have just what a great hero like you needs'" Boom, your in a jacket, thrown in a cell and you have to get out. I envision a few ways to escape, first when they bring you food and open the gate you could run for it. Probably get shot and definitely still restrained. Alternatively you could try to sweet talk the guards. Offer them 'something' in return for perhaps some lighter restraints. Another way to get out could be to get 'reformed' you would have '''therapy'''. Where they try and convince you are not the dragon-born; with some stimulating electrical devices secured @ the hip. Or you might try and escape when they bring you out for exercise, when the guards get distracted you try and sneak around the corner and platform out of the walls. It is a real shame I havn't seen any quests use straight-jackets for their intended purpose! 2
Laura Posted November 25, 2018 Author Posted November 25, 2018 3 hours ago, neosuduno said: No, but I wish I had known what it was. Just try to show a bit more restraint with updating like that again. Wait till you have something substantial for text fixes and do it with them. "Just try to show a bit more restraint with updating like that again". No need to be that mean. I already said sorry for something that isn't even that bad. 2 hours ago, worik said: Of course you should, if it bothers you! Rule #1 The modder comes first! ( https://www.loverslab.com/guidelines/ ) I you could just leave us a note in the comments, please? So we go back to sleep in our coves like all well-behaving Draugrs do so ? I almost forgot about the guidelines. I don't have much trouble here, but I do sometimes see people that should read rule 1 and 2 again. 1 hour ago, qawsedrftg765 said: Quest Idea: The Asylum: So Skyrim is full of crazies. From nutters whom think they belong in a guild of assassins to those whom think they can speak 'dragon'. Makes sense then that Skyrim has a Nut-House. And what do all good nut-houses need? Straight-jackets. You deliver a shipment from our budding young shop owner to Skyrim's very own looney bin and the guards whom take delivery ask the player about themselves. "Oh Me? I am the dragoon, savior of skyrim!"... They respond with, "Of course you are honey; we have just what a great hero like you needs'" Boom, your in a jacket, thrown in a cell and you have to get out. I envision a few ways to escape, first when they bring you food and open the gate you could run for it. Probably get shot and definitely still restrained. Alternatively you could try to sweet talk the guards. Offer them 'something' in return for perhaps some lighter restraints. Another way to get out could be to get 'reformed' you would have '''therapy'''. Where they try and convince you are not the dragon-born; with some stimulating electrical devices secured @ the hip. Or you might try and escape when they bring you out for exercise, when the guards get distracted you try and sneak around the corner and platform out of the walls. It is a real shame I havn't seen any quests use straight-jackets for their intended purpose! That sounds interesting. 3
Reesewow Posted November 25, 2018 Posted November 25, 2018 1 hour ago, Laura 'Lokomootje' said: "Just try to show a bit more restraint with updating like that again". No need to be that mean. I already said sorry for something that isn't even that bad. Yea, IMO that criticism is off base - unless I'm missing something whatever you did editing the download page didn't even fire off an update notification (I don't see any notifications for this file in the last 24 hours). If the issue was someone analyzing the "last updated" text and being pissed that it didn't match up with the last major upload... well they are going to be pissed with a large portion of this site's modders. The only case that might be better to avoid is excessive repeated tiny updates that send notifications - sometimes new modders don't realize certain things are detected as "updates" and will fire off 10+ notifications within a few minutes, multiple times per day. Which hasn't been a problem for this file, and I've been following it since it was uploaded. 3
Laura Posted November 25, 2018 Author Posted November 25, 2018 11 minutes ago, Reesewow said: Yea, IMO that criticism is off base - unless I'm missing something whatever you did editing the download page didn't even fire off an update notification (I don't see any notifications for this file in the last 24 hours). If the issue was someone analyzing the "last updated" text and being pissed that it didn't match up with the last major upload... well they are going to be pissed with a large portion of this site's modders. The only case that might be better to avoid is excessive repeated tiny updates that send notifications - sometimes new modders don't realize certain things are detected as "updates" and will fire off 10+ notifications within a few minutes, multiple times per day. Which hasn't been a problem for this file, and I've been following it since it was uploaded. I just changed some text because it was bothering me. I assumed that people would see that the version number and version date didn't change, but it still gave some people false hope and I'm sorry about that. I forgot that 488 people are following the download. 1
Dawbog8745 Posted November 26, 2018 Posted November 26, 2018 not sure if its my computer or an actual bug but when i do the belt quest and after however long she decides to keep it on me when i ask her to atke it off when its time it bugs out and nothing happenes walks to jail cell and nothing cant move or talk i have reload or cheat to get it off. not sure if its just me 1
Tenri Posted November 26, 2018 Posted November 26, 2018 I don't follow many mods specifically, though I really should, I just check the Skyrim downloads list every couple days and poke any of the mods that show up with recent changes. I learned a while ago that any changes to the post text 'bumps' the mod in that list so I make sure to keep track of version numbers/dates and check the mod thread for info if they match up. That said as a perfectionist myself i understand completely the need to correct grammar or spelling mistakes if you find them. A quick note in the thread when you do so would be nice but isn't ultimately necessary. I downloaded this a while ago visited the shop but haven't actually played any of the quests yet, just wanted to see what sort of things it had in stock and perused the non-quest-starting dialogues, I loved the nods to Cursed Loot and Captured Dreams. Aside: Not sure if feasible (or reasonable for this mod specifically) but I would love some actual interaction between the DD quest mods, beyond just including the devices specific to the other mods in loot tables/events. Haven't made any mods myself yet though I am seriously considering doing so, I assume tying into the mods to the level I would like would likely need full dependency on any mods you hook into.
neosuduno Posted November 26, 2018 Posted November 26, 2018 Sorry if I made it sound mean, that was not my intention. I had a lot of issues with self restraint over perfection in my youth, and it led me to nothing but problems. I did not mean it in malice or offense.
Laura Posted November 26, 2018 Author Posted November 26, 2018 8 hours ago, Dawbog8745 said: not sure if its my computer or an actual bug but when i do the belt quest and after however long she decides to keep it on me when i ask her to atke it off when its time it bugs out and nothing happenes walks to jail cell and nothing cant move or talk i have reload or cheat to get it off. not sure if its just me Can you post the papyrus log from when that happened? Can you give me more info? What was the last thing that happened before it stopped? Do have issues with other mods? Do you use a save that has had many mods installed and uninstalled? Does this also happen with a new save? 8 hours ago, Tenri said: I don't follow many mods specifically, though I really should, I just check the Skyrim downloads list every couple days and poke any of the mods that show up with recent changes. I learned a while ago that any changes to the post text 'bumps' the mod in that list so I make sure to keep track of version numbers/dates and check the mod thread for info if they match up. That said as a perfectionist myself i understand completely the need to correct grammar or spelling mistakes if you find them. A quick note in the thread when you do so would be nice but isn't ultimately necessary. I downloaded this a while ago visited the shop but haven't actually played any of the quests yet, just wanted to see what sort of things it had in stock and perused the non-quest-starting dialogues, I loved the nods to Cursed Loot and Captured Dreams. Aside: Not sure if feasible (or reasonable for this mod specifically) but I would love some actual interaction between the DD quest mods, beyond just including the devices specific to the other mods in loot tables/events. Haven't made any mods myself yet though I am seriously considering doing so, I assume tying into the mods to the level I would like would likely need full dependency on any mods you hook into. Playing the quests is usually the first thing I do when I download a mod. Others have also said that they want a crossover quest with another DD mod. I would like that too and it seemed impossible, but a door opened recently. So it could happen. 7 hours ago, neosuduno said: Sorry if I made it sound mean, that was not my intention. I had a lot of issues with self restraint over perfection in my youth, and it led me to nothing but problems. I did not mean it in malice or offense. No problem, I personally know a few people that have issues with communicating. I understand that it can be hard.
Bulkhead Posted November 26, 2018 Posted November 26, 2018 On 11/24/2018 at 9:37 PM, WaterRabbit said: If find this a strange take on it. The quest "The Strange Rock" and "Quick as You Like" are functionally the same. In fact, the QAYL quest is about as long as Strange Rock. It takes anywhere from 15 minutes to, well as long as you want -- thus the name. With fast travel and the proper way points opened it can be done in 5 minutes if you like. The quest (without fast travel) is talk to a guy, wake up bound, run to Riften, rummage around in some barrels to get stuff to sell, buy passage to Solitude, run to the end point, and get released. Strange Rock is talk to a gal, go to Whiterun, get bound, talk to girl to remove a condition, travel to shop and get released. Without using fast travel both quests are almost identical in length to QAYL. Their structures are identical as well. The second quest "Dinner for Two" is more of a poker game in structure. You have already made an ante, you have a bad hand, folding is a bad option; your only hope is to draw an inside straight, but you know the deck is stacked against you. At each step the character is forced to choose between two equally bad outcomes. Plus the dialogue is quite entertaining. (Unfortunately the quest was never finished and likely never to be finished.) “The Cursed Collar” quest from DCL has a similar structure. ------------ I probably look at quests differently than you do. After a couple of decades running tabletop RPGs, I look at quests from a number of different facets, but first and foremost I look at the structure. Linear quests (railroads) are best when they give the illusion of choice or have multiple ways to accomplish the task. The problems I have with the Strange Rock are: 1) The initial premise doesn't make any sense. Why would Laura care about a strange rock in the first place? There is nothing in the setup to show why she would care. 2) The NPCs are just signposts without anything interesting to say, they are irrelevant and don't further the quest. 3) There should be some explanation in the quest as to why the PC was trapped and no one else. 4) I am inferring from Kat's dialogue the rock was to trap Laura. If this is the premise, it isn't a very good trap as her companion can so easily remove the items. It also goes back to point 1 as to why would she be interested in the rock at all. Also, if it can trigger on anyone, then it defeats the point of it. If it isn't a trap for her, the dialogue doesn't make any sense as again she can easily free Laura. Since Laura walks around in bondage gear anyway it seems like a non-event. The other conclusion is that the rock was planted by Laura and Kat to try and drum up business and it has backfired and they need it back. 5) There aren't any meaningful decisions for the PC or different ways to accomplish the task (or even the illusions of ones). I see two obvious ones that could be set into the current framework. Have Kona send the PC to Laura's rival and/or make the removal of the items more engaging, like trapping Laura and then have the PC and Kat figure out how to remove them. If by introductory, you mean a first draft, then I certainly agree with you. ----------- I understand this may be the first module for the author, but it is easy for first time authors to fall into the visual novel trap and forget there is a game element. An example of this is the NWN mod "Demonheart". The author struggled with the medium. She did not like scripting choice into the story because she really wanted to tell a story and not make a game. She eventually stopped work on the module and created a visual novel that is currently available on Steam by the same name. One the other hand, a new mod author started with just a single room and ended up creating one of the best modules for NWN -- A Dance with Rogues. She revised the mod many times each time improving it. The forum was active with constructive criticisms that she did not take personally (even the morons that would just show up to complain that it was a rape mod, which it was not -- a bodice ripper perhaps). I am suggesting that it would be good to look at other sources than just DCL for inspiration. There isn’t a single quest in DCL that isn’t a railroad or scavenger hunt. They are all vignettes. The vignettes in this mod follow that same pattern. Quote --snip-- If everyone liked exactly the same things and had the same viewpoints, the world would be a very dull place indeed. Speaking of differing viewpoints, as someone who thoroughly enjoyed this mod, I'd like to share mine: I don't play Skyrim to play a game, per se. If I want to play a game, meaning developing tactics and strategies, managing resources, making choices, and leveraging game mechanics to achieve success, I play XCOM's Long War mods or Supreme Commander or any number of other "games" that focus on those core aspects. I play Skyrim to get away from "games" and do something different. I play it to experience a specific set of feelings, themes, and ambiances that I enjoy. I tend to ignore the intricacies of intertwining game mechanics and do things that fit thematically. I'll spend time and resources making pointless jewelry and multiple outfits because they serve to deliver or enhance those themes or feelings. My end-goal with Skyrim is not to win; it's to create a certain type of experience that I can immerse myself into. I liked this mod's quests, specifically What She Deserves, for several reasons (not all of which deal with what is detailed above): Lack of quest markers in appropriate places I'm one of those people that likes using my head. Too many games nowadays give you your objectives on silver platters; having to look for them every now and then is nice. Events enhanced themes and ambiances I enjoyed the feeling of inferiority and helplessness created by Jade overpowering my character, and later by being put into the cage. Introductory quests provided interesting exposition, characters, and ample potential What She Deserves turned Laura and Katarina from the all-too-common two-dimensional item/quest-kiosks into believable characters with interesting personalities (Laura putting on the gag) and realistic problems (debt). Additionally, through the dialogue, it provided the basis for a large amount of expansion (more quests like capturing Jade and dealing with Sloane, more mechanics like player slavery, etc). 1
WaterRabbit Posted November 27, 2018 Posted November 27, 2018 On 11/24/2018 at 4:38 PM, JulioRosario89 said: @WaterRabbit: Sorry, I realize now that I had actually missed your point. As you said, a modder will create a mod based on their personal preferences and then use the criticism that they feel will improve the mod. What I realized, when reading your take on leveling speech, is that you didn't write to offer criticism, you wrote to lecture. @Zaflis clearly meant their comment on the level 50 speech as an explanation of why they are interested in the quests, and not the shop in itself, while you felt the need to explain why leveling speech is useless. Given this new information, it is clear that I will not be able to get my meaning across to you, as you are obviously not interested in it. I thus concede the point to you, good sir. Well played! ? What I would like you to take home from this somewhat brief comment of mine though, is that Laura is giving us her best and doing, as many other people pointed out, a good job at it. So showing up in the discussion and telling her that the way she constructed the quest is the lazy version of how a mod should be and that her mod has so much potential, if only she just listened to you, is in my opinion kind of bad taste. So is to insist for a change to quests you (alone, I think) feel need improvement. She clearly said they will not be changing, because she feels it is not right. You realize it is her mod after all, right? To everyone else, and especially to Laura, sorry for the outburst. Unfortunately, I'm really bad with pretentious people, as you might have noticed...? This. This is why I rarely comment. Others always, and I mean always, assume the worst intentions of someone they disagree with. Instead of engaging into a discussion on the merits of the points or just ignoring the comment altogether, they launch into personal attacks. Launching into personal attacks on a game forum over someone having a different view point? ? This is something I just don't understand and runs counter to every other forum discussion I have had on this site. Given the nature of this site, discussions tend to be tolerant of other perspectives. What I have taken home from your comment is probably not what you intended. I have spent many hours in the creation kit making mods for myself. I have created and published a mod for FNV. I know first hand how much work it is. I commend anyone willing to put the work it takes to make a mod and publish it -- especially a quest mod. If I thought the mod was drek, I would have just removed it from my load order and moved on without comment. Silence is the worst criticism one can offer. C'est la vie.
WaterRabbit Posted November 27, 2018 Posted November 27, 2018 13 hours ago, Bulkhead said: Speaking of differing viewpoints, as someone who thoroughly enjoyed this mod, I'd like to share mine: I don't play Skyrim to play a game, per se. If I want to play a game, meaning developing tactics and strategies, managing resources, making choices, and leveraging game mechanics to achieve success, I play XCOM's Long War mods or Supreme Commander or any number of other "games" that focus on those core aspects. ... I believe we are in agreement here. I play XCOM for all the same reasons. I play RPGs because I like interesting choices and experiences that games like XCOM and CIV don't provide. I have played all of the origin stories and romances in Dragon Age: Origins for that reason (from all perspectives). My primary complaint with What She Deserves was standing around waiting for two NPCs to chat. It is in effect a non-skippable cutscene. Otherwise, the content in the conversation is excellent story building. If you think about every single Daedric quest in the base game they become tedious on subsequent playthroughs because of how long the forced exposition is with each of the Daedric lords. Or even worse Lord Balgruuf's long exposition after the PC slays the first dragon. I just generally walk away from the computer until it plays out. Non-skippable cutscenes become a quest bottleneck. What evokes the feelings you mentioned (inferiority, helplessness) will become irritation and impatience on subsequent playings -- which is fine if you only ever play the mod once I suppose.
DvPl Posted November 28, 2018 Posted November 28, 2018 I'm enjoying this mod so far - it's nice to have a little shop that sells DD gear for fair prices and the two characters you've created seem interesting, especially given what we learn about them during the two quests. To echo what other users have said: I'd love to see these quests expanded upon with more options, perhaps some puzzle-like elements or conundrums the player has to solve while in bondage, as well as more quests to continue the story of Laura and her shop. I also realize that it's a lot of work to make branching paths, so I think you're right to focus on making the questline you want to make and telling the story you want to tell. I think that the main thing you could do to improve things would be giving the player more interesting tasks to perform while in bondage. The captivity scene in the cage was really nice, however, so perhaps you could add something like an option to request Laura keeps you prisoner for a set amount of time, making giving you chores to perform around her shop or just having her tease the player while she's bound, gagged and locked in their cage. Something similar to the chastity quest where she offers you money for every day you're kept prisoner.
Laura Posted November 29, 2018 Author Posted November 29, 2018 On 11/28/2018 at 4:24 PM, DvPl said: I'm enjoying this mod so far - it's nice to have a little shop that sells DD gear for fair prices and the two characters you've created seem interesting, especially given what we learn about them during the two quests. To echo what other users have said: I'd love to see these quests expanded upon with more options, perhaps some puzzle-like elements or conundrums the player has to solve while in bondage, as well as more quests to continue the story of Laura and her shop. I also realize that it's a lot of work to make branching paths, so I think you're right to focus on making the questline you want to make and telling the story you want to tell. I think that the main thing you could do to improve things would be giving the player more interesting tasks to perform while in bondage. The captivity scene in the cage was really nice, however, so perhaps you could add something like an option to request Laura keeps you prisoner for a set amount of time, making giving you chores to perform around her shop or just having her tease the player while she's bound, gagged and locked in their cage. Something similar to the chastity quest where she offers you money for every day you're kept prisoner. Glad you like it. A repeatable cage job is something I want to make. I'm not sure how I'll do it yet, but I was thinking of using it for a demonstration for a customer or something. I do want to find more ways to make being tighly bound interesting. It really limits gameplay so I think the cage scene works well, but I don't want to use that too much. Having to solve a puzzle to escape is something I wanted to do for a long time, but I'm not a puzzle person myself and I don't have any ideas for a good puzzle. So if anyone has a fun puzzle idea I would love to know.
Zaflis Posted November 29, 2018 Posted November 29, 2018 Puzzle ideas: - Player would get some items locked on with special keys. They would need to be crafted from special metals that one has to travel a bit around Skyrim. Could be a few fairly harmless items like panel gag (just minding if someone plays with realistic needs), cuffs, chastity+plugs. Because the ingredients would show up on the forge and propably journal too, player would decide which restraint to release first. Or maybe they would all snap open with same key. - Ending up into a small maze while wearing things including armbinder and others. There could be things like doors that close or open when stepped on platform. Some path would not open until stepped on the right plate, but in the process wrong steps could make it harder. I was thinking also a number combination written on paper and needing for opening some lock, but there's no UI for that right? Skyrim way for combination lock is with rotating pillars, which would be fine aswell. You would need to find clues perhaps from more than 1 location. Also there might always be an accessible way out in the world of Skyrim, but one needs to find the real exit to get out of the restraints. 2
Inte Posted November 30, 2018 Posted November 30, 2018 Will this work with DDi/DDx 3? Belated congrats on your first mod, tovarish.
Laura Posted November 30, 2018 Author Posted November 30, 2018 13 hours ago, Zaflis said: Puzzle ideas: - Player would get some items locked on with special keys. They would need to be crafted from special metals that one has to travel a bit around Skyrim. Could be a few fairly harmless items like panel gag (just minding if someone plays with realistic needs), cuffs, chastity+plugs. Because the ingredients would show up on the forge and propably journal too, player would decide which restraint to release first. Or maybe they would all snap open with same key. - Ending up into a small maze while wearing things including armbinder and others. There could be things like doors that close or open when stepped on platform. Some path would not open until stepped on the right plate, but in the process wrong steps could make it harder. I was thinking also a number combination written on paper and needing for opening some lock, but there's no UI for that right? Skyrim way for combination lock is with rotating pillars, which would be fine aswell. You would need to find clues perhaps from more than 1 location. Also there might always be an accessible way out in the world of Skyrim, but one needs to find the real exit to get out of the restraints. Those are great. I'll probably use some of it. 12 hours ago, Inte said: Will this work with DDi/DDx 3? Belated congrats on your first mod, tovarish. Thank you. ? I haven't tried using DD3 with it myself, so I don't know for sure. You can try, but I can't guarantee that it will work. 1
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