Bahmont Posted June 3, 2024 Posted June 3, 2024 For "Locked Away", does the belt have an open back or give the player an option to wear an open back belt? What is the time frames she allows for you to stay locked? How does she pay you for time spent locked in the belt? I really want to know before I go through the trouble of buying and modding the game just to find out the features I want aren't there.
Miauzi Posted June 3, 2024 Posted June 3, 2024 Vor 33 Minuten sagte Bahmont: Hat der Gürtel bei „Locked Away“ einen offenen Rücken oder gibt er dem Spieler die Möglichkeit, einen offenen Rückengürtel zu tragen? Welchen Zeitrahmen lässt sie zu, damit Sie eingesperrt bleiben? Wie bezahlt sie dich für die Zeit, die du im Gürtel verbringst? Ich möchte es wirklich wissen, bevor ich mir die Mühe mache, das Spiel zu kaufen und zu modifizieren, nur um herauszufinden, dass die gewünschten Funktionen nicht vorhanden sind. Laura's special chastity belt leaves the anus open - which makes sense if the chastity belt is worn for at least 1 week (!!) ... this time can also be significantly extended (by Laura). If there is an MCM (I assume there is one) - you can set the amount of money (per day) ... the money is then given AFTER it is removed (i.e. AFTER the end of the closure time) Otherwise you can also do a wonderful "roll-play" in the game with this little task Zitat After half an hour the deal is done - sealed with a handshake between Laura and me: I'll go on 3 "promotion" tours with the chastity belt for 2 weeks each - in return Recorder will get the set he wants - catsuit, pony boots, gloves and hood. I have to be in 4 of the 7 big cities in total - I've already been to Whiterun and Dawnstar. I spontaneously tell her Markath and Rifton - Laura adds Solitude to the list. The order will be placed after my first tour is complete - then the necessary measurements of Recorder's body will be taken. Everything has been said - so I get the chastity belt put on again. The fact that Solitude is on the list of agreed destinations - suits me at the moment - since I want to go there anyway. When Laura asks me if I want a plug under my belt this time ... well - a little "devil" on my shoulder calls out eagerly: "come on - don't be shy - it will definitely be fun" ... and so I choose the simplest model. oh yes - Laura also suggests the possible vaginal "installation" - and offers the possibility of supplementing the chastity belt with a "bra"
Bahmont Posted June 4, 2024 Posted June 4, 2024 So, using the MCM you can set Laura up to leave it locked a long time or do you just pick a time range and she picks an amount of time? Is a year or more possible? What exactly does Lauras "teaser plug" do? What about the "pleasurer plug" Which one is best for maximum tease and denial? If you agree to a time frame does Laura hold you to it? I don't want an easy way out for my PC unless a cheat or safe word is used! Also, the wearer can only give oral or receive anal sex while locked right? Thank you so much for your time. Have a great day!
CaptainJ03 Posted June 4, 2024 Posted June 4, 2024 2 hours ago, Bahmont said: So, using the MCM you can set Laura up to leave it locked a long time or do you just pick a time range and she picks an amount of time? Is a year or more possible? What exactly does Lauras "teaser plug" do? What about the "pleasurer plug" Yes, the chosen amount of time is somewhere between min and max, and if you ask for release too early, she adds an unknown amount of time. The numbers reach up to 365, so a year should be possible. When your time is up, she asks you if you want to be unlocked - if you say no, you get a second (amount of time in the MCM) The teaser plug keeps you at 100% arousal level, but never gives you an orgasm, the pleasurer does the opposite, which means you spend a lot of your time on the knees, masturbating. 2
Laura Posted June 4, 2024 Author Posted June 4, 2024 On 5/30/2024 at 9:09 PM, Tycho Brahe said: Played around with this mod years ago, and recently finally got around to play through the now-completed questline. There were a few kinks (lol) along the way where a scene would get stuck, but generally reloading helped me through them. And what a mod this is! It has a 10-quest main story, which makes it sort of resemble a mini-DLC. It’s the Dawnguard of bondage mods, in a way, and I love it. I’d pick something like this over any CC content any day. Love the story arc as well. It is always amazing to realize towards the end of the story that you have come full circle. And it is one of the more compelling modded-in stories out there in my view. I ended up taking the story way more seriously than I originally intended. I guess the lesson here is “Don’t judge a book’s writing by how kinky its cover is”, or something like that. I don’t know. English is not my first language so I have license to misuse all idioms. Honestly the little note we get after finishing the quest line shocked me a little, but not in a bad way. I am just surprised by how brave you are, processing things and sharing your thoughts through this mod. It… actually helps me against my own problems a little, which is the last thing you’d expect first going into this mod. Thanks for that. But what I love the most are the characters. Compared to a typical bondage-associated mod character, Laura is very “tamed” when it comes to how far she’s willing to take things. Both she and the mod itself respect preferences and boundaries, and it makes Laura closer-to-life and a bit more realistic as a character. Her preferences are interesting, too. She also likes to be bound, but has a dominant side as well, which sometimes shines through. She is committed to not getting into a slave-master relationship, no matter which side she is on, which makes her a great playmate while also making the perfect sense if you go through the story. Her friends are also behaving like friends, supporting her in ways that makes me go “yeah, I can see a friend acting like that”, instead of the typical “we will have one friendly conversation the first time you walk in so you know our relationship” approach that Skyrim often takes. The interactions, from a human perspective, are actually more believable than… than some of the vanilla NPC interactions. Also, as I personally prefer consensual depictions of certain, uh, “acts”, so the idea that you can say “no” whenever a character tries to force themself on your player character is nice. It is a genuinely user-friendly approach. All in all, one can give this mod a [9 + however many days Laura made my character wear that belt] out of 10. I don’t know what the number is because I set the upper limit too high and it’s been two in-game months. Laura’s clearly enjoying this. Seems like development for this mod is not over yet, which is good news. Would love to see the player character having some more "playtime" with the cast! And sorry about putting a small essay up in a mod discussion. You just made my year. Thank you so much. ❤️❤️ I'm also really glad it helped you out a little. ❤️ 5
Bahmont Posted June 4, 2024 Posted June 4, 2024 7 hours ago, CaptainJ03 said: Yes, the chosen amount of time is somewhere between min and max, and if you ask for release too early, she adds an unknown amount of time. The numbers reach up to 365, so a year should be possible. When your time is up, she asks you if you want to be unlocked - if you say no, you get a second (amount of time in the MCM) The teaser plug keeps you at 100% arousal level, but never gives you an orgasm, the pleasurer does the opposite, which means you spend a lot of your time on the knees, masturbating. Oh, that's perfect! I will have my PC ask for a long period of time with the teaser plug! If I start to get close to time's up, I will simply ask for early release to add time. Well played Laura! I need to get this!!!! So, the PC can only give oral and receive anal in sex animations? Just want to verify. Thanks for your time.
hollowed-again Posted June 8, 2024 Posted June 8, 2024 (edited) EDIT: I was able to fix it by deleting the landscape in cell 4, -4 with ssedit Hi everyone, I am getting a seam issue with Pelagia's farm with this mod enabled. See the before and after with and without the mod enabled. Has anyone else run into this? TIA Edited June 8, 2024 by hollowed-again
NeitoMitoRonn Posted June 11, 2024 Posted June 11, 2024 I am enjoying playing this mod. I touched the totem at the start of Laura_SQ09_Quest at the end of the game and it freezes right after loading, is anyone else having the same problem, I'm playing on SE. I tried exploring in sseedit but it says it freezes when I move to LauraSQ09SloanesHouse.
PrincessSuncet Posted June 15, 2024 Posted June 15, 2024 Hi, can someone please tell me how to escape the mine in the familiar face quest? I see marker on table but nothing else...
Miauzi Posted June 15, 2024 Posted June 15, 2024 Vor 43 Minuten sagte PrincessSuncet: Hallo, kann mir bitte jemand sagen, wie ich in der Quest „Vertrautes Gesicht“ aus der Mine entkommen kann? Ich sehe eine Markierung auf dem Tisch, aber sonst nichts ...
CaptainJ03 Posted June 15, 2024 Posted June 15, 2024 56 minutes ago, PrincessSuncet said: Hi, can someone please tell me how to escape the mine in the familiar face quest? I see marker on table but nothing else... I assume that you've already escaped the cell. There are three totems on the table, which when activated will remove or swap your devices. You need to find three keys to unlock the strongbox (opposit the table with the totems) which holds the key to the entrance of that section, and IIRC removes the remaining devices (apart from the beautiful collar)
someoneis Posted June 18, 2024 Posted June 18, 2024 (edited) On 2/9/2024 at 8:26 AM, anormalusername said: Hey I'm having a issue on the quest "Taking Control". Everything so far in the mod has been great but I got to the part of the quest where you need to get documents from the storage room and nothing happens after the door closes. I've tried teleporting jade, disable / enable ai, waiting, reloading saves. Seen other people with this issue but no fixes. I'm using a wabbajack list "SERVITIUM". Any help would be great thanks! Hi, I think I have the same issue but i don't use wabbajack list (I have very few mods install except this mod and the other requirement), i will give some context hoping it will help helping me/us : Spoiler During the quest Taking Control, there is a part where you break out of the cage, knocking out everyone. After that Jade ask you to get the documents in the storage room with a quest marker on the small sack. When I click on the small sack there is a pop-up saying that you hear a metal door slam shut, the door slam shut. The quest marker is still present, but then nothing else happened. I've read the note inside the other satchel but i don't know if it's revelent or not. Here is what i've tried : - reloading the save to redo the quest. - opening the console / closing it (sometimes it helped me when a script is lagging) - using tcl to get out of the cell to bump on Jade and going back in the cell etc. Does anyone have an idea what i could do ? (or what other information i could provide) Edited June 18, 2024 by someoneis
Bahmont Posted June 23, 2024 Posted June 23, 2024 Mod is awesome! PC is locked in Laura's belt for 300 to 365 days with Laura's teaser plug! I am currently stuck on. "Good Fit" I need to find Swain to unlock my gear. Where in the world is Swain???? I must be missing something.
Herowynne Posted June 23, 2024 Posted June 23, 2024 (edited) 2 hours ago, Bahmont said: I need to find Swain to unlock my gear. Where in the world is Swain? Swain is located in Whiterun Dragonsreach Palace, on the upper balcony level that overlooks the Jarl’s throne area, over Farengar’s office. Edited June 23, 2024 by Herowynne
Gameplayer Posted June 23, 2024 Posted June 23, 2024 (edited) Are there Botox files for the NPC's? Special Edition or higher version. I know about LE version, already attempted running them through Cathedral Optimizer but that didnt work out. Edited June 23, 2024 by Gameplayer
Miauzi Posted June 23, 2024 Posted June 23, 2024 (edited) Vor 29 Minuten sagte Gameplayer: Gibt es Botox-Dateien für die NPCs? Special Edition oder höhere Version. Ich kenne die LE-Version und habe bereits versucht, sie über Cathedral Optimizer auszuführen, aber das hat nicht geklappt. Botox (SE version) for the NPC in Vanilla Skyrim works - even if one or the other character (e.g. Mirabelle) looks a bit "strange" (mouth movements when speaking) The characters from Laura's mod are not affected by Botox - at least Laura and Katharina (in the shop) are not changed by it ... but I have installed a character rework for Laura, Katharina and Sona myself Edited June 23, 2024 by Miauzi
Bahmont Posted June 23, 2024 Posted June 23, 2024 8 hours ago, Herowynne said: Swain is located in Whiterun Dragonsreach Palace, on the upper balcony level that overlooks the Jarl’s throne area, over Farengar’s office. OMFG! I must be retarded cause I went up there. I must have ran right by him. Thanks! 1
Herowynne Posted June 23, 2024 Posted June 23, 2024 4 hours ago, Gameplayer said: Are there Botox files for the NPC's? It’s not Botox, but I can offer my mod KSHair for Laura’s Bondage Shop. 3
windowsdefe Posted June 25, 2024 Posted June 25, 2024 was not expecting a legitimately well written story when i first walked into the shop lol. i was more invested in the story than the porn that said, i loved being locked up in the cell in the shop! looking at the locked door saying its locked, knowing theres no way for me to interface with the game to get out was much more fun than other "trapped" events where i know i have the power to escape. i hope there is more content like that to come
TheBladeOfLight Posted June 30, 2024 Posted June 30, 2024 Does anyone have the refid for Jade? She won't show up during the Taking Control quest (I think), and the npc has a different name in the plugins data because she starts with a different name in her introductory quest. On a tangentally related note, I want to make a criticism I have with the quest design so far. The questline tends to not use questmarkers in cases when it really should. There have been multiple cases where I wouldn't have been able to continue the quest without the uesp. And even outside of that, it seems like it was made to be more Morrowind-like without and understanding of what made Morrowinds markerless quests work. Most descriptions of where to go are either too vague on nonexistent. Disregard what I'm saying if this has been improved with the latest update, I've been on the second to last one until now, but on top of which bridge was meant in the journals during the Taking Control quest, which is apparently more clear now according to the patch notes, it's also quite unclear which waterfall is meant (and I think the wrong one to the west is a way more obvious choice, since you can barely even see the correct one from Ivarstead). Similarly, the description of the dwarven ruin earlier in the quest only mentioned another fort in the are, which isn't helping if you don't know about that one either, and unless I'm misremembering, there are no directions about the civil war quest fort you have to go to before that at all. Also, the point at which I'm at says that you should meet Jade "in Darkwater Crossing", which is a location that doesn't exist. I assume it meant Goldenrock mine, the cave at Darkwater crossing, but it could also mean the house of the miners there or some third loaction I just missed, and this is a case where I'm following instructions from a letter, so adding a clearer description should not exactly be hard. And those are just the cases I remember, there might be more. Sorry about the rambly wall of text, and please don't take it to mean that i think the quest line is bad or anything. I think it's pretty good so far
Miauzi Posted July 1, 2024 Posted July 1, 2024 Vor 2 Stunden sagte TheBladeOfLight: Hat jemand die Refid für Jade? Sie wird während der Quest „Die Kontrolle übernehmen“ nicht auftauchen (glaube ich), und der NPC hat in den Plugin-Daten einen anderen Namen, weil sie in ihrer Einführungsquest mit einem anderen Namen beginnt. Nebenbei möchte ich eine Kritik anbringen, die ich bisher am Quest-Design geäußert habe. Die Questreihe verwendet in der Regel keine Questmarker, wenn dies eigentlich der Fall sein sollte. Es gab mehrere Fälle, in denen ich die Quest ohne die UESP nicht hätte fortsetzen können. Und selbst darüber hinaus scheint es, als ob es Morrowind-ähnlicher gestaltet wurde, ohne zu verstehen, warum Morrowinds markerlose Quests funktionieren. Die meisten Beschreibungen, wohin man gehen soll, sind entweder zu vage oder gar nicht vorhanden. Ignorieren Sie, was ich sage, wenn dies mit dem neuesten Update verbessert wurde. Ich war bis jetzt beim vorletzten Update, aber obendrein war in den Tagebüchern während der Quest „Taking Control“ gemeint, welche Brücke gemeint war, was anscheinend mehr ist Den Patchnotizen zufolge ist es jetzt klar, es ist auch ziemlich unklar, welcher Wasserfall gemeint ist (und ich denke, der falsche im Westen ist eine viel offensichtlichere Wahl, da man von Ivarstead aus kaum den richtigen sehen kann). In ähnlicher Weise wurde in der Beschreibung der Zwergenruine zu Beginn der Quest nur eine weitere Festung in der Gegend erwähnt, was nicht hilfreich ist, wenn Sie diese auch nicht kennen, und sofern ich mich falsch erinnere, gibt es keine Anweisungen zur Zivilbevölkerung War Quest Fort, zu dem man vorher überhaupt gehen muss. Außerdem steht an der Stelle, an der ich mich befinde, dass man Jade „in Darkwater Crossing“ treffen sollte, einem Ort, den es nicht gibt. Ich gehe davon aus, dass es sich um die Goldenrock-Mine handelte, die Höhle an der Darkwater-Kreuzung, aber es könnte auch das Haus der Bergleute dort oder einen dritten Ort bedeuten, den ich gerade verpasst habe, und in diesem Fall folge ich den Anweisungen aus einem Brief, also füge ich ein hinzu Eine klarere Beschreibung sollte nicht gerade schwierig sein. Und das sind nur die Fälle, an die ich mich erinnere, es könnten noch mehr sein. Tut mir leid wegen der unübersichtlichen Textwand, und verstehen Sie das bitte nicht so, dass ich die Questreihe für schlecht halte oder so. Ich denke, es ist bisher ziemlich gut a wall of text - for sure Well - for me the descriptions in this mod were precise enough in 90% of cases - for the remaining 10% I read up on the thread or asked but since there are users with a much worse "sense of direction" in the game - I decided to incorporate the quest series into my blog story - so that you can use it as a solution. For your problem please look here Jade sits just outside the small mining settlement - its name is correct - it is also used by vanilla quests Spoiler that there is no quest pointer - I really welcome it for this mod ... and yes - I also played Morrowind - for several years - far more than 2,000 hours - even with mods (it was my first game with mods!)
CaptainJ03 Posted July 1, 2024 Posted July 1, 2024 19 hours ago, TheBladeOfLight said: Disregard what I'm saying if this has been improved with the latest update, I've been on the second to last one until now, but on top of which bridge was meant in the journals during the Taking Control quest, That one did get criticised so much that Laura altered the text in the diary pages in the latest updates of the mod. 19 hours ago, TheBladeOfLight said: Similarly, the description of the dwarven ruin earlier in the quest Raldbthar has a name. I don't recall any other Dwemer ruin in this mod's questline 19 hours ago, TheBladeOfLight said: unless I'm misremembering, there are no directions about the civil war quest fort you have to go to before that at all Fort Hraggstad also has a name. Totally unrelated to any progress in the CW quests 19 hours ago, TheBladeOfLight said: you should meet Jade "in Darkwater Crossing", which is a location that doesn't exist. Don't blame the mod author if you're using something that alters or disables your map. Typically, when you stumble upon Loverslab, you have one or two thousand game hours in Skyrim and know it like the back of your hand, so using a name instead of a pesky map marker is enough for the majority of players. For everyone else, there are wiki pages like UESP wiki to search for stuff you don't know yet - instead of blaming the author for your own lack of knowledge. 1
TheBladeOfLight Posted July 2, 2024 Posted July 2, 2024 9 hours ago, CaptainJ03 said: That one did get criticised so much that Laura altered the text in the diary pages in the latest updates of the mod. If you weren't too focused on being a shithead to read my post, you would've noticed that mentioned that myself. As for the Darkwater crossing thing, maybe it's an issue with me not being a native speaker, but the "in" heavily implied that it was somewhere indoors, and neither of the locations at darkwater crossing are actually called darkwater crossing, they have different names. It was probably just an unfortunate coincidence, since my draw distance is really low due to weak hardware, and I couldn't see Jade since wasn't rendered in until I got really close to her position. So, to hopefully reiterate my point more clearly, I was criticising that the mod would point you towards locations without explaining how to get there properly, like a vanilla Skyrim quest, but without using the map markers as a crutch to make that lack on explanation work, like a vanilla Skyrim quest would. 10 hours ago, CaptainJ03 said: using a name instead of a pesky map marker is enough for the majority of players Well I'm glad you have a photographic memory and can recall the names of random places for some reason, but saying that a majority of players would ever get to the point of remembering location names in a game as huge as Skyrim is a bit out there.
Laura Posted July 2, 2024 Author Posted July 2, 2024 On 6/30/2024 at 11:45 PM, TheBladeOfLight said: Does anyone have the refid for Jade? She won't show up during the Taking Control quest (I think), and the npc has a different name in the plugins data because she starts with a different name in her introductory quest. On a tangentally related note, I want to make a criticism I have with the quest design so far. The questline tends to not use questmarkers in cases when it really should. There have been multiple cases where I wouldn't have been able to continue the quest without the uesp. And even outside of that, it seems like it was made to be more Morrowind-like without and understanding of what made Morrowinds markerless quests work. Most descriptions of where to go are either too vague on nonexistent. Disregard what I'm saying if this has been improved with the latest update, I've been on the second to last one until now, but on top of which bridge was meant in the journals during the Taking Control quest, which is apparently more clear now according to the patch notes, it's also quite unclear which waterfall is meant (and I think the wrong one to the west is a way more obvious choice, since you can barely even see the correct one from Ivarstead). Similarly, the description of the dwarven ruin earlier in the quest only mentioned another fort in the are, which isn't helping if you don't know about that one either, and unless I'm misremembering, there are no directions about the civil war quest fort you have to go to before that at all. Also, the point at which I'm at says that you should meet Jade "in Darkwater Crossing", which is a location that doesn't exist. I assume it meant Goldenrock mine, the cave at Darkwater crossing, but it could also mean the house of the miners there or some third loaction I just missed, and this is a case where I'm following instructions from a letter, so adding a clearer description should not exactly be hard. And those are just the cases I remember, there might be more. Sorry about the rambly wall of text, and please don't take it to mean that i think the quest line is bad or anything. I think it's pretty good so far Thanks for the feedback. It's really tricky to balance stuff like that but I do still stand by it. Making the player think a bit is important in my eyes. Still, it always needs to be doable as it can easy become annoying if done wrong. About the Darkwater Crossing bit. Here's how it should work: You're following the letters and are sent to the waterfall near the top of the cliff, then you're sent down the mountain to the barrel. When you find the barrel and the letter, Darkwater Crossing should be a greyed out undiscovered icon on your compass in the direction you were already traveling. That's how it's supposed to work. The location of the dwarven ruin Raldbthar is hinted by telling you "Raldbthar is in the mountains north of Valtheim Towers." Valtheim Towers is maybe the most well known location outside of cities because it's the small outpost you find when travelling east from Whiterun. I assumed everyone knows Valtheim Towers. I'm gonna be honest. You said "it seems like it was made to be more Morrowind-like without and understanding of what made Morrowinds markerless quests work" and that stings quite a bit. Maybe it wasn't meant as an insult but it did feel like it. But, you said it you're not a native english speaker. From the examples I gave about Darkwater Crossing and Raldbthar, what would you change? 3
JustMe469 Posted July 3, 2024 Posted July 3, 2024 I'll chime in on the quest marker issue. A long time ago when I first grabbed this mod, I loved the idea of it. I started playing and pretty soon thought "Hey, why are there no quest markers?" but honestly that was just me being used to Skyrim spoonfeeding me everything and not needing to think. Once I started to puzzle things out I was actually happier! One time I just couldn't figure something out, so I grabbed my phone and googled it. Once I read the answer, and used it in game, I felt a big disappointment in myself. I really should have stuck it out! I love that everything is in clues, not a quest marker! I do understand some people are not the same, that's fine, it really is. But I'd be willing to bet if every player of LBS was polled the big majority would agree with Laura, no quest markers, only clues. And the best part is: Laura listens! Many people had concerns about which waterfall/which bridge at Ivarstead, and she made changes! 😃 This is one of my favourite mods ever, maybe even number one. Laura had a lot of help from some skilled mod authors, and along with her amazing storyline, as well as dedication, she turned it into something awesome! Yes, I am a huge Laura fan and I won't apologize for it! She created something that was missing, that many people are extremely grateful for. ❤️❤️❤️to @Laura 6
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