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Devious Devices - Laura's Bondage Shop (16-aug-2025) v3.55 LE & SE


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Posted
17 hours ago, Laura said:

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.

I apologize if it actually came across that way, it was not meant like that.

Whenever Morrowind gives you a quest that sends you somewhere in the wilderness, it gives you directions that allow you to find the way from where you are to where you're supposed to go without having to look up any external information or search around much, at least when the quest giver knows where the location you need to go to is.

For example, when you're sent to Arkngthand by the main quest, this is how thorough the description is: "Head south out of town past the silt strider port, then cross bridges east over the Odai River. At the signpost, head north towards Caldera. Immediately on the right see a signpost for Molag Mar. Turn right and head uphill on an old road to cross an ancient Dwemer bridge over Foyada Mamaea. The entrance to Arkngthand is on the east side of the foyada, south of the bridge. Turn a crank on a pipe nearby to open the doors."

Despite not having to keep voice actor budgets low like the vanilla game, the mod doesn't provide descriptions like that. In the case of Darkwater Crossing, the note could be changed to say something like "Meet me at Darkwater Crossing, outside the mine. That's directly north from here".

In the case of Raldbthar, it's probably just my fault for approaching Ivarstead from Riften for some reason whenever I go to the Greybeards. But even if Laura, the quest maker, has a good reason to assume that the player knows where Valtheim towers are, that doesn't mean that Laura, the character, would be able to assume that the player character knows where it is. So you could just add some lines in the dialogue and journal that tell the player to head east from Whiterun, then north once they crossed the river. Similarly, the directions to Hraggstad basically force you to search the entirety of Haafingar if you don't know where the fort is, which could be solved if you just told the player how to get there.

There's a similar issue with Jade sending you to the Riverside Shack. Apart from the fact that she sends you to "Riverside Shack" instead of "a riverside shack", as if it were a location name like Whiterun, she gives you no hint as to where to go from where you are, even though she could just tell you something like "it's north from here, just follow the river".

Posted
Vor 31 Minuten sagte TheBladeOfLight:

Es tut mir leid, wenn es tatsächlich so rübergekommen ist, es war nicht so gemeint.

Wann immer Morrowind Ihnen eine Quest gibt, die Sie irgendwohin in die Wildnis führt, gibt es Ihnen Anweisungen, die es Ihnen ermöglichen, den Weg von Ihrem Aufenthaltsort zu Ihrem Ziel zu finden, ohne externe Informationen nachschlagen oder viel suchen zu müssen. Zumindest wenn der Questgeber weiß, wo sich der Ort befindet, zu dem Sie gehen müssen.

Wenn Sie beispielsweise von der Hauptquest nach Arkngthand geschickt werden, ist die Beschreibung so ausführlich: „ Gehen Sie aus der Stadt nach Süden, vorbei am Hafen der Schlickläufer, und überqueren Sie dann die Brücken nach Osten über den Odai-Fluss. Gehen Sie am Wegweiser nach Norden.“ In Richtung Caldera sehen Sie sofort einen Wegweiser nach Molag Mar. Biegen Sie rechts ab und gehen Sie auf einer alten Straße bergauf, um eine alte Dwemer-Brücke über Foyada Mamaea zu überqueren . Der Eingang zu Arkngthand befindet sich auf der Ostseite der Foyada, südlich der Brücke . Drehen Sie eine Kurbel an einem Rohr in der Nähe, um die Türen zu öffnen.

Auch wenn die Synchronsprecher-Budgets nicht wie beim Vanilla-Spiel niedrig gehalten werden müssen, bietet die Mod keine derartigen Beschreibungen. Im Fall von Darkwater Crossing könnte die Notiz so geändert werden, dass sie etwa lautet: „Treffen Sie mich bei Darkwater Crossing, außerhalb der Mine. Das ist direkt nördlich von hier.“

Im Fall von Raldbthar ist es wahrscheinlich einfach meine Schuld, dass ich aus irgendeinem Grund von Riften aus auf Ivarstead zugehe, wenn ich zu den Graubärten gehe. Aber selbst wenn Laura, die Quest-Erstellerin, einen guten Grund zu der Annahme hat, dass der Spieler weiß, wo sich die Türme von Valtheim befinden, heißt das nicht, dass Laura, die Figur, davon ausgehen kann, dass der Spieler weiß, wo sie sind. Sie könnten also einfach ein paar Zeilen in den Dialog und das Tagebuch einfügen, die den Spieler anweisen, von Whiterun aus nach Osten zu gehen und dann nach Norden, sobald er den Fluss überquert hat. Ebenso zwingen Sie die Wegbeschreibung nach Hraggstad grundsätzlich dazu, ganz Haafingar zu durchsuchen, wenn Sie nicht wissen, wo sich die Festung befindet. Dies könnte gelöst werden, wenn Sie dem Spieler nur sagen, wie er dorthin gelangt.

Es gibt ein ähnliches Problem, als Jade Sie zur Riverside Shack schickt. Abgesehen von der Tatsache, dass sie dich zu „Riverside Shack“ statt zu „A Riverside Shack“ schickt, als wäre es ein Ortsname wie Whiterun, gibt sie dir keinen Hinweis darauf, wohin du von deinem Standort aus gehen sollst, obwohl sie es könnte Sagen Sie einfach etwas wie „Von hier aus ist es nördlich, folgen Sie einfach dem Fluss.“

 

As for the issue of no quest markers - here I have to strongly disagree with your comments on Morrowind!

By far not all quests were described as comprehensively as you have described them here - especially for side or guild quests you had to rely on additional information (which was also difficult to obtain) - or you had to spend hours searching.

I have more than 1,500 hours of playing time - but I don't just remember the "good" things in this game.


And now back to Jade's location:

Giving you precise information is not part of this character's character at all - especially after this scavenger hunt from Ivarstatt.

Of course she won't be in the middle of the "settlement" and immediately recognizable to them - that would be completely contradictory to how she has dealt with the player so far.

So for me it was completely logical to look for her outside!


Fortress "Hraggstad" - we are currently in the 13th year after the game was first released... yes - new players keep joining - but compared to those who have been playing the game for longer - this proportion is tiny.

And here I come back to my statement about Morrowind -> you HAD to get additional information - because very few quest givers provided a long wall of text with exact directions.

(When I think of the alcohol deliveries from the warrior's guild for the ore mines - somewhere in the middle of nowhere... for example "south of the Ghostgate" - *hahaha*)

As a Skyrim player - who has at least started the Alduin quest once (you don't even have to finish it - the dragon encounter from the western watchtower is enough) - you should have asked yourself - what these blue and red flags on the large table behind the Jarl's throne room mean. Because you can find a table like this at EVERY Jarl's - as well as at Ulfric's and the Imperial General's.

By the way - if you do a side quest for Laura and have to go to the "guy" in the Jarl's palace (in Whiterun) - you will inevitably pass this table.


If you are referring to the game Morrowind for your criticism of the non-existent quest makers in a mod - then you should play Skyrim like that yourself -> attentively and actually "immersed" in the game world


That's why your statement about the "Valtheim towers" is irrelevant - because the city guards point these out to the player with their "random" comments.


Sorry - in my opinion you haven't really played this mod with the attention it deserves and are now blaming the mod author for your problems... and without having used this service thread to help yourself first

Posted
9 hours ago, Miauzi said:

I have more than 1,500 hours of playing time - but I don't just remember the "good" things in this game.

I'll just point out that you implied yourself that the parts of Morrowind when the game gives you extensive directions are the good parts and leave it at that.

9 hours ago, Miauzi said:

that would be completely contradictory to how she has dealt with the player so far.

One of the two times you met her, she was living in a busy palace, and the other time was inside a mine. Outside is actually the least plausible place to look for her based on that.

9 hours ago, Miauzi said:

Fortress "Hraggstad" - we are currently in the 13th year after the game was first released... yes - new players keep joining - but compared to those who have been playing the game for longer - this proportion is tiny.

And here I come back to my statement about Morrowind -> you HAD to get additional information - because very few quest givers provided a long wall of text with exact directions.

(When I think of the alcohol deliveries from the warrior's guild for the ore mines - somewhere in the middle of nowhere... for example "south of the Ghostgate" - *hahaha*)

As a Skyrim player - who has at least started the Alduin quest once (you don't even have to finish it - the dragon encounter from the western watchtower is enough) - you should have asked yourself - what these blue and red flags on the large table behind the Jarl's throne room mean. Because you can find a table like this at EVERY Jarl's - as well as at Ulfric's and the Imperial General's.

By the way - if you do a side quest for Laura and have to go to the "guy" in the Jarl's palace (in Whiterun) - you will inevitably pass this table.

I'm sorry, but I have no idea what you're even trying to say here. Can you try reposting it in German? Maybe something got lost in translation.

9 hours ago, Miauzi said:

That's why your statement about the "Valtheim towers" is irrelevant - because the city guards point these out to the player with their "random" comments.

I checked this list for a comment about Valtheim towers and couldn't find anything, but even if there weren't one, players aren't exactly guaranteed to hear those, especially with certain other dialogue like the Dawnguard line being preferred by the guards until you started that questline.

9 hours ago, Miauzi said:

and without having used this service thread to help yourself first

I did check the thread, actually, which is part of why I posted my criticism in the first place. This subjective I guess, but in my opinion, when a quest can't be reliably completed with just ingame information (and metagaming i. e. knowing random places you've never been to because of other playthroughs doesn't count imo), then there's a problem with its design.

Posted
Vor 23 Minuten sagte TheBladeOfLight:

Ich möchte nur darauf hinweisen, dass Sie selbst angedeutet haben, dass die Teile von Morrowind, wenn das Spiel Ihnen ausführliche Anweisungen gibt, die guten Teile sind, und es dabei belassen.

Eines der beiden Male, als Sie sie trafen, lebte sie in einem belebten Palast und das andere Mal in einer Mine. Auf dieser Grundlage ist es tatsächlich der am wenigsten plausible Ort, nach ihr zu suchen.

Es tut mir leid, aber ich habe keine Ahnung, was Sie hier überhaupt sagen wollen. Können Sie versuchen, es auf Deutsch erneut zu veröffentlichen? Vielleicht ist bei der Übersetzung etwas verloren gegangen.

Ich habe diese Liste auf einen Kommentar zu den Valtheim-Türmen überprüft und konnte nichts finden, aber selbst wenn es keinen gäbe, wäre es nicht unbedingt garantiert, dass die Spieler diese hören, insbesondere da bestimmte andere Dialoge wie die Dawnguard-Zeile von den Wachen bevorzugt werden bis du diese Questreihe begonnen hast.

Ich habe mir den Thread tatsächlich angesehen, weshalb ich meine Kritik überhaupt erst gepostet habe. Ich schätze, das ist subjektiv, aber meiner Meinung nach, wenn eine Quest nicht zuverlässig nur mit Ingame-Informationen abgeschlossen werden kann (und Metagaming, also das Wissen über zufällige Orte, an denen man aufgrund anderer Durchläufe noch nie war, zählt meiner Meinung nach nicht), dann gibt es eine Problem mit seinem Design.

 

Honestly, what can you say when there is so much ignorance?

 

Posted

im having an issue in taking control quest where i kill the slavers with the magic collar and go get the document from the storage room, i search the sack and the door behind me shuts down and the quest freezes like im certain jade is supposed to come and do something but nothing ever happens anymore i tried reloading an early save or using resetai command on jade but nothing still happens, how do i get through that?

Posted
9 hours ago, TheBladeOfLight said:

then there's a problem with its design.

I'm just going to come right out and say it. If you have such a big problem with the mod that you have to repeatedly criticize and insult the author, maybe you should just get rid of the mod. It's obviously not for you. Why should one single person think that their opinion is more important than the VAST majority of people who play and really enjoy this mod? You want all your changes made that NOBODY else wants. Delete this mod, move on. Or here's a thought, spend a ton of time learning how to make your own mod. 

Posted (edited)
On 7/4/2024 at 2:10 AM, ibrahimnote32 said:

im having an issue in taking control quest where i kill the slavers with the magic collar and go get the document from the storage room, i search the sack and the door behind me shuts down and the quest freezes like im certain jade is supposed to come and do something but nothing ever happens anymore i tried reloading an early save or using resetai command on jade but nothing still happens, how do i get through that?

Do you have mods that take control of npcs? Like Defeat and DCL?

Edited by Laura
Posted
On 7/3/2024 at 5:55 PM, TheBladeOfLight said:

One of the two times you met her, she was living in a busy palace, and the other time was inside a mine. Outside is actually the least plausible place to look for her based on that.

I wouldn't say it's the least plausible for her to be outside. But even if you look inside first, it's not a big town. The Blue Palace has more hiding spots than Darkwater Crossing.

 

 

On 7/3/2024 at 5:55 PM, TheBladeOfLight said:

I checked this list for a comment about Valtheim towers and couldn't find anything, but even if there weren't one, players aren't exactly guaranteed to hear those, especially with certain other dialogue like the Dawnguard line being preferred by the guards until you started that questline.

I (maybe falsely) assumed everyone knows Valtheim Towers. You're the first to say you don't know where it is.

Honest question: How long have you been playing Skyrim?

 

 

On 7/3/2024 at 5:55 PM, TheBladeOfLight said:

but in my opinion, when a quest can't be reliably completed with just ingame information (and metagaming i. e. knowing random places you've never been to because of other playthroughs doesn't count imo), then there's a problem with its design.

It feels like you're being unfair. Lots of games I know require looking something up.

And if it really was too hard and frustrating, I would've been flooded with reports about it. I did get that one time but I eventually found the right balance after some changes.

Posted
Vor 51 Minuten sagte Laura:

Ich würde nicht sagen, dass es für sie am wenigsten plausibel ist, draußen zu sein. Aber selbst wenn man zuerst hineinschaut, ist es keine große Stadt. Der Blaue Palast hat mehr Verstecke als Darkwater Crossing.

 

 

Ich habe (vielleicht fälschlicherweise) angenommen, dass jeder Valtheim Towers kennt. Du bist der Erste, der sagt, dass du nicht weißt, wo es ist.

Ehrliche Frage: Wie lange spielst du Skyrim schon?

 

 

Es fühlt sich an, als wärst du ungerecht. Bei vielen Spielen, die ich kenne, muss man etwas nachschlagen.

Und wenn es wirklich zu hart und frustrierend wäre, wäre ich mit Berichten darüber überschwemmt worden. Ich habe das einmal geschafft, aber nach einigen Änderungen habe ich schließlich die richtige Balance gefunden.

 

In several playthroughs, the "Valtheim Towers" were AUTOMATICALLY added to my map in the early stages thanks to the comments of the city guards in Whiterun!


Other mods also use these towers as hotspots - so "labyrinths" are placed nearby or a "traveling" player house can "materialize" at the top of the waterfall.


I also had to look up a lot for Morrowind - which was mentioned as a counterexample of how to work without quest markers.

 

--
About Jade:

 

Jade hides in the palace with the help of a "false" identity and this is perfect for that... this kind of behavior is typical of the really very good "thieves".

 

And that's exactly the kind of person you wanted to create, right? - From my point of view, this was a perfect success!

 

😍

Posted
3 hours ago, Laura said:

I (maybe falsely) assumed everyone knows Valtheim Towers. You're the first to say you don't know where it is.

Honest question: How long have you been playing Skyrim?

800 hours. And people not mentioning that they don't know where it is doesn't mean much, they could've just looked it up somewhere and forgotten about it later; which isn't unlikely considering I'm pretty sure I'm forgetting at least one quest without a marker rn. I think it sends you somewhere in the Reach once? But I really don't remember.

 

3 hours ago, Laura said:

It feels like you're being unfair. Lots of games I know require looking something up.

Am I? I don't see how other games requiring you to look things up matters at all. A lot of video games crash; that doesn't mean that crashes aren't a flaw. There's probably a better way of expressing this, but imagine that, instead of pointing the player towards Raldbthar, the quest would just tell you to head to "a Dwemer ruin" with no additional information. You'd still be able to find out where to go on here, it would probably be pretty easy to find. But it would be a worse quest, right? Similarly, if you'd just give the name without the hint about Valtheim towers, it would be easy enough to find the location on the uesp map, and yet you added the hint in the hopes that it would enable players to find it without external resources.

And since you have the freedom to add more lines of dialogue without having to pay voice actors, unlike Bethesda, you could add more thorough descriptions to those quests and allow people who don't know where these places are to find them without having to look anything up outside the game. Either that, or you could add the places to the map as unmarked locations. Jade's note does that with Darkwater Crossing after all, right? Unless that was an accident and something else marked it earlier in my run.

 

3 hours ago, Laura said:

I wouldn't say it's the least plausible for her to be outside.

Obviously not an important point, but before Darkwater crossing, you meet Jade in a building and in a mine. There are both a building and a mine at darkwater crossing, and she's in neither one. That's all I was trying to say.

Posted
Vor 34 Minuten sagte TheBladeOfLight:

800 Stunden. Und wenn Leute nicht erwähnen, dass sie nicht wissen, wo es ist, bedeutet das nicht viel, sie hätten es einfach irgendwo nachschlagen und es später vergessen können; Das ist nicht unwahrscheinlich, wenn man bedenkt, dass ich mir ziemlich sicher bin, dass ich mindestens eine Quest ohne Markierung vergesse. Ich glaube, es schickt dich einmal irgendwo in die Weite? Aber ich erinnere mich wirklich nicht.

 

Bin ich? Ich verstehe nicht, wie wichtig andere Spiele, bei denen man nachschauen muss, überhaupt eine Rolle spielen. Viele Videospiele stürzen ab; Das heißt aber nicht, dass Abstürze kein Fehler sind. Es gibt wahrscheinlich eine bessere Möglichkeit, dies auszudrücken, aber stellen Sie sich vor, dass die Quest den Spieler nicht auf Raldbthar hinweist, sondern ihn ohne zusätzliche Informationen einfach auffordert, zu „einer Dwemer-Ruine“ zu gehen. Hier können Sie immer noch herausfinden, wohin Sie gehen müssen. Es wäre wahrscheinlich ziemlich einfach zu finden. Aber es wäre eine schlimmere Aufgabe, oder? Wenn Sie den Namen einfach ohne den Hinweis auf die Valtheim-Türme angeben würden, wäre es ganz einfach, den Standort auf der UESP-Karte zu finden. Sie haben den Hinweis jedoch in der Hoffnung hinzugefügt, dass Spieler ihn dadurch auch ohne externe Hinweise finden können Ressourcen.

Und da Sie im Gegensatz zu Bethesda die Freiheit haben, weitere Dialogzeilen hinzuzufügen, ohne dafür Synchronsprecher bezahlen zu müssen, könnten Sie diesen Quests ausführlichere Beschreibungen hinzufügen und es Leuten ermöglichen, die nicht wissen, wo sich diese Orte befinden, sie zu finden, ohne suchen zu müssen irgendetwas außerhalb des Spiels. Entweder das, oder Sie können die Orte als nicht markierte Orte zur Karte hinzufügen. Jades Notiz macht das doch mit Darkwater Crossing, oder? Es sei denn, das war ein Unfall und etwas anderes hat es früher in meinem Lauf markiert.

 

Offensichtlich kein wichtiger Punkt, aber bevor man Darkwater überquert, trifft man Jade in einem Gebäude und in einer Mine. Bei Darkwater Crossing gibt es sowohl ein Gebäude als auch eine Mine, und sie ist in keinem von beiden. Das ist alles, was ich sagen wollte.

 

Completely unbelievable NOT to know where these towers are after 800 hours of playing time.


All of this sounds like a very inattentive player who absolutely wants to be held by the hand - but does NOT want to admit it and squirms terribly about it... and keeps giving new pseudo-reasons - that it is not his fault but the mod creator's.

 

 

Posted
23 minutes ago, TheBladeOfLight said:

800 hours. And people not mentioning that they don't know where it is doesn't mean much, they could've just looked it up somewhere and forgotten about it later; which isn't unlikely considering I'm pretty sure I'm forgetting at least one quest without a marker rn. I think it sends you somewhere in the Reach once? But I really don't remember.

 

Am I? I don't see how other games requiring you to look things up matters at all. A lot of video games crash; that doesn't mean that crashes aren't a flaw. There's probably a better way of expressing this, but imagine that, instead of pointing the player towards Raldbthar, the quest would just tell you to head to "a Dwemer ruin" with no additional information. You'd still be able to find out where to go on here, it would probably be pretty easy to find. But it would be a worse quest, right? Similarly, if you'd just give the name without the hint about Valtheim towers, it would be easy enough to find the location on the uesp map, and yet you added the hint in the hopes that it would enable players to find it without external resources.

And since you have the freedom to add more lines of dialogue without having to pay voice actors, unlike Bethesda, you could add more thorough descriptions to those quests and allow people who don't know where these places are to find them without having to look anything up outside the game. Either that, or you could add the places to the map as unmarked locations. Jade's note does that with Darkwater Crossing after all, right? Unless that was an accident and something else marked it earlier in my run.

 

Obviously not an important point, but before Darkwater crossing, you meet Jade in a building and in a mine. There are both a building and a mine at darkwater crossing, and she's in neither one. That's all I was trying to say.

This conversation derailed into looking up solutions on the internet. That's not what this is about. This is a game balance matter. Wether or not the hints are good enough to challenge/engage the player but not frustrate the player.

 

In the most recent quest with the letters, waterfall and barrel, I messed up and got a whole bunch of negative feedback about the vagueness of the hints. So I slowly changed it till everyone was happy with it. I owned that mistake because it was a mistake.

What you're talking about with the Raldbthar example is a quest that's almost 5 years old. If a hint is so bad that ~50% needs to look it up, I would absolutely hear about it and I would change it. But you're the only one complaining about a 5 year old quest.

 

I'm sorry for getting so frustrated, but it feels like you're framing the fact that you can't follow hints everyone else seems to be fine with as my problem.

Posted
Vor 12 Minuten sagte Laura:

Dieses Gespräch endete mit der Suche nach Lösungen im Internet. Darum geht es hier nicht. Das ist eine Frage der Spielbalance. Ob die Hinweise gut genug sind, um den Spieler herauszufordern/zu motivieren, ihn aber nicht zu frustrieren.

 

Bei der letzten Quest mit den Buchstaben, dem Wasserfall und dem Fass habe ich Mist gebaut und jede Menge negatives Feedback über die Unbestimmtheit der Hinweise bekommen. Also habe ich es langsam geändert, bis alle damit zufrieden waren. Ich habe diesen Fehler eingestanden, weil es ein Fehler war.

Was Sie mit dem Raldbthar-Beispiel meinen, ist eine Quest, die fast fünf Jahre alt ist. Wenn ein Hinweis so schlecht ist, dass etwa 50 % ihn nachschlagen müssen, würde ich auf jeden Fall davon hören und ihn ändern. Aber Sie sind der Einzige, der sich über eine 5 Jahre alte Quest beschwert.

 

Es tut mir leid, dass ich so frustriert bin, aber es kommt mir so vor, als würden Sie die Tatsache, dass Sie den Hinweisen, mit denen alle anderen scheinbar einverstanden sind, nicht folgen können, als mein Problem bezeichnen.

 

Precisely because you respond so meticulously to the suggestions of your mod users - in this case you do NOT need to be frustrated - because this user is trying to push his frustration (probably about his inability to follow up on the suggestions) onto you as the author... for me personally, this is very despicable behavior.

Posted
17 minutes ago, Laura said:

it feels like you're framing the fact that you can't follow hints everyone else seems to be fine with as my problem.

Don't take that to your heart, we love you and your mod.

Posted

It is the presentation of authority on game design that makes the feedback annoying 😆

 

Just say your thing, you found that part frustrating.

Posted
On 7/5/2024 at 8:09 PM, Tetras66 said:

It is the presentation of authority on game design that makes the feedback annoying 😆

 

Just say your thing, you found that part frustrating.

I left Reddit to get away from that sort of shit. :)

Posted

Thanks for the support y'all.

 

 

Time for a change of topic. I need y'alls suggestions.

Imagine you're locked in the cell in the shop and the shopkeeper (Laura) is playing the role of your domme. What would you want her to do as a domme?

Posted
3 minutes ago, Laura said:

Thanks for the support y'all.

 

 

Time for a change of topic. I need y'alls suggestions.

Imagine you're locked in the cell in the shop and the shopkeeper (Laura) is playing the role of your domme. What would you want her to do as a domme?

Here's a couple of relevant ideas that I had written down a couple months ago but never shared until now;

 

* Display Model

 

A new outfit or set of restraints just got delivered to the shop and the player is tasked with wearing them acting as a display model for visitors to the shop (You could use some of the new devices from DD 5.2 for this like the boxbinder).

 

* Restraint demo (could be merged with Display Model?)

 

A customer interested in ordering custom restraints wants to see a demo before purchase, the player is tasked with trying on a series of different outfits/restraints for the customer to show what they look like when worn and to give them your opinion on how (un)comfortable and restrictive they actually are.

 

* Bondage furniture advertising (could alternatively be used as a punishment)

 

To advertise the uses of various bondage furniture the player is locked into a piece outside the shop for passing citizens and travlers to see. (edit: maybe could be done in the cell instead but probably only with the smaller furniture items..)

 

* Timeout

 

The player is locked in a straitjacket and a full-face hood (or mask) and is locked in the cell in the shop for a few minutes either as punishment or a game.

 

Behind steel

 

As punishment for if the player fails a task (or just want to be punished) the player could be undressed and put in a armbinder and given a vibrating plug, they're then locked in the cell and edged for a few minutes eventually being released from the cell and armbinder -but- only for the plug to be replaced with in a chastity belt.

Posted
2 hours ago, Laura said:

Thanks for the support y'all.

 

 

Time for a change of topic. I need y'alls suggestions.

Imagine you're locked in the cell in the shop and the shopkeeper (Laura) is playing the role of your domme. What would you want her to do as a domme?

Oh what a delicious way to change the topic to something much more exciting!   😛

The examples in the post above are pretty good, but personally I'd love to see some interaction with Laura (or Kat) and my pc. 

Maybe Kat has finally agreed to try the armbinder, Laura uses the opportunity to slip a vibrating plug in her then looks at the pc with a smile and says "Would you like to get out of the cell and play a game?" The game being you will also wear an armbinder and a vibrating plug. Which of you can last the longest? Winner gets the plug removed. The loser does too, but then they get spanked by Laura.

Or maybe the pc can offer to hand out flyers to customers while wearing bondage gear of Laura's choosing. MCM configurable chance that the customers may proposition the player for consensual sex, which will attract people to watch (giving more people to hand flyers to). After, Laura can reward the pc for bringing in business. Gold, a key, a harness, or something. Or she can say "You haven't handed out enough flyers yet, back to work."

I'd love to see Domme Laura give the pc some choices. Stay in the cell but have piercings and a plug added, hands tied, till Laura has brought you to multiple orgasms and thinks you've had enough. Or, come out of the cell and be playfully whipped with a crop while Laura makes the pc say all sorts of things. Say enough of the right things, the whipping stops. Choose not to say what she wants and the whipping continues. Maybe a customer walks in and enjoys the show. Maybe Kat enjoys the show. They could encourage Laura to keep going. And maybe at the end Laura could kiss the pc, as her reward. 

The pc could offer to BE advertising by getting a tattoo that simply says "Laura's Bondage Shop" and must wear nothing but the tattoo for a certain number of days. Any npc who notices it, may decide to ask about it. This would bring up options such as various consensual sex, modelling some of Laura's gear while the npc leads you to their friend to ask what they think of the gear, etc. 

Posted
8 hours ago, Laura said:

Thanks for the support y'all.

 

 

Time for a change of topic. I need y'alls suggestions.

Imagine you're locked in the cell in the shop and the shopkeeper (Laura) is playing the role of your domme. What would you want her to do as a domme?

 

One thing I've always thought would be a good idea is to be able to use the shop (or just the cell) as a kind of inn or player home. You could sometimes spend the night there under certain conditions. Perhaps you need to have done some quests first, to help out the shop and earn Laura's trust. Perhaps you must always be bound in some way, and be gently teased/tormented into admitting your submissive nature. For players who prefer being a bit more in control, possibly a follower could be the one bound while the player is free. Or both player and follower could spend the night bound up together, for some play time before sleep.

 

Personally, I don't think I've ever seen any of the devious furniture contraptions. It could be fun to be strapped into one of them for the night, perhaps to have pop-up menu options to struggle or sleep if that's possible. And some variety so it can be repeatable on different nights and not get too predictable. It would give a whole new meaning to the phrase "sleep tight." Whether or not you get a "well-rested" bonus in the morning would be up for debate, I suppose!

Posted
Vor 7 Stunden sagte Laura:

Vielen Dank für die Unterstützung.

 

 

Zeit für einen Themenwechsel. Ich brauche eure Vorschläge.

Stellen Sie sich vor, Sie wären in der Zelle des Ladens eingesperrt und die Ladenbesitzerin (Laura) spielt die Rolle Ihres Domme. Was würden Sie von ihr als Domme erwarten?

 

Oh - the Holy Grail of a Dominatrix -> the wish list of her submissive partner

😇

 

Seriously - it's a difficult topic in real life - because both (as a consensual couple) have to "tick the same way" here, otherwise it's one-sided.


Making suggestions to a mod author isn't that easy either - because you know from the many contributions that your own "kink" differs from the author's "kink".


From my point of view, Laura has a dominant streak - which she is afraid of... my interpretation -> she is afraid of losing control of herself and doing things to her "play partner" that would (to put it simply) go too far

That's why her game with you as a player has been cautious so far... see the extension of the lock-up times in her play chastity cage


How do I get into Laura's cell?

From the credits of the main quest, the player knows that Laura wants to "expand" her shop - which direction she is going in has so far been the subject of speculation here in the thread... although bondage furniture would actually be a logical next step.


The player has agreed to help Laura with the first presentation of the new furniture range - but doesn't yet know what it will be about... in order to get his reaction to it authentic - he is taken to the cell and "restrained" (i.e. tied up and "blinded") while the piece of furniture to be tested is being assembled


In my bookcase there are at least 5-6 fetish stories in which such presentations are the main topic... if you choose it, the following questions need to be answered:

What "range" will the mod use - i.e. the existing medieval stuff - or will you use something newer... which would make sense - since, for example, wooden pillories already exist and were made by someone else... but that would then require an additional mod as an object source

 

Spoiler

 

 

The static fixation frames made of bent metal tubes would be plausible for this world as a masterful and exclusive blacksmith's product... they don't have that "smell" of dungeons and torture cells.

Some take up very little floor space - so that they can also be set up for presentation in the main room of the shop (next to the fireplace).

 

Spoiler

17.png.07491ceb0946d66c1235ab99ef5b8a2c.

19.png.892cee93d676237fbcd835bad10eff5f.

 

Yes - for some frames you really have to be very flexible - but they work WITH clothing


Next question to be clarified -> what interactions are planned?

My suggestion -> a small series of quests:

a) "A first test" ... the player stays in it for a predetermined time - is then questioned ... the time can be extended by talking to Laura (via rewards)

b) "A second test" ... the player is also equipped with Laura's "special" dildos - here too, questioning follows ... longer stay is also possible via dialogue


The first test in a device is a simple fixation - while in the second test the person being fixed is additionally sexually aroused - either with an orgasm or with their refusal (is the fixation so secure - that even if you twitch uncontrollably during an orgasm you cannot hurt yourself!)


Both tests can be repeated on two other devices - now combine both tests in one quest - so there are two quests in total


Final quest -> "First presentation" to a small, selected ("private") group

Laura has other NPCs besides Sona with whom she is in contact - you can bring them into the shop for this "teleport"


Question - is the player (equipped and aroused by the dildo) supposed to be used sexually - if he agrees - as a kind of final test?

Posted
6 hours ago, Miauzi said:

From my point of view, Laura has a dominant streak - which she is afraid of... my interpretation -> she is afraid of losing control of herself and doing things to her "play partner" that would (to put it simply) go too far

That's why her game with you as a player has been cautious so far... see the extension of the lock-up times in her play chastity cage


How do I get into Laura's cell?

From the credits of the main quest, the player knows that Laura wants to "expand" her shop - which direction she is going in has so far been the subject of speculation here in the thread... although bondage furniture would actually be a logical next step.

I like this interpretation! It would feel really weird if Laura suddenly started going crazy.

 

The question: "How do I get into Laura's cell" is also very important, to know which scenarios make sense.

 

Laura inviting the player into a situation "accidentally on purpose" (like she does with the delivery set) reflects her reticence to explore this part of her character.

 

After the main story is complete, I think Laura has a good idea about the PC's nature, so she's probably aware of what they'd like and since captured dreams is part of her backstory, maybe expanding on those ideas (as something she would already be familiar with) is the most logical?

 

Expanding her store fits in perfectly.

 

6 hours ago, Miauzi said:

Making suggestions to a mod author isn't that easy either - because you know from the many contributions that your own "kink" differs from the author's "kink".

I wonder what fetishes and preferences Laura's dominant side would have? It seems like gags, restraints and teasing are important ones for herself.

Posted

I like that parts where this mod takes control over the character, so some job of displaying bondage devices for a potential customer would be nice.

Maybe Rita, who walks the streets of Whiterun and sometimes sees the PC in bondage is getting curious to try it herself? But of course not on the street, but in the best bondage shop in Whiterun!

 

Most probably out of the scope of this mod: I always like the Dwemer contraptions. Maybe someone found a box in a ruin, had a suspicion and brings it to Laura. By pure chance the PC is in the shop when they open it, and guess what, gets bound - and they need to figure out how to get rid of this.

Posted
Vor 1 Stunde sagte CaptainJ03:

Ich mag die Teile, in denen dieser Mod die Kontrolle über den Charakter übernimmt, daher wäre es schön, einem potenziellen Kunden die Fesselgeräte zur Schau zu stellen.

Vielleicht wird Rita, die durch die Straßen von Whiterun läuft und manchmal sieht, wie der PC gefesselt wird, neugierig, es selbst auszuprobieren? Aber natürlich nicht auf der Straße, sondern im besten Bondage-Shop in Whiterun!

 

Höchstwahrscheinlich außerhalb des Rahmens dieses Mods: Ich mag die Dwemer-Apparate immer. Vielleicht hat jemand in einer Ruine eine Kiste gefunden, hat einen Verdacht und bringt sie zu Laura. Rein zufällig ist der PC im Laden, als sie ihn öffnen, und raten Sie mal, er wird gebunden – und sie müssen herausfinden, wie sie das loswerden können.

 

You probably mean this "special armor" here:

Spoiler

ScreenShot728.png.9eec8f436e6c91dc684e4908cf05ff79.png

Kapitel10_01a.png.756fabadd47436ecd25fe5c7378ad09d.png

Kapitel10_04.png.e7608e5e869967f76d46f5116a3635ac.png

 

 

I've already come across this device in my blog history... currently my companion "Recorder" is busy turning it into a usable battle armor... but actually this "bitch" just wants to be locked in it herself

-
The whole thing also needs an extra mod as a source for the 3D models - which have existed for a long time - but no mod author has yet integrated them into a quest mod

 

There is a mod based on this enclosure model here on Loverslab - which provides a craftable (and "hardenable") armor set

Posted

Derailing this thread a bit...

 

10 hours ago, Miauzi said:

You probably mean this "special armor" here:

No, I was thinking about the Dwemer Machine overhaul for the Estrus Chaurus fucking machines (which can be used with Cursed Loot), and stuff like Sorlis Balarn's Treasure which unfortunately didn't work properly in my install. Then there's the Dwemer Suit in  DDEquip, which is nice if you install a texture without all that blood. You could be tied in this homunculus, being forced to go somewhere else (maybe Calcelmo) to look for a release...

But as all these need either other mods or more textures (and someone who repairs the non-working animations) I don't think that it really fits into this mod. Just throwing my ideas in the ring for a brain storming.

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