Taki17 Posted June 8, 2019 Posted June 8, 2019 10 minutes ago, donreza said: The characters haven't sound how can I fixed? They aren't voiced.
Laura Posted June 12, 2019 Author Posted June 12, 2019 19 hours ago, llokii70 said: Nice Teaser love the banners....really nice
johntrine Posted June 13, 2019 Posted June 13, 2019 holy hell!!! those are AMAZING banners!!! do you plan on making stuff like that? (like card in yuriana mod and signs outside the store?)
CrazyOne Posted June 19, 2019 Posted June 19, 2019 Hello there. I have a potential idea, but unsure if it fits. The idea is that at random the player's character gets ambushed/attacked. The reason for this attack/ambush, could be that attacker just wants to put people in bondage. The player could have a few options of dialogue, which effects the outcome. 1) Say nothing. Simply get put in light bondage. 2) Protests being bound. The result is the ambusher equips a medium level of bondage for arguing. 3) Insult. Resulting in heavy level bondage. 4) Attack the ambusher. For this option the ambusher equip extreme restraints. 5) Wants to be bound. The ambusher give the player a choice of what restraints are equipped. 6) Bargain. With this option the player might avoid getting bound, but they will have to complete a task. However this might not guarantee that the player wont end up getting bound anyway, 2
badbat111 Posted June 19, 2019 Posted June 19, 2019 25 minutes ago, CrazyOne said: Hello there. I have a potential idea, but unsure if it fits. The idea is that at random the player's character gets ambushed/attacked. The reason for this attack/ambush, could be that attacker just wants to put people in bondage. The player could have a few options of dialogue, which effects the outcome. 1) Say nothing. Simply get put in light bondage. 2) Protests being bound. The result is the ambusher equips a medium level of bondage for arguing. 3) Insult. Resulting in heavy level bondage. 4) Attack the ambusher. For this option the ambusher equip extreme restraints. 5) Wants to be bound. The ambusher give the player a choice of what restraints are equipped. 6) Bargain. With this option the player might avoid getting bound, but they will have to complete a task. However this might not guarantee that the player wont end up getting bound anyway, i like the sound of that maybe a mcm menu option to toggleit on an off for those that dont want it ?
Laura Posted June 19, 2019 Author Posted June 19, 2019 9 hours ago, CrazyOne said: Hello there. I have a potential idea, but unsure if it fits. The idea is that at random the player's character gets ambushed/attacked. The reason for this attack/ambush, could be that attacker just wants to put people in bondage. The player could have a few options of dialogue, which effects the outcome. 1) Say nothing. Simply get put in light bondage. 2) Protests being bound. The result is the ambusher equips a medium level of bondage for arguing. 3) Insult. Resulting in heavy level bondage. 4) Attack the ambusher. For this option the ambusher equip extreme restraints. 5) Wants to be bound. The ambusher give the player a choice of what restraints are equipped. 6) Bargain. With this option the player might avoid getting bound, but they will have to complete a task. However this might not guarantee that the player wont end up getting bound anyway, That sounds fun, but I want to be careful with random events because they can cause a lot of issues. Right now all the shop's content is started in the shop and that keeps it simple and stable. I've been trying to figure out how I want to add things like random encounters and I have some ideas, but I can't guarantee that I'll add them. If I do, this one could be really fun. 8 hours ago, badbat111 said: i like the sound of that maybe a mcm menu option to toggleit on an off for those that dont want it ? Yeah, If I add them I'll make them optional. 2
johntrine Posted June 20, 2019 Posted June 20, 2019 14 hours ago, Laura 'Lokomootje' said: That sounds fun, but I want to be careful with random events because they can cause a lot of issues. Right now all the shop's content is started in the shop and that keeps it simple and stable. I've been trying to figure out how I want to add things like random encounters and I have some ideas, but I can't guarantee that I'll add them. If I do, this one could be really fun. how about have more options to advertise the shop OR have the option to man the shop while laura is away on some chore. a customer (choose gender in MCM menu maybe?) comes to the shop. then there is a chance (% changeable in mcm menu?) that either they buy stuff OR they want to first "sample" it. then maybe you could use this 14 hours ago, Laura 'Lokomootje' said: The player could have a few options of dialogue, which effects the outcome. 1) Say nothing. Simply get put in light bondage. 2) Protests being bound. The result is the ambusher equips a medium level of bondage for arguing. 3) Insult. Resulting in heavy level bondage. 4) Attack the ambusher. For this option the ambusher equip extreme restraints. 5) Wants to be bound. The ambusher give the player a choice of what restraints are equipped. 6) Bargain. With this option the player might avoid getting bound, but they will have to complete a task. However this might not guarantee that the player wont end up getting bound anyway,
Arkinnian Posted June 26, 2019 Posted June 26, 2019 I love the sneak peek, and can't wait for the update! I'm doing the "Locked Away" quest right now, and I have a question. Is there a journal update or a quest marker letting me know when Laura is willing to let me out, or do I just have to wait a while and ask her intermittently?
BigBossEzio Posted June 28, 2019 Posted June 28, 2019 Laura, do you have an Idea when you will release an update? Eagerly looking forward to it. 2
conf21 Posted June 28, 2019 Posted June 28, 2019 On 6/26/2019 at 7:38 PM, Arkinnian said: I love the sneak peek, and can't wait for the update! I'm doing the "Locked Away" quest right now, and I have a question. Is there a journal update or a quest marker letting me know when Laura is willing to let me out, or do I just have to wait a while and ask her intermittently? The maximum and minimum amount of time is configurable via the MCM menu. I believe asking to be let out early might result in additional time locked away.
Laura Posted June 28, 2019 Author Posted June 28, 2019 On 6/20/2019 at 3:06 PM, johntrine said: how about have more options to advertise the shop OR have the option to man the shop while laura is away on some chore. a customer (choose gender in MCM menu maybe?) comes to the shop. then there is a chance (% changeable in mcm menu?) that either they buy stuff OR they want to first "sample" it. then maybe you could use this: Spoiler The player could have a few options of dialogue, which effects the outcome. 1) Say nothing. Simply get put in light bondage. 2) Protests being bound. The result is the ambusher equips a medium level of bondage for arguing. 3) Insult. Resulting in heavy level bondage. 4) Attack the ambusher. For this option the ambusher equip extreme restraints. 5) Wants to be bound. The ambusher give the player a choice of what restraints are equipped. 6) Bargain. With this option the player might avoid getting bound, but they will have to complete a task. However this might not guarantee that the player wont end up getting bound anyway, Sorry for taking to long to respond. I was on a holiday. I'm planning to do something similar to that with a repeatable advertising-ish quest. On 6/27/2019 at 1:38 AM, Arkinnian said: I love the sneak peek, and can't wait for the update! I'm doing the "Locked Away" quest right now, and I have a question. Is there a journal update or a quest marker letting me know when Laura is willing to let me out, or do I just have to wait a while and ask her intermittently? Like @conf21 said, there's no way to see how long there's left. I get asked about this quite a lot. That probably means that it's not clear enough how it works, so I'll see if I can give the player more info about this. 15 hours ago, BigBossEzio said: Laura, do you have an Idea when you will release an update? Eagerly looking forward to it. As always, I can't predict when it'll be ready, but we're getting close. All the quests are functional and stable, but I want to add a few things to some of the quest that didn't click with me yet. It'll take some time to add and test them, but we're getting close. I just got back from holiday. I did some running, sailing and I got a sunburn. So I'm ready to get cracking again. 5
johntrine Posted June 28, 2019 Posted June 28, 2019 2 hours ago, Laura 'Lokomootje' said: Sorry for taking to long to respond. I was on a holiday it's cool fam. 2 hours ago, Laura 'Lokomootje' said: I'm planning to do something similar to that with a repeatable advertising-ish quest awww helll yaaasss!!! 2 hours ago, Laura 'Lokomootje' said: we're getting close mah body isss reeeeady! XD
Evan529 Posted June 30, 2019 Posted June 30, 2019 I was doing the Strange Rock quest but when ever I try to get it from Eorlund Gray-Mane he tells me I can have it but doesn't actually give it to me. Am I missing something or is their a way to get around this.
Laura Posted June 30, 2019 Author Posted June 30, 2019 3 hours ago, Evan529 said: I was doing the Strange Rock quest but when ever I try to get it from Eorlund Gray-Mane he tells me I can have it but doesn't actually give it to me. Am I missing something or is their a way to get around this. A script is supposed to advance the quest there. Please post the papyrus log from when that happened and I'll take a look at it. If you don't have the log anymore, try doing that part again and if it fails again, give me that log instead.
Arkinnian Posted June 30, 2019 Posted June 30, 2019 On 6/28/2019 at 1:51 PM, Laura 'Lokomootje' said: Like @conf21 said, there's no way to see how long there's left. I get asked about this quite a lot. That probably means that it's not clear enough how it works, so I'll see if I can give the player more info about this. I'd like to propose a humble suggestion: It would be a tremendous boon to give the player a journal update when your time was up, with a quest marker as well. I don't necessarily want to know how long I have left, but it would be nice to finally get a notification for when I should head back to Laura. Optionally, maybe a courier arrives to deliver a note. That's already a thing that exists; I don't know how much fuss it would be to implement. Also, welcome back from your holiday! I hope you had fun, and thank you for this lovely mod.
worik Posted June 30, 2019 Posted June 30, 2019 15 minutes ago, Arkinnian said: Optionally, maybe a courier arrives to deliver a note. That's already a thing that exists; I don't know how much fuss it would be to implement. I would prefer the courier instead of this magic journal thing. (quest pointers and journal entries usually spoil too much for me, but that's a personal thing) Continuing on tha idea: Since a notification is an easier mode, we could make that an optional choice for the player. E.g. by talking to Laura and set the mode easy choice = courier notification hard choice = none 2nd continuation: Piss off Laura and you get the hard one, please her and she might do you a favor. @Laura 'Lokomootje' Things like that would need a "mood" variable to track Laura's stance towards the PC. Maybe we have it already? ? If not, it could be veeery useful
Laura Posted June 30, 2019 Author Posted June 30, 2019 8 hours ago, Arkinnian said: I'd like to propose a humble suggestion: It would be a tremendous boon to give the player a journal update when your time was up, with a quest marker as well. I don't necessarily want to know how long I have left, but it would be nice to finally get a notification for when I should head back to Laura. Optionally, maybe a courier arrives to deliver a note. That's already a thing that exists; I don't know how much fuss it would be to implement. I don't want to give the player a hint about the time they have left. Part of the fun is having a belt on that you know isn't permanent, but with no way to know for sure when you should ask her. There's always the risk that she's going to extend the time when you ask too early. You can change the min and max value, but not exactly knowing when she'll release you can be really fun. Giving the player a timer or a hint would ruin that. I could give the player some kind of hint when it's past the max amount of days, but I'm not sure about it yet. Quote Also, welcome back from your holiday! I hope you had fun, and thank you for this lovely mod. Thank you. 8 hours ago, worik said: I would prefer the courier instead of this magic journal thing. (quest pointers and journal entries usually spoil too much for me, but that's a personal thing) Continuing on tha idea: Since a notification is an easier mode, we could make that an optional choice for the player. E.g. by talking to Laura and set the mode easy choice = courier notification hard choice = none You're right. If I add a hint, I don't want it to be a quest log update. The quest log should be a collection of observations by the player, I don't want it to be a dynamic guide. Her sending a courier would make more sense. Quote 2nd continuation: Piss off Laura and you get the hard one, please her and she might do you a favor. @Laura 'Lokomootje' Things like that would need a "mood" variable to track Laura's stance towards the PC. Maybe we have it already? ? If not, it could be veeery useful There're no options to be a jerk to her right now, so it wouldn't have much use. Adding something like that would take around 2 times more effort because of the extra branches it would create. I don't want to double the development time of future updates. But something like that could work with a follower or something.
worik Posted June 30, 2019 Posted June 30, 2019 17 minutes ago, Laura 'Lokomootje' said: There're no options to be a jerk to her right now Maybe keep it in mind for future radiant quests. ? Especially the radient ones can always gain from another variable => with the idea to add more possible variations in each run
Reesewow Posted June 30, 2019 Posted June 30, 2019 1 hour ago, Laura 'Lokomootje' said: You're right. If I add a hint, I don't want it to be a quest log update. The quest log should be a collection of observations by the player, I don't want it to be a dynamic guide. Her sending a courier would make more sense. Random idea for this - One option that may be a interesting as a "hint" could be using the notifications area to expose the PC's thoughts on how long the belt has been on vs how long they think Laura would want it to stay on. Something a player could use to gauge if it is likely "too soon", and notice for when when they've exceeded the max possible time (so removal would be guaranteed). It could also make wearing the belt a bit more fun and remind you of it being on regularly (in more ways that in already does), and be another option where you could shape the player's opinions of Laura a bit more directly (through the wording of the notifications). I'm thinking the notifications would essentially let you be aware when you've passed the minimum time passed, and then increments of the difference between minimum and maximum time passed, and finally let you know that you've passed the max possible time and it would be 100% safe to ask for release. They could be set to print every 24 hours or so, and each "level" could have multiple versions with similar tone, and it would be up to the player to interpret the lines as to if it would be worth a trip to Laura's to ask for release. They could be themed as the PC's thoughts on her situation, and her trying to gauge how long Laura may want her to wear the belt. Some brainstorm ideas below as to what these might look like: Min time passed: "I know it hasn't been that long... but maybe Laura only wanted a short session? I'm already feeling a bit pent up...." 50% of the way between min and max: "I'm starting to get a bit desperate here.... I know it is risky, but perhaps I could ask..." 85% of the way to max: "It's been so long, surely time is up? She wouldn't want me to endure longer, would she?" 100% of the max: "There's no way Laura won't let me out, I've been such a good girl... I should visit her soon." So you'd not really know if you had waited long enough most of the time (even at 85%, you might have gotten unlucky and rolled a 95/100 and be too early), but if you wait until your character is "certain" it has been long enough you will be guaranteed to get the belt off. If the PC is engaged in this type of play with Laura, I feel she probably has some insight into Laura's personality and how long the "maximum" belt time would be. I also think it would be a bit odd for Laura to send a courier letting the player know time is up - I think it would be more likely that she'd assume the player is enjoying the belt and doesn't want it off, and that's why they haven't asked yet.
Hex Bolt Posted June 30, 2019 Posted June 30, 2019 52 minutes ago, Reesewow said: I also think it would be a bit odd for Laura to send a courier letting the player know time is up - I think it would be more likely that she'd assume the player is enjoying the belt and doesn't want it off, and that's why they haven't asked yet. This makes sense to me. Why would Laura go to the trouble to send a courier to track you down if you're having such a good time? I like Reesewow's suggestions for notifications. They're not giving anything away, just helping you track the time. A suggestion for 25% might be "It's killing me knowing I could ask for release any time now. It's all I can think about. Should I? Maybe I should wait a little longer, I can do it." The point of a bondage game is not knowing when to ask, with the frustration in knowing that the safer you play it, the longer you probably stayed locked up needlessly. If you wait until the max duration, you can be sure to get a smirk from Laura as she unlocks you, suggesting that you stayed locked up days longer than you had to. Of course she'll never tell you what the real duration was, just part of the fun, and she'll assume that no matter what you say you secretly enjoyed it since you chose to go so long. Actions speak louder than words. It's really up to the player. Set the min and max for the experience you want, a lot of guessing or a little. 1
llokii70 Posted June 30, 2019 Posted June 30, 2019 Yes but not knowing at all is part of the mindf*&k. BDSM is after 90% mental and 10% physical. So I get laura's point
llokii70 Posted June 30, 2019 Posted June 30, 2019 It's telling someone something....getting them to really believe it and playing mindgames....is she going to leave me in for good or is she going to release me....
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