Laura Posted December 11, 2019 Author Posted December 11, 2019 22 hours ago, flim said: Hi, do you also provide hint? I don't think it is a bug or glitch or anything. But there is a mission on rescuing a slave Najadi. The quest said to investigate Raldbthar . However, I have searched the whole place and even clear the Raldbthar deep market and even venture to blackreach. Try as I might, there are no clue or anything that can reveal Najadi location. Not even the brandit or chest have any note about her. But I have complete the capturing jade thief, blending in, broken warrior before. Am I missing something? Please advise cause the story is getting good. It's not far in Raldbthar. Look for something you'd normally look in. I do have bad news though, that's currently the last story quest. 21 hours ago, DeWired said: Well, I did say "pseudo-randomness". So, for example, you can make color-coded keys (black, red, white), some items (color-coordinated with keys), place keys in fixed places, but equip items on random. This way, player on second run will know where lies which key, but will need to plot path based on items equipped. Like, there are 3 of each key, and items equipped are red hobble dress, white blindfold, white collar, red gag, black boots, black hood, red mittens, black corset, white harness. Dress slows you down - so you need to get red key first, you need to unequip dress before harness, hood before gag, gag before blindfold... Or, as was suggested first - each unequipped item grants a key to open some container, which have a key for the next item. If all those keys are called the same, it creates a puzzle where you need to try all locked containers after each unequip. Main problem in making this work is item overhead - you can't, AFAIK, place item by script and make it stick without creating and adding it to quest first. I think the best option is making the key locations random instead of the restraints. 21 hours ago, DeWired said: All that you can, is select and disable unneeded items. Also, making puzzle purely random makes it randomly unsolvable. Yeah, making every aspect random will never work. 21 hours ago, DeWired said: About limited options - well, then we need to add options first ? One of ideas that I had was bondage perks system - where some part of bondage grants you some ability that helps you to do something you otherwise can't - but then you need key to remove this part ? Like, heavy bondage adds waterwalking, panel gag = waterbreathing, blindfold - ability to hear and "see" unseen objects (like in vanilla Illusion Mastery Quest), mittens - ability to interact with hot objects, full rubber - shock trap immunity... I don't know. I like how restraints take control away and this system would also mess with balance. 21 hours ago, DeWired said: We're all fools here, having fun breaking Skyrim to pieces ? Also, considering that one and only fool in Skyrim is also accomplished assasin.... =))) I think the creators are the biggest fools. I spent 1000+ hours on an adult mod for a game from 2011. 6 hours ago, LordDarSteel said: Just picked this mod back up after reinstalling DD. I really enjoy it! The dialogue between Katarina and Laura seems natural and actually makes me care for these two as people. I also really enjoyed the bits of mistaken identity! Thank you so much. That's really good to hear. 6 hours ago, worik said: It appeared to be the logical thing to do it immersively. Hide contents Be blindfloded ask 27 hurry off to replace the blindfold with the gag sneak behind the 2 do my thing cover my tracks to be blindfolded again return and stand innocently in the shadows and wait if anyone noticed what I did That makes sense. Thanks for the explanation. 2
DeWired Posted December 11, 2019 Posted December 11, 2019 44 minutes ago, Laura 'Lokomootje' said: I think the best option is making the key locations random instead of the restraints. Quote All that you can, is select and disable unneeded items. Also, making puzzle purely random makes it randomly unsolvable. Yeah, making every aspect random will never work. I suggested making devices random instead of key locations, because devices, when placed on character, stays there until unlocked, through save-loads, cell traversal and so on. Of course, keys can be awarded not by loot mechanic, but by object activation - like, "You searched a picture frame, and found a key". This way it can be random key from predeterminated location. 51 minutes ago, Laura 'Lokomootje' said: I don't know. I like how restraints take control away and this system would also mess with balance. About balance - of course, "perks" can be not fulltime actual perks, but object enchantments, for example. Or quest-time active. I had an idea of bondage challenge mod, where you have full range of perks in your disposal while doing challenge - and chance of one of them made permanent as challenge completion reward possibility. Also, some of those "perks" are also more about immersion, then balance - waterwalking in heavy bondage. for example, remove swimming in yokes, armbinders, and petsuits ? And of course, it also can be made backwards - like, having metal restraints equipped makes shock trap on some door unpassable, blocking progression. There also exist an option of restarting unsolvable challenge with different randomization - it just requires some way for player to surrender and justification.
Laura Posted December 11, 2019 Author Posted December 11, 2019 19 minutes ago, DeWired said: I suggested making devices random instead of key locations, because devices, when placed on character, stays there until unlocked, through save-loads, cell traversal and so on. Of course, keys can be awarded not by loot mechanic, but by object activation - like, "You searched a picture frame, and found a key". This way it can be random key from predeterminated location. I was thinking of adding custom keys for the custom restraints at random in chosen locations. I won't use regular keys and regular restraints, I want to have control over the situation. 19 minutes ago, DeWired said: About balance - of course, "perks" can be not fulltime actual perks, but object enchantments, for example. Or quest-time active. I had an idea of bondage challenge mod, where you have full range of perks in your disposal while doing challenge - and chance of one of them made permanent as challenge completion reward possibility. Also, some of those "perks" are also more about immersion, then balance - waterwalking in heavy bondage. for example, remove swimming in yokes, armbinders, and petsuits ? And of course, it also can be made backwards - like, having metal restraints equipped makes shock trap on some door unpassable, blocking progression. There also exist an option of restarting unsolvable challenge with different randomization - it just requires some way for player to surrender and justification. What kind of challenges were you going to add?
DeWired Posted December 11, 2019 Posted December 11, 2019 4 minutes ago, Laura 'Lokomootje' said: I was thinking of adding custom keys for the custom restraints at random in chosen locations. I won't use regular keys and regular restraints, I want to have control over the situation. Well, of course. By 'random key' I meant that there exist custom set of keys for restraints, and you get a random key from this set. Otherwise it is already done in too many mods in looting. 6 minutes ago, Laura 'Lokomootje' said: What kind of challenges were you going to add? Something like Fort Boyard. Maze, with series of rooms loosely linked by scripted doors - this way, maze layout can be randomized or even changed on the fly, as in Cube. Basically, idea was to use restraints not as things to get off, but as magical (cursed) elements of puzzle, that you must add and remove in correct order. And if you fail and/or get stuck, you get booted from challenge track with penalty devices added. There was also some faint idea to make use of follower in getting challenge done, maybe in Fort Boyard fashion again - leaving him/her a hostage as exchange for the key needed to progress, or something. Right now I'm trying to understand what's actually possible using game engine and mods from Devious family. 1
666VAMPIRE666 Posted December 11, 2019 Posted December 11, 2019 I have a problem that after a request to show my product nothing happens and when buying keys in the character’s inventory nothing is added and there is no quest after talking to find a stone in the whiteran
Tenri Posted December 12, 2019 Posted December 12, 2019 8 hours ago, DeWired said: Something like Fort Boyard. Maze, with series of rooms loosely linked by scripted doors - this way, maze layout can be randomized or even changed on the fly, as in Cube. Basically, idea was to use restraints not as things to get off, but as magical (cursed) elements of puzzle, that you must add and remove in correct order. And if you fail and/or get stuck, you get booted from challenge track with penalty devices added. There was also some faint idea to make use of follower in getting challenge done, maybe in Fort Boyard fashion again - leaving him/her a hostage as exchange for the key needed to progress, or something. Right now I'm trying to understand what's actually possible using game engine and mods from Devious family. I've no idea what Fort Boyard is that said my thoughts/input. You would have to make a bunch of possible layouts rather than fully random each time just so it is never fully impossible, giving up is one thing, being unable to finish no matter how well you do is another. Having scripted doors that, rather than being a normal cell transition, teleport you to a destination determined using some value randomly set when you start could probably work (pick a random number use that numbers layout of teleports, possibly have some layouts be more rare by making more common ones a range instead of a single value). If you are going to use followers for it make sure the player has a follower before using a layout that requires one. You could probably do what SL Survival does with followers when you enter the kennel to facilitate taking them hostage, maybe after a scene or two . You should probably either temporarily remove all items from the player, or buff their carrying capacity so that overburdening doesn't make things needlessly difficult. Might be fun to (available once you unlock them) make some rooms that require Whirlwind Sprint, or Clear Skies shouts to complete (have to escape gags and other shout blocking devices to pass). Not sure how you could make traps that aren't just a message/magic wall telling you that you can't go through until you have/remove certain devices, perhaps with some damage to the player as punishment for trying. Ideas for themes of traps: devious(not metal) boots to cross an electrified floor uneven floor that causes you to trip if wearing high heeled boots. gasmask (or full hoods, opinion?) to pass through a room full of gas I like the idea of mittens to manipulate something hot rubber gloves to open an electrified door Npc's that want you to wear certain devices for things that don't reasonably have any benefit Stuff like this would require you to find equip remove and replace devices as you progress through the maze. Perhaps some rooms have multiple passages but some of them can only be opened from a certain direction allowing you to unlock shortcuts back to places you've already been letting you bypass certain traps when backtracking. Would need to figure out a way to reset those when restarting the maze though. I will leave this off there, It isn't exactly on topic. On topic as best I can, since I don't have much in that regard currently. I still have yet to fully play through the (available) questline of this mod, I have finished the first two storyline quests... once. I keep restarting my playthroughs for various reasons, I need to ignore new/updated mods and just play soon. That said I do like the personalities of the characters in the mod that I've seen, and nothing has felt like entirely contrived situations, the ending of what she deserves is a little bit, but they at least question why the player isn't there with "Jade" it never occurred to them what might happen if the player failed I guess, or that the player might fail, you know sending her after someone that she knows nothing about, except a possible alias. Still loved them these errors are believable as they are not logical errors, but a lack of enough foresight or planning on the part of characters involved.
Laura Posted December 12, 2019 Author Posted December 12, 2019 17 hours ago, DeWired said: Well, of course. By 'random key' I meant that there exist custom set of keys for restraints, and you get a random key from this set. Otherwise it is already done in too many mods in looting. Something like Fort Boyard. Maze, with series of rooms loosely linked by scripted doors - this way, maze layout can be randomized or even changed on the fly, as in Cube. Basically, idea was to use restraints not as things to get off, but as magical (cursed) elements of puzzle, that you must add and remove in correct order. And if you fail and/or get stuck, you get booted from challenge track with penalty devices added. There was also some faint idea to make use of follower in getting challenge done, maybe in Fort Boyard fashion again - leaving him/her a hostage as exchange for the key needed to progress, or something. Right now I'm trying to understand what's actually possible using game engine and mods from Devious family. That sounds really interesting. I was also thinking of doing something like that with loaddoors, but I dropped it because I wanted to focus on other things. I'm looking forward to what you cook up. 13 hours ago, 666VAMPIRE666 said: I have a problem that after a request to show my product nothing happens and when buying keys in the character’s inventory nothing is added and there is no quest after talking to find a stone in the whiteran If you can't buy anything from them, there could be something wrong in your game. My mod doesn't change how trading works, it uses the vanilla barter system. Does trading with other people work? About the quest, is the quest 'A Strange Rock' still in your journal? 8 hours ago, Tenri said: On topic as best I can, since I don't have much in that regard currently. I still have yet to fully play through the (available) questline of this mod, I have finished the first two storyline quests... once. I keep restarting my playthroughs for various reasons, I need to ignore new/updated mods and just play soon. That said I do like the personalities of the characters in the mod that I've seen, and nothing has felt like entirely contrived situations, the ending of what she deserves is a little bit, but they at least question why the player isn't there with "Jade" it never occurred to them what might happen if the player failed I guess, or that the player might fail, you know sending her after someone that she knows nothing about, except a possible alias. Still loved them these errors are believable as they are not logical errors, but a lack of enough foresight or planning on the part of characters involved. Thank you. I have to make them a bit naive sometimes because it's boring when everything goes right.
666VAMPIRE666 Posted December 12, 2019 Posted December 12, 2019 7 hours ago, Laura 'Lokomootje' said: If you can't buy anything from them, there could be something wrong in your game. My mod doesn't change how trading works, it uses the vanilla barter system. Does trading with other people work? About the quest, is the quest 'A Strange Rock' still in your journal? Trading with regular NPCs is going well. After talking about receiving this quest, he does not appear in the quest journal Maybe with what from the assembly it conflicts? Although it seems that with all the trade normally goes with the exception of Laura Spoiler Skyrim.esmUpdate.esmDawnguard.esmHearthFires.esmDragonborn.esmRaceCompatibility.esmFalskaar.esmWyrmstooth.espClimatesOfTamriel.esmLanterns Of Skyrim - All In One - Main.esmJSwords.esmSoS - Civilization.espSoS - The Dungeons.espSoS - The Wilds.espSexLab.esmSexLabAroused.esmDevious Devices - Assets.esmZaZAnimationPack.esmDevious Devices - Integration.esmDevious Devices - Expansion.esmSchlongs of Skyrim - Core.esmhdtHighHeel.esmSGHairPackBase.esmSharedSeranaDialogue.esmBeeingFemale.esmMolagBalsInferno.esmOSA.esmAzzi.esmWyrmstoothTravelCrashHotfix.espWyrmstothMapMarkerHotfix.espClimatesOfTamriel-Sound.espClimatesOfTamriel-Dawnguard-Patch.espClimatesOfTamriel-Dragonborn-Patch.espSoS - Civilization -PatchCoTSounds.espSoS - The Wilds-PatchCoTSounds.espImmersive Sounds - Aural Assortment.espImmersive Sounds - Footsteps.espImmersive Sounds - Weaponry.espNMFWLM_legendary_edition.espNMFWLM_falskaar.espFNIS.espFNISspells.espPopulated Dungeons Caves Ruins.espPopulated Forts Towers Places.espPopulated Lands Roads Paths.espVictoriaG_Load_Screens_Fullscreen.espSkyrim Flora Overhaul.espDark Fantasy Overhaul.espTownsAndCitiesEnhanced.espRiverwoodEnhancedPlugin.espWhiterunInEnhanced.espTAVERiften.espTAVESolitude.espTAVEWindhelm.espVigilant.espVigilant Voiced.espjotunheim.espForgottenCity.espLanterns Of Skyrim - 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Ultimate Follower Overhaul.espUFO - Dragonborn AddOn.espSRX_ImperialFemaleFace.espSBF All In One - UNP.espThe Ordinary Women.espSexLab_Solutions.espSexLab-AmorousAdventures.espBeeingFemaleBasicAddOn.espBFAP v1.3.espBeeingFemale_rus_name.espBeeingFemaleFix.espSerana.espzzEstrus.espPlayerValueControler.espsexlab_WearAndTear.espSlaveTats.espApropos.espSpousesEnhanced.espSpousesEnhanced_Serana.espEMCompViljaSkyrim.espEMViljaInSolstheimAddOn.espEMCompViljaSkyrimBodyPatch.espSpousesEnhanced_Vilja.espNoNudeWomen.espAddItemMenu.espBashed Patch, 0.espRichMerchants.esp i find same problem with Captured dreams and Night Mistress mansion NPC mm and i have DD Integration and Expansion 4.0 ver
worik Posted December 14, 2019 Posted December 14, 2019 On 12/11/2019 at 2:19 PM, Laura 'Lokomootje' said: I think the creators are the biggest fools. I spent 1000+ hours on an adult mod for a game from 2011.
shadowwolf2k7 Posted December 14, 2019 Posted December 14, 2019 On 12/12/2019 at 2:49 AM, 666VAMPIRE666 said: Trading with regular NPCs is going well. After talking about receiving this quest, he does not appear in the quest journal Maybe with what from the assembly it conflicts? Although it seems that with all the trade normally goes with the exception of Laura Hide contents Skyrim.esmUpdate.esmDawnguard.esmHearthFires.esmDragonborn.esmRaceCompatibility.esmFalskaar.esmWyrmstooth.espClimatesOfTamriel.esmLanterns Of Skyrim - All In One - Main.esmJSwords.esmSoS - Civilization.espSoS - The Dungeons.espSoS - The Wilds.espSexLab.esmSexLabAroused.esmDevious Devices - Assets.esmZaZAnimationPack.esmDevious Devices - Integration.esmDevious Devices - Expansion.esmSchlongs of Skyrim - Core.esmhdtHighHeel.esmSGHairPackBase.esmSharedSeranaDialogue.esmBeeingFemale.esmMolagBalsInferno.esmOSA.esmAzzi.esmWyrmstoothTravelCrashHotfix.espWyrmstothMapMarkerHotfix.espClimatesOfTamriel-Sound.espClimatesOfTamriel-Dawnguard-Patch.espClimatesOfTamriel-Dragonborn-Patch.espSoS - Civilization -PatchCoTSounds.espSoS - The Wilds-PatchCoTSounds.espImmersive Sounds - Aural Assortment.espImmersive Sounds - Footsteps.espImmersive Sounds - Weaponry.espNMFWLM_legendary_edition.espNMFWLM_falskaar.espFNIS.espFNISspells.espPopulated Dungeons Caves Ruins.espPopulated Forts Towers Places.espPopulated Lands Roads Paths.espVictoriaG_Load_Screens_Fullscreen.espSkyrim Flora Overhaul.espDark Fantasy Overhaul.espTownsAndCitiesEnhanced.espRiverwoodEnhancedPlugin.espWhiterunInEnhanced.espTAVERiften.espTAVESolitude.espTAVEWindhelm.espVigilant.espVigilant Voiced.espjotunheim.espForgottenCity.espLanterns Of Skyrim - 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Ultimate Follower Overhaul.espUFO - Dragonborn AddOn.espSRX_ImperialFemaleFace.espSBF All In One - UNP.espThe Ordinary Women.espSexLab_Solutions.espSexLab-AmorousAdventures.espBeeingFemaleBasicAddOn.espBFAP v1.3.espBeeingFemale_rus_name.espBeeingFemaleFix.espSerana.espzzEstrus.espPlayerValueControler.espsexlab_WearAndTear.espSlaveTats.espApropos.espSpousesEnhanced.espSpousesEnhanced_Serana.espEMCompViljaSkyrim.espEMViljaInSolstheimAddOn.espEMCompViljaSkyrimBodyPatch.espSpousesEnhanced_Vilja.espNoNudeWomen.espAddItemMenu.espBashed Patch, 0.espRichMerchants.esp i find same problem with Captured dreams and Night Mistress mansion NPC mm and i have DD Integration and Expansion 4.0 ver something i noticed that was missing from your load order is the USLEP, if you dont have it you may want to go and get it from the Nexus mod site.
Laura Posted December 15, 2019 Author Posted December 15, 2019 On 12/12/2019 at 11:49 AM, 666VAMPIRE666 said: Trading with regular NPCs is going well. After talking about receiving this quest, he does not appear in the quest journal Maybe with what from the assembly it conflicts? Although it seems that with all the trade normally goes with the exception of Laura Reveal hidden contents Skyrim.esmUpdate.esmDawnguard.esmHearthFires.esmDragonborn.esmRaceCompatibility.esmFalskaar.esmWyrmstooth.espClimatesOfTamriel.esmLanterns Of Skyrim - All In One - Main.esmJSwords.esmSoS - Civilization.espSoS - The Dungeons.espSoS - The Wilds.espSexLab.esmSexLabAroused.esmDevious Devices - Assets.esmZaZAnimationPack.esmDevious Devices - Integration.esmDevious Devices - Expansion.esmSchlongs of Skyrim - Core.esmhdtHighHeel.esmSGHairPackBase.esmSharedSeranaDialogue.esmBeeingFemale.esmMolagBalsInferno.esmOSA.esmAzzi.esmWyrmstoothTravelCrashHotfix.espWyrmstothMapMarkerHotfix.espClimatesOfTamriel-Sound.espClimatesOfTamriel-Dawnguard-Patch.espClimatesOfTamriel-Dragonborn-Patch.espSoS - Civilization -PatchCoTSounds.espSoS - The Wilds-PatchCoTSounds.espImmersive Sounds - Aural Assortment.espImmersive Sounds - Footsteps.espImmersive Sounds - Weaponry.espNMFWLM_legendary_edition.espNMFWLM_falskaar.espFNIS.espFNISspells.espPopulated Dungeons Caves Ruins.espPopulated Forts Towers Places.espPopulated Lands Roads Paths.espVictoriaG_Load_Screens_Fullscreen.espSkyrim Flora Overhaul.espDark Fantasy Overhaul.espTownsAndCitiesEnhanced.espRiverwoodEnhancedPlugin.espWhiterunInEnhanced.espTAVERiften.espTAVESolitude.espTAVEWindhelm.espVigilant.espVigilant Voiced.espjotunheim.espForgottenCity.espLanterns Of Skyrim - All In One - RCRN Pure.espEnhancedLightsandFX.espELFX - Exteriors.espNonSexLabAnimationPack.espImprovedFishBASIC.espFalskaar OST in Skyrim.espRevansMusic.espSkyUI.espRaceMenu.espRaceMenuOverlays.espRaceMenuOverlayCompilation - UNP.espRaceMenuPlugin.espBS-TheHag_Overlays.espAK_RM_PubicStyles_All_In_One.espTheCoenaculiUNP.espbodyscars.espFreckleMania2.espSGEyebrows.espTheEyesOfBeauty.espKS Hairdos - HDT.espSGHairPackAIO.espApachiiHair.espEnhancedWetnessandPuddles.espDrinking Fountains of Skyrim.espDrinking Fountains of Skyrim Sound.espSkyrim Immersive Creatures.espSkyrim Immersive Creatures - DLC2.espHigh Level Enemies.espHigh Level Enemies - Dawnguard.espHigh Level Enemies - Dragonborn.espHigh Level Enemies - Falskaar.espHigh Level Enemies - Raised Ability Caps.espdD - Enhanced Blood Main.espdD- Realistic Ragdoll Force.espdD-No Spinning Death Animation Merged.espISWeaponry Enhanced Blood Patch.espExtended Encounters.espSize does matter.espAuto Unequip Ammo.espHavenBag.espHDT Female Hairstyles.espHentaiVoidArmor.espJSwordsDistributionBalancePlugin.espKatanaCrafting.espJackshBabyDoll.espLADX.espzzArmormashups.espMini Vamps.espOverflowingEnchant.espHothtrooper44_Armor_Ecksstra.espHothtrooper44_ArmorCompilation.esphothtrooper44_ArmorPatch.espTiwa44_Minidresses_Standalone.espTiwa44_Minidresses_Standalone_DG&DB.espAeriAssassin.espLindsMarksmageGarb.espImmersive Weapons.espRayeksEnd.espUIExtensions.espLPBards.espCollegeOfWinterholdImmersive.espCWIDawnDragonPatch.espCWIELnFXPatch.espSiluska_Amuletov_I_Altarei_Bogov.espChesko_Frostfall.espColorful_Magic.espLostGrimoire.espThe Paarthurnax Dilemma.espBarenziahQuestMarkers.espBrevi_MoonlightTales.espBetter Vampires.espDVA - Dynamic Vampire Appearance.espBatTravel.espDead Body Collision.espFootprints.espgetSnowy.espUnblockActivate.espMoreBanditCamps.espLocational Damage.espmerchantsfillsoulgems.espMy Home Is Your Home.espConvenient Horses.espImmersiveFP.espDeath Cam (60 Seconds).espMF_SpectatorCrowds.espTTYM - Think to Yourself Messages.espTTYM - Frostfall Module.espRandom Vampire Attacks in Towns Disabled.espSFO - Dragonborn.espSkyRe_Combat.espVioLens.espHeartBreaker.espHeadtracking.espRealisticNeedsandDiseases.espPrivateNeeds.espPrivateNeeds-RND.espBathing in Skyrim - Main.espRND_Dawnguard-Patch.espRND_Dragonborn-Patch.espRND_HearthFires-Patch.espRND_DrinkingFountains-Patch.espRND_CheckNeedsTranslation.espReduced Distance NPC Greetings.espUnreadBooksGlow.espRotten Corpses.espBFSEffects.espWATER.espWATER Plants.espWATER DG.espWATER DB.espWATER Falskaar.espReal Clouds.espReal Feeding V3.espSkoomaDrugged.espfallentreebridges.espOrdinator - Perks of Skyrim.espSkyFalls + SkyMills + DG + DB + FS + WT.espPrometheus_No_snow_Under_the_roof.espXtended Loot - Core.espRun For Your Lives.espScary Traps - 2x Damage.espDual Wield Parrying_SKSE.espDeadlyDragons.espabotFiresHurt.espWetandCold.espWetandCold - Ashes.espHolidays.espHunterborn.espHunterborn_RND-Patch.espHunterborn_Frostfall-Patch.espChesko_WearableLantern.espimp_helm_legend.espaltvamplord.espCustomVLFormWings.espSLAnimLoader.espSchlongs of Skyrim.espSOS - VectorPlexus Muscular Addon.espAnubAnimObj.espSexLab_SOS-Stapon.espSmoking Torches.espAnimated Fairy Wings.espSexLabDefeat.espLoversVictim.espSexLab Cumshot.espSexLab STDs.espDW.espDevious Deviants.espDeviouslyHelpless.espDevious Devices - For the Masses II.espDD - Interactions.espmslDeviousCaptures.espBlush When Aroused.espSexLab Submit.espLoversComfort.espSexual Vampire Feed.espSexLab Attraction.esmSexLab Approach.espSexLab Warmbodies.espSerana No Hood.espMarriable Serana.espMarriable Serana HF.espAlternate Start - Live Another Life.espAlternate Start -- New Beginnings.espAlternate Start - Live A Deviant Life.espLADL - No Starting Spells.espNPC Body Scale Randomizer.espUFO - Ultimate Follower Overhaul.espUFO - Dragonborn AddOn.espSRX_ImperialFemaleFace.espSBF All In One - UNP.espThe Ordinary Women.espSexLab_Solutions.espSexLab-AmorousAdventures.espBeeingFemaleBasicAddOn.espBFAP v1.3.espBeeingFemale_rus_name.espBeeingFemaleFix.espSerana.espzzEstrus.espPlayerValueControler.espsexlab_WearAndTear.espSlaveTats.espApropos.espSpousesEnhanced.espSpousesEnhanced_Serana.espEMCompViljaSkyrim.espEMViljaInSolstheimAddOn.espEMCompViljaSkyrimBodyPatch.espSpousesEnhanced_Vilja.espNoNudeWomen.espAddItemMenu.espBashed Patch, 0.espRichMerchants.esp i find same problem with Captured dreams and Night Mistress mansion NPC mm and i have DD Integration and Expansion 4.0 ver If you're having the same issue with other mods, there is probably something wrong with your game. Please try to trade again and then post the papyrus log as an attachment. Like @shadowwolf2k7 said, installing USLEEP can also help.
LAXL02 Posted December 16, 2019 Posted December 16, 2019 Just heard about this... I hate when I'm right! " Hello to all of our patrons, supporters, and fans- both past and present! You may not have been aware of this prior to now, but on December the 10th we got a notice that our page was suspended by patreon. We were suspended without warning, during the holidays. We negotiated with patreon in good faith, but they had considerable problems with all of our games. Complying with their demands would have required more time and money than was available to us. To put it simply, to get our patreon page back up we would have had to remove all hypnosis from all of our games and ban Kissing Therapy entirely (because, in spite of being in college, the characters were perceived as underage), among other requests... All our content, our games, our media, 100% gone. As you can imagine, with the amount of power they wield,this was an incredibly nerve-racking moment. " source: https://www.patreon.com/posts/dear-fans-and-32345925
Laura Posted December 18, 2019 Author Posted December 18, 2019 On 12/16/2019 at 3:25 PM, LAXL02 said: Just heard about this... I hate when I'm right! " Hello to all of our patrons, supporters, and fans- both past and present! You may not have been aware of this prior to now, but on December the 10th we got a notice that our page was suspended by patreon. We were suspended without warning, during the holidays. We negotiated with patreon in good faith, but they had considerable problems with all of our games. Complying with their demands would have required more time and money than was available to us. To put it simply, to get our patreon page back up we would have had to remove all hypnosis from all of our games and ban Kissing Therapy entirely (because, in spite of being in college, the characters were perceived as underage), among other requests... All our content, our games, our media, 100% gone. As you can imagine, with the amount of power they wield,this was an incredibly nerve-racking moment. " source: https://www.patreon.com/posts/dear-fans-and-32345925 They were suspended for content that was published on their Patreon. My mod isn't on Patreon and I think they can't suspend my Patreon page for something on a different site. Using hypnosis puts you on thin ice. I'd say it depends on how you use it, if it's used to force sex it's obviously rape. Some policies just ban hypnosis just to be safe. Having underage characters in a NSFW game is just wrong. I still don't think that I'm at risk. If they do have an issue with my Patreon, I think I can just remove the screenshots to get it back. I'm going to be more carefull with the teasers I post though.
Laura Posted December 20, 2019 Author Posted December 20, 2019 Hey all, I've got a new PC now. I copied my Skyrim install over to the new PC and it took me about a week, but Skyrim seems to work now. I want to do some more testing to make sure that it's stable, but I'm almost ready to get working again. For the curious, here are some specs: CPU: AMD Ryzen 5 3400G RAM: 16 GB GPU: NVIDIA GeForce GTX 1650 Storage: SSD 1000GB Samsung 860 QVO The old one had a SATA I HDD so this SSD feels amazing. I have a lot of files for the mod and I have to make a lot of backups so this is going to save me a lot of time. 3
worik Posted December 20, 2019 Posted December 20, 2019 43 minutes ago, Laura 'Lokomootje' said: For the curious *folds hands behind back, looks whistling and innocently up into the sky* *secretly takes a look into the family treasure chest, what's left to spend on funny things*
Fenroo Posted December 20, 2019 Posted December 20, 2019 4 hours ago, Laura 'Lokomootje' said: I've got a new PC now. Enjoy! Always nice to have a new PC, running faster and smoother than the old one.
LAXL02 Posted December 22, 2019 Posted December 22, 2019 On 12/20/2019 at 11:13 AM, Laura 'Lokomootje' said: Hey all, I've got a new PC now. I copied my Skyrim install over to the new PC and it took me about a week, but Skyrim seems to work now. I want to do some more testing to make sure that it's stable, but I'm almost ready to get working again. For the curious, here are some specs: CPU: AMD Ryzen 5 3400G RAM: 16 GB GPU: NVIDIA GeForce GTX 1650 Storage: SSD 1000GB Samsung 860 QVO The old one had a SATA I HDD so this SSD feels amazing. I have a lot of files for the mod and I have to make a lot of backups so this is going to save me a lot of time. Good to hear it. Looks like you've gotten some good parts there (I have no idea about AMD CPUs, so I can't really comment there), about the same as my current rig, which I am quite content with (once I got it to stop randomly crashing, oh the joy of building your own computer ;-P). I can well imagine the speed boost from SATA to SSD, my current one uses an SSD for Windows, and the improvement in start-up were quite amazing.
Laura Posted December 25, 2019 Author Posted December 25, 2019 10 hours ago, yzh19960216 said: merry Christmas.. Merry Christmas. ? 2
worik Posted December 25, 2019 Posted December 25, 2019 12 minutes ago, Laura 'Lokomootje' said: Merry Christmas. ? Mmhmng Gmphm! ? 1
Laura Posted December 25, 2019 Author Posted December 25, 2019 21 minutes ago, worik said: Mmhmng Gmphm! ? Merry Mmhhffmas to you too. 2
malvic Posted December 26, 2019 Posted December 26, 2019 I think the topic of "escape room" content is pretty interesting, the questions of what gameplay isn't unreasonable to add to a mod, what is actually interesting to play and what is interesting to play more than once aren't simple ones. The conventional idea of starting bound in every way that one can be bound and escaping only when you're free of all items doesn't work that well. There is virtue to it in some regards, it'd be a great tutorial to devious devices as it would communicate how every piece can mess with the player, but I think its potential ends there. If you go into the event/quest/area/whatever already wearing devices, that could mess with things if not accounted for. And it doesn't strike me as particularly replayable. And it doesn't really contribute to a player's narrative as it's just an event where one became bound and then quickly unbound, the only ongoing narrative possible is if other characters can refer to your character as somebody who successfully completed "bondage challenge event". Honestly I think the best sorta "escape room" content Devious Devices can manage to implement is already present in how they mesh into existing gameplay, especially when one's game has multiple DD mods in use. Being locked in a collar while being stuck in a room and searching for a key to unlock it to progress the room's quest is far less interesting then say, wearing a collar and organically having to avoid towns and villages out of fear of being seen as an escaped slave and recaptured. And being gagged in an experience that primarily serves to have each item unlocked sequentially isn't nearly as interesting as the meaningful impact of maybe opening a cursed loot chest early into a dungeon, being gagged and realizing that you're going to have to fight through the rest of the dungeon without the ability to shout. etc. The need and drive to remove devices already exists in the game well enough, I think. So rather than a segment that makes little fanfare of dressing up the character and showcases the removal of items in uninteresting ways, I think there is greater potential with making the dressing up part more of the gameplay. Or at least provide some interplay between different devices. Sticking close to the original premise, I think the best execution might be to change the end state of the quest. Say after being bound, said escape room/dungeon can be escaped while still wearing every DD item that a character can fit on themselves. Which is a pretty bad outcome. Gameplay could then come in how that outcome is minimized. Each successful escape attempt could leave the player in a different position. Perhaps in one run, a character successfully unbinds everything but a chastity belt. In another, all the character managed to remove was their gag. Perhaps they had to make a choice to remove their arm and leg binds, or their collar. The gameplay of what to remove could present itself with a bunch of feints and options. Maybe a character gets a certain resource, a special coin they can insert into a chest to open it. In the first room they can spend their one coin to get a key for restraints. Or they can save the coin and go into the next room(while being blocked from going back.) Maybe that was a good decision and they instead find two restraint keys. Or maybe it was a bad decision and that one restraint key was the only "free" key available in the dungeon. etc. Other than that, in the realm of challenges where the player is forced to take on different DD items there are possibilities like maybe a ghostly figure restricts access to the room with the best loot in a dungeon, only allowing you past if you appear like a slave(as in its ghostly senility it assumes that the player is there to clean or some other subservient task. In order to meet that requirement, the player has to find and equip a certain number of devices, leaving the availability of said devices in the dungeon as random, and giving the player some choice in what they're forced to equip. Or you could reverse that and set up some sort of comedic heist, looting an ancient tomb they find the collection of devices a particularly lewd noble of ages past wore. Perhaps the plugs are pure gold and could be melded down for considerable profit. But there is some form of lingering security that can identify the player as a thief if they simply walk out with their hands full of very expensive, very naughty objects. But the player may be able to escape detection my masquerading as that long dead noble by wearing the items out of the dungeon. Pushing the comedy further you could just have a straight up heist challenge. You've an extremely rich character known for their very expensive device, the player is searched before entrance, and unable to take anything in with them other than the devices they're wearing(which the guards assume are deliberately not allowed to be removed, and allowing the player to bluff their way in as they can also assume "oh boy another pervert, I have no doubt the lady of the house ordered them over, let her through."). Then once inside, the player must escape their belt and pull and indiana-jones swap, taking the duchess' very rare and expensive Soulgem-5000-Deluxe and leaving the plugs the player was wearing. The player then replaces their belt in order to conceal the stolen item and escape. etc. I could probably come up with more ideas but the post is pretty damn long already, and I might devolve into sillier and sillier concepts. TL;DR: "Escape room" idea is nice, but I think the best execution is playing around with choosing between which and how few items the player escapes with, rather than just assuming "all of them". And that there is equal or more potential in reversing the concept and considering challenges that force the player to bind themselves to complete. 6
cafziel Posted December 26, 2019 Posted December 26, 2019 On 12/25/2019 at 10:52 AM, Laura 'Lokomootje' said: Merry Christmas. ? Happy holidays and much fun with your new PC!
Laura Posted December 27, 2019 Author Posted December 27, 2019 On 12/26/2019 at 2:29 AM, malvic said: Spoiler I think the topic of "escape room" content is pretty interesting, the questions of what gameplay isn't unreasonable to add to a mod, what is actually interesting to play and what is interesting to play more than once aren't simple ones. The conventional idea of starting bound in every way that one can be bound and escaping only when you're free of all items doesn't work that well. There is virtue to it in some regards, it'd be a great tutorial to devious devices as it would communicate how every piece can mess with the player, but I think its potential ends there. If you go into the event/quest/area/whatever already wearing devices, that could mess with things if not accounted for. And it doesn't strike me as particularly replayable. And it doesn't really contribute to a player's narrative as it's just an event where one became bound and then quickly unbound, the only ongoing narrative possible is if other characters can refer to your character as somebody who successfully completed "bondage challenge event". Honestly I think the best sorta "escape room" content Devious Devices can manage to implement is already present in how they mesh into existing gameplay, especially when one's game has multiple DD mods in use. Being locked in a collar while being stuck in a room and searching for a key to unlock it to progress the room's quest is far less interesting then say, wearing a collar and organically having to avoid towns and villages out of fear of being seen as an escaped slave and recaptured. And being gagged in an experience that primarily serves to have each item unlocked sequentially isn't nearly as interesting as the meaningful impact of maybe opening a cursed loot chest early into a dungeon, being gagged and realizing that you're going to have to fight through the rest of the dungeon without the ability to shout. etc. The need and drive to remove devices already exists in the game well enough, I think. So rather than a segment that makes little fanfare of dressing up the character and showcases the removal of items in uninteresting ways, I think there is greater potential with making the dressing up part more of the gameplay. Or at least provide some interplay between different devices. Sticking close to the original premise, I think the best execution might be to change the end state of the quest. Say after being bound, said escape room/dungeon can be escaped while still wearing every DD item that a character can fit on themselves. Which is a pretty bad outcome. Gameplay could then come in how that outcome is minimized. Each successful escape attempt could leave the player in a different position. Perhaps in one run, a character successfully unbinds everything but a chastity belt. In another, all the character managed to remove was their gag. Perhaps they had to make a choice to remove their arm and leg binds, or their collar. The gameplay of what to remove could present itself with a bunch of feints and options. Maybe a character gets a certain resource, a special coin they can insert into a chest to open it. In the first room they can spend their one coin to get a key for restraints. Or they can save the coin and go into the next room(while being blocked from going back.) Maybe that was a good decision and they instead find two restraint keys. Or maybe it was a bad decision and that one restraint key was the only "free" key available in the dungeon. etc. Other than that, in the realm of challenges where the player is forced to take on different DD items there are possibilities like maybe a ghostly figure restricts access to the room with the best loot in a dungeon, only allowing you past if you appear like a slave(as in its ghostly senility it assumes that the player is there to clean or some other subservient task. In order to meet that requirement, the player has to find and equip a certain number of devices, leaving the availability of said devices in the dungeon as random, and giving the player some choice in what they're forced to equip. Or you could reverse that and set up some sort of comedic heist, looting an ancient tomb they find the collection of devices a particularly lewd noble of ages past wore. Perhaps the plugs are pure gold and could be melded down for considerable profit. But there is some form of lingering security that can identify the player as a thief if they simply walk out with their hands full of very expensive, very naughty objects. But the player may be able to escape detection my masquerading as that long dead noble by wearing the items out of the dungeon. Pushing the comedy further you could just have a straight up heist challenge. You've an extremely rich character known for their very expensive device, the player is searched before entrance, and unable to take anything in with them other than the devices they're wearing(which the guards assume are deliberately not allowed to be removed, and allowing the player to bluff their way in as they can also assume "oh boy another pervert, I have no doubt the lady of the house ordered them over, let her through."). Then once inside, the player must escape their belt and pull and indiana-jones swap, taking the duchess' very rare and expensive Soulgem-5000-Deluxe and leaving the plugs the player was wearing. The player then replaces their belt in order to conceal the stolen item and escape. etc. I could probably come up with more ideas but the post is pretty damn long already, and I might devolve into sillier and sillier concepts. TL;DR: "Escape room" idea is nice, but I think the best execution is playing around with choosing between which and how few items the player escapes with, rather than just assuming "all of them". And that there is equal or more potential in reversing the concept and considering challenges that force the player to bind themselves to complete. Thanks for the suggestions. It would take a long time to plan, but they sound really interesting. 21 hours ago, cafziel said: Happy holidays and much fun with your new PC! Thank you. 1
Chilen Posted December 28, 2019 Posted December 28, 2019 Thank you for this mod, it is great. I enjoyed doing your quest line, just finished it today. Can't wait to see how it ends. Happy Holidays and have a great new year! 1
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