Laura Posted December 29, 2019 Author Posted December 29, 2019 14 hours ago, Chilen said: 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! Thank you so much. A great new year to you too.
Clockwinding Posted December 29, 2019 Posted December 29, 2019 The quest "blending in" after "what she deserves" is the most fun i've had in quite some time doing quests. I wish it had some replay value, it was so enjoyable! Can't wait for your next update. 2
Laura Posted December 29, 2019 Author Posted December 29, 2019 5 hours ago, Clockwinding said: The quest "blending in" after "what she deserves" is the most fun i've had in quite some time doing quests. I wish it had some replay value, it was so enjoyable! Can't wait for your next update. Thank so you much. That means a lot.
Kirre1000 Posted December 29, 2019 Posted December 29, 2019 Thank you for creating this mod. I love quest mods where is makes sense you get tied up and it's nicely incorporated with what tasks you have to complete. Not just "Kill this dragon... with an armbinder on" Keep up the great work!
neosuduno Posted December 29, 2019 Posted December 29, 2019 Any news on how close the next release is? I am really looking forward to it.
worik Posted December 30, 2019 Posted December 30, 2019 A technical question: A few weeks ago, I reported that the dialogue with 27 was not blocking other non-quest dialogues anymore at a certain stage. Now I try to find out how to do exactly that: block all other dialogues except the ones from my own mod. ? I tried to find it by having a look into your BI quest and in the 27 NPC but failed to get any smarter
Laura Posted December 30, 2019 Author Posted December 30, 2019 21 hours ago, Kirre1000 said: Thank you for creating this mod. I love quest mods where is makes sense you get tied up and it's nicely incorporated with what tasks you have to complete. Not just "Kill this dragon... with an armbinder on" Keep up the great work! Thank you so much. I put a lot of time and thought in my quests, so hearing this makes me really happy. 19 hours ago, neosuduno said: Any news on how close the next release is? I am really looking forward to it. I can't tell you exactly when it will be ready because it's too early to tell. I'm currently working on it in the CK, so the planning phase is done. My PC crapping itself was a setback though. I'm also using new features I haven't used before, which could mean that it takes a lot of trial-and-error to get it working. This update did take a lot longer to plan because it's a repeatable quest update, but that also means that actually adding it in the CK doesn't take as long. I post monthly progress updates on my Patreon by the way. They're not Patreon exclusive so you can keep an eye on it if you want. 5 hours ago, worik said: A technical question: A few weeks ago, I reported that the dialogue with 27 was not blocking other non-quest dialogues anymore at a certain stage. Now I try to find out how to do exactly that: block all other dialogues except the ones from my own mod. ? I tried to find it by having a look into your BI quest and in the 27 NPC but failed to get any smarter When there is no dialogue set for an actor in a certain stage, they use their default dialogue. They'll use the default lines with voice acting, which can be weird because we don't use voice actors in our mods. But it can get problematic when dialogue from other mods show up. You'll want to add blocking dialogue for that actor for all stages of the quest. Even the ones where they don't have dialogue needed for the quest. It looks something like this: You'll have to makes sure that the branch is set as Blocking if you want it to have priority over other dialogue. Which you'll have to do to make it block other dialogue. This means that the blocking dialogue needs it's own branch. This tells the game when it to use this dialogue. 27 has dialogue for the quest at stage 230, so this dialogue makes sure that she says "You look fun" whenever the player talks with her before that. Also, not shown on the screenshot but also very important. Make sure that your quest has a high priority. Some other mods also use blocking dialogue, so setting your quest priority to 100 makes sure your dialogue wins. Note: Only do this when the other dialogue would break your quest. You don't want to block regular dialogue from a vanilla actor. My quests mostly use custom actors so I can do whatever I want, but it's usually not a good idea to block a vanilla actor's dialogue because you don't want to keep the player from trading or something. I don't know if mine is the best solution, but it works. 1
worik Posted December 30, 2019 Posted December 30, 2019 1 hour ago, Laura 'Lokomootje' said: I don't know if mine is the best solution, but it works. Very good explanation Thank you! So, e.g. the bug that I reported could be easily fixed by shifting the logic in the condition from the first line to be also true after the 230 stage with the dirty distraction scene. Right?
Laura Posted December 31, 2019 Author Posted December 31, 2019 17 hours ago, worik said: Very good explanation Thank you! So, e.g. the bug that I reported could be easily fixed by shifting the logic in the condition from the first line to be also true after the 230 stage with the dirty distraction scene. Right? I haven't looked at it yet because I fix things like that at the end. But it probably has something to do with the player not being gagged. Removing the gagged condition could fix it if it's not needed. Adding another blocking dia for when the player isn't gagged could also fix it.
magnet7 Posted December 31, 2019 Posted December 31, 2019 Love this mod also have an idea for a quest line where you run into the theif from the earlier quest and using the potion shed stolen before she forces you to assist in her robberies in a series of bound quests maybe sticking a special soul gem encrusted device onto you to ensure you don't reveal her involvement or try to escape without some form of consequence. one could be where she sneaks you in as a servant for a party (locked in a few restraints) where while she goes about acting normal your forced to break into a vault within the mannor, having to undergo various minor tasks to help get either yourself or her into the vault. Another mini thing could be for you to actually have to take something from Laura's shop having to butter her up to get into the back room through different means (such as maybe modeling new restraints for her.
CovertDemon Posted January 1, 2020 Posted January 1, 2020 Would there be plans on letting the player pick which gag will Laura use on the Dragonborn when we're doing the "Get tied up for free" special offer?
PubliusNV Posted January 2, 2020 Posted January 2, 2020 I've had this mod in my load order for quite a while, but this latest playthrough is the first one where I've done the What She Deserves and the Blending In quests. I can't believe how well done and bug free they were! Congratulations on a job very well done! 1
Chilen Posted January 2, 2020 Posted January 2, 2020 4 hours ago, PubliusNV said: I've had this mod in my load order for quite a while, but this latest playthrough is the first one where I've done the What She Deserves and the Blending In quests. I can't believe how well done and bug free they were! Congratulations on a job very well done! I agree, this mod is the smoothest mod I have used. Most mod miss up for me, this hasn't 1
Laura Posted January 2, 2020 Author Posted January 2, 2020 On 12/31/2019 at 10:47 PM, magnet7 said: Love this mod also have an idea for a quest line where you run into the theif from the earlier quest and using the potion shed stolen before she forces you to assist in her robberies in a series of bound quests maybe sticking a special soul gem encrusted device onto you to ensure you don't reveal her involvement or try to escape without some form of consequence. one could be where she sneaks you in as a servant for a party (locked in a few restraints) where while she goes about acting normal your forced to break into a vault within the mannor, having to undergo various minor tasks to help get either yourself or her into the vault. Another mini thing could be for you to actually have to take something from Laura's shop having to butter her up to get into the back room through different means (such as maybe modeling new restraints for her. That could be really fun. Thanks. On 1/1/2020 at 4:34 AM, CovertDemon said: Would there be plans on letting the player pick which gag will Laura use on the Dragonborn when we're doing the "Get tied up for free" special offer? No, but this shouldn't be too hard. 21 hours ago, neosuduno said: Happy New Year! Happy new year. ? 11 hours ago, PubliusNV said: I've had this mod in my load order for quite a while, but this latest playthrough is the first one where I've done the What She Deserves and the Blending In quests. I can't believe how well done and bug free they were! Congratulations on a job very well done! Thank you so much. That means a lot. Spoiler Spoiler 7 hours ago, Chilen said: I agree, this mod is the smoothest mod I have used. Most mod miss up for me, this hasn't That's great to hear.
Rylalei Posted January 4, 2020 Posted January 4, 2020 May I make a suggestion for when your quests are fully done? During the Locked Away, you can reply to Laura with "yes master" and that made me think a bit of an extra "secret" ending to your quests. - If you completed Locked Away at least once and refused to take money from Laura during before you complete the final quest, along using the "No problem, I liked it" during What She Deserves, after the final quest, you can ask Laura if she'd like to accept you as her slave, after a bit of thinking, she asks if you're sure, accept, and Laura then says you can stop whenever you want. While being Laura's slave, you're permanently belted by Locked Away, while obviously not receiving money. Before belting you, Laura would say something like "since you liked it so much, I will put this belt back on you". And well, all that would happen is that she would keep sending you after cursed devices, when you complete one run, another starts right away, and as a last thing, if the game timer is between 8 PM and 7 AM when you finish talking to Laura or generally in the shop when the timer hits 8 PM, Laura will lock you in the cage for the night until 8 AM. What I mean with the cage is that if you're in the shop and the clock turns 8, Laura will tell you it's time to go to sleep and sends you to the cage, can have a script do it, or if you're not in the shop when 8 PM comes, but you enter and talk to Laura, her end reply would be "ok, all done, but now it's time for you to sleep, so go in the cage" or something like that. Also, as an extra ending, it could be a "fail" type ending system where you have just an opportunity to do something in the final quest, and if you fail that thing, Laura doesn't get that perfect girl to send to Sloan, and Laura gets upset that now she doesn't have who to send so she has to go herself, then you get the reply prompt to say a few dialogue options (of course, all being the only option), something like, after Laura claims that she'll go close the shop, you get the prompt "I can't let you do that, I'll go instead", she says that she can't let an innocent girl go there after all you've did to help her, and your next prompt is "You tried your best to save those girls, the world needs you more as there's more people to save", her reply would be something related how she couldn't do it without you, so the final prompt would be "You still have Katarina to help you, so let me go". But I'm not sure how that could be implemented, as you'd need either something akin to Maria Eden or something like https://www.loverslab.com/topic/112383-more-xdff-rules-for-deviously-cursed-loot-version/?tab=comments#comment-2449758 I think it would be nice to have, but that would be your choice. Anyway, all the best with the mod, as it's quite a cute one.
Laura Posted January 5, 2020 Author Posted January 5, 2020 19 hours ago, Rylalei said: May I make a suggestion for when your quests are fully done? During the Locked Away, you can reply to Laura with "yes master" and that made me think a bit of an extra "secret" ending to your quests. - If you completed Locked Away at least once and refused to take money from Laura during before you complete the final quest, along using the "No problem, I liked it" during What She Deserves, after the final quest, you can ask Laura if she'd like to accept you as her slave, after a bit of thinking, she asks if you're sure, accept, and Laura then says you can stop whenever you want. While being Laura's slave, you're permanently belted by Locked Away, while obviously not receiving money. Before belting you, Laura would say something like "since you liked it so much, I will put this belt back on you". And well, all that would happen is that she would keep sending you after cursed devices, when you complete one run, another starts right away, and as a last thing, if the game timer is between 8 PM and 7 AM when you finish talking to Laura or generally in the shop when the timer hits 8 PM, Laura will lock you in the cage for the night until 8 AM. What I mean with the cage is that if you're in the shop and the clock turns 8, Laura will tell you it's time to go to sleep and sends you to the cage, can have a script do it, or if you're not in the shop when 8 PM comes, but you enter and talk to Laura, her end reply would be "ok, all done, but now it's time for you to sleep, so go in the cage" or something like that. Something like this wouldn't really fit in my mod. I want to keep mine playfull and friendly. If I do this, I'll want it to be like a roleplay or something. I don't like to force the player. 19 hours ago, Rylalei said: Also, as an extra ending, it could be a "fail" type ending system where you have just an opportunity to do something in the final quest, and if you fail that thing, Laura doesn't get that perfect girl to send to Sloan, and Laura gets upset that now she doesn't have who to send so she has to go herself, then you get the reply prompt to say a few dialogue options (of course, all being the only option), something like, after Laura claims that she'll go close the shop, you get the prompt "I can't let you do that, I'll go instead", she says that she can't let an innocent girl go there after all you've did to help her, and your next prompt is "You tried your best to save those girls, the world needs you more as there's more people to save", her reply would be something related how she couldn't do it without you, so the final prompt would be "You still have Katarina to help you, so let me go". But I'm not sure how that could be implemented, as you'd need either something akin to Maria Eden or something like https://www.loverslab.com/topic/112383-more-xdff-rules-for-deviously-cursed-loot-version/?tab=comments#comment-2449758 I think it would be nice to have, but that would be your choice. Anyway, all the best with the mod, as it's quite a cute one. Thanks for the suggestion. Sorry for the short reply, but I don't want to spoil it. 1
MadWhitWolf Posted January 5, 2020 Posted January 5, 2020 Laura, have an idea. What if after a player finds that “Ideal Girl” and after an offer she goes to Sloan, she will say that she wants to stay with the player? Maybe she likes the company of the player and she wants to stay with him? 1
Laura Posted January 5, 2020 Author Posted January 5, 2020 4 minutes ago, MadWhitWolf said: Laura, have an idea. What if after a player finds that “Ideal Girl” and after an offer she goes to Sloan, she will say that she wants to stay with the player? Maybe she likes the company of the player and she wants to stay with him? A submissive follower? That could be fun to make, but there's no shortage of other follower mods. I do have something like that planned. It could take a while though. 2
Chilen Posted January 5, 2020 Posted January 5, 2020 I liked how you used the cage in this mod during the What She Deserves. That gave me an idea, how about a repeatable quest like locked away, where she locks you in what ever bondage she wants and puts you in the cage. Then have you stay there for how ever long she likes and when she releases you she gives you a set rate of gold. Have time, gold, ect be set in the MCM menu like locked away. Maybe while you are in there have Laura and Katarina have a few different random convos through out the day. Sort of like What She Deserves. Name for it could be "Display Model" or something like that Because you are on display, modeling her goods. (corny i know lol) Just an Idea. 1
SkyAddiction Posted January 6, 2020 Posted January 6, 2020 13 hours ago, Laura 'Lokomootje' said: A submissive follower? That could be fun to make, but there's no shortage of other follower mods. I do have something like that planned. It could take a while though. I don't think there are any mods built specifically for submissive followers. Most LL follower mods are for submissive player characters and often double as "hard mode" and/or consequence mods. I suspect the very valid reason for that is NPCs are vacant, blank slates, so the author has to do for the submissive follower what you've done with this mod - script complicated scenes, quests, and dialogues. Great mod by the way - it finally made its way through my trial queue over the holidays, and I can't believe I didn't try it sooner. This is easily one of the best DD-related mods here on LL.
PubliusNV Posted January 6, 2020 Posted January 6, 2020 I finished the three quests to free the slave girls, and I have to say, again, they were really well done. I did run into the problem with not getting the force greet in the Temple of Mara, but a reload and being more patient got around that problem. Perhaps I visited the temple at the wrong time of day (late evening) since my PC, my follower, your two NPCs, and all of the NPCs that call the temple home were all in the back room at the same time, and I'm sure my chatty follower (Inigo) wasn't helping things. I'm very much looking forward to the conclusion of that quest line. 18 hours ago, Laura 'Lokomootje' said: I want to keep mine playfull and friendly This is a very nice approach compared to some of the DD mods, and I'm finding it refreshing and very enjoyable.
worik Posted January 6, 2020 Posted January 6, 2020 Immersive feature request: What she deserves (a.k.a. "Much work for little gain" ) Aside from my test games, in my first real play, I had a follower with me when the quest reached a certain point. Technicaly it worked. Though it lacked immersive interaction and it broke the logic of the story-telling (why wouldn't my follower intervene at two certain points in the story. If we could come up with a solution for that, the story would keep the flow. Spoiler for the story Spoiler First point: My follower waited at the door and watched the scene Spoiler But didn't help me. Second point: Laura made her mistake and it made no sense that my follower didn't intervene to explain the situation to Laura. Spoiler Possible solutions: Spoiler Basically it would suffice if we could make sure, that the follower would make the same error as Laura did. Isolating the scene with Xayah and making sure that no other NPC is watching would maintain the logic of the story. OR we would need to make sure that NO follower is present when Laura makes her mistake. Meta-technically, I see a few options to solve that: option 1 Most important: Making sure that all followers and player teammates are dropped off, before the PC enters the Blue Palace. additionally option 1a: SInce the PC shouldn't be able to talk, the PC should not be able to re-enlist their services after the scene in the palace (deny the PC all dialogues). The PC would need to continue the quest alone. OR additionally option 1b: Letting them to escort me safely to Laura could still be OK, as long as their dialogue reflects that they take me also for the thief and willingly hand me over to Laura. But they should probably leave the shop when the PC get's in the cage. E.g. to find their friend somewhere, wait in the Bannered Mare ... option 2 like above, but our followers still recognizes us again, once we return where we dropped them They can safely escort us to Laura, so it would not give you any problems to meddle with followers and follower frameworks BUT we still need to make sure that they wouldn't be able to tell Laura about her mistake. option 2a: a slightly shifted dialogue where they are paid a few coins for a drink and are asked to wait in the inn for the PC to return ( incuding a subtile dalogue to mask Laura's ongoing mistake ) Technically, now you would need to send them outside and disable/immobilize them temporary, just to fetch them back in the last stage option 2b: a trigger outside at Laura's door, where you make sure, that the PC can only enter alone. Possibly with an injected dialogue in the quest. That option would relieve you mostly from messing with unknown followers/teammates. The dialogue scene would simply tell the player, that the PC can only enter alone. The player can now get rid of his follower with whatever method/framework is active in that game. Technically: override the door activator until follower and teammate count is both down to 0 The dialogue could in a direction like "This is soooo embarassing, I hope noboy is watching, I should go in alone, etc...." option 3 Making the followers /teammates part of the scene with Xayah and Laura I don't continue here, because I feel this could end in thousands of follow-up problems for you. I don't feel that worth the effort for a little immersive issue. But still, it IS an option. It felt so strange in my first run, that I replayed that quest and roleplayed manually along the lines of option 2b. (you see my favotite ) And that felt perfect for me.
Laura Posted January 6, 2020 Author Posted January 6, 2020 14 hours ago, Chilen said: I liked how you used the cage in this mod during the What She Deserves. That gave me an idea, how about a repeatable quest like locked away, where she locks you in what ever bondage she wants and puts you in the cage. Then have you stay there for how ever long she likes and when she releases you she gives you a set rate of gold. Have time, gold, ect be set in the MCM menu like locked away. Maybe while you are in there have Laura and Katarina have a few different random convos through out the day. Sort of like What She Deserves. Name for it could be "Display Model" or something like that Because you are on display, modeling her goods. (corny i know lol) Just an Idea. Thanks for the suggestion. I've also had an idea like this for a while. It's currently in my notes as "On Display". I wasn't planned, but I'm actually thinking of adding it in the coming update. 6 hours ago, SkyAddiction said: I don't think there are any mods built specifically for submissive followers. Most LL follower mods are for submissive player characters and often double as "hard mode" and/or consequence mods. I suspect the very valid reason for that is NPCs are vacant, blank slates, so the author has to do for the submissive follower what you've done with this mod - script complicated scenes, quests, and dialogues. Great mod by the way - it finally made its way through my trial queue over the holidays, and I can't believe I didn't try it sooner. This is easily one of the best DD-related mods here on LL. Not specifically, but CDS had Erani and DCL has Sasha. And I'm sure there are more. I'm thinking of giving the follower both sub and domme features. I want her to be more like a playmate than a slave. 5 hours ago, PubliusNV said: I finished the three quests to free the slave girls, and I have to say, again, they were really well done. I did run into the problem with not getting the force greet in the Temple of Mara, but a reload and being more patient got around that problem. Perhaps I visited the temple at the wrong time of day (late evening) since my PC, my follower, your two NPCs, and all of the NPCs that call the temple home were all in the back room at the same time, and I'm sure my chatty follower (Inigo) wasn't helping things. I didn't want to make a new version just for 1 fix, so this'll be fixed in the next update. 5 hours ago, PubliusNV said: I'm very much looking forward to the conclusion of that quest line. 5 hours ago, PubliusNV said: This is a very nice approach compared to some of the DD mods, and I'm finding it refreshing and very enjoyable. Thank you. It think it's kinda weird how popular rape and abuse is on this site. I'm probably too much of a softy, but a lot of mods here are just too much for me. 2 hours ago, worik said: Immersive feature request: What she deserves (a.k.a. "Much work for little gain" ) Aside from my test games, in my first real play, I had a follower with me when the quest reached a certain point. Technicaly it worked. Though it lacked immersive interaction and it broke the logic of the story-telling (why wouldn't my follower intervene at two certain points in the story. If we could come up with a solution for that, the story would keep the flow. Spoiler for the story Reveal hidden contents First point: My follower waited at the door and watched the scene Reveal hidden contents But didn't help me. Second point: Laura made her mistake and it made no sense that my follower didn't intervene to explain the situation to Laura. Reveal hidden contents Possible solutions: Reveal hidden contents Basically it would suffice if we could make sure, that the follower would make the same error as Laura did. Isolating the scene with Xayah and making sure that no other NPC is watching would maintain the logic of the story. OR we would need to make sure that NO follower is present when Laura makes her mistake. Meta-technically, I see a few options to solve that: option 1 Most important: Making sure that all followers and player teammates are dropped off, before the PC enters the Blue Palace. additionally option 1a: SInce the PC shouldn't be able to talk, the PC should not be able to re-enlist their services after the scene in the palace (deny the PC all dialogues). The PC would need to continue the quest alone. OR additionally option 1b: Letting them to escort me safely to Laura could still be OK, as long as their dialogue reflects that they take me also for the thief and willingly hand me over to Laura. But they should probably leave the shop when the PC get's in the cage. E.g. to find their friend somewhere, wait in the Bannered Mare ... option 2 like above, but our followers still recognizes us again, once we return where we dropped them They can safely escort us to Laura, so it would not give you any problems to meddle with followers and follower frameworks BUT we still need to make sure that they wouldn't be able to tell Laura about her mistake. option 2a: a slightly shifted dialogue where they are paid a few coins for a drink and are asked to wait in the inn for the PC to return ( incuding a subtile dalogue to mask Laura's ongoing mistake ) Technically, now you would need to send them outside and disable/immobilize them temporary, just to fetch them back in the last stage option 2b: a trigger outside at Laura's door, where you make sure, that the PC can only enter alone. Possibly with an injected dialogue in the quest. That option would relieve you mostly from messing with unknown followers/teammates. The dialogue scene would simply tell the player, that the PC can only enter alone. The player can now get rid of his follower with whatever method/framework is active in that game. Technically: override the door activator until follower and teammate count is both down to 0 The dialogue could in a direction like "This is soooo embarassing, I hope noboy is watching, I should go in alone, etc...." option 3 Making the followers /teammates part of the scene with Xayah and Laura I don't continue here, because I feel this could end in thousands of follow-up problems for you. I don't feel that worth the effort for a little immersive issue. But still, it IS an option. It felt so strange in my first run, that I replayed that quest and roleplayed manually along the lines of option 2b. (you see my favotite ) And that felt perfect for me. She should keep you from starting the quest when you've got a follower with you. So people will have to re-enlist a follower even though they were just told you were not supposed to bring one. 1
worik Posted January 6, 2020 Posted January 6, 2020 4 hours ago, Laura 'Lokomootje' said: She should keep you from starting the quest when you've got a follower with you. So people will have to re-enlist a follower even though they were just told you were not supposed to bring one Indeed But that's what I meant with a last minute check when you enter the palace. Spoiler Maybe an added back-out dialogue like "Come back later" when you enter the dialogue in the palace with a follower/teammate in tow? ? The rest could stay in place. Just call it fail-safe dialogues for people like me who break stuff .. ermm
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