Jump to content

Recommended Posts

Can I sugggest to add some difficulty to armbinders? For example cooldown on removing them with help of a "friend". Like a 7 day cooldown or so, and when it's on cooldown they, when asked to remove armbinder, will say something like "What? Again? I feel like you're enjoying getting yourself into that so I'm not going to ruin your fun."

❤️

Link to post
1 hour ago, Yukitemi said:

Can I sugggest to add some difficulty to armbinders? For example cooldown on removing them with help of a "friend". Like a 7 day cooldown or so, and when it's on cooldown they, when asked to remove armbinder, will say something like "What? Again? I feel like you're enjoying getting yourself into that so I'm not going to ruin your fun."

❤️

Honestly Id think something like that should be an optional slider or something. But really you could just use self control and rp it in your game to where he won't remove it right away. If you were getting attacked tho I could see it being a reasonable question to get freed~

Link to post
2 hours ago, unmog said:

optional slider or something

yeah I always propose more mcm options.

 

2 hours ago, unmog said:

But really you could just use self control and rp

You also could play with stick and pretend :3

Nah, im just big fan of hardcore bondage. I always have safe word disabled and locked mcm menu in DCL for example. I wish more mods had that option coz it's very easy to cheese the difficulty. I mean, why have difficulty at all if you can cheese it or, as you say, can just roleplay.

Link to post

So now that I've had the opportunity to try it out, I can now give some (limited) feedback as I mostly messed around with the variant escape system. And while I like the idea behind it, I think maybe it's too easy. This is after cranking the difficulty all the way to slave for the escape option and x5 in the lore option. Of course, maybe my character is a little strong for this since I finally got to try it and Im like level 50 with maxed out legendary pickpocketing and lockpicking in the 90s, but easy none the less. Granted, at that level maybe its meant to be easy. The only suggestion I have is either increasing the default difficulty for what it would be based off, or maybe increasing the difficulty slider to go to like, I dunno, 10? 20? 100? Without even touching the controls I was able to escape on x1 slave difficulty, wasnt until I cranked it up to 5 that I actually had to try the minigame to try and escape.

 

Also, would it be possible to give some other indicator when you're pressing a right or wrong button? Maybe its just that I have more stamina than most but I found for how often the direction changed that I often wasnt able to notice a difference of my stamina going down. Maybe the stamina bar could glow or something... or it could play a sound, or there could be a hud effect. And for lockpicking, would it be possible to actually incorperate the lockpicking minigame into it? >.>

Other than that, I do appreciate that its more interactive than the standard try and wait approach, or the save scum alternative. Its just easier to get out than what I was expecting, much more so than the standard way. Still a keeper, and cant wait to see more of what the mod offers tho :)

Link to post
13 hours ago, unmog said:

So now that I've had the opportunity to try it out, I can now give some (limited) feedback as I mostly messed around with the variant escape system. And while I like the idea behind it, I think maybe it's too easy. This is after cranking the difficulty all the way to slave for the escape option and x5 in the lore option. Of course, maybe my character is a little strong for this since I finally got to try it and Im like level 50 with maxed out legendary pickpocketing and lockpicking in the 90s, but easy none the less. Granted, at that level maybe its meant to be easy. The only suggestion I have is either increasing the default difficulty for what it would be based off, or maybe increasing the difficulty slider to go to like, I dunno, 10? 20? 100? Without even touching the controls I was able to escape on x1 slave difficulty, wasnt until I cranked it up to 5 that I actually had to try the minigame to try and escape.

 

Also, would it be possible to give some other indicator when you're pressing a right or wrong button? Maybe its just that I have more stamina than most but I found for how often the direction changed that I often wasnt able to notice a difference of my stamina going down. Maybe the stamina bar could glow or something... or it could play a sound, or there could be a hud effect. And for lockpicking, would it be possible to actually incorperate the lockpicking minigame into it? >.>

Other than that, I do appreciate that its more interactive than the standard try and wait approach, or the save scum alternative. Its just easier to get out than what I was expecting, much more so than the standard way. Still a keeper, and cant wait to see more of what the mod offers tho :)

Just my opinion, but I think it has a lot to do with your skills and level, because I can tell you right now that at normal difficulty I can see my stamina drain relatively fast if I'm holding the wrong button, and I've certainly failed the struggle game if I wasn't on top of the changes. I also run out of lockpicks to the point I added a mod to make them, because I couldn't buy enough to keep up.

Link to post
On 8/21/2019 at 2:40 PM, Xiaron said:

Just my opinion, but I think it has a lot to do with your skills and level, because I can tell you right now that at normal difficulty I can see my stamina drain relatively fast if I'm holding the wrong button, and I've certainly failed the struggle game if I wasn't on top of the changes. I also run out of lockpicks to the point I added a mod to make them, because I couldn't buy enough to keep up.

Maybe Im wrong and maybe its a mod I've forgotten, I thought the dlc that let you craft arrows let you also craft lockpicks. 😛 If not its a mod I've been using so long its essentially standard for my game I guess.

Link to post

I've noticed on the SE version that Anytime I talk to the innkeeper in Riften about strangely dressed people it causes a crash immediately after showing the misc objective on screen. Not sure if its something on my end yet though.

Link to post
12 hours ago, blahity said:

I've noticed on the SE version that Anytime I talk to the innkeeper in Riften about strangely dressed people it causes a crash immediately after showing the misc objective on screen. Not sure if its something on my end yet though.

I'll look into it, but I've never encountered that problem before...

Link to post
19 hours ago, blahity said:

I've noticed on the SE version that Anytime I talk to the innkeeper in Riften about strangely dressed people it causes a crash immediately after showing the misc objective on screen. Not sure if its something on my end yet though.

Im currently in riften, I could try and see what happens. Tho I recently updated a bunch of mods on my skyrim so Im not sure if that will cause any problems. Its just been something ive been meaning to do for awhile and putting off. I know I probably shouldnt update them but this was just a test game anyways~

 

Edit: No crash for me~

Link to post
On 8/22/2019 at 11:11 PM, unmog said:

Maybe Im wrong and maybe its a mod I've forgotten, I thought the dlc that let you craft arrows let you also craft lockpicks. 😛 If not its a mod I've been using so long its essentially standard for my game I guess.

Has to be a mod you had of some sort, I checked the forge before I added the lockpick mod myself, no lockpicks showed as craftable. And I've got mods I've been using so long I forgot they aren't base game too, always awkward when you suggest something and forget that! 😉

Link to post

Question regarding newest patch 1.12 :) 

The version I was using until now was 1.10.
When I have the bounty on me and talk to the guards, I can pick the please don't send me to jail option which puts me in all sorts of metal restraints (love that!).
Sadly after upgrading to 1.12 the text line is still there, but I'm getting stripped naked and then my character just freeze for upto 1minute and no restraints are added.
After the initial freeze is over, I'm able to walk again.

Tried to change the load order etc. but nothing seems to help.
I then reverted back to 1.10 to check if it helps, and it indeed did help -works just as before.

Could anyone check that out? Perhaps I messed up the update process?

 

Link to post

I had some problems with the Lore Mongers quests:

- One I met in Whiterun sent me to Broken Fang Cave, but as soon as I was inside, the quest marker pointed outside again, so I couldn´t find the item.

- Another one, also in Whiterun, sent me to Dustman´s Cairn, and the map marker was inside the inaccessible part of the dungeon where you only can get to with Farkas in the companion questline.

 

 

Link to post
2 hours ago, Garfieldcat said:

Question regarding newest patch 1.12 :) 

The version I was using until now was 1.10.
When I have the bounty on me and talk to the guards, I can pick the please don't send me to jail option which puts me in all sorts of metal restraints (love that!).
Sadly after upgrading to 1.12 the text line is still there, but I'm getting stripped naked and then my character just freeze for upto 1minute and no restraints are added.
After the initial freeze is over, I'm able to walk again.

Tried to change the load order etc. but nothing seems to help.
I then reverted back to 1.10 to check if it helps, and it indeed did help -works just as before.

Could anyone check that out? Perhaps I messed up the update process?

 

Check your Carry Weight!

Some mods will lower your carry weight if in DDs and also might lower your walk speed.

Also the chain & ball is really heavy.

 

The freeze thru lower speed/possible carry weight might come from conflicting mods that try to change your speed.

 

Link to post

By freeze I mean the controls. And the carry weight is fine.
As mentioned, when I switched back to older version everything works flawlessly.
So it's clearly something that happens after the update - I actually went back and forth from 1.12 to 1.10 twice now and each time same thing happens.
1.10 I get stripped and equipped with restraints, 1.12 I get stripped, frozen controls as if the mod was searching for the items to put on me and then finding nothing and bringing the control back on.

Link to post
2 hours ago, Garfieldcat said:

By freeze I mean the controls. And the carry weight is fine.
As mentioned, when I switched back to older version everything works flawlessly.
So it's clearly something that happens after the update - I actually went back and forth from 1.12 to 1.10 twice now and each time same thing happens.
1.10 I get stripped and equipped with restraints, 1.12 I get stripped, frozen controls as if the mod was searching for the items to put on me and then finding nothing and bringing the control back on.

ohoh,

that sounds ugly

need to check that on my game as soon as I managed to get my PC out of DDs

Link to post

Update:
I've uninstalled Devious Adventures (was messing up certain quests with Elisif) and when I tried the guard again, it worked!

There is a new issue though :D Cuffs, chain harness and pony boots that can be put on you after triggering the effect won't appear as equipped in the inventory.
And due to that little problem they can't be removed - even with the mini game struggle thingy. 
Blacksmiths detect them, but then they say the tools aren't strong enough.

Help! :P 

UPDATE2:

Figured it out - at least to a certain point and managed to fix it.

No idea which mod caused it, but apparently there were some hidden items on me:
rusted hand shackles, pear gag, chain harness and pony boots.

Each time I would get restrained by the guard, they would appear on me, but not in the inventory. The gag and the chain harness even appeared during Spriggan quest from SDPlus (Sanguin).
I read the thread and noone ever mentioned a bug like that, so I started a fresh character and went straight to the Striggan mobs to try again.
It worked without any problems. Then I took that character to a town and tried the guard and it worked as  well.
So at that point it was clearly soome screw up on the other save/char.

I finally managed to remove the mentioned items with the help of the console commands:

player.unequipall
and then removing all items from the character with

player.removeallitems
of course that way you remove everything you have on that character (with few minor exceptions like elder scrolls).

Now everything is finally back to normal.

Link to post

hi! this is kinda a dumb question so apologies in advance, but whenever i go to use one of the hidden package thingies, or try to get a follower to use one, i get a "not right now" message.. i assume i've disabled something in the mcm im not meant to but i cant find it for the life of me :(

Link to post

Okay, first of all, thank you so much for this mod. I have not yet really checked out the quests of the lore mongers, but I have found all their locations and checked out their inventory. But what really makes this mod irreplacable for me now is the struggle minigame. Makes devices a lot more fun (I have reduced my key chance by two thirds and increased trap chance´by a third in cursed loot since installing your mod). I believe the minigame deserves its own mod, since it transforms DD gameplay on a fundamental level, but just being able to deactivate parts of your mod is definitly fine (for me personally I would only deactivate the guard part). This is not to say that the rest of your mod is not great, it is just that the minigame is too much genius.
Well, I am actually posting because I had some thoughts about the minigame and wanted to write them down before forgetting about them. Origianally I had wanted to wait with the post until I had tried the quests. But well, here are my thoughts so far:

While the minigame is really basic right now it already transforms gameplay with DD mods fundamentally. My thoughts come mainly from a mage playstyle (currently even low level). That means little stamina, little health but more and more magicka. And not really good combat skills. That makes escaping from some devices a lot harder than from others. I always go with the lockpicking option, because struggle and cut apart I lose far too quickly and have almost no hope of success. Meanwhile, lockpicking, even low level lockpicking with just basic 100 stamina, is so easy that I bumped up minigame difficulty to 5 times and also went from my usual default escape difficulty in the DD MCM up to the maximum.

I belive the solution to be twofold: First, allow magicka to be used instead of stamina when struggling. Linked with the second approach it is even lore friendly: Allow the use of magic for struggling and cutting off. And I belive the options for those can be expanded anyways:
1. Unlock with key: maybe have pickpocket or lockpicking affecting it. Not sure how smart that is yet
2. Struggle: Have light armor (dexterity), heavy armor (strength) and alteration (magic) be the choices
3. Lockpicking: Well, I don't think this needs changing in term of which skill is affecting it and I can't think of a logical alternative.
4. Cut off: this should have 3 or 4 choices, one for each main combat ability and NOT take the average of some like struggle currently does with archery and one handed. It should let you choose between one handed, two handed and destruction. I'm not sure if archery should be an option as well, but for balancing reasons it probably should.
5. Repair lock: I don't think this needs any changes. Though I see the possibility of allowing the choice between smithing and enchanting, again allowing for stamina vs magicka usage.

 

Next on my list: difficulty modifiers for different parts of the minigame. It is on my list, mainly because whenever I get an armbinder with my mage right now I reduce the difficulty from max to lowest, both in Devious lore and core DD, and I think it is not worth implementing if you diversify usable skills for struggling as it would only treat the symptoms of an unbalanced minigame, not the root of the issue.

 

For now last on my list and more a question than any suggestions: What are your plans for the actual minigame gameplay? It currently is just guessing a button and holding it down, changing every few seconds. That is absolutly fine and needn't be changed. I do however spend more time looking at my stamina bar guessing which button I have to hold instead of looking at my character deliciously struggling. Do you have any plans to change this or even ideas how you could change it? The pressing the correct buttons while draining a resource is nice, but I have no idea how else you could change it as in I don't know the technical possibilities and difficulties. I believe quicktime event popups around your character are an appropriate solution, but I have no idea if you can even put those in skyrim. Because if you could implement them that could also make the struggle even more interactive by making it not hold down directions but having to quickly press the right direction key, taking too long or pressing the wrong one leading to stamina or magicka loss and increasing the needed number of button presses.


That's it for suggestions to the minigame for now, I'll be happy to hear what you think about them.
 

Link to post

A few more ideas for the struggle game:

 

A cap on the available stamina pool for struggling, so that high level characters don't escape so easily.

 

An option to have arousal increase struggle difficulty, though it shouldn't be crippling because a character locked in a belt is probably stuck at 100.  Along with that, a bondage lover option so that struggling increases arousal. 

Link to post
On 8/31/2019 at 10:25 AM, RoxyLalonde said:

hi! this is kinda a dumb question so apologies in advance, but whenever i go to use one of the hidden package thingies, or try to get a follower to use one, i get a "not right now" message.. i assume i've disabled something in the mcm im not meant to but i cant find it for the life of me :(

I did some checking on this. You’ll get that dialog if you have another DL quest running. Finish it off and the dialogs should open up. 

Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...