Shep67 Posted November 17, 2018 Posted November 17, 2018 Hi there, I tried to play skyrim with this mod ( 1.02 ) and prison overhauled patched 3.59 Unfortunately i could not talk to the whiterun guerds. I had a bounty about 300 septims. When i tryed to talk to a guard he/she said: Wait i know you but the dielog option dit not opened ! Shutting down the mod dit not helped. After deinstalling this mod and i could talk to the guards.. I would realy try this mod but i like prison overhaul patched. By the way : The "darepack's" came from cursed loot 7+ . Thank you
tuxagent7 Posted November 17, 2018 Posted November 17, 2018 9 minutes ago, Shep67 said: Hi there, I tried to play skyrim with this mod ( 1.02 ) and prison overhauled patched 3.59 Unfortunately i could not talk to the whiterun guerds. I had a bounty about 300 septims. When i tryed to talk to a guard he/she said: Wait i know you but the dielog option dit not opened ! Shutting down the mod dit not helped. After deinstalling this mod and i could talk to the guards.. I would realy try this mod but i like prison overhaul patched. By the way : The "darepack's" came from cursed loot 7+ . Thank you I got the same thing with the guards when i began to use Sexlabvs adventures, i dont know why but what i do is punch the guard or zap him just to get aggro and then sheat and surrender. The dialogue comes back after that and i can pay or surrender 1
Shep67 Posted November 17, 2018 Posted November 17, 2018 28 minutes ago, tuxagent7 said: I got the same thing with the guards when i began to use Sexlabvs adventures, i dont know why but what i do is punch the guard or zap him just to get aggro and then sheat and surrender. The dialogue comes back after that and i can pay or surrender I have sexlab adventures . But i never had problems with sexlab adventures and prison overhaul patched. Do you think sexlab adventures is the cause of "my" problem ?
tuxagent7 Posted November 17, 2018 Posted November 17, 2018 6 minutes ago, Shep67 said: I have sexlab adventures . But i never had problems with sexlab adventures and prison overhaul patched. Do you think sexlab adventures is the cause of "my" problem ? I dont have prison overhaul patched and when i get fined sometimes the guards stick with the i know you dialogue and i had the problem before i installed devious lore And you also have sexlab adventure but i dont know why it cause the problem
Code Serpent Posted November 18, 2018 Author Posted November 18, 2018 2 hours ago, Shep67 said: Hi there, I tried to play skyrim with this mod ( 1.02 ) and prison overhauled patched 3.59 Unfortunately i could not talk to the whiterun guerds. I had a bounty about 300 septims. When i tryed to talk to a guard he/she said: Wait i know you but the dielog option dit not opened ! Unless you want the guards to lock you up, you shouldn't bother talking to them when you have a bounty. They won't help unlock anyone that currently has a bounty on their head.
Zaflis Posted November 18, 2018 Posted November 18, 2018 5 hours ago, Code Serpent said: Unless you want the guards to lock you up, you shouldn't bother talking to them when you have a bounty. They won't help unlock anyone that currently has a bounty on their head. Could you check if the bounty is at least 1000 though? Otherwise they won't give player a dialog to sort it out, and the way out is just to steal something until they will. I have other problem now, and it happens when load the save and do again. I did a dwarven artifact recovery for Llathesi R'uer and returned in head to toes red latex suit. She said she can remove them, but only 2 plugs were taken off. According to papyrus log, no attempt was made to remove the rest, as in they weren't logged at all and no errors. She doesn't have dialog options to remove devices from me either, if such should have been a possible reward for later? Oh, i noted that instead of devices that were equipped on me i think she took away other restraints from me that were not worn.
Code Serpent Posted November 19, 2018 Author Posted November 19, 2018 A General Outline of Future Work I thought it would be a good idea to lay out what I have planned for this mod. At the moment, I'm going to continue to add in more dialogue variants to keep the current radiant quests somewhat interesting. Immediately after that, I'm going to fully implement 'Playful Allies'. This will involve a sort of risk/reward system with asking your allies for help, and more ways to ask your allies for help. What I have planned: -You can ask friends to be in control of your chastity, ie asking them to hold onto chastity keys, and adding and removing chastity devices on request. -Asking friends for a short bondage session, tying you up with rope and tape restraints for a set amount of time. -Sending a friend to a Lore-Monger for training. Allowing them to remove more exotic items on request. -Friends that you ask for help will become more 'Playful', meaning they might tie you up when you talk to them, or when you fall asleep when they're nearby. For in-depth quests, I have a few plans. I'm going to try to add in two more variants of radiant and repeatable quests for the lore-mongers. One variant will involve you hunting down an individual, equipping devices on them, and then bringing them back to the lore-monger. The other will involve a kind of deliver or courier quests with you in devices. I am then planning on creating a handful of non-repeatable quests involving unique sets of devices, and ending with tangible rewards. Here are a few ideas: -Collecting a set of Ancient Nordic Restraints, and completing a ceremony which may involve your character being pleasured several dozen times. -You'll find a sentient collar that the Seamstress ordered decades ago. You'll have to track down the intended owner, while the collar equips restrictive devices based on location. -A dremora will haunt you, equipping devices on you each time you sleep. You have to wait it out until the Vigilant of Stendarr is able to track him down. -You'll find a package from Thelia's master, a unique set of restraints meant for his next steed. You'll have to endure him taking advantage of you before Thelia will unlock you. I'm also willing to hear out other ideas. Keep in mind, this mod is intended to be """somewhat""" lore friendly, at least in a tongue-in-cheek way. For me, that means that all restraints that aren't made of iron or rope have a unique source/creator, and the general populace aren't aware of this new fetish gear. 7
hexenhaus Posted November 19, 2018 Posted November 19, 2018 Please don't go overboard with the features you implement besides the quests or at least make them optional (e.g. playful allies) or maybe put them in an own mod. In the end it is your decision but personally I try to avoid mods that are too complicated or if I don't use most of their features. This is by the way what got me interested in your mod in the 1st place, that it is a quest driven mod and not like DCL which can get annoying fast (and tweaking 1000 MCM settings isn't fun either). Stick to your core concept and put your other ideas in complementary mods, which is much cleaner, probably easier to update and people have choice to use for example Devious Helpers or Followers instead, which do by the way most of that what you have planned or outlined for your DL-features. By the way this is also true for the additional buildings you implemented. The way you did it makes them highly incompatible with town overhauls and such. Why not just add a door or a trapdoor to inns, or the "townhalls"(where the yarls live) where they rented space for their experiments. Take a look at Slaverun for example, which just adds 1 door in the whiterun great hall as entrance to the training dungeon. I really like your mod, but keep it clean and compatible. I know it is hard to keep it structured if you have many ideas you want to implement (I can see me doing the same "mistakes" ? but it will pay in the long run. I don't mean to be harsh, I just love and fear for your mod ?
Code Serpent Posted November 19, 2018 Author Posted November 19, 2018 30 minutes ago, hexenhaus said: Please don't go overboard with the features you implement besides the quests or at least make them optional (e.g. playful allies) or maybe put them in an own mod. In the end it is your decision but personally I try to avoid mods that are too complicated or if I don't use most of their features. This is by the way what got me interested in your mod in the 1st place, that it is a quest driven mod and not like DCL which can get annoying fast (and tweaking 1000 MCM settings isn't fun either). Stick to your core concept and put your other ideas in complementary mods, which is much cleaner, probably easier to update and people have choice to use for example Devious Helpers or Followers instead, which do by the way most of that what you have planned or outlined for your DL-features. By the way this is also true for the additional buildings you implemented. The way you did it makes them highly incompatible with town overhauls and such. Why not just add a door or a trapdoor to inns, or the "townhalls"(where the yarls live) where they rented space for their experiments. Take a look at Slaverun for example, which just adds 1 door in the whiterun great hall as entrance to the training dungeon. Playful Allies will be a sort of opt-in system. Allies won't mess with your restraints or tie you up without your permission until you really expose them to devious devices. This, and any possible future features, will fall into the same design philosophy; nothing happens if you don't allow it to. You only get bound if you actively use the items this mod adds, or select the appropriate dialogue choices. The reason I am including this feature in this mod, and not in another mod, is because I do want to have some devious NPC interaction that isn't just with the Lore-Mongers, to make it feel better integrated into the base game. This is the other main design philosophy of this mod, it's the same reason I added those buildings, and the same reason I'm expanding the dialogue. Real buildings means there's a literal footprint these new NPCs have on the game, again making it better integrated. Varied dialogue makes the NPCs sound like real people. This may sound a bit high-and-mighty, but what I'm aiming for here is not to just make a bdsm mod, but to make a good quest mod, with bdsm elements. 3
hexenhaus Posted November 19, 2018 Posted November 19, 2018 2 hours ago, Code Serpent said: Playful Allies will be a sort of opt-in system. Allies won't mess with your restraints or tie you up without your permission until you really expose them to devious devices. This, and any possible future features, will fall into the same design philosophy; nothing happens if you don't allow it to. You only get bound if you actively use the items this mod adds, or select the appropriate dialogue choices. The reason I am including this feature in this mod, and not in another mod, is because I do want to have some devious NPC interaction that isn't just with the Lore-Mongers, to make it feel better integrated into the base game. This is the other main design philosophy of this mod, it's the same reason I added those buildings, and the same reason I'm expanding the dialogue. Real buildings means there's a literal footprint these new NPCs have on the game, again making it better integrated. Varied dialogue makes the NPCs sound like real people. This may sound a bit high-and-mighty, but what I'm aiming for here is not to just make a bdsm mod, but to make a good quest mod, with bdsm elements. I get that and this are all good intentions, but it is Skyrim after all and people are using lots of mods. Maybe someone loves his town overhauls and now has to decide if he wants your mod or that mod that beautifies 20 settlements (I am not using any for performance and compatibilities sake). Or flora-overhauls which lead to clipping issues... I probably just have a problem with the Aldmeri Import Same goes for followers and DDs; simply said I don't need another mod cluttering follower dialogue or competing with Devious followers, Deviously Enslaved, DCL, Devious Helpers and so on. All while running additional scripts and checks, doing forcegreets, messing up scenes from other mods or even the base game. I mean why bother implementing stuff that is already there, mods whose whole purpose is to do such things and whose authors can focus their attention on doing it right and which are also actively maintained. Why bother fixing stuff and making it compatible, when you don't need to. Most of the mods which tried to do too much and interfered with other mods are not longer maintained or simply not used anymore. I love venturing through Skyrim, seeing mysterious people in inns, finding interesting treasure in dungeons and doing some devious research and exploration... I loved the bundle with the stablestuff, I found in the Slaverun dungeon from it's prequest... And then I come into town and see 3 mostly empty buildings , clipping through foliage, full of jewels without owner flags, wonder why there isn't just another office in the trading office in Solitude and think meeeeeh. All that cool quests and adventures seemlessly and immersively integrated into the world and now they are just immersion breaking, when you open dialogue with your follower and have to scroll 20 lines to find what you are looking for and wonder which option is from which mod and could possibly interfere with another. That is a general problem too, but not everyone needs follower interaction or radiant dialogue with every citizen. Maybe other Lovers think differently, but in my opinion you should stick to what you are best at and add more adventures. Because it is much easier and more immersive to tell stories and create or implement (devious) lore with stories and adventures, people live through, as with liveless content you run by ( Hello Fallout 76 ), do not care about and maybe break stuff too. It is really frustrating if you see an update for your new favorite mod that fixes stuff but adds things that seriously make you think about NOT updating. Now my memtest is done and I can do some adventures again ?
Zaflis Posted November 19, 2018 Posted November 19, 2018 4 hours ago, AkiKay said: I really have issues finding the Imperial Tower you´re talking about. I walked so far South-East that i even found the Nordic Archives. You should roughly see it from the north going road east from Whiterun.
steelmagpie Posted November 19, 2018 Posted November 19, 2018 Great mod and was enjoying it a lot until I had an issue. For some reason I CTD everytime I enter an Inn. It was working fine for a while but now it seems broken. I removed and cleansaved and inns were working fine again.. Added DL 1.03 and Inns cause CTD again.. Is anyone else having this issue or is it a clash with one of the other mods I am running.. Any help or suggestions greatly welcomed. I really want to get this mod working again as I was having a lot of fun with it. Edit: Tried a fresh start and Inns work fine so I am assuming it was a save game issue due to changing or update other mods.. So I am back to enjoying your mod again .. Thank you
tuxagent7 Posted November 19, 2018 Posted November 19, 2018 For my part, I really like where the mods is going forward. I like radiant quest and new quest mod I am curious about the playfull allies and like it, i deinstalled devious helpers and with this mod i will gain one esp slot back Continue the great work code serpent !
cetuximab Posted November 20, 2018 Posted November 20, 2018 Hey I'm getting an issue, I have a "ceremonial urn" in my inventory that I got before I upgraded, and after the latest upgrade no matter when I try to use it, I get the message, "you shouldn't do that right now." Even asking a follower gives me this message. Is this a bug, or is there some trigger for when I can try to use the urn? Edit: The only other thing I can think of is that the DCL "Chloe" quest is currently active which shuts down DCL events. Does your mod respect that? Edit 2: I'm guessing it's because I had a lore monger quest active.
marymuir2 Posted November 20, 2018 Posted November 20, 2018 using this with devious helper, so I enjoyed asking my "helper" to open the dwarven vial I found in a dungeon. Out comes a black catsuit, which simply goes into my inventory. But then when the helper wants to play and tie me up, there it is just waiting for him to use on my PC! So this aspect is working really well for me, and I enjoy that I find urns etc as I adventure along in the game. This is giving a nice oomph to the devious part of my playthrough, since I am not using DCL (too many glitches and CTD). Thank you for this mod, and I am looking forward to special quests involving the lore mongers being added to the mix. 1
chubjub Posted November 26, 2018 Posted November 26, 2018 Hi have this installed and I think its great looking forward to more quests , have you considered having this as a outcome for simply slavery maybe each npc could have the pc collect a package while bound in their receptive types of gear .
Zaflis Posted November 26, 2018 Posted November 26, 2018 19 minutes ago, chubjub said: Hi have this installed and I think its great looking forward to more quests , have you considered having this as a outcome for simply slavery maybe each npc could have the pc collect a package while bound in their receptive types of gear . If you were to do that, remember that most packages currently are at the end of dungeons. You can't fight when bound. So also while sticking with lore, there are sure to be deliveries between cities. Solitude docks, Whiterun stables etc are some of good places for package pickup points.
Jappa123 Posted November 29, 2018 Posted November 29, 2018 Cool mod! Looking forward for more updates! Although i got bug i guess, basically when i try to ask guards for help they always answer No my problem, it worked before not sure what happened.
Hex Bolt Posted November 30, 2018 Posted November 30, 2018 10 hours ago, Jappa123 said: Although i got bug i guess, basically when i try to ask guards for help they always answer No my problem, it worked before not sure what happened. Did you pick up a bounty? They won't help if you have even a small one.
bubba999 Posted December 7, 2018 Posted December 7, 2018 This is really cool. The best thing for me is that if you are locked in a complete bondage outfit you can choose to have every piece removed one at a time and they all have different but reasonable costs. No more guesswork, hoping you'll get the most annoying item removed - be it blindfold, hobble dress, armbinder or so on. You just tell the smith what to remove, pay the cost and the item is gone and you are free. (Save up that gold!) Why did it take this long for someone to mod this in? Anyway, awesome job!
Zaflis Posted December 7, 2018 Posted December 7, 2018 8 hours ago, bubba999 said: Why did it take this long for someone to mod this in? DD Helpers was first But in that mod the option to remove devices is always available, this mod has conditions such as the quests for blacksmiths. Both mods work fine together apart for that blacksmith's double dialogs for restraint removal (you can turn other one off in MCM).
ThatNorresGuy Posted December 8, 2018 Posted December 8, 2018 Do you need all the other Devious Devices mods for this one to work? It's just I don't see any requirements.
Guest Posted December 9, 2018 Posted December 9, 2018 Im having some problems interacting with the 5 questgivers, I start talking to them and they say "hey". But when I choose my first option on what to say the game freezes for a while and there is no talking sounds and im not getting any quests or interaction. I can enter their "shop" but same thing, I click the option to see their wares, it freezes for 10 seconds and then the shop shows up. Have I missed a mod or have I dont something else wrong?
Fuzzy_Fox Posted December 9, 2018 Posted December 9, 2018 This mod was just featured by MXR on youtube. Very funny video by the way made me laugh.
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