Jump to content

Recommended Posts

Posted
15 hours ago, thefakebobdole said:

There is another mod out their called "Caged Followers" but I haven't had it actually fire, nor have I looked into actually making it fire.

 

 

@Code Serpent

 

I'm not certain exactly what's entailed in doing this, but would it simplify Follower handling if you could provide an option, when the bad guys' entertainment session is complete and the PC is under guard etc, for the followers to be just 'parked' somewhere in a similar sort of manner?  Doesn't need anything complex, just put to one side until 'rescued'.  You wouldn't need to do anything with them until then

 

Not suggesting any hard dependency, but Inte's SD Cages provides for a whole heap of ready made places, and if the followers could be sent off to a reasonably local one,  'temporarily deactivated' rather than dismissed, it would just get them out of the road until talked to again. 

 

Or even if you just had, as for stolen loot, a set of 'stash cages' for followers .... ?   Nothing fancy.  Just somewhere in the wilderness, so that there's at least a chance of tracking them down, and getting them back, before the next punch up ?  That would probably be better, and easier to do, than if parked a cell in Inte's bandit infested camps ?

 

Hope that makes for something helpful ...

Posted

An MME tie in would make sense, if it's not too hard to do.  Captives used to make milk.  Possibly a bonus if BAC cowified.

SGO might also be a great tie-in, and very easy to do.  Captors use captive to produce soul gems and milk.

This mod hits a certain niche really well, and a bit more added interactivity would be a huge plus.  Most slavery mods feel more long term, like something that guards might disapprove of but fits the Skyrim social structure.  DiD feels more like an actual captive, something that could lead to SD+ but just as readily to a traumatic experience that shapes the future more.

Posted
10 hours ago, donkeywho said:

@Code Serpent

 

I'm not certain exactly what's entailed in doing this, but would it simplify Follower handling if you could provide an option, when the bad guys' entertainment session is complete and the PC is under guard etc, for the followers to be just 'parked' somewhere in a similar sort of manner?  Doesn't need anything complex, just put to one side until 'rescued'.  You wouldn't need to do anything with them until then

 

Not suggesting any hard dependency, but Inte's SD Cages provides for a whole heap of ready made places, and if the followers could be sent off to a reasonably local one,  'temporarily deactivated' rather than dismissed, it would just get them out of the road until talked to again. 

 

Or even if you just had, as for stolen loot, a set of 'stash cages' for followers .... ?   Nothing fancy.  Just somewhere in the wilderness, so that there's at least a chance of tracking them down, and getting them back, before the next punch up ?  That would probably be better, and easier to do, than if parked a cell in Inte's bandit infested camps ?

 

Hope that makes for something helpful ...

The followers used to be taken captive along with the PC..but I'd like to see the followers being involved once more..either as rescue targets once the PC escapes captivity.  I think there was a mod where your follower would be sent to a dungeon or hostile encounter as an captive for you to rescue after being captured with you. I can't remember the mod though. 

Posted
16 minutes ago, Celedhring said:

The followers used to be taken captive along with the PC..but I'd like to see the followers being involved once more..either as rescue targets once the PC escapes captivity.  I think there was a mod where your follower would be sent to a dungeon or hostile encounter as an captive for you to rescue after being captured with you. I can't remember the mod though. 

I think that this is the one you mean.  I had thought that it might be a bit 'too much' for what @Code Serpent wanted from his mod - or that I would want myself ?.  But if it can be hooked into cleanly enough, maybe

 

https://www.loverslab.com/topic/107647-caged-followers/?tab=comments#comment-2372811

Posted

I'd taken a look at Caged Followers.  Unfortunately it was still in a beta state when the author disappeared, and only 2 of the 5 rescue scenarios work without SD+.   It's a pity that it was never cleaned up and finished. 

Posted

Question for the Milk pump addiction, is it intentional that the curaiss doesn't seem to level this one up? Or do I have something not working. I do have the version from 2/11/19 of MME, so that shouldn't be an issue. 

Posted

The Rescue

How about your follower returning back a short time later *Leading the Raid Party? I would think by this point the DB hasn't been able to escape on their own because their ...

1 Too many Restraints and/ or

2 Too many Enemies and/ or

3 Overwhelmed with Trauma and/ or

4 Other combinations of debilitating issues.

Suffice it to say by now the DB is beaten and can only watch what's happening around them, soo ....

Their Follower(s) returns leading a group of generic adventurers.

The DB watches the (circumstances providing) fight still hoping this last finale they're follower and others win.

*There could be an option where the *Generic adventurers say they've done their job and now Payment is due.

 

Posted
On 5/18/2019 at 3:55 PM, MikeCobalt said:

...I would think by this point the DB hasn't been able to escape on their own...

 

...Sufficeit to say by now the DB is beaten and can only watch what's happening around them, soo ....

 

...The DB watches the (circumstances providing) fight still hoping this last finale they're follower and others win...

To the two specific items quoted above:

The first point makes an assumption about the PC's ability and motivations, and thus precludes any player role-playing a narrative that conflicts. Example: player has decided to RP their PC succumbing to Stockholm Syndrome, identifying and empathizing with her captors; or PC is "undercover" infiltrating the bandits' ranks, her capture is all part of the plan. Point is, there might be reasons why a player might not WANT to side with their rescuers; is there any real need/reason to exclude those styles of play when building a rescue scenario?

 

To the second and third block, above: being forced to sit and watch the fight play out might be interesting once, for novelty. Beyond that, it's simply a scene to watch, and your get depends on the outcome, and it's unskippable. Allowing the player the opportunity to CHOOSE to sit it out, or to make a break for it, or to help in the fight--and better even to choose which SIDE to help--keeps the player playing the game, instead of watching it. They can still CHOOSE to sit it out and await the outcome, but that's up to the player and their game.

 

If it came down to either having the fight happen and play out in front of me while I watch, impotent, or a fade to black with a pop-up box telling me a fight happened and what the outcome was, I'd vote for the pop-up. It accomplishes the exact same thing, but takes way less time to sit through and way less effort to develop.

 

Inflicting circumstances on the player: playing a game, ongoing fun. Forcing PC's reaction/behavior under those circumstances: watching a cartoon; fun the first time, gets kinda tired when you already know the Coyote's gonna fall off the cliff.

 

Removing player agency is almost never the answer.

Posted
18 minutes ago, Sulrandir said:

fun the first time, gets kinda tired when you already know the Coyote's gonna fall off the cliff.

Bad example, the Coyote falling off the cliff was funny EVERY time! ?

 

But I do agree that having to watch a battle I do not participate in is less desirable than just fade to black and tell me what happened. 

 

 

 

Posted
55 minutes ago, Sulrandir said:

To the two specific items quoted above:

The first point makes an assumption about the PC's ability and motivations, and thus precludes any player role-playing a narrative that conflicts. Example: player has decided to RP their PC succumbing to Stockholm Syndrome, identifying and empathizing with her captors; or PC is "undercover" infiltrating the bandits' ranks, her capture is all part of the plan. Point is, there might be reasons why a player might not WANT to side with their rescuers; is there any real need/reason to exclude those styles of play when building a rescue scenario?

 

To the second and third block, above: being forced to sit and watch the fight play out might be interesting once, for novelty. Beyond that, it's simply a scene to watch, and your get depends on the outcome, and it's unskippable. Allowing the player the opportunity to CHOOSE to sit it out, or to make a break for it, or to help in the fight--and better even to choose which SIDE to help--keeps the player playing the game, instead of watching it. They can still CHOOSE to sit it out and await the outcome, but that's up to the player and their game.

 

If it came down to either having the fight happen and play out in front of me while I watch, impotent, or a fade to black with a pop-up box telling me a fight happened and what the outcome was, I'd vote for the pop-up. It accomplishes the exact same thing, but takes way less time to sit through and way less effort to develop.

 

Inflicting circumstances on the player: playing a game, ongoing fun. Forcing PC's reaction/behavior under those circumstances: watching a cartoon; fun the first time, gets kinda tired when you already know the Coyote's gonna fall off the cliff.

 

Removing player agency is almost never the answer.

:) If you like. If the rescue events afterwards would nolonger be *Fun and Exciting; turn off the Rescue function that was mentioned before. I really wasn't thinking about "Stockholm Syndrome" more like the Non Consensual direction "D.I.D." took at the beginning. Also, With so many posts of the debilitating factors posters have said are too much to escape plus, "Nobody would really want to be in this situation outside of Fantasy" they *Cant escape on their own and need the help. Others have mentioned their followers taking more of a role here aswell. Everybody is different so sometimes, what's reasonable,+ includes the follower, + being Helpless and + doesn't include cheating just isn't right for everybody :) .

Posted
1 hour ago, MikeCobalt said:

:) If you like. If the rescue events afterwards would nolonger be *Fun and Exciting; turn off the Rescue function that was mentioned before. I really wasn't thinking about "Stockholm Syndrome" more like the Non Consensual direction "D.I.D." took at the beginning. Also, With so many posts of the debilitating factors posters have said are too much to escape plus, "Nobody would really want to be in this situation outside of Fantasy" they *Cant escape on their own and need the help. Others have mentioned their followers taking more of a role here aswell. Everybody is different so sometimes, what's reasonable,+ includes the follower, + being Helpless and + doesn't include cheating just isn't right for everybody :) .

And I don't totally disagree with the follower leading a rescue raid in a scenario, either. I dislike the idea of just WATCHING it play out, but if you can ACT, or at least attempt to, and if it's not the only escape/rescue/release scenario (just because variety=replayability), cool.

 

Although, what if the raid FAILS? What if your follower rolls up, starts some ruckus, and gets shut down? Is he perma-killed? Is he able to escape? Will he try again? There's an obvious path, even branching paths, if the raid's successful, but if they fail, it's less clear. I mean, depending on your mods & playstyle, you might have invested as much money, effort, and and equipment into your follower, so them being killed might be just as big, if not bigger, a hit to your game than losing a week being raped and becoming addicted to tentacle love. You might be playing with your follower set Essential, you might not; now this mod has to deal with THAT variable appropriately. I feel like involving a follower, or any unique NPC, for that matter, might open a huge can of worms.

 

I wonder if it might be better for actual raid BATTLE to only involve generic rescuers, but if they're successful, then when you exit the captivity area, your follower appears, explains they set up the rescue, and returns your gear or explains any post-rescue consequences (now you owe me; how are you going to repay me?).

 

Then, at least, the follower's not directly involved in the action and risk, so there's no risk of permanent consequences to the game that are completely outside the player's control. Honestly, I'd be absolutely PISSED is Vorstag got killed permanently in a damn cutscene.

Posted
39 minutes ago, Sulrandir said:

And I don't totally disagree with the follower leading a rescue raid in a scenario, either. I dislike the idea of just WATCHING it play out, but if you can ACT, or at least attempt to, and if it's not the only escape/rescue/release scenario (just because variety=replayability), cool.

 

Although, what if the raid FAILS? What if your follower rolls up, starts some ruckus, and gets shut down? Is he perma-killed? Is he able to escape? Will he try again? There's an obvious path, even branching paths, if the raid's successful, but if they fail, it's less clear. I mean, depending on your mods & playstyle, you might have invested as much money, effort, and and equipment into your follower, so them being killed might be just as big, if not bigger, a hit to your game than losing a week being raped and becoming addicted to tentacle love. You might be playing with your follower set Essential, you might not; now this mod has to deal with THAT variable appropriately. I feel like involving a follower, or any unique NPC, for that matter, might open a huge can of worms.

 

I wonder if it might be better for actual raid BATTLE to only involve generic rescuers, but if they're successful, then when you exit the captivity area, your follower appears, explains they set up the rescue, and returns your gear or explains any post-rescue consequences (now you owe me; how are you going to repay me?).

 

Then, at least, the follower's not directly involved in the action and risk, so there's no risk of permanent consequences to the game that are completely outside the player's control. Honestly, I'd be absolutely PISSED is Vorstag got killed permanently in a damn cutscene.

:) Yes at this point it does start branching out and considering the battle plus... soon just this would be as big as D.I.D. itself. That would probably be the better idea to use the Raiders to win (Mostly) and your follower shows up saying they set the raid up and Recovered your gear.  If the Raiders don't win (They really should be set to guarantee a win generic or not) then the DB would have Much bigger problems on their hands, maybe a Ransom (Yea its been done in other Mods but at this point realistically its the only way left and simple).

At this point its way beyond the scope of D.I.D. and best left to another mod. :) 

Posted

Trying out the mod for the first time, and have to say it is quite impressive - definitely going to play with it as a supplement to Defeat for a bit to experience the trauma/addiction/withdrawal gameplay.

 

For now I've only tested getting captured a few times vs different creature factions, but they worked well for the most part (barring the 3 followers I had with me being an issue once or twice).  Which was impressive, because I tested it with 3 followers, one custom female follower controlled by EFF and two others (Kaiden and Lucien) that run on custom systems.

 

Just a few ideas/suggestions on the capture front from what I saw in my brief testing - 

  • Having followers be able to be included in scenes at the same time as the player (ala Defeat), rather than on after the other.  In my case, my follower had collapsed a fair bit down the cave from my PC, so after the initial round a bunch of werewolves got up and left and the rest just stood around, until the crew wandered back for round 3.  As the scene ends in a blackout, that could be an ideal spot to terminate any follower sex scenes that are active after the PC enters the trauma state.
  • Possibly custom follower problem and not a bug, but one of the male custom followers was getting put into scenes despite the chance being set to 0%.
  • The mod does a great job allowing the user to pick how big they want the gangbang groups to get per actor type, which is super useful.  One possible addition to this that I think would be nice (but by no means needed) would be to be able to set % chances for each group size to be picked globally.  In other words, allowing a user to restrict 4p/5p to a lower number, so they don't see them as often but they can still happen.  Unfortunately, there just isn't that much variety in big group animations.

 

One mod interference issue I ran into - Aroused Creatures (https://www.loverslab.com/files/file/1146-sexlab-aroused-creatures-2016-01-20/) was triggering during DiD's scenes, which may or may not cause issues.  That mod is setup to check if a few mods are running, but I think it also tries to check if actors are involved in a scene - I believe this blocks it interfering with most mods. 

 

Not sure what the best way to flag the actors as unavailable for that mod, but AC does have all its source files included and commented.  slac_utility.psc I believe has the blocking logic, which may help.

 

 

 

Thanks for the mod, looking forward to playing with it.

Posted

A minor quibble...the designated "captor" that follows you around after you're taken captive tends to move against the PC, pushing her around.  This could potentially lead to problematic situations like when she's pushed against a wall or object and then she gets raped and the resulting animation might place her halfway through the wall or object. 

Posted
7 hours ago, MikeCobalt said:

:) Yes at this point it does start branching out and considering the battle plus... soon just this would be as big as D.I.D. itself. That would probably be the better idea to use the Raiders to win (Mostly) and your follower shows up saying they set the raid up and Recovered your gear.  If the Raiders don't win (They really should be set to guarantee a win generic or not) then the DB would have Much bigger problems on their hands, maybe a Ransom (Yea its been done in other Mods but at this point realistically its the only way left and simple).

At this point its way beyond the scope of D.I.D. and best left to another mod. :) 

Ransom: potential soft DEP/tie-in to Devious Followers? Your follower ransoms you from the bandits, and adds the ransom to your debt (leading inexorably to further hijinks and misery via DF's deals/enslavement mechanics)?

Posted
3 hours ago, B023 said:

Long live the trolls!

 

?????

? Are you calling me out for trolling? I'm seriously asking, because if I'm coming off that way, it wasn't my intent, at all.

Posted
7 minutes ago, Sulrandir said:

? Are you calling me out for trolling? I'm seriously asking, because if I'm coming off that way, it wasn't my intent, at all.

That guy was just spamming the forums all over and his posts are now deleted, so ignore it.

Posted
7 hours ago, Sulrandir said:

Ransom: potential soft DEP/tie-in to Devious Followers? Your follower ransoms you from the bandits, and adds the ransom to your debt (leading inexorably to further hijinks and misery via DF's deals/enslavement mechanics)?

Ya :) .If this Mod. was to *Hook in to any other mods this would be the right stage. By this point if they're still there they either...

1, Want to be there (Acquiesced).

2, Cant get away (Screwed).

3, Worst luck ever, worthy of a movie.

This would be the point to start the more permanent parts

shackled wrists, ankles and collar, get the slave Tattoo, no clothes and where to go (Receiving Mods).

I really do like this mod because it does use the correct restraints (semantics I know but still) and how it starts is what one would expect.

Posted

One other suggestion for the mod - 

 

Females using male victims - instead of female attackers using strapons on male characters, have an option for them to instead use animations tagged "femdom" as the female participant.  There are actually a fair amount of decent femdom/aggressive female animations available.

 

 

Trauma as a consequence of the player being a victim in general Sexlab scenes.

 

 

I think adding an option for the mod to detect when the player is a victim in a Sexlab scene, and add/extend trauma as a result could allow the mod to hook into the workings of lots of other Sexlab mods.  So instead of relying on the player triggering the mod's defeat functionality, trauma could also be triggered by any mod that causes the player to be a victim.  So if the player ends up in a scenario where another mod has triggered a similar event to DiD's defeat scene, the player may end up walking out with a similar level of trauma to be dealt with via the relief/addiction system.

 

There is some immersion value in that - why would the PC be traumatized by getting abused by a few bandits in a cave, but not by getting grabbed and abused in public because she was stuck in bondage or getting run down by a horny farm animal in the middle of the road?

 

I think the trauma and addiction part of the mod has huge potential as a general Sexlab mod, similar to the Wear and Tear feature of Apropos.

 

Probably this would be the type of option that would work best if it was configurable for how much trauma a single event could cause, or a % chance of adding trauma.  That way someone who has lots of incidental encounters in their game isn't stuck at max trauma forever.

Posted

The settings for the numbers of the enemy after defeat, is it the settings for how many enemy at a time ? I notice when I set to max at 4, all of them gather around. Also will there be more animation tags ? thinking about the dwarven machines

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...