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SL survival / Spank that ass


Monoman1

Should Spank That Ass be integrated into SL Survival?  

148 members have voted

  1. 1. Should Spank That Ass be integrated into SL Survival?

    • Yes it should be integrated because...
      85
    • No it should remain standalone because...
      63

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Thread no longer relevant as the spanking feature has already been separated into it's own mod:

 

OLD:

Like the poll asks, should Spank that ass be integrated into SL Survival? And why? 

 Anyone who has played survival knows that spanking is a small side-feature of that mod. I recently created Spank that ass which was intended to be a slight upgrade for the spanking feature in Survival but it got a little out of hand and ended up becoming more than I originally planned. 

 

I could see potential benefits to adding it. Player dialogue or automatic choices could be influenced by your masochism status. On the other hand adding it would likely mean I would stop updating standalone spank that ass, too much work. 

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13 minutes ago, coffeeink said:

i like it a standalone mod without any new requirement with it. SL Surrival has hard dependencies to DDI and Realistic Needs & Diseases. 

I'm going to try to remove the hard dependencies for devious devices and rnd for the next update so it's more about whether it 'fits' survival. 

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With survival, I think it should be best kept as a hook in to existing survival mods (iNeed, Frostfall, etc.) and provide alternatives means to tend to your needs, that naturally involve sex in some way. So it takes care of the physical side of things.

 

I like STA standalone. If it were to be integrated into anything, it should be something that focuses on trauma, addiction and withdrawal, and the effects on the player personality. Mods like Dragonborn in Distress or Fall of the Dragonborn have a lot of cool ideas separated into two different mods, having those concepts + STA together would provide probably the best thing ever invented.

 

What I'm trying to say is, that I think keeping the physical and psychological needs separated into two different mods would provide nice modularity. A lot of mods (like Cursed Loot) had the mistake of trying to be 7 gazillion different mods all at once, whereas their features would've been better off modular. Not everyone might like having to look after the hunger or thirst of their characters for whatever reasons, but they might enjoy having their character take on personality traits through sex-related events.

 

Or if you don't plan on doing anything like that, I'd say it remain standalone, so it's feature could be used alongside other mods, with less chance of interference.

 

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11 minutes ago, Taki17 said:

like STA standalone. If it were to be integrated into anything, it should be something that focuses on trauma, addiction and withdrawal, and the effects on the player personality. Mods like Dragonborn in Distress or Fall of the Dragonborn have a lot of cool ideas separated into two different mods, having those concepts + STA together would provide probably the best thing ever invented.

On this point, know that a cum inflation (yet another one) but with swallowing and cum addiction are high on my list of 'would like to have'. Which would affect player personality. Though perhaps that's something that should also be standalone. And if rnd and ineed are soft dependencies then it potentially removes the 'needs' aspect of the mod since it could be run without either mod. 

 

15 minutes ago, Taki17 said:

I'm trying to say is, that I think keeping the physical and psychological needs separated into two different mods would provide nice modularity. A lot of mods (like Cursed Loot) had the mistake of trying to be 7 gazillion different mods all at once, whereas their features would've been better off modular. Not everyone might like having to look after the hunger or thirst of their characters for whatever reasons, but they might enjoy having their character take on personality traits through sex-related events.

That's a good point to be fair. Theres a lot I like about cursed loot. Theres also a lot I don't like and some stuff is switched off entirely. 

 

I'm leaning towards standalone myself. I think the things I mentioned earlier regarding dialogue and choice could be done via soft dependency so far at least. 

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No it should remain standalone because...

Compatibility!

 

If StA is incompatible with other mods: you could remove StA or the other mod.

If SLS+StA+RND+... is incompatible with other mod/mods you will loose all what SLS has to offer or a lot of mods have to be removed to get SLS up and running.

 

Keep in mind that other LL mods evolve too and what is compatible today might be incompatible next month.

Mods like Simple Knock, RND, iNeed... don't evolve anymore anyways so they offer a stable base.

 

Would be interesting to see what happens if soft dependencies of SLS start to be incompatible to each other^^

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I immediately voted "standalone" primarily because of SLS's hard dependency of RND, not having seen your intention to soften that.  Even so, other arguments for standalone remain pretty solid, and if you are willing to do the extra work, modularity and soft dependencies are the way to go.  This would let other modders integrate better with both SLS and STA, which would be sweet.

 

I wouldn't see a problem with SLS having a hard dependency for STA, however, if you're looking to cut corners... so SLS could count on STA's functionality for its own use.  For most users I suspect this would be fine.  But in my perfect world - where I'd also be throwing $1 million your way to encourage development - each mod would be standalone and dependency-free.

 

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I completely missed SL Survival, didn't know it even existed.  The only reason I would vote for integration is to reduce the number of mods I have running but prefer it separate at least for now.  It seems like you can adjust some of the functions to SLS so if each part had an on/off toggle then adding Spank to it would be fine.

 

SL Survival seems fascinating.  I just spend a few minutes reviewing it's functions, like bigger mods some things I like and some I'm kind of eh' about.  I like the eviction Idea and npc's stealing (I use stash sacks for my loot early on and typically set up camp either outside Whiterun or nearby Windhelm and Solitude before I get a home), the toll is okay too, the escort necessity is interesting.   The rest of it doesn't really hold much interest to me in my game.

 

 

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1 less esp, while convenient if it suits you, isn't a very compelling reason since it's so easy to merge mods. 

So I've yet to come up with a good reason to merge it really. I can't think of anything that would require a hard link. For now at least. 

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The mod SL Survival is focused on survival. Getting your tushy spanked is not going to contribute to survival unless there is someone spanking you all night ?. It is more psychological than anything which has already been said.

 

Also it should be easier for you to manage as a standalone mod.

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2 hours ago, Darkpig said:

The mod SL Survival is focused on survival. Getting your tushy spanked is not going to contribute to survival unless there is someone spanking you all night ?. It is more psychological than anything which has already been said.

To be fair, it does fit with the misogynistic tone of the mod but yea, it's more of an add on feature. 

 

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14 hours ago, Monoman1 said:

To be fair, it does fit with the misogynistic tone of the mod but yea, it's more of an add on feature. 

 

No doubt I can see your problem deciding. Both mods are brilliant.

 

From the sound of things it doesn't seem like a big deal to keep them separate. Patches and soft dependencies can do amazing things after all.

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Definitely prefer it as a stand alone mod. Modular is almost always preferable, especially with the types of mods you do. You could always add dialogue to STA or like you said a soft dependency. I don't really see a reason for you to merge.

 

When I play SLS one of the first things I do is turn off half of the mods features, and most of your requests on the SLS Forum are for modularization and/or removal of the RND dependency.

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  • 3 weeks later...
  • 1 month later...

It should only be integrated into SLS, if SLS stops depending on RND.

 

Dependence on RND is the reason I dropped SLS.

That, and Simply Knock. I never want that in my game.

 

Well... There are other problems with SLS - things that could be cured by the addition of additional options.

 

In particular:

Sabotage of all sleeping spots that you don't pay a fortune for is not something I always want.

The container mechanic is a load of scripting for something I don't need because I don't store things in random containers anyway.

The required escort mechanic is implemented in a way that makes it dull, and sort of pointless.

The toll collection on gates doesn't really work because it's balanced on an impossible pivot: either the penalties for avoiding payment are too excessive (so you just pay), or the cost of the toll needs to be absurdly high, in which case you can almost never pay. There's no middle ground possible in the design.

Map and compass need an adjustable price.

SLS is just too diverse a collection of features, lacking a clear purpose, or much connection between most of the features.

The simply knock feature is something I never use, and I don't want Simply Knock in my game.

 

 

As Spank that Ass is fine standalone, why bind it to all those troublesome dependencies?

Just make the basic spank feature turn off automatically if you have StA installed.

 

 

Toll collection needs a different mechanic.

1) I think a toll on entry would be more immersive. It feels more logical to charge strangers coming in, while the fee to leave would make it impossible to be a farmer, or anyone who leaves town to work. However, there are other advantages.

2) Sometimes the collectors should demand more than money, even if you pay.

3) Need more varied and granular penalties. Multiple tattoos maxes you out on tattoos very quickly, and multiple devices is incredibly crippling. The skooma is a PITA, but basically harmless, unless you have other ways to get addicted.

4) Adding devices on entering the town makes more sense, because then you have to get rid of them in town before you can leave again, rather than having your adventure stopped dead, when the point of leaving town in the first place was to adventure.

5) Sometimes collectors should let you go through for free, due to past favours.

6) Sometimes you shouldn't be able to choose the option, so you can't just avoid the bad ones.

 

If the toll was on entry, you might find yourself stuck for cash coming in, desperate to sell to pay a DF, and then you'd have more reason to accept the alternatives.

If the collectors sometimes let you go through free, or sometimes demand favours despite payment, or sometimes force an option on you, it would feel less mechanical and more varied.

 

A dialogue where you could chance bribery (less than the toll), persuasion, simply pay up, or special pleading would offer even more gambling fun. If you failed persuasion or bribery, you'd get a penalty, but succeed and you get a cheap entry.

 

Adding devices on entry just makes more sense overall. Getting them when leaving means I never, ever, take that option.

 

Other penalties (on entry) ... some things I already suggested before ...

1) they could take your clothes and put a devious outfit on you ... when you leave they swap them back.

2) they demand you strip naked to enter - if they see you while you're dressed, you get a penalty, or arrested.

3) addition of high bounty and sent to prison (for sexy prison users).

4) they make your follower stay outside (could be highly inconvenient, plus you lose follower protection in SL Adventures, plus your DF can't rest and regain lives, so hates you).

5) I have a load of other ideas, just ask :) I know there's no time to do any of them.

 

 

And then there's the escort required feature... It makes sense for this to be on leaving, but the way its implemented it's just a thing you set in your MCM that requires you to have a follower. It's like ticking a box in the MCM to say you'll use DF, but you installed DF for that reason anyway... 

 

If an escort or protection is expected for "safety" when you leave, you should at least have the chance to show you're tough enough to leave on your own. (Brawl toll collector? Bribe? Persuade?) If you win, they charge you extra when you come back in, because you can afford it. If you lose, you pay penalties and can't re-challenge for some time period.

 

Or something else, but there needs to be some randomness, and some gameplay in it, not just a tick-box: follower must be present. It's just redundant. If you want to leave without a follower you untick the box. How is that different to telling yourself you must have a follower?

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Straight off the mark. 

1. This thread is old. I've already decided to keep STA separate. Hence why it's got it's own mod page now.

2. Rnd hasn't been required for survival for 3? versions now. SK will always be a requirement as it's not possible to change dialogue without it unless I write my own skse plugin which isn't going to happen. Don't know why anyone would hate SK. It's such a simple immersive little mod that makes life easier. 

 

4 hours ago, Lupine00 said:

Sabotage of all sleeping spots that you don't pay a fortune for is not something I always want

I disagree. I absolutely hate getting anything for free/without risk in skyrim. It annoys the absolute shit out of me. Look heres a free bed in the middle of town! - makes inns completely pointless and player homes less pointless. I've no problem with finding an abandoned camp to sleep at as there is a certain risk involved. 

4 hours ago, Lupine00 said:

container mechanic is a load of scripting for something I don't need because I don't store things in random containers anyway.

Then why does it bother you. If your not hoarding stuff in a container then you've nothing to worry about. I think the script runs an update every 6 game hours at the very most. If its throwing your papyrus vm into disarray then I'm afraid you've got much bigger problems then the stash script. 

 

A toggle is on my to do list however. I just don't get the hate. 

4 hours ago, Lupine00 said:

The required escort mechanic is implemented in a way that makes it dull, and sort of pointless

If you don't use DF then yes probably. Disable it and be happy. Generally I try to avoid getting a follower for as long as I can in the early game with DF. 

4 hours ago, Lupine00 said:

Toll collection needs a different mechanic.

1) I think a toll on entry would be more immersive. It feels more logical to charge strangers coming in, while the fee to leave would make it impossible to be a farmer, or anyone who leaves town to work. However, there are other advantages.

2) Sometimes the collectors should demand more than money, even if you pay.

3) Need more varied and granular penalties. Multiple tattoos maxes you out on tattoos very quickly, and multiple devices is incredibly crippling. The skooma is a PITA, but basically harmless, unless you have other ways to get addicted.

4) Adding devices on entering the town makes more sense, because then you have to get rid of them in town before you can leave again, rather than having your adventure stopped dead, when the point of leaving town in the first place was to adventure.

5) Sometimes collectors should let you go through for free, due to past favours.

6) Sometimes you shouldn't be able to choose the option, so you can't just avoid the bad ones

While entry would be more immersive it would break, at the very least, the follower requirement. 'Hey you, please go back inside and get a follower. Pretty please?'. Not to mention the guards getting murdered by dragons/bandits etc. Or just wandering off and being unable to find them when you want to get inside. =annoying.

 

Oh and random shit I also hate with a passion. My biggest problem with cursed loot is it's all random. Having to change your current objective because Utility.RandomInt() says so is annoying as fuck. AS FUCK! (Sorry but I can't emphasis enough how much I hate it)

 

Also don't agree on devices crippling you. Survival doesnt equip hardcore restraints. I think the gag is the worst. The rest are mostly just cosmetic. 

4 hours ago, Lupine00 said:

Other penalties (on entry) ... some things I already suggested before ...

1) they could take your clothes and put a devious outfit on you ... when you leave they swap them back.

2) they demand you strip naked to enter - if they see you while you're dressed, you get a penalty, or arrested.

3) addition of high bounty and sent to prison (for sexy prison users).

4) they make your follower stay outside (could be highly inconvenient, plus you lose follower protection in SL Adventures, plus your DF can't rest and regain lives, so hates you).

5) I have a load of other ideas, just ask :) I know there's no time to do any of them

I am open to doing some kind of deals for a 'toll pass' though. 

 

All of the things you bring up can be prefaced with 'in my opinion'. And many of them would take months of modding to do even though it sounds simple. Ans since I'm the one putting in those hundreds of hours modding.... Originally I made this mod for myself which is why the features are a little all over the place but the theme is the same - Do poorly, get punished for it but at least give you the means to survive it. 

 

Oh and 30 seconds in TesEdit and you can change the price of the compass....

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