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Immersive Daedra Worship: Temple of Molag Bal


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Posted (edited)
10 hours ago, dunderhead59 said:

Sacrosanct https://www.nexusmods.com/skyrimspecialedition/mods/3928 is a complete vampire overhaul.  One of its main features is reverse progression, which means your vampire is stronger when well fed.  In the base game, vampires get stronger as they get hungrier, which just seems wrong.

 

Serana Dead Sexy - The Queen of the Damned https://www.nexusmods.com/skyrimspecialedition/mods/73589 has an optional module which links to the temple.  It is ever so easy to break the ritual by using multiple summoned succubi as Brides (they enjoy being raped and sacrificed) - iirc the points until next reward value goes negative, so I guess a counter overflows.  Hopefully the new version of the ritual will be more robust.  Obviously, the ritual rewards can make the PC OP, but if you're using SDS, you won't care about that!


The ritual and reward system is being rebuilt from the ground up. In essence, ToMB is piggybacking on DOM's AI. Only DOM slaves will be tracked as victims, as the scoring is now based on DOM's mental values and mostly triggered by DOM's events. (Summoned actors can still participate as aggressors, of course.) For example, in the old  its simply X rapes breaks the bride and triggers scoring (which then can't be repeated in that ritual). Now, there are numerous smaller scoring events related to mental state, like putting the bride in the "terrified" or "shocked" moods, each individual rape scores, and putting the bride into the "broken" state for the first time is a massive score. Also, sacrifice point value is now tied to how well trained they are as DOM slaves. The end result is an extremely dynamic and responsive system.

Edited by The Man in Black
Posted
On 8/20/2024 at 10:45 PM, The Man in Black said:


The ritual and reward system is being rebuilt from the ground up. In essence, ToMB is piggybacking on DOM's AI. Only DOM slaves will be tracked as victims, as the scoring is now based on DOM's mental values and mostly triggered by DOM's events. (Summoned actors can still participate as aggressors, of course.) For example, in the old  its simply X rapes breaks the bride and triggers scoring (which then can't be repeated in that ritual). Now, there are numerous smaller scoring events related to mental state, like putting the bride in the "terrified" or "shocked" moods, each individual rape scores, and putting the bride into the "broken" state for the first time is a massive score. Also, sacrifice point value is now tied to how well trained they are as DOM slaves. The end result is an extremely dynamic and responsive system.

That sounds really good.  Can't wait.

Posted

Update: Scoring events are all working properly, though I still need to tune the point values. And I've finally gotten the rewards altar working as well. This means that modders adding their own custom rewards will be as simple as making a crafting recipe, and native support for integration patches with items/spells from other Molag Bal/Coldharbour themed mods will be easy.

Posted (edited)
7 hours ago, DarkForce_256 said:

Getting pretty excited for this. I now have a reason to play as a male Dragonborn, something I haven't done since the 2011.

It's gonna be great. I was testing the enhanced kidnapping features tonight, and the gameplay was exactly what I was going for. Basically, it makes kidnapping a crime, and people who detect you with a sack on your back will report it as an assault. It makes the kidnapping much more challenging and exciting to make it out of town with your victim.
 

Getting your victims back to the temple is half the fun, especially if you add stuff like border checkpoints and road patrols.

Edited by The Man in Black
Posted
On 9/1/2024 at 2:15 AM, The Man in Black said:

It's gonna be great. I was testing the enhanced kidnapping features tonight, and the gameplay was exactly what I was going for. Basically, it makes kidnapping a crime, and people who detect you with a sack on your back will report it as an assault. It makes the kidnapping much more challenging and exciting to make it out of town with your victim.
 

Getting your victims back to the temple is half the fun, especially if you add stuff like border checkpoints and road patrols.

have you tested this using things like pamatronic's deadly furnitures? Because while DOM reads the death, your old system wouldn't. 

Posted
On 9/6/2024 at 3:19 PM, fallen1 said:

have you tested this using things like pamatronic's deadly furnitures? Because while DOM reads the death, your old system wouldn't. 

I'm not familiar with the mod. Link?

 

The sacrifice system still only looks at deaths that occur during a ritual (although it will count certain other abuse that occurs outside it). 

Posted
15 hours ago, The Man in Black said:

I'm not familiar with the mod. Link?

 

The sacrifice system still only looks at deaths that occur during a ritual (although it will count certain other abuse that occurs outside it). 

 

Posted

Interesting. Well, if you spawn it inside the ritual chamber, the new version should recognize the sacrifice when you use it during a ritual. Scoring for sacrifices are performed in an OnDying event in the victim's ToMB_Slave alias script.

  • 2 weeks later...
Posted
On 8/31/2024 at 8:47 AM, The Man in Black said:

UPDATE: I still need to do some more playtesting for balance, but I think I've gotten the core gameplay mechanics for this next version almost done. Then it will be on to the UI!

Getting really excited for the update! 

 

I have enjoyed this on previous playthroughs, but was thinking of leaving it off on my new one, very soon, as some of the interactive features weren't up and running yet.  (I totally understand that it is a huge workload).

 

Do you know whether we will be able to upgrade on a current playthrough? And whether the temple redesign add-on will still be compatible?  Or whether it's best to leave it off and install mid game (I have all of the PAHE & DOM mods installed & up-to-date).

 

Appreciate all of your work.  Thanks

Posted
On 9/9/2024 at 7:36 PM, The Man in Black said:

Interesting. Well, if you spawn it inside the ritual chamber, the new version should recognize the sacrifice when you use it during a ritual. Scoring for sacrifices are performed in an OnDying event in the victim's ToMB_Slave alias script.

I guess it'll have to do with how the script for pama is. I see that DOM recognizes the death but then wierd shit happens with the slaves that doesn't happen with followers or normal NPCS. I think he has a resurrect script happen or something to force the NPC in a held furniture state or something. 

He has a discord going, I think it would be very beneficial to check out his work since the furniture system intersects with what you are doing and is growing. Might give you some ideas ;).
  
Also as an semi-off topic note. IIRC you mentioned in a previous post something about a patch that allows you to integrate an estate/noble mod with this upcoming one? If you can release it that'd be f*ing sweet, I've done a playthrough as a Merc who enslaves either bandits or captured adventurers, and does this in the shadows, and a full on hidden cultist who goes out and kidnaps people in the middle of the night.
 
Something to integrate having your own estate with legal slaves that you had brought to you. that "disappear" sometimes would be an interesting playthrough

Posted
17 hours ago, RP_Master said:

Getting really excited for the update! 

 

I have enjoyed this on previous playthroughs, but was thinking of leaving it off on my new one, very soon, as some of the interactive features weren't up and running yet.  (I totally understand that it is a huge workload).

 

Do you know whether we will be able to upgrade on a current playthrough? And whether the temple redesign add-on will still be compatible?  Or whether it's best to leave it off and install mid game (I have all of the PAHE & DOM mods installed & up-to-date).

 

Appreciate all of your work.  Thanks


The old version will not be compatible at all, nor will the add on. Nearly everything but the assets has been redone from the ground up, including the temple cell (which no longer has an underscore in its ID, which causes weirdness with saving). The new temple design does draw some inspiration from the add on, however.

Posted
6 hours ago, fallen1 said:

Also as an semi-off topic note. IIRC you mentioned in a previous post something about a patch that allows you to integrate an estate/noble mod with this upcoming one? If you can release it that'd be f*ing sweet, I've done a playthrough as a Merc who enslaves either bandits or captured adventurers, and does this in the shadows, and a full on hidden cultist who goes out and kidnaps people in the middle of the night.
 
Something to integrate having your own estate with legal slaves that you had brought to you. that "disappear" sometimes would be an interesting playthrough


You may want to revisit the kidnapping cultist. I've added some new mechanics to make it much more challenging and interesting. Carrying a burlap sack with someone inside will now be treated as an assault if you are detected. Which makes kidnapping high-value targets from cities tricky. (And social standing factors into the slave's base value. Someone like Gisli or Ingun Black-Briar is worth *waaaay* more than a random bandit.)

Posted

Here's a sneak peak at the remodeled temple.

 

First up, your new room. Or rather--your suite, as it also includes a private bath and inner sanctum, where Molag Bal will grant you his favor:

 

 

image.png.a9d617511dea099545bcb649c98de210.png

image.png.d37f82d14d2b62c6fad6ff40f0b6b45e.png

image.png.3535829810818819f33b0f8ef6506714.png

 

image.png.c62b54df37c812904a0ce09236ba40a0.png

image.png.8e2a1e36871fa603a179959ab1a20e05.png

 

The altar in your inner sanctum is where Molag Bal will reward you. In fact, the altar above is actually a special crafting station to spend your devotion. This will allow creating custom rewards as easy as making a one-ingredient crafting recipe:

 

image.png.64dff10bb31eea1aa10e6b56a35489a0.png

 

I have also redone the cultist robes:

image.png.bc79327dfdae4f14fe24c88878973e5f.png

 

The crafting room has been much improved, with a layout inspired by the add-on: image.png.503b0ea5588de3ee24f51cfdf87c4fe4.png

image.png.27533de5f1435938a67c8a1f1b5097ef.png

image.png.d98f67e904b9e9646fd8b03d21b5a241.png

image.png.f6cc583f60a1707d0a577d53ce00c12e.png

 

I should point out that the alchemy lab above supports the crafting of DOM potions. Speaking of crafting, the summoning room now supports Dead and Daedric Guardians, as this will be replaced with a built-in summoning circle for that mod.

 

image.png.138749feb1736614bcfc543729eb127f.png

 

I've also added a few torture rooms:

image.png.d2f023670ab69c588730b6732a8156e7.png

image.png.b8f413c2f5829970731d13fcad21ccdd.png

 

There are now 20 cages, which integrate with DOM's AI to make slaves stay there. The above cell does so as well.

 

 

image.png.37d548cb1d8ac9face4e4433839f2a6d.png

 

50 ft. tall Molag Bal is more intimidating than ever: 

image.png.57aa2321dd649c4864026292d56d69d6.png

 

And, of course, the ritual chamber has a fancy new circle:

image.png.b1ad000c10d3788178dfd02fc8c6c601.png

 

Although the scripting for this release is probably 80% done, there's still work to do.

 

(If anyone is good with clothes textures, I could use a hand on getting the cultist hood to match the robes better. And if anyone is good with making mesh mashups, I could use some help adding the Mace as the head of a staff.)

Posted (edited)

recently came back to this mod and the other addon, looking good.  would like to see bodylide files for the cultist robes though (i use 3ba), my gals in the female robes have their tits downgraded when in them lol, if at all possible.  looking forward to where this goes, thank you for your work

Edited by Wolfen09
Posted
7 hours ago, Wolfen09 said:

recently came back to this mod and the other addon, looking good.  would like to see bodylide files for the cultist robes though (i use 3ba), my gals in the female robes have their tits downgraded when in them lol, if at all possible.  looking forward to where this goes, thank you for your work


The cultist robes use vanilla meshes—Dark Brotherhood for male, Nocturnal for female. So if you have BodySlides for those, they should work. (I use BHUNP)

Posted (edited)
41 minutes ago, The Man in Black said:


The cultist robes use vanilla meshes—Dark Brotherhood for male, Nocturnal for female. So if you have BodySlides for those, they should work. (I use BHUNP)

 

ah, and me not having a 3ba version of nocturnals robes is the problem then (Not included in a lot of replacers for some reason), thanks for the heads up

 

edit:  i think you might be wrong as when i unpack the bsa it does have its own meshes labeled molagbalrobes_f_0.nif and molagbalrobes_f_1.nif, and i did have a 3ba replacer for the nocturnal robe so i just copied the .nif and renamed it and placed it in as a loose file, gonna see if that fixes it

Edited by Wolfen09
Posted
20 minutes ago, Wolfen09 said:

 

ah, and me not having a 3ba version of nocturnals robes is the problem then (Not included in a lot of replacers for some reason), thanks for the heads up

 

edit:  i think you might be wrong as when i unpack the bsa it does have its own meshes labeled molagbalrobes_f_0.nif and molagbalrobes_f_1.nif, and i did have a 3ba replacer for the nocturnal robe so i just copied the .nif and renamed it and placed it in as a loose file, gonna see if that fixes it


That ought to do it. I haven't looked at the bsa for the old version in a while. I believe the new version uses the vanilla mesh with a new texture set.

Posted
On 9/22/2024 at 5:37 AM, The Man in Black said:


The old version will not be compatible at all, nor will the add on. Nearly everything but the assets has been redone from the ground up, including the temple cell (which no longer has an underscore in its ID, which causes weirdness with saving). The new temple design does draw some inspiration from the add on, however.

Thanks for the info.  The new pictures look good, can't wait  🙂

Posted

decided to make a slavetats tattoo set inspired by this mod, not quite done with it, but ill upload it to my slavetats page within the next couple days.  Thought id share, and thanks for the inspiration

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  • 2 weeks later...
Posted

I got a lot done last night with the rewards (coldfire spells, summons, mace upgrades). Once I finish these and the temple (navmesh, lighting), it should be ready for a preliminary release!

Posted
On 10/8/2024 at 7:31 AM, The Man in Black said:

I got a lot done last night with the rewards (coldfire spells, summons, mace upgrades). Once I finish these and the temple (navmesh, lighting), it should be ready for a preliminary release!

can't wait. Been checking back on and off. This will be the mod that gets me to finally run through Skyrim again

Posted

Tested the coldfire spells last night, and they all seem to be working perfectly so far. They're tagged with both the keyword for fire magic and frost magic, so they should have some unique play by benefiting from both types of elemental perks (at least, that's the theory).

 

My next task is to get the mace spells working. The mace will be able to transform into a staff, which can then swap between a coldfire fireball, coldfire flames, life draining, and (after obtaining an upgrade) a mass reanimation effect similar to the Ritual Stone's.

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