Jump to content

Deviously Pink - Elvira's Restrictive Fashion shop


Recommended Posts

Posted

Great mod! Looking forward to the next update! 

Can I translate your mod to Chinese and share it with other Chinese players? Of course, I will link here and credit you. :)

Posted
27 minutes ago, 804137081 said:

Great mod! Looking forward to the next update! 

Can I translate your mod to Chinese and share it with other Chinese players? Of course, I will link here and credit you. :)

Thanks :)

 

And sure that's no problem. As long as the original authors rights are respected (non-profit and list permissions) all is fine :)

 

  • 3 weeks later...
Posted
8 hours ago, jigwigigx said:

Just want to know what mod the corset gag comes from? Doesn't seem to be part of DD or DCL.

They are in the DDx gamefiles (collar_corset.nif) but not used in DDx as far as I know. So I think it got forgotten in the process of adding items.

 

 

The smithing quest is complete, just needs a few extra rounds of testing and then the Beta version will be uploaded.

Posted
8 hours ago, naaitsab said:

They are in the DDx gamefiles (collar_corset.nif) but not used in DDx as far as I know. So I think it got forgotten in the process of adding items.

 

 

The smithing quest is complete, just needs a few extra rounds of testing and then the Beta version will be uploaded.

Can't wait! I just came back from Elviras shop on my yet another playthrough and figured I'll check how her CEO is doing on updates :P 

  • 2 weeks later...
Posted

Do you guys (and galls) think I should name it "Elvira's bondage shop" or just "Elvira's shop"? 

First one is direct and clear but quite similar to Laura's bondage shop.

 

Other ideas are also welcome of course.

Posted

While you're working on the maid dress (which I still love to bits), would you mind fixing the typo on its back? It's driving me nuts. ^^

 

How about "Elvira's Emporium (of Erotica)"?

Posted
22 minutes ago, NoirXiaoba said:

While you're working on the maid dress (which I still love to bits), would you mind fixing the typo on its back? It's driving me nuts. ^^

Perhaps ;)

 

22 minutes ago, NoirXiaoba said:

How about "Elvira's Emporium (of Erotica)"?

I think that would be a bit over the top for a small shop. 

Posted
17 minutes ago, donttouchmethere said:

Did I misread something or is the shop also a devious Inn?

I tend to spend a lot of time in devious shops in Skyrim for unknown reasons ?‍♂️

Just asking because there would be interesting name combos possible... I guess

 

Name inspirations Type shop:

Elvira's pink fetish store

Elvira's pink secret (outlet store shop)

Elvira's captured in pink shop

Elvira's locked in pink store

Elvira's devious Toy(s) shop

Come in and pink out!

Elvira's pink adventure equipments

Elvira's pink surprises

Pink is the new Black!

Elvira's fetish supplies and more

 

Well not really an inn, she has a place for you to sleep at night.

 

Elvira's Pink Store does have a nice ring to it. Maybe something like 'Elvira's Pink Bondage'

Posted
1 hour ago, naaitsab said:

I think that would be a bit over the top for a small shop. 

Aim high, right? ^^ Nah, I get you.

 

1 hour ago, donttouchmethere said:

Elvira's pink and waterproof supplies

Does it keep the water in or the wearer dry?

 

48 minutes ago, merManc said:

How about "Tickled Pink" for the shop name? A real-world idiom meaning thrilled/elated/delighted.

I love stuff with a hidden meaning! ❤️

Posted

"Elvira's xxx Pink of yyy zzz" ))

why not just "Devious Pink" or "Elvira's Devious Pink" ? Imho Simple and bold ))

 

So, when the next  build will be uploaded ?

 

PS. is Elvira name are from "Elvira: Mistress of the Dark" movie?

Posted
9 hours ago, donttouchmethere said:

Both at all times!

Wish it was as easy for me as it is for my character to accquire the means to horde and/or buy tons of kinky pinky stuff.

 

...

 

I said too much.

 

"Elvira's Kinky Pinky Stuff" maybe?

Posted
18 hours ago, donttouchmethere said:

(little shop of horrors, to:)

Elvira's little shop of pink bondage!

 

 

Mistress Elvira's restrictive fashion.

Elvira's fashionable bondage Shop

 

Elvira's bondage goods (or wares)

With the mannequins  (yes those are fixed in the latest version :P ) I also like the ring of a more fashion thing.

Elvira's Restricting Fashion perhaps?

 

18 hours ago, merManc said:

How about "Tickled Pink" for the shop name? A real-world idiom meaning thrilled/elated/delighted.

 

18 hours ago, Diziet said:

Pink Passion?

I personally think those names are more for brothels and stuff :P

 

12 hours ago, anna_wolf said:

"Elvira's xxx Pink of yyy zzz" ))

why not just "Devious Pink" or "Elvira's Devious Pink" ? Imho Simple and bold ))

 

So, when the next  build will be uploaded ?

 

PS. is Elvira name are from "Elvira: Mistress of the Dark" movie?

That's the mod name, not sure if I want to keep the store name the same. Need to think about that som more.

 

And it's not based on the story/movie but just a random name I picked. But it does fit her devious persona ;)

 

Posted
14 minutes ago, donttouchmethere said:

I like the word Restrictive/Restricting (bondage is too obvious, still sexy tho).

Also Fashion allows you to put all kinds of outfits into the shop, like your latex bunny outfits.

I was so focused on PINK, because that is a very distinctive aspect of your mod ^^

 

Also restrictive fashion would connect your mod a bit more with Devious Lore, with it's fashion addicted Altmer woman!

At least in my mind o.o

 

Don't forget how important abbreviations are ^^

Would now be: ERF

 

Yeah it's quite decent. Until you step inside and take a glance at the mannequins that is :P The cage outside is just for housing dangerous animals of course.

 

I have the smithing scene in beta state at the moment, it seems to run as planned. The maid job is in alpha but seems playable.

Working on punishment sets right now, the whipping part is done (a single variant atm) and the cage scene is almost done. 

Gonna complete the cage thing and then get a working beta release done. Afterwards  I'm taking a shot at a debt/rude system.

 

I still need a way to properly dismiss/store followers as they will interfere with the scenes. I think that's the issue with most mods that rely on scene's. And there not really being a proper system to fix this. (store follower X at marker Y, follower Q if there at marker Z etc)

Posted

I checked a few mods. Due to the engine not supporting a way to check what npcs are in the current follower faction (derp) it requires something that scans the entire cell (heavy script load). Or has a separate quest with auto-filling aliases that seems to be only supporting 1 follower. Both don't allow a decent way to make them wait at a marker or something.

 

I could do 2 things, 1 just leave it as it is. 2 add a script that dismisses followers when you enter the front door, or a trigger inside the shop.

I'm thinking option 1, as I don't use followers myself I'm not very keen in investing a lot of time that can be spend making new stuf.

Posted
17 hours ago, naaitsab said:

I checked a few mods. Due to the engine not supporting a way to check what npcs are in the current follower faction (derp) it requires something that scans the entire cell (heavy script load). Or has a separate quest with auto-filling aliases that seems to be only supporting 1 follower. Both don't allow a decent way to make them wait at a marker or something.

 

I could do 2 things, 1 just leave it as it is. 2 add a script that dismisses followers when you enter the front door, or a trigger inside the shop.

I'm thinking option 1, as I don't use followers myself I'm not very keen in investing a lot of time that can be spend making new stuf.

I'm not very good with programming so I don't know if it'll work, but how about a script to detect the follower and then putting them in an alias. If that works, you can use a scene to control them.

 

Maybe something like this:

 

Function CheckForFollower()

    Cell c = libs.playerref.GetParentCell()        
    Int NumRefs = c.GetNumRefs(43)

    While NumRefs > 0
        NumRefs -= 1
        Actor currenttest = c.GetNthRef(NumRefs, 43) as Actor
        If currenttest.isInFaction(CurrentFollowerFaction)

            ;CODE STUFF TO PUT THEM IN AN ALIAS
            return

        endif
    EndWhile

EndFunction

 

 

Posted
4 hours ago, Laura 'Lokomootje' said:

I'm not very good with programming so I don't know if it'll work, but how about a script to detect the follower and then putting them in an alias. If that works, you can use a scene to control them.

 

Maybe something like this:

 

Function CheckForFollower()

    Cell c = libs.playerref.GetParentCell()        
    Int NumRefs = c.GetNumRefs(43)

    While NumRefs > 0
        NumRefs -= 1
        Actor currenttest = c.GetNthRef(NumRefs, 43) as Actor
        If currenttest.isInFaction(CurrentFollowerFaction)

            ;CODE STUFF TO PUT THEM IN AN ALIAS
            return

        endif
    EndWhile

EndFunction

 

 

That is the DCUR approach. It scans the current cell and forces the NPC into an alias if they are in the follower faction. Not sure how that will run on less powerful machines. With regards to dialogue/script lag (dialogue start -> check followers -> dismiss them -> continue dialogue)

I could try to experiment with it and the built in method Bethesda uses to make an NPC wait.

 

1. "freeze" follower: FollowerActor.SetAv("WaitingForPlayer", 1)

2. Move NPC to a marker: FollowerActor.PathToReference(XMarker, 1)

Posted
19 hours ago, naaitsab said:

That is the DCUR approach. It scans the current cell and forces the NPC into an alias if they are in the follower faction. Not sure how that will run on less powerful machines. With regards to dialogue/script lag (dialogue start -> check followers -> dismiss them -> continue dialogue)

I could try to experiment with it and the built in method Bethesda uses to make an NPC wait.

 

1. "freeze" follower: FollowerActor.SetAv("WaitingForPlayer", 1)

2. Move NPC to a marker: FollowerActor.PathToReference(XMarker, 1)

I use the DCUR method to change a global and I haven't had reports about performance issues. But maybe filling the alias is too much.

Anyway, let me know when you find a way. :)

Posted
18 hours ago, Laura 'Lokomootje' said:

I use the DCUR method to change a global and I haven't had reports about performance issues. But maybe filling the alias is too much.

Anyway, let me know when you find a way. :)

The setAv part works a charm. The follower waits until you ask them to join you again.

The PathToReference sadly does nothing and seems to be more for the player (that works), so I'm open to alternatives. Think I'm just going to use a 'MoveTo' to teleport them to an outside marker near the road sign. As you can't start/attach AI packages from script. And filling aliases and starting scene's for every follower is definitely going to cause lag and is way more susceptible for errors.

Posted

The teleport (MoveTo) followed by the SetAV command works like a charm. It's not the most elegant way of moving the follower but it works, so I'll stick with it.

The follower also stays put at the location so that's good.

 

I remember @Veladarius had issues "storing" followers in specific locations in CD. Maybe this approach is something you can use for the remake.

 

 

As for the shop 'rebrand', think I'm gonna stick with this

 

Capture.JPG.6e322e61fa5981123ba4d273bf03ea87.JPG

Posted
1 hour ago, naaitsab said:

The teleport (MoveTo) followed by the SetAV command works like a charm. It's not the most elegant way of moving the follower but it works, so I'll stick with it.

The follower also stays put at the location so that's good.

 

I remember @Veladarius had issues "storing" followers in specific locations in CD. Maybe this approach is something you can use for the remake.

 

 

As for the shop 'rebrand', think I'm gonna stick with this

 

Capture.JPG.6e322e61fa5981123ba4d273bf03ea87.JPG

I had an interior cell that had close to 40 npc's stored there. While there they would be disabled and when needed enabled then moved to where I needed them. When I was done with them I sent them back to their position, resurrected (in case they were dead) and disabled them again. The only actors who were enabled / disabled during quests that I didn't do this with were the bandits at the cities for the delivery quest as they would try to return 'home' instead of staying there so they were all placed at the cities and set as disabled and enabled as needed.

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...