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Posted

@Scrab Can I safely update from the first to the second iteration of the Beta, or will my old save games become corrupted?

 

(i.e., do I need a new save game?)

Posted
3 hours ago, Coalstorm said:

@Scrab Can I safely update from the first to the second iteration of the Beta, or will my old save games become corrupted?

 

(i.e., do I need a new save game?)

Ah.. I dont know how to answer this. Not 100% sure when a new game is needed, my pardon

 

I would recommend to at least make a clean save as I relocated the Drinking Event. The game might have issues starting it properly. You shouldnt need a new save game, changes arent all that drastic (Make sure to finish all running games/quests/pranks and dismiss your follower first) 

Posted
8 hours ago, Magnomine said:

For me the collar is invisable and doesn't force me to crawl like the dialogue says it does.

You need DDs meshes & textures for the Collar. You can disable its .esms but until I have my own Pet Collar mesh, I need to make use of the DD one (we dont want those vanilla necklaces to be the collar, do we?)

 

Make sure to run FNIS

Posted

maybe you can use volkahar castle as a location for an event, it would have to require either serana as your JF or harkon being dead for any other follower.

 

could also have a game where you have to visit 2 different walled cities chosen at random while wearing some outfit that you follower decides, would require dd to be installed for it to be avalible.

Posted
17 hours ago, shadowwolf2k7 said:

maybe you can use volkahar castle as a location for an event, it would have to require either serana as your JF or harkon being dead for any other follower.

Oddly specific and very straightforward: 

Requirments:

- Your Follower is a Vampire

- Youre part of Volkihar Clan.. thing

- Youre not a Vampire 

 

Event:

Entering Volkihar Castle will announce you a traitor and "fresh meat". I guess its obvious whats going to happen now, non? 

Maybe that could force you to be a Vampire again.. maybe I can integrate a new Flag with that

 

// The same thing could work the other way around with the Dawnguard. Youre part of DG but a Vampire and so on..

This would be one of those Events that when you dl this mod without reading this thread and randomly come across it would hopefully please you but also just confuse you alot. I love things like that. I mean in a normal playthrough, how many times do you enter Volkihar Castle as part of the Clan without being a Vampire

 

17 hours ago, shadowwolf2k7 said:

could also have a game where you have to visit 2 different walled cities chosen at random while wearing some outfit that you follower decides, would require dd to be installed for it to be avalible.

Uh... and then what? Im unsure what exactly this game would be about

Posted
4 hours ago, Scrab said:

Oddly specific and very straightforward: 

Requirments:

- Your Follower is a Vampire

- Youre part of Volkihar Clan.. thing

- Youre not a Vampire 

 

Event:

Entering Volkihar Castle will announce you a traitor and "fresh meat". I guess its obvious whats going to happen now, non? 

Maybe that could force you to be a Vampire again.. maybe I can integrate a new Flag with that

 

// The same thing could work the other way around with the Dawnguard. Youre part of DG but a Vampire and so on..

This would be one of those Events that when you dl this mod without reading this thread and randomly come across it would hopefully please you but also just confuse you alot. I love things like that. I mean in a normal playthrough, how many times do you enter Volkihar Castle as part of the Clan without being a Vampire

 

Uh... and then what? Im unsure what exactly this game would be about

maybe it could be a shopping trip where you have to buy something from each of the cities and give it to the follower it would give you affection.

Posted

After I left my follower, the "Hi" dialogue would not show up again when I asked them to follow me.  It would also not show up when I invited a new follower to join me.

 

I got the initial dialogue on the first follower I took in, but not subsequent ones or the same one again.

 

I am using Extensible Follower Framework (EFF) and devious followers.

 

Do I need to wait a certain amount of time after I ask a new follower to join me?

Posted
4 hours ago, Xuvish said:

Do I need to wait a certain amount of time after I ask a new follower to join me?

On 11/14/2020 at 11:10 AM, Scrab said:

- Dismissing your JoyFol will now start the Global Cooldown

- Added 2 Conditions to allow a regular Follower to become a Joyful Follower*:

  > Global Cooldown has to be inactive

  > Follower needs to actually follow you

 

Posted
4 hours ago, Xuvish said:

So if I am understanding this correctly, you can only have 1 Joyful follower at a time, correct?

Yes

 

You only can have 1 real JF and when you dismiss that one (or that one dismisses themselves) another one wont be recruited automatically until you time equal to half of the Global Cooldown Duration (the one you set in your MCM) has passed. You either have to wait that time or recruit through Debug Dialogue

Posted
1 hour ago, Scrab said:

Yes

 

You only can have 1 real JF and when you dismiss that one (or that one dismisses themselves) another one wont be recruited automatically until you time equal to half of the Global Cooldown Duration (the one you set in your MCM) has passed. You either have to wait that time or recruit through Debug Dialogue

Thank you.

 

Any plans to convert to LE after beta testing is done?

Posted
1 hour ago, Xuvish said:

Any plans to convert to LE after beta testing is done?

I do not own LE, thus cannot port to LE myself

 

I dont mind however if someone else wants to port it over, even during beta testing

Posted

Hi,

 

An issue I have while testing the mod. The pet collar is never chosen as a punishment. Even if I disable the gag one and the dog collar one, the dog collar that make player crawl is still chosen as the punishment. I do have pet collar mod installed and it shows active in the MCM.

Posted
On 11/20/2020 at 8:08 PM, KyLeeKu said:

Even if I disable the gag one and the dog collar one, the dog collar that make player crawl is still chosen as the punishment

There was an overlook when I added the MCM options. You cannot disable the Dog Collar Event in the current Version, will be fixed with the next 

 

I also removed the Flag Requirement from the PetCollar Punishment until I got some more Events in the punishments pool 

 

Also I will add... er... ' <- those things now into Dialogue. I originally didnt do it because its just not my style to be grammatically correct (hehe) and I often had issues with space even when not using them but I assume my writing has improved enough to now allow using a few character slots for the little guy. This also means that I fix typos along the way. So if you find any (other than the missing ' ), let me know

Posted

I just went over the DD5 changes and assuming I understood things correctly, DD changed some of its code within the API. JF might need some adjustments due to this. It seems unlikely that anything breaks, though if DD is behaving weird within this mod, thats prbly why

 

The next version (releasing tomorrow) wont have any changes for DD5. I will give priority to look deeper into DD5 and make a patch for it within the next week

 

Posted

Goal of Beta2 is to bring old content up to date with the philosophy introduced in Beta1. Part1 already covered most of the big events and reworks, this is a rather small update compared to that, only focusing on the leftover bits.

I recommend making a clean safe here yet again as with the previous version, while there wont be a lot of IG differences, there were some major changes within the .esp. This should hopefully be the last time where this is necessary. Future versions should focus more on actual new content

 

Joyful Followers Beta 2.1

 

Dialogue

- Fixed a few quadrillion typos and grammar errors. 

> Added Apostrophes and fixed some general typos and gramma errors

> "Slang" should be gone (Ya => you, wanna => want to)

> Key Hunting Gagged Dialogue is excluded from this change

> (Also I make more use of stylistic (not devious) devices

 

(I assume there are still a few centillion typos/grammar errors running around, so let me know if you find any)

 

 

OnHit

- Script which fires OnHit should be slightly faster now

- OnHit has been reworked

Spoiler

- Removed the 12h Cooldown (this time officially) and replaced it with a 70% Chance to trigger Dialogue*

- Dialogue itself is mostly untouched (apart from general Dialogue changes)

- Whenever OnHit Fires, you gain 1 Leave Token (this applies even when Dialogue doesnt fire) 

- Endurnace** is now handled dynamically:

> Rule: Hitting your follower Endurance times triggers OnHit

> Power Attacks are treated as 2 hits, Projectile Hits (e.g. Arrows) are treated as 0.5 hits***

> Resting for some time recovers Endurance up to your MCM Setting "Max Endurance"

 

- For DD Users only: Chance to receive a generic punishment is now higher than before

 

 

* "Scrab, why do you have such an issue with just allowing me to spamtrigger this event?" 

Well, I do this for an illusion of self-awareness. Instead of having the Follower follow set paths that you define through the MCM only, I want them to be able to "make their own choices" of sorts. Having the Dialogue random - not always firing when you hit them X times - should confuse palyers that dont know how the system works exactly.. of sorts. Make the follower feel more "self-aware" by taking control from the player (Youre playing the PC, not the follower). For the same reason I dont allow you to manipulate Affection Gain and some other predefined values (this mod be like "It scks, I dont understand anything. F u Scrab, Im out")

 

** Endurance is a random number whichs boundaries you set in the MCM ("Min Endurance", "Max Endurance". In this new System, Endurance decays whenever you hit your follower and regenerates whenever you sleep for at least 1 full tick up to your "Max Endurance" MCM Setting. How much is regenerated with every sleeping depends on your Affection Level and how stressed out your follower is. This is different to the previous system where this whole event was controlled by multiple variables. The new OnHit only uses this one Endurance Variable, which should make the event overall lighter and faster

 

*** In my current Archer playthrough I often realize how NPCs just randomly walk into my arrows. I just assume that spells, especially large AoE ones will have a similar issue. Its fairly easy to avoid hitting someone with a melee weapon but ranged - especially with Skyrims clunky aim assist - it can be very hard to avoid hitting a non desired target with a projectile at all times. Thus I decided to make Projectile Weapons less punishing, I feel like players playing a projectile class will have a hard time avoiding this event if followers always run into their projectiles and projectiles are treated as harshly as melee hits. (Yes, youre supposed to avoid this event)

 

 

Leave Tokens

- Leave Tokens are collected whenever you hurt your follower*

- Collecting 7 or more Tokens allows your follower to leave you

- Lose 1 Token every 127 ticks (or once every month with default Tick Speed)

 

 

* "Hurting your follower" doesnt restrict itself on the OnHit Event. Raping them or being harsh with them in dialogue can also increase Token Count

 

Miscellaneous & Fixes

- Present Feature: Smoothed out some choices 

 

- Punishment Game: DogCollar: Can now be disabled properly

- Punishment Game: PetCollar: No longer requires the Humil. Flag

- Punishment Game: Shut!Up!: Conditioned some Quest Dialogue to differ between interior and exterior cells. (No more "Get out" when youre not in an Interior Cell, etc)

 

- Internal Structure: "MiscDialogue" has been splitted into "Idle" and "EventChains". Idle containing all through Idle started Events (e.g. MyCut), EventChains containing all Events that require other Events to start (E.g. TakeMeHome)

- Idle: MyCut: Did some changes to allow for additional endings 

- Chain: RubberSuit: Now rewards you with Affection depending on Choice

 

Future Ideas

* Everything below is subject to change

Spoiler

Challenges:

- Will be completly random

- Challenges you already completed can be started manually through Dialogue (With some restrictions)

- You may be able to ask for a new challenge (One that you havent completed before) (With some restrictions) 

- New challenges will always be random however

 

- Interaction: Bondage Lover

- Interaction: TakeMeHome

 

- New Major Event: Below the College

> Location: The Midden

 

- New Minor Event: Traitor! 

> Location: Fort Dawnguard or Castle Volkihar

 

- ??? New Minor Event: - Nameless -

> Location: Nilheim Tower

! Hooks into Vanilla Game

 

 

I feel like I always forget something and then I remember it one week later and when I then upload a version next week I again forget about it. Ah...

Anyway, as mentioned next version should bring something new. Sorry for the somewhat boring Beta2 ? 

 

(@The person that makes the german translation: If youre still interested on working on it, you should now be able to upload a new translation without worrying about having to start over because I move Dialogue and Topics all over the place. Mb for the messy design in the last couple of versions)

Posted

I wanted to try out the mod so I started out a new game, intending to use this mod instead of DF as my 'follower mod'. I was curious about how it worked, so I sort of tried out various things for testing. Now I'm definitely confused about how the generic punishments work, or are supposed to work; I've now played for multiple hours, built up a 10k+ debt (simply for testing out the mod properties -> my follower left me, presumably because of the debt), I became 'wasted' and made my follower 'angry' due to lack of sleep (-ll-), yet I've not a single time experienced any of the 'generic punishments' yet, despite them having been enabled from the start. Some other aspects of the mod work fine - debt increases over time, the Shut-up game worked and equipped a gag.

 

Any ideas/insights into what I might be doing wrong? Currently I have no clue about the mechanics of this component of the mod, and I'm sort of wondering if I have simply not done any of the relevant actions that would merit a penalty, or if it's rather a problem with DD-related stuff not loading as expected due to (..something).

Posted
1 hour ago, BYJE137 said:

I wanted to try out the mod so I started out a new game, intending to use this mod instead of DF as my 'follower mod'. I was curious about how it worked, so I sort of tried out various things for testing. Now I'm definitely confused about how the generic punishments work, or are supposed to work; I've now played for multiple hours, built up a 10k+ debt (simply for testing out the mod properties -> my follower left me, presumably because of the debt), I became 'wasted' and made my follower 'angry' due to lack of sleep (-ll-), yet I've not a single time experienced any of the 'generic punishments' yet, despite them having been enabled from the start. Some other aspects of the mod work fine - debt increases over time, the Shut-up game worked and equipped a gag.

The mod doesnt reward you for losing, its one of the principles Im modding by

 

Meaning when you mess up I dont punish the PC, I punish the player and one way to punish the player is by not punishing the PC (since thats what the player wants; does that make sense?). My philosophy orients itself around the player, not the PC or the roleplaying behind it

Going back to your issue, this means that if you (you as the player, not the PC) wants to treat the follower badly, then the Follower wont entertain you (again, you as the player, not the PC)

 

I know that this philosophy may confuse people or that people dont like it but my No1 issue with most NSFW mods here is that they force you to lose so that they can do w/e they have in charge but then they dont allow you to play the game anymore - at least not the way you want. You essentially have to decide between Skyrim and the mod.

For that reason, JF doesnt reward you with content when you start fcking around. Its not intended to, its supposed to accompany you on your playthrough not define your playthrough. Does that make sense?

 

When you really want to try out the generic punishments, you need to forcetrigger the OnHit Event (maybe multiple times, its random) but when you read the latest patchnotes, you should er.. understand that thats not an ideal thing to do either. 

Were also still in early beta, meaning there isnt a lot of content, so dont expect too much. Im sorry

(btw generic punishments arent all that exciting anyway if you ask me. Theyre pretty generic)

 

 

 

Posted

It makes sense, and I understand where you are coming from (and don't be sorry!). I was just worried if there was something that was not working as intended, so that I could try to fix it before I'd spent a lot of time on that particular character - might as well spot problems early, rather than late. I mostly tried the debt route/treating badly because my early attempt to 'go in the other direction' seemed to fail for me as well (I tried to gift the follower clothes and food for example, but that just lead to my follower not wanting it, 'didn't want to carry that stuff around for me' or something along those lines), and I was also assuming that path would take more time to explore.

 

From what you say I gather I shouldn't be worried at this point that the mod is not working as intended. I'll load an early save-game then and just go from there.

 

 

Posted
On 11/19/2020 at 11:10 PM, Scrab said:

I do not own LE, thus cannot port to LE myself

 

I dont mind however if someone else wants to port it over, even during beta testing

Would the porting require more than just saving it in the LE creation kit once ? I´d convert it myself as I like the mod but I´m not sure if I´m able to convert it just like that.

 

EDIT: Okay It seems your mod has animations. No idea how to backport/convert those at all. I´m trying my best with some conversion method I found but it keeps failing on me every time. ? I suppose the crawling animations can be downloaded from the LE Nexus and replaced but no Idea what the other animation files are. No Idea how to convert the behavior file aswell. Even the conversion method I looked up doesn´t cover it.

 

Posted
6 hours ago, AkiKay said:

Would the porting require more than just saving it in the LE creation kit once ? I´d convert it myself as I like the mod but I´m not sure if I´m able to convert it just like that.

 

EDIT: Okay It seems your mod has animations. No idea how to backport/convert those at all. I´m trying my best with some conversion method I found but it keeps failing on me every time. ? I suppose the crawling animations can be downloaded from the LE Nexus and replaced but no Idea what the other animation files are. No Idea how to convert the behavior file aswell. Even the conversion method I looked up doesn´t cover it.

 

I remember there was someone taking on requests to port from SE to LE. Maybe he has a clue on how to convert animations, cant find the thread right now mb

 

If nothing helps, you have to grab the LE version of DarkAngels crawling anims and repeat my work 

You need 2 sets, one for the crawling and one for the walking anims (walking and crawling then use the same animations, yes). Name them as I did, then you can use my FNIS List.txt and run FNIS for modders, that should create you the behavior file

As for the .esp, I heard that resaving them in the LE CK does the trick (though Im sceptical to why it took almost a decade for someone to find out that thats all it takes)

Posted
2 hours ago, Scrab said:

I remember there was someone taking on requests to port from SE to LE. Maybe he has a clue on how to convert animations, cant find the thread right now mb

 

If nothing helps, you have to grab the LE version of DarkAngels crawling anims and repeat my work 

You need 2 sets, one for the crawling and one for the walking anims (walking and crawling then use the same animations, yes). Name them as I did, then you can use my FNIS List.txt and run FNIS for modders, that should create you the behavior file

As for the .esp, I heard that resaving them in the LE CK does the trick (though Im sceptical to why it took almost a decade for someone to find out that thats all it takes)

Okay after a lot of fiddling around I managed to put something together. No idea if it works really because right now I don´t have the time to test it but maybe some volunteer will try! I´m not a modder so this may destroy the universe aside from the mod possibly not working ?

 

I renamed all the animation files from DarkAngel´s original mod to yours and then tried to make out which sneak hkx equals which walk hkx. Tried my best but I might have gotten some wrong, not sure. Then I ran the FNIS Modders version and created a behavior file. Lastly after countless crashes I imported it into the Creation Kit and resaved it. 

 

EDIT: I quickly entered a save to atleast see if the mod is getting accepted and it said "JF: Maintanance Complete" so it seems Skyrim LE does recognize it. Didn´t check for an MCM (If the Mod has one) or anything else for now though.

 

Joyful Followers B2.1 LE.7z

Posted

ok i find the idea behind your mod excellent !  I love the philosophy behind your mod and it is a different way of playing naughty games

 

So thank you for your ongoing development :)

 

I tested the LE version from @AkiKay, so far so good, the mcm appeared, the mod initialized and the dialogue is there

 

So it's a good start

 

Thank you both

 

Suggestion for Dares Event : The follower dares the pc to do some things like go steal this while being naked or make a strip runs in city or going to place A  to place B, etc...

 

Challenges but with a kinky sides, persuade a npc, go shopping for a gift etc...

Posted
3 hours ago, tuxagent7 said:

Suggestion for Dares Event : The follower dares the pc to do some things like go steal this while being naked or make a strip runs in city or going to place A  to place B, etc...

I was thinking about the Truth or Dare thing a while now and Im still not sure how Id end up doing it

 

I dont like the Truth part of it, tbh. What exactly would the follower ask? Depending on what they ask theyd essentially allow you to skip progression. Would that be a bad thing? I dont know. How harsh would dares and truths be? and how to implement them?

I cant think of any way they would properly work out without disrupting the general flow of the game. I was thinking about putting them like in the SitW beg tree or as another TakeMeHome follow up but if I do that Id have to copy all Truth & Dare choices over. Thats why I made Punishment games, I can use them more dynamically and still ask you to do "kinky challenges"

Another issue was the Truth part. What would I ask of you? Do you like bondage? Id allow you to unlock higher tier events because of a random dialogue choice. Sounds meh. Like cheating, skipping progress. Thats why Im thinking more about how to split up the Truth or Dare game. Maybe using the Idea of it somewhere, so that I randomly put a "Truth or Dare" in a dialogue choice and you select that and then things happen but as a like.. its own Event? Its own big category? I just cant see how that would work out

 

My thinking would go into that direction:

E.g. SitW I would add another Beg Option as a "Truth or Dare" Event.

For the Dare I could make 2 or 3 different scenarios. Maybe one is "Do it with an animal" - which could apply even when you disable bestiality content in the MCM. This is again about my modding philosophy. I try to get to the player, I dont really care about the PC. So some players may be like "Oh, thats so cool! Bestiality forced onto me without defeat surrender helping out!" but they could also be "Yo, I dont like bestiality, I even disabled it. Do I really have to do this?" < and yes, you do. Because you chose the dare thing before (Well I wont force you but your follower wont help you any further if you dont do it) but if Dares like that are part of the Dare pool (and they definetly will be because I want the player to actually think about their decisions - and be able to regret them), why would you chose dare? Curiosity? Sure, but will that be enough?

Furthermore, why would you not chose Truth, if Truth only throws a Yes/No question at you that gives you free progress? I cant really get to the player with Yes/No questions in an offline game. You could literally confess some serious crime there and no1 would care. You see the issue? 

 

 

Maybe I throw the Challenges back to the Drawing Board and think about expanding them, include those silly and small things like the ones you suggested. Challenges are made for those things tho in their current form theyre only for dungeon gameplay

As for the truths, I was thinking about just throwing random Interactions into the Misc Dialogue Tree (The "Hi!" thing). Wearing 9+ devices could open up a dialogue option iin which you could confess a SM fetish and get the flag for free. I could maybe expand on this even further and add a "Hey, so you like SM. How about we just tie you up from time to time then?" and give you occasional tie up periods 

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