Clockwinding Posted June 28, 2020 Posted June 28, 2020 1 hour ago, PowerBing said: NEW UPDATE CHANGES IN 0.2.0 Added: -Every event now has as second set of dialogue options if the player is already gagged before the event starts. -Added Punishing Events: Very punishing events which always equip a full set of restraints on the player. These events can only occur if the player uses a carriage while in heavy bondage (Armbinder or Yoke) - (Customizable in the MCM) -Added Bound Event Chance Modifier: Events are more likely to happen if the player is in heavy bondage. - (Customizable in the MCM) -Added an MCM option which strips the player before equipping devices (ON by default) Fixed: -Fixed bug where player would randomly get attacked by bandits if following the submissive route. -Fixed bug where the player would have to say hello to very bandit before talking to the leader. -Fixed bug where complex events would break if using Hearthfire carriages. (For now I added a workaround that will use the Solitude driver) -Fixed grey face bug -If the player is bound and cannot sit in the carriage, the fast travel will commence automatically Looking good, however : what's this about using carriages with heavy bondage? don't those items prevent the player from activating the carriages, and thus travel? I'll also add the piercings to items and boat travel to the wishlist . This mod is awesome and could indeed fill the need for another transport overhaul.
PowerBing Posted June 28, 2020 Author Posted June 28, 2020 19 minutes ago, Clockwinding said: Looking good, however : what's this about using carriages with heavy bondage? don't those items prevent the player from activating the carriages, and thus travel? I changed the script so that if it detects that the player is in heavy bondage it skips the "wait for player to sit" phase and just starts the travel. That's what I meant by the last item in the 'Fixed' list 3
Tron91 Posted June 29, 2020 Posted June 29, 2020 Ported it to SE as a ESP Light Plugin. Devious Carriages v0.2.0 SE ESPfe.7z 3
Krawllin Posted June 29, 2020 Posted June 29, 2020 Hello. This MOD is great! And I hope to let more Chinese players can know that there is such a good thing, but It's very hard to get Loverslab in China... Can I translate your mod to Chinese forum? (9damaomods) I will indecate the original mod link. Thx a lot.
EblisAzadi Posted June 29, 2020 Posted June 29, 2020 I have a suggestion It would be great if we had several mcm options to remove particular parts of body armor like hand leg hood leg etc instead of strip fully before bondage!
Gimlord Posted June 29, 2020 Posted June 29, 2020 Great idea, this was one of the things wanted to see or even create if i ever get into modding. One suggestion . If you ever played the dogma's mod, thief, there is a scene where you are talking the cart. The whole scene plays around the cart, while the cart is moving. My suggestion is if it is possible, to have scenes that play while the cart is moving. Like you select with text option to pay with your body and you get to blow the cart driver as many times as he asks during the ride. Giving in general the option to the player to see the whole trip in real time while having also dialogue and sexual scenes on the moving cart.
naaitsab Posted June 29, 2020 Posted June 29, 2020 There seems to be a file modified/packaged from SkyUI. Did you make changes in this? If it's an unrelated file you might want to do a check in your own mod organizer and check for conflicts just before the upload. 1
PowerBing Posted June 29, 2020 Author Posted June 29, 2020 29 minutes ago, naaitsab said: There seems to be a file modified/packaged from SkyUI. Did you make changes in this? If it's an unrelated file you might want to do a check in your own mod organizer and check for conflicts just before the upload. That's really strange, I made sure to test it on a separate skyrim install and it didn't ask me to overwrite anything. I'll have a look now. EDIT: Had a further look into this. SkyUI doesn't even package their source files with the mod, so there's so way I could have even accidentally edited the script. But for some reason CK insists that its part of my mod. 1
donttouchmethere Posted June 29, 2020 Posted June 29, 2020 32 minutes ago, PowerBing said: didn't ask me to overwrite anything Same here, pbDC 2.0 didn't want to overwrite anything. I would have screamed if SkyUI gets touched ? EDIT: seems I need MO to see the sneaky non file related overwrites?
naaitsab Posted June 29, 2020 Posted June 29, 2020 59 minutes ago, PowerBing said: That's really strange, I made sure to test it on a separate skyrim install and it didn't ask me to overwrite anything. I'll have a look now. EDIT: Had a further look into this. SkyUI doesn't even package their source files with the mod, so there's so way I could have even accidentally edited the script. But for some reason CK insists that its part of my mod. Yeah you need the file from the SkyUI SDK for (DD) modding. It's not added by the default SkyUI install. The CK "packager" is utter garbage, it packages files you didn't touch and leaves files behind you did create... Far better off packaging your own files. That's why the abbreviation on the script file names is quite important.
Tron91 Posted June 30, 2020 Posted June 30, 2020 5 hours ago, naaitsab said: Yeah you need the file from the SkyUI SDK for (DD) modding. It's not added by the default SkyUI install. The CK "packager" is utter garbage, it packages files you didn't touch and leaves files behind you did create... Far better off packaging your own files. That's why the abbreviation on the script file names is quite important. Not CK's fault, the reason is below: 1
naaitsab Posted June 30, 2020 Posted June 30, 2020 17 hours ago, Tron91 said: Not CK's fault, the reason is below: Oops. Forgot about how the MCM register is triggered. So in this case it's clear why it got packaged, as it is referenced.
Siudhne Posted June 30, 2020 Posted June 30, 2020 Cool ideas, love the multiple outcomes and dialogue options! Just to be sure I tested with Better Fast Travel, but it was to be expected that they don't work together. Still a shame, more carriages = more opportunities for sweet events. ?
donttouchmethere Posted July 1, 2020 Posted July 1, 2020 It's great that I have to think twice now if I take a carriage ^^ Here a Devious Carriage Story with a twist: Took the carriage from Markarth to Rifton Spoiler Oh no! Bandits! And my Heroine is still in the SLS approved city outfit. Spoiler Lucky me, they are not killers ^^ Quite the opposite, they helped to defend the carriage from a SIC encounter (or enemy plus?) Spoiler If you dare to lay hands on a pregnant Bosmer my followers will eat you alive... literally! ? While those bandits where busy I was able to kill the leader =D Without their leader they where rather friendly until curiosity killed the cat. (Damn you DCL! I nearly escaped a DD trap) Spoiler That Devious Vanilla Saarthal Collar must have given me away ? I don't know how my PC manage this, but it seems even if she is lucky she ends up in DDs o.o Spoiler *pssst* ? not so loud, they are still right behind you ? I wonder if those bandits still standing there after my PC reached safely Rifton? Spoiler ME: They killed your horse ? Why are you looking at me like this? What you mean by "I will be the horse"? ? Bandits: Bandits will show up? Where? WHERE? A devious happy end! 3
Richard1234 Posted July 2, 2020 Posted July 2, 2020 On 6/28/2020 at 8:34 PM, Kimy said: And here I thought I trapped pretty much everything in Skyrim already, haha! An idea if you want to implement the same idea without overwriting vanilla assets would be cloning the carriage driver dialogue in a way so it looks the same to the player at first, assign it a higher priority, and use the cloned one when a trap is triggered (can predetermine that for the next time the player uses a carriage and store the value in a global). It's more work, though. Haha, I thought the same thing: Kimy missed a spot.
Random of Amber Posted July 3, 2020 Posted July 3, 2020 In the PBDC_RestraintsCheckScript script, you probably want to use WornHasKeyword or zadlibs.isWearingDeviceType to check for the zad_DeviousGag and zad_DeviousHeavyBondage keywords. Calling zadlibs.GetWornDevice does an inventory scan, which is much, much slower than just a keyword check.
Ursur1major Posted July 4, 2020 Posted July 4, 2020 I really like the concept of this mod, shame that it's probably not compatible with Better Fast Travel, unless someone here has tried that combination already? I'll keep an eye on it and hope for a compatibility patch at some point in the future perhaps.
0x10331196 Posted July 6, 2020 Posted July 6, 2020 On 7/4/2020 at 3:00 AM, Ursur1major said: probably not compatible with Better Fast Travel, unless someone here has tried that combination already they both add important bits to the same script. Needs a patch, but it seems possible and not too difficult, but it would be pinned to the specific versions of both mods.
Zaflis Posted July 17, 2020 Posted July 17, 2020 I have an issue that bandits don't attack me after i choose to fight. They keep holding swords up and scutter around me as in they are clearly in combat, but they don't perform any attacks. My follower doesn't attack them either. I've seen this bug some points even before adding this mod first time but i never figured out why it happens. You guys edit factions and stuff like that so may have some ideas? This happened even right after i loaded a game from LAL cell.
hungvipbcsok Posted July 17, 2020 Posted July 17, 2020 I have a problem which occur many times. When i got to choose 3 choices from the driver, i picked bondage. But when i talked to him again he said get on and we go. The load out screen appear and then i still there next to an empty carriage without the driver. I have this problem 3 times and i don't know others stop options turn out cuz i haven't meet one yet. Others option without need to stop seem to run okay.
Steone Posted July 17, 2020 Posted July 17, 2020 Why PB devious guards theme not avaliable? https://www.loverslab.com/files/file/13239-pb-devious-guards/ It is sad. I wanted to test something new. New mods are rarely released, and old ones are mostly fixed bugs or transferred to the Special Edition.
DvPl Posted July 18, 2020 Posted July 18, 2020 I just wanted to say that this has been a very fun mod so far. Not been any issues on my end, but it's often just luck and it seems like you're getting good feedback. I want to echo that compatibility with Better Fast Travel would be excellent but is not mandatory. Either way, it would be nice to see this mod expanded to include boat rides as well. Another thing: if it could be possible to customize what restraints you receive in more detail, that would be great. I play with a Realistic Needs mod installed so ring and panel gags are always helpful.
steve962 Posted July 20, 2020 Posted July 20, 2020 I like the concept. Could it be expanded to cover ANY fast travel under the concept that people fast traveling are basically walking the distance anyway?
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