SnekRawor Posted October 21, 2020 Posted October 21, 2020 I like where this mod is going and I have an idea that maybe fit pretty well.  How about progression just like spank that ass mod? By taking more clients or partaking on sex acts, a forced whore who hates doing its job will become more willing to work? That could work pretty well.  You could make it so willing players gets more freedom on where they could move or reject 1-2 acts but stay horny unless they have sex.Â
Visio Diaboli Posted October 21, 2020 Author Posted October 21, 2020 2 hours ago, Ogadosh said: Will it also be possible to simply volunteer your PC? I don't see a reason why not. That would by far be the easiest possible intro to add so I can probably get that added pretty soon.  4 minutes ago, SnekRawor said: How about progression just like spank that ass mod? By taking more clients or partaking on sex acts, a forced whore who hates doing its job will become more willing to work? That could work pretty well. I would prefer if it did have an optional built in purity corruption system, although I don't know how long it would take to create. I'll probably at least start one before release, but if it takes too long I might use Devious Mindbreak and SLA interactions instead until later. 3
Fulgrim_ Posted October 22, 2020 Posted October 22, 2020 I like the concept of the mod, but would like to ask 2 questions: Â 1. If I understand correctly, it will be possible to play without getting tats, right? (Sorry, not a fan of them) Â 2. Would it be possible to have a clothed mode where we can set up an outfit as the "whore outfit"? It would be nice for those of us with a lot of outfit mods. But if not, also no big problem.
Visio Diaboli Posted October 22, 2020 Author Posted October 22, 2020 5 hours ago, Fulgrim_ said: 1. If I understand correctly, it will be possible to play without getting tats, right? (Sorry, not a fan of them) Yea everything but Sexlab and SkyUI are optional. Â 5 hours ago, Fulgrim_ said: 2. Would it be possible to have a clothed mode where we can set up an outfit as the "whore outfit"? It would be nice for those of us with a lot of outfit mods. But if not, also no big problem. It should be possible to do that. The way equipment tracking currently works is that head, body, hands, feet, and collar are tracked and checked for rules - I could add a feature to 'save'Â current equipment in those as exempt from nudity rules fairly easily. Anything more complex will probably be a longer-term goal. 2
Fulgrim_ Posted October 23, 2020 Posted October 23, 2020 13 hours ago, Visio Diaboli said: Yea everything but Sexlab and SkyUI are optional. Â It should be possible to do that. The way equipment tracking currently works is that head, body, hands, feet, and collar are tracked and checked for rules - I could add a feature to 'save'Â current equipment in those as exempt from nudity rules fairly easily. Anything more complex will probably be a longer-term goal. Â Sounds great! Looking forward to it.
Visio Diaboli Posted October 24, 2020 Author Posted October 24, 2020 I could do with input on something while I try to break-proof this mod -Â When the player refuses to follow guards, tries to walk away during dialogue, etc, would you prefer: Â A) AÂ vanilla bounty is imposed according to the player's buyout cost Easy to implement Serving a jail sentence is an easy way out without PoP B) The player is fade-to-black arrested, taken to correction cell for a scene A little harder to implement but possible No concerns about meshing between vanilla and PW enforcement systems C) Don't give a chance to refuse, just advance whatever's happening with or without player co-operation (i.e. the player says 'no' and the guard says 'too bad', and fade-to-black teleports the player to the prison cell or thane or whatever) Extremely easy to implement Gives the player less of a chance to fight back - it may feel as though the PC is just going through the motions as opposed to being made to submit of their own accord D) Something else Potentially something I didn't think of yet
Mr. Otaku Posted October 24, 2020 Posted October 24, 2020 32 minutes ago, Visio Diaboli said: When the player refuses to follow guards, tries to walk away during dialogue, etc, would you prefer: I'm okay with either A or B, but if i had to pick one it'll probably be B because that correction cell concept would fit very well. A isn't bad either since for POP users it can become sort of an "integration" between that and PW.
poblivion Posted October 24, 2020 Posted October 24, 2020 18 hours ago, Visio Diaboli said: I could do with input on something while I try to break-proof this mod - When the player refuses to follow guards, tries to walk away during dialogue, etc, would you prefer:  A) A vanilla bounty is imposed according to the player's buyout cost Easy to implement Serving a jail sentence is an easy way out without PoP B) The player is fade-to-black arrested, taken to correction cell for a scene A little harder to implement but possible No concerns about meshing between vanilla and PW enforcement systems C) Don't give a chance to refuse, just advance whatever's happening with or without player co-operation (i.e. the player says 'no' and the guard says 'too bad', and fade-to-black teleports the player to the prison cell or thane or whatever) Extremely easy to implement Gives the player less of a chance to fight back - it may feel as though the PC is just going through the motions as opposed to being made to submit of their own accord D) Something else Potentially something I didn't think of yet  I quite like option B.  I would have such an idea. The guard could say something along the lines of "Now you face severe punishment (or something similar)." The dialogue would continue with options: 1. Ok when it has to be. (or something along those lines) This is followed by an fade-to-black and teleportation to the cell.  2. When you let me be, you and your companions can fuck me. (or something along those lines) The guard agrees and the PC is teleported to the barracks, where is already expected by a horde of horny guards ?. After everyone takes turns, the PC is kicked out back on the street.  --------------------------------------------------------------------------------------------------------------------------------------------------------------------- PS: Would you be willing to add the possibility of group sex? After a public whore offers her services, the NPC answers something like "Why not, my friend also likes to join too." Whore gets paid for only one (that's business risk :-)) Any nearest NPC, including guards, could be selected as his friend. This situation could be random, or it could be set in the MCM by the percentage of possibilities that happen.  1
afa Posted October 26, 2020 Posted October 26, 2020 All the talks of Jarls, Thanes, and hold taxes are interesting but something to be consider is the game has 8 holds, and I don't really think having them be carbon copy of each other is particularly exciting. If interests and time permit, I think this could be an opportunity to implement different ways the mod can play out or perhaps an even grander design where there are interplay between holds or decisions to be made by the PC regarding interactions with each holds. Each hold could also have their different setting, tone, and their take on this whole public whore business. 1
Visio Diaboli Posted October 26, 2020 Author Posted October 26, 2020 4 hours ago, afa said: All the talks of Jarls, Thanes, and hold taxes are interesting but something to be consider is the game has 8 holds, and I don't really think having them be carbon copy of each other is particularly exciting. If interests and time permit, I think this could be an opportunity to implement different ways the mod can play out or perhaps an even grander design where there are interplay between holds or decisions to be made by the PC regarding interactions with each holds. Each hold could also have their different setting, tone, and their take on this whole public whore business. Adding distinct features is pretty easily do-able with the way it's set up, although I don't know when I'll get to it. I don't think it'll take too long, so probably as a final task before release or in the first update. Â Particularly for things like guild recognition, I think I'd lean closer towards on-release - i.e. people want to use the Arch-mage more in Winterhold, or the leader of the Companions in Whiterun, possibly something where the player's Dark Brotherhood or Thieves Guild status gets outted as part of their degradation in Falkreath(?)/Riften respectively - or maybe having those factors bias the city towards making you the city whore, punishing the player's success in a glass-ceiling-esque way. Â What I could also see doing, but probably not as soon, is Civil War interactions. The Civil War quests are a spaghetti code monstrosity, and I've as such avoided any tracking of them so far. Ideally I'd like to build a system that tracks and translates the vanilla quest progress into something I can easily use - so that the mod knows exactly what hold is controlled by who, when the player becomes thane or must become thane again because of a power transition, and so on. If that gets built then I can have things like the player getting sold from Solitude to Whiterun to help bolster support on the front-lines of the war - potentially progressing the Civil War in absence of the player if I'm feeling real dangerous with my quest management skills (prioritizing not breaking anything obviously). 3
trellouk Posted October 26, 2020 Posted October 26, 2020 On 10/24/2020 at 4:25 PM, Visio Diaboli said: I could do with input on something while I try to break-proof this mod - When the player refuses to follow guards, tries to walk away during dialogue, etc, would you prefer:  A) A vanilla bounty is imposed according to the player's buyout cost Easy to implement Serving a jail sentence is an easy way out without PoP B) The player is fade-to-black arrested, taken to correction cell for a scene A little harder to implement but possible No concerns about meshing between vanilla and PW enforcement systems C) Don't give a chance to refuse, just advance whatever's happening with or without player co-operation (i.e. the player says 'no' and the guard says 'too bad', and fade-to-black teleports the player to the prison cell or thane or whatever) Extremely easy to implement Gives the player less of a chance to fight back - it may feel as though the PC is just going through the motions as opposed to being made to submit of their own accord D) Something else Potentially something I didn't think of yet I like all options. Would it be possible to have multiple refusal outcomes toggable on the MCM with a percentage for each to happen.  For now, you could implement A and B which are the easiest to add and make them toggable in the MCM. If it is harder to add a 0%-100% probability bar for each of the possible outcomes to happen, you can leave it up to the player to toggle the one they prefer, or make the outcomes random, if more than 1 are selected.  Looking forward to this mod, Cheers! Â
Visio Diaboli Posted October 26, 2020 Author Posted October 26, 2020 4 minutes ago, trelloukos said: For now, you could implement A and B which are the easiest to add and make them toggable in the MCM. If it is harder to add a 0%-100% probability bar for each of the possible outcomes to happen, you can leave it up to the player to toggle the one they prefer, or make the outcomes random, if more than 1 are selected. A toggle would easily be doable. A percentage chance wouldn't be too much more difficult but I'll probably review the MCM first to ensure that adding it doesn't make it too complex.
trellouk Posted October 26, 2020 Posted October 26, 2020 On 10/22/2020 at 2:19 AM, Visio Diaboli said: I would prefer if it did have an optional built in purity corruption system, although I don't know how long it would take to create. I'll probably at least start one before release, but if it takes too long I might use Devious Mindbreak and SLA interactions instead until later. I hope any added future progressions to eventually make the unwilling PC willing stay optional, i usually prefer my PC to remain reluctant in her ordeals.
Visio Diaboli Posted October 26, 2020 Author Posted October 26, 2020 21 minutes ago, trelloukos said: I hope any added future progressions to eventually make the unwilling PC willing stay optional, i usually prefer my PC to remain reluctant in her ordeals. I think the entire mental system would be optional, and then if it's enabled, exposure to the job would slowly take away defiant/reluctant dialogue options. If it's disabled, then the default dialogue options remain, which include the reluctant options.
trellouk Posted October 26, 2020 Posted October 26, 2020 1 hour ago, Visio Diaboli said: I think the entire mental system would be optional, and then if it's enabled, exposure to the job would slowly take away defiant/reluctant dialogue options. If it's disabled, then the default dialogue options remain, which include the reluctant options. Sounds good, hope it is not too much of a hassle during your development.
Visio Diaboli Posted October 26, 2020 Author Posted October 26, 2020 12 minutes ago, trelloukos said: Sounds good, hope it is not too much of a hassle during your development. It's all good, the more questions/suggestions I get the more complete it'll be when I release. I don't think of some things until they're asked about and I want it to be as robust as possible. 2
Visio Diaboli Posted October 27, 2020 Author Posted October 27, 2020 Progress update: the closed beta seems to be wrapping up in what it can discover, and has helped to find and eliminate a few bugs, thanks to testing by @Sidewasy, @jc321, and @poblivion. It also highlighted some considerations for future development.  Today's major progress was polishing an 'arrest torture' scene where the player gets taken to a cell and paddled for a bit if they aren't co-operating with guards. As part of that process I optimized scene handling: it should be easier to chain punishment scenes together now when the player is flagged as due for multiple, and then return the player to wherever I need to return them to.  I also undertook an extensive refactoring of the 'job statistic tracking' and 'NPC approaches/sex handling' scripts - the line between either script's intended functionality was ambiguous at best. It still is ambiguous, but a lot less ambiguous now. It's not flashy progress, but if it helps me script faster by having things make sense, I consider it just as worthwhile as a feature implementation.  Next on the itinerary are the following, not sure in which order yet: -Reworking internal scene handling further -Building a better fade-to-black-story system, that's less ugly than what I have now -Implement service extension punishments, and ensure that the quota refreshes every period  The start of development for Enforced Mode draws nearer on the horizon now, as well as a lot of other 'fun' features like random encounters and specific NPC/faction dialogues. Those are things I already know how to add, and would prefer to be working on, but until everything is internally sound it'll be a secondary priority in the interest of 'laying the groundwork before building the house' and what not.  On 10/24/2020 at 10:08 AM, poblivion said: PS: Would you be willing to add the possibility of group sex? After a public whore offers her services, the NPC answers something like "Why not, my friend also likes to join too." Whore gets paid for only one (that's business risk :-)) Any nearest NPC, including guards, could be selected as his friend. This situation could be random, or it could be set in the MCM by the percentage of possibilities that happen. I didn't see this for some reason but yea that's possible - I think with the number of specific scenarios people would like to see, I'll add an MCM page titled Misc/Random Events or something, with a probability for an event to happen per client, and a weight for each event. Then I could put things that get requested but aren't part of the default dialogue/functionality as miscellaneous events and kill a bunch of birds with one stone. 5
Visio Diaboli Posted November 4, 2020 Author Posted November 4, 2020 Alright, tiny progress update: I've worked on further improving scene handling, added a 'service extension' scene that's a few steps from completion, and started approaching a 'public demonstration' scene that's still very early in creation.  Currently I'm having a problem where if I remove all of the player's items to a chest, the items won't actually go to the chest, unless the player has seen and/or opened the chest before, in which case they move fine. I'm assuming this has something to do with the cell never getting loaded resulting in the game trying to move items to a non-rendered chest but I have no idea - so if anyone is more experienced with items/inventories then help would be greatly appreciated. 3
SnekRawor Posted November 4, 2020 Posted November 4, 2020  8 hours ago, Visio Diaboli said: Alright, tiny progress update: I've worked on further improving scene handling, added a 'service extension' scene that's a few steps from completion, and started approaching a 'public demonstration' scene that's still very early in creation.  Currently I'm having a problem where if I remove all of the player's items to a chest, the items won't actually go to the chest, unless the player has seen and/or opened the chest before, in which case they move fine. I'm assuming this has something to do with the cell never getting loaded resulting in the game trying to move items to a non-rendered chest but I have no idea - so if anyone is more experienced with items/inventories then help would be greatly appreciated. I assume you already made introduction quest so you could lure player to open chest. When you become whore for that city, guards would arrange a chest for you to put your money and your inventory(mostly armors and weapons because whores need jewelry right?). Also you can make it so customers wont pay you directly, instead they put your money to that chest and if you perform very vell during acts they may tip you directly. That could work I think  Edit: Also player not recieving the money directly makes a lot of sense when you are wearing possibly no clothes.
drunken toad Posted November 6, 2020 Posted November 6, 2020 On 11/3/2020 at 6:07 PM, Visio Diaboli said: Alright, tiny progress update: I've worked on further improving scene handling, added a 'service extension' scene that's a few steps from completion, and started approaching a 'public demonstration' scene that's still very early in creation.  Currently I'm having a problem where if I remove all of the player's items to a chest, the items won't actually go to the chest, unless the player has seen and/or opened the chest before, in which case they move fine. I'm assuming this has something to do with the cell never getting loaded resulting in the game trying to move items to a non-rendered chest but I have no idea - so if anyone is more experienced with items/inventories then help would be greatly appreciated. Public demonstration, nice.  In regards to the inventory problem. Perhaps you could Link the chest to someone you have to speak to. Similar to how the vendor stalls work. Would that count as having opened or seen a chest? Have you looked at how the vanilla Thamor infiltration scene handles inventory transfer? Or maybe you could put a chest under the entrance of each city and transfer the players items there first because the player would have had to be there in order for the mod to start. Then after the player is moved to the cell where you want the chest you could transfer the items again.
Visio Diaboli Posted November 6, 2020 Author Posted November 6, 2020 On 11/4/2020 at 5:20 AM, SnekRawor said: Also you can make it so customers wont pay you directly, instead they put your money to that chest and if you perform very vell during acts they may tip you directly. That could work I think I want to have an option where the player never handles any gold but it still needs to be developed, so that'd be a further out solution at the moment.  2 hours ago, drunken toad said: In regards to the inventory problem. Perhaps you could Link the chest to someone you have to speak to. Similar to how the vendor stalls work. Would that count as having opened or seen a chest? Have you looked at how the vanilla Thamor infiltration scene handles inventory transfer? I'm not sure, that could possibly work though. I looked at the Thalmor quest but not hard enough, so I never found out what specifically was making that work. I'm particularly curious how SD+ does it, since that mod can remove player items without the player ever visiting the Dreamworld, where the container is.  2 hours ago, drunken toad said: Or maybe you could put a chest under the entrance of each city and transfer the players items there first because the player would have had to be there in order for the mod to start. Then after the player is moved to the cell where you want the chest you could transfer the items again. I tried something similar to this where during the first fade-to-black scene I would move the chest to the player, move all the items, then move it back. That worked a couple times and then I very slightly tweaked things and it stopped working for some reason far beyond my understanding.  One solution I found was just moving the items to an actor that I made persistent (which I can't seem to do with containers), so right now there's a Player Item Holder npc that gets used instead, but once I get back to it I may look at the vendor inventories if I think it's worth finding a better solution to.  I haven't had too much time, and within that time not much energy, to mod, hence the small update Tuesday. I expect that I can chip away Saturday, and then on next Tuesday, and hopefully get some meaningful progress. 3
drunken toad Posted November 7, 2020 Posted November 7, 2020 On 11/5/2020 at 9:21 PM, Visio Diaboli said: I want to have an option where the player never handles any gold but it still needs to be developed, so that'd be a further out solution at the moment.  I'm not sure, that could possibly work though. I looked at the Thalmor quest but not hard enough, so I never found out what specifically was making that work. I'm particularly curious how SD+ does it, since that mod can remove player items without the player ever visiting the Dreamworld, where the container is.  I tried something similar to this where during the first fade-to-black scene I would move the chest to the player, move all the items, then move it back. That worked a couple times and then I very slightly tweaked things and it stopped working for some reason far beyond my understanding.  One solution I found was just moving the items to an actor that I made persistent (which I can't seem to do with containers), so right now there's a Player Item Holder npc that gets used instead, but once I get back to it I may look at the vendor inventories if I think it's worth finding a better solution to.  I haven't had too much time, and within that time not much energy, to mod, hence the small update Tuesday. I expect that I can chip away Saturday, and then on next Tuesday, and hopefully get some meaningful progress. Yeah, probably not worth it.  Did you ever figure out a way to track the player characters thane status? I looked in the CK and I believe the condition Quest: 'FavorJarlsMakeFriends', ::<insert hold name>ImpGetOutofJail_var is how the game recognizes thane status. Or maybe you could create your own condition to recognize thane status, then you could add the player to the faction you created at the same time thanehood is normally applied. Similar to how slaverun handled the difference between slave and slaver paths. PL GetInFaction Thanehood ==
Visio Diaboli Posted November 7, 2020 Author Posted November 7, 2020 1 hour ago, drunken toad said: Did you ever figure out a way to track the player characters thane status? Nah I didn't look at it yet. Unless I've been mistaken thanehood can be removed and re-earned when a city is taken in the civil war, so implemented to the fullest extent I'd want, it would probably be part of a vanilla-quest-tracking quest. I need to evaluate how much I have to add before an initial release before I know where that fits into the work load, but it'll probably be after scenes and quotas are finished. Â Edit: but yea that FavorJobs faction is promising, as it implies there might be a way to track thanehood that leaves the computation to the base game. I should look at it more thoroughly to figure out it's mechanics; it could be I could get the thane recognition box checked off long before adding any thorough system.
Visio Diaboli Posted November 14, 2020 Author Posted November 14, 2020 Alright I've been busy but I'm setting a deadline - if I don't have a progress update by 4am GMT on 11/16 then somebody report me.
poblivion Posted November 14, 2020 Posted November 14, 2020 3 hours ago, Visio Diaboli said: Alright I've been busy but I'm setting a deadline - if I don't have a progress update by 4am GMT on 11/15 then somebody report me. Take your time, it's important that you enjoy working on MOD. Only work on it when you're in the mood.? 2
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