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On 12/24/2020 at 11:53 PM, AnOtherMen said:

I like the idea of this mod. You want to combinate it with Prison Overhaul as Punishment? I think there coult be 2 options to  make a Punishment:

 

1. The way you want to do, that the Player must go to Prison when she doesn´t serve the People enough.

2. The PC could get a city whore as an extra Punishment after Prison time. When the bounty was higher, than she must serve longer as city whore to pay the bills and all items will getting sold.

Visio already has punishment scenes implemented for not serving the people enough such as the enforced mode where you can't leave the city, and also the punishment room. Personally, I would just like to see this mod be an alternative to prison. When caught with a bounty the player either performs community service or gets sent to prison. Mainly because I would like to see this mod stand as it's own thing rather than relying on other mods to handle certain aspects.

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Alright work has resumed - today's progress update is smaller, as a lot of the time was spent studying things I've done previously, to remember where I'm at.

 

-Built punishment debuffs (more detail below)

-Wrote some fade-to-black descriptions

-Made minor internal tweaks here and there

 

Punishment debuffs: currently the debuff reduces health, stamina, magicka, attackdamagemult, the heavy armor skill, and the light armor skill, based on the current level of debuff applied. The level goes up by one every punishment scene, to a max of 6 - not sure how it'll go down yet. Currently the scalings are as follows (at punishment levels 1/2/3/4/5/6)

 

Health (flat): 10/20/30/40/50/60

Stamina (flat): 10/20/30/40/50/60

Magicka (flat): 10/20/30/40/50/60

Attack Damage (%): 5/10/15/20/30/50

Heavy Armor (skill points): 5/10/15/25/40/75

Light Armor (skill points): 5/10/15/25/40/75

 

This stuff's relatively easy to adjust, so let me know what you think of those values, and what they should be, if there should be more levels, if there should be more (or different) stats debuffed, so on. I don't expect to be able to do much tomorrow but I should have a few days after that that are pretty free, so there should be more progress on the way shortly.

 

 

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On 1/1/2021 at 8:44 PM, Visio Diaboli said:

Alright work has resumed - today's progress update is smaller, as a lot of the time was spent studying things I've done previously, to remember where I'm at.

 

-Built punishment debuffs (more detail below)

-Wrote some fade-to-black descriptions

-Made minor internal tweaks here and there

 

Punishment debuffs: currently the debuff reduces health, stamina, magicka, attackdamagemult, the heavy armor skill, and the light armor skill, based on the current level of debuff applied. The level goes up by one every punishment scene, to a max of 6 - not sure how it'll go down yet. Currently the scalings are as follows (at punishment levels 1/2/3/4/5/6)

 

Health (flat): 10/20/30/40/50/60

Stamina (flat): 10/20/30/40/50/60

Magicka (flat): 10/20/30/40/50/60

Attack Damage (%): 5/10/15/20/30/50

Heavy Armor (skill points): 5/10/15/25/40/75

Light Armor (skill points): 5/10/15/25/40/75

 

This stuff's relatively easy to adjust, so let me know what you think of those values, and what they should be, if there should be more levels, if there should be more (or different) stats debuffed, so on. I don't expect to be able to do much tomorrow but I should have a few days after that that are pretty free, so there should be more progress on the way shortly.

 

 

The values sound fine to me. You could always change them later if you find you don't like them. Happy new year!

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  • 2 weeks later...

Alright progress update time... I've done this over the last week probably, and it's all starting to blend together, so I may miss some things:

 

-Walk-away handling: exiting dialogue when guards try to get onto you for breaking rules, when guards try to arrest you for punishment scenes, when guards try to escort you to the thane for the first time, and when any NPC is demanding sex will result in walk-away triggers. For guards this usually isn't more than simply jumping to the 'defiant' dialogue outcome with higher punishment score increases. For a soliciting NPC, this can result in them fucking you anyway, or stealing items (see next bullet)

 

-Stolen item retrieval dialogue: the mod saves the last NPC that stole items from you, allowing you to attempt to get them back. You are then sometimes capable of getting your items back, subject to the NPC's demands.

 

-New utility function: A function that takes a number and then runs until that many nearby NPCs have raped the player. It still needs a few tweaks but when it's running smoothly I'll be able to use it for a lot of things.

 

-Public Rape scene progress: I'm close to calling this one complete. A certain number of spectators (taken from nearby NPCs) are supposed to close in on the player for this scene, and the scene very frequently fails to fill all of the spectator positions, meaning I'll probably add more spectator positions and pray for the best. If only a couple people show up, then the city just must not be that horny that day I guess. After all the dialogue is played, the plan is to use the above function to have everyone nearby just go to town on the player, though I didn't get around to trying that yet.

 

-Heavy Torture scene progress: This scene is looking 75%ish complete. It has a few oddities I need to smooth out but I'm happy with it. This one utilizes a torture rack, lightning spells that should increase arousal, orgasm denial, and one other scene, probably with a pillory/crop. Let me know if there are other torture furnitures or methods you would like to see, I plan to make a few variants of the torture scenes eventually.

 

-Female vanilla combat lines: I can now call a function to play a 'combat hurt noise' (the 'agh!' 'aiie!' type lines) based on the player's race, so that torture/other violence scenes are more interesting. This will be toggleable.

 

-Visual effects: created imagespacemodifiers to turn the screen red for certain torture scenes, simulate being left in the dark, so on.

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I've got a question for those of you who plan to enable execution scenes. I've tried looking at Pama's Interactive Gallows, and my conclusion is that it would be nearly impossible to make it a soft dependency. So we have a few options as to what I do here -

 

A) Make it an additional, optional esp in the downloads: I could make a Public Whore-Interactive Gallows bridging esp which is hard dependent on Interactive Gallows, and then have the main esp tell the additional one what to do when an execution is called for. This would mean execution scenes are disabled unless that esp is present.

 

B) Use a chopping block instead: the vanilla game already has all the tools to execute someone, and I should be able to duplicate what they did to Roggvir, but with the player instead. Upsides - should be relatively easy, meaning it gets done faster and the mod goes up quicker. Downsides - getting beheaded is a little messier than hanging. Personally I prefer hanging but at the end of the day I'm not too concerned with the method, so I pose the question to those of you who are.

 

C) Execution by animal rape: player gets thrown in a dungeon with a bunch of horny trolls or a dragon or something, and doesn't survive the abuse. Upsides - would add probably the most brutal scene in the mod for people who enjoy that. Downsides - doesn't make the most sense? The thane would have had to imprison at least one dangerous creature for the purposes of executing the player, when it would probably be easier just to hang them or behead them. Making the most sense got thrown out the window with the mod's premise though.

 

D) Put player in non-Interactive-Gallows-scripted gallows, do a sharp cut to black and maybe a messagebox. Upsides - super easy to chain into a fake execution this way, and extremely easy to script in general (as in it makes the execution scene a non-issue). Downsides - not as exciting.

 

Let me know which one you like most - I don't think I want to spend too long developing the execution scene so I'm probably only going to have the most popular one for the foreseeable future. Execution remains toggleable with a configurable probability of being fake no matter which option makes it.

 

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On 1/14/2021 at 2:12 AM, Anunya said:

This sounds really interesting. I hope someone picks it up and ports it over the SE once there's a release.

I can try to take a look at it after release if nobody else has volunteered to. It doesn't seem exceedingly difficult.

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I actually like option C. The block isn't a bad one either.

There is an impalement animation floating around on LL that is setup for SLAL. (It uses a long upright pole not the fire spit.) I believe Marie used part of it in her Shout Like A Virgin mod. I know there is the impalement in her mod, but not positive if she got it from Proxies animation. Possibly another option?

 

Edit: She did use Proxies animation, it's in her credits.

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I'm for option D.

 

I have this idea if it could be done.

The player's character is brought front of to the gallows, there is a crowd around. Before the execution, the player's character is raped by the crowd.

Men would take turns, for example, there could be 5 sex scenes (or the number selectable in the MCM).

For the rape scene before the execution, cuffed animations by Billyy would be very useful (I love this animations ?). Then the execution scene continues.

In the event of a false execution, the player's character would go through all stages of hanging and just before death would occur fade to black with message box.

The message could be something like: "The execution was interrupted and you were given a second chance." or something similar.

 

 

 

 

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I think you should just go for B or D. Like you said, they would be the easiest to implement and it keeps dependencies limited. My understanding from reading this thread is that you have plans to add cross functionality with other mods somewhere down the road. You could always just add the possibility for the mod to make use of Deadly furniture then, if you decide that's something you want to do. Though personally, I don't care for executions. 

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3 hours ago, drunken toad said:

Hey@Visio Diaboli, I was wondering if the first release of the mod will have any distinction between player titles in the dialogue/scenes (Dragonborn, Thane, etc). I remember reading that you intended to add this into the mod at some point, just curious as to if that would be something you included on first release or is that something that would come later? 

 

Whether the player is known as the Dragonborn should be simple, I just need to check whether a particular Greybeard quest is done. I actually just discovered how to detect thanehood yesterday; it's stored in a variable for each hold that I missed when I was worse with CK, but also (problematically) for each faction (e.g. Whiterun Imperial Thane, Whiterun Stormcloak Thane, so on). (Only) if I can determine who controls each hold, then I can very reliably determine whether the player is a Thane. The upside is that I also learned how the base game itself handles the Jarl in a quest when it isn't sure which Jarl it may be - the dragon-capture quest could be either Balgruuf or Vignar, and I've now duplicated the way the game determines which it is in my own scripts. So if all else fails I can determine who controls the hold by checking who the Jarl is.

 

Granted that doesn't really answer the question, that was for more of an in-depth progress update there. I would like to add dialogue for Thane and Dragonborn statuses on initial release. Eventually I want to have some specifically-tailored events for Thane and Dragonborn PCs, but to start I think it will just be additional comments and dialogue options.

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22 hours ago, Visio Diaboli said:

 

Eventually I want to have some specifically-tailored events for Thane and Dragonborn PCs, but to start I think it will just be additional comments and dialogue options.

Awesome, can't wait to see what you come up with there. I'm glad to hear you plan on including additional comments and dialogue in the initial release, Dragonborn and or thane players can finally be recognized! Thank you for the detailed response. 

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  • 2 weeks later...

Status update time

 

I haven't worked on the execution scene yet but just to address that first, I think I will just go with option D for now, and add in others as I feel they're needed or do-able.

 

Other progress:

-Modifying existing scenes to have different dialogue or extended sections if the player has already played them: my initial plan was to make a couple copies of some punishment scenes for v1, but I decided it would waste too much time to differentiate the first scene from the rest of them that drastically - after all, the first scene for each punishment gets played once and then it's just the 'repeated' scenes, so better to just liquidate that energy into improving a smaller set of scenes.

-Got the Heavy Torture scene to about 95% - I need to playtest it a couple more times and fix some timings.

-'Alert Level 2': if the player fails a quota or reaches a punishment threshold and isn't captured by guards, after a certain time period (24 hours right now, probably should be adjustable?) guards of other holds will also be on the lookout to return the player back to the hold they're the public whore of.

-Gold Quota Mode: you can switch between gold and clients now, with gold requiring you to turn that much in. Next is to make it check that you've taken a minimum threshold of clients, to ensure that you aren't just adventuring for most of the money.

-'Can't leave' mode: a toggle option, to place a spell on the player when their duty begins that teleports them back with an asphyxiation/guard retrieval fadeout story. You can get to about the farms in Whiterun before it triggers (didn't test other locations).

-Quota Consolidation function: takes the quotas from every hold and mushes them into a singular quota in a destination of the function caller's choice.

-The beginnings of Enforced Mode: at long last, I can begin to work on Enforced Mode. It's been floating around forever now as a core component of the mod that I just haven't had the right developments to start working on yet. But with the expansion of the quota system and the previous two bullet points, it's becoming more clear what an Enforced Mode will look like. Currently I have a function that multiplies the player's quota in a location by an enforced mode multiplier, and adds the 'can't leave' spell, meaning the only thing left is a transition scene or story, the addition of more restraints, and the potential removal of the player's inventory for the duration of the quota.

-Player's cut of gold: there's now an option to allow the player to get any percentage of their earnings back. When they turn gold in to the Thanes, they will receive that percentage back.

-About a third of a Whiterun introduction quest: I want to add special quests for Whiterun and Solitude before release. In Whiterun, the Jarl has a particular quest for the player that involves assisting the city. Solitude is still up in the air. I have ideas but I think it would behoove the mod just to leave them secret for the time being.

 

That puts a first release not very far away at all. Plus my Spring semester is starting up and I refuse to let this get pushed back any further, so I think I'm going to power through the rest as fast as I can.

 

The remaining things to do are approximately as follows:

-Execution scene

-Transition into Enforced Mode 

-'Alert Level 3' bounty hunters to bring the player back to a city. 

-Duration quota: requires 'can't leave' option, forces player into city until quota is complete. Gold turned in and clients taken are a secondary goal, though there will be a minimum threshold for both. 

-"No gold handling": an option where clients are just expected to turn in their payment to the Thanes directly.

-Random event system that triggers some kind of more elaborate NPC encounter at some configurable frequency while on duty

-Solitude Intro

-Last 2/3rds of Whiterun Intro

-The remaining SlaveTats, and their symbol version

-Basic built-in fame system

-More dialogues here and there

 

The list of remaining things seems to continue to re-populate, but my estimate of how much I'm missing in this to-do list is significantly smaller than in the last one I did. Once I knock out a few of those listed above, I'll probably look towards doing a second closed beta to stress test everything so far, and then finish whatever's left.

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Spoiler
16 hours ago, Visio Diaboli said:

Status update time

 

I haven't worked on the execution scene yet but just to address that first, I think I will just go with option D for now, and add in others as I feel they're needed or do-able.

 

Other progress:

-Modifying existing scenes to have different dialogue or extended sections if the player has already played them: my initial plan was to make a couple copies of some punishment scenes for v1, but I decided it would waste too much time to differentiate the first scene from the rest of them that drastically - after all, the first scene for each punishment gets played once and then it's just the 'repeated' scenes, so better to just liquidate that energy into improving a smaller set of scenes.

-Got the Heavy Torture scene to about 95% - I need to playtest it a couple more times and fix some timings.

-'Alert Level 2': if the player fails a quota or reaches a punishment threshold and isn't captured by guards, after a certain time period (24 hours right now, probably should be adjustable?) guards of other holds will also be on the lookout to return the player back to the hold they're the public whore of.

-Gold Quota Mode: you can switch between gold and clients now, with gold requiring you to turn that much in. Next is to make it check that you've taken a minimum threshold of clients, to ensure that you aren't just adventuring for most of the money.

-'Can't leave' mode: a toggle option, to place a spell on the player when their duty begins that teleports them back with an asphyxiation/guard retrieval fadeout story. You can get to about the farms in Whiterun before it triggers (didn't test other locations).

-Quota Consolidation function: takes the quotas from every hold and mushes them into a singular quota in a destination of the function caller's choice.

-The beginnings of Enforced Mode: at long last, I can begin to work on Enforced Mode. It's been floating around forever now as a core component of the mod that I just haven't had the right developments to start working on yet. But with the expansion of the quota system and the previous two bullet points, it's becoming more clear what an Enforced Mode will look like. Currently I have a function that multiplies the player's quota in a location by an enforced mode multiplier, and adds the 'can't leave' spell, meaning the only thing left is a transition scene or story, the addition of more restraints, and the potential removal of the player's inventory for the duration of the quota.

-Player's cut of gold: there's now an option to allow the player to get any percentage of their earnings back. When they turn gold in to the Thanes, they will receive that percentage back.

-About a third of a Whiterun introduction quest: I want to add special quests for Whiterun and Solitude before release. In Whiterun, the Jarl has a particular quest for the player that involves assisting the city. Solitude is still up in the air. I have ideas but I think it would behoove the mod just to leave them secret for the time being.

 

That puts a first release not very far away at all. Plus my Spring semester is starting up and I refuse to let this get pushed back any further, so I think I'm going to power through the rest as fast as I can.

 

The remaining things to do are approximately as follows:

-Execution scene

-Transition into Enforced Mode 

-'Alert Level 3' bounty hunters to bring the player back to a city. 

-Duration quota: requires 'can't leave' option, forces player into city until quota is complete. Gold turned in and clients taken are a secondary goal, though there will be a minimum threshold for both. 

-"No gold handling": an option where clients are just expected to turn in their payment to the Thanes directly.

-Random event system that triggers some kind of more elaborate NPC encounter at some configurable frequency while on duty

-Solitude Intro

-Last 2/3rds of Whiterun Intro

-The remaining SlaveTats, and their symbol version

-Basic built-in fame system

-More dialogues here and there

 

The list of remaining things seems to continue to re-populate, but my estimate of how much I'm missing in this to-do list is significantly smaller than in the last one I did. Once I knock out a few of those listed above, I'll probably look towards doing a second closed beta to stress test everything so far, and then finish whatever's left.

 

Everything sounds so good, I like the idea of the gold quota. Also love anything to do with player fame positive and negative, what will the fame system track? Don't know if you have this planned or not, but I think it would be cool if npc's made comments about the pc even after she's no longer public whore there. I remember you mentioning something about adding your own hero fame tracker. Could be cool if npc's made comments on how brave and or heroic the player is as well. 

 

There's one more question/idea I have. When reporting to the thane npc, and the player failed to serve at least one citizen, will he mention that someone complained? Or let's say you go up to report thinking you met your quota in no gold handling mode, but an npc or two didn't turn in gold like they were supposed to. Will he say something like "nobody else ever came to me" Or maybe they did and he withheld some gold on purpose to screw you over by extending your duties if you are a thane as well, a way of keeping you down and out of the picture.

 

I'm really glad you are adding some scene variety, that will be a really nice touch. Thanks for all the time you are putting into this, and good luck with your next semester.

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1 hour ago, drunken toad said:

Everything sounds so good, I like the idea of the gold quota. Also love anything to do with player fame positive and negative, what will the fame system track? Don't know if you have this planned or not, but I think it would be cool if npc's made comments about the pc even after she's no longer public whore there. I remember you mentioning something about adding your own hero fame tracker. Could be cool if npc's made comments on how brave and or heroic the player is as well. 

My plan is to first get the fame system tracking when NPCs see a sex scene. Whenever a sex scene starts with the player, the mod will scan through the NPCs in the cell and check which can see the player, and increment that fame for each such NPC. It may perform exponential increases every so often to simulate rumors spreading.

 

Then I think I'll add some sort of tracking for miscellaneous impressive feats like dragons slain and dungeons cleared, incorporate player level into the equation, maybe gear value, and if a certain threshold of positive fame is met then the mod will get triggered on the virtue of having such a renowned city whore.

 

I still need to figure out comments, and that was something I overlooked in the to-do list. Theoretically all I need to do is figure out how to have one quest trigger the comments at an appropriate interval, and then add all of the passing comments there, where they can get randomly selected from based on which of their conditions the player meets.

 

 

2 hours ago, drunken toad said:

There's one more question/idea I have. When reporting to the thane npc, and the player failed to serve at least one citizen, will he mention that someone complained?

I'm not sure yet. Right now declining can increment punishment score immediately but I don't have anything tracking whether the player has declined since the last report. It'd be trivial to add so I probably can.

 

2 hours ago, drunken toad said:

Or let's say you go up to report thinking you met your quota in no gold handling mode, but an npc or two didn't turn in gold like they were supposed to. Will he say something like "nobody else ever came to me" Or maybe they did and he withheld some gold on purpose to screw you over by extending your duties if you are a thane as well, a way of keeping you down and out of the picture.

Once I add no-gold mode I'll know more precisely but the plan is to have an MCM setting for X% chance that the gold never got added, and then I may just leave it as an unanswered question where exactly it went missing.

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  • 3 weeks later...

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