Jump to content

Recommended Posts

Posted
2 hours ago, Dreamer1986 said:

I am curious, why you won't use it again? The author said he will work on rebuilding it in a couple of months.

 

numerous reasons. The most pressing ones for me:

 

- escaping is either too easy or impossible. and it is boring in all cases

- escaping is broken for some scenarios (running away never ends the quest)

- masters are dead boring 90% of the time

- punishment scenarios are repetetive

- getting sent to SD+ via Simple Slavery means you get the same handfull of boring masters in always the same order

- local enslavement starts so slow I always fear its broken again

 

Dunno, maybe the mod at its core concept is just not for me.

From a local slavery mod I would expect:

 

- keeping the PC in the area

- allowing several different escape possibilities that all work reliably

- an active and demanding master (tasks, rapes, punishments)

- drawing from the vast ressources of Zap animation pack. SD+ I think only uses like 3 Furnitures and not the good ones either (Static poses only).

 

EDIT: 

just to make clear, I dont want to bash any mod here (and all the points stated above were reported several times in SD+ thread years ago even)

there are just some mods that do not suit my playstyle or understanding of BDSM/Slavery themes.

SD+ is just special in that regard because its the only mod really tryting to achieve something like local slavery and there is no alternative for it. 

But these days I rather go without -> hence the expansion of the punishment scenarios in Naked Defeat to at least have something similar.

 

On next Naked Defeat version there will be  change to the escape slider, down to 1% for ppl who like the hardcore experience (so slider is 1% to 50% instead 5% - 50%)

Also an option to randomize escape difficulty to add to the thrill. 

 

 

 

 

Posted
6 minutes ago, Slava3434 said:

DDeCustomOutfits 2-3.7z нужен этот файл для мода если я не использую DD ?

 

no.

 

DDe Custom outfits only required when you want to use DD framework + DDequip

Posted

Is it possible to implement saving game system in mod? Disable all saves exept made by mod. Rotating saves, which is updated by mod's events. I know theres a lot of save game mods, but they all lacks update during defeat. My idea: when mod starting event it creates rotating save (no way to undo), so player will be forced to proceed. As far as i know theres no such an option in known defeat mods.

Posted
4 minutes ago, Stonewall79 said:

Is it possible to implement saving game system in mod? Disable all saves exept made by mod. Rotating saves, which is updated by mod's events. I know theres a lot of save game mods, but they all lacks update during defeat. My idea: when mod starting event it creates rotating save (no way to undo), so player will be forced to proceed. As far as i know theres no such an option in known defeat mods.

 

hmm, I admit I do not understand what you mean here. like nothing :D

meaning I seem to lack the required knowlegde and insight towards savegame mods, the idea of rotating saves etc. and you might have to explain it to me like I am stupid, sorry.

 

 

 

Posted
10 minutes ago, Nymra said:

 

hmm, I admit I do not understand what you mean here. like nothing :D

meaning I seem to lack the required knowlegde and insight towards savegame mods, the idea of rotating saves etc. and you might have to explain it to me like I am stupid, sorry.

 

 

 

Look when you play and your character is defeated, you can watch what will be when mod begin its events  or you can reload game to avoid defeat. If save game occurs at begin of defeat event and overwrite existing save, player will have only one option continue with defeat events. Sorry for possible mistakes,english is not my native langage.

Posted
35 minutes ago, Stonewall79 said:

Look when you play and your character is defeated, you can watch what will be when mod begin its events  or you can reload game to avoid defeat. If save game occurs at begin of defeat event and overwrite existing save, player will have only one option continue with defeat events. Sorry for possible mistakes,english is not my native langage.

 

hmm, I dont understand what would be the point of having something like this. 

 

I have a system in place that allows to control a bit better when defeat occurs and when not (Bleedout Counter in MCM) if that is something you want.

 

If you want a somewhat restrictive savegame control to prevent yourself from "cheating" your way around defeat scenarios: I am not a fan of such things since it basically never works really.

you can just save twice and then reload the game before the last game instead...

 

In general STEP guide recommends to NOT save and reload alot and suggests using "essential player" even in normal playthrough. 

For that reason and because I will never use any feature like that, I m afraid this might be way more work to achieve than its worth it (for me a least) and a possible small player base.

 

If somebody comes up with a patch or script that works already I would consider implementing it, tho. 

Posted
8 hours ago, Nymra said:

 

numerous reasons. The most pressing ones for me:

 

- escaping is either too easy or impossible. and it is boring in all cases

- escaping is broken for some scenarios (running away never ends the quest)

- masters are dead boring 90% of the time

- punishment scenarios are repetetive

- getting sent to SD+ via Simple Slavery means you get the same handfull of boring masters in always the same order

- local enslavement starts so slow I always fear its broken again

 

Dunno, maybe the mod at its core concept is just not for me.

From a local slavery mod I would expect:

 

- keeping the PC in the area

- allowing several different escape possibilities that all work reliably

- an active and demanding master (tasks, rapes, punishments)

- drawing from the vast ressources of Zap animation pack. SD+ I think only uses like 3 Furnitures and not the good ones either (Static poses only).

 

EDIT: 

just to make clear, I dont want to bash any mod here (and all the points stated above were reported several times in SD+ thread years ago even)

there are just some mods that do not suit my playstyle or understanding of BDSM/Slavery themes.

SD+ is just special in that regard because its the only mod really tryting to achieve something like local slavery and there is no alternative for it. 

But these days I rather go without -> hence the expansion of the punishment scenarios in Naked Defeat to at least have something similar.

 

On next Naked Defeat version there will be  change to the escape slider, down to 1% for ppl who like the hardcore experience (so slider is 1% to 50% instead 5% - 50%)

Also an option to randomize escape difficulty to add to the thrill. 

 

 

 

 

Very good reasons, thank you for the reply. You should post these as suggestions in the SD+ thread, since the author plans to rebuild the mod completely anyway, he might consider it.

Posted
9 hours ago, Nymra said:

there are just some mods that do not suit my playstyle or understanding of BDSM/Slavery themes.

SD+ is just special in that regard because its the only mod really tryting to achieve something like local slavery and there is no alternative for it. 

But these days I rather go without -> hence the expansion of the punishment scenarios in Naked Defeat to at least have something similar.

I agree with everything that you said here. I've tried so hard to like SD+, because I want that kind of functionality, but in the end my response was the same. I just found it impossible most of the time and horribly boring as well. Right now the closest thing that I use now is Lola and Devious Followers. This mod adds some elements of that as well, although I realize that local slavery is not its actual goal. 

Posted
45 minutes ago, Dreamer1986 said:

Very good reasons, thank you for the reply. You should post these as suggestions in the SD+ thread, since the author plans to rebuild the mod completely anyway, he might consider it.

 

posted this and many others repeatedly over the years, the only thing that was ever implemented was the "Safeword" option on the options wheel or something.

I get the impression that SD+ is alot about the main quest and roleplaying slavery. 

 

I had some ideas for making an new feature for Naked Defeat or a new mod entirely to allow something similar to local slavery, but that is far away on the horizon and I need to learn more stuff to make it work.

I even thought about picking up the original SD and build from there, but it is no longer available. 

Posted
1 minute ago, cerebus300 said:

I agree with everything that you said here. I've tried so hard to like SD+, because I want that kind of functionality, but in the end my response was the same. I just found it impossible most of the time and horribly boring as well. Right now the closest thing that I use now is Lola and Devious Followers. This mod adds some elements of that as well, although I realize that local slavery is not its actual goal. 

 

acutally I wanted to explore the possibility to add local slavery to Lola via some trickery, but I never got around diving into the code. also it still gets developed alot so maybe its wise to wait a bit still.

 

also, in any case local slavery has some major problems from my perspective that are hard to come by since on most locations there is really nothing to do... like at all.

My idea was (next to the usual binding, furniture, whipping, raping) to spawn crafting furnitures that basically allow forced labour (cook for us, craft for us, weld for us) etc. 

The conan style millstone from zap also comes to mind. 

then stuff like spawned other slaves that you have to fight or fuck or dance with

the tasks would then add to a value that controls if your owners get sloppy or start to trust you (or even like you ^^).

 

SD cages integration should be possible, too. 

 

With animals its a bit of a problem tho and probably nonsensical to even start working with them. 

 

In general I also hate dialogue like the plague and would try to basically make a mod that has as little dialogue as possible, just audio voice files that are triggered on certain events.

But yeah, errm, dont want to derail the thread, just sharing some of my thoughts on all that. 

 

 

Posted

After poking around your mode with SSEEDIT there is a Greybeards quest for removing devices. When I went to the Greybeards I noticed a ZAZ bondage cross. How do you start this quest, its sounds like a great concept.

Posted
16 minutes ago, mindstorm1972 said:

After poking around your mode with SSEEDIT there is a Greybeards quest for removing devices. When I went to the Greybeards I noticed a ZAZ bondage cross. How do you start this quest, its sounds like a great concept.

 

its an artifact from Naked Dungeons. I left the stuff in naked defeat but disabled, because I use the quests as templates for my own features and changing them is easier than adding new stuff (for me at least).

 

I wanted to explore the feature, never used it myself actually... ever ... 
You can try Naked Dungeons here. its compatible with Naked Defeat, just disable Naked Dungeons Immortality and Nudity features.

 

 

Posted
1 hour ago, Nymra said:

 

acutally I wanted to explore the possibility to add local slavery to Lola via some trickery, but I never got around diving into the code. also it still gets developed alot so maybe its wise to wait a bit still.

 

also, in any case local slavery has some major problems from my perspective that are hard to come by since on most locations there is really nothing to do... like at all.

My idea was (next to the usual binding, furniture, whipping, raping) to spawn crafting furnitures that basically allow forced labour (cook for us, craft for us, weld for us) etc. 

The conan style millstone from zap also comes to mind. 

then stuff like spawned other slaves that you have to fight or fuck or dance with

the tasks would then add to a value that controls if your owners get sloppy or start to trust you (or even like you ^^).

 

SD cages integration should be possible, too. 

 

With animals its a bit of a problem tho and probably nonsensical to even start working with them. 

 

In general I also hate dialogue like the plague and would try to basically make a mod that has as little dialogue as possible, just audio voice files that are triggered on certain events.

But yeah, errm, dont want to derail the thread, just sharing some of my thoughts on all that. 

 

 

 

It'd be cool to have a discussion thread about a local slavery mod somewhere at some point - especially if someone is considering working on such a mod. I'm sure lots of folks have lots of opinions and ideas to contribute :)

Posted
58 minutes ago, Anunya said:

 

It'd be cool to have a discussion thread about a local slavery mod somewhere at some point - especially if someone is considering working on such a mod. I'm sure lots of folks have lots of opinions and ideas to contribute :)

 

seeing the corresponding defeat thread... yeah, the ideas were plenty, but nobody ever stepped up making something. I tried for 1 year to motivate a scripter to dig into it and eventually just got to the point of making it myself. And I honestly never looked into the thread. I knew exactly what I wanted and what was possible for me to achieve and worked from there.

Alot of ppl (without judging them, I was one of them for a long time) just ask features that make no sense or would not be used by 99% of the users. Tastes are very special in this forum :D
What I need most at this point is mods that have features that I can study in script and use (copy... *cough*). But also Naked Defeat is still priority number one. While I see a slight light at the end of the tunnel and 3.0 will have most features that I want most likely.

Then I will focus on civilian rape and guard punishment for Naked Defeat

after that I want to make kinky scroll of town portal mod based on SexlabPheromones

In between ofc have to release my patched version of SLPheromones and FillHerUp...

and then...

maybe...

sigh :D 

Posted

Yeah it's pretty easy to makes posts where you tell everyone what you'd like to see. It's a lot more work and time to actually do something about it :D

Posted
35 minutes ago, Anunya said:

Yeah it's pretty easy to makes posts where you tell everyone what you'd like to see. It's a lot more work and time to actually do something about it :D

 

true!

But oh boy, the relief it gives to be able to do script magic... its.... magical ^^

Posted

Great mod! 

I would like to make a couple of feature suggestions.

- A timer for duration of Whipping

- Actual damage when whipped with a minimum health setting for the whipping to stop.  

 

Posted
7 hours ago, mindstorm1972 said:

Great mod! 

 

thx alot :)

7 hours ago, mindstorm1972 said:

I would like to make a couple of feature suggestions.

- A timer for duration of Whipping

 

impossible right now since I cant change the time, its hard coded in the ESP.

I want to try and create a script based scene for whipping which would alow alot more freedom. 
But my first attempts failed :(

so: maybe later, I definatly want something like that. 

 

7 hours ago, mindstorm1972 said:

- Actual damage when whipped with a minimum health setting for the whipping to stop.  

 

this is something that I will probably never implement. reason is simple:

alot of work with minimal gain and at the same time a ton of new problems, since combat mods, criticals and other shit will always break this.

 

I want to add an "escape modifier" at some point, tho.

Meaning you can toggle if you lose health and/or stamina when you escape from furniture/let go after DDe equip. 
That would simulate the abuse you went through.

 

Posted
1 minute ago, no_way said:

Can the PC no longer die if this mod is installed?

 

uh, yes. that is the whole point :)

player is set to essential.

and whenever you enter bleedout (0 hp) the mod will trigger.

If you want the mod to always start, set "Bleedout Counter in MCM to 0x" (beta 3.0)

 

In the future I want to integrate "death" functions.

Meaning the PC will "die" (at least from the animation, but not for gameplay) and be sent to the afterlife where he has to do tasks to be sent back to life.

 

 

Posted
5 minutes ago, Nymra said:

In the future I want to integrate "death" functions.

Meaning the PC will "die" (at least from the animation, but not for gameplay) and be sent to the afterlife where he has to do tasks to be sent back to life.

 

Sounds really promising. Maybe it would be compatible with Pamatronic's Deadly Furnitures or his (probably) incoming new Bad Ends mod?

Posted
21 minutes ago, NicoleDragoness said:

 

Sounds really promising. Maybe it would be compatible with Pamatronic's Deadly Furnitures or his (probably) incoming new Bad Ends mod?

 

I know nothing about the Bad Ends mod, but yeah, deadly furnitures I wanted to integrate.
Basically an event on punishment that would make the human captors spawn a gallow or another furniture and kill the PC.

Alternativly some of FunnyBiz deathrape anims work too and some other stuff (drowning in a zap furniture, etc.) 

 

Then fade to black -> moveto afterlife cell.

I wanted to make different cells for different entities, but I know too little about skyrim lore still.
To start I will first make only one event for sanuinge or molag baal with the usual rape, maybe in some sort of labyrinth.

 

later you can choose a deity you follow or all or some of them and get different scenarios based on that. 
But yeah, its future stuff, I am slowly learning how to use the CK... would require to create those cells (or use existing onces that are suitable), spawn actors, and stuff. Still alot of stuff I have to learn first. 

Posted
2 hours ago, Nymra said:

later you can choose a deity you follow or all or some of them and get different scenarios based on that. 

 

Considering that the Dragonborn has almost a God blood and this blood descend directly from Akatosh, the Father of all Dragons ...

 

Molag Bal, Sanguine and the other Daedra are almost all Evil (maybe with the exception of Meridia and, partly, Azura).

An afterlife scenario with those bad characters is very unlucky for the PC, by my point of view.

 

Side Note:

I really hope you could consider to introduce a check if the player has or not creatures installed (could be from sexlab config, maybe) and, if not, make NADE to not start at all if only creatureas are present. For example, my Dragons (Ultimate and other tricks) are almost demi-gods, really hard to defeat. It happens enough often, at least until the PC is at level 30 and above, that a Dragon bleeds out the PC one shoot and then .... blah, blah ... the PC is almost stuck for some minutes for nothing. (message: Raper: Dragon ---> Impossible to use the Dragon, it is a creature).

Posted
10 minutes ago, NicoleDragoness said:

 

Considering that the Dragonborn has almost a God blood and this blood descend directly from Akatosh, the Father of all Dragons ...

 

Molag Bal, Sanguine and the other Daedra are almost all Evil (maybe with the exception of Meridia and, partly, Azura).

An afterlife scenario with those bad characters is very unlucky for the PC, by my point of view.

 

 

I will start with the evil ones for sure :P

 

10 minutes ago, NicoleDragoness said:

 

Side Note:

I really hope you could consider to introduce a check if the player has or not creatures installed (could be from sexlab config, maybe) and, if not, make NADE to not start at all if only creatureas are present. For example, my Dragons (Ultimate and other tricks) are almost demi-gods, really hard to defeat. It happens enough often, at least until the PC is at level 30 and above, that a Dragon bleeds out the PC one shoot and then .... blah, blah ... the PC is almost stuck for some minutes for nothing. (message: Raper: Dragon ---> Impossible to use the Dragon, it is a creature).

 

hmmm, strange, I thought I had disabled dragons.

as for the creature part. 
I tried implementing it, but I had some trouble with it because of the structure of the mod. 
I have some new ideas, tho and slowly rewrite the script to allow for better options.

Posted
3 hours ago, Nymra said:

 

uh, yes. that is the whole point :)

player is set to essential.

and whenever you enter bleedout (0 hp) the mod will trigger.

If you want the mod to always start, set "Bleedout Counter in MCM to 0x" (beta 3.0)

 

In the future I want to integrate "death" functions.

Meaning the PC will "die" (at least from the animation, but not for gameplay) and be sent to the afterlife where he has to do tasks to be sent back to life.

 

 

Damn, would be nice to have a similar setting to defeat where it wont happen every time.  Just a thought.

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...