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Posted
11 hours ago, Alex749 said:

thank you

Nethers is posted on this site. I have used all three and all have there ups and downs. Nethers to me is more Sexlab friendly.

Posted
On 1/3/2023 at 3:07 AM, HexBolt8 said:

Wearing a collar is required while you're enslaved, so there's a periodic check.  Your character's collar slot is probably in a bugged state, most likely due to a mod unequipping everything on your character, or if you enabled the "Unequip Armor" option for an outfit group in SkyUI.  That confuses Devious Devices and leaves the collar slot bugged.  (There's a fix for this problem coming in DD 5.2 -- it's available now in the beta.)  This mod tries to reequip the collar when it detects that it is missing.  If it's bugged, it looks like it's missing, even if it shows as being equipped in character inventory.  If the collar slot is bugged, reequipping it won't work right, so the collar still looks like it's missing in the script, and the cycle repeats.

 

You can fix the problem by finding and removing the collar's hidden component.  Save your game, then place all your stuff in any container.  Next, use "player.inv" in the console to see what you still have.  Look for items that do not have a name, but you should ignore item xx040F0C, the DD Device Hider, because it should be present.  For each unnamed item, one at a time, use "player.RemoveItem xxxxxxxx 99" in the console, then try removing and equipping the collar again.  If you get the DD message about locking the collar on, you've fixed the problem.  Write down that item ID, reload your game, use the console to remove just that one item, then remove and reequip the collar.  You should be okay now.

 

Resist the temptation to just remove all items that don't have names.  Mods intentionally add hidden items for various purposes, so removing those items would likely confuse or break features in those mods.

tried, baiscally remove anything that written "worn" but still bug happen, but found a way to fix it along the way... by suspend the event than keep every equipment in a chest except the collar.. uncheck suspend event and equip evrything back fix the problem .. thx for ur time to explain such detail hope u got a good day and wish u the best.

Posted
9 hours ago, BigOnes69 said:

Nethers is posted on this site. I have used all three and all have there ups and downs. Nethers to me is more Sexlab friendly.

i got it to work,

Posted

She liked the dance XD

Thank you for your mod. I only have DD because of your mod and Laura bondage shop =D
It's a very nice mod with the right touch of naughtiness, immersion, sense, roleplay, and even love. The feeling, how the characters interact and the options you have it's awesome and very inteligent.

Posted (edited)

During my various playthroughs using this mod there have been numerous times when the RNG seemed to give the playthrough's owner their own sense of personality. For example in one of my playthroughs the owner was a total sadist who seemed to always choose the whipping event.

 

As for my current playthrough's master:

238702072_bandicam2023-01-0603-05-58-699.png.4b01ae705a1f57a40ad48a8eb8f0d094.png

 

Dude is utterly obsessed with those vibrating piercings. This is the forth time he's done the overdrive event in only half a game day :flushed:

Edited by MrEsturk
Posted

Is it possible to add a special event.
I mean marriage to our master/madam.
Which will mean being a slave for the rest of our days.
Extra lines of conversation and special treatment?

Posted

Hello, the mod has a vibration function through the piercing when the owner turns it on. Is it possible to add the same for plugs (vibrators) in the future? So that they were forced to wear them, with and without a belt.

Posted
3 hours ago, Nikett7 said:

Hello, the mod has a vibration function through the piercing when the owner turns it on. Is it possible to add the same for plugs (vibrators) in the future? So that they were forced to wear them, with and without a belt.

As I understand it the vibration effects come from Devious Devices and are, therefore, already there. In fact, when my Master turns on my character's devices they all vibrate - piercings and plugs. The notification at the top left of the screen confirms it.

Posted
4 hours ago, Deiva said:

Is it possible to add a special event.  I mean marriage to our master/madam.  Which will mean being a slave for the rest of our days.  Extra lines of conversation and special treatment?

Marriage is not something that I'm planning to support, because it's like a promotion.  Even in a repressive society, a spouse has some rights.  A slave has none.  The MCM has an option for permanent enslavement, and the secret event at score 100 has extra conversation and a dialog-based option for permanent enslavement.  Nothing prevents you from getting married on your own, of course, if it makes sense in the context of being a slave.

 

3 hours ago, Nikett7 said:

Hello, the mod has a vibration function through the piercing when the owner turns it on. Is it possible to add the same for plugs (vibrators) in the future? So that they were forced to wear them, with and without a belt.

I think you were asking if the mod could force wearing a vibrating plug.  That's certainly a possibility.

 

As Psalam noted, worn plugs will vibrate during the vibration event.  This mod just checks for the Lively or Very Lively keyword to determine if the event can occur.  (Devious Devices can also do its own shorter, non dialog-based vibration event, which I recommend setting to 0% chance if you don't want very frequent vibration.)  If you remove the piercings and equip a Lively or Very Lively plug, you should still get this mod's vibration event.

Posted
9 hours ago, MrEsturk said:

Dude is utterly obsessed with those vibrating piercings. This is the forth time he's done the overdrive event in only half a game day.

I attribute random streaks to owner moods.  Event X was fun for a while, then it's event Y.  The owner has to be aroused for the vibration event to occur, so worn clothing flagged as naked/erotic will keep master in the mood to see you "perform".

Posted

I tried to start slavery in a different way, not through a regular quest, but through a dialogue where you need to ask for money. The master promised to give money, but after I put on the collar, the dialogue becomes the standard dialogue of enslavement and he just gives a name, but does not give money. I remember exactly that before the dialogue of enslavement for money was different. Something went wrong. The mod is based on a clean save of the new game, the latest version.

Posted
8 hours ago, Nikett7 said:

I tried to start slavery in a different way, not through a regular quest, but through a dialogue where you need to ask for money.

I believe it's working as designed.  I just tried that start.  When you choose the "This is awkward, but I really need some gold" start, the future owner explains the deal.  That explanation includes this line:  "While wearing the collar, ask me about the gold and we'll agree on how long you want to have fun as my slave.  I'll give you gold based on that time."

 

In practical terms, it's the Strong Hand start with a different intro.  After you've submitted to the owner, you use the normal dialog option to ask for gold in exchange for contract time.  The minimum option is one week, which matches the owner's intro, "So let's try it!  Just for a week.  We'll have some fun, and I'll give you gold."  Of course, the owner is happy if you opt for a longer contract (and more gold).

 

When I played through the scene, it did feel disconnected, especially when the owner uses the dialog for no contract (which is true at the time).  No promises, but I'll look to see if the flow can be more seamless.

Posted
10 minutes ago, Sir Walter Ratleigh said:

Is there any chance a version could be made that uses Toys and Love instead of DD?

No, that wouldn't be very practical.  Devious Devices are integrated throughout the mod.  Events are built around specific devices.  I don't foresee that ever changing.

Posted
16 minutes ago, HexBolt8 said:

No, that wouldn't be very practical.  Devious Devices are integrated throughout the mod.  Events are built around specific devices.  I don't foresee that ever changing.

Fair enough. Thanks for the quick response :)

Posted (edited)

Just had the Public Whore -> SubLola transition in my game. I didn't even know it was there, and it worked very well. It was awesome how much more impactful something like that is when it takes you a bit by surprise. I also noticed the owner sometimes takes bottles of ale and mead from Lola's inventory, which makes a lot of sense.

 

I haven't played a SubLola game for a while and I'm having some good clean LL-type fun right now. Lots of little new (to me) details adding to the experience.

 

Great work!

Edited by Anunya
Posted
14 minutes ago, Anunya said:

I also noticed the owner sometimes takes bottles of ale and mead from Lola's inventory, which makes a lot of sense.

That's the alcoholic owner chance setting in the MCM (zero by default).

Posted
18 minutes ago, Anunya said:

I also noticed the owner sometimes takes bottles of ale and mead from Lola's inventory, which makes a lot of sense.

 

Yeah, that was one of the first features I added after adopting the project from vkjAlex. Gives the owner a little extra personality and prevents the player from being able to hoard alcohol for the fetch quests :classic_biggrin:

 

Its also hilarious whenever the owner gets too drunk to punish you. When they spend more time stumbling all over the place than whipping you :tounge_xd:

Posted
40 minutes ago, HexBolt8 said:

That's the alcoholic owner chance setting in the MCM (zero by default).

 

Yeah, I think I set it to like 10% or something a year ago or so and forgot about it because most of my playthroughs ended up not going to SubLola (I typically have it as an outcome my PC struggles to avoid, to get a bit of a sense of struggle)... and then, much late there we go :) 

Posted
38 minutes ago, MrEsturk said:

 

Yeah, that was one of the first features I added after adopting the project from vkjAlex. Gives the owner a little extra personality and prevents the player from being able to hoard alcohol for the fetch quests :classic_biggrin:

 

Its also hilarious whenever the owner gets too drunk to punish you. When they spend more time stumbling all over the place than whipping you :tounge_xd:

 

Awesome! I think I always had it at 0% in my previous and longer playthroughs, so I only discovered it now. And honestly, this mod is best when it surprises you in an appropriate way.

Posted

... actually, that brings me to one of my semi-regular request ideas - way to simulate different owner personalities. Basically the idea is - if feasible - to let the player set ranges in the MCM.

  • So say, "alcoholic owner min 0% max 25%". When an enslavement occurs, a specific percentage is picked and for that owner that number remains. So some owners are really alcoholic, and others are not and you have to play to find out.
  • If the submission thresholds for events could be exposed to player control, and then ranges specified in a similar manner, you might end up with an owner who demands hairstyle changes from the get-go, but waits to do whore the PC out until much later - or vice versa.

This I think would help keep things fresh and engaging, as you have to learn each owner's "personality" through experience (rather knowing because you set the MCM explicitly and enhance the sense of being subject to the owner's whims.

 

May be way too much work or not that interesting to implement. If so, fair enough :) 

Posted

Re: Tomb Raider - boss chests in bandit camps not count? I just looted the boss chest in Faldar's Tooth in the hope that I'd clear the quest, but nothing changed. Could it potentially be related to SL Survival having replaced the content in those chests with Bikini Armour?

Posted
32 minutes ago, Anunya said:

Re: Tomb Raider - boss chests in bandit camps not count? I just looted the boss chest in Faldar's Tooth in the hope that I'd clear the quest, but nothing changed. Could it potentially be related to SL Survival having replaced the content in those chests with Bikini Armour?

No, it's the location reference type on the chest, not its contents.  You can test whether a chest has the right keyword for a boss chest.  Target it in the console and enter HasRefType BossContainer.  There was discussion on this on page 186.

 

45 minutes ago, Anunya said:

If the submission thresholds for events could be exposed to player control, and then ranges specified in a similar manner, you might end up with an owner who demands hairstyle changes from the get-go, but waits to do whore the PC out until much later - or vice versa.

Because forced prostitution is a major event, there's already a setting for the minimum score for that one.  It goes as low as -30.  I'd rather not add settings for all the other events.

 

49 minutes ago, Anunya said:

So say, "alcoholic owner min 0% max 25%". When an enslavement occurs, a specific percentage is picked and for that owner that number remains. So some owners are really alcoholic, and others are not and you have to play to find out.

A setting for "random" (such as -1) might accomplish that, though in this example it's a near certainty that the owner is a booze thief unless you happen to roll exactly 0.

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