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Posted

Would be nice if the piercings made it so you couldn't orgasm except when your dom allows it, be it via permission to masturbate or sex. Dunno if that's even technically possible tho

Posted
On 11/11/2024 at 12:52 AM, CaptainJ03 said:

Just to be on the safe side: This check only started to work with the implementation of DD5. If you're using an older version of either DD or SubLola, this check did nothing.

(yes, really old, but you never know)

I use the most recent version of DD NG and idr which version of Lola but it's relatively current. Not at my PC to check. I've always had this issue when I use Lola and figured it was something on my end. 

Posted
1 hour ago, Raine_Hyd said:

I use the most recent version of DD NG and idr which version of Lola but it's relatively current. Not at my PC to check. I've always had this issue when I use Lola and figured it was something on my end. 

As it works fine on LE, and on AE with DD NG, that must be something on your side. Are you able to take off the collar (or anything else) without a key when you have (or think you have) the lock manipulated? Some mods like Unforgiving Devices would, as far as I know, (am not using it) lock then anyway, even if you have lock manipulation enabled...

Posted
11 hours ago, kingsglaive said:

Electric shock piercing can actually be considered to have two functions. As long as the electric shock function is not used, it can also increase sexual desire.

The "shocking" keyword could be removed so that the shocking piercing would not do shocks, but then the device would be functionally the same as a non-shocking piercing.  They even look the same.  I don't see any reason to use a shocking piercing that only vibrates.

Posted
5 hours ago, CaptainJ03 said:

As it works fine on LE, and on AE with DD NG, that must be something on your side. Are you able to take off the collar (or anything else) without a key when you have (or think you have) the lock manipulated? Some mods like Unforgiving Devices would, as far as I know, (am not using it) lock then anyway, even if you have lock manipulation enabled...

I don't use UD but for some reason when I manipulate a lock it acts like it's locked normally and/or I will unlock it and it will lock back on anyway. Not sure whats doing that since the mods I use have never done that before. As I said it's a mod conflict somewhere but Idk what is causing it.
Currently I'm trying to fix Lydia and a few others from being purple/pink which is unrelated to that so I've been focused on that.

Posted
26 minutes ago, Kingslayer101 said:

Is there some way to add an exemption on some items equipped when you're forced naked? PC has nails which use a slot and gets constantly punished for not being naked.

Change the Body Slot for the nails:

 

 

Posted
2 hours ago, Kingslayer101 said:

Is there some way to add an exemption on some items equipped when you're forced naked? PC has nails which use a slot and gets constantly punished for not being naked.

 

I think they need SexLabNoStrip.

 

You can add it with KID by making a text file and renaming the extension from .txt to .ini.

 

Keyword = SexLabNoStrip|Armor|???????

???? being whatever the editor id for the nails is.

Posted (edited)
5 hours ago, Kingslayer101 said:

Is there some way to add an exemption on some items equipped when you're forced naked? PC has nails which use a slot and gets constantly punished for not being naked.

Nakedness is mostly checked through keywords.  The nails might be a violation if they have the keywords ArmorLight, ArmorHeavy, ArmorGauntlets, or ClothingHands.  Remove those keywords and they should work okay.

 

2 hours ago, Harry Smackmeat said:

I think they need SexLabNoStrip.

That's only used for stripping.  The nudity rules don't care about the No Strip keyword.

Edited by Hex Bolt
Posted
5 hours ago, Ghostseyru160 said:

Is it possible to reverse the roles where I would be playing as the dominant and the follower as the slave?

The whole mod is written to enslave the PC and make the PC do things.  Reversing the situation would really be a rewrite and a new mod.

Posted
56 minutes ago, Hex Bolt said:

The whole mod is written to enslave the PC and make the PC do things.  Reversing the situation would really be a rewrite and a new mod.

That's fair enough! Thank you for the response.

Posted (edited)

@Hex Bolt By the way is it possible to add having the mod give the Thane title(s) and status to Lola's owner instead? This could be done by checking the quest stage and its presence for when the title has been given, then have your script remove it from Lola and give it to the owner instead, and the symbol of office. Something similar could be done for other titles that Lola would gain to redirect to the owner.

Edited by Leoosp
Posted
1 hour ago, Leoosp said:

By the way is it possible to add having the mod give the Thane title(s) and status to Lola's owner instead? This could be done by checking the quest stage and its presence for when the title has been given, then have your script remove it from Lola and give it to the owner instead, and the symbol of office. Something similar could be done for other titles that Lola would gain to redirect to the owner.

I usually roleplay it that way myself, but I'm not sure how it could be implemented, since followers aren't intended to have titles.  Removing a title from the PC would cause the game, and any mods that check for thaneship, to think that no one (other than the established NPC thanes) has the title.  As it is, at least when the PC is treated as being thane, I can pretend that others are responding to the owner's thaneship.  So, I'd love to do it, but I don't think it can work.

Posted (edited)
27 minutes ago, Hex Bolt said:

I usually roleplay it that way myself, but I'm not sure how it could be implemented, since followers aren't intended to have titles.  Removing a title from the PC would cause the game, and any mods that check for thaneship, to think that no one (other than the established NPC thanes) has the title.  As it is, at least when the PC is treated as being thane, I can pretend that others are responding to the owner's thaneship.  So, I'd love to do it, but I don't think it can work.

 

@Hex Bolt What I meant by the above was reassign the Thane title for example to the owner. I have a hypothetical Papyrus Script which may help, would need further work done on it. See the script below:-

 

Scriptname ReassignThaneTitle extends Quest

Actor Property PlayerRef Auto
Actor Property TargetNPC Auto

Event OnInit()
    ; Check if the player is a thane
    If PlayerRef.HasPerk(SomeThanePerk)
        ; Reassign the thane perk to the target NPC
        TargetNPC.AddPerk(SomeThanePerk)
        ; Optionally remove the perk from the player
        PlayerRef.RemovePerk(SomeThanePerk)
    EndIf
EndEvent

 

The above with further modifications can reassign other titles and symbols of office. For example the following would do this:-

 

Scriptname ReassignTitleAndItems extends Quest

Actor Property PlayerRef Auto
Actor Property TargetNPC Auto
Perk Property TitlePerk Auto
FormList Property ItemList Auto

Event OnInit()
    ; Check if the player has the title perk
    If PlayerRef.HasPerk(TitlePerk)
        ; Reassign the title perk to the target NPC
        TargetNPC.AddPerk(TitlePerk)
        ; Optionally remove the perk from the player
        PlayerRef.RemovePerk(TitlePerk)

        ; Transfer items from player to NPC
        Int itemCount = ItemList.GetSize()
        For i = 0 To itemCount - 1
            Form item = ItemList.GetAt(i) As Form
            PlayerRef.RemoveItem(item, 1, True)
            TargetNPC.AddItem(item, 1, True)
        EndFor
    EndIf
EndEvent

 

There's also now the Dynamic Dialogue Replacer (though SKSE64 only) which can dynamically at runtime alter the dialogues of NPCs and player character. I have a hypothetical script which can utilise Papyrus and Dynamic Dialogue Replacer together to reassign titles and symbols of office (in game items). See below:-


 

Scriptname ReassignTitleAndItems extends Quest

Actor Property PlayerRef Auto
Actor Property TargetNPC Auto
Perk Property TitlePerk Auto
FormList Property ItemList Auto

Event OnInit()
    ; Check if the player has the title perk
    If PlayerRef.HasPerk(TitlePerk)
        ; Reassign the title perk to the target NPC
        TargetNPC.AddPerk(TitlePerk)
        ; Optionally remove the perk from the player
        PlayerRef.RemovePerk(TitlePerk)

        ; Transfer items from player to NPC
        Int itemCount = ItemList.GetSize()
        For i = 0 To itemCount - 1
            Form item = ItemList.GetAt(i) As Form
            PlayerRef.RemoveItem(item, 1, True)
            TargetNPC.AddItem(item, 1, True)
        EndFor
    EndIf
EndEvent

 

Edited by Leoosp
Adding example scripts and further refinements. Also added an example script combining Dynamic Dialogue Replacer and Papyrus
Posted

For the game to properly recognize and acknowledge the re-assignment of the title and provide the appropriate outcomes, there are a few more considerations to keep in mind:

  1. Dialogue Conditions: If there are specific dialogues associated with the "Thane" title, you will need to adjust the conditions to check the target NPC instead of the player. You can add these conditions in the Dialogue Views in the Creation Kit.

  2. Quest Stages and Scripts: If being a Thane is tied to certain quest stages or scripts, you will need to ensure that these are updated to reflect the new Thane. This may involve editing the original quest scripts or creating new ones that handle the reassignment logic.

  3. Global Variables and Factions: Some titles might be associated with specific global variables or factions. Make sure to update these as well. For example, you might need to add the target NPC to a specific faction and remove the player from it.

  4. Perks and Abilities: Ensure that any perks or abilities that come with the title are correctly assigned to the NPC and removed from the player, if needed. This includes any special powers or effects tied to the title.

An conceptual example of how to handle the Dialog conditions:-

; This script would be attached to a dialogue fragment
ReferenceAlias Property ThaneAlias Auto

Function SomeDialogueCondition()
    If ThaneAlias.GetReference() == TargetNPC
        ; Add dialogue lines for the new Thane
    EndIf
EndFunction

 

Posted
15 minutes ago, Leoosp said:

For the game to properly recognize and acknowledge the re-assignment of the title and provide the appropriate outcomes, there are a few more considerations to keep in mind:

Thanks.  If it's just adding lines, such as allowing to Lola to buy or upgrade a house "on behalf of the thane", that seems doable.  But then there are all the mods like Sexy Adventures that might check for thaneship or other titles.  I don't want to try to patch other mods, so they'll just react as if the PC is not the thane or does not have the title.  It just seems messy to try to transfer a title to a follower.

 

It might be more practical to look at transferring other titles, such as Agent of Dibella, but don't know that many players would want to give up those benefits, and if you change owners, you might not even have a follower with that benefit.

Posted (edited)
1 hour ago, Hex Bolt said:

Thanks.  If it's just adding lines, such as allowing to Lola to buy or upgrade a house "on behalf of the thane", that seems doable.  But then there are all the mods like Sexy Adventures that might check for thaneship or other titles.  I don't want to try to patch other mods, so they'll just react as if the PC is not the thane or does not have the title.  It just seems messy to try to transfer a title to a follower.

 

It might be more practical to look at transferring other titles, such as Agent of Dibella, but don't know that many players would want to give up those benefits, and if you change owners, you might not even have a follower with that benefit.

 

@Hex Bolt It could be under a setting in the MCM to enable it as a function, either defaulting to checked or un-checked - your choice.

 

I also have hypothetical scripts for transferring Dragonborn status as well as suppressing and unsupressing their abilities.

 

Scriptname ReassignDragonborn extends Quest

Actor Property PlayerRef Auto
Actor Property TargetNPC Auto
FormList Property DragonShouts Auto

Event OnInit()
    ; Check if the player is Dragonborn
    If PlayerRef.HasPerk(DragonbornPerk)
        ; Transfer Dragonborn perks and shouts
        TargetNPC.AddPerk(DragonbornPerk)
        PlayerRef.RemovePerk(DragonbornPerk)
        
        ; Transfer dragon shouts
        Int shoutCount = DragonShouts.GetSize()
        For i = 0 To shoutCount - 1
            Shout shout = DragonShouts.GetAt(i) As Shout
            PlayerRef.RemoveShout(shout)
            TargetNPC.AddShout(shout)
        EndFor
    EndIf
EndEvent


 

 

Scriptname RemovePlayerShouts extends Quest

Actor Property PlayerRef Auto
FormList Property DragonShouts Auto

Event OnInit()
    ; Remove all shouts from the player
    Int shoutCount = DragonShouts.GetSize()
    For i = 0 To shoutCount - 1
        Shout shout = DragonShouts.GetAt(i) As Shout
        PlayerRef.RemoveShout(shout)
    EndFor

    ; Optionally disable shout learning
    PlayerRef.BlockActivation(True)
EndEvent

 

Scriptname SuppressDragonborn extends Quest

Actor Property PlayerRef Auto
GlobalVariable Property IsDragonborn Auto

Event OnInit()
    ; Suppress Dragonborn status
    IsDragonborn.SetValue(0)

    ; Remove Dragonborn perks and abilities
    PlayerRef.RemovePerk(DragonbornPerk)

    ; Prevent shout learning and usage
    PlayerRef.BlockActivation(True)
EndEvent

 

Scriptname UnsuppressDragonborn extends Quest

Actor Property PlayerRef Auto
GlobalVariable Property IsDragonborn Auto

Event OnInit()
    ; Restore Dragonborn status
    IsDragonborn.SetValue(1)

    ; Re-add Dragonborn perks and abilities
    PlayerRef.AddPerk(DragonbornPerk)

    ; Allow shout learning and usage
    PlayerRef.BlockActivation(False)
EndEvent


 

Edited by Leoosp
Posted
13 hours ago, Leoosp said:

 

@Hex Bolt It could be under a setting in the MCM to enable it as a function, either defaulting to checked or un-checked - your choice.

 

I also have hypothetical scripts for transferring Dragonborn status as well as suppressing and unsupressing their abilities.

 

Scriptname ReassignDragonborn extends Quest

Actor Property PlayerRef Auto
Actor Property TargetNPC Auto
FormList Property DragonShouts Auto

Event OnInit()
    ; Check if the player is Dragonborn
    If PlayerRef.HasPerk(DragonbornPerk)
        ; Transfer Dragonborn perks and shouts
        TargetNPC.AddPerk(DragonbornPerk)
        PlayerRef.RemovePerk(DragonbornPerk)
        
        ; Transfer dragon shouts
        Int shoutCount = DragonShouts.GetSize()
        For i = 0 To shoutCount - 1
            Shout shout = DragonShouts.GetAt(i) As Shout
            PlayerRef.RemoveShout(shout)
            TargetNPC.AddShout(shout)
        EndFor
    EndIf
EndEvent


 

 

Scriptname RemovePlayerShouts extends Quest

Actor Property PlayerRef Auto
FormList Property DragonShouts Auto

Event OnInit()
    ; Remove all shouts from the player
    Int shoutCount = DragonShouts.GetSize()
    For i = 0 To shoutCount - 1
        Shout shout = DragonShouts.GetAt(i) As Shout
        PlayerRef.RemoveShout(shout)
    EndFor

    ; Optionally disable shout learning
    PlayerRef.BlockActivation(True)
EndEvent

 

Scriptname SuppressDragonborn extends Quest

Actor Property PlayerRef Auto
GlobalVariable Property IsDragonborn Auto

Event OnInit()
    ; Suppress Dragonborn status
    IsDragonborn.SetValue(0)

    ; Remove Dragonborn perks and abilities
    PlayerRef.RemovePerk(DragonbornPerk)

    ; Prevent shout learning and usage
    PlayerRef.BlockActivation(True)
EndEvent

 

Scriptname UnsuppressDragonborn extends Quest

Actor Property PlayerRef Auto
GlobalVariable Property IsDragonborn Auto

Event OnInit()
    ; Restore Dragonborn status
    IsDragonborn.SetValue(1)

    ; Re-add Dragonborn perks and abilities
    PlayerRef.AddPerk(DragonbornPerk)

    ; Allow shout learning and usage
    PlayerRef.BlockActivation(False)
EndEvent


 

Maybe make a mod or add on mod for SL from both of these. Take a look at the mod skyrim unbound. Its an alternate start mod that suppresses player being the Dragonborn. Might give you some answers. 

Posted
On 12/24/2024 at 1:55 PM, Leoosp said:

It could be under a setting in the MCM to enable it as a function, either defaulting to checked or un-checked - your choice.

 

I also have hypothetical scripts for transferring Dragonborn status as well as suppressing and unsupressing their abilities.

 

On 12/25/2024 at 3:56 AM, BigOnes69 said:

Maybe make a mod or add on mod for SL from both of these. Take a look at the mod skyrim unbound. Its an alternate start mod that suppresses player being the Dragonborn. Might give you some answers. 

I'll look at this concept sometime.  However, I've always assumed that players will just use Skyrim Unbound Reborn if they don't want the Dragonborn powers.  Transferring the Dragonborn perk to the owner could be interesting.  However, I don't think followers can use shouts without mods.  Blocking the use and learning of shouts could probably be an optional feature associated with the collar, if the owner doesn't want Lola to "show off".

 

The original discussion was about titles.  It might be possible to remove thane titles after you the owner buys the house, but except for a few possible NPC greetings, I don't think it gets used much, so its removal might not be very noticeable.  The place where you'd really want it, during the thane quests, involves messy modifications of vanilla dialog.  I attempted that once as a personal side project, but I didn't like the result, and that sort of change can easily conflict with other mods.  I'd like to have NPCs randomly greet the owner as thane, but Skyrim doesn't allow custom text in NPC speech (to insert the owner's name).

Posted (edited)
6 hours ago, Hex Bolt said:
On 12/25/2024 at 9:56 AM, BigOnes69 said:

 

I'll look at this concept sometime.  However, I've always assumed that players will just use Skyrim Unbound Reborn if they don't want the Dragonborn powers.  Transferring the Dragonborn perk to the owner could be interesting.  However, I don't think followers can use shouts without mods.

There are several custom followers out there that have shouts and use them.
I also copied a step by step to add shouts to followers some time ago. Dunno, where I got it anymore, I just saved it to my tricks for xedit doc. From my limited testing it works though. Not sure you can do it dynamically. Most of it should be possible, but not sure about the GreybeardFusAbility settings, but then, that is not strictly needed. However, without it the follower can become kinda a one shout ... erh trick pony.

Spoiler
1. In the NPC's actor window, select the SpellList tab
2. Under Spells right click ''new'' and add desired shouts (not unreasonable ones such as WhilrwindSprint etc)
3. In this example, I added ''FireBreathShout'' and ''UnrelentingForceShout''
4. You can save and play at this point, but the NPC will favor one of those shouts, to correct that, follow above steps and right click once more in the spells section and add ''GreybeardsYolAbility'' and ''GreybeardsFusAbility'' respectively
5. after that rightclick on ''GreybeardsFusAbility'' and click ''edit''
6. a window opens up, don't tweak anything and uncheck the ''auto-calculate'' box, then in the ''charge time'' tab type in this value ''10.0'' and press OK
7. then again rightclick on ''GreyBeardsYolAbility'' and follow the same steps, only changing the ''charge time'' value to ''15.0'', press OK
8. Steps 4,5,6,7 add a little balance to the character's shouting ability ( you dont want him to shout every 2 seconds in combat, do you?!)
9. Lastly, and most importantly in the ''Perks'' section of the SpellList tab, right-click and then click on ''add'', in the ''filter'' type ''allow'', this gives you an option ''AllowShoutingPerk'', click on it once and press Ok.

 


They will be somewhat limited, it's still Skyrims follower AI. I.e. don't expect the follower to make use of non-combat shouts like Whirlwind Sprint or Throw voice (I suppose it might be possible to whip up a script to have the follower shout Clear Sky while outside during a storm). Also note that some shouts can have pretty nasty effects. Particularly a follower with Storm Call can get you set up for heavy fines or extended prison stays quite easily (ask me how I know 😛).

Edited by Talesien
Posted
12 hours ago, Hex Bolt said:

 

I'll look at this concept sometime.  However, I've always assumed that players will just use Skyrim Unbound Reborn if they don't want the Dragonborn powers.  Transferring the Dragonborn perk to the owner could be interesting.  However, I don't think followers can use shouts without mods.  Blocking the use and learning of shouts could probably be an optional feature associated with the collar, if the owner doesn't want Lola to "show off".

 

The original discussion was about titles.  It might be possible to remove thane titles after you the owner buys the house, but except for a few possible NPC greetings, I don't think it gets used much, so its removal might not be very noticeable.  The place where you'd really want it, during the thane quests, involves messy modifications of vanilla dialog.  I attempted that once as a personal side project, but I didn't like the result, and that sort of change can easily conflict with other mods.  I'd like to have NPCs randomly greet the owner as thane, but Skyrim doesn't allow custom text in NPC speech (to insert the owner's name).

Skyrim Unbound Reborn  works best in combination with several other mods. Timing is Everything, and The Choice is Yours. You can set Dragonborn Powers to be NonDragonborn in the MCM of SUR.   It works well. The 3 in combination remove many of the Dragonborn titles and conversation but not all. I like it a lot better than Live another Life and have had it as the start mod for a bunch of years. The main purpose for me is to play other adventure mods without the interference from the main story and mods. It works well with Lola.

Posted
6 hours ago, Talesien said:

There are several custom followers out there that have shouts and use them.
I also copied a step by step to add shouts to followers some time ago. Dunno, where I got it anymore, I just saved it to my tricks for xedit doc. From my limited testing it works though. Not sure you can do it dynamically. Most of it should be possible, but not sure about the GreybeardFusAbility settings, but then, that is not strictly needed. However, without it the follower can become kinda a one shout ... erh trick pony.

  Reveal hidden contents
1. In the NPC's actor window, select the SpellList tab
2. Under Spells right click ''new'' and add desired shouts (not unreasonable ones such as WhilrwindSprint etc)
3. In this example, I added ''FireBreathShout'' and ''UnrelentingForceShout''
4. You can save and play at this point, but the NPC will favor one of those shouts, to correct that, follow above steps and right click once more in the spells section and add ''GreybeardsYolAbility'' and ''GreybeardsFusAbility'' respectively
5. after that rightclick on ''GreybeardsFusAbility'' and click ''edit''
6. a window opens up, don't tweak anything and uncheck the ''auto-calculate'' box, then in the ''charge time'' tab type in this value ''10.0'' and press OK
7. then again rightclick on ''GreyBeardsYolAbility'' and follow the same steps, only changing the ''charge time'' value to ''15.0'', press OK
8. Steps 4,5,6,7 add a little balance to the character's shouting ability ( you dont want him to shout every 2 seconds in combat, do you?!)
9. Lastly, and most importantly in the ''Perks'' section of the SpellList tab, right-click and then click on ''add'', in the ''filter'' type ''allow'', this gives you an option ''AllowShoutingPerk'', click on it once and press Ok.

 


They will be somewhat limited, it's still Skyrims follower AI. I.e. don't expect the follower to make use of non-combat shouts like Whirlwind Sprint or Throw voice (I suppose it might be possible to whip up a script to have the follower shout Clear Sky while outside during a storm). Also note that some shouts can have pretty nasty effects. Particularly a follower with Storm Call can get you set up for heavy fines or extended prison stays quite easily (ask me how I know 😛).

Nethers follower framework allows followers to read spellbooks when you give them to them. Should be able to do the same with shouts with a little innovation. Maybe each originator of shouts put out a book instead. The owner would then demand Lola bring the book. More masters but NFF always worked well with Lola.

Posted (edited)
On 12/25/2024 at 12:54 AM, Hex Bolt said:

我自己通常以这种方式进行角色扮演,但我不确定如何实现,因为追随者不打算拥有头衔。从 PC 中删除头衔会导致游戏和任何检查领主头衔的模组认为没有人(除了已建立的 NPC 领主)拥有该头衔。事实上,至少当 PC 被视为领主时,我可以假装其他人正在回应所有者的领主头衔。所以,我很想这样做,但我认为它行不通。

Have you considered adding this feature?
When Lola commits a crime in the city (such as stealing or fighting), the Master can explain to the guard that this is my slave, I will be responsible for the slave's reckless behavior, and then pay the fine for Lola, and then come back to punish Lola severely.

Additional: Oh, by the way, I suddenly remembered that I can also add a feature about prostitution (if the additional module Radiant Prostitution is not installed). When Lola performs prostitution tasks, customers occasionally make additional requests: for example, they will ask Lola to dance before starting sex, ask Lola to admit that she is a slutty prostitute and other shameful words, ask Lola to be whipped, Lola will vibrate when Lola has low libido (when Lola has piercing), and ask Lola to satisfy the customer's preference for rough sex. Also, when Lola's customers are rejected when promoting themselves, they can persuade customers with extra services through eloquence (such as the aforementioned extra activities such as dancing to satisfy the customer's interest to attract customers)

Edited by kingsglaive
Posted (edited)

Hi everyone.

 

I am looking for file (Name and location) where you can change the text Under this:

 

Spoiler

( You know what I like to ear) I am your slave.

Kneel and say it proper

I am your slave.

Thank you!

Edited by lcewolf

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