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Szalec’s Limited Automatic Venereal Emitter - A New Quest Mod (WIP)


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I've started creation of a new quest mod with sexualized content. It is in the very early stages of development. The name is very much subject to change (was overthinking hard to make a cool acronym, but S.L.A.V.E might not fit) as well as many of the elements of the quest itself depending on the level of difficulty in implementing some of the features. At the end of the post there is an update section that details progress on the mod. In addition there will be updates to the locations in orange text to show how each level's design elements may have changed. If you want the quest to be a complete surprise then do not read the spoilers. The spoiler sections will be eliminated once there is a beta release.

 

 

Szalec’s Limited Automatic Venereal Emitter

Part I - Overview

This quest Consists of a series of Dwemer Ruins that must be explored and conquered in order to find a device that boosts the use of shouts by harnessing sexual energy. Still figuring out the flow of the quest, branching dialogue trees etc., so some of the details are a little thin. But here is the general concept. This quest Consists of a series of Dwemer Ruins that must be explored and conquered in order to find a device that boosts the use of shouts by harnessing sexual energy.

 

Quest start

After reaching 10th level (and providing at least one shout from the main game has been obtained) a courier approaches the Dragonborn with a message which starts the quest. The note asks the Dragonborn to meet with a Scholar of Dwemer Technology who is seeking a book on ancient Dwemer devices that harness fundamental emotions.

 

The Scholar is in Solitude and will have a lot of information for the player about Dwemer technology that harnesses emotions, but nothing extremely specific. He will ask the player to get him a legendary book about such tech that is rumored to be hidden in an ancient Dwemer Ruin.  If the player rejects the quest, the scholar will let them know they can come back when they are interested. If the player accepts the quest the Scholar shares the location of the first dungeon with the player and gives them the key to open it.

 

The first Ruin

The first ruin is a typical Dwemer ruin. It is small, not very convoluted, and requires defeating of several Dwemer creature types, avoiding some traps, and solving some puzzles. The end of the Ruin is a room accessible from a one-way portal (the way back requires an unlocking action). There are the typical Dwemer Ruin treasures and a book on emotional transformations. When the book is picked up a large Dwemer Automaton will activate, and a fight begins.  When the player defeats the automaton, they are trapped in a room with the exit portals locked. There is a strange contraption in the room that now allows for player interaction (previously it will not) the automaton will have a part that looks to fit the contraption. The player inserts the device from the dead automaton, and the contraption indicates it is operation and voice commands are given out. If no action is taken the commands repeat every 2 minutes.

 

 Getting on the device the player will have to play a masturbatory edging mini game where they are to balance their level of arousal so they can stay edged for 60 seconds in real time demonstrating they can control their arousal levels. If they get too aroused, they come and must start over, if they lose arousal to quickly, they also must start over. When they succeed the portals will unlock and a message will indicate they have done so. The contraption will no longer be able to be interacted with. The final room contains a single chest. The chest contains some random treasures and a few books.

 

Return the book to scholar

Returning the book(s) to the scholar they will pay you for the first one and enquire about the other one. He is surprised by the second book and asks to study it. If the player agrees to loan the Scholar the book, the scholar agrees to study it and see what it is about. He tells the player to return in 1 week.

 

A week later

When the player returns to the scholar, he is told that the book, unlike the other one which was all theoretical, describes a functioning device that was built by the ancient Dwemer but was too powerful and could drive anyone who wore it mad. To ensure that whoever wore the device was worthy they devised a trial to test and see if the wearer was worthy of the device. A keystone was created that showed the location of the trial and is the key to the entrance of the trial. To ensure that only those with true potential would attempt the trial. The keystone was broken into 4 separate pieces, each sequestered in a different Dwemer facility. A map in the book reveals the locations of each facility that contains a keystone fragment. Originally the Dwemer expected applicants to the trial to go for testing at each facility and if proven worthy on to the final trial. However, with the Dwemer long gone and their facilities fallen into ruin eons ago, it is unknown what would await an applicant now.

 

First fragment

The first fragment is in a Dwemer ruin that is themed around oral sex.

 

Second fragment

The second fragment is in a Dwemer ruin that is themed around breast play.

 

Third fragment

The third fragment is in a Dwemer ruin that is themed around vaginal sex.

 

Fourth fragment

The fourth fragment is in a Dwemer ruin that is themed around anal sex.

 

The Trial

After assembling all the fragments, the location of the final trial is revealed on the player map and the keystone will unlock an entrance inside the Dwemer ruin that houses the trial. Inside the player will encounter the usual combat problems, repeats of similar things from the fragment ruins, and finally enter a room where the trial actually begins. The trial requires the dragon born use 3rd level unrelenting force shout to energize the portal to the trial (this fact is revealed in a book that outlines the trial found in an earlier ruin).

 Once opened the player enters the portal, they are in the trial and cannot get out until they complete it or die in the attempt. If the dragonborn is killed, fails, or otherwise is incapacitated they will reappear in front of the portal and need to re-energize it to begin again.

 The trial will encompass 5 sections, sections 1 thru 4 will focus on combating a variety of creatures with a boss fight at the end of that section that is a trial by sex where the device must be worn for success. Once the final boss is defeated a portal appears that will teleport them back to the entrance to the trial ruin and the quest is complete.

 

The Device

The device is a worn harness with attachments that harnesses the PC's sexual energy and is based on arousal levels. As the PC's arousal level increases so do the power/range/duration of their shouts. As the PC's arousal is depleted, they get fatigued and if reduced to below a certain point (configurable in MCM) they begin to suffer negative consequences while wearing the harness. Visuals can include animations like the animated training gag, breast bands that allow for inflation deflation of the breasts (similar to breast yoke in Shout like a Virgin etc.), animated contraption for dildo's moving in and out of anal/oral/vaginal holes etc. 

 

 

Quest Locations

Quest Giver Hut (House #1)(Pericard's Laboratory)

Spoiler

 

Overview

Outside of Solitude on the main road leading to the City. Should be designed as a simple two-story house with a basement workshop. Upper floor and main floor in Nord styles and Nord equipment. Basement is in Nord style with bookshelves full of books on the Dwemer and History of the Empire, with lots of Dwemer items strewn about on workbenches. Include in basement an Enchanting Station and Alchemy Station.

 

Image of Current Level (House #1)

None

 

MOB's

None

 

NPC's

Pericard Razenard - Quest Giver - He is a Breton Male of middle age, who has devoted his life to the study of the ancient Dwemer Civilization.

 

Treasure and Loot

Incidental

Minor Chest & Furniture

 

New Objects

Key to enter Ruin #1.

Journal describing the testing and trial to determine worthiness to wear the Arousal Transference Device (delivered after completing Ruin #1).

Assembled Key (from four fragments found in Ruins #2-5).

 

New Animations

None

 

New Spells, Abilities, and Shouts

None

 

New Voice Dialogue

Automaton style voice from Boss challenging PC.

Dialogue for Pericard Razenard.

 

 

 

Initial Ruin (Ruin #1)(Szalec’s Workshop)

Spoiler

 

Overview

The initial Dwemer ruin was originally built as a small lab. The main entrance is a lift on top of a tower only accessible with the Wuld Shout, it is located almost due west of Riverwood on the hillside overlooking Lake Ilinalta. General condition of the ruin is as a pristine undiscovered ruin with little evidence of decay or destruction. The site has an entryway, main hall with 4 side rooms, 2 branching hallways to the left and right that circle on each other with side rooms along the way. Each of the two halls end in a room with a teleport portal. The key from the quest giver is used to open the portal, no other way will allow entry. Each of the teleport portals lead to a central room. This room houses the ‘contraption’ as well as a base level Dwarven Centurion in its charging gantry. 

 

Image of Current Level (Ruin #1)

269585136_Ruin1-4-10-21.png.6868a77372a060eeff590f404368b312.png

 

Image of Exterior Entrance (Ruin #1)

797018754_Ruin1Exterior-4-21-21.png.16d726a1c017667b437c5cd1b3887ad3.png

MOB's

Bandits 3-6 outside of ruin in small camp. UPDATE: Changed plan to a more remote bandit camp and Dwarven Eyebots on patrol near the entrance.

All three types of Dwemer Automatons: Spider, Sphere, and Centurion. UPDATE: Dwemer Automatons now include Dwarven Spider, Dwarven Sphere, Dwarven Centurion, Dwarven Eyebots, Dwarven Old Worker (think falmer), Dwarven Gynoid, and Dwarven Droid.

Dwarven Centurion Boss

 

NPC's

None

 

Treasure and Loot

Incidental

Minor Chests & Furniture

Boss chest

 

New Objects

Spell book for controlling arousal.

Book on Development of the Arousal Transference Device.

Book on How to Create the Edging Contraption.

Diary of a mid-level worker.

Seat with plugs from defeated boss (insertable in device).

Edging contraption (animated, ridable, triggers easy vaginal/anal edging mini game). UPDATE: Early Alpha build will not have this contraption fully implemented as it will take some time to learn the fundamentals of Animation which would delay testing of the level as a whole. For quest functionality there will be some sort of device and eventually the mini-game, however the finished contraption may not show until early beta release.

 

New Animations

Riding animation for Edging Contraption: UPDATE: Early Alpha build will not have this animation fully implemented as it will take some time to learn the fundamentals of Animation which would delay testing of the level as a whole. For quest functionality there will be some sort of animation file chosen, however the finished animation may not show until early beta release.

 

New Spells, Abilities, and Shouts

Arousal Control Spell

 

New Voice Dialogue

Automaton style voice from Boss challenging PC.

Automaton style voice from Edging Contraption with instruction on use.

 

 

First Fragment Ruin (Ruin #2)(Szalec's Fellation Laboratory)

Spoiler

 

Overview

 Like Szalec's Workshop, Szalec's Fellation Laboratory is in pristine undamaged condition. The entrance is via a lift only accessible with use of the Wuld Shout, (location to be determined). From the lift the player enters a large hall with two large hallway exits one going up the other down. At the top of the upward hallway there is a door high on the wall that is not accessible from this side.  At the bottom of the downward hall there is a door to a large room with seven exits. The doors on either side lead to two rooms where the PC has to demonstrate skill in oral sex with various automatons. The third room on each side are unlocked if the oral sex was of sufficient quality. These rooms lead to one examination room each where additional tasks are accomplished. Should the player accomplish all task the doors to a teleport portal are opened and the play can teleport to a large room with a final contraption for the oral trial.  Completion of the oral trial unlocks the exit door and chest containing the 1st key fragment and the oral gag/plug for the harness.

 

Image of Current Level (Ruin #2)

 1749117406_Ruin24-25-21.png.9e42b6ee1372b982ed817d6522012768.png

MOB's

Bandits 3-6 inside main entry hall of ruin.

All three types of Dwemer Automatons: Spider, Sphere, and Centurion.

Dwarven Centurion Guardian Boss

 

NPC's

Atmrl Krurdka – The Oral Spirit: A Redguard female with short hair and a wide mouth with large lips.

 

Treasure and Loot

Incidental

Minor Chests & Furniture

Boss chest

 

New Objects

First Key Fragment.

Device oral plug (animated, wearable, attached to harness).

Oral contraption that simulates blowjob (optional cum inflation, animated, ridable, triggers oral edging mini game). UPDATE: Early Alpha build will not have this contraption fully implemented as it will take some time to learn the fundamentals of Animation which would delay testing of the level as a whole. For quest functionality there will be some sort of device and eventually the mini-game, however the finished contraption may not show until early beta release.

 

New Animations

Riding animation for Oral Contraption. UPDATE: Early Alpha build will not have this animation fully implemented as it will take some time to learn the fundamentals of Animation which would delay testing of the level as a whole. For quest functionality there will be some sort of animation file chosen, however the finished animation may not show until early beta release.

 

New Spells, Abilities, and Shouts

None

 

New Voice Dialogue

Automaton style voice from Boss.

Automaton style voice from Oral Contraption with instruction on use.

Dialogue for Oral Spirit.

 

 

Second Fragment Ruin (Ruin #3)(Szalec's Mastofactorium)

Spoiler

 

Overview

Unlike the previous two Dwemer Ruins, Szalec's Mastofactorium is not in pristine condition. An ancient earthquake eons ago damaged the facility and new faults allowed water to intrude linking the ruin with a large semi flooded cave system.  The Mastofactorium was originally a multilevel facility, but now only three levels are accessible. The traditional exit is no longer functional and egress from the ruin will have to be via an unexplored cave system that is partially flooded. Like Szalec's Fellation Laboratory there is an NPC spirit that will provide some guidance and clues for the PC. The NPC cannot leave the Mastofactorium. 

 

Image of Current Level (Ruin #3)

 253045999_Ruin34-25-21.png.82777512e2a35edfa6956864c8d88267.png

MOB's

Bandits 3-6 inside main entry hall of ruin.

All three types of Dwemer Automatons: Spider, Sphere, and Centurion.

Dwarven Centurion Master Boss

 

NPC's

Beitsi Bellow-Sung – The Breast Spirit: A Nord female with large breasts.

 

Treasure and Loot

Incidental

Minor Chests & Furniture

Boss chest

 

New Objects

Second Key Fragment.

Device breast constrictor (animated, wearable, attached to harness).

Breast contraption that simulates breast play (optional milk mod configuration, animated, ridable, triggers breast edging mini game). UPDATE: Early Alpha build will not have this contraption fully implemented as it will take some time to learn the fundamentals of Animation which would delay testing of the level as a whole. For quest functionality there will be some sort of device and eventually the mini-game, however the finished contraption may not show until early beta release.

 

New Animations

Riding animation for Oral Contraption. UPDATE: Early Alpha build will not have this animation fully implemented as it will take some time to learn the fundamentals of Animation which would delay testing of the level as a whole. For quest functionality there will be some sort of animation file chosen, however the finished animation may not show until early beta release.

 

New Spells, Abilities, and Shouts

None

 

New Voice Dialogue

Automaton style voice from Boss.

Automaton style voice from Breast Contraption with instruction on use.

Dialogue for Breast Spirit.

 

 

Third Fragment Ruin (Ruin #4)(Szalec's Coital Observatory)

Spoiler

 

Overview

 Another pristine untouched Dwemer ruin. Szalec's Coital Observatory is similar to the previous two in that it explores an aspect of sex, this one involves vaginal intercourse and the PC will be tested on positions technique and control of arousal. Entrance to the ruin is via lift once again. However, this time the entrance is the middle of dig site of an ancient above ground small Dwemer settlement. The dig site is overrun by bandits who are interested in plundering the site, the bandits have accessed the lift but encountered resistance in the actual ruin and their presence within the ruin is sporadic. Once down the lift there is the by now typical entrance hall with three exits. The two exits to the left and right enter into a hall that ends in a T junction with a barracks at one end and a teleport room to the trials at the other end (the other side is kitchen/dinning and teleport room). The Teleport room lead to a six stage trial for vaginal intercourse and arousal control. There is an NPC spirit that will assist from time to time. The exit from the entrance hall that is opposite the lift leads to the final testing room.

 

Image of Current Level (Ruin #4)

 1571564332_Ruin44-25-21.png.2687afb18837f82f418f982971b41749.png

MOB's

Bandits 3-6 inside main entry hall of ruin.

All three types of Dwemer Automatons: Spider, Sphere, and Centurion.

Dwarven Centurion Forgemaster Boss

 

NPC's

Cairnne Adrelie – The Vaginal Spirit: A Breton female with wide hips.

 

Treasure and Loot

Incidental

Minor Chests & Furniture

Boss chest

 

New Objects

Third Key Fragment.

Device Vaginal plug (animated, wearable, attached to harness).

Vaginal contraption that simulates vaginal sex (optional cum inflation, animated, ridable, triggers vaginal edging mini game). UPDATE: Early Alpha build will not have this contraption fully implemented as it will take some time to learn the fundamentals of Animation which would delay testing of the level as a whole. For quest functionality there will be some sort of device and eventually the mini-game, however the finished contraption may not show until early beta release.

 

New Animations

Riding animation for Oral Contraption. UPDATE: Early Alpha build will not have this animation fully implemented as it will take some time to learn the fundamentals of Animation which would delay testing of the level as a whole. For quest functionality there will be some sort of animation file chosen, however the finished animation may not show until early beta release.

 

New Spells, Abilities, and Shouts

None

 

New Voice Dialogue

Automaton style voice from Boss.

Automaton style voice from Vaginal Contraption with instruction on use.

Dialogue for Vagnial Spirit.

 

 

Fourth Fragment Ruin (Ruin #5)(Szzalec's Sodomitic Exploratorium)

Spoiler

 

Overview

 

Image of Current Level (Ruin #5)

 36155771_Ruin54-25-21.png.d82c1ec4c5512da35dff2f3f7bf959d9.png

MOB's

Bandits 3-6 inside main entry hall of ruin.

All three types of Dwemer Automatons: Spider, Sphere, and Centurion.

Dwarven Centurion Messenger Boss

 

NPC's

Dei Dagnego – The Anal Spirit: A foresworn female with a large butt narrow waist and small breasts.

 

Treasure and Loot

Incidental

Minor Chests & Furniture

Boss chest

 

New Objects

Fourth Key Fragment.

Device Anal plug (animated, wearable, attached to harness).

Anal contraption that simulates blowjob (optional cum inflation, animated, ridable, triggers anal edging mini game). UPDATE: Early Alpha build will not have this contraption fully implemented as it will take some time to learn the fundamentals of Animation which would delay testing of the level as a whole. For quest functionality there will be some sort of device and eventually the mini-game, however the finished contraption may not show until early beta release.

 

New Animations

Riding animation for anal Contraption. UPDATE: Early Alpha build will not have this animation fully implemented as it will take some time to learn the fundamentals of Animation which would delay testing of the level as a whole. For quest functionality there will be some sort of animation file chosen, however the finished animation may not show until early beta release.

 

New Spells, Abilities, and Shouts

None

 

New Voice Dialogue

Automaton style voice from Boss.

Automaton style voice from Anal Contraption with instruction on use.

Dialogue for Anal Spirit.

 

 

Trial Complex Ruin (Ruin #6)(Szalec's Venereal Arena)

Spoiler

 

Overview

 

Image of Current Level (Ruin #6)

 212037802_Ruin64-25-21.png.0ee2cca6f1117c1a167c6f04ca38f1a3.png

MOB's

Bandits 6-12 outside in cap at ruin entrance.

Bandits 3-6 inside main entry hall of ruin.

Bandits 2 groups of 3-6 inside other halls of ruin.

Bandit Boss

Bandit Lieutenants - Mage, Archer, Warrior

All three types of Dwemer Automatons: Spider, Sphere, and Centurion.

Dwarven Centurion Guardian

Dwarven Centurion Master

Dwarven Centurion Forgemaster

Dwarven Centurion Messenger

 

NPC's

Pelene Endiel daughter of Pelene – The Trial Candidate Spirit: An Imperial female with perfectly proportioned body.

 

Treasure and Loot

Incidental

Minor chests & furniture

Boss chests

 

New Objects

Device Harness (wearable). UPDATE: Early Alpha build will not have this contraption fully implemented as it will take some time to learn the fundamentals of Animation which would delay testing of the level as a whole. For quest functionality there will be some sort of device and eventually the mini-game, however the finished contraption may not show until early beta release.

Total Edging contraption that simulates anal, vaginal, breast, and oral stimulation (animated, ridable, triggers edging mini game). UPDATE: Early Alpha build will not have this contraption fully implemented as it will take some time to learn the fundamentals of Animation which would delay testing of the level as a whole. For quest functionality there will be some sort of device and eventually the mini-game, however the finished contraption may not show until early beta release.

Journal of Succubus Supplicant

Journal of Elven Supplicant

 

New Animations

Riding animation for Total Edging Contraption. UPDATE: Early Alpha build will not have this animation fully implemented as it will take some time to learn the fundamentals of Animation which would delay testing of the level as a whole. For quest functionality there will be some sort of animation file chosen, however the finished animation may not show until early beta release.

Assembled Device Harness animations. UPDATE: Early Alpha build will not have this animation fully implemented as it will take some time to learn the fundamentals of Animation which would delay testing of the level as a whole. For quest functionality there will be some sort of animation file chosen, however the finished animation may not show until early beta release.

 

New Spells, Abilities, and Shouts

New Spell effect that affects shouts added to player when fully assembled harness is worn.

 

New Voice Dialogue

Automaton style voice from Boss.

Automaton style voice from Total Edging Contraption with instruction on use.

Dialogue for Trial Candidate Spirit.

 

 

Trial Run Instance (Ruin #7)(Szalec's Exigent Endeavor)

Spoiler

 

Overview

 

Image of Current Level (Ruin #7)

 1872388207_Ruin74-25-21.png.88cbb5f4c3259698e304459078f653b0.png

MOB's

All three types of Dwemer Automatons: Spider, Sphere, and Centurion.

2 of each Atronauch types (one type for each Dremora Boss)

Four Dremora Bosses

6 automaton minions that spawn with final boss

2 mini bosses that spawn with final boss.

Final boss (custom built)

 

 

NPC's

Pelene Endiel daughter of Pelene – The Trial Candidate Spirit: An Imperial female with perfectly proportioned body.

Succubus Supplicant

Elven Supplicant

 

Treasure and Loot

Incidental

Minor chests & furniture

Boss chests

Final Boss chest

 

New Objects

None

 

New Animations

None

 

New Spells, Abilities, and Shouts

None

 

New Voice Dialogue

Demonic style voices from Dremora Bosses.

Automaton style voice from Final Boss.

Dialogue for Trial Candidate Spirit.

Dialogue for Succubus Supplicant.

Dialogue for Elven Supplicant.

 

 

That is pretty much all there is for now. A basic outline of the quest with some details (hopefully not too much). I work full time, have a wife that allows me to play Sex Skyrim so long as it does not take from her time, so my time to develop this is limited to about 10-15 hours a week. So, expect this to take a few months to get to a testable alpha build with most features not working right and a shit ton of errors. Expect as long as a year to 18 months before a full quasi stable beta build could be released. Of course, that all depends on if the community is interested in this type of a quest mod. Let me know what you think.

 

Progress Report

Check this area for periodic updates on what is being worked on, work progress and planning, and announcements of when an alpha release will be available (with, of course, the obligatory shit ton of errors and game breaking bugs). Once an alpha build is released this section will be replaced with a change log. The goal of this section is three fold. To provide feedback to the community on progress. To outline the creation process I am following so as to help others. Lastly to provide opportunity for others who have more experience to provide suggestions and feedback on mod creation processes if they choose to.

 

Spoiler

4/21/2021

Began level design work on Ruin #3 Szalec's Mastofactorium. Not able to find sex machine animations that fit well with the mod idea, so teaching myself Blender to create that content (which will consequently slow the proccess down. Contacted a few voice actors/actresses to do voice content for the various NPC's in the mod and some generic robot voices for some of the automatons. However, most of the dialogue is not yet finished (it is surprisingly hard to create quality dialogue without breaking immersion or sounding unnatural, especially with NSFW content included). It will be sometime before I commission the voice acting work, good news is the turn around is usually less than 2 weeks for the voice files and not too expensive. Have not fixed the Dwarven Eyebot encounters yet, but still working on it. Besides Blender tutorials, the immediate goal is to finish the base level design for all locations as this will help define quest objectives, encounter lists, loot, custom models, and game flow during the quest.

 

4/18/2021

Fully linked Szalec's Workshop to Tamriel via a lift west of Riverwood on the north shores of lake Ilinalta. The lift can only be reached via the use of the Wuld Shout or some other method that allows a very long horizontal jump (testing shows that Wuld works just fine) . Still finishing Pericard's Laboratory level design (lots of clutter and choosing right books etc.). Began level design for Szalec's Fellation Laboratory (ruin#2) which will also be accessible via lift (location not yet determined). A picture showing the base level was posted under that sections spoiler notes.  Determined to make the tone of the quest based on the PC's nature, submissive, neutral, or dominant, at the start of each stage the tone of all dialogue and notes or letters will be determined by the PC's nature at that moment. Since a lot of the sexualized content will be humiliating a PC starting as dominant could end up submissive by the end, this would result in a more demanding and degrading tone from the quest NPCs as the quest progresses. Currently having an issue with the Dwarven Eyebots which are based on the Ice Wraith skeleton and behaviors. Both the Dwarven Eyebots and Ice Wraiths will move or engage with the player (I think in the process of creating a leveled character list for them I may have accidentally deleted one of the Ice Wraith forms from the object window.), since the Dwarven Eyebots are the main patrol MOBs this needs to be fixed. 

 

4/10/2021

Was gone for two weeks so not as much accomplished as I had hoped. Finished optimizing Szalec’s Workshop, placed most mobs and loot containers, and connected to Tamriel in wilderness area (-40, 16). Still trying to get ambushes to work properly with some of the custom critters (Dwarven Droid, Dwarven Eyebot, and Dwarven Empress). Working on clutter and lighting for Pericard's Laboratory. Once Pericard's Laboratory is complete I will start on quest giver dialogue and quest outlines. Hopefully, I can have something ready to test with basic functionality in a few weeks. See post below for in game screenshots of main hall and forge room in Szalec's Workshop.

 

3/26/2021

Finalized forms and lists for new Dwemer Automatons. They all spawn correctly, can be linked to ambushes, patrol paths, and should scale to level of the player with minimum levels in place. Loot for each automaton type also configured. Still having some difficulties with the Dwarven Page creature (based on the Riekling Boar Rider) working correctly. Szalec’s Workshop has the following complete: Navemesh, clutter, ambient and local sounds, lighting, spawn points and trigger locations for ambush type mobs, patrol paths for other mobs, custom teleport portals are built and functioning correctly. Incomplete items include: cell optimization to reduce rendering load, quest elements (will be complete when Pericard's Laboratory level is completed), exterior entrance, exterior bandit camp and Dwemer ruin (will complete after first 5 levels are complete), final vault contents (books), edging contraption (delayed until beta release, placeholder will be in place), custom animations (also delayed until beta release), and custom voice work (delayed until at least 5 of 7 levels are complete). Work will begin on Sunday on Pericard's Laboratory providing all other elements listed for Szalec’s Workshop are complete with the exception of the edging contraption and custom voice and animations.

 

3/23/2021

Finished lighting for Ruin 1 (Szalec’s Workshop). Working on finishing clutter and atmospheric elements before taking on optimization of the spaces. Planning process started on House 1 (Pericard's Laboratory). Hopefully by this Friday I will have Ruin 1 (Szalec’s Workshop) complete (then I can stop calling it Ruin 1). 

 

3/21/2021

Finished adding Dwemer content from the very excellent Vicn Creature Pack SE. Having never created custom races and wanting to use these creatures throughout the various sections of this mod it took some time working in Creation Kit to understand the exact process. I may add other creatures not Dwemer related, but I think what I added so far will work for now. The creature races added so far are: Dwarven BigDog, Dwarven Charger, Dwarven Droid, Dwarven Eggman, Dwarven Empress, Dwarven Eyebot, Dwarven Gargoyle, Dwarven Gynoid, Dwarven Keeper, Dwarven Miner, Dwarven Old Worker, Dwarven Page, Dwarven Punisher, Dwarven Ripper, Dwarven Smasher, Dwarven Sweeper, Dwarven Trooper, Dwarven Tyrant, Dwarven Worker, and Dwarven Worm. This brings the total different types of Dwemer Automatons up to 23 if you include the Dwarven Spider, Dwarven Sphere, and Dwarven Centurion. 

6069-6-1500351082.jpg.206eae2436ffa5c625d1d4984845a11b.jpg

6069-7-1500351082.jpg.4b354132aa555761710c53b1838a38dc.jpg

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3/19/2021

Creation of credit and permission lists for modder resources relating to level building assets that I wish to incorporate into this mod. This process is pretty time consuming and even though I will be incorporating many of the assets prior to obtaining permissions (so as to not delay construction of the locations) I will not be able to release an early build until permissions are obtained or assets removed for those I am unable to obtain permission. Work begins finishing ruin #1 by adding remain clutter elements, navmesh optimization, LOS optimization, addition of traps, mob spawn points and AI rules, followed with optimization of lighting and sound elements, and finding a good location for where it connects to the game world (suggests for places that do not conflict with other popular mods is VERY welcome.) Edited the original post to reduce wall of text by addition of spoilers and added note to notify that this is a Skyrim SE mod and should be moved if in the wrong area. Finished navmesh for ruin #1 and adding custom Dwemer creatures from Vicn Creature Pack SE (took time to create new races and lvl lists for them). 

 

3/16/2021

Initial post with outline of work and concept.

 

2/21/2021 - 3/14/2021

Outlining of quest. Establishment of milestones and work flow. Gather and download of modding tools to streamline processes. Begin work on the first ruin design and initial construction of the level. 

 

 

 

 

 

 

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46 minutes ago, MilfSimmer said:

Following and hoping you don't abandon this project, seems very interesting and hard planned

 

I am an engineer by trade so planning is what we do. Also have a lot of experience with CAD programs like solid works and some coding experience with C so, while I expect there to be a strong learning curve with 3D animations and Papyrus scripting, I am not too intimidated by it. The main thing that will slow this down is my limited amount of time to devote to it. However, as my wife constantly reminds me, modding Skyrim is the actual game I play and as such is my main hobby. All I can advise is patience, it will take some time to get to a play testing stage let alone a beta release.  

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Edited the original post to include spoilers to reduce the wall of text issue. Also added a progress report section in lieu of a change log (until an alpha build is released), and made a note informing that this is a Skyrim SE quest mod and may need to be moved to another section of the forums if the moderators feel that is necessary. Current work is on finishing the level design of Ruin #1. 

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Added information to the progress report section showing which new Dwemer Automaton races were added to the mod. So far I have only tested a few of them for functionality in Ruin #1 and not yet determined which locations will feature which Automatons. I have them set as base encounter types (EncDwarvenEmpress) so they are not scaled to players level which would be the level type of encounter (LvlDwarvenEmpress). Once Ruin #1 is finished then I will see how to make everything scale in proportion to the player level (with minimum levels for creatures in place). 

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Ruin #1 (Szalec's Workshop) level design should be finished by this Friday. It will be nothing more than a populated dungeon at this time (quest tie in is not ready). Loot will be generic only with no quest objects or custom Sexlab objects. I expect to finish level design and construction for the remaining locations at a pace of one per week (so all 8 locations should be complete by May 14th. The main portion of the quest is expected to be completed by the end of June (again without custom animations, I am still working on trying to avoid learning how to create new animated objects), so hopefully I can release a mostly functioning build by then. Once locations 1 and 2 are finished (Pericard's Laboratory & Szalec's Workshop) I will release an initial early alpha build for those who want to add a very incomplete quest to their game and help find the things I have missed (which I suspect will be far more than my ego will like). So expect to be able to download something by April 2nd.

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12 minutes ago, Chrystalline said:

Sounds interesting. I'll definitely be following to see how this goes.

Just one question though. Have you considered what to do about players who choose to play a male PC? They are kind of loced out of trial 3, and therefore anything past that point...

 

The questline is based on the ability of the PC to control arousal to strengthen shouts, so outside of the contraptions and final device (which would need different models and animations, very possible, just way more work), the quest could be modified. Changes to a few locations could be that ruin #3 focusses on penis milking vs breast manipulation/milking, while ruin #4 which focuses on vaginal sex (trial 3)  would require some other male oriented kink that is not oral/anal/milking focused. Definitely open to any ideas for ruin #4. However, the first draft will be female focused as there are more resources and examples for me to use. That said, I do not see any reason why the quest line cannot be tweaked to allow for a male PC to complete it in a satisfying way.  The initial alpha release will mainly be for testing the quest path, NPC's, dialogue, and level design. Specialized models and animations will come later.

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It's your mod, so I wouldn't complain even if you decided to make it female only! I just wasn't sure if it would be easier to plan for it early if you do decide to add male support rather than try to bolt it on later and possibly break something. It's up to you whether you feel the extra work is worthwhile. The Gods know that most people who play male pc's have gotten used to playing the 'female' role in many of the mods on here ;) 

As for animations, at the very worst there are male masturbation animations (which are far from ideal for your purposes, I imagine) to simulate 'edging'. I believe DD has chastity devices that could be used to control a player's arousal possibly.  Or possibly a Dwemer Sex Doll with varying difficukty of arousal that the PC needs to hold off his orgasm long enough for the Doll to finish first.

But anyway, that's just a few ideas to think about. I'm sure that you will come up with something that works for you. 

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This sounds like such an interesting quest mod, and I'm always up for a good quest mod! There really is a lack of good dwemer automaton related adult quests anyway so this sounds like it could be great. Definitely going to be keeping an eye on this one. Just out of curiosity, were you planning any use of the existing animations for the dwarven spiders, spheres, and centurions? 

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19 hours ago, Chrystalline said:

It's your mod, so I wouldn't complain even if you decided to make it female only! I just wasn't sure if it would be easier to plan for it early if you do decide to add male support rather than try to bolt it on later and possibly break something. It's up to you whether you feel the extra work is worthwhile. The Gods know that most people who play male pc's have gotten used to playing the 'female' role in many of the mods on here ;) 

As for animations, at the very worst there are male masturbation animations (which are far from ideal for your purposes, I imagine) to simulate 'edging'. I believe DD has chastity devices that could be used to control a player's arousal possibly.  Or possibly a Dwemer Sex Doll with varying difficukty of arousal that the PC needs to hold off his orgasm long enough for the Doll to finish first.

But anyway, that's just a few ideas to think about. I'm sure that you will come up with something that works for you. 

 

It will definitely be easier to pre plan in the design process for male content. After the original request for Male content, I am already starting to plan for eventual male content. One of the things I will need is a trigger to identify at the beginning the gender of the PC. This would then allow for the loading of male centric animations, contraptions, modified location changes, and quest dialogues. So long as the hooks for that type of content is placed in the original design it should be less difficult to implement male centric content. 

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8 hours ago, fairy3315 said:

This sounds like such an interesting quest mod, and I'm always up for a good quest mod! There really is a lack of good dwemer automaton related adult quests anyway so this sounds like it could be great. Definitely going to be keeping an eye on this one. Just out of curiosity, were you planning any use of the existing animations for the dwarven spiders, spheres, and centurions? 

 

I think so. The Dwemer creatures being added from Vicn Creature Pack SE are based on existing skeletons with custom mesh overlays. The Dwemer Automatons I am using in this mod are shown below with the corresponding skeletons. For each of them I have kept the same behaviors as the creatures they are based on, only modifying the meshes, sounds, loot, and other tweaks to make them appear as Dwemer constructs. In theory most (not all) of the animations that have been created for the creatures they are based on should work (providing of course that there are animations created for those creatures).

 

Dwarven Automaton
---------------------------------------------------------------------------------------------------
Dwarven BigDog------------(Horse)
Dwarven Charger-----------(Boar, DB)
Dwarven Droid--------------(Flame Atronach)
Dwarven Eggman-----------(Chicken)
Dwarven Empress-----------(Wisp Mother)
Dwarven Eyebot------------(Ice Wraith)
Dwarven Gargoyle---------(Gargoyle, DLC1:Dawnguard)
Dwarven Gynoid*------------(Human)
Dwarven Keeper-----------(Giant)
Dwarven Miner-------------(Frost Atronach)
Dwarven Old Worker------(Falmer)
Dwarven Page--------------(Riekiling, DLC3:Dragonborn)
Dwarven Punisher----------(Werewolf)
Dwarven Ripper------------(Spriggan)
Dwarven Smasher----------(Troll)
Dwarven Sweeper----------(Storm Atronach)
Dwarven Trooper-----------(Human)
Dwarven Tyrant------------(Dragon)
Dwarven Worker-----------(Draugr)
Dwarven Worm-------------(Chaurus)

 

However, I think I will need to create some sort of patch to Animated Beasts Cocks (ABC) for user LE/SE to have Dwemer style members (with the authors permission of course). All of this with the caveat that I have not developed the skills for animation if serious modification is required. 

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Posted a progress update in update section. Should be able to release a very very early alpha by next weekend. It will have severely limited playability with only the first two locations playable and with many quest elements non-functional.

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Perhaps someone can help with a small problem I am having. I have created a series of portal doors (see spoiler pics), they look good, work as designed with one small issue. The center object is based on the object DLC01\Clutter\Animated\PortalGem01\PortalGemBlue01.nif, I am using it to replace the door model. In game it works fine looks great, but when I bump into it, it flies across the room. The 'don't havok settle' checkbox will keep it suspended in the air where I placed it, but does not prevent it from moving when touched. I tried creating a separate object that is a static object based on that model, it will remain unmovable, however, I can't use that object as model replacer for the door. 

 

Any suggestions, this has been frustrating me for a while now, and eating up too much time.  

Spoiler

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Spoiler

ScreenShot0.png.b84816657b5e80d049ccddaf3c14e431.png

 

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9 hours ago, Azailahab said:

Perhaps someone can help with a small problem I am having. I have created a series of portal doors (see spoiler pics), they look good, work as designed with one small issue. The center object is based on the object DLC01\Clutter\Animated\PortalGem01\PortalGemBlue01.nif, I am using it to replace the door model. In game it works fine looks great, but when I bump into it, it flies across the room. The 'don't havok settle' checkbox will keep it suspended in the air where I placed it, but does not prevent it from moving when touched. I tried creating a separate object that is a static object based on that model, it will remain unmovable, however, I can't use that object as model replacer for the door. 

 

Any suggestions, this has been frustrating me for a while now, and eating up too much time.  

 

I don't have any idea about create mods but I suggest you to ask this somewhere else so more ppl can see it and get a faster answer, I don't think to much ppl follow this thread yet.  Btw nice portal it reminds me to Crash Bandicoot Time Warp portals lol

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  • 2 weeks later...

Ok. So not abandoned in any way. Had to spend last two weeks out of town. Back now and working again on the mod. below are pictures of the optimized Szalec's Workshop while in Creation Kit, and two in game screenshots showing the main hall and forge. 

 

213760440_Ruin1-4-10-21-optimized.png.303c7de701eb44071b0304e484fcec8d.png

ScreenShot2.png.740978a0a55b6d1998a6bc96ebd41a83.png

ScreenShot3.png.94538b6a0eb4da02c24eb1e731ad97ea.png

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So I am working on the beginning portions of the quest itself. I am having difficulties settling on the right tone. 

 

The main quest begins with a courier delivering a note to the PC  once the dragonborn enters a city after having obtained the Wuld shout from the GreyBeards. I will have all notes, special objects etc. linked to the players name. So when you get a note or letter it will be addressed with your players name (my character in the testing is Antinoria which is what you will see in the notes below), also if you pick up an object that is specifically for the player it will say 'Antinoria's Sword' and so on. I am debating on how to set a starting tone for the quest and all dialogues, polite, demanding, degrading etc. I was playing around with these three types of tones in the initial courier notes (see below).

 

One other option which I am sure can be accomplished, although I am not sure exactly how YET, is rather than having a set tone for notes, dialogues, letters etc. is to have an evolving tone that moves with the story line, where it would start polite and end up eventually being very degrading or aggressive. Alternately, I can set up the dialogue and tones based on the player character's traits (here would require linking to another mod that tracks a PCs dominate or submissive state) and having that tone be the one throughout the quest. This would necessitate setting up 3 or 4 themes and placing conditions on them so the only ones shown are those that match the players traits. Putting this framework in now would allow for eventual male PC playthroughs as well as vanilla SFW playthroughs with no sexual content. 

 

From what I am learning about using the creation kit is it is far easier to build a framework to accommodate growth than it is to add stuff later without it. However, the framework requires a lot of backend work that will delay any sort of release. Some community feedback on a direction would be welcome.

 

Polite Tone

Spoiler

 

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image.png.19e8bfd07cba0e7caf4e6659fc0cc6ac.png

 

 

 

Stern or demanding Tone

Spoiler

 

image.png.12174fe57c7f961642e086a8a438539b.png

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Dominant or degrading tone

Spoiler

 

image.png.6ff20d804950b8e148dd9f9a17613a41.png

image.png.872b83b7d7ac780641dd90e24d9a372c.png

 

 

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After some extensive searching online I have not able to find any sex machine animations that fit well with the mod idea, so I have begun teaching myself Blender so I can create that content (which will, sadly, slow the entire development process down). Contacted a few voice actors/actresses, who are willing to do NSFW content, to do voice content for the various NPC's in the mod and some generic robot voices for some of the automatons. However, most of the dialogue is not yet finished (it is surprisingly hard to create quality dialogue without breaking immersion or sounding unnatural, especially with NSFW content included). It will be sometime before I commission the voice acting work, good news is the turn around is usually less than 2 weeks for the voice files and not too expensive. Once the dialogue trees and quest storyline are finished the voice files will follow shortly there after (they should be included in the beta release when I get to that point).  Besides binging Blender tutorials, the immediate goal is to finish the base level design for all locations as this will help define quest objectives, encounter lists, loot, custom models, and game flow during the quest.

 

Could use suggestions on software to use with blender that will speed up that process. Also does anyone know if there are any Dwemer styled schlongs that I can use with the automatons included in this mod. The custom Dwemer automatons are based on existing creature skeletons so I assume sex animations created by other mod creators will work, but will require Dwemer textured schlongs and some sort of patch for the mods that add schlongs to critters.

 

Lastly, I really do not want to release a very incomplete mod, even if it is just early alpha testing. However, I know testing by others will generate valuable feedback. Once I have all locations built complete with initial encounters I will upload it in an early alpha state so people can explore the setting and hopefully help find errors. Beta release will wait until I have at least most of the quest elements in place and the contraptions and harness built along with the animations for them.  

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7 hours ago, Azailahab said:

After some extensive searching online I have not able to find any sex machine animations that fit well with the mod idea, so I have begun teaching myself Blender so I can create that content (which will, sadly, slow the entire development process down). Contacted a few voice actors/actresses, who are willing to do NSFW content, to do voice content for the various NPC's in the mod and some generic robot voices for some of the automatons. However, most of the dialogue is not yet finished (it is surprisingly hard to create quality dialogue without breaking immersion or sounding unnatural, especially with NSFW content included). It will be sometime before I commission the voice acting work, good news is the turn around is usually less than 2 weeks for the voice files and not too expensive. Once the dialogue trees and quest storyline are finished the voice files will follow shortly there after (they should be included in the beta release when I get to that point).  Besides binging Blender tutorials, the immediate goal is to finish the base level design for all locations as this will help define quest objectives, encounter lists, loot, custom models, and game flow during the quest.

 

Could use suggestions on software to use with blender that will speed up that process. Also does anyone know if there are any Dwemer styled schlongs that I can use with the automatons included in this mod. The custom Dwemer automatons are based on existing creature skeletons so I assume sex animations created by other mod creators will work, but will require Dwemer textured schlongs and some sort of patch for the mods that add schlongs to critters.

 

Lastly, I really do not want to release a very incomplete mod, even if it is just early alpha testing. However, I know testing by others will generate valuable feedback. Once I have all locations built complete with initial encounters I will upload it in an early alpha state so people can explore the setting and hopefully help find errors. Beta release will wait until I have at least most of the quest elements in place and the contraptions and harness built along with the animations for them.  

As far as I remember Komotor or someone called kinda like that had some machine animations but he quited skyrim so not sure if you can get any help from that. 
About the voice you can look on a project of Fallout 4, there is a very nice if not the best modded follower I ever seen called Ivy. She has her own stuff for voices and the creator still works on improving her, you could ask about the voice tools for it

 

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6 hours ago, MilfSimmer said:

As far as I remember Komotor or someone called kinda like that had some machine animations but he quited skyrim so not sure if you can get any help from that. 
About the voice you can look on a project of Fallout 4, there is a very nice if not the best modded follower I ever seen called Ivy. She has her own stuff for voices and the creator still works on improving her, you could ask about the voice tools for it

 

Komotor has some interesting machine animations, and is a good place to start, but I think they will not quite work for what I want. As for voice work, am leaning towards getting someone from Fiverr which is a site for independent gig voice over work and not too expensive. Once dialogue is developed to my satisfaction I will be commissioning some work from a few of the voice actors there who work with NSFW content. What is frustrating about the dialogue development is how to make it sound natural, it takes a different level of creativity, than level design or quest design. So yet another area where more research is needed. Creating this mod is both challenging and rewarding. As an engineer I love puzzles and this is a pretty big one with a huge learning curve for all the different elements involved. 

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