DocClox Posted April 15, 2023 Posted April 15, 2023 Aaaand another one! Â If you go to a non-slave NPC and use the wheelemenu to let them have sex with one of your slaves, it can happen that the menu gets interrupted. In my most recent case, it was that little shit Frodnar in Riverwood who interrupts me with his "are you a wizard" crap. Â Anyway, once that happens, the "sex with" wheelmenu option fails to bring up a submenu and NPC-slave sex is effectively disabled. I did get it working again by setting two slaves to have sex with each other - that still works. But until then the menu is broken.
effrenatus Posted April 15, 2023 Posted April 15, 2023 1 hour ago, TrollAutokill said: With the sex option the slave has the choice to refuse, and the event is not counted as rape. But it doesn't mean the slave enjoys it, that depends on the mood. Â Â Thank you, i am aware of the different option in the DoM dialogue (it isn't in the wheel, right?). But my actual question was: Will any other sex act also be considered a punishment? - for example if the Random Sex mod, Horrible Harassment, Public Plaything, or whatever other causes a sex act between him and my character?
TrollAutokill Posted April 15, 2023 Author Posted April 15, 2023 11 minutes ago, effrenatus said: Â Â Thank you, i am aware of the different option in the DoM dialogue (it isn't in the wheel, right?). But my actual question was: Will any other sex act also be considered a punishment? - for example if the Random Sex mod, Horrible Harassment, Public Plaything, or whatever other causes a sex act between him and my character? It depends if the act is flagged as aggressive. In this case it might be registered as a punishment, which you will see in the notification. 1
TrollAutokill Posted April 15, 2023 Author Posted April 15, 2023 (edited) 59 minutes ago, DocClox said: Aaaand another one! Â If you go to a non-slave NPC and use the wheelemenu to let them have sex with one of your slaves, it can happen that the menu gets interrupted. In my most recent case, it was that little shit Frodnar in Riverwood who interrupts me with his "are you a wizard" crap. Â Anyway, once that happens, the "sex with" wheelmenu option fails to bring up a submenu and NPC-slave sex is effectively disabled. I did get it working again by setting two slaves to have sex with each other - that still works. But until then the menu is broken. Weird, I will try to reproduce. We might need a mod "Here is 5 gold kid. Now would you please go and play somewhere else with your friends?" though. Edited April 15, 2023 by TrollAutokill
dinoaurtwist Posted April 15, 2023 Posted April 15, 2023 (edited) Is there a fix to keep slaves that are bound from moving when I hit them? Every time I hit them with something they slide a little bit like they're on an ice rink. It's especially weird when they're tied to a whipping post or something and after a number of hits they end up on the other side of the room. Edited April 15, 2023 by dinoaurtwist
Good Provider Posted April 16, 2023 Posted April 16, 2023 (edited) It would be nice if you could get the system to work with https://www.nexusmods.com/skyrimspecialedition/mods/3218.  This would allow me to check in town with out talking to every random NPC. Could model it on https://www.loverslab.com/files/file/22594-notice-me-senpai-a-notice-board-addon/ The notices would take the form of [near NPC] seeking [race] and [faction] with [attributes] will pay [price]. - buyer probability something like wealth/num.slaves.  - target race weighted towards what the NPC's race is most likely to find attractive. - attributes will be a set of virgin traits (mouth,ass,vagina,none) ; min. training level (submission, fear, etc) ; faction  - target attributes effected by npc occupation and slave/npc gender   - nobles desire house cleaning   - merchants/blades/solders want combat training   - innkeeper wants house cleaning and sexual training   - wizards more likely to wants magical targets (were/vampire)  - sexual level set if target's gender matches buyer's sexual preference - target faction can be any generic NPC ; with higher desire for opposing faction - price should be calculated based on rarity and difficulty   - various Wenches are harder https://www.nexusmods.com/skyrimspecialedition/search/?BH=0  I wouldn't mind requests for Named Followers and Essential NPCs, or even Protected NPCs.  Just put which type of NPC in the notice. Support disable/enable various types in the MCM.  You could create a safe pool of Named NPCs by supporting mods with large numbers of NPCs: - https://www.nexusmods.com/skyrimspecialedition/mods/29194 - https://www.nexusmods.com/skyrimspecialedition/mods/29069  I remember you said there wasn't a easy way to find a list of all npcs.  I could crawl https://en.uesp.net/wiki/Skyrim:NPCs, get a full list of the listed NPCs with attributes, and then save the whole thing to a JSON file you could include with DOM.  It would then be possible to write a script that does a pairwise comparison between all NPCs and check for various relationships. https://forums.nexusmods.com/index.php?/topic/8072663-determining-an-npcs-parents-children-spouse-andor-siblings/.  Run it once and generate an updated NPC JSON.  For added flavor/challenge with more interesting notice flavor text - target in a building with guards - bounty hunters try to rescue high value targets (nobles/rich merchant)) until sold to buyer - basic stories that can be filled in  - noble A wants daughter of Nobel C  - father wants trained daughter  - NPC wants enslaved rival/enemy/love interest - Target is traveling between two cities with guards, and capture is only possible before they reach the safety of the destination - multiple targets (sisters/mother+daughter)/lovers will only pay for the full set - vaginal virginity with full submission   Transfer sold slaves to You get a slave.   Edited April 16, 2023 by Good Provider 1
TrollAutokill Posted April 16, 2023 Author Posted April 16, 2023 9 hours ago, dinoaurtwist said: Is there a fix to keep slaves that are bound from moving when I hit them? Every time I hit them with something they slide a little bit like they're on an ice rink. It's especially weird when they're tied to a whipping post or something and after a number of hits they end up on the other side of the room. This should only happen with poses (including tied poses and poses with furniture). Not when the actor is in a world furniture (actor is set in a furniture with "Do favor'). Â It is possible to correct this Skyrim feature, but it would mean moving back the actor at each game update. I'll see to make a toggle for that in the MCM. Â
TrollAutokill Posted April 16, 2023 Author Posted April 16, 2023 18 hours ago, DocClox said: Aaaand another one! Â If you go to a non-slave NPC and use the wheelemenu to let them have sex with one of your slaves, it can happen that the menu gets interrupted. In my most recent case, it was that little shit Frodnar in Riverwood who interrupts me with his "are you a wizard" crap. Â Anyway, once that happens, the "sex with" wheelmenu option fails to bring up a submenu and NPC-slave sex is effectively disabled. I did get it working again by setting two slaves to have sex with each other - that still works. But until then the menu is broken. I am afraid this is a feature of the wheel menu UI.
TrollAutokill Posted April 16, 2023 Author Posted April 16, 2023 On 4/14/2023 at 6:52 PM, DocClox said: Oh, I've been meaning to say: your Import/Export settings function has been broken for the last few releases. It could have been wrong permission rights on the file. I'll try to fix it in next update.
TrollAutokill Posted April 16, 2023 Author Posted April 16, 2023 Version 4.4.6 is out with a few more bug fixes: Fixed open and equip inventory forcing potions to be equipped. Fixed wrong permissions on settings file. Â Bug fixes from 4.4.5: Added check on isindialoguewithplayer and sexlabanimatingfaction to trainer behaviors to allow player to talk to them while they are performingtheir duties. Added check on Crafting menu and text input in OnKeyDown to avoid clash with hotkeys. Added MCM blush toggle per gender. Fixed TryRunAway/TryCallForHelp nesting, creating endless loop. Hopefully fixed wandering Kimli. Extended slave and slaver gender to: creatures, non binary and other. Slave and slaver gender can be set in MCM to: male, female, other, treat as male, treat as female Player title and gender can be set from MCM. Changing title doesn't affect dialogues, just notifications. Changing player or DoM actor gender will reset sexlab gender accordingly, but will not change Skyrim gender. Added quick add/release functions to DOM_Core: AddSlave(akActor), AddSlaver(akActor), ReleaseSlave(akActor), ReleaseSlaver(akActor) 2
Kharos Posted April 16, 2023 Posted April 16, 2023 (edited) On 4/13/2023 at 10:41 AM, TrollAutokill said: I need suggestion for a new DoM quest: "Special Delivery" it will be templated to be reusable with different actors and side goals. Â Suggestions needed on: Â - A wealthy asshole ordering the special delivery. Should be any unique vanilla Skyrim actor with political or pervert motives. Â - A contact point to get the mission from. Could be Olava or someone from the DB or thief guild, or any other shady character. Â - Side goals: package should be delivered broken, or blinded, or bagged, or virgin... Â - Victim to abduct and deliver. Should be any actor preferably from an influencial or wealthy family, but at least with some family. I am thinking of including Hot Chicks Have Hot Sisters as a possible source if the mod is installed. Â Â Â Â I know it was already pointed out before, but the feud in Dawnstar between Leigelf and his wife Beitild offers a lot more options: either one could offer the player gold to make the other one disappear (or deliver them as a bound&gagged slave, possibly after some training to break them), giving both players who prefer females and players who prefer males something to do either one owns a mine, the mines could be used for nefarious purposes at night when the workers are not working I am assuming that each one has a deed for their mine, they have probably hidden them somewhere - the player could need to "convince" them to tell them where the deed is of course the player could double-cross them and keep them both - maybe a third party would pay good money for the deeds to both mines? in addition, the reason for their feud was never given in-game, so we can make something up. maybe some cheating is involved. maybe one of them has found out and wants to get back at the cheater, or the cheater blackmails them, or ... Â [Edit] Beitild is also the target of a Brotherhood quest. I did not personally try this, but it seems that she can die before e.g. in random dragon attacks, and the game handles that by succeeding the quest when it is given. So it should be ok to permanently enslave her in a DoM quest, as long as DoM ensures that she is cloned. Edited April 16, 2023 by Kharos 1
sickboy791 Posted April 16, 2023 Posted April 16, 2023 (edited) can´t seem to find a way to make a slave masturbate (sexlab) Edited April 16, 2023 by sickboy791
ChingChongWong Posted April 16, 2023 Posted April 16, 2023 1 hour ago, TrollAutokill said: Version 4.4.6 is out with a few more bug fixes: Fixed open and equip inventory forcing potions to be equipped. Fixed wrong permissions on settings file. Â Bug fixes from 4.4.5: Added check on isindialoguewithplayer and sexlabanimatingfaction to trainer behaviors to allow player to talk to them while they are performingtheir duties. Added check on Crafting menu and text input in OnKeyDown to avoid clash with hotkeys. Added MCM blush toggle per gender. Fixed TryRunAway/TryCallForHelp nesting, creating endless loop. Hopefully fixed wandering Kimli. Extended slave and slaver gender to: creatures, non binary and other. Slave and slaver gender can be set in MCM to: male, female, other, treat as male, treat as female Player title and gender can be set from MCM. Changing title doesn't affect dialogues, just notifications. Changing player or DoM actor gender will reset sexlab gender accordingly, but will not change Skyrim gender. Added quick add/release functions to DOM_Core: AddSlave(akActor), AddSlaver(akActor), ReleaseSlave(akActor), ReleaseSlaver(akActor) Doesn't seem like I can change the title in the MCM menu. the Gender I can change
TrollAutokill Posted April 16, 2023 Author Posted April 16, 2023 50 minutes ago, ChingChongWong said: Doesn't seem like I can change the title in the MCM menu. the Gender I can change Player or slave title?
ChingChongWong Posted April 16, 2023 Posted April 16, 2023 37 minutes ago, TrollAutokill said: Player or slave title? Player Title 1
acc loloa Posted April 16, 2023 Posted April 16, 2023 Been loving the mod but would it be possible to turn off facial expressions? Been giving them gags but it seems to be fighting between the gag expression and their current emotion 1
TrollAutokill Posted April 16, 2023 Author Posted April 16, 2023 1 hour ago, ajelloacc said: Been loving the mod but would it be possible to turn off facial expressions? Been giving them gags but it seems to be fighting between the gag expression and their current emotion I could check on gag before applying expressions. Â But, Skyrim applies expressions during dialogues so most of the problems would still be there.
Jekyll83 Posted April 16, 2023 Posted April 16, 2023 (edited) This turned out longer than anticipated, I just put together some half-thought trough ideas about parts of the mod where I see  improvements wich (without having any Idea about modding) seem not to complicated  and are more of a stylistic/atmospheric nature then what works and what bugs... Of course, the integration of furniture and interfaces to other (Pahe-) mods can allways be improved ?  Below are two suggestions. One technicallity and one about the gameplay mechanic. I note bugs and follow the discussion here, but before I am sure if it is my system or my stupidity, others point them out better. But perhaps these ideas could help improve DoM even more or be food for thought or discussion or are helpfull somehow else...  Technical point: I wonder, if it could be possible to optimize the wheel menu controls:  When there is script-lag, I can fall to the impression some input hadn't been registered previously. After repeating to press the hotkey, a wheel-menu can open up several times, even sub-menus can open up several times.  I don't know, if that could be avoided totally, but possibly it could be diminished by a secondary input-detection, wich anyway would enhance the feeling of smoothness and integration of DoMs (nice!!!) wheel-menus into the base functions of the game:  The vanilla menus are able to just close again, when I press the corresponding button a second time. (->easiest case: I press tab once, opens the base-menu, pressing it again, closes it.) Opening and closing comes with a nice, characteristic sound, also. If it was not too difficult to pull it off, to make the all wheel-menus acting in a similar way would be a kind of quality of life improvement: Closing on second command, corresponding discrete sound. Even nicer would be, if I could sift through the different wheel-menus by just pressing the next command, like first pressing "u" and after realizing I do not remember well enough what I promised, pressing shift-z (German keyboard) to check up on the mood without having to close the wrongly opened up wheel with the tab key before.  If this is easily possible, it would solidify the experience and improve the overall feel of the mod. In a way, like a heavy duty car-door makes us feel just by letting it close smoothly and softly.     Gameplay mechanic: Promises Many things are surprisingly logical about the many possibilities of DoM, but I still don't get promises. I like that feature a lot, but it does not work logically for me. Is a promise kept, if I ONLY act in that way the next 24h? Can a slave be trained by its trainer other than promised? And does only treatment by the player counts toward this? I really tried to lock it down, mostly it feels random if a promise is kept or broken. Also, promises and threats could compliment each other more. They are two sides of the same thing.  Thoughts behind the ideas below: (BDSM) Punishment works best if it is based on a reason, injustice can be a delicate and "lustfull" thing, but even that is achievable based on a particular reason: Giving a task that seems achievable at first, but turns out not to be, or not to be without some dedication to practice and necessary failings on the way, can be fun and force the sub deeper into a submissive role without being arbitrary, agreeing to their own punishment. At that point, the line between threat and promise is thin. Translated to the gameplay mechanic, a more believable use of promises could be realized by making them raising the stakes MORE, but only if they could be somehow treated conditional and also nonexclusive with threats. A promise could be given as an additive to a threat or punishment or "blanko" (which could make a warning pop up at least the first time). If there was a trait of masochism, perhaps developing over time, this would add possibilities.  [I don't remember, wich arousal- or sexlab-utilities+ or other mod- author is planning of implementing masochism and sadism in their framework, I read it somewhere but don't find it. If anybody knows, please reply, could be interesting in this regard.]  In German there is the expression "Zuckerbrot und Peitsche" (Suggar-bread and whip), widely associated with that old fella Bismarck and his social policies in the late 19th century. Designed to undermine (pre-)communistic and democratic tendencies and to prevent social unrest, today his achievements are celebrated as the beginning of the welfare-state, although his reasoning clearly was less of humanitarian, rather more of machiavellian nature. The combination "Zuckerbrot und Peitsche" and its conditionality on the dependent, subjugated populations well-behavior, made this policy believable and for some time successful. (We all know how that went...)     Gameplay possibilities, based on that thoughts  Promises could be more differentiated and much more risky than threads, whilst being the counterpart of threats in different ways.  If "the unknown pleasures"/Rapture are promised, it could be synonymous with: You will learn to love your abuse. This promise could be open ended, difficult to achieve (extremely so in some cases) and simply breaking a slave would not count. Until the promised state of ecstasy/sub frenzy has been experienced, the slave could be more difficult. But from fulfillment on be MUCH more respectful and sensual/ submissive. Slaves with problems with respect/discipline could be tamed especially effective via this method, permanent masochism could be an outcome, depending on the disposition (see below). This promise could be an individual hardcore mode for a given slave, some slaves could even get stuck in the promises unfulfilled state if they are especially low in sensuality/submissiveness and be only of any worth again if mentally broken (see below).  Pleasantries (being gentle) or rewards (golden cage/cuffs/riches) could be conditional on good behavior, if good behavior is broken, the progress of slaves could benefit from the player withholding the reward, temporarily better behaved slaves could behave worse and be significantly more prone to negative consequences (see below) if not rewarded as promised. Narcissism could be effecting this in some way. (see below at "dark triad") The promise of Freedom could be of practical use if a Slave is promoted to a Slaver and broken or kept without reason, it could influence loyalty of and possibly someday influence radiant quests with the former Slave.  Promise of pain is most complicated. If 24h of pain are promised, It could work in three ways:  Positive outcome without negative consequences could depend on a reason. It is basically the promise of torture, after all. One unusual but possible reason could be some kind of initiation, for example be of romantic/manipulative nature to make a "falling in love" slave "prove" its dedication. ("Please let me prove to you/myself, how much I can suffer for my beloved master.") But most reasons would lie in the behavior of the slave. The player would probably keep it that way at least dealing with merchandise wanted to be in a well/constructive state of mind in the end, perhaps per customer request and out of self-interest your spouse/housecarls/servants, if you like them enslaved. (BTW: Can Slaves get/be rewarded with the rank of Steward?) Perhaps promised pain would be only possible with only "positive" outcomes as punishment for activities, the subjects were warned about before. Functionally it could prolong the punishment window for the unwanted behavior and act as extreme-training for hardheads, working retroactive so to say. It could be even limited to stay a positive intervention so or so often per slave and serve to create "specialists", how often would also depend on personality. (BTW: Cautionary warnings/threads work in the other direction, inhibiting "bad behavior" proactive, this was the basic Idea behind this suggestions: to make both work together logically -> thread proactive, promise mainly retroactive)  Arbitrary promises of pain would work well to break slaves fast and by cruelty, but in a way that leads to desperation/depression/no will to live, possibly a deep state of being mentally broken wich manifests in lowered stats and passivity with tasks. Strong/low agreeable characters could be lead to "the dark side of the force": The dark triad is mentioned sometimes in game, here would be a nice place, like a predisposition that can manifest itself under the stress of captivity as a survival instinct. Slaves like that could never be trusted again but pose as loving/loyal and possibly try to poison or harm you in another way, if there are the right resources (left) in their personality. This could be kind of a radiant quest. If you want to keep in narcissism, it would rather fit to the insult function and degradation in general. But perhaps these personality disorders could be even best not spelled out altogether, there could be two lines of reason: 1. The concepts are changing anyway in RL, at least the Big-5 concept can be understood as trying to view trait expression from the perspective of evolutionary advantage and such as a de-pathologized approach to concepts of personalty disorders. 2. Perhaps more interesting here the gameplay perspective: NOT knowing if some of the well behaved slaves are actually hidden enemies waiting for their opportunity, could open up interesting incidents like nightly attacks or a sold off slave going postal and having to do damage control in some kind of quest. Of course, the dark triad is sometimes associated with traits, but it could be easier and more interesting for the player, if ONLY the traits would slip in that direction and the diagnosis would not pop up with them. So everyone can come to their own conclusion about the trustworthiness of their methods....  There could be a third way, if there are masochistic slaves, perhaps carefully trained for that use or else if there really is an external framework for masochism in the works as I somewhere read. For them, promises of pain work the other way around, perhaps like the promises of pleasantries I mentioned above. And seeing this "freaks" asking for more or being thankful for that afternoon in some of the more gruesome furnitures or spent with the henchwhench or upset if we deny the whip even if they clearly try to provoke, could REALLY be impressive to new members of the household and by the way provide some lighthearted kinky humor.   Perhaps it could be even a little counterproductive to the final quality of the slave if there is no following up on threads too often, or it just keeps being a bonus following up threads with punishment (like I understand it to work now). But the way I see this Ideas about promises, if they are kept (or broken (in-)justified), it should have lasting consequences to the achievable personality development of the slave. This would raise the stakes by making some outcomes unreachable with individual slaves if promises are not used wisely. On the other hand, this tool would make individual slaves really stand out and be of near unique worth. Of course, strategically breaking promises or calculated injustice in this department, could, beyond role-playing, have its special use cases, as soon as there are quests wich ask for merchandise with special properties. Taking those opportunities could be tempting or too much of an inconvenience depending on the personalities at hand, if other slaves witnessing such cruelty would be influenced in their progression, if Master/Mistress looses credibility in front of them. Conscience comes from consequences, doesn't it?      Edited April 16, 2023 by Jekyll83 typos, grammar 2
Jekyll83 Posted April 16, 2023 Posted April 16, 2023 (edited) 5 hours ago, ajelloacc said: Been loving the mod but would it be possible to turn off facial expressions? Been giving them gags but it seems to be fighting between the gag expression and their current emotion The SexLab Expressions are not that helpful. I use Sexlab SE/AE with the mod SexLab Utility+by OsmelMC. I can endorse it for many reasons, especially in combination with SLATE and the Osmel Patch. I did two things to fix the expressions: I installed this hot fix for expressions wich is a workaround for physics problems. I use CBPC only and the tongues can be quite problematic, completely without HDT.  Also I installed custom expressions, wich I think are much more natural then the original SexLab ones. You find it here. Follow the instructions of the author, but use the cleaned up version further down in the posts by dbs156. With some own tweaks in the expression tab (wich I don't remember if it is only that usable because of the OsmelMC mod or by default) expressions are really nice AND working now in my game. With a gag on, they even look quite cute that way.  Also, there is a patch somewhere in the ZaZ SE Support thread fixing some problems, but I don't remember which of the ZaZ versions still needs the the old gag fix. You could search some more there, if the links above do not help.   Anyway, in the OsmelMC support threat you can find a lot more info on expression related questions, perhaps something there helps.  Good luck.   Edited April 16, 2023 by Jekyll83 typo 1
dinoaurtwist Posted April 16, 2023 Posted April 16, 2023 14 hours ago, TrollAutokill said: This should only happen with poses (including tied poses and poses with furniture). Not when the actor is in a world furniture (actor is set in a furniture with "Do favor'). Â It is possible to correct this Skyrim feature, but it would mean moving back the actor at each game update. I'll see to make a toggle for that in the MCM. Â Yeah that would be pretty cool. Thank you for being so active here. 2
Neonwarrior Posted April 17, 2023 Posted April 17, 2023 I feel like there should be some sort of cap on actions performed in a day, or maybe a slave should become exhausted and require rest. There doesn't seem to be much thought put into pacing at all. Right now you can enslave someone and then immediately spam a bunch of dialogue options or hotkeys to make the slave do whatever you want without resistance within a very short amount of time; this is despite the "shocked" effect that seems to attempt to achieve this but in reality seems to do very little.  A slave should have energy levels—maybe a slave could "pass out" if you push them too hard? At the very least a slave's mind should "rebound" if their personality/behaviour changes too much too quickly, and it should take time for the reality of their situation to "sink in" before further changes can be made to them.  Lots of ideas to be gained from another game called Free Cities if you're looking for inspiration. 2
InsanityFactor Posted April 17, 2023 Posted April 17, 2023 48 minutes ago, Neonwarrior said: Lots of ideas to be gained from another game called Free Cities if you're looking for inspiration. Yeah, Free Cities and other trainer games like it all have some kind of 'day-to-day' mechanic where you go to sleep and start each day, but I wonder how that would fit in Skyrim. If you reach the limits of a slave's energy, what happens? In trainer games, they pass out and can't be interacted with until they rest, but how do you make a slave do that in Skyrim without it being frustrating? You can't exactly have them collapse onto the floor and stop moving.  Pacing is important though, so perhaps what you are describing could be put in as a training gain cap, so that each day a slave can only be trained so much. Example: Setting a cap of 20 means a slave will take at least three in-game days of continuous attentive training to go from 0 to 60 resignation (runaway threshold), and nearly a week for them to reach 100. If you miss out on training them on a certain day, you miss out on the potential gains and it will take longer. If it were a toggleable/adjustable feature, it would be up to the player how "realistic" they want it to be, or disable the thing altogether.  I don't know if that can even be done, but you've raised an interesting concept and I think it would be a nice feature. 2
Neonwarrior Posted April 17, 2023 Posted April 17, 2023 1 hour ago, InsanityFactor said: Pacing is important though, so perhaps what you are describing could be put in as a training gain cap, so that each day a slave can only be trained so much. Example: Setting a cap of 20 means a slave will take at least three in-game days of continuous attentive training to go from 0 to 60 resignation (runaway threshold), and nearly a week for them to reach 100. If you miss out on training them on a certain day, you miss out on the potential gains and it will take longer. Â This is exactly the idea I was thinking of. Anything to slow down the training process and encourage proper roleplay, as well as preventing powerleveling by just brainlessly repeating the most effective choices over and over, with no cooldown or pacing of any kind, until you push the numbers high enough to "win." The 'Promise' system already uses a 24h timer which rewards you for accomplishing a certain goal, so time-based training efficiency is already sorta in there; just need this extra step to solidify it. 1
DocClox Posted April 17, 2023 Posted April 17, 2023 (edited) 47 minutes ago, Neonwarrior said: This is exactly the idea I was thinking of. Anything to slow down the training process and encourage proper roleplay  Well... DoM already does a fine job of slowing things and down and encouraging roleplay, at least so in comparison to PAHE. That's not to see things couldn't be improved, but the training speed currently is about where I like it.  That said, what might help would be if we could stop training events queuing up. For instance, if you take an angry slave and spam the "scold" hotkey, that mainly works because the code to process the scolding is quite slow compared to the speed you can hammer the button. If the script had a Busy state, it could redefine the handler function for scold events to silently ignore them while the first one was still being processed. That would provide a limit on how fast you could train a slave with scolding, and have the beneficial side effect of not getting so many queued events that Papyrus started dropping stack frames and generally tanking performance.  Same for Hit events events. A whip has its own lockout time, but a spell like Sparks will generate an insane number of Hit events and can really lag things if you overuse the spell for training. A busy state there would silently ignore all Hits until the current one was done processing.  That wouldn't stop people from spamming the scold button (and it can be very satisfying sometimes) but it would mean it wasn't so broken in terms of training speed.    Edited April 17, 2023 by DocClox typos typos typos 1
banditguy Posted April 17, 2023 Posted April 17, 2023 4 hours ago, DocClox said: That wouldn't stop people from spamming the scold button (and it can be very satisfying sometimes) i am soo relieved im not the only one who does that lol. ive binded it to numpad 9, and the key has started to loosen up from how much i spam it during training sessions. hearing the slaves repeatedly apologize is the icing on the cake 1
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