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Currently working on yet another DD mod: Devious Strike!


Cursed Raccoon

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Posted

My first Mod and english is not my bla bla bla ... who even cares?

 

With all the amazing mods build around the DD Framework and hours of enjoyment and consumerism i noticed a certain lack of DD content in the combat section. I know of some mods that punish you when failing a battle like the good old defeat with the Addon Devious Captures, which applies DDs after a Defeat scene. But there is almost no mod that actually provides DDs during Combat, so i decided to fill said gap and i came up with a Striking Idea (get it?). 

FOR NOW: this mod places so called 'Devious Striker' amongst Bandits and other foes, who are already equipped with Devious gear. Their only goal is to get the Dragonborn and their friends wrapped up like Christmas gifts. That's why i gave them a magically enhanced weapon that allows the user to Transfer devices from Attacker to Target.

But there is a catch: if they reach a certain total amount of transfers before you manage to kill them, ALL devices are going onto you!  (currently working on an extra punishment like armbinder etc... as a 'hardmode' or for enjoyment). 
This basically sums up the fundamental notion and functions of my upcoming mod. I truly hope you are as excited as i am for its release. Ofcourse there will be more to come like an actual properly working MCM menu, so the player can decide what settings and options they prefer (also currently in the works). Once this is done i think the mod is ready for its first beta version release.

 

Why am i revealing and not releasing the mod? 

I want to know what you think about it and collect some of your ideas to maybe implement them when the fundamentals are done. And i would like to fix some bugs. And some more mechanics. And some balancing. And...

 

To give you a gist of what it currently looks like here are two little previews:

 

Successful Battle:

 

Failed Battle:

 

 

Posted

I like what I'm seeing, cool concept!

 

I have a couple of suggestions.

 

- As the player gets higher level, has access to enchanted weapons and better skills, combat can become incredibly trivial unless the player has tuned their mods to keep the level of difficulty more evenly distributed.  Perhaps add some form of difficulty slider that's separate from the game to make the encounters harder, to allow the mod's NPC to "defeat" the player more often or less often depending on the players desires.  As an example, the various Immersive Wench mods (Judgement Wenches, Forgotten Wenches etc.) do this with some success,

 

- The player can eventually get to the point where they can just shoot 1 arrow to kill an enemy from stealth, or use a dagger to sneak up and instantly kill a victim so maybe add an Assassin type Striker that can do the same to the players character.  The "dark Brotherhood assassin" encounters are not very well implemented in Vanilla, This could be something better.  Have one hiding behind a rock that the player passes by.  Maybe a chance to have a twig snap to warn them, or not.  Or a chance for a "dexterity saving throw" to avoid the arrow.  The Assassin Strikes, the player has maybe 1 chance to avoid it. 

Posted
2 hours ago, Marg597 said:

Perhaps add some form of difficulty slider that's separate from the game to make the encounters harder

I already have a plan for this: when i start with the mcm will add a option to let the player decide between a min and max amount of total hits before all devices are being transfers AND the Max health of strikes (or other their lvl or other stats...) depend on this min max value.

2 hours ago, Marg597 said:

Or a chance for a "dexterity saving throw" to avoid the arrow.  The Assassin Strikes, the player has maybe 1 chance to avoid it. 

I really like your idea here. i was planning on adding different classes like a tank and some ranged archers/mages but also one particular mage that summons a "suicide bomber" which runs up to the player waits for 1sec and then explodes. If you cant manage to kill them in time you and everything around you will be rained down on with devices. But nice suggestion i will keep it in mind, thanks.

Posted

Update:

- The punishment function is implemented and working, but how does it work?: if someone that has a Transfer Weapon equipped manages to deplete their targets health before they reach the Transfer-all-threshold, the target will be downed and fitted with an extra punishing device. (Can be more or less punishing, depending on your luck) and afterwards resurrected. This means that those weapons aren't vital but still devastating mid fight.

- When killing a Striker they won't drop their remaining devices (avoiding massive device overload in players Inventory). Instead they will reward you with either a chastity or restraint key and some sort of loot (gold, lockpicks, gems, ...) + if you are lucky they might drop their weapon so you can use it on unsuspecting victims (also a good way to get rid of your own devices).

- I made some Striker Device presets, e.g. a pony, a chained, some with suits some without, ..., all in different colors (If you got some good Ideas for more presets, tell me please!) (saddly they cant wear any type of  device that prevents them from fighting e.g. dress/armbinder/petsuit/mittens/... makes sense right?)

- The MCM is the next point im currently working on. If it's finished i might drop the beta version for download. Will be very soon i hope.

 

EDIT:

Finally got the first necessary MCM options ready, keep your heads up for the release. I will post a link to the Downloadpage here.

The only thing left is a general check if i missed something and a good nights sleep.

Posted

Suggestion: Bondage Mage

Low Level Bondage Mage: This is a ranged caster that casts a slow moving spell (like fire ball). If the spell hits the player X number of times, the player is bound.

Mid Level Bondage Mage:  This ranged caster uses a faster spell (like lighting). If the spell hits the player X number of times, the player is bound.

High Level Bondage Mage: This caster casts an AOE spell (like firestorm). If the spell hits the player X number of times, the player is bound.

 

Suggestion: Progressive Bondage

In Deviously Cursed Loot there is an option for progressive bondage where the least restrictive devices are equipped first. Perhaps you can create a mode where each hit equips only one device in a progressive manner.  This may cause players to avoid fights if they are already wearing a lot of devices since they may be only one or two hits away from being rendered defenseless.

 

Suggestion: Pack of Bondage Junkies

You could create a pack of bondage junkies and each enemy would be wearing only a certain type of restraint. The pack would swarm the player and force them to choose which enemy to defeat first to avoid the worst options. 

 

Chastity Lover: This enemy only wears chastity devices.  (Tank due to the chastity devices acting as armor, uses mace and shield)

Hobbler: This enemy only wears hobbling devices.  (Ranged due to not being able to close the distance, uses bow or spells)

Latex Addict: This enemy only wears latex catsuits, gloves, and hoods.  (Normal melee, uses swords)

Leather Addict: This enemy only wears leather catsuits, gloves, and hoods.  (Normal melee, uses swords)

Stimulant: This enemy only wears powerful piercings and plugs. (Very fast, uses daggers)

Asphyxia Junkie: This enemy only wears tight collars, corsets, and gags. (Normal melee, uses swords)

Condemned: This enemy only wears arm binding devices like arm binders, elbow binders and yokes. (Normal melee, uses kicks)

Pet: This enemy wears a pet suit.  (Slow, uses cloak spell and will try to get in melee range)

Master: This enemy wears an elegant dress, heels and gloves. This one is special, she casts a spell called 'Stimulate' . If the player is wearing any plugs or piercings, they activate and force the player to masturbate. This would temporally leave the player defenseless. The Master may also summon between 1 and 3 stimulants. The Master will disappear on her own after 2 mins or if defeated.  This is so that player is not trapped into masturbating forever. (Alternative: have the master disappear after casting X number of spells).

 

You could create different packs. Examples:

Normal Pack: One of each type.

Pet Pack: 1 or 2 masters and a lot of pets. (goal is to lock player into a pet suit)

Purity Pack:  Only chastity lovers. (goal is to lock player into chastity)

Slave Runner Pack: 1 or 2 masters and a lot of condemned. (goal is to make the player defenseless)

Ecstasy Pack: 3 masters and a lot of stimulants.  (goal is to force the player to masturbate for a few mins)

Posted
1 hour ago, SirCrazy said:

Suggestion: Bondage Mage

 

Interesting ideas, will keep them in mind for the next updates after the beta release. I was also planning on giving the Target the possibility to block certain spells when holding up a ward spell or some special anti Transfer ward spell. But to figure out perfect balancing this needs some playtesting, as always.

 

1 hour ago, SirCrazy said:

Suggestion: Progressive Bondage

 

Another nice Idea but it could take some time for the script to figure out which devices it shall transfer first. writing a script for this will probably take a lot longer than it sounds like and be a bit complicated because of the way devices work in comparison to normal armor.

 

1 hour ago, SirCrazy said:

Suggestion: Pack of Bondage Junkies

 

this could become a problem cause of script overload, since it checks the attackers inventory for viable devices (no quest devices, etc. ), then unequips and reequips them on the target. Since there are multiple enemies attacking at once, lag or even crashes might occur. BUT i love this idea, i have even thought about some type of gangfights and your implementation is marvelous.

 

ALSO: 

a problem, i have no clue on how to fix, is that certain devices like dresses or petsuits and some other have a specific keyword attached called boundCombat. NPCs with such an Item equipped refuse to fight anyone. This means if i cant find a solution, some of your enemies wont become a reality sadly. 

BUT:

1 hour ago, SirCrazy said:

(Slow, uses cloak spell and will try to get in melee range)

This might be an actual solution. To implement a kind of cloaking magic so NPCs only need to be close to their target and wait a couple of seconds (or some other shenanigans) in order to transfer their devices. 

THANKS for your suggestions i wrote them down and will absolutely consider them.

Posted
14 hours ago, daviehany75 said:

love the mod but cant get it to work right no transfer of device when hit 

not a modder so not sure if i need to do something

 

Thanks that you like the mod! 

About your problem: have you changed any settings in the MCM AND have you installed the DD 5.1 version? (some other people had problems with that)

EDIT: please dont use this thread, put all your concerns under the main mod page' thread

  • 1 year later...
Posted

love the idea of the mod.  the enemies are awesome to see in the world and fight.  but like said above the transfer of devices wont happen on hit.  modified the settings and left it on default.  actually stood there for the transfer all and nothing changed.  but have put all the updated mods in that where available

Posted
On 6/10/2022 at 3:22 PM, UnknownAdventurer93 said:

love the idea of the mod.  the enemies are awesome to see in the world and fight.  but like said above the transfer of devices wont happen on hit.  modified the settings and left it on default.  actually stood there for the transfer all and nothing changed.  but have put all the updated mods in that where available

 

On 5/30/2021 at 3:19 PM, Kyra.N said:

EDIT: please dont use this thread, put all your concerns under the main mod page' thread

☝️

Your problem is most likely caused by load order, mod conflicts or wrong installation. if you need more help than please post your issue in the main mod page thread.

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