Frayed Posted April 28, 2023 Author Posted April 28, 2023 (edited) 9 hours ago, Burtchin said: Sure see below. My bad for not thinking of adding this before. Hide contents So the teleport happens fine (except that one non-reproduced CTD), and then I stand there where I will be attached to to the contraption, unable to move while all the gear gets added one by one. Once I'm all geared the contraption triggers and I end up in the normal position. Then all the message boxes appear normally, with all the sounds playing when usual. When that's done I can get out of the contraption fine and move around the cell. I didn't play (troubleshoot) after that, had to leave. All in all it looks like everything is working exactly as intended, just there's no black screen. I could reproduce the above everytime. PS. Progress is being made. Will report shortly. PPS. My ENB causes that somehow. It's the exact same ENB though so I don't know if it is something that changed in the Trappings mod. Of note it looks like the scene hangs forever until I open and then leave the game menu (Esc key x2). This is true for all attempts I have made so far, including the first ones I had reported. It happens regardless of whether the black screen is there or not. Nevermind don't worry about it for now, come to think of it there is a good chance this is on my end based on some hangings I have seen recently. Also the slow fade back into full vision across messages doesn't occur anymore. It is just a fairly quick (but smooth) fade back in after all the messages. Not sure if it is intended but I guess that it is? Ah yes, that does explain it. There's actually two ways to do a fade to/from black in Skyrim: one with the script command Game.FadeOutGame() and the other by using Imagespace Modifiers. The early versions of Trappings use the former method, but it has a few downsides namely a) it's impossible to stay on a black screen, you always have to be either fading in or fading out, b) switching from fading out to fading in makes the screen flicker full visibility for like half a second, you can't smoothly transition and c) you have to define exactly how long your fade-in/out will take in one script call, and it will continue fading in/out even if you have menus open. So I changed to the imagespace modifier method a few versions ago. And because I can now hold the black screen, I made the fade-in start later and act quicker. Unfortunately, for some reason some ENB's tend to disable Imagespace Modifiers unless you enable them again (often called something like "night eye fix", referring to the one people usually notice is missing first). You probably didn't notice before because the game uses these effects sparingly, but you're probably missing all of them. I think the ENB authors do it because the imagespace modifiers are also used to tweak how certain weathers look, and are thus yet another thing that modifies color values in different environments, and trying to get the look right when all of these things interfere with each other and switch under different conditions is a pain in the backside. So the brute force fix ENB authors apply is to just disable it. But this has the side effect of disabling all the gameplay imagespace modifiers as well. It's a dirty fix. You can look for "[your ENB] imagespace modifier" or "[your ENB] fadeout fix" and you'll probably get some hits for how to re-enable it. On my end, I could maybe just use both methods. The one advantage in this case of FadeOutGame over modifiers is that it also hides the UI, which is actually useful to hide UI overlays of the devious devices getting equipped ? so I might just swap to a hybrid solution. PS: I did actually see that hanging issue you described myself while I was testing with some mods enabled that were causing stack dumps. But I suspect in those cases the previous way I was doing things would just not work at all and leave you softlocked, so I suspect this is an improvement! Edited April 28, 2023 by Frayed
Burtchin Posted April 28, 2023 Posted April 28, 2023 Oh this is great, I'm glad my time troubleshooting was useful! This makes a lot of sense indeed. To expand a bit on the hanging, I do find that it happens also sometimes e.g. when I try to open "smuggled packages" or "old grimoires" (items from Deviously Cursed Loot (DCL), I think?). The [Esc x2] trick works wonder there as well to unlock the hanging. So that's why I am not too inclined to say this is something specific to Trappings. Note that when one opens items like the old grimoire, there is coincidentally a black screen after the first message, and that one creates no problem at all with the same ENB settings I have -- the hanging happens before all that so I think this is not related. Maybe whatever DCL is doing could be insightful for what to do here about the black screen issue? I don't think it uses any kind of fading screen, it seems to "hold" the black screen. Spoiler Also note that I personally *really* enjoyed the slowfade back with the gargoyle becoming more and more distinguishable. This may be a personal taste here so take it as such, but it would be really cool if the slow fading happened still e.g., from when the messages boxes start popping up, granted that's something implementable without feeding back on the issues this whole manipulation was trying to avert. Starting it from when the messages kick in may help ensure that the timeline is aligned, since I understand the fade back duration must be hard coded. I'm saying this because I assume the message pop ups are hard coded as well, since the "inter-message" intervals and sounds triggering feel consistent over attempts. I hope all the above makes sense, let me know otherwise.
zentaiwoman Posted May 2, 2023 Posted May 2, 2023 So I'm having a problem with the mod (on LE, newest version of both LE and this mod, didn't upgrade) and I have no idea what to do anymore after hours of trying to troubleshoot. Mainly, the issue is that after drinking the wine I go to sleep which ends up teleporting me only for me to stand there under the pole on the rug, naked and without any control over my character. Upon forcing the control back with "epc" command, I've checked in the quest journal to see that the quest didn't get any further step besides drinking the wine and going to sleep. No pop-ups, no nothing, not even a single piece of bondage equipment. I've tried turning off the mods that could potentially affect it from my knowledge, and still nothing.
Frayed Posted May 2, 2023 Author Posted May 2, 2023 On 4/28/2023 at 11:45 PM, Burtchin said: [snip] I think what you're suggesting is what I initially wanted to do. It's a while ago I did it, but it's coming back to me now what the problem was and why I changed it: you actually can hold a black screen with FadeOutGame (wiki), but again you have to specify ahead of time how long it should stay on the black screen, and that timer isn't paused on the message boxes. I initially wanted it to fade in a little bit with each message, but couldn't time that right, and I think I forgot about it by the time I figured out how to use imagespace modifiers. I do agree that the current implementation is less... atmospheric. Especially when the ENBs ruin the fade-in. I'll tinker with it a bit again at some point. Might seem like nitpicking, but as I've said before those first few seconds set the mood for the entire quest, so I think it's worth nitpicking to get it perfect ? 17 hours ago, zentaiwoman said: So I'm having a problem with the mod (on LE, newest version of both LE and this mod, didn't upgrade) and I have no idea what to do anymore after hours of trying to troubleshoot. Mainly, the issue is that after drinking the wine I go to sleep which ends up teleporting me only for me to stand there under the pole on the rug, naked and without any control over my character. Upon forcing the control back with "epc" command, I've checked in the quest journal to see that the quest didn't get any further step besides drinking the wine and going to sleep. No pop-ups, no nothing, not even a single piece of bondage equipment. I've tried turning off the mods that could potentially affect it from my knowledge, and still nothing. Hm, odd. Since it teleports you it seems like the quest stage fires, and since your items are removed that must mean the scene is properly started. But then nothing else happens, so it is somehow aborted or paused. Reading the scene page on the wiki it seems scenes can pause, and by default are paused when its participants (in this case just the player) enter combat or dialogue. Now, that shouldn't happen during the quest start, but it's a point of possible mod interference. I'll change the interrupt flags anyway, but just to be sure this is the problem, can you check: Whether anything is starting combat or dialogue with you during quest start? Whether DD devices/contraptions work properly, and if you notice any lag when equipping/using these? Additionally, if you can send me a Papyrus log of a play session where you try to start the quest that might also be useful, I can take a look.
naaitsab Posted May 2, 2023 Posted May 2, 2023 10 minutes ago, Frayed said: I think what you're suggesting is what I initially wanted to do. It's a while ago I did it, but it's coming back to me now what the problem was and why I changed it: you actually can hold a black screen with FadeOutGame (wiki), but again you have to specify ahead of time how long it should stay on the black screen, and that timer isn't paused on the message boxes. I initially wanted it to fade in a little bit with each message, but couldn't time that right, and I think I forgot about it by the time I figured out how to use imagespace modifiers. I do agree that the current implementation is less... atmospheric. Especially when the ENBs ruin the fade-in. I'll tinker with it a bit again at some point. Might seem like nitpicking, but as I've said before those first few seconds set the mood for the entire quest, so I think it's worth nitpicking to get it perfect ? Not only the fade in but ENB's can also ruin the imagespacemodifier all together. Especially on LE ENB's that's the reason why almost no 'fade to black' thing works properly. On SE it seems better but could also be the current ENB preset and/or ENB software itself does not mess with it that much. Personally I don't focus to much on fade to blacks when writing the story. Or be prepared for it not to work. You could experiment with the 'camera movement' thing. Like the woozy wakeup idle does. Or see if you can leverage something in SKSE to lower the screen gamma to force a fade to black.
zentaiwoman Posted May 2, 2023 Posted May 2, 2023 2 hours ago, Frayed said: Hm, odd. Since it teleports you it seems like the quest stage fires, and since your items are removed that must mean the scene is properly started. But then nothing else happens, so it is somehow aborted or paused. Reading the scene page on the wiki it seems scenes can pause, and by default are paused when its participants (in this case just the player) enter combat or dialogue. Now, that shouldn't happen during the quest start, but it's a point of possible mod interference. I'll change the interrupt flags anyway, but just to be sure this is the problem, can you check: Whether anything is starting combat or dialogue with you during quest start? Whether DD devices/contraptions work properly, and if you notice any lag when equipping/using these? Additionally, if you can send me a Papyrus log of a play session where you try to start the quest that might also be useful, I can take a look. Nevermind, turns out doing that on a different save worked completely fine (starting set of restraints is simply wonderful), so there might've been something messed up in the first save I tried the mod on! 1
Zaflis Posted May 3, 2023 Posted May 3, 2023 7 hours ago, zentaiwoman said: Nevermind, turns out doing that on a different save worked completely fine (starting set of restraints is simply wonderful), so there might've been something messed up in the first save I tried the mod on! If you simply add devious devices and this mod to play with old save and start playing the quest it is not going to work. DD requires saving and loading the game to initialize. If it's a new game you might have done that more than once before you got to the quest.
Wild Trout Posted May 4, 2023 Posted May 4, 2023 Hey ! Thanks for the awesome mod ! I was wondering : is any interaction with Vile Clavicus already implemented, after confronting the elf ? I've told him he could have his part of the bargain after dealing with the dungeon, but nothing happens after leaving the cave. I was just wondering if it was a bug, or if it'd be implemented later ?
Viri1 Posted May 5, 2023 Posted May 5, 2023 16 hours ago, Wild Trout said: Hey ! Thanks for the awesome mod ! I was wondering : is any interaction with Vile Clavicus already implemented, after confronting the elf ? I've told him he could have his part of the bargain after dealing with the dungeon, but nothing happens after leaving the cave. I was just wondering if it was a bug, or if it'd be implemented later ? There isn't anything. Presumably, it will rear its head in future updates.
Burtchin Posted May 6, 2023 Posted May 6, 2023 On 5/2/2023 at 2:32 PM, Frayed said: Might seem like nitpicking, but as I've said before those first few seconds set the mood for the entire quest, so I think it's worth nitpicking to get it perfect ? Yes! Exactly how I feel about this bit. Happy to help with troubleshoot if you get anything going, just feel free to MP if that's needed.
Frayed Posted May 7, 2023 Author Posted May 7, 2023 I made a lot of progress on the part 2 over the last couple of days, so I think it's time for another teaser picture! It's another non-spoiler image from one of the environments. Spoiler And two question for the Devious Devices fans: What are your favorite combination of devices, and why? Feel free to send me pictures for inspiration. And are there any specific DD/BDSM-related scenarios you wish a mod would implement? The parts I'm working on now have some more freedom to include different devices and scenarios that are less strictly tied to the mod's story, so it's a good moment to include some things your folks might really want to see. Like, maybe you want an underwater section with a metal ball weighing you down or, idk, an arena where you fight NPCs tied up in straitjackets and you spartan-kick each other off of ledges with the DD bound combat kick. I don't know: go wild! I have some ideas, but I've got room for a few more scenarios. I can't promise I'll use them (and some kinks I won't touch with a 10 ft pole) and they won't be too elaborate, but for short stuff now's your chance. 6
lktforever Posted May 7, 2023 Posted May 7, 2023 (edited) I'm more interested into some interesting quest related to integration from part1 to part2 in the way when you defeat the boss of the gym mage from part 1. IDK, maybe you have already done it, but could be good to see some more than one setstage quest to trapping into part2. For example some questline when heroine step by step goes into the trap. We have so many interesting frameworks but so little good sexy quests Also I very like some stuff when PC forced to undress, not completly at all but part by part. Fore example if you want to go through the door you need to unequip your boots and store them into the chest. Next door - another pat of clothes etc. (it can be not only doors, just an example) Edited May 7, 2023 by lktforever
crajjjj Posted May 7, 2023 Posted May 7, 2023 Just finished "A Snare To Loosen" and it's awesome. Bug free smooth experience, object interaction mechanics. I'm not a dd fan but here it shines. Thank you.
BYJE137 Posted May 7, 2023 Posted May 7, 2023 (edited) 1 hour ago, Frayed said: I made a lot of progress on the part 2 over the last couple of days, so I think it's time for another teaser picture! It's another non-spoiler image from one of the environments. Hide contents And two question for the Devious Devices fans: What are your favorite combination of devices, and why? Feel free to send me pictures for inspiration. And are there any specific DD/BDSM-related scenarios you wish a mod would implement? The parts I'm working on now have some more freedom to include different devices and scenarios that are less strictly tied to the mod's story, so it's a good moment to include some things your folks might really want to see. Like, maybe you want an underwater section with a metal ball weighing you down or, idk, an arena where you fight NPCs tied up in straitjackets and you spartan-kick each other off of ledges with the DD bound combat kick. I don't know: go wild! I have some ideas, but I've got room for a few more scenarios. I can't promise I'll use them (and some kinks I won't touch with a 10 ft pole) and they won't be too elaborate, but for short stuff now's your chance. Straitjackets and large ball gags are nice in combination with the boots and hoods you already used in part 1. Random ideas (do what you want to do - this is just for inspiration, also hoping other potential modders may be reading along..): a. Perhaps a less 'linear progression' through the items could be considered. 'Okay, you got your wrist restraints off and that helped you get that belt off, but now you need to put on this nice little straitjacket in order to proceed.' This could add to the suspense - 'am I actually ever escaping all those restraints?' Perhaps coupled with hints that apply '(/extra?) quest items' you'll need to deal with if you can't manage without those hints? Or it could be linked to the items that are dropped along the way - we find keys when we search some of them, but perhaps some of them have other hidden items as well/instead (a cursed panel gag was hidden in the straitjacket you just escaped from and it was applied when you searched the item, so even though you got rid of the gag earlier you're now gagged once more..) b. Permanent effects beyond having escaped from the dungeon? This is mainly because it seems a shame to have the mod just end when the primary quest is completed; you've dealt with a powerful foe and powerful magical creatures, no repercussions. 'The dremora requests payment for his services.' Small (configurable) risk of getting new 'quest' items applied/delivered/etc.. If you want the items off, you can drink the potion that was delivered with the items and the note.. c. "...specific DD/BDSM-related scenarios you wish a mod would implement?" This is also almost certainly outside the scope of this particular mod, but I figure it would be neat to have a 'loanshark mod' where you would be able to borrow money you'd need to pay back (...with interest?), and if you didn't pay it back in time you'd get restrained for some defined period of time (ideally quest items so that there'd be no easy escape from the punishment). Not sure how to implement similar functionality in this particular mod context, though, or if it would make sense to do so (it probably wouldn't - it would require introducing some form of economy inside the dungeon, perhaps with a dungeon-master in another room you can't get to or something like that, which sounds like a lot of work..). d. Escape game against time to win a key/avoid more severe restraints? In the current implementation there's no 'punishment' for going through this slowly. There probably shouldn't be, as a default, but optional - if you are not able to talk to ('the ghost?' ...'the X') that appears after X hours (if you have not removed the gag at that point in time) you may be punished by the ghost/X. Or: 'The plug has been making you mad with desire, as you have failed to remove it you now feel a strong desire to equip the straitjacket you escaped earlier (different escape mechanism, because it's an upgraded version, back to the 'less linear progression part).. Just ideas thrown out there. The mod is nice, looking forward to whatever you may come up with. Edited May 7, 2023 by BYJE137 2
Burtchin Posted May 8, 2023 Posted May 8, 2023 Maybe something about tentacle rooms? I loved the Mysterious Breeding Rooms mod but always felt it needed more escape-like storylines. RohZima's Apocryphal Animations is also interesting (and the Apocryphal atmosphere is much more exciting than that of the breeding rooms, very Lovecraftian). Spoiler I will admit, maybe that tentacle statue got me hooked in part 1... Don't know, I feel like somehow it has an opportunity to be expanded on quite a bit! And would be consistent with part 1 lore-wise. As a side thing, I've also always wanted a bit of exploration on some sort of dremora "addiction", as in, it gives you something more than normal action with mere mortals. But not sure how that would fit into a storyline. Maybe to plug on idea B from BYJE137 just above, some capacity to do daedric summoning rituals where you can get favours in exchange from doing special deeds? 9 hours ago, BYJE137 said: b. Permanent effects beyond having escaped from the dungeon? This is mainly because it seems a shame to have the mod just end when the primary quest is completed; you've dealt with a powerful foe and powerful magical creatures, no repercussions. 'The dremora requests payment for his services.' Small (configurable) risk of getting new 'quest' items applied/delivered/etc.. If you want the items off, you can drink the potion that was delivered with the items and the note.. 1
MrBig Posted May 8, 2023 Posted May 8, 2023 22 hours ago, Frayed said: I made a lot of progress on the part 2 over the last couple of days, so I think it's time for another teaser picture! It's another non-spoiler image from one of the environments. Reveal hidden contents And two question for the Devious Devices fans: What are your favorite combination of devices, and why? Feel free to send me pictures for inspiration. And are there any specific DD/BDSM-related scenarios you wish a mod would implement? The parts I'm working on now have some more freedom to include different devices and scenarios that are less strictly tied to the mod's story, so it's a good moment to include some things your folks might really want to see. Like, maybe you want an underwater section with a metal ball weighing you down or, idk, an arena where you fight NPCs tied up in straitjackets and you spartan-kick each other off of ledges with the DD bound combat kick. I don't know: go wild! I have some ideas, but I've got room for a few more scenarios. I can't promise I'll use them (and some kinks I won't touch with a 10 ft pole) and they won't be too elaborate, but for short stuff now's your chance. One thing I always love is some sort of 'repeatable' aspect, so a mod I like isn't just over on a save game. I know for something like this where the solution is essentially mapped out means you can't really go back a redo the puzzle without knowing the solutions but perhaps something like cursed jewelry aquired through the quests that leave your character vulnerable in the outside world, or just a debuff 'curse' that persists or something? maybe something to expand on with dremora as others suggested. as for device combination having a long drawn out extremely heavy bondage option would be nice. Cursed loots damsel in distress is a good example where you have things like the hood, then underneath the hood a gag and blindfold, then under the gag another gag wedged in mouth etc or tight elbow binder that you loosen to regular armbinder then arms are bound inside it with cuffs, then maybe your wearing restrictive gloves which are also linked underneath etc 2
naaitsab Posted May 8, 2023 Posted May 8, 2023 For favorite combo's, I really dig the dark-red catsuit with the black ebonite restrictive boots, corset, belt, collar and gloves on top. This does require some changes with the 'nohide' otherwise the catsuit will hide all the other parts. As a new scenario, a reversal of the first quest could be an option. So require you to lock on certain restraints to proceed. Which can be layered to extend it. Like MrBig said about the cursed loot event. I would also like to see more lore background style quests. Like how did the dwemer design the soulgem enchantments on the plugs, the locks or the ebonite material. 2
Viri1 Posted May 8, 2023 Posted May 8, 2023 (edited) On 5/7/2023 at 5:26 PM, Frayed said: I made a lot of progress on the part 2 over the last couple of days, so I think it's time for another teaser picture! It's another non-spoiler image from one of the environments. Hide contents And two question for the Devious Devices fans: What are your favorite combination of devices, and why? Feel free to send me pictures for inspiration. And are there any specific DD/BDSM-related scenarios you wish a mod would implement? The parts I'm working on now have some more freedom to include different devices and scenarios that are less strictly tied to the mod's story, so it's a good moment to include some things your folks might really want to see. Like, maybe you want an underwater section with a metal ball weighing you down or, idk, an arena where you fight NPCs tied up in straitjackets and you spartan-kick each other off of ledges with the DD bound combat kick. I don't know: go wild! I have some ideas, but I've got room for a few more scenarios. I can't promise I'll use them (and some kinks I won't touch with a 10 ft pole) and they won't be too elaborate, but for short stuff now's your chance. Good to hear work continues favorably. I spy a cross back there. I'm sure the bed is perfectly safe to use. (/s) Anyway, as for your questions: All of the devices in part1 were winners for me (minus the bell collar, that's annoying for me). I'll add the straitjacket. Hobble dress and legbinders look awesome, but the extreme slow gets annoying over time, same for petsuits. I like black, but can work with red. I can work with metal too, but I simply prefer a naked body covered in leather (optionally a catsuit). I don't dislike furniture stuff, but I'm always afraid it will glitch out due to how complex they are. ? Something that expands DD-lore would be nice. Like, where do Cursed devices come from? I once imagined a quest where we explore the tomb of the creator of the devices, and the magic that makes them appear. Of course, that would be a "fun" expedition, where we may or may not get trapped. As for scenarios this mod in particular could run? -A reverse scenario where we have to apply more and more restraints to progress sounds awesome, like the Cursed Collar quest in DCL. -A chaotic "took one restraint, another appeared" sequence also has amusement potential, but this would have to be limited, otherwise it might drag things too much. -The bed gives me the idea that part 2 could be a multi-day ordeal, separated by sleeping, every day, there is a new challenge - a belt with a teaser plug keeping the poor girl motivated to escape ? (though again, attention to total completion time is required here). -Obviously, I'm curious for the follow ups to the optional deals you make with Clavicus, the Dremora and anything else that might turn up. In terms of the consensual/reluctance/non-consensual scale, part 1 was in the ideal spots for me. I hope part 2 will be the same (I took the path of defeating our kidnapper in the end of part 1, so that my character will go "not again!" in my head ?). I'm not sure I'm a fan of particular gimmicks like those fight or underwater examples, but I'm not really against, either. As for puzzles, it's whatever so long, as it isn't hard. Sex scenes, eh, I prefer them limited in number, part 1 was ok there. I'm more into the bondage itself. I think this is everything. Edited May 8, 2023 by Viri1
isee Posted May 9, 2023 Posted May 9, 2023 Hmm for scenario ideas, maybe at some point being placed into an armbinder, heels, and a hobble dress before having to give a 'show' to either some bandits or various people that would recognize you. The show being a catwalk style event where you need to show yourself off to the onlookers in order to proceed? Maybe they hold the keys to your restraints and how many you receive at the end is dependent on their approval? Optionally you could have one of the onlookers be someone who is actually kind and doesn't want anything to do with the events they've been wrapped into as he or she viewed you as an ideal to strive for. So by doing the event you are always guaranteed one key. As well as a bit of shame for having ruined the image of yourself that they once held. It would give a different meaning to the phrase 'never meet your heroes.'
Forgetandeatcake Posted May 11, 2023 Posted May 11, 2023 On 5/7/2023 at 5:26 PM, Frayed said: I made a lot of progress on the part 2 over the last couple of days, so I think it's time for another teaser picture! It's another non-spoiler image from one of the environments. Reveal hidden contents And two question for the Devious Devices fans: What are your favorite combination of devices, and why? Feel free to send me pictures for inspiration. And are there any specific DD/BDSM-related scenarios you wish a mod would implement? The parts I'm working on now have some more freedom to include different devices and scenarios that are less strictly tied to the mod's story, so it's a good moment to include some things your folks might really want to see. Like, maybe you want an underwater section with a metal ball weighing you down or, idk, an arena where you fight NPCs tied up in straitjackets and you spartan-kick each other off of ledges with the DD bound combat kick. I don't know: go wild! I have some ideas, but I've got room for a few more scenarios. I can't promise I'll use them (and some kinks I won't touch with a 10 ft pole) and they won't be too elaborate, but for short stuff now's your chance. Suggestion for scenario, "girl in a box". They put you in a box and shipped you to your destination. Perhaps they even gave you some entertainment like plugs and piercings, and a gag and blindfold so you definitely can't see or speak. A crate or coffin could work, or maybe something like a barrel? Just not a see through cage, you are cramped and alone in the box. Could be used for entering or leaving the location (you'd have to choose to trust them to get you out of there), and even show that they clearly have done this before (discarded containers, maybe even with a hidden note written by a previous test subject). This is too much but I had to write it down: you are trapped in some sort of automated dwemer test centre. You arrived on a conveyor belt, inside a box. The only way out is in a box on the conveyor, and the conveyor won't move until the box passes it's tests. Could be as simple as removing all your devices and getting back inside, or maybe you arrived naked and need to find the correct devices? Or replace the devices you are wearing with dwener themed ones. I'm rambling now but I also love the idea of fully robotic based areas. No one to take pity on you or lust after you, just machines that you relentlessly pleasure you because that's what someone programed them to do hundreds of years ago. Anyway love the mod, looking forward to escaping your next room. 1
SilentAntagonist121 Posted May 11, 2023 Posted May 11, 2023 On 5/7/2023 at 5:26 PM, Frayed said: I made a lot of progress on the part 2 over the last couple of days, so I think it's time for another teaser picture! It's another non-spoiler image from one of the environments. Reveal hidden contents And two question for the Devious Devices fans: What are your favorite combination of devices, and why? Feel free to send me pictures for inspiration. And are there any specific DD/BDSM-related scenarios you wish a mod would implement? The parts I'm working on now have some more freedom to include different devices and scenarios that are less strictly tied to the mod's story, so it's a good moment to include some things your folks might really want to see. Like, maybe you want an underwater section with a metal ball weighing you down or, idk, an arena where you fight NPCs tied up in straitjackets and you spartan-kick each other off of ledges with the DD bound combat kick. I don't know: go wild! I have some ideas, but I've got room for a few more scenarios. I can't promise I'll use them (and some kinks I won't touch with a 10 ft pole) and they won't be too elaborate, but for short stuff now's your chance. Personally I'm a big fan of the Ebonite Restrictive gear, so the collar, gloves, corset, and boots. A combination of shiny bondage you really can't ignore or forget about, but without anything private actually covered. All in all, though, I'm particularly fond of the consensual aspect. So many of these kinds of things make you the unwilling victim which just makes the whole event feel a lot more sour, imo. Being able to express this is all play you're consenting to from the off set (or at least, as soon as possible in this case) makes the quest just generally more enjoyable throughout. 2
Allen Harris Posted May 12, 2023 Posted May 12, 2023 On 5/7/2023 at 12:26 PM, Frayed said: I made a lot of progress on the part 2 over the last couple of days, so I think it's time for another teaser picture! It's another non-spoiler image from one of the environments. Hide contents And two question for the Devious Devices fans: What are your favorite combination of devices, and why? Feel free to send me pictures for inspiration. And are there any specific DD/BDSM-related scenarios you wish a mod would implement? The parts I'm working on now have some more freedom to include different devices and scenarios that are less strictly tied to the mod's story, so it's a good moment to include some things your folks might really want to see. Like, maybe you want an underwater section with a metal ball weighing you down or, idk, an arena where you fight NPCs tied up in straitjackets and you spartan-kick each other off of ledges with the DD bound combat kick. I don't know: go wild! I have some ideas, but I've got room for a few more scenarios. I can't promise I'll use them (and some kinks I won't touch with a 10 ft pole) and they won't be too elaborate, but for short stuff now's your chance. Fighting with orgasms and shocking devices are my faves. Otherwise, my fave part is trying to solve the puzzle. But I can't overstate how much I like narrative.
JSmith23891 Posted May 12, 2023 Posted May 12, 2023 I'd be interested to see more false choices, where the player has a choice, but neither is good (obvious example would be to choose what to be restrained with - gag or blindfold, two enchanted collars with different unpleasant effects etc.) Produces awkward branching paths to consider, but is psychologically interesting. And can be added to by withholding information about what's being chosen, though beyond a certain point that becomes "A or B, which correspond to secret thing 1 and secret thing 2" and it's just guessing. 6
Allen Harris Posted May 12, 2023 Posted May 12, 2023 1 hour ago, JSmith23891 said: I'd be interested to see more false choices, where the player has a choice, but neither is good (obvious example would be to choose what to be restrained with - gag or blindfold, two enchanted collars with different unpleasant effects etc.) Produces awkward branching paths to consider, but is psychologically interesting. And can be added to by withholding information about what's being chosen, though beyond a certain point that becomes "A or B, which correspond to secret thing 1 and secret thing 2" and it's just guessing. Oooo - that IS a good one. Maybe even struggling for a long time just to find out neither choice was good. That adds to the sense of helplessness. I like that idea! 1
MrBig Posted May 13, 2023 Posted May 13, 2023 20 hours ago, JSmith23891 said: I'd be interested to see more false choices, where the player has a choice, but neither is good (obvious example would be to choose what to be restrained with - gag or blindfold, two enchanted collars with different unpleasant effects etc.) Produces awkward branching paths to consider, but is psychologically interesting. And can be added to by withholding information about what's being chosen, though beyond a certain point that becomes "A or B, which correspond to secret thing 1 and secret thing 2" and it's just guessing. thats really good. in a similar ballpark more 'bad ends'. Not like death bad ends but just ways to fail, like the stocks, that could lead to stuff like super heavy bondage outside of the 'play are' such as captors dumping you someplace. maybe some actual unescapable restraints. some debuffs that have lasting effects etc
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now