Pyreliter Posted May 13, 2023 Posted May 13, 2023 Mad Hatter's Tea Party.... Having to get equipped a certain way to be able to attend a special event, changing outfits throughout the occasion and perhaps having to cycle into and out of various contraptions around the table. It'd be interesting to see who has the stamina and critical thinking to adapt to a changing or reactive series of positions to please the other guests in attendance. Scale at proof of concept could start small, intimate dining and a few furniture points and then grow in scale to a ballroom sized gala (if the scripting could be managed).
steelmagpie Posted May 15, 2023 Posted May 15, 2023 Wow... So much fun to try and work out.. Not escaped yet but having a lot of fun trying haha.. Kudos for a well implemented idea..
steelmagpie Posted May 15, 2023 Posted May 15, 2023 Escaped! Really looking forward to the next levels now.. Well thought out and scripted throughout.. Great fun to play through and I had a look at the walk through after to see if I did it right and Walkthrough is spot on and made my attempts look like a comedy of lucky errors haha.. Highly recommended on all counts for this mod. Thanks for the fun !
Viri1 Posted May 15, 2023 Posted May 15, 2023 On 5/11/2023 at 2:23 PM, Forgetandeatcake said: 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. I like that box idea. Is that even possible in Skyrim? Seeing ourselves in a moving box that is, if it's just a transition scene with a static box, sure. There aren't many instances of us being moved along with something - the tutorial wagon, the boat to Solstheim, and that's it IIRC.
naaitsab Posted May 15, 2023 Posted May 15, 2023 It is possible to animate a static nif with code. But "fully" moving things are a major PIA. Take the S.L.U.T.S. cart for example. I'm not sure how the vanilla cart intro scene is done but maybe that could be reused in the mod?
Cema Posted May 16, 2023 Posted May 16, 2023 On 5/7/2023 at 6:26 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. It was a very nice and refreshing mod when I tested it. Happy to see you're working a on a follow up ! ?
Forgetandeatcake Posted May 17, 2023 Posted May 17, 2023 On 5/15/2023 at 11:44 AM, Viri1 said: I like that box idea. Is that even possible in Skyrim? Seeing ourselves in a moving box that is, if it's just a transition scene with a static box, sure. There aren't many instances of us being moved along with something - the tutorial wagon, the boat to Solstheim, and that's it IIRC. I think the mod Chain beasts does something like that. Although that is a lot of work when a fade to black with some flavour text would work well.
Viri1 Posted May 17, 2023 Posted May 17, 2023 11 hours ago, Forgetandeatcake said: I think the mod Chain beasts does something like that. Although that is a lot of work when a fade to black with some flavour text would work well. I presume the original idea was for us to experience at least a portion of the journey in "real time". Though a series of scenes, where the box doesn't move but our transporters stopped. Say, to rest, or about to load us on a ship, stuff like that. Either we see the outside, or the camera is inside, and we merely hear lines. Something like that would be less of a technical nightmare.
SilentAntagonist121 Posted May 17, 2023 Posted May 17, 2023 7 minutes ago, Viri1 said: I presume the original idea was for us to experience at least a portion of the journey in "real time". Though a series of scenes, where the box doesn't move but our transporters stopped. Say, to rest, or about to load us on a ship, stuff like that. Either we see the outside, or the camera is inside, and we merely hear lines. Something like that would be less of a technical nightmare. The old Trapped in Rubber mod did something similar. In one of the quests, you were sealed in a large keg and could only move around a little bit as you were moved around out of sight, hearing your allies and the guards outside. The player still has control, but nowhere they can go, so still get to witness the journey and story without the technical problems. 1
Allen Harris Posted May 19, 2023 Posted May 19, 2023 On 5/17/2023 at 6:17 PM, SilentAntagonist121 said: The old Trapped in Rubber mod did something similar. In one of the quests, you were sealed in a large keg and could only move around a little bit as you were moved around out of sight, hearing your allies and the guards outside. The player still has control, but nowhere they can go, so still get to witness the journey and story without the technical problems. They repackaged that mod as Rubber Facility and it's still being worked on, btw.
SilentAntagonist121 Posted May 19, 2023 Posted May 19, 2023 1 hour ago, Allen Harris said: They repackaged that mod as Rubber Facility and it's still being worked on, btw. As good as Rubber Facility is, Trapped in Rubber is a different mod entirely, I promise. This is Rubber Facility This is Trapped in Rubber I highly recommend checking it out if you haven't. Despite it's age, the mod still runs almost perfectly, with nothing that can't be easily fixed with a simple command (needing to manually start the last epilogue quest being the main one I remember). It's a really well good mod and incredible series of quests everyone on this site should try. 1
steelmagpie Posted May 20, 2023 Posted May 20, 2023 I remember way back when..... The barrel outfit. Where the player was basically a barrel on legs. No idea how hard it could be to implement or of what use in this mod but sometimes odd things can brew better ideas and concepts. The first quest was very clever in that while tricky in places it was still paced well. Nothing took too long or was too hard. Not an easy achievement I am sure. Eagerly looking forward to the next part and/or any other mods which come in a similar vein. After all there is only so much running around Skyrim in leather and rubber you can do. Sometimes needing to truly escape ones predicament makes a great change of pace. Even a simple thing like being unable to open a door in an armbinder for instance would turn a crowded Inn scene into a prolonged escape challenge. If I could mod I would make a simple one around that concept. Different bondage restricts certain action ( would maybe need to be chance based to not break some quests.) Alas even after many years playing modded Skyrim I am still a complete dunce at modding. Which is why I enjoy well created mods like this. (jealousy haha of a talent beyond my reach)... ?
Zor2k13 Posted May 21, 2023 Posted May 21, 2023 Would there be a LAL addon for this? Why wait until level 9 when you can start out like this. 3
steelmagpie Posted May 21, 2023 Posted May 21, 2023 7 hours ago, Zor2k13 said: Would there be a LAL addon for this? Why wait until level 9 when you can start out like this. As a starting place it would be a tough but fun start for sure... I'd use it..
Allen Harris Posted May 22, 2023 Posted May 22, 2023 On 5/19/2023 at 7:06 PM, SilentAntagonist121 said: As good as Rubber Facility is, Trapped in Rubber is a different mod entirely, I promise. This is Rubber Facility This is Trapped in Rubber I highly recommend checking it out if you haven't. Despite it's age, the mod still runs almost perfectly, with nothing that can't be easily fixed with a simple command (needing to manually start the last epilogue quest being the main one I remember). It's a really well good mod and incredible series of quests everyone on this site should try. Oh - I didn't know that lol
FromMindoir Posted May 22, 2023 Posted May 22, 2023 (edited) On 5/7/2023 at 6:26 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. I just finished A snare to loosen, incredible stuff! Thanks and congratulations! I was indeed reminded of Aelie's Lia games, then I saw the thanks on the mod page. I had a ton of fun! And I am really excited to see that you're working on a sequel, I will follow it with a lot of attention. Regarding the questions above, Spoiler I really like the Restrictive Boots + Petsuit + Mittens + Blindfold & Gag combination. I really like the extreme helplessness it procures, plus it could open the way to a story where you initially can only interact with items that are at ground level before you manage to unlock the petsuit. And with a panel gag, with the ring protruding from the gag, there could be an escape scenario where taking the gag off requires two steps: finding a way to remove the plug first, and then getting the gag off somehow. It could also open a couple of steps where your only tool at your disposal to solve the puzzle is your mouth (whether it is ring-gagged or not). Something like this... Spoiler ...or like this. Spoiler ...depending on whether you prefer catsuits (of any color) or not. Now, I'll try to quickly order my remarks on the mod as it is - all of them minor, it works super well as it stands. I'll start by saying I am no modder so I have no idea how doable some things are, and that they should absolutely not be taken as negative criticism because, again, it was amazingly good. For the current ending, Spoiler ...I think that, if you do not take Clavicus' deal, it could be nice to be sent back to the beginning of the quest instead of getting the placeholder for part 2 message. Kind of like using the setstage console command to advance in a quest (or go back, in this case). The only small frustration regarding the puzzles I had was... Spoiler ...to find out that you needed to cover the Gargoyles with buckets, because I tried to do the exact same thing with baskets and it did not work. Also I really struggled with interacting with the key outside of the first door, it was a bit of a pixel hunt even if I knew where it was. I experienced one bug forcing me to reload (the same happened twice). Spoiler When I asked the orb for a second hint, the text about "It's not only bondage I'm uncomfortable with" (or something like this) was grey - since it already said it - and it froze the conversation before the final part of it displayed. If I typed the Esc key, the camera remained locked on the orb no matter what I did too. Along with two strange interactions with Cursed Loot... Spoiler - First one was when the rape conditions were met inside the cell (right after I opened the first door), so the elf teleported and did the deed before disappearing, which was a bit strange. I also think Cursed Loot did not register the quest's bindings as being "full chastity" (at that time I had gag + belt, so the scene shouldn't have been possible I think. - Second one was that the chest to get my stuff back at the end was booby trapped, which felt weird after a long time trying to free myself. Can be a bit of a mood whiplash depending which trap gets triggered. Both can easily be solved with a little message suggesting to deactivate CL before starting the quest - I made sure I had no bindings whatsoever, but did not cut it off entirely. I also played with all traps except for flowers, and I realize that if I hadn't, the various gatherable shrooms & mosses inside the cell might have also triggered traps which would have messed with the quest. Suggesting to temporarily disable Cursed Loot & Rape would be enough, those can be done by simply unchecking them in MCM. Edited May 22, 2023 by FromMindoir
dan_5858 Posted May 23, 2023 Posted May 23, 2023 Fantastic mod! Question: How do you allow the hogtie pole to keep your equipped items when using it (e.g. armbinders)? When I spawn the item in game using other methods, and use the pole, it unequips these items.
tesenfeu Posted May 24, 2023 Posted May 24, 2023 (edited) On 5/7/2023 at 6:26 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. Heya, I have some ideas : At one moment a choice is give to the player : Accept your fate or Send to Simple slavery. Since the outcome of simple slavery is pretty obvious, lets talk about the " fate " : 1) You are free to go but you have to wear a special inescapable restraint of choice ( collar / piercing / suit . . . who can be customised in MCM) with some output like having to return after X number of Days for having sex (consensual ), and if you don't come back, some shock is send to you with heavy Debuffs like : Impossible to wear any clothes / weapon and if after that you still not come back : adding one inescapable device after another one until the player is completly locked from hand to chastity devices. (And why not adding a special option for the most adventours of us to toggle : become a " free fuck " to anyone once you are fully locked for encouraging you to come back faster! This option also don't add the belt who are equiped by the " normal version " for logical purposes ) You can add some fun punishments with that idea if the player don't come back before the time required ?. 2) Pass the ritual and become a " War Maiden " : A powerful daedra curse is inflicted on you ! When your arousal level exceeds X value, you gain huge BUFF ( Magicka / Stamina / Health and why not Damages boosts ) You become one of the most powerful warrior / mage, But when your arousal level is lower than this value, you have huge DEBUFF and you become vulnerable to the slightest thing: almost no stamina, very limited life bar, and no magic to cast. This idea can work flawlessly with Devious cursed loot without any implementation : this last one have an option " can't resist to yourself " who lead to masturbation chance when player exceed a special aroused level, and by that, restraints become your best friend for life . Also the ritual can be a way to exit the idea N°1, and if you get tired of being tied up constantly for containing your arousal, you can ask gently to return to Idea N°1 and vice versa. Adding a way to select and change the " master / mistress " of your choice with mcm selection would be super nice too since it's allow more " roleplay " perspective to the player. I think it would be nice to have those ideas implemented ! They fit the theme Perfectly ! I want to thx you again for your work, your mod is amazing ! Edited May 24, 2023 by tesenfeu 3
Zaflis Posted May 25, 2023 Posted May 25, 2023 (edited) On 5/23/2023 at 4:26 PM, dan_5858 said: Question: How do you allow the hogtie pole to keep your equipped items when using it (e.g. armbinders)? When I spawn the item in game using other methods, and use the pole, it unequips these items. You can't change that behavior ingame. But if you go in Creation Kit or xEdit you might be able to customize the furnitures for what gear they allow and not allow. It's an advanced topic i know nothing about, but each furniture should have a script property just like all wearable DD's. Edited May 25, 2023 by Zaflis 1
Frayed Posted May 25, 2023 Author Posted May 25, 2023 (edited) On 5/23/2023 at 3:26 PM, dan_5858 said: Fantastic mod! Question: How do you allow the hogtie pole to keep your equipped items when using it (e.g. armbinders)? When I spawn the item in game using other methods, and use the pole, it unequips these items. You can only do this through Creation Kit. The contraptions have a script with a property "InvalidDevices" which is a list of keywords for device types that are going to be unequipped when using the contraption. This is necessary in general to make sure you don't end up with very weird stuff, like hanging from a pair of invisible arms while an armbinder floats behind you. You set the value of such script properties in the CK. But some combinations do work animation-wise (like armbinder + hogtie pole, if you ignore some minor clipping with the chains), so in this controlled setting I can just remove the keywords and allow them to remain equipped. On 5/21/2023 at 3:04 AM, Zor2k13 said: Would there be a LAL addon for this? Why wait until level 9 when you can start out like this. I'll look into this after I finish part 2. The level 9 is fairly arbitrary, it's just so that it doesn't start right away and for some minor lore reasons. On 5/23/2023 at 1:44 AM, FromMindoir said: [snip] The only small frustration regarding the puzzles I had was... Reveal hidden contents ...to find out that you needed to cover the Gargoyles with buckets, because I tried to do the exact same thing with baskets and it did not work. Also I really struggled with interacting with the key outside of the first door, it was a bit of a pixel hunt even if I knew where it was. I experienced one bug forcing me to reload (the same happened twice). Reveal hidden contents When I asked the orb for a second hint, the text about "It's not only bondage I'm uncomfortable with" (or something like this) was grey - since it already said it - and it froze the conversation before the final part of it displayed. If I typed the Esc key, the camera remained locked on the orb no matter what I did too. Along with two strange interactions with Cursed Loot... Reveal hidden contents - First one was when the rape conditions were met inside the cell (right after I opened the first door), so the elf teleported and did the deed before disappearing, which was a bit strange. I also think Cursed Loot did not register the quest's bindings as being "full chastity" (at that time I had gag + belt, so the scene shouldn't have been possible I think. - Second one was that the chest to get my stuff back at the end was booby trapped, which felt weird after a long time trying to free myself. Can be a bit of a mood whiplash depending which trap gets triggered. Both can easily be solved with a little message suggesting to deactivate CL before starting the quest - I made sure I had no bindings whatsoever, but did not cut it off entirely. I also played with all traps except for flowers, and I realize that if I hadn't, the various gatherable shrooms & mosses inside the cell might have also triggered traps which would have messed with the quest. Suggesting to temporarily disable Cursed Loot & Rape would be enough, those can be done by simply unchecking them in MCM. I'll make the baskets work as well whenever I get around to the next part 1 patch. I think I've seen the orb dialogue thing before, but maybe only once. I'll keep an eye out for it, if I see it again I can try to fix it. The Cursed Loot thing surprises me - I send a DHLP_suspend event at the quest start, which is sort of the convention of telling all the DD and defeat-type mods "hey, don't touch the player until I give the all-clear sign again", so I thought I had that covered. I think Cursed Loot was the mod that started that convention, so I'd be very surprised if it didn't respect it. Thank you all for the slew of great ideas! There's no way I can implement all of them, but they're certainly good inspiration and I can take some elements into part 2. Some elements may already be in part 2 in some form ? Spoiler I've been making good progress, definitely past the halfway point now. I've got most major puzzles / set pieces / story beats implemented, now it's a matter of connecting them nicely, filling out the environments, checking to see if it plays well / how long it takes, and a whoooooole bunch of polishing. Edited May 25, 2023 by Frayed 9
Allen Harris Posted May 25, 2023 Posted May 25, 2023 2 hours ago, Frayed said: You can only do this through Creation Kit. The contraptions have a script with a property "InvalidDevices" which is a list of keywords for device types that are going to be unequipped when using the contraption. This is necessary in general to make sure you don't end up with very weird stuff, like hanging from a pair of invisible arms while an armbinder floats behind you. You set the value of such script properties in the CK. But some combinations do work animation-wise (like armbinder + hogtie pole, if you ignore some minor clipping with the chains), so in this controlled setting I can just remove the keywords and allow them to remain equipped. I'll look into this after I finish part 2. The level 9 is fairly arbitrary, it's just so that it doesn't start right away and for some minor lore reasons. I'll make the baskets work as well whenever I get around to the next part 1 patch. I think I've seen the orb dialogue thing before, but maybe only once. I'll keep an eye out for it, if I see it again I can try to fix it. The Cursed Loot thing surprises me - I send a DHLP_suspend event at the quest start, which is sort of the convention of telling all the DD and defeat-type mods "hey, don't touch the player until I give the all-clear sign again", so I thought I had that covered. I think Cursed Loot was the mod that started that convention, so I'd be very surprised if it didn't respect it. Thank you all for the slew of great ideas! There's no way I can implement all of them, but they're certainly good inspiration and I can take some elements into part 2. Some elements may already be in part 2 in some form ? Reveal hidden contents I've been making good progress, definitely past the halfway point now. I've got most major puzzles / set pieces / story beats implemented, now it's a matter of connecting them nicely, filling out the environments, checking to see if it plays well / how long it takes, and a whoooooole bunch of polishing. Thanks for working on this, btw; good adult mods with more-than-cursory narrative/quest elements have pretty much teetered out on here, which is a little sad because there were some really good ones lol
Tyrandi Posted May 26, 2023 Posted May 26, 2023 I suspect this is a bug: I found the Clavicus Vile statue in the water while searching for a place to use the fish key, and managed to make a deal with him. Seems like I shouldn't be able to speak with him, as I still had the gag in.
Allen Harris Posted May 26, 2023 Posted May 26, 2023 5 hours ago, Tyrandi said: I suspect this is a bug: I found the Clavicus Vile statue in the water while searching for a place to use the fish key, and managed to make a deal with him. Seems like I shouldn't be able to speak with him, as I still had the gag in. Lore on it was it was telepathic, iirc
Tyrandi Posted May 29, 2023 Posted May 29, 2023 (edited) I'm having issues with the pillory. After he leaves, I can't interact with the pillory at all, and thus not try to escape. Any tips on how to fix it? Update: I reloaded a save and used "self bondage game" on the pillory, so it unlocked after a while. Edited May 29, 2023 by Tyrandi
chaimhewast Posted May 29, 2023 Posted May 29, 2023 I played through 1.2.0 today. Overall I liked it - the mod uses mechanics that I haven't seen anyone use in Skyrim before, and the inspiration from Aelie's games is clear. I did run into a couple issues, though: Spoiler The first key on the other side of a door was just barely out of reach for me. I could see the activator flashing on screen as I ran at the bars, but I had to noclip slightly to actually reach it, even though the video walkthroughs show it being accessible normally. Once it fell I was able to reach it as intended. The elf was basically unkillable for me - between her summon, her seemingly infinite magicka, and the heal-to-full when she's low on health, I had to settle for pickpocketing the key instead. Not sure if that was intended or if it's the result of an unintended mod interaction. 1
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