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Posted
2 hours ago, chaimhewast said:

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:

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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.

 

See now, that just entices the user to agree to continuing with the experiments!

Get tied up again, or die! ?

  • 2 weeks later...
Posted

Have you considered making an "Alternate Start-Live Another Life" patch? Let the player be kidnapped right from the start. I think it's interesting

Posted (edited)

Need some help. After talking to the dremora cup, I get to the pillory and lock in, but the dremora does not appear at all. The PC is just there, locked up

 

Edit: I did manage to convince the daedra cup to remove the barrier for some fun later, completed the quest that way. Not sure why the pillory did not work for me.

Edited by kaizersoze27
Posted
On 5/29/2023 at 10:15 PM, chaimhewast said:

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:

  Hide contents

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.

 

Thanks for the reports.

 

Spoiler

How easy it is to reach the key depends a bit on camera settings / character height, so there is some player-to-player variance there. I've noted down to try to make it a bit easier to reach. Were you running any race / actor height changing mods, and were you trying in 1st or 3rd person camera?

 

How hard the boss is tricky to predict since player level and mod setup varies so much. I did make sure there were multiple non-combat ways to finish the quest purely for that reason. Regardless, I nerfed Irkalla's HP pool quite a bit in the latest patch. Were you on Trappings 1.2.0?

 

 

On 6/11/2023 at 1:55 PM, viod275657 said:

Have you considered making an "Alternate Start-Live Another Life" patch? Let the player be kidnapped right from the start. I think it's interesting

 

Yes, people have asked me this earlier, and I'll probably try to do so at some point after I finish part 2.

 

On 6/21/2023 at 2:22 PM, kaizersoze27 said:

Need some help. After talking to the dremora cup, I get to the pillory and lock in, but the dremora does not appear at all. The PC is just there, locked up

 

Edit: I did manage to convince the daedra cup to remove the barrier for some fun later, completed the quest that way. Not sure why the pillory did not work for me.

 

That's a new one - that certainly shouldn't happen. Only two things I can think of. I check for the player entering the pillory with a script that listens for a modevent sent by Devious Devices. If something modifies the signature of this event, be it through some other mod or it changing in a different DD version, the event won't fire. The only other option is script overload eating script calls, but I don't think that's likely here.

 

 

Then for an update on Part 2 development: I think I'm at about 70% done. Quite a few of the environments are pretty close to finished, so I can start showing off some mildly spoilery versions of them in the teaser screenshots. Like this one:

 

Spoiler

20230625153246_1.thumb.jpg.c134a66d1cdf81185334b0964483ff24.jpg

 

Testing it is starting to feel like actually playing it, which is a good sign. I've still got a few parts to work on, most notably the finale, but development is chuggin' along. I'll probably get a lot of work done over the next few summer weeks, but I'm not gonna burn myself out trying to rush it. But if you want a wildly optimistic estimate, maybe I can put a beta version out by September. We'll see.

 

Posted
6 hours ago, Frayed said:

Were you running any race / actor height changing mods, and were you trying in 1st or 3rd person camera?

Nothing that changes height, and I tried both first and third person cameras.

 

6 hours ago, Frayed said:
Spoiler

Regardless, I nerfed Irkalla's HP pool quite a bit in the latest patch. Were you on Trappings 1.2.0?

 

Spoiler

I was on 1.2.0. It was less how much health she had and more how quickly her magicka regenerated. I'm guessing that I could have dealt the killing blow while she was healing if my damage was higher, but all I had to hand was a woodcutter's axe and what was available in the rooms, and my one-handed wasn't terribly high to begin with.

 

Posted
20 hours ago, Frayed said:

 

Testing it is starting to feel like actually playing it, which is a good sign. I've still got a few parts to work on, most notably the finale, but development is chuggin' along. I'll probably get a lot of work done over the next few summer weeks, but I'm not gonna burn myself out trying to rush it. But if you want a wildly optimistic estimate, maybe I can put a beta version out by September. We'll see.

 

 

Questions. Will the update be needing a clean save? Will defeating Irkalla at the end of part 1 will make us unable to get into part 2?

Posted
On 6/25/2023 at 8:23 PM, Frayed said:

That's a new one - that certainly shouldn't happen. Only two things I can think of. I check for the player entering the pillory with a script that listens for a modevent sent by Devious Devices. If something modifies the signature of this event, be it through some other mod or it changing in a different DD version, the event won't fire. The only other option is script overload eating script calls, but I don't think that's likely here.

Thank you Frayed. Is there anyway to test ? if your modeevent from DD is sent? if your script is working properly? Let me know please. I am starting a new game, but I can test anything when I reach the stage, thanks.

Posted

so i had a problem with the pillory , when i agreed locking in the pillory i get stuck there and apeared the massage of the animation canot be found and the elf kept staring me , there is any problem with the animations or is just a randon error thath ocourred with me?

Posted (edited)
On 6/26/2023 at 12:08 AM, chaimhewast said:

[snip]

Noted on both counts. You really didn't have anything on you when you started the quest then, huh ? I must admit I didn't account for that possibility. I'll tweak it a bit next update.

 

On 6/26/2023 at 1:42 PM, Mamango said:

Questions. Will the update be needing a clean save? Will defeating Irkalla at the end of part 1 will make us unable to get into part 2?

Those are two questions. First one is a yes, almost certainly. In general, because a) most of the gameplay of this mod is due to scripts, b) Skyrim bakes script instances into the save and c) most updates I do are script fixes, my fixes basically don't get applied properly when updating on a save that has already started the quest. So most updates require a new save. However, even though I'll be changing the end of part 1 slightly to allow you to go to part 2 right away, my intended route is to have some time in between part 1 and 2. And the way I'll start part 2 in that case will probably work on existing saves. So to question two: no, this should be fine. Either way, I'll be running a beta of part 2 before its full release, so we'll find out there.

 

On 6/28/2023 at 11:27 AM, kaizersoze27 said:

Thank you Frayed. Is there anyway to test ? if your modeevent from DD is sent? if your script is working properly? Let me know please. I am starting a new game, but I can test anything when I reach the stage, thanks.

Plenty to check. First, does it happen every time? If so, check if your Devious Devices is up to date. Then, check if anything is overwriting DD's zadcFurnitureScript.pex file. You can probably check this via your mod manager, e.g. in MO2, go to the Data tab on the right, fill in zadcFurnitureScript in the bottom search bar, and check which mod is providing it. I'm not aware of any mods at the moment that overwrite this file, but who knows? If nothing is overwriting it, send me a papyrus log of a play session where you had the issue.

 

On 6/28/2023 at 4:42 PM, arfrr said:

so i had a problem with the pillory , when i agreed locking in the pillory i get stuck there and apeared the massage of the animation canot be found and the elf kept staring me , there is any problem with the animations or is just a randon error thath ocourred with me?

I've only seen this in my test runs when I forgot to start up Sexlab from the MCM before getting to the pillory stage. If SL isn't initialized, the DD animations won't be loaded in. Check for issues with your SL animations. If you can't find any, send me a papyrus log of a play session where you had the issue. I don't think the issue is with this mod.

Edited by Frayed
Posted
11 hours ago, Frayed said:

Plenty to check. First, does it happen every time? If so, check if your Devious Devices is up to date. Then, check if anything is overwriting DD's zadcFurnitureScript.pex file. You can probably check this via your mod manager, e.g. in MO2, go to the Data tab on the right, fill in zadcFurnitureScript in the bottom search bar, and check which mod is providing it. I'm not aware of any mods at the moment that overwrite this file, but who knows? If nothing is overwriting it, send me a papyrus log of a play session where you had the issue.

For me it happened everytime, tried multiple times. Checked and can confirm the script zadcFurnitureScript.pex is only provided by DD 5.2. I shall provide you the logs from my next playthrough, thanks

Posted
14 hours ago, Kibycat said:

  

Just had a surprise play through of this quest on my save and it was really cool. ?

lol that's the best - when you get some clever kinky quest that you weren't expecting ?️‍♀️

Posted

Just a quick note that this mode conflicts with Sexual Vampire Feeding (at least the Sexual Vampire Feed SE Merged esl v1.4.7z but I suspect all versions). Both mods use the same /DialogueViews/00093142.xml, 00093138.xml, and 0008B5ED.xml files though the contents are different. I suspect this means depending on the order one mod will over right the dialog options of the other. I'm not sure how to fix this. Help?

Posted (edited)
55 minutes ago, Jmzz said:

Just a quick note that this mode conflicts with Sexual Vampire Feeding (at least the Sexual Vampire Feed SE Merged esl v1.4.7z but I suspect all versions). Both mods use the same /DialogueViews/00093142.xml, 00093138.xml, and 0008B5ED.xml files though the contents are different. I suspect this means depending on the order one mod will over right the dialog options of the other. I'm not sure how to fix this. Help?

 

This doesn't need to be fixed. Those dialogue view xml files only describe the visual layout of dialogues in the Creation Kit only. They are not used by the actual game at all and do not affect gameplay in any way.

 

The only person who would ever be affected by this conflict would be a mod author that wanted to load both this mod and that one in the CK at the same time and change their dialogues, and even then they'd only find out that some dialogues look a bit disordered in the CK, again with no actual impact to anything in-game.

 

In short - good eye, but don't worry about it, it's harmless.

Edited by Frayed
Posted (edited)

The silent dialogues in this cool quest bugged me, so I made a voicepack for it:

 

edit: now included as an optional file on the mod's main download page ?

 

@Frayed I was able to find the voice for the main villain "FrayEQFemaleElfHaughtyIrkalla", but due to the lack of a "CrDremoraVoice" in xVAsynth, I did have to improvise for the other ones, so I hope that the choices I made don't clash with your artistic vision for the characters too much - I think the hint-giving Orb speaks with a reasonably otherworldly voice, and the Dremora Altar shares the voice with the character it's connected to, but for the stone mask char I've picked the DLC2MaleDarkElfCynical because... well, i thought it somewhat suits the lines, and I've tried a few different voice types. 

 

However, if you'd like for me to re-do them from a different voice perspective, do tell me which voice from the ones xVAsynth has to offer you'd like to see for them, and I'll try to update it soon.

 

Or, if you don't like the AI-generated voicepacks in general, please disregard this altogether ?

Edited by krzp
Posted

Well it was fun, finished on my side today that little escape scenario. -altought I removed most of my hair in the process-.

 

 

I am curious tought, one of the picture show an armbinder with the arms crossed behind tought. I had the regular one. Anything about that?

Posted (edited)
10 hours ago, kurokurokurokuro said:

Well it was fun, finished on my side today that little escape scenario. -altought I removed most of my hair in the process-.

 

 

I am curious tought, one of the picture show an armbinder with the arms crossed behind tought. I had the regular one. Anything about that?

 

Glad to hear you liked it. Sorry about your hair ? The picture is of a boxbinder, they got added in DD 5.2 (IIRC). It's currently not actually used in Trappings anywhere, so you didn't miss some kind of secret content or something like that.

 

3 hours ago, myhouseatl said:

How important is Sexlab Aroused for this mod?  I am using OAroused.

 

If you actually mean OSL Aroused, that's compatible. If you mean OAroused as in the OSex framework version, I haven't tested that, but it should be compatible.

 

Actually, I think since I made things work for OSL Aroused, I might not have any real dependency on arousal frameworks at all at the moment...

Edited by Frayed
Posted

one of the best DD quest mod , please continue!  is there a way to restart the quest?  i told the captor that i what to play the quest agiain but she attack me anyway. 

Posted
18 hours ago, Frayed said:

Glad to hear you liked it. Sorry about your hair ? The picture is of a boxbinder, they got added in DD 5.2 (IIRC). It's currently not actually used in Trappings anywhere, so you didn't miss some kind of secret content or something like that.

 

Always wondered about that, though I figured it was a picture of an older version that just stayed there.

Posted
On 7/9/2023 at 10:19 AM, Frayed said:

 

This doesn't need to be fixed. Those dialogue view xml files only describe the visual layout of dialogues in the Creation Kit only. They are not used by the actual game at all and do not affect gameplay in any way.

 

The only person who would ever be affected by this conflict would be a mod author that wanted to load both this mod and that one in the CK at the same time and change their dialogues, and even then they'd only find out that some dialogues look a bit disordered in the CK, again with no actual impact to anything in-game.

 

In short - good eye, but don't worry about it, it's harmless.

Good to know. Thank you for the quick answer.

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