supercaca Posted July 16, 2023 Posted July 16, 2023 (edited) I did the quest. but my screen is all blurred from the wine of the beggining, how i remove this, i tried USSEP book, but didnt work >FIXED> Type in the console: rimod VATSImodDOF Dont know if it is from this mod itself or from other i am playing a list of mods and this fixed it. Edited July 16, 2023 by supercaca Solution added to a problem asked
poporaltemporal Posted July 16, 2023 Posted July 16, 2023 This is awesome mod which has quality over many many BDSM and DD related content. Good job!
Frayed Posted July 18, 2023 Author Posted July 18, 2023 (edited) On 7/13/2023 at 7:24 AM, krzp said: The silent dialogues in this cool quest bugged me, so I made a voicepack for it: @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 an reasonably otherworldly voice, and the Dremora Altar shares a 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 ? So I actually managed to not see this post, then find the separate thread you made for it by accident, and then wonder why you'd post it separately but not here in this thread... ?♂️ Anyway, First off: I took some time to test this and I quite like it. xVAsynth is very hit or miss in my experience, but there's definitely quite a few really good lines in there. The voice type choices fit quite well, I think. I'd have liked the mask to actually use Clavicus Vile's voice, but honestly, I strongly doubt xVAsynth could manage anything remotely close to the Daedric prince VO. Those are voiced in a very exaggerated way and there's only a few lines for xVAsynth to use as training data. I think the orb is a good choice, as you said it sounds otherworldly/distorted, which fits. The dremora voice type is fine, but xVAsynth doesn't really make him sound nearly as sleazy as I envision him to be. Irkalla doesn't quite sound like I'd imagine (I imagined a bit... older? not sure), but it fits and the generated lines are good quality for xVAsynth. She especially has a few very natural and seamless lines. Unfortunately, there are also quite a few very obvious AI-generation artefacts: things like "that's" being pronounced as "that s", "Hrmmmm" being literally spelled out, some vowels disappearing from words, and generally just talking too quickly, too flat and without proper pauses between (parts of) sentences. From my brief experience with xVAsynth, you can probably fix most of those issues, but it requires more work and some manual fiddling. On the whole, though: thank you, it's already very nice! It's still not quite seamless enough that I'd want to ship these by default, but I wouldn't mind having them as an optional download, especially if some of the more obvious AI artefacts can be fixed (hint hint in case you want to contribute ?). I'll have a look at xVAsynth again myself as well some time soon, and try out the different available voice types. Also for the characters in part 2, picking out a voice type for them might be a good idea ? Speaking of part 2... I'm still making good progress. I played through the first 25% or so of the next quest a few days ago. As in, actually played rather than tested, because it was all working without issues or obvious room for improvement. There's another say, 50% or so that's mostly complete but needs polishing, and another 25% that I've sketched out but not implemented yet. Here's another teaser image from somewhere in that first 75%: Spoiler Edited July 18, 2023 by Frayed 5
isee Posted July 19, 2023 Posted July 19, 2023 Out of curiosity is this second part longer then the first? It seems to have a lot more in it, based on the (four?) screenshots.
Frayed Posted July 19, 2023 Author Posted July 19, 2023 32 minutes ago, isee said: Out of curiosity is this second part longer then the first? It seems to have a lot more in it, based on the (four?) screenshots. Most probably yes. I don't know by how much it'll end up being in terms of playtime, since that's rather hard to judge for what is essentially a puzzle game, but it's absolutely a lot bigger. Mostly because I got better with CK. Part 1 was a lot of me figuring out how CK and scripting works. I deliberately kept the play area small to focus on working out the scripting and gameplay. That's why the first few rooms of part 1 are kind of basic, but the final room (designed much later) is fancier. But now with some experience, I can do a bunch of stuff I couldn't for part 1. I may have made myself guilty of feature creep a bit, though. One thing we'll have to see when I start the part 2 beta is whether part 2 is not too long. If it is I'll have to build in some sort of break mechanic. 5
GreatCroco Posted July 20, 2023 Posted July 20, 2023 Maybe cut part 2 at the current 75% mark, polish what you got and release it? Or does that not fit with the story?
isee Posted July 20, 2023 Posted July 20, 2023 Feature creep gets a bad rep when it comes to anything creative. Particularly in modding or programming were it happens because you suddenly realize that yes you can probably accomplish that crazy idea in your head. Also I have to say the environments are really well done. It's always hard to place anything the way you want it first try in that render window, and lighting has to be my favorite part of designing any sort of world space or render. Hope you're enjoying creating it, and not banging your head against a wall, or struggling against the 'creative armbinder' too much.
krzp Posted July 21, 2023 Posted July 21, 2023 On 7/18/2023 at 6:37 PM, Frayed said: On the whole, though: thank you, it's already very nice! It's still not quite seamless enough that I'd want to ship these by default, but I wouldn't mind having them as an optional download, especially if some of the more obvious AI artefacts can be fixed (hint hint in case you want to contribute ?). I'll have a look at xVAsynth again myself as well some time soon, and try out the different available voice types. Also for the characters in part 2, picking out a voice type for them might be a good idea ? Glad you liked it, phew ? Yeah, some of the lines do have that AI robotic sound and problems - the orb is especially guilty of that, due to his voice type (Odahviing) using the older version of the voice training model, if/when they'll update it to proper 2023 xVAPitch, he'll be much livelier ? I'm firmly in the camp of "bad voices are still better than no voices" though, so I always try to leave no mod unvoiced in my current mod list. If you'd like to host it up alongside the main download, no problem, I'll take mine down when you decide to do so, so there's no confusion! On 7/18/2023 at 6:37 PM, Frayed said: From my brief experience with xVAsynth, you can probably fix most of those issues, but it requires more work and some manual fiddling. I'm slowly learning how to do that, so yeah, hopefully, I'll be able to return and fix some of the more robotic sounding lines after I'm finished with the new one that I'm generating now!
cerebus300 Posted July 22, 2023 Posted July 22, 2023 Thanks so much for this mod. This was really excellent and one of the ones that I've enjoyed the most over the years. I figured out most of the puzzles and some I just needed a nudge, but they all took some work and thinking to figure out. I found that the boots solution, I knew everything that I needed to do and knew all of the objects, but I didn't get it to happen until I looked at the walkthrough, only because I didn't push the cart far enough to make it autoconstruct the pile of things. I was trying to jump onto every item and none of them would allow it, so I finally convinced myself that there must have been something that I was missing. I also missed the crow key. I don't know if I would have ever found that thing without a walkthrough. I had scoured every inch of that place but didn't see it because you have to be using a certain camera setting and just the right angle to see it. I'm really looking forward to part two. I was bummed when I agreed to another game with the antagonist and then had it end. ? Fantastic work, and thanks again.
Frayed Posted July 24, 2023 Author Posted July 24, 2023 On 7/20/2023 at 3:25 PM, GreatCroco said: Maybe cut part 2 at the current 75% mark, polish what you got and release it? Or does that not fit with the story? Nah, that won't work. That last 25% is also the conclusion of the story, so there's no leaving that out. On 7/20/2023 at 6:06 PM, isee said: Feature creep gets a bad rep when it comes to anything creative. Particularly in modding or programming were it happens because you suddenly realize that yes you can probably accomplish that crazy idea in your head. Also I have to say the environments are really well done. It's always hard to place anything the way you want it first try in that render window, and lighting has to be my favorite part of designing any sort of world space or render. Hope you're enjoying creating it, and not banging your head against a wall, or struggling against the 'creative armbinder' too much. I've certainly been able to implement quite a few crazy ideas in this one, it's more that maybe I shouldn't have put them all in one quest ?. Heck, I still have a number of ideas for this and other mods after part 2 of Trappings is finished, but my god making a quest mod like this just takes so much time. It's still fun, though, especially when the crazy ideas start working. The only thing I'm banging my head against the wall with a little is writing all the dialogues. I have to be in the right mindset in order to get them right, which is rare, and even then it takes a few iterations, so that part is slow going. On 7/21/2023 at 5:56 AM, krzp said: Glad you liked it, phew ? Yeah, some of the lines do have that AI robotic sound and problems - the orb is especially guilty of that, due to his voice type (Odahviing) using the older version of the voice training model, if/when they'll update it to proper 2023 xVAPitch, he'll be much livelier ? I'm firmly in the camp of "bad voices are still better than no voices" though, so I always try to leave no mod unvoiced in my current mod list. If you'd like to host it up alongside the main download, no problem, I'll take mine down when you decide to do so, so there's no confusion! I'm slowly learning how to do that, so yeah, hopefully, I'll be able to return and fix some of the more robotic sounding lines after I'm finished with the new one that I'm generating now! I'm much more in the other camp, hearing human(oid) characters talk with obvious AI-generated voice quirks always pulls me straight out of my immersion. When the AI gets it right, though, it adds a ton. Either way, having it as an optional download would cover both camps, so thank you! ? I'll add it soon (with proper credit where it is due!) and let you know. On 7/22/2023 at 11:24 PM, cerebus300 said: Thanks so much for this mod. This was really excellent and one of the ones that I've enjoyed the most over the years. I figured out most of the puzzles and some I just needed a nudge, but they all took some work and thinking to figure out. I found that the boots solution, I knew everything that I needed to do and knew all of the objects, but I didn't get it to happen until I looked at the walkthrough, only because I didn't push the cart far enough to make it autoconstruct the pile of things. I was trying to jump onto every item and none of them would allow it, so I finally convinced myself that there must have been something that I was missing. I also missed the crow key. I don't know if I would have ever found that thing without a walkthrough. I had scoured every inch of that place but didn't see it because you have to be using a certain camera setting and just the right angle to see it. I'm really looking forward to part two. I was bummed when I agreed to another game with the antagonist and then had it end. ? Fantastic work, and thanks again. Thank you, and glad to hear you enjoyed it. 2
Frayed Posted July 24, 2023 Author Posted July 24, 2023 @krzp I added your voicepack as an optional download. 2
sorrowsmith Posted July 24, 2023 Posted July 24, 2023 This was fantastic!! Looking forward to part two so much! While there is a LOT to like here, What stood out to me is that all the decisions the player makes, and all the things that happen to my character, seemed... reasonable. Some mods will make your character do something that they might not want to do, for no other reason than " I can make you do this". Not the case here. Well done!
ypX3A Posted July 24, 2023 Posted July 24, 2023 Great mod Really enjoyed part 1, one bug I did find is if i try reloading mulitple time my save game objects that are in the dungeon do not spawn (broom, the note in first cell, and other stuff.) Dont know what causes it. Looking forward to part 2
ypX3A Posted July 25, 2023 Posted July 25, 2023 14 hours ago, ypX3A said: Great mod Really enjoyed part 1, one bug I did find is if i try reloading mulitple time my save game objects that are in the dungeon do not spawn (broom, the note in first cell, and other stuff.) Dont know what causes it. Looking forward to part 2 Ok small update, restarting the game (quit to desktop) fixes the issue, one part that is a bit annoying is the jumping on basket and this more to skyrim in it self as the PC is really not good at climbing. Other than that fantastic work.
Ratchet3Stix Posted July 25, 2023 Posted July 25, 2023 im stuck on the jump part to get on the basket to remove the boots. been stuck for hours. how can i bypass?
Zaflis Posted July 26, 2023 Posted July 26, 2023 (edited) 5 hours ago, Ratchet3Stix said: im stuck on the jump part to get on the basket to remove the boots. been stuck for hours. how can i bypass? Spoilers on that section: Spoiler You need to be under the moon sigil effect during the jump (it is short timed), and then click the thing high up there. If you absolutely must bypass then enable wallclipping and flying through console too. Edited July 26, 2023 by Zaflis
krzp Posted July 27, 2023 Posted July 27, 2023 On 7/24/2023 at 12:50 PM, Frayed said: I'm much more in the other camp, hearing human(oid) characters talk with obvious AI-generated voice quirks always pulls me straight out of my immersion. When the AI gets it right, though, it adds a ton. Either way, having it as an optional download would cover both camps, so thank you! ? I'll add it soon (with proper credit where it is due!) and let you know. Ever since I installed the Dragonborn Voiceover thing, that's it, no going back, can't play the game without it anymore - and now my OCD doubled, first I have to voice the mods themselves, and then I voice the characters lines. I suppose I might start actually playing around 2026, but that's far from guaranteed... I've deleted my upload, thank you for hosting my small contribution for the robot voice enjoyers! ? 2
jet41 Posted July 27, 2023 Posted July 27, 2023 (edited) Wow, what a beautiful little DD gem i have been missing. Absolutely loved it. Had a few crashes after activating bed and loading, but it is most likely somethig on my end. Otherwise it just worked. Also, my survival girl went in half hungry already and struggled a bit. Maybe add bedroll and interactable sweetroll? Captor said our fun-time will last for days after all. Impressive use of skyrim engine. Captor is actualy quite hot, despite being mostly vanilla elf, CG. On the other hand, daedra guy is boring default, maybe make him ghost or something to spice it up? And Generated voice is great, sounds like a real thing and fits nicely. So many amazing details, had blast with it. Thank you Very much looking toward next update. Do you know if I'll be able to continue where i left of or new save will be required? Edited July 27, 2023 by jet41
zarantha Posted August 1, 2023 Posted August 1, 2023 And now we have SkyClimb! Just a small reminder that the EVG stuff would be great with this mod, and we'd love to see it!
Mister X Posted August 1, 2023 Posted August 1, 2023 2 hours ago, zarantha said: And now we have SkyClimb! Just a small reminder that the EVG stuff would be great with this mod, and we'd love to see it! That reminds me of the climbing mechanics of PUBG ^^
Frayed Posted August 2, 2023 Author Posted August 2, 2023 On 7/27/2023 at 9:09 AM, jet41 said: Wow, what a beautiful little DD gem i have been missing. Absolutely loved it. Had a few crashes after activating bed and loading, but it is most likely somethig on my end. Otherwise it just worked. Also, my survival girl went in half hungry already and struggled a bit. Maybe add bedroll and interactable sweetroll? Captor said our fun-time will last for days after all. Impressive use of skyrim engine. Captor is actualy quite hot, despite being mostly vanilla elf, CG. On the other hand, daedra guy is boring default, maybe make him ghost or something to spice it up? And Generated voice is great, sounds like a real thing and fits nicely. So many amazing details, had blast with it. Thank you Very much looking toward next update. Do you know if I'll be able to continue where i left of or new save will be required? Thanks! I answered the new save question earlier here with a "Yes, new save is needed" for technical reasons, but I've thought about it a bit since then and I suspect it's not actually a hard requirement. It's still a bad idea to upgrade if you're in the middle of part 1, but if you've finished A Snare to Loosen already, part 2 is mostly additions so it should work properly. I'll add some basic food & drink and a bedroll for the survival people, yeah. Good suggestion. On 8/1/2023 at 5:41 AM, zarantha said: And now we have SkyClimb! Just a small reminder that the EVG stuff would be great with this mod, and we'd love to see it! Don't take this the wrong way, but I'm still kind of confused which part about a mod where the PC is tied up and takes place in three small rooms makes you think a movement animation mod is such a good fit ? But for what it's worth, part 2 has some spots where it might fit, so I am considering it. I just don't want to make it a hard requirement, since it'd break LE compatibility and I want to keep this mod's requirements light. I could make it an optional patch, or I could make some scripts that detect whether the mod is installed and place the appropriate EVG markers with PlaceAtMe... I'll think about it. SkyClimb is a sequence breaking nightmare, though ? Great mod, but the whole "you can't climb this ledge so you must go around" thing is everywhere in Skyrim, and it's used a lot to make sure players can only go one way. I bet climbing previously unclimbable ledges can mess up a number of quests... It's a great, fun, and dangerous thing to give players more mobility! 1
recroid366 Posted August 2, 2023 Posted August 2, 2023 Just want to say this is by far the best quest mod I have played, very very eager to play the 2nd chapter, I do hope it is longer than the first chapter 2
zarantha Posted August 3, 2023 Posted August 3, 2023 (edited) 11 hours ago, Frayed said: Don't take this the wrong way, but I'm still kind of confused which part about a mod where the PC is tied up and takes place in three small rooms makes you think a movement animation mod is such a good fit Lol, I was actually thinkin the bit where you have to jump in part 1. I've actually jumped on top of the wardrobes indoors, and it worked out pretty well. so it's possible indoors. And it's a fair point about the sequence breaking, so some self restraint will be needed. Up to you though, and if you can't include it, that's fine too. I was just excited for the potential. Spoiler i.e, using the skyclimb mod to jump/vault to the top of the cart instead of hoping you're lined up right and jump just right to get to the top of it to do the next jump. Edited August 3, 2023 by zarantha
Zaflis Posted August 3, 2023 Posted August 3, 2023 1 hour ago, zarantha said: Lol, I was actually thinkin the bit where you have to jump in part 1. I've actually jumped on top of the wardrobes indoors, and it worked out pretty well. so it's possible indoors. And it's a fair point about the sequence breaking, so some self restraint will be needed. Up to you though, and if you can't include it, that's fine too. I was just excited for the potential. Reveal hidden contents i.e, using the skyclimb mod to jump/vault to the top of the cart instead of hoping you're lined up right and jump just right to get to the top of it to do the next jump. Is the climbing mod DD aware though, and what would it take to make a patch? It would be responsibility of DD framework, not this mod i presume. We don't want every mod implement their own.
Frayed Posted August 3, 2023 Author Posted August 3, 2023 15 hours ago, zarantha said: Lol, I was actually thinkin the bit where you have to jump in part 1. I've actually jumped on top of the wardrobes indoors, and it worked out pretty well. so it's possible indoors. And it's a fair point about the sequence breaking, so some self restraint will be needed. Up to you though, and if you can't include it, that's fine too. I was just excited for the potential. Reveal hidden contents i.e, using the skyclimb mod to jump/vault to the top of the cart instead of hoping you're lined up right and jump just right to get to the top of it to do the next jump. Ahh, that makes sense. Yeah, that bit would benefit from a nice interactable marker, true. I might mess around with it once part 2 is done. If I can add it as an completely optional auto-detect I'll probably add it. But later ? 14 hours ago, Zaflis said: Is the climbing mod DD aware though, and what would it take to make a patch? It would be responsibility of DD framework, not this mod i presume. We don't want every mod implement their own. Neither EVG Animated Traversal (EVGAT) nor Skyclimb (which seems to use EVG's markers & animations) are DD-aware at the moment from what I can tell, and most animations have arm movement so they don't play nice with e.g. armbinders. However, it doesn't look too difficult to patch. EVGAT basically just adds furniture markers with animations. The animations could be replaced dynamically by DD-appropriate ones via a DAR/OAR patch, and I think you could probably find a way to block e.g. high ledge furniture from being interactable when certain devices are worn. I think something like that is already done in DD for e.g. alchemy tables, though I don't know how that's done and if it's extendable to other furniture. Skyclimb seems to do the ledge detection via a DLL, but its handling of the actual climbing is done by spawning one of EVGAT's markers and some simple papyrus scripting, so possibly patching EVGAT would patch Skyclimb, too. Definitely would be something for an optional patch of DD itself though, yes!
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