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Posted

@Frayed 

Irkalla love it when the Player is in a contraption. Not a bad thing but it does interfere with the escape attempts. Also not a bad thing and intentional I assume.

For Games: I've been testing contraptions a lot for In the Midden. There's a bug w/in the contraption game where the key sequence repeats. As a consequence I've set up the escape game to be rather long so they can still be a challenge. So, for the Task Mistress game the contraption escape can extend past several following tasks resulting in failure. Especially when there's little delay between tasks.  An toggle option to be automatically freed from a contraption on task failure would be nice.

For RP:  If Irkalla is present she could even have a line of dialogue along the lines that she'd love to keep Toy in the contraption but they have another task to perform.

- Or Irkalla could offer Toy the option for the next task to stay in the  Contraption for double or nothing and this time she promises not to interfere.

- Or Irkalla could offer Toy to start a new contraption centered game. The Task Mistress game can end with no winner or looser. Or with someone forfeiting. (Could be introduced on a failure of the double-or-nothing contraption game and not through the any new game dialogue as an easter egg) 

 

Posted

I think we can have something simple for future irkhalla dom dialogues
I think skse can detect which your crosshair is pointing towards
we can add teasing/derogatory dialogues whenever player holds the crosshair towards something for more than 5 seconds like

```
if we hold towards locked door
she can comment - '*schlick sound of her fingering your pussy* Now hand over that lockpick' followed by '*irkhalla pulls you towards herself with an iron grip on your nipples* here lubricated this enough for your scheduled picking.'
```

another idea is just simple she can change her idles animation with oar to masturbating idles whenever we are on any devious/display model/furniture etc and she faces towards us. When we get out we can add another derogatory dialogues. 

Is above things possible??

And what does "Marked by Molag" even do??

Posted

Oh my god, the restraints set scene is delightful !

Thank you for making it ! I was looking for long time a mod that does a slow and interactive scene to put each restraint one by one ! Love it !

Turning around for the armbinder is great too ! I'm just frustrated everything is going so fast because i'm enjoying it so much ! I also love how Irkalla is teasing you after putting them on me.

Just few things about it:
- Irkalla is not equipping gags that are in chest
- If you put one chastity belt and one corset, she only equip the belt, you have to put the belt corset version for it to work

- If you ask Irkalla for another set when you are already wearing one, she does not remove the old one, and she only equip the restraints on slots that were not used previously

 

Please do more of those restraints equipping scene, i love it so much !
My only personal wish would be to insist more on the collar equip, as it is the seal of the relationship :3

Thank you again !!

Posted
On 4/30/2026 at 1:55 AM, MrBig said:

how does the new favourite restraint system select its items?

is it intended for just 1 item per slot?
I was testing if multiple arm restraints in box together which would get picked. I put in Armbinder, Elbow binder, box binder, butterfly, and straitjacket and the straitjacket was picked every single time (no other restraints except arms).

(no complaints or anything, was more for my own curiosity)

one thing I did notice though was sometimes not all restraints were used (in proper set tests, not the above arm restraints) so not sure if theres some randomness to it perhaps?
namely I made 1 set with blindfold/harness ring gag/hood, no problems all equipped fine (box 1), then tried making a pony set with blindfold and pony gag and neither head item equipped (box 3).

so yeah, was just curious as to what determines selections.

As for a small request though for future update; could Irkalla possible be given a random box option in her request list please? unless the 'her choice' option does that but its only seemed to be random restraints when i've tried it.

her potentially force equipping a box would be nice too but thats less a tweak and going into new feature territory.

but so far lovely little update. really glad to get more dom Irkalla stuff, and loving the voice stuff. thank you

 

Edit: upon some further testing of the boxes it seems I might have broken something somehow on my end. none of the boxes will equip head related items, even box 1 which did work before. 


some additional notes; after some more playing it seems Irkalla does equip the gags/blindfolds/hoods if she picks that chest for hit the spot,

its just the asking to be tied up scene where she doesn't. Task, Mistress seemed to work with the one chest I tried.

another Irkalla problem I came across is when you ask her to teleport you with her having high favour and she offers you a deal to return wearing certain items, the one where she says no skin showing and demands a catsuit, boots and hood doesn't seem to give any sort of effect upon return. no comments with or without the gear. no comments like the others and no favour +/-

additional possible bug; the pillory in Irkalla's living area isn't interactable, neither is the X-Cross in the bedroom (in the post game.) all the other contraptions work, and pillorys and X-Crosses elsewhere work, just these 2 specifically in Irkallas. I figured maybe they are special since they are used for quests but thought worth mentioning.

Posted
7 hours ago, Dimitripse said:

latest version doesn't seem to want to load at all on LE

I managed to get it to work using the previous ESP but it doesn't seem like a stable fix.

Posted
On 4/30/2026 at 2:55 AM, MrBig said:

how does the new favourite restraint system select its items? is it intended for just 1 item per slot?
[...]

could Irkalla possible be given a random box option in her request list please?

[...]

her potentially force equipping a box would be nice too but thats less a tweak and going into new feature territory.

1. Yes, basically just one item per slot. It just takes the contents of the chest and tries to equip each item in order, checking every time whether an item of that type is already worn. There's some small logic in there for items that share types (e.g. DD also counts hoods as gags, but they can be equipped together), but other than that, nothing fancy.

2. It's on my list, I'll add it later.

3. Will happen later when suitable. The Hit the Spot game already can, actually.

 

 

On 4/30/2026 at 7:26 AM, wren888 said:

I'm grateful for your update, Frayed. Thank you.

 

I admit that I daily look at this mod page in hopes there is a new quest. I realize it's a lot to hope for. After all, making these two took a tremendous amount of time and effort. Not just technically, but creatively as well. And a great job you did. Well done.

 

My hopes are based partly on something from the first quest. I recall my character agreed to do something in the future for Clavicus Vile in exchange for his help with the cursed piercings. Now, he is arguably the most unpredictable of all the daedra. The only thing one can be sure about in a bargain with him is that you'll regret it. That leaves the door open to all sorts of interesting possibilities. With your imagination and modding ability, I expect you could take advantage of that, if you had a mind to.

 

Of course, life is piled full of responsibilities, obligations, and annoying distractions like a nearly constant need to put something in our mouths and chew.

 

Regardless of whether you decide to create another quest or not, I wish you well. And once again, thank you.

 

Those are some very kind words, thank you 🥰. I'm afraid another quest isn't something I'm working on right now, though. That kind of development needs a certain state of mind for writing and degree of time that I don't have available right now or expect to have in the near future. Life, as you already mentioned. With respect to that deal:

Spoiler

I've been sitting on that plot hook for years now, but I haven't found the right time to inject it. It's a favor that has to be called in at the worst possible time, something that makes the player go "Oh no. You want WHAT? And NOW of all times?"... Honestly probably what I need to do is actually play through the game again and think on when something like that would be appropriate and what it could be. I haven't done a full Skyrim playthrough since... well maybe since LE, actually. Just been modding and making mods.

 

 

On 4/30/2026 at 7:33 PM, jbezorg said:

@Frayed 

Irkalla love it when the Player is in a contraption. Not a bad thing but it does interfere with the escape attempts. Also not a bad thing and intentional I assume.

For Games: I've been testing contraptions a lot for In the Midden. There's a bug w/in the contraption game where the key sequence repeats. As a consequence I've set up the escape game to be rather long so they can still be a challenge. So, for the Task Mistress game the contraption escape can extend past several following tasks resulting in failure. Especially when there's little delay between tasks.  An toggle option to be automatically freed from a contraption on task failure would be nice.

For RP:  If Irkalla is present she could even have a line of dialogue along the lines that she'd love to keep Toy in the contraption but they have another task to perform.

- Or Irkalla could offer Toy the option for the next task to stay in the  Contraption for double or nothing and this time she promises not to interfere.

- Or Irkalla could offer Toy to start a new contraption centered game. The Task Mistress game can end with no winner or looser. Or with someone forfeiting. (Could be introduced on a failure of the double-or-nothing contraption game and not through the any new game dialogue as an easter egg) 

 

Mostly intentional, but contraption interactions are very barebones at the moment. Ideally, if the player is locked in a contraption with her around, gameplay should be more towards "when is she going to release me" rather than having her be annoying while you're trying to escape. But that needs some more work, it's for later.

 

The key repeat should be fixed in the next DD NG build, I've already pushed a fix for it, just needs to be bundled into a release now. "Task, Mistress" has a few edge cases that don't really work well because they can take a lot of time (contraptions), or skip ahead in time (serve jail time). I've been lazy in cleaning these up. Automatically freeing you if you fail the contraption task is a clean solution, I'll do that. Double-or-nothing is a fun idea too though, I'll have to see if it's easy to add in.

 

On 5/1/2026 at 7:22 AM, Azatthot said:

I think we can have something simple for future irkhalla dom dialogues
I think skse can detect which your crosshair is pointing towards
we can add teasing/derogatory dialogues whenever player holds the crosshair towards something for more than 5 seconds like

```
if we hold towards locked door
she can comment - '*schlick sound of her fingering your pussy* Now hand over that lockpick' followed by '*irkhalla pulls you towards herself with an iron grip on your nipples* here lubricated this enough for your scheduled picking.'
```

another idea is just simple she can change her idles animation with oar to masturbating idles whenever we are on any devious/display model/furniture etc and she faces towards us. When we get out we can add another derogatory dialogues. 

Is above things possible??

And what does "Marked by Molag" even do??

 

Crosshair check is a neat idea, I never thought about that. I could do some fun idle comments with that for sure. Not sure how easy it is to track how long the player looks at something without an expensive polling loop though, I'll have to experiment with that.

 

OAR thing is possible too, though I'd probably make it a bit more subtle. Good idea though.

 

The mark

Spoiler

from the third trial is only cosmetic for now, it places a tattoo on the lower belly. It's also a plot hook for if I want to do something with it later.

 

Siding with Molag Bal in the finale gives you the mark and a special power.

 

 

On 5/1/2026 at 11:15 AM, Hellethia_ said:

Oh my god, the restraints set scene is delightful !

Thank you for making it ! I was looking for long time a mod that does a slow and interactive scene to put each restraint one by one ! Love it !

Turning around for the armbinder is great too ! I'm just frustrated everything is going so fast because i'm enjoying it so much ! I also love how Irkalla is teasing you after putting them on me.

Just few things about it:
- Irkalla is not equipping gags that are in chest
- If you put one chastity belt and one corset, she only equip the belt, you have to put the belt corset version for it to work

- If you ask Irkalla for another set when you are already wearing one, she does not remove the old one, and she only equip the restraints on slots that were not used previously

 

Please do more of those restraints equipping scene, i love it so much !
My only personal wish would be to insist more on the collar equip, as it is the seal of the relationship :3

Thank you again !!

 

You're welcome 🙂I'm quite happy with how that scene turned out myself.

 

The equip logic on that one is intentionally pretty conservative to avoid abuse and possible conflicts, so it won't swap devices you're already wearing. But I'll need to have a look at those gag and corset cases.

 

Collars

Spoiler

are for story reasons not Irkalla's favorite device right after you finish the quest. I have something in mind to reintroduce them later, but that's nothing more than a vague idea for now, it'll take a while before we get there.

 

17 hours ago, MrBig said:

some additional notes; after some more playing it seems Irkalla does equip the gags/blindfolds/hoods if she picks that chest for hit the spot,

its just the asking to be tied up scene where she doesn't. Task, Mistress seemed to work with the one chest I tried.

another Irkalla problem I came across is when you ask her to teleport you with her having high favour and she offers you a deal to return wearing certain items, the one where she says no skin showing and demands a catsuit, boots and hood doesn't seem to give any sort of effect upon return. no comments with or without the gear. no comments like the others and no favour +/-

additional possible bug; the pillory in Irkalla's living area isn't interactable, neither is the X-Cross in the bedroom (in the post game.) all the other contraptions work, and pillorys and X-Crosses elsewhere work, just these 2 specifically in Irkallas. I figured maybe they are special since they are used for quests but thought worth mentioning.

 

Thanks for the reports, I'll have a look at that logic. The contraptions I'm not sure about. They might have their "scripted contraption" flag set somehow, I set that during the quest while the player is locked into them to disable the default escape menu, but that shouldn't be active after the quest. Did you play through the quest or use a quest skip?

 

16 hours ago, Dimitripse said:

latest version doesn't seem to want to load at all on LE

 

I seem to have forgotten to change the ESP header version. I thought I did, but apparently not. Please try this:

2026_04_26_The Trappings of Fate v2.3.1 Beta LE Compatible.zip

This version should also have the piercing mesh fixed for LE.

Posted
1 hour ago, Frayed said:

 

Thanks for the reports, I'll have a look at that logic. The contraptions I'm not sure about. They might have their "scripted contraption" flag set somehow, I set that during the quest while the player is locked into them to disable the default escape menu, but that shouldn't be active after the quest. Did you play through the quest or use a quest skip?

 

 

 

I completed the quest in full properly.

I did however complete it on previous version before v2.3.0 update

Posted (edited)
On 5/2/2026 at 7:40 AM, Frayed said:

I'm afraid another quest isn't something I'm working on right now, though. That kind of development needs a certain state of mind for writing and degree of time that I don't have available right now or expect to have in the near future. Life, as you already mentioned. With respect to that deal:

  Hide contents

I've been sitting on that plot hook for years now, but I haven't found the right time to inject it. It's a favor that has to be called in at the worst possible time, something that makes the player go "Oh no. You want WHAT? And NOW of all times?"... Honestly probably what I need to do is actually play through the game again and think on when something like that would be appropriate and what it could be. I haven't done a full Skyrim playthrough since... well maybe since LE, actually. Just been modding and making mods.

 

 

That's all understandable. Of course.

 

Perhaps I can help in some small way. Allow me to suggest problematic times during the playing of Skyrim that might qualify as "the worst possible time" for Clavicus Vile to interrupt and snatch the player:

1. Just after setting foot on the Dragon's Reach back porch to call Odahving.

2. Just after entering High Hrothgar for the peace conference between the Empire and the Stormcloaks.

 

I might suggest the moment the player arrives at the military tent before the last battle of the civil war, but not everyone plays that quest. Presumably, most players play the main quest. Another potential problem is that by the time the player gets to your third quest, the above two events suggested may have already occurred. This could be partially fixed by making the Clavicus Vile quest the second to take place rather than the third. However, it seems to me any significant event in a Skyrim playthrough might have occurred before your Clavicus quest. Unless one of us can think of a fool-proof alternative, you might have to write regarding the Clavicus Vile quest: "If you want to play the second quest, A Debt to the Daedric Prince of Wishes (or whatever you decide to call it), you must finish the first one, A Snare to Loosen, BEFORE (key event) occurs." It also occurs to me that Barbas might help the player during the quest. I suspect this may have occurred to you as well, as Barbas pushed Clavicus to help the player in Snare.

 

If I think of any other bad times for Clavicus to intervene, I'll edit the above list.

 

Kind regards and peace to you, Frayed.

 

--edit--

A third inconvenient time to be snatched by Clavicus Vile came to mind:

3. Upon reaching the Throat of the World with the Elder Scroll.

Edited by wren888
Posted (edited)
On 4/29/2026 at 4:57 PM, NightmareMoose said:

When she is active as a follower with nothing happening her package is ff002052
When she is dismissed but still not returning home the package is ff00204e

I'm not sure if that's what you need, I've never used MIC and not fully in tune with all the background modding stuff.

 

  

On 4/28/2026 at 1:56 AM, NightmareMoose said:

Having a strange bug with this update. I can have Irkalla as a follower and both the games and everything else works as intended.

 

Except a couple things seem odd:

 

She seems to have a long follow distance and she won't run to catch up. She also doesn't auto-warp into buildings if you left her behind too far.

And when I go to dismiss her, it says "Follower leaves your service" but she still follows me around and she never returns back home.

However, if I leave her in the dust after dismissing her, she stays where I left her and doesn't follow or return home.

 

 

I'm having the same issue. She only ever walks, but never runs, and sometimes she doesn't move at all. She repeats the line "Do you want me to unlock you yet? Not that I would, but I would like to see you beg." very often. According to my console, she's stuck in a package called FrayEQPSandboxNearPlayerInContraption. Sometimes it shows the ff..something as well. I can't tell under what condition it changes between ff... and the Sandbox one. I'm wearing no devices apart from her special piercing, and I'm certainly in no contraption. I hope this helps.. If you need more information, please ask.

 

This is the first time I've played this mod, so unfortunately I don't know how she's supposed to behave. By the way, excellent mod, thanks very much!

Edited by Lydiaisgreat
Posted

@Frayed What did you use for voice gen? I'm using xvasynth but it takes a lot of work to get something that isn't robotic.

Posted

I noticed in xEdit that for Irkalla to get the package FrayEQPSandboxNearPlayerInContraption, the player has to be in zadcNGInContraptionFaction, and as it turns out, I am indeed in that faction, although I'm not in a contraption. Then I looked at zadcFurnitureScript from DDNG, and it seems to me (not a programmer, so don't simply trust me here), that an actor is added to that faction when they're locked in a contraption, but they don't get removed when they're unlocked or escape.

 

Removing myself from zadcNGInContraptionFaction via console solved the issue for me. Now Irkalla behaves like a standard follower. I'll just have to remember to do that every time I escape from a contraption.

Posted
1 minute ago, Lydiaisgreat said:

I noticed in xEdit that for Irkalla to get the package FrayEQPSandboxNearPlayerInContraption, the player has to be in zadcNGInContraptionFaction, and as it turns out, I am indeed in that faction, although I'm not in a contraption. Then I looked at zadcFurnitureScript from DDNG, and it seems to me (not a programmer, so don't simply trust me here), that an actor is added to that faction when they're locked in a contraption, but they don't get removed when they're unlocked or escape.

 

Removing myself from zadcNGInContraptionFaction via console solved the issue for me. Now Irkalla behaves like a standard follower. I'll just have to remember to do that every time I escape from a contraption.

The fix for that is already in the next DDNG build, but I'm not sure when that's getting a public release as most of the discussion about that happens on Discord.

Posted (edited)
On 5/4/2026 at 8:14 PM, wren888 said:

That's all understandable. Of course.

 

Perhaps I can help in some small way. Allow me to suggest problematic times during the playing of Skyrim that might qualify as "the worst possible time" for Clavicus Vile to interrupt and snatch the player:

1. Just after setting foot on the Dragon's Reach back porch to call Odahving.

2. Just after entering High Hrothgar for the peace conference between the Empire and the Stormcloaks.

 

I might suggest the moment the player arrives at the military tent before the last battle of the civil war, but not everyone plays that quest. Presumably, most players play the main quest. Another potential problem is that by the time the player gets to your third quest, the above two events suggested may have already occurred. This could be partially fixed by making the Clavicus Vile quest the second to take place rather than the third. However, it seems to me any significant event in a Skyrim playthrough might have occurred before your Clavicus quest. Unless one of us can think of a fool-proof alternative, you might have to write regarding the Clavicus Vile quest: "If you want to play the second quest, A Debt to the Daedric Prince of Wishes (or whatever you decide to call it), you must finish the first one, A Snare to Loosen, BEFORE (key event) occurs." It also occurs to me that Barbas might help the player during the quest. I suspect this may have occurred to you as well, as Barbas pushed Clavicus to help the player in Snare.

 

If I think of any other bad times for Clavicus to intervene, I'll edit the above list.

 

Kind regards and peace to you, Frayed.

 

Those are good suggestions, thanks!

 

On 5/5/2026 at 7:50 PM, jbezorg said:

@Frayed What did you use for voice gen? I'm using xvasynth but it takes a lot of work to get something that isn't robotic.

 

Irkalla's voice is Elevenlabs' "Charlotte" model, a mix of their v2 and v3 models. I quite like their v3 text-to-speech model, it allows you to control emotions and emphasis very finely, even mid-sentence, and usually sounds very natural. You can generate a few voice lines with their free accounts, but it is a commercial solution - if you have lots of dialogue to generate it'll cost money (or time to wait for monthly free token refreshes). That's why for the other characters in the mod I used a local text-to-speech model, specifically IndexTTS. It's quite good: natural voices, excellent voice clone and you can control emotions, at least to some extent. Not as good or as easy as 11L, but local and free. I wouldn't use xVASynth anymore. It was an excellent tool, but state of the art has long since surpassed it. There's also Voicebox and Voice Clone Studio that you can try out, and probably other tools besides. We have a thread on the DD NG development discord where a few mod authors have shared info on figuring out how to use these tools, if you're interested.

 

On 5/6/2026 at 12:49 AM, Lydiaisgreat said:

I noticed in xEdit that for Irkalla to get the package FrayEQPSandboxNearPlayerInContraption, the player has to be in zadcNGInContraptionFaction, and as it turns out, I am indeed in that faction, although I'm not in a contraption. Then I looked at zadcFurnitureScript from DDNG, and it seems to me (not a programmer, so don't simply trust me here), that an actor is added to that faction when they're locked in a contraption, but they don't get removed when they're unlocked or escape.

 

Removing myself from zadcNGInContraptionFaction via console solved the issue for me. Now Irkalla behaves like a standard follower. I'll just have to remember to do that every time I escape from a contraption.

 

Ah, right. Yes, this was a bug that I accidentally introduced in a contribution to DD NG v0.4.2 and as chaimhewast already said later fixed for DD NG v0.4.3. DD NG v0.4.3 isn't on Loverslab yet, but you can grab the release candidate from the DD NG development discord. Good to know that's the cause for that behavior.

Edited by Frayed
Posted
On 5/4/2026 at 8:14 PM, wren888 said:

Presumably, most players play the main quest. Another potential problem is that by the time the player gets to your third quest, the above two events suggested may have already occurred. This could be partially fixed by making the Clavicus Vile quest the second to take place rather than the third. However, it seems to me any significant event in a Skyrim playthrough might have occurred before your Clavicus quest. Unless one of us can think of a fool-proof alternative, you might have to write regarding the Clavicus Vile quest: "If you want to play the second quest, A Debt to the Daedric Prince of Wishes (or whatever you decide to call it), you must finish the first one, A Snare to Loosen, BEFORE (key event) occurs." It also occurs to me that Barbas might help the player during the quest. I suspect this may have occurred to you as well, as Barbas pushed Clavicus to help the player in Snare.

 

I am not sure anyone can know what "most players" do with vanilla Skyrim content when they are playing the game with NSFW mods honestly.

 

Ideally, if you want to make the hook integration as flawless as possible, it should be triggered by whichever major questline you are going through after completing A Snare to Loosen. Basically, one (or more) hooks for each of the main ones (Thieves, Companions, Mages, MSQ, Civil War, Dark Brotherhood...) so the only way to be locked out would be if you start the quest after a 100% Vanilla run. A few ideas (although I'll admit I haven't played the game in a while, so memories might be blurry):

 

Spoiler

Main Story Quest:

  • When calling for Odahviig
  • (for those who do not advance the MSQ at all) when you're supposed to go fight Mirmulnir at the Western Watchtower after bringing the Dragonstone back.
  • Right at the beginning of Diplomatic Immunity when you go down from the cart (it would explain why the Dragonborn has nothing in her inventory since it's empty at this moment)
  • I wouldn't recommend picking the Peace Conference because if you complete the Civil War questline before reaching this quest it is skipped.

Thieves Guild: Either...

  • When you go back to the Guild with Karliah after translating Gallus' journal
  • When you're supposed to head to the Dwarven Ruins to chase Mercer, or possibly in the first room of the Irkngthand ruins when you're supposed to meet with Karliah and Brynjolf

Companions: 

  • As you're entering the Silver Hand Refuge after your first Werewolf transformation

Dark Brotherhood:

  • In Solitude's kitchens, when you are posing aa The Gourmet to poison the Emperor

Mages Guild:

  • In Mzulft's Oculory, right when you're supposed to rush to Labyrinthian to grab the Staff of Magnus

Civil War:

  • Right before the final battle in Solitude or in Windhelm.

Miscellaneous other ideas - I think it would be fun if Vile chimed in right as you're dealing with a different Daedric prince, for example:

  • In the Temple of Dibella when you begin Sanguine's quest A Night to Remember
  • Right after you complete Clavicus' quest (provided you reunited him with Barbas). Technically, A Snare to Loosen should not be the same if you decided to kill Barbas with the Rueful Axe since Vile canonically speaks with him in the underwater dialogue.
  • While you are escaping Cidhna Mine with the Forsworn
  • When you return to Molag Bal's altar with Boethiah's priest 
  • When you enter the mine to sneakily murder Boethiah's champion
  • When you reach the last area of Mephala's temple to kill Malkoran

 

I also wanted to second wren in thanking and praising (again) Frayed for this amazing mod. I actually wrote a fanfic sequel to The Trappings of Fate, and even began to see how modding works to try and begin creating it...before realizing after many hours of watching videos and doing the basics that it was far, far beyond my abilities, which only increased my massive respect for the creator of such an amazing (and huge!) mod, all by himself to boot.

 

I mean, I could picture myself as a small cog in a team of modders to complete small tasks or test stuff, but to do something so massive on my own, no way. It's incredibly hard.

Posted
3 hours ago, Frayed said:

We have a thread on the DD NG development discord where a few mod authors have shared info on figuring out how to use these tools, if you're interested.

 

Thanks!

Posted (edited)

Small testing of latest version:

 

During "task mistress" activity, "i know that look" dialogue came up. Tested "tied me up" option and got decked with devices. Now with most of the slots taken, failed task devices simply land in my inventory unused . Not terrible, but still feels a bit buggy. Activity doesnt play nice with outside inteference, even if i didnt tried tie me up option, devices can come up from other sources (curses, npcs ect).
My only idea for solution is for task punishments to go through free/available slots, from easiest like bras to ""end game"" like yoke and fill the first available. Set yoke as end game device always available even if not in favourtite chest. Mistress wont start task quest if player already wear yoke (you cannot do anything anyway toy). If yoke is aquired during tasks (punishmen OR outside source), tasks quest ends as a failure.

 

- If mod is upgraded on save where "toy" quest is already activated, dialogue for asking about favourite gear wont show up. chests remain named as default chests.
When chest is empty, if "task mistress" is started and "use my favourtite chest" is selected, first task AND whole quest is marked as total success few seconds after it started.
With whole quest counted as absolute success, mistress unlocks AND DELETE all custom device player already started quest with. Not very nice.
With whole quest counted as absolute success, mistress also unlocks toy piercing. Stays in inventory, but still feels like that one should always stay.

Edited by jet41
Posted
14 hours ago, Frayed said:

DD NG v0.4.3 isn't on Loverslab yet, but you can grab the release candidate from the DD NG development discord.

 

Thanks, will do!

 

I noticed one more oddity: One time, when starting a game of Hit The Spot in Irkalla's home, she tied me up and teleported me right amongst of a bunch of bandits in the outdoors part of Fort Greenwall. I was of course killed instantly with my hands tied. Is this supposed to happen?

Posted (edited)

I still have this issue where at the beginning of Gordian Bind, after Irkalla tells you to stop, afterwards I can still move around, and the scene won't continue to lock you up in the Xcross.
Was anyone able to fix this?

 

After checking in CK I found a workaround: if you try to punch Irkalla, a different fragment plays, and for some reason this works. Your controls are properly disabled, and (after some script lag) you actually walk to the xcross.

 

Haven't been able to fix the original issue after running outside the cell, but might be worth looking into what's different between the 2 paths

Edited by caember
Posted

The fungal cavern and a lot of other locations are quite dark or even pitch black. hard to figure out what to do, the environment is already confusing enough on its own.

Community Shaders + HDR + ATLM + Light Placer + True Light. I assume whatever is supposed to emit light in there isn't covered by the true light json.

Posted

I updated from 2.1 to 2.3 recently. Got Irkalla to give me a special piercing, went through all the dialogue, then I can't speak to her after that. How can I get her as a follower?

Posted

Played the whole mod again God I love it

SOME sensible things to add from my pov

1. Toy's special piercing
- it should in all honestly has various new effects like randomly absorbing souls of enemies and after the fight it should vibrate regardless of Irkhalla's presence
- similarly it should self charge using PC soul again resulting in some temporary event like siting still for 2 minutes (If you can add some custom effect shaders) you can add custom ai generated irkhalla pics , lore can be she is using piercing to send thoughts altering images to PC and star behind her (us player) starting from everytime player wakes up
- increase size scale in bodyslide i think its too small
- change idle animation of player as a penalty (forces player to show it to npc I think modified Tepishowvagina.hkx should be perfect) i can upload them if you like its just head anim looking little up straight

2. idk if it's possible or not but sneak comments are something npc can react to Irkhalla can add many humiliating comments. like 
"You can entertain yourself thinking you are dragonborn but ... still a slut." 
"Stop panting so loud .... jeez you really ought to be put on display or a kennel perhaps."
 etc if you need more ideas just say away I can think up a lot of them

Posted

When I try to leave the fungus taver cave. I got darted. But when Irkalla speaks, the screen fades to black. Nothing more happened. What's the fix???

489830_56.jpg

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