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Notice Me Senpai - A Notice Board Addon


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Posted (edited)

Found an interesting compatibility issue... If you have the mod Bleed em dry and use a weapon that inflicts bleed on your NMS follower, it'll continually trigger the falldown, in a semi comedic way, but sometimes it looks like they are so injured that they can't get up which kinda works? Luckily it's easy enough to untick the weapon types in the MCM temporarily. This doesn't happen if they are strapped to a zaz furniture (Like in the video) which is good as the bleed effect makes archery practice better. ?

Edited by Tentacus
Posted (edited)

LOL spent 2 hours of my life trying to figure out why I had no execution option for Silda, jumping to all kinds of wrong conclusions only to remember she's essential because of the stupid blood on the ice quest... lol. (The dialogue only shows up on Non essential NPCs).

Edited by Tentacus
Posted (edited)

I don't have time to test this properly but since it does have some fixes in it, I'm gonna put my latest build here as a beta. This contains the executions, and run for your life mode as well as fiixes/improvements to the Silverblood dialogue.

 

Yeah, I guess I should explain some shit.

 

What's new:

 

Silverblood Inn:

 

Added (SEX) To date chat that will lead directly to sex to allow more freedom to mix and match topics.

 

Kleppr and Frabbi now have date dialogue appriopriate for if their spouse is dead.

 

Hreinn and Hroki can now be dated if either of the parents is dead with appropriate dialogue.

 

Now you can date members of the above family if one was already dated... If that one is now dead and the one you want to date isn't in the Incest or papypig factions. basically you can pick them off one by one if you want.

 

Evil shit (None of the below applies to the follower during the rescue):

 

The victim's relationship rank will no longer go under 2, this is to give the player free hits to do damage if they want. Unfortunately this means you get the friendly barks, but oh well... ?‍♀️

 

There is now new dialogue that will appear when your victim's health is below 50% after a beating. 

 

If a Vicim is bound to Zaz furniture you can get special dialogue taunting to kill them, and dialogue for various levels of health loss. 

 

Run for your life mode: If the victim is non essential you will have a new dialogue option to have them run for their life, with the promise of killing them if caught. If not caught after a couple of minutes they will be dismissed and wander home where you can recruit them again.

 

679131595_ScreenShot514copy.jpg.a29e0de910d1cde3e37dfeb987bfc41d.jpg   1346321218_ScreenShot516copy.jpg.0416efbb2d9f122e223368d08d6cd6d6.jpg

 

Executions. If the Victim is non essential.... If they are kneeling with zaz wrist bondage, or tied up (NMS Restraint), You can put them in an execution mode, where you can kill them with one hit.

 

 

Edit: Removed File. Get current version from downloads.

 

 

Edited by Tentacus
Posted
44 minutes ago, CyborgNinja said:

Any way to trigger specific NPCs to be up for rescue? Curious about the Thaena content but it's a pain in the ass to cycle through quests on the board to get that one.

 No it's better to just play organically, besides I didn't do much for her, just a few lines and a little bit different behaviour... not like a full ratcatcher topic.

Posted

didn't get to trying the ratcatcher stuff yet, i know you mostly focused on silda and edda, but is Cairine the beggar from the Markarth Warrens covered ?

Posted (edited)
3 hours ago, erynyes said:

didn't get to trying the ratcatcher stuff yet, i know you mostly focused on silda and edda, but is Cairine the beggar from the Markarth Warrens covered ?

No. Didn't know about her, she wasn't included in the wikis I used to find all the homeless. Looking at her it seems I probably would have passed anyway, as her character seems too sick to really be a follower in the way that I set up the others. I'll look into it in the future though I keep forgetting that the Warrens exist.

Edited by Tentacus
Posted (edited)

While testing a new feature (which will blow your minds) I found a very interesting edgecase bug I will have to address. If somehow you managed to get bondage cuffs on the NPC, before you raped them for the first time (Not Prisoner, Rats and other followers that use the ExPrisoner alias) you would end up with a situation where you could no longer access their inventory or make them redress. :)  

 

I imagine this is possible to do in the currently released build by unimmersively putting cuffs on your friendly follower before giving them the "gonna rape you" dialogue... so don't do that. on second thought I don't think this is possible. I think for the bug to happen they have to be put on before the ExPrisoner alias is filled... so... this really is "Hopefully" just a bug introduced in the new feature, or by people using third party outfit management mods in an unmimersive way. so... fun!

Edited by Tentacus
Posted

The racist beggar from Windhelm went nuts after a bandit raid and started attacking Silda and Degaine so I had to put him down... weird but amusing bug. All hail the Bastard sword of Jaysus... It thirsts for the blood of traitors.

Posted (edited)

Update:

 

Okay... I didn't really want to mention the things I've been dicking around with cause I was very much not sure if I could get it to work, but It seems to be... at least partially so here's a little sneak peak of something coming sometime after the New Year.

 

RINGS OF "POWER":

 

ScreenShot555.jpg.2e2e80f026a60b465db378be152708b3.jpg

 

I added a debug menu which can be accessed via the console, or by wearing a ring. I also added a second ring which when worn allows you to capture many random citizens when your weapon is drawn. This works when tresspassing as well, as long as you haven't aggroed them yet. I used it to capture the Salvius couple in this way during testing.

 

You can capture 2 NPCs at once. You can take one of them and make them the main follower to train them, at a time (As long as the rescue isn't happening) Unlike Ratcatcher topics, or standard Ex-prisoners, they cannot be dismissed, or swapped into the CF role... Once you start training them you must get them to the broken state before the dismiss option becomes available. This is for technical and logical reasons.  (To clarify you can free the prisoner at any time if you didn't rape them)

 

The rings can be dropped, or stored, or whatever, you can always get another one by accessing the console debug menu.

 

256825756_ScreenShot534copy.jpg.e00aea950c8d6bebe08283bd4bef5b68.jpg

 

Here is the part that's given me the most trouble but it seems to work now based on one successful bandit capture. If you have Defeat or another Defeat style mod (That allows you to access the enemy's default greet topic) you can use the Ring of Subjugation to capture bandits or any other defeated enemy. (Still debating guards cause then you could use the ring on them in town if I don't take precautions) Simply defeat them, tie them up, and then don the ring and draw your weapon, Talk to them, just as you would to do the Paradise Halls capture, with the ring on and weapon drawn my topic will override it. After you do my topic, simply use the defeat menu tied options to untie them.

 

More bugs will probably crop up and there is probably a LOT of issues with enslaving a templated actor that I won't know until I do a lot of playtesting... but for now it works and I am pretty excited. 

 

I plan to make it so you can bring bandits to Jails and trade them in for a bounty, and sell fully trained slaves to a citizen who's a secret middle man for slavers (Yeah, you all know who I have in mind). I haven't started working on those features yet though.

 

Bandit.jpg.1e485cb40e399c2a28de3e4ec0e8d58d.jpg

 

Edited by Tentacus
Posted

thats pretty neat, i was just thinking about something like this last night, i bagged a bandit with defeat and i was  like i wish i could use nms topics with them when they are tied up. Once again keep up the good work, i just started a new game with an evil pc just to try the stuff you added recently, this simple little mod is growing into one hell of a monster lmfao ? glad you still keep working on it and enjoy doing it

Posted

Any chance of having it so if you have a slave with you when you capture another one, that you can get the first to punish the new one on your command? Also it be nice to be able to hit that with something like a crop. Even though I only bad in fantasy, I still don't like using my fists on a woman. Thanks for all the hard work, although there is about 6 women in Skyrim that would like to have a word with you.......

Posted
4 hours ago, Parky said:

Any chance of having it so if you have a slave with you when you capture another one, that you can get the first to punish the new one on your command? Also it be nice to be able to hit that with something like a crop. Even though I only bad in fantasy, I still don't like using my fists on a woman. Thanks for all the hard work, although there is about 6 women in Skyrim that would like to have a word with you.......

 

I've tried to do stuff like this with the followers, generally NPCs won't attack with a weapon that does less damage than fists and I'm not sure how to force them to. 

 

While we are talking about wanted features. If anybody knows a zaz or vanilla form ID for a sleeping on the ground or dancing animation I'd be really grateful if you gave it to me. :) At least in my version of the CK actor animation preview is broken (Unlike Fallout 4 CK).

Posted (edited)

I got the turn in bandit for a bounty working. It took some doing. I have to put the captives in a faction that is friendly with every crime faction since bandits are all MAXIMUM AGGRO and there is no way to change aggro with a script (Fuck you Todd). My only real concern with this solution is how it will affect Bandit captives who become slaves and their ability to fight for you. Time will tell.

 

Basically after the guard pays you the screen fades to black and the NPC is disabled and deleted. This is also how selling slaves to Belethor will work so for gods sake don't sell any important gamebreaking NPCs. ?

 

Personally I feel like this adds a real Witcher feel to the game and pairs really well with my mod TRAM. 

 

1023798276_ScreenShot565copy.jpg.5c9dafa87c6e9d95478c6c99aea439eb.jpg  728648166_ScreenShot568copy.jpg.1905a299e504c061e07d0ca4d94da2a2.jpg

Edited by Tentacus
Posted (edited)
1 hour ago, Tentacus said:

 

Basically after the guard pays you the screen fades to black and the NPC is disabled and deleted.

 

Might want to also call Kill() on them incase player pawns off a bandit that's subject of a kill quest so that such quests are not left stuck on journal.

Or at least run a test for this edge case to be sure it is not an issue.

Edited by requiredname65
Posted
2 hours ago, Tentacus said:

I got the turn in bandit for a bounty working. It took some doing. I have to put the captives in a faction that is friendly with every crime faction since bandits are all MAXIMUM AGGRO and there is no way to change aggro with a script (Fuck you Todd). My only real concern with this solution is how it will affect Bandit captives who become slaves and their ability to fight for you. Time will tell.

 

Basically after the guard pays you the screen fades to black and the NPC is disabled and deleted. This is also how selling slaves to Belethor will work so for gods sake don't sell any important gamebreaking NPCs. ?

 

Personally I feel like this adds a real Witcher feel to the game and pairs really well with my mod TRAM. 

 

1023798276_ScreenShot565copy.jpg.5c9dafa87c6e9d95478c6c99aea439eb.jpg  728648166_ScreenShot568copy.jpg.1905a299e504c061e07d0ca4d94da2a2.jpg

 

A dialogue to let them beg more and maybe take them as a slave might be good

Posted (edited)
1 hour ago, requiredname65 said:

 

Might want to also call Kill() on them incase player pawns off a bandit that's subject of a kill quest so that such quests are not left stuck on journal.

Or at least run a test for this edge case to be sure it is not an issue.

 

Good idea.

 

1 hour ago, pinky6225 said:

 

A dialogue to let them beg more and maybe take them as a slave might be good

 

You can already enslave them, and you can nevermind out of the choice. I think that's enough to RP. :)  

 

And besides trading them for bounty is probably the best option since I still don't know what kind of pitfalls might exist from enslaving a templated bandit long term. You might load a save or fast travel and have their appearance or gender change or something... I just don't know until I have a lot more playtesting, and you can't really dismiss them either. 

Edited by Tentacus
Posted
10 hours ago, Tentacus said:

I just don't know until I have a lot more playtesting, and you can't really dismiss them either. 

maybe just using defeat again to tie them up permanently or put them back in the bag to revert them back to defeated status, that would kinda dismiss them.  Probably not really  do-able since you already overridden them using the ring.  Anyway i agree that just having the option to turn them in like you mention should be plenty enough for rp purpose, whatever works for you, this future update gonna be fun ?

Posted

WHEN ANIMALS ATTACK:

TAMRIEL EDITION.

 

247406143_ScreenShot573copy.jpg.7fa2b9de4a84962dabd3d19be262f103.jpg

 

So... I put the bandit in a faction that is friends with all the crime factions and most jobs, but what I neglected to do was add horses and dogs... cause apparently Bethesda made bandits so nasty that they aggro on innocent animals on sight. 

 

I seriously haven't laughed that hard in a while.

Posted (edited)

Okay after fixing some stuff Slave sales are working now too. Belethor only buys fully trained slaves and he pays a flat rate of 400 gold (The price evens out and belethor considers himself able to sell anything, though he will comment about you busting his balls if you bring him a bunch of old ladies and argonians and shit.) :D  As with the guard bounties the slave just disappears from the game. We are to assume Belethor has a secret passage that leads to a tunnel out of the city where his colleagues collect the goods. I may in the future make an addon adding this location but for now use your imagination. :) 

 

You unlock the ability to sell slaves to Belethor by pimping. You offer Belethor a good time and he will refuse, making yet another human trafficking joke which leads you to the topic of his interest in it. If you have speech of 30 or higher , he will tell you about his operation.

 

I am not gonna lie, selling Silda legit made me feel guilty.

 

ScreenShot584.jpg.383a59f6678bda63c82b21cc16e09cfd.jpg

 

278579312_ScreenShot580copy.thumb.jpg.62776926d1294e1c89f0193ed912eeec.jpg

 

This is probably my last update of the year.  Happy Merry and all that.

Edited by Tentacus
Posted

Merry Christmas my guy. Still building out my modlist, but this is genuinely the mod i am most excited about! Wishing you a great 2023 as well

Posted

hello just reporting some minor bugs i ran into, running 1.5.4A, one of my first rescue was Birna, i've returned her to winterhold after totally broke her spirit, couple of in game days later she showed up again on the rescue board, thought there was a fix to BL rescued npc's in earlier version. Also my first interraction with Birna was through the rescue quest, after i returned her to safety, she never gave me the new dialogue options for selling her body, just the regular follow and checking on you stuff, dunno if this is working as intended, just thought i would mention it. Otherwise everything is working perfectly, good job with all the new beggars follower dialogue, i've experienced a lot with Silda, she's my favorite pet now ?

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