Tentacus Posted January 4, 2023 Author Posted January 4, 2023 9 minutes ago, dunderhead59 said: Thanks for the clarification, I understand the training process much better now. I did a quick test, and it appears that I was correct about Calm. If successfully cast on a hostile NPC, it lets you use the ring of subjugation to enslave them, as they are temporarily not aggroed. While the mod does not take the spell into account, the spell's normal effect is relevant to the mod's mechanics. It's certainly not a problem - being able to capture the last surviving member of a group of enemies seems to me to be a perfectly valid tactic for any slaver - but it is something worth knowing. Nice. Good alternative for those that don't want to use a defeat mod. I'll have to try that out next time I play a mage.
dunderhead59 Posted January 4, 2023 Posted January 4, 2023 9 hours ago, Tentacus said: Nice. Good alternative for those that don't want to use a defeat mod. I'll have to try that out next time I play a mage. You don't need to be much of a mage. If I read the perk tree correctly, Illusion skill 30 and 3 perk points (Novice Illusion, Apprentice Illusion, and Hypnotic Gaze - which you may want for Camilla anyway) lets you Calm level 17 enemies for a cost of 73 magicka.
shanktorias5 Posted January 4, 2023 Posted January 4, 2023 20 hours ago, Tentacus said: Update: The next full version will be released in a day or 2. If you haven't grabbed the beta yet you may want to wait as this will have some tweaks and bug fixes. I should have some time on weekend. Timing of the update could not be better. 1
Tentacus Posted January 4, 2023 Author Posted January 4, 2023 2 hours ago, dunderhead59 said: You don't need to be much of a mage. If I read the perk tree correctly, Illusion skill 30 and 3 perk points (Novice Illusion, Apprentice Illusion, and Hypnotic Gaze - which you may want for Camilla anyway) lets you Calm level 17 enemies for a cost of 73 magicka. I usually go mage or magic ignorant, though spellsword is incredibly fun in VR thanks to conduit mod.
dunderhead59 Posted January 4, 2023 Posted January 4, 2023 57 minutes ago, Tentacus said: I usually go mage or magic ignorant, though spellsword is incredibly fun in VR thanks to conduit mod. It doesn't matter how I try to play, I always seem to wind up as a stealth archer using the bound bow.
Heroine HoneyCrotch Posted January 4, 2023 Posted January 4, 2023 On 1/2/2023 at 5:56 AM, dunderhead59 said: They are the annoying couple who can't find their way to Solitude for the wedding problem with them might be tied to the fact that you see these idiots multiple times
Tentacus Posted January 4, 2023 Author Posted January 4, 2023 24 minutes ago, Heroine HoneyCrotch said: problem with them might be tied to the fact that you see these idiots multiple times Yes, that makes perfect sense. The story manager is plucking them away to move to the next spot. Theoretically something like this might happen to Silda if Susanna hadn't died yet when you took her (buddy, or slave route). On the subject of Blood on the Ice, I was testing how it would work out to abduct Silda with the ring last night. (Seems to work fine since she isn't in the rat faction yet so her bespoke dialogue doesn't appear. And I abducted her from the crime scene, it was both immersive and messed up. Like... "There's a murderer in Windhelm..? you don't say... heh heh heh." *sticks knife in back* "You're coming with me". Lucky for her she has plot armor... Fucking alias based essential status. The only reason I didn't make a dialogue option to toggle essential is that so many NPCs have this which can only be turned off by completing quests, and there is no way for a dialogue condition to tell the difference. So something like NPC Protection tweaks will work for Olava, but not Silda.
Tentacus Posted January 4, 2023 Author Posted January 4, 2023 (edited) Good news... Because of how I set up the beggar followers it looks like I'll be able to make it so you can betray Edda and Silda too, if you change your mind and decide to be a bastard after helping them. I won't be able to test it fully but so far Silda seems to work okay. Edited January 4, 2023 by Tentacus
erynyes Posted January 4, 2023 Posted January 4, 2023 2 hours ago, Tentacus said: Yes, that makes perfect sense. The story manager is plucking them away to move to the next spot. Theoretically something like this might happen to Silda if Susanna hadn't died yet when you took her (buddy, or slave route). Yeah i've recruited Silda right off the bat (alternate start in windhelm), she started to act erratically just when the quest triggered, starting to move backward away from me, took me about 2 min to set her straight by using command, making her kneel, etc.. she then return to her normal NMS state, so i think nothing game breaking there. Funny you mention that scenario during the witness scenes, cuz during my previous testing i wanted to try the topics with her, but she was just staring at susanna body and not giving me any NMS dialogue, but i noticed another mod was giving me dialogue option (SLEN or Solution, don't remember) and i've used that to lure her into the hall of the dead, were i did my business with her, and after that i could use NMS dialogue to enslave her ? 1
Tentacus Posted January 5, 2023 Author Posted January 5, 2023 (edited) Update 1.5.7 is up! As of version 1.5.7 it contains: Over 7000 lines of silent voiced dialogue. ?? Added in version 1.5.7 Existing saves should be fine when updating from 1.5.0 and up... for anything older: CLEAN SAVE REQUIRED! GENERAL: -More Dialogue *sob* -Important bug fixes -Trade in Bandits for a reward (See evil section for details) 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 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 paypig factions. basically you can pick them off one by one if you want. EVIL PLAYER: (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. -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. RINGS OF "POWER": -Ring of debuggery I added a debug menu which can be accessed via the console, or by wearing the ring. -Ring of Subjugation When worn allows you to capture many random citizens when your weapon is drawn. Wear it and draw a weapon. (Right hand is more reliable). Then talk to any non-aggroed NPC (There are some exlusions, like Jarls and shit) This works when tresspassing as well, as long as you haven't aggroed them yet. You can use defeat in conjunction with the ring by talking to a defeated and tied enemy. After you talk to them and capture them with the ring, IMMEDIATELY choose Defeat's "tied up" option and untie them. You can only have 2 captives at a time, including the one that is being trained. You can only train one at a time. 1While being trained, they take up the main NMS follower slot and you CAN'T dismiss them until they are broken. (+10 discipline) Do not start an TNB rescue while training a captive. It can be used to betray beggar followers. The rings can be dropped, or stored, or whatever, you can always get another one by accessing the console debug menu. The rings will be added automatically on a new save but on existing saves you'll need to use this console command to get them: Set _T_NMS_Debug To 1 It will take up to 6 seconds for the menu to appear. Get the Debug ring first as then you can use it to get the second ring without having to use the console again. THE FLESH TRADE -"I'd even buy one of your relatives, if you're looking to sell!" As we've all suspected for more than a decade, Belethor is shady as shit. He has secret ties to slavers and he'll buy your fully trained slaves wholesale. To sell them to Belethor you have to have a whore working for you and offer them to Belethor. If you have a speechcraft over 30 you will get dialogue to begin selling him slaves. Once you have a slave to sell enter the same room as him and tell the FULLY TRAINED slave you are going to sell them (I think it's in orders) Then talk to Belethor. Make sure you say your goodbyes before talking to Belethor, as when they are sold they go poof. -"It's been too long since we've had a bandit raid" AGAB. Guards are lazy, they love it when you do your job for them. Bring Bandits, Forsworn, and Silverhands captured with the ring to Hold jails and talk to a guard to trade them in for a modest reward. Don't feel too bad that you are condemning them to certain exectution or worse. The captives will not need to be talked to unless they've been turned into a slave, in which case you'll need to do the same process as with Belethor. It may not work with named bandits like that beyotch that attacks you outside that one dungeon in the mountains. (See my good player gameplay vid) Edited January 5, 2023 by Tentacus 4
dunderhead59 Posted January 6, 2023 Posted January 6, 2023 So here's a thing. Stump, the dog in Riverwood, just paid me 50 gold for a go at Camilla. No animation played, but that's one wealth dog! 2
besinister Posted January 6, 2023 Posted January 6, 2023 Hello again Tentacus. Thanks again for the great mod. I come here again with a question / issue that most likely is not a result of this mod (but I don't know). You and your mod followers seem to be the best at analyzing issues, so here is mine. About a week ago I noticed that when I get a John for my sex slave their scene starts fine. However, the scene does not automatically change stages or end. I have tried playing with the mcm settings in SLSO and Sexlab but nothing seems to fix this. Do you or anyone reading this have any ideas?
Tentacus Posted January 6, 2023 Author Posted January 6, 2023 1 hour ago, dunderhead59 said: So here's a thing. Stump, the dog in Riverwood, just paid me 50 gold for a go at Camilla. No animation played, but that's one wealth dog! LOL, That's new... I'll look into it. Normally all the prostitution topics are limited to certain races but maybe I neglected to do that for the bespoke Camilla lines.
Tentacus Posted January 6, 2023 Author Posted January 6, 2023 (edited) 46 minutes ago, besinister said: Hello again Tentacus. Thanks again for the great mod. I come here again with a question / issue that most likely is not a result of this mod (but I don't know). You and your mod followers seem to be the best at analyzing issues, so here is mine. About a week ago I noticed that when I get a John for my sex slave their scene starts fine. However, the scene does not automatically change stages or end. I have tried playing with the mcm settings in SLSO and Sexlab but nothing seems to fix this. Do you or anyone reading this have any ideas? Yeah, that's not caused by NMS. My sexlab implementation is pretty barebones... I just use the simplest way to start a sexlab scene for the given situation. I don't try to micromanage shit like I did in Hardship which is one reason I've been able to develop this mod 3x faster. I'd try reinstalling sexlab and try fucking people with other mods like matchmaker to see if the issue occurs there. You might also check that you didn't accidentally turn off auto advance stages in the sexlab MCM animation tab. Edited January 6, 2023 by Tentacus
dunderhead59 Posted January 6, 2023 Posted January 6, 2023 19 minutes ago, Tentacus said: LOL, That's new... I'll look into it. Normally all the prostitution topics are limited to certain races but maybe I neglected to do that for the bespoke Camilla lines. The "no animation" was a red herring - I had creature animations turned off. Reloaded and changed the setting and he got his money's worth. However, I couldn't make him a john again, so maybe it happened before the restriction was set. It looked like normal dialogue - she had been broken (thanks, Lucan), but not fully trained.
Tentacus Posted January 6, 2023 Author Posted January 6, 2023 38 minutes ago, dunderhead59 said: The "no animation" was a red herring - I had creature animations turned off. Reloaded and changed the setting and he got his money's worth. However, I couldn't make him a john again, so maybe it happened before the restriction was set. It looked like normal dialogue - she had been broken (thanks, Lucan), but not fully trained. It could be a fluke. Very rarely the conditions just don't latch on for whatever reason. Like I said I'll check, but I thought the only bespoke Camilla dialogue I made was character specific.
Tentacus Posted January 6, 2023 Author Posted January 6, 2023 (edited) Here's another idea I've had for years... If you take your main NMS victim to a Giant camp and have them kneel nude, it will be seen as an offering to the giants. One will walk over to you and not aggro, and give you several mammoth related items in trade before fucking them. I have this working in a rudamentary manner, but the idea is that it will be quite traumatic for them. It instantly breaks unbroken victims, just like incest. There is a 1 in 6 chance that they will drop dead immediately after each time, due to the stress on their bodies (If they aren't essential)... So you'll have to decide if it's worth the risk for those lucrative tusks, and some tasty cheese. After he's done he'll stay unaggressive until you get her back up, so make sure he wanders far enough away first. Edited January 6, 2023 by Tentacus 2
shanktorias5 Posted January 7, 2023 Posted January 7, 2023 So i finally started playing skyrim again and decided to try the silverblood inn part. I used console to kill the frabbis husband then waited 48 hours to get the frabbi. Hroki does not have dialogue for some reason. Frabbi accepts and comes with me but afterwards i see no dialogue regarding to this mod. What could cause this or is there something i need to do? I started a fresh character for this but its still like this.
Tentacus Posted January 7, 2023 Author Posted January 7, 2023 (edited) 10 hours ago, shanktorias5 said: So i finally started playing skyrim again and decided to try the silverblood inn part. I used console to kill the frabbis husband then waited 48 hours to get the frabbi. Hroki does not have dialogue for some reason. Frabbi accepts and comes with me but afterwards i see no dialogue regarding to this mod. What could cause this or is there something i need to do? I started a fresh character for this but its still like this. As for the family dialogue. Make sure you make Frabbi wait somwehere in another cell or at least > 600 units away before talking to the family members, The dialogue doesn't appear if they are with you. As for the rest of the ratcatcher dialogue none of it will work if you have a NMS follower/victim (Main, Camp follower, or house slave) with you. I know the OP has gotten a little long but I am pretty sure that this info is in the hidden part. Edited January 7, 2023 by Tentacus
Tentacus Posted January 7, 2023 Author Posted January 7, 2023 (edited) I figured out why Stump the dog had whore dialogue and why it was intermittant. Not long ago I added some topics based on specific NPCs like Camilla, or Ysolda, etc... Because I used my "or" alotment on that I excluded the usual race checks for the johns. I'll add No dogs, chickens, or horses to it but I'm not gonna add every animal so... it's on you guys not to pimp em to a Bear or Troll or whatever. :p. (Usually not an issue since most wild animals are aggro always) Edit: Thankfully there is a keyword ActortypeAnimal hopefully excluding that will solve the issue. Edited January 7, 2023 by Tentacus
Tentacus Posted January 7, 2023 Author Posted January 7, 2023 You know it's funny. When I did all the whore dialogue for different races it was a fools errand, since TNB would mostly take the same few human NPCs and the rare dark elf.... but now with the ring that work will pay off. I need to kidnap an orc sometime to see how that actually works . 1
besinister Posted January 7, 2023 Posted January 7, 2023 22 hours ago, Tentacus said: Yeah, that's not caused by NMS. My sexlab implementation is pretty barebones... I just use the simplest way to start a sexlab scene for the given situation. I don't try to micromanage shit like I did in Hardship which is one reason I've been able to develop this mod 3x faster. I'd try reinstalling sexlab and try fucking people with other mods like matchmaker to see if the issue occurs there. You might also check that you didn't accidentally turn off auto advance stages in the sexlab MCM animation tab. Thanks, I didn't think it was caused by this mod. What I find interesting is that when two random NPC's have sex the scenes play out correctly it is only when I rent out my slave. I'll have to play with all of the settings in SL, SLSO, and the others to see if I can fix it. Thanks again for the great mod.
Tentacus Posted January 7, 2023 Author Posted January 7, 2023 19 minutes ago, besinister said: Thanks, I didn't think it was caused by this mod. What I find interesting is that when two random NPC's have sex the scenes play out correctly it is only when I rent out my slave. I'll have to play with all of the settings in SL, SLSO, and the others to see if I can fix it. Thanks again for the great mod. You can also try redownloading and reinstalling NMS. It's unlikely because of the archive but scripts can become corrupted on their own. In Hardship this could cause issues like this from time to time.
JustSomeGuy976 Posted January 8, 2023 Posted January 8, 2023 Hey Tentacus! First of all, I want to thank you for making such an awesome mod, it's got exactly the level off immersion that skyrim desperately needed, you did a truely amazing job of it. I do have an issue however, it seems that the sacrificial spouse feature refuses to work for me...maybe I'm a moron, and I'm doing something wrong, but no matter what, the dialogue options just won't show up, I've tried with Sorli's, Katla's, and Annekke's husband being kidnapped, and no matter at what stage of the quest I try to talk to them, the dialogue simply won't show up...I also can't even approach their spouses, because even if I tell them to stay somewhere, even if I tie them up there, when I arrive at the spouse's location the quest automatically completes(even though the victims aren't actually following me), so to even try, I had to spawn the spouses somewhere else via console... Any ideas what the problem may be? Or is it between the chair and the keyboard?
dunderhead59 Posted January 8, 2023 Posted January 8, 2023 Try returning to the rescued spouse. When I rescued Nivenor I got additional dialogue when I "visited" her later, then took her into the Bee and Barb to meet Bolli. I hadn't raped her at all - I don't know if that makes any difference.
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