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Notice Me Senpai - A Notice Board Addon


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Posted (edited)
1 hour ago, Ragsinn said:

I know you already said a few post back the mods getting long in the tooth for you and I get it. If it would be of any help I can write some lines in note pad or word for you to use or not use depending on what you want to do . 

 

Oh, dialogue isn't a problem it's more a matter of never not adding things. at some point it HAS to be good enough.

 

1 hour ago, Ragsinn said:

 

if nothing else changes with the mod ..its my opinion that this is a must have mod ..I am not into Paradise halls or slavery mods in general but this mods sweet and to the point. Thanks very much for making this for us to enjoy.

 

Thanks. That's kinda my ethos. While my mods tend to get overblown with features, when it comes to moment to moment gameplay I prefer to keep systems stuff in the background and always subservient to the needs of roleplaying.  That's actually where Hardship went of the rails and why TSEX never got finished I started adding too many gameplay systems... Got high on endless potential. There is a genuine danger of that here which is why I absolutely have to pull the plug on this mod, very soon.

 

For fucking real... This casual sex topic add is an eye opener. Implementing this is ending up to be nearly as complex as the prostitution system... all for an afterthought feature.

Edited by Tentacus
Posted
2 hours ago, Tentacus said:

 

Just so you know Erikur has the same kind of dialogue though I imagine that twat is essential... lol.

Be nice to be able to send your slaves out to beat the crap out of Erikur and Nazzem. 

Posted (edited)
15 minutes ago, dunderhead59 said:

Just wondering, in light of the amount of new content, if you know yet whether the next release will need a clean save?

 

I don't think so. Generally adding dialogue topics and new scripts doesn't. The big things that do is adding new events to the main script, or changing existing scripts at some fundamental level. That said since I'll be adding new content that will be cut off if the character is already in the system. (For instance the casual sex system has some bespoke Svana content) It never hurts to just start a new character.

Edited by Tentacus
Posted (edited)
10 minutes ago, Tentacus said:

 

I don't think so. Generally adding dialogue topics and new scripts doesn't. The big things that do is adding new events to the main script, or changing existing scripts at some fundamental level. That said since I'll be adding new content that will be cut off if the character is already in the system. (For instance the casual sex system has some bespoke Svana content) It never hurts to just start a new character.

Thank you.  Good to know.  I'll probably wait for the update before binning my current play-through.

Edited by dunderhead59
Posted (edited)

I just realized that because of a number of factors the "No guard dialogue"  option in the debug menu is pretty much useless as I didn't block the john dialogue so in the next version I will block the john dialogue specific to guards with that variable, so that guards will act like normal johns when you pimp to them if that option is selected.

 

If the no guards option isn't selected and you have casual sex with a guard they will be more friendly when you pimp to them and will pay (15 g) most of the time, and when they demand it for free it'll be more coercive than threatening, making pimping to guards something that someone might actually do. I reckin this could be good for a sexy madame kind of character.

Edited by Tentacus
Posted

Loving the mod. This is a must have from now on. Thank you for all your work! I have found one thing, to use the subjugation ring I have to run commands on the victim before I try and subjugate them or it will fail. I put them in a BAT file to make it easier.

setrelationshiprank player 2
addfac 5a1a4 0 ;ally faction

 

Lastly a selfish request. Do you think you could make this mod compatible? I think it would be the cherry on top for a fully broken slave.

Dance for me - Dance for you ( optional files - personal version )

https://www.nexusmods.com/skyrimspecialedition/mods/29512?tab=files

 

Again, thank you for the mod.

Posted (edited)
30 minutes ago, backguard44 said:

Loving the mod. This is a must have from now on. Thank you for all your work! I have found one thing, to use the subjugation ring I have to run commands on the victim before I try and subjugate them or it will fail. I put them in a BAT file to make it easier.

setrelationshiprank player 2
addfac 5a1a4 0 ;ally faction

 

I have never had that problem - are they hostile before you use the console commands?  If so, you could try casting one of the Calm family of spells on them before using the ring.

 

30 minutes ago, backguard44 said:

 

Lastly a selfish request. Do you think you could make this mod compatible? I think it would be the cherry on top for a fully broken slave.

Dance for me - Dance for you ( optional files - personal version )

https://www.nexusmods.com/skyrimspecialedition/mods/29512?tab=files

 

Again, thank you for the mod.

Dance for me - Dance for you works for me, but I am using the SE(ESPfe) 211025 file, not the personal version - if you have the 210213 file, it may be worth trying the newer version.  If the only difference is that the "dance for you" dialogue is suppressed, is it that big a deal?

Edited by dunderhead59
Corrected a typo
Posted

Not sure if this belongs here, but I was thinking this would work damn well with Lara Croft in Skyrim mod.

You run into her a couple of times in one of the dungeons, she acts like a complete bitch to player. Then after a while you find her captured and this mod kicks in. I guess it could use a few custom lines, like Helga. Fully voiced with Synthesis.

I have no experience with Creation Kit ( for some reason I can't get it to work), how hard would it be to make something like this?

 

Posted

Just catching up on this mod and thread... am I correct in assuming this is not compatible with follower frameworks like Nether's Follower Framework? Or has someone made the two work together somehow?

Posted (edited)
3 hours ago, Anunya said:

Just catching up on this mod and thread... am I correct in assuming this is not compatible with follower frameworks like Nether's Follower Framework? Or has someone made the two work together somehow?

 

If you mean Follower specific lines like the casual sex stuff... It depends if the Framework's followers have the "currentfollowerfaction" or not. If you mean in general... as in would that mod's features appear on the followers specific to this mod. (rescues, victims, slaves etc) Then no. and using something like that or AFT to try to manage them forcefully would be hella no bueno.

 

5 hours ago, backguard44 said:

Loving the mod. This is a must have from now on. Thank you for all your work! I have found one thing, to use the subjugation ring I have to run commands on the victim before I try and subjugate them or it will fail. I put them in a BAT file to make it easier.

setrelationshiprank player 2
addfac 5a1a4 0 ;ally faction

 

You have to use something like the mod Defeat to capture hostile NPCs... or do what you did. I've also heard that calming spells work. It should work on any civillians that aren't aggroed though.  Also make sure you have your weapon drawn. The ring does nothing otherwise.

 

 

5 hours ago, backguard44 said:

Lastly a selfish request. Do you think you could make this mod compatible? I think it would be the cherry on top for a fully broken slave.

Dance for me - Dance for you ( optional files - personal version )

https://www.nexusmods.com/skyrimspecialedition/mods/29512?tab=files

 

I'll look into it. I wanted to add dancing into NMS itself. I thought I remembered that there were dancing anims in ZAZ but I can't find them and idle previews in the CK (For me at least) are completely broken.

 

That said that mod should work simply by using compatibility mode. I'll try it out when I start testing again.

 

This mod is very much reaching it's limits in terms of adding shit. :D 

 

Edited by Tentacus
Posted
4 hours ago, Scroolose said:

Not sure if this belongs here, but I was thinking this would work damn well with Lara Croft in Skyrim mod.

You run into her a couple of times in one of the dungeons, she acts like a complete bitch to player. Then after a while you find her captured and this mod kicks in. I guess it could use a few custom lines, like Helga. Fully voiced with Synthesis.

I have no experience with Creation Kit ( for some reason I can't get it to work), how hard would it be to make something like this?

 

 

Pretty damn hard :). Sorry.

Posted

First of all, great mod

 

now, is there a way for the rescued female NPC accept the sex reward for my female PC? and keep the friendly relationship, nothing of the slave process thing. I think I read something about changing the gender of my PC in the sexlab MCM menu. Not sure really, will appreciate some instructions there

 

Maybe one day, for a future update, for RP reasons, like keep pushing the question on the NPC, until she finally gives in and accept. If not, understandable 

 

 

Posted (edited)
24 minutes ago, Darkguy1113 said:

First of all, great mod

 

now, is there a way for the rescued female NPC accept the sex reward for my female PC? and keep the friendly relationship, nothing of the slave process thing. I think I read something about changing the gender of my PC in the sexlab MCM menu. Not sure really, will appreciate some instructions there

 

Maybe one day, for a future update, for RP reasons, like keep pushing the question on the NPC, until she finally gives in and accept. If not, understandable 

 

 

 

Yeah, evil stuff is entirely optional. You can just make friends and lovers all day long. And yes gay and lesbian dialogue is in there. The stuff you read about changing settings was for if you are using a woman with penis mod. If your PC is cis, you don't need to do anything.

 

If the prisoner wasn't raped by bandits there is a decent chance they will say yes to your proposition, or offer it themselves, if they were raped the chance is much-much lower. If you really want it to happen, then save before you ever talk to the prisoner (the Notice board greet... Please don't hurt me... or whatever) because all the random stats that determine what happened to the prisoner and their sexual orientation happen on the first greet. Just keep reloading until the RNG gods smile upon you... But honestly I think it's pretty fun to let things happen organically, even if it means you don't get laid for a long time :) 

 

This kind of play will be a lot easier once I add in the casual sex, and more prostitutes as it will give you more to do between unproductive (sexually) rescues.

 

Edit: One more thing that might help you. For the rescue I check the sexlab sexual orientation. Though as the mod evolved I largely dropped using it as it was more practical to just go by percentages for things like the prostitution and also it lets people RP more freely... But anyway You can increase your odds of a yes by changing their sexlab orientation in the MCM to lesbian or bi (by hitting N to target them) before you talk to them for the very first time. 

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

 

If you mean Follower specific lines like the casual sex stuff... It depends if the Framework's followers have the "currentfollowerfaction" or not. If you mean in general... as in would that mod's features appear on the followers specific to this mod. (rescues, victims, slaves etc) Then no. and using something like that or AFT to try to manage them forcefully would be hella no bueno.

 

 

You have to use something like the mod Defeat to capture hostile NPCs... or do what you did. I've also heard that calming spells work. It should work on any civillians that aren't aggroed though.  Also make sure you have your weapon drawn. The ring does nothing otherwise.

 

 

 

I'll look into it. I wanted to add dancing into NMS itself. I thought I remembered that there were dancing anims in ZAZ but I can't find them and idle previews in the CK (For me at least) are completely broken.

 

That said that mod should work simply by using compatibility mode. I'll try it out when I start testing again.

 

This mod is very much reaching it's limits in terms of adding shit. :D 

 

Thank you! I understand how a mod can take on a life of its own! I don't use defeat and I wanted to capture and turn in bandits. Always thought that should have been in the base game. :) A different comment said a different version of "dance" might work. I simply prefer using the personal version. I did try compatibility mode with no luck. Thank you for your time and your reply.

Edited by backguard44
Posted
1 hour ago, Tentacus said:

 

If you mean Follower specific lines like the casual sex stuff... It depends if the Framework's followers have the "currentfollowerfaction" or not. If you mean in general... as in would that mod's features appear on the followers specific to this mod. (rescues, victims, slaves etc) Then no. and using something like that or AFT to try to manage them forcefully would be hella no bueno.

 

Thanks for the answer :)

 

The scenario I was thinking about is something something like playing normally with NFF and potentially having followers there (using the standard "Follow me" dialogue), while also interacting NMS NPCs via the NMS system. So never trying to use NFF for NMS NPCs, and never trying to use NMS actions/ dialogues (if they appear) on NFF followers.

 

If anyone has experience with that - or if you have a good sense of how broken it is likely to be - I'd be interested in hearing that. But yeah, in general trying to avoid "crossing the streams" as it were.

Posted
6 hours ago, Anunya said:

 

Thanks for the answer :)

 

The scenario I was thinking about is something something like playing normally with NFF and potentially having followers there (using the standard "Follow me" dialogue), while also interacting NMS NPCs via the NMS system. So never trying to use NFF for NMS NPCs, and never trying to use NMS actions/ dialogues (if they appear) on NFF followers.

 

If anyone has experience with that - or if you have a good sense of how broken it is likely to be - I'd be interested in hearing that. But yeah, in general trying to avoid "crossing the streams" as it were.

Yeah i'm always using NFF in all my  playthrough, never had any problem running it alonside NMS. Rule of thumb, never try to import or use NFF on a rescue, camp follower captives etc.. everything you need is pretty much covered in NMS anyway except the outfit option, you may need dudestia outfitter or dress up lover if you want more option for outfit.  I never had a problem with NFF followers also using the added dialogue from NMS, the may i have a word with ya, casual sex or do you want to fuck this captives, etc.. These never caused me any issue, but then again, don't try to subjugate a NFF followers, just keep the 2 followers sytems separate

Posted

Thank you for this interesting mod. I just started game with it. Required mods only + some armor, weapons mods. Captured Nazeem with ring and trying different things with him. 2 questions:

- How can i see current discipline, maybe other parameters of follower?

- How i can capture bandits? All fights with them lead to their deaths now.

Posted (edited)
47 minutes ago, dreiph said:

Thank you for this interesting mod. I just started game with it. Required mods only + some armor, weapons mods. Captured Nazeem with ring and trying different things with him. 2 questions:

- How can i see current discipline, maybe other parameters of follower?

 

There is no way to do this by intention. I find that games that make these kind of stats readily available overly gamify things and lead to people minmaxing rather than roleplaying. You can check the general levels by TALING to the NPCs.  The topic that appears at different levels of discipline and irrational affection that is variations on "What do you think of me now?" is the most direct indicator. 

 

If you absolutely must know you can type the following in the console:

 

getglobalvalue _T_BeatingCounter for the discipline stat

 

getglobalvalue _T_Stockholm for the irrational affection stat

 

getglobalvalue _T_PrisonerPlayerRaped for the number of times they've been raped by you, raped by a companion, or forced to have sex with a john.

 

All these stats reset to some degree when you dismiss them. though at different training levels they don't necessarily revert to 0.

 

47 minutes ago, dreiph said:

- How i can capture bandits? All fights with them lead to their deaths now.

 

You need the mod Defeat. (An SE port of Goubo's original)  or another mod that lets you speak to bandits... Turn on player aggressor in the Defeat MCM. I have also been told that calm spells work.

 

 

Edited by Tentacus
Posted (edited)

Update:

 

I'm implementing Hypnotic gaze in a smarter way. It'll now be optional appearing as an option when you are rejected rather than just popping up when it's the only criteria you meet. This prevents the PC who is playing a good guy inadvertantly being a rapist just cause they happened to have that illusion perk for it's vanilla (ha) banefits.

 

on one hand this is gonna be awesome, on the other it meant DOUBLING the amount of dialogue entries for rejection on the casual sex and now I have to go back and edit the existing Ratcatcher topics that I had used it on previously. 

 

The option will only appear if it will work, so if rejected by a high difficulty NPC like Maven or Ulfberth (if you are a woman... Ulf is gay as shit and only fancies Adri) You will need a speech of at least 50 plus the Hypnotic Gaze perk for it to work. Without the perk you need a speechcraft of at least 90 for either.

 

I will also make it so you can use it to always get the sex reward on a rescues... and so you can always get sex when yor followers and lovers aren't in the mood without full on forcibly raping them which brings up other issues.

 

1: Having this perk will probably make the mod less fun. It's in there for a very particular kind of playthrough where you are a powerful aloof asshole sorceror (Hi it's me the Purple man) You will almost certainly not want to run it in most games. Save it for a special playthrough. this is another good reason why people running perk mods that remove Hypnotic Gaze like ordinator shouldn't feel left out.

 

2: Sex resulting from Hypnotic gaze is not counted as rape by the mod's internal systems even though it absolutely totally is. This is regrettable but it comes down to practicalities and unnecessary script overhead. RP responsibly.

Edited by Tentacus
Posted
20 hours ago, dunderhead59 said:

 

Dance for me - Dance for you works for me, but I am using the SE(ESPfe) 211025 file, not the personal version - if you have the 210213 file, it may be worth trying the newer version.  If the only difference is that the "dance for you" dialogue is suppressed, is it that big a deal?

 

*** CORRECTION ***

Dance for me Dance for you only works for normal followers.  This mod: https://www.nexusmods.com/skyrimspecialedition/mods/14083 works on NMS captives, but many of the animations are a bit odd (to my aging eyes, anyway!).  Stopping the NPC dancing can be a bit of a pain - I seem to need to either force a different animation (sex), or use compatibility mode to get to the "Stop dancing" dialogue option and then wait for an hour.

 

7 hours ago, erynyes said:

Yeah i'm always using NFF in all my  playthrough, never had any problem running it alonside NMS. Rule of thumb, never try to import or use NFF on a rescue, camp follower captives etc.. everything you need is pretty much covered in NMS anyway except the outfit option, you may need dudestia outfitter or dress up lover if you want more option for outfit.  I never had a problem with NFF followers also using the added dialogue from NMS, the may i have a word with ya, casual sex or do you want to fuck this captives, etc.. These never caused me any issue, but then again, don't try to subjugate a NFF followers, just keep the 2 followers sytems separate

 

I use iAFT and it's just the same.  I don't recall ever seeing iAFT commands for NMS captives, but that may not be true once they are fully trained.

 

2 hours ago, dreiph said:

- How i can capture bandits? All fights with them lead to their deaths now.

 

Either use a Defeat mod or cast Calm on the NPC.  As Tentacus has noted elsewhere, you need a physical weapon drawn, preferably in your right hand.  Don't forget that you can only have 2 captives at once, so you may need to thin out their numbers before trying to capture them.

 

In my experience, captives may aggro momentarily, or cause other NPCs to aggro, potentially leading to a massive brawl.  It doesn't seem to happen once they are fully trained, so getting somewhere safe to do the training becomes my first priority once I have a captive.

Posted (edited)

Thank you for an answer. I used https://www.nexusmods.com/skyrim/mods/82932 to stop fight and was able to capture bandit. Got him to Whiterun and talked to guard, but got only sex dialog. Do i need to find some special guard to sell that bandit to prison?

UPD.

Found prison guard with addithional dialogue. Got gold from him, but bandit still follows me.

UPD.

Started new game, captured 2 bandits and sold one. Ok, bandit dissapered.

UPD.

Sold 2'nd bandit, but he did not dissapered. I could sell him once more. Then i released him and he is running in Whiterun in panic. Guards and sitizens do not touch him.. That is a bit strange,

Edited by dreiph
Posted
4 hours ago, dreiph said:

Thank you for an answer. I used https://www.nexusmods.com/skyrim/mods/82932 to stop fight and was able to capture bandit. Got him to Whiterun and talked to guard, but got only sex dialog. Do i need to find some special guard to sell that bandit to prison?

UPD.

Found prison guard with addithional dialogue. Got gold from him, but bandit still follows me.

UPD.

Started new game, captured 2 bandits and sold one. Ok, bandit dissapered.

UPD.

Sold 2'nd bandit, but he did not dissapered. I could sell him once more. Then i released him and he is running in Whiterun in panic. Guards and sitizens do not touch him.. That is a bit strange,

 

Weird. The script is pretty straight forward it's supposed to, disable kill and delete them.  I'll be sure to sell a bunch of bandits when I get back to testing.

Posted (edited)

I always get that problem, when threre are 2 captives: first dissapear on sell, second - not. No problems, when i have only one.

Edited by dreiph
Posted
5 hours ago, dunderhead59 said:

In my experience, captives may aggro momentarily, or cause other NPCs to aggro, potentially leading to a massive brawl.  It doesn't seem to happen once they are fully trained, so getting somewhere safe to do the training becomes my first priority once I have a captive.

 

Yes.. bandit Captives who aren't being trained seem to be easily set off but I am not entirely sure why... In general it's just a good idea to save often in many different slots while running with captives.

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