Scroolose Posted September 14, 2022 Posted September 14, 2022 On 9/10/2022 at 7:42 PM, Tentacus said: The biggest problem I see is that I use blocking dialogue which makes this pretty incompatible with other dialogue mods, but also keeps your slave from talking to you about their fucking vanilla life so that's worth it IMO. I couldn't change the blocking if I wanted to for the rescue part as my blocking just blocks the existing blocking dialogue from TNB. I just had an idea about how maybe to have a compatibility mode you can switch in and out of. It certainly wouldn't be in this update but it's an interesting idea. I will allow you to sell slaves in the future but this update is already far too overdue. I have a particular Vanilla NPC who behaves like a human trafficking enthusias in mind to be the one you sell them to. I'm not sure how these mods work, but I was thinking that when you max obedience and that other stat ( "irrational affection") npcs from this mod, they automatically become registered as fully trained slave from PAHE ( with maxed stats). I guess it could be done so that actions from this mod directly affect PAHE slave stats, but that would probably be more messy and complicated. With PAHE Home Sweet Home, you could tell them something like "This is your new home" and they would also be registered with features from that mod. So you could more available options like have them clean the place, entertain guests, assign one as taskmistress, etc. Basically, basic training and dialogue from this mod ( I think it is organized and executed much better), plus some additional gameplay features from Paradise Halls and Pahe Home sweet home.
Tentacus Posted September 14, 2022 Author Posted September 14, 2022 27 minutes ago, Scroolose said: I'm not sure how these mods work, but I was thinking that when you max obedience and that other stat ( "irrational affection") npcs from this mod, they automatically become registered as fully trained slave from PAHE ( with maxed stats). I guess it could be done so that actions from this mod directly affect PAHE slave stats, but that would probably be more messy and complicated. With PAHE Home Sweet Home, you could tell them something like "This is your new home" and they would also be registered with features from that mod. So you could more available options like have them clean the place, entertain guests, assign one as taskmistress, etc. Basically, basic training and dialogue from this mod ( I think it is organized and executed much better), plus some additional gameplay features from Paradise Halls and Pahe Home sweet home. Gonna be honest every time I've looked at the Pahe scripts my eyes cross. If somebody wants to tell me exactly how to do it and it's not hard maybe... but I'm not gonna go out of my way to do it. I only keep PAHE installed at this point cause I love the whip.
Tentacus Posted September 14, 2022 Author Posted September 14, 2022 The Compatibility mode works. I tested it with ZAZ Helper 8 and Anneke was able to get on the furniture no problem. Couldn't test in on Haelga because she is still the Prisoner alias from TNB, so I can't unblock her dialogue.
Tentacus Posted September 15, 2022 Author Posted September 15, 2022 Had a good time testing tonight. The prostitution gameplay feels really good. Just discovered the tub in the basement of JK's Bannered Mare. Great place to have your girl, or boy work. I'm dialing in the values for slave training as I think my initial requirements were too high. We'll see.
Tentacus Posted September 16, 2022 Author Posted September 16, 2022 I really love this game sometimes, guys. I am sorry it's taking so long. I think it's gonna take one more week of testing, but I promise you it'll be worth the wait, as the experience is starting to feel pretty polished. Hopefully I won't find too many more bugs and my hardware/software will co-operate... Half of yesterday was fighting headset issues. With luck it will just be polishing rough edges and making sure everything works (Haven't really tested cuck system much at all.) 1
Carnificina Posted September 16, 2022 Posted September 16, 2022 I like this mod a lot. There's a lot of neat dialogue hiding out there waiting to be discovered! It’s an absolute joy to play. Also, the updates keep me hooked and I look forward to seeing how this mod develops more in the future. 1
Carnificina Posted September 16, 2022 Posted September 16, 2022 On 9/4/2022 at 2:14 PM, Tentacus said: Don't want to spoil anything but I kinda went all out in this update and Haelga is very different than other NPCs if the PC takes certain actions. Hopefully it plays well, cause I am having a lot of fun writing it. Good luck with the next big update! I feel like I'm gonna be spending a lot of time on that one. I tried out several different dialogue mods, and your writing just hits the buttons in the right way.
Tentacus Posted September 16, 2022 Author Posted September 16, 2022 1 hour ago, Carnificina said: Good luck with the next big update! I feel like I'm gonna be spending a lot of time on that one. I tried out several different dialogue mods, and your writing just hits the buttons in the right way. Thanks. The next update has like 2 more mods worth of content so you should enjoy it. It's nice to see some non VR sxcreenshots. I really have very little idea what this mod looks like in SE.
Tentacus Posted September 17, 2022 Author Posted September 17, 2022 I had resisted the temptation to do this before because I always kinda felt like it was clunky in PAH, and doing it in a less clunky way would take a little effort but I added dialogue to check on your prisoner's feelings for you. It's on a timer so the topic will vanish unless it increases. I haven't tested it yet but hopefully it will play well. I also added a similar one to the Camp follower that tracks that seperate stat. For those keeping track the current line count is 4555 which means I added 191 lines in the last 10 days. 3
Tentacus Posted September 18, 2022 Author Posted September 18, 2022 (edited) The love check dialogue worked well. A also made it so kissing added irrational affection so if you want to seal their enslavement with a kiss you literally can... lol. I did find that the "Get + 20 irrational affection" route to enslavement wasn't working due to bad elseif logic so I had to redo my main enslavement fuction. It should work right now. I found the amount of specific dialogue for things like body negging and praising appropriate for after they're enslaved lacking so I added some of that yesterday, and also made it so you can no longer tell them to undress if their hands are bound with a Zaz item. (Fully rescued Follower only) Edited September 18, 2022 by Tentacus 1
Tentacus Posted September 19, 2022 Author Posted September 19, 2022 (edited) Testing went well today. With luck I hope to get this out before next weekend. More Marriage counselling with Verner and Annekke: Edited September 19, 2022 by Tentacus
Carnificina Posted September 19, 2022 Posted September 19, 2022 On 9/17/2022 at 12:18 AM, Tentacus said: I added dialogue to check on your prisoner's feelings for you 14 hours ago, Tentacus said: The love check dialogue worked well. A also made it so kissing added irrational affection so if you want to seal their enslavement with a kiss you literally can... lol. I 1
Carnificina Posted September 19, 2022 Posted September 19, 2022 I for one have no interest in seeing you integrate this mod with PAHE like other people asked about, or at least I would not want you to make it a hard dependency. PAHE already has a lot going under its hood, and many users (like myself) also pair it with Diary of Mine so it would be double the hassle to make patch. And both mods seem to have very different philosophies, with PAHE/Diary of Mine being more slave micromanagement type of gaming and Notice Me being role-playing focused. I would vote to keep them separated.
Carnificina Posted September 19, 2022 Posted September 19, 2022 1 hour ago, Tentacus said: Testing went well today. With luck I hope to get this out before next weekend. More Marriage counselling with Verner and Annekke: Loving the bi energy in this update
Tentacus Posted September 19, 2022 Author Posted September 19, 2022 (edited) 26 minutes ago, Carnificina said: I for one have no interest in seeing you integrate this mod with PAHE like other people asked about, or at least I would not want you to make it a hard dependency. PAHE already has a lot going under its hood, and many users (like myself) also pair it with Diary of Mine so it would be double the hassle to make patch. And both mods seem to have very different philosophies, with PAHE/Diary of Mine being more slave micromanagement type of gaming and Notice Me being role-playing focused. I would vote to keep them separated. When I came back to Skyrim I became a fan of DoM I respect a lot of what they did there but yeah in general I am too far down the "I can do it my way" hole to run them anymore. I still have PAH literally just for the whip and the nice collar model (Literally why it's a requirement for TRAM). My next project after this update... (Probably before addressing some of the wishes for NMS) is probably gonna be a light general slavery mod. Something like PAHE but hopefully more efficient. With my dialogue driven flavor. It will probably require something like defeat or one of the non adult mods that lets you capture defeated actors and talk to them since I have no interest in re-inventing the wheel as far as bandit capture goes. Any mod that lets you talk to hostile factions should work. Edited September 19, 2022 by Tentacus 2
Carnificina Posted September 20, 2022 Posted September 20, 2022 21 hours ago, Tentacus said: It will probably require something like defeat or one of the non adult mods that lets you capture defeated actors and talk to them since I have no interest in re-inventing the wheel as far as bandit capture goes. Any mod that lets you talk to hostile factions should work. A slavery mod from you sounds very promising! I use PAHE mostly to keep some unique hostile npcs to myself, like Alva. Yamete Kudasai is probably what you want to gravitate towards for your latter stuff. It's the new shining thing in defeat mods: better performance, fewer bugs, the author is active here and on discord. I tested it in a huge ass modlist and it seems to work fine even installing it mid playthrough. Most complains I read about it are from player/follower defeat side of things, but since that's not my thing I just disable the "player as victim" stuff and it runs perfect in my script bloated monster of a modlist. 1
Carnificina Posted September 20, 2022 Posted September 20, 2022 Discovered tonight that stuffing your "rescue" with DD plugs and then hitting them with the activating spell counts as discipline points. So every now and then I give then one quick pop between locations to tame and get them aroused at the same time. Found it amusing.
Tentacus Posted September 20, 2022 Author Posted September 20, 2022 (edited) 9 hours ago, Carnificina said: A slavery mod from you sounds very promising! I use PAHE mostly to keep some unique hostile npcs to myself, like Alva. Yamete Kudasai is probably what you want to gravitate towards for your latter stuff. It's the new shining thing in defeat mods: better performance, fewer bugs, the author is active here and on discord. I tested it in a huge ass modlist and it seems to work fine even installing it mid playthrough. Most complains I read about it are from player/follower defeat side of things, but since that's not my thing I just disable the "player as victim" stuff and it runs perfect in my script bloated monster of a modlist. I think the first Yamate didn't work with VR, dunno about the new one. I might try YK when I start a new testing profile. I haven't had any problems with the SE port of Defeat though. 8 hours ago, Carnificina said: Discovered tonight that stuffing your "rescue" with DD plugs and then hitting them with the activating spell counts as discipline points. So every now and then I give then one quick pop between locations to tame and get them aroused at the same time. Found it amusing. Yeah pretty sure in the released version all spells including friendly ones count. The update at least will make Vanilla Healing spells not. Edited September 20, 2022 by Tentacus
Tentacus Posted September 20, 2022 Author Posted September 20, 2022 (edited) Update: My hopes of getting this out this week are dwindling because I didn't get any testing done yesterday. I was cursed by too many good ideas. I added some dialogue that only shows up if the player is nude (encouraging the player to strip before doing a sex scene) Basically this allows you to have unlimited oral sex during the sex cooldown. (IE... get me hard again... You'll do this all night if I say so." etc...) This will extend the cooldown each time you do it though. The cooldown is really barely a suggestion at this point anyway since there are so many permutations where it doesn't apply or is arbitrarily removed... In that spirit I also added a special version of this nude dialogue to the Camp Follower Unlike the Prisoner, they have a special ability I call "fluffer" If they give you oral sex after you had sex with the Prisoner then it will end the cooldown. The only problem with this is that the nude detection I use is based on clothing value so if you have on even a ring it will detect you as clothed. To ease this annoyance a little I added an option to the fully trained slave and Camp follower to have them assist you undress, which unequips everything from the player. While I was at it I made it so having them masturbate also removes the sex cooldown (It makes you horny baby, yeah!) and also having them Masturbate has a coinflip chance of either increasing or decreasing Irrational affaction... So yeah. If you have to wait a few more days that's why. BTW: This mod is fully playable as a female PC. Just cause all my examples have been a male PC, doesn't mean that I haven't made female appropriate versions of every line where applicable. Edited September 20, 2022 by Tentacus 2
Tentacus Posted September 21, 2022 Author Posted September 21, 2022 Update: I've had a lot of IRL stuff pop up for the back half of the week, not to mention finding a distressing amount of bugs So I am definitely not getting it out until late next week. Sorry for getting any hopes up. 1
Tentacus Posted September 21, 2022 Author Posted September 21, 2022 Skyrim... knows how to party. Guys... This mod is really fun. BTW That Orc just showed up at the end of this freshly cleared dungeon while me and my gang were breaking in Pactur so we invited him to the party... what a fun odd thing to happen. 2
Tentacus Posted September 22, 2022 Author Posted September 22, 2022 (edited) Update: Testing the cucking today... cuckholding Sorlii by raping Pactur in front of her. (TNB sure likes to abduct those 2) So far so good but there is a lot of misgendered responses I need to fix. I also made it so you can get them to sacrifice themselves and take their spouses place after you've cucked them... Before it was an either or. Makes for a more deliciously drawn out scenario this way. Noticed an issue that isn't really a bug but if you whore different followers to the same John the mod will act like it was the current whore that slept with them before, so for your "murshun" it would be best to whore different NPCs out to different client pools. After I fix these bugs I won't be able to touch the mod till next week. Edited September 22, 2022 by Tentacus 3
DonQuiWho Posted September 25, 2022 Posted September 25, 2022 (edited) EDIT: UPDATE: What happened below. and what I saw then, did happen. However 1 - On a replay through the same event, all the bad people had come from the Full Random NPC Pack, but most had their bases 'Last' changed by a variety of other mods which have bandits included. I think that the dead one remaining in this scenario just happened to randomly refer to this mod 2 - I have no idea why the other NPCs disappeared and why the Defeat (5.3.6 Bane Version) Robbery terminated. If anyone does, please let me know - DM prob, to keep it out of Tentacus' thread BOTTOM LINE: Good News, this mod most probably wasn't causing my grief ? ============ A quick query please I was testing out a mod addition for someone, and part of this involved a punch up between PC+2 followers vs 5 or 6 Bandits @ the cave just below cliff top running alongside the Dragonsreach walls One of the followers was enslaved, as hoped, by a Bandit Mage F Defeat did its thing OK and on the ending of the Defeat event, the bad people stole the PC's cash - Defeat was set to allow only cash to be taken in this game - and this trhen gave a 'recover your goods' type quest As the PC was sneaking away from the scene, suddenly the message came up that the goods recovery quest had ended in a 'failed' manner, and the quest vanished/completed Went back to the scene of the crime and found the F Bandit Mage having carnal fun with the enslaved follower, but the rest of the bandit band NPCs had, very unusually, vanished completely. As, it turned out, had the cash that one of those had nicked Killed the mage and on checking her corpse with the console, the info found was that she was 'Last Amended' (or whatever the exact description is) by this mod So - Does this mod change the base info of existing NPCs? - Will it unilaterally add bands of NPCs in locations to which the player might be sent by the message board, that appear when the PC just happens to 'pass by' (I had previously cleared the location (can't remember if it auto recycles or not) but I don't think I had a quest to go to that location from this, or any other mod) - Are the NPCs this mod creates effectively 'radiant quest' NPCs that will vanish once you leave the scene (I guess, in this instance, by moving out of the cell) unless there is a reason for their remaining, like, eg, holding my foillower captive on site whilst also screwing her silly? Or just being deaded afterwards. Not trying to rain on your parade at all - I'm really looking forward to everything you're doing with this! - but - if your NPCs are only 'transient' NPCs, and can taken quest items etc from the PC when they are enjoined in play by other mods, and can then just disappear into the ether before those items can be retrieved, its conceivable that their antics are going to break quite a few people's games Irrespective of how badly I've written all that, it's meant to be .... helpful, and constructive ..... and I hope it is so DQW Edited October 1, 2022 by DonQuiWho typos etc ;-(
Tentacus Posted September 27, 2022 Author Posted September 27, 2022 (edited) On 9/25/2022 at 6:41 PM, DonQuiWho said: A quick query please I was testing out a mod addition for someone, and part of this involved a punch up between PC+2 followers vs 5 or 6 Bandits @ the cave just below cliff top running alongside the Dragonsreach walls One of the followers was enslaved, as hoped, by a Bandit Mage F Defeat did its thing OK and on the ending of the Defeat event, the bad people stole the PC's cash - Defeat was set to allow only cash to be taken in this game - and this trhen gave a 'recover your goods' type quest As the PC was sneaking away from the scene, suddenly the message came up that the goods recovery quest had ended in a 'failed' manner, and the quest vanished/completed Went back to the scene of the crime and found the F Bandit Mage having carnal fun with the enslaved follower, but the rest of the bandit band NPCs had, very unusually, vanished completely. As, it turned out, had the cash that one of those had nicked Killed the mage and on checking her corpse with the console, the info found was that she was 'Last Amended' (or whatever the exact description is) by this mod So - Does this mod change the base info of existing NPCs? - Will it unilaterally add bands of NPCs in locations to which the player might be sent by the message board, that appear when the PC just happens to 'pass by' (I had previously cleared the location (can't remember if it auto recycles or not) but I don't think I had a quest to go to that location from this, or any other mod) - Are the NPCs this mod creates effectively 'radiant quest' NPCs that will vanish once you leave the scene (I guess, in this instance, by moving out of the cell) unless there is a reason for their remaining, like, eg, holding my foillower captive on site whilst also screwing her silly? Or just being deaded afterwards. Not trying to rain on your parade at all - I'm really looking forward to everything you're doing with this! - but - if your NPCs are only 'transient' NPCs, and can taken quest items etc from the PC when they are enjoined in play by other mods, and can then just disappear into the ether before those items can be retrieved, its conceivable that their antics are going to break quite a few people's games Irrespective of how badly I've written all that, it's meant to be .... helpful, and constructive ..... and I hope it is so DQW This mod is an addon to The Notice board. It doesn't clone any NPCs or alter their records it simply puts them in a quest alias., and As far as I know that's all The Notice board itself does. It seems to take the actual in game reference of the NPC and move them to the dungeon when the Rescue quest fills the alias. The released build of NMS doesn't touch any NPCs other than the TNB prisoners... (Which are all named actiors) It certainly doesn't touch bandits... Nor does it add any NPCs to the game radiant or otherwise. Though Modded NPCs placed in a cell that TNB considers a residence (Like Haelga's Bunkhouse) may be chosen by TNB and that could theoreticallty include templated actors which could cause issues I guess, but again that's a TNB problem, not a NMS problem. Edited September 27, 2022 by Tentacus
DonQuiWho Posted September 27, 2022 Posted September 27, 2022 7 hours ago, Tentacus said: This mod is an addon to The Notice board. It doesn't clone any NPCs or alter their records it simply puts them in a quest alias., and As far as I know that's all The Notice board itself does. It seems to take the actual in game reference of the NPC and move them to the dungeon when the Rescue quest fills the alias. The released build of NMS doesn't touch any NPCs other than the TNB prisoners... (Which are all named actiors) It certainly doesn't touch bandits... Nor does it add any NPCs to the game radiant or otherwise. Though Modded NPCs placed in a cell that TNB considers a residence (Like Haelga's Bunkhouse) may be chosen by TNB and that could theoreticallty include templated actors which could cause issues I guess, but again that's a TNB problem, not a NMS problem. Thanks for that I'll probably try rerunning that scene again - I save very regularly and have room to keep them all - so it should be easy to do. If I find that the band of baddies DO all consistently ref your mod, then, just for interest, I'll get back to you with a log so that you can maybe help me see why, because if something is going to add odd repercussions, it would be nice to know what I will need to watch out for Thanks again DQW 1
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