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Posted

 

If i havent already said, nice mod, have had this and the previous two versions installed.

 

I have encountered a bug with the current version though and I'm not sure if thats from upgrading from the previous version, previously when I used the the "hold up" dialogue option it worked fine but now with the current version my character surrenders, gets binded and kneels on the floor and stays there indefinately

With one of the recent versions, I think it was the 09NOV13 update, I changed it so that you have to hit the hotkey to "free" yourself after you've been bound for the appropriate period of time.  There should be a little text blurb in the upper left when you can do so.

 

 

Will try that next time, does seem to only be the consenual dialogue that i'm having problems with as the combat submit is working fine.

 

It use to be something like you'd say "hold up can i have a minute of your time" and then "how about we get to know each other better" but regardless of whether I have a follower or have done anything recently it goes to "you look left out" and then my char submits and gets bound and kneels.

Posted

Will try that next time, does seem to only be the consenual dialogue that i'm having problems with as the combat submit is working fine.

 

It use to be something like you'd say "hold up can i have a minute of your time" and then "how about we get to know each other better" but regardless of whether I have a follower or have done anything recently it goes to "you look left out" and then my char submits and gets bound and kneels.

Huh, okay, well, that sounds like something else entirely. :huh:

 

Not sure, but it might be a good idea to try to do a clean save as much as possible (unload mod from load order, load game, save game, exit, reload mod in load order) just to reset any wonky globals/factions/flags/etc that may have gotten hung somehow between updates.

 

Because at no point should you be getting the "bound" scene during consensual dialogs, 2-way or 3-way.

 

Posted

So I started a vampire character (with Better Vampires) to test, and it does seem to be working pretty well. When I successfully make an enemy submit, my char does the neck bite animation instead of the normal beatdown, after which everything proceeds normally. The only thing I feel to be missing here is the option to finish them off by drinking them dry once I've had my fun. ;)

Posted

I know you considder the mod pretty much complete dkatryl, but i hope you'll bear with me if i air a suggestion anyway  ;)

 

Basically, what i'd like to see is for player escape to become event based rather than time based.

 

 

The way it currently works seems a little unintuitive. Two bandits just had their way with me, tied me up, and are now standing right infront of me with weapons drawn. But a few seconds later i can press the key, untie myself right infront of them (why are they letting me do that?), walk around their camp for a few minutes stealing all their stuff and looting their dead for some armor, summon a bound-sword and cast Ironflesh right infront of them, and only when i attack them do they start caring (or if i just plain hang around for long enough).

 

The system works for what it is and is supposed to do, but i think it could work even better with a tweak. What if it worked like this instead:

 

When happy time is over you are bound as before, but your movement controls aren't locked (your inventory and all that is using Zaz keywords on the restraints, but you can walk around and open doors), and your enemies go into peaceful sandboxing mode and won't care about you (as far as they are concearned, you are no threat with your hands bound, and they already got your stuff and had their fun with you, if you want to wander off and get eaten by a wolf, then they don't care).

But the moment you press the button and free yourself, they will resume normal enemy AI behaviour.

 

This way, the aftermath grace period basically becomes up to the player (you can wander out of sight before untying yourself to avoid further combat or plan your counter attack, or if you want, you can do it right there infront of them to resume the fight instantly), it's a more immersive way for it to work i feel, and i belive the scripts involved might be a bit simpler aswell (no timers, just press of a button state changes).

 

 

Hmm.. maybe also add a gag, the Zaz gags prevent use of magic and shouts, and the wood or log bit ones work well with almost any char (man, mer or beast), so that might be a good addition to make the player less dangerous untill he/she unties themselves.

 

 

Just some thoughts, do with them as you will.

Posted

 

I know you considder the mod pretty much complete dkatryl, but i hope you'll bear with me if i air a suggestion anyway  ;)

 

Basically, what i'd like to see is for player escape to become event based rather than time based.

 

 

The way it currently works seems a little unintuitive. Two bandits just had their way with me, tied me up, and are now standing right infront of me with weapons drawn. But a few seconds later i can press the key, untie myself right infront of them (why are they letting me do that?), walk around their camp for a few minutes stealing all their stuff and looting their dead for some armor, summon a bound-sword and cast Ironflesh right infront of them, and only when i attack them do they start caring (or if i just plain hang around for long enough).

 

The system works for what it is and is supposed to do, but i think it could work even better with a tweak. What if it worked like this instead:

 

When happy time is over you are bound as before, but your movement controls aren't locked (your inventory and all that is using Zaz keywords on the restraints, but you can walk around and open doors), and your enemies go into peaceful sandboxing mode and won't care about you (as far as they are concearned, you are no threat with your hands bound, and they already got your stuff and had their fun with you, if you want to wander off and get eaten by a wolf, then they don't care).

But the moment you press the button and free yourself, they will resume normal enemy AI behaviour.

 

This way, the aftermath grace period basically becomes up to the player (you can wander out of sight before untying yourself to avoid further combat or plan your counter attack, or if you want, you can do it right there infront of them to resume the fight instantly), it's a more immersive way for it to work i feel, and i belive the scripts involved might be a bit simpler aswell (no timers, just press of a button state changes).

 

 

Hmm.. maybe also add a gag, the Zaz gags prevent use of magic and shouts, and the wood or log bit ones work well with almost any char (man, mer or beast), so that might be a good addition to make the player less dangerous untill he/she unties themselves.

 

 

Just some thoughts, do with them as you will.

 

This idea definitely has merit.

 

I changed it from being strictly time based to being player initiated on the release as sort of a first step towards making it a bit more event based, as you said. I didn't want to change too much at once mainly because I just haven't been working much on the mod (or playing Skyrim), but given that I plan to spend a bit of time on it during the upcoming holiday season, I can justify doing things like this.

 

Locking casting/fighting/inventory but allowing movement is easily handled by the DisablePlayerControls()/EnablePlayerControls() by setting the desired flags true/false.

 

What I'll probably do is make it so that, if you have the option to have all your non-quest stuff stolen, when you push the button, you will be completely free, they will go aggro (So it's best to let them wander off first), but you can immediately use all abilities (cast/fight/etc).

 

If you do not have that option, and you keep all of your non-quest stuff (minus carried gold :P), you can push the button to free yourself whenever you want (immediately, or wait until the coast is clear), however, I'll probably delay unlocking the casting/inventory/fighting abilities for a period of time after hitting the escape button. (Probably ~30-40sec, similar to whatever duration penalty they currently have to offset keeping all of their gear).

Posted

 

how difficult would it be to make NPCs actually approach the player for sex? My character is a sexy dovah female... men should be trying to get a taste of her pie not the other way around.

 

There are other mods that do this. My personal favorite is Radiant Prostitution, but of course I'd understand if you were just wanting them to hit on you, not want to solicit your services.

 

I think mods probably don't do this in general because, as cool as it sounds to have random NPCs hit on you, getting force dialogue all the time gets old quick. ;)

 

Yeah, it's not really something that terribly interests me, because it would probably get to the point where you would have to limit it so much to keep you from being harassed with every other step that you'd have to almost turn the stupid thing off.

 

That, plus I doubt there are many voiced strings from the DialogGeneric/Shared section that would accomplish the task of giving lines to hit on the player. :P

Posted

So I started a vampire character (with Better Vampires) to test, and it does seem to be working pretty well. When I successfully make an enemy submit, my char does the neck bite animation instead of the normal beatdown, after which everything proceeds normally. The only thing I feel to be missing here is the option to finish them off by drinking them dry once I've had my fun. ;)

See appended notes to self a few posts back.

 

;)

Posted

Hi its mentioned that a successful seduction/bribery attempt may lead to a 25% chance in post coital bliss thereby leading to an increase in relationship value by 1 with the targeted NPC. However i seem to be getting that effect 100% of the times, not sure whether the problem is on my end (i have 200 esps running, wouldnt be surprised) or that the mod is doing as intended or i'm just really really lucky. Could i ask if anyone has a similar issue? 

Also before i forget. thanks so much for such an awesome mod. its really a one stop mod but i hope you might have more plans for it in the future. This mod has achieved so much and has the potential to do even more!

Posted

Hi its mentioned that a successful seduction/bribery attempt may lead to a 25% chance in post coital bliss thereby leading to an increase in relationship value by 1 with the targeted NPC. However i seem to be getting that effect 100% of the times, not sure whether the problem is on my end (i have 200 esps running, wouldnt be surprised) or that the mod is doing as intended or i'm just really really lucky. Could i ask if anyone has a similar issue? 

 

Also before i forget. thanks so much for such an awesome mod. its really a one stop mod but i hope you might have more plans for it in the future. This mod has achieved so much and has the potential to do even more!

Is the 25% from the main page?  If it is, it's out of date and I need to update it, because, yes, it's 100%.  Originally, I made it 25%, but since RelationshipRank really doesn't impact that much in the game, I figured making it 100% wouldn't hurt anything.

 

If it said it somewhere else, then where did it say that so I can update it as well?

Posted

 

 

how difficult would it be to make NPCs actually approach the player for sex? My character is a sexy dovah female... men should be trying to get a taste of her pie not the other way around.

 

There are other mods that do this. My personal favorite is Radiant Prostitution, but of course I'd understand if you were just wanting them to hit on you, not want to solicit your services.

 

I think mods probably don't do this in general because, as cool as it sounds to have random NPCs hit on you, getting force dialogue all the time gets old quick. ;)

 

Yeah, it's not really something that terribly interests me, because it would probably get to the point where you would have to limit it so much to keep you from being harassed with every other step that you'd have to almost turn the stupid thing off.

 

That, plus I doubt there are many voiced strings from the DialogGeneric/Shared section that would accomplish the task of giving lines to hit on the player. :P

 

haha very true. I have heard NPCs say... Woah! or such pretty colors! and what not before... That kind of made me think of it... anyway I was thinking something more like fable... They would NOT run up and open dialogue. there might be an adjustable percent of a chance that someone might stop and kind of stare in awe and maybe clap or try to serenade you as you walk by. if you see someone showing interest like that you have the choice to keep walking or walk over to them and say hey whats up? They might just use the generic marriage dialogue. but the idea is that the NPC does "Something" to show interest in the player. Woman might just stop and clap or play a sexy animation to flirt when you walk by to signal that they are interested in the player... IDK could be tied into SOS with penis size, or sexlab with sex stats, or your consensual sex system you have... IE you have completed a certain quest or are a certain level so woman or men are more likely to approach you with gifts and songs.

 

Just a thought! I'm done! 

Posted

 

Will try that next time, does seem to only be the consenual dialogue that i'm having problems with as the combat submit is working fine.

 

It use to be something like you'd say "hold up can i have a minute of your time" and then "how about we get to know each other better" but regardless of whether I have a follower or have done anything recently it goes to "you look left out" and then my char submits and gets bound and kneels.

Huh, okay, well, that sounds like something else entirely. :huh:

 

Not sure, but it might be a good idea to try to do a clean save as much as possible (unload mod from load order, load game, save game, exit, reload mod in load order) just to reset any wonky globals/factions/flags/etc that may have gotten hung somehow between updates.

 

Because at no point should you be getting the "bound" scene during consensual dialogs, 2-way or 3-way.

 

 

tried that and its now working like before, cheers for help

 

Posted

 

Hi its mentioned that a successful seduction/bribery attempt may lead to a 25% chance in post coital bliss thereby leading to an increase in relationship value by 1 with the targeted NPC. However i seem to be getting that effect 100% of the times, not sure whether the problem is on my end (i have 200 esps running, wouldnt be surprised) or that the mod is doing as intended or i'm just really really lucky. Could i ask if anyone has a similar issue? 

 

Also before i forget. thanks so much for such an awesome mod. its really a one stop mod but i hope you might have more plans for it in the future. This mod has achieved so much and has the potential to do even more!

Is the 25% from the main page?  If it is, it's out of date and I need to update it, because, yes, it's 100%.  Originally, I made it 25%, but since RelationshipRank really doesn't impact that much in the game, I figured making it 100% wouldn't hurt anything.

 

If it said it somewhere else, then where did it say that so I can update it as well?

 

It was on the main page description but i believe you have made the changes! thanks for the clarification!

 

Also i have a slight request. Would it be possible to base the bribery formula not only on relationship rank but also on the morality rank and on the vanilla clothes they wear (specifically begger and wench outfit cause an increase likelihood of accepting while noble clothes reduce the chances). It would be more immersive as NPCs who have strict morals and proper means tend not to give in to gold so easily. I personally feel that the bribery attempts to a begger NPC and better off NPCs like carlotta valentia have really no difference (their levels are pretty much the same). It would also be great if there is an option to increase the payment for bribery in the MCM menu. This is however just a request and a suggestion, i hope i dont come about as demanding.

 

P.S I'm not exactly sure whether clothes can be used as marker for the formula, though i believe Radiant Prostitution http://www.loverslab.com/topic/19568-wip-radiant-prostitution-081b-oct-29th/ ) did manage to achieve this effect. Why i suggested clothes is so that they would be an automatic process to help filter low class NPCs like flower girls in Inconsequential NPCs and prostitutes of skyrim thus allowing this MOD to be highly receptive to mods that add additional NPCs.

Posted

 

It was on the main page description but i believe you have made the changes! thanks for the clarification!

 

Also i have a slight request. Would it be possible to base the bribery formula not only on relationship rank but also on the morality rank and on the vanilla clothes they wear (specifically begger and wench outfit cause an increase likelihood of accepting while noble clothes reduce the chances). It would be more immersive as NPCs who have strict morals and proper means tend not to give in to gold so easily. I personally feel that the bribery attempts to a begger NPC and better off NPCs like carlotta valentia have really no difference (their levels are pretty much the same). It would also be great if there is an option to increase the payment for bribery in the MCM menu. This is however just a request and a suggestion, i hope i dont come about as demanding.

 

P.S I'm not exactly sure whether clothes can be used as marker for the formula, though i believe Radiant Prostitution http://www.loverslab.com/topic/19568-wip-radiant-prostitution-081b-oct-29th/ ) did manage to achieve this effect. Why i suggested clothes is so that they would be an automatic process to help filter low class NPCs like flower girls in Inconsequential NPCs and prostitutes of skyrim thus allowing this MOD to be highly receptive to mods that add additional NPCs.

 

Eh, clothing is probably going to be more trouble than it's worth for modifying the bribe algorithm, considering that really isn't a main focus of this mod, unlike the RP mod.

 

However, the Morality rank is definitely something easier to accomplish.

 

And since I'm already going to be doing some MCM updates in the coming weeks, I can definitely add a slider there.  Probably changing it from using the built in Skyrim "bribe" system that autmates how much and letting the player set a flat amount.  Or maybe just make a sliding multiplier.  Which ever is easier and more straight forward.

Posted

Once upon a time, when the characters come-ons were rejected by an npc, you couldnt try again with that NPC until a set time had passed. You changed that because it could be circumvented easily by exiting the building and entering again. The current system where it reduces your chances by 15% is a compromise but not really logical or immersive and just leads to people spamming it over and over till they get success.

Now, I have played with Vampiric Thirst for a while and I notice that it has a system like yours where you can try a speech check to bite someone and if you fail that, you cant try again for a while (a day I believe), however that system cant be circumvented so maybe it is worth looking into or simply asking MsLeeches (the creator) how it was done ?

 

Posted

 

 

So I started a vampire character (with Better Vampires) to test, and it does seem to be working pretty well. When I successfully make an enemy submit, my char does the neck bite animation instead of the normal beatdown, after which everything proceeds normally. The only thing I feel to be missing here is the option to finish them off by drinking them dry once I've had my fun. ;)

See appended notes to self a few posts back.

 

;)

I just went back and read it, along with the conversation you had about changing the 'break free' portion to be more event-based, and I can't quite express how excited this all makes me! Even though I had personally expressed interest in the vampire stuff, I admit that the change to being able to move while bound and then instant aggro when I break free might just be even more thrilling.

 

Part of this change involves the enemies resuming their normal sandox routines after tapings have completed instead of standing over me with weapons drawn, do I have that right? I think that will be a huge improvement... they've all had their fun and now have no further interest in me.

 

I kinda wonder how much more effort it would be to randomize just how bound enemies leave me? Some might tie hands, or add a gag. Others could put leg shackles, blindfolds or anal beads. Sanguine's has this stuff which is why I wonder, and I know it's probably too much but a girl can dream. ;)

Posted

Part of this change involves the enemies resuming their normal sandox routines after tapings have completed instead of standing over me with weapons drawn, do I have that right? I think that will be a huge improvement... they've all had their fun and now have no further interest in me.

Yes, the would return to their sandbox routine, otherwise, you'd be getting dogpiled as soon as you stood up.

 

Although some of your freaks just might enjoy that! :P

Posted

Once upon a time, when the characters come-ons were rejected by an npc, you couldnt try again with that NPC until a set time had passed. You changed that because it could be circumvented easily by exiting the building and entering again. The current system where it reduces your chances by 15% is a compromise but not really logical or immersive and just leads to people spamming it over and over till they get success.

Now, I have played with Vampiric Thirst for a while and I notice that it has a system like yours where you can try a speech check to bite someone and if you fail that, you cant try again for a while (a day I believe), however that system cant be circumvented so maybe it is worth looking into or simply asking MsLeeches (the creator) how it was done ?

I had considered also making it where failing AFTER you have the penalty in place would also risk losing RelationshipRank as well.  I like that idea better than simply not having the ability to try, since nothing is stopping you from pestering someone IRL either, but continued harassement will make them progressively more angry with you (lose Rank).

 

But, I was back to the point where after a certain period, the initial failure penalty should get removed automatically, otherwise it would become potentially punitive as hell if you have poor luck with the RNG and get several failures in a row.  So, that's why I left it the way it was.

 

That said, I think I will ping MsLeeches, as you suggested, but ultimately, I will only use it to remove the failure penalty after some period similar to the old system, but then also add in the Relationship Rank decrease on repeated failures, that way spamming until you succeed ultimately won't work.  (If you try during this penalty failure and you've reduced the Rank to -1, then you will automatically fail.)

 

I think that will ultimately be better, but the key is to get the failure status to properly remain for the expected duration.

 

Edit: Okay, PM'd MsLeeches, now to see if I get a response.

 

Although, I have to ask, when you failed the bite attempt, were you locked out of ALL attempts for a day, or is it a per NPC basis?

Posted

 

Once upon a time, when the characters come-ons were rejected by an npc, you couldnt try again with that NPC until a set time had passed. You changed that because it could be circumvented easily by exiting the building and entering again. The current system where it reduces your chances by 15% is a compromise but not really logical or immersive and just leads to people spamming it over and over till they get success.

Now, I have played with Vampiric Thirst for a while and I notice that it has a system like yours where you can try a speech check to bite someone and if you fail that, you cant try again for a while (a day I believe), however that system cant be circumvented so maybe it is worth looking into or simply asking MsLeeches (the creator) how it was done ?

I had considered also making it where failing AFTER you have the penalty in place would also risk losing RelationshipRank as well.  I like that idea better than simply not having the ability to try, since nothing is stopping you from pestering someone IRL either, but continued harassement will make them progressively more angry with you (lose Rank).

 

But, I was back to the point where after a certain period, the initial failure penalty should get removed automatically, otherwise it would become potentially punitive as hell if you have poor luck with the RNG and get several failures in a row.  So, that's why I left it the way it was.

 

That said, I think I will ping MsLeeches, as you suggested, but ultimately, I will only use it to remove the failure penalty after some period similar to the old system, but then also add in the Relationship Rank decrease on repeated failures, that way spamming until you succeed ultimately won't work.  (If you try during this penalty failure and you've reduced the Rank to -1, then you will automatically fail.)

 

I think that will ultimately be better, but the key is to get the failure status to properly remain for the expected duration.

 

Edit: Okay, PM'd MsLeeches, now to see if I get a response.

 

Although, I have to ask, when you failed the bite attempt, were you locked out of ALL attempts for a day, or is it a per NPC basis?

 

 

Its on an individual NPC basis, so if I fail on Ysolda, I cant ask her for the rest of the day but I can still ask Saadia or anyone else around.

Posted

 

Its on an individual NPC basis, so if I fail on Ysolda, I cant ask her for the rest of the day but I can still ask Saadia or anyone else around.

Fair enough!

 

Well, like I said, I PM'd them over at Nexus.  Have no idea if/when I'll get a response, but there ya go.

Posted

 

Part of this change involves the enemies resuming their normal sandox routines after tapings have completed instead of standing over me with weapons drawn, do I have that right? I think that will be a huge improvement... they've all had their fun and now have no further interest in me.

Yes, the would return to their sandbox routine, otherwise, you'd be getting dogpiled as soon as you stood up.

 

Although some of your freaks just might enjoy that! :P

 

 

Guilty. >_>

 

However! There is a time for moving on, even if it is naked and without any weapons. ;)

Posted

 

What I'll probably do is make it so that, if you have the option to have all your non-quest stuff stolen, when you push the button, you will be completely free, they will go aggro (So it's best to let them wander off first), but you can immediately use all abilities (cast/fight/etc).

 

I'm a little worried about how you worded this, so just to make sure we're on the same page:

 

You are not expecting the enemies to be the ones who wander off, right? Because that woulden't work, the vast majority of times you fight someone in Skyrim, it's because you wandered into their lair. Skyrim doesen't have many wandering enemies, they are mostly all concentrated in camps and caves that the player has to enter to fetch something. Thus, since the enemy is almost allways in their desired sandbox zone already, they woulden't go anywhere when told to sandbox (they might walk a few meters away, but that's not very helpful).

 

It's the player that needs the freedom to move, because only the player can be trusted to do so (or not, but then that's the players choice). Basically, the whole step where the player is bound and left sitting there needs to work differently (in that the enemies will go straight into sandboxing, and the player should be able to move, but not fight or much else).

 

 

Anyway, whilst i'm bouncing around ideas, something that could work with this is a hardcore-mode option. Borrowing a little inspiration from the SD mod, you could add a checkbox option that makes it harder for the player to untie themselves.

IE the player might have to find a freindly/neutral NPC to ask for help, they need to find a crafting station, or a weapon on the ground that they can use to cut the binds. Or maybe something else entirely, i'd be interested to see what people might suggest.

 

But this would definately have to be optional, as it would have a big impact on gameplay.

Posted

I believe that was specifically what he set out to change: The player will be bound, and instead of hovering over her, the enemies will return back to whatever they'd normally be doing if not beating her down. While bound, the player is now able to move, but not attack, cast spells, or shout until she breaks the bindings, but the second she does break the bindings, all the enemies in the area will re-aggro.

 

So for someone who has the hardcore setting on and gets her stuff taken, it's in her best interest to take her chances in the wilds, naked and alone, where she can hopefully scrounge up some equipment to allow her to return and take revenge (and get her loot!)

 

If you don't have the 'equipment taken' option, well you'll probably at least want to slink away and heal. ;)

Posted

@dkatryl - Hat's off to you! I just checked the OP and read through the list of things that you are planning on changing/adding. I must say that the thing I'm most excited about is the fact that you are at least considering adding Creature support. I thank you for that. I know you hadn't originally planned on adding it in, but if you can accomplish it, a lot of people will be very happy. It's the main feature that's missing from yours that keeps defeat installed on mine. I have nothing against defeat and it's a nice system, but I overall prefer yours. The main reason for that is the ability to decide just when you surrender. The Player gets to choose if they would rather fight to the death or sheath their weapon and surrender to the will of the enemy.

 

So anyway, I look forward to this feature-rich updat! :D

 

Happy Holidays!

Posted

I have a problem with the "steal equipment" option when I am with a follower, as all their equipment are permanently lost.

My characters equipment is all there in their inventory, so I have no problem getting it back when i kill my captor, but alas, not my poor followers gear.

This severely limits my followers roles as lootmules.

 

My solution is to simply not use the "steal equipment" option, which just unequip all my (and my followers) equipment, but sadly it is a bit immersive breaking. 

 

Is this same for everyone else, or should I blame it on my follower mod? (which is EFF)

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