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Posted

 

Actually, I think it might even be fun if the player actually couldn't break out of her bonds alone, and needed assistance doing so. This of course is taken directly from Sanguine's Debauchery, but it's a wicked little twist that would go quite well with this mod.

 

Since Submit doesn't deal in slavery, though, whatever NPC you want to free you might demand a little action in return, or (if they aren't your friend, or have a low morality or whatever) might take advantage of you and then not free you! Hee.

 

Or have a setting where it required lockpicking skill. So you could try every so often X time(let the time per try be set by a slider) each time you try based on your skill you have a % chance to untie yourself. Could also have options so the difficualty of the ropes knot is random or setable like all novice or all master quality.

 

I think that would be nice to add a more random factor to how long you stayed tied up. Especially if this mod worked with others or had a option so that any bandits around while your character is tied up has a chance to trigger a new event.

 

Then your player might stay a prisoner for awhile till they can finally perhaps over time free themselves. I know this is somewhat alone the lines of SD but a lot less so. since the bandits just would keep you around their camp as a play thing, till you got yourself untied.

 

 

 

That would actually be very cool! Have the player bound for a longer but somewhat random time, only shorten-able if she has lockpicking. While she struggles, any eligible enemies nearby have a chance to 'feel frisky' and want to take another turn, further delaying the player's 'bound' time.

 

I guess the only problem I have with the idea is that it conflicts with what I've been hoping would happen in coming updates, which is allowing the player to move while bound. Then again, it could compliment this if the player is stuck bound and can't just break free any time she wants... instead of attacking as they normally would, enemies that aggro the player instead seek to simply have their way with an easy target. Hehe!

Posted

 

 

Actually, I think it might even be fun if the player actually couldn't break out of her bonds alone, and needed assistance doing so. This of course is taken directly from Sanguine's Debauchery, but it's a wicked little twist that would go quite well with this mod.

 

Since Submit doesn't deal in slavery, though, whatever NPC you want to free you might demand a little action in return, or (if they aren't your friend, or have a low morality or whatever) might take advantage of you and then not free you! Hee.

 

Or have a setting where it required lockpicking skill. So you could try every so often X time(let the time per try be set by a slider) each time you try based on your skill you have a % chance to untie yourself. Could also have options so the difficualty of the ropes knot is random or setable like all novice or all master quality.

 

I think that would be nice to add a more random factor to how long you stayed tied up. Especially if this mod worked with others or had a option so that any bandits around while your character is tied up has a chance to trigger a new event.

 

Then your player might stay a prisoner for awhile till they can finally perhaps over time free themselves. I know this is somewhat alone the lines of SD but a lot less so. since the bandits just would keep you around their camp as a play thing, till you got yourself untied.

 

 

 

That would actually be very cool! Have the player bound for a longer but somewhat random time, only shorten-able if she has lockpicking. While she struggles, any eligible enemies nearby have a chance to 'feel frisky' and want to take another turn, further delaying the player's 'bound' time.

 

I guess the only problem I have with the idea is that it conflicts with what I've been hoping would happen in coming updates, which is allowing the player to move while bound. Then again, it could compliment this if the player is stuck bound and can't just break free any time she wants... instead of attacking as they normally would, enemies that aggro the player instead seek to simply have their way with an easy target. Hehe!

 

 

Not really just have the character limited to walking only which is slow would allow you to move around still and use my idea above. You could also add to the moving around that if the PC is bound and moves to far away, the NPC's come and collect their pet. Though I think that would be to hard to code. Perhaps add a teather limiting how far the PC can move while bound? Not sure if that is doable.

Just bouncing idea's now.

 

Posted

There seem to be slight bug with redress that will remove 1 weapon from left hand and move it too right hand if you are using 2 different weapons type.

 

Let's say i have the hatched 1 left hand and sabre in right hand it will remove the sabre from right hand and put the hatched in the left hand and put it in the right hand and sabre will be gone. Then i have too set the sabre manually again in the right hand and put the hatchet back in the left hand. spells seem in both hands seem to be working right.

 

few versions back it seem to have been fixed but seem it has resurfaced in the latest version.

Posted

 

I submitted to some bandits and now I have the very annoying bug, that my Follower gets stuck in the "bound" animation and refuses to fight, even after the rapescenes are over, and I killed the bastards.

reloading / switching gear / moving to other areas etc didnt solve the issues. also releasing and reacquiring the follower was no help.

The follower still stand and walk with her hand bound behind her back and doesnt fight.

 

Even more, if I realease my follower, she wont leave my side. the dialogue options change, as if I dismissed her, but she keeps following me. I can even take another follower and then both follow me....

 

help =(

 

I had that happen once, just save the game, exit to desktop, relaunch the game and reload that save you just made. That fixed it for me.

 

 

Sadly it didnt solve it for me. neither did killing the npc and resurrecting him.

 

Posted

Damn, I must be the only that got bored and tired of raping random bandits and just use the dialogue nowadays xP

 

We're both watching the same animations;. it's all about the context which spices it up. ;)

 

For me, getting ravaged by bandits and creatures is the most exciting, both because it happens during the parts of Skyrim I enjoy most (exploring and battling) and, because of the way I have Defeat configured, has a chance of happening at almost any time. Then I have Submit as my 'death alternative', as well as my victory celebration when a bandit doesn't die and instead lives long enough to please me.

Posted

 

Damn, I must be the only that got bored and tired of raping random bandits and just use the dialogue nowadays xP

 

We're both watching the same animations;. it's all about the context which spices it up. ;)

 

For me, getting ravaged by bandits and creatures is the most exciting, both because it happens during the parts of Skyrim I enjoy most (exploring and battling) and, because of the way I have Defeat configured, has a chance of happening at almost any time. Then I have Submit as my 'death alternative', as well as my victory celebration when a bandit doesn't die and instead lives long enough to please me.

 

 

Nah, I'm a guy, I disable that part even for my female characters :P You don't let your waifu get raped after all xP If anything, my characters do the raping, but as I said, it grew into a pain trying to find the lone enemy, sometimes I just kill them by mistake. Which explains why I bring my female followers along sometimes :P I've got enough problem with hiding from the purity guards (seriously must edit that out, it was fun initially, not it's a huge pain).  Not to mention my game is prone to CTDs (yay for mod overload) so I try not to risk it when I'm questing.

Posted

Heh yeah the guards are a real pain in the neck, mainly because Submit is the only mod that I have where they even care. I have Radiant Prostitution, for example, and using that mod I can screw clients right in the middle of the street or right in front of the Jarl and guards don't care... but all hell breaks loose if they see consensual sex given away freely!

 

I believe there is another mod which makes guards aware of sexings in progress no matter what mod it's from, but... I don't want that mod. ;)

Posted

dkatryl, Is there an easier way to remove the purity guards without having to edit each sex scene end script?  Like tweaking some global variable or removing some faction?

 
Posted

Am I the only one who is having problems with the animations working? when I am seducing a npc, the animations won't start... and I can move freely, if I try to tal to the npc again. It will give me the same options (doing it right there, going elsewhere or cancel it) . the animations only worked once... and I don't really Know what's the proble... anyone?

Posted

Or have a setting where it required lockpicking skill. So you could try every so often X time(let the time per try be set by a slider) each time you try based on your skill you have a % chance to untie yourself. Could also have options so the difficualty of the ropes knot is random or setable like all novice or all master quality.

 

I think that would be nice to add a more random factor to how long you stayed tied up. Especially if this mod worked with others or had a option so that any bandits around while your character is tied up has a chance to trigger a new event.

 

Then your player might stay a prisoner for awhile till they can finally perhaps over time free themselves. I know this is somewhat alone the lines of SD but a lot less so. since the bandits just would keep you around their camp as a play thing, till you got yourself untied.

That's not a bad idea.  And probably make it so upon failure, if a bandit is nearby and looking at you (Has LOS), they come over and have another turn at you. :) 

 

Currently, I've been struggling with the actual mechanics of HOW to implement the things I want with regards to escaping.  The trick is using the Events that Skyrim scripting has to work with to allow you an hour game time (~60sec) to make your escape, unless you do one of the following:

  • Loot
  • Equip gear
  • Cast spells
  • Attack NPCs (actually, this one is already implemented, but currently only on the ones that assaulted you.  Need to revamp the stuff to being on the player.)

I'll probably do as suggested, put a MCM option for a 'hardcore' mode, which is have them re-agro after only a few seconds grace period of escaping, and keeping it at the current state of ~hour game time without it, with the intention of cancelling the grace period if you do one of the above.

 

Provided I get it to work.  If not, eh, I'll just let the MCM option handle it, since now's the time to do such things.

Posted

dkatryl, Is there an easier way to remove the purity guards without having to edit each sex scene end script?  Like tweaking some global variable or removing some faction?

NEVER! YOU MUST SUFFER THE WRATH OF MY PURITANICAL DISAPPROVAL IN YOUR SEXY-TIME SHENANIGANS!!! :angry:

 

Actually, that sounds like a good MCM option to add to the list.  I didn't want to make any MCM changes because of the translating booger it became, but if you make one change, making a dozen changes isn't much more, provided they are all done at once and don't require a dozen separate translations. :P

 

As a reminder, you will want to delete all loose scripts after the update, or they will override the .BSA and you will have some crazy weird things happening!

Posted

 

dkatryl, Is there an easier way to remove the purity guards without having to edit each sex scene end script?  Like tweaking some global variable or removing some faction?

NEVER! YOU MUST SUFFER THE WRATH OF MY PURITANICAL DISAPPROVAL IN YOUR SEXY-TIME SHENANIGANS!!! :angry:

 

Actually, that sounds like a good MCM option to add to the list.  I didn't want to make any MCM changes because of the translating booger it became, but if you make one change, making a dozen changes isn't much more, provided they are all done at once and don't require a dozen separate translations. :P

 

 

If you want puritanical disapproval, check this mod out :P http://skyrim.nexusmods.com/mods/48295/? .Can't get more bigoted than this :P I mean seriously, not sure what the guy's on.  I mean, ok, I'm all for "WHATEVER rocks your boat" in games, art and games should be free of all censorship/limitations,  and be able to pick whatever,  and seeing this guy... yeah...

 

Well, I lived with them till now, I can live with them a bit more I suppose. :P Recently even Companions rat on me behind Jorsomething.  I mean seriously, I'm the friggin Harbinger... >_>  Then again, I can't even spell their place, maybe they're trying to kick me out xP

 

I'm using MO and extracting BSAs.  I fear nothing but MO itself xP

Posted

If you want puritanical disapproval, check this mod out :P http://skyrim.nexusmods.com/mods/48295/? .Can't get more bigoted than this :P I mean seriously, not sure what the guy's on.  I mean, ok, I'm all for "WHATEVER rocks your boat" in games, art and games should be free of all censorship/limitations,  and be able to pick whatever,  but seeing this guy... yeah...

 

Well, I lived with them till now, I can live with them a bit more I suppose. :P Recently even Companions rat on me behind Jorsomething.  I mean seriously, I'm the friggin Harbinger... >_>  Then again, I can't even spell their place, maybe they're trying to kick me out xP

 

I'm using MO and extracting BSAs.  I fear nothing but MO itself xP

 

Stupid IE11 decided to download itself and install itself for some reason about a week or two ago, and ever since then, I've been having majorly wonky shit happen.  For instance, I can't paste anything into my text window when posting...?  And that URL didn't show until I hit reply, so the first paragraph didn't make a whole lot of sense without having that frame of reference.

 

Then, having seen the link, LAWLZ indeed.  But, hey, it's a mod, and if someone else might like it, so be it. That is the point to it all! :P

 

Anyway, updated OP with some of the more recent topics for what I plan to do for the next planned update.

 

(Although, odd, I thought I excluded the Companions from getting miffed.  I bone them all the time just fine in my tests.)

 

Posted

 

If you want puritanical disapproval, check this mod out :P http://skyrim.nexusmods.com/mods/48295/? .Can't get more bigoted than this :P I mean seriously, not sure what the guy's on.  I mean, ok, I'm all for "WHATEVER rocks your boat" in games, art and games should be free of all censorship/limitations,  and be able to pick whatever,  but seeing this guy... yeah...

 

Well, I lived with them till now, I can live with them a bit more I suppose. :P Recently even Companions rat on me behind Jorsomething.  I mean seriously, I'm the friggin Harbinger... >_>  Then again, I can't even spell their place, maybe they're trying to kick me out xP

 

I'm using MO and extracting BSAs.  I fear nothing but MO itself xP

 

Stupid IE11 decided to download itself and install itself for some reason about a week or two ago, and ever since then, I've been having majorly wonky shit happen.  For instance, I can't paste anything into my text window when posting...?  And that URL didn't show until I hit reply, so the first paragraph didn't make a whole lot of sense without having that frame of reference.

 

Then, having seen the link, LAWLZ indeed.  But, hey, it's a mod, and if someone else might like it, so be it. That is the point to it all! :P

 

Anyway, updated OP with some of the more recent topics for what I plan to do for the next planned update.

 

(Although, odd, I thought I excluded the Companions from getting miffed.  I bone them all the time just fine in my tests.)

 

 

Nah, that was me probably, Opera wouldn't paste the URL, had to edit the thing 3 times for some reason.  IE11 is pretty decent if you ask me, my only issue with it is that it has no ad blocker, so I can't use it.

 

Damn, and here I thought you updated something lightning-fast so I downloaded the same version again xP

 

No, no, I was with someone else, and that spoilsport Vilkas saw me :P

Posted

 

Or have a setting where it required lockpicking skill. So you could try every so often X time(let the time per try be set by a slider) each time you try based on your skill you have a % chance to untie yourself. Could also have options so the difficualty of the ropes knot is random or setable like all novice or all master quality.

 

I think that would be nice to add a more random factor to how long you stayed tied up. Especially if this mod worked with others or had a option so that any bandits around while your character is tied up has a chance to trigger a new event.

 

Then your player might stay a prisoner for awhile till they can finally perhaps over time free themselves. I know this is somewhat alone the lines of SD but a lot less so. since the bandits just would keep you around their camp as a play thing, till you got yourself untied.

That's not a bad idea.  And probably make it so upon failure, if a bandit is nearby and looking at you (Has LOS), they come over and have another turn at you. :)

 

Currently, I've been struggling with the actual mechanics of HOW to implement the things I want with regards to escaping.  The trick is using the Events that Skyrim scripting has to work with to allow you an hour game time (~60sec) to make your escape, unless you do one of the following:

  • Loot
  • Equip gear
  • Cast spells
  • Attack NPCs (actually, this one is already implemented, but currently only on the ones that assaulted you.  Need to revamp the stuff to being on the player.)

I'll probably do as suggested, put a MCM option for a 'hardcore' mode, which is have them re-agro after only a few seconds grace period of escaping, and keeping it at the current state of ~hour game time without it, with the intention of cancelling the grace period if you do one of the above.

 

Provided I get it to work.  If not, eh, I'll just let the MCM option handle it, since now's the time to do such things.

 

 

Cool glad you like the idea, but if I might suggest. If you are going to add that option in where you can try and untie and fail with lockpick skill. have a slider for when you just can get free like now. Say 1-10 mins and people can set it for how long they want. With the lockpick/untie tries with a slider from say 10-60 seconds per attempt your allowed.

 

I do like the idea if of the bandits catching you and having another turn. But would there be any way to code it so that any bandits for example in a radius around the PC while bound could "reagro" for another turn. Not sure what the ranges but likely the default one now for trigger the first event. Then for the reagro perhaps add a slider of a precent chance every min(since that is a game hour) one or more of the bandits come back over to take another turn.

 

I am all for options which is why I am suggesting sliders or even on and off toggles for those that want something different. But if you have not yet noticed I like random, which is why i keep suggesting things to add some random factors. I don't want to know what's going to happen, more fun being surprised. :)

Posted

Yay! After some complete rework on how the magiceffect/scripting is handled (On the player, as opposed to on the NPCs that hover near the player) I was able to make it on my proof of concept test run where they were completely passive and ignored me until I equipped my gear (For my testing, I turned on the gear steal option), and then they immediately attacked me again.

 

With this approach, I should be able to make it so that you have the current extended grace period, but doing anything that violates that grace period will make it immediately end.  And for those that want it to be a much more punitive experience, I'll add the MCM option that makes the grace period non-existent.

 

Edit: Ooh, as a bonus, I just discovered that using the OnObjectEquipped() Event also includes readying a spell.  So even readying a heal spell or anything will trigger the grace period break without needing to add another event check. :)

 

And using the OnItemAdded() Event check, that handles you looting stuff when you should be running, so that pretty much covers what I wanted. :)

Posted

Well, good news for all of you creature loving freaks.

 

Just did some preliminary poking around to see how much of a headache it would be to add creature support, and with what looks like a minimal amount of work, I was able to run into the Barrow Downs and get gang banged by some Draugr.

 

And let me just say, EWWW! LOL! :P

 

But of course, certain creatures, like Skeevers, don't seem to have stuff, so I will use the SL Creature Animation List as my go by.  If it isn't on there, it will not be eligible, otherwise, you'll be getting stuck in animation limbo.

 

The other thing I noticed was the spider kept walking toward me, pushing me back into a wall.  I suspect that was because of the Alias AI Package to keep them nearby was designed for a NPC, and the spider hitbox radius is bigger than the minimum distance, so it was constantly trying to close distance.  I'll just adjust the overall Alias package to require a larger minimum distance.

 

So, having 3 tiers (Full Creature Support/Sentient Creatures Support/No Creature Support) of MCM selection looks like it is completely doable.

Posted

Well, good news for all of you creature loving freaks.

 

Just did some preliminary poking around to see how much of a headache it would be to add creature support, and with what looks like a minimal amount of work, I was able to run into the Barrow Downs and get gang banged by some Draugr.

 

And let me just say, EWWW! LOL! :P

 

But of course, certain creatures, like Skeevers, don't seem to have stuff, so I will use the SL Creature Animation List as my go by.  If it isn't on there, it will not be eligible, otherwise, you'll be getting stuck in animation limbo.

 

The other thing I noticed was the spider kept walking toward me, pushing me back into a wall.  I suspect that was because of the Alias AI Package to keep them nearby was designed for a NPC, and the spider hitbox radius is bigger than the minimum distance, so it was constantly trying to close distance.  I'll just adjust the overall Alias package to require a larger minimum distance.

 

So, having 3 tiers (Full Creature Support/Sentient Creatures Support/No Creature Support) of MCM selection looks like it is completely doable.

 

You have my sympathy :P I wouldn't have even tried getting these to work :P  Good job I suppose, for whoever's interested :P

Posted

Is my eyes deceiving me ?? i see version 2128 when i check download section the version number on the main page is also 2128 but the download is only pointing too 2126 ??

Posted

Is my eyes deceiving me ?? i see version 2128 when i check download section the version number on the main page is also 2128 but the download is only pointing too 2126 ??

 

No I see it too, and the file size is still the same.

Posted

Yay! After some complete rework on how the magiceffect/scripting is handled (On the player, as opposed to on the NPCs that hover near the player) I was able to make it on my proof of concept test run where they were completely passive and ignored me until I equipped my gear (For my testing, I turned on the gear steal option), and then they immediately attacked me again.

 

With this approach, I should be able to make it so that you have the current extended grace period, but doing anything that violates that grace period will make it immediately end.  And for those that want it to be a much more punitive experience, I'll add the MCM option that makes the grace period non-existent.

 

Edit: Ooh, as a bonus, I just discovered that using the OnObjectEquipped() Event also includes readying a spell.  So even readying a heal spell or anything will trigger the grace period break without needing to add another event check. :)

 

And using the OnItemAdded() Event check, that handles you looting stuff when you should be running, so that pretty much covers what I wanted. :)

 

Your posts are making me very happy this morning! Both this and the creature one.

 

I'm curious about the 'grace period' time... Are you intending to give us 60 seconds to run after breaking bindings, or 60 seconds once the rapes have concluded, whether you break bindings or not? I would personally prefer the former, especially if you institute nutluck's suggestions about having to use lock picking to break them.

 

Revealing my own personal preferences, I'd love it if there was an option for the bindings to never break automatically (must use lock picking or have a friendly NPc assist), and if bandits never aggro'd as long as I stayed in my bindings, but would have a periodic chance of coming over for another turn, either because they see me trying to escape (and failing), or just because they're feeling frisky.

 

Not sure how difficult all that would be to implement, and I'll still be pretty happy just with what you've mentioned putting in anyhow, but I like to dream. ;)

Posted

 

Is my eyes deceiving me ?? i see version 2128 when i check download section the version number on the main page is also 2128 but the download is only pointing too 2126 ??

 

No I see it too, and the file size is still the same.

 

 

Sorry, that's prolly just a typo on my part.  It takes a minute or two for the update process (Even more when I would fill out the change log before it kept getting corrupted due to post length), so I prolly didn't make all the numbers agree.

 

There, edited the OP so that there will be 57% less head asplosions trying to reconcile the two. :P

Posted

Your posts are making me very happy this morning! Both this and the creature one.

 

I'm curious about the 'grace period' time... Are you intending to give us 60 seconds to run after breaking bindings, or 60 seconds once the rapes have concluded, whether you break bindings or not? I would personally prefer the former, especially if you institute nutluck's suggestions about having to use lock picking to break them.

 

Revealing my own personal preferences, I'd love it if there was an option for the bindings to never break automatically (must use lock picking or have a friendly NPc assist), and if bandits never aggro'd as long as I stayed in my bindings, but would have a periodic chance of coming over for another turn, either because they see me trying to escape (and failing), or just because they're feeling frisky.

 

Not sure how difficult all that would be to implement, and I'll still be pretty happy just with what you've mentioned putting in anyhow, but I like to dream. ;)

 

The grace period begins after you break the bindings.  That part is already working (Even in the current implementation!).  What is currently different is the 1/2 bullies return to sandboxing after you are free to break the bindings.

 

You have ~60sec to then escape, and doing certain activities will end the grace period immediately.

 

Unless you opt for the 'hardcore' MCM option, which will only give you ~5seconds upon breaking the bindings. :P

 

As to the actual breaking process, yes, the idea is it each attempt will be based off your lockpicking, and I will add an MCM slider to set the difficulty.  Failure will have make any nearby bandits that have LOS (so therefor SEE you) will come over and have another turn.

 

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