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Posted

What determines whether or not the resonate spell causes the plugs to get too hot or not? I swear if cast it a thousand times and it has never actually made my character climax. just keeps saying "the frequency is too high"

 

Posted
18 minutes ago, raptorclaws222 said:

What determines whether or not the resonate spell causes the plugs to get too hot or not? I swear if cast it a thousand times and it has never actually made my character climax. just keeps saying "the frequency is too high"

 

nevermind, after trying it 1001 times it finally succeeded. guess i just had really bad luck

 

Posted
9 hours ago, raptorclaws222 said:

 

 

Luck is a part of it but it also takes your exposure rate multiplier into account, so it becomes much easier to overshoot if belted+plugged+bound+aphrodesiac'ed etc.

 

Spoiler

int currentexposure = (sla_lib.GetActorExposure(game.getplayer()) as int)
int exposureratemod = ((sla_lib.GetActorExposureRate(game.getplayer()) as int) - 2) * 10
globalvariable dwp_global_resonationxp = ( Game.GetFormFromFile(0x04AB10, "DeviouslyAccessible.esp") as globalvariable )
int destructionskill = ((dwp_global_resonationxp.getvalue() as int) * 5 ) + 20
if destructionskill > 100
    destructionskill = 100
endif

int randomhorny = utility.randomint(50, 150)
randomhorny += exposureratemod

int minthresh = 100 - ((destructionskill/2) as int)
int maxthres = 100 + ((destructionskill/2) as int)

if (randomhorny < minthresh)
    debug.notification("The frequency is too low, you barely feel it")
    utility.wait(3)
    dd_lib.Moan(game.getplayer())
    dd_lib.PlayHornyAnimation(game.getplayer())
    currentexposure += exposureratemod 
    sla_lib.SetActorExposure(game.getplayer(), currentexposure)
elseif (randomhorny > maxthres)
    if (!Game.GetPlayer().HasMagicEffect(dwp_descpainslut) )
        debug.notification("The frequency is too high, the plug gets painfully hot before you finish")
        utility.wait(3)
        dd_lib.EdgeActor(game.getplayer())
        currentexposure = 100 - exposureratemod 
        sla_lib.SetActorExposure(game.getplayer(), currentexposure)
    else
        debug.notification("The frequency is too high, the plug gets painfully hot before you finish")
        debug.notification("With the added pain it's enough,you're going to-")
        utility.wait(3)
        sla_lib.SetActorExposure(game.getplayer(), 95)
        dd_lib.ActorOrgasm(game.getplayer())
        dwp_global_resonationxp.mod(1)
        utility.wait(10)
        sla_lib.SetActorExposure(game.getplayer(), 0)
    endif
else
    debug.notification("The resonant frequency is just right, you're going to-")
    utility.wait(3)
    sla_lib.SetActorExposure(game.getplayer(), 95)
    dd_lib.ActorOrgasm(game.getplayer())
    dwp_global_resonationxp.mod(1)
    utility.wait(10)
    sla_lib.SetActorExposure(game.getplayer(), 0)
endif


 

Posted

Can we please get some quests on this? Remembering what the last thing that was asked of me is very frustrating. Even if you don't add markers, just some text as to which quest we're on and what we're supposed to do would be helpful!

(BTW, not written out of anger; I love the mod!)

Posted
6 hours ago, Allen Harris said:

 

 

The Take Notes mod is your friend, not just for the quests but for turning the game into a much more involved and rewarding roleplay experience.

 

Ignoring the absolute implementation headache that some of the quests would be in the quest backend,  the log takes away from the premise of a lot of the mod. Quest log entries sit in the log forever, compelling you to finish them because otherwise it will never be checked off. Most of the quests are about "how far down the degeneracy slippery slope are you willing to go", with rewards and penalties at each stage so you can opt out of them at any point along the way once it has gone too far for your character. Now, I COULD make it so that you can actively fail out of the quest to clear it out of the log, but then that removes the possibility of changing your mind to come back later when the situation changes.

Posted
8 hours ago, flinch147 said:

 Now, I COULD make it so that you can actively fail out of the quest to clear it out of the log, but then that removes the possibility of changing your mind to come back later when the situation changes.

Hey look, if you don't want to do it, that's absolutely your call. But, and I apologize if I'm reading your response wrong, I feel like you're reacting in anger - I tried to qualify my request in such a way that demonstrated a degree of respect and appreciation.

I like this mod a lot, and I appreciate the work that's been done on it (especially given that I'm trying to get a hand on mod making myself at this time). I was simply asking for a way to intrinsically keep track of what was going on.

Again, I apologize if I'm reading more in the response than was there, but I felt an undeserved condescending and angry tone.

Posted
18 minutes ago, Allen Harris said:

 

 

There was no anger in my response, I just write with detached-impersonal sentence structure due to years in academia. The specific quoted statement was 100% literal, theoretically I could resolve the log issue by using prompts such as pop-up dialogue choices like that used to early-exit the bashnag ritual chain that trigger a FailAllObjectives(), but fail-state marked quests become essentially unusable which would make it impossible to continue on later without marking all the quests as flagging allow repeat stages/unflagging run once and doing a jank script call to save/restore the step you were on, run by an entirely separate hidden manager quest. Would easily triple dev/testing time.

Posted
10 minutes ago, flinch147 said:

 

There was no anger in my response, I just write with detached-impersonal sentence structure due to years in 

I'm saying this with a high degree of affection , genuinely - you came off...abrasive.

Look, if you don't want to put in some quest journals, fine. You've put out great work and I appreciate that work. 

I'm just trying to express my own tiny feedback. Keeping track of what's going on is a little frustrating on your mod.

Posted
37 minutes ago, Allen Harris said:

I'm saying this with a high degree of affection , genuinely - you came off...abrasive.

It could be a cultural difference, but in my own subjective view, the author's responses were simply direct, noting the technical difficulties.  I just don't see anything even slightly unpleasant.  I didn't sense any anger or abrasiveness, just information to explain the reasoning.  Another difficulty of a quest log that the author didn't touch on is that in a long game, Skyrim's quest journal limit (128 main and 128 misc. quests) will eventually push a long-running quest off the list.  It will still be active, but you won't see it anymore, erasing the benefit of having objectives.  A tool like Take Notes really does help for tasks that will take a while.

Posted
24 minutes ago, HexBolt8 said:

It could be a cultural difference, but in my own subjective view, the author's responses were simply direct, noting the technical difficulties.  I just don't see anything even slightly unpleasant.  I didn't sense any anger or abrasiveness, just information to explain the reasoning.  Another difficulty of a quest log that the author didn't touch on is that in a long game, Skyrim's quest journal limit (128 main and 128 misc. quests) will eventually push a long-running quest off the list.  It will still be active, but you won't see it anymore, erasing the benefit of having objectives.  A tool like Take Notes really does help for tasks that will take a while.

It's certainly possible that I misread the response. If that's true, I apologize.

It wasn't my intention to create drama. I was just offering my thoughts on this particular IP.

There are lots of mods, BoS, Toys and DCL for instance, that are perfectly happy to give quest logs.

I only wanted to express my own personal frustrations

Posted

flinch, love all your mods. Everything fits together really well and there's clearly a lot of attention to detail. Really appreciate them.

 

There is a small issue I noticed: everywhere there is a timeskip, especially the wizard trainer who hypnotizes you in this one, the different status effects tracked with magic effects ("good girl", the doom timers from DwD) don't progress. So if you have a huge amount of gold, you can max out the available leveling while never getting "bad girl" status.

 

Not sure if this is something you already noticed or if it's even possible to fix.

Posted
52 minutes ago, DayTri said:

Not sure if this is something you already noticed or if it's even possible to fix.

 

I absolutely have noticed and it infuriates me, as it also makes things like certain needs mods not recognise the time passing so it throws eat/sleep out of whack. Unfortunately I don't think there is actually a way to advance the ingame clock with papyrus script in a way that properly triggers actual game-time-reliant functions, except mayyyybe adding ConsoleUtil as a dependency and fudging it with SetPCSleepHours.

Posted (edited)

About "decoration" subquest. I used all dialogs of the dude at the beginning before getting piercing from Whylayingdrewya. How can I get the tattoo and requirements legit way? I also already did collar replacement with bindings and all Waylandrya's quests aka got the resonate spell.

 

Oh, and getting good girl buff only for a minute is ok?

Edited by REALnomad
Posted
On 2/26/2024 at 10:45 AM, flinch147 said:

 

I absolutely have noticed and it infuriates me, as it also makes things like certain needs mods not recognise the time passing so it throws eat/sleep out of whack. Unfortunately I don't think there is actually a way to advance the ingame clock with papyrus script in a way that properly triggers actual game-time-reliant functions, except mayyyybe adding ConsoleUtil as a dependency and fudging it with SetPCSleepHours.

 

Maybe a bad idea: What if instead of passing the time in script, you put a timer on the dialogue option availability so it was up to the player to manually wait?

 

On 2/26/2024 at 11:41 AM, REALnomad said:

About "decoration" subquest. I used all dialogs of the dude at the beginning before getting piercing from Whylayingdrewya. How can I get the tattoo and requirements legit way? I also already did collar replacement with bindings and all Waylandrya's quests aka got the resonate spell.

 

Oh, and getting good girl buff only for a minute is ok?

 

Getting the buff for only a minute is what happens if you just do oral or anal, unless you already completed the quest that gives you the full buff for the other three.

 

I don't really understand your first question, which tattoo and what do you mean "legit way"? After you do wylandriah's quest (assuming the wizard guy told you to go there) you should get a dialogue option to ask him to let you go, or tell him you love him, and he should tattoo your neck when he lets you go.

Posted
5 hours ago, DayTri said:

 

Maybe a bad idea: What if instead of passing the time in script, you put a timer on the dialogue option availability so it was up to the player to manually wait?

 

 

That works for some things, like the cooldown period for escort services in DwD, but this way DOES correctly progress the day-night cycle and NPC schedules. I really like having a lesson/hypnosis/etc start in late afternoon, fade to black, jump to night behind the black IMOD and then fade back in as nighttime etc.

Posted
14 hours ago, DayTri said:

I don't really understand your first question, which tattoo and what do you mean "legit way"? After you do wylandriah's quest (assuming the wizard guy told you to go there) you should get a dialogue option to ask him to let you go, or tell him you love him, and he should tattoo your neck when he lets you go.

I just used the dialog option and there is no option for getting a tattoo. This:

 

-"decoration"

--ask how you are supposed to make money (I did it)

--agree to get pierced, then get pierced (Does master give piercing or Wylandria does? Cause I already have piercings and plugs and all items from Wylandria and no dialog option for tattoo.)

--return to master and optionally accept a tattoo as well, required to wear piercings for all future service (I did hishi karada and Bashnag quests)

PS Legit way I mean without console commands 😛

Posted
1 hour ago, flinch147 said:

 

Are you WEARING them?

Yes.

I didnt do Flight or Fight quest.

The only options he has are: What do you want me do, I want to be good again, Training, and Have you had fun.

Posted
1 hour ago, REALnomad said:

Yes.

I didnt do Flight or Fight quest.

The only options he has are: What do you want me do, I want to be good again, Training, and Have you had fun.

 

Some dialogue options might only be available if you have "good girl" status.

Posted
1 hour ago, REALnomad said:

 

 

"What did you want me to do" means you have an active quest from him that you haven't met the completion conditions for. In the context, I'm guessing it's the decoration quest. The quest checks if you are wearing items with the correct piercing keywords, someone has previously reported that SOMETHING in their DD load order was removing those keywords from DD causing the piercings to be left with null keywords and this quest to break

Posted
On 2/28/2024 at 4:31 PM, REALnomad said:

Yes.

I didnt do Flight or Fight quest.

The only options he has are: What do you want me do, I want to be good again, Training, and Have you had fun.

 

If you got the same error I did, you will need to put the right tag on the mod items using XEDIT.

Posted (edited)
22 hours ago, wHOaMiEH said:

 

If you got the same error I did, you will need to put the right tag on the mod items using XEDIT.

Thanks

 

By the way, the Mod is very immersive into the lore of the game I like it.

 

One more thing. Resonate spell doesnt remove 100 arousal after climax. Im using custom race and Aroused NG 0.2.2.

And one more lol... When vibration start it can last very long and only after opening and closing console it can finally end. Maybe it is somehow connected to the statuses which displayed in the left corner because I noticed that statuses dont show while vibration works.

 

Anyway, thank you flinch147 for making this mod.

 

PS. Copper cuffs description says they are sopper cuffs

Edited by REALnomad
Posted
1 hour ago, REALnomad said:

 

 

NG is only partially compatible, it rewrites too much of the backend. I'm honestly surprised you are only having such minor issues

Posted

I don't know if it is intended or a bug, but for the first Bashnag quest, when choosing either Weaker to Magic or Known as a Whore, choosing the "known as a whore" option has Bashnag say that he is going to apply weaker to magic? Is this some kind of reverse psychology or something? Because in this case I think it should be pretty clear which option the player is choosing... if an option is being given at all lol.

Posted

Small bug in "dwp_whoretatscr.psc":

 

					currentmagicka += 2
					game.getplayer().setav("magickara", currentmagicka as int)
					dwp_global_opuscorruptions.mod(4)
					updatecorruption += 4

 

=>

 

[03/10/2024 - 02:31:15PM] Error: Actor value "magickara" does not exist.
stack:
	[ (00000014)].Actor.SetActorValue() - "<native>" Line ?
	[ (00000014)].Actor.SetAV() - "Actor.psc" Line 541
	[Active effect 13 on  (00000014)].dwp_whoretatscr.Inseminated() - "dwp_whoretatscr.psc" Line 49

 

Btw., am I right, that there is no way to lower the number of corruptions "dwp_global_corruptions" again, so +50 magicka is the maximum you can get with the whore curse ?

 

And I wanted to ask, there is similiar code in "dwp_opusstatcontroller.psc", but the "Event Inseminated" there is unused, isn't it ?

 

I saw in the console that my "dwp_global_corruptions" was 40, so I added +20 magicka to my actor to fix my current stats, and fixed and recompiled the whore script for the future. Then I think everything is, as you had intended it.

 

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