Canaduh Posted May 30, 2023 Posted May 30, 2023 I had this mod running on my newest playthrough, but found I had to disable it after about an hour, as a DCL event meant I had devices in my bag, and found myself quickly encumbered, and unable to drop anything. I know this might be a rare occurrence maybe, but I think an emergency debug to let me drop a few things so I can continue to play. I know you can disable the addiction, but this does not clear the effect already on your character, so I think either letting the toggle clear the effect, or having an emergency release.
Taki17 Posted May 30, 2023 Author Posted May 30, 2023 On 5/29/2023 at 10:02 AM, nameless701 said: Idea - after a rape the NPC steal your clothes - guards search the player for keys The player is already stripped of her clothes in most events. And losing items that are not essentially consumables is outside the scope of this mod. There already is an event in which the player's keys can be stolen by anyone, guards included. Dedicated scenes and standalone implementation for guards is again well outside the scope of what I had in mind for this. 18 hours ago, Rob_J said: One extra thing I'd love to see is from Deviously Enslaved, they come over saying "hey slut I want to fuck" and if you are gagged all you can say is "mmmph", "ah good I didn't care what you had to say anyway". When someone comes up for free sex could they talk first so you know what is coming, instead of just stopping in your path. I will not be adding this. The implementation of Free Use is designed to be robust and straightforward, and assigining forcegreet packages lies well outside the complexity of what I want for it. 10 hours ago, GeorgiaCav said: Mainly I wanted to exclude the NPC's from pchs/Monoman's Wartimes. By the looks of it, the mod you mention only supports DD in a very limited capacity, essentially only uses it for its resources. If its author wanted to make it DD compatible, it's something they'd need to change to conform with DD conventions. 1
Taki17 Posted May 30, 2023 Author Posted May 30, 2023 7 hours ago, Canaduh said: I had this mod running on my newest playthrough, but found I had to disable it after about an hour, as a DCL event meant I had devices in my bag, and found myself quickly encumbered, and unable to drop anything. I know this might be a rare occurrence maybe, but I think an emergency debug to let me drop a few things so I can continue to play. I know you can disable the addiction, but this does not clear the effect already on your character, so I think either letting the toggle clear the effect, or having an emergency release. Bondage Addiction has no effect on the player being able to drop restraints. It's governed by the "Can't Drop Restraints" toggle on the Restraints page of the config menu.
bubba999 Posted May 30, 2023 Posted May 30, 2023 I have a request! Could you add 12 more hours to the free/public use clock so we can set it to 18 or 24 hours? Thanks! 2
Taki17 Posted May 30, 2023 Author Posted May 30, 2023 1 hour ago, bubba999 said: Could you add 12 more hours to the free/public use clock so we can set it to 18 or 24 hours? That's reasonable and simple enough. I will expand the cooldown slider range for the next update. 4
blahity Posted May 30, 2023 Posted May 30, 2023 I'm enjoying finding restraints and other items in loot. Is it within the mod's scope to add rape traps to loot-able containers if non-consensual content is active? Random NPC(s)/creature(s) are spawned when the trap goes off, then they disappear afterwards with a chance of equipping a device on your character. Defeat mods tend to interrupt Skyrim's regular gameplay for a long time and this could be a cool compromise. Bondage Offers are great, but it would also be fun to be issued Bondage Challenges by your follower on occasion. "I bet you can't kill a dragon while these plugs are going crazy inside you. I'll teach you a skill/give you some keys/give you some gold if you do. You accept? Challenge starts now! Go find a dragon!" If successful then the follower can offer you "relief" in exchange for the award. If you give up a restraint gets added. 2
Canaduh Posted May 31, 2023 Posted May 31, 2023 14 hours ago, Taki17 said: Bondage Addiction has no effect on the player being able to drop restraints. It's governed by the "Can't Drop Restraints" toggle on the Restraints page of the config menu. I'll have a look, I didn't see this option when I looked, but sometimes it do be like that
Taki17 Posted May 31, 2023 Author Posted May 31, 2023 22 hours ago, blahity said: Is it within the mod's scope to add rape traps to loot-able containers if non-consensual content is active? Not really. Traps as a whole is something best left to a separate plugin. 22 hours ago, blahity said: Bondage Offers are great, but it would also be fun to be issued Bondage Challenges by your follower on occasion. Same reason. Well outside the scope of this mod, since it adds new content. 1
tangernette Posted June 3, 2023 Posted June 3, 2023 I know this mod is designed for LE, so this may not be an issue anyone else is facing, but I'm playing with it on SE since the page is flagged as compatible. However, when a mod event triggers (the Bondage Offer event is one I can pick out for certain, but there are others, like NPCs reacting to a player equipped with DDs), the player and camera will freeze in place and cannot be undone. Background scenes continue to move, such as the NPC who initialized the bondage offer getting up and walking away, but the player remains locked and using the console code to try and ragdoll or restore movement doesn't work. Since this isn't designed for SE I know this issue may not be something replicatable or fixable, but I thought it was worth mentioning just in case!
Taki17 Posted June 3, 2023 Author Posted June 3, 2023 1 hour ago, tangernette said: However, when a mod event triggers (the Bondage Offer event is one I can pick out for certain, but there are others, like NPCs reacting to a player equipped with DDs), the player and camera will freeze in place and cannot be undone. Background scenes continue to move, such as the NPC who initialized the bondage offer getting up and walking away, but the player remains locked and using the console code to try and ragdoll or restore movement doesn't work. If anyone else playing on SSE is experiencing this, please tell me. Or if anyone's aware of some oddities for the SetRestrained function (is a base game function, despite what the name might tell you) on SSE, I'd like to know more about that too.
krzp Posted June 3, 2023 Posted June 3, 2023 3 hours ago, tangernette said: Since this isn't designed for SE I know this issue may not be something replicatable or fixable, but I thought it was worth mentioning just in case! I'm currently playing on my 1.5.97 SE, don't think I've had anything like that happen. Do you have ZAZ animation pack installed? I remember it being a culprit of such behaviour that in the past.
tangernette Posted June 4, 2023 Posted June 4, 2023 18 hours ago, krzp said: I'm currently playing on my 1.5.97 SE, don't think I've had anything like that happen. Do you have ZAZ animation pack installed? I remember it being a culprit of such behaviour that in the past. I do, yes, as it's a requirement for some other mods that I've got - I'll have to look into whether it's a hard or soft requirement for them to see if removing it is possible, as I feel like this isn't the first time I've read that it can cause some issues.
Caralis Posted June 7, 2023 Posted June 7, 2023 Not sure if that is the intended behavior, but I think the current dialogue conditions disable restraint comments for every potential follower, not just current followers. If I understand XEdit correctly, the mod checks if an npc is member of CurrentFollowerFaction and disables comments for this NPC if check is positive. Since all (standard?) NPCs that can be followers are member of this faction, they will never comment on your predicaments, even if they aren't in your team. Either checking for PlayerFollowerFaction or checking for faction rank instead of membership might fix that potential error. Though not sure if PlayerFollowerFaction gets cleared after dismissing a follower and which exact ranks active followers have in these factions.
donttouchmethere Posted June 7, 2023 Posted June 7, 2023 MCM option Sleep Naked doesn't need to be active to get Devious Interests attention while sleeping naked. Perfect! =D I wasn't sure if I deactivate a chance of sleep bondage if I deactivate Sleep Naked.
Taki17 Posted June 8, 2023 Author Posted June 8, 2023 11 hours ago, A.Okita aka Caralis said: Not sure if that is the intended behavior, but I think the current dialogue conditions disable restraint comments for every potential follower, not just current followers. Kinda-sorta intended, however mainly due to me not finding a more refined way of doing it. 11 hours ago, A.Okita aka Caralis said: Either checking for PlayerFollowerFaction or checking for faction rank instead of membership might fix that potential error. Though not sure if PlayerFollowerFaction gets cleared after dismissing a follower and which exact ranks active followers have in these factions. I'm gravitating towards using the GetPlayerTeammate condition function instead which should work for all characters following the player, and not just for those who were hired through the follower dialogue options. This includes citizen rescue targets you need to lead back to the city during said radiant quests and so on. 6 hours ago, donttouchmethere said: MCM option Sleep Naked doesn't need to be active to get Devious Interests attention while sleeping naked. I mean, it only makes sense to factor nudity in event chances regardless of who or what causes said nudity innit? 2
Caralis Posted June 8, 2023 Posted June 8, 2023 14 hours ago, Taki17 said: I'm gravitating towards using the GetPlayerTeammate condition function instead which should work for all characters following the player, and not just for those who were hired through the follower dialogue options. This includes citizen rescue targets you need to lead back to the city during said radiant quests and so on. From what I've read about the factions involving followers that might be the best way since apparently some custom followers don't use PlayerFollowerFaction. Plus said extra inclusivity makes it probably more practical. So that seems to be the best option i guess. Figured out why I had problems with this mods comments not appearing. One of the mods I use drastically changes the world, including the "Unbound" Quest. Guess the required stage was never completed by it?
donttouchmethere Posted June 8, 2023 Posted June 8, 2023 18 minutes ago, A.Okita aka Caralis said: One of the mods I use drastically changes the world, including the "Unbound" Quest. Guess the required stage was never completed by it? ? What's the name of that mod?
donttouchmethere Posted June 8, 2023 Posted June 8, 2023 (edited) Every time I just escaped and have the feeling nothing in Skyrim can stop me... ? Spoiler I love it if the game doesn't just does what I want ^^ Edited June 8, 2023 by donttouchmethere 4
krzp Posted June 9, 2023 Posted June 9, 2023 Been running DIN on the most recent play through, didn't stumble upon any issues so far in my 10-ish hours. It did royally screw me over on the first Alduin encounter - while I was watching what passed for a cut scene in 2011, got myself a shiny new dragonrend shout, and suddenly received a dreaded "You give into your addiction..." notifictation, equipping all the stuff I've been hoarding in my inventory. Made the following fight a lot... spicier. If my character could learn a new shout from my screaming, he'd sure need a lot more dragon souls to unlock that particular "FUH DAAT S#!T". ? 2
Taki17 Posted June 9, 2023 Author Posted June 9, 2023 (edited) 11 hours ago, A.Okita aka Caralis said: One of the mods I use drastically changes the world, including the "Unbound" Quest. Guess the required stage was never completed by it? That sounds like a major oversight on the mod's part. Maybe I should emphasize the safeguards in place for not starting any of the mod's features until stage 1000 of MQ101 is complete? Edited June 9, 2023 by Taki17
Taki17 Posted June 9, 2023 Author Posted June 9, 2023 (edited) 11 hours ago, donttouchmethere said: Every time I just escaped and have the feeling nothing in Skyrim can stop me... ? ... I love it if the game doesn't just does what I want ^^ 2 hours ago, krzp said: It did royally screw me over on the first Alduin encounter - while I was watching what passed for a cut scene in 2011, got myself a shiny new dragonrend shout, and suddenly received a dreaded "You give into your addiction..." notifictation, equipping all the stuff I've been hoarding in my inventory. Made the following fight a lot... spicier. Exactly as I intended. Edited June 9, 2023 by Taki17 4
Caralis Posted June 9, 2023 Posted June 9, 2023 13 hours ago, donttouchmethere said: What's the name of that mod? "Alternate Skyrim SE AE" on nexus. (not sure if links are allowed?) It eliminates almost all civilization and people of the main game. Nice basis for a more survival themed sandbox playthrough, but compatibility is a mayor problem for obvious reasons.
Caralis Posted June 9, 2023 Posted June 9, 2023 2 hours ago, Taki17 said: That sounds like a major oversight on the mod's part. Maybe I should emphasize the safeguards in place for not starting any of the mod's features until stage 1000 of MQ101 is complete? Tbf, that mod changes a lot of things, as it erases most civilization and people in skyrim. Creating a patch via xedit that simply overwrites DIN's main quest without that condition seems to have worked. (set stage might also work, but not sure how exactly that specific mod changed MQ101) Adding that information to the mod's description would be good imo, as it can be a mayor hurdle for "debugging" if you don't know about that. 1
donttouchmethere Posted June 9, 2023 Posted June 9, 2023 (edited) 3 hours ago, A.Okita aka Caralis said: "Alternate Skyrim SE AE" on nexus. (not sure if links are allowed?) It eliminates almost all civilization and people of the main game. Nice basis for a more survival themed sandbox playthrough, but compatibility is a mayor problem for obvious reasons. "A broken, mostly empty Skyrim with opened cities" ? He wasn't lying about that. (I can see tho why that's an interesting mod.) (of course links are allowed ?) Edited June 9, 2023 by donttouchmethere
krzp Posted June 9, 2023 Posted June 9, 2023 6 hours ago, Taki17 said: Maybe I should emphasize the safeguards in place for not starting any of the mod's features until stage 1000 of MQ101 is complete? Yeah, this might be a good idea, I was under the impression that something was wrong with my setup at first and spent some time looking through scripts 'till I've discovered that. Or, perhaps, could there be an override in the MCM (with an "I know what I'm doing" description or something like that?), because this requirement nukes a lot of roleplay for those non-dragonborn types of playthroughs? I've been using "Alternate perspective" as a game starting mod for a while, and DIN isn't working until you proceed with the Helgen Unbound quest. Which is fine with my current play through, but it is kind of limiting, imo. 1
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