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Posted
4 hours ago, NeitoMitoRonn said:

I'm not sure if it's just a matter of my own environment, but I like the fact that equipment can be removed after each event, but I wish it could be automatically re-equipped after each event.
It's a hassle to re-equip for every event.

It's deliberate. You need to be on the lookout to re-equip your gear whenever your character is stripped, lest she ends up pranked again due to her increased vulnerability. I will not be changing this.

Posted (edited)

Is there any way to slow down bondage addiction gain?

My character becomes addicted almost instantly. On Skyrim SE.

Edited by wareware
Posted (edited)
18 hours ago, wareware said:

Is there any way to slow down bondage addiction gain?

By wearing less restraints.

 

The current formula is a 1 point base increase in bondage addiction every hour, if the player is wearing one lockable restraint. This is designed to get her from zero to full addiction in 168 hours (7 days).

 

For every additional restraint she wears, a 0.25 point increase per hour will happen.

 

Additionally, spending time in DD contraptions will add 5 points to addiction increase, and if Love Sickness is installed and the player is currently love sick, the base addiction gain will be doubled to 2 points.

 

;increase the player's bondage addiction by:
;+1.0 for the base value of wearing at least one restraint
;+0.25 for any other restraint worn
Float BondageAddictionIncrease = 1.0 + ( ( RestraintNum - 1 ) * 0.25 )
;+5.0 for being locked in a contraption
If clibs.GetDevice( libs.PlayerRef )
	BondageAddictionIncrease += 5.0
EndIf
;+1.0 for being love sick
If din_cfg.IsLVSKInstalled && GetIntValue( libs.PlayerRef, "LVSK_IsLovesick" ) == 1
	BondageAddictionIncrease += 1.0
EndIf

 

If you think there is room for improvement, I welcome any suggestions.

 

Edited by Taki17
Posted
6 hours ago, Taki17 said:

If you think there is room for improvement, I welcome any suggestions.

 

 

You could add the option to set a custom rate of bondage addiction. I saw that it takes a week to get to level 3 but level 1 only takes 72 hours.

 

Also a way to disable the "x makes you more aroused" notification would be nice.

Posted

Found some harmless bugs/typos.

mcm shows love sickness as "not found" if the player doesn't have Laura's Bondage Shop installed due to a typo on line 417 of din_Config

AddTextOptionST( "LVSK", "Love Sickness", IsModFound( IsLBSInstalled ), OPTION_FLAG_DISABLED )

Pretty sure everything still works just fine. Also in your function CheckForSoftDependencies, it checks if Love Sickness is installed twice. Thanks for the mod.

Posted
On 12/9/2023 at 8:43 PM, wareware said:

You could add the option to set a custom rate of bondage addiction. I saw that it takes a week to get to level 3 but level 1 only takes 72 hours.

Maybe.

 

What do the rest of you think about the current, fixed rate of the addiction gain?

 

20 hours ago, Pliny The Elder said:

Found some harmless bugs/typos.

Good spot. I will be sure to address it for the next version.

Posted
8 minutes ago, Taki17 said:

Maybe.

 

What do the rest of you think about the current, fixed rate of the addiction gain?

 

 

Trying to be succinct, where added flexibility is possible, and offered, it always allows for someone to set a gameplay style that they want/are comfortable wth, as opposed to having to accept/implement that of someone else

 

Hope that's as helpful, when it arrives, as it was intended to be when it left here ?

 

DQW

Posted

Very glad to see this mod! Excited to try it out. I love the idea of Cursed Loot, but it's *so* bloated and prone to exploding (for me at least) that a lighter weight version with more focus sounds top tier.

 

One question, is there a chance you'll add the lockable rubber gloves idea from Cursed Loot (assuming it's not in this already)? The tldr of what it is, is there's a type of bondage glove you can wear that has a chance NPC will lock them together to create an arm binder. They are really hard to remove, so each time you talk to an NPC there's a configurable chance they'll armbinder you and even when you unlock the arm binder part, the gloves themselves are still on so it will probably happen again

 

I've not found any other mod that has that type of item besides CL and don't want to have to run CL with all it's weight just for that single bondage item lol

Posted
On 12/13/2023 at 11:10 AM, NoppaiKohai said:

One question, is there a chance you'll add the lockable rubber gloves idea from Cursed Loot (assuming it's not in this already)?

The thing you mention is a DCL-exclusive item, so of course it isn't in DIN. However it's well outside the scope of my mod, and I'm not particularly interested in having it either.

 

My recommendation would be to take this idea over to the DDNG thread or discord, since this lockable feature for the gloves may as well make its way into base DD for this item.

Posted (edited)

Will do, thanks! I actually found something sort of similar in your mod in the "chance to lock manipulated items" setting where NPC you talk to might lock your manipulated items, so that's pretty cool. Great mod, been using it for several hours with no issues, thanks for making it!

Edited by NoppaiKohai
Posted
2 hours ago, Kruggar said:

Can I use this alongside Cursed Loot?

 

I'm using it along with DCL. Naturally, you have to fiddle with settings for both mods to ensure they play nice along each other and to get the experience you want.

Posted

How do you get the "ask player to get bound" thing to trigger? There's an event where NPC are supposed to offer to pay you if you let them tie you up, but it can only trigger if you aren't already bound. The problem is it seems like it *can't* trigger because they can't make comments *unless* you already are bound

 

Am I missing something, or how do you trigger that one? I've got it at 100% and even after like 15 hours I haven't had a single NPC offer to pay me to be bound

Posted
4 hours ago, NoppaiKohai said:

How do you get the "ask player to get bound" thing to trigger? There's an event where NPC are supposed to offer to pay you if you let them tie you up, but it can only trigger if you aren't already bound. The problem is it seems like it *can't* trigger because they can't make comments *unless* you already are bound

 

Am I missing something, or how do you trigger that one? I've got it at 100% and even after like 15 hours I haven't had a single NPC offer to pay me to be bound

 

You'll get offer to be bound if your character not wearing any devices and NPC's arousal more than 25 (default setting) with some probability. The offer overrides normal dialogue when triggered. So if you wan to get it - make sure you wear no devices, find NPC aroused enough and talk to them multiple times, sometimes they have to finish saying their normal line before switching to the offer dialogue, so be patient.

  • 2 weeks later...
Posted

I love the mod, it's great.

 

A couple of ideas I have had for hopefully minor feature requests. Feel free to consider them or not, I'm mentioning them because if I don't mention them then they're less likely to be considered than if I do mention them.. I'm assuming the first one would be much less work than the other one.

Anyway, the mod supports prostitution and you get twice as much for sex where you get tied up. So presumably somewhere in the code there's a multiplier which has a set value of 2. The first feature request idea: Could this parameter be made configurable instead, so that you as a player get to decide how much more (/or potentially ...less?) you get in the MCM? Making it configurable would support multiple different types of playing styles; I personally play with unforgiving devices and getting tied up is a potentially big deal so a multiplier of 2 makes the bound sex option very unattractive from a financial standpoint. But others might play with easier settings and then take advantage of the fact that they can sell the devices that gets added (so perhaps you should really get less from bound sex, rather than more?).

A second feature idea is a conceptually related idea to add a third option to the outcome tree of the prostitution interaction - I'm less sure you'll think this one 'belongs' in the mod but I'm adding the idea here anyway. With the current structure you either get paid or the NPC decides you shouldn't get anything for your troubles - how much you get paid if you do get paid is then decided by whether or not bondage was involved. If the NPC tries to run from the bill you have the option to try to convince the NPC that you deserve to get paid anyway. I love this stuff, it's great! But I was just thinking... ...potentially the NCP might also after the fact, instead of thinking you're not worth paying at all, might think that you're not really very good at it, so you should be paid less. Ideally a configurable percentage less.

Again, love the mod, excellent work.

 

 

Posted
On 1/4/2024 at 4:09 PM, BYJE137 said:

Anyway, the mod supports prostitution and you get twice as much for sex where you get tied up. So presumably somewhere in the code there's a multiplier which has a set value of 2. The first feature request idea: Could this parameter be made configurable instead, so that you as a player get to decide how much more (/or potentially ...less?)

That's easily doable from a technical standpoint, if there is an interest for having it. Not exactly sold on the use-case of having the bound sex worth less though.

 

On 1/4/2024 at 4:09 PM, BYJE137 said:

But I was just thinking... ...potentially the NCP might also after the fact, instead of thinking you're not worth paying at all, might think that you're not really very good at it, so you should be paid less. Ideally a configurable percentage less.

In fact, I quite like this idea. I'm leaning towards a random percentage of gold paid for services rendered, but I will experiment with it for the next version.

 

Thanks for the suggestions!

Posted

Is there a chance to get the "use items from inventory" to apply to all events from the mod? Stuff like people asking to bind you would be nice if they would use the ones in your pockets too and sleep binding and self binding etc should use it

 

Or even better, just a way to set preferred items per slot so you don't have to carry 80 pounds of them around with you lol. But if that's too complex, it just using ones from your inventory when possible would be great

 

I dunno about anyone else, but I am pretty picky on the devices I like and freaking hate the bright red and gold gaudy looking ones, but it seems like every dang time something picks at random, it will 100% bust out the worlds ugliest bright gold chastity bra and fire engine red corset etc

Posted
11 hours ago, NoppaiKohai said:

Is there a chance to get the "use items from inventory" to apply to all events from the mod? Stuff like people asking to bind you would be nice if they would use the ones in your pockets too and sleep binding and self binding etc should use it

That already is the case in the majority of events you list. Self bondage uses items from the inventory exclusively, and sleep bondage works the same way as any other random restraint equip event - namely, a roll is made against the chance you set to use item from the inventory, with a fallback to equip an applicable new restraint.

 

Bondage offer indeed does not use items from the inventory, however since it needs to put together a set of restraints based on the agreed upon severity, there is a chance that scanning for appropriate inventory items will introduce a noticeable overhead. I will take a look at what's possible with the current implementation.

 

12 hours ago, NoppaiKohai said:

Or even better, just a way to set preferred items per slot so you don't have to carry 80 pounds of them around with you lol.

That's most definitely not happening, since it's well beyond the complexity of what I want for this mod.

 

12 hours ago, NoppaiKohai said:

I dunno about anyone else, but I am pretty picky on the devices I like and freaking hate the bright red and gold gaudy looking ones

Unless there is a straightforward and reliable way to differentiate between items of different colors and materials when fetching them through a script, I don't think that's happening either.

Posted

Good mod, however I've noticed an issue. MCM settings don't always seem to be respected. The most common instance of this I encounter is with gag speak. Despite having the option to disable mod dialogue, the mod's gag speak will occasionally trigger anyway. I also just recently encountered this issue with sleep bondage. Despite having the chance for it set to 0%, as well as having the MCM option to disable mod events enabled, the sleep bondage event still triggered.

Posted (edited)

Hello. First, I would like to say that this mod is really rounded and i love it a lot. There is just one small deal breaker for me. I can't select the gender of the attackers for free use :( Maybe i missed a setting? If it could have this setting it would be perfect. Also, I had trouble interacting with the Companions due to all the bondage. They wouldn't interact with me at all if i had even one piece of DD equipped is this intended or did i mess up somewhere? All in all, great job :D 

Edited by Nyublia
Posted
On 1/13/2024 at 11:42 PM, Starfruit1422 said:

I've noticed an issue. MCM settings don't always seem to be respected.

I will see if I can't replicate this issue and address it if a problem is found. In the meantime, if you can provide any more details (new install vs existing save, imported config or not, whatever), that'd be useful.

 

On 1/14/2024 at 9:26 PM, Nyublia said:

 I can't select the gender of the attackers for free use :( Maybe i missed a setting?

You'd be correct, there is no such configuration option in the mod.

 

On 1/14/2024 at 9:26 PM, Nyublia said:

Also, I had trouble interacting with the Companions due to all the bondage.

Faction members refuse to interact with the player when she is heavily bound (that means arm restraint and/or gag). It's a safeguard to prevent starting quests that you couldn't progress while bound. Do tell if it causes issues at any point or is not doing its intended purpose properly.

Posted
On 1/15/2024 at 4:12 PM, Taki17 said:

I will see if I can't replicate this issue and address it if a problem is found. In the meantime, if you can provide any more details (new install vs existing save, imported config or not, whatever), that'd be useful.

Installed on an existing save, did not import config options. I also try toggling the options when it's giving me issues (i.e: gag talk happens, so i go to mcm, enable mod dialogue, exit mcm, go back and disable it), but that doesn't solve the issue permanently. Unsure what other details i can provide, other than maybe I'm using DDNG? Although the nature of the issue makes me think that that probably isn't the cause.

Posted
On 1/15/2024 at 11:12 PM, Taki17 said:

You'd be correct, there is no such configuration option in the mod.

Would you pretty please consider adding this filter?

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