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Practical Restraints

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This mod converts various ZAP assets (restraints/furniture) to Devious Devices/Contraptions and adds a shock collar and gameplay-oriented escape system.

 

Compatibility
Built for SE. Will likely work on LE but requires additional testing.

 

If you use a defeat mod that triggers on a health threshold, this behaviour may need to be disabled. Triggering on bleedout is fine.

 

Requirements
Hard:

Recommended:

Installation
Install as you would any other mod, preferably with a mod manager.


Available Restraints
 

Spoiler

To be expanded.

  • Wrists and Arms
    • Iron cuffs
  • Legs
    • Iron shackles
  • Gags
    • Log gag
  • Collars
    • Iron Collar
    • Iron Shock Collar

 

Mechanics
 

Spoiler

To be expanded.

  • Shock collar system
    • Collar may be used to remotely shock you.
    • Collars may kill you using KillEssential (to prevent interruption by defeat mods)
    • Lead Mode: You will be given a location to go to. If you fail to make sufficient progress towards the location between periodic checks you will be shocked.
    • Leash Mode: You will be given a location/person/object you must remain in proximity. Failure to comply will result in shocks.
  • Escape
    • Press a hotkey to open up an escape menu where you can choose a restraint to escape and technique you want to use.
    • Set hotkey to whatever you want (default is 'x')
    • Play an actual lockpicking minigame to get out of metal restraints
    • If you have an edged weapons e.g. a sword you can use it cut out of rope/leather restraints
    • Being cuffed prevents removal of all devices until the arm restraint is removed

 

For Modders
 

Spoiler

PR is still early in development and has an unstable API. I don't recommend using it in your projects until it enters v1.x.x and/or this warning is removed.

 

Documentation can be found in the PR_API source file.  Feel free to ask any questions or request additional API functions.

 

Future Plans

  • Add more ZAP rope/leather restraints
  • Optional Toys Patch
  • Add skill checks to escape methods
  • Add Heretical Resources?

 

If you'd like to support subsequent development, get early access to some stuff, and vote on what comes next, consider becoming a Patron:

patreon_logo.png.0fefe68ab9dfd4b45ac6edafe6b400ca.png https://www.patreon.com/ponzipyramid


  • Submitter
  • Submitted
    05/16/2023
  • Category
  • Requires
    SkyUI, ZaZ Animation Pack (meshes only), Devious Devices
  • Regular Edition Compatible
    No

 

Link to comment

Hi

 

This looks like this might cut across a heap of stuff. 

 

I'll leave others to deal with the Zaz, DD, Toys and Defeat techie stuff, as I'm not qualified on that, but how will your mods connect with the gameplay included in all the other mods that hang off, or feed into the main frameworks?   At first glance, you're looking at a whole realm of trouble out there if you try to make that happen ?

 

Or are you just aiming at a niche market who really just want something really simple, and maybe pretty much divorced from main gameplay, ie trying to play Skyrim, even if only on the side  ?

 

There are some bits you've done already that I'd love to be able to add to some of the play styles emanating from other mods.  eg, your pillory action, if available on a standalone placement. and NPC 'place in', basis should be an absolute must have for PAHE, DOM and AYGAS users!

 

But looking at some of the more 'obscure' mods again, like Kharos DD fix up, how do you see your stuff here fitting with like, say. the mod below?  It has some fans and if I'm anything to go by, someof us have used it for years, in SE form, and LE before that

 

I'm not trying to put you off.  There's room for everyone.  I'm just really curious how you envisage developing all this :smile:

 

And thanks for the efforts too.  Everything new is going to add something good, even if not everyone will want to use it

 

DQW

 

 

 

Link to comment
6 hours ago, DonQuiWho said:

Hi

 

This looks like this might cut across a heap of stuff. 

 

I'll leave others to deal with the Zaz, DD, Toys and Defeat techie stuff, as I'm not qualified on that, but how will your mods connect with the gameplay included in all the other mods that hang off, or feed into the main frameworks?   At first glance, you're looking at a whole realm of trouble out there if you try to make that happen ?

 

Or are you just aiming at a niche market who really just want something really simple, and maybe pretty much divorced from main gameplay, ie trying to play Skyrim, even if only on the side  ?

 

There are some bits you've done already that I'd love to be able to add to some of the play styles emanating from other mods.  eg, your pillory action, if available on a standalone placement. and NPC 'place in', basis should be an absolute must have for PAHE, DOM and AYGAS users!

 

But looking at some of the more 'obscure' mods again, like Kharos DD fix up, how do you see your stuff here fitting with like, say. the mod below?  It has some fans and if I'm anything to go by, someof us have used it for years, in SE form, and LE before that

 

I'm not trying to put you off.  There's room for everyone.  I'm just really curious how you envisage developing all this :smile:

 

And thanks for the efforts too.  Everything new is going to add something good, even if not everyone will want to use it

 

DQW

 

 

 

 

I assume this mod is going to be relatively niche with a limited audience by virtue of its intent and flavor. The stuff in PR can be split into two categories, the restraints themselves and the escape system

 

For restraints, I'm definitely not aiming to compete with DD or Toys since those are foundational for a lot of other mods (many of which I use). PR should complement them and was mostly designed to defer to them. From a scripting perspective, they behave almost identically to regular apparel. Like if a mod equips a DD wherever a PR is equipped, PR won't fight back. And flavor-wise, the restraints must be made of materials that are commonplace in Skyrim and could conceivably be made by an artisan/blacksmith in its world. Heretical Resources are a great fit and latex catsuits are not.

 

Then for the escape system, naturally the new mechanics will work for the restraints themselves but will also be expanded to work with the devices from these other mods. As with the author of Devious Escape Overhaul, I don't like how RNG-oriented escaping from DDs is. I want a greater degree of interactivity and strategy involved in escaping that tries to tie into vanilla mechanics whenever possible. Devious Lore takes care of most of the NPC interactions I want e.g. blacksmiths, guards, and fences and I use DFC's dialogue options to let my followers help me out. These take the edge off without being a get out of jail free card since all of these are potent gold sinks and may not even be possible if you were robbed.

 

But what about trying to escape on your own?

 

If I see a grindstone and I'm leveled into blacksmithing, what's stopping my PC from trying to cut the chain on their fetters with it?

 

If I'm good at the lockpicking minigame, why can't I try my luck at it with the device lock?

 

If we're assuming things like time lock shields are magical in nature, why can't I hit up a mage to get rid of it? Why can't I buff my Alteration and learn a couple spells to do it myself?

 

It's mostly these kinds of escape methods that I'm interested in adding to DD and maybe Toys.

 

But I'm open to expanding scope (slightly) based on suggestions.

Edited by ponzipyramid
Link to comment
3 hours ago, ponzipyramid said:

 

I assume this mod is going to be relatively niche with a limited audience by virtue of its intent and flavor. The stuff in PR can be split into two categories, the restraints themselves and the escape system

 

For restraints, I'm definitely not aiming to complete with DD or Toys since those are foundational for a lot of other mods (many of which I use). PR should complement them and was mostly designed to defer to them. From a scripting perspective, they behave almost identically to regular apparel. Like if a mod equips a DD wherever a PR is equipped, PR won't fight back. And flavor-wise, the restraints must be made of materials that are commonplace in Skyrim and could conceivably be made by artisan/blacksmith in its world. Heretical Resources are a great fit and latex catsuits are not.

 

Then for the escape system, naturally the new mechanics will work for the restraints themselves but will also be expanded to work with the devices from these other mods. As with the author of Devious Escape Overhaul, I don't like how RNG-oriented escaping from DDs is. I want a greater degree of interactivity and strategy involved in escaping that tries to tie into vanilla mechanics whenever possible. Devious Lore takes care of most of the NPC interactions I want e.g. blacksmiths, guards, and fences and I use DFC's dialogue options to let my followers help me out. These take the edge off without being a get out of jail free card since all of these are potent gold sinks and may not even be possible if you were robbed.

 

But what about trying to escape on your own?

 

If I see a grindstone and I'm leveled into blacksmithing, what's stopping my PC from trying to cut the chain on their fetters with it?

 

If I'm good at the lockpicking minigame, why can't I try my luck at it with the device lock?

 

If we're assuming things like time lock shields are magical in nature, why can't I hit up a mage to get rid of it? Why can't I buff my Alteration and learn a couple spells to do it myself?

 

It's mostly these kinds of escape methods that I'm interested in adding to DD and maybe Toys.

 

But I'm open to expanding scope (slightly) based on suggestions.

 

Thanks for the prompt, and very full, reply

 

That's really very helpful.  There's quite a few ideas in there that are fairly novel when compared with what sort of gameplays are available presently, and they're certainly not at all daft!

 

It'll be interesting to see where you go from here and trying out some of what transpires, to see how the experience develops/changes how we play

 

Wish you well on this.  Have fun!

 

DQW

Link to comment
  • 5 weeks later...
  • 2 weeks later...
8 hours ago, Anunya said:

Is the intention that these escape mechanisms can be applied to Devious Devices at some point? Because if so, that sounds really cool.

 

Eventually yes, although I've been arguing with myself about how to do this. I'm leaning towards separating the restraints from the escape system. So you have Practical Restraints containing the actual restraints and Practical Escape which adds escape mechanics to various restraint mods like Devious Devices, Toys, and PR itself. That way DD/Toys users can just get PE and not have to get ZAP. Especially helpful if I decide to start bundling additional assets with this mod.

Edited by ponzipyramid
Link to comment
  • 2 weeks later...

It sounds to me like you added a locking mechanism to ZAP 8+ devices?

Means it won't conflict with any other mods like toys and DD, because your mod only effects a few selected ZAP devices?

Or does it only effect the devices added by your mod leaving everything else untouched (not a zap device replacer)?

Link to comment
58 minutes ago, donttouchmethere said:

It sounds to me like you added a locking mechanism to ZAP 8+ devices?

Means it won't conflict with any other mods like toys and DD, because your mod only effects a few selected ZAP devices?

Or does it only effect the devices added by your mod leaving everything else untouched (not a zap device replacer)?

 

The latter, they're completely different devices to prevent any incompatibilities with mods dependent on ZAP.

Link to comment
  • 2 weeks later...

I decided to transition the project to DD given the recent advancements made in its animation system (OAR/DAR conversion). The escape mechanics will now apply to any DDs you have equipped and subsequent updates will focus on making ZAP 8 assets devious to get some more rustic/medieval assets into DD.

Link to comment
9 hours ago, onlyvayne2 said:

1. I would love to see the iron fiddle and the arm logs get added; 2. Is there any possibility that you could make a patch so they are usable with unforgiving devices?

 

 

I've been meaning to check out Unforgiving Devices. What would be needed in the patch?

 

Adding the fiddle and log is going to be tough. I was able to repurpose DD's animation system since things like cuffs can behave like armbinders. The fiddle and log use new offset animations made by Tara which don't have an equivalent in DD. I could create an OAR patch to resolve this, but I wouldn't be able to distribute it due to permissions in ZAP 8 and greater.

Link to comment

Are there any plans to implement this as a defeat outcome for Acheron? I mean, putting the player character into Zaz furniture after a combat defeat.

 

It seems like it could be a replacement for the post-combat furniture bondage game from Naked Defeat.

Link to comment
18 minutes ago, Corsec said:

Are there any plans to implement this as a defeat outcome for Acheron? I mean, putting the player character into Zaz furniture after a combat defeat.

 

It seems like it could be a replacement for the post-combat furniture bondage game from Naked Defeat.

 

I found the minigame to be kind of immersion-shattering since there isn't any justification given to how furniture randomly spawns in and it had a tendency to break pathfinding, clip into random surrounding objects, and get my character stuck.

 

I'm working on a design spec for a radiant captivity system that PD can initiate (similar to Dragonborn in Distress) with one of the events being furniture-based. That way I can use Base Object Swapper or manually distribute furniture myself out of the way in immersive locations (dungeons, castles, caves). Then, run a scanner to find if one's close by and lock the player/followers in.

 

I'm open to any thoughts you might have there.

Edited by ponzipyramid
Link to comment
42 minutes ago, ponzipyramid said:

I'm open to any thoughts you might have there.

 

I used to run Naked Defeat as an interlude between combat defeat and SS++. Going directly to SS++ after defeat was a too harsh, I wanted to have a second-chance to escape. Attempting to escape while disarmed and naked is a lot of fun and being sent to SS++ would miss that. The furniture game was a good way to have that opportunity. So when I saw this mod I thought that it would be great if there was a way to fire the Zaz furniture events as part of a defeat system.

 

The concept was that I would have to escape from captivity before my character became too weak from all the injuries and debuffs added by other mods as a result of bleedout, whipping and rape. If I didn't escape before becoming too weakened then I would hit the button in the SS++ MCM to be sent to the auction. This gave me, in effect, a timer for escaping and each failed escape would make the next attempt even harder.

 

Naked Defeat has a lot of bugs and is abandoned now, so it would be nice to have an alternative. SD+ can do something similar but it has the problem that it can't stop the player from just walking out of the defeat location and going back to town.

 

 

42 minutes ago, ponzipyramid said:

I'm working on a design spec for a radiant captivity system that PD can initiate (similar to Dragonborn in Distress) with one of the events being furniture-based. That way I can use Base Object Swapper or manually distribute furniture myself out of the way in immersive locations (dungeons, castles, caves). Then, run a scanner to find if one's close by and lock the player/followers in.

 

 

This sounds great!

 

 

42 minutes ago, ponzipyramid said:

 

I found the minigame to be kind of immersion-shattering since there isn't any justification given to how furniture randomly spawns in...

 

 

I agree that it's immersion breaking, but it's not any less immersion-breaking than enemies having infinite DDs ready to put onto failed heroines. It's just another example of porn logic, you're supposed to suspend disbelief for reasons of horniness lol.

 

And I also run SD Cages so if the bandit camps have cages and other furniture for slaves then it's believable that they would have some more equipment standing by ready for use. Although it's not so believable when bandits produce the furniture in locations other than bandit camps.

 

 

42 minutes ago, ponzipyramid said:

 

...it had a tendency to break pathfinding, clip into random surrounding objects, and get my character stuck.

 

Nymra made a patch to remove collisions from Zaz furniture.

 

Spoiler

 

 

Edited by Corsec
Link to comment
7 minutes ago, Corsec said:

I used to run Naked Defeat as an interlude between combat defeat and SS++. Going directly to SS++ after defeat was a too harsh, I wanted to have a second-chance to escape. Attempting to escape while disarmed and naked is a lot of fun and being sent to SS++ would miss that. The furniture game was a good way to have that opportunity. So when I saw this mod I thought that it would be great if there was a way to fire the Zaz furniture events as part of a defeat system.

 

The concept was that I would have to escape from captivity before my character became too weak from all the injuries and debuffs added by other mods as a result of bleedout, whipping and rape. If I didn't escape before becoming too weakened then I would hit the button in the SS++ MCM to be sent to the auction. This gave me, in effect, a timer for escaping and each failed escape would make the next attempt even harder.

 

This makes sense and should be doable.

 

7 minutes ago, Corsec said:

I agree that it's immersion breaking, but it's not any less immersion-breaking than enemies having infinite DDs ready to put onto failed heroines. It's just another example of porn logic, you're supposed to suspend disbelief for reasons of horniness lol.

 

That's fair and I agree suspension of disbelief is required. I guess my core issue is the lack of consistency with Skyrim's internal logic. We can't see what people are carrying around so them having restraints in their inventory is consistent. Random furniture being in people's inventory or spawning in the middle of encounter zones doesn't occur in the base game (to my knowledge :).

 

9 minutes ago, Corsec said:

Nymra made a patch to remove collisions from Zaz furniture.

 

Yeah I've been using that to good effect with other ZAP based mods but for some reason I still ran into issues there. It's probably some load order issue on my end.

Link to comment
3 minutes ago, ponzipyramid said:

This makes sense and should be doable.

 

 

Vanilla Skyrim gameplay is a power fantasy, but it's actually a lot more fun when the hero/heroine is forcefully disempowered and forced to deal with it. There are a lot of mods to handle escape from bondage items, but not many that handle it as a combat scenario.

 

 

7 minutes ago, ponzipyramid said:

That's fair and I agree suspension of disbelief is required. I guess my core issue is the lack of consistency with Skyrim's internal logic. We can't see what people are carrying around so them having restraints in their inventory is consistent. Random furniture being in people's inventory or spawning in the middle of encounter zones doesn't occur in the base game (to my knowledge :).

 

 

One of the DAYMOL addons has a bandit captivity feature that places the player into cuffs and makes them kneel at a location in each bandit camp. The player has to escape before the timer runs out and the player is sold. It doesn't use furniture or DDs just a kneeling animation plus cuffs. I guess the mod must find or assign an Xmarker to designate the kneeling position? That would seem like a non-furniture option for escape scenarios, although escape would require getting out of a worn item.

Link to comment
41 minutes ago, Corsec said:

One of the DAYMOL addons has a bandit captivity feature that places the player into cuffs and makes them kneel at a location in each bandit camp. The player has to escape before the timer runs out and the player is sold. It doesn't use furniture or DDs just a kneeling animation plus cuffs. I guess the mod must find or assign an Xmarker to designate the kneeling position? That would seem like a non-furniture option for escape scenarios, although escape would require getting out of a worn item.

 

Here's a stripped down version of the current spec:

 

When Inside:

Find and lock all doors in the cell using a door scanner. Additional challenges can include the shock collar system from this mod, being locked in a cage or tied to furniture, and equipped DDs. Each of these inclusions adds an obstacle to escape.

 

When Outside:

Use the shock collar or nearby furniture by default, otherwise there's no way to keep the player from running for it.

 

Escape:

You'll be periodically subject to events (whipping, SL scenes, etc.). Make a run for it and your enemies will punish you, applying debuffs (like you mentioned) that make escaping even tougher. You need to get out of a cage, furniture, shock collar, and out the door to actually get out. If you're downed (using a health threshold) you'll be recaptured and more restraints will be added. I'll include the timer idea to add some time pressure and ensure there's an alternative way out without being a get out of jail free card.

 

I'm struggling with what the escape methods should actually look like. PR lets you lockpick metal restraints and cut rope if you have the requisite items (blades and lockpicks). DiD lets you fashion these items from scrap you find in the captive location. I'm leaning towards a simple messagebox interface that lets you pick what to craft using a simple inventory scan. But I'm not sure what junk should be convertible to these items.

Edited by ponzipyramid
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7 hours ago, ponzipyramid said:

 

I've been meaning to check out Unforgiving Devices. What would be needed in the patch?

 

The patch section has an overview tutorial, it looks like it just needs sseedit to add the UD scripts to devices tagged. I cannot say how difficult that is as I have no experience.

Link to comment
3 hours ago, ponzipyramid said:

 

Here's a stripped down version of the current spec:

 

 

 

This all seems great! I'd suggest planning a captivity scenario as something that will usually result in either escape or SS++ 'Bad End' within about 15 minutes, because it's not really suitable for long-term play (it would be too boring for any longer). But maybe add an option not to start the 'Bad End' if the player wants to stay in captivity for some reason. Perhaps there could be an MCM option so that rather than getting the SS++ 'Bad End' you are transferred to another enemy location (the player is 'passed around' rather than sold).

 

I'd also suggest allowing sentient enemies like draugr/falmer/rieklings to also do the captivity scenario, but without any spoken dialogue. There are lots of machinima videos of them putting heroines into Zaz furniture, so I suppose it's already canon lol.

 

Would you lock all doors in a cell, or would you target only closed doors, or only closed jail doors?

 

For escape methods you would probably need to allow the player to be able to sneak past enemies until they reach the exit, so it would be necessary to ensure that enemies wouldn't auto-detect the player character in any way. My reason for suggesting this is that SD+ auto-detection of all player actions is quite unreasonable. I'd suggest that enemies should go into alert (but not combat) mode when they detect that the player has disappeared from where they are supposed to be. Maybe the check could be made during the regular whipping/rape events, this would give the player some time before the escape is noticed.

 

Pickpocketing keys/lockpicks/weapons would also be a great option. Maybe you could get a messagebox during certain events asking if you wanted to take the risk of pickpocketing someone? If so, then open the NPC inventory menu for pickpocketing them. The rationale for this is that the player isn't bound 100% of the time, they will be briefly unlocked during events and this will be their chance to misbehave.

 

For defeat in wilderness locations then I'd suggest moving the player to the nearest location that's appropriate for the enemy type. Indoors if at all possible.

 

Rather than a timed clock for escapes, I'd suggest adding small debuffs to stamina/magicka/skills for all rapes and punishment events, and more debuffs at regular intervals when in furniture. When the player's stamina/magicka reaches zero they would count as mentally and physically broken and this would trigger the 'Bad End'. Probably would also need to debuff stealth skills because they don't rely on stamina/magicka. The rationale for this is the enemies wouldn't be able to sell a defiant slave to SS++, they would need to 'break her in' first.

 

Maybe during the defeat event allow a % chance to keep lockpicks the player is carrying. For alternate escape routes I'd suggest a way to use sex to bribe certain enemies to give lockpicks. For needs mods I'd suggest that food/drink should be provided at regular intervals only to well-behaved captives.

 

You could add recipes to convert junk items into lockpicks. is it possible to make weaker versions of lockpicks. Items like embalming tools, torture tools, tongs and quills seem like they could be improvised into weak lockpicks, and you can find them laying around in enemy dungeons.

 

If you are willing to expand on the leash mode then you could spawn a slave merchant to take the player character to the Riften SS++ auction house, this could be one of the 'Bad Ends'. Or one of the enemies will transfer the player character between enemy dungeons.

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17 hours ago, ponzipyramid said:

I've been meaning to check out Unforgiving Devices. What would be needed in the patch?

 

FOMOD of UD includes easy to use xEdit patching scripts. You can create separate esp with armor overrides for your mod and then run those scripts on it, which will replace DD scripts wtih UD ones and add necessary properties. This will make your devices visible and working in UD, with all UD mechanics, marked as Patched, thus applying randomized strength. You can set up leveled or constant properties if you wish, but it's not required step, simply running patching script on the esp is enough.

Edited by kurotatsu
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