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Adventures with Balazar (Balazar's Bitch) - Beta


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Posted

I enjoyed the first two parts with no problems, but have run into two issues that keep stopping my progress on the Riften quest. I have the same issue as a couple others with the warehouse where I can't talk to anyone, they just say you're not supposed to be here, I have finished the vanilla skooma quest on this character. I updated to the newest update that came out yesterday and it's still doing the same thing, I used the moveto player command to get them outside just to continue the quest. But now I'm stuck on the part in Shores Stone, I have to talk to Sylgja, but she has no dialog for this quest, I figured I'd run her vanilla fetch quest and when I got back the quest marker lead me to her house, but she seems to be off floating somewhere outside the walls, tried tcl but couldn't find her. So now stuck again. 

Posted
9 hours ago, xtro334 said:

Is it a way to get the mod to unsummon servants/undead summons in cave with spiders?

It would make better sense to do that for a summoner character, with a popup that they was caught in web and drawn to the depth of the mine.

 

My little army of servants and undead just stood and watched. 😛

I don't know how to get rid of summoned creatures. I can do some searches. I put a vanilla script on the cave door that is supposed to not allow followers to enter. But that probably doesn't work for summoned creatures. In any casse, I should probably put a note somewhere in the description that the Riften quest should be run without followers. Otherwise, several parts of the quest aren't going to make much sense. 

Posted
10 hours ago, killer905 said:

Are you know how make a patch? 

 

I tjink this are good for all:

 

That looks like a good one. I'll give it a try.

Posted

So I've played through all of the current content and here's what I think.

 

I like the themes and overall story of the mod, and cannot wait to see the next part of the quest.

As far as the other concerns people have mentioned:
I had no problems at all with the whorehouse scene. I even reloaded my save and played it several times, nothing bad happened. (This was before the newest patch) I did this to try and help debug it, but was unable to replicate any of the problems mentioned. I'd be willing to share my mod list if that would be helpful. I liked having to find 10 clients in the start of the Riften quest, but I understand why it was shortened.

 

I also had a few ideas regarding the collaring and submission aspect of the mod if you'd be interested in hearing them. Let me know and I'll make another post.

Posted
10 hours ago, iron_monger said:

Only bugs I saw were pretty minor in this update. 

SPOILER-FILLED RESPONSE:

 

Spoiler

Thanks for the notes.

 

I found the Redguard outfit bug and fixed. The fix will be in the next update.

 

The strip script takes everything but equipped items with any of the following keywords:  "zad_InventoryDevice", "zad_Lockable", "zbfWornDevice", and "SexLabNoStrip".  The Pet Collar and the Truth Collar both have the last two of those keywords. In my playtesting, the collars stay on. It doesn't really matter if the PC has a collar there or not, but it does matter that the PC is able to leave without a collar, since Balazar has not yet been dismissed. The bigger issue is why the script would strip something with a 'no strip' keyword.  Again, it's working for me, so hard to troubleshoot.  Do you have any mods that would effect the "SexLabNoStrip" keyword?

 

As for the mine, I'll admit it's a bit random. Every time I go in there different stuff happens. But the only killer event was when a guard talked to me while entering and followed me in. I believe I put a stop to that by adding a vanilla 'no NPCs' script to the door.  That said, I made the spiders that are used in the Sexlab animations (the large one and one of the two small ones) "essential," so they should be unkillable when you come in. Only the one that rushes you is killable. (Though the other two will do the typical essential NPC 'fall to the knee' - if spiders have knees - when they reach 0, then get back up.) Note that there is a big trigger box in the middle of the platform that will stop you in your tracks and give you the webbed message. But the only thing that is stopping you is standard Sexlab functionality. I'm not removing any player controls there (only later in the cavern). Only after the second animation is the essential flag turned off for the spiders. So, I don't know how you could kill the spiders before the Sexlab animations. 

 

My best guess is you were mid-swing or mid-magic animation when the Sexlab animation started. I've seen it happen in other Sexlab mods where your arms get stuck in this way. I've fixed it in the past by changing weapons. This must reset the animations. So, I think that one is Sexlab-related, although the mod is contributing to it by making it more likely that Sexlab starts mid animation.  If you still have a relevant save, perhaps you could try switching weapons and see if that fixes.

 

Posted
10 hours ago, darklord2012 said:

I enjoyed the first two parts with no problems, but have run into two issues that keep stopping my progress on the Riften quest. I have the same issue as a couple others with the warehouse where I can't talk to anyone, they just say you're not supposed to be here, I have finished the vanilla skooma quest on this character. I updated to the newest update that came out yesterday and it's still doing the same thing, I used the moveto player command to get them outside just to continue the quest.

That would mean you are trespassing in the warehouse. However, I made an edit to the vanilla Riften Warehouse to check the box marked "Public Area". In a prior mod of mine, that worked fine to convert a private space into one the PC could enter without trespassing. In the latest version, I also tried changing the 'owner' of the warehouse from Drifa to NONE. Evidently, that didn't help. Also, I checked the vanilla skooma quest and its not changing any status of the warehouse. So, while that may be related, I haven't figured out any connection.

 

Troubleshooting questions:  Do you have any mods that alter Riften? Do you have a bounty in Riften? Are you bringing followers with you?

10 hours ago, darklord2012 said:

But now I'm stuck on the part in Shores Stone, I have to talk to Sylgja, but she has no dialog for this quest, I figured I'd run her vanilla fetch quest and when I got back the quest marker lead me to her house, but she seems to be off floating somewhere outside the walls, tried tcl but couldn't find her. So now stuck again. 

Did you speak with Grogmar (and perhaps Odfel before that) to get to the quest stage "Ask Sylgja about the white wolf." with a quest marker pointing at her house? When you entered, was she naked? Was she, uh, doing anything unusual? Did you see her furry friend? 

 

I haven't moved her anywhere - just made her sandbox in her house while the PC is in town.

 

If all else fails, you can use "setstage BLZR_Riften 240" to move on in the quest. The log will tell you the information you missed through conversation.

Posted
34 minutes ago, metanight78 said:

I had no problems at all with the whorehouse scene. I even reloaded my save and played it several times, nothing bad happened. (This was before the newest patch) I did this to try and help debug it, but was unable to replicate any of the problems mentioned. I'd be willing to share my mod list if that would be helpful.

Thanks for the debugging effort. To help narrow this down, do you have any Riften town mods? Bounty in Riften? Finished the vanilla Riften skooma quest?

34 minutes ago, metanight78 said:

I liked having to find 10 clients in the start of the Riften quest, but I understand why it was shortened.

Yeah, 10 is a bit of a grind if you're eager to move on with the quest.  But, you can continue being the town whore if you want after the quest, so that balances it out I think.

34 minutes ago, metanight78 said:

I also had a few ideas regarding the collaring and submission aspect of the mod if you'd be interested in hearing them. Let me know and I'll make another post.

Sure. Happy to have ideas there. Also, I haven't had any comments on the new 'Truth Collar' yet. I'm curious what people think of the new alternative collar. I still need to flesh it out a bit, i.e., add more comments and consequences. It uses some mod variables, but also picks up on your Sexlab stats to (hopefully) force somewhat accurate confessions about the PC.

Posted
10 hours ago, Gristle said:

Happy to have ideas there. Also, I haven't had any comments on the new 'Truth Collar' yet. I'm curious what people think of the new alternative collar. I still need to flesh it out a bit, i.e., add more comments and consequences. It uses some mod variables, but also picks up on your Sexlab stats to (hopefully) force somewhat accurate confessions about the PC.

 

The truth collar is the best thing about this whole mod so far I love it! It seemed to work as intended like you described it. I'm going to start a new game soon just to test out some of the other fame settings.

 

I love the collaring and forced nudity aspect of the quest and the Balazar as an NPC in general, and would like to see it expanded on. If this was my mod, this is what I would do:

 

Instead of being collared at the start of Part II of the quest, start off with the truth collar at the very start when you pick him up in Riften. That way the PC can start still by wearing clothes/armor but with the added "bonuses" that the collar provides. Then wear the pet collar at the start of Part II like it is now, but with the same truth collar enchantment added. I love the idea of the PC being slowly turned into the "perfect sex pet" for Balazar, and this feels like the way to go. Keeping the PC saying the "truth" seems essential for this quest.

 

At the end of Part II, add 25% magic resist to the collar as a bonus. In my playthrough, the armor was good but mages where almost an immediate death and reload. I believe this change will make the PC "safer" in Balazar's eyes, without being to "independent" from him (i.e. overpowered).

 

For the future quests, how about this:

At the end of each Jarl quest, add a new bonus to the collar and the new downside of never wearing anything else but the collar.

For example: After the first quest, have Balazar ask "What form of weapon would you prefer to use to fight for me pet?" And give the player the option between One-handed, two-handed, bows, or destruction magic. After that, add 25 points of armor at each level to scale with assumed character level, plus one 25% elemental resistance. Perhaps saving frost resist for the end, just because he likes to watch her shiver in the cold. The downside to this "perfect pet" collar would be the PC cannot wear anything but the collar, even jewelry would be prohibited. If the player wants to complete a quest that requires something to be worn, you'd have to ask Balazar for the "privilege" of wearing the base truth collar again, plus some sort of punishment after switching back (fellatio, slapping, or something like that) Other downsides could include: Permanently stuck at 100 arousal, forced masturbation scenes in towns and cities, random animal sex, degrading body tattoos, etc.

 

I'm thinking something like this for the bonuses

 

Truth enchantment for starting the quest
Base 200 armor for completing part I

25% magic resist for completing part II

Weapon damage of choice +25%

Fire resist +25% +25 armor

lightning resist +25% +25 armor

Stamina regain +X& amount +25 armor

Magicka regain +X% amount +25 armor

Health regain or max health bonus +25 armor

Choice of thief skill bonus 25% better, +25 armor

Choice of mage skill bonus 25% better, +25 armor

Frost resist +25% +25 armor

One "mega" bonus of some kind for completing part III

 

My intention is to keep the player safe, but not over powered. I've tested the resistances aspect of this thanks to Sexlab Leveling to give the PC the appropriate bonuses and this seems balanced to me. Assuming the player is completing other quests, and getting other rewards for adventuring.

 

10 hours ago, Gristle said:

Thanks for the debugging effort. To help narrow this down, do you have any Riften town mods? Bounty in Riften? Finished the vanilla Riften skooma quest?

The only mods that I use that change Riften are cosmetic, or add NPCs to the city. (namely: The ancient profession, Immersive Wenches, and the Bijin NPC replacers) I have no bounties, and I did not finish the vanilla skooma quest at time of the warehouse scene, nor did I attempt it during that play through after the scene.

Posted
On 1/15/2024 at 5:49 AM, Gristle said:

No. Not normal. I assume you mean in dremora form. He's a standard dremora and I didn't change his height. Is something else changing dremoras in your game? Are the dremoras in the Mehrunes Dagon shrine also 2x height? Same for dog form. He's a standard armored husky and I didn't change his size. 

No only him. he is normal size in husky form. he is a lot bigger than normal dremora, almost double i would say. I do not think any mods that i use changed his height

Posted
19 hours ago, Gristle said:

SPOILER-FILLED RESPONSE:

 

  Hide contents

Thanks for the notes.

 

I found the Redguard outfit bug and fixed. The fix will be in the next update.

>>Awesome, wasn't a big deal but I am glad you found whatever minor error it was.

 

The strip script takes everything but equipped items with any of the following keywords:  "zad_InventoryDevice", "zad_Lockable", "zbfWornDevice", and "SexLabNoStrip".  The Pet Collar and the Truth Collar both have the last two of those keywords. In my playtesting, the collars stay on. It doesn't really matter if the PC has a collar there or not, but it does matter that the PC is able to leave without a collar, since Balazar has not yet been dismissed. The bigger issue is why the script would strip something with a 'no strip' keyword.  Again, it's working for me, so hard to troubleshoot.  Do you have any mods that would effect the "SexLabNoStrip" keyword? 

>>Likely yes, I have a lot of mods so I wouldn't bother wasting a bunch of troubleshooting time on my weird scenario.

 

As for the mine, I'll admit it's a bit random. Every time I go in there different stuff happens. But the only killer event was when a guard talked to me while entering and followed me in. I believe I put a stop to that by adding a vanilla 'no NPCs' script to the door.  That said, I made the spiders that are used in the Sexlab animations (the large one and one of the two small ones) "essential," so they should be unkillable when you come in. Only the one that rushes you is killable. (Though the other two will do the typical essential NPC 'fall to the knee' - if spiders have knees - when they reach 0, then get back up.) Note that there is a big trigger box in the middle of the platform that will stop you in your tracks and give you the webbed message. But the only thing that is stopping you is standard Sexlab functionality. I'm not removing any player controls there (only later in the cavern). Only after the second animation is the essential flag turned off for the spiders. So, I don't know how you could kill the spiders before the Sexlab animations. 

>> Yeah I think they were in the kneeling phase of that.  I said "killed" but I guess I should have said "stunned" to be more accurate, sorry.

 

My best guess is you were mid-swing or mid-magic animation when the Sexlab animation started. I've seen it happen in other Sexlab mods where your arms get stuck in this way. I've fixed it in the past by changing weapons. This must reset the animations. So, I think that one is Sexlab-related, although the mod is contributing to it by making it more likely that Sexlab starts mid animation.  If you still have a relevant save, perhaps you could try switching weapons and see if that fixes.
>>Again, not worried about it.  Quest completed fine as far as I can tell and things went back to normal.

 

 

 

Replied in line.

Posted
7 hours ago, metanight78 said:

 

The truth collar is the best thing about this whole mod so far I love it! It seemed to work as intended like you described it. I'm going to start a new game soon just to test out some of the other fame settings.

 

I love the collaring and forced nudity aspect of the quest and the Balazar as an NPC in general, and would like to see it expanded on. If this was my mod, this is what I would do:

 

Instead of being collared at the start of Part II of the quest, start off with the truth collar at the very start when you pick him up in Riften. That way the PC can start still by wearing clothes/armor but with the added "bonuses" that the collar provides. Then wear the pet collar at the start of Part II like it is now, but with the same truth collar enchantment added. I love the idea of the PC being slowly turned into the "perfect sex pet" for Balazar, and this feels like the way to go. Keeping the PC saying the "truth" seems essential for this quest.

 

At the end of Part II, add 25% magic resist to the collar as a bonus. In my playthrough, the armor was good but mages where almost an immediate death and reload. I believe this change will make the PC "safer" in Balazar's eyes, without being to "independent" from him (i.e. overpowered).

 

For the future quests, how about this:

At the end of each Jarl quest, add a new bonus to the collar and the new downside of never wearing anything else but the collar.

For example: After the first quest, have Balazar ask "What form of weapon would you prefer to use to fight for me pet?" And give the player the option between One-handed, two-handed, bows, or destruction magic. After that, add 25 points of armor at each level to scale with assumed character level, plus one 25% elemental resistance. Perhaps saving frost resist for the end, just because he likes to watch her shiver in the cold. The downside to this "perfect pet" collar would be the PC cannot wear anything but the collar, even jewelry would be prohibited. If the player wants to complete a quest that requires something to be worn, you'd have to ask Balazar for the "privilege" of wearing the base truth collar again, plus some sort of punishment after switching back (fellatio, slapping, or something like that) Other downsides could include: Permanently stuck at 100 arousal, forced masturbation scenes in towns and cities, random animal sex, degrading body tattoos, etc.

 

I'm thinking something like this for the bonuses

 

Truth enchantment for starting the quest
Base 200 armor for completing part I

25% magic resist for completing part II

Weapon damage of choice +25%

Fire resist +25% +25 armor

lightning resist +25% +25 armor

Stamina regain +X& amount +25 armor

Magicka regain +X% amount +25 armor

Health regain or max health bonus +25 armor

Choice of thief skill bonus 25% better, +25 armor

Choice of mage skill bonus 25% better, +25 armor

Frost resist +25% +25 armor

One "mega" bonus of some kind for completing part III

 

My intention is to keep the player safe, but not over powered. I've tested the resistances aspect of this thanks to Sexlab Leveling to give the PC the appropriate bonuses and this seems balanced to me. Assuming the player is completing other quests, and getting other rewards for adventuring.

 

The only mods that I use that change Riften are cosmetic, or add NPCs to the city. (namely: The ancient profession, Immersive Wenches, and the Bijin NPC replacers) I have no bounties, and I did not finish the vanilla skooma quest at time of the warehouse scene, nor did I attempt it during that play through after the scene.

 

 

The idea of the collar improving over time as Balazar gains more power and control over the PC is a fabulous idea.  I love the possibilities of that mechanic.

Posted
15 minutes ago, xX_HSMACHINE_Xx said:

How do i get the truth collar? Im at the part where you need to get balazar the redguard outfit and I didnt get it yet

You should be able to get it if you're using the most recent versions. To get it, talk to Balazar, and there should be an dialog option that asks to wear clothes or something like that. Instead of removing your collar, he gives you another one. Which is the Truth Collar. I don't know when in the quest line it opens up, because I updated after I finished part II. And the option was there after updating.

Posted
27 minutes ago, metanight78 said:

You should be able to get it if you're using the most recent versions. To get it, talk to Balazar, and there should be an dialog option that asks to wear clothes or something like that. Instead of removing your collar, he gives you another one. Which is the Truth Collar. I don't know when in the quest line it opens up, because I updated after I finished part II. And the option was there after updating.

there is no dialog option, and i do not own any collar

Posted
13 minutes ago, xX_HSMACHINE_Xx said:

there is no dialog option, and i do not own any collar

This might be a question for the OP then. I'm not sure what the conditions are and I've told you everything I know.

Posted
1 hour ago, xX_HSMACHINE_Xx said:

How do i get the truth collar? Im at the part where you need to get balazar the redguard outfit and I didnt get it yet

Balazar has a dialogue line "Can I please take this collar off? I don't want to be naked." any time after you finish Part II of the quest (destroy the temple). Balazar then offers the Truth Collar as an alternative collar. After that, you can switch back and forth between collars with Balazar dialogue ("Can I wear the Pet Collar now?" "Can I wear the Truth Collar now?"). I guess I should make this collar choice more clear somewhere.

Posted
28 minutes ago, xX_HSMACHINE_Xx said:

there is no dialog option, and i do not own any collar

Didn't your PC get a Pet Collar after completing Part I of the quest (the five priestesses)? The one that requires your PC to be naked? As noted above, the dialogue option doesn't reference an alternate collar, rather just a desire not to be naked, so I may need to make more clear that there's a choice of an alternate collar. 

Posted
4 hours ago, xX_HSMACHINE_Xx said:

No only him. he is normal size in husky form. he is a lot bigger than normal dremora, almost double i would say. I do not think any mods that i use changed his height

I checked and he is using a standard Dremora encounter NPC template actor base, which has a height of 1.0. Anyone else having this Dremora height issue?

Posted
2 minutes ago, Gristle said:

I checked and he is using a standard Dremora encounter NPC template actor base, which has a height of 1.0. Anyone else having this Dremora height issue?

He's about the same size as my PC in my game. Balazar is slightly larger, but only slightly.

Posted
2 minutes ago, metanight78 said:

He's about the same size as my PC in my game. Balazar is slightly larger, but only slightly.

Same for me. He's slightly taller than my 1.0 height Nord female PC.

Posted
13 minutes ago, Gristle said:

Same for me. He's slightly taller than my 1.0 height Nord female PC.

I managed to fix using console commands, but sometimes he gets big again, but not often.

Going off topic here, is there a way to dismiss balazar as a follower after completing the quest?

Posted
28 minutes ago, Gristle said:

Didn't your PC get a Pet Collar after completing Part I of the quest (the five priestesses)? The one that requires your PC to be naked? As noted above, the dialogue option doesn't reference an alternate collar, rather just a desire not to be naked, so I may need to make more clear that there's a choice of an alternate collar. 

I may have accidentaly removed it but i dont remember. is there a console command to get the Pet Collar?

Posted
9 hours ago, metanight78 said:

The truth collar is the best thing about this whole mod so far I love it! It seemed to work as intended like you described it. I'm going to start a new game soon just to test out some of the other fame settings.

Great. The core of it is there, but I do want to expand it some, especially to figure out more consequences for some of the comments. Right now the collar picks up certain mod status (e.g., sex with demon, sex with animals, Riften town whore), certain mod choices (e.g. if you asked Balazar to punish you), settings from other mods (Sexlab Aroused's arousal value and Exhibitionist toggle), and certain Sexlab stats (sex count, gay/not gay, and vaginal/anal/oral skill)  

9 hours ago, metanight78 said:

I love the collaring and forced nudity aspect of the quest and the Balazar as an NPC in general, and would like to see it expanded on. If this was my mod, this is what I would do:

I've always liked the Dibellan/nudity type mods as well (check out the Markarth quest in my SLSF Fame Comments mod), and of course forced nudity (in cities and towns) was required under the first version of the mod, but I got some requests to remove the forced nudity. There's lots of good reasons for such a request -- clothing/armor is required for some quests, people like their interesting and/or skimpy outfits, people like their armor, people don't find it immersive (or survivable, with certain mods) to be walking in a snow storm naked, etc.  That was the reason for the alternate collar, to offer an alternative that did not require nudity. 

 

I think this could be expanded upon, but maybe this could be done by adding more collars choices, some of which could be optional, others of which could be needed to complete quests. For example, perhaps Balazar could offer collars that give increased protection, or give abilities that are required for future quests, but these collars would have "side effects" of various sorts. 

9 hours ago, metanight78 said:

Instead of being collared at the start of Part II of the quest, start off with the truth collar at the very start when you pick him up in Riften. That way the PC can start still by wearing clothes/armor but with the added "bonuses" that the collar provides. Then wear the pet collar at the start of Part II like it is now, but with the same truth collar enchantment added. I love the idea of the PC being slowly turned into the "perfect sex pet" for Balazar, and this feels like the way to go. Keeping the PC saying the "truth" seems essential for this quest.

I think being collared at the start is too quick (and Balazar is just a normal husky at that point with no powers), but I do like the theme of the PC slowly being corrupted.  But, remember that the PC can opt out (at the end of Part I or II, and can dismiss Balazar at anytime after). So, I think the trick will be to give a "good" and/or "decent" PC a reason to keep helping Balazar, so that they slowly get more and more corrupted. In Part I, the PC is forced. In Part II, the PC is incentivized to combat (and get revenge) on Clavicus Vile. But I realize now I should give a "good" PC a reason to continue helping Balazar with the Jarls, to push them down the final path of corruption (e.g., having to be a whore in Riften). Perhaps, Balazar needs to reveal his reasons to gain favor with the Jarls at the beginning of Part III. I haven't thought this through, but perhaps it's to fight off a larger evil (Molag Bal comes to mind).

9 hours ago, metanight78 said:

At the end of Part II, add 25% magic resist to the collar as a bonus. In my playthrough, the armor was good but mages where almost an immediate death and reload. I believe this change will make the PC "safer" in Balazar's eyes, without being to "independent" from him (i.e. overpowered).

I think the 25% magic resistance is a good idea. It would balance the collar against mages as you mention. Also, if applied to the Pet Collar (which requires nudity in cities and towns), it would give at least lower level PCs a reason to choose that collar.

9 hours ago, metanight78 said:

For the future quests, how about this:

At the end of each Jarl quest, add a new bonus to the collar and the new downside of never wearing anything else but the collar.

For example: After the first quest, have Balazar ask "What form of weapon would you prefer to use to fight for me pet?" And give the player the option between One-handed, two-handed, bows, or destruction magic. After that, add 25 points of armor at each level to scale with assumed character level, plus one 25% elemental resistance. Perhaps saving frost resist for the end, just because he likes to watch her shiver in the cold. The downside to this "perfect pet" collar would be the PC cannot wear anything but the collar, even jewelry would be prohibited. If the player wants to complete a quest that requires something to be worn, you'd have to ask Balazar for the "privilege" of wearing the base truth collar again, plus some sort of punishment after switching back (fellatio, slapping, or something like that) Other downsides could include: Permanently stuck at 100 arousal, forced masturbation scenes in towns and cities, random animal sex, degrading body tattoos, etc.

 

I'm thinking something like this for the bonuses

 

Truth enchantment for starting the quest
Base 200 armor for completing part I

25% magic resist for completing part II

Weapon damage of choice +25%

Fire resist +25% +25 armor

lightning resist +25% +25 armor

Stamina regain +X& amount +25 armor

Magicka regain +X% amount +25 armor

Health regain or max health bonus +25 armor

Choice of thief skill bonus 25% better, +25 armor

Choice of mage skill bonus 25% better, +25 armor

Frost resist +25% +25 armor

One "mega" bonus of some kind for completing part III

 

My intention is to keep the player safe, but not over powered. I've tested the resistances aspect of this thanks to Sexlab Leveling to give the PC the appropriate bonuses and this seems balanced to me. Assuming the player is completing other quests, and getting other rewards for adventuring.

As mentioned, I like the idea of giving rewards for quest completion through collar bonuses, and also adding some more "corrupting" factors as well (like required nudity, or the confessions, or maybe increasing PC arousal, or attracting animals, or ???).  I could see giving PCs a choice of a really good collar that requires nudity, but I'd like the keep the option for PCs to choose another (perhaps lesser) collar without the forced nudity. 

9 hours ago, metanight78 said:

The only mods that I use that change Riften are cosmetic, or add NPCs to the city. (namely: The ancient profession, Immersive Wenches, and the Bijin NPC replacers) I have no bounties, and I did not finish the vanilla skooma quest at time of the warehouse scene, nor did I attempt it during that play through after the scene.

Any that change the warehouse?

Posted
3 hours ago, xX_HSMACHINE_Xx said:

I managed to fix using console commands, but sometimes he gets big again, but not often.

Going off topic here, is there a way to dismiss balazar as a follower after completing the quest?

Yes. You can dismiss him after Part I (the five priestesses) or after Part II (the temple) or anytime after that. He will then give you a spell so you can summon him back if you want.

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