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Adventures with Balazar (Balazar's Bitch) - Beta


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Posted
3 hours ago, xX_HSMACHINE_Xx said:

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

You can use "help BLZR_PetCollar" to get its ID and then "player.additem [ID] 1" to get it.

Posted (edited)

Is there a command or anything to have the warehouse scene work? I tried some things but I'm just not getting anywhere with it.

 

To answer the question re: changes, I have JK's skyrim  and whatever gives the docks a market.

Edited by McRutt
Posted
2 hours ago, McRutt said:

Is there a command or anything to have the warehouse scene work? I tried some things but I'm just not getting anywhere with it.

 

To answer the question re: changes, I have JK's skyrim  and whatever gives the docks a market.

From my post on page 16:

 

Spoiler

My feedback after update:

 

After updating to 0.92b the MCM was properly updated and i was able to continue the quest with the yarl in riften. I encountered no problems, until the scene in the warehouse. The npcs the refused to start dialogues with my pc. Clicking on any of them triggered a "You are not supposed to be in here" response. I tried to wait until daytime (10:00) before consuming the given item (starts the next quest stage), but still the same result. (i was able to proceed in the quest by "moveto player" them outside the warehouse. There my pc was able to do the quest. Did anyone have this problem too?

After that everything went without problems.

 

Posted
10 hours ago, Gristle said:

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)  

so far it seems to be working as intended then. I do get comments based on those criteria. One weird thing I've noticed though. The +20 speech bonus doesn't seem to show when nude and wearing the truth collar. It shows my speech as unmodified, and even weirder the blessing of Dibella doesn't seem to work at all now. Not sure if this is something in my own mod order, or with this mod specifically though. If someone can confirm this would be awesome.

 

10 hours ago, Gristle said:

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. 

 

Perhaps as a compromise there could be a potion added that allows the player to ignore the nudity requirements for 2-3 hours of real world time or so. That way you could play with a nudity requirement most of the time, but use the potion for those specific quests/survival mods in harsh conditions.

 

Also I loved that quest immensely! To the point I've been seriously considering pitching a sequel quest to you. I'd be willing to write the dialog if you'd be willing to implement it. It's lived in my head rent free since I played it last year.

10 hours ago, Gristle said:

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.

 

Perhaps collars with very specific bonuses and downsides. Like a "collar of the huntress" that gives bonuses to stealth and archery, but makes you irresistible to domesticated animals (dogs and horses). With another added bonus if nude, but not required.

 

 

10 hours ago, Gristle said:

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).

I didn't think of that, for some reason I assumed husky form had at least some magical powers.

 

I'd be willing to help brainstorm a part IV if you'd like. Depending on how the Jarl quests go, I could see several places this story could go.

 

10 hours ago, Gristle said:

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. 

 

This sounds good to me.

 

10 hours ago, Gristle said:

Any that change the warehouse?

 

None that I'm aware off, I'll run some tests later today and get back to you. As far as I know, they doesn't modify any vanilla quests or locations. There is also a possibility I have a mod that secretly changes it. But I have no idea how to check for that.

Posted (edited)
10 hours ago, McRutt said:

Is there a command or anything to have the warehouse scene work? I tried some things but I'm just not getting anywhere with it.

This problem is either some mod that edits the warehouse interior or is just caused by the PC having already entered the warehouse during the vanilla skooma quest. I'm guessing it is the latter, i.e., that I can't change the "Public Area" flag on the interior once it's already been loaded into the game. If this is the case, I will create a duplicate of the warehouse interior and use that in the next version to avoid the issue. 

 

-- Has anyone who has run the vanilla skooma quest been able to complete this mod's warehouse scene?

-- Has anyone with a JK Riften town mod been able to complete the mod's warehouse scene?

Edited by Gristle
Posted
2 hours ago, Gristle said:

This problem is either some mod that edits the warehouse interior or is just caused by the PC having already entered the warehouse during the vanilla skooma quest. I'm guessing it is the latter, i.e., that I can't change the "Public Area" flag on the interior once it's already been loaded into the game. If this is the case, I will create a duplicate of the warehouse interior and use that in the next version to avoid the issue. 

 

-- Has anyone who has run the vanilla skooma quest been able to complete this mod's warehouse scene?

-- Has anyone with a JK Riften town mod been able to complete the mod's warehouse scene?

I have JK all in one and was able to complete the quest. I dont remember if I completed the vanilla skooma quest.

Posted
On 1/16/2024 at 11:09 PM, Gristle said:

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?

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.

 

To answer the Riften questions, I have JK's Skyrim and Riften Docks Overhaul, which could be the mod causing the problem. I have no bounty in Riften and have no follower with me.

 

As for other question, yes I'm on the part that says "Ask Sylgja about the white wolf." and the quest marker takes me to her house and is right over her head in the house. Also yes she was naked and yes there was a fox, but they where just in opposite corners of the house doing nothing. All of her conversation where available except for the conversation I need for this quest. 

Posted
6 hours ago, darklord2012 said:

As for other question, yes I'm on the part that says "Ask Sylgja about the white wolf." and the quest marker takes me to her house and is right over her head in the house. Also yes she was naked and yes there was a fox, but they where just in opposite corners of the house doing nothing. All of her conversation where available except for the conversation I need for this quest. 

I had the same problem until I realized I didn't have any animations involving foxes installed. I added one and it ran normally.

Posted

Hi, thank you for implementing the removal of the female PC check at the start, atm I'm testing through the quests with a Male PC to see if everything is working nicely, and the quest design and the writing is very nice, good job! 

But I noticed that when a Sexlab scene gets triggered by the quest with a creature (Balazar assaults/others events) it will use animations for Male/Creatures even if the Male PC is set as Female in the Sexlab MCM.

 

Is there a check for PCgender/animation tags filtering the animation that is selected to play when triggered by the quest? And a way to make it so that the Male PC will be able to use all available registered animations during the quest? 

 

P.s. Also tested outside the quest, and every registered animation is available when triggering a scene manually (with Male PC set as Female in the Sexlab MCM).

 

Posted
On 1/15/2024 at 4:19 PM, Gristle said:

Well, the PC is forced to corrupt other women to free herself from a curse that binds her to a creature from another realm. As for whether the PC herself is corrupted, the mod is flexible enough for the PC to resist the corruption and the submissive role, reluctantly accept it, or welcome it. But, the longer the PC plays through the quests (you can exit at multiple points), the more the mod assumes the PC is leaning towards the corrupted and submissive role.

Thanks for the answer, I ask this because I'm roleplaying my MC starting dominant towards misogynistic world ( playing with mods such slaverun, slavetats, sexlab survival and so on ) but little by little being corrupted by sex and lust, I don't know if the end she will be total sub or neutral ( neither dom or neither sub, experiencing both styles of sex ), that is why I asked about your mod. Two questions, you said that the PC can escape the curse in several parts of the main questline, if the PC chooses to escape the curse, is there more things to do in the mod ? ( besides the quest in riften ) The second question would be, do the women who were corrupted continue to be corrupted after the PC escapes the curse or not ?

Posted
6 hours ago, MidNightQuiet said:

Thanks for the answer, I ask this because I'm roleplaying my MC starting dominant towards misogynistic world ( playing with mods such slaverun, slavetats, sexlab survival and so on ) but little by little being corrupted by sex and lust, I don't know if the end she will be total sub or neutral ( neither dom or neither sub, experiencing both styles of sex ), that is why I asked about your mod. Two questions, you said that the PC can escape the curse in several parts of the main questline, if the PC chooses to escape the curse, is there more things to do in the mod ? ( besides the quest in riften ) The second question would be, do the women who were corrupted continue to be corrupted after the PC escapes the curse or not ?

Sorry, I should have been more clear. (Trying not to spoil things.) The actual curse is lifted after Part 1 of the quest. In Part 2, your PC can then choose continue with your new companion to get revenge on the entity that cursed you both. Any PC might be motivated by revenge, and a "good" PC might also be motivated due to the nature of the entity. If you finish Part II, your new companion will ask for further assistance in Skyrim's holds. If you chose to leave at this point, you will be given a summon spell to continue the quest whenever you want.  I plan to change this dialogue a bit to give "good and pure" PCs a good reason to continue. That's lacking at present. Anyway, the idea is similar to what you describe, to corrupt the PC little by little, but also to give both "good" and "corrupted" PCs reasons to continue the quest.  

 

As for the women who were corrupted, bad choice of words on my part. They are talked into doing a perverted act, but it doesn't actually corrupt them (one or two may even like it).

Posted (edited)

Moving the npcs out the warehouse isn't solving it for me. They just go back in and we're back where we started.

 

I can confirm that I might have effected things by force unlocking the warehouse before the quest started.

Another mod that would have effected things would be Yuriana, on account of the posters. 

 

Given I can't summon Bal in my later saves, and earlier saves I can only get as far as the warehouse, I think this might be unrecoverable without a setstage command to pass it. 

Edited by McRutt
Posted (edited)
1 hour ago, McRutt said:

Moving the npcs out the warehouse isn't solving it for me. They just go back in and we're back where we started.

 

I can confirm that I might have effected things by force unlocking the warehouse before the quest started.

Another mod that would have effected things would be Yuriana, on account of the posters. 

 

Given I can't summon Bal in my later saves, and earlier saves I can only get as far as the warehouse, I think this might be unrecoverable without a setstage command to pass it. 

I'll be uploading shortly a new version that uses a copy of the warehouse. This should fix the problem. Anything done to the vanilla warehouse will no longer be an issue. I think the issue is, once the interior of the warehouse is loaded into a game for any reason, this mod can no longer change the "Public Area" flag.  A clone of the warehouse solves this problem. (The mine and the cavern in the Riften quest are also clones.) EDIT: You may have to start the Riften Jarl quest over, however. If you don't want to do that, you can "setstage BLZR_Riften 210" to skip the warehouse.

 

The only problem with making these duplicate interiors is that I have to make a second load door to connect to it. That all works fine for the PC, going in or out, but followers need to have the navmesh regenerated whenever you add a door. It works going in (i.e., on interior navmesh) but doesn't seem to work going out (exterior worldspace navmesh). So, followers go in, but they could get stuck if they aren't in a framework that has some auto teleport function.  For this reason, I am blocking followers from using these doors. For immersion purposes, it's best to leave the followers behind anyway.

Edited by Gristle
Posted
19 hours ago, Asphodelium said:

Hi, thank you for implementing the removal of the female PC check at the start, atm I'm testing through the quests with a Male PC to see if everything is working nicely, and the quest design and the writing is very nice, good job! 

Thanks. I don't know if you noticed, but I started putting in some alternate dialogue for a male PC. Still lots to go, but I'll get to it eventually.

19 hours ago, Asphodelium said:

But I noticed that when a Sexlab scene gets triggered by the quest with a creature (Balazar assaults/others events) it will use animations for Male/Creatures even if the Male PC is set as Female in the Sexlab MCM.

 

Is there a check for PCgender/animation tags filtering the animation that is selected to play when triggered by the quest? And a way to make it so that the Male PC will be able to use all available registered animations during the quest? 

 

P.s. Also tested outside the quest, and every registered animation is available when triggering a scene manually (with Male PC set as Female in the Sexlab MCM).

 

For creature animations, all the mod is doing to calling the Sexlab StartSex function, putting the player in position 1 (the "receiving" position) and the creature in position 2, and requesting an animation for the right race and sometimes with additional tags. For example, the following would setup a "rough" encounter with a dog as aggressor:

 

        Actor[] acts = new Actor[2]
        acts[0] = SexLab.PlayerRef
        acts[1] = Dog
        sslBaseAnimation[] anims = SexLab.GetCreatureAnimationsByRaceKeyTags (2,"Dogs", Tags="Rough", RequireAll=true)
        SexLab.StartSex(acts, anims)

 

For people, I would add to the list of required tags "MF" or FF" or "MMMMF" or whatever to request animations designed for those gender pairs/groups. However, the creature animations aren't generally tagged this way. I say generally because of the four creature animation packs I have, only one (Billyy) has these kind of tags (e.g., CF, MC).

 

But, in most cases, I'm not putting in any required tags, just the race key (e.g., "Dogs"), so you should have access to all registered animations for the race, they will just be randomly selected. That said, I don't know what Sexlab may be doing in the background with the settings in the Sexlab MCM.

Posted
8 hours ago, Gristle said:

Thanks. I don't know if you noticed, but I started putting in some alternate dialogue for a male PC. Still lots to go, but I'll get to it eventually.

For creature animations, all the mod is doing to calling the Sexlab StartSex function, putting the player in position 1 (the "receiving" position) and the creature in position 2, and requesting an animation for the right race and sometimes with additional tags. For example, the following would setup a "rough" encounter with a dog as aggressor:

 

        Actor[] acts = new Actor[2]
        acts[0] = SexLab.PlayerRef
        acts[1] = Dog
        sslBaseAnimation[] anims = SexLab.GetCreatureAnimationsByRaceKeyTags (2,"Dogs", Tags="Rough", RequireAll=true)
        SexLab.StartSex(acts, anims)

 

For people, I would add to the list of required tags "MF" or FF" or "MMMMF" or whatever to request animations designed for those gender pairs/groups. However, the creature animations aren't generally tagged this way. I say generally because of the four creature animation packs I have, only one (Billyy) has these kind of tags (e.g., CF, MC).

 

But, in most cases, I'm not putting in any required tags, just the race key (e.g., "Dogs"), so you should have access to all registered animations for the race, they will just be randomly selected. That said, I don't know what Sexlab may be doing in the background with the settings in the Sexlab MCM.

 

I did notice the alternate dialogue, it's a very nice touch, and I really appreciate that ❤️

 

In my testing, during the

Windhelm quest in which you get a scripted scene with the troll

, it's using a single animation that meets the tags required for it to play, which is placing the PC on the "top" position for the scene.  (At least I'm guessing that's what's happening, as using the animation select function from Defeat to see what animation sets are available for the current encounter only displays one animation in the list despite there being plenty more when the scene gets triggered manually.)

 

Seeing as it's using the tags function to filter the available animations, I think the problem I'm having may be related to the required tags on the animation themselves, I'll try testing by changing the animation tags with SLATE (and the Osmel patch) to see if it fixes the issue.

 

Thank you for your work, I'll report back with my findings after some more testing. 

Posted

I've tried uninstalling and re-installing various mods that change things in Riften, to no avail at all. The warehouse scene continues to play just fine for me.

 

I forgot to mention I'm playing on the LE version of the mod. Also, have you checked the Unofficial Skyrim Bugfix mod for changes that might effect the scene? It changes a lot of minor things to make the vanilla game work right, possibly it conflicts with this mod?

Posted
3 hours ago, metanight78 said:

I've tried uninstalling and re-installing various mods that change things in Riften, to no avail at all. The warehouse scene continues to play just fine for me.

 

I forgot to mention I'm playing on the LE version of the mod. Also, have you checked the Unofficial Skyrim Bugfix mod for changes that might effect the scene? It changes a lot of minor things to make the vanilla game work right, possibly it conflicts with this mod?

Thanks. This shouldn't be a problem any more with the newest version (v0.922b). Now, (only) during the quest, the warehouse door takes you to an entirely new cell (duplicate of warehouse cell) that no mod could touch (because it's entirely new). However, I no longer think the problem was a mod. I think the "trespassing" problem was arising solely for people who had already entered the warehouse prior to this quest.

Posted (edited)
On 1/18/2024 at 6:44 AM, metanight78 said:

so far it seems to be working as intended then. I do get comments based on those criteria. One weird thing I've noticed though. The +20 speech bonus doesn't seem to show when nude and wearing the truth collar. It shows my speech as unmodified, and even weirder the blessing of Dibella doesn't seem to work at all now. Not sure if this is something in my own mod order, or with this mod specifically though. If someone can confirm this would be awesome.

The speech bonus was bugged. Thanks for the note. It has been fixed in the latest version. However, even in the bugged version, the Blessing of Dibella worked for me (and also the Agent of Dibella).

On 1/18/2024 at 6:44 AM, metanight78 said:

Perhaps as a compromise there could be a potion added that allows the player to ignore the nudity requirements for 2-3 hours of real world time or so. That way you could play with a nudity requirement most of the time, but use the potion for those specific quests/survival mods in harsh conditions.

That's fine for quests/survival, but I'd still like to leave an option for those that don't want their PC to be naked all the time. But, the quests and collars and bonuses could certainly incentivize being naked.

On 1/18/2024 at 6:44 AM, metanight78 said:

Also I loved that quest immensely! To the point I've been seriously considering pitching a sequel quest to you. I'd be willing to write the dialog if you'd be willing to implement it. It's lived in my head rent free since I played it last year.

Always happy to get ideas. However, I'm starting to reconsider building Jarl quests in the Fame Comments mod. The great thing about the base Fame Comments mod is that it works with everything - no conflicts. But... the minute I started adding quests (the Markarth quest), I realized all the potential conflicts that could be introduced. And, there's the fact that I like to build my quests into the vanilla Skyrim world, making use of vanilla locations and vanilla NPCs a lot, in order to integrate the quest into the Skyrim world we all know. I could avoid a lot of conflicts by using all new NPCs and building new locations for everything (which I'm bad at), but I prefer to set things in the vanilla Skyrim environment to a large extent.  

 

So, I'm thinking it's better to put such quests into a separate mod. For example, although the Markarth quest is triggered by SLSF Exhibitionism fame, and two or three dialogue lines change based on SLSF fame, it doesn't need SLSF to function, so there's really no reason that SLSF has to be a dependency.  So... I might move the Markarth quest into a separate quest, like this one.

On 1/18/2024 at 6:44 AM, metanight78 said:

Perhaps collars with very specific bonuses and downsides. Like a "collar of the huntress" that gives bonuses to stealth and archery, but makes you irresistible to domesticated animals (dogs and horses). With another added bonus if nude, but not required.

I like the idea of collars with bonuses and downsides. That's what the present collars are intended to do.

On 1/18/2024 at 6:44 AM, metanight78 said:

I'd be willing to help brainstorm a part IV if you'd like. Depending on how the Jarl quests go, I could see several places this story could go.

Ideas are always welcome. I think it should be a fight with another deadric faction. This would give PCs that are "good" or "uncorrupted" a reason to assist Balazar with the Jarls, i.e., to build his strength to fight a bigger evil and to stop some pressing danger to Skyrim.

Edited by Gristle
Posted

Completed part 1 and 2 but got stuck at the end of part 2 since the summoning spell did nothing for me(might be because I updated the quest from 0.921 to 0.922 while I was in the middle of it)

 

I liked it but the pace felt "too rushed" to me. I have a few suggestions

  • The message boxes should be spread out between animation start and animation end. Currently all of them get shown when the animation begins.
  • Some animations should be flagged aggressive like if you refuse the storm atronachs or the ash spawns in the mines or when you try to resist balazar.
  • Some situations felt contrived in the way they were presented(why couldn't I just kill the skeevers/atronach etc.), you could have a little blurb saying that balazar is sapping your power or that he is compelling you to do it.
  • Add a forcegreet/blocking dialogue to balazar to detect when you aren't wearing a collar to make you wear one. I had a mod which automatically unequipped the collar which might have broken some things.
  • After part 1 you should be able to dismiss balazar but he automatically gets summoned back after a set period of time to force you to go on his revenge(or just making him not essential and making him act like the adoring fan from oblivion lol)
  • Create another NPC as a vile worshiper instead of using the vanilla kynesgrove one

While writing this post I ended up finding out why the summoning spell didn't work for me. I have a synthesis patch which removes underscores from cell names(breaks profiles in SE). The cell which houses balazar when you dismiss him has an underscore in its name so it edited that cell but for some reason the patch removed the location record from it which broke the summoning spell. Forwarding the location record causes the summoning spell to work.

Posted
7 minutes ago, Kanutten said:

Sylgja has nothing to say about wolfs, she is naked and a fox is running around her house.

She will play with the Fox, but one of the miners must direct you direct to her for the scene with the Fox to start (You need appropriate animations).

Posted

Én olyan kiegészítésre vágyok, ahol a más nyelvet beszélő is megkapja az élvezhető játék lehetőségét

Az  Interface\Translation ... ahogy sokaknál itt is szintén hiányzik... És itt nem csak MCM szöveg létezik...

Hanem több száz másik szövegcsoport!

 

image.jpeg.7c34937c093c1bd09fd85ef6a3dba83e.jpeg

 

I want an addition where people who speak other languages also get the opportunity to enjoy the game, because Interface\Translation ... as is the case with many people, is also missing here...

Posted
5 hours ago, Kanutten said:

Sylgja has nothing to say about wolfs, she is naked and a fox is running around her house.

My guess is you do not have any fox animations. You'll need at least one fox animation for the scene to play out. 

Posted
2 hours ago, Kanutten said:

If the miners hadnt directed me to sylgja, why would i ask her?

Because she is one of the few people who lives in Shor's Stone? But I don't understand the reason for the question. The guards and the blacksmith can direct you to Odfel, he directs you to the old Orc, and the old Orc directs you to Sylgja. Is there an issue?

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