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(WiP) A prostitution and player slavery mod 0.10.2c


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Posted

Thats almost the end of this mod (as current version is more like a demo than anything close to final version). There is one more scene after that.

When you are with Hulda upstairs two new npcs should enter the inn and walk upstairs to join the fun. Yet it sometimes bug and they stay downstairs.

Walk down and check if there are two chicks in unusual clothing that normally aren't there.

 

Had this problem once - guess simple load and try again was enough to fix this. But as i said its just one short scene after that and thats it for now.

 

 

Hero do you think its possible that your new version would work on different scripts than current one so characters that completed the tavern work quest on old version would be able to give new version a try?

 

 

What would work is if the author gave the script names of the mod so you could delete them yourself from the savegame with the new savegame editor thats been released on the nexus.

 

That way technically it shouldnt be a problem to simply update the mod on the same savegame, the editor also has an option to put plugin x's back to the start, so if "a new game" only means a new game before starting the quest line, then ti'd work as well.

 

Anyways Need script names or confirmation for option 2.

Posted

Hero do you think its possible that your new version would work on different scripts than current one so characters that completed the tavern work quest on old version would be able to give new version a try?

The next vesion will be more complete and, as planed for this (by now obsolete) version, you'll be able to work as waitress and/or prostitute anytime you feel like it.

Posted

Good day, I just wanted to applaud your work on this mod to date and ask one or two questions.

 

Firstly I have to ask (because there are so many pages to look through I figured it would be better/easier to ask..) is there any implementation of scorn aimed towards you due to you being a prostitute or not? If not I would like to put forth the idea, fingers crossed that you apply it. (If that sounded rude in any way, it was not intended and I apologize)

 

Secondly, I looked through the mod's dialogue quite a bit and though it was indeed translated it was rather... Clunky? It had mistranslated pieces and it really didn't flow well. So I will ask if this has been remedied, and if it has yet to be remedied I would offer my assistance in refining the text after translation. If you want me to do so, I would suggest putting the dialogue into a text file and sending it to me, so that I might edit it without worries of accidentally breaking your code. (I do not do swear words, so if you want to add those edit them into what I send back to you, assuming you accept my offer)

Posted

I figured that since I was offering to refine your dialogue I might as well refine your description page as well. The first half is in this spoiler, hope you enjoy it and that I didn't mess anything up. I will probably/maybe have the second half up tomorrow.

 

 

Description

In a kingdom where dragons arise and bloody civil war burns, a slaver faction steps in. Seeing the opportunity to make a fortune, they setup camp and begin to enslave unfortunate (wo)men and mer. The Dragonborn will find themselves drawn in sooner or later and discover his/her true nature.
 
Features

  •  A questing mod which is meant to be played at any time, be it a completed main story or a new and fresh character
  •  It observes and reacts to your progression through the main quest and some important side quests
  •  Your decisions will have an impact throughout the mod's main, and side-stories
  •  Forge the personality of your Dragonborn
  •  And some more things

 
Installation and requirements

  • Sexlab 1.24
  • FNIS 4.0.2
  • ZaZ Animation Pack 00054
  • SexLab Aroused 20131001
  • Devious Devices: Assets 2.5.0

 
After unpacking into your Skyrim Data folder, run FNIS. The MCM menu will initiate after you've entered 'The Bannered Mare'. It can not be seen before. If you don't see an entry called 'Apps' in the MCM configuration tab or if it seems to be buggy, open the console and type 'setstage SKI_ConfigManagerInstace 1' This should fix the issue.
 
Hints and Tips (Spoilers)

Do you really want to know without exploring it yourself? Last Chance!

 

Entering the quest

There are currently four conditions which leads to different reactions:
    - You play a fresh character, you are poor and you have yet to learn about your fate as Dragonborn
    - You play a character which has already made a fortune (>5,000 gold in your pocket), but still don't know your fate as Dragonborn
    - You are aware of your Dragonborn status, but are just another poor adventurer
    - You are aware of your Dragonborn status, and are wealthy


You have troubles remembering what food orders they gave you?

Have you ever thought about getting your hands on an inkwell, a quill and some Rolls of Paper to write the order down?


You are married and want to be a brave husband/wife?

Wear your damn marriage bond and you have another chance at appeasing the customer when declining a sex request.


You really need to get off today?

Have a high arousal level (> 50) and you get a special dialogue. Have an even higher (> 75) arousal to trigger another while talking to a beggar.


You want to be treated as a sex toy?

Accept every sex request even from beggars, and don't clean yourself up after having sex. Sooner or later you will be locked into a situation where you can't avoid sex in the slightest. Congrats, you've forged a submissive personality. The opposite is also possible but a bit harder to attain.


You have a chastity vow?

Wear your chastity belt and you have another excuse to not have sex with a guest.

 

 

 

 

 

 

 

 

Posted

I chose the last option - I'm sure I want both ;)

 

I enjoyed the waitress job very much, and look forward to the expansion of that part of your mod.

 

However, I also like quests that have a beginning, middle and end with fallout in game. One example (not a suggestion) would be a quest that results in pissing off Siddgeir so badly that he continuously sends his minions off to capture you and falkreath is off limits, until you figure out what'll ease his wrath (deliver a new slave, give him an elder scroll, whatever). Then, even after getting him to mellow out if you don't keep on stroking him (gifts, sex, whatever) he decides it's time to outlaw you again.

 

The point being, there's some permanent consequence in the game that changes how I have to play. The biggest failing so far for me in Skyrim is after every major quest line just about everyone still loves me ;(

 

Edited: for clarity.

Posted

An explanation, with the waitress job as example:
Dead end: if you mess up too often, you would lose your job and never be able to work as waitress in this inn ever again.

Non-dead end: After a specific period of time you could work as waitress again, no matter how much you messed up.
There's no both. Only yes or no. The 3rd option is there, so users can give us examples on how they would solve/implement a dead end or if they don't know what the heck we talk about.

 

An example with a mistress/master:
if you end your slave/mistress role you won't be able to return to it. if you end this kind of relationship, then you end it for good with this NPC.
Else the player will face a cool down again and then be able to return to being a slave/mistress/master and in case of being a slave with suiting consequences.

Posted

I personally would enjoy a situational definitive end.

For example I would enjoy a complete loss of job under the circumstances CGi mentioned, but say you become a slave and get free? I think it would be interesting that the person you escaped from (assuming you did not kill them) would try to hunt you down and recapture/kill you. Would add an interesting twist, thus I choose the third option.

Posted

An explanation, with the waitress job as example:

Dead end: if you mess up too often, you would lose your job and never be able to work as waitress in this inn ever again.

Non-dead end: After a specific period of time you could work as waitress again, no matter how much you messed up.

There's no both. Only yes or no. The 3rd option is there, so users can give us examples on how they would solve/implement a dead end or if they don't know what the heck we talk about.

 

An example with a mistress/master:

if you end your slave/mistress role you won't be able to return to it. if you end this kind of relationship, then you end it for good with this NPC.

Else the player will face a cool down again and then be able to return to being a slave/mistress/master and in case of being a slave with suiting consequences.

 

Generally I prefer that Quest / Choices have Consequences ( #1 ).

 

But how hard the consequences are, should be somewhat dependant on the Quest.

 

To stay with your examples:

A waitress could get a second chance with lower payment and (if she fails that too) a third one, working an evening for free. If she does well then, shw keeps the job. If not - bye waitress job.

 

 

Regarding the Mistress / slave part:

I think it should be quite easy to go from Mistress to slave since the PC is in control. From slave to Mistress should be more difficult. After long term slavery even next to impossible.

Posted

Alright, I think that I worked out all the grammatical flukes, but just in case I suggest you look it over. I also added a bit of colour to some words, to make navigating through the description both easier and more appealing (You can remove/change it if you want, I won't be offended). Hope you like it! (I keep finding ways that I would rather word things... So if by the time you see this I have edited it 50 million times, that is why.)

 

 

Description

In a kingdom where dragons arise and bloody civil war burns, a slaver faction steps in. Seeing the opportunity to make a fortune, they setup camp and begin to enslave unfortunate (wo)men and mer. The Dragonborn will find themselves drawn in sooner or later and discover his/her true nature.

 

Features

  •  A questing mod which is meant to be played at any time; be it a completed main story, or a fresh, new character
  •  It observes and reacts to your progression through the main quest and some important side quests
  •  Your decisions will have an impact throughout the mod's main, and side-stories
  •  Forge the personality of your Dragonborn
  •  And some more things

Installation and requirements

  • Sexlab 1.24
  • FNIS 4.0.2
  • ZaZ Animation Pack 00054
  • SexLab Aroused 20131001
  • Devious Devices: Assets 2.5.0

 
After unpacking into your Skyrim Data folder, run FNIS. The MCM menu will initiate after you've entered 'The Bannered Mare'. It can not be seen before. If you don't see an entry called 'Apps' in the MCM configuration tab or if it seems to be buggy, open the console and type 'setstage SKI_ConfigManagerInstace 1' This should fix the issue.

 
Hints and Tips (Spoilers)

 

Do you really want to know without exploring it yourself? Last Chance!

 

Starting the quest

There are currently four conditions which leads to different reactions:
    - You play a fresh character, you are poor and you have yet to learn about your fate as Dragonborn
    - You play a character which has already made a fortune (>5,000 gold in your pocket), but still don't know your fate as Dragonborn
    - You are aware of your Dragonborn status, but are just another poor adventurer
    - You are aware of your Dragonborn status, and are wealthy


Have troubles remembering what food orders they gave you?

Have you ever thought about getting your hands on an inkwell, a quill and some Rolls of Paper to write the order down?


Married and want to be a brave husband/wife?

Wear your damn marriage bond and you have another chance at appeasing the customer when declining a sex request.


Really need to get off today?

Have a high arousal level (> 50) and you get a special dialogue. Have an even higher (> 75) arousal to trigger another while talking to a beggar.


Want to be treated as a sex toy?

Accept every sex request even from beggars, and don't clean yourself up after having sex. Sooner or later you will be locked into a situation where you can't avoid sex in the slightest. Congrats, you've forged a submissive personality. The opposite is also possible but a bit harder to attain.


Have a chastity vow?

Wear your chastity belt and you have another excuse to not have sex with a guest.

 

 

 

 

 

 

Bugs

  • #0007 Saadia doesn't like to be referenced. Even if she is next to the Innkeeper, the Innkeeper refuses to address her status properly
  • #0008 Hulda doesn't recognize if the PC is wearing a chastity belt when stripping for her. Fixed in release 0.10.3
  • #0009 The food orders for the current shift are incorrectly listed in the statistics page
  • #0010 When you've successfully persuaded or intimidated a guest to order food, you could end up with an 'unfulfilled order'. Fixed in release 1.10.3

Known Incompatibilities and Issues

 

Mods which allows you to have more than one follower in your party

Those issues are not game-breaking, there is just one situation where this mod tries to dismiss your party and can't dismiss any follower which are from other sources than Skyrim.esm. Only the main followers and hirelings are currently working smoothly.

 

Mods which alter the Global Timescale

This is also not game-breaking, but the mod is balanced around the vanilla timescale. (3 mins real time = 1 hour in-game)

 

Vigilants of Stendarr

It is reported that there is probably a problem which causes the mod to stop working entirely.

 

MF Radiant Prostitution

This mod should not interfere with RP. You just should not start both quests at the same time. Even though it worked in my tests, it will lead to issues with the NPC's when you progress through RP.

In the future there will be a solution that will allow them to work smoothly side-by-side.

 

Spectator Crowd and Guards

'Spectator crowd and guards' seems to cause problems by messing with the AI packages. At the current stage disabling 'Spectator Crowd and Guards' is highly recommended.

 

And finally as a general note: This mod will be developed with support for both genders in mind. Currently though all dialogue is directed towards the female persuasion. This can lead to some awkward situations when you play a male character as you will be addressed as a female. I will write dialogue for male characters in the future as well, but this will not happen any time soon. So please forgive me if the mod currently treats your male character as a sissy.

 

Warnings!

This mod is currently in a very early state. Bugs are to be expected. DON'T, I repeat, DO NOT use it in your normal game-play.

 

 

Version Notes

The current state of the mod contains one side-quest which can be started when you talk to Hulda in 'The Bannered Mare' in Whiterun. You can complete or fail this quest. There are, mathematically speaking, hundreds of different methods to complete this quest. So be aware that not all ways could be tested to check if they work. If you found an issue, please post your issues in the support topic.

 

I am German, that means updates will be in German first. I want to credit CGi, who is helping me to translate this mod into proper English. Please understand that translation takes time and, especially with this mod, it can take a lot of time since it is heavily dialogue driven. I will upload an english version ASAP. I do let Google translate the mod and upload it as the newest version. It will be far from perfect and so they will be marked with a G letter.

 

Enjoy and please post any issues you've encountered so far in the support topic. Thank you!

Credits

Ashal for the Sexlab Framework

Zaz Chris for xaz and ZaZ Animation Pack

xaz for patiently answering my questions.

Zadil for Devious Devices: Assets

redneck2x for Sexlab Aroused.

 

Special Credits go to

hmgirlpopuri and jazz_man007 for alpha testing and helping me with the cleaning of a lot of bugs and issues

CGi for translating this mod into English.

 

 

 

 

 

 

Posted

An explanation, with the waitress job as example:

Dead end: if you mess up too often, you would lose your job and never be able to work as waitress in this inn ever again.

Non-dead end: After a specific period of time you could work as waitress again, no matter how much you messed up.

There's no both. Only yes or no. The 3rd option is there, so users can give us examples on how they would solve/implement a dead end or if they don't know what the heck we talk about.

 

An example with a mistress/master:

if you end your slave/mistress role you won't be able to return to it. if you end this kind of relationship, then you end it for good with this NPC.

Else the player will face a cool down again and then be able to return to being a slave/mistress/master and in case of being a slave with suiting consequences.

 

With these specific cases I vote strongly in favor of consequences.

 

Unless, maybe, you do such a damned good job at a different inn that you can get a written reference, or your current mistress/master has a relationship of some type with the innkeeper and … 

 

Cool down, no. In game consequences with realistic resolutions, yes.

 

Either way, though, I look forward to whatever choices you settle on , the sooner the better  :rolleyes:

Posted

I believe there should be consequences. If I understood the description correctly, especially the part about discovering the dragonborn's true nature, then the choices you make should determine the outcome.

When waitressing, I agree with Trinar. second or third chances with penalties sounds like a fair way to go about it.

I do not, however, think that once your "nature" has been discovered, you should be allowed to play against it. But that is just me.

What ever the out-come of the poll, or decisions made regarding the direction and story lines of this work, like everyone else reading this thread, I eagerly await the results.

Thanks for taking the time.

 

Posted

For mods worked on by such a small group, it's important to focus on telling a good story and not too much on choices or variation. One completed story is 100 times better than two half-completed stories, and too many mods end that way.

Posted

i was sure that people would vote for dead ends depending on the case with possibilities to return under special circumstances.
if we go for "mess up x times and you're fired" (which is already planed for the waitress part, no matter if it has a dead end or not), alot more work will be needed to reflect every case and in the long run a player might tend to curse her-/himself for the decission she/he made.

 

Dead ends are for role players, so in case of the mistress/slave part the player would have to beg to be able return to her/his role after ending this kind of relationship. So if a player is role playing with consequences, she/he could just simply ignore that dialoge option, while other players, that want to experiment f.e., still know that they can go back if they are willing to put some work into it.

Btw: There will not be such a thing as an definitive enslavement w/o any way to get out of it, as this would destroy the game as it is. The player will always be able to get free and return to her/his regular Skyrim life.

So much about giving an insight on the other side of dead ends and yes i'm aware that not having such a dialoge option/possibility can make the mod more interessting but can make it more tedious at the same time and people may tend to not focus on the game anymore but ask themself how we did "this" to reach a certain goal, which can destroy immersion if the player has to think about technical stuff to avoid unwanted consequences.

 

Fetishes are one thing, gameplay another. But in the end, it will be done in the way you people voted for.

if players then use the console to reset things, we won't give support. So if this is something you got in mind and why you prefer dead ends, think again as APPS won't be this easy to reset and just trying to fiddle around with it might lead to the strangest errors (after time), giving us a hard time trying to identify an "real" error that needs fixing.

So please think carefully before voting.

 

P.s.: The 3rd voting option will be ignored if not at least 50% of the voters are leaving a post, as right now the 3rd option would leave this decission to us ... which is counter productive as Hero and i are at a dead end (as there are valid arguments for both ways) and due to this prefer to let our dear players decide.

Posted

This might be a long post...I will try to keep it short. They are base on things that I have see, heard, and read along with some personal observations.

 

There is no easy answer to this question. This question is one that even big budget games, especially RPGs struggle with. Players will tend to say they want their actions and decisions to matters and to have consequences. But within them, perhaps unconsciously, they want to explore everything, they want everything, or they want the "best" outcome rather it is one that fits their personal taste or the outcome with the biggest reward.

 

We can use fancy terms like replay value, different experience every time, but let's be honest no designer will have the time/resources to make a truly unique experience THAT many times there will be overlaps. I can side with Stormcloak or the Imperial when I escape the prison, but is it really THAT unique? (not that it is a bad design choice, more on that later) so it becomes a question of is it wasting the designer's effort or even their potential to strive to make different branches truly unique when they are face with diminishing return.

Now some players might really like to replay their game/mod many times to see everything, to experience everything, and they will happily boast "It is so good, I replay it X times to see everything!" But if the designer going in knowing that the player wants to experience everything then why bother with branches why not just focus on the best way to deliver everything the game/mod has to offer? The answer, because as we can see from the poll, players "want" their decision to matters  :P and KNOWING the fact that choices exists and matters IS part of the experience.

 

Different games tackle this problem differently in the past. There can be minor decisions that players make that does not ultimately affect the story, like the Stormcloak/Imperial prison break example. There can also be decision that is more favorable one way than another (although for a sex related mod this could be potentially troublesome as well). Another one is give player a "reward" for picking one or another, or at times one OVER another. For major decision that really matters and might be irrecoverable try to value and balance how long it takes to design/work on it, and is it easy for the player to experience it then leave and resume.

 

The waitress job as an example, I don't think should be dead end, since so far it is a critical path of the mod, you don't want to lock someone out so early. In general I don't think progression in the mod should be lock out at all. However if there are say some "bad end" scenario involve I would say keep the sequence within reasonable length, so the player can experience it then reload back to last save and learn not to pick that decision or be content that they have discovered a feature :P

Posted

I updated the mod's description page. Thanks to Aeratoth for his effort to clean out the grammar and make it a touch nicer to read through. I also took the time to fix the bug which prevented you from progressing the tavern job when you had sex with more than one customer. Thanks to jazzy3k, who found the bug. In the past I was going over the dialogue conditions dozen times and still overlooked it. My bad :(

 

That means, for ppl who are interested to repeatly play the waitress part, they should not agree to work as whore.

 

Edit: I will answer to the poll related posts in a few hours.

Posted
 

This might be a long post...I will try to keep it short. They are base on things that I have see, heard, and read along with some personal observations.

 

There is no easy answer to this question. This question is one that even big budget games, especially RPGs struggle with. Players will tend to say they want their actions and decisions to matters and to have consequences. But within them, perhaps unconsciously, they want to explore everything, they want everything, or they want the "best" outcome rather it is one that fits their personal taste or the outcome with the biggest reward.

 

We can use fancy terms like replay value, different experience every time, but let's be honest no designer will have the time/resources to make a truly unique experience THAT many times there will be overlaps. I can side with Stormcloak or the Imperial when I escape the prison, but is it really THAT unique? (not that it is a bad design choice, more on that later) so it becomes a question of is it wasting the designer's effort or even their potential to strive to make different branches truly unique when they are face with diminishing return.

Now some players might really like to replay their game/mod many times to see everything, to experience everything, and they will happily boast "It is so good, I replay it X times to see everything!" But if the designer going in knowing that the player wants to experience everything then why bother with branches why not just focus on the best way to deliver everything the game/mod has to offer? The answer, because as we can see from the poll, players "want" their decision to matters   :P and KNOWING the fact that choices exists and matters IS part of the experience.

We are a team of 2 men, so we won't have the possibilities big studios have and due to this most paths interconnect at one point or another.

We just try to make dialoge more universal, so it fits together when interlinking, and reflect most actions thru dialoge.

Replayability is not our goal due to the reasons you mentioned. We both are gamers at hearth and just try to create something that we like (based on our experience from playing different games and mods) and in the process include stuff you people want to see as not everyone got the patience and/or time to create a mod or to learn how to create a mod.

i myself are a big fan of choices and choices always prevent a dead end, so i can choose if i want to live with what i created or start all over again (and in case of our mod with consequences [slave example: begging to be a toy for your mistress again would put the player into a situation where she/he can't end it as she/he did it before]). The human mind is jumpy, so decissions are changed often and quickly and a dialoge option that avoids dead ends reflects this in my opinion. if i'm not in the mood to regain trust or w/e i just don't do it and live with the consequences but in case i change my mind (again) i at least have the possibility to return which saves me alot of trouble as reloading just breaks immersion, so do short blocks of gameplay that avoids reloading big parts that are time consuming. And no, the difference will not be this big ... we're still only 2 people working on this and real life still got the highest priority.

 

Different games tackle this problem differently in the past. There can be minor decisions that players make that does not ultimately affect the story, like the Stormcloak/Imperial prison break example. There can also be decision that is more favorable one way than another (although for a sex related mod this could be potentially troublesome as well). Another one is give player a "reward" for picking one or another, or at times one OVER another. For major decision that really matters and might be irrecoverable try to value and balance how long it takes to design/work on it, and is it easy for the player to experience it then leave and resume.

 

The waitress job as an example, I don't think should be dead end, since so far it is a critical path of the mod, you don't want to lock someone out so early. In general I don't think progression in the mod should be lock out at all. However if there are say some "bad end" scenario involve I would say keep the sequence within reasonable length, so the player can experience it then reload back to last save and learn not to pick that decision or be content that they have discovered a feature  :P

This leads to the decission to create dead ends only where it may fit and we already tried to figure that one out.
APPS is more then just whoring and serving food and drinks to tavern guests. The whoring and waitress aspect won't have a dead end as they are integral to APPS and if the player could screw up there, he would never be able to start the main quest or progress in it.

So to make things simple for us, we'll go with one theme, which is dead ends or not. Whereby there will be dead ends in some part of the main quest were a players decission can't be rolled back. But that's to support the story and the diffrerent play styles. So most difficulties with dead ends arise when it comes to side quests, random/radiant quests and interactions.

 

This may sound cryptic but i don't want to write about stuff we haven't decided about yet or we think it's worth to not spoil.

 

 

On the other hand: Having dead ends would force the player to act and decide more carefully and maybe this way help her/him to immersive her-/himself in the mod.

Always with the risk to be pulled out of the game from having to think technical or reloading the game.

Dfferent people, different play styles, different opinions. Hence why we ask the masses for decissions and ideas.

Posted

I got to the "Endurance" part of the quest-line before you start the work as a whore. When the 2 girls show up and it begins the "testing" it moves me and one of the girls to the bed that is directly underneath the upstairs room. I had tried to set it up so through sexlab to make it to where NPCs don't use the bed and it isn't prompting me to use the bed. don't know if this is an issue on my end or if it is just because the mod doesn't progress beyond that point. Specifically it will not progress with "cutscene"( I use "cutscene" because it disables player controls) after the first part of the test in which they want to test the ability to "eat-out."

Posted

That you are placed below the upper floor is not directly caused by APPS and atm there's not much we can do to fix it.

 

Btw: Graz Hero. By editing the OP you removed the poll. X'D

Posted

I've got a couple problems one is that I take to the inn keeper at the bannard mare and she says she'll give me clothes and tells me to sit. I sit but nothing happens she never brings me anything. The other issue I have is that their isn't any MCM menu which I believe their should be, not sure if these errors are related or not.

Posted

Partitially related problems. APPS was not fully initialized.
After installing APPS for the first time wait for MCM to register a new MCM menu. This can take (depending on your system and amount of mods) rather long.
Then save, quit (completly), start the game again and load from your latest save.

 

A slow system and/or many scripted mods can lead to script lags which can break mods.

Posted

Concerning Bad Ends, have you considered a MCM (or in game configuration spell) switch?

 

With the switch on, then Bad Ends will happen, the character dies, is enslaved / imprisoned forever, raped continuously by tentacles, or whatever cruel fate you've thought of.  The player witnesses their character's doom and then reloads an old save.

 

OR

 

With the switch off, then Bad Ends still happen, but they are either recoverable to some degree or there is an eventual rescue. The character goes unconscious and wakes up somewhere else (like Death Alternative), they are rescued by another who may or may not have a their best interests in mind, or be given a very tempting offer by the Divines or Daedra for help in escaping in exchange of service.  

 

There can be still consequences for choices, like loss of equipment, prison time, or  time in an impaired state (those damn cursed plugs from Devious Devices come to mind or even as far as Deviant Life outfitted with bondage gear) that prevents normal adventuring. It should be tough, but there is always the option of reloading an old save like before, but if the player endures then the story advances forward.

 

Perhaps the semi-Bad End can lead to future RP opportunities, like the rescuer being a love interest or future nemesis, or being hunted by whomever abducted her, powers both mundane or supernatural calling in debts, and so on.

 

As for the waitress job, it would depend on what the Inn's owner's motivations are. If they are only interested in pure profit, then too days of poor performance should lead to the character being fired, their debt to the Inn owner called in, and if they can't pay then it becomes a bounty and the guard is summoned to haul the pathetic wretch away.  Perhaps later, after some time has past, the character can get the job again with a successful speech check, convincing the Inn owner that will do better this time.

 

If the Inn owner has other interests beyond profit, then the poor performance might be in some ways expected and planned for.  For example, perhaps Hulda is a member of a secret slave owning society.  She sees the character and thinks "this girl would make a good slave once she gets the right mindset", so she hires the character, works her hard, encourages that whoring is an option, when the character messes up (which she will), Hulda punishes her as allowed by the contract, gradually nudging the character down the path of submissive sluthood.  Yeah, I can hope! :) 

 

By the way, as a side note, have either of you thought of giving the Inn Keepers a break? They work 24/7 with no sleep!

Posted

Hey. Thanks for the mod, but why in this version of sex does not start when I agreed with the client. Here is my log. Sexlab 1.39b

Sory for machine translation.

 

[04/04/2014 - 04:13:33PM] Error: Cannot call EarnReward() on a None object, aborting function call
stack:
[APPS_SQ01 (91000D63)].APPS_SQ01_QuestScript.Fragment_46() - "APPS_SQ01_QuestScript.psc" Line 338
[04/04/2014 - 04:13:33PM] warning: Assigning None to a non-object variable named "::temp60"
stack:
[APPS_SQ01 (91000D63)].APPS_SQ01_QuestScript.Fragment_46() - "APPS_SQ01_QuestScript.psc" Line 338
[04/04/2014 - 04:13:33PM] Error: Cannot call AddSatisfiedClient() on a None object, aborting function call
stack:
[APPS_SQ01 (91000D63)].APPS_SQ01_QuestScript.Fragment_46() - "APPS_SQ01_QuestScript.psc" Line 339
[04/04/2014 - 04:13:33PM] Error: Cannot call Bill() on a None object, aborting function call
stack:
[APPS_SQ01 (91000D63)].APPS_SQ01_QuestScript.Fragment_46() - "APPS_SQ01_QuestScript.psc" Line 341

 

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