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Posted

Sounds good. Especially - from a purely personal perspective - if all the lore-friendly (leather and rope and iron) items are in there (that way there's no need to mess around with figuring out the hexIDs etc, you can just delete what you don't want)>

Posted
20 hours ago, Anunya said:

Sounds good. Especially - from a purely personal perspective - if all the lore-friendly (leather and rope and iron) items are in there (that way there's no need to mess around with figuring out the hexIDs etc, you can just delete what you don't want)>

 

I know when I think of lore friendly, latex cat gear comes to mind 🤣

 

I was thinking I would try to get the basic lore friendly stuff mostly in the files.  Exactly the items you listed (natural rope, black? leather, iron).  Maybe some of the black/red ebonite stuff because I already have all of the IDs handy in my existing script.

Posted
21 hours ago, Lazy Palm said:

Also, I am probably going to add powerofthree's Papyrus Extender as a requirement.  Hope this does not cause anybody issues!

I don't even know what mods use it, but I've had it installed in my builds forever, so no problem here.

Posted

OK, big functionality question.  Who wants to ditch the kneeling component for conversation with the dom follower?  Or at least have it as an option?

Posted (edited)
5 hours ago, Lazy Palm said:

OK, big functionality question.  Who wants to ditch the kneeling component for conversation with the dom follower?  Or at least have it as an option?

I think that any possible "Optional" settings would be beneficial to players, but only if that doesn't affect the mod's functionality in a negative way.

I was actually thinking of one additional setting that would be cool as optional (something similar is in Submissive Lola): making it possible to lock the choice of rules managing BEFORE making the follower your Dom. Right now you can change it between: Player's choice, Dom's choice or Hybrid whenever you want. I know that you have to "earn" the right to change things during the gameplay, but you can still do that if you behave (if I'm correct). Would be nice to have it optionally locked beforehand. This way people who like to go the hardcore way would have to deal with the consequences of their choice and be fully managed by their Dom from the beginning. No way back, deal with it. Might be exciting, I guess.

And pretty please, include the barefoot rule I mentioned before :smile: That would be great!

Edited by lovergover
Posted
8 hours ago, Lazy Palm said:

OK, big functionality question.  Who wants to ditch the kneeling component for conversation with the dom follower?  Or at least have it as an option?

I think having it as an option would be good :D If it didn't complicate things too much.

Posted
8 hours ago, Lazy Palm said:

OK, big functionality question.  Who wants to ditch the kneeling component for conversation with the dom follower?  Or at least have it as an option?

 

Optional, please

 

You may well have two audiences out there

 

There's a lot of fun to be had from this mod, but making it one of utter subservience, as opposed to also including playful to harsh inconvenience, a challenge for the player to have to work round, well, that sort of subservient behaviour might appeal to the shoe lickers, kitchen orderlies, shopping trolley pushers and floor sweepers out there, but not ultimately be as expansive in its possible audience reach as you might be able to achieve

 

Personal Tuppenceworth notwithstanding, I hope that helps.  But go for what your heart is with.  It will be all the better for that and the rest, whover they may be, can go suck 😛😄

 

DQW

Posted
14 hours ago, Lazy Palm said:

OK, big functionality question.  Who wants to ditch the kneeling component for conversation with the dom follower?  Or at least have it as an option?

No please I love it

Posted (edited)

Yeah, I really enjoy the challenges, too, like remembering to ask before speaking to others, which I always seem to forget, LOL. But I really would enjoy a bit more motivation not to let punishments add up.

Edited by Lenore
Posted
19 hours ago, Lazy Palm said:

OK, big functionality question.  Who wants to ditch the kneeling component for conversation with the dom follower?  Or at least have it as an option?

Optional I think would be best. I like having to kneel.

Posted

I like having to kneel as well - so optional. I think it's the kind of thing where you may get tired of it at some point, but until then it's fun. And conversely, you may prefer not having it until you do a playthrough where it suddenly adds some nice flavour.

 

In general, having opportunities to mess up and reap the consequences is good... though, of course, having opportunities to not mess up but still have interesting consequences is ALSO good :D 

Posted

Thanks for the feedback all!  I was curious if everybody loved it or hated it.  Guess that down the middle split is a pretty good sign it should be kept but have an option to toggle on and off.  Somebody is going have to write an instruction manual for all of the MCM settings 🤣

Posted
9 hours ago, Lenore said:

Yeah, I really enjoy the challenges, too, like remembering to ask before speaking to others, which I always seem to forget, LOL. But I really would enjoy a bit more motivation not to let punishments add up.

 

Yeah, I will try to get that added in.  I liked your idea for being forced into harsh bondage until you work them off!  I was pondering other "motivation" that might work.  I really can't stand the DD items that slow movement speed, a few game hours in that and a person would be more careful.  We had a suggestion for ramping up the blindfold effect for rules for fun, but that might be good motivation also.

 

Anybody have anything else?  Sent to work the mines?

Posted (edited)
21 hours ago, lovergover said:

I was actually thinking of one additional setting that would be cool as optional (something similar is in Submissive Lola): making it possible to lock the choice of rules managing BEFORE making the follower your Dom. Right now you can change it between: Player's choice, Dom's choice or Hybrid whenever you want. I know that you have to "earn" the right to change things during the gameplay, but you can still do that if you behave (if I'm correct). Would be nice to have it optionally locked beforehand.

 

So you want to be able to switch to dom controlled and not be able to change it, or I am totally misreading?  Responded to a lot of work emails today so my reading comprehension is a bit lacking at the moment 🤣

 

I need to do a rules management sticky post somewhere.  I might have made it all a bit complex.

Sub  - set as many as you want, however you want (for testing them out, pure role play, people that really like specific rules, etc.)

Hybrid - the dom tells you to add rules (up to the max) but you pick the rule, and it takes points to remove any - this one works best when you have it dialed up to a high maximum - I am thinking I will change this at some point so occasionally the dom will pick one and other times they will have you pick one, so you have some motivation to earn points to remove stuff, or some point based swap mechanic for rules.  I am not totally happy with how this functions currently.

Dom - the dom sets/removes rules (up to the max), you can give like/dislike feedback when they end or ask a rule to be extended (with points)

 

Edited by Lazy Palm
Posted

MCM doesnt show up and no dialogue option.

 

I have a lot of mods running so I know I have the requirements and I installed it in the regular way. Not sure why I have no options

Posted

Same here, tried adding this mod both on an existing game and started a new one - the MCM doesn't show up and the dialog with the followers also doesn't show. Seems like the mod does not initialize at all.

Posted
3 hours ago, Lazy Palm said:

 

So you want to be able to switch to dom controlled and not be able to change it, or I am totally misreading?  Responded to a lot of work emails today so my reading comprehension is a bit lacking at the moment 🤣

 

I need to do a rules management sticky post somewhere.  I might have made it all a bit complex.

Sub  - set as many as you want, however you want (for testing them out, pure role play, people that really like specific rules, etc.)

Hybrid - the dom tells you to add rules (up to the max) but you pick the rule, and it takes points to remove any - this one works best when you have it dialed up to a high maximum - I am thinking I will change this at some point so occasionally the dom will pick one and other times they will have you pick one, so you have some motivation to earn points to remove stuff, or some point based swap mechanic for rules.  I am not totally happy with how this functions currently.

Dom - the dom sets/removes rules (up to the max), you can give like/dislike feedback when they end or ask a rule to be extended (with points)

 

Yes, I was thinking about having an optional setting that locks your choice (Sub, Hybrid or Dom) before you set a follower as a Dom. So that once you start the whole mod's playthrough you can't go back later and make another choice. I suppose it would make most sense in case of the Dom option.

Posted

 

7 hours ago, Lazy Palm said:

Yeah, I will try to get that added in.  I liked your idea for being forced into harsh bondage until you work them off!  I was pondering other "motivation" that might work.  I really can't stand the DD items that slow movement speed, a few game hours in that and a person would be more careful.  We had a suggestion for ramping up the blindfold effect for rules for fun, but that might be good motivation also.

 

Anybody have anything else?  Sent to work the mines?

 

Those are great ideas, possibly also not allowing you to have even a coin. Taking your gold, that would motivate.

Posted

I guess a more... "tamed", way of doing this, is this:

 

Have the player be able to set freedom conditions (number of days enslaved, acts done for the dom, points, etc.), either by MCM or by talking to the Dom and agreeing to certain terms. After that, you cannot ask for your freedom until the freedom conditions are met.

 

If you really want to go down that route you can also have the dom extend your service if you behave poorly or something, though that maybe too "submissive-lola-like", kind of. I mean that is also a good mod, but you know, there's no reason why two mods must be like one another. Just a suggestion, of course. Everything to the author's discretion. 

Posted
10 hours ago, Lazy Palm said:

 

Yeah, I will try to get that added in.  I liked your idea for being forced into harsh bondage until you work them off!  I was pondering other "motivation" that might work.  I really can't stand the DD items that slow movement speed, a few game hours in that and a person would be more careful.  We had a suggestion for ramping up the blindfold effect for rules for fun, but that might be good motivation also.

 

Anybody have anything else?  Sent to work the mines?

 

Getting loose lipped players suitably bound, whilst also wearing chastity plugs, and then required to perform a suitable number of oral services before they can be released would be one way of persuading them to remember that their tongue is also supposed to be under the control of the Dom issuing the orders.  Or, for that matter, as a chance of being a suitable consequence of committing all forms of misdemeanours

 

😝

 

DQW

 

 

Posted
8 hours ago, wayandean said:

MCM doesnt show up and no dialogue option.

 

I have a lot of mods running so I know I have the requirements and I installed it in the regular way. Not sure why I have no options

 

6 hours ago, mirksx said:

Same here, tried adding this mod both on an existing game and started a new one - the MCM doesn't show up and the dialog with the followers also doesn't show. Seems like the mod does not initialize at all.


Sorry it is not working.  If you get chance can you go to the console and type sqv bind_mainquest ? I am curious if it is running.  Do you have logging turned on?

Posted

Tried "sqv bind_mainquest" and it returned a bunch of details, in the end with the information:

 

--- Quest state -------------------------------

Enabled? Yes

State: Running

Current Stage: 0

Priority: 60

 

Which logging do you mean? I have some logs lying around in <User Dir>/Documents/Skyrim Special Edition/SKSE - are these the ones? Or are you referencing to other logs?

 

Thanks for the support 😉

Posted (edited)
On 11/3/2024 at 7:14 PM, Lazy Palm said:

Remember the event that was running when they seemed to wander off by chance?

 

I ran into the Dom wandering off and whatnot as well, as I love the camping feature. I came here to see if it had been posted.

 

Summary:
It's triggered by "Can we sleep here?". The sleep procedure seems to work fine. The campfire, dom bed, sub bed, and events seem to work fine. It's afterwards that things go awry.

The Dom either wanders off, lays back down, or will stand in spot and not follow. Seems to be an AI instruction related issue.

Things I tried:
Summoned the Dom to me, or found him.
resetai works for a short period, then the mod takes over again and he wanders off or stands still.

It seems he thinks he should be in the last spot and the sleep event has not ended.

Tried with several different followers from base game to mods.

 

Side Issues:

This may be related but I have had camping fail a couple times where the Dom does not wake up... unless you have made it so he won't wake up before a certain time and I am impatient.

 

I *think* I had one other time this happened outside of camping, but I cannot confirm. Dom seemed to want to wander back to a cave.

 

This loves to break other mods and save files. You MUST go back to a period prior to camping, or many scripts begin to fail in relation to the Dom follower.

This does not happen EVERY time but is fairly repeatable. If I had to guess when heavy events happen after waking up, that is when this fails.
Does not matter if the Dom is your primary follower or a secondary.

 

Notes:

No mods override this one.

v1.10

 

Request:
Make the campfire light brighter.

Edited by Talven81
Posted
7 minutes ago, mirksx said:

Tried "sqv bind_mainquest" and it returned a bunch of details, in the end with the information:

 

--- Quest state -------------------------------

Enabled? Yes

State: Running

Current Stage: 0

Priority: 60

 

Which logging do you mean? I have some logs lying around in <User Dir>/Documents/Skyrim Special Edition/SKSE - are these the ones? Or are you referencing to other logs?

 

Thanks for the support 😉

 

Just the general papyrus script logging enabled.  I am going to add some stuff to my next dev build here to show the general health of the mod and dependency checks that will write to the log.  In case dialogue and mcm are not showing up it might help show what is going on.

 

You have SkyUI and UIExtensions installed, right?

https://www.nexusmods.com/skyrim/mods/3863

https://www.nexusmods.com/skyrim/mods/57046

 

You were not seeing a Binding MCM option?

 

And one more question, you LE, SE, AE?

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