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Devious Devices - Captured Dreams Shop v4.15 - files removed


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Posted

 

 

 

I think those are boots from Bobs Boots and the corset is from the Kitty Corset mod, both are for CBBE. I have about 500 mods of just clothing and armor (some are patches and retextures) but I can only use about 10% of them as that is all I have space for in my load order. I really need to combine a bunch of them but never have time (I did that constantly in FO3).

 

 

 

I have the same issue! I have ton of CBBE armor/clothing mods but I need to combine them some how. Wish I knew how cause my mod load is already at 250. :lol:

 

 

 

I have combined most of my CBBE clothing mods into 1 mod if it is only the clothing you want.

There may be an easier way with TES Edit(never tried it) than the way I do it. I never want all the extra cells added in. I never combine ones with scripts that I want.

 

I load each mod 1 at a time and in the CK rename all relevant items so they start with 0,00 or 000 just so they load at the top. This includes armor, armor addon, collectable objects, textures and if you want, containers.  

 

After doing each mod this way, I have one mod I add all to it, make this mod the active mod and select all the others. Now it is just a matter of renaming the items with another 0 and select yes to create a new item. The new textures have to be added in by you if needed. Save often.

 

The constructible objects have to be changed by you to the new name also.

 

When done, you can turn off the other mods and check to make sure everything appears correctly.

It takes a lot of patience but well worth it.

 

If you want them to appear in a chest, it is easy with everything in 1 place to do this to add into a container and name the container or containers something you can use the console for( example; help myclothes 4) and you can summon it with (player.placeatme xxxxxxxx).

 

I have combined a lot of mods and am currently at about 75. The reason I do it this way is to make new id numbers for everything with no conflicts.

 

Someone else may have a quicker way but this works for me.

 

When everything checks out, I rename things again with zz  or zzz so they are never at the top again.

 

Start with the easy mods first and work your way up to get the hang of it.

 

Good luck

 

Posted

I have been working on the lighting including redoing the lighting in the shop and how to keep things out of sight from rendering (even if you can't see it the GPU still does). I think I have it figured out the balances pretty well, here are some shots from the Manor House with my enb disabled:

 

Screenshot from the CK: attachicon.gifLighting.jpg

 

In game: attachicon.gif2014-07-30_00001.jpgattachicon.gif2014-07-30_00002.jpg

 

 

I need to make some adjustments to the ambient lighting in the shop but I want to get it pretty close to this as well.

 

 

Edit:  Few more shots of some of the furnished bedrooms:

 

2nd floor bedrooms (3)

attachicon.gif2014-07-30_00003.jpgattachicon.gif2014-07-30_00004.jpgattachicon.gif2014-07-30_00005.jpg

 

Master's suite

attachicon.gif2014-07-30_00006.jpgattachicon.gif2014-07-30_00007.jpg

 

There are some places where there are wall pieces missing. To make things easier to build I separated the 3 floors and the 1st floor has the stairway with it which will fit into those spaces once I slide the floors into position.

 

This looks awesome. I now feel like living there.

 

Posted

 

I have been working on the lighting including redoing the lighting in the shop and how to keep things out of sight from rendering (even if you can't see it the GPU still does). I think I have it figured out the balances pretty well, here are some shots from the Manor House with my enb disabled:

 

Screenshot from the CK: attachicon.gifLighting.jpg

 

In game: attachicon.gif2014-07-30_00001.jpgattachicon.gif2014-07-30_00002.jpg

 

 

I need to make some adjustments to the ambient lighting in the shop but I want to get it pretty close to this as well.

 

 

Edit:  Few more shots of some of the furnished bedrooms:

 

2nd floor bedrooms (3)

attachicon.gif2014-07-30_00003.jpgattachicon.gif2014-07-30_00004.jpgattachicon.gif2014-07-30_00005.jpg

 

Master's suite

attachicon.gif2014-07-30_00006.jpgattachicon.gif2014-07-30_00007.jpg

 

There are some places where there are wall pieces missing. To make things easier to build I separated the 3 floors and the 1st floor has the stairway with it which will fit into those spaces once I slide the floors into position.

 

This looks awesome. I now feel like living there.

 

 

 

Players will have several rooms they may end up using, depending on how well they behave of course. There are also 4 cells in the basement and several in the VIP house basement as well.

Posted

Orgasm caused by exciter/orgasmo doesn't decrease PC's arousal value. Is that intended?

 

The Orgasmo usually continues vibrating even after orgasm so it usually runs the arousal back up fairly quickly and rarely ends with you at a low arousal. The exciter is set up to generally not cause orgasm, just keep you at the edge of it. If it isn't dropping at all then something else may have locked your arousal so it won't drop.

Posted

 

 

 

 

I think those are boots from Bobs Boots and the corset is from the Kitty Corset mod, both are for CBBE. I have about 500 mods of just clothing and armor (some are patches and retextures) but I can only use about 10% of them as that is all I have space for in my load order. I really need to combine a bunch of them but never have time (I did that constantly in FO3).

 

 

 

I have the same issue! I have ton of CBBE armor/clothing mods but I need to combine them some how. Wish I knew how cause my mod load is already at 250. :lol:

 

 

 

I have combined most of my CBBE clothing mods into 1 mod if it is only the clothing you want.

There may be an easier way with TES Edit(never tried it) than the way I do it. I never want all the extra cells added in. I never combine ones with scripts that I want.

 

I load each mod 1 at a time and in the CK rename all relevant items so they start with 0,00 or 000 just so they load at the top. This includes armor, armor addon, collectable objects, textures and if you want, containers.  

 

After doing each mod this way, I have one mod I add all to it, make this mod the active mod and select all the others. Now it is just a matter of renaming the items with another 0 and select yes to create a new item. The new textures have to be added in by you if needed. Save often.

 

The constructible objects have to be changed by you to the new name also.

 

When done, you can turn off the other mods and check to make sure everything appears correctly.

It takes a lot of patience but well worth it.

 

If you want them to appear in a chest, it is easy with everything in 1 place to do this to add into a container and name the container or containers something you can use the console for( example; help myclothes 4) and you can summon it with (player.placeatme xxxxxxxx).

 

I have combined a lot of mods and am currently at about 75. The reason I do it this way is to make new id numbers for everything with no conflicts.

 

Someone else may have a quicker way but this works for me.

 

When everything checks out, I rename things again with zz  or zzz so they are never at the top again.

 

Start with the easy mods first and work your way up to get the hang of it.

 

Good luck

 

Use TesVEdit. Merge plugins script. Down load here

http://www.nexusmods.com/skyrim/mods/37981/?

It is so much easier. I make 1 merged esp for each bodytype clothing and armor, 1 for peircings, 1 for HDT items. I have a folder in mod manager for all the files combined to support the esp,s. I then take the old esp,s and put them in a seperate folder named from the esp they are merged into as a reminder for whats in it. When you want to add something you just merge it into the merged esp. Very simple I have over 50 mods merged. They just came out with a version that says you can merge worldspace mods now. I have not tried that.

 

Posted

 

Orgasm caused by exciter/orgasmo doesn't decrease PC's arousal value. Is that intended?

 

The Orgasmo usually continues vibrating even after orgasm so it usually runs the arousal back up fairly quickly and rarely ends with you at a low arousal. The exciter is set up to generally not cause orgasm, just keep you at the edge of it. If it isn't dropping at all then something else may have locked your arousal so it won't drop.

 

love the shock vibes - those btw will satisfy "yumm"

 

 

 

 

 

 

I think those are boots from Bobs Boots and the corset is from the Kitty Corset mod, both are for CBBE. I have about 500 mods of just clothing and armor (some are patches and retextures) but I can only use about 10% of them as that is all I have space for in my load order. I really need to combine a bunch of them but never have time (I did that constantly in FO3).

 

 

 

I have the same issue! I have ton of CBBE armor/clothing mods but I need to combine them some how. Wish I knew how cause my mod load is already at 250. :lol:

 

 

 

I have combined most of my CBBE clothing mods into 1 mod if it is only the clothing you want.

There may be an easier way with TES Edit(never tried it) than the way I do it. I never want all the extra cells added in. I never combine ones with scripts that I want.

 

I load each mod 1 at a time and in the CK rename all relevant items so they start with 0,00 or 000 just so they load at the top. This includes armor, armor addon, collectable objects, textures and if you want, containers.  

 

After doing each mod this way, I have one mod I add all to it, make this mod the active mod and select all the others. Now it is just a matter of renaming the items with another 0 and select yes to create a new item. The new textures have to be added in by you if needed. Save often.

 

The constructible objects have to be changed by you to the new name also.

 

When done, you can turn off the other mods and check to make sure everything appears correctly.

It takes a lot of patience but well worth it.

 

If you want them to appear in a chest, it is easy with everything in 1 place to do this to add into a container and name the container or containers something you can use the console for( example; help myclothes 4) and you can summon it with (player.placeatme xxxxxxxx).

 

I have combined a lot of mods and am currently at about 75. The reason I do it this way is to make new id numbers for everything with no conflicts.

 

Someone else may have a quicker way but this works for me.

 

When everything checks out, I rename things again with zz  or zzz so they are never at the top again.

 

Start with the easy mods first and work your way up to get the hang of it.

 

Good luck

 

Use TesVEdit. Merge plugins script. Down load here

http://www.nexusmods.com/skyrim/mods/37981/?

It is so much easier. I make 1 merged esp for each bodytype clothing and armor, 1 for peircings, 1 for HDT items. I have a folder in mod manager for all the files combined to support the esp,s. I then take the old esp,s and put them in a seperate folder named from the esp they are merged into as a reminder for whats in it. When you want to add something you just merge it into the merged esp. Very simple I have over 50 mods merged. They just came out with a version that says you can merge worldspace mods now. I have not tried that.

 

 

 

just curious, why merge the esp's, is there an advantage to it, easier to load a clean start, or more like easier to know the only thing in those in the armors and low risk of contaminating a new mod test

 

Posted

just curious, why merge the esp's, is there an advantage to it, easier to load a clean start, or more like easier to know the only thing in those in the armors and low risk of contaminating a new mod test

Because you cant have more than 250 of them loaded at the same time.

For some ppl that limit is not enough.

Posted

 

just curious, why merge the esp's, is there an advantage to it, easier to load a clean start, or more like easier to know the only thing in those in the armors and low risk of contaminating a new mod test

Because you cant have more than 250 of them loaded at the same time.

For some ppl that limit is not enough.

 

 

never knew there was a mod limit past wha "can your pc handle them all" - not so hard to handle multiple mods if they're mostly armors/clothing

Posted

Like I said, someone else would have an easier way. One thing I never add is world spaces, seems to lessen the chance of conflicts, at least for me.

 

Glad to see you are feeling better, just don't rush things.

 

Posted

I could easily merge 50+ armor / clothing mods for each body setup I use. Back when I was playing Fallout 3 I would use a program called TESnip which was basically a hex editor with a few other functions for Bethesda games. It was rather crude but it usually worked. I would then extract all the meshes and textures to one location and replace the esp's with the combined one and zip it for easy install. I did that for entire groups of mods but some needed some cleaning up afterwards (like adding hairs to races).

 

 

Looks like I have a bit of a forced break tonight. My pc is having some issues and won't boot, hope fully it is just an issue with the boot drive. My Skyrim install is on a separate drive (fairly new too) so that should be safe.

Posted

Fantastic job on this mod! Looking forward to the future enhancements also.

This is one mod that really cries out (so to speak) for voicing. It would be great for immersion.

The cast is small enough, and the dialogs are short enough, that it should not be too hard.

Please consider it, and put out a call for volunteers if you do it. 3DNPC showed how great a mod can be with voices. That one is huge...

Posted

Some Idea's and Suggestions for Dialogue

 

Delivory Quest

 

"Do I have to wear the belt like last time?"

This is a Dom attitude.

 

"I wont wear the belt again!"

 

"Do I get to wear the belt like last time?"

 

"Can I wear the belt like last time?"

 

"Can I wear a Chasity Bra too?"

 

Also it gets a bit redundant so maybe not ask at all after so many runs.

 

An option to skip long outdoor punishment scene's, scene gets to be a bit longish in the time to play out department and with limited play time for some well making these shorter or skippable or with an option to end after whipping in the establishment would go over real well with people that have limited play time or have seen these quite a bit already.

I have a preference for forced scenes to be contained and kept away from potential conflicting mods that add in monster spawn zones.

 

I've seen your posts on how your update is coming along and wow really like the layouts and some of the content changes you've hinted at.

 

Assist a customer quest puts the character in items which the Master will not remove.  That might take a few by surprise...

 

Sex options for the enslaved, after all its a kinky slave adventure.  And well given the 3 or 4 seccubus mods floating around and the dependency on survival getting sex this would inadverdantly cover those mods with support via having sex with the masters customers.  Might want sex partners marked protected or mcm menu essential choice.

 

I really like the cut scene message box texts, want to see even more of those its well filthy :D

Posted

Fantastic job on this mod! Looking forward to the future enhancements also.

This is one mod that really cries out (so to speak) for voicing. It would be great for immersion.

The cast is small enough, and the dialogs are short enough, that it should not be too hard.

Please consider it, and put out a call for volunteers if you do it. 3DNPC showed how great a mod can be with voices. That one is huge...

 

I wouldn't mind if it was voiced but currently there are over 500 lines of npc dialogue, while much of it is short there is a lot of it and much of it is the Master's. With this expansion I will be close to doubling that and on the next one as well.

Posted

 

Looks like I have a bit of a forced break tonight. My pc is having some issues and won't boot, hope fully it is just an issue with the boot drive. My Skyrim install is on a separate drive (fairly new too) so that should be safe.

 

I hope the problems are not serious and are resolved quickly!

Posted

Hey Vels... I have a proposition. This idea is still in its infancy, but I've been working on a pony girl collection. I did a lot of digging around with wagons today and Budroi helped me customise the humanoid skeleton such that we can now pull wagons. I've even got the pony boots using the horse hoof sound.

 

http://www.loverslab.com/topic/34654-pony-pack-1/?p=878515

 

Would you be interested in working together to create quests where master has you as a pony girl and carting clients between cities? Maybe pick up a client and bring them to the shop? If not that's fine, I really want to do it, but Captured Dreams was the first thing I thought of after the initial idea. Maybe I could do something like "if has captured dreams use the shop as a possible destination" if you didn't want to build it into CD.

 

post-501843-0-42976100-1407050218_thumb.jpg

Posted

Hey Vels... I have a proposition. This idea is still in its infancy, but I've been working on a pony girl collection. I did a lot of digging around with wagons today and Budroi helped me customise the humanoid skeleton such that we can now pull wagons. I've even got the pony boots using the horse hoof sound.

 

http://www.loverslab.com/topic/34654-pony-pack-1/?p=878515

 

Would you be interested in working together to create quests where master has you as a pony girl and carting clients between cities? Maybe pick up a client and bring them to the shop? If not that's fine, I really want to do it, but Captured Dreams was the first thing I thought of after the initial idea. Maybe I could do something like "if has captured dreams use the shop as a possible destination" if you didn't want to build it into CD.

 

attachicon.gif2014-08-03_00033.jpg

 

It is fine with me but I don't think I will make it a requirement for CD though. I am more than willing to work together to make something like an esp with quests and such involving both mods. I can add an extra marker by the shop to use as a destination if you want, just let me know.

Posted

Hey Vels... I have a proposition. This idea is still in its infancy, but I've been working on a pony girl collection. I did a lot of digging around with wagons today and Budroi helped me customise the humanoid skeleton such that we can now pull wagons. I've even got the pony boots using the horse hoof sound.

 

http://www.loverslab.com/topic/34654-pony-pack-1/?p=878515

 

Would you be interested in working together to create quests where master has you as a pony girl and carting clients between cities? Maybe pick up a client and bring them to the shop? If not that's fine, I really want to do it, but Captured Dreams was the first thing I thought of after the initial idea. Maybe I could do something like "if has captured dreams use the shop as a possible destination" if you didn't want to build it into CD.

 

attachicon.gif2014-08-03_00033.jpg

 

the idea looks great

 

That cart could defiantly use some scaling at least xD

 

Either way you could ask Heromaster as well.

 

think I'd agree that's more for a team of pony-girls, like santa's reindeer squad.....there's other more size appropriate carts thru out skyrim, there's even 1 behind the captured dreams shop - always wondered if master had planned something regarding that

 

Hey Vels... I have a proposition. This idea is still in its infancy, but I've been working on a pony girl collection. I did a lot of digging around with wagons today and Budroi helped me customise the humanoid skeleton such that we can now pull wagons. I've even got the pony boots using the horse hoof sound.

 

http://www.loverslab.com/topic/34654-pony-pack-1/?p=878515

 

Would you be interested in working together to create quests where master has you as a pony girl and carting clients between cities? Maybe pick up a client and bring them to the shop? If not that's fine, I really want to do it, but Captured Dreams was the first thing I thought of after the initial idea. Maybe I could do something like "if has captured dreams use the shop as a possible destination" if you didn't want to build it into CD.

 

attachicon.gif2014-08-03_00033.jpg

 

It is fine with me but I don't think I will make it a requirement for CD though. I am more than willing to work together to make something like an esp with quests and such involving both mods. I can add an extra marker by the shop to use as a destination if you want, just let me know.

 

 

I remember looking at the shop from the outside before master would let me do anything for her, seeing that cart around back and wondering if that was designed for the deliveries

 

Posted

Hi there, just wanted to ask about the helper plugs, after reading the catalauge inside the store, I understand they work 'better' when the player is not holding keys inside their invent, could this be tweaked with the MCM to make it more consentual? or is there any ways of storing keys in chests and retrieving later? Oh and i also thought how would they work if you have the game set not to destroy keys when they are used

Posted
 

Hi there, just wanted to ask about the helper plugs, after reading the catalauge inside the store, I understand they work 'better' when the player is not holding keys inside their invent, could this be tweaked with the MCM to make it more consentual? or is there any ways of storing keys in chests and retrieving later? Oh and i also thought how would they work if you have the game set not to destroy keys when they are used

 

For those plugs to work you need very high arousal and keys out of your inventory.

Which means if you give those keys to follower you are traveling with those plugs would work.

 

My personal opinion is they are useful only to sneaking characters - to make your first attack so powerful that any other wont be necessary.

For mages for example vibration "stuns" would make you loose more dps than you would gain from their buff.

Posted

Perhaps (my mind is full off ideas) the master transports some off her slaves you encluded.

 

Like the master is going away for a weekend (3 days) and she has given you to tavish for the weekend. hehehe

 

 

That would be usefull for the cart

Posted

 

 

Hi there, just wanted to ask about the helper plugs, after reading the catalauge inside the store, I understand they work 'better' when the player is not holding keys inside their invent, could this be tweaked with the MCM to make it more consentual? or is there any ways of storing keys in chests and retrieving later? Oh and i also thought how would they work if you have the game set not to destroy keys when they are used

 

For those plugs to work you need very high arousal and keys out of your inventory.

Which means if you give those keys to follower you are traveling with those plugs would work.

 

My personal opinion is they are useful only to sneaking characters - to make your first attack so powerful that any other wont be necessary.

For mages for example vibration "stuns" would make you loose more dps than you would gain from their buff.

 

 

Ahh okay, i understand now, I like the sneaking idea but I normally only use archery for quiet kills, if there was a extra enchantment to the plugs to deal 3x instead of 2x then i think it would be really useful and no point removing them

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