Guest Posted August 29, 2014 Posted August 29, 2014 Agnes Now lives at paradise valley. I'm good friends with the cook. Even the smith in the VIP basement says I've been a good friend to him (If you imagine "I" am Peaches, and I'm not). I went looking for "Ariasha" and found all of these other characters, which is nice. Ariasha is my rival, I take it. I imagine she'll have some choice words for me, if I ever find her. Thanks, so far. Everything works great so far, even piercings. I don't want to miss out on anything and become a wage slave for ungrateful customers, so I'm exploring the other possibilities. The Usable rack!!! The enormous dining table. And places I've yet to discover, like the manor and the dungeon, and the manor-admin ---------- This is probably the tail-end of a quest to find out why, in many if not most "bound" animations, the PC would "pretend" to have invisible cuffs on, while others were being active. I figured it was a mod or a sub-mod of some mod I was missing. I think I have all the latest devious/zaz/sexlab mods, so I'm making the huge leap of faith and believing that if the player isn't bound in the first place, a bound article of clothing will not magically appear during animations. (Except for the magical pillory). And all this (This post) was for the admin/author, Thank you so much. ---- Ariasha was very nice if a little underdressed (in my game), so I gave her some clothes ("My Pants", from a summer-wear mod). Curious thing, OK maybe not...I'm on the third floor of a very large house, and people will run up from the first floor to interact with me, while Ariasha stares into space 6 feet away, quietly munching bread. Kara is like that. She'll stand there looking stalwart while the other women run up and start bubbling over. It's a mini-quest I've invented, "Get Kara (or Ariasha) Going" before anyone else interrupts. But my very very favorite thing about your latest version is all the usable stuff. The wheel, the horse. And the teeny rack and horse toys Ariasha has in her room.
magicrealm Posted August 29, 2014 Posted August 29, 2014 Found one! https://dl.dropboxusercontent.com/u/5003976/DeviousExpansion-v1.1.1.rar you are on my favourite list. now i am gonna check if the harnesses are still invisible or not.
magicrealm Posted August 29, 2014 Posted August 29, 2014 Thank you so much Publius. You come on my favorite list. and...... YES the locking harness is visible. I am the winner . again. i tell you where the error must be , in the 2 new scripts Player and update. however, i am happy to get the mixed whitre red black Settings out of my game. i recommend using Publius attached Expansion file above until the new one is updated in three months. so now lets come to some greater Point of view. Vela as far as i can see, your mod is mainly the shop. to get some more Entertainment you made the delivery quests, which are excellent made. the Highlight of the delivery quests are the punishments. there is a short whipping, which is too short, should last a Minute or so, but again, the Player Walking to the slave Display and hang up is excellent made. could vary. and there is the Long punishment, which is short if you can break out of the Cage and have your follower nearby who takes you out of the armbinder. still well made. the question is, if you finish with that or if you would add a Feature to the mod, everybody is waiting for. i tell you what everybody is waiting for. make the pc to the delivery herself. become a sexslave home delivery.or/and create a new part of the shop as sexslave brothel. whipping and pillory is all we have in animations, you can use that as prelude, than sexanimation afterwards, repeatable up to 3 times, threesomes etc. if you do that, and it should not be impossible, you really get the pole Position and give LL a superb addition. think about it seriously. thats really what everybody is waiting for.
aqqh Posted August 29, 2014 Posted August 29, 2014 These "invisible" harneses? And i guess it was said many times already that this mod will not turn player into a whore or a sexslave. It may contain some sex scenes but they wont be a main theme of this mod. Ever.
magicrealm Posted August 29, 2014 Posted August 29, 2014 These "invisible" harneses? ddx1.1.2.jpg And i guess it was said many times already that this mod will not turn player into a whore or a sexslave. It may contain some sex scenes but they wont be a main theme of this mod. Ever. and again someone who answers without reading the question. how do you do that ?
aqqh Posted August 29, 2014 Posted August 29, 2014 Like what? ... become a sexslave home delivery.or/and create a new part of the shop as sexslave brothel... I'm informing you that it was clearly said that such things wont happen in this mod. Well unless Vel would change hes mind ofc - so far i don't think he did. Focus on bondage and sub / dom relationships is what makes this mod truly unique. And for lockable harnesses i just say that i tried all kind of harnesses that are aviaiable for purchase at the store (those 4 up and "harness" "ebonite harness" "slave harness") and all of it works and looks as it should. And yes i use DDi 2.82 and DDx 1.1.2.
magicrealm Posted August 29, 2014 Posted August 29, 2014 I have had issues with the locking and custom harness since the expansion was made, I used Bodyslide with them and they have not worked since. I have tested the animations, all of them work fine for me; horny animations, armbinder, all of them since I helped playtest the current version. As to why I say other mods may be interfering is I helped someone that was having issues with DDi and it turned out to be scripts from other mods were erroring and screwing up papyrus. I have no issues with 2.8.2 or any of the other 20 sexlab / DD mods I have installed (or any of the 250 mods that I have running). Yeah none of the bodyslide packs have been updated for the latest version yet. I've tried my hand at it though, so you can give one of these a try, see if that fixes the issue untill a proper update is made: http://www.loverslab.com/topic/35569-devious-devices-expansion-v112a/?p=905528 the animations do work with the new devices for example White aqrmbinder. they do not work with cuffs where the dialogue says can you help me with armbinder ? i dont know when armbinders are "invisible" , sometimes there are amrbinders, White or black, and sometimes cuffs, both times the text with the armbinder. also White harness is visiblle,, ebonit too, locking not, though saqme textures and meshes than the ebonite. the bbp Version did work fine with 2.81 . why should it not work with 2.82, there are no new meshes,just textures. so noonme has the 2.81 and the 1.11 files ? and can anybody please explain how trhe pierced nipples shall work ? they are innvisible too. ok, Now That last line "can anybody please explain how trhe pierced nipples shall work ? they are innvisible too." is what brings sense to this aside from SD+ what you need for the nipple piercings and the other items that aren't scripting properly (aside from the cuff appearance binders - that's SD's latest thing) to work and for many cases even appear on your character is the latest DDassets: http://www.loverslab.com/files/file/371-devious-devices-integration-now-with-quests-01282014/ That's the issue with piercings I just recently had to solve that 1 as well, but the cuffs that behave as armbinders is SD2.043 refer to my first post here for the many issues with That update http://www.loverslab.com/topic/24042-sd-sanguine-debauchery-enhanced-2014-08-031/page-276 i'm attaching the previous version of SD+ to resolve those issues edit: refer to coopervane's post at DDx on issues with harnesses - already asked her about that issue Thanks for explaining and attaching the older sd Version. i did as you said and still nothing to see from pierced nipples.
Veladarius Posted August 29, 2014 Author Posted August 29, 2014 Like what? ... become a sexslave home delivery.or/and create a new part of the shop as sexslave brothel... I'm informing you that it was clearly said that such things wont happen in this mod. Well unless Vel would change hes mind ofc - so far i don't think he did. Focus on bondage and sub / dom relationships is what makes this mod truly unique. And for lockable harnesses i just say that i tried all kind of harnesses that are aviaiable for purchase at the store (those 4 up and "harness" "ebonite harness" "slave harness") and all of it works and looks as it should. And yes i use DDi 2.82 and DDx 1.1.2. I have stated this before: turning it into a brothel WILL NOT HAPPEN.
Veladarius Posted August 29, 2014 Author Posted August 29, 2014 Update: I have done a pretty good amount of work since the recent release: - finished the new npc's AI packages with full daily schedule - updated most of the original npc's AI packages, the Master and Herran will move to the Manor and the Smiths to the smithy - finished setup of the gate in the mine - reworked a good bit of the lighting adding shadowed lights to places - updated the exterior punishment for the new locations - still needs a bit of adjusting but it works - Have given pretty much all npc's outfits (1 left to do) - made additional edits to the exterior navmesh. Apparently there used to be a way to disable/enable navmesh parts in Oblivion/FO but that was removed in Skyrim. This gets it to the point of what is there before the expansion works afterwards and all the npc's will go about their daily business afterwards. On to new content.
Mondaiji Posted August 29, 2014 Posted August 29, 2014 Update: I have done a pretty good amount of work since the recent release: - finished the new npc's AI packages with full daily schedule - updated most of the original npc's AI packages, the Master and Herran will move to the Manor and the Smiths to the smithy - finished setup of the gate in the mine - reworked a good bit of the lighting adding shadowed lights to places - updated the exterior punishment for the new locations - still needs a bit of adjusting but it works - Have given pretty much all npc's outfits (1 left to do) - made additional edits to the exterior navmesh. Apparently there used to be a way to disable/enable navmesh parts in Oblivion/FO but that was removed in Skyrim. This gets it to the point of what is there before the expansion works afterwards and all the npc's will go about their daily business afterwards. On to new content. I am getting especially excited , you even manage to torture my real life pc with those teasing items you post.
Guest Posted August 29, 2014 Posted August 29, 2014 Like what? ... become a sexslave home delivery.or/and create a new part of the shop as sexslave brothel... I'm informing you that it was clearly said that such things wont happen in this mod. Well unless Vel would change hes mind ofc - so far i don't think he did. Focus on bondage and sub / dom relationships is what makes this mod truly unique. And for lockable harnesses i just say that i tried all kind of harnesses that are aviaiable for purchase at the store (those 4 up and "harness" "ebonite harness" "slave harness") and all of it works and looks as it should. And yes i use DDi 2.82 and DDx 1.1.2. I have stated this before: turning it into a brothel WILL NOT HAPPEN. @Veladarius Do hugs count? "Addfac c0190fc" (be huggable faction) works on everyone in skyrim, even "maul" in um, Riften. But hugs aren't allowed in the store (I think they work on Ariasha and the cook). A bard. Someone reading aloud to the prisoners. Prisoners mumbling about not wanting to be there. Or, as I have been playing so far, is it a framework for other mods... If a delivery person showed up in Whiterun, suitably attired, and suggested I'd be good as a delivery person, along with the dawnguard guy and that "mercenary work" recruiter. I'm full of ideas, I just do not know how well they are received. I should probably ask (so I will) Can you (re?)give us a hint of the plot after the final version is out? ----- Edit: Thanks for the plot. I get all creeped out thinking that the more time you spend here answering stuff, the less time you have for the story-line, unless you have minions, so this edited post is thanks and God speed.
Veladarius Posted August 29, 2014 Author Posted August 29, 2014 Like what? ... become a sexslave home delivery.or/and create a new part of the shop as sexslave brothel... I'm informing you that it was clearly said that such things wont happen in this mod. Well unless Vel would change hes mind ofc - so far i don't think he did. Focus on bondage and sub / dom relationships is what makes this mod truly unique. And for lockable harnesses i just say that i tried all kind of harnesses that are aviaiable for purchase at the store (those 4 up and "harness" "ebonite harness" "slave harness") and all of it works and looks as it should. And yes i use DDi 2.82 and DDx 1.1.2. I have stated this before: turning it into a brothel WILL NOT HAPPEN. @Veledarius Do hugs count? "Addfac c0190fc" (be huggable faction) works on everyone in skyrim, even "maul" in um, Riften. But hugs aren't allowed in the store (I think they work on Ariasha and the cook). A bard. Someone reading aloud to the prisoners. Prisoners mumbling about not wanting to be there. Or, as I have been playing so far, is it a framework for other mods... If a delivery person showed up in Whiterun, suitably attired, and suggested I'd be good as a delivery person, along with the dawnguard guy and that "mercenary work" recruiter. I'm full of ideas, I just do not know how well they are received. I should probably ask (so I will) Can you (re?)give us a hint of the plot after the final version is out? This is long term plans as far as story quests go (large and small) and are subject to change: During the expansion the player will be asked to go and see: - the Jarl of Flakreath - whoever it is at that time - Elenwen at the Thalmor embassy - Jarl Elisif in Solitude - the Jarl of Windhelm - whoever it is at that time In return for some things (items and/or favors) they will give their approval for various business ventures. The player becomes a slave This will happen in the release after the expansion is done. There will be several ways to become a slave and how you behave will determine what position you are given and how you are treated and where you will sleep. This will be incorporated into existing content once it is done. One of the new npc's, Rayani, is the Master's official adventurer and has the job of scouring various dwemer ruins looking for information on the creation of various devices. She will have a long term quest line that starts in the expansion currently underway and will also have a large release as well. She is rather playful and may offer the player the use of her bedroom Expansion will include: - will have the player go and collect a few items for her (from ruins, other npc's or wherever the player can find them). - will have the player clear a specific dungeon (if it has not already) and the area around a dwemer ruin above it. - will have the player deliver some supplies to camps where she has a few workers setting up. The later release will be: Rayani is closer to finding who created the first belts and soulgem plugs and has the player do some research (with npc's or in ruins). It will eventually lead to the creator's cursed ghost and some choices... Mr Tavish Some additional information will come out about Mr Tavish during his visits (since he will stay in the VIP house for three days and can be spoken to). He is has a shipping business, much of which is illegal goods including slaves (no surprise there). He has a manor in Highrock that is more like a small town (Falkreath size or larger) and travels between Highrock and Skyrim on business. After a while he will take a liking to the player and if a slave he will ask to buy you (refused). There will be a few trips to his estate via quests from the Master and at his request eventually resulting in the players kidnapping and enslavement. How that ends may include anything from becoming a permanent slave (possibly to the point of being unable to continue anything else if the player wishes), being rescued/breaking out or taking over and claiming everything he has for your own (including the estate). All of these will be woven together somewhat but are mostly independent other than the expansion, that will have to happen before anything else. There will likely be some additions here and there with minor quests and the addition of items and such.
Vaelorian Posted August 29, 2014 Posted August 29, 2014 A quick question, if I may: will there be a way for the player character to become free after becoming a slave? If yes, will it be something in-game, an mcm toggle or both? Frankly, I think it would be a good idea to include at least the mcm toggle feature, if only for the sake of being able to stop all running quests and reset variables in case one must disable the mod for whatever reason (for example the no-master-dialog issue I've encountered after saving next to her). In fact, you could extend my question to all other parts of your mod: will you include failsafe mcm toggles to reset the mod to it's initial state? You have included them thus far, and they do the job just fine, but the words "to the point of being unable to continue anything else" suggest you may decide against providing them in the future, and I hope that's not the case.
Veladarius Posted August 29, 2014 Author Posted August 29, 2014 A quick question, if I may: will there be a way for the player character to become free after becoming a slave? If yes, will it be something in-game, an mcm toggle or both? Frankly, I think it would be a good idea to include at least the mcm toggle feature, if only for the sake of being able to stop all running quests and reset variables in case one must disable the mod for whatever reason (for example the no-master-dialog issue I've encountered after saving next to her). In fact, you could extend my question to all other parts of your mod: will you include failsafe mcm toggles to reset the mod to it's initial state? You have included them thus far, and they do the job just fine, but the words "to the point of being unable to continue anything else" suggest you may decide against providing them in the future, and I hope that's not the case. Anything that needs a reset will have them. As far as anything that will keep you from doing anything else after that the player will be warned and given the option not to go that far (there will be very few times this may happen).
aqqh Posted August 29, 2014 Posted August 29, 2014 Mr Tavish Some additional information will come out about Mr Tavish during his visits (since he will stay in the VIP house for three days and can be spoken to). He is has a shipping business, much of which is illegal goods including slaves (no surprise there). He has a manor in Highrock that is more like a small town (Falkreath size or larger) and travels between Highrock and Skyrim on business. After a while he will take a liking to the player and if a slave he will ask to buy you (refused). There will be a few trips to his estate via quests from the Master and at his request eventually resulting in the players kidnapping and enslavement. How that ends may include anything from becoming a permanent slave (possibly to the point of being unable to continue anything else if the player wishes), being rescued/breaking out or taking over and claiming everything he has for your own (including the estate). Would i be allowed to claim hes slaves ?
Veladarius Posted August 29, 2014 Author Posted August 29, 2014 Mr Tavish Some additional information will come out about Mr Tavish during his visits (since he will stay in the VIP house for three days and can be spoken to). He is has a shipping business, much of which is illegal goods including slaves (no surprise there). He has a manor in Highrock that is more like a small town (Falkreath size or larger) and travels between Highrock and Skyrim on business. After a while he will take a liking to the player and if a slave he will ask to buy you (refused). There will be a few trips to his estate via quests from the Master and at his request eventually resulting in the players kidnapping and enslavement. How that ends may include anything from becoming a permanent slave (possibly to the point of being unable to continue anything else if the player wishes), being rescued/breaking out or taking over and claiming everything he has for your own (including the estate). Would i be allowed to claim hes slaves ? Everything there is yours including the house and the slaves in it.
aqqh Posted August 29, 2014 Posted August 29, 2014 Then he is doomed This might be a way for ppl who would like more sexual action. Get some slaves there and put things like i'll take display model mod to work.
gooberboy9999 Posted August 29, 2014 Posted August 29, 2014 Update: I have done a pretty good amount of work since the recent release: - finished the new npc's AI packages with full daily schedule - updated most of the original npc's AI packages, the Master and Herran will move to the Manor and the Smiths to the smithy - finished setup of the gate in the mine - reworked a good bit of the lighting adding shadowed lights to places - updated the exterior punishment for the new locations - still needs a bit of adjusting but it works - Have given pretty much all npc's outfits (1 left to do) - made additional edits to the exterior navmesh. Apparently there used to be a way to disable/enable navmesh parts in Oblivion/FO but that was removed in Skyrim. This gets it to the point of what is there before the expansion works afterwards and all the npc's will go about their daily business afterwards. On to new content. I'm curious, do the quests take you longer than anything else? I always assumed they were relatively easy compared to navmeshes or building homes from scratch. Especially since you already have all the actors made.
aqqh Posted August 29, 2014 Posted August 29, 2014 I figure dialogues can take a while. Scripting too sometimes.
Gameplayer Posted August 29, 2014 Posted August 29, 2014 Update: I have done a pretty good amount of work since the recent release: - finished the new npc's AI packages with full daily schedule - updated most of the original npc's AI packages, the Master and Herran will move to the Manor and the Smiths to the smithy - finished setup of the gate in the mine - reworked a good bit of the lighting adding shadowed lights to places - updated the exterior punishment for the new locations - still needs a bit of adjusting but it works - Have given pretty much all npc's outfits (1 left to do) - made additional edits to the exterior navmesh. Apparently there used to be a way to disable/enable navmesh parts in Oblivion/FO but that was removed in Skyrim. This gets it to the point of what is there before the expansion works afterwards and all the npc's will go about their daily business afterwards. On to new content. I'm curious, do the quests take you longer than anything else? I always assumed they were relatively easy compared to navmeshes or building homes from scratch. Especially since you already have all the actors made. No, actors are easy to place in game. Navmesh is actually not hard when you have good workflow practice. Dialogue isn't too bad, but then making dialogue that is sexy or allows the mind to fill in the blanks and is clever well now... Anykind of special dialogue that results in an action must also be meticulously checked out in the gaming environment. Which means carefully keeping ESP saves in stages and loading the game going to said actor and initiating the dialogue for the action. If you mess up your also going back to CK and fixing and reloading the game. When I made the Wrangler Mod, with dancers and tips you could place out it took like a month. The size and scope of this mod will be larger than the dance club upgrade I made. Veladarious knows more about quest modding I can tell poked around in the quests with CK.
Veladarius Posted August 29, 2014 Author Posted August 29, 2014 I can make simple quests and scenes fairly quickly, usually in a day. Dialogue takes time especially if it is a complex conversation or if there is a lot of it, usually I will plan much of it out beforehand as it is easy to get confused with where things link to. I think the scene with Tavish took 1-2 days to lay out and almost a week of tweaking and fixing things though I figure out what works and what doesn't better with each one I build. Building locations takes the longest, especially when starting from an empty space. Some walls in the manor and vip houses are 3-4 parts between the columns which are separate pieces as well. Then doing navmesh, detailing with items and lighting all take time and are super tedious to do.
Veladarius Posted August 29, 2014 Author Posted August 29, 2014 Some shots of the updated exterior at night with lights, still have a fee to place.
Zitanna Posted August 29, 2014 Posted August 29, 2014 Having some trouble. After missing two assist a customer, the Master had me spend the night with the slaves. Was fine, and I piad off my debt to her. However, my inventory is now almost empty (besides a few devices, and quest items). Is there a way I can get it back? Do I have to wait until the next Assist a Customer? Thanks.
Veladarius Posted August 29, 2014 Author Posted August 29, 2014 Having some trouble. After missing two assist a customer, the Master had me spend the night with the slaves. Was fine, and I piad off my debt to her. However, my inventory is now almost empty (besides a few devices, and quest items). Is there a way I can get it back? Do I have to wait until the next Assist a Customer? Thanks. You should have gotten everything back in the morning when you were released. The chest with all the items is under the floor in the basement.
Zitanna Posted August 29, 2014 Posted August 29, 2014 Having some trouble. After missing two assist a customer, the Master had me spend the night with the slaves. Was fine, and I piad off my debt to her. However, my inventory is now almost empty (besides a few devices, and quest items). Is there a way I can get it back? Do I have to wait until the next Assist a Customer? Thanks. You should have gotten everything back in the morning when you were released. The chest with all the items is under the floor in the basement. Ah, I got it. Thanks so much!
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