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


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Posted

 

 

Sorry .... game crashes as soon as i enter the shop (it loads it but like one sec. later i crash) .... how do i find out whats wrong?

 

There is a lot going on in there. Please post a papyrus log and if you have any of the addon files as well.

 

 

tried to check the log myself, though i dunno what excatly the problem was I nailed it down to some sort of incompatibility with thisone http://www.loverslab.com/files/file/292-wip-oli3d-furniture-bondage-004-2014-test-fix-2/ after i removed that all worked well (as it did before).

 

 

The only reason I can think that it would cause an issue is if the Bondage Furniture mod makes changes to some of the animations.

Posted

 

I will am going to add some new events and quests. Right now I am working on some changes to the Delivery quest so the dialogue is different at the start depending on if it is the first time doing it or if you have completed it before and succeeded or failed on the last quest given by the master. I am also going to add a few ways to fail the delivery quest as well (lose the package / receipt, take too long or remove the belt).

 

 

I'm really interested in how you're going to do the failures... well, more interested in the consequences, but I have to ask (if you don't mind):

How would one loose the package/receipt?

What kind of time scale are we talking about for taking to long, and how will we know?

Posted

 

 

How would one loose the package/receipt?

  Stolen by Bandits or other (SD+,Submit....)

 

 

Until I can hook into Submit or something like that it will be fairly passive and happen at times when the player is doing things where their guard is down, it won't happen every time though. I am also going to build a quest where you go recover lost deliveries so you will get a chance to get it back. As for a time frame I am going to have to see how long it takes to get to various cities and back.

 

Edit: When you fail there will be several possibilities. I want to have a scene or two and some other punishments but at a minimum you will be liked less by the NPC's there. While not liking you may not seem all that bad if it can effect what quests you are given, scenes that may play or keep you from trading with them. There will be ways to get them to like you again as well.

Posted

 

Until I can hook into Submit or something like that it will be fairly passive and happen at times when the player is doing things where their guard is down, it won't happen every time though. I am also going to build a quest where you go recover lost deliveries so you will get a chance to get it back. As for a time frame I am going to have to see how long it takes to get to various cities and back.

 

 

Personally, I'd make the item being stolen off the player a random scripted event; like a 1/something chance it will happen during the quest ... though I'm not sure how you'd do that.

 

Maybe one where if the player opens the package to see what it is (like the object goes from "Package" to "Opened/Damaged Package"), the receiver marks that on the receipt [maybe some angry flavor dialog?] and when the player returns they'll get punished.

 

Like I said, I cant wait to see what gets going!

Posted

Assassin's Little Helpers,Fighter's Little Helpers,Mage's Little Helpers and Thieves Little Helpers.Can you tell me how to use them?

Posted

I'm always excited to see updates for this mod. It feels like there's a lot of content physically for devious devices, as you have a lot to choose from when it comes to chastity wear, but at the same time there really isn't that much content for it. I mean sure I can slap chastity stuff onto my followers and parade them around like whores but really all I get out of that is whatever I make of it, I have to use my imagination more than actually play the game; or I can put them on myself, but to what end? If I get a chastity belt and stuff what does it do for me, I've already acquired the keys to them and I've finished the only quest line for the devious devices mods. I see a lot of potential in this  mod, I like where it's going. I like the idea that someday you could make your followers into submissive whores and parade them in front of the owner to the shop for at least some reaction, or possibly rent them to her for whatever use she has with them. I also think there's a lot of potential for tying this mod in with live a deviant life (and I can't be the first to suggest this). Where ever this goes I look forward to what it becomes.

Posted

Assassin's Little Helpers,Fighter's Little Helpers,Mage's Little Helpers and Thieves Little Helpers.Can you tell me how to use them?

 

Use them as any other plugs with a belt. They have the same vibration features as the Tormentor plugs but with the extra benefits. There are conditions on them being effective though, your arousal needs to be at 80 or above and you can not have a chastity belt key in your inventory. If either of those conditions are not met the beneficial enchantments will not work but the vibration effect still will. There is a note on the counter with a bit of in game explanation.

Posted

 

 

Assassin's Little Helpers,Fighter's Little Helpers,Mage's Little Helpers and Thieves Little Helpers.Can you tell me how to use them?

Use them as any other plugs with a belt. They have the same vibration features as the Tormentor plugs but with the extra benefits. There are conditions on them being effective though, your arousal needs to be at 80 or above and you can not have a chastity belt key in your inventory. If either of those conditions are not met the beneficial enchantments will not work but the vibration effect still will. There is a note on the counter with a bit of in game explanation.
Why would having a key effect their function?
Posted

 

 

Assassin's Little Helpers,Fighter's Little Helpers,Mage's Little Helpers and Thieves Little Helpers.Can you tell me how to use them?

Use them as any other plugs with a belt. They have the same vibration features as the Tormentor plugs but with the extra benefits. There are conditions on them being effective though, your arousal needs to be at 80 or above and you can not have a chastity belt key in your inventory. If either of those conditions are not met the beneficial enchantments will not work but the vibration effect still will. There is a note on the counter with a bit of in game explanation.
Why would having a key effect their function?

 

 

Storywise: Due to using an unproven process to power the enchantments the plugs are semi-sentient and demand that the user submit to them. If the player has a key with them then they know the player can remove them whenever they wish and refuse to work properly. They 'feed' on the players arousal and submission.

 

Gamewise: I wanted to make something a bit different.

 

Otherwise: I am a mean bastard and like tormenting the player.

Posted

 

Storywise: Due to using an unproven process to power the enchantments the plugs are semi-sentient and demand that the user submit to them. If the player has a key with them then they know the player can remove them whenever they wish and refuse to work properly. They 'feed' on the players arousal and submission.

 

Gamewise: I wanted to make something a bit different.

 

Otherwise: I am a mean bastard and like tormenting the player.

 

 

Does work that apply with the tormentor's plugs as well or just the specialized ones?

 

you fiend! D:

Posted

 

 

Storywise: Due to using an unproven process to power the enchantments the plugs are semi-sentient and demand that the user submit to them. If the player has a key with them then they know the player can remove them whenever they wish and refuse to work properly. They 'feed' on the players arousal and submission.

 

Gamewise: I wanted to make something a bit different.

 

Otherwise: I am a mean bastard and like tormenting the player.

 

 

Does work that apply with the tormentor's plugs as well or just the specialized ones?

 

you fiend! D:

 

 

Just the specialized ones. The Tormentor plugs only have the vibration effect and it always works as do the vibration effect on the Little Helper plugs.

Posted

 

 

Just the specialized ones. The Tormentor plugs only have the vibration effect and it always works as do the vibration effect on the Little Helper plugs.

 

 

Then can you tell me, which plugs do damage to the player?

Posted

 

 

 

Just the specialized ones. The Tormentor plugs only have the vibration effect and it always works as do the vibration effect on the Little Helper plugs.

 

 

Then can you tell me, which plugs do damage to the player?

 

 

I didn't add that individual effect but it may be built into one of the other effects. Min would know what effects would include it.

Posted

 

 

 

 

Just the specialized ones. The Tormentor plugs only have the vibration effect and it always works as do the vibration effect on the Little Helper plugs.

 

 

Then can you tell me, which plugs do damage to the player?

 

 

I didn't add that individual effect but it may be built into one of the other effects. Min would know what effects would include it.

 

 

Dunno off hand: None of the plugs I made use it. It's whatever plug contains the zad_EffectHealthDraining keyword.

 

Posted

 

 

 

 

 

Just the specialized ones. The Tormentor plugs only have the vibration effect and it always works as do the vibration effect on the Little Helper plugs.

 

 

Then can you tell me, which plugs do damage to the player?

 

 

I didn't add that individual effect but it may be built into one of the other effects. Min would know what effects would include it.

 

 

Dunno off hand: None of the plugs I made use it. It's whatever plug contains the zad_EffectHealthDraining keyword.

 

 

 

I didn't see any that used it and I checked Devious Deviants, Captured Dreams and Alternate Start LADL. I know some plugs drain mana and stamina though.

Posted

 

 

Dunno off hand: None of the plugs I made use it. It's whatever plug contains the zad_EffectHealthDraining keyword.

 

 

I didn't see any that used it and I checked Devious Deviants, Captured Dreams and Alternate Start LADL. I know some plugs drain mana and stamina though.

 

 

Hrm. Only reason why I'm asking is that the config menu has an option for it. I've only ever experienced a manna drain though.

 

Posted

First of all kudos for the mod, loving it.

While playing and tinkering with the slaves and assistants outfits I got a few idea's to further extend this mod.

 

-Deliver the package to a pretender (random generated or user settable chance). Optional: "Get punched K-O or some paralysis spell and the impostor disappears with your delivery". When you return to Master you obviously get punished (eg. whipped, humiliated with a strap-on and/or equipped with lockable Devious gear)

 

 

-After a few failed attempts and/or disrespectful actions against Master the player get's enslaved as a display model for a amount of time, depending on the severity or MCM settable. This could either be in the shop using the cell below or Masters estate.

You could check out the scripts used in Devious Regulations civil war mod to guide the player from the cell to a position/contraption and disable wait, combat and inventory just like the punishments scenes from that mod. There could even be customers testing the gear that is placed on you  :sleepy:

 

-Further extend the forced display-model scene's with a dog collar system. A bit like the one enchanted slave collar from the 'Paradise Halls' mod on the Nexus. If the player moves out of the range of the "pole and chain" than the player gets yanked back so that the player can't get out of the set zone. Could be used for outdoor showing or slave labor on the iron ore mines for the Devious devices.

 

 

Something a little simpler:

-When you get punished by Master you lose all your keys before you get the restraints on. Adds a little extra punishment  ;)

-Add a chance the smith takes your gold but rewards you with a gag or armbinder instead of the desired key  :lol:

 

 

Feel free to use these ideas. Would love to see some of them implemented. If anyone decides to use them in a mod just add a little reference  :P

KUTGW

Posted

First of all kudos for the mod, loving it.

While playing and tinkering with the slaves and assistants outfits I got a few idea's to further extend this mod.

 

-Deliver the package to a pretender (random generated or user settable chance). Optional: "Get punched K-O or some paralysis spell and the impostor disappears with your delivery". When you return to Master you obviously get punished (eg. whipped, humiliated with a strap-on and/or equipped with lockable Devious gear)

 

 

-After a few failed attempts and/or disrespectful actions against Master the player get's enslaved as a display model for a amount of time, depending on the severity or MCM settable. This could either be in the shop using the cell below or Masters estate.

You could check out the scripts used in Devious Regulations civil war mod to guide the player from the cell to a position/contraption and disable wait, combat and inventory just like the punishments scenes from that mod. There could even be customers testing the gear that is placed on you  :sleepy:

 

-Further extend the forced display-model scene's with a dog collar system. A bit like the one enchanted slave collar from the 'Paradise Halls' mod on the Nexus. If the player moves out of the range of the "pole and chain" than the player gets yanked back so that the player can't get out of the set zone. Could be used for outdoor showing or slave labor on the iron ore mines for the Devious devices.

 

 

Something a little simpler:

-When you get punished by Master you lose all your keys before you get the restraints on. Adds a little extra punishment  ;)

-Add a chance the smith takes your gold but rewards you with a gag or armbinder instead of the desired key  :lol:

 

 

Feel free to use these ideas. Would love to see some of them implemented. If anyone decides to use them in a mod just add a little reference  :P

KUTGW

Your post made me think of this: Get sold to a Jarl as their pet. Somehow replace the word Thane with pet when that happens. NPC's will refer to you as the Jarl's pet instead of Thane of X city.

Posted

First of all kudos for the mod, loving it.

While playing and tinkering with the slaves and assistants outfits I got a few idea's to further extend this mod.

 

-Deliver the package to a pretender (random generated or user settable chance). Optional: "Get punched K-O or some paralysis spell and the impostor disappears with your delivery". When you return to Master you obviously get punished (eg. whipped, humiliated with a strap-on and/or equipped with lockable Devious gear)

 

 

-After a few failed attempts and/or disrespectful actions against Master the player get's enslaved as a display model for a amount of time, depending on the severity or MCM settable. This could either be in the shop using the cell below or Masters estate.

You could check out the scripts used in Devious Regulations civil war mod to guide the player from the cell to a position/contraption and disable wait, combat and inventory just like the punishments scenes from that mod. There could even be customers testing the gear that is placed on you  :sleepy:

 

-Further extend the forced display-model scene's with a dog collar system. A bit like the one enchanted slave collar from the 'Paradise Halls' mod on the Nexus. If the player moves out of the range of the "pole and chain" than the player gets yanked back so that the player can't get out of the set zone. Could be used for outdoor showing or slave labor on the iron ore mines for the Devious devices.

 

 

Something a little simpler:

-When you get punished by Master you lose all your keys before you get the restraints on. Adds a little extra punishment  ;)

-Add a chance the smith takes your gold but rewards you with a gag or armbinder instead of the desired key  :lol:

 

 

Feel free to use these ideas. Would love to see some of them implemented. If anyone decides to use them in a mod just add a little reference  :P

KUTGW

 

I am currently using a system that tracks how well you are liked, how submissive you have been and if you were successful on with your last task. There will be a number of different things that happen depending on these factors and your actions. I am getting ready to test a punishment scene for after failing the delivery quest that has several endings, worst ending (should) result in you fully outfitted with items, any keys you had removed and locked in a cage in the wilderness. I wanted to try removing all the players items and putting them in a container as well but have not found a reliable way to do so easily.

 

 

Edit: I am pretty sure I have well over 300 lines of dialogue, probably closer to 350. I am getting the hang of scenes with the current one taking about 2-3 hours to build from nothing (make scripts and behavior packages).

Posted

First of all kudos for the mod, loving it.

While playing and tinkering with the slaves and assistants outfits I got a few idea's to further extend this mod.

 

-Deliver the package to a pretender (random generated or user settable chance). Optional: "Get punched K-O or some paralysis spell and the impostor disappears with your delivery". When you return to Master you obviously get punished (eg. whipped, humiliated with a strap-on and/or equipped with lockable Devious gear)

 

 

-After a few failed attempts and/or disrespectful actions against Master the player get's enslaved as a display model for a amount of time, depending on the severity or MCM settable. This could either be in the shop using the cell below or Masters estate.

You could check out the scripts used in Devious Regulations civil war mod to guide the player from the cell to a position/contraption and disable wait, combat and inventory just like the punishments scenes from that mod. There could even be customers testing the gear that is placed on you  :sleepy:

 

-Further extend the forced display-model scene's with a dog collar system. A bit like the one enchanted slave collar from the 'Paradise Halls' mod on the Nexus. If the player moves out of the range of the "pole and chain" than the player gets yanked back so that the player can't get out of the set zone. Could be used for outdoor showing or slave labor on the iron ore mines for the Devious devices.

 

 

Something a little simpler:

-When you get punished by Master you lose all your keys before you get the restraints on. Adds a little extra punishment  ;)

-Add a chance the smith takes your gold but rewards you with a gag or armbinder instead of the desired key  :lol:

 

 

Feel free to use these ideas. Would love to see some of them implemented. If anyone decides to use them in a mod just add a little reference  :P

KUTGW

I agree with this idea. The collared to a pole thing sounds interesting.

Posted

 

I am currently using a system that tracks how well you are liked, how submissive you have been and if you were successful on with your last task. There will be a number of different things that happen depending on these factors and your actions. I am getting ready to test a punishment scene for after failing the delivery quest that has several endings, worst ending (should) result in you fully outfitted with items, any keys you had removed and locked in a cage in the wilderness. I wanted to try removing all the players items and putting them in a container as well but have not found a reliable way to do so easily.

 

 

Edit: I am pretty sure I have well over 300 lines of dialogue, probably closer to 350. I am getting the hang of scenes with the current one taking about 2-3 hours to build from nothing (make scripts and behavior packages).

 

Progress moves ever forward, komrade!

Posted

I have to figure out the mechanic to tether the player to something. It would be good for the advertising scene and for letting the player get some exercise in the yard outside the shop.

Posted
 

 

I am currently using a system that tracks how well you are liked, how submissive you have been and if you were successful on with your last task. There will be a number of different things that happen depending on these factors and your actions. I am getting ready to test a punishment scene for after failing the delivery quest that has several endings, worst ending (should) result in you fully outfitted with items, any keys you had removed and locked in a cage in the wilderness. I wanted to try removing all the players items and putting them in a container as well but have not found a reliable way to do so easily.

 

 

Edit: I am pretty sure I have well over 300 lines of dialogue, probably closer to 350. I am getting the hang of scenes with the current one taking about 2-3 hours to build from nothing (make scripts and behavior packages).

 

I'm new to skyrim modding but can't you make a papyrus script with some IF-statements that removes/deletes all items called "chastity key", "restraints key" and "masters key" if they exist?

 

 

I have to figure out the mechanic to tether the player to something. It would be good for the advertising scene and for letting the player get some exercise in the yard outside the shop.

The Paradise Halls mod uses a collar to "mark" a slave as the dog  and a spell to create a "pole" where the spell hits the ground. Maybe you can get some inspiration from that mod.

Posted

I have to figure out the mechanic to tether the player to something. It would be good for the advertising scene and for letting the player get some exercise in the yard outside the shop.

Maybe Xaz can help you with that. His recorces include an AI guided collar (or something). What this seems to do is force the player to follow a specific NPC. It also seems to allow programing to force the player to follow a specific path, like into a cell or something. Maybe you can use that to force the player to follow a specific path or keep them from going too far from something.

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