mogon Posted February 19, 2014 Posted February 19, 2014 nice to see more quests coming :-) quick idea: What about a bonus for a slave? Lets call ist "Slaves Happiness". If the pc willingly submit to slavery she/he gets a bonus (something similar to lovers comfort(?)) because as a slave she dont have to bother with all that difficult decisions a free will has to make.
carnifex Posted February 19, 2014 Posted February 19, 2014 This mod is really picking up pace. Kudos!
Veladarius Posted February 19, 2014 Author Posted February 19, 2014 nice to see more quests coming :-) quick idea: What about a bonus for a slave? Lets call ist "Slaves Happiness". If the pc willingly submit to slavery she/he gets a bonus (something similar to lovers comfort(?)) because as a slave she dont have to bother with all that difficult decisions a free will has to make. I could probably make something that like that. If the player is enslaved and they are submissive they get a bonus while a dominant would get a penalty.
KomradePavlov Posted February 19, 2014 Posted February 19, 2014 Hm. Can't wait to try that new quests! And what do you think about to put player in full slavery? In situation when you lose 3-4-5-... deliveries master could say that standart punishments does not work on you and she has something special... May be not in this update. May be not in next. But I think that this is VERY attractive idea. It is something I have been thinking about. I plan for the player to be able/forced to submit to the Master and take care of any tasks that may need done. There are a number of quests that I have plans for that will work well with it. As for becoming a full time slave I have some things in mind but it would probably be under a different master and you would either stay and do whatever menial tasks he has for you or try to escape. That would probably not be for some time as I am looking to have its own small worldspace about the size of the one for Castle Dawnguard with very limited access to the outside world. I think if you do this, you should include a menue option to set the gender of the master the enslaved PC goes to. Cause clearly female on female SM is way better than straight. It also might seem more "forced" than than if it was male on female. Just suggesting...
Warrunner Posted February 20, 2014 Posted February 20, 2014 This is going to be kind of a dumb question: I installed this, and tossed in the patches for the mods that I have that are compatable and made sure everything was up to date to the best of my knowledge. This includes: -Calyps -Shiney Rubber Catsuits -TS Fetish Wardrobe -Zaria's Restraints An item that shows up in their vendor list is "Inflatable Leotard"; when purchased, it has no mesh and does the invisible torso thing. Anyone have any idea what mod this thing is from, and where I might get the meshes? PS: Love the store.
Veladarius Posted February 20, 2014 Author Posted February 20, 2014 This is going to be kind of a dumb question: I installed this, and tossed in the patches for the mods that I have that are compatable and made sure everything was up to date to the best of my knowledge. This includes: -Calyps -Shiney Rubber Catsuits -TS Fetish Wardrobe -Zaria's Restraints An item that shows up in their vendor list is "Inflatable Leotard"; when purchased, it has no mesh and does the invisible torso thing. Anyone have any idea what mod this thing is from, and where I might get the meshes? PS: Love the store. I think it is from the TS fetish wardrobe, there seems to be a few items that have no meshes on that.
MonaBabii Posted February 22, 2014 Posted February 22, 2014 Hey @Veladarius? Do you know what's the name of this specific animation, and if it could be using as a regular standing idle? Thanks in advance! Enjoying the latest version of the mod a ton now that the quests seem to be a lot more polished =D Cheers!
Veladarius Posted February 22, 2014 Author Posted February 22, 2014 Hey @Veladarius? Do you know what's the name of this specific animation, and if it could be using as a regular standing idle? Thanks in advance! Enjoying the latest version of the mod a ton now that the quests seem to be a lot more polished =D Cheers! That is animation zazapcao007. If you want a version that has a post to hold it up it is zazapcao003. I am not sure about using it as a regular standing idle, you can select someone in the console and use playidle <idle id> and to get them to stop playidle 01.
Veladarius Posted February 22, 2014 Author Posted February 22, 2014 The second punishment works, just need to fix the timing on some things on it. I have to clean up some of the dialogue, it was all written over a number of days so some of it does not quite fit together. There are also still some other fixes that need done and then add the new items from Integration once Min releases it to us. I did another change to the location for the new punishment outside the shop. I had to move the cage from off the porch, the navmeshes were driving me crazy as 4 cells come together just off the steps from the porch. I think I like the new location better anyways...
guyver Posted February 22, 2014 Posted February 22, 2014 this is gonna be interesting. *cough* second cage for the follower *cough*
permidion Posted February 22, 2014 Posted February 22, 2014 how do I use the enchanted set of plugs (Plugs - Figher's little helpers for example) ? It say they have enchantement that help the related type of usage (fighter, mage, etc) but I cant see anything in my spell list that may allow me to use them I did read the note in the shop saying that if you have the key (of the chastity belt?), the effect are nullified. I bought the key for the restain, but not for the chastity belt, but is that enough to nullify the effect of the plugs? thanks you
KomradePavlov Posted February 22, 2014 Posted February 22, 2014 The second punishment works, just need to fix the timing on some things on it. I have to clean up some of the dialogue, it was all written over a number of days so some of it does not quite fit together. There are also still some other fixes that need done and then add the new items from Integration once Min releases it to us. I did another change to the location for the new punishment outside the shop. I had to move the cage from off the porch, the navmeshes were driving me crazy as 4 cells come together just off the steps from the porch. I think I like the new location better anyways... 2014-02-22_00001.jpg2014-02-22_00002.jpg I honestly thought you'd make use of the space behind the store. Make a stone patio, put the cages back there... then again, you wouldn't be able to see the punished from the road. I guess you could still use that space and put something back there. Really it could be anything, like crates of stuff (like components to assemble gear, or just junk). It would make sense considering it is a store, and it seems most of the floor space in the building is taken up by furniture and displays ... Maybe the PC can get in trouble for snooping around them. Like they have some sort of magical seal that, when broken, transfers some kind of aura to the person who broke it. Then if said person makes the mistake of coming into the store... I could see an arm binder being the appropriate punishment. It would make sense if Master gives the PC the options if either: 1) The PC pays Master for the damages. 2) The PC, doesn't have money for damages, and Master would rather not involve the law... so she decides punish the PC via her own means. I think that would be interesting at least, but then again, you're doing allot in this mod already. So just keep workin' on what you got, its sounds like its gunna be fun. I just wanted to share an idea I had. They need to update DD and Integration soon. This drunk conscript can only wait so long... especially when everyone keeps saying the word soon.
Veladarius Posted February 22, 2014 Author Posted February 22, 2014 The second punishment works, just need to fix the timing on some things on it. I have to clean up some of the dialogue, it was all written over a number of days so some of it does not quite fit together. There are also still some other fixes that need done and then add the new items from Integration once Min releases it to us. I did another change to the location for the new punishment outside the shop. I had to move the cage from off the porch, the navmeshes were driving me crazy as 4 cells come together just off the steps from the porch. I think I like the new location better anyways... 2014-02-22_00001.jpg2014-02-22_00002.jpg I honestly thought you'd make use of the space behind the store. Make a stone patio, put the cages back there... then again, you wouldn't be able to see the punished from the road. I guess you could still use that space and put something back there. Really it could be anything, like crates of stuff (like components to assemble gear, or just junk). It would make sense considering it is a store, and it seems most of the floor space in the building is taken up by furniture and displays ... Maybe the PC can get in trouble for snooping around them. Like they have some sort of magical seal that, when broken, transfers some kind of aura to the person who broke it. Then if said person makes the mistake of coming into the store... I could see an arm binder being the appropriate punishment. It would make sense if Master gives the PC the options if either: 1) The PC pays Master for the damages. 2) The PC, doesn't have money for damages, and Master would rather not involve the law... so she decides punish the PC via her own means. I think that would be interesting at least, but then again, you're doing allot in this mod already. So just keep workin' on what you got, its sounds like its gunna be fun. I just wanted to share an idea I had. They need to update DD and Integration soon. This drunk conscript can only wait so long... especially when everyone keeps saying the word soon. The reason I didn't put anything behind the store is the area where the shop is was set up as a place where you can encounter a dragon. I kept as everything for that encounter in place one of which is where it crash lands which happens to be right behind the store. I did add a dragon perch to the top of the shop though. As I expand things it will go towards the bridge towards the Half Moon mill. Eventually I would like to have a small settlement there that supports the shop. I am seriously considering doing an overhaul on the interior of the shop. As I have been building scenes I have found that it is a bit cramped and with all the npc's there I am seeing a large delay in scripts running. When it was just used for display purposes it was fine but as I have added things the layout is becoming problematic. Some of the slaves will either be eliminated or they will be put on display in shifts and the mini mannequins will probably be eliminated or reduced in number for now. With the new items being added by Assets and Integration I figure it is probably a good time to do it.
KomradePavlov Posted February 22, 2014 Posted February 22, 2014 The reason I didn't put anything behind the store is the area where the shop is was set up as a place where you can encounter a dragon. I kept as everything for that encounter in place one of which is where it crash lands which happens to be right behind the store. I did add a dragon perch to the top of the shop though. As I expand things it will go towards the bridge towards the Half Moon mill. Eventually I would like to have a small settlement there that supports the shop. I am seriously considering doing an overhaul on the interior of the shop. As I have been building scenes I have found that it is a bit cramped and with all the npc's there I am seeing a large delay in scripts running. When it was just used for display purposes it was fine but as I have added things the layout is becoming problematic. Some of the slaves will either be eliminated or they will be put on display in shifts and the mini mannequins will probably be eliminated or reduced in number for now. With the new items being added by Assets and Integration I figure it is probably a good time to do it. Personally, while the mini's are cool and all, I'd get rid of them. They seem to take up memory and just seem to be there for no real reason other than the fact they're just there. (I'm using a high-end system, so if its giving me frame rate drops, I think cleaning it out would help) You may also want to get rid of one of the slaves. Just one. Mind you, that room has ALLOT of people in there and it can be hell loading in there. Then again, you could do the shifts like you said earlier, that would probably work best. I'd also add just a little more light, like in the one corner near that chair. I may just be asking because of my lighting mods, but that area does seem awfully dark.
Veladarius Posted February 22, 2014 Author Posted February 22, 2014 Since the mannequins are technically an npc it makes 13 npc's in the room which is becoming a bit much, especially with all the devices running on them.
naaitsab Posted February 22, 2014 Posted February 22, 2014 To reduce system load you could place the girls on a roster to have 1 assistant and 3 display girls at one time. The other assistant and girls reside in the basement. To sort out the missing store items you could give the guard who is present at all times the store items of one of the assistant and have the assistants have the same store items (because they switch). Also place a bed in a separate cage on the basement for the assistants To give the shop a more spacious feeling and more depth to it you could use the interiour of the Jarl's Longhouse in Falkreath. This interiour has stairs to give spots for the girls/items to reside without crowding the entire store. If it isn't possible to add a door to another cell then a small outhouse for the smiths and sleeping accommodations (cages of course) could be placed just outside of the shop on the vacant piece of land. http://www.uesp.net/wiki/Skyrim:Jarl's_Longhouse_(Falkreath)
Veladarius Posted February 22, 2014 Author Posted February 22, 2014 To reduce system load you could place the girls on a roster to have 1 assistant and 3 display girls at one time. The other assistant and girls reside in the basement. To sort out the missing store items you could give the guard who is present at all times the store items of one of the assistant and have the assistants have the same store items (because they switch). Also place a bed in a separate cage on the basement for the assistants To give the shop a more spacious feeling and more depth to it you could use the interiour of the Jarl's Longhouse in Falkreath. This interiour has stairs to give spots for the girls/items to reside without crowding the entire store. If it isn't possible to add a door to another cell then a small outhouse for the smiths and sleeping accommodations (cages of course) could be placed just outside of the shop on the vacant piece of land. http://www.uesp.net/wiki/Skyrim:Jarl's_Longhouse_(Falkreath) I didn't use a Jarls longhouse originally because it didn't have a basement. I think on the expansion of the area I want to add a residence for the Master (jarl's longhouse) a small tavern (possible an inn with it), stables with a forge and possible a small barracks for guards if there is room. I think that would give me a good variety of places to do things.
xboronx Posted February 23, 2014 Posted February 23, 2014 Do you also plan to add underground dwemer ruins? I know, the captured dreams ad mentions hand crafted. But somehow i like the idea that the shop is built upon a rediscovered and surprisingly still working dwemer mass production factory for kinky products, and we all know that ads usually lie anyways Pardon if it has already been asked, i'm good at overlooking things, but i have some lore questions regarding the Devious Devices manufacture process and their workings: Is there a special procedure which is making them work so well? I mean they are extremely hard to remove and even resist magic to a degree. Is enchanting or good smithing more important? Or is all of this only camouflage and in truth they work so well because the master has a pact with a daedra and thus the devious devices work so well because of daedric influence, maybe they are even forged by lesser daedra in a daedra plane? I'm also curious how important you consider the soulgem plugs, i'd say they are a key part since they are like electric toys for Skyrim, so very rare. Would be interesting to discover via a quest where all those soulgems come from, imho for the most powerful soulgem plugs very powerful souls like those of dragons, powerful vampires, mages etc. should be needed, and those should be difficult to get in the numbers needed for the flourishing devious devices industry .
MonaBabii Posted February 23, 2014 Posted February 23, 2014 Hey @Veladarius? Do you know what's the name of this specific animation, and if it could be using as a regular standing idle? Thanks in advance! Enjoying the latest version of the mod a ton now that the quests seem to be a lot more polished =D Cheers! That is animation zazapcao007. If you want a version that has a post to hold it up it is zazapcao003. I am not sure about using it as a regular standing idle, you can select someone in the console and use playidle <idle id> and to get them to stop playidle 01. Thanks! I'll try it out By the way. Upon returning from a delivery job for Master, there is a typo in her greeting dialog; she says "Oh, your back". I know it's not a huge deal, but I would love it if you could fix it the next time you update the mod I cringe at the sight of typos lol D: Thanks again Cheers!
Veladarius Posted February 23, 2014 Author Posted February 23, 2014 Hey @Veladarius? Do you know what's the name of this specific animation, and if it could be using as a regular standing idle? Thanks in advance! Enjoying the latest version of the mod a ton now that the quests seem to be a lot more polished =D Cheers! That is animation zazapcao007. If you want a version that has a post to hold it up it is zazapcao003. I am not sure about using it as a regular standing idle, you can select someone in the console and use playidle <idle id> and to get them to stop playidle 01. Thanks! I'll try it out By the way. Upon returning from a delivery job for Master, there is a typo in her greeting dialog; she says "Oh, your back". I know it's not a huge deal, but I would love it if you could fix it the next time you update the mod I cringe at the sight of typos lol D: Thanks again Cheers! I hate typo's too, especially those, I will get it fixed.
Veladarius Posted February 23, 2014 Author Posted February 23, 2014 Do you also plan to add underground dwemer ruins? I know, the captured dreams ad mentions hand crafted. But somehow i like the idea that the shop is built upon a rediscovered and surprisingly still working dwemer mass production factory for kinky products, and we all know that ads usually lie anyways Pardon if it has already been asked, i'm good at overlooking things, but i have some lore questions regarding the Devious Devices manufacture process and their workings: Is there a special procedure which is making them work so well? I mean they are extremely hard to remove and even resist magic to a degree. Is enchanting or good smithing more important? Or is all of this only camouflage and in truth they work so well because the master has a pact with a daedra and thus the devious devices work so well because of daedric influence, maybe they are even forged by lesser daedra in a daedra plane? I'm also curious how important you consider the soulgem plugs, i'd say they are a key part since they are like electric toys for Skyrim, so very rare. Would be interesting to discover via a quest where all those soulgems come from, imho for the most powerful soulgem plugs very powerful souls like those of dragons, powerful vampires, mages etc. should be needed, and those should be difficult to get in the numbers needed for the flourishing devious devices industry . The quest I that I mentioned about the possibly permanent belt will be focused on the Dwemer, the research on the belts, how they were made and why. There will definitely be additions to a number of ruins and possibly a completely new one (good chance). The quest will end up touching on many of the Dwemer ruins as the story progresses and will take time to play through. The plugs are definitely not made there, the note about the Little Helper plugs in the shop will give a little insight on how they are made.
xboronx Posted February 23, 2014 Posted February 23, 2014 The quest I that I mentioned about the possibly permanent belt will be focused on the Dwemer, the research on the belts, how they were made and why. There will definitely be additions to a number of ruins and possibly a completely new one (good chance). The quest will end up touching on many of the Dwemer ruins as the story progresses and will take time to play through. Sounds great, i might ask for a spoiler when the quest is in though, since i'm still so "weak" to restart every 1-2 weeks with all those nice new mods/updates coming. Guess i'm one of those rare Skyrim players who have played the game at least 300 hours and having lots of fun, but still haven't ever come close to finish the main quest or some of the longer sidequests... . The plugs are definitely not made there, the note about the Little Helper plugs in the shop will give a little insight on how they are made. I'll try to find that note the next time i enter the shop .
Veladarius Posted February 23, 2014 Author Posted February 23, 2014 The quest I that I mentioned about the possibly permanent belt will be focused on the Dwemer, the research on the belts, how they were made and why. There will definitely be additions to a number of ruins and possibly a completely new one (good chance). The quest will end up touching on many of the Dwemer ruins as the story progresses and will take time to play through. Sounds great, i might ask for a spoiler when the quest is in though, since i'm still so "weak" to restart every 1-2 weeks with all those nice new mods/updates coming. Guess i'm one of those rare Skyrim players who have played the game at least 300 hours and having lots of fun, but still haven't ever come close to finish the main quest or some of the longer sidequests... . The plugs are definitely not made there, the note about the Little Helper plugs in the shop will give a little insight on how they are made. I'll try to find that note the next time i enter the shop . I have just over 4000 hours in Skyrim and I can't remember the last time I completed the main quest.
xboronx Posted February 23, 2014 Posted February 23, 2014 The idea struck me with your future dwemer quest: Will the dwemer devious devices turn out to be the reason why the dwemer disappeared? In the very far future this could be expanded as a main quest, some dark being (dwemer ghost, daedra, ... ) could try the same with Skyrim again. The chastity belts would have a hidden extra lock which is impossible to break unless you defeat the evil being to find out a way to break the locks. If you don't Skyrim will be doomed because no woman can become pregnant anymore, so eventually everybody will die out of old age. Would be a cool plot for Boethiah
Veladarius Posted February 23, 2014 Author Posted February 23, 2014 The idea struck me with your future dwemer quest: Will the dwemer devious devices turn out to be the reason why the dwemer disappeared? In the very far future this could be expanded as a main quest, some dark being (dwemer ghost, daedra, ... ) could try the same with Skyrim again. The chastity belts would have a hidden extra lock which is impossible to break unless you defeat the evil being to find out a way to break the locks. If you don't Skyrim will be doomed because no woman can become pregnant anymore, so eventually everybody will die out of old age. Would be a cool plot for Boethiah I am still in the process of laying out the story but the main element is how one mans obsession was corrupted long ago, the effect it had on two races and his involvement now with the player. It has elements similar to the Aetherium Forge quest as it is driven more by story, discovery and personal interaction than going and beating the crap out of things.
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