Slorm Posted March 23, 2015 Posted March 23, 2015 I have been considering having some couriers that are still alive and could be rescued but had not thought much beyond that. As I add more scenes that involve the npc as the target I may do it at that point, can't let them off easy. As an option (I say option as some people hate these types of missions) have the pc escort the courier back to the CD shop. If the courier gets too damaged or dies then the pc gets the punishment
wubwubwub Posted March 24, 2015 Posted March 24, 2015 I have been considering having some couriers that are still alive and could be rescued but had not thought much beyond that. As I add more scenes that involve the npc as the target I may do it at that point, can't let them off easy. As an option (I say option as some people hate these types of missions) have the pc escort the courier back to the CD shop. If the courier gets too damaged or dies then the pc gets the punishment Another use: If you need to fill up the mine with slaves, change "dead courier" to a loot bag named "Delivery bag" or such. Have a 2nd recovery quest to recover the courier. They become a temporary, killable follower and dialogue choices let you return them in chains, unbound, or let them escape. Choices affect your dom <-> sub number, and returning a set number of people will populate the mine. Also establishes that more people that just the player get debt to work off for losing stuff. Bonus: Mine NPCs now have a score to settle with the player, in the event they become a mine slave.
Bricks Posted March 24, 2015 Posted March 24, 2015 I'm intrigued as to what the two slave quest-lines entail, I missed that detail and am excited to know what they will do and how they will play out. given how much I enjoyed the expansion line, I have high hopes. I'm curious, is there a way to remove the chastity bra from elisif that we gave her in EXP quest 3? It just pokes through those robes and looks odd.
Verstort Posted March 24, 2015 Posted March 24, 2015 I'm intrigued as to what the two slave quest-lines entail, I missed that detail and am excited to know what they will do and how they will play out. given how much I enjoyed the expansion line, I have high hopes. I'm curious, is there a way to remove the chastity bra from elisif that we gave her in EXP quest 3? It just pokes through those robes and looks odd. Vel has said there are is no way and no planned way to remove the items from her. Adding a way to hide the clipping bra... that I could side with, though.
Veladarius Posted March 24, 2015 Author Posted March 24, 2015 I'm intrigued as to what the two slave quest-lines entail, I missed that detail and am excited to know what they will do and how they will play out. given how much I enjoyed the expansion line, I have high hopes. I'm curious, is there a way to remove the chastity bra from elisif that we gave her in EXP quest 3? It just pokes through those robes and looks odd. Vel has said there are is no way and no planned way to remove the items from her. Adding a way to hide the clipping bra... that I could side with, though. You can remove it with the console: Open the console, select Elisif type: removeitem xx109b94 1 (xx is the load position of CD) The visual part of the bra should be gone next in the console type: openactorcontainer 1 this should open her inventory Unequip the bra Last, type in the console: removeitem xx109b95 1 this should remove the inventory part from her I use this (except the last line) to remove items from my character, it works but it will cause issues on items like the belt or armbinder or anything else that has a quest tied to it.
Veladarius Posted March 24, 2015 Author Posted March 24, 2015 I have been considering having some couriers that are still alive and could be rescued but had not thought much beyond that. As I add more scenes that involve the npc as the target I may do it at that point, can't let them off easy. As an option (I say option as some people hate these types of missions) have the pc escort the courier back to the CD shop. If the courier gets too damaged or dies then the pc gets the punishment Another use: If you need to fill up the mine with slaves, change "dead courier" to a loot bag named "Delivery bag" or such. Have a 2nd recovery quest to recover the courier. They become a temporary, killable follower and dialogue choices let you return them in chains, unbound, or let them escape. Choices affect your dom <-> sub number, and returning a set number of people will populate the mine. Also establishes that more people that just the player get debt to work off for losing stuff. Bonus: Mine NPCs now have a score to settle with the player, in the event they become a mine slave. The idea I have right now is that once they are rescued you take them to finish the delivery where the customer gets to do some things to them then you have to drag them back to the Master. Since I am looking to add some punishments for npc's I can use those on them. Found a nice resource to use: You will see it several times in v4.
Thermius Posted March 24, 2015 Posted March 24, 2015 Have you considered fleshing out the Domme content for your mod? Because as a dominant PC with excellent standing and no debt ExpQuest02 just makes no sense. I loved it in a sub and in a debt playthrough, in the aforementioned dom playthrough... not so much. I'm assuming there would be an alternative because of the sub/dom alignment stats. IF there is already an alternative then feel free to disregard the above, but do please point me in the right direction.
Veladarius Posted March 24, 2015 Author Posted March 24, 2015 Have you considered fleshing out the Domme content for your mod? Because as a dominant PC with excellent standing and no debt ExpQuest02 just makes no sense. I loved it in a sub and in a debt playthrough, in the aforementioned dom playthrough... not so much. I'm assuming there would be an alternative because of the sub/dom alignment stats. IF there is already an alternative then feel free to disregard the above, but do please point me in the right direction. At the minimum I will be making a number of dialogue additions and adjustments so the player will find out why they were sent. I have some ideas that may be suitable as a replacement.
Thermius Posted March 24, 2015 Posted March 24, 2015 Good to hear and tbf I might also be a bit biased to stabbing thalmor at every given opportunity... seeing as how I've never done a run of Skyrim that Elenwen has survived until now... I make it a point to always set her as non essential... I think I'll make it a point of killing her off in my fic, though I may have to contrive a reason for her to show up in the first place...
justbob2 Posted March 25, 2015 Posted March 25, 2015 I have been considering having some couriers that are still alive and could be rescued but had not thought much beyond that. As I add more scenes that involve the npc as the target I may do it at that point, can't let them off easy. If you establish that the bandits will occasionally keep prisoners, do you plan a scenario where they will imprison the PC? It would be interesting if the player would get locked in a cage and be able to talk to the bandits. If your persuasion skill is high enough, maybe you can find out why they are stealing the deliveries?
Sunsetter Posted March 25, 2015 Posted March 25, 2015 I get the quest for demonstaring the equipment for the customer, but when I get there and talk the the Master/Mistress, the usual dialogue for the quest doesn't start even though the customer and his slave are there. Any thoughts?
Verstort Posted March 25, 2015 Posted March 25, 2015 I get the quest for demonstaring the equipment for the customer, but when I get there and talk the the Master/Mistress, the usual dialogue for the quest doesn't start even though the customer and his slave are there. Any thoughts? You mean in front of sidgheir? How far did you make it, did he call her to him? Did they say something before she walks up to him? Did you escape out of the conversation by accident? You can't open the menu during the scene the game thinks you're trying to leave the conversation, and CD doesn't stop it from leaving, just leaves everyone standing there like fools. You can see what stage of the quest your own with SQS CDxExpQuest01, use pageup to scroll through the data Papyrus logs might not be a bad idea either.
interrobang Posted March 25, 2015 Posted March 25, 2015 I had a few ideas for small things that could be interesting additions to the current repeatable tasks. For the recovery task it would be neat if when finding the delivery you have the option of wearing the devices in the delivery and returning them to the Master in style, moving your disposition towards submissive. And maybe if you have a companion you could put the items on them instead before returning to the Master, earning dominant disposition. For the delivery it would be cool if when you are trusted/dominant enough to not need the belts the Master offers you a small bonus for wearing them anyway, since it's kind of an advertisement/uniform for the shop. Loving the mod, thanks!
Veladarius Posted March 25, 2015 Author Posted March 25, 2015 I get the quest for demonstaring the equipment for the customer, but when I get there and talk the the Master/Mistress, the usual dialogue for the quest doesn't start even though the customer and his slave are there. Any thoughts? For the Assist a Customer quest you can check the stage using this: SQV CDxCustomerAssist01 it should be at either 40 or 50 for the dialogue to start. Since the customer and his slave are there I know you came in from outside as the outside trigger sets up the npc's. If you have done it before and the stage is 40 go speak with Tessa (assistant), the return dialogue is set to start at stage 50, hers will set it to that. Edit: If she still won't talk (a good possibility) do the following: set CDxAssistPrev to 0 Edit: One other thing, make sure you are on the delivery quest, the assist quest will not start until it is done.
yolobomber Posted March 25, 2015 Posted March 25, 2015 VelaDarius i have a question for you. What method do you use to make the PC walk to a specific point. I tried to use PathToReference but that script won't work and crashes. Do you got an idea code in spoiler function WalkActor() ;define function to let actor walk to marker PathToReference(XMarkerProperty, 0.5) EndFunction ;a piece later in the script if... WalkActor EndIf ;I used a XMarker here as object to navigate to
Veladarius Posted March 25, 2015 Author Posted March 25, 2015 VelaDarius i have a question for you. What method do you use to make the PC walk to a specific point. I tried to use PathToReference but that script won't work and crashes. Do you got an idea code in spoiler function WalkActor() ;define function to let actor walk to marker PathToReference(XMarkerProperty, 0.5) EndFunction ;a piece later in the script if... WalkActor EndIf ;I used a XMarker here as object to navigate to I use scenes to move the player not scripts.
thetwo2012 Posted March 25, 2015 Posted March 25, 2015 The idea I have right now is that once they are rescued you take them to finish the delivery where the customer gets to do some things to them then you have to drag them back to the Master. Which, uh, rather suggests a change/addition to the punishment if *you* fail a delivery. (Actually several, but being semi-permanently captured by bandits would probably be a tie-in to another mod, which might be undesirable.)
Verstort Posted March 26, 2015 Posted March 26, 2015 How do you count the lines of dialogue your mod uses, Vel? Besides writing it separately outside of the mod first in Word or something, is there a tool I don't know of that lets me inspect the dialogue of a mod outside of CK's dialogue modifying views? I'm tired of looking at dialogue one line at a time in CK, if you had a better way to view the dialogue I would love to use it. On the topic of CD, are you planning on adding the player to cdGeneralFaction while in the new 4.0 slave states, or are you going to use a different faction?
Veladarius Posted March 26, 2015 Author Posted March 26, 2015 How do you count the lines of dialogue your mod uses, Vel? Besides writing it separately outside of the mod first in Word or something, is there a tool I don't know of that lets me inspect the dialogue of a mod outside of CK's dialogue modifying views? I'm tired of looking at dialogue one line at a time in CK, if you had a better way to view the dialogue I would love to use it. On the topic of CD, are you planning on adding the player to cdGeneralFaction while in the new 4.0 slave states, or are you going to use a different faction? The first tab of a quest tells you the number of lines of dialogue it has, I typically add those up. From what I understand you can export the strings and look at it that way, I think that is what they do when translating the dialogue. Yes, the player will be part of the General Faction and I am planning on making it a crime faction as well with a jail (if I can get the dialogue working right).
Verstort Posted March 26, 2015 Posted March 26, 2015 Yes, the player will be part of the General Faction and I am planning on making it a crime faction as well with a jail (if I can get the dialogue working right). If you can get it to work, that sounds like it could replace the current debt system, if you can set events based on where the "crime" is effectively. I didn't even think jails and crime could work with factions as they exist, I forget the faction comes with more functionality than just being a keyword on the player.
Veladarius Posted March 26, 2015 Author Posted March 26, 2015 The jail system is totally dependent on the factions, most of it is hard coded into the game. I have not determined what all will send you to jail other than the usual crime and such but it will likely work side by side with the debt system. That reminds me, I am looking to update the device removal quest/dialogue system in place now. Since there is a number of ways to end up in restraints now I think it can be an advertised service, especially since I am looking to remove some of the items from Cursed Loot. The prices will be changed with items having different rates and can be done by item or everything. It may also end up tying into some of the other quests such as the free trial or the slavery depending on various things.
Verstort Posted March 26, 2015 Posted March 26, 2015 The jail system is totally dependent on the factions, most of it is hard coded into the game. I have not determined what all will send you to jail other than the usual crime and such but it will likely work side by side with the debt system. That reminds me, I am looking to update the device removal quest/dialogue system in place now. Since there is a number of ways to end up in restraints now I think it can be an advertised service, especially since I am looking to remove some of the items from Cursed Loot. The prices will be changed with items having different rates and can be done by item or everything. It may also end up tying into some of the other quests such as the free trial or the slavery depending on various things. Makes sense, I always thought Master should have a full collection of different items and their keys considering her business and hobby, if for curiosity if not for enterprise purposes. I've suggested this before, but I still think the Cursed loot collars are unique enough that removing them could have their own unique events, even quests, same with petcollar. Something like 'Master has never seen these collars before and wants to remove it intact to study the enchantments more carefully, but then something devious happens', if not for a specific event/quest it at least it offers another master/player dialogue opportunity. (yay, more dialogue to write) You could probably add dialogue in game, from innkeepers or guards, or future customers, that points the player to the shop the first time the player is decked out in gear but is not seen with a master nearby, on top of or replacing the letter. This might break the Kara and blacksmith quests though, since those were originally not an official service (items other than gag/arm/blind). You could leave it in if the player gets a high enough rank but a low enough disposition that master no longer takes your money over tormenting you. Or you could always make the blacksmith quest a silent dialogue entrance that shows up in her dialogue if you reach a certain rank with the smiths, although I'm not sure if you plan to keep the individual ranks. I suppose you could just tie it in with the slave quests, master calls you, sends you to smith. Edit: I forget, did you say you were going to redo the immerslave start for the new slave system?
BlueLight Posted March 26, 2015 Posted March 26, 2015 So i've been trying out the chastity ring set but when i attempt to remove them i get a message saying i must remove a harness. The only problem is that i'm only wearing the ring set and a slut collar from cursed loot.
Sunsetter Posted March 26, 2015 Posted March 26, 2015 I get the quest for demonstaring the equipment for the customer, but when I get there and talk the the Master/Mistress, the usual dialogue for the quest doesn't start even though the customer and his slave are there. Any thoughts? For the Assist a Customer quest you can check the stage using this: SQV CDxCustomerAssist01 it should be at either 40 or 50 for the dialogue to start. Since the customer and his slave are there I know you came in from outside as the outside trigger sets up the npc's. If you have done it before and the stage is 40 go speak with Tessa (assistant), the return dialogue is set to start at stage 50, hers will set it to that. Edit: If she still won't talk (a good possibility) do the following: set CDxAssistPrev to 0 Edit: One other thing, make sure you are on the delivery quest, the assist quest will not start until it is done. I think I found out what's causing it. If I enter the house before the date (say on the 19th) and use the wait command to wait inside until the 20th, then it goes wrong. But if I I come from outside on the exact date everything seems fine. Thanks for the help and the console commands they might come in handy.
Verstort Posted March 26, 2015 Posted March 26, 2015 So i've been trying out the chastity ring set but when i attempt to remove them i get a message saying i must remove a harness. The only problem is that i'm only wearing the ring set and a slut collar from cursed loot. Confirmed. New character, added slut collar ring set (without chastity addition) and piercing removal tool and trying to take the piercing out results in a harness in the way message. The same issue did not happen with DDi standard vag piercing, So I doubt it's the slut collar taking the harness slot or anything similar. Edit: Vel, if you try to masturbate with the chastity piercing it says "Try as hard as you might, you can't get even one finger under this belt". The piercing probably shouldn't get in the way of masturbating, and not a belt.
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