slutofshades Posted July 8, 2015 Posted July 8, 2015 An added feature to v4: Those that wish to remain chaste and pure (females only) the Master will, when detected, offer to help the player stay that way until they are married. What this adds: The Protector Plus devices - removable only by the designated person (Master to start, spouse when brought in) - The devices are: belt, bra, collar (posture and padded), arm and leg cuffs - no plugs will be used - Master will only offer the belt, bra and padded collar, other items may be put on by your spouse. - Devices are custom fitted and will NOT have the penalties to skills with them. - You can choose the finish and belt style and they may be changed at any time. Relief of sexual desires is possible by requesting time to do so from the designated person. - If the Master she will let the player do this themselves or may offer the assistance of a slave - It your spouse they may agree and have sex with you or, if they don't want sex then, bind you for a little while until they are ready This will examine your character when equipping a shop device and trigger if you are a virgin (or as close as I can detect), if you are not one then it shuts it down (for now). Note: This will be very intrusive on the game and will be inactive as a default, once any of these items are put on you they will only be removed permanently by your spouse (maybe). Yes, this will have spouse interaction and will require setting up some markers in the same fashion as Erani (you will have to mark locations for activities with your spouse). Spouse interaction may be a bit sparse to start with but it will be expanded. I will be setting things up so these can be used on you by your spouse even if you are not a virgin. Who knows, they may put them on you when you return from home some time, especially if they have been neglected. I totally approve of this addition, there really isnt any impact in mods, gameplay wise, as to whether you are virginal or not... nice to see it being added.
Lesaronno Posted July 8, 2015 Posted July 8, 2015 Yes, this will have spouse interaction and will require setting up some markers in the same fashion as Erani (you will have to mark locations for activities with your spouse). Spouse interaction may be a bit sparse to start with but it will be expanded. I will be setting things up so these can be used on you by your spouse even if you are not a virgin. Who knows, they may put them on you when you return from home some time, especially if they have been neglected. Hooray! I welcome any and all ways to get our spouses involved with the shop and the slavery therein, whether it be dominating the player (my favorite), being submissive to the player, or becoming another slave to the master alongside the player. There's something extra kinky about the Master being so in control over the player that not only do you become her slave, but she also gets your spouse involved and you simply have to accept it. Even your life outside the shop is not safe from the Master! Good stuff, I can't wait to hear what else will be added to spouse interaction when the time comes to expand it.
Veladarius Posted July 8, 2015 Author Posted July 8, 2015 An added feature to v4: Those that wish to remain chaste and pure (females only) the Master will, when detected, offer to help the player stay that way until they are married. What this adds: The Protector Plus devices - removable only by the designated person (Master to start, spouse when brought in) - The devices are: belt, bra, collar (posture and padded), arm and leg cuffs - no plugs will be used - Master will only offer the belt, bra and padded collar, other items may be put on by your spouse. - Devices are custom fitted and will NOT have the penalties to skills with them. - You can choose the finish and belt style and they may be changed at any time. Relief of sexual desires is possible by requesting time to do so from the designated person. - If the Master she will let the player do this themselves or may offer the assistance of a slave - It your spouse they may agree and have sex with you or, if they don't want sex then, bind you for a little while until they are ready This will examine your character when equipping a shop device and trigger if you are a virgin (or as close as I can detect), if you are not one then it shuts it down (for now). Note: This will be very intrusive on the game and will be inactive as a default, once any of these items are put on you they will only be removed permanently by your spouse (maybe). Yes, this will have spouse interaction and will require setting up some markers in the same fashion as Erani (you will have to mark locations for activities with your spouse). Spouse interaction may be a bit sparse to start with but it will be expanded. I will be setting things up so these can be used on you by your spouse even if you are not a virgin. Who knows, they may put them on you when you return from home some time, especially if they have been neglected. I totally approve of this addition, there really isnt any impact in mods, gameplay wise, as to whether you are virginal or not... nice to see it being added. Looking at the statistics available in SexLab I don't see anything right off that will let me determine 100% the character is a virgin, still looking though. As far as gameplay is concerned any quests that require use of a belt from other mods would be impacted (it will affect mine as well) especially something like the cursed collar quest in DCUR where you need to have a belt put on at some point. Of course you can choose to add the matching collar with the belt from Master and not have to worry about a number of traps like that. Yes, this will have spouse interaction and will require setting up some markers in the same fashion as Erani (you will have to mark locations for activities with your spouse). Spouse interaction may be a bit sparse to start with but it will be expanded. I will be setting things up so these can be used on you by your spouse even if you are not a virgin. Who knows, they may put them on you when you return from home some time, especially if they have been neglected. Hooray! I welcome any and all ways to get our spouses involved with the shop and the slavery therein, whether it be dominating the player (my favorite), being submissive to the player, or becoming another slave to the master alongside the player. There's something extra kinky about the Master being so in control over the player that not only do you become her slave, but she also gets your spouse involved and you simply have to accept it. Even your life outside the shop is not safe from the Master! Good stuff, I can't wait to hear what else will be added to spouse interaction when the time comes to expand it. Once the player is married the spouse will have control over the belt and other items (they can add some items as well). While the intention is to have this be a way to keep yourself a virgin until married it can also work as a major denial setting, will have to add that as an option as well. So far on this I have completed the opening and getting the belt along with all the custom items (21 items in all w/ custom scripts). The start of it will have links from any quest where the Master can put a belt on you, I have done the link from the delivery quest so far.
Veladarius Posted July 8, 2015 Author Posted July 8, 2015 Working on dialogue parts to Customer Assist 2 quest, my spell check is learning a lot of new and interesting words today.
aqqh Posted July 8, 2015 Posted July 8, 2015 Looking at the statistics available in SexLab I don't see anything right off that will let me determine 100% the character is a virgin, still looking though. All sexlab stats can be wiped out so i guess you would have to leave that up to the players sense of roleplay. Like at some point in some dialogue there would be an option to mention that you're a virgin or not. Maybe when accepting the very first delivery job? Like when she would be about to equip "delivery" belt on you there would be an option to oppose the idea of loosing your virginity to vaginal plug. This could also be attached to buy protector set dialogue - like "i need something to keep them away from me", "why?" "because I'm a virgin and i want it to stay that way for now" You could also check that dialogue option with sexlab values - if someone would use "virgin" option while having vaginal sex stat above 0 it could lead to "I think you're lying to me" dialogue from master -> you receive a tormentor plug as an extra If you would make an alternative start of player starting the game as property slave you can make that such player would be a virgin by default. Then player would be allowed to decide at some point - to stay that way or not.
Veladarius Posted July 8, 2015 Author Posted July 8, 2015 The trigger on the delivery is on the dialogue for the first time you take the job, even then it won't keep checking for it, once it has checked it won't check again. Once the player is belted it is going to assume they are a virgin until it is removed by their spouse. As an alternate start it would work very well with the more mundane openings. My current game I have been chaste for some time (level 16) and finally got married. First night asked for sex and she said no . Next day went and bought a whole lot of stuff for her to wear for a while.
_Waltz Posted July 8, 2015 Posted July 8, 2015 This may be the wrong place to talk about this but Zaz added a leash to his pack. I wonder if it can be used by you guys.
fred200 Posted July 8, 2015 Posted July 8, 2015 The trigger on the delivery is on the dialogue for the first time you take the job, even then it won't keep checking for it, once it has checked it won't check again. Once the player is belted it is going to assume they are a virgin until it is removed by their spouse. As an alternate start it would work very well with the more mundane openings. My current game I have been chaste for some time (level 16) and finally got married. First night asked for sex and she said no . Next day went and bought a whole lot of stuff for her to wear for a while. Glad to know you still find time to play and enjoy the game!
Veladarius Posted July 8, 2015 Author Posted July 8, 2015 The trigger on the delivery is on the dialogue for the first time you take the job, even then it won't keep checking for it, once it has checked it won't check again. Once the player is belted it is going to assume they are a virgin until it is removed by their spouse. As an alternate start it would work very well with the more mundane openings. My current game I have been chaste for some time (level 16) and finally got married. First night asked for sex and she said no . Next day went and bought a whole lot of stuff for her to wear for a while. Glad to know you still find time to play and enjoy the game! Some play has been for testing as the Guest Control system requires in game time to test since it only updates once per day. I will have less time for things next week as I start back to work (4 hours / day first week, 6 hours a day 2nd then full time again).
GreatCroco Posted July 8, 2015 Posted July 8, 2015 It seems you have done quite some coding, so any update on the progress?
Veladarius Posted July 8, 2015 Author Posted July 8, 2015 It seems you have done quite some coding, so any update on the progress? Status on various parts: - CustomerAssist02 - Nearly ready for me to start testing and debugging as most of the main scenes are done except for some dialogue parts. Also needs sessions for specific npc customers made. - Chaste Life (virgin's belt) - Needs the Spouse portion made, shop portion is nearly done - Player Slavery - Property Slave - Needs Manor section completed, part of which is waiting for CustomerAssist02 to be finished for use with it. - Player Slavery - Relationship Slave - Only the opening is done - Refit of existing quests needs done to account for slave status - Expansion quests need detatched from main expansion controller and made independent, they will not be mandatory and will have different triggers set for them. While it seems like a lot the Customer Assist 02 and the Property Slave parts are very large, bigger than the Embassy quest, and could be expansions by themselves given the amount of content to them.
Veladarius Posted July 8, 2015 Author Posted July 8, 2015 I love how observant the guards are in the game. I was making a delivery and while fighting the bandit mage, her, myself and my 2 flame atronach surrounded and fought around him. After the battle was over and the mage was dead he looked at her and said 'What happened?'. Stupid guards, it is almost as bad as shooting someone with a bow and when they can't find you say it was their imagination. Hellooo? Arrow in your chest? Great imagination there.
Farmthat Posted July 9, 2015 Posted July 9, 2015 reminds me of Mr. Forgetful: http://5secondfilms.com/watch/mr-_forgetful
GreatCroco Posted July 9, 2015 Posted July 9, 2015 Status on various parts: - CustomerAssist02 - Nearly ready for me to start testing and debugging as most of the main scenes are done except for some dialogue parts. Also needs sessions for specific npc customers made. - Chaste Life (virgin's belt) - Needs the Spouse portion made, shop portion is nearly done - Player Slavery - Property Slave - Needs Manor section completed, part of which is waiting for CustomerAssist02 to be finished for use with it. - Player Slavery - Relationship Slave - Only the opening is done - Refit of existing quests needs done to account for slave status - Expansion quests need detatched from main expansion controller and made independent, they will not be mandatory and will have different triggers set for them. While it seems like a lot the Customer Assist 02 and the Property Slave parts are very large, bigger than the Embassy quest, and could be expansions by themselves given the amount of content to them. SO I guess with you starting work again, you don't have a rough release estimate?
Reaper121 Posted July 9, 2015 Posted July 9, 2015 I dont suppose someone would happen to have some idea why Master and De'Zra wont remove a collar I got through Cursed Loot? Its a High Security Collar, or I'd've picked it weeks ago. Been to probably 50% of the smiths in Skyrim, and noone is willing to remove it.
cecik Posted July 9, 2015 Posted July 9, 2015 I dont suppose someone would happen to have some idea why Master and De'Zra wont remove a collar I got through Cursed Loot? Its a High Security Collar, or I'd've picked it weeks ago. Been to probably 50% of the smiths in Skyrim, and noone is willing to remove it. Not completely sure, but i think it's because it's a quest item. CD only removes 'standard' items & quest items added by CD itself.
Nergui Posted July 9, 2015 Posted July 9, 2015 I dont suppose someone would happen to have some idea why Master and De'Zra wont remove a collar I got through Cursed Loot? Its a High Security Collar, or I'd've picked it weeks ago. Been to probably 50% of the smiths in Skyrim, and noone is willing to remove it. Do you have enough money? Default rate is (your level x 200g). Eg lvl 25 = 5000g to remove.
Veladarius Posted July 9, 2015 Author Posted July 9, 2015 Cursed Loot devices are set as quest items (have the keyword zad_blockgeneric) and the current release won't remove them. The next release of CD will remove a number of Cursed Loot items.
Blackness blackness is... Posted July 9, 2015 Posted July 9, 2015 I love how observant the guards are in the game. I was making a delivery and while fighting the bandit mage, her, myself and my 2 flame atronach surrounded and fought around him. After the battle was over and the mage was dead he looked at her and said 'What happened?'. Stupid guards, it is almost as bad as shooting someone with a bow and when they can't find you say it was their imagination. Hellooo? Arrow in your chest? Great imagination there. i think there is a AI overhaul for the guards in skyrim. but forgot to save the link :\
Content Consumer Posted July 9, 2015 Posted July 9, 2015 I love how observant the guards are in the game. I was making a delivery and while fighting the bandit mage, her, myself and my 2 flame atronach surrounded and fought around him. After the battle was over and the mage was dead he looked at her and said 'What happened?'. Stupid guards, it is almost as bad as shooting someone with a bow and when they can't find you say it was their imagination. Hellooo? Arrow in your chest? Great imagination there. i think there is a AI overhaul for the guards in skyrim. but forgot to save the link :\ Is it this one? It works pretty well... it's not perfect, though. This game, the first time I ever saw Miraak's Cultists in my game was when I fast traveled to a town. The guards jumped in before they could even approach me and ask if I was the one everyone was calling "Dragonborn." They weren't hostile yet! EDIT: I don't know if it'll work for the CD bandits, because I'm not certain what factions are involved. But it's worth a look.
Veladarius Posted July 9, 2015 Author Posted July 9, 2015 I love how observant the guards are in the game. I was making a delivery and while fighting the bandit mage, her, myself and my 2 flame atronach surrounded and fought around him. After the battle was over and the mage was dead he looked at her and said 'What happened?'. Stupid guards, it is almost as bad as shooting someone with a bow and when they can't find you say it was their imagination. Hellooo? Arrow in your chest? Great imagination there. i think there is a AI overhaul for the guards in skyrim. but forgot to save the link :\ Is it this one? It works pretty well... it's not perfect, though. This game, the first time I ever saw Miraak's Cultists in my game was when I fast traveled to a town. The guards jumped in before they could even approach me and ask if I was the one everyone was calling "Dragonborn." They weren't hostile yet! EDIT: I don't know if it'll work for the CD bandits, because I'm not certain what factions are involved. But it's worth a look. CD Bandits are only in CD factions, putting them in bandit factions will cause the guards to attack on sight. I have found that factions can be really picky since faction data is saved with your save game.
Reaper121 Posted July 9, 2015 Posted July 9, 2015 So I'm stuck with the bloody thing? There's no quest in my journal associated with it, I checked. And I have more than 150k septims, so I'm pretty sure I can afford the removal cost. Console commands are useless.
Veladarius Posted July 9, 2015 Author Posted July 9, 2015 So I'm stuck with the bloody thing? There's no quest in my journal associated with it, I checked. And I have more than 150k septims, so I'm pretty sure I can afford the removal cost. Console commands are useless. Go to a blacksmith, Cursed Loot has set it up so they can remove them.
GreatCroco Posted July 9, 2015 Posted July 9, 2015 CD Bandits are only in CD factions, putting them in bandit factions will cause the guards to attack on sight. I have found that factions can be really picky since faction data is saved with your save game. Save Games in Skyrim are a mess. They bloat easily since they store unnecessary information. And because of that adding and removing mods from a running game is always a gamble. If the mod is not coded properly the values of their scripts remain inside the save and cause all sorts of problems. Bethesda said they will fix it for Fallout 4, I hope this is the case.
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