Regallag the Perv Posted April 14, 2014 Posted April 14, 2014 I started a new game with the latest version of this mod and (surprise) I'm having trouble with the punishment. It isn't quite the same problem, though. My PC gets marched to where the slaves are, stripped, and whipped, no problem. Then, as soon as she's let down, my PC tries to masturbate during the dialog with Master. After the dialog Master says something like "You know where to take your pet," then there's a loading and... nothing. Just a grey screen with the cross-hairs in the middle and the compass-bar-thingie at the top. Pressing 'tab' gives me the regular armbinder options, 'J' or 'esc' act normally and there's nothing else to do. If I use 'getstage cdxmp01' the game tells me that cdxmp01 is on stage 200. I don't like to flood mod authors with comments, but something broke here.
Veladarius Posted April 14, 2014 Author Posted April 14, 2014 I started a new game with the latest version of this mod and (surprise) I'm having trouble with the punishment. It isn't quite the same problem, though. My PC gets marched to where the slaves are, stripped, and whipped, no problem. Then, as soon as she's let down, my PC tries to masturbate during the dialog with Master. After the dialog Master says something like "You know where to take your pet," then there's a loading and... nothing. Just a grey screen with the cross-hairs in the middle and the compass-bar-thingie at the top. Pressing 'tab' gives me the regular armbinder options, 'J' or 'esc' act normally and there's nothing else to do. If I use 'getstage cdxmp01' the game tells me that cdxmp01 is on stage 200. I don't like to flood mod authors with comments, but something broke here. At that point you are locked in the cage out in the wilderness which is why you had the loading screen and if you can get the armbinder controls they it has released control back to you. The stage is correct for where you are at in the punishment so the stages and scripts have advanced properly. I have no idea about the gray screen as I didn't use any sort of fade in or out or add a blindfold to the player, you are just moved.
Fredfish Posted April 14, 2014 Posted April 14, 2014 I started a new game with the latest version of this mod and (surprise) I'm having trouble with the punishment. It isn't quite the same problem, though. My PC gets marched to where the slaves are, stripped, and whipped, no problem. Then, as soon as she's let down, my PC tries to masturbate during the dialog with Master. After the dialog Master says something like "You know where to take your pet," then there's a loading and... nothing. Just a grey screen with the cross-hairs in the middle and the compass-bar-thingie at the top. Pressing 'tab' gives me the regular armbinder options, 'J' or 'esc' act normally and there's nothing else to do. If I use 'getstage cdxmp01' the game tells me that cdxmp01 is on stage 200. I don't like to flood mod authors with comments, but something broke here. At that point you are locked in the cage out in the wilderness which is why you had the loading screen and if you can get the armbinder controls they it has released control back to you. The stage is correct for where you are at in the punishment so the stages and scripts have advanced properly. I have no idea about the gray screen as I didn't use any sort of fade in or out or add a blindfold to the player, you are just moved. You're not wearing a blindfold by any chance?
TheOzoneHole Posted April 14, 2014 Posted April 14, 2014 I've got puppet master, and yes that would work. I've actually had this happen twice, and the first time simply re-loading fixed their problem. What I think the problem actually is, I updated SKSE and didn't update all my SKSE plugins. So better dialogue controls or some thing similar (maybe Fuz Ro D'oh) is running me through the dialogue way too fast and Skyrim thinks I simply tabbed out of the conversation with Hamal, which triggers the fight response due to bethsoft's poor coding. The Markarth quest to steal the statue is given by the local beggar (who somehow has enough cash to by drinks at the inn (he's also a cannibal)) and he's really quite rude to everyone, so I make a point of not talking to him. Also the statue is the same exact one that you can find all over Skyrim ( I think the nipples on this one might be more pronounced, but that is likely the low lighting and there really isn't any difference). The problem is the way that the dialogue is set up in the CK, basically the various responses by an npc are all attached to what the player says. To add the dialogue for the player being gagged would also require that all the npc responses be duplicated as well (along with any scripts in the dialogue). The part of the delivery quest where you speak with the customer is only 4 lines of dialogue for the player but there is 40 for the npc's with 18 scripts embedded in that. The dialogue at the end for the Master would be worse with about 30 lines for the player and 47 for the Master and a number of scripts as well (not to mention setting up where each response goes next). Beth hasn't had a good and proper dialogue system since Morrowind. The simple fact that the window for that system can't be maximized is a travesty in these days of wide screen and high res monitors. Out of my sense of morbid curiosity; if, after being punished for loosing the delivery, if I do manage to escape from the cage, is there a way to get master to remove, say, the gag? Or do I need to wander around until I find a bandit with a key. On the subject of features (and I can't believe that I'm the one asking for this), I'd like to see a MCM option to disable fast travel while making the deliveries. A keyword trigger attached to the tormentor plugs or the special CD belt maybe. I know that Frostfall can manage travel and won't let the player travel (as an option) if the player doesn't have a wood cutting ax. Something like that would be kind of nice, as it feels rather like cheating to simply be able to fast travel to the places the deliveries need to be made and I don't think that master would want it to be that easy.
Srende Posted April 14, 2014 Posted April 14, 2014 Yep, disabling fast travel while on a delivery would be a nice touch. Of course that should be unavailable to turn off once on the delivery.
Veladarius Posted April 14, 2014 Author Posted April 14, 2014 Well, it turns out it is far easier to disable Fast Travel than I thought. A number of the mods that do that they usually complain about doing it. Game.EnableFastTravel() enables it Game.EnableFastTravel(false) disables it I already use a mod that disables it while on foot. I will have to see about making an MCM menu at some point, there are some other things that can go into it as well.
aqqh Posted April 14, 2014 Posted April 14, 2014 Is it possible to add a fail timer on a quest? In vanila Skyrim, even if quest giver was clearly saying that you have to hurry, there was nothing that would actually force players to do so. So basicly i had a habbit of doing quests when i was in the area. If that ment that i was doing "urgent" quest after 2 weeks then so be it. Just asking becouse i got barely any idea of scripting - and adding something like that could be usefull for delivery missions etc. Would be something to show players that orders of the master are the top priority
Regallag the Perv Posted April 14, 2014 Posted April 14, 2014 You're not wearing a blindfold by any chance? No, that can't be it, I have the default blindfold settings and I was in third person. I'll mess around with load order and see what I can get.
Imatterial Posted April 14, 2014 Posted April 14, 2014 I started a new game with the latest version of this mod and (surprise) I'm having trouble with the punishment. It isn't quite the same problem, though. My PC gets marched to where the slaves are, stripped, and whipped, no problem. Then, as soon as she's let down, my PC tries to masturbate during the dialog with Master. After the dialog Master says something like "You know where to take your pet," then there's a loading and... nothing. Just a grey screen with the cross-hairs in the middle and the compass-bar-thingie at the top. Pressing 'tab' gives me the regular armbinder options, 'J' or 'esc' act normally and there's nothing else to do. If I use 'getstage cdxmp01' the game tells me that cdxmp01 is on stage 200. I don't like to flood mod authors with comments, but something broke here. I had a similar problem, DD has an option 'Masturbate on belt removal' in its MCM, when I switched that off, everything worked fine, having the belt stripped seemed to interupt something.
Veladarius Posted April 14, 2014 Author Posted April 14, 2014 Is it possible to add a fail timer on a quest? In vanila Skyrim, even if quest giver was clearly saying that you have to hurry, there was nothing that would actually force players to do so. So basicly i had a habbit of doing quests when i was in the area. If that ment that i was doing "urgent" quest after 2 weeks then so be it. Just asking becouse i got barely any idea of scripting - and adding something like that could be usefull for delivery missions etc. Would be something to show players that orders of the master are the top priority It is something I have been meaning to do. I already have something in place to note when you leave on the delivery but have not built the end part. The time will be based primarily on how long it takes to get to the customer rather than getting back to the shop. Other than complaining there probably won't be anything involving the customer but it would be considered failing the delivery since it took too long. I have not decided on a timeframe yet either, probably less than a day.
naaitsab Posted April 14, 2014 Posted April 14, 2014 Any feedback on my idea of the random itemset when starting the delivery Vel? It should be fairly easy to do with the random int generator in Papyrus
Slorm Posted April 14, 2014 Posted April 14, 2014 Can you randomise the bandit appearance as at the moment if you know they'll always be at your destination it's too easy to prepare and draw them off one by one (my characters usually end up as assassin/conjurers so that's how I deal with them)
aqqh Posted April 14, 2014 Posted April 14, 2014 It is something I have been meaning to do. I already have something in place to note when you leave on the delivery but have not built the end part. The time will be based primarily on how long it takes to get to the customer rather than getting back to the shop. Other than complaining there probably won't be anything involving the customer but it would be considered failing the delivery since it took too long. I have not decided on a timeframe yet either, probably less than a day. In Skyrim fast travel is by far slower than horse ride. So setting it to like 10 hours would be enough to reach even Winterhold by horse - but it would fail the delivery if one would use fast travel.
traveller_phi Posted April 14, 2014 Posted April 14, 2014 It is something I have been meaning to do. I already have something in place to note when you leave on the delivery but have not built the end part. The time will be based primarily on how long it takes to get to the customer rather than getting back to the shop. Other than complaining there probably won't be anything involving the customer but it would be considered failing the delivery since it took too long. I have not decided on a timeframe yet either, probably less than a day. In Skyrim fast travel is by far slower than horse ride. So setting it to like 10 hours would be enough to reach even Winterhold by horse - but it would fail the delivery if one would use fast travel. If you use something like this, you should have the Master ask if the player owns a horse. It just seems a bit unfair for the player to get the quest, and then discover it is impossible to succeed because they left their horse behind in whiterun ... or haven't bothered to get a horse yet. Unless the Master is just such a bitch that she doesn't care that the package can't possibly make it in time in order to get an excuse to toy with the PC.
Veladarius Posted April 14, 2014 Author Posted April 14, 2014 Any feedback on my idea of the random itemset when starting the delivery Vel? It should be fairly easy to do with the random int generator in Papyrus I have a number of functions built that add various things to the player, some add more than others, and they are what determines what is added to the player at the end of the punishments. If I did add anything additional to the player it would be if you had failed the last delivery and would not include the blindfold, gag or armbinder. I am looking to make some new plugs since we can use individual ones now so I can mix and match various effects. I could also make custom versions of the belts and collars so I can use different ones during the quests as well. Bit of a status report: I have been working on the scene to assist a customer and it is a bit slow going. All the dialogue is in, the scenes themselves are laid out and I am going through and adding the scripts to connect everything together and testing with each section that I add. The initial trigger for the scene is also working. So far the scene adds plugs, belt, collar and cuffs and I still have the bra, blindfold, gag and armbinder to go as well as the ending scenes. What items are added depends on which slave he has with him as it is their preference as to what you get. Animations are being a bit of a pain as the npc's don't want to revert back to the normal idle when they are done, I may end up using a script to start and end them. This one is more complex than the exterior punishment because of the number of possibilities that can happen but it is running well so far (even the random sex trigger doesn't stop it). I have one more punishment scene to do (short one for when they don't like you) and a quest for the smith's to make. Then I will see about setting up the no fast travel and some of the other suggestions.
Veladarius Posted April 14, 2014 Author Posted April 14, 2014 It is something I have been meaning to do. I already have something in place to note when you leave on the delivery but have not built the end part. The time will be based primarily on how long it takes to get to the customer rather than getting back to the shop. Other than complaining there probably won't be anything involving the customer but it would be considered failing the delivery since it took too long. I have not decided on a timeframe yet either, probably less than a day. In Skyrim fast travel is by far slower than horse ride. So setting it to like 10 hours would be enough to reach even Winterhold by horse - but it would fail the delivery if one would use fast travel. If you use something like this, you should have the Master ask if the player owns a horse. It just seems a bit unfair for the player to get the quest, and then discover it is impossible to succeed because they left their horse behind in whiterun ... or haven't bothered to get a horse yet. Unless the Master is just such a bitch that she doesn't care that the package can't possibly make it in time in order to get an excuse to toy with the PC. What I was looking to do was something like: Under 10 hours - bonus between 10 and 24 hours - normal past 24 hours - penalty These are not the time frame I am using, just an example but they can change depending on the destination. I will look and see how long it takes to get there by foot, horse and fast travel and base them on those.
Guest Posted April 14, 2014 Posted April 14, 2014 Are the thumbnails on page one the current ones? If so that's not what I'm seeing in game. What I see is 4ish cases in the back with stairs leading to the basement behind them. If that's the case then where is the current file?? If what I described is the current one then I don't know what else to do to get the punishments to work (they aren't time based are they? and all I have to do is wait "X" amount of time). I have no idea how to use papyrus for a log.
PubliusNV Posted April 14, 2014 Posted April 14, 2014 It is something I have been meaning to do. I already have something in place to note when you leave on the delivery but have not built the end part. The time will be based primarily on how long it takes to get to the customer rather than getting back to the shop. Other than complaining there probably won't be anything involving the customer but it would be considered failing the delivery since it took too long. I have not decided on a timeframe yet either, probably less than a day. In Skyrim fast travel is by far slower than horse ride. So setting it to like 10 hours would be enough to reach even Winterhold by horse - but it would fail the delivery if one would use fast travel. Fast travel is slower unless you use the Fast Travel Timescale Fix mod http://www.nexusmods.com/skyrim/mods/19389/? Highly recommended unless you never use fast travel.
Veladarius Posted April 14, 2014 Author Posted April 14, 2014 Are the thumbnails on page one the current ones? If so that's not what I'm seeing in game. What I see is 4ish cases in the back with stairs leading to the basement behind them. If that's the case then where is the current file?? If what I described is the current one then I don't know what else to do to get the punishments to work (they aren't time based are they? and all I have to do is wait "X" amount of time). I have no idea how to use papyrus for a log. v 2.5 is the latest version, the screen shots on the first post had not been updated but the ones on the download page were. The punishments are not time based, once they start there is minimal interaction from you other than some dialogue here and there. Google Papyrus Log and you will find the instructions on how to enable it and where to find them. Have you done a clean save? If not, go somewhere away from the shop, save, exit the game, uninstall the mod, restart the game, wait for a few hours in game, save, exit and reinstall the mod.
naaitsab Posted April 15, 2014 Posted April 15, 2014 It is something I have been meaning to do. I already have something in place to note when you leave on the delivery but have not built the end part. The time will be based primarily on how long it takes to get to the customer rather than getting back to the shop. Other than complaining there probably won't be anything involving the customer but it would be considered failing the delivery since it took too long. I have not decided on a timeframe yet either, probably less than a day. In Skyrim fast travel is by far slower than horse ride. So setting it to like 10 hours would be enough to reach even Winterhold by horse - but it would fail the delivery if one would use fast travel. If you use something like this, you should have the Master ask if the player owns a horse. It just seems a bit unfair for the player to get the quest, and then discover it is impossible to succeed because they left their horse behind in whiterun ... or haven't bothered to get a horse yet. Unless the Master is just such a bitch that she doesn't care that the package can't possibly make it in time in order to get an excuse to toy with the PC. What I was looking to do was something like: Under 10 hours - bonus between 10 and 24 hours - normal past 24 hours - penalty These are not the time frame I am using, just an example but they can change depending on the destination. I will look and see how long it takes to get there by foot, horse and fast travel and base them on those. What about the carriage guy? Increase the price and/or add "payment with your body" if that's possible. Walking 10 hours ingame is a bit too much for my taste. Bit of forced walking is no problem but from Winterhold to Riverwood is quite a walk/ride. You still would need to make the walk from Whiterun to the shop but at least that's not 10 hours Or have the bandits drop you off/keep you somewhere a little bit closer to the shop than just the place where you get knocked down.
aqqh Posted April 15, 2014 Posted April 15, 2014 What about the carriage guy? Increase the price and/or add "payment with your body" if that's possible. Walking 10 hours ingame is a bit too much for my taste. Bit of forced walking is no problem but from Winterhold to Riverwood is quite a walk/ride. You still would need to make the walk from Whiterun to the shop but at least that's not 10 hours Or have the bandits drop you off/keep you somewhere a little bit closer to the shop than just the place where you get knocked down. Makeing such a trip in full devious outfit can be quite entertaining and for sure is challenging - especially with things like deviously helpless. I've done a trip from Alftand to Riverwood like that when i was giving the hardest option of living a deviant life a try Tho i would drop unremovable blindfold becouse it does make such a trip hardcore - maybe unremovable armbinder instead. That would force players to avoid any kind of combat on the way. Idea seems nice but im not sure if it still fits normal delivery quest. Guess it would be better for some kind of special delivery when (as a proper slave) you are delivering not items but yourself - fully wrapped up
TheOzoneHole Posted April 15, 2014 Posted April 15, 2014 I'll agree that not being able to remove the blindfold is not really compatible (to me any way) with a no fast travel situation. I've done the LADL Harsh start more than once and the only thing last time that saved me from becoming wolf munchies was the two necromancers standing outside the Broker's Shack added by Undeath. Well, it turns out it is far easier to disable Fast Travel than I thought. A number of the mods that do that they usually complain about doing it. Game.EnableFastTravel() enables it Game.EnableFastTravel(false) disables it I already use a mod that disables it while on foot. I will have to see about making an MCM menu at some point, there are some other things that can go into it as well. There used to be a mod up on Nexus that either made it easier or something. I don't remember what it was supposed to do and the file is hidden. Is it possible to add a fail timer on a quest? In vanila Skyrim, even if quest giver was clearly saying that you have to hurry, there was nothing that would actually force players to do so. So basicly i had a habbit of doing quests when i was in the area. If that ment that i was doing "urgent" quest after 2 weeks then so be it. Just asking becouse i got barely any idea of scripting - and adding something like that could be usefull for delivery missions etc. Would be something to show players that orders of the master are the top priority If there is going to be a timed quest (something I'm not totally against) I'd still like to see that as an option in MCM. Possibly with a multiplier to alter the 10 hour time frame that has been mentioned. e.g. a default of 1 and then a range from say, .5 to 1.5 thereby cutting it from 10 hours to 5 or increasing it to 15. My concern with this is Frostfall, I'm not so worried about distance as I am not freezing to death. Yeah, getting to Riften from the shop is a long walk, but so are Winterhold, Dawnstar and Solitude. I tend to do the delivery quests more as a low level character, so I really can't afford a horse. As for the carriage, modding too many things might be an issue. Yeah, the player can run to Whiterun and carriage to Winterhold or Riften, but then you are sometimes actually running in the wrong direction from where you really need to go, so you might not actually be saving time. As I said, the fast travel diable should really be optional if possible.
aqqh Posted April 15, 2014 Posted April 15, 2014 Once i decided to get to lover stone with lv 2 character so i stole a horse from Whiterun stables and just get there and back. No problems. No bounty. Its perfectly doable - easy even. Also that Winterhold was mentioned by me as an extreme example - it doesnt have to be Winterhold. For fully equipped journey i would say Falkreath, Whitrun and maybe Markarth. Doesnt even has to be a city - lets say you will be ordered to deliver yourself as an entertainment to the Old Hroldan inn. No sex involved as you will be outfited in custom made chasity devices that only master know how to open. Well as a punishment for unruly slave you could be outfited in panel gag with removable plug, for even more unruly slaves chasity belt with anal opening.
zaqwer Posted April 15, 2014 Posted April 15, 2014 Sorry if I overlooked something. After I have failed to deliver the package and been locked into a cage, no one ever comes back to get me out. I can't use pick the lock either because it always says I am out of lockpicks. I have tried sleeping/waiting for hours or days, in that cage, but still no one shows up. Do I have to wait for an exact period to get released?
TheOzoneHole Posted April 15, 2014 Posted April 15, 2014 Aqqh I realize that you were just using Winterhold as an example, but with Frostfall running it is an actual concern for the PC. I don't run Frostfall unless I want to do a roll play character, same with RND and Hunterborn. The delivery quest providing a 500 gold reward is worth the inconvenience of the tormentor plugs for that much gold early game. As long as I avoid the bandits who want the shipment, it isn't all that hard. I've stolen horses before, but my thing is that I just don't like horses in game. I don't find them really necessary for most of my characters. The one I'm playing now might buy one when she gets enough gold; I've got convenient horses installed, and if I didn't I wouldn't even bother.
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