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


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Posted
15 hours ago, Lupine00 said:

You mention a state where the Manor isn't built. I also see some mention of a manor complex in the MCM.

 

i think i can clarify this (somewhat) hopefully

 

under default conditions (you did not go in and change stuff around, just installed and play) the Manor House itself, and all the Shop's Outbuildings are not

built when you start a new game.  i can confirm this having recently ran around at level 5 for quite a while in game and the only building that was there

was the Shop itself.

 

the Manor House and Shop Outbuildings get built over a period of time (by default they do NOT start building these until the player is level 8), and if i remember

correctly it takes about 1 month of time in game.

 

the MCM button for building the Manor Complex will instantly build the full complex (Manor House and all Outbuildings) when used regardless of level.

 

i do find that using that button to build the complex instantly is best used before any extra work on the complex has begun (and in a small interior cell

somewhere other than the Shop or nearby spots...ie not in Half Moon Mill).

 

this is normal if you do not start as a slave to Master.  if you do start as a slave i am not sure how it affects it.

 

Posted
52 minutes ago, neosuduno said:

I do hope you will be willing to update Captured Dreams for the new version. The introduction of new chain varients may be odd, but they included catsuits and gasmasks, so you would be able to make your mod a lot lighter. Please consider it at least.

I will be updating to v4, at least enough for CD to run as it is supposed to. As for catsuits and gasmasks they have been in CD for well over a year now and I was the person that created the first hoods and catsuits in DD, they were originally released as part of my Devious Extras mod set back in 2014. As for most of the rest I am not really interested in it for normal use, possibly for specific quests or situations but that's about it.

Posted
5 minutes ago, valcon767 said:

i think i can clarify this (somewhat) hopefully

 

under default conditions (you did not go in and change stuff around, just installed and play) the Manor House itself, and all the Shop's Outbuildings are not

built when you start a new game.  i can confirm this having recently ran around at level 5 for quite a while in game and the only building that was there

was the Shop itself.

 

the Manor House and Shop Outbuildings get built over a period of time (by default they do NOT start building these until the player is level 8), and if i remember

correctly it takes about 1 month of time in game.

 

the MCM button for building the Manor Complex will instantly build the full complex (Manor House and all Outbuildings) when used regardless of level.

 

i do find that using that button to build the complex instantly is best used before any extra work on the complex has begun (and in a small interior cell

somewhere other than the Shop or nearby spots...ie not in Half Moon Mill).

 

this is normal if you do not start as a slave to Master.  if you do start as a slave i am not sure how it affects it.

 

Starting as a property slave automatically completes the expansion as many of its assets are used in it.

Posted

@Veladarius

is there any plans to add onto confiscation? if so i have an idea for something to add on to it. currently when it hits and you have say 1 or 2 items they get equipped. my idea is, if you have less then a set amount say less then 5 items the master will say, the items you had are nice on you, but you look a little bare, lets add a few items that didnt turn out as well as i had hoped, and see how you look in them, after equipping x random items she could say, now you look well restrained and i like how you look now. then go into the whole i wont remove any of these items for a few days. the x would be the amount of items that is below the set amount.

Posted
3 minutes ago, shadowwolf2k7 said:

@Veladarius

is there any plans to add onto confiscation? if so i have an idea for something to add on to it. currently when it hits and you have say 1 or 2 items they get equipped. my idea is, if you have less then a set amount say less then 5 items the master will say, the items you had are nice on you, but you look a little bare, lets add a few items that didnt turn out as well as i had hoped, and see how you look in them, after equipping x random items she could say, now you look well restrained and i like how you look now. then go into the whole i wont remove any of these items for a few days. the x would be the amount of items that is below the set amount.

I could add something like that. I would probably connect it to the difficulty level setting of the mod for the minimum number of devices you would have to end up with on and for the total number of devices she would take you up to.

Posted

What were you supposed to do if the master got named "hunter" and a bunch of things broke?

Posted
1 hour ago, Palmitos said:

What were you supposed to do if the master got named "hunter" and a bunch of things broke?

If you are using v4.05 then you need the v4.051 patch.

Posted

Letter quests?

 

I guess what I'm trying to get at, is there still a quest where you build the mansion? When and how does that happen? As I said, when I completed the mine tasks, the entire complex was already complete, and I never saw it in any other state.

 

Are those quests only presented if you come from the start as a relationship slave end?

 

Or is none of that working right now, but you plan to bring it back in the future?

 

 

Oddly enough, after I completed the Thalmor Embassy, the next job I took was a delivery job. As I arrived in Solitude to deliver the package, a courier from CD ran up and handed me a letter. I thought she must have chased me the entire way from the CD Shop all the way to Solitude :smile:

 

Anyway, the letter invited me to perform a task, but when I got back to the CD Shop, which was where I went immediately after handing over the package in Solitude, nobody had a word to say about this letter.

 

Did the letter get delivered after the quest is was supposed to introduce, by any chance? Or will it become relevant later?

 

 

 

Regarding force walks and fears of the player running out of doors when you least expect it...

 

 

These things are a state of mind, a decision in play style, and a personal preference in how quests should work. If your design is so fragile that it can't cope with the player doing something expected, then you have to nail their feet down. That's just how you chose to do things. Is it more fun for the player? I would argue, not so much, but there are trade-offs in any design, and maybe it allows you to save time in one place so you can do more in another.

 

But I think sometimes mod designers get too hung up on telling a story, and forget that it also has to work as a game. If you're going to take away player control, or only offer the player boring things to do, the story needs to be pretty awesome for the player not to end up feeling like they wasted their time.

 

When I was working on a product that shall not be named, it was a design team rule that any scenario had to have at least three different ways to complete it successfully: combat path, stealth path, and social path. This rule made for some interesting contrivances, because in every case not only did that type of character build still have to be suited to complete it, but it also had to be non-trivial. This was particularly tricky with with social (speech) path. Social skills never ended up as complete solutions, and while you might recruit help, or sidestep an obstacle, you would still have to do some combat, because the social mechanics weren't up to sustaining real gameplay.

 

 

That sort of design goal-set is probably a high bar to set for any enthusiast-built Skyrim mod, and I can't think of any bondage or slavery oriented mods that offer that sort of flexibility, though SD+ tried to offer multiple paths to escape originally, but they seemed to get shaved away one by one as "too easy".

 

 

Anyway, if you take a look at how vanilla quests work... e.g. when you first tell Balgruuf about the dragon, he walks over to Farengar while talking about the job he needs you to do. At this point, you are free to move, and can run off to Solitude to become a whore if you want, completely stalling any progress on the trip to BFB he'd like you to make. Later, after making your fortune, you can come back and progress the quest as if you'd never been away. The only person who would care is the very same player who decided to run off in the first place. As the player knows the world revolves around them, they aren't at all surprised that the quest is still there waiting just how they left it... Very few players seem to feel that vanilla Skyrim failed its QA obligations because of this freedom.

 

Now... If the player is a slave, and isn't allowed to leave the complex, then surely the fence that was designed to catch them leaving the complex will fire anyway when they try to leave? And if they don't try to leave, sooner or later they will come back into the mansion, and get packed off to the embassy as originally intended. If you set a timer, maybe they get a punishment for being late or running off too.

 

If you want to be immersive, it makes more sense to let the player remain in control and have NPCs chase them down if they run off (and maybe there are devices to make them easier to catch). But CD is consistent in its force walk approach in most cases, which is also fine - though I do find force-walk very prone to break in every mod I encounter it in - so I should probably say it's fine ... when it works reliably.

Posted
2 hours ago, Lupine00 said:

Letter quests?

 

I guess what I'm trying to get at, is there still a quest where you build the mansion? When and how does that happen? As I said, when I completed the mine tasks, the entire complex was already complete, and I never saw it in any other state.

 

Are those quests only presented if you come from the start as a relationship slave end?

 

Or is none of that working right now, but you plan to bring it back in the future?

 

 

Oddly enough, after I completed the Thalmor Embassy, the next job I took was a delivery job. As I arrived in Solitude to deliver the package, a courier from CD ran up and handed me a letter. I thought she must have chased me the entire way from the CD Shop all the way to Solitude :smile:

 

Anyway, the letter invited me to perform a task, but when I got back to the CD Shop, which was where I went immediately after handing over the package in Solitude, nobody had a word to say about this letter.

 

Did the letter get delivered after the quest is was supposed to introduce, by any chance? Or will it become relevant later?

 

 

 

Regarding force walks and fears of the player running out of doors when you least expect it...

 

 

These things are a state of mind, a decision in play style, and a personal preference in how quests should work. If your design is so fragile that it can't cope with the player doing something expected, then you have to nail their feet down. That's just how you chose to do things. Is it more fun for the player? I would argue, not so much, but there are trade-offs in any design, and maybe it allows you to save time in one place so you can do more in another.

 

But I think sometimes mod designers get too hung up on telling a story, and forget that it also has to work as a game. If you're going to take away player control, or only offer the player boring things to do, the story needs to be pretty awesome for the player not to end up feeling like they wasted their time.

 

When I was working on a product that shall not be named, it was a design team rule that any scenario had to have at least three different ways to complete it successfully: combat path, stealth path, and social path. This rule made for some interesting contrivances, because in every case not only did that type of character build still have to be suited to complete it, but it also had to be non-trivial. This was particularly tricky with with social (speech) path. Social skills never ended up as complete solutions, and while you might recruit help, or sidestep an obstacle, you would still have to do some combat, because the social mechanics weren't up to sustaining real gameplay.

 

 

That sort of design goal-set is probably a high bar to set for any enthusiast-built Skyrim mod, and I can't think of any bondage or slavery oriented mods that offer that sort of flexibility, though SD+ tried to offer multiple paths to escape originally, but they seemed to get shaved away one by one as "too easy".

 

 

Anyway, if you take a look at how vanilla quests work... e.g. when you first tell Balgruuf about the dragon, he walks over to Farengar while talking about the job he needs you to do. At this point, you are free to move, and can run off to Solitude to become a whore if you want, completely stalling any progress on the trip to BFB he'd like you to make. Later, after making your fortune, you can come back and progress the quest as if you'd never been away. The only person who would care is the very same player who decided to run off in the first place. As the player knows the world revolves around them, they aren't at all surprised that the quest is still there waiting just how they left it... Very few players seem to feel that vanilla Skyrim failed its QA obligations because of this freedom.

 

Now... If the player is a slave, and isn't allowed to leave the complex, then surely the fence that was designed to catch them leaving the complex will fire anyway when they try to leave? And if they don't try to leave, sooner or later they will come back into the mansion, and get packed off to the embassy as originally intended. If you set a timer, maybe they get a punishment for being late or running off too.

 

If you want to be immersive, it makes more sense to let the player remain in control and have NPCs chase them down if they run off (and maybe there are devices to make them easier to catch). But CD is consistent in its force walk approach in most cases, which is also fine - though I do find force-walk very prone to break in every mod I encounter it in - so I should probably say it's fine ... when it works reliably.

There are 4 quests which I call 'Letter Quests' as you get a letter asking for your assistance in performing a task. These are the quests to Falkreath, Thalmore Embassy, Solitude and Windhelm. There is a timer that starts from the point that the letter is sent (should make it from the point it is received, will note it) and you have to ask about a job, it will be there. These quests were originally part of the expansion quest that started automatically and at different points in the expansion it would come to a halt as Master needed some permission from a Jarl for something or had to make some sort of deal and you would go and take care of it. This changed for 2 reasons:

- Starting as a Property Slave required the expansion to be finished and would end up skipping these quests

- There were people who had issues with either the Thalmor Embassy quest (they were too dom in their minds to do such a thing), the Solitude quest (couldn't see helping Elisif to put the items on) or the Falkreath quest as Nenya was the one that originally the items were placed on)

I decided that disconnecting them from the expansion was the best solution so now the Expansion goes on as planned with no interruptions. All 4 of the quests are completely optional and have different requirements and each was changed to reflect the difference in story.

 

As for the forced walks I use them as I feel they are needed as I don't want to have to add unnecessary complexity to an already complex quest because someone decided to do something to break things and would invariably come crying later that it was broken. I have enough dialogue and scenes and don't need any more trying to deal with a player that decides to try running around and do something else. I use them where I feel they are needed and and will continue to do so. It is far better to do what I can to 'idiot proof' a quest than deal with them later because it no longer works or is stuck.

Posted

I don't know if it's ever been brought up before, but I'd like to propose a small balance tweak to the Confiscation event - I feel as though there's something goofy about it being able to occur when the player is completely neutral with the Master, and it should only happen after the player has accrued some submission points. A would-be customer shows up to the store, having received advertisements for its wares, and when the customer asks to browse their products the first thing the Master does is rifle through their belongings, steal valuable items from them, and lock on any restraints they find? That's less "domination" and more outright criminal, and hardly appropriate for any store that expects to stay open for more than a single day.

Posted
2 hours ago, Mud said:

I don't know if it's ever been brought up before, but I'd like to propose a small balance tweak to the Confiscation event - I feel as though there's something goofy about it being able to occur when the player is completely neutral with the Master, and it should only happen after the player has accrued some submission points. A would-be customer shows up to the store, having received advertisements for its wares, and when the customer asks to browse their products the first thing the Master does is rifle through their belongings, steal valuable items from them, and lock on any restraints they find? That's less "domination" and more outright criminal, and hardly appropriate for any store that expects to stay open for more than a single day.

 

42 minutes ago, shadowwolf2k7 said:

@Veladarius

 

was wondering, if you do add in the idea i posted about a bit ago, if there could be a condition put on the equipping of the extra items. if there is no items to take and equip, master wont equip extra items.

 

I can probably make both of these adjustments, for the most part they are just minor checks.

Posted
7 hours ago, Mud said:

That's less "domination" and more outright criminal, and hardly appropriate for any store that expects to stay open for more than a single day.

Yes. If the mod were written in the style of Angrim's Apprentice, the expected player response would be murder of the Master and anyone loyal to her, followed by taking over the shop.

 

But confiscation appears to be optional. So I guess turning it on means you gave consent?

Posted
19 hours ago, Veladarius said:

There are 4 quests which I call 'Letter Quests' as you get a letter asking for your assistance in performing a task. These are the quests to Falkreath, Thalmore Embassy, Solitude and Windhelm. There is a timer that starts from the point that the letter is sent (should make it from the point it is received, will note it) and you have to ask about a job, it will be there. These quests were originally part of the expansion quest that started automatically and at different points in the expansion it would come to a halt as Master needed some permission from a Jarl for something or had to make some sort of deal and you would go and take care of it.

I never got a Falkreath quest, and as I have no way of knowing for sure what quest the letter is from, I can't tell if I'm missed some other quest too.

Do they get offered again?

 

Well... something keeps getting offered. If I ask about a job, "Handle a personal request" is an option. However, if I select it, my only response is "Hmm, maybe later." Which apparently, the Master is OK with. When I leave the shop area a courier brings me a letter, requesting I return immediately, which I do, but nothing has changed, and I have no new dialogue options.

 

Is this quest trying to start but I lack some pre-requisite?

 

 

Looking past my immediate issue...

 

What is the best way to traverse all the CD content?

I started this game using LAL, and selected property slave at CD startup, but it appears that beginning as a property slave means you miss some things.

 

Should I start by going to the shop as a customer, then do some jobs, somehow activate the shop-building stuff, then set the outrageous debt threshold low and deliberately screw up, so I get enslaved, then complete property slave? Is that a legitimate way to do the building part, then property slave?

 

I guess that way I don't see the "bad stages" of property slave, but that's all I've missed?

From what I read, it sounds like once you get demoted below the mine, there's very little chance you can recover. Is that still true?

 

Would that work? Or do I have the early stages fundamentally wrong?

 

 

Couriers keep giving me CD Shop flyers. It seems odd ... when I live there. I guess the PC's face is so forgettable that they don't remember her :smile: I don't suppose I'd remember any of the other characters without their maid uniform on. In once case I was wearing a CD catsuit though, so presumably, I'd know about the shop. I found a box to turn them off, but what are the flyers "for" exactly? What mechanical purpose do they serve in the quests?

 

For some reason, the images don't appear in the flyers either, though they do appear in one of the DD books that is lying around.

Posted
2 hours ago, Lupine00 said:

 never got a Falkreath quest, and as I have no way of knowing for sure what quest the letter is from, I can't tell if I'm missed some other quest too.

Do they get offered again?

 

the following is from the perspective of someone who has played the mod a decent amount:

 

the "Letter Quests" are actually on the main post listed under "Special Tasks"

 

and yes they will be offered again (i have been offered 1 of them 6 different times) if they have not been completed yet, provided you meet

the requirements. 

the Falkreath task (letter quest) the player must not be sub (in console "help cdxplayerdispositon" score must be 9 or higher,

and relationship with master must be 12 or higher console command "help cdxrank" the one you are looking for is CDxRankMaster)

if you meet the requirements the job becomes available, but it is not a sure thing that you will get that specific job.

 

as the "Thalmor Embassy" is repeatable now it can be offered more than 1 time, but if i remember right the others are 1 time only.

 

as far as i know (i could be wrong here) you don't miss any quests by starting as a slave, you may just have to work harder to meet the requirements

so that other things are offered.  the only thing you miss by starting as a slave (as far as i know) is watching the shop expansion happen (you do not

participate in making it happen either way).  

 

edit 2

you may have to actually earn your way out of slavery for some tasks. i am not sure on this point

end edit

 

what that means is that when you start other than as a slave if you go there before the expansion starts all that is there is the Shop itself, and if you time it

right you can make trips to the shop and see extra parts appear.  if i remember right first it is some workers with a camp, then an extra building (smithy or barracks),

then the other. then the Manor House and mine come in.  you do not actually help them get built, just get to see the grounds expand by having more buildings

appear over time.  the only time this approach can be more useful is if you have a mod that conflicts with the placement of the expansion to the grounds.

it is still better to play mods with those kinds of conflicts in different games though.

 

hope this information is helpful (and i think it is accurate).

 

edit

p.s. the couriers should only give you 2 (or it might be 3) ads, and 1 about the "Free Trial"

 

 

Posted
1 hour ago, valcon767 said:

the Falkreath task (letter quest) the player must not be sub (in console "help cdxplayerdispositon" score must be 9 or higher,

and relationship with master must be 12 or higher console command "help cdxrank" the one you are looking for is CDxRankMaster)

if you meet the requirements the job becomes available, but it is not a sure thing that you will get that specific job.

Thanks for the info.

 

So Falkreath requires you to not be submissive? But Thalmor Embassy seems to require you to be submissive.

 

I got the impression that I needed to increase my submissive... But again, there are other quests besides Falkreath.

I'm not sure which way I am supposed to go now.

 

The behaviour I'm getting where it sends the letter repeatedly, and then I can ask about the personal matter in the dialogue, and then I only have a dialog option to turn it down... Is that normal? Or does it signify that my game is hosed and I need to reset?

 

It sounds like I could start a new game as a non-property-slave and skip all of the mining, smithing, and sweeping, as I've done it before, and just do courier work to get to the content I haven't seen?

Posted

For the Confiscation to happen you generally need to be submissive. I look at it as Master being in one of her moods to bind someone and if a nice submissive walks in with some items then she believes she should help them out by helping them into them. If Master was able to be killed/become hostile to the player she is no slouch when it comes to combat, neither is Herran, I have seen Master kill a dragon with 2-3 fireballs (level 50, 100 destruction magic with all applicable perks - Elenwen is about the same). I will make some changes so that the Master and player know each other a bit more before enabling it to go off.

 

 

To see all 4 of the special quests on a new playthrough only do a -1 at most for Disposition, this will keep you eligible for the Falkreath quest, you will also need a rank of 12 with Master which is 4 successful deliveries/recoveries with no failures. It is a simple quest, very short but gives a hint that there are things going on behind the scenes. The Embassy quest is the only other one with a disposition requirement and that is to be submissive (a disposition of 3 or less I believe) or if you screw up a quest bad enough (or have the difficulty turned up) you will get it as a punishment (no disposition checks for that).

 

The Embassy quest is the only one that has multiple visits though visits after the first are shorter (overnight) and just involve guards. If the armbinder is not removed you can enable your controls at some point and struggle out of it, it is a standard item. If the harness is still on you can give yourself a key to remove it.

 

The Special Task (Letter quests as I referred to them) are available for a limited time, currently it starts when the courier is dispatched but since it can take time for her to find you I will likely be changing it so it is from the point that you receive the letter so you don't end up with one that has 'expired' before it reached you.

 

You can do the Special quests even after having been a slave since they are no longer connected to the expansion, you can start a new game and immediately set the expansion to finished and all you would miss is the time it takes to get the expansion finished (though she will not enslave you until it is done, much of the expansion is used in property slave).

 

There are three advertisements, levels 2, 5 and 7 or 8 (I don't remember which, I think it used to be 7 but I changed it to 8). The first one gives a chance to do the Free Trial and is the only way to do it without it being enabled since you have to specifically ask for it. Otherwise if it is enabled and rather submissive she will push you into trying it and the more submissive you are the less likely she is to remove the items later.

 

 

There will be 2 entirely new quests in v4.16, being submissive helps but isn't a requirement, liking to be bound would be a better qualifier but they likely will not have any requirements. Both will be available during the manor slave portion as well as standard quests. The encounters with Rayani and Ariasha will be rewritten as well and be available to both slave types (property and relationship) and may also happen when not a slave (an offer for some fun, not a paid job).

 

 

 

Currently work is going very slow, I have been rather stressed lately and it takes its toll on my mental stability and it doesn't help that my meds have been doing a good job of kicking my ass as of late (I take about 7 sedatives overall between 2 different medications a day) and scripting while not having a clear mind is bad. I just had my federal disability hearing (state does not do a good job of collecting records from doctors, not a surprise they don't approve it often) but have to wait about 3 months for a decision now. I have been working on this now for 2 1/2 years but the likelyhood of it being approved is pretty good as my Psychiatrist has said I am disabled and after all of the restrictions were given to the Occupational Specialist at the hearing she said there were no jobs I could do. I would rather work and be rid of all this and not need the medications, getting more than double the income SSD will provide and being able to think clearly would be far preferable than my current situation.

Posted
16 hours ago, Lupine00 said:

Thanks for the info.

 

So Falkreath requires you to not be submissive? But Thalmor Embassy seems to require you to be submissive.

 

It sounds like I could start a new game as a non-property-slave and skip all of the mining, smithing, and sweeping, as I've done it before, and just do courier work to get to the content I haven't seen?

as i don't know what you have seen/done already i cannot answer that part.

 

but what i did do on a previous game was to start a new game (i finished the mansion thru the MCM in the AS-LAL cell). made level 8 so i got all 3 of the ads,

then worked on the Special Tasks by doing the following:

 

did delivery/recover a delivery quests keeping player disposition at 10 (i did this by offsetting the submissive gain on delivery quests by choosing dominant

answers when talking to Master, Nissa, and Tessa through the dialogue questions they can ask), it only takes a total of 4 of those quests to be eligible

for the Falkreath Special Task (providing you don't mess any up).

at that point i was only eligible for Falkreath (so i got it right off), and did that one.

did more delivery/recover delivery quests to raise rank with Master high enough to get the other tasks, and during that process i talked with Master, Tessa,

Nissa and choose all submissive answers to get PlayerDisposition down to the 3 needed to be eligible for the other Special Tasks.

did them in the order i got them (the Embassy, Jarl Elisif, and Windhelm/Erani)

 

was all set to start the Property Slave route and had a serious ctd issue (turned out my Skyrim setup has issues with Devious Framework and a couple of

other mods i had in from game start that time and it was better/easier to solve by starting a new game with them removed).

 

hope that information helps

 

15 hours ago, Veladarius said:

There will be 2 entirely new quests in v4.16, being submissive helps but isn't a requirement, liking to be bound would be a better qualifier but they likely will not have any requirements. Both will be available during the manor slave portion as well as standard quests. The encounters with Rayani and Ariasha will be rewritten as well and be available to both slave types (property and relationship) and may also happen when not a slave (an offer for some fun, not a paid job).

 

 

 

Currently work is going very slow, I have been rather stressed lately and it takes its toll on my mental stability and it doesn't help that my meds have been doing a good job of kicking my ass as of late (I take about 7 sedatives overall between 2 different medications a day) and scripting while not having a clear mind is bad. I just had my federal disability hearing (state does not do a good job of collecting records from doctors, not a surprise they don't approve it often) but have to wait about 3 months for a decision now. I have been working on this now for 2 1/2 years but the likelyhood of it being approved is pretty good as my Psychiatrist has said I am disabled and after all of the restrictions were given to the Occupational Specialist at the hearing she said there were no jobs I could do. I would rather work and be rid of all this and not need the medications, getting more than double the income SSD will provide and being able to think clearly would be far preferable than my current situation.

that will be nice, BUT

take care of yourself first and foremost, we can all wait until you get done (whenever that is).  you health and well being comes first

 

i hope things get better for you Vel

 

and thanks again for the wonderful mod

 

Posted
2 hours ago, valcon767 said:

you health and well being comes first

That's to be underlined with big fat pencil!

+1

Posted
21 hours ago, Veladarius said:

There will be 2 entirely new quests in v4.16, being submissive helps but isn't a requirement, liking to be bound would be a better qualifier but they likely will not have any requirements. Both will be available during the manor slave portion as well as standard quests. The encounters with Rayani and Ariasha will be rewritten as well and be available to both slave types (property and relationship) and may also happen when not a slave (an offer for some fun, not a paid job).

:thumbsup:

I like quests, that still fit into the main story of the PC being THE Dragonborn. Playing this as a submissive character is possible but goes to the limit of my own capabilities to imagine this in game. :classic_blink:

"Liking to be bound" feels much better in this setting ... and for my own brain's limitations :classic_angel::classic_biggrin:

Posted

veladarius told me about how ariasha is a dom to everyone except the master. to the master she is submissive. i play similar to that most of the time. my dragonborn is only submissive to the master and a single follower, which i decide on when a start a play through. as for being bound, there are times that said dom follower gets over zealous with equipping items and i have to spend a bit of time removing the items that stop game play, ie mittens, blindfolds (unless if i am playing a vampire) gags for some quests. i write off the non intrusive items as that is what the DB's master wants her to wear be it from the master of the shop or the follower who is acting as the master. and she considers the items as a gift.

Posted
On 6.2.2018 at 2:18 AM, Veladarius said:

The adjustments were there from the start so people could adjust their play style and use what they did and didn't want.

Just because something is available from the start (or not available from the start) doesn't make it good software design. Windows (an OS is also a framework in a sense) also gave everybody an Admin account at first, which was a horrible decision, and don't get me started on some of the questionable security options (*cough* password hashing *cough*) that were there from the start in both UNIX/Linux and Windows.

Or Skyrim itself: You can't disable V-Sync or physics will go totally nuts since it runs on 60Hz, which in turn also limits Papyrus processing power, since the Papyrus Engine is coupled to the framerate (which is the reason, nobody should change the default Papyrus ini options). 

 

On 6.2.2018 at 2:18 AM, Veladarius said:

DDa was made by Zadil and existed before DDi. DDa was his mod and he made it clear that no items other than his were to be added to it, ever.

I never stated that there isn't a reason why DDa, DDi and DDx exist. I stated, that nowadays this isn't a good design choice and the three mods should be consolidated, which -- on a side note -- would remove 2 mods from the load order Beth stupidly chose to limit to 256 mods. Design and programming techniques advance and make old software and hardware obsolete.

 

On 6.2.2018 at 2:18 AM, Veladarius said:

DDi was very solid and produced few if any errors, most could be attributed to modders not equipping or setting up custom devices properly.

Again: Even a solidly produced piece of software can be bad design, that's the whole point. I could code you a command line parser in a few days that can automate the papyrus build process (with MO support) and be very reliable. However it would't be a very good piece of software and maintaining it would be a nightmare. 

 

On 6.2.2018 at 2:18 AM, Veladarius said:

As for the My mod, My rules thing Kimy is doing the same thing with DD. Chastising me for it and not Kimy for the way she has acted as well is hypocritical.

If positions were reversed, I'd call her out the same way. But any person who has remote knowledge of programming can easily see that DD4 is the far better designed piece of software compared to v3. You took the right approach in making a new mod (which others now can add as requirement, if they so choose) that gives you and others the removed options back.

Posted
7 hours ago, worik said:

That's to be underlined with big fat pencil!

+1

Thank you all for being patient, I had my disability hearing in front of a federal judge this week so it has thrown me off quite a bit. Overall my lawyer and I think things went well as the Occupational Advisor there to provide expert testimony as to what sort of work I could do came back with 'Nothing' once all of the restrictions were included. Now I have to wait about 3 months for a decision.

 

 

7 hours ago, worik said:

:thumbsup:

I like quests, that still fit into the main story of the PC being THE Dragonborn. Playing this as a submissive character is possible but goes to the limit of my own capabilities to imagine this in game. :classic_blink:

"Liking to be bound" feels much better in this setting ... and for my own brain's limitations :classic_angel::classic_biggrin:

Neither one requires being submissive just bound.

Posted
1 minute ago, Techpriest said:

Just because something is available from the start (or not available from the start) doesn't make it good software design. Windows (an OS is also a framework in a sense) also gave everybody an Admin account at first, which was a horrible decision, and don't get me started on some of the questionable security options (*cough* password hashing *cough*) that were there from the start in both UNIX/Linux and Windows.

Or Skyrim itself: You can't disable V-Sync or physics will go totally nuts since it runs on 60Hz, which in turn also limits Papyrus processing power, since the Papyrus Engine is coupled to the framerate (which is the reason, nobody should change the default Papyrus ini options). 

 

I never stated that there isn't a reason why DDa, DDi and DDx exist. I stated, that nowadays this isn't a good design choice and the three mods should be consolidated, which -- on a side note -- would remove 2 mods from the load order Beth stupidly chose to limit to 256 mods. Design and programming techniques advance and make old software and hardware obsolete.

 

Again: Even a solidly produced piece of software can be bad design, that's the whole point. I could code you a command line parser in a few days that can automate the papyrus build process (with MO support) and be very reliable. However it would't be a very good piece of software and maintaining it would be a nightmare. 

 

If positions were reversed, I'd call her out the same way. But any person who has remote knowledge of programming can easily see that DD4 is the far better designed piece of software compared to v3. You took the right approach in making a new mod (which others now can add as requirement, if they so choose) that gives you and others the removed options back.

 

I have changed the default papyrus ini options some time ago and have no issues with physics and, if anything, it is more stable with the adjustments. I do cap it at 60 fps because beyond that is wasting processing power, that and trying to pick a lock at 200+ fps is a waste of lockpicks.

 

I have 2 specific issues with v4:

1 - lack of options - no, it isn't because I am afraid of change or anything stupid like that. There were specific options I use when I play and at specific settings, the options I want are either turned off or turned far higher than I prefer. There are other options that I dislike and have always disliked and am forced to use. The two combined make DD unenjoyable seeing as most mods I use make use of the standard devices. On custom items I can understand their use but had DD been like this from the start I would not have become involved with it.

2 - storing the items via Storageutil - this means that devices can not be removed cleanly via the console anymore. While the 'Remove All' option is nice it is a heavy handed approach if only one item needs fixed. Also, I have seen times where broken devices were unable to be removed via scripts and the console was the only way to remove them.

 

 

My mod should not need to be a requirement if things work as I expect they will. Also it will only affect standard items not custom ones.

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