thomastm Posted July 16, 2016 Posted July 16, 2016 creature enslavement not working, after blackout they just attack me again or death already update quest at DA. only update the mod, need start new game? Which creature? Can you share a log file after a failed enslavement? I should have added that I try to find variants of creatures by name if their race is added by another mod. For example, a goblin from Monster mod based on a Falmer race will work. If a type of goblin is based on the skeleton of the falmer race but has a special race named 'GoblinRace', that race will not work. spider, maybe is DA new version coz the options not showing up for sd creature in DA. also sexlab hormones need new game? coz after update the mcm not visible
DeepBlueFrog Posted July 16, 2016 Author Posted July 16, 2016 creature enslavement not working, after blackout they just attack me again or death already update quest at DA. only update the mod, need start new game? Which creature? Can you share a log file after a failed enslavement? I should have added that I try to find variants of creatures by name if their race is added by another mod. For example, a goblin from Monster mod based on a Falmer race will work. If a type of goblin is based on the skeleton of the falmer race but has a special race named 'GoblinRace', that race will not work. spider, maybe it DA new version coz the options not showing up for sd creature in DA. also sexlab hormones need new game? coz after update the mcm not visible That's weird for hormones.. someone else has a problem with MCM on a new game. I just developed the updates on an existing game... you shouldn't have to uninstall Hormones to update it. I don't know why it is not showing the menu. SD+ is definitely not compatible with Death Alternative 7.0... I will add a note about that on the download page.
thomastm Posted July 16, 2016 Posted July 16, 2016 creature enslavement not working, after blackout they just attack me again or death already update quest at DA. only update the mod, need start new game? Which creature? Can you share a log file after a failed enslavement? I should have added that I try to find variants of creatures by name if their race is added by another mod. For example, a goblin from Monster mod based on a Falmer race will work. If a type of goblin is based on the skeleton of the falmer race but has a special race named 'GoblinRace', that race will not work. spider, maybe it DA new version coz the options not showing up for sd creature in DA. also sexlab hormones need new game? coz after update the mcm not visible That's weird for hormones.. someone else has a problem with MCM on a new game. I just developed the updates on an existing game... you shouldn't have to uninstall Hormones to update it. I don't know why it is not showing the menu. SD+ is definitely not compatible with Death Alternative 7.0... I will add a note about that on the download page. DA 7.0 work fine with human\falmer enslavement. i try the old DA see if it work for creature.
krighaur Posted July 16, 2016 Posted July 16, 2016 Lots of changes and works in this update .... thanks SkyrimLL
pinky6225 Posted July 16, 2016 Posted July 16, 2016 minor issue but theres a typo in the shock collar message, the y is missing from the you in the shocks are making you hornier message
Raughtr Posted July 16, 2016 Posted July 16, 2016 Hello people. i'd really like to download SD+ but i can't. At about 40% of the download it fails. Can someone get me an alternate mirror? Thanks.
Amrovich Posted July 16, 2016 Posted July 16, 2016 After the last update the spectral collar and cuffs are permanent ... so how can I remove them now ?Blacksmiths keep telling me they vowed not to open them or something like that and I am lost now and don't know what to do
DeepBlueFrog Posted July 16, 2016 Author Posted July 16, 2016 After the last update the spectral collar and cuffs are permanent ... so how can I remove them now ? Blacksmiths keep telling me they vowed not to open them or something like that and I am lost now and don't know what to do - cuffs : ask anyone to open them for you using the default 'can you help me' from DD - collar: ask court wizards
eggsalad Posted July 16, 2016 Posted July 16, 2016 Since we're discussing game design and difficulty in relation to this mod, I just wanted to chime in and comment that this mod has always been balancing on the edge of extremely appealing and boring to me. The kind of scenarios that can come out of it just from playing the game normally and challenging a too strong enemy are amazing, but after the initial rush I get from imagining how my character feels about her treasure hunt ending in getting stripped naked and collared at the bottom of a falmer cave, it eventually starts getting kinda boring. To simulate the loss of freedom, SD+, or any other slavery mod for that matter, is forced to take away so much gameplay. So personally, I just want to get out of slavery again quickly so I can go back to playing the game. Long enough to get a taste of hopelessness, but short enough to not waste hours of my day not really having fun. Which means I'd actually like escape/release to be easier. But maybe I'm just playing it the wrong way. I'm actually really curious about how other people play it to spend hours of real life time in slavery and still want more, if anyone can tell me.
DeepBlueFrog Posted July 16, 2016 Author Posted July 16, 2016 I have been struggling with the same thing. Generic activities enable enslavement from a wide range of NPCs and situations but they become boring quickly. Detailed activities like in Captured Dreams or Bestial Essence are more fun but they are also not repeatable. On top of that, working on core feature like creature enslavements, or device and faction management has taken a lot of DEV and testing time away from experimenting with small tasks during enslavement.
CliftonJD Posted July 16, 2016 Posted July 16, 2016 I have been struggling with the same thing. Generic activities enable enslavement from a wide range of NPCs and situations but they become boring quickly. Detailed activities like in Captured Dreams or Bestial Essence are more fun but they are also not repeatable. On top of that, working on core feature like creature enslavements, or device and faction management has taken a lot of DEV and testing time away from experimenting with small tasks during enslavement. this sounds like a question better asked before you delved into the depths of creature enslavement that maybe the better course of action would be to find something for the slave to do. altho you did a nice job with the way the collars are handled, i'm a bit curious as to why you chose to move it to the court wizards after having it done thru the blacksmith for so long
DeepBlueFrog Posted July 16, 2016 Author Posted July 16, 2016 Blacksmiths are still used. I thought the spectral collars would make more sense for court wizards.
panthercom Posted July 16, 2016 Posted July 16, 2016 I have been struggling with the same thing. Generic activities enable enslavement from a wide range of NPCs and situations but they become boring quickly. Detailed activities like in Captured Dreams or Bestial Essence are more fun but they are also not repeatable. On top of that, working on core feature like creature enslavements, or device and faction management has taken a lot of DEV and testing time away from experimenting with small tasks during enslavement. That really is a hard problem to solve; I've felt the same way about the various enslavement mods I've tried and contributed to. A few thoughts: A large assortment of bound poses that can be randomly applied; this would give more variety beyond the ZAZ content. More 'lewd talk' and 'menacing comments' that are unprovoked. The master walks by you while you are bound and makes casual remarks about what he might to do with you, or about your possible fate. Possible fates could relate to being sold or disposed of in some other way, including death by exposure, such as being bound to a cross on a mountaintop or something along those lines. The reason I keep coming back to this mod is for the intellectual content; the dialog is mature and intelligently written; I particularly like the content involving Sanguine's Lair, and keep hoping it will get fleshed out more. If your ever looking for some suggestions for dialog or scenarios just let me know; I'd be happy to contribute some that hopefully wouldn't be too painful to implement.
Kuunkulta Posted July 16, 2016 Posted July 16, 2016 Best bet would be to try and wait for next release (by Friday hopefully) New version fixed my collar issue! Big thanks!
CliftonJD Posted July 16, 2016 Posted July 16, 2016 Blacksmiths are still used. I thought the spectral collars would make more sense for court wizards. oh, that's not bad idea did you realize you set them to release the other collars as well or was that just a side-effect
romualda5 Posted July 16, 2016 Posted July 16, 2016 creature enslavement not working, after blackout they just attack me again or death already update quest at DA. only update the mod, need start new game? Which creature? Can you share a log file after a failed enslavement? I should have added that I try to find variants of creatures by name if their race is added by another mod. For example, a goblin from Monster mod based on a Falmer race will work. If a type of goblin is based on the skeleton of the falmer race but has a special race named 'GoblinRace', that race will not work. spider, maybe it DA new version coz the options not showing up for sd creature in DA. also sexlab hormones need new game? coz after update the mcm not visible That's weird for hormones.. someone else has a problem with MCM on a new game. I just developed the updates on an existing game... you shouldn't have to uninstall Hormones to update it. I don't know why it is not showing the menu. SD+ is definitely not compatible with Death Alternative 7.0... I will add a note about that on the download page. SD+ is compatibile with DA 7.0, you must register it in DA, then Da show SD+.
DeepBlueFrog Posted July 16, 2016 Author Posted July 16, 2016 Blacksmiths are still used. I thought the spectral collars would make more sense for court wizards. oh, that's not bad ideadid you realize you set them to release the other collars as well or was that just a side-effect That was intentional. If they can do spectral collars, they can do regular ones too.
OlBenny Posted July 17, 2016 Posted July 17, 2016 Hi Skyrimll! Yay beast enslavement! I've been waiting for this for a long time; thank you! However, I was just wondering, could we get an MCM menu option to configure what beasts can enslave? I love the idea of falmer, giants, and hagravens. Spiders and chaurus, however, not so much. Nevertheless, cheers on the mod update!
CliftonJD Posted July 17, 2016 Posted July 17, 2016 just a note, not really complaining, just a bit to get used to this: apparently belethor's dog can now request the collared player to be "its plaything"
kralgar1 Posted July 17, 2016 Posted July 17, 2016 Possible bug with 3.5 (didnt change any other of my mods) when the master says ''show us what you can do'' the player claps as the master should. Previous versions you would masturbate. Also it doesnt seem to go away, player claps every few minutes (very strange)
DeepBlueFrog Posted July 17, 2016 Author Posted July 17, 2016 Possible bug with 3.5 (didnt change any other of my mods) when the master says ''show us what you can do'' the player claps as the master should. Previous versions you would masturbate. Also it doesnt seem to go away, player claps every few minutes (very strange) That is very strange indeed. I didn't change anything to that dialogue in the version. No idea why the player would do that.
Lyreal Posted July 17, 2016 Posted July 17, 2016 Version 3.5 is a great update and the new equipment script (duriing enslavement) much better than the precious one. SD+3.5 works very well with DA 7.0. The only bugs (?) I know are: 1) The event of SD are not automatic found by DA and need a manuel registration about the MCM 2) Follower who are registered in DA through the Debug Spell, and not use the vanilla system, get enslaved with the PC but then running away as were them dismissed. EDIT: That happen also with vanilla followers.
DeepBlueFrog Posted July 17, 2016 Author Posted July 17, 2016 Note that the new version of DA doesn't register scenarios automatically anymore. That part is manual now, so this isn't a bug apparently.
just_Gina Posted July 17, 2016 Posted July 17, 2016 I've given much thought to the problem of slavery being pretty boring, and/or really intrusive to game play. Aside from the fact that those are exactly some of the qualities one might expect while enslaved for real, when playing a game they become tedious fairly quickly. I have come to the conclusion that the PC's master, besides having tasks for them, might also have them continue their quest-lines. Especially the Dragonborn line, taking all the credit (and loot) for himself. I have done a Sub Lola play-thru like that, using a dovakin follower I found. My PC did all the work, while he got the credit. With SD+ I generally try to get Owner killed. But if the gets PC pregnant, I play it through till the end, (really shortening the length of the pregnancy.) Getting my gear back is a plus for seeing it thru to the end, as otherwise I'd lose it. I do not play with Dream World enabled, so never get to the chest. Owner given quests would make the game move along, but having them tag along pestering the PC for sex at inappropriate times gets old pretty fast. Might be better to just make a rule that the PC must service the owner a certain amount of times a day and leave it at that. That is especially true if they are mounted, as force greets tend to freeze things. All that being said, I really love SD+, and have not started a game without it since skyrimll took it over. Just the threat of being enslaved completely changed my play style, and it is great to know their are consequences that do not include a black screen and a do-over. In the end, I think playing as a slave will always require a bit of pretend, as I do not see how one can reconcile the amount of work needed with the freedom to play the game, and the illusion of being enslaved. I really appreciate all the time and effort you are putting into this, and all your other mods. Thanks so much for sharing, and listening!
P_dante Posted July 17, 2016 Posted July 17, 2016 I have been struggling with the same thing. Generic activities enable enslavement from a wide range of NPCs and situations but they become boring quickly. Detailed activities like in Captured Dreams or Bestial Essence are more fun but they are also not repeatable. On top of that, working on core feature like creature enslavements, or device and faction management has taken a lot of DEV and testing time away from experimenting with small tasks during enslavement. What about a more complex and engaging running away system? The task you could do would be oriented to gain freedom, and could be progressive while needed to be done unseen. -Sharping a rock until you get a very basic weapon. A huge sneak attack modifier while enslaved could compensate the lack of base damage. Instead or along the sneak attack modifier, it could 'shut down" the owner temporarily giving a good bonus to pickpocketing, avoiding the activation or the chocking for some time or similar things (the weapon breaks after the first attack, but if the owner survives, the combat is interrupted -if started- and you gain a chance) -Fiddling with the collar choking mechanics, in order to gain enough time to run away. -Opening or sabotaging manacles (something similar to what you can currently do from inventory while opened, but wearing some time and needing to be done while unseen). -Creating basic tools for the previous activities. Those kind of things, could avoid boredom, while being inmersive, in the sense of allowing player and player character having the same objective.
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