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[Wip] Hero(Ine) In Distress (Former Sexlab Captured)


gaggedgirl123

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Posted

 

ah, yeah I suddenly had that question dawn on me and I wasn't sure what your plans were for companions before, sounds fine though, I imagine they might complicate making things happen anyway. and besides, like you said, it could be added in the future possibly, so that works too, but no worries there either. I'll enjoy this with and/or without companions in on it either way, I'm sure others will too.

 

hope the modding goes well today so far btw.

 

Well let's just say I'm getting grumpy. Things work, but I get tons of bugs all the time today. A script I deleted is still taking effect. That sort of problem lol. But hey, at least the intros are all pretty much done, I have one trigger to add, and half of its script is shared with the others, so it really won't be too long. I doubt I'll actually be able to web up the PC today though.

 

ouch, sucks you're having some issues there, trying to hammer that one out I bet. the intros? I'm assuming that's the start of the quest trigger or something. that's good it'll be an easier addition.

 

shame on the webbing, but if you can't get to it today, then meh, there's always next time, I'm really curious to see/hear about where you go with that part of it though, so I'll keep checking this thread for updates.

Posted

 

 

ah, yeah I suddenly had that question dawn on me and I wasn't sure what your plans were for companions before, sounds fine though, I imagine they might complicate making things happen anyway. and besides, like you said, it could be added in the future possibly, so that works too, but no worries there either. I'll enjoy this with and/or without companions in on it either way, I'm sure others will too.

 

hope the modding goes well today so far btw.

 

Well let's just say I'm getting grumpy. Things work, but I get tons of bugs all the time today. A script I deleted is still taking effect. That sort of problem lol. But hey, at least the intros are all pretty much done, I have one trigger to add, and half of its script is shared with the others, so it really won't be too long. I doubt I'll actually be able to web up the PC today though.

 

ouch, sucks you're having some issues there, trying to hammer that one out I bet. the intros? I'm assuming that's the start of the quest trigger or something. that's good it'll be an easier addition.

 

shame on the webbing, but if you can't get to it today, then meh, there's always next time, I'm really curious to see/hear about where you go with that part of it though, so I'll keep checking this thread for updates.

 

And updated you will be haha. By that time I managed to get that script completely deleted, so it's not that bad. Now to work in the last intro, and the real meat can start

Posted

 

 

 

ah, yeah I suddenly had that question dawn on me and I wasn't sure what your plans were for companions before, sounds fine though, I imagine they might complicate making things happen anyway. and besides, like you said, it could be added in the future possibly, so that works too, but no worries there either. I'll enjoy this with and/or without companions in on it either way, I'm sure others will too.

 

hope the modding goes well today so far btw.

 

Well let's just say I'm getting grumpy. Things work, but I get tons of bugs all the time today. A script I deleted is still taking effect. That sort of problem lol. But hey, at least the intros are all pretty much done, I have one trigger to add, and half of its script is shared with the others, so it really won't be too long. I doubt I'll actually be able to web up the PC today though.

 

ouch, sucks you're having some issues there, trying to hammer that one out I bet. the intros? I'm assuming that's the start of the quest trigger or something. that's good it'll be an easier addition.

 

shame on the webbing, but if you can't get to it today, then meh, there's always next time, I'm really curious to see/hear about where you go with that part of it though, so I'll keep checking this thread for updates.

 

And updated you will be haha. By that time I managed to get that script completely deleted, so it's not that bad. Now to work in the last intro, and the real meat can start

 

awesome, setting up the actual encounter scenes next then, I assume

Posted

just reminded my self of a hentai manga 

 

somewhat the same idea i had for draugrs

 

http://g.e-hentai.org/g/646813/4acc6cdd0a/

 

they need to relieve them selves too ya know lol.

 

also corrupt prison guards/jarls that want to keep you as a plaything or be experimented on by Farengar for his "dragon research" and me to give birth to a dragon. the research project is called "can the dragonborn survive the harsh breeding process with a real dragon and if so give birth to a real dragon/dragon's egg as well."  later on they have you mate with Odahviing when you capture him in the dragon's reach lol... later on they start calling you Khaleesi [lol jk}

 

Actually the idea for dragons had already been proposed lol. I doubt I'll do that one though.

 

And the link doesn't work for me, it tells me it's not available

Posted

Alright, here's for the progress update of today. I decided I would make these everytime I get enough work done to be worth posting.

 

-Fixed some pesky debug script that wouldn't go away despite having deleted it

-Finished intro #2

-Coded halfway through intro #3 (it's the last one, don't worry :D)

-Set up a good deal of the scene for when the PC wakes up webbed, including the actual part of getting there. All that remains to do is to set the other captives, as well as coding in the actual animations. From there, a quest will keep progress in check, so as to allow for saving and reloading.

-Optimized some redundant scripts, opted to use the same for multiple triggers.

-Opened a door for some optionnal flavor. Nothing is decided yet, but empty scripts and properties are already in place

 

 

I'm done for today.

Posted

Alright, here's for the progress update of today. I decided I would make these everytime I get enough work done to be worth posting.

 

-Fixed some pesky debug script that wouldn't go away despite having deleted it

-Finished intro #2

-Coded halfway through intro #3 (it's the last one, don't worry :D)

-Set up a good deal of the scene for when the PC wakes up webbed, including the actual part of getting there. All that remains to do is to set the other captives, as well as coding in the actual animations. From there, a quest will keep progress in check, so as to allow for saving and reloading.

-Optimized some redundant scripts, opted to use the same for multiple triggers.

-Opened a door for some optionnal flavor. Nothing is decided yet, but empty scripts and properties are already in place

 

 

I'm done for today.

sounds great! sounds like you made a good bit of progress here today, well done. also sounds like a good starting point for next time too, also good thinking on the saving/reloading note, I've had issues with that on several mods so far. at any rate, I'm glad to hear a good chunk of the work was cleared here.

 

what do you mean 'opened a door' though? will the other captives be existing npcs? or maybe ones made up for this? or can you not say yet?

 

time to pat yourself on the back for today :D

Posted

 

Alright, here's for the progress update of today. I decided I would make these everytime I get enough work done to be worth posting.

 

-Fixed some pesky debug script that wouldn't go away despite having deleted it

-Finished intro #2

-Coded halfway through intro #3 (it's the last one, don't worry :D)

-Set up a good deal of the scene for when the PC wakes up webbed, including the actual part of getting there. All that remains to do is to set the other captives, as well as coding in the actual animations. From there, a quest will keep progress in check, so as to allow for saving and reloading.

-Optimized some redundant scripts, opted to use the same for multiple triggers.

-Opened a door for some optionnal flavor. Nothing is decided yet, but empty scripts and properties are already in place

 

 

I'm done for today.

sounds great! sounds like you made a good bit of progress here today, well done. also sounds like a good starting point for next time too, also good thinking on the saving/reloading note, I've had issues with that on several mods so far. at any rate, I'm glad to hear a good chunk of the work was cleared here.

 

what do you mean 'opened a door' though? will the other captives be existing npcs? or maybe ones made up for this? or can you not say yet?

 

time to pat yourself on the back for today :D

 

Yeah the idea came from playing PlayerSlave Encounters recently, and noticing that there were troubles with saving and reloading... well I was playing an earlier version though, I tihnk Ichabod fixed it in the newer ones.

 

The open doors are for the things we talked about earlier. I've started an empty script named "HidSpdGagSound" which should allow me to play the sounds under certain conditions, if I manage to integrate it. I've also added the "HidIsSwinging" property, so that if I can manage to get physics working on this, I'd want to struggle to be a bit different if you're being still and if you're swinging.

 

Other things I've added were two properties on empty scripts, "HidSPDPoisonned" and "HidSPDPregnant". They were both part of what I wanted to do, so now I've made them into properties. The fun with these is that other scripts can use them, so I can make smaller scripts, with less chances of bugs, instead of making one big slow block of scripts.

 

Then again, for now they're pretty much empty, the game doesn't even see them. They're just prompts to make me think of them when I start another session (everything starting with "Hid" makes them easy to find, and prevents conflicts)

 

Oh, yeah, the NPCs are gonna be generic NPCs. They might or might not play a bigger role than just ambiance, I'll have to see that later. I only plan on having 2 others though, as there isn't room for a lot. 

Posted

 

 

Alright, here's for the progress update of today. I decided I would make these everytime I get enough work done to be worth posting.

 

-Fixed some pesky debug script that wouldn't go away despite having deleted it

-Finished intro #2

-Coded halfway through intro #3 (it's the last one, don't worry :D)

-Set up a good deal of the scene for when the PC wakes up webbed, including the actual part of getting there. All that remains to do is to set the other captives, as well as coding in the actual animations. From there, a quest will keep progress in check, so as to allow for saving and reloading.

-Optimized some redundant scripts, opted to use the same for multiple triggers.

-Opened a door for some optionnal flavor. Nothing is decided yet, but empty scripts and properties are already in place

 

 

I'm done for today.

sounds great! sounds like you made a good bit of progress here today, well done. also sounds like a good starting point for next time too, also good thinking on the saving/reloading note, I've had issues with that on several mods so far. at any rate, I'm glad to hear a good chunk of the work was cleared here.

 

what do you mean 'opened a door' though? will the other captives be existing npcs? or maybe ones made up for this? or can you not say yet?

 

time to pat yourself on the back for today :D

 

Yeah the idea came from playing PlayerSlave Encounters recently, and noticing that there were troubles with saving and reloading... well I was playing an earlier version though, I tihnk Ichabod fixed it in the newer ones.

 

The open doors are for the things we talked about earlier. I've started an empty script named "HidSpdGagSound" which should allow me to play the sounds under certain conditions, if I manage to integrate it. I've also added the "HidIsSwinging" property, so that if I can manage to get physics working on this, I'd want to struggle to be a bit different if you're being still and if you're swinging.

 

Other things I've added were two properties on empty scripts, "HidSPDPoisonned" and "HidSPDPregnant". They were both part of what I wanted to do, so now I've made them into properties. The fun with these is that other scripts can use them, so I can make smaller scripts, with less chances of bugs, instead of making one big slow block of scripts.

 

Then again, for now they're pretty much empty, the game doesn't even see them. They're just prompts to make me think of them when I start another session (everything starting with "Hid" makes them easy to find, and prevents conflicts)

 

Oh, yeah, the NPCs are gonna be generic NPCs. They might or might not play a bigger role than just ambiance, I'll have to see that later. I only plan on having 2 others though, as there isn't room for a lot. 

 

yeah, a few mods have those issues.

 

oh, you set up scripts for those? good move, I wonder if they'll make it into the mod. did you find a way to have the player hanging yet?

 

also sounds good, even if they're just reminders.

 

as long as there are a few more webbed up in there, it'll have a more fitting scene for the encounter, might be nice to be able to work with them at some point but as you said, thats for later. oh? I thought that cave was big enough for more than 3 total.. though maybe I'm thinking of another place

Posted

 

 

yeah, a few mods have those issues.

oh, you set up scripts for those? good move, I wonder if they'll make it into the mod. did you find a way to have the player hanging yet?

 

also sounds good, even if they're just reminders.

 

as long as there are a few more webbed up in there, it'll have a more fitting scene for the encounter, might be nice to be able to work with them at some point but as you said, thats for later. oh? I thought that cave was big enough for more than 3 total.. though maybe I'm thinking of another place

 

 

Nah, I didn't get to the restraints yet. Once that's done, I'll probably work on that at the same time as the struggle/escape mechanics (I'm not gonna spoil that, but you've never played that, believe me lol). If I can't get the hanging part to work fast though, I'll drop it for the moment.

 

Yeah, the cave is big, but there are already a lot of spiders around, so having even more AI will bottleneck slower computers. Normally I'd do it anyways, and add a "lite" version, but I have one of those slower computers, so I wouldn'T even be able to test it right.

Besides, I believe having a more intimate group might do the ambiance better.

Posted

ah ok, yeah I wonder how you could do the anchor webbing, I'm not sure on that.

 

oh? quite a few in the lair room? makes sense though, you're the judge of what fits best at this point, its been a while since I went to cronvangr anyhow. I do like the 'lite' version idea tho.

Posted

ah ok, yeah I wonder how you could do the anchor webbing, I'm not sure on that.

 

oh? quite a few in the lair room? makes sense though, you're the judge of what fits best at this point, its been a while since I went to cronvangr anyhow. I do like the 'lite' version idea tho.

 

That won't happen though lol. like I said, I couldn'T test the regular one anyways, if I split it between normal and lite.

Posted

 

ah ok, yeah I wonder how you could do the anchor webbing, I'm not sure on that.

 

oh? quite a few in the lair room? makes sense though, you're the judge of what fits best at this point, its been a while since I went to cronvangr anyhow. I do like the 'lite' version idea tho.

 

That won't happen though lol. like I said, I couldn'T test the regular one anyways, if I split it between normal and lite.

 

that's a shame, though this mod is already going to be great, so no worries

Posted

Good to see you're making progress! I'm very excited to try this out.

 

When you mentioned having other NPCs in the encounter, a funny idea popped into my head, that may or may not work with the mod but I figured I'd throw it out for the sake of entertainment:

 

Perhaps have an NPC who shows up in various scenes, whenever it's appropriate for other victims to be present. As in, you keep running into this one NPC who gets captured by everything. Might be an opportunity for comedy relief, or just to lighten the mood a bit in darker scenes. If you question how you keep running into her, she of course would rightfully mention that the only reason you keep finding her is that you, too, keep getting captured. ;)

 

ehehe

Posted

Good to see you're making progress! I'm very excited to try this out.

 

When you mentioned having other NPCs in the encounter, a funny idea popped into my head, that may or may not work with the mod but I figured I'd throw it out for the sake of entertainment:

 

Perhaps have an NPC who shows up in various scenes, whenever it's appropriate for other victims to be present. As in, you keep running into this one NPC who gets captured by everything. Might be an opportunity for comedy relief, or just to lighten the mood a bit in darker scenes. If you question how you keep running into her, she of course would rightfully mention that the only reason you keep finding her is that you, too, keep getting captured. ;)

 

ehehe

 

I think you just won suggestion of the year lol. Seriously, this is genius!

Posted

 

Good to see you're making progress! I'm very excited to try this out.

 

When you mentioned having other NPCs in the encounter, a funny idea popped into my head, that may or may not work with the mod but I figured I'd throw it out for the sake of entertainment:

 

Perhaps have an NPC who shows up in various scenes, whenever it's appropriate for other victims to be present. As in, you keep running into this one NPC who gets captured by everything. Might be an opportunity for comedy relief, or just to lighten the mood a bit in darker scenes. If you question how you keep running into her, she of course would rightfully mention that the only reason you keep finding her is that you, too, keep getting captured. ;)

 

ehehe

 

I think you just won suggestion of the year lol. Seriously, this is genius!

 

genius?.... comedic genius?.. lol.

 

not really my type of humor, but I like that proposal, of recurring npc(s). it might fit well, if done right I think.

Posted

Yup, I do plan on adding that lol. I think the difference between "slightly comical encounter" and "overused joke" will have to be from how I integrate it. I need to be careful with this.

Posted

Hi Gagged.

This mod Death Alternative has, from today, become a framework.
http://www.nexusmods.com/skyrim/mods/45894/?

 

It's a death mod, with many possible outcome. Like if you die in a draug dungeon there is a possibility to awake on a draug sacrificial slab dressed as one of the, The author wants other modder to add more. So now it has evolved in a framework.

Wont' it be could, later on, to have some of your outcomes to be played by this framework? 

Posted

Well that's a good question actually. I didn't really intend any of my encounters to be "death alternatives", as they are all basically adventures in and of themselves. Though I will leave the door open, once I have an encounter done, if someone wants to port these as actual "bad ends". The reason I am not doing these is that, for my part, I want to stay compatible with Sanguine's Debauchery and Submit. In order to do that, I need to avoid combat trigger as much as possible, with some exceptions (example: for the spider encounter, spiders in Cronvangr Cave might paralyse you with their attacks. If that's done, it'S pretty much over, as they'll web you up right away)

 

Still, thanks for letting me know of this. It's definitely something I'll add to my more serious game (the non-sexlab one)

Posted

Hi Gagged.

This mod Death Alternative has, from today, become a framework.

http://www.nexusmods.com/skyrim/mods/45894/?

 

It's a death mod, with many possible outcome. Like if you die in a draug dungeon there is a possibility to awake on a draug sacrificial slab dressed as one of the, The author wants other modder to add more. So now it has evolved in a framework.

Wont' it be could, later on, to have some of your outcomes to be played by this framework? 

sounds nice, though are you just dressed as a Draugr? doesn't sound like you're bound or anything, I think gaggedgirl intends to have the player bound if they trigger the Draugr scene.

Posted

It's like the draugs think you're dead and so they put you on the altar. So you will rise up as one of them!

But then it's not the case.

Death Alternative is not a sexlab mod. So its after-death situations don't involve bondage, rape, torture like Sanguine Debauchery. Actually they'are quite a lot. Like waking up outside of the dungeon with an adventure who supposedly cured your wounds. Or finding yourself inside a cage. 

Anyway anything sexlab realted. But since now it has become a framework, some kind of Sexlab patch to give an adult tweaks to these situations has become a real possibility.  

Posted

Yup, I do plan on adding that lol. I think the difference between "slightly comical encounter" and "overused joke" will have to be from how I integrate it. I need to be careful with this.

 

Perhaps this NPC could turn out to be the stalker/over zealous fan at a later stage

Posted

Hmm... yeah, getting revenge for all that abuse lol. I'm gonna play around with it. Dunno how I'll get that done just yet, but I'll try to mix it up :D

 

As for Death Alternative, I honestly can't get it to trigger, there must be something I'm doing wrong. 

 

Yay! Managed to get it working! Just add to fresh install 3 times lol

Posted

the thread is kinda big so I don't know if this was talked about already, but what about having a different scenario for each daedric prince?

 

Hermaerus Mora for example you would get a tentacle rape session out of it =P

Posted

See, the thing is, I want to try to integrate this as seemlessly as possible into the main game. This means using ressources that actually ARE there. You don't get to see many daedric princes in the game, mostly statues.

 

Besides, I already have TOO MANY encounter planned right now. So I'm not straight out saying no, but, definitely not until 1.00

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