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Posted (edited)

Would it be possible (if we're using Hydra girls, since it requires Zaz), to add the player only during the tattoo event to the zazfaction so Rape tats can use the increased timers, or slaver settings for tattoos? (After it concludes the player can be removed from the zaz faction.)

 

Or make it in some way for the tolls tattoo timer to be longer/permanent unless you pay for removal?

 

This way you can't just wait it out or bath like a maniac, just for the tats to dissapear.

 

Edit: I'm using fadetattoos continued to make tattoos disappear

Edited by Loki15kun
Forgot to mention mod used to fade tats
Posted
8 hours ago, Boneless1205 said:

Do I need the old file when updating the version?

no you can overwrite

 

5 hours ago, Mahuhu said:

"Simple Player Prostitution" (to handle OStim integration)

elaborate?

Posted
52 minutes ago, Loki15kun said:

Would it be possible (if we're using Hydra girls, since it requires Zaz), to add the player only during the tattoo event to the zazfaction so Rape tats can use the increased timers, or slaver settings for tattoos? (After it concludes the player can be removed from the zaz faction.)

 

Or make it in some way for the tolls tattoo timer to be longer/permanent unless you pay for removal?

 

This way you can't just wait it out or bath like a maniac, just for the tats to dissapear.

 

Edit: I'm using fadetattoos continued to make tattoos disappear


Interesting, so im guessing in your game, you set the slave timer high, but let the player timer be low?

TBH I think trying to implement that manipulation will cause confusing problems for the majority of players. But I tend to avoid fadetats in general and set tats as permanent. part of why the game plan is to give tat removal options to the court wizard npcs with high costs and other potential abuse.

I will keep it in mind though. Its not a hard no, but I would have to be convinced its a good call generally.

Posted

Yes, that is what I've been doing.

Or I set zaz faction on rapetats 10x longer, or just tick permanent. So it's riskier dealing with slavers when ending up captured.

In some cases I just open the fade tats mcm and remove it from there.

 

Since some mods I've been using will trigger only a limited number of tattoos on player, keeping player tattoo time low, helps keeping a variety of tattoos showing up.

This together with Bathing mods is a reminder to stop and wash your char for fun. Removing dirt and ticking tattoo time along.

 

Thanks for considering it anyway. Maybe it's time I try a run with fade tats disabled. And tattoo traps off.

 

 

 

 

 

 

Posted

 

2 hours ago, Loki15kun said:

Yes, that is what I've been doing.

Or I set zaz faction on rapetats 10x longer, or just tick permanent. So it's riskier dealing with slavers when ending up captured.

In some cases I just open the fade tats mcm and remove it from there.

 

Since some mods I've been using will trigger only a limited number of tattoos on player, keeping player tattoo time low, helps keeping a variety of tattoos showing up.

This together with Bathing mods is a reminder to stop and wash your char for fun. Removing dirt and ticking tattoo time along.

 

Thanks for considering it anyway. Maybe it's time I try a run with fade tats disabled. And tattoo traps off.

 

 

 

 

 

 


makes sense! once I get through more priorities and am looking for a new integration I'll look into the fade tats functionality, maybe there is something i can directly interface with there instead

Posted
10 minutes ago, Tseverin said:

@thor3222 Should I start a new game for the latest update or do you feel good about updating midsave?


every update I have done I have been working on with an existing save, trying hard to make sure existing saves continue working as I develop things. happy to debug issues that may arise from that in the discord, but it should just work (after save/reload and hitting reload mod objects in the lmao mcm)

 

Posted
14 minutes ago, thor3222 said:


every update I have done I have been working on with an existing save, trying hard to make sure existing saves continue working as I develop things. happy to debug issues that may arise from that in the discord, but it should just work (after save/reload and hitting reload mod objects in the lmao mcm)

 

ok. Appreciate the speedy reply

Posted
On 5/26/2025 at 8:17 PM, thor3222 said:


Interesting, so im guessing in your game, you set the slave timer high, but let the player timer be low?

TBH I think trying to implement that manipulation will cause confusing problems for the majority of players. But I tend to avoid fadetats in general and set tats as permanent. part of why the game plan is to give tat removal options to the court wizard npcs with high costs and other potential abuse.

I will keep it in mind though. Its not a hard no, but I would have to be convinced its a good call generally.


FYI - one of the things I have on my to-implement list for the next version of RapeTats is to provide a more flexible option to allow callers to specify more fine-grained things in the RapeTats call - i.e. so you could specify the tattoo's duration if using FadeTats, which might be a better option (just as soon as I get around to actually finishing it) than temporarily making faction changes to trigger side-effects in upstream mods.

On a separate note, I noticed what might be a small issue when playing with the new version yesterday - I approached the gate to Whiterun whilst being gagged and unable to afford the toll and attempted to negotiate with the guard, who wanted to equip some more devices to let me through. I initially refused (and have the toll payment quest in my journal to indicate that those are his conditions for letting me through), but approaching him afterwards (still gagged) didn't provide any dialogue options to accept his offer. I didn't dig into the issue at all, so it's entirely possible that it's a dialogue conflict on my particular setup, so take that report as you will.

Posted
4 hours ago, elliesec said:


FYI - one of the things I have on my to-implement list for the next version of RapeTats is to provide a more flexible option to allow callers to specify more fine-grained things in the RapeTats call - i.e. so you could specify the tattoo's duration if using FadeTats, which might be a better option (just as soon as I get around to actually finishing it) than temporarily making faction changes to trigger side-effects in upstream mods.

On a separate note, I noticed what might be a small issue when playing with the new version yesterday - I approached the gate to Whiterun whilst being gagged and unable to afford the toll and attempted to negotiate with the guard, who wanted to equip some more devices to let me through. I initially refused (and have the toll payment quest in my journal to indicate that those are his conditions for letting me through), but approaching him afterwards (still gagged) didn't provide any dialogue options to accept his offer. I didn't dig into the issue at all, so it's entirely possible that it's a dialogue conflict on my particular setup, so take that report as you will.


Ooooo I’ll keep my eye out for that! That is something I would implement for this mod in a heartbeat. 
 

I’ll give that dialogue a look for a next release! I know I have return cases built, but it’s possible I don’t have conditions set for when the player is gagged - I know I don’t for the sfw options, but I should AT LEAST for the dd option. 
 

if it turns out I don’t have em yet I’ll make some dialogue branches for that case for the next update

Posted
6 hours ago, DrunkPancake said:

Is there a patch for Nether's Follower Framework?
Travel permit follower check doesn't work.


no I’m not sure if it is necessary but my follower tracking is not fully baked yet. May end up directly using its check at some point if I find the follower tracking frustrating from a developer perspective.

 

can you elaborate on the travel permit follower check? That’s just a licenses thing, all I do is turn it on at some point. 

Posted

Hello,

 

I wanted to ask how are the crimes from this mod and having LPO licenses interact.

 

Say I have bought the weapon license and the weapon crime is enabled, will it trigger the fine?

Say I have not bought the weapon licens and the weapon crime is enabled, will I be fined twice? Once from LPO and once from LMAO?

 

I read the description and searched the thread, but I did not see this mentioned. Sorry for asking.

 

Also, do the crimes require detection to trigger (as in can I sneakily pick locks?) or do the guards jus know?.

Posted
5 hours ago, qualcheduna said:

Hello,

 

I wanted to ask how are the crimes from this mod and having LPO licenses interact.

 

Say I have bought the weapon license and the weapon crime is enabled, will it trigger the fine?

Say I have not bought the weapon licens and the weapon crime is enabled, will I be fined twice? Once from LPO and once from LMAO?

 

I read the description and searched the thread, but I did not see this mentioned. Sorry for asking.

 

Also, do the crimes require detection to trigger (as in can I sneakily pick locks?) or do the guards jus know?.


the crimes from this mod and the crimes from LPO are separate. 

 

With the example of the weapons crime:
 

Without the weapons license, if you have equipped weapons, the guards will confiscate them and possibly fine you. 

With the weapons license, you can carry weapons. But if you are in town and you unsheathe them, the guards will confront you and punish you. 

 

All the crimes currently require detection to trigger, so you can be sneaky and pick locks. I want things to feel fair, not feel like the guards are supernatural defenders of the city. 

However, I am actively working on the "search crimes" (Held lockpicks, keys, and drugs) which they will randomly confront the player and search for (they will try to search you even if you don't have anything, so its not a supernatural knowledge)

And after i get the search crimes working the noise based crimes will be worked on, like shouting or smithing after curfew, where they will run towards the general sound. Even that though will be based on actual detection, my plan is to make it so you shout, they run towards the source, but if you get out of there before they see you, they won't know what made the noise. 

Posted
1 hour ago, thor3222 said:


the crimes from this mod and the crimes from LPO are separate. 

 

With the example of the weapons crime:
 

Without the weapons license, if you have equipped weapons, the guards will confiscate them and possibly fine you. 

With the weapons license, you can carry weapons. But if you are in town and you unsheathe them, the guards will confront you and punish you. 

 

All the crimes currently require detection to trigger, so you can be sneaky and pick locks. I want things to feel fair, not feel like the guards are supernatural defenders of the city. 

However, I am actively working on the "search crimes" (Held lockpicks, keys, and drugs) which they will randomly confront the player and search for (they will try to search you even if you don't have anything, so its not a supernatural knowledge)

And after i get the search crimes working the noise based crimes will be worked on, like shouting or smithing after curfew, where they will run towards the general sound. Even that though will be based on actual detection, my plan is to make it so you shout, they run towards the source, but if you get out of there before they see you, they won't know what made the noise. 

 

Oooh, it's DRAWN weapons/magic, I understand now. Thank you.

 

For the search crimes, a search could be triggered also when another crime and/or license is violated. Also, for your consideration, there is this mod with body searches animations.

 

Ty for the mod and yout time.

Posted
14 hours ago, qualcheduna said:

 

Oooh, it's DRAWN weapons/magic, I understand now. Thank you.

 

For the search crimes, a search could be triggered also when another crime and/or license is violated. Also, for your consideration, there is this mod with body searches animations.

 

Ty for the mod and yout time.


Way ahead of you there! working on the implementation for that now, yesterday I was working on the logic for guard confrontation but today I am going to try to get the dialogue and animations working. 

Posted

Exciting mod! I love SL Survival and Slaverun, and it's great to see mods updating their features in new ways. I love the idea of licenses being progressively implemented as slavery becomes more prominent. Excellent idea!

For the drink portion of the toll, SL Survival had extra potions, fertility, arousal (with SLEN) and the "mysterious" potion which increased breasts and butt size for something like 2 days. Integrating fertility and supporting pregnancy mods is probably a whole other level of complications, but it would be cool to have different options in addition to Skooma Whore drugs and lactacid (though both options are great).

For prostitution, someone mentioned Simple Player Prostitution above, I haven't played with the Ancient Profession lately, so I'm not sure how it compares, but I SPP supports license and is still being developed. I play with SPP and Public Whore together and they work well.

Either way, I'm super excited to see what you'll do with this mod! I'll test it out and try to be useful somehow. :D

Posted
2 hours ago, Lcklsmth said:

Exciting mod! I love SL Survival and Slaverun, and it's great to see mods updating their features in new ways. I love the idea of licenses being progressively implemented as slavery becomes more prominent. Excellent idea!

For the drink portion of the toll, SL Survival had extra potions, fertility, arousal (with SLEN) and the "mysterious" potion which increased breasts and butt size for something like 2 days. Integrating fertility and supporting pregnancy mods is probably a whole other level of complications, but it would be cool to have different options in addition to Skooma Whore drugs and lactacid (though both options are great).

For prostitution, someone mentioned Simple Player Prostitution above, I haven't played with the Ancient Profession lately, so I'm not sure how it compares, but I SPP supports license and is still being developed. I play with SPP and Public Whore together and they work well.

Either way, I'm super excited to see what you'll do with this mod! I'll test it out and try to be useful somehow. :D


There are some cases where I am leaning towards building my own items, and those suggested potions are a possibility down the road for sure! As I get more features created I'll be going back and polishing old ones. The drinks and devices ones are both on my list - I remember looking into the inflation potion specifically as something I wanted to add, but I decided against it at the time, not wanting to create my own items, but as I have been building out features there are some items I think just make sense to make, like that one. 

 

I havent personally tried SPP, but when I get a chance I will look into it for potential integration! It shouldn't be too hard to do the same sort of stuff I am doing for TAP - I like TAP because its much more story driven with unique quests and getting licenses for each hold is interesting, which is why I lean towards it, but I want this mod to be plugin agnostic, and work with as many other mods as I have the energy to automate. 

And I post previews and early builds on the discord! always helpful when someone wants to test! I do everything in my power to make sure it continues to work on existing saves.

Posted
37 minutes ago, thor3222 said:


There are some cases where I am leaning towards building my own items, and those suggested potions are a possibility down the road for sure! As I get more features created I'll be going back and polishing old ones. The drinks and devices ones are both on my list - I remember looking into the inflation potion specifically as something I wanted to add, but I decided against it at the time, not wanting to create my own items, but as I have been building out features there are some items I think just make sense to make, like that one. 

 

I havent personally tried SPP, but when I get a chance I will look into it for potential integration! It shouldn't be too hard to do the same sort of stuff I am doing for TAP - I like TAP because its much more story driven with unique quests and getting licenses for each hold is interesting, which is why I lean towards it, but I want this mod to be plugin agnostic, and work with as many other mods as I have the energy to automate. 

And I post previews and early builds on the discord! always helpful when someone wants to test! I do everything in my power to make sure it continues to work on existing saves.

I'm already on the Nua World Order Discord, I hadn't realized that there was a channel for your mod on there as well. I'll keep an eye on it.

I'll give TAP a try, I like the idea of it being story-focused, I'll admit it has been so long since I played it, I had forgotten that. In that respect, as you said, SPP doesn't have a story.

I'll give a try to Hydra Slave Girls also because of your mod, I really like the idea of the slavery progression.

Posted
22 hours ago, Lcklsmth said:

I'm already on the Nua World Order Discord, I hadn't realized that there was a channel for your mod on there as well. I'll keep an eye on it.

I'll give TAP a try, I like the idea of it being story-focused, I'll admit it has been so long since I played it, I had forgotten that. In that respect, as you said, SPP doesn't have a story.

I'll give a try to Hydra Slave Girls also because of your mod, I really like the idea of the slavery progression.


Early build with a preview of the body search stuff is up on the discord! don't expect perfection, but its a solid start that seems functional. Still working out some edge cases and working on further implementation

Posted
On 5/30/2025 at 10:30 PM, qualcheduna said:

 

Oooh, it's DRAWN weapons/magic, I understand now. Thank you.

 

For the search crimes, a search could be triggered also when another crime and/or license is violated. Also, for your consideration, there is this mod with body searches animations.

 

Ty for the mod and yout time.


oop! quoted the wrong person. Early build up on the discord with the body search stuff

Posted

I'm curious about how SLS kennels were implemented, but I can't find mentioned whiterun warehouse anywhere. Teleporting to LMAOWhiterunWarehouse lended me in some half-baked cell. Is it implemented?

Posted
10 hours ago, GeJorge said:

I'm curious about how SLS kennels were implemented, but I can't find mentioned whiterun warehouse anywhere. Teleporting to LMAOWhiterunWarehouse lended me in some half-baked cell. Is it implemented?

 

not implemented yet, the Whiterun one is in progress, the one in the ESP in the download here was like 1/5 the way done with the cell build. 

Current priority is the body search stuff and the crimes but im working on the cell and its stuff in the background. On the discord there is a preview build with good progress on the body search feature (working, about half the dialogue done, but the searching guard detection leaves stuff to be desired, and its not yet something that happens at the gate which is important), as well as a more complete cell for the whiterun kennel (floorplan done, lighting about 90%, some small asset misalignment, navmeshing and entrance not done, no npcs, but about 85% of the clutter done). 

on the main page I note its still about 2 major versions from release, so its still a ways out. Lots to build, but things are moving along. 

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