adadnirari Posted May 19 Posted May 19 On 5/16/2026 at 12:08 PM, Lilzt3hcat said: Did you also backport the meshes and textures?, also tes5edit with the new 2026 backport to LE script is required to ensure all forms are proper. Theres a CC item and water changes which also have to be fixed otherwise it wont work. The header also needed to be changed from 1.71 to 1.70, otherwise anything non-aniv edit wont even wanna load the esp at all. (This file should work for LE, but I havent tried it yet, you'll still need to run cathedral on the meshes and textures) CBTS- Captured By the Thalmor- Southrange Gaol.esp 1.09 MB · 1 download I didn't do any of that.
ScroodPooch Posted June 8 Posted June 8 I don't know if the female interrogator is voiced by a live actress or by AI, but dam that's hot! I want to make her a follower just so I can listen to her interrogate me all day long.
Kanerah Posted June 9 Posted June 9 (edited) Been playing a bit with this. Love the concept, Dialogue and voice acting are excellent., though I still have to explore all the dialogue and outcomes. Some things feel a bit odd, or I think could be done differently. - Sex scenes can feel abrupt. I think it should follow up direct torture, pleasure after pain, in order to break player character and make him/her more cooperative. The way I see it, Keldara/Keldarin as Altmer naturally detests other races, especially humans and beastfolk, enjoys degrading them, but also gets off on sex with them as dominus/domina. Maybe some bit of dialogue before every sex scene that slowly reveals that. - I think general idea of defeating her should be based more on convincing her s/he has succesfully broken you. By playing into her/his natural arrogance. If you are too defiant or too appeasing and suddenly become compliant, s/he'd be naturally suspicious and you'd be automatically locked out of that ending. I nstead you pretend she slowly breaks you, spoonfeed her false information, something that sends most of Thalmor in the base away to recapture Thorald. Then when s/he fully believe you're broken and turned into her/his pet, she takes you to her private quarters, has sex with you, you feign falling asleep, she goes to bed, and then you can knock her/him out. Edited June 9 by Kanerah
lollllllllllnope Posted June 11 Author Posted June 11 On 6/8/2026 at 6:28 AM, ScroodPooch said: I don't know if the female interrogator is voiced by a live actress or by AI, but dam that's hot! I want to make her a follower just so I can listen to her interrogate me all day long. I voice-acted all the lines and then ran them through an AI voice changer. I'm glad you like it; I was quite pleased with how she turned out
lollllllllllnope Posted June 11 Author Posted June 11 On 6/9/2026 at 4:45 AM, Kanerah said: I think general idea of defeating her should be based more on convincing her s/he has succesfully broken you. By playing into her/his natural arrogance. If you are too defiant or too appeasing and suddenly become compliant, s/he'd be naturally suspicious and you'd be automatically locked out of that ending. I nstead you pretend she slowly breaks you, spoonfeed her false information, something that sends most of Thalmor in the base away to recapture Thorald. Then when s/he fully believe you're broken and turned into her/his pet, she takes you to her private quarters, has sex with you, you feign falling asleep, she goes to bed, and then you can knock her/him out. Well, good news: my next goal for this mod is to make it possible for Kel to enslave the player, and attacking after you've lulled Kel into a false sense of security will definitely be a possible outcome 😁 1
SIMMINGSWIMMING IMMING Posted June 12 Posted June 12 I don't know if anyone has has the issue where they cant start the quest or find the mod in MCM?
Kanerah Posted June 12 Posted June 12 6 hours ago, SIMMINGSWIMMING IMMING said: I don't know if anyone has has the issue where they cant start the quest or find the mod in MCM? I had the same issue, I think it was an error installation by Mod Manager. Root folder only had esp file, with the rest in data subfolder. I fixed it by manually extracting all files in the same folder. 1
SIMMINGSWIMMING IMMING Posted June 12 Posted June 12 1 hour ago, Kanerah said: I had the same issue, I think it was an error installation by Mod Manager. Root folder only had esp file, with the rest in data subfolder. I fixed it by manually extracting all files in the same folder. OOOO, ive had a look at this - ive pulled all my files into the first folder but still can't find it
lazycai Posted Tuesday at 04:08 PM Posted Tuesday at 04:08 PM Nice mod! One thing about immersion: after Kel questioning the player, the dialogue selection menu shows up, and if player does not press any key, then in around 60 seconds the dialogue box time out by default and Kel resumes an idle state. If this default action can be made equivalent to (remain silent) that would greatly improve immersion, what do you think?
brewmasterhal Posted Wednesday at 05:17 AM Posted Wednesday at 05:17 AM 13 hours ago, lazycai said: Nice mod! One thing about immersion: after Kel questioning the player, the dialogue selection menu shows up, and if player does not press any key, then in around 60 seconds the dialogue box time out by default and Kel resumes an idle state. If this default action can be made equivalent to (remain silent) that would greatly improve immersion, what do you think? That should be a simple matter of attaching a reference to the correct DIAL record as the WalkAway response. You can just do it with xEdit in a few minutes.
lazycai Posted Wednesday at 09:02 AM Posted Wednesday at 09:02 AM 3 hours ago, brewmasterhal said: That should be a simple matter of attaching a reference to the correct DIAL record as the WalkAway response. You can just do it with xEdit in a few minutes. I'm no good at modding and using xEdit. I spent half an hour digging into xEdit, found the relevant DIAL records: CBTS_AssortedDialogueGoodbyes: the current walkaway response triggered if messagebox is timed out CBTS_Main_FirstQuestionTopic: the specific messagebox I want to set a different time out response CBTS_Main_FirstQuestion_Silent: the specific response I want to trigger for the time out The problem now is I cannot figure out how exactly this CBTS_AssortedDialogueGoodbyes gets triggered. I can see it is referenced by quest CBTS_AssortedDialogue, which has a property "Alias_Exit_Triggerbox", but I don't know how to continue from here. Any more hints?
lollllllllllnope Posted Thursday at 06:24 AM Author Posted Thursday at 06:24 AM (edited) 21 hours ago, lazycai said: I'm no good at modding and using xEdit. I spent half an hour digging into xEdit, found the relevant DIAL records: CBTS_AssortedDialogueGoodbyes: the current walkaway response triggered if messagebox is timed out CBTS_Main_FirstQuestionTopic: the specific messagebox I want to set a different time out response CBTS_Main_FirstQuestion_Silent: the specific response I want to trigger for the time out The problem now is I cannot figure out how exactly this CBTS_AssortedDialogueGoodbyes gets triggered. I can see it is referenced by quest CBTS_AssortedDialogue, which has a property "Alias_Exit_Triggerbox", but I don't know how to continue from here. Any more hints? That's... an excellent question actually 😅 I created a few walk-away responses and set them up based on the instructions in the Creation Kit wiki; they are SUPPOSED to trigger every time the player exits dialogue with Kel. But that actual mechanism/logic is handled deep within the engine--deeper than I know how to access or change--and I couldn't ever get the lines to trigger reliably. Which is why the mod currently doesn't have the feature you're requesting, although it would be great if it did! It would also solve the problem of "player accidentally exits dialogue and now is trapped indefinitely in the shackles" (Unfortunately, "Alias_Exit_Triggerbox" isn't at all related to leaving conversations--it's placed at the physical exit to the dungeon and goes off when the player finishes escaping. The reason it's tied to the assorted dialogue quest is so that certain lines are enabled/disabled at the end of the quest.) I might try tinkering around with the system the next time I make an update, to see if I can't get it working as intended. But in the meantime if y'all's experimentation turns anything up, I'd love to hear about it Edited Thursday at 06:24 AM by lollllllllllnope
lazycai Posted Thursday at 07:44 AM Posted Thursday at 07:44 AM 58 minutes ago, lollllllllllnope said: That's... an excellent question actually 😅 I created a few walk-away responses and set them up based on the instructions in the Creation Kit wiki; they are SUPPOSED to trigger every time the player exits dialogue with Kel. But that actual mechanism/logic is handled deep within the engine--deeper than I know how to access or change--and I couldn't ever get the lines to trigger reliably. Which is why the mod currently doesn't have the feature you're requesting, although it would be great if it did! It would also solve the problem of "player accidentally exits dialogue and now is trapped indefinitely in the shackles" (Unfortunately, "Alias_Exit_Triggerbox" isn't at all related to leaving conversations--it's placed at the physical exit to the dungeon and goes off when the player finishes escaping. The reason it's tied to the assorted dialogue quest is so that certain lines are enabled/disabled at the end of the quest.) I might try tinkering around with the system the next time I make an update, to see if I can't get it working as intended. But in the meantime if y'all's experimentation turns anything up, I'd love to hear about it Thanks for the information! Seems not that easy to me :) The "player trapped indefinitely in the shackles" situation, I ran into this several times, but not after exiting dialogue - Kel will automatically resume a new dialogue after a few seconds. I ran into this situation in two events: 1. Kel was whipping the player and stopped during his whipping. 2. Kel summoned familiar, player fell unconsious under familiar attack, player is moved to the cell, and when player returns to the shackle, the familiar remains there and Kel is stuck. I also notice another thing: When Kel tortures player using any magic, the guards in the torture room will immediately walk to the player, and they often gets burned/frozen/lightning/entangled/feared by Kel's magic along with the player. This seems related to the feature "player gets noticed by guards when using magic"?
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now