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Posted
2 hours ago, darkdesires04 said:

 

Yes or from SimpleSlavery++. As far as defeat, I will add an Acheron option later, but only for certain factions, like bandits and vampires.

Awww, it would be awesome to lose to wolves. Currently there are no good enslavement options for them. The only ones that exist are old and buggy as hell.

 

Posted
10 minutes ago, lovalter said:

With p+ scenes start in less than a second 🙃

 

Yeah I'm wondering if that was my biggest issue with the length of the blur. Anims start up FAST now. 🤣

Posted

1.03 works for me, even without the .pex file you offered KitKatKsenya. It's a fairly sudden transition from blur to clarity though; you could make it last longer if you wanted. My main objection to the blur was not being able to make sense of anything at all. I wouldn't object to a lingering, residual, slight blur.

 

Anybody who's spent any time with SexLab is going to be well-used to pre-scene teleporting by now. It's not a biggie.

Posted (edited)

Possible bug on my side again: If I escape, free a follower, then get defeated into a SL scene, it may stop the follower script from escaping the dungeon.  Happened to me in Shimmermist Grotto, escaped, rescued, got attacked by Chauruus.  I had to use console moveto player to get the follower to leave the dungeon because they stopped following me.

 

Is it possible to command the freed followers with a wait here / follow me command?

 

edit: maybe this is a captive followers thing

Edited by IcicleInn
Posted

Loving the mod so far.  I had the never ending blur effect when using version 1.0.1, even with blur disabled in mcm, but 1.0.3 seems to have eliminated that issue. Beyond that everything else is working at described.... an excellent way to start a game :)

 

Posted
9 hours ago, Bushi Neko said:

This blur occurs in addition to any other mods that can blur, or alter visual so far. 
IE: If your using Skyrim on Skooma take that affect, and add in a blur affect on top. Or even more common, being affected by love sickness etc...
It is much better with the MCM toggle in place, but it still is not reliable to clear.

EDIT: I have to say tho', the mod is amazing. Works like a charm so far, and he captive follower is a nice twist, with an inclusion for FSM. But that blur... that blur.

 

I don't know what's going on with the blur for you, but I will add an MCM option in version 1.0.4 to never apply the blur.

 

Posted
9 hours ago, Nessa said:

 

Yeah I'm wondering if that was my biggest issue with the length of the blur. Anims start up FAST now. 🤣

 

I see, you are using SexLab p+ and I am not. That's why it's fast for you.

Posted
8 hours ago, IcicleInn said:

Possible bug on my side again: If I escape, free a follower, then get defeated into a SL scene, it may stop the follower script from escaping the dungeon.  Happened to me in Shimmermist Grotto, escaped, rescued, got attacked by Chauruus.  I had to use console moveto player to get the follower to leave the dungeon because they stopped following me.

 

Is it possible to command the freed followers with a wait here / follow me command?

 

edit: maybe this is a captive followers thing

 

It's by design of Captive Followers, if you get defeated while freeing a follower, the follower stops following and goes back to being slave. That's because the follower is in a state of escaping. Only outside is the follower considered free and ready to follow like a normal follower.

 

 

Posted
1 hour ago, goutou123 said:

Can you add a changelog? I don't know what was updated in versions 1.03 and 1.04.

 

Sure, I added it. The only difference between 1.0 and 1.0.4 is this:

 

- added MCM options to toggle the blur effect when drugged and before the sex scene starts

Posted (edited)
7 hours ago, Tadfoot said:

For some reason every other time i have a event as a captive the game crashes... Any idea?

 

An event as captive may start with adding a tattoo or a devious device, so maybe your setup has an issue with one of those two. 

Edited by darkdesires04
Posted

Tho' I ve not tried it yet. Bless you for the blur toggle option.  
I am really liking this mod a lot, it's a much needed fresh thing.

BTW. For others note, updating has caused no issue with my game which is terribly full of LL mods order, even 'big' change like the first iteration of the blur toggle.  

Posted
1 hour ago, Bushi Neko said:

Tho' I ve not tried it yet. Bless you for the blur toggle option.  
I am really liking this mod a lot, it's a much needed fresh thing.

BTW. For others note, updating has caused no issue with my game which is terribly full of LL mods order, even 'big' change like the first iteration of the blur toggle.  

 

I am glad it worked for you finally.

Posted

Another question is it me or only hags/witches capture the player? tried the simple slavery method and 5/5 times witches/hags captured me and the place was the same too

Posted (edited)
48 minutes ago, Niki69 said:

Another question is it me or only hags/witches capture the player? tried the simple slavery method and 5/5 times witches/hags captured me and the place was the same too

I can affirm, no. I have so far in running it as my high end on capture been taken by vampires and a bandit. 
I am using Baka Defeat and Simple Slavery ++++ ( latest ) and testing with this as the only outcome on enslavement. Two tries for the results above.
I do not have the alt start version.
ADD: Oh, don't forget player available locations are based on followers already distributed to captivity.  so your drawing from the lot left without ( captive with followers toggle on ) <<< not sure how much that affects not met / recruited followers tho'.
 

Edited by Bushi Neko
add:
Posted

Been waiting for something like this since Captive Follower hit.

 

Is the goal to make it a more local option? Like if the dungeon the player is defeated in they put the player there? I'm not sure how Acheron plays with something like:

 

-If player is defeated in applicable dungeon and space is available, send to local shackles.

-If not, send back to Acheron to roll something like Practical Defeat.

 

Or maybe it'd be more efficient to make it a post Practical Defeat event, but i'm not sure how PD recognizes location? I guess a rougher far off idea would be to apply to overworld bandit camps too, but as you said Captive Followers does use getting outside as its 'victory condition' so that'd be rougher. 

Posted
1 hour ago, Niki69 said:

Another question is it me or only hags/witches capture the player? tried the simple slavery method and 5/5 times witches/hags captured me and the place was the same too


I have tested many times (like 20 times or more), from Alternate Start and from Simple Slavery, and I have not seen the same capture destination yet.

 

This mod is something special. This is the most engaging and entertaining use of bondage furniture I’ve seen so far.

 

The blur effect is the only issue I’ve had. Hoping to try version 1.0.4 today.

Posted
1 hour ago, Niki69 said:

Another question is it me or only hags/witches capture the player? tried the simple slavery method and 5/5 times witches/hags captured me and the place was the same too

 

I always seem to get put in the place with the hags next to the bandit never shutting up about getting the key and freeing him dispite his cage being wide open lol

Posted
1 hour ago, darkdesires04 said:

 

It's by design of Captive Followers, if you get defeated while freeing a follower, the follower stops following and goes back to being slave. That's because the follower is in a state of escaping. Only outside is the follower considered free and ready to follow like a normal follower.

 

 

I see.  Outside the scope of this mod then, but just as a note, in my instance I couldn't get them to go from slave to following again after recovering from defeat state.  Any interaction with the follower was as if they were following ("I just want to get out of here") but they had to be consoled to the exit.

Posted
12 minutes ago, KitKatKseniya said:

I always seem to get put in the place with the hags next to the bandit never shutting up about getting the key and freeing him dispite his cage being wide open lol

 

That's interesting. I haven't seen hags/witches yet. I have gotten bandits, vampires, conjurers, and reiklings.

Posted (edited)
25 minutes ago, Herowynne said:

The blur effect is the only issue I’ve had.

Same problem, it's very annoying. Let's see if the new version removes it.

 

EDIT

 

It would be great to be able to integrate the mod with SLSF_Reloaded

Edited by Dorabella
Posted

I'm having a minor issue where the struggle key sometimes activates the regular DD contraptions struggle instead of this mod's specific struggle. It happens pretty consistently in the following way:

 

1. My PC is initially taken into captivity and placed in the default furniture for that location. Struggle works normally.

2. My PC gets exhausted and is relocated in a new furniture.

3. The first struggle attempt in the new furniture gets this pop-up:

image.png.8014e341342fdfd599e91f58fc8151a6.png

4. The second struggle attempt gets this pop-up:

image.png.565932e9001204b3c9af9cf93018ee77.png
5. After the second attempt fails, it finally goes back to the mod's intended behavior, where the struggle is automatic without any pop-up.

 

Given that no one else has mentioned this, I'm guessing it's an issue with my install. Does anyone have any ideas?

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