jbezorg Posted November 1, 2025 Posted November 1, 2025 Alternate Perspective - In the Midden View File All files starting with "AP" require Alternate Perspective - Alternate Start All files starting with "QM" modify or extend quests. Alternate Perspective IS NOT required AP - In The Midden - Bound.esp Bound in the Atronach Forge room in the College of Winterhold Midden Requires: Devious Devices NG Unforgiving Devices Strongly suggested: JK's College of Winterhold (Furniture placement may be off w/out this) AP Option Starts: Unforgiving Devices (random) Hard Unforgiving Devices (random) Contraptions Bondage Chair Contraptions Bondage Cross Contraptions Bondage Horse Contraptions Bondage Pole Contraptions Bondage Overhead Contraptions Bondage Strappado Contraptions Bondage XCross AP - In The Midden - Display.esp Bound in the Atronach Forge room in the College of Winterhold Midden Requires: Devious Devices NG Display Model 3 Strongly suggested: JK's College of Winterhold (Furniture placement may be off w/out this) AP Option Starts: Dollstand Queenbreaker Chair Frame AP - In The Midden - Gate - JK.esp (Companion ESP for AP - In The Midden - Display.esp & AP - In The Midden - Bound.esp) For an extra challenge. Prevents escape from the Collage on Winterhold through the midden. This was created with JK's College of Winterhold installed but it should still work in vanilla. Since you start in the college, the gate to the bridge will sill be locked making you a prisoner of the college. I recommend The Midden - Expanded to give you some areas to explore with The Midden Expanded - Tweaks Fixes and Patches to work with JK Skyrim & JK's College of Winterhold AP - Museum Piece - Pama.esp After convincing Calcelmo to let me into his Dwemer Museum you have found yourself displayed in some sort of Dwemer device and it's damaging your magicka and producing soul gems as you struggle! [Meta: The Dwemer device is wrecking your magicka as you try to escape, Damage may be permanent] Note: There is a bug I haven't been able to fix coming from merging Pama's furniture with the escape mechanism from Devious Devices NG where the player can't move unless they open the system menu. A save and reload fixes the flipped menu action. Also. Adjusting the player height to 0.98 seems to makes the Dewmer furniture fit the player better. Note: You must enable Devious Device NG contraption escape game before you start this AP scenario for this to work. The mini-game starts immediately. You do not get to interact with the dwemer device directly. Requires: Devious Devices NG Pama´s Deadly Furniture Strongly Suggested: Unforgiving Devices AP Option Starts: Dwemer Museum Piece AP - Little Spy - Bound.esp Rolff paid you a visit to of find out what you really are (Best for Dunmer). Rolff will track the player as soon as they escape the contraption. If he catches you, back you go. It's playable but as of now there's not much except trying to escape. Requires: Devious Devices NG Skyrim Sewers 4 Strongly Suggested: Unforgiving Devices AP Option Starts: Rolff Interrogation - Chair AP - College Thesis - Bound.esp You are a mage's experiment at the College of Whispers. Be careful. They might not like the test subject escaping. Requires: Devious Devices NG Enhanced Solitude SSE Strongly Suggested: Unforgiving Devices AP Option Starts: Contraptions Bondage Chair QM - Blood on the Ice - Player is Victim.esp This is still a WIP. I havent't got the AI packages working the way I want to. Mainly because after so much testing I know most DDNG Contraption escape sequences up to 12 characters long. Also, since the outcome isn't completely finished, it may get annoying as there is a chance that you'll end up in a contraption again as long as you sleep in Windhelm after completing Blood on the Ice. This ESP should not interfere with other mods that modify the Blood on the Ice quest unless they prevent Calixto from being killed. Wuunferth: "I beg your pardon? Necromancy? I am a member of the College of Winterhold, in good standing! They haven't allowed necromancy for hundreds of years!" - Lies. All lies. Turns out Wuunferth was manipulating Calixto all along and the one who gave him the amulet. Requires: Devious Devices NG PO3 Papyrus Extender Strongly Suggested: Unforgiving Devices Note: If the player owns Hjerim, Calixto's House of Curiosities will be used instead with some minor changes. There isn't a backup plan if you have a mod that allows you to purchase Calixto's House of Curiosities Submitter jbezorg Submitted 11/01/25 Category Other Requirements Devious Devices NG, Pama´s Deadly Furniture, Display Model 3, Alternate Perspective - Alternate Start Regular Edition Compatible No Install Instructions I strongly suggest using a Mod Manager like MO2 or Vortex. 1
IcicleInn Posted November 1, 2025 Posted November 1, 2025 Very interested in testing this out, but as a note, both College Thesis and Museum piece cite "Enhanced Solitude" as a master, not "Solitude Expansion" 1
Dendriah Posted November 2, 2025 Posted November 2, 2025 so i dont know what im missing but the dwemer one doesnt work for me i zone into it and i am there as normal but i cant interact or do anything with it
jbezorg Posted November 2, 2025 Author Posted November 2, 2025 3 hours ago, IcicleInn said: Very interested in testing this out, but as a note, both College Thesis and Museum piece cite "Enhanced Solitude" as a master, not "Solitude Expansion" Thanks for that catch.
jbezorg Posted November 2, 2025 Author Posted November 2, 2025 (edited) 1 hour ago, Dendriah said: so i dont know what im missing but the dwemer one doesnt work for me i zone into it and i am there as normal but i cant interact or do anything with it Have you used the Devious Device NG contraption escape game? That must be enabled before you start this AP scenario for this particular one to work. Edited November 2, 2025 by jbezorg 1
scoul73 Posted November 3, 2025 Posted November 3, 2025 Always nice to see some new alternate starts. Still building out a new load order so I haven't tried them yet, but just loading them in MO2 shows me that Solitude Expansion is required for the museum start, which I assume takes place in Markarth. Is that a mistake, or does the start somehow involve going all the way to Solitude? Also, it is your mod and therefore your rules, but I don't know how many people are going to be willing to install an entire city overhaul for an alternate start scenario. If there is a way of doing them that doesn't require a city overhaul mod, they may get more traction.
jbezorg Posted November 3, 2025 Author Posted November 3, 2025 1 hour ago, scoul73 said: Always nice to see some new alternate starts. Still building out a new load order so I haven't tried them yet, but just loading them in MO2 shows me that Solitude Expansion is required for the museum start, which I assume takes place in Markarth. Is that a mistake, or does the start somehow involve going all the way to Solitude? Also, it is your mod and therefore your rules, but I don't know how many people are going to be willing to install an entire city overhaul for an alternate start scenario. If there is a way of doing them that doesn't require a city overhaul mod, they may get more traction. The esp files have their own requirements and they're listed for each. Pick and choose. You don't have to enable/use them all.
Mayrella Posted November 3, 2025 Posted November 3, 2025 (edited) How exactly do you get captured/do the Blood on the ice quest, it just completes all normally for me Clarification: I can do the entirety of the Blood on the Ice quest as normal without anything triggering for any other dialogue options or events happening during the quest Edited November 3, 2025 by Mayrella Clarification
theaddy Posted November 3, 2025 Posted November 3, 2025 Liking these captured quest but is AP really required to use those scenarios with additional location mods instead of vanilla locations?
jbezorg Posted November 3, 2025 Author Posted November 3, 2025 7 hours ago, Mayrella said: How exactly do you get captured/do the Blood on the ice quest, it just completes all normally for me Speep in Windhelm after the quest is completed. There is a % chance that it will happen. This will not go away
Vuzzar Posted November 3, 2025 Posted November 3, 2025 Cool scenarios! I especially like the Dwemer museum one. However, the escape minigame does not work with a gamepad. I tried changing the script myself, but I can't compile it because I'm probably missing some scripts somewhere Copying the OnInit() event from zadcNGEscapeMinigame.psc should do the trick
jbezorg Posted November 3, 2025 Author Posted November 3, 2025 47 minutes ago, theaddy said: Liking these captured quest but is AP really required to use those scenarios with additional location mods instead of vanilla locations? Not all of them require location mods but, yeah, the required mods are required.
jbezorg Posted November 3, 2025 Author Posted November 3, 2025 5 minutes ago, Vuzzar said: Cool scenarios! I especially like the Dwemer museum one. However, the escape minigame does not work with a gamepad. I tried changing the script myself, but I can't compile it because I'm probably missing some scripts somewhere Copying the OnInit() event from zadcNGEscapeMinigame.psc should do the trick Send me the changes you need. I'll see if I can add gamepad detection
Vuzzar Posted November 3, 2025 Posted November 3, 2025 It should work, but I'll test it out AP_PAMA_EscapeMinigame_Main.psc
jbezorg Posted November 4, 2025 Author Posted November 4, 2025 (edited) 3 hours ago, Vuzzar said: It should work, but I'll test it out AP_PAMA_EscapeMinigame_Main.psc 24.09 kB · 1 download Keyboard controls still work Alternate Perspective - In the Midden.7z Edited November 4, 2025 by jbezorg
Vuzzar Posted November 4, 2025 Posted November 4, 2025 (edited) 3 hours ago, jbezorg said: Keyboard controls still work Alternate Perspective - In the Midden.7z 1.76 MB · 1 download Hummmm it doesn't work Try out my version instead. I took it from DDNG escape game which works with a controller Event OnInit() validKeys = new int[4] if Game.UsingGamepad() validKeys[0] = 274 ; Left_Shoulder validKeys[1] = 275 ; Right_Shoulder validKeys[2] = 280 ; Left_Trigger validKeys[3] = 281 ; Right_Trigger Else validKeys[0] = Input.GetMappedKey("Back", 0) validKeys[1] = Input.GetMappedKey("Forward", 0) validKeys[2] = Input.GetMappedKey("Strafe Left", 0) validKeys[3] = Input.GetMappedKey("Strafe Right", 0) EndIf requiredCode = new int[16] requiredDurations = new float[16] enteredCode = new int[16] EndEvent EDIT: I did some more testing (still on the dwarven museum scenario) and I found that at some point an infinite loop seems to trigger. Soul gems come out every second, debug notifications go nuts, player is having 10 orgasms at the same time. If you don't escape and stay too long in it. Also, I was looking at the script and was wondering from what mod Devious Curses - DCDDQI.esp is from? Edited November 4, 2025 by Vuzzar more things to say
scoul73 Posted November 4, 2025 Posted November 4, 2025 21 hours ago, jbezorg said: The esp files have their own requirements and they're listed for each. Pick and choose. You don't have to enable/use them all. Yes, I saw. My confusion was that a start in Markarth would require a Solitude mod. But if you say they are required, I guess that the start involves Solitude in some way, or at least some resource from the mod.
jbezorg Posted November 4, 2025 Author Posted November 4, 2025 9 hours ago, scoul73 said: Yes, I saw. My confusion was that a start in Markarth would require a Solitude mod. But if you say they are required, I guess that the start involves Solitude in some way, or at least some resource from the mod. Try the one I just posted for the game controllers. I cleaned out unused masters.
Masterman0 Posted November 4, 2025 Posted November 4, 2025 Is there any chance of making the starts available for Alternate Start - Live Another Life?
jbezorg Posted November 4, 2025 Author Posted November 4, 2025 18 hours ago, Vuzzar said: Hummmm it doesn't work Try out my version instead. I took it from DDNG escape game which works with a controller Event OnInit() validKeys = new int[4] if Game.UsingGamepad() validKeys[0] = 274 ; Left_Shoulder validKeys[1] = 275 ; Right_Shoulder validKeys[2] = 280 ; Left_Trigger validKeys[3] = 281 ; Right_Trigger Else validKeys[0] = Input.GetMappedKey("Back", 0) validKeys[1] = Input.GetMappedKey("Forward", 0) validKeys[2] = Input.GetMappedKey("Strafe Left", 0) validKeys[3] = Input.GetMappedKey("Strafe Right", 0) EndIf requiredCode = new int[16] requiredDurations = new float[16] enteredCode = new int[16] EndEvent EDIT: I did some more testing (still on the dwarven museum scenario) and I found that at some point an infinite loop seems to trigger. Soul gems come out every second, debug notifications go nuts, player is having 10 orgasms at the same time. If you don't escape and stay too long in it. I recompiled with your changes and with the newest version of Pama's Deadly Furniture. Hopefully that'll fix the infinite loop Quote Also, I was looking at the script and was wondering from what mod Devious Curses - DCDDQI.esp is from? Unfinished work for BHUNP and Devious Curses based on this mod. "Devious Curses - DCDDQIUD.esp" is the Unforgiving Devices version. Angeli created Dwemer animated plugs a long time ago and I had asked for and got permission to use them. Got them added to the suit. Can't get them to animate.
Vuzzar Posted November 4, 2025 Posted November 4, 2025 (edited) 44 minutes ago, jbezorg said: I recompiled with your changes and with the newest version of Pama's Deadly Furniture. Hopefully that'll fix the infinite loop I tested without a controller to get the infinte loop though. I was deliberately failing the minigame on purpose (I find it way too easy early on, but then it becomes almost impossible the more I fail) and somewhere down the line, an infinite loop triggers. So it's not triggered by the controller to be clear. I'm testing the new script with gamepad support right now. My first test didn't work, but I'm investigating. EDIT: Is it the only thing you changed in the script? now I get this debug notification when entering the device: "[zadc-NG] Cannot start contraption struggle escape minigame because player is not locked in a contraption." It's the first time I get this notification and it shows if I start with a controller and without one. The escape minigame also doesn't work both ways. requiredCode[] and requiredDurations[] get initialised with only 0s and pressing buttons doesn't do anything 🤔 44 minutes ago, jbezorg said: Unfinished work for BHUNP and Devious Curses based on this mod. "Devious Curses - DCDDQIUD.esp" is the Unforgiving Devices version. Angeli created Dwemer animated plugs a long time ago and I had asked for and got permission to use them. Got them added to the suit. Can't get them to animate. Ahhhh I saw the "Devious Curses" in there and I thought it was a patch made for the dwarven cuirass in the mod. That looks cool! Edited November 4, 2025 by Vuzzar 1
jbezorg Posted November 4, 2025 Author Posted November 4, 2025 1 hour ago, Vuzzar said: I tested without a controller to get the infinte loop though. I was deliberately failing the minigame on purpose (I find it way too easy early on, but then it becomes almost impossible the more I fail) and somewhere down the line, an infinite loop triggers. So it's not triggered by the controller to be clear. I'm testing the new script with gamepad support right now. My first test didn't work, but I'm investigating. EDIT: Is it the only thing you changed in the script? now I get this debug notification when entering the device: "[zadc-NG] Cannot start contraption struggle escape minigame because player is not locked in a contraption." It's the first time I get this notification and it shows if I start with a controller and without one. The escape minigame also doesn't work both ways. requiredCode[] and requiredDurations[] get initialised with only 0s and pressing buttons doesn't do anything 🤔 This is an issue with recompiling with either the newer version of DDNG and/or Pama's Deadly furniture and combining both. 1
Vuzzar Posted November 4, 2025 Posted November 4, 2025 2 minutes ago, jbezorg said: This is an issue with recompiling with either the newer version of DDNG and/or Pama's Deadly furniture and combining both. I use DDNG v0.4.2 and Pama v3.3.2 which are both the newest versions.
jbezorg Posted November 4, 2025 Author Posted November 4, 2025 There's AP_PAMA_MuseumPiece_Main which acts as a bridge between PamaFurniture_DwemerElectricDevice and AP_PAMA_EscapeMinigame_Main. It converts the the results of the minigame into furniture actione w/in PamaFurniture_DwemerElectricDevice script.
jbezorg Posted November 5, 2025 Author Posted November 5, 2025 14 minutes ago, Vuzzar said: I use DDNG v0.4.2 and Pama v3.3.2 which are both the newest versions. I wrote the mod using the previous versions of both. I released this mod right as Pama was releasing updates. So I decided to update both. Compiling with the new versions broke the bridge.
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