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Posted

I've enjoyed the mod so far, but there are a few things that might be worth looking into in the future: The "quests" that are atypical for Skyrim, such as following commands to walk or pose, could become a problem. I've had plenty problems with these in other mods, as they're not part of regular Skyrim and can be quite troublesome, especially given Skyrim weirdness at times. Also, at least in my game, the poses are all "broken" given the armbinder is supposed to prevent arm movement, but they are raised above the head as if nothing were wrong.

 

I'm not sure how either could be changed/fixed, but that's what immediately came to mind.

 

Posted
6 hours ago, Shmurtle said:

Thank you for the quick fix! I managed to play through the 4 available quests without any progression-blocking issues and had a blast, can't wait for more. I encountered 2 small bugs though.

 

After finishing the "Making Introductions" quest, every single NPC (and dog) has these 2 additional dialogue options, that I'm guessing are intended for the 2 NPCs in the den only. NPCs outside of the valley are also affected. (I only checked in Falkreath)

 

bug1.png.f9f6b9f385f572e2dd7858d08e171f49.png

 

The other issue I noticed is with the pose menu. When I use it outside of the specific scene with Renna and select any pose -> no pose, I permanently lose the ability to interact with objects and talk to NPCs. Saving and reloading fixes that issue.

 

Other than that I only noticed some small typos, but I forgot to write them down while playing.

 

 

These are both fixed now.

 

14 hours ago, kamithemoon said:

Using Fishburgers xVASynth script, the first scene below pulls a single MaleOrc voice so I'm guessing it's 2 orcs talking to each other.

 

Nice shot.

Hmmph. 

You think she's really the Dragonborn?

Dumag said she was. He seemed to believe her.

How would he know what the Dragonborn looks like. He barely leaves the valley.

Dumag said to truss her up and bring her to the lady's stables.

Unlucky girl. Next time, keep your nose out of things that don't concern you. If there is a next time.

 

 

The second scene below has the text in red not properly associated with a particular voice so the voice script pulls from all possible voices.

 

Good You're awake

Let me feed you and give you a chance to relieve yourself. Then we can get you out to the corral. Rogdul will be waiting for you.

Thank you dear. No trouble?

Any misbehaviour this morning?

Not at all. She was well-behaved. / A bit randy. Nothing I couldn't handle.

 

For me this ends up with a bloated number of voice files that aren't actually used and the total voice files produced by the script is currently 8184.  This isn't a problem if you just want to use xVASynth but if someone wanted to try making voices with a different program it could lead to a huge waste of resources.

 

I'm not sure what the difference is between the two scenes but would it be possible to follow the same format with the second and subsequent scenes to assign voice types to the individual dialogues or else do whatever was done in the first scene so the correct voice type is recognized?  This will make it much easier to generate voices for these in the future should you wish it.

 

 

I must say, I'm rather intrigued.  I recently found an AI artist who does pony play videos which were pretty cool.  But as a VR player, DD is rather pointless to me as I get all of the negatives of slow speed and such yet none of the positives of seeing my character trussed up.  But your dialogue feels very well written so I'm quite interested.

 

I suppose what I'm interested in a pony play mod would be the ability to buy ponies to use to carry my burdens as limited followers.  And I'd love to see carriage horses replaced with Pony girls.  If they could pull the carriage, even better, but just standing where the horse was would be a welcome sight.

 

The first scene is two orcs yeah. I don't use voice packs so I never considered that they would have the exact same voice when talking to each other.

 

The second scene is not actually something you can even see yet. It's from a later quest. I am not sure why there is no voice type but I can fix that.

 

I would probably hold off on the VASynth stuff until it is more finished. Only half the dialogue that's written can even be seen right now and some/most of it is probably gonna change.

 

1 hour ago, gugugu666 said:

It seems there are still bugs? The quest in the Imperial Ruins cannot be completed. I'm really looking forward to the upcoming My Little Pony content.

 

There was an issue with the first version that made it impossible to finish that objective depending who you talked to first. If you haven't downloaded the newest version yet I would try that. There are 3 people you need to talk to for that objective to complete.

 

1 hour ago, lurker9001 said:

Bug; I think there is a repeat line at the end of the first steps quests, when she mentions ponies and fields.

 

I saw that too but I am not sure why it happens. It's always that one line and there are no scripts or anything attached to it.

 

19 minutes ago, jasdffdsafads said:

I've enjoyed the mod so far, but there are a few things that might be worth looking into in the future: The "quests" that are atypical for Skyrim, such as following commands to walk or pose, could become a problem. I've had plenty problems with these in other mods, as they're not part of regular Skyrim and can be quite troublesome, especially given Skyrim weirdness at times. Also, at least in my game, the poses are all "broken" given the armbinder is supposed to prevent arm movement, but they are raised above the head as if nothing were wrong.

 

I'm not sure how either could be changed/fixed, but that's what immediately came to mind.

 

 

The movement or posing stuff should be okay. There's nothing too crazy going on with those, at least for now. That's not what every task/quest is going to be either.

 

As for the poses, I am going to guess you don't use DD NG? I didn't think about it but I rely on PAR from NG to deal with the arm placement when you pose. If you don't have that the poses will be weird. One of the poses is also just a little janky, the rig I used to make it wasn't set up right. I can look at that later. Not a priority though, since DD NG will probably become required anyway.

 

 

I will add some quest markers to the making introductions quest. There were only about half the amount of people when I first made it. There is a point to meeting all those people though. Knowing certain stuff about them will be important eventually.

Posted
25 minutes ago, Abyzou1 said:

Hello, I was unable to find the location of the start of this quest. I looked all the nearby places around ivarstead, but haven't been able to locate the cave.

 

"Mod starts at the inn in Falkreath" after that you have to go south to the map border

Posted
44 minutes ago, Ixmore said:

Will there be some light integration with S.L.U.T.S Resume?

Or "Devicious Training"? A new body and mind altering mod is great!

Posted

The map you made is surprisingly well made. Like better then most non-NSFW mods. That had to of taken ages to put together? 

 

Other then the introduction quest being tedious, very high quality mod. 

Posted
3 hours ago, HereBeTentacles said:

 

The first scene is two orcs yeah. I don't use voice packs so I never considered that they would have the exact same voice when talking to each other.

 

The second scene is not actually something you can even see yet. It's from a later quest. I am not sure why there is no voice type but I can fix that.

 

I would probably hold off on the VASynth stuff until it is more finished. Only half the dialogue that's written can even be seen right now and some/most of it is probably gonna change.

I would thank you for making adding voice types or specific NPCs to dialogue conditions to help facilitate future voice packs.  As a VR user, voice packs are very important for immersion and too much xVASynth can pull me out of that immersion.

 

To give an example of how easily things can go astray without added dialogue conditions, I would very much like to have a proper voice pack for The Ancient Profession but the script will generate 40 - 60k lines of bloated dialogue when there is in reality only maybe 8k lines or so that can actually be heard.  I could spend the time to generate 8k lines if I knew they would all be used but I can't justify spending the time to generate 40k lines when over half of them would never be heard.

Posted (edited)
2 hours ago, Ixmore said:

Will there be some light integration with S.L.U.T.S Resume?

 

1 hour ago, Ueli_123 said:

Or "Devicious Training"? A new body and mind altering mod is great!

Franckly, I'd rather not, this mod is the first kink oriented mod to actually play well so far, I like SLUTS and DF both but the level of jank both display is much much higher (not to mention they both got passed on from modder to modder because they are very dificult to work with)  , I'd rather HBT work on his own mod and build the cohesive experience he has in mind (that would make a great foundation to expand upon, not the other way around) 

 

Edited by lurker9001
Posted
3 hours ago, HereBeTentacles said:

The first scene is two orcs yeah. I don't use voice packs so I never considered that they would have the exact same voice when talking to each other.

 

Is this conversation supposed to play when the player gets shot and drugged when first entering the valley? I just double-checked and played through the mod again and there are no subtitles showing up for me during this scene, so this might be another small bug.

 

Another thing I noticed is that during the outfitting scene during the quest "First Steps", getting locked into the contraption is weirdly delayed. The device disappears and the player character just stands there. It fixes itself exactly when Renna says "Now for your tack.", so this seems weirdly tied to the dialogue in the scene. I replayed the scene like 10 times and it always corrected itself at that exact same moment, so this seems a bit too consistent to just be random script lag, but I have no idea.

Posted

This is looking really good! However, I'm totally stuck on Making Introductions, running around everywhere talking to everyone, but have only completed 1 step so far.  A few quest markers would be golden, even if only directing you to the general vicinity of a goal.

Posted
1 hour ago, asdt123123 said:

The map you made is surprisingly well made. Like better then most non-NSFW mods. That had to of taken ages to put together? 

 

Other then the introduction quest being tedious, very high quality mod. 

 

Slow at first but eventually you learn how everything works and you enter a flow state (the edible hits) and things go a bit faster. Trying to work anywhere in the vanilla game is super tedious with disabling existing objects, trying not to break the existing navmesh, and avoiding collisions.

 

28 minutes ago, lurker9001 said:

 

Franckly, I'd rather not, this mod is the first kink oriented mod to actually play well so far, I like SLUTS and DF both but the level of jank both display is much much higher (not to mention they both got passed on from modder to modder because they are very dificult to work with)  , I'd rather HBT work on his own mod and build the cohesive experience he has in mind (that would make a great foundation to expand upon, not the other way around) 

 

 

Yeah I will probably try to keep integration with other stuff pretty low. I had a couple ideas but I want to try to keep things consensual (or at least close to it) and the jank down and that rules out a lot of stuff.

 

5 minutes ago, Shmurtle said:

 

Is this conversation supposed to play when the player gets shot and drugged when first entering the valley? I just double-checked and played through the mod again and there are no subtitles showing up for me during this scene, so this might be another small bug.

 

Another thing I noticed is that during the outfitting scene during the quest "First Steps", getting locked into the contraption is weirdly delayed. The device disappears and the player character just stands there. It fixes itself exactly when Renna says "Now for your tack.", so this seems weirdly tied to the dialogue in the scene. I replayed the scene like 10 times and it always corrected itself at that exact same moment, so this seems a bit too consistent to just be random script lag, but I have no idea.

 

Do the two orcs show up at all? The navmesh over there is barebones and a little janky so sometimes the orcs don't make it over there and the dialogue from the scene doesn't show up since they are far away. It's possible I moved something right before I uploaded and they have trouble walking over there now.

 

I noticed the contraption thing too but I am not sure why it does that. It isn't a super big deal but when I start using contraptions more I can look at it.

Posted
40 minutes ago, lurker9001 said:

 

Franckly, I'd rather not, this mod is the first kink oriented mod to actually play well so far, I like SLUTS and DF both but the level of jank both display is much much higher (not to mention they both got passed on from modder to modder because they are very dificult to work with)  , I'd rather HBT work on his own mod and build the cohesive experience he has in mind (that would make a great foundation to expand upon, not the other way around) 

 

 

Bridging the two pony mods would be cool imo, but yeah, worry about that another day, if ever.

Posted
4 minutes ago, HereBeTentacles said:

Do the two orcs show up at all? The navmesh over there is barebones and a little janky so sometimes the orcs don't make it over there and the dialogue from the scene doesn't show up since they are far away. It's possible I moved something right before I uploaded and they have trouble walking over there now.

 

I never noticed any orcs showing up, so that would explain it. It's not a big deal though, because the conversation with Renna in the stable afterwards explains what happened pretty well anyways.

 

11 minutes ago, HereBeTentacles said:

Yeah I will probably try to keep integration with other stuff pretty low. I had a couple ideas but I want to try to keep things consensual (or at least close to it) and the jank down and that rules out a lot of stuff.

 

That's great to hear, just make the mod YOU want to make man. If the rest of the mod is as well written and high quality as the intro, this mod is gonna be an absolute gem.

Posted
12 minutes ago, rvhausen said:

 

Bridging the two pony mods would be cool imo, but yeah, worry about that another day, if ever.

 

I think the vibes of these 2 mods are way too different and would make integration pretty awkward from a writing perspective. SLUTS is way more non-con & slavery focused and explicitly hostile towards the player at certain points. (or atleast future content is supposed to go in that direction)

 

Also the author of SLUTS Resume is currently taking an extended break from modding to focus on IRL stuff. She was in the middle of redesigning and remaking a lot of core features before leaving, so the mod is in a pretty buggy state at the moment.

Posted
On 12/10/2025 at 10:28 PM, Shmurtle said:

 

You have to talk to the pony girl in the cell next to you.

that's the fun part, one time she was there, the other time she was gone, both times none came to talk to me or free me from the cell

Posted
13 hours ago, HereBeTentacles said:

As for the poses, I am going to guess you don't use DD NG? I didn't think about it but I rely on PAR from NG to deal with the arm placement when you pose. If you don't have that the poses will be weird. One of the poses is also just a little janky, the rig I used to make it wasn't set up right. I can look at that later. Not a priority though, since DD NG will probably become required anyway.

 

Ah. I didn't read that requirement carefully enough. OK.

 

Another thing I noticed that I find suboptimal is that Renna talks into the room after "the talk" instead of having a dialogue. This works well if you play this once, but if you repeat the quest, for example if there is a breaking change in version 0.2 or so, this part cannot be sped up. *Yes, there are three people in this room, but when addressing other people in particular, you could end the normal dialogue, let the characters say something, and then rejoin the dialogue.* Because you could skip/fast forward it if it were a dialogue with the dialogue option of the Dragonborn being simply "..." That way, the actual conversation part could be the same, but you could skip this scene much faster on repeated playthroughs. I want to address this because, for example, in Slaverun or other mods, these scenes without dialogue can be very long and time-consuming, especially on repeated playthroughs. 

Posted (edited)

The training so far is really good mechanically and well thought out, I'm really impressed. I got gently corrected when going off course during the initial training and later when I had to follow, if I fell over she would come back and wait for me so that I didn't get dinged for something out of my control. I skipped to a later quest when I couldn't get past the second quest of the initial release and it looks like they're going to get really fun. I was too dumb to get through the right gates in the right order, 

 

Similar to what jasdffdsafads said above, I'd like a way to either skip quests and/or a way to speed them up. There are a lot of mods I'd love to play again but since they force you to go through everything to see the new content or just get to the parts I find interesting, that's a hard sell.

 

As for other possible pony mod integrations if you care, there's also Devious Lore. It has a few quests for you to run around in pony gear that'll reward you with some buffs when wearing pony gear. Just dropping some names of NPCs from these sorts of mods would make more sense though, like how Laura's Bondage Shop references Captured Dreams a few times.

Edited by shrtjsrtj
Posted

Zamn! You're cooking on a whole new level!

Since you asked, here's the issues I've expirienced: all the NPC's have the "black face" bug and every NPC in the game now have tho dialogues that belong to somebody from this mod.

Lastly the some subtitles seem to be missing I have Renna "talking", but there's no lines. 

Posted
7 hours ago, jasdffdsafads said:

 

Ah. I didn't read that requirement carefully enough. OK.

 

Another thing I noticed that I find suboptimal is that Renna talks into the room after "the talk" instead of having a dialogue. This works well if you play this once, but if you repeat the quest, for example if there is a breaking change in version 0.2 or so, this part cannot be sped up. *Yes, there are three people in this room, but when addressing other people in particular, you could end the normal dialogue, let the characters say something, and then rejoin the dialogue.* Because you could skip/fast forward it if it were a dialogue with the dialogue option of the Dragonborn being simply "..." That way, the actual conversation part could be the same, but you could skip this scene much faster on repeated playthroughs. I want to address this because, for example, in Slaverun or other mods, these scenes without dialogue can be very long and time-consuming, especially on repeated playthroughs. 

 

There's a couple scenes or force control instances in the next set of quests that I adjusted to make them a bit quicker to get through but I probably won't do that for the intro quests or anything that's more story oriented. Partly because there is probably going to be a skip option added at some point and because detailed segments like that are a lot easier to work with when it's done via scene.

 

Also maybe this is just me saying this cause I made but it's also kind of on-theme if you think about it. People talk at their animals all the time and the animals just kind of have to listen to us. They don't get a choice.

 

6 hours ago, shrtjsrtj said:

The training so far is really good mechanically and well thought out, I'm really impressed. I got gently corrected when going off course during the initial training and later when I had to follow, if I fell over she would come back and wait for me so that I didn't get dinged for something out of my control. I skipped to a later quest when I couldn't get past the second quest of the initial release and it looks like they're going to get really fun. I was too dumb to get through the right gates in the right order, 

 

Similar to what jasdffdsafads said above, I'd like a way to either skip quests and/or a way to speed them up. There are a lot of mods I'd love to play again but since they force you to go through everything to see the new content or just get to the parts I find interesting, that's a hard sell.

 

As for other possible pony mod integrations if you care, there's also Devious Lore. It has a few quests for you to run around in pony gear that'll reward you with some buffs when wearing pony gear. Just dropping some names of NPCs from these sorts of mods would make more sense though, like how Laura's Bondage Shop references Captured Dreams a few times.

 

There is actually one reference to another ponyplay game already, it's not a skyrim mod though. It's not huge reference either, you wouldn't catch it unless you played it.

Posted
21 hours ago, Shmurtle said:

 

I think the vibes of these 2 mods are way too different and would make integration pretty awkward from a writing perspective. SLUTS is way more non-con & slavery focused and explicitly hostile towards the player at certain points. (or atleast future content is supposed to go in that direction)

 

Also the author of SLUTS Resume is currently taking an extended break from modding to focus on IRL stuff. She was in the middle of redesigning and remaking a lot of core features before leaving, so the mod is in a pretty buggy state at the moment.

SLUTS could start stealing ponies from the ranch or something, haha, but I hear ya.  I haven't even been able to really use SLUTS after the HQ was moved due to mod / terrain conflicts.  Hope Scrab returns one day feeling refreshed.

Posted
On 12/10/2025 at 6:18 AM, shrtjsrtj said:

Congrats on the release.

 

KS Hairdos has open permission to use them in not for profit mods, so could you please just add the hairdos you need to your mod? It'd save us an ESP slot and wouldn't bloat our racemenu hair options.

yeah, I agree
esp bc you wouldn't have double the hairs, if you already use the smp version of ks hairdos

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