pranx Posted August 8, 2012 Posted August 8, 2012 he seems kind of... hunched over a little uncomfortably.
Tefnacht Posted August 8, 2012 Posted August 8, 2012 Hi, I probably completely miss the point with your collision problems, especially since you guys have so much experience with Sexout already ... but ... to me it seems quite obvious, actually. When I made my (unpublished) Wasteland Hustlers Mod for F:NV, I had to deal with a similar problem: Two actors simply cannot share the same coordinates without the engine freaking out and constantly pushing them away from each other. In New Vegas the collision between actors (and the actual actor position) had very little to do with the actor mesh or the skeleton pose. If you shoot a them, the mesh gets involved to do a precise hit location detection but during normal gameplay you just have this simple, abstract collision box around them, which is detached from the mesh itself and simply located at the actors Bip01 bone position. I am pretty sure that Skyrim works very similar, just that the root bone is called NPC instead of Bip01. For my New Vegas mod I did some tests and figured out that actors should stand 50 game units apart from each other to reliably prevent collision between them. In other words: The Bip01 bones need to be (and stay) 50 game units apart. I set up my animations accordingly and had my script do some simple vector math to move the secondary sex actor to a position 50 game units in front of the primary actor, rotating him/her to face the primary. During the animated act, as far as the game is concerned, those two actors just stand there, facing each other, with very little room between them (this means no other actor should try to walk between them). Another nice touch of this approach is that it doesn't matter who the male actor is. As long as the male animation is played on the male actor (same for the female), it doesn't matter if he is the primary or secondary actor. As long as both actors stand 50 units apart and face each other, the animation will look good either way. I think it could work very similar with Skyrim, just the bone names are different. NPC instead of Bip01 and NPC COM instead of NonAccum. Maybe Skyrim needs a different distance between the two actors (60 units? 40?) but the method should be basically the same. Well, except you need to figure in actor scale. High elves with their 1.08 scale mess things up, for example. Well, just my 2 cent. Feel free to ignore me since I am not even sure I really understand the problem you're having
Graphnee Posted August 8, 2012 Posted August 8, 2012 I'm resisting the temptation to make MB the guild patron. I know it's a good match' date=' but I'd like there to be room for happy obedient slaves in the guild as well as for using pleasure as a means of control. MB, I think, is only happy when everyone else is miserable. [/quote'] Maybe there's a quest in that, persuading the guild to leave MB and disregard him as their patron, there would of course be repercussions for the player, as I doubt a Deadra would be happy for a mortal to so disrespectful of them.
00ptic Posted August 8, 2012 Posted August 8, 2012 I'm resisting the temptation to make MB the guild patron. I know it's a good match' date=' but I'd like there to be room for happy obedient slaves in the guild as well as for using pleasure as a means of control. MB, I think, is only happy when everyone else is miserable. [/quote'] Maybe there's a quest in that, persuading the guild to leave MB and disregard him as their patron, there would of course be repercussions for the player, as I doubt a Deadra would be happy for a mortal to so disrespectful of them. That choice could easily set the tone of the guild (and the corresponding perks). If you go to him for help, he will make training easier, but only the violent way. Any other way of training will be ineffective/less effective as long as MB is a patron. Also, that dialogue between the guard and the fake gravedigger made me laugh, particularly what happens when the guard isn't tricked.
ZaZ Posted August 8, 2012 Posted August 8, 2012 Another Experiment Where the Root Bone is Shifted Above the Actors This Will Work Better , because there little or no chance of Collision , and it avoids the shift from original position Simple Looping Doggy Style Cheers
GHJKL Posted August 8, 2012 Posted August 8, 2012 I'm resisting the temptation to make MB the guild patron. I know it's a good match' date=' but I'd like there to be room for happy obedient slaves in the guild as well as for using pleasure as a means of control. MB, I think, is only happy when everyone else is miserable. [/quote'] Maybe there's a quest in that, persuading the guild to leave MB and disregard him as their patron, there would of course be repercussions for the player, as I doubt a Deadra would be happy for a mortal to so disrespectful of them. That choice could easily set the tone of the guild (and the corresponding perks). If you go to him for help, he will make training easier, but only the violent way. Any other way of training will be ineffective/less effective as long as MB is a patron. Also, that dialogue between the guard and the fake gravedigger made me laugh, particularly what happens when the guard isn't tricked. You could make standing stones/altars where you could worship Deadric princes, you would have to earn their stones/altar and they would work just like standing stones but not for the PC but for the guild?
DocClox Posted August 9, 2012 Author Posted August 9, 2012 I probably completely miss the point with your collision problems' date=' especially since you guys have so much experience with Sexout already ... but ... to me it seems quite obvious, actually. [/quote'] Hell, don't hesitate to lecture me at any rate. I've got a lot of coding experience and I've worked on games projects in Flash, C++ and Ruby among others. But this is my first attempt at modding a beth game, and When it comes to animation ... well I once got as far as making the gingerbread man animation in the Blender: Noob to Pro book I am pretty sure that Skyrim works very similar' date=' just that the root bone is called NPC instead of Bip01. [/quote'] Well, that all pretty much accords with what I've managed to put together, so I reckon you've got it nailed. Thanks for that, it's a big help Maybe there's a quest in that' date=' persuading the guild to leave MB and disregard him as their patron, there would of course be repercussions for the player, as I doubt a Deadra would be happy for a mortal to so disrespectful of them. [/quote'] That choice could easily set the tone of the guild (and the corresponding perks). If you go to him for help, he will make training easier, but only the violent way. Any other way of training will be ineffective/less effective as long as MB is a patron. This is kind of what I'm thinking. MB makes for a more violent dominant guild. Sanguine for a more hedonistic one. Mephala for a more political and intrigue ridden guild. I'd originally thought of having a hall of shrines, like the temple of the divines in solitude, where you could have shrines to any of the deadra you'd agreed to serve and get the bonuses for them. i think there'd probably have to be some exclusions and and some that cancelled each other out. Also' date=' that dialogue between the guard and the fake gravedigger made me laugh, particularly what happens when the guard isn't tricked. [/quote'] Thanks! I had fun writing it Another Experiment Where the Root Bone is Shifted Above the Actors This Will Work Better ' date=' because there little or no chance of Collision , and it avoids the shift from original position [/quote'] Excellent. I wonder what the optimum displacement is upwards, though. In some dungeons we could end up with the actors colliding with cators in the level about You could make standing stones/altars where you could worship Deadric princes' date=' you would have to earn their stones/altar and they would work just like standing stones but not for the PC but for the guild? [/quote'] Yeah. That was basically the idea behind the second set of deadric quests. Each one completed, as well as getting a reward for the player, gets you the right to place a shrine in the Guild HQs. PROGRESS! Indeed. Very much so
Graphnee Posted August 9, 2012 Posted August 9, 2012 I once got as far as making the gingerbread man animation in the Blender I one managed to make the gingerbread man. Blender confuses me, so I use Max, but UV mapping is where I stop, who needs textures anyway?
JimmyM Posted August 9, 2012 Posted August 9, 2012 Just wanted to pop in to say how incredibly psyched I am for this mod. If you guys accomplish even 20% of what you've detailed in the SSG Wiki, this will be the most epic quest mod ever.
deadmetal Posted August 9, 2012 Posted August 9, 2012 So there's a lot of talk about this whole religion thing with daedra and patrons of the guild and all that stuff...personally not one for gods and daemons myself but each to their own. I was however thinking that rather than making it an active choice set in stone such as 'I'm dedicating this guild to the Daedra ******' It could be a more subtle selection process, for example: During a quest such as breaking Bonny Teija as stated on the wiki you make hints to how the guild can adopt a certain method to break in new slaves. So in this case lets say theoretically three ways you can do this: Torture, beatings and domination of your slaves to break them -> These choices move the guilds orientation to that of Molag Bol Lies, Manipulating information and playing mind games with your slaves to break them -> These choices move the guilds orientation to that of Mephala Appealing to Greed, Lust and general Debauchery to control your slaves -> These choices move the guilds orientation to that of Sanguine Thats a simple example of how choices would influence the guild, obviously this wouldn't ultimately decide your deity but perhaps as you advance in the quest line you gain points that progress the guild to developing towards one of the Daedra's spheres of influence Theoretically if you use a balanced method you could stay completely neutral in relation to the Daedra.
Achast Posted August 9, 2012 Posted August 9, 2012 As for mind control: I'm a big big fan of MC as a fetish' date=' but I'm not sure I want to make heavy use of it here. Which is to say I'd like the slaves to be broken by training and conventional conditioning methods rather than spells of automatic obedience. It comes to the same thing at the end, it's just I want to make the PC work for his or her obedient fuckmeat. [/quote'] I'd also love for there to be some form of temporary mind control in the game, as a method of capturing slaves, i.e. You use it to lure a likely target away from any potential witnesses, or other your victim to strip and tie herself up for you. To keep it from making things too easy, you would have to restrict how often it could be used. An idea might be one-use scrolls with the mind control spell. There might be a quest, a college-student was experimenting with mind control, tried it out on a fellow student or a teacher, made her sleep with him. Unfortunately, the effects didn't last as long as he'd hoped, and now he needs to make her disappear in a hurry, before she can tell anybody. If you help him, he'll offer to sell you scrolls with the spell...for a hefty price. Another idea could be to make it a power, rather then a spell, limiting you to casting it once per day, or something.
jhondidfool Posted August 9, 2012 Posted August 9, 2012 As for mind control: I'm a big big fan of MC as a fetish' date=' but I'm not sure I want to make heavy use of it here. Which is to say I'd like the slaves to be broken by training and conventional conditioning methods rather than spells of automatic obedience. It comes to the same thing at the end, it's just I want to make the PC work for his or her obedient fuckmeat. [/quote'] I'd also love for there to be some form of temporary mind control in the game, as a method of capturing slaves, i.e. You use it to lure a likely target away from any potential witnesses, or other your victim to strip and tie herself up for you. To keep it from making things too easy, you would have to restrict how often it could be used. An idea might be one-use scrolls with the mind control spell. There might be a quest, a college-student was experimenting with mind control, tried it out on a fellow student or a teacher, made her sleep with him. Unfortunately, the effects didn't last as long as he'd hoped, and now he needs to make her disappear in a hurry, before she can tell anybody. If you help him, he'll offer to sell you scrolls with the spell...for a hefty price. Another idea could be to make it a power, rather then a spell, limiting you to casting it once per day, or something. I like the idea of the student.
Asariphile Posted August 10, 2012 Posted August 10, 2012 Been playing Dawnguard, the Vampire Castle has a lot of potential for some sort of partnership with the SSG. All the thralls scattered about reminded me of SSG. Also the Thrall Master who claims "I try and find Thralls for every taste." Perhaps he could be written in as a frequent customer of the SSG. He could get a portion of his stock from them. Perhaps the SSG could make a deal to send the Vampires trained toys that they could play with as well as feed on. I see a lot of potential here for a SSG Dawngaud Compliment for the main SSG. (separate esp perhaps so that people without the DLC can still use the vanilla SSG)
DocClox Posted August 10, 2012 Author Posted August 10, 2012 I one managed to make the gingerbread man. Blender confuses me' date=' so I use Max, but UV mapping is where I stop, who needs textures anyway? [/quote'] /me imagines a pure white Skyrim, wonders if it would make that much difference ... Just wanted to pop in to say how incredibly psyched I am for this mod. If you guys accomplish even 20% of what you've detailed in the SSG Wiki' date=' this will be the most epic quest mod ever. [/quote'] If I get 20% done I'll be delighted I was however thinking that rather than making it an active choice set in stone such as 'I'm dedicating this guild to the Daedra ******' It could be a more subtle selection process' date=' for example: [/quote'] I probably wouldn't be as formal about it as that. Certainly I wouldn't want to go to the lengths of the Nightingales or the SB with Sithis. I was thinking more of a second tier of deadric quests. Complete a quest and you get the option of buying an icon to that prince to go in the HQ. Buy it and the guild shifts in the direction of the prince in question. Sell it off again and you'll probably get some nasty penalties for a time by way of divine displeasure. Thats a simple example of how choices would influence the guild' date=' obviously this wouldn't ultimately decide your deity but perhaps as you advance in the quest line you gain points that progress the guild to developing towards one of the Daedra's spheres of influence [/quote'] Nice idea, although it ends up with the everyone in the guild doing what the player does. Which would be all right I suppose, although I'd quite like to be able to set policy for a guild branch without necessarily having to follow it myself. Really the deadric icons would just be a way to do that. There might be a quest' date=' a college-student was experimenting with mind control, tried it out on a fellow student or a teacher, made her sleep with him. Unfortunately, the effects didn't last as long as he'd hoped, and now he needs to make her disappear in a hurry, before she can tell anybody. If you help him, he'll offer to sell you scrolls with the spell...for a hefty price. Another idea could be to make it a power, rather then a spell, limiting you to casting it once per day, or something. [/quote'] Once a day is still a lot. If it takes days to train a girl (and I hope that it will) then you'd never need to use anything else. Well, not usually anyway. I like the idea of the student. I like the scenario. I like the idea of one off mind-control scenarios for that matter. I'd just quite like to get away from the Oblivion/MCS standard of snap your fingers and anyone in the world will instantly obey. Been playing Dawnguard' date=' the Vampire Castle has a lot of potential for some sort of partnership with the SSG. All the thralls scattered about reminded me of SSG. Also the Thrall Master who claims "I try and find Thralls for every taste." Perhaps he could be written in as a frequent customer of the SSG. He could get a portion of his stock from them. Perhaps the SSG could make a deal to send the Vampires trained toys that they could play with as well as feed on. [/quote'] That was my first thought as well I see a lot of potential here for a SSG Dawngaud Compliment for the main SSG. (separate esp perhaps so that people without the DLC can still use the vanilla SSG) Agreed. Some interesting details on the Falmer in Dawnguard as well. The Dwemer blinded them, but didn't otherwise directly cause their transformation. Hmmmm...
Asariphile Posted August 10, 2012 Posted August 10, 2012 Some interesting details on the Falmer in Dawnguard as well. The Dwemer blinded them' date=' but didn't otherwise directly cause their transformation. Hmmmm... [/quote'] Neat, ive been waiting before delving too far into the Vampire side of things. Want to get Vampiric Thirst up to snuff before I go to far in, as I know VT will make me cure myself and reapply vampirism to work. Troubling that Ms Leeches has been absent from the forums for so long...
Achast Posted August 10, 2012 Posted August 10, 2012 Once a day is still a lot. If it takes days to train a girl (and I hope that it will) then you'd never need to use anything else. Well' date=' not usually anyway. [/quote'] One way the mind control could work, when you use it on a girl, for the next five-ten minutes, she acts as if she were a fully trained, obedient slave, obeying all instructions. However, when the duration runs out, she snaps back to wherever she was when the spell was cast (maybe with a minor drop in pride to represent her disgust at what she did while under the mind control) The spell is still useful when training a slave, but there are plenty of more efficient ways to go about it.
canderes Posted August 10, 2012 Posted August 10, 2012 I had a question Doc you might know what the game is doing; so I know the hkx format stores the bones and transforms, but when it comes to one with an item tied to it, like the flute idle, is it supposed to have the item in the actors inventory, or is there a script that fetches the item and adds it right before the idle plays? I think I have a theory for blood particles and gore. I noticed that if you manually call the idle for the flute the player doesn't have one in hand when it begins playing the animation. Sorry its abit off topic but I think I can cook something cool up for SSG if I can figure out how this works.
Dalamar Posted August 10, 2012 Posted August 10, 2012 Is there anything planned for Werewolves and Vampires specifically? I think it could be interesting to have some actions dependent on whether you're transformed or not. Also, I would love to help with the mod. I consider myself an ok writer so if there's a need for dialogue or a Slavers' Guild quest, I'd love to pitch in.
sbseed Posted August 11, 2012 Posted August 11, 2012 I had a question Doc you might know what the game is doing; so I know the hkx format stores the bones and transforms' date=' but when it comes to one with an item tied to it, like the flute idle, is it supposed to have the item in the actors inventory, or is there a script that fetches the item and adds it right before the idle plays? I think I have a theory for blood particles and gore. I noticed that if you manually call the idle for the flute the player doesn't have one in hand when it begins playing the animation. Sorry its abit off topic but I think I can cook something cool up for SSG if I can figure out how this works. [/quote'] yes items can be used to play idles and the like... it is being used for part of the sexrim framework: http://www.loverslab.com/showthread.php?tid=9843'>http://www.loverslab.com/showthread.php?tid=9843 effects and other things can be added to a object in-game for the player to 'show' if it is setup properly to play when properly triggered and even in sequence (up to a point). Is there anything planned for Werewolves and Vampires specifically? I think it could be interesting to have some actions dependent on whether you're transformed or not. Also' date=' I would love to help with the mod. I consider myself an ok writer so if there's a need for dialogue or a Slavers' Guild quest, I'd love to pitch in. [/quote'] there are a few things planned with vampires (not sure one werewolves currently) for the questline, there are definite plans for adding in certain actions/behaviors for the sexrimresource.esm (http://www.loverslab.com/showthread.php?tid=9843) mod file which is also being worked on. help is always welcome, you can pm doc or post your ideas on storyline quest stuff here...
DocClox Posted August 11, 2012 Author Posted August 11, 2012 Neat' date=' ive been waiting before delving too far into the Vampire side of things. Want to get Vampiric Thirst up to snuff before I go to far in, as I know VT will make me cure myself and reapply vampirism to work. Troubling that Ms Leeches has been absent from the forums for so long... [/quote'] Yep. Hopefully she's just wrapped up in RL and will be back when she can. The forum is a duller place without her One way the mind control could work' date=' when you use it on a girl, for the next five-ten minutes, she acts as if she were a fully trained, obedient slave, obeying all instructions. However, when the duration runs out, she snaps back to wherever she was when the spell was cast [/quote'] If I was going to do a general purpose MC spell, I'd probably take my cue from the Oblivion mod Training Cattle. Let me think about it for a bit. Like I say, I'm a huge MC fan, so there's not much chance of me not including some mind control elements. I had a question Doc you might know what the game is doing; so I know the hkx format stores the bones and transforms' date=' but when it comes to one with an item tied to it, like the flute idle, is it supposed to have the item in the actors inventory, or is there a script that fetches the item and adds it right before the idle plays? I think I have a theory for blood particles and gore. I noticed that if you manually call the idle for the flute the player doesn't have one in hand when it begins playing the animation. [/quote'] I think the item gets added for the duration, or is supposed to get added anyway. The eating animations are good examples; the NPC doesn't need to be carrying food. The wrist bindings for the Dark Brotherhood kneeling idle are another example. I think they need to be set up as animated objects as well, and there's a flag in FNIS for idles that use animobjects. I don't know much more than that about though. Is there anything planned for Werewolves and Vampires specifically? I think it could be interesting to have some actions dependent on whether you're transformed or not. I have a Hircine quest in mind which involves hunting down and impregnating several women while in werewolf form. And I have some bonuses in mind for vampire slavers. Nothing specifically for vampire lord form though. Also' date=' I would love to help with the mod. I consider myself an ok writer so if there's a need for dialogue or a Slavers' Guild quest, I'd love to pitch in. [/quote'] Dialogue isn't generally a problem. I could use some help with alternative hellos and idle chatter and the like, but the time sink is getting them into the game rather than writing the actual lines. I probably either need to set up version control again or wait until TESVGecko releases before we can think about that. Which is a long winded way of saying "not right now; quite possibly later", I suppose
deadmetal Posted August 11, 2012 Posted August 11, 2012 I just had a thought how are you going to manage enslaving respawnable npcs? I know slave trader in oblivion had issues with bandits and marauder slaves not working properly but in fallout 3 sesom overcame this issue somehow
Tefnacht Posted August 11, 2012 Posted August 11, 2012 I had a question Doc you might know what the game is doing; so I know the hkx format stores the bones and transforms' date=' but when it comes to one with an item tied to it, like the flute idle, is it supposed to have the item in the actors inventory, or is there a script that fetches the item and adds it right before the idle plays? I think I have a theory for blood particles and gore. I noticed that if you manually call the idle for the flute the player doesn't have one in hand when it begins playing the animation. [/quote'] I think the item gets added for the duration, or is supposed to get added anyway. The eating animations are good examples; the NPC doesn't need to be carrying food. The wrist bindings for the Dark Brotherhood kneeling idle are another example. I think they need to be set up as animated objects as well, and there's a flag in FNIS for idles that use animobjects. I don't know much more than that about though. The flute you see bards play, or the mug you see a tavern patron drink from are animated objects. There is no correlation between those and “real” items existing in the game world. They are completely separate things. In the Creation Kit the game world flute item you can see lying on a shelf or loot from a bard is stored under Items->MiscItem->Flute. The flute visible while a bard is playing it, is located in the Creation Kit under Miscellaneous->AnimObject->AnimObjectFlute. Those two entries point to different .NIF files. The animated object file has almost the same flute mesh as the world object but doesn't have any collision geometry information. Instead it has extra information how to position this mesh relative to one of the animated skeleton bones. The Skyrim skeleton has two extra bones dedicated just for this: NPC AnimObjectA and NPC AnimObjectB. Older games like Fallout or Oblivion didn't have these extra bones. Animated objects had to be bound to one of the normal skeleton bones. ... and it usually worked. If I hold a mug in my right hand, it will move just like my right hand does. In Fallout 3 we had this great old woman Agatha who played the violin. Those were two animated objects: The violin itself bound to her Bip01 Hand L bone and the bow bound to the Bip01 Hand R bone. This looked great. In Skyrim we have bards playing a flute. Problem. There is just no bone in the skeleton we could bind to that would allow realistic looking animations. The flute could be attached to the NPC Neck or NPC Head bone, but that is not how playing a flute looks like. The flute has to stay in your mouth but also follows the movement of your hands ... so in Skyrim the flute is bound to the NPC AnimObjectA bone and this bone is included in the flute playing animation to make it look good. ... well, that is not really helpful now, is it? I could write down a complete step-by-step guide for handling animated objects in Fallout or New Vegas. But in Skyrim this is mostly hidden away in Havok Behavior and I really don't know what I am talking about.
DocClox Posted August 11, 2012 Author Posted August 11, 2012 I just had a thought how are you going to manage enslaving respawnable npcs? I know slave trader in oblivion had issues with bandits and marauder slaves not working properly but in fallout 3 sesom overcame this issue somehow I forget how Sesom suppressed the respawn mechanism. He did a brain dump on the subject for us that's on the wiki somewhere. I know when you sold a slave he killed them off-camera and dumped the bodies back at their spawning point. That way when the cell reset' date=' you got a fresh crop of raiders to enslave. I like renewable resources In Skyrim ... I believe that actors won't reset while they're in an alias. So enslaved bandits shouldn't respawn as long as they're in the player's care, in a guild base, or somewhere else where there's facility to hold them long term. If that doesn't work, I might try getting the base actor and creating a clone. That should be a persistent actor and I can then silently send the original back where it came from. Maybe disabled for a while. Since the copy is persistent it shouldn't respawn. The other possibility, and I hope I don't need to do this, would be to keep a stock of actors in a warehouse cell and each time a generic gets enslaved, adjust an actor to look the part and substitute them. The second two are going to involve some bloat but hopefully not unlimited bloat. The Skyrim skeleton has two extra bones dedicated just for this: NPC AnimObjectA and NPC AnimObjectB. Ah, that makes sense. Thanks, I've been wondering how that worked. ... well' date=' that is not really helpful now, is it? I could write down a complete step-by-step guide for handling animated objects in Fallout or New Vegas. But in Skyrim this is mostly hidden away in Havok Behavior and I really don't know what I am talking about. [/quote'] That's a big help, for me anyway. As for the havok behavior stuff, we can set that up through FNIS. Basically, set up the animobject in the CK, create the animation as you describe, and then pass the ck name of the object as an option in the FNIS config file. FNIS then generates a new havok behavior file with the appropriate entry mapping the nif object to the AnimationEvent in the behavior file. We can do this [edit] Missed this one earlier... Also' date=' I would love to help with the mod. I consider myself an ok writer so if there's a need for dialogue or a Slavers' Guild quest, I'd love to pitch in. [/quote'] help is always welcome, you can pm doc or post your ideas on storyline quest stuff here... Very true. Ideas are always welcome
mogon Posted August 11, 2012 Posted August 11, 2012 Reading about Werewolves, a strange little idea is suddenly popping up in my mind: What about a Were-bitch? Once cursed or poisoned the PC is bound to the moon. Every full moon (and with changing chances during the other moon-phases like in TOL) she turns not into a hairy wulf, but into a big-titted naked bimbo beauty with some heavy limitations: like werewolves she is unable to speak, using inventory or magic, or handle tools or weapons. Even worse, her health decreases slowly and she needs no blood, but sperm to regain health and stay alive. The different werewolf-mods offer some nice ideas here. Unable to speak she has to beg men with gestures for some cock, and, overwhelmed by her wild and undressed beauty, most men will agree. Unfortunately her hunger is very strong and she will hurt the men during the process, and they will attack her after the blowjob is finished, so she has to run away and hide in the darkness until next morning. But there is hope: An old, skilled, but mean alchemist knows an antidote, so the PC has to search for rare and hard to get ingredients and artifacts. But for his help the alchemist wants some special sex-services as payment … And he ever tells her only the one next thing he needs for the antidote, so she has to visit him often. And maybe he never tells her the last little thing she needs to break the curse… Well, just an idea I want to share :-). But I don’t know, if its in line with the SG-philosophy
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