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Posted

I haven't the slightest of how analog inputs are read in the game. Having no knowledge of how it works, I can't say it's going to be very high on my list of priorities. It isn't what you want to hear/read, but I'm going to be honest right now. Am I never going to implement it? I'd like to eventually, but not anytime soon.

Posted (edited)

Glad to hear you're back to modding.  I really enjoyed the allure of this mod when it was first introduced, reminded me of SL kidnapped in a ways, with the sex debauchery.

  I hope you have plans to continue development for this mod.  An while I can attest it does work with SL+defeat mechanics in play, somewhat.  I would hope you would inquire about some mod support from  modders for the more adult elements to incorporating cocooning with scenes of debauchery between re-wrappings.  Critters breaking webs to "feed" on the captive then re-cocooning them to suspend if they are unable to break free in time.  Let the struggle be even more disturbing?


  I found the capture struggle mechanic a fun change of pace, adding I had to tweak the setting to find the right blend of difficulty for the risk, rather than bleak an a most certain vile ending.  To help mediate that range of 4-8 attempts to delve into that window of uncertainty in the mechanic of when you become a snack.  

  A few mentions I would like to make (an I'm sure they've been brought up in previous posts).

I'm perhaps not entirely sure if it's something not working as intended.  When encountering frostbite spiders, if I'm hit with a web spray once.  I'm instantly cocoon'd.  Is this intended or something else?

  I would like to suggest some sort of scaling in the web effect.  Initial hit slows movement/combat speeds, to allow for repeated attacks to trap the prey, but still allowing the player some mobility to resist an shake off the webs with strafing mechanics?  Say after 3 consecutive web hits, player gets the first layer of cocooning, which allows the spiders to make consecutive wrappings with ease.  

  If you were to find a way to tap into ZaZ animations to trigger a gag (soft moan or struggling moan) effect once cocoon'd that would assuredly add in some more immersion.  At the moment, once cocoon'd I'm manually toggling those features through the MCM.

 

  Keep up the arachnid fun, thnx for your work!


:P

PS edited since its still most relevant post reply to thread, an adding some remarks/ideas.

Edited by XZero
  • 2 weeks later...
Posted
On 11/21/2017 at 4:06 AM, Kazyn said:

I haven't the slightest of how analog inputs are read in the game. Having no knowledge of how it works, I can't say it's going to be very high on my list of priorities. It isn't what you want to hear/read, but I'm going to be honest right now. Am I never going to implement it? I'd like to eventually, but not anytime soon.

Alright thanks for at least putting it on the list. I play with keyboard and mouse as well and use whatever I feel like to give me a challenge. Thanks for the response as well, it's better than getting none at all!

  • 4 weeks later...
Posted

Very well made and genuinely terrifying mod. Some critique:

 * the struggle mechanic seems to behave a little oddly at times. After I got snagged the bar kept constantly going back up at first, even after I set the difficulty to minimum, then after I got re-wrapped a couple of times it started working and I was able to escape.

 * instead of simply spawning the spider into the lair with a fade effect, perhaps it could be spawned to a part of the lair out of view of the player? One time my escape attempt failed because the thing spawned right on top of me while I was getting my bearings.

 * simply reappearing at the site of capture when you exit the Reprieve is a little immersion-breaking; perhaps a brief cutscene, or a message box about stumbling out of the lair and making your way back.

 * followers are really vulnerable to spiders. Because of their dumb combat AI they charge in, get instantly webbed, and can't free themselves. Applying a more gradual webbing effect like XZero suggested might help there too.

 

Posted

The difficulty seems to be an issue many are having. I doin't have that problem here, but I have a feeling I may know what's causing it. As for spawning the spider, I may actually consider that. It'll involve modifying the layout of the lair but that's easy enough. Finally reappearing at the site of capture is something I intend to look further in to. It's not something I've been 100% happy with. For followers, gradual wrapping is something I don't think I could do, given that I'm a bit lacking in the assets department. You should be able to free followers, however, if you sneak next to them.

  • 3 weeks later...
  • 2 weeks later...
Posted

Getting caught in spider webs whilst under the effects of the three-part Dragon Aspect shout, from Dragonborn, will make the cocoon linger after you escape, even after killing the spiders, exiting the room, and waiting for the power to expire.

 

EDIT: Just realised it gives you an item called "CocoonSuit-3 Equip" which you can simply unequip. But still, this is nearly certainly unintended, so would we perhaps see a patch/fix for this?

20180131091017_1.jpg

20180131091020_1.jpg

  • 3 weeks later...
Posted

i got stuck on the spider lair when i get dragged off i am just stuck in web cant get out and i don't get the bad ending either and there aren't spiders in the cave for some reason.

Posted

This looks awesome, and I've tried it out a bit, and it works sort of.

I personally play Skyrim with an XBOX 360 controller hooked up, which completely breaks this mod. Using the WASD keys with the controller hooked up causes no imput to be accepted, and even turning off the controller won't allow me to escape. Being entangled while the controller is already off does allow me to struggle and escape.

 

I think it was mentioned earlier, but Sexlab Defeat uses the attack buttons, which do work well with a controller. If you can find the time to implement something like that, I would be forever grateful. :smile:

  • 2 weeks later...
Posted

I cant seem to get out of the webbing even on the lowest difficulty, is this mod still being worked on?

Posted

Still being worked on. Keep in mind though, if you're level 1, going against a giant spider is probably not going to end well for you. Not saying you are, but well, let's be real here, you shouldn't be going against giant spiders unless your modded game is allowing the bigger creepy crawlies to be encountered (or you're going somewhere you're not supposed to be).

 

That said, difficulty has been tweaked in the next build, but it's pending some testing as I go through some significant career changes in my life.

Posted

I was only level 8 and it was a little spider and i had difficulty set to the lowest. I mean even having you entangled for a short amount of time in combat is a death sentence even at high levels at least thats how it is for me xD

If you have a test build i would be willing to test it out when you have it up anyway.

Posted

This mod sounds amazing!!!

 

I'm probably not the first to say this but man, you could really have an awesome sex thing with this too. I know that's not the point but man, it could be a plugin sorta thing for sex lab Defeat. 

 

That's only a thought, I know it won't happen but I love the idea of spiders being way more intimating. And with this, now they are!!!

Posted
On 3/13/2018 at 5:57 PM, atreyatan said:

I was only level 8 and it was a little spider and i had difficulty set to the lowest. I mean even having you entangled for a short amount of time in combat is a death sentence even at high levels at least thats how it is for me xD

If you have a test build i would be willing to test it out when you have it up anyway.

Okay, you're entangled in combat, right (and not doing the escape in the cave)?

If so, are you taken to the cave a few seconds after?

Let me know ASAP.

Posted
4 minutes ago, Kazyn said:

Okay, you're entangled in combat, right (and not doing the escape in the cave)?

If so, are you taken to the cave a few seconds after?

Let me know ASAP.

Well I was trying to get unentangled from the spider-spit attack after i got attacked to test how to get out of the web, I killed the spider with console. But I don't get sent to the cave when the spider is dead but if hes alive i do.

Posted
12 minutes ago, atreyatan said:

Well I was trying to get unentangled from the spider-spit attack after i got attacked to test how to get out of the web, I killed the spider with console. But I don't get sent to the cave when the spider is dead but if hes alive i do.

What I'm trying to find out is this:
You get entangled in combat (by spit - I don't think biting is working right now), the spider is still alive.

1. About how long does it take for you to be taken away without any input from you?

2. How about WITH input?

3. Does your input even seem to matter?

4. When does the message "too tight to struggle" appear AFTER becoming entangled?

Posted

Pushing a new update here that hopefully improves overall functionality. Also trying my hand at a form of controller support using a method suggested by pepertje. For those on controller, let me know how it works for you. Specifically, it uses the X, Y, A, and B (or circle, X, triangle, and square) buttons to struggle with.

 

Those with difficulty issues should see some additional settings in the MCM as well.

 

As usual, report - with as much detail as possible - any problems or bugs you're bound to come across.

 

Changelog below:

 

0.32
CORE CHANGES
-Controller support has been added. This EXPERIMENTAL feature uses the A, B, X, Y (and PS/other controller equivalents) buttons to struggle with instead of the M&K bindings. It must be turned on prior to use.
-The amount of progress the entangled player victim makes per successful struggle can now be directly modified.
-An escaped victim now retains the damage reduction effect bestowed on them while entangled for a short period of time.
-Adjusted some variables in the entanglement code to accommodate a less difficult experience.

 

MCM CHANGES
-Organized MCM menu a little bit
-Fixed display errors within the MCM
-The minimum allowable range of the fumble penalty has been reduced from 0.5 to 0.1
-Added progress modifier slider. See core changes above.
-Added controller mode toggle: See features section above.
-Added a debug option to automatically end combat entanglement. This will treat the victim as though they escaped. Does not work in the cave.

 

FIXES
-Added checks to try and help remove cocoon meshes that may remain on victims after they're no longer entangled.

Posted

Downloading right away and checking if controller works. Thanks for the quick implementation, here's hoping :smile:

 

 

Posted

The following quick fix was made to v0.32:

-Controller mode checkbox was unable to be ticked

 

No update to the version number required.

Posted

Controller mode works. The message shown on-screen still says [forward], [strafe left], [back], [strafe right], but pressing the X-Box XABY buttons does work :smile:

Posted

Amazing you updated!! I'll try it first thing tomorrow thanks :smiley: I was just about to bring the cacoon meshes not leaving the player once entanglement ended glad you put a  check in there 

Posted

Another quick hotfix that hopefully displays the correct help text when entangled for the first time for users on a controller. Needs testing, however, so controller users: Kindly report on the results, please. : )

Posted

Had an idea re: egg sacs that I thought might work well using the ZAZ framework. As T.ara intimated a disinterest in spider content (though they liked the hammock idea), I figured I might try cross-posting my suggestion here:

Quote

Spider cocoon/egg sack: I know ZAZ already contains assets related to spiders, but I find those teasingly insufficient, particularly inasmuch as I've never found a way to toy with the spooling and hanging mechanics to mys satisfaction. One aspect in particular sticks out, the wasted opportunities associated with the egg sacs, both the split ones (the ones you can get spider eggs from) and the unsplit, spheroid static meshes found in nests. Some of my favorite pieces in this version (bondage bags, torture barrels, doghouses, gibbet micros, certain other gibbets, certain wall shackle mounts, chandeliers, wagon wheels, etc.) seem like they already employ animations that would work well with some kind of spider pod, either fully enclosing or with head/other extremities strategically sticking out (preferably with struggling idles/sex animations). Less intensively, webbing shackles seem like they would work extremely well using the X Cross animation frameworks, perhaps with miniaturized globs of silk in place of shackles and/or against an orb weaver backing. Hell, why not make spidersilk thread and/or glob bondage ropes/shibari/gags/hoods? And back to the cocoon already bundled, what about expanding on mounting options, like say using ceiling mounting with tall gibbet/gallows animations (and perhaps some mild struggling?), getting stuck to a wall at a funky angle, or suspension bondage (perhaps with even thicker silk)? And it is on this latter point that I shall segue into...

 

Hammocks: Hammocks strike me not only as an interesting furniture choices on their own, but present multiple options in terms of bondage. In addition to using a hammock normally/whole bound, a sub itself can serve as the hammock/part of one, either suspended via ropes/chains/webs, or zipped/sewn/webbed into an actual hammock that others can lie on/tease.

On a related note, I don't know how to get spiders to hang my character.

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