jfraser Posted January 28, 2015 Posted January 28, 2015 I just overloaded on Skyrim and had to do something else for a while. In fact I've not played the game since I last posted on here, really. It was a bit odd coming back to it again - I had the courier run up and deliver a racing flyer and I thought - "I'm not touching that thing - I know what happens if I do that" Weird really. I was quite surprised by how strongly I felt that. And as for talking to Bjorlam... yes mailman is a pain in the ass when you start a new game on skyrim you dont really want to enter a town for the first time to have some chump run upto you and force you to talk you exit it by pressing escape or tab and he chases you down to do it again it would be better if the quest started by reading a leaflet pinned on a wall or something in 1 town lets face it no one wants a stalking mail man who wont back the fuck off XD hmm pedo pat instead of postman pat comes to mind Or, perhaps, by being bought at auction and finding yourself wrapped up and racing. [shameless plug]coming soon to a simple slavery near you, thanks to doc's kind permission.[/shameless plug]
Min Posted January 28, 2015 Posted January 28, 2015 I just overloaded on Skyrim and had to do something else for a while. In fact I've not played the game since I last posted on here, really. It was a bit odd coming back to it again - I had the courier run up and deliver a racing flyer and I thought - "I'm not touching that thing - I know what happens if I do that" Weird really. I was quite surprised by how strongly I felt that. And as for talking to Bjorlam... Welcome back. You've come at a good time . DD 2.9.0 is due out shortly, with quite a few changes / new features. Check the development thread! link to the post about new update ? i dont know where the development thread is >.< It's still in beta, set to be released Soon . A suitably clever user that reads opening posts might find his way to the beta early, though!
sen4mi Posted January 29, 2015 Posted January 29, 2015 I have been thinking about quest issues, and how I like to play, and the whole pacing and tension thing also... "Doing it right" will take a lot of work, and I do not know if I have the patience to even implement what I think I want. What I want is essentially contradictory. I want to be tricked into these sorts of quests, where the agreement happens well ahead of the coercion, and where the coercion is not avoidable and also not complete. So... how... ? I think this might actually be possible, but it'll take some doing: First, we need a lot of "entry points" into enslavement quests. But all of the entry points need to be "not guaranteed". If there's a 20% chance that a quest will get you into trouble you will feel some tension but the only way to avoid the betrayal or enslavement path would be to avoid quests entirely. (So avoiding quests entirely should also introduce some problems. Maybe random encounters, maybe needs such as exhaustion or food, maybe whatever else...) Second once a coercive sexual situation has started, you need to have choices about how it will proceed - you can't avoid all of it, but you can avoid the worst parts of it. Except every choice has to have something bad about it. Third, even the worst outcomes need to have some limits. The game is over when you cannot play, and predictability becomes boring. Also, there needs to be some secondary pacing mechanisms. Simple random numbers are not good enough, because they become so predictable. So something behind the scenes needs to be going on to give the appearance of something systematic behind the randomness (several layers of this would be good (but quests and needs count for something here). For example of how I have been thinking... let's take the Diplomatic Immunity quest. That's a great candidate for getting the player into trouble because you already need to give up your gear. So imagine that one chance in five when you play through that quest your only distraction options lead to your having to service various people. Or, for another example of what I am trying to envision: perhaps some random exit from blackreach deposits you in a dwemer training center where getting out involves solving a puzzle which requires induced orgasms each of which increases your minimum arousal and also the amount of stamina drain you experience during sex (and perhaps some mildly increased health regen during sex if the stamina drain becomes steep). Anyways... for Quick as You Like, I'd love to have it be started by something added to a leveled list. Maybe this would be along the lines of devious cursed loot - except when you have the quest underway whatever the drop item is should, if you "get" it again, become something completely innocuous. Or maybe its the sort of thing where bandits tend to carry invitations. But also, I think that the quest needs to have some non-devious versions as well, something that a player would reasonably want to undertake. (And... yes... this means things get boring sometimes - hopefully not too boring. Maybe add tunable base percentages in mcm if you want to compensate for that.) Maybe I am saying that it's not enough to get the player fucked, you also have to fuck up the fucking. Fun games can never be just one thing.
TheOzoneHole Posted January 29, 2015 Posted January 29, 2015 Welcome back Doc! Sen4mi, I like your point about changing the way the quest is introduced. Personally, I'd like to see it done more like Sanguine's Daedric quest, the approach of a random stranger in an inn after, say, level 5. I've done the run at level 1 and gotten my butt handed back to me with a chastity belt which then got fed to a pack of wolves within ten minutes. At least with waiting until level 5 the PC has a slightly better chance of making it to the end of the run. The npc talks about "wanting a survivor type", well I've got no idea at level 1 if that is me or not. With LAL I might be a criminal or a shipwreck survivor or I might be some city dweller or a warlock's thrall only just escaped. Heck, I might be a milk drinking Altmer mage. Right now I've got that courier bringing me the racing pamphlet, the first ad for Captured Dreams, and the milking note for Soul Gem Oven 2 Milk Slave all the second I first set foot in a town or city. Dude! I just freaking got here, how the heck do you even know I exist?! Also, I really like that blackreach idea.
DocClox Posted January 29, 2015 Author Posted January 29, 2015 Welcome back. You've come at a good time . DD 2.9.0 is due out shortly, with quite a few changes / new features. Check the development thread! Thanks! I've been meaning to poke my head in and say "hi" it would be better if the quest started by reading a leaflet pinned on a wall or something in 1 town lets face it no one wants a stalking mail man who wont back the fuck off XD Possibly. I got to say though, changing how the quest launches is pretty far down the todo list. Adding more entry points will happen though. Subject of which... [shameless plug]coming soon to a simple slavery near you, thanks to doc's kind permission.[/shameless plug]No problem at all From the look of things in there you have some really good ideas. It would be great if you could expand on your quest as they look really interesting. Yeah, the warehouse is where I work out how to do stuff. Most of that was/is intended to be used at some point. I would make one suggestion: while the quest(s) are running from this mod, disable fast travel like is done with the Cursed Collar quest in Devious Devices. Part of the reason is I am usually free of all devices by the time I get to Riften. I also usually have enough loot to sell to get enough money to pay for a carriage ride to Solitude. So for that you might want to add a slave collar that cannot be removed until the end which can prevent carriage drivers from allowing slaves to ride. Mmmm... disabling fast travel was one thing I was thinking of doing as an MCM option. On the one hand, I'm pretty much of the opinion that whatever you do to get from point A to point B is legitimate. On the other, I know a lot of people long for some stricter controls to be applied. Ideally I'd like to make both camps happy. Disabling fast travel isn't something I'd considered. Could be done though. A collar that won't come off could be cool, too more to reply to, but ou of time here. More later
PubliusNV Posted January 30, 2015 Posted January 30, 2015 Half (or more) of the fun of the mod is encountering beasts and bandits while not capable of fighting them. It never occurred to me to try to fast travel and miss out on the fun ... of course I have Deviously Helpless installed, maybe it's not so fun without that.
jfraser Posted January 30, 2015 Posted January 30, 2015 Half (or more) of the fun of the mod is encountering beasts and bandits while not capable of fighting them. It never occurred to me to try to fast travel and miss out on the fun ... of course I have Deviously Helpless installed, maybe it's not so fun without that. Yeah, this mod becomes pretty much pointless if you fast travel. But I don't see a need to disable it. If you don't want to fast travel, then don't.
DocClox Posted January 30, 2015 Author Posted January 30, 2015 It can also be fun to run with frostfall. Set it to non-lethal and allow it to disable fast travel for you. First stop is Stendar's Beacon. The vigilants keep a big fire going
Content Consumer Posted January 30, 2015 Posted January 30, 2015 Deviously Helpless has an option to disable fast travel. Either set it to "none" or "with any device" or "with blindfolds and armbinders."
Guest Long John Posted January 30, 2015 Posted January 30, 2015 Better Fast Travel - Carriages and Ships - Overhauled also has an option to disable fast travel. Check the appropriate option in "Settings" page of the MCM and it will disable the fast travel system. Also alters the costs of carriage and ship journeys potentially making them more expensive but also can make them cheaper in some cases.
badbat111 Posted January 31, 2015 Posted January 31, 2015 I just overloaded on Skyrim and had to do something else for a while. In fact I've not played the game since I last posted on here, really. It was a bit odd coming back to it again - I had the courier run up and deliver a racing flyer and I thought - "I'm not touching that thing - I know what happens if I do that" Weird really. I was quite surprised by how strongly I felt that. And as for talking to Bjorlam... Welcome back. You've come at a good time . DD 2.9.0 is due out shortly, with quite a few changes / new features. Check the development thread! link to the post about new update ? i dont know where the development thread is >.< It's still in beta, set to be released Soon . A suitably clever user that reads opening posts might find his way to the beta early, though! problem is which dd mod ? theres a few of them assests/intergration/expansion
windu190 Posted January 31, 2015 Posted January 31, 2015 Glad to see you are back Doc! I hope you will get back to the mod some day, Eliza is pretty much in a vegetive state by now And I've gotten quite crazy as well.
WaterRabbit Posted January 31, 2015 Posted January 31, 2015 Better Fast Travel - Carriages and Ships - Overhauled also has an option to disable fast travel. Check the appropriate option in "Settings" page of the MCM and it will disable the fast travel system. Also alters the costs of carriage and ship journeys potentially making them more expensive but also can make them cheaper in some cases. I am not looking to entirely disable fast travel for my game. PubliusNV, on 29 Jan 2015 - 6:46 PM, said: Half (or more) of the fun of the mod is encountering beasts and bandits while not capable of fighting them. It never occurred to me to try to fast travel and miss out on the fun ... of course I have Deviously Helpless installed, maybe it's not so fun without that. I think I expressed my point poorly. Fast travel is a bit irrelevant. I was more thinking of the idea from Deviously Curse Loot's Cursed Collar quest. In that quest, the PC has a collar that not only prevents fast travel but causes NPCs to go after the player. From my perspective the current quest breaks down into three legs: Remove the armbinder, get to Riften, get from Solitude to the cage. Once the armbinder is removed (which can be done safely at the beacon) then the next step is getting to Riften. There are mostly animals between the two (depending on which route around Forelhost you take). But with either route, getting the 20 gold to take a carriage from Riften to Solitude is a trivial task. Getting from Solitude to the cage also doesn't go past anyone that would molest the PC unless you go out of your way to. So getting to the cage isn't all that difficult -- especially cutting down along the coast. After that you just have to clear the area around the cage of a few creatures and the quest is basically over. If something like the cursed collar was implemented (which could just be part of the hidden brand) then all the quest become much more challenging. The Beacon is no longer a safe location; Riften is not long safe; carriage travel is essentially disabled as well. This is really the point I was trying to make; fast travel isn't a big deal either way but if fast travel is enabled, then once free of the armbinder the PC could just fast travel to Solitude since by definition that way point would be enabled.
badbat111 Posted January 31, 2015 Posted January 31, 2015 Better Fast Travel - Carriages and Ships - Overhauled also has an option to disable fast travel. Check the appropriate option in "Settings" page of the MCM and it will disable the fast travel system. Also alters the costs of carriage and ship journeys potentially making them more expensive but also can make them cheaper in some cases. I am not looking to entirely disable fast travel for my game. PubliusNV, on 29 Jan 2015 - 6:46 PM, said: Half (or more) of the fun of the mod is encountering beasts and bandits while not capable of fighting them. It never occurred to me to try to fast travel and miss out on the fun ... of course I have Deviously Helpless installed, maybe it's not so fun without that. I think I expressed my point poorly. Fast travel is a bit irrelevant. I was more thinking of the idea from Deviously Curse Loot's Cursed Collar quest. In that quest, the PC has a collar that not only prevents fast travel but causes NPCs to go after the player. From my perspective the current quest breaks down into three legs: Remove the armbinder, get to Riften, get from Solitude to the cage. Once the armbinder is removed (which can be done safely at the beacon) then the next step is getting to Riften. There are mostly animals between the two (depending on which route around Forelhost you take). But with either route, getting the 20 gold to take a carriage from Riften to Solitude is a trivial task. Getting from Solitude to the cage also doesn't go past anyone that would molest the PC unless you go out of your way to. So getting to the cage isn't all that difficult -- especially cutting down along the coast. After that you just have to clear the area around the cage of a few creatures and the quest is basically over. If something like the cursed collar was implemented (which could just be part of the hidden brand) then all the quest become much more challenging. The Beacon is no longer a safe location; Riften is not long safe; carriage travel is essentially disabled as well. This is really the point I was trying to make; fast travel isn't a big deal either way but if fast travel is enabled, then once free of the armbinder the PC could just fast travel to Solitude since by definition that way point would be enabled. you do know you can fast travel with armbinder on make sure you have a quest active any quest then press escape to bring the mcm menu up on far left tab theres a quest tab it allows you to view the map and use fast travel since you cant use map with the m function but if the cursed coller does come into qayl i hope it has a mcm option to pick if you can fast travel for those days when players dont want to run all the way
jfraser Posted January 31, 2015 Posted January 31, 2015 Better Fast Travel - Carriages and Ships - Overhauled also has an option to disable fast travel. Check the appropriate option in "Settings" page of the MCM and it will disable the fast travel system. Also alters the costs of carriage and ship journeys potentially making them more expensive but also can make them cheaper in some cases. I am not looking to entirely disable fast travel for my game. PubliusNV, on 29 Jan 2015 - 6:46 PM, said: Half (or more) of the fun of the mod is encountering beasts and bandits while not capable of fighting them. It never occurred to me to try to fast travel and miss out on the fun ... of course I have Deviously Helpless installed, maybe it's not so fun without that. I think I expressed my point poorly. Fast travel is a bit irrelevant. I was more thinking of the idea from Deviously Curse Loot's Cursed Collar quest. In that quest, the PC has a collar that not only prevents fast travel but causes NPCs to go after the player. From my perspective the current quest breaks down into three legs: Remove the armbinder, get to Riften, get from Solitude to the cage. Once the armbinder is removed (which can be done safely at the beacon) then the next step is getting to Riften. There are mostly animals between the two (depending on which route around Forelhost you take). But with either route, getting the 20 gold to take a carriage from Riften to Solitude is a trivial task. Getting from Solitude to the cage also doesn't go past anyone that would molest the PC unless you go out of your way to. So getting to the cage isn't all that difficult -- especially cutting down along the coast. After that you just have to clear the area around the cage of a few creatures and the quest is basically over. If something like the cursed collar was implemented (which could just be part of the hidden brand) then all the quest become much more challenging. The Beacon is no longer a safe location; Riften is not long safe; carriage travel is essentially disabled as well. This is really the point I was trying to make; fast travel isn't a big deal either way but if fast travel is enabled, then once free of the armbinder the PC could just fast travel to Solitude since by definition that way point would be enabled. Oh, you don't mean fast travel, you mean carriage rides. Now that I actually agree with. You could easily add a dialogue to the carriage driver that makes him refuse to take the player. He would make up some reason, but in truth he is well bribed. Then the player would have no choice but to make the trip all the way across skyrim. Unless they just steal a horse, as I usually do.
jfraser Posted January 31, 2015 Posted January 31, 2015 That gives me an idea. Coming soon: No Carriages in Skyrim. I never use them anyway. Just like fast travel, you miss huge chunks of the game if you use the carriages. What's the point of skipping two thirds of the game's content? Not to mention limiting opportunities for terrible things to happen to your player
badbat111 Posted February 1, 2015 Posted February 1, 2015 That gives me an idea. Coming soon: No Carriages in Skyrim. I never use them anyway. Just like fast travel, you miss huge chunks of the game if you use the carriages. What's the point of skipping two thirds of the game's content? Not to mention limiting opportunities for terrible things to happen to your player there usefull at the start if you dont want to cheat to unlock all citys other than that they are useless
WaterRabbit Posted February 1, 2015 Posted February 1, 2015 That gives me an idea. Coming soon: No Carriages in Skyrim. I never use them anyway. Just like fast travel, you miss huge chunks of the game if you use the carriages. What's the point of skipping two thirds of the game's content? Not to mention limiting opportunities for terrible things to happen to your player I use fast travel quite a bit during the course of the game. As the previous poster suggested, they are mainly useful for opening up the various hold capitals at the beginning of the game. I can assure you that I have not missed two thirds of the game content. I tend to be a completionist -- I doubt there is a place in the game I haven't been to at least twice. I have completed the game from start to finish close to 10 times including all of the DLC. Fast travel does not preclude seeing content at all. There is a spectrum between objective-focused players to process-focused players. I tend to fall more to the objective-focused side. To me once the PC has rid herself of the most restrictive items, there really isn't that many opportunities for terrible things to happen to the player. To fast travel, take a carriage, or run all of the way are the same except for how much real time I must spend to get there.
Slorm Posted February 1, 2015 Posted February 1, 2015 That gives me an idea. Coming soon: No Carriages in Skyrim. I never use them anyway. Just like fast travel, you miss huge chunks of the game if you use the carriages. What's the point of skipping two thirds of the game's content? Not to mention limiting opportunities for terrible things to happen to your player I never use fast travel either but you might find this worth a look as it actually makes the carriages useful: http://www.nexusmods.com/skyrim/mods/38529/?
RubyAika Posted February 1, 2015 Posted February 1, 2015 After i finish the race and got all my items and removed the armbinder but the blurry effect wont go away.
jfraser Posted February 1, 2015 Posted February 1, 2015 That gives me an idea. Coming soon: No Carriages in Skyrim. I never use them anyway. Just like fast travel, you miss huge chunks of the game if you use the carriages. What's the point of skipping two thirds of the game's content? Not to mention limiting opportunities for terrible things to happen to your player I use fast travel quite a bit during the course of the game. As the previous poster suggested, they are mainly useful for opening up the various hold capitals at the beginning of the game. I can assure you that I have not missed two thirds of the game content. I tend to be a completionist -- I doubt there is a place in the game I haven't been to at least twice. I have completed the game from start to finish close to 10 times including all of the DLC. Fast travel does not preclude seeing content at all. There is a spectrum between objective-focused players to process-focused players. I tend to fall more to the objective-focused side. To me once the PC has rid herself of the most restrictive items, there really isn't that many opportunities for terrible things to happen to the player. To fast travel, take a carriage, or run all of the way are the same except for how much real time I must spend to get there. I don't see the point of opening all the cities up at the beginning of the game, but to each his own. I have some mod that levels bandits with the player and another that puts bandits everywhere, so travel is a challenge for me no matter the level.
crudo Posted February 1, 2015 Posted February 1, 2015 I like the carriages in the game, it's a fair way to get from one side of the map to the other. jfraser, maybe instead of eliminating them you could create a mod that increases the cost of travel? In regards to fast travel, I rarely use it myself but there are times I will. If I'm short on gaming time and I don't want to trudge through an area I just cleared to reach a new point in the game. If the game crashes on me and very little happened between the crash and the reload.
afa Posted February 1, 2015 Posted February 1, 2015 Carriages is difficult to deal with. I don't mind fast travel, it saves me time and let me get to places that I need to be quickly, also the game dictates that you can't fast travel to a place you haven't been to, so it sounds fair enough for me. Carriages on the other hand is more of a one time thing. Once you made it to a hold you can fast travel to it at will. Opening up all the holds especially near the beginning of the game has its perk especially with my play style. Having access to more shops and location based ingredients. Although lately I have been tinkering with no carriage play and it is kind of interesting, it makes planing trips to other holds for its benefit vs risk a meta game in itself.
TheOzoneHole Posted February 1, 2015 Posted February 1, 2015 After i finish the race and got all my items and removed the armbinder but the blurry effect wont go away. Try the console command rimodcf to remove the blur, known issue where it doesn't always go away by itself. Hope this helps Asitha, I never actually tried it.
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