phantasm2x Posted February 26, 2015 Posted February 26, 2015 Love new content, releasing this alpha was worth it. Unfortunately I also have the bug with no spectators and CTD after Bjorlam's mead monologue. Attached papyrus log after crash, hope this helps. Papyrus.0.log.7z plugins.txt
DocClox Posted February 27, 2015 Author Posted February 27, 2015 Thanks! I'll take a look at the log file now. Hopefully I'll get some dev time in over the weekend.
badbat111 Posted February 27, 2015 Posted February 27, 2015 simple way would be to add some npc at the stable so there waiting for a bus but the guy on the wagon is taking a break so cant take them as long as they dont have wonder on them they should remain at the stable area and hopefully click in for that part of the quest
Zirofal Posted February 27, 2015 Posted February 27, 2015 great mod!! apart from that time when i had sex in the sky and fell to my Death XD also, is ther any chance or way you could impmant a way so npc could notice what kind of tatto you have if you get to Close to them(like half a meter or so) and if you have something that indicates that you are "free" they rape you? and is ther any way to replay the race a second time with out re installing it? also í got a qustion that dosent relate to this mod in peticular but i got some problem with broken mod quest, is ther any consol commands i can do to either reset them, so i start at the begning with i, or like i never started it, or jsut so i complet it?
SuplenC Posted February 27, 2015 Posted February 27, 2015 I see the future of this mod Doc! I just can't wait for the finished version!
jfraser Posted February 27, 2015 Posted February 27, 2015 great mod!! apart from that time when i had sex in the sky and fell to my Death XD also, is ther any chance or way you could impmant a way so npc could notice what kind of tatto you have if you get to Close to them(like half a meter or so) and if you have something that indicates that you are "free" they rape you? and is ther any way to replay the race a second time with out re installing it? also í got a qustion that dosent relate to this mod in peticular but i got some problem with broken mod quest, is ther any consol commands i can do to either reset them, so i start at the begning with i, or like i never started it, or jsut so i complet it? Maybe if you get [shameless plug]Simple Slavery[/shameless plug] it will come up again. I haven't tested that, so I don't know for sure.
sarahlost36 Posted February 28, 2015 Posted February 28, 2015 so much fun, so glad you are back working on this... so many possibilities. I do look forward to where your devious mind takes my helpless runner.
beaveer123 Posted March 2, 2015 Posted March 2, 2015 Great mod so far, can't wait for future updates! Bjorlam told me to report that he was unable to check if I had equipped the boots when i did it myself. Love the writing for that character by the way!
badbat111 Posted March 2, 2015 Posted March 2, 2015 it would have been funny if he did go to the pub and the player get fucked by them then he came back then took the player but only if you cheated on the first race by fast traveling
DocClox Posted March 3, 2015 Author Posted March 3, 2015 simple way would be to add some npc at the stable so there waiting for a bus but the guy on the wagon is taking a break so cant take them as long as they dont have wonder on them they should remain at the stable area and hopefully click in for that part of the questBadders, I get it, really. If I can't fix the problem by other means that's probably what I'll do. apart from that time when i had sex in the sky and fell to my Death XD Damn, do you know how long I spent coding that? is ther any chance or way you could impmant a way so npc could notice what kind of tatto you have if you get to Close to them(like half a meter or so) and if you have something that indicates that you are "free" they rape you? Having NPCs notice the tats (outside of the cart scene) is planned. Having them take advantage ... I'm thinking maybe a soft dependency on Enslaved or Helpless with an option to trigger those mods based on the tats. I'll have to look at the code and see if there's a good way to do that. and is ther any way to replay the race a second time with out re installing it? Not currently. The initial one is just supposed to be a one-off with regular repeating races thereafter, but I'm not that far forward yet. also í got a qustion that dosent relate to this mod in peticular but i got some problem with broken mod quest, is ther any consol commands i can do to either reset them, so i start at the begning with i, or like i never started it, or jsut so i complet it?According to UESP "resetquest quest-name" should do the job. So resetquest qayl for instance. It probably won't roll back things like tats though, so it's possible odd brand related things will occur. (Also the quest may have to be marked as resettable, which I'm not sure qyal is. Fastest thing is to try it and see) I see the future of this mod Doc! I just can't wait for the finished version! Me neither Maybe if you get [shameless plug]Simple Slavery[/shameless plug] it will come up again. I haven't tested that, so I don't know for sure.Probably if you reset it. Your simple slavery mod dropped my girl into QAYL the other night. Nice work. I can see I'm going to have to implement some sort of detection for variant ways in - if only to change the wording on the next note. so much fun, so glad you are back working on this... so many possibilities. I do look forward to where your devious mind takes my helpless runner.Well, there's this little mountain valley where you'd probably never know it was there if you didn't know exactly where to look. Belonged to the Aleator family for years... Great mod so far, can't wait for future updates! Bjorlam told me to report that he was unable to check if I had equipped the boots when i did it myself. Love the writing for that character by the way! I really need to find some dev time and fix that bug. Been too busy playing and fending off RL this last week. it would have been funny if he did go to the pub and the player get fucked by them then he came back then took the player but only if you cheated on the first race by fast travelingI like that! I don't think I'll do it, but I do like the idea
windu190 Posted March 3, 2015 Posted March 3, 2015 Not currently. The initial one is just supposed to be a one-off with regular repeating races thereafter, but I'm not that far forward yet. Looking forward to it Funny to think that she went to that guy (I always forget his damn name) who tricked her to get some revenge but ended up doing more races for him (not that she has much choice). Though considering that tattoo, she probably likes it by then
jfraser Posted March 3, 2015 Posted March 3, 2015 Maybe if you get [shameless plug]Simple Slavery[/shameless plug] it will come up again. I haven't tested that, so I don't know for sure.Probably if you reset it. Your simple slavery mod dropped my girl into QAYL the other night. Nice work. I can see I'm going to have to implement some sort of detection for variant ways in - if only to change the wording on the next note. I'm actually planning on adding an npc there to fill the player in ("hey, nothin' personal. Some guy paid me dump you here. Gave me some note for you to read. I dropped it somewhere around here..."
RubyAika Posted March 3, 2015 Posted March 3, 2015 After BJ says im gonna grab a quick one the game crashes.this is to expected from a new release so i hope u fix this fast.
Wastrelx Posted March 3, 2015 Posted March 3, 2015 (edited) Great to see one of the best mods on this site being maintained. A few observations: 1. In terms of getting the crowd to gather at the wagon, if I read the courier's note in Whiterun it seems to work fine. When I read it elsewhere and then fast travel to Whiterun, they don't seem to gather at all. At this point the crowd is needed to avoid the crash. 2. Like with many mods, it runs best when disabling other mods as much as is practicable. 3. Since so much of the latest update is scripted, there is a lot of room for things to break. I saved often and could usually get things going again just by restoring whenever it locked up. Eventually got through it all. The second run through it went smoother, probably because I started a new, clean game. 4. Got stuck for a while because I kept being told I still had a weapon. Turned out I had a fire spell equipped to my left hand. Switched that off and then was able to proceed. 5. Really I think they should all be men standing around the wagon. What woman is going to strip and try to join in? She'd get attacked herself. Having the heroine do that on her own is rather incredible enough (big suspension of disbelief here already). Edited March 3, 2015 by Wastrelx
jfraser Posted March 3, 2015 Posted March 3, 2015 Great to see one of the best mods on this site being maintained. A few observations: 1. In terms of getting the crowd to gather at the wagon, if I read the courier's note in Whiterun it seems to work fine. When I read it elsewhere and then fast travel to Whiterun, they don't seem to gather at all. At this point the crowd is needed to avoid the crash. 2. Like with many mods, it runs best when disabling other mods as much as is practicable. 3. Since so much of the latest update is scripted, there is a lot of room for things to break. I saved often and could usually get things going again just by restoring whenever it locked up. Eventually got through it all. The second run through it went smoother, probably because I started a new, clean game. 4. Got stuck for a while because I kept being told I still had a weapon. Turned out I had a fire spell equipped to my left hand. Switched that off and then was able to proceed. 5. Really I think they should all be men standing around the wagon. What woman is going to strip and try to join in? She'd get attacked herself. Having the heroine do that on her own is rather incredible enough (big suspension of disbelief here already). For number five,I agree to a point, but there are women who would be interested in joining the "party" and who would presumably be among friends, so they would be safe. Having the heroine do it is hard to swallow until you factor in the brand that she can't get rid of any other way, so she really has no choice but to go along with it or go insane from the constant arousal.
DistrictGlamour Posted March 3, 2015 Posted March 3, 2015 I just want to say GREAT JOB to the mod creator, this mod was a delight, and was quite creative. I especially liked: 1) The writing. Unfortunately a lot of stuff on this site trades writing quality (or even proper grammar!) for the "action." This mod doesn't and it reads great. 2) Variety. I loved the difference between the first cross country hike and the talk/dressing scene afterward. 3) Implementation. Honestly, when I first did the part with the cage, I thought it was just a really smart way of scripting a scene without having to get into the more advanced modding areas, like dialogue, scene creation, and all that. But then it was demonstrated soon after that... that wasn't the case! OP really knows what they're doing! So-- damn fine job, great work, would love to see more!My only question: there were several references to a shoulder tattoo, but I didn't appear to have one? Just one on each butt cheek and the stomach?
Ammo12ga Posted March 4, 2015 Posted March 4, 2015 No pressure, but after playing as far as I can, I can't wait for the mod to continue either. The conversation is genious the way it leads the character forward. After a bit my lovely racing bitch wants to do anything just to get through the scene to Cursus! I got through to loaded on the cart with only having to console one time. Thanks again for the great mod!
DocClox Posted March 4, 2015 Author Posted March 4, 2015 Funny to think that she went to that guy (I always forget his damn name) who tricked her to get some revenge but ended up doing more races for him (not that she has much choice). Though considering that tattoo, she probably likes it by then Yeah. What I want to try and convey is a sort of slow descent into slavery. Try and make it more of a process than an event, and give the player a chance to resist. And in the mean time have some other things to do. Of course, I've got a lot to do before that really hits home this mod is awesome keep up the great workGlad you're enjoying it I'm actually planning on adding an npc there to fill the player in ("hey, nothin' personal. Some guy paid me dump you here. Gave me some note for you to read. I dropped it somewhere around here..."THat sounds fun. Timing it so the scene doesn't start until the player can see again may be a bit tricky. I can fire off a mod event when she's ready if that will help. After BJ says im gonna grab a quick one the game crashes. this is to expected from a new release so i hope u fix this fast. That seems to happen when the spectators don't turn up. Speaking of which... 1. In terms of getting the crowd to gather at the wagon, if I read the courier's note in Whiterun it seems to work fine. When I read it elsewhere and then fast travel to Whiterun, they don't seem to gather at all. At this point the crowd is needed to avoid the crash. By the Nine, I think you've got it! The quest kicks off when you read the note, and the aliases are filled on the basis of "nearest actors matching the conditions". So if you read the note in Windhelm then there are no whiterun citizens or khajiit traders loaded and no aliases get filled. Which means what I want is to split that quest into two (again). With a smaller one giving the objective to talk to BJ and the rest of the action kicking off when you say "does the name Cursus Aleator mean anything to you?" Then I can fill the alases at that point and it should all be golden. Nice one! 2. Like with many mods, it runs best when disabling other mods as much as is practicable. 3. Since so much of the latest update is scripted, there is a lot of room for things to break. I saved often and could usually get things going again just by restoring whenever it locked up. Eventually got through it all. The second run through it went smoother, probably because I started a new, clean game. It is a bit script-heavy, sadly. I've tried to code them so they'll uninstall clean, but there's still a lot going on. 4. Got stuck for a while because I kept being told I still had a weapon. Turned out I had a fire spell equipped to my left hand. Switched that off and then was able to proceed. That's a bug. BJ has a suitably pithy comment for players with spells, but the condition seems to be broken. Now I know how to fix the aliases, I'll see if I can sort that out at the same time. 5. Really I think they should all be men standing around the wagon. What woman is going to strip and try to join in? She'd get attacked herself. Having the heroine do that on her own is rather incredible enough (big suspension of disbelief here already).I thought about that. The thing is, if you watch who says what in the crowd, the women are more spiteful and angry than lustful. It's not so much "I'm going to get me a piece of that" as "who does she think she is, parading around like that? It would serve her right if someone was to teach her a lesson..." If the scene was to progress to its logical conclusion, the guys would want to get some action, but the women would be mainly egging them on, and maybe looking to inflict a little pain. Of course, arguably it's all a little out of character for those involved. Chalk it up to the insidious influence of the Brand if you like. For number five,I agree to a point, but there are women who would be interested in joining the "party" and who would presumably be among friends, so they would be safe. Having the heroine do it is hard to swallow until you factor in the brand that she can't get rid of any other way, so she really has no choice but to go along with it or go insane from the constant arousal.That's my take on it, although I've tried to leave it open to role-play. I mean you could go along with it confident that (like most quests in the game) you'd find a chance to turn the tables. But yeah, the only way to get to the bottom of it all is to play along. It just doesn't work as well in this case as it does normally. It's just that the further you play along, the harder it is to back out. 1) The writing. Unfortunately a lot of stuff on this site trades writing quality (or even proper grammar!) for the "action." This mod doesn't and it reads great. Thanks! I had great fun writing the dialogue. 3) Implementation. Honestly, when I first did the part with the cage, I thought it was just a really smart way of scripting a scene without having to get into the more advanced modding areas, like dialogue, scene creation, and all that. But then it was demonstrated soon after that... that wasn't the case! OP really knows what they're doing! Also, that cage is more complicated than it looks My only question: there were several references to a shoulder tattoo, but I didn't appear to have one? Just one on each butt cheek and the stomach?It's fairly small: a couple of concentric circles with deadric script inside and some parallel lines underneath. Looks a bit like something you might expect to see stamped on a side of meat. Which isn't entirely accidental, I must admit. It appears on the title panel on the download page. It's possible to miss it to begin with since the binder partially obscures it. That said, A few people have been reporting issues with the brand, and it sounds like you've been pretty thorough. Actually (light bulb moment) ... I think I might know what happened with this one as well. There's a version of the tat-pack kicking around that has incorrect indices for the tattoo slots. It's possible that there's an off-by-one error at work. I'll have a look when I get home. Out of curiosity, which mod manager do you use? No pressure, but after playing as far as I can, I can't wait for the mod to continue either. The conversation is genious the way it leads the character forward. After a bit my lovely racing bitch wants to do anything just to get through the scene to Cursus! I got through to loaded on the cart with only having to console one time. Thanks again for the great mod!Cool! The scene isn't nearly as robust as I'd like it to be, but we'll get there
Content Consumer Posted March 4, 2015 Posted March 4, 2015 1. In terms of getting the crowd to gather at the wagon, if I read the courier's note in Whiterun i By the Nine, I think you've got it! 3) Implementation. Honestly, when I first did the part with the cage, I thought it was just a really smart way of scripting a scene without having to get into the more advanced modding areas, like dialogue, scene creation, and all that. But then it was demonstrated soon after that... that wasn't the case! OP really knows what they're doing! Also, that cage is more complicated than it looks Eight. Eight. You rebel scum. I had a thought... I was looking for a way to script-unlock a door, and I couldn't figure it out, so I ended up just placing a key in front of it and enabling the key at the appropriate stage, which I believe is the way you've got the cage set up now? But Bethesda did it a little differently in one spot I found (can't remember where)... they had two copies of the door occupying the same physical (physical? virtual? whatever) space, one enabled, one disabled... and when they wanted to "unlock" the door they just swapped the enable and disable states. I didn't want to do that because trying to mess with objects that occupy the same space is a pain (click on that one... no, the other one... not that one, you stupid CK... crap) but it is a viable alternative. I really do like how the cage scene works out now, though. Better than having the door automatically unlock. Just thought I'd mention it.
DocClox Posted March 4, 2015 Author Posted March 4, 2015 Eight. Eight. You rebel scum. I'm not anti-Empire, just anti-Thalmor. I won't help the Stormcloaks because Ulfric is a Thalmor agent, and I won't abandon Talos just because the Thalmor say so. sigh I have this problem in RL too. Why can't politics ever neatly line itself up with my opinions? I had a thought... I was looking for a way to script-unlock a door, and I couldn't figure it out, so I ended up just placing a key in front of it and enabling the key at the appropriate stage, which I believe is the way you've got the cage set up now? Yeah. The early versions took a reference to the door and called Lock on them (I'd post a wiki link but the CK wiki is having issues it seems), and that worked fine. The problem was that DD was imposing a struggle animation when the PC woke up, and that was somehow derailing the script that unlocked the cage. So that's why I went for placing the key outside. Easier to make sure it happens on schedule for some reason. But Bethesda did it a little differently in one spot I found (can't remember where)... they had two copies of the door occupying the same physical (physical? virtual? whatever) space, one enabled, one disabled... and when they wanted to "unlock" the door they just swapped the enable and disable states. I had to do that too with the cages. Turns out then when I script-locked the cage door it effectively created a new lock and that meant that the key no longer worked. So I ended up with an open door and a closed one and toggling the enable state of both doors to close them. Then the player could unlock the door normally. (Since then I found out that if the door locks itself through an internal script, it keeps the key association. That's what the pointless door in the warehouse is for ) I didn't want to do that because trying to mess with objects that occupy the same space is a pain (click on that one... no, the other one... not that one, you stupid CK... crap) but it is a viable alternative. If you need to do that, name the references and pick the one you want out of the reference list in the cell window. Or hide the one you don't want the same way. But yeah, it's a pain. I really do like how the cage scene works out now, though. Better than having the door automatically unlock. Just thought I'd mention it. Yeah, I'm happy with the cage as it stands. The pain is going to be managing 8 more just like it, and having them appear and vanish as necessary. That's the next big thing, once I have the other half of the scene sorted out
Krh Posted March 4, 2015 Posted March 4, 2015 Good to see you back in the saddle, Doc! Or dropping by to feed the horsey, at least, or whatever suitably stress-free definition you might prefer. Usually I know better than to mess with alpha versions, but writing was mentioned. I'll just... take a look with a throwaway save. Yup.
permidion Posted March 4, 2015 Posted March 4, 2015 I tested the 3.0 and I can only say I had a lot of fun playing it, thanks for the great work so far! just some feedback about possible improvment and maybe some bug report: in the first quest, you should use the inescapable armbinder, otherwise the player can just get out of it by struggling at the beginning and then it's just a matter of running and killing which is too easy. for the second quest: 1) I have some Devious error when equipping the party heels, see log below [03/04/2015 - 09:09:29PM] Error: Cannot check worn items against a None keywordstack:[ (00000014)].Actor.WornHasKeyword() - "" Line ?[item 2 in container (00000014)].zadequipscript.OnEquipped() - "zadEquipScript.psc" Line ?[item 2 in container (00000014)].zadSlaveBootsScript.OnEquipped() - "zadSlaveBootsScript.psc" Line ?[item 2 in container (00000014)].QAYL_Party_Heels.OnEquipped() - "zadSlaveBootsScript.psc" Line ?[03/04/2015 - 09:09:29PM] Error: None is not a valid inventory itemstack:[ (00000014)].Actor.GetItemCount() - "" Line ?[zadQuest (1500F624)].zadlibs.ReEquipExistingDevice() - "zadLibs.psc" Line ?[item 2 in container (00000014)].zadequipscript.OnEquipped() - "zadEquipScript.psc" Line ?[item 2 in container (00000014)].zadSlaveBootsScript.OnEquipped() - "zadSlaveBootsScript.psc" Line ?[item 2 in container (00000014)].QAYL_Party_Heels.OnEquipped() - "zadSlaveBootsScript.psc" Line ?[03/04/2015 - 09:09:29PM] Error: Cannot check worn items against a None keywordstack:[ (00000014)].Actor.WornHasKeyword() - "" Line ?[item 2 in container (00000014)].zadequipscript.OnEquipped() - "zadEquipScript.psc" Line ?[item 2 in container (00000014)].zadSlaveBootsScript.OnEquipped() - "zadSlaveBootsScript.psc" Line ?[item 2 in container (00000014)].QAYL_Party_Heels.OnEquipped() - "zadSlaveBootsScript.psc" Line ?[03/04/2015 - 09:09:29PM] Error: None is not a valid inventory itemstack:[ (00000014)].Actor.GetItemCount() - "" Line ?[zadQuest (1500F624)].zadlibs.CleanupDevices() - "zadLibs.psc" Line ?[item 2 in container (00000014)].zadequipscript.OnEquipped() - "zadEquipScript.psc" Line ?[item 2 in container (00000014)].zadSlaveBootsScript.OnEquipped() - "zadSlaveBootsScript.psc" Line ?[item 2 in container (00000014)].QAYL_Party_Heels.OnEquipped() - "zadSlaveBootsScript.psc" Line ?[03/04/2015 - 09:09:29PM] warning: Assigning None to a non-object variable named "::temp101"stack:[item 2 in container (00000014)].QAYL_Party_Heels.StoreEquippedDevice() - "zadEquipScript.psc" Line ?[item 2 in container (00000014)].zadequipscript.OnEquipped() - "zadEquipScript.psc" Line ?[item 2 in container (00000014)].zadSlaveBootsScript.OnEquipped() - "zadSlaveBootsScript.psc" Line ?[item 2 in container (00000014)].QAYL_Party_Heels.OnEquipped() - "zadSlaveBootsScript.psc" Line ?[03/04/2015 - 09:09:29PM] warning: Assigning None to a non-object variable named "::temp101"stack:[item 2 in container (00000014)].QAYL_Party_Heels.StoreEquippedDevice() - "zadEquipScript.psc" Line ?[item 2 in container (00000014)].zadequipscript.OnEquipped() - "zadEquipScript.psc" Line ?[item 2 in container (00000014)].zadSlaveBootsScript.OnEquipped() - "zadSlaveBootsScript.psc" Line ?[item 2 in container (00000014)].QAYL_Party_Heels.OnEquipped() - "zadSlaveBootsScript.psc" Line ?[03/04/2015 - 09:09:29PM] warning: Assigning None to a non-object variable named "::temp101"stack:[item 2 in container (00000014)].QAYL_Party_Heels.StoreEquippedDevice() - "zadEquipScript.psc" Line ?[item 2 in container (00000014)].zadequipscript.OnEquipped() - "zadEquipScript.psc" Line ?[item 2 in container (00000014)].zadSlaveBootsScript.OnEquipped() - "zadSlaveBootsScript.psc" Line ?[item 2 in container (00000014)].QAYL_Party_Heels.OnEquipped() - "zadSlaveBootsScript.psc" Line ?[03/04/2015 - 09:09:29PM] Error: None is not a valid inventory itemstack:[ (00000014)].Actor.GetItemCount() - "" Line ?[zadQuest (1500F624)].zadlibs.ReEquipExistingDevice() - "zadLibs.psc" Line ?[item 2 in container (00000014)].QAYL_Party_Heels.SyncInventory() - "zadEquipScript.psc" Line ?[item 2 in container (00000014)].zadequipscript.OnEquipped() - "zadEquipScript.psc" Line ?[item 2 in container (00000014)].zadSlaveBootsScript.OnEquipped() - "zadSlaveBootsScript.psc" Line ?[item 2 in container (00000014)].QAYL_Party_Heels.OnEquipped() - "zadSlaveBootsScript.psc" Line ?[03/04/2015 - 09:09:30PM] Error: None is not a valid inventory itemstack:[ (00000014)].Actor.GetItemCount() - "" Line ?[zadQuest (1500F624)].zadlibs.ReEquipExistingDevice() - "zadLibs.psc" Line ?[zadQuest (1500F624)].zadlibs.EquipDevice() - "zadLibs.psc" Line ?[item 2 in container (00000014)].QAYL_Party_Heels.EquipDevice() - "zadEquipScript.psc" Line ?[item 2 in container (00000014)].QAYL_Party_Heels.SyncInventory() - "zadEquipScript.psc" Line ?[item 2 in container (00000014)].zadequipscript.OnEquipped() - "zadEquipScript.psc" Line ?[item 2 in container (00000014)].zadSlaveBootsScript.OnEquipped() - "zadSlaveBootsScript.psc" Line ?[item 2 in container (00000014)].QAYL_Party_Heels.OnEquipped() - "zadSlaveBootsScript.psc" Line ? I verified I was up to date with the DD mods, beside the problem seems to come from your cutom "party heel" (the item code prefix is the one from your mod, so I guess you customized it?) 2) when it is time for getting the devious item equipped, the player has the option to either equip the item or let the cart driver put them on her, but the before last item is the armbinder, so theorically the player should not be able to manually equip the last item (gag), since her arm are supposedly binded and inventory should be off limit. 3) when the player is bound in the cart with the zad chained pose, the player head was partly stuck in the front of the cart, which was weird, also, since the legs are spread, the body had the bad habit of jumping high and low because the leg are interfering with the cart sides. maybe use another zad pose that take less space so the body can lie entirely in the cart ? I got stuck with nothing else happening juste after the little story part with the beholder trying to convince the cart driver to go away for a while. is that where you are at the moment with the developement, or did I have a problem ?
badbat111 Posted March 4, 2015 Posted March 4, 2015 I really do like how the cage scene works out now, though. Better than having the door automatically unlock. Just thought I'd mention it. Yeah, I'm happy with the cage as it stands. The pain is going to be managing 8 more just like it, and having them appear and vanish as necessary. That's the next big thing, once I have the other half of the scene sorted out so have the cages underground if you go onto oblivion the place your to take martin in the final attack you know in the imperial city but forgot the buildings location if you use tfc and go under the floor you will see a door underground if you enter that door using the tcl to move through objects itll take you to that part of the story line but a word of warning DONT use a character you want to keep since itll trap you in the war part without martin it wont let you leave
Wastrelx Posted March 4, 2015 Posted March 4, 2015 I thought about that. The thing is, if you watch who says what in the crowd, the women are more spiteful and angry than lustful. It's not so much "I'm going to get me a piece of that" as "who does she think she is, parading around like that? It would serve her right if someone was to teach her a lesson..." If the scene was to progress to its logical conclusion, the guys would want to get some action, but the women would be mainly egging them on, and maybe looking to inflict a little pain. I think that would make a little more sense, played out like that. To be a bit more specific, it was really weird seeing Adrianne Avenicci strip naked and try to climb in the wagon. To me it would make more sense for that to be a guy who wasn't afraid of being gang-raped himself by a gang of lusty onlookers. In any case, looking forward to seeing where this is all going!
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