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Quick As You Like! (A Devious Adventure)


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Posted

Yeah. I started by putting a fire there so frostfall users didn't freeze to death.

 

Then I thought that it was unlikely that anyone would show that much consideration for the captive, so I added the chair and a book. It's sort of intended to suggest that the fire might be for the benefit of an (unaccountably absent) guard.

 

I never considered anyone activating chair from inside the cage though. I may need a bigger platform.

 

The mead/crash bug happens if you read the second note somewhere other than Whiterun. There's supposed to be small crowd watching, but the aliases don't fill if you're not near Whiterun. That means that you only get half of the mead conversation, and then it crashes on account of the lead spectator alias being unset.

 

A fix is in the pipeline :)

 

@WaterRabbit: yeah, some of the animations are a bit flaky. I'm trying to combine bits not intended to work together and because of that, the collision boxes sometimes get in the way. I don't suppose the spectators are helping much either. Short of creating tweaked animations (not my strong suit) I'm not sure what to do to fix that.

 

[edit]

 

Also, I loved the speculation on the Big Bad, but I think it best if I refuse to be drawn further on the subject :)

Posted

Guess it not easy thinking of everything so i thougt i should tell you about it. But you don't have to fix unless you don' want anyone using the exploit. as i said i felt bad for doing it but i don't know what others will say about it.

 

Keep up the good work. love the mod so far. I will report more i find. if you want to ^^

Posted

Is there anything particular to starting part two? I started a new game and finished part one, but after about a week in game I haven't gotten the call for the second race, I even got a message from the courier about something else so it's not like he just hasn't caught up to me. I did download that patch before patch 3.0 came out and played it just fine with that, if that makes any difference. 

 

Sorry to big you with issues, I'm enjoying the mod so far and am excited to see the rest.

Posted

You could just switch the chair with one of the non-useable types. Or replace it with, say, a tree stump.

Posted

@murthe: by all means. I don't mind bug reports. I just need to make some time to work on them ...

 

@Ironzafe: Did you have any problems getting out of the cage? it's possible that QAYL didn't finish correctly. In which case the next one wouldn't start properly.

 

I suppose if you didn't have any possessions when you talked to Cursus you might not have bothered with the chest. That could be a problem.

 

You could use sqv to show if the quest is running, or start it from the console. I'll need to get home to look up the quest name though. QAYL_D42_Kicker probably, but I'll have to check

 

@jfraser: I'll just scale up the plaform a little so the chair is the on other side of the fire.

 

I'm halfway tempted, now that I think about it, to have an unnamed NPC wander up once the PC is safely caged and sit down to watch her plight. With the occasional spell of reading the book or making unhelpful comments.

 

He'll have to wander off before the cage opens of course, but that won't be a problem :)

 

 

*****

 

[edit]

 

Should probably add that last night Sikyrim did to me what Beth games always seem to do to me: they wait until I've got a set of mods I'm happy with and character decent enough to enjoy them properly ... and then refuse to start. Damn thing just CTDd when I changed cells. Even with a new char and all the mods disabled.

 

If I remember right, that generally means that there's corrupt data stored by PapyrusUtil or the like. But I couldn't remember where they store that stuff and eventually I said "sod it" and reinstalled from scratch.

 

Game was playable this morning, but I have to set up some mods again before I can do anything else. And I think I'll take another crack at Mod Organizer as well.

Posted

Just played this through again with the latest version. Great work Doc, I'm really liking where this is going, so thanks for giving us the sneak preview of your work. :) Much appreciated! My lovely Bosmer PC, Aeryn, certainly seemed to enjoy being caught in the cage again...

 

Pic1

Pic2

Pic3

Pic4

 

As others have mentioned, I did also get a bit of head and foot clipping with her tied down in the back of the cart.

 

Pic5

 

But now she's nervously awaiting the next part and her delivery.

 

Pic6

 

The only oddity I noticed, other than what others have already mentioned, was that she didn't position her arms in the armbinder when it was put on her, and only did so once I gained player control. That's probably down the the fact that she was under AI control at that point, as I've seen that a few times before in similar circumstances. She also had two armbinders on her, both of which were equipped somehow.

 

Other than that, awesome work! :)

 

I'm very curious as to what happens to her next. :P

Posted

 

@WaterRabbit: yeah, some of the animations are a bit flaky. I'm trying to combine bits not intended to work together and because of that, the collision boxes sometimes get in the way. I don't suppose the spectators are helping much either. Short of creating tweaked animations (not my strong suit) I'm not sure what to do to fix that.

 

 

 

I should clarify what I mean by flaky.  When the PC is being "examined" the first animation where the two are facing each other is fine.  However, when the PC turns around to get her back examined, she only faces away from Bjorlam for a second or two and then turns back around to face him.

 

After the PC is asked to bend over for the rest of the examine she again faces away from Bjorlam for a second or two and then turns back around to face him so it looks like she is giving him a BJ. 

 

So by flaky I mean the PC is having trouble holding the facing of the original animation.

Posted

 

@WaterRabbit: yeah, some of the animations are a bit flaky. I'm trying to combine bits not intended to work together and because of that, the collision boxes sometimes get in the way. I don't suppose the spectators are helping much either. Short of creating tweaked animations (not my strong suit) I'm not sure what to do to fix that.

 

 

 

I should clarify what I mean by flaky.  When the PC is being "examined" the first animation where the two are facing each other is fine.  However, when the PC turns around to get her back examined, she only faces away from Bjorlam for a second or two and then turns back around to face him.

 

After the PC is asked to bend over for the rest of the examine she again faces away from Bjorlam for a second or two and then turns back around to face him so it looks like she is giving him a BJ. 

 

So by flaky I mean the PC is having trouble holding the facing of the original animation.

 

 

Actor.ClearLookAt() ?

 

Posted

I messed around with my load order a bit, and that seemed to fix everything. The armbinder texture was missing for some reason, but I'm positive that's on my end so up until the clipping issues everyone else is having it's working just fine.

Posted

Let's try quoting again...

 

Just played this through again with the latest version. Great work Doc, I'm really liking where this is going, so thanks for giving us the sneak preview of your work. :) Much appreciated! My lovely Bosmer PC, Aeryn, certainly seemed to enjoy being caught in the cage again...
So it seems! I'm glad you both had a good time ;)

 

The only oddity I noticed, other than what others have already mentioned, was that she didn't position her arms in the armbinder when it was put on her, and only did so once I gained player control. That's probably down the the fact that she was under AI control at that point, as I've seen that a few times before in similar circumstances. She also had two armbinders on her, both of which were equipped somehow.
If AI control messes up DD scripts, that could explain a few weirdnesses I encountered in testing.Thanks for that - I'll have a bit play as soon I finish reinstalling everything.

 

I should clarify what I mean by flaky. When the PC is being "examined" the first animation where the two are facing each other is fine. However, when the PC turns around to get her back examined, she only faces away from Bjorlam for a second or two and then turns back around to face him.
Yeah, I had that in testing too. I'm surprised more people haven't reported it. The problem is that Skyrim's collision detection tends to move actors apart if they get too close to one another. That used to be a problem for us: any time two actors got close enough for general naughtiness, the engine said "whoops - actor collision" and moved them apart again.One solution to this is to move the root node during animation. This basically fools the engine into thinking the actor is in one place while the actor's mesh renders somewhere else. My problem was that I didn't have a "cavity search" animation, so I cobbled one together out of half a standing BJ and half a foreplay animation. Only that meant that the PC was facing the opposite way to the one intended by her animations. As a result her collision cube tends to clip Bjorlams, and then the engine rotates her until it can't detect a collision.At least I think that's what's happening. Still not sure what I can do about it, alas.

 

Actor.ClearLookAt() ?
Or, it could be that I need to stop her looking at something :) I don't think she is, but it's certainly worth checking.

 

I messed around with my load order a bit, and that seemed to fix everything. The armbinder texture was missing for some reason, but I'm positive that's on my end so up until the clipping issues everyone else is having it's working just fine.
OK, good to know. Thanks! :)
Posted

I tried to play this mod a few times now, but it ends always that i am stuck in the blurry effect right after the quest start.

 

Is there any way to prevent it or fix it? Like that, the mod isn't playable for me :(

Posted

This is fantastic stuff. Managed to finish the first part, though the intelligence quest seemed very easy as the key in the plate unlocked the door and then I was free.

 

One problem I did have was Cursed Loot spawned two bandits the first time I slept who left me outside the cage. Lowered the percentage down to zero and reloaded and that fixed that.

Posted

 

Yeah, I had that in testing too. I'm surprised more people haven't reported it. The problem is that Skyrim's collision detection tends to move actors apart if they get too close to one another. That used to be a problem for us: any time two actors got close enough for general naughtiness, the engine said "whoops - actor collision" and moved them apart again. One solution to this is to move the root node during animation. This basically fools the engine into thinking the actor is in one place while the actor's mesh renders somewhere else. My problem was that I didn't have a "cavity search" animation, so I cobbled one together out of half a standing BJ and half a foreplay animation. Only that meant that the PC was facing the opposite way to the one intended by her animations. As a result her collision cube tends to clip Bjorlams, and then the engine rotates her until it can't detect a collision. At least I think that's what's happening. Still not sure what I can do about it, alas.

 

 

Slaves of Tamriel does a pretty good job with cavity search animation. This post has some good screenshots of a guard doing a cavity search.

Posted

 

 

 

Yeah, I had that in testing too. I'm surprised more people haven't reported it. The problem is that Skyrim's collision detection tends to move actors apart if they get too close to one another. That used to be a problem for us: any time two actors got close enough for general naughtiness, the engine said "whoops - actor collision" and moved them apart again. One solution to this is to move the root node during animation. This basically fools the engine into thinking the actor is in one place while the actor's mesh renders somewhere else. My problem was that I didn't have a "cavity search" animation, so I cobbled one together out of half a standing BJ and half a foreplay animation. Only that meant that the PC was facing the opposite way to the one intended by her animations. As a result her collision cube tends to clip Bjorlams, and then the engine rotates her until it can't detect a collision. At least I think that's what's happening. Still not sure what I can do about it, alas.

 

Slaves of Tamriel does a pretty good job with cavity search animation. This post has some good screenshots of a guard doing a cavity search.

Well, sort of. SoT himself is looking for a better cavity search animation.

Posted
This is fantastic stuff.
:D

 

Managed to finish the first part, though the intelligence quest seemed very easy as the key in the plate unlocked the door and then I was free.
It's not supposed to be difficult. It's supposed to be (yet another) insult from the writer of the note. The fact that some people read the note without picking it up and then get stuck is ... let's say unfortunate ;)

 

One problem I did have was Cursed Loot spawned two bandits the first time I slept who left me outside the cage. Lowered the percentage down to zero and reloaded and that fixed that.
I hadn't realised CL was doing an assault-on-sleep now. I definitely need to look at that mod more closely.

 

Slaves of Tamriel does a pretty good job with cavity search animation.
Another mod I should have a look at. I don't know, you take your eye off the ball for six months and suddenly everything has changed ... ;)

 

Well, sort of. SoT himself is looking for a better cavity search animation.
Definitely going to have to keep an eye on that discussion ;)
Posted

 

The "Get Stripped" mod has an animation that could be used as a cavity search animation, it's a lightweight mod so you can run through it quickly. If it doesn't satisfy perhaps you could contact the author and request a more specific animation that the author could also incorporate into a future update to that mod. That author is doing his own animations so he has the ability to create more.

Posted

 

It's not supposed to be difficult. It's supposed to be (yet another) insult from the writer of the note.

 

The fact that some people read the note without picking it up and then get stuck is ... let's say unfortunate ;)

 

 

 

That's hilarious :D

 

Edit: Posted some more and this one in the screenshot thread but that cage is quite wonderful to be in.

Posted

There is also an animation in Sexlab (usually in a lesbian context) where the submissive is on her shoulders with her rear end up and the other is performing a hand job.

Posted

Had a whole bunch of crashes, no crowd, and animation glitchy fun times (which before I checked the thread I thought was due to the captured dreams stuff on me not playing nicely), but damn even with that this is top, top stuff. Awesome writing, and I'm now seriously looking forward to more, more, more.

Posted

This is fantastic stuff. Managed to finish the first part, though the intelligence quest seemed very easy as the key in the plate unlocked the door and then I was free.

 

One problem I did have was Cursed Loot spawned two bandits the first time I slept who left me outside the cage. Lowered the percentage down to zero and reloaded and that fixed that.

Are you sure that's cursed loot and not dangerous nights?

Posted

 

This is fantastic stuff. Managed to finish the first part, though the intelligence quest seemed very easy as the key in the plate unlocked the door and then I was free.

 

One problem I did have was Cursed Loot spawned two bandits the first time I slept who left me outside the cage. Lowered the percentage down to zero and reloaded and that fixed that.

Are you sure that's cursed loot and not dangerous nights?

 

 

The newer versions of cursed loot have sleep attacks, they're like dangerous nights but add devious devices to the player as well.  (I forgot to turn this feature off myself, and it triggered in the cage.)

Posted

That's hilarious :D

 

Edit: Posted some more and this one in the screenshot thread but that cage is quite wonderful to be in.

I have to say, I'm impressed by the first person POV. I've never really played around with those mods, but that looks really good.

Posted

 

That's hilarious :D

 

Edit: Posted some more and this one in the screenshot thread but that cage is quite wonderful to be in.

I have to say, I'm impressed by the first person POV. I've never really played around with those mods, but that looks really good.

 

 

That surprised me too as I wasn't expecting much having been disappointed by other pov mods, but Skyrim - Enhance Camera is really quite impressive.

Posted

 

 

That's hilarious :D

 

Edit: Posted some more and this one in the screenshot thread but that cage is quite wonderful to be in.

I have to say, I'm impressed by the first person POV. I've never really played around with those mods, but that looks really good.

 

 

That surprised me too as I wasn't expecting much having been disappointed by other pov mods, but Skyrim - Enhance Camera is really quite impressive.

 

 

And quite small, just a little SKSE plugin, I love it too :)

 

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