Reesewow Posted December 6, 2017 Posted December 6, 2017 1 hour ago, Lupine00 said: But still, this could get rid of so many problems between DCL and SD+ ... and I've had SS screw up CD indirectly too, by giving me to an SD+ master with CD items on. It shouldn't be Kimy's problem to fix, but if she is in control of the surrender outcome, she can fix it. From the perspective of someone who tries to help out with technical issues where I can, I can say the issue that cropped up the most with people running SD+ with DCL wasn't the slavery system itself, but the dialogue added to blacksmiths that allowed them to straight up strip quest items without ending the quests. Hopefully that has since been changed, but for awhile it was causing a lot of false bug reports because DCL uses blacksmiths for some of its own functionality (high-security restraints can only be removed at a blacksmith for instance) and so players that didn't know any better could select the wrong dialogue option and be left with DCL in a broken quest state. I haven't played SD+ myself in a long time to check if that issue has been patched, but if it hasn't been I can see it being a deterrent to linking the mods together directly since I don't recall the blacksmith SD dialogue having any restrictions based on slavery state ect. Would be nice if all mods could play nice together of course, hopefully the release of DD 4 presents an opportunity for more standardized behavior (via quest item tags and "thou shalt not remove" flags ect).
Kimy Posted December 6, 2017 Author Posted December 6, 2017 With DD4, quest items become much more resilient against removal by 3rd party mods, so the blacksmith dialogue should no longer be an issue. I will look into a direct hand-off to SD+ from DCL's surrender feature if the situation permits. 2
SkyAddiction Posted December 6, 2017 Posted December 6, 2017 4 hours ago, Kimy said: With DD4, quest items become much more resilient against removal by 3rd party mods, so the blacksmith dialogue should no longer be an issue. I will look into a direct hand-off to SD+ from DCL's surrender feature if the situation permits. Thank you for that. I know DA functionality isn't the primary focus of DCL, but combat surrender is just so much better than everything else out there.
stonsigil6 Posted December 8, 2017 Posted December 8, 2017 Hey so this is my first question here it might have been asked before but i lost Sasha and i cant seem to find her anywhere so Does Anyone know the id for her
MrBig Posted December 8, 2017 Posted December 8, 2017 New idea suggestion; its a single idea but thought of 3 scenario's for it Belt of punishing pleasure A belt with a set of plugs; the plugs would vibrate at random strength and randomly edge. While your arousal is high, say over 90ish, you would receive some good buffs of some kind but everytime you orgasm it adds a new device. My thought was it would be inescapable until you're fully bound at which point you can remove it as any belt but it would be up to you if you wanted to let people escape earlier or not. So thats the basic device; scenario 1 is simple a cursed loot event that triggers. Scenario 2 is a quest for a neutral Sasha; talk to her and she mentions about playing a little game/making a small wager. Maybe you both wear belts and whoever ends up bound first loses but she cheats and her plugs on edge her so she won't orgasm. Scenario 3 is for Leah. She makes you a bet; escape the belt in time or you owe her something. She tells you she mailed the key to x location. its a never ending quest where every time you go to the location you can't find the courier and it sends you elsewhere. The whole thing is a con. Eventually you end up fully bound and return to Leah where it goes into her enslavement. I've pitched ideas for Leah before as I think its a shame she doesn't have her own enslavement quest; this works to show that, much like Leon with his quest, their a little duplicitous. Like wise for Sasha the whole reason I had the idea in the first place was trying to think of something for her specifically as I feel she has a lot of unused potential 6
Reesewow Posted December 8, 2017 Posted December 8, 2017 3 hours ago, MrBig said: Belt of punishing pleasure A belt with a set of plugs; the plugs would vibrate at random strength and randomly edge. While your arousal is high, say over 90ish, you would receive some good buffs of some kind but everytime you orgasm it adds a new device. My thought was it would be inescapable until you're fully bound at which point you can remove it as any belt but it would be up to you if you wanted to let people escape earlier or not. +1 this idea for a belt since it sounds like it functions like a more varied version of the rubber doll collar. My suggestion for a DCUL addition would be a extension of the "bondage lover" buffs to include a toggleable or earnable "bondage combat" buff. Essentially a massive +unarmed damage buff. I personally love the combat animations in the current DD while in an armbinder/yoke, but at my character level and difficulty trying to fight while bound is essentially useless against anything but low-danger wildlife like skeevers. As a result, I'd love the ability to have a scale-able or player-set bonus to unarmed combat be applied when a player's arms are bound. I'd say player-set would be ideal since there is such a wide range of difficulties depending on load order and player level. For me at least such a feature would not be used to make bound combat an advantage, but to make fighting my way deeper into a draugr tomb to finish a quest or find a key more viable than each kick doing 0.5% of a high-armor draugr's health pool. 1
LeoninJesterXII Posted December 9, 2017 Posted December 9, 2017 Is there any way to make heavy/light/mage armor from the outfits in this mod? Or are the few that you find in the LAL Princess start and the Helgen keep the only ones?
LazyBoot Posted December 9, 2017 Posted December 9, 2017 22 minutes ago, LeoninJesterXII said: Is there any way to make heavy/light/mage armor from the outfits in this mod? Or are the few that you find in the LAL Princess start and the Helgen keep the only ones? Last I checked, there should be plenty of those included. I think maybe the dollmaker may sell some, you can find them in boxes hidden in boss-chests, or some of the quests from the dollmaker will also give boxes as rewards.
kurotatsu Posted December 9, 2017 Posted December 9, 2017 10 hours ago, Reesewow said: +1 this idea for a belt since it sounds like it functions like a more varied version of the rubber doll collar. My suggestion for a DCUL addition would be a extension of the "bondage lover" buffs to include a toggleable or earnable "bondage combat" buff. Essentially a massive +unarmed damage buff. I personally love the combat animations in the current DD while in an armbinder/yoke, but at my character level and difficulty trying to fight while bound is essentially useless against anything but low-danger wildlife like skeevers. As a result, I'd love the ability to have a scale-able or player-set bonus to unarmed combat be applied when a player's arms are bound. I'd say player-set would be ideal since there is such a wide range of difficulties depending on load order and player level. For me at least such a feature would not be used to make bound combat an advantage, but to make fighting my way deeper into a draugr tomb to finish a quest or find a key more viable than each kick doing 0.5% of a high-armor draugr's health pool. Although this wouldn't work with combat surrender, as character surrenders automatically when no weapon equipped.
Reesewow Posted December 9, 2017 Posted December 9, 2017 41 minutes ago, notwavman said: Although this wouldn't work with combat surrender, as character surrenders automatically when no weapon equipped. Sure, but people who use combat surrender on disarm aren't using the bound combat system at all. The unarmed buff suggestion is more for people that either don't use DCUL's combat surrender, or if they do they don't use the disarm option and/or are fighting creatures without the unsupported "allow creatures" option.
gurdilhfkk Posted December 9, 2017 Posted December 9, 2017 Hi, For the sollicitation part i have a suggestion : when the pnj accepts to have sex, add a second tree, where the pnj ask to have anal, oral, etc ..., then you choose the amount he have to pay (10 - 50 - 100- 200 -300...). Your mod determine then a max amount the pnj is willing to pay, with a formula like that : [ rand(200) + sexlab_playerlvl_anal (or oral, etc) x rand(75) ] x [50 + rand(PNJmorality/2)] / 100 x [15 - rand(devious.device.worn)] / 15 x rand(0.8 - 1.2) For exemple, with oral skill lvl 3, and 5 devices worn, it would give : (0-200 + 0-225 ) x (0.5-1) x (0.66-1) x (0.8-1.2) and so min = 0, max = 510, avg = 130 (this amount would be hidden to the player of course) After having sex, when you ask the pnj to pay possible outcomes would be : (AA = amount asked, MA = max amount pnj is willing to pay) AA < MA /2 : pnj pays AA and 10% chance to get a keys. MA/2 < AA < MA : pnj pays and thats all. MA < AA < 1.5MA : 50% chance of nothing, 40% chance of rape, 10% chance to add 1-3 soft devious device. 1.5MA <AA < 2MA : 50% chance of rape, 40% chance to add 1-3 soft device, 5% chance to add a hardcore device, 5% to trigger simple slavery. 2MA < AA : 50% to add 1-3 soft device, 30% chance to add a hardcore device, 20% to trigger simple slavery. 2
Jappa123 Posted December 9, 2017 Posted December 9, 2017 Any new stuff coming with new version? Or just dd4 compatibility update? btw im checking site every few minutes and hope for update :D no motivation to play since clean save is required, approximate update release date? i check development thread and looks like there is no new bugs.
A Little Kitten Posted December 9, 2017 Posted December 9, 2017 1 hour ago, Jappa123 said: Any new stuff coming with new version? Or just dd4 compatibility update? btw im checking site every few minutes and hope for update :D no motivation to play since clean save is required, approximate update release date? i check development thread and looks like there is no new bugs. There is always a reason to play, remember that.
Slagblah Posted December 9, 2017 Posted December 9, 2017 10 hours ago, Reesewow said: Sure, but people who use combat surrender on disarm aren't using the bound combat system at all. The unarmed buff suggestion is more for people that either don't use DCUL's combat surrender, or if they do they don't use the disarm option and/or are fighting creatures without the unsupported "allow creatures" option. I actually came up with a buff attached to boots that enhanced unarmed combat, but only when an armbinder (or equivalent) was equipped. I don't have it tuned and packaged for distribution, but if there's interest in it, I could do that. Ultimately I was planning to set up several different types of boots with varying levels of bonuses, but I never got around to it. 2
Rynnes Master Posted December 10, 2017 Posted December 10, 2017 4 hours ago, Slagblah said: I actually came up with a buff attached to boots that enhanced unarmed combat, but only when an armbinder (or equivalent) was equipped. I don't have it tuned and packaged for distribution, but if there's interest in it, I could do that. Ultimately I was planning to set up several different types of boots with varying levels of bonuses, but I never got around to it. Sounds like a very good idea!
Wonko486 Posted December 10, 2017 Posted December 10, 2017 *Head Desk* I was wondering why I hadn't been jumped yet, despite fighting and looting my way from windhelm to whiterun. I spent so long preparing to install cursed loot that I actually forgot to download and install it! Dropping it on now, and will probably start an entirely new game. 2
Trainee Posted December 11, 2017 Posted December 11, 2017 Is there a way to remove the opening of the mouths for some of the gags? I have gone far and beyond and I couldn't figure it out.
LazyBoot Posted December 11, 2017 Posted December 11, 2017 2 minutes ago, Trainee said: Is there a way to remove the opening of the mouths for some of the gags? I have gone far and beyond and I couldn't figure it out. Are you trying to make your own, or having issues with some included here?
Trainee Posted December 11, 2017 Posted December 11, 2017 3 minutes ago, LazyBoot said: Are you trying to make your own, or having issues with some included here? My character seems to have some alignment issues with the gags, as the lower part of the mouth weirdly clips through it when it opens. Which is why I was trying to find a way to remove that facial expression. Though Im suspecting its a race issue.
Reesewow Posted December 11, 2017 Posted December 11, 2017 On 12/9/2017 at 11:38 AM, Slagblah said: I actually came up with a buff attached to boots that enhanced unarmed combat, but only when an armbinder (or equivalent) was equipped. I don't have it tuned and packaged for distribution, but if there's interest in it, I could do that. Ultimately I was planning to set up several different types of boots with varying levels of bonuses, but I never got around to it. That could definitely be a cool addition, I actually do carry around some mod added items that boost unarmed *just* for the occasional brawl or armbinder event, but they simply don't cut the mustard in an actual dungeon scenario. The other difficulty is equipping them after being stripped by a cursed loot event that binds your arms. Bonus points if the boots are sexy obviously.
Slagblah Posted December 12, 2017 Posted December 12, 2017 7 hours ago, Reesewow said: That could definitely be a cool addition, I actually do carry around some mod added items that boost unarmed *just* for the occasional brawl or armbinder event, but they simply don't cut the mustard in an actual dungeon scenario. The other difficulty is equipping them after being stripped by a cursed loot event that binds your arms. Bonus points if the boots are sexy obviously. Well, I didn't make my own boots, just attached the effect to existing models (devious boots only). In any case, I finally got around to expanding my proof-of-concept and putting together an esp or two to tweak all the boots in DD & DCL. There are three levels of enhancement, the highest of which should make dungeon diving in most places possible. Softer, rounder boot types provide the lowest bonus, while heavy and/or sharp boots give higher bonuses. Two flavors (DD only and DD+DCL); use only ONE esp. These are for the current release build of DD and DCL. I'm not sure what they will do with the development version(s), but it will probably cause problems. Combat Boots.7z 1
Nazzzgul666 Posted December 13, 2017 Posted December 13, 2017 On 12.12.2017 at 5:20 AM, Slagblah said: Well, I didn't make my own boots, just attached the effect to existing models (devious boots only). In any case, I finally got around to expanding my proof-of-concept and putting together an esp or two to tweak all the boots in DD & DCL. There are three levels of enhancement, the highest of which should make dungeon diving in most places possible. Softer, rounder boot types provide the lowest bonus, while heavy and/or sharp boots give higher bonuses. Two flavors (DD only and DD+DCL); use only ONE esp. These are for the current release build of DD and DCL. I'm not sure what they will do with the development version(s), but it will probably cause problems. Combat Boots.7z Thanks, that's something i wished for quite some time. I'll try with dev version of DD once i'm done with playing the Thief mod (which is awesome btw, but scripts are vulnerable to lag, so minimum setup is recommended).
scyther2000 Posted December 13, 2017 Posted December 13, 2017 I am having a problem with installing this using NMM, it get's half way through and then just stops saying "the mod was not activated". I am new to this (literally started yesterday) and I just have no freakin' idea what to do after reading through the page several times to ensure i didn't miss anything and re downloading the thing twice. Someone please help, I installed like 20 different things just so I could play this mod.
El_Duderino Posted December 13, 2017 Posted December 13, 2017 1 hour ago, scyther2000 said: I am having a problem with installing this using NMM, it get's half way through and then just stops saying "the mod was not activated". I am new to this (literally started yesterday) and I just have no freakin' idea what to do after reading through the page several times to ensure i didn't miss anything and re downloading the thing twice. Someone please help, I installed like 20 different things just so I could play this mod. I'm not using NMM any more, but I remember running into that issue too. The culprit is I believe an issue with NMM (or maybe just some versions of it?) handling large files, and not specific to this mod here. I *think* back then I fixed it by unpacking the mod manually to a temporary folder and building my own install version it (effectively skipping the installer options steps and doing them by hand). Then packed the result up into a zip archive and that I could install. Then again there may be much simpler solutions now like "update your NMM", I don't know. Search the web for "NMM installing large file" or something like it and you'll find several reports and hopefully some advice too.
ichigo0987 Posted December 13, 2017 Posted December 13, 2017 6 hours ago, scyther2000 said: I am having a problem with installing this using NMM, it get's half way through and then just stops saying "the mod was not activated". I am new to this (literally started yesterday) and I just have no freakin' idea what to do after reading through the page several times to ensure i didn't miss anything and re downloading the thing twice. Someone please help, I installed like 20 different things just so I could play this mod. The most probable cause for that message is that you are missing a master file, I recommend to run loot to see which is missing.
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