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Deviously Cursed Loot LE 9.0 (2021-03-09)


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Posted

Hello, this is a crosspost from the general support forum. I'm having an issue when installing and activating cursed loot.

 

NMM is saying that the file name or specified path is too long. But I can't find anything that is in excess of 260 characters and the destination path is 51 characters. At this point, I'm stumped on what to do. This is the last mod I want to get working for now.

 

I spent a couple hours rooting out missing dependencies by running the game and slowly building my load order and finding out what caused ctd's.

Error.png

Posted
3 hours ago, Krynn said:

Hello, I had a little break.
Where can I find the meshes and textures of the straitjacket?
Also under Caliente Tools, I see nothing.
Installed is as far as I can see the new version.

 

Edit: I have straitjacket_ebonite_go and straitjacket_leather_go under the meshes, but no texture.
I do not find it under Body Slide..

They should be in the bodyslide set from DDx.

Posted
2 minutes ago, corsair2150 said:

Hello, this is a crosspost from the general support forum. I'm having an issue when installing and activating cursed loot.

 

NMM is saying that the file name or specified path is too long. But I can't find anything that is in excess of 260 characters and the destination path is 51 characters. At this point, I'm stumped on what to do. This is the last mod I want to get working for now.

 

I spent a couple hours rooting out missing dependencies by running the game and slowly building my load order and finding out what caused ctd's.

Keep in mind that the "path" includes everything from "c:\" to the filename. So if you have your skyrim in c:\whatever\whateverwhatever\whatever\whateverwhatever\whatever\whateverwhatever\steam\steamapps\common\skyrim, then that is already eating 110 characters. And some of the files in this mod can eat something like 160-ish characters inside the skyrim folder.

Posted
6 minutes ago, LazyBoot said:

Keep in mind that the "path" includes everything from "c:\" to the filename. So if you have your skyrim in c:\whatever\whateverwhatever\whatever\whateverwhatever\whatever\whateverwhatever\steam\steamapps\common\skyrim, then that is already eating 110 characters. And some of the files in this mod can eat something like 160-ish characters inside the skyrim folder.

I store Steam on a second hard drive, the path would be: B:\Program Files\Steam\steamapps\common\Skyrim\Data\Deviously Cursed Loot

 

The downloaded file location is B:\Skyrim F Mods\DCL

Posted
4 minutes ago, corsair2150 said:

I store Steam on a second hard drive, the path would be: B:\Program Files\Steam\steamapps\common\Skyrim\Data\Deviously Cursed Loot

What about your NMM install (or it's storage location), does that have long paths?

Posted
Just now, LazyBoot said:

What about your NMM install (or it's storage location), does that have long paths?

Also similarly short. (I don't like clicking through folders) B:\Nexus Mod Manager

Posted
1 minute ago, corsair2150 said:

Also similarly short. (I don't like clicking through folders) B:\Nexus Mod Manager

In that case, I'm out of ideas.

Posted
23 hours ago, Kimy said:

Both, but keep in mind that making stories tends to me more labor-intensive than mechanics.

I'll start with the mechanics part.

 

Sasha as a follower, in follower mode is just a follower. Nothing wrong with that but that's not why I keep her along. The fun part is having her as a follower without the entire enforced ruleset of Leon/Leah questline. To differentiate it a bit more I would define Sasha as a dominant-lite setup. The current buildup, beside the keyholder timer is a completely random determined dialogue based system. To give it a bit more debt more timers would be nice. So when you are placed in a belt you get lets say 48 hours or a week. This could depend on a, not super complicated disposition system. You ask for bondage, you get plus points, you don't talk to Sasha you get minus points. You deny her request to wear rubber instead of her forcing it on you would lose disposition. That sort of stuf.

 

I think this could tie into the hardcore mode which If I'm mistaken can only be setup via consoleing a global variable. As I am aware that not everyone wants a dominant follower.

 

 

For the story part, I have a few idea's. The first starts with an alternative to acquiring Sasha. As the alternative is 10k gold it should be a bit hard to get. 

-The dollmaker has heard of a recipe for transparant ebonite. It's rumored to be hidden in Blackreach. 

The recipe could be hidden in a locked chest in one of the abandoned buildings there that requires the user to agree to be locked in a special full ebonite suit (mask, catsuit and boots) that won't allow leaving Blackreach to unlock. The suit will only unlock when the key fragments are found. This could be done by randomizing chests content in Blackreach to get x fragments. 

If you get the recipe the Dollmaker will gift you Sasha as a reward. This could be a nice way to introduce the player to the new transparant DDx things.

 

 

For quests involving Sasha I'm thinking of starting with something in the lines of rescuing one of her sisters from a rogue Dwemer bot that got addicted to ebonite and triggered by it. Of course it's lair is littered with traps and cursed things. Not very detailed but a bit of an idea pitch.

 

The sister could also act as her dominant sister, this could be a segway from my earlier mechanics change, to apply this to the sister only. Split the entire dominant part from Sasha and let the player decide if they want a normal (and submissive) follower or the dominant sister follower.

 

The unused jail in the Dollmakers house could act as a cell for the player if the sister has control over the player. A sort of playerhome but a bit more deviant 

Posted

Hey, I'm new here but i also have a problem that i can't seem to fix and its installation related.

It seems that when i install the mod, it changes all the dialogue of every male character as well as the dialogue options to:
 

"come here woman!" and the other options 

 

And all the dialogue options are as shown below

Also responding to a dialogue option or leaving the conversation does not continue to a sex scene
 

When I disable the mod, this issue seems to go away (the models t-pose as well but re-running FNIS usually solves that issue)

 

My modlist is down below. 

 

If anyone here can help or at least direct me to another thread in which this issue is addressed, the help will be greatly appreciated.

skyirm help.png

skyrim help 2.png

skyrim help 3.png

skyrim help 4.png

skyrim help 5.png

Posted
6 hours ago, Lupine00 said:

Speaking of Leon and Leah, or as I'll refer to them together dominant follower (DF).

 

I think there are two areas to look at:

 

(1) do they function well as followers?

 

In my experience, they aren't strong enough, particularly when the PC may well be severely impaired by bondage.

One especial thing, is they need to be smarter about dragons, and not get knocked down in the first five seconds so often.

Dragons often attack in guarded areas, where the PC is always in heavy bondage, so they are a little different to other mobs in that respect.

 

But what's required, is a clear vision of how the player is expected to use them.

 

With Sasha, we understand that the player is not supposed to be impaired, or significantly impaired, in most cases where she is supporting.

For this reason, Sasha doesn't need to be very strong, and she is never expected to tank, she just adds DPS.

 

The other DFs are not so clearly positioned. The player is often heavily bound. If the DF removes the armbinder, they may leave other restraints, and getting them off is a dialog struggle, if possible at all. Also, given the situation, the player may well be short of gear and consumables. With the set up like this, the DFs need to be able to tank a dragon, or a pair of trolls. But perhaps that was never the intended set up? I don't know, but clarity of vision is required before they can be balanced.

 

 

(2) do they function as slave masters?

 

In this respect, they are self-evidently a bit dull. Even SD+ has the mystery of "what randomly unachievable task will I be set", and "how broken will my master's AI package be today"?

 

They are fun for about fifteen minutes, while you play out the dialogue options the first few times. Once you've danced, sexed, begged and been whipped a few times, the novelty is over.

 

After that, there are several real-time hours of rinse and repeat, just to earn enough affection points to be allowed to get the armbinder off, or be allowed to go out and about. There isn't even any peril.

 

(And once you get out, the DF will probably be ganked by mobs and you'll both end up in the SS auction house, and though they don't get sold, you do, with catastrophic consequences for your relationship with them.

 

Assuming you don't end up discovering how well combat defeat works, there really isn't any change. There's no progression, no surprises, no new content unlocked, just a slow, methodical grind to a predictable outcome.

 

The two available quests they offer have problems too.

If you take the long distance delivery, you can simply ask the DF to come with you! Surely, this defeats the point of the task?

If you don't get the DF to help you, chances are you're dead on the road, even without Frostfall - a troll, or multiple trolls, or spiders, will do for you because there is no escaping the DF bindings - you can run and hope, and like LBA, a lot of times that ends in being worn down by a chain of wolf attacks that ramp up into something that can do damage, and it's over.

And if that doesn't happen, I lack confidence that meeting sex and whipping begging requirements will be met while the PC is off to Dawnstar or wherever (let's pretend Frostfall isn't installed).

 

So, those flaws are also big clues to areas where things could improve. (Weeks, or months ago) I wrote a huge rambling post on things they could do at home, and quests they could offer. But the short story is "add short, simple achievable tasks to be performed under handicap."

 

I don't think I have much new to say on that, or any ideas that aren't similar at their core to existing mechanics in other mods. I mentioned things as diverse as dungeon punishments, family dinners, cleaning the house, Leah's alcohol problem, plenty of idea germs, and plenty of specifics.

 

It all amounts to work for the author, so in the end if you're Kimy, you have to pick the changes that are fun for you to make, and that result in a mod you like to take credit for. I can only say what I'd like to see, and I don't have to make it  happen, so I could wish for anything.

 

 

Whether it's more chores you can do around the dwelling, new ways to earn the DF's affection, that involve more complicated non-combat tasks - cooking, alchemy, smithing, enchanting, laundry, or sweeping dust piles. CD has this, but it overstretches it, instead of making quick fun tasks, that are spice in a larger enchilada, it makes them into a relentless grind, a burrito that is all rice. I think some of that will improve in future CD, but that's waaay off topic. But CD has strong hooks to drag you through that grind, and the DFs don't have that either.

 

 

The hook for getting the player to stick at the DFs has to be content: a quest, or quests that the player wants access to. Nothing else is a strong enough reward. There is no item that is as much fun as new content, especially new kinky content. 

 

 

Something I didn't address in the old posts, is randomness. Simple random stuff, and progressive unlocking of some content, even very basic content, such as dialogs that lead to different sex acts, locations, or a different outfit, can seem huge to the player when they are earned and they have no idea what prize (or peril) might be next.

 

Why do you have to be in strict bondage all the time? You lack opportunity to break the rules.

 

There needs to be more incentive to be naughty (not to fail, but to take chances), and maybe even more rules than there are now. Maybe, some rules should be dumb? (Player could turn them off anyway). For example, on random days, the DF says you aren't allowed to talk, at all. Then punishes you for begging to be fucked, or even begging to be punished! Or for talking to a shopkeeper to do shopping, or asking to eat or sleep. But the punishment doesn't impact daily score, or if it does, you can recover somehow. 

 

What if there were dialogues, or quests, that put you in different outfits? Lots of new clothes in DD4 now, so you could use those. Sometimes the outfit could just be a college dress, or something non-restrictive, but maybe with a pair of cuffs (and the belt and plugs). Maybe the DF wants you to accompany them to some location in Whiterun, then makes you get drunk. It's just a trip where you dress up. There's no real danger, but the player won't know what is going on until it's over. Then the next time, you kick it up a notch, add a surprise, or a task, or something random.

 

Submissive Lola is built on randomness, and it offers an obvious example of how random demands can be added to a master character. I'm not saying I want peeing in DCL, but the fetch quests were done without the benefit of DD, and there's plenty of scope to improve on that - particularly if your code is locationally aware and astute.

 

I wrote a long post about slave training for Slaverun, which touched on some of these topics. A lot was irrelevant to DCL, but the idea of various random fetch quests that are based around safe areas in Whiterun is as applicable to DCL as Slaverun. Keep it short, keep it fun. No more than one a day.

 

So basically, no way to fix them without some new content, but dialogue is also new content, and it's pretty cheap to add.

If you have an outfit system, putting the PC in different outfits, then punishing them if they take them off, is content too.

It's not awesome by itself, but combined with other things, it starts to make it feel like a lot of things are happening around you.

 

 

And having been over the source code, I think there is a complexity in there that isn't pulling its weight. Cut it out, start clean. If you're going to have a daily score that results in a change to overall score at the end of day, make it more explicit to the player. I'm aware the existing reporting system confuses people because you can ask about daily and overall score, and the answers are couched in the same terms. (This is something I was able to improve a little with some dialog changes). I also thing the code logic and formulae for scoring suffer from hard to follow logic that may mean they behave in unexpected or not very useful way. It looks too finely balanced to me, and potentially fragile.

 

For the player, there isn't a feeling you can swing the daily score from bad to good, or recover from a screw up through effort. Without that, daily scoring is just adding complexity. In any case, unless the player is deliberately playing for a bad score, they will only mess up when the mod craps on them. For example, you find a key, and before you can complete the dialog to hand it over, a random key check runs. Unlikely you say? Happened to me multiple times! Otherwise, I was always good because I wanted to move on to the next stage.

 

Scoring should be coarser. The finer grained the points are, the less they mean.

 

Score one point for each task success, one point for each sex, one point for each whipping, one point for having worn an armbinder for some minimum period, and lose one for each task fail and each rule infaction, and add more ways to break the rules - that change randomly day to day. If the player always  has a chance to complete another minor task, they can come back from a fuck up, as long as it's not too late in the day... But maybe they fail the task and make things worse. Oh no! That's the slave life. Keeping that simple track means you set player expectations and let them gauge daily progress beyond simply not failing the day.

 

Also, slaves don't give their master's presents, master's allow slaves to have possesions (and this is more or less how Sasha is written), so avoid any presents for masters type mechanic, those are upside down. It makes sense for a slave to be pimped by a master to a specific customer (Sasha again), but if the slave has to go off and earn independently, it's too much Maria Eden, ownership for profit, not for lust.

 

And maybe the way you finish, isn't simply getting your successful days minus failed days total over 5, 20, 100, whatever the player sets... That might be ONE way to finish, but there might be others. They are hidden, and you have to discover them (or cheat). Maybe if you have enough sex overall, you can be forgiven for fucking up tasks overall? Maybe if you do enough tasks you can be forgiven for not asking to be whipped? In this case, I mean aggregated over multiple days, not for a single day. And maybe hanging out with others too often, and having a rival follower, repeatedly, leads to a "bad end" ?

 

Queen Sarah has this ability to short-cut right. DF needs something similar, but without such an extreme truncation.

 

Finally, add some custom dialog for the siblings, so they don't seem the same. Feels like double the content, when it's all the same code, just different lines locked to their ID, other conditions all alike.

 

Possibilities to consider - the space is huge with these characters. They could be reworked into anything, but the basic premise is solid, and nobody else is doing this kind of slavery right now. CD is closest, and it's a very different thing. SD+ is obviously trying to make anything and anyone into a functional master, which isn't achievable in Skyrim. Slaverun is a story/quest mod with some huge gameplay features, but the slavery is just a device for the story. ME is mostly broken now, and the slavery goes nowhere. Submissive Lola works, but only if you install a bunch of flaky old stuff, and it does tend to stuff up sexlab so you end up ported into the sky over the giant camp.

 

 

What else?

 

Random thoughts:

 

Sasha's sisters... Turns out their husbands have mistreated them, the Dollkeeper hires you to rescue them so she can resell them to better suitors. Finally, you end up with three "Sashas", with different looks. They are jealous of each other! Be careful not to show too much affection to only one. And one of them is more dominant, one more submissive. Beware that dominant one, she might lock you up and never let you go! Well, not without completing Dominant Follower (she morphs into a Leon/Leah AI). Surprise, maybe the dominant isn't the one you thought.

 

 

Bad sibling... Leon and Leah have a sibling they don't talk about (Lilly or Lucifer). He or she is like a regular DF, but much harsher - honestly, the whipping gets monotonous, and who knows what other punishments? Cages, furniture, terrible rations. Just the start of it. Bad sibling kidnaps you to get revenge against Leon/Leah. Your only way out is to get enough affection to earn enough rights so you can make an escape (or maybe there's a quicker way, if you discover the secret?) It's a quest and a DF in one. Also lets you swap which DF is your master/mistress, because you can escape back to either "good" sibling. Use it as a place to put some of the darker stuff people keeping asking for.

 

 

Let "follower" remove cuffs with words "Now oyu might be usefull" or similiar.

Like the idea to be bound exactly for how dangerous the dragw..born is. Might lead to some quests and bindings.

Posted
2 hours ago, ThatShadyskiesguy said:

Hey, I'm new here but i also have a problem that i can't seem to fix and its installation related.

It seems that when i install the mod, it changes all the dialogue of every male character as well as the dialogue options to:
 

"come here woman!" and the other options 

 

And all the dialogue options are as shown below

Also responding to a dialogue option or leaving the conversation does not continue to a sex scene
 

When I disable the mod, this issue seems to go away (the models t-pose as well but re-running FNIS usually solves that issue)

 

My modlist is down below. 

 

If anyone here can help or at least direct me to another thread in which this issue is addressed, the help will be greatly appreciated.

skyirm help.png

skyrim help 2.png

skyrim help 3.png

skyrim help 4.png

skyrim help 5.png

That's the "misogyny" toggle in DCL. You can disable it with a tick in the MCM menu of the mod, or fine une it so it doesn't ALWAYS proc.

Posted
2 hours ago, Clockwinding said:

That's the "misogyny" toggle in DCL. You can disable it with a tick in the MCM menu of the mod, or fine une it so it doesn't ALWAYS proc.

for me the MCM menu doesnt pop up, i tried refreshing the menu with ski_configmanagerinterface 1 and that also didnt work

 

is there a way for me to disable misogyny from the console?

Posted

Simple linear disposition systems, tend to result in uninteresting outcomes.

 

When you can only move along that disposition line, either the motion is slow and difficult, in which case you tend to end up seeing very little variation, or it jumps  about, and looks like a random value.

 

For any given player, there is some point of "optimal fun" on that line, and they will usually seek it out and settle themselves there. If movement on the axis is too slow, the player is frustrated they can't get to that optimal point. I'm not saying the point is the same for everyone, but it's a single axis, so there is only one value that is optimal for any person, and the "search" for it is very simplistic.

 

Movement in more dimensions, perks things up a bit, but there is still an issue over rate of change. Too slow, the player is bored and frustrated, too quick, and the value is meaningless and the player is still bored. Tuning rates like that is a classic case of micro-optimisation, and it's impossible to please everyone.

 

It's like balancing two factions for PvP in an MMOG. No matter what you do, some players will complain the other side has the advantage. You can never set the rate of change to a perfect value, for some it will always be too fast, for others, too slow.

 

If you have a rock-scissors-paper setup, then the basic position is more meaningful, because there's no optimal point, the rate of change less relevant, and being in motion is interesting for the player.

 

And in real life, (though I hate to be simulationist) people don't simply like or dislike people, they like or dislike things about them, and there is a history of acts they love or hate, or feel nothing much about.  You never come to like someone you hated through a very gradual process of repeated small actions on their part. Once you hate someone, only a big action can change your mind. 

 

An example, CD uses submissiveness to gate access to quests, too submissive you can't do this one, not submissive enough, you can't do that one. It makes sense on the surface, but it encourages the player to manipulate the stat to get at the quests they want, and they will have to grind it up, and grind it down. The stat starts to dictate their actions, not the other way around. It's not fun, and it's not representing a play style, it's just an obstacle that players will overcome, even if it bores them.

 

From a player perspective, simple reaction follows action is enough. You break the rules, you get a punishment. You break a big rule, you get a big punishment. This is ten times simpler and more interesting than "you break a tiny rule ten times and it adds up to the same thing as a medium rule twice".

 

So, if you want to answer a question like "is Sasha disposed to remove my collar", you ask that simple question directly, rather than having to pay off some invisible debt by grinding, it's a matter simply of "why would Sasha agree?" Does she keep a tally of everything you ever did? She could? But that isn't necessary, and it isn't more fun or interesting than simply checking whether you meet a condition that Sasha can set after you ask her to remove the collar.

 

For example, "Sure, my little rubber pet, I'll let you have your freedom IF you <complete quest X>" OR

"Of course, you're such a cute slave, I'll remove your collar, but first you must promise to <obey a new restriction even when uncollared>"

Where X could be as trivial as giving her an awesome orgasm, or finding her a flawless ruby, but might result in you agreeing you new and further rules.

And you might have to meet the condition first, or she might let you promise to meet it. And if you take the latter path, your bound in a promise, and breaking it would have consequences. (Representing this by no means all that tricky, even in Papyrus, though obviously, you have to limit the quest choices due to the dumb dialog system).

I'm not saying X is one of a dozen things, but it might be one of two or three.

 

And thus begins the descent of the slippery slope into deeper bondage and obligation...

 

For example, say you broke the rule, or didn't fulfill the promise, that particular act sets an action for later. If you do multiple things, only the most extreme need ever be tracked, so it's only ever one action.

 

So when you decide it's time to play again, and the very first thing Sasha does, after putting the collar on you, is to add a blindfold, dual shocker plugs, and a locking transparent catsuit, then kicks you out a carriage in Falkreath after telling you to meet her in Riverwood, she can also add "because you broke your promise and <insert your crime>"

 

Action and reaction is interesting. You do things, and there are consequences.

 

Nudging a disposition value up or down takes that idea and adds grind, assigning a single number value to every action you can perform. While that might not be totally dull if each action has more than one number it moves, giving actions mixed consequences, it's complexity that adds little fun, much grind, and unnecessary balancing problems.

Posted

You don't need Frostfall as a master for making clothing/armor compatible.  You just need to use record injection and a common master between the two mods, i.e update.esm, to acquire the 8 keywords, 4 levels of warmth & coverage respectively.  Then add those keywords to the armor/clothing.

Posted
On 21.3.2018 at 4:00 PM, Kimy said:

My options are indeed quite limited. Adding a direct dependency on Frostfall is an absolute no-go, so I don't think I can assign warmth to any items (I am not sure, but I assume you need a dependency on FF to do that?). And I honestly don't want to move the Dollmaker's house either. So. Much. Work!

 

Nope! You only need the frostfall dev kit, which is just a bunch of scripts (17 to be exact). Without a direct dependency on an esp or esm. Same goes for campfire and it's additional systems like perk trees and multi-part objects.

Posted

Repeatable quest idea

 

Special Delivery

 

Always looking to be the best in the business the Dollmaker has come up with a new idea; Free next day delivery on orders over 500 gold!

However in the past she's had a little trouble motivating her couriers to rush across Skyrim but this time she's come up with a solution...bind the courier in the delivery, if that doesn't motivate them to hurry up nothing will.

 

You get bound, either in random devices (get unlucky with something like an extreme hobble dress and could make for a very difficult delivery) or selectable difficulty 'sets' and have a time limit to reach the customer. You can't fast travel though. Delivery on time gets you unlocked and rewarded while failure to deliver on time gets you punished on return to the Dollmaker.

To make sure you return to the Dollmaker with her payment I'm thinking maybe a special collar that only she can remove OR upon delivery it magically bind's you again for the return trip.

Posted
48 minutes ago, MrBig said:

You get bound, either in random devices (get unlucky with something like an extreme hobble dress and could make for a very difficult delivery) or selectable difficulty 'sets' and have a time limit to reach the customer. You can't fast travel though. Delivery on time gets you unlocked and rewarded while failure to deliver on time gets you punished on return to the Dollmaker.

Making a bad version of this is obviously pretty simple (DCL already has all these mechanics spread through it), but making a good version, where there is always sufficient time to make the delivery, but not too much time, would require more effort.

 

Just enough time so that if nothing major goes wrong, and you go straight to the destination, you can make it. But if you get raped three times, and then take a wrong turn (because it's hard to see in that blindfold), you definitely won't make it in time.

 

You'd need to work out how fast you can make the trip in different gear sets, and then only apply gear sets matching templates with known travel times.

Most items don't impact speed, so there's lots of ways to do this. The alternative is to measure the time and then try to scale it based on modified movement speed percentage, but that may not work as well as expected, because it won't account for the five minutes you spent stuck in "futile masturbation attempt" animations, etc.

 

Perhaps you could experiment, and provide that data to Kimy? :smile:

 

 

Of course, it's difficult to take into account people who are crippled by apropos or MME, particularly as that might modify your speed during the trip. That's the tricky problem with Skyrim mods, so many possible conflicts, some minor, some catastrophic.

 

 

Certainly possible though, and if it were done right, sounds great.

Posted

My favorite start is the escaped princess one, I could see more quests leading off of the escaped princess. Like for example the guy at the end isn't the one who was going to buy you, instead he was sent by someone else who is still alive. This individual finds out that you are still alive and so he sends bounty hunters after you to get you or he could show up to claim you himself and depending on how restrained you are it could be extremely difficult to avoid being re-captured or if you have party members then even if you are restrained it would be fine. 

 

Another way to make it even more difficult is try this, play as a vampire and you have extra work to do especially when you need to feed and yet it is difficult to do that when you are gagged

Posted
27 minutes ago, Lupine00 said:

Making a bad version of this is obviously pretty simple (DCL already has all these mechanics spread through it), but making a good version, where there is always sufficient time to make the delivery, but not too much time, would require more effort.

 

Just enough time so that if nothing major goes wrong, and you go straight to the destination, you can make it. But if you get raped three times, and then take a wrong turn (because it's hard to see in that blindfold), you definitely won't make it in time.

 

You'd need to work out how fast you can make the trip in different gear sets, and then only apply gear sets matching templates with known travel times.

Most items don't impact speed, so there's lots of ways to do this. The alternative is to measure the time and then try to scale it based on modified movement speed percentage, but that may not work as well as expected, because it won't account for the five minutes you spent stuck in "futile masturbation attempt" animations, etc.

 

Perhaps you could experiment, and provide that data to Kimy? :smile:

 

 

Of course, it's difficult to take into account people who are crippled by apropos or MME, particularly as that might modify your speed during the trip. That's the tricky problem with Skyrim mods, so many possible conflicts, some minor, some catastrophic.

 

 

Certainly possible though, and if it were done right, sounds great.

 

I feel that you're massively overthinking it lol

 

I wasn't thinking a strict time limit like reach riften in x hour and y minutes. More the already implemented time limit that rubber arrears uses. That gives about 3 days time limit so maybe 24 hours instead. After all real world next day delivery has wiggle room; if something gets to you at 10pm its still considered next day.

 

24 hours should give most location/bondage combinations enough time. If you get extremely unlucky with the location and bindings then failure is likely and then you take the punishment.

Posted
6 hours ago, MrBig said:

I wasn't thinking a strict time limit like reach riften in x hour and y minutes. More the already implemented time limit that rubber arrears uses. That gives about 3 days time limit so maybe 24 hours instead. After all real world next day delivery has wiggle room; if something gets to you at 10pm its still considered next day.

Sure, you could do that, but it's a lot like a bunch of existing features if you. It's just changing the drapes on LBA.

That's why I thought about something to distinguish it. A real race against time.

Posted
11 hours ago, Lupine00 said:

Sure, you could do that, but it's a lot like a bunch of existing features if you. It's just changing the drapes on LBA.

That's why I thought about something to distinguish it. A real race against time.

Maybe send an NPC in same bindings to race you? Whoever gets there first takes the prize. Maybe with just a slight speed buff as player can walk smoother path...

The shout, though... Well, we can make a gag mandatory. :smile:

Posted
5 hours ago, Lowezar said:

Maybe send an NPC in same bindings to race you? Whoever gets there first takes the prize.

I like the idea, but there are obviously a lot of difficulties to overcome implementing it so it works reliably, starting with NPC pathing problems, and moving on to what sort of factions you'll put the NPC in, and how much health and armor they should have to not die, etc. Balancing all that to be not too unfair seeming would be tricky.

 

One way around it would be to fudge PC and NPC faction alike to stop most attacks during the "race", putting both on an even footing with regard to being eaten on the way.

You'd still need a timer to stop it in the event the NPC got stuck and the player decided not to finish but instead run around complaining their factions are broken.

Posted
54 minutes ago, Iphinome said:

There is no UNP version in the dl section for me o.o, u hide it?

There is only ONE version, you pick between UUNP and CBBE when you run Bodyslide (which IS a requirement).

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