Lupine00 Posted September 3, 2018 Posted September 3, 2018 You can also add keys from the console, or an item adder mod ... or you can trade bondage items to the Dollmaker for keys. It's a nasty trap that the MCM item to lock menus when restrained is on by default, as it often catches new users unawares and gives them a difficult experience when they first try the mod. Not only are the options hard, but they don't even know what the options are! 1
Lupine00 Posted September 4, 2018 Posted September 4, 2018 All this time I never noticed that the Bongage Dialog where you tie up women who let you, can on occasion yield a key reward. As all I ever got from trying it was tied up, I quickly stopped doing it. But it can be beneficial. Sometimes. Depending on your preference, that's a justification for "Smoking Hot" being able to do the same. Or not. Interesting. 1
S4WDU5T Posted September 4, 2018 Posted September 4, 2018 8 hours ago, Lupine00 said: Depending on your preference, that's a justification for "Smoking Hot" being able to do the same. Or not. Interesting. Alas, agreeing to the Smoking Hot deal "if you only allow me to tie you" means you agree to them also taking all your precious keys! ? Which makes sense from their point of view, they won't get much out of the interaction if you can stand there in front of them and immediately remove everything they put on you, but I'd guess they're not about to turn around and reward you with keys, either Maybe could throw a devious twist into it though, they bind you head-to-toe in everything *except* piercings, then "reward" you with a Piercing Removal tool/key... you see the bemused smirk on their face and hear their soft chuckle as they continue on their way afterwards ?
Lupine00 Posted September 4, 2018 Posted September 4, 2018 2 hours ago, S4WDU5T said: Which makes sense from their point of view, they won't get much out of the interaction if you can stand there in front of them and immediately remove everything they put on you, but I'd guess they're not about to turn around and reward you with keys, either I already suggested that the way around this is that you get the keys later ... delivered by courier the next day. If it was CD, you know what courier it would be But getting keys from this was just a throwaway idea. The ability to pick a reward type would also help, but basically the rewards just need to be meaningful, or there needs to be a risk to refusal ... like if you refuse they could slap a slut-collar on you. (Though I often wonder how these NPCs are always overpowering you when you're not restrained). The loss of all keys is a powerful disincentive to agreeing. For light bondage, the reward is often worth less than losing a single key, and you might lose a rare one, or multiple rare ones, or something uncommon like a piercing tool. There's also the fear of really annoying items, like pump plugs. If you get those, no key can save you, you could be plugged for weeks. And sure, you can say no. So you will. This is just one of those features where it needs ... something ... carrot, or stick, for it to be a meaningful choice. Right now, the only sensible choice is "No thanks." Even if heavy bondage can sometimes get you more than one lucky charm (and it can), it can also get you useless vendor junk. I'm not going to roll the dice on the existing odds, when there is no penalty for refusal. Actually, when they come up to you in Whiterun, and you have keys hidden at home, it's basically something for nothing unless keys are consumable, which is why I asked for consumable keys to be put back in - and they were - much appreciated. Consumable keys are the best (unless you have Devious Helpers, and they just use up all your keys on "fun"). Even if you really like getting tied up ... it's DCL ... that's going to happen anyway, because you pulled some berries off a bush, or opened a sack, so it's not like you are going to agree just for the fun of it. When an NPC pops the smoking hot dialogue, you need to think something like this... "Great. Even though I'm going to drop everything I'm doing, interrupt this quest, possibly lose all this stuff I was collecting, maybe end up at the wrong side of the map, and accrue 1000 extra follower debt, it will totally be worth me saying ... YES, bind me tight and take me!" or "Gah! If I turn this NPC down completely, I could end up with a 1000 bounty, and a re-run of rubber-doll, and that's going to mess up my game more than agreeing ... Alright damn it! ... Light bondage only please ... ... but not ... "Bleah. I only just got free of that annoying bondage item that made every conversation dangerous, and now this dumb NPC wants to steal all my keys and tie me up, in exchange for a crappy soul gem? I just found a piercing tool FFS. So... Um. No." At least, that's my take on it. There's this feature here, that took effort to make, and it's almost doing something fun, but there's not enough incentive to use it. Needs more incentive. Whether it's risk of punishment for refusal, or better rewards, a little extra would make it a feature that sees a lot more use.
Lupine00 Posted September 4, 2018 Posted September 4, 2018 Speaking of rare keys... I often wished for an option where they don't exist. Much of the time they're dropping uselessly and you're saving them for the time in the future you might need them. Imagine, if you could set a slider for "Normal keys required to replace one rare key" and you simply use some multiple of normal keys instead, like five? Or set it to 0 to have no equivalence. Then you can set the mostly useless rare key drop weights to 0, turn on consumable keys, and not have to manage three kinds of inventory lint that are just something you horde in your safe containers, and that cause endless confusion among new players over what they open anyway. (The times the "body restraints key" question has come up on the forum is not just a few). Alternatively, maybe things that use "rare" keys need to be a lot more common, so they're not just catastrophe insurance. Also, it never made sense to me that "High Security" restraints aren't opened with rare keys, but only by blacksmiths. I can imagine "Smithed" restraints, that are hammered on, like genuine medieval ones, working like that, but why "High Security" ones that are described as having a lock? And if blacksmiths can remove high security restraints, why can't they remove regular ones? That is really strange. Anyway, those keys are a major mechanic, so would make sense if they were made more useful, or made into something you can completely disable and ignore. One or the other. 1
cciao613 Posted September 5, 2018 Posted September 5, 2018 Hi I installed this mod but is there a way to fight when someone decides to kidnap you or to tie you up? obviously before you kidnap or tie you up and where is the Dollmaker's house?
Bevs Posted September 7, 2018 Posted September 7, 2018 Thank you very much for making this mod. I am wondering if you can provide integration with the new DD rope restraints (armbinders, gags, full body restraint) and tape gag? I very much appreciate your efforts! Also, do you plan to have more tape gag colors like black, white etc?
Zaflis Posted September 8, 2018 Posted September 8, 2018 On 9/5/2018 at 9:24 PM, cciao613 said: Hi I installed this mod but is there a way to fight when someone decides to kidnap you or to tie you up? obviously before you kidnap or tie you up and where is the Dollmaker's house? By kidnapping you may mean player slavery? Such is not part of this mod. Sasha, Leon and Leah can temporarily enslave you but only with your permission. All of the 3 are followers that can do the fighting for you. But sometimes you just can't fight back. You can enable the combat surrender option, so you'll somehow get out of the combat. If you install Deviously Helpless, the bandits may just straight up rape (and perhaps rob you) and let you go instead of fighting.
cciao613 Posted September 8, 2018 Posted September 8, 2018 2 hours ago, Zaflis said: By kidnapping you may mean player slavery? Such is not part of this mod. Sasha, Leon and Leah can temporarily enslave you but only with your permission. All of the 3 are followers that can do the fighting for you. But sometimes you just can't fight back. You can enable the combat surrender option, so you'll somehow get out of the combat. If you install Deviously Helpless, the bandits may just straight up rape (and perhaps rob you) and let you go instead of fighting. ok thanks, leon and leah are a whiterun but where is sasha?
Slagblah Posted September 8, 2018 Posted September 8, 2018 1 hour ago, cciao613 said: ok thanks, leon and leah are a whiterun but where is sasha? Sasha is in the Dollmaker's house in Dawnstar.
Lokikun Posted September 9, 2018 Posted September 9, 2018 I don't know if this has been asked before. But my search in the topic did not show this specific request. Could the lactacid / milks from MME be added as a possible outcome for traps/drugging events? It would be something similar to the way that Skooma whore has drugs added to the DCL events. (I'm asking for it since, there are some cool new interactions for lactacid/milk with new mods like milk addict and BAC) 1
Reesewow Posted September 9, 2018 Posted September 9, 2018 16 minutes ago, Loki15kun said: I don't know if this has been asked before. But my search in the topic did not show this specific request. Could the lactacid / milks from MME be added as a possible outcome for traps/drugging events? It would be something similar to the way that Skooma whore has drugs added to the DCL events. (I'm asking for it since, there are some cool new interactions for lactacid/milk with new mods like milk addict and BAC) Huh, big +1 to this idea for me - I don't often run MME right now, but there are a handful of awesome milk mods being worked on right now that may finally get me to use it more long term. Since I don't use Skooma Whore or other addiction mods, the drugging events are actually something of a bonus event when they happen to me - no consequences other than a bump in arousal and it actually helps sometimes by reducing Apropos wear and tear values. DCUL would be a cool option to get "accidental" lactaid doses for those running MME.
Lupine00 Posted September 10, 2018 Posted September 10, 2018 14 hours ago, Loki15kun said: I don't know if this has been asked before. But my search in the topic did not show this specific request. Could the lactacid / milks from MME be added as a possible outcome for traps/drugging events? It would be something similar to the way that Skooma whore has drugs added to the DCL events. (I'm asking for it since, there are some cool new interactions for lactacid/milk with new mods like milk addict and BAC) Wow, almost like you were reading the MME forum As I mentioned there, you can "hack" it, but due to the way "drugher" is coded, there are some limitations, but it is something you can do in TES5Edit without being too tricky.
Dust+ Posted September 10, 2018 Posted September 10, 2018 I have some glitches, does anybody else has this? First because of successfull soliciting, when the NPC told: "Alright, let me get my toys and we could start the game" (or something like that). Than, If the NPC puts an elbowbinder on you and the sex animation starts, it will be armbinger sex animation, not elbowbinder. Second glitch is when you asked dom Sasha, that you need your hands, she put the hobble dress and ankle chains on you. And than, when you left the town, she takes hobble dress off you, but not ankle chains. Those chains will be on you till the end of the world ? And the last glitch is when the dom Sasha ask you to mastrubate while you in yoke. Animation didn't find your yoke and plays regular animation.
Lupine00 Posted September 10, 2018 Posted September 10, 2018 4 hours ago, Dust+ said: I have some glitches, does anybody else has this? I don't think you are alone with these.
Zaflis Posted September 11, 2018 Posted September 11, 2018 15 hours ago, Darkahri said: So I've come across a strange issue I can't figure out. Using HDT which is all fine but when I activate the body scaling based on arousal option, all the textures from the neck down become pixelated and have gaps around the butt. Anyone have any clue what could be causing this? Did you preview the body in Bodyslide from 0 to 1 weight, that it looks fine? You should see it textured and everything in the picture. I assume you don't mean clothing becoming pixelated? Also pics would be nice, as i've never seen or heard of that bug before.
Lupine00 Posted September 11, 2018 Posted September 11, 2018 Body scaling has been known to cause seams, or cracks, but pixellation? I can't see how it would happen ... unless ... You have mismatched 0 and 1 meshes, and they have different textures on, and as long as no scaling occurs, you get a default mesh state, and then when you first change the weight, it causes the scaling system to set the "correct" mesh, which in this case is garbage, with some vanilla texture on it? This could be caused by trying to build a body with no weight support in Bodyslide. Maybe? Or by some odd copying and overwriting when installing files? Just guessing here.
Reesewow Posted September 11, 2018 Posted September 11, 2018 22 minutes ago, Darkahri said: As for meshes, I have no idea. The broken textures still look like the ones I'm using, just rather screwed up. Maybe pixelated was the wrong word but I don't know how else to describe it. I attached an image to my first post. Try opening it in a new tab and refreshing if it doesn't work. Oh, its a imgur image link - you may want to avoid using those as Imgur blocks connections from this site. That looks super weird, like you've got some kind of crazy distortion/funhouse glass effect going on. If it only happens when the arousal-based size adjustments are active, my shot-in the dark guesses would be to check your character's skeleton is up to date, check for any mods that may be fighting over control of your character's body proportions, and see if there is an issue with your body or physics setup (example I have no knowledge of SMP or how it might react to DCUL's effects).
SorenMM Posted September 11, 2018 Posted September 11, 2018 So, decided to go back to Skyrim after playing special edition for a while. I have added DD and DCL again, but for some reason game won't launch. Is there anything specific that needs to be done with the load order or something? I am guessing I might have done something wrong with a mod. As far as I can tell, I got all the mod requirements.
Nymra Posted September 12, 2018 Posted September 12, 2018 17 minutes ago, SorenMM said: So, decided to go back to Skyrim after playing special edition for a while. I have added DD and DCL again, but for some reason game won't launch. Is there anything specific that needs to be done with the load order or something? I am guessing I might have done something wrong with a mod. As far as I can tell, I got all the mod requirements. Get Mod Organizer and Loot and then use google.
Psalam Posted September 12, 2018 Posted September 12, 2018 Spoiler 10 hours ago, SorenMM said: So, decided to go back to Skyrim after playing special edition for a while. I have added DD and DCL again, but for some reason game won't launch. Is there anything specific that needs to be done with the load order or something? I am guessing I might have done something wrong with a mod. As far as I can tell, I got all the mod requirements. It sounds like you may have exceeded your animations limit. Run FNIS. Make note of your total animations (character + creature). While the total "safe" number varies with the other mods that are running if your total exceeds 10k that is likely your problem.
Lupine00 Posted September 12, 2018 Posted September 12, 2018 10 hours ago, Nymra said: Get Mod Organizer and Loot and then use google. See what LOOT says first. If that doesn't pan out, load your mod stack into TES5Edit and it will likely complain if something is wrong. Also, try Wrye Bash. I've found it picks up certain issues. It's the best way to figure what mods need their masters sorting anyway.
Lupine00 Posted September 12, 2018 Posted September 12, 2018 3 minutes ago, Psalam said: It sounds like you may have exceeded your animations limit. Run FNIS. Make note of your total animations (character + creature). While the total "safe" number varies with the other mods that are running if your total exceeds 10k that is likely your problem. Some mods introduce large numbers of "alternate animations" that can overrun your FNIS limit long before 10K, or even 6K. As DD4.1 adds more of these, people have been blaming it for their animations breaking, though if fact it uses very few, and the real hog generally turns out to be some other mod.
Psalam Posted September 12, 2018 Posted September 12, 2018 Spoiler 1 minute ago, Lupine00 said: Some mods introduce large numbers of "alternate animations" that can overrun your FNIS limit long before 10K, or even 6K. As DD4.1 adds more of these, people have been blaming it for their animations breaking, though if fact it uses very few, and the real hog generally turns out to be some other mod. I don't disagree. The question was (essentially) "why won't my game even launch?" There are two big possibilities: 1) a missing master (which LOOT would pick up) or 2) too many animations. I am not blaming any one mod for the problem. They add up quickly (animations that is). My interest was only in helping someone get their Skyrim game running so they can have as much fun with it as I do.
Nymra Posted September 12, 2018 Posted September 12, 2018 22 hours ago, SorenMM said: So, decided to go back to Skyrim after playing special edition for a while. I have added DD and DCL again, but for some reason game won't launch. Is there anything specific that needs to be done with the load order or something? I am guessing I might have done something wrong with a mod. As far as I can tell, I got all the mod requirements. He just provides no info at all, just "game wont launch". So I thought Skyrim wont launch... In Mod Organizer its easy to check if the FNIS animation count is responsible for "-> Start New Game -> CTD" Problem: - Uncheck FNIS generated Files mod (the one you created from the Overwrite Folder). If new game starts without CTD, you need to remove mods that add to the FNIS animation count until the New Game starts... for me its always between 10k and 11k animations until it crashes. sometimes a bit more, somtimes a bit less. Usually it is enough to remove one of the less "massive" SLAL packs.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now