unmog Posted January 15, 2015 Posted January 15, 2015 We don't actually have an animator attached to DD, so that's the limiting factor there i'm afraid Indeed. So if there is someone out there who'd want to step up and help tying up poor characters... there is your chance!! Thats what I was thinking of actually, maybe you could all advertise to any potential animators that wanna help contribute, ya know on the main pages
MadCat256 Posted January 15, 2015 Posted January 15, 2015 I'm not sure how easy it is to fix but it would be nice for those of us not using a 360 controller if the collar rape events terminated automove before starting the animation, like regular DDi triggered events do. Once the event is triggered and the "you are being watched..." message appears it is too late for me to stop automove as the player controls have been disabled. My character just keeps running in a straight line, sometimes for a considerable distance or even into a fight before being teleported back into the animation at the trigger point. Then at each animation phase change my character moves forward a few feet before again being teleported back into the animation. This also screws up the camera controls for the duration of the scene. Instead of rotating the camera around the animation like its supposed to, mouse movement rotates my character within the animation. I've noticed this behavior with the sex/rape events attached to all three special collar types.
Guest Posted January 15, 2015 Posted January 15, 2015 Most everything in this mod seems to work for me except I can not get the armbinders off. I've gone up to NPC's and tried every dialogue option for them and even if they said they had removed them, they would still be there. Even if I find a "sharp object" in a container that supposedly removes them, they're still there. The only way i can get rid of them is using the safeword in mcm.
MadCat256 Posted January 15, 2015 Posted January 15, 2015 Most everything in this mod seems to work for me except I can not get the armbinders off. I've gone up to NPC's and tried every dialogue option for them and even if they said they had removed them, they would still be there. Even if I find a "sharp object" in a container that supposedly removes them, they're still there. The only way i can get rid of them is using the safeword in mcm. It sounds like they're a "High Security" version and the only way I know of for sure to get them off is to find a base-game blacksmith and use the "can you help me with my restraints" dialog option. It will cost you a small fortune though. I haven't confirmed it but I think the Captured Dreams shop owner can also remove them, but she'll add a small fortune to your bill for the service.
Kimy Posted January 15, 2015 Author Posted January 15, 2015 Most everything in this mod seems to work for me except I can not get the armbinders off. I've gone up to NPC's and tried every dialogue option for them and even if they said they had removed them, they would still be there. Even if I find a "sharp object" in a container that supposedly removes them, they're still there. The only way i can get rid of them is using the safeword in mcm. It sounds like they're a "High Security" version and the only way I know of for sure to get them off is to find a base-game blacksmith and use the "can you help me with my restraints" dialog option. It will cost you a small fortune though. I haven't confirmed it but I think the Captured Dreams shop owner can also remove them, but she'll add a small fortune to your bill for the service. I don't think the Master will remove that armbinder. Captured Dreams does respect the quest item tag these items carry. The broken blacksmith dialogue will, however.
permidion Posted January 15, 2015 Posted January 15, 2015 just a few comment from my play so far: - the cursed item quest was quite some fun, thank you very much - getting the slave gag while having some survival mod usually means the death of the player: getting the slave gag happens too easily and finding the key for it is just impossible before dying of starvation. while I understand getting the keys too easily wouldnt be fun (by the way I havent found one yet, are they supposed spawning like the other more common restrain keys ?), certain starvation death remove all the fun. could you implement something like the plug automatically open itself for a short time once every day before locking itself automatically (as it already does) ? this would give the wearer at least one chance to get some food and drink once a day and not die. - about the high security devices, are keys also supposed spawning too? I havent seen any so far, so im quite puzzled, especially since you need 5 different just for the belt - the high security bra seems to have a bug, because, when equiped, clicking on it in the inventory doesnt show me the usual device popup menu with the usual DD options. I have to input a "player.unequipitem <high security bra code>" in the console to get the popup to show up thanks for the great work also, am I the only one to find that the gag dialog behaviour implement in DDI is not so good? I really preferred the system implemented in DD Restrained (but that has nothing to do with this mod, just a general rant, sorry)
Kimy Posted January 15, 2015 Author Posted January 15, 2015 Thanks for the praise! I am using RND myself, and I never had an issue finding a plug key for the slave gag before I ran into serious trouble. I actually -did- design the slave gag with RND in mind, as unlocking the plug will allow you to eat and drink for a while. The default setting requires you to loot around 20 containers to find a plug key. That's not going to take that much time. And no, High Security keys do not drop in game. The bra bug will be fixed in the next patch.
permidion Posted January 15, 2015 Posted January 15, 2015 Thanks for the praise! I am using RND myself, and I never had an issue finding a plug key for the slave gag before I ran into serious trouble. I actually -did- design the slave gag with RND in mind, as unlocking the plug will allow you to eat and drink for a while. The default setting requires you to loot around 20 containers to find a plug key. That's not going to take that much time. And no, High Security keys do not drop in game. The bra bug will be fixed in the next patch. mmm, thats strange, I have looted a lot of container so far, over 100 and I havent had a singly key for the slave gag, unless they dont have a different recognizable name? but seeing from the console, it seems they have a different name and I should have recognized them I believe, so Im a bit at a loss here. thanks for the info for the bra
MadCat256 Posted January 15, 2015 Posted January 15, 2015 Most everything in this mod seems to work for me except I can not get the armbinders off. I've gone up to NPC's and tried every dialogue option for them and even if they said they had removed them, they would still be there. Even if I find a "sharp object" in a container that supposedly removes them, they're still there. The only way i can get rid of them is using the safeword in mcm. It sounds like they're a "High Security" version and the only way I know of for sure to get them off is to find a base-game blacksmith and use the "can you help me with my restraints" dialog option. It will cost you a small fortune though. I haven't confirmed it but I think the Captured Dreams shop owner can also remove them, but she'll add a small fortune to your bill for the service. I don't think the Master will remove that armbinder. Captured Dreams does respect the quest item tag these items carry. The broken blacksmith dialogue will, however. You are correct, the Master will not actually remove the high security armbinder (I had an old save to test it with) She did however charge me 4,000 gold for the attempt. Quite the evil one she is lol
permidion Posted January 15, 2015 Posted January 15, 2015 Thanks for the praise! I am using RND myself, and I never had an issue finding a plug key for the slave gag before I ran into serious trouble. I actually -did- design the slave gag with RND in mind, as unlocking the plug will allow you to eat and drink for a while. The default setting requires you to loot around 20 containers to find a plug key. That's not going to take that much time. And no, High Security keys do not drop in game. The bra bug will be fixed in the next patch. mmm, thats strange, I have looted a lot of container so far, over 100 and I havent had a singly key for the slave gag, unless they dont have a different recognizable name? but seeing from the console, it seems they have a different name and I should have recognized them I believe, so Im a bit at a loss here. thanks for the info for the bra btw, how do you manage playing with the gag? the communication is simply impossible with the default gag dialog behaviour, since I only get some kind of dialog when wearing the arbinder, if I dont wear it, the dialog simply end after the first "mmpf", so Im also at a loss here (and I remember reading here I should not use DD restrained)
Kimy Posted January 15, 2015 Author Posted January 15, 2015 Thanks for the praise! I am using RND myself, and I never had an issue finding a plug key for the slave gag before I ran into serious trouble. I actually -did- design the slave gag with RND in mind, as unlocking the plug will allow you to eat and drink for a while. The default setting requires you to loot around 20 containers to find a plug key. That's not going to take that much time. And no, High Security keys do not drop in game. The bra bug will be fixed in the next patch. mmm, thats strange, I have looted a lot of container so far, over 100 and I havent had a singly key for the slave gag, unless they dont have a different recognizable name? but seeing from the console, it seems they have a different name and I should have recognized them I believe, so Im a bit at a loss here. thanks for the info for the bra btw, how do you manage playing with the gag? the communication is simply impossible with the default gag dialog behaviour, since I only get some kind of dialog when wearing the arbinder, if I dont wear it, the dialog simply end after the first "mmpf", so Im also at a loss here (and I remember reading here I should not use DD restrained) Followers and blacksmiths will be able to talk to you, but nobody else will, yes. When the plug is out, the regular gag-talk will be used, though. So yes, you need a key. You not getting any after so many containers is odd, but yeah, it's Skyrim's RNG, don't get me started on it.
MadCat256 Posted January 15, 2015 Posted January 15, 2015 Thanks for the praise! I am using RND myself, and I never had an issue finding a plug key for the slave gag before I ran into serious trouble. I actually -did- design the slave gag with RND in mind, as unlocking the plug will allow you to eat and drink for a while. The default setting requires you to loot around 20 containers to find a plug key. That's not going to take that much time. And no, High Security keys do not drop in game. The bra bug will be fixed in the next patch. mmm, thats strange, I have looted a lot of container so far, over 100 and I havent had a singly key for the slave gag, unless they dont have a different recognizable name? but seeing from the console, it seems they have a different name and I should have recognized them I believe, so Im a bit at a loss here. thanks for the info for the bra btw, how do you manage playing with the gag? the communication is simply impossible with the default gag dialog behaviour, since I only get some kind of dialog when wearing the arbinder, if I dont wear it, the dialog simply end after the first "mmpf", so Im also at a loss here (and I remember reading here I should not use DD restrained) Followers and blacksmiths will be able to talk to you, but nobody else will, yes. When the plug is out, the regular gag-talk will be used, though. So yes, you need a key. You not getting any after so many containers is odd, but yeah, it's Skyrim's RNG, don't get me started on it. The drop rate on the slave gag keys is pretty sparse. I had to clear 2 forts to get a set and I open every container I see. On the other hand, that's part of what makes it fun, not knowing when or how you're going to get out.
Slorm Posted January 15, 2015 Posted January 15, 2015 I was doing a retrieval for Master at CD which sent me to Fort Greymoor. While I was there I had a poke around the prison and spotted the slave collar. Bearing in mind that we all read this thread and know what it is, and from a roleplay point of view there's no reason to touch it particularly, so as a suggestion could it be disguised as something else (preferable a random valuable item like a coinpurse or jewel) so that greed would tempt you to pick it up? Being a bit old fashioned I handle these awkward roleplay issues where I have knowledge but my pc wouldn't with a dice throw but it would be fun to have a surprise instead
circ Posted January 16, 2015 Posted January 16, 2015 Question. Earlier I had what seemed like a full set of high-security devices on me. Anyway, eventually I made it to the blacksmith in Whiterun - Adriana or whatever. For about 40k she removed everything except a slave collar (think that has some quest requirements), a chastity belt and some gag with a plug. Well I consoled myself a bunch of keys because I had stuff to do! But, how are you supposed to remove the chastity belt? It's 5 keys, none of which have ever dropped randomly. And what about the gag? It required a key for the plug even, and had I been running around with an eat and drink mod I would have starved. This key doesn't drop randomly either. I had flash bangs replace the usual message, but frankly it pretty much looked the same. Also what's the logic behind trapped traps? Disarm a bear trap so you get a vibrator stuck up your ass? Eh? I don't know, maybe have the message state stuff materializes out of thin air? Or there's a temporary dimensional rift opening with the daedric realm of lost ass devices.
Reesewow Posted January 16, 2015 Posted January 16, 2015 Question. Earlier I had what seemed like a full set of high-security devices on me. Anyway, eventually I made it to the blacksmith in Whiterun - Adriana or whatever. For about 40k she removed everything except a slave collar (think that has some quest requirements), a chastity belt and some gag with a plug. Well I consoled myself a bunch of keys because I had stuff to do! But, how are you supposed to remove the chastity belt? It's 5 keys, none of which have ever dropped randomly. And what about the gag? It required a key for the plug even, and had I been running around with an eat and drink mod I would have starved. This key doesn't drop randomly either. I had flash bangs replace the usual message, but frankly it pretty much looked the same. Also what's the logic behind trapped traps? Disarm a bear trap so you get a vibrator stuck up your ass? Eh? I don't know, maybe have the message state stuff materializes out of thin air? Or there's a temporary dimensional rift opening with the daedric realm of lost ass devices. The belt and gag have unique keys that only drop once you have the item already equipped, and are pretty rare with default settings. I believe the belt keys use names such as primary/secondary panel and primary/secondary/tertiary belt keys. The gag as well uses a rare key to unlock, you should be able to find and console that in as well. Once you are completely free of items you can change the settings for how rare the keys and such are in the mod menu.
Richard1234 Posted January 16, 2015 Posted January 16, 2015 Question. Earlier I had what seemed like a full set of high-security devices on me. Anyway, eventually I made it to the blacksmith in Whiterun - Adriana or whatever. For about 40k she removed everything except a slave collar (think that has some quest requirements), a chastity belt and some gag with a plug. Well I consoled myself a bunch of keys because I had stuff to do! But, how are you supposed to remove the chastity belt? It's 5 keys, none of which have ever dropped randomly. And what about the gag? It required a key for the plug even, and had I been running around with an eat and drink mod I would have starved. This key doesn't drop randomly either. I had flash bangs replace the usual message, but frankly it pretty much looked the same. Also what's the logic behind trapped traps? Disarm a bear trap so you get a vibrator stuck up your ass? Eh? I don't know, maybe have the message state stuff materializes out of thin air? Or there's a temporary dimensional rift opening with the daedric realm of lost ass devices. Pretty much everything in this mod is customizable. - If you don't like the default key drop rates, then change them. - If you don't like events on traps, then disable them.
AnubiSs2167 Posted January 16, 2015 Posted January 16, 2015 I realy like the ideas of this mod , espcially flashbang mechanic. My characters are over the point to be deafeted by any kind of bandits so i havent seen agressive animations playing in a while. That is also the case with devices since they are equiped on defeat. Sadly cursed loot made make game way to unstable. Flashbang event end 75% with game freeze, boots are trying to get equiped even when toggled off in mcm , some devices like high security collar are invisible and lastly after finally trigering sucesfull flashbang event bandits didnt equip any device and from that point no device ever droped from container (with chance set to 100%). I have hdt highheels deactivated - hate that mod with passion. Ended up ankle deep in the ground and no amount of mcm could pull me out. Donno if thats the main reason of my problems or my skyrim is simply choking on to much scripts. Anyway i try to disable flashbang events and give the mod few more hours of testing.
unmog Posted January 16, 2015 Posted January 16, 2015 Actually one question from someone who doesnt even have the latest version yet, so no special gags even though thats something Im really interested in. Think you could make it that we could craft some of these keys, similar to how the normal DD restraint keys work? Maybe like some special gag keys, or the new yokes? And... if we already can, then ignore this post haha.
Richard1234 Posted January 16, 2015 Posted January 16, 2015 Actually one question from someone who doesnt even have the latest version yet, so no special gags even though thats something Im really interested in. Think you could make it that we could craft some of these keys, similar to how the normal DD restraint keys work? Maybe like some special gag keys, or the new yokes? And... if we already can, then ignore this post haha. Now I'm imagining crafting the yoke key while locked in a yoke
unmog Posted January 16, 2015 Posted January 16, 2015 I dont think you can craft anything when hit with an armbinder effect would be helpful if we could though! I just meant like, could make a spare ahead of time, in case of emergencies.
Kimy Posted January 16, 2015 Author Posted January 16, 2015 I realy like the ideas of this mod , espcially flashbang mechanic. My characters are over the point to be deafeted by any kind of bandits so i havent seen agressive animations playing in a while. That is also the case with devices since they are equiped on defeat. Sadly cursed loot made make game way to unstable. Flashbang event end 75% with game freeze, boots are trying to get equiped even when toggled off in mcm , some devices like high security collar are invisible and lastly after finally trigering sucesfull flashbang event bandits didnt equip any device and from that point no device ever droped from container (with chance set to 100%). I have hdt highheels deactivated - hate that mod with passion. Ended up ankle deep in the ground and no amount of mcm could pull me out. Donno if thats the main reason of my problems or my skyrim is simply choking on to much scripts. Anyway i try to disable flashbang events and give the mod few more hours of testing. Post me a Papyrus log when a flashbang event triggers and I will have a look at it, although it does really sound like a general engine load issue, yes.
monsta88 Posted January 16, 2015 Posted January 16, 2015 What do you think about this idea: Additional requirement to remove Shock boots: Travel Min-Max distance while wearing them. Must be on foot, riding does not count (obviously).Nomal difficulty: No travel requirement or 50% less distance required. Hardcore difficulty: Running does count as travel as well. (of course the player gets shocked, but healing can overcome that easily on higher level characters) Extreme difficulty: The distance must be traveled by walking. M
unmog Posted January 16, 2015 Posted January 16, 2015 Hardcore difficulty: Running does count as travel as well. (of course the player gets shocked, but healing can overcome that easily on higher level characters) I dunno about you, but Im playing a succubus myself, which makes getting hit with the chastity belt even more dangerous since if I go too long without getting any it starts hurting my max magic, it'll even go so far as to reduce it to 0. So healing can sometimes be problematic with things that hurt you on occasion when belted Really though its a game thats as hard as you make it I guess~
Kimy Posted January 16, 2015 Author Posted January 16, 2015 I dont think you can craft anything when hit with an armbinder effect would be helpful if we could though! I just meant like, could make a spare ahead of time, in case of emergencies. It's not that your spare keys can't be taken away by a cursed loot event, so that's ok! About the crafting suggestion in general: Personally I always had little interest in it since the built-in mechanism is designed in a way that it either makes escape totally trivial (easy setting) or flat out impossible for low-level characters (hard setting). If key crafting ever comes to Cursed Loot (and I am not opposed to it as forging keys is actually more realstic than miracuously finding fitting keys for your restraints in somebody's wardrobe) it will come with a complete redesign of the crafting system. Which would take time.
unmog Posted January 16, 2015 Posted January 16, 2015 Well you do have to do the quest to even be able to make keys so theres that. However there is the medium option for malchelite keys. Since you brought up a redesign though I'll go into more my ideas on it. I prefer iron keys, since it makes more sense to me that the keys break because theyre not ebony and what not. Ebony keys just wouldnt break in my mind. I wish that was an option, sorta like mixed methods. Could make a cheap iron key thatll break after one use, or a really good ebony key that, may have a chance to break if you enable that option. Id prefer to have made iron keys with the prereq of having steel smithing though, where as ebony would be much higher and require the ebony perk. If such a thing was done, I rather liked some special devices having special keys, like the living key. I just dont think the recipe itself should be required to make it, considering its so hard to find one. Especially considering its just paper... so nothing would be stopping us from just making a copy of the recipe ya know? But other than that I did like the fact ya need a soul gem and a heart. Instead of hearts I prolly woulda used some kinda blood, or I wish I could get human hearts from bandits Anyway for certain stuff I could definitely see us needing at least a soul gem for it. For instance, imagine if at the end of the cursed collar quest he instead drops you a recipe or book or something which explains that you need a grand soul gem and a key or something? Would be more interesting an ending than just an escape "button".
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