ttpt Posted April 26, 2017 Posted April 26, 2017 Someone already suggested this, but doing an outfit change like Delphine via script would save you a lot of trouble instead of trying to procure items on site. Would also prevent them from looting important items that another mod adds (the SOS penis for example, and anything else added by other mods, or even in the case of jewelry, quest objects) you could have a list of random outfits via leveled lists. Also I still insist not to drop items on the world since as I mentioned, cell respawning didn't make items go away.
zzz72w3r Posted April 26, 2017 Posted April 26, 2017 I am curious of all the fancy and seemingly very difficult works being done with outfit/wardrobe management via effectively NPC-NPC looting. If the objective is for the damsel to have something to wear why not just give the NPC a set of default outfit? I apologize if this sounds ignorant if the wardrobe feature is critical to some stories down the road. I had the impression it was some kind of radiant rescue/compel/coerce expansion/completion to the original one-and-stuck eye candy mod. From reading the posts it sounds like it's a LOT of works for disproportionately small narrative impact of handling vanilla NPC.
Blackbird Wanderer Posted April 26, 2017 Posted April 26, 2017 Someone already suggested this, but doing an outfit change like Delphine via script would save you a lot of trouble instead of trying to procure items on site. Would also prevent them from looting important items that another mod adds (the SOS penis for example, and anything else added by other mods, or even in the case of jewelry, quest objects) you could have a list of random outfits via leveled lists. Also I still insist not to drop items on the world since as I mentioned, cell respawning didn't make items go away. Certainly it would be simpler, but so too would doing nothing be simpler, and I'm actually going to be using the SetOutfit() later to do exactly what you're talking about. I was experimenting to see what, if anything, was possible in between and I was quite surprised to discover how much was possible. I have the advantage of seeing it in action rather than just reading a description; it's pretty cool so far, at least in my opinion, and my opinion is pretty much the compass I'm following as I work on different aspects. The outside perspective from users like you does influence my direction, and often provides excellent ideas and feedback, so I thank you! It seems like this is taking forever sometimes, but then I look at what I started with and I'm sort of amazed at how much is there already. I can't think of a case where there's a quest item that this search logic would snatch at any of the sites, and in any case I'll probably build in a "report back to PC" package before the captive heads out (easy, now that I know how). This will include an inventory exchange option for some PC input into what she gathered and what she's wearing. Maybe you like whatever sexy thing she had on as a captive and want it for your own use? Check! Maybe you feel bad for her and want to give her something better than what she found? Check! Lots of options and possibilities here and that's what this is all about from my perspective.
Blackbird Wanderer Posted April 26, 2017 Posted April 26, 2017 I am curious of all the fancy and seemingly very difficult works being done with outfit/wardrobe management via effectively NPC-NPC looting. If the objective is for the damsel to have something to wear why not just give the NPC a set of default outfit? I apologize if this sounds ignorant if the wardrobe feature is critical to some stories down the road. I had the impression it was some kind of radiant rescue/compel/coerce expansion/completion to the original one-and-stuck eye candy mod. From reading the posts it sounds like it's a LOT of works for disproportionately small narrative impact of handling vanilla NPC. That thought occurs to me every day, and is at constant war with my (somewhat fun, if challenging) exploration of "what if," knowing you can never choose an alternative you didn't consider. In delving into what is within the realm of the possible in the game engine as currently built, I'm understanding much of what could be, and what would just be too difficult. I thought this search behavior would be extremely difficult, but it wasn't (though there are idiosyncrasies). There are other aspects that should be easy to achieve, but aren't. I've got a working prototype that is quite acceptable for sections of this mod but continue to explore. "Good is the enemy of great," as the saying goes, but I've added "and perfect is the enemy of happy," to it. No, the wardrobe aspect is absolutely not critical to anything down the road. It's just a matter of immersion and cool factor so I've dropped anchor on that feature for a bit. You're right about the direction of the mod on all points except the radiant part. With this many NPCs to liberate (85), revisiting any of the sites is pretty low on the priority list at this point. Eventually, it would be awesome if I can figure out respawning while retaining (possibly) named NPC status, as well as factoring in random background, random outfits, random tattoos, random names, and random destinations upon freedom, etc. BTW - As a result of my experimenting, I now know it would be pretty easy to tell a follower to go gather up a bunch of alchemy ingredients for you while you loot an area, and that feature -- if I add it -- would be able to work with any follower. Not only would that be cool, it would be useful as well! There is collateral benefit to tinkering. Yes, EFF and AFT mods have features like this, but now I know how they work and that's another modding tool in my toolbag for other potential applications!
ttpt Posted April 26, 2017 Posted April 26, 2017 Honestly I do like it that you're expanding on the concept a lot, and I do enjoy all the little interactive stuff that different mods add, so having the freed prisoners go around looking for stuff seems like a neat detail. In the case of them picking up quest objects I think maybe if you add a check for the value of things it could prevent these, since most quest objects default to a sell value of 0 if I remember correctly. As for picking alchemy ingredients and stuff EFF can add that behavior to followers, possible AFT too, but I haven't used that one. Loot and Degradation is another mod that maybe you'd like to take a look at, since it has scripts for NPCs picking stuff up from things they kill, like other NPCs, and I don't think that one uses follower AI to achieve that. As for making the captured NPCs respawn when a cell respawns that would also be neat, since it stands to reason that the new bandits in the area could have captured more NPCs. In any case keep up the good works, you're definitely fleshing out this mod a lot more than it's base.
Blackbird Wanderer Posted April 26, 2017 Posted April 26, 2017 Also I still insist not to drop items on the world since as I mentioned, cell respawning didn't make items go away. I forgot to mention, right now nothing is dropping and I'm intending to leave it that way. I had already decided to change it so ruined bindings end up in the PC inventory for later conversion to leather strips for blacksmithing.
karlpaws Posted April 27, 2017 Posted April 27, 2017 I've got a working prototype that is quite acceptable for sections of this mod but continue to explore. "Good is the enemy of great," as the saying goes, but I've added "and perfect is the enemy of happy," to it. There is also: "If you shoot for the stars and hit the moon, do not be ashamed, for you have aspired to greatness.... And the moon had it coming."
sircool Posted May 26, 2017 Posted May 26, 2017 when I go to "Use" one of the slaves, the proper dialogue plays, ending with her going ... but then nothing happens. I have the proper mods installed, just won't start.
Blackbird Wanderer Posted July 4, 2017 Posted July 4, 2017 Disclaimer up front: Just to avoid confusion, this post and all subsequent from me on this thread relate to my update mod currently being worked for SexSlavesForVanillaBanditCamps, not to the original mod by pchs or the update by Kenjoka. Since this thread was all but dead, I don't feel bad hijacking it until the BanditCaptives (working title) mod I'm developing is ready for Beta. Wow . . . so after a two month hiatus to deal with some heavy duty real life upheaval and tragedy, I'm back at this again. It took a couple of days to reaquaint myself with my own work, but I'm making progress again. Sorry it's taking so long. Lots of tinkering to make TDF Aggressive Prostitution (since I use it / love it) work with released captives since the scripts conflict if you try to hire a non-released captive. I finally managed to make the hire dialogue option not show up by adding the captives to the faction "JobJarlFaction." Using the bard or innkeep faction also works (deliberately designed into the prostitution mod by TDF to minimize quest conflicts), but has the side effect of undesirable dialogue options showing up. The JobJarlFaction doesn't seem to have any side effects (that I know of), and it's removed once the released captive reaches the target destination. When you find the captives, there are still lots of "subjugation" options (if Speech & Level high enough), but for plain old release the captives do an equipment loot of the area until they've got a couple of basics, then return to the player (as long as not in combat) to make sure they're not taking anything you need. You can take anything they gathered back at that point, or give them different equipment. After an opportunity for some "gratitude", they then head off to a randomly generated destination. Once there they leave teammate status, switch outfits, leave JobJarlFaction (turn prostitution hiring back on), and sandbox in the area they arrived (mainly temples and taverns). Wondering now: what would be the desired interactions for released captives if you meet up with them again? There's a dialogue option after you part ways where they will tell you where they're headed if you treated them reasonably well. Presuming they were truthful ( ) you can find some of them; others will leave Skyrim altogether by ship or road. BTW - I'm not intending to design in escort missions; once armed, the former captives head off on their own. Ideas for interaction after they reach the destination: Obviously I'm using TDF Aggressive Prostitution Someone in an older post had mentioned Paradise Halls (I've never used it) I could see the roleplay value in this one if the released captive is now aroused and secretly desiring submission. Someone else playing a vampire was using the formerly unresponsive released captives as a food supply Regular Follower (Captives are the entire spectrum of classes / abilities) (though having trouble getting the Vanilla dialogue to show up, even after AddFac 5c84d 1 and increase of RelationShipRank to >=1) Can use AFT, of course, but that seems like a cop out and the dialogue option adds immersion. Marriage, esp. w/ multiple marriage mods? What else? For those who have contributed ideas for this so far . . . thanks! I may actually get to the point of kicking a beta version out the door soon.
karlpaws Posted July 5, 2017 Posted July 5, 2017 A couple ideas that may be impossible or too difficult... Could we take them on as servants or some other useful role in owned property? If one runs to Whiterun, could I ask her to clean Breezehome or just kinda take up residence? Bad example, but possibly tie into Heathfire home status and the multi-family adoption mod (forget the name, has a spell you can cast in a house to mark it as your home and move spouse/kids). Can you hijack enough of the marriage script so they can operate a merchant stall in the city like a spouse would? Can you give them the dialog and functions without the shop, letting them act as a merchant factor or steward in our player houses, doing business while we're gone?
tlrd Posted July 5, 2017 Posted July 5, 2017 Question for the subjugation option does that include something like "I saved you so now you're gonna do whatever i want like go whore yourself out at whatever city".Cause i figure being trapped in a bandit camp outta make for one hell of a Stockholm Syndrome so much so there do whatever they can to repay their "savior".
Blackbird Wanderer Posted July 6, 2017 Posted July 6, 2017 Disclaimer: Just to avoid confusion, this post and all subsequent from me on this thread relate to my update mod currently being worked for SexSlavesForVanillaBanditCamps, not to the original mod by pchs or the update by Kenjoka. Since this thread was all but dead, I don't feel bad hijacking it until the BanditCaptives (working title) mod I'm developing is ready for Beta. A couple ideas that may be impossible or too difficult... Could we take them on as servants or some other useful role in owned property? If one runs to Whiterun, could I ask her to clean Breezehome or just kinda take up residence? Bad example, but possibly tie into Heathfire home status and the multi-family adoption mod (forget the name, has a spell you can cast in a house to mark it as your home and move spouse/kids). Can you hijack enough of the marriage script so they can operate a merchant stall in the city like a spouse would? Can you give them the dialog and functions without the shop, letting them act as a merchant factor or steward in our player houses, doing business while we're gone? All of these behaviors are within the realm of the possible (I think), but I'm not sure if I need to write any of them into this mod, hand off to other mods that already do some of these things, or write a follow-on companion mod. The merchant/spouse thing from HearthFire is probably easy and I would expect is just adding the candidate to a faction. Staying in a house is probably similar and both of these are already baked into the DLCs. Sandboxing particular behaviors is another thing altogether, but may be fodder for a V2. I'll investigate. Thanks for continuing to follow my progress! Question for the subjugation option does that include something like "I saved you so now you're gonna do whatever i want like go whore yourself out at whatever city".Cause i figure being trapped in a bandit camp outta make for one hell of a Stockholm Syndrome so much so there do whatever they can to repay their "savior". Quite simply, yes. That said, I'm not writing script for that since there are some damn fine mods out there that already do this (such as TDF Aggressive Prostitution) that would hand off from this mod. I could write some code to bypass the "hire" option with the TDF mod and add something like the dialogue you suggest, but that then makes my mod dependent on the other mod and it becomes a requirement unless I release two versions, one with and one without the TDF mod present. The TDF mod limits to 3 active hires at a time (which "train" until they've serviced at least 10 clients), and a follow-on mod gives you the option for up to 15 independent hookers. I could just leave it as is and if the TDF mod is present, simply make the hire easier as a result of the rescue with an increase to RelationShipRank and Arousal level. You would be able to do that anyway by following the release path; it's the NPC's choice to do as you ask. The subjugation branch is something else entirely, and you can still release later but with different Player-NPC relationship consequences that I haven't decided on yet. Thanks for the question!
Blackbird Wanderer Posted July 9, 2017 Posted July 9, 2017 Does anyone have any thoughts on adding released captives to Crime factions for the various cities after their release? I've been wondering (for RP/immersion) about adding them either when they set out for their destination, or upon arrival. Leaning towards after arrival, but either way I don't want them able to be killed with impunity.
karlpaws Posted July 9, 2017 Posted July 9, 2017 Could we take them on as servants or some other useful role in owned property? If one runs to Whiterun, could I ask her to clean Breezehome or just kinda take up residence? Bad example, but possibly tie into Heathfire home status and the multi-family adoption mod (forget the name, has a spell you can cast in a house to mark it as your home and move spouse/kids). All of these behaviors are within the realm of the possible (I think), but I'm not sure if I need to write any of them into this mod, hand off to other mods that already do some of these things, or write a follow-on companion mod. The merchant/spouse thing from HearthFire is probably easy and I would expect is just adding the candidate to a faction. Staying in a house is probably similar and both of these are already baked into the DLCs. Sandboxing particular behaviors is another thing altogether, but may be fodder for a V2. I'll investigate. Thanks for continuing to follow my progress! I could just leave it as is and if the TDF mod is present, simply make the hire easier as a result of the rescue with an increase to RelationShipRank and Arousal level. You would be able to do that anyway by following the release path; it's the NPC's choice to do as you ask. The subjugation branch is something else entirely, and you can still release later but with different Player-NPC relationship consequences that I haven't decided on yet. Thanks for the question! Possibly then instead of a bunch of hooks for other mods... are they going to be persistant when they reach the cities, so if we track them down we can take them with TDF or any other NPC hijacking/haremizing mod? Does anyone have any thoughts on adding released captives to Crime factions for the various cities after their release? I've been wondering (for RP/immersion) about adding them either when they set out for their destination, or upon arrival. Leaning towards after arrival, but either way I don't want them able to be killed with impunity. I can see the "after reaching the city" role play, but who do you expect will kill them on the way? I can see a vampire or werewolf player releasing the captive just to have some sport chasing them down (which I do like as a werewolf, running about the plains and jumping just about anything I find) but then the crime faction really won't help. The one thing that bothers a lot of people in many role playing games are the "I just returned from the howling wilderness with this proof I did a thing. I have spoken to no one but you, rushing here to get my reward." NPC "Oh yes I have heard of your deed. I don't need a week to confirm your word, here's your pile of stuff" kind of quest turn ins. I think also, unless there is a mechanic in a mod that needs to be enforced for some reason, a single player game like Skyrim does not need any sort of "without impunity" catches. Either the player will, or will not, "cheat" and given we all have our own editors and such, can you really stop us? And really, anyone who complains that you didn't stop them is a moron and should just be ignored.
Blackbird Wanderer Posted July 9, 2017 Posted July 9, 2017 Possibly then instead of a bunch of hooks for other mods... are they going to be persistent when they reach the cities, so if we track them down we can take them with TDF or any other NPC hijacking/haremizing mod? Does anyone have any thoughts on adding released captives to Crime factions for the various cities after their release? I've been wondering (for RP/immersion) about adding them either when they set out for their destination, or upon arrival. Leaning towards after arrival, but either way I don't want them able to be killed with impunity. I can see the "after reaching the city" role play, but who do you expect will kill them on the way? I can see a vampire or werewolf player releasing the captive just to have some sport chasing them down (which I do like as a werewolf, running about the plains and jumping just about anything I find) but then the crime faction really won't help. The one thing that bothers a lot of people in many role playing games are the "I just returned from the howling wilderness with this proof I did a thing. I have spoken to no one but you, rushing here to get my reward." NPC "Oh yes I have heard of your deed. I don't need a week to confirm your word, here's your pile of stuff" kind of quest turn ins. As far as my testing has gone, yes, they are persistent (though a few will choose to leave Skyrim) and can be scooped up using TDF or whatever. Maybe I'll build some dialogue where you might convince them to stay if you intercept them at the border in time. Building in hooks directly to other mods comes with some baggage I've not figured out how to get around, like referencing a faction from another mod without that mod installed. I think the game will crash on load; as soon as you bake it into the mod, you make the referenced mod a requirement so I'm trying to avoid that. I also don't want multiple versions of this mod that support different combinations of other mods, though it would make the intra-mod handoffs more seamless from a RP perspective. I got lucky with TDF because the JobJarlFaction (from Vanilla Skyrim) just happens to prevent the TDF dialogue until I'm ready for it. As for the crime faction, it's so easy to add (it's literally one line of code in a script that gets called upon anyway) that I would feel weird if I didn't add it since these NPCs have the potential, if I turn on the right packages, to become persistent members of towns. Like hanging out in the Bannered Mare and shopping in the Whiterun market. Nothing would prevent killing them (don't forget pickpocketing either), but there should be consequences, even if it's with the maddeningly, comically omniscient law enforcement system in Skyrim. If I understood correctly, it sounds like you agree that I add the faction after arrival though.
WaxenFigure Posted July 9, 2017 Posted July 9, 2017 Does anyone have any thoughts on adding released captives to Crime factions for the various cities after their release? I've been wondering (for RP/immersion) about adding them either when they set out for their destination, or upon arrival. Leaning towards after arrival, but either way I don't want them able to be killed with impunity. Set them to the faction when you decide where to send them, there's really no point at all in waiting until they arrive in their destination and making them wait until then adds unnecessary conditions to your code.
karlpaws Posted July 10, 2017 Posted July 10, 2017 Possibly then instead of a bunch of hooks for other mods... are they going to be persistent when they reach the cities, so if we track them down we can take them with TDF or any other NPC hijacking/haremizing mod? As far as my testing has gone, yes, they are persistent (though a few will choose to leave Skyrim) and can be scooped up using TDF or whatever. As for the crime faction, it's so easy to add (it's literally one line of code in a script that gets called upon anyway) that I would feel weird if I didn't add it since these NPCs have the potential, if I turn on the right packages, to become persistent members of towns. Like hanging out in the Bannered Mare and shopping in the Whiterun market. Nothing would prevent killing them (don't forget pickpocketing either), but there should be consequences, even if it's with the maddeningly, comically omniscient law enforcement system in Skyrim. If I understood correctly, it sounds like you agree that I add the faction after arrival though. I know creating hooks for other mods that don't have the necessary structure to make that easy is hard if not impossible to do without a lot of work and mess. I guess that's what I was trying to get at without as much success. I don't know enough of how crime factions really work so I might not have thought it all through. (See below) Does anyone have any thoughts on adding released captives to Crime factions for the various cities after their release? I've been wondering (for RP/immersion) about adding them either when they set out for their destination, or upon arrival. Leaning towards after arrival, but either way I don't want them able to be killed with impunity. Set them to the faction when you decide where to send them, there's really no point at all in waiting until they arrive in their destination and making them wait until then adds unnecessary conditions to your code. I wasn't really thinking of the mechanics of the code, just a "why would I care if the NPC runs into another NPC and something happens that crime factions don't cover?" situation. Code wise that makes a lot more sense and I remember seeing NPCs artificially moved from where they should be try to resume their AI packages and go running back to whatever city or town they were from.
Blackbird Wanderer Posted July 17, 2017 Posted July 17, 2017 Anyone have any feelings one way or the other on the ragdoll idle that runs when you release a captive in the pchs mod (and in Let's Tie You Up as well)? I picked apart the .bsa files for the original scripts and discovered it was actually an instance of PushActorAway with a very low power. I realize now why it was used, though it always felt odd to me -- it very effectively breaks the "bound" animation, but I finally figured out another way by invoking another idle (and they don't all work for that purpose . . . actually most of them don't). That stopped my issue with kneeling captives gliding away on their knees after release. I was already creating mental justifications (head canon) and dialogue rationalizing the flop-n'-twitch with the removal of the bindings, but now I don't have to unless it's desired.
karlpaws Posted July 17, 2017 Posted July 17, 2017 I haven't used either mod in a while but I'm not much a fan of the ragdoll look. Preference wise I'd say use two diff anims, one for the kneeling/laying binds that have them stand and another for the suspend/standing types that have them drop to their knees and then stand (vanilla uses it for rescuing Thorald in Northwatch keep, and now I forget where else). Unless I don't know what I'm talking about
Blackbird Wanderer Posted July 20, 2017 Posted July 20, 2017 Disclaimer: Just to avoid confusion, this post and all subsequent from me on this thread relate to my update mod currently being worked for SexSlavesForVanillaBanditCamps, not to the original mod by pchs or the update by Kenjoka. Since this thread was all but dead, I don't feel bad hijacking it until the BanditCaptives (working title) mod I'm developing is ready for Beta. I haven't used either mod in a while but I'm not much a fan of the ragdoll look. Preference wise I'd say use two diff anims, one for the kneeling/laying binds that have them stand and another for the suspend/standing types that have them drop to their knees and then stand (vanilla uses it for rescuing Thorald in Northwatch keep, and now I forget where else). Unless I don't know what I'm talking about Done (sorta). After badmouthing ragdoll from PushActorAway, I ended up using it for the "on ground" captives -- I just had to add a faction so it wouldn't be used on standing characters. It really is the best solution; it looks good for kneeling, lying, and hogtied characters (yes, I added hogtie to the mod), and the NPCs animate getting up rather than simply levitating to their feet. I'll have to go back and look at the Thorald animation in game and try to reverse engineer it for standing characters. Drop to knees isn't a problem, but getting back to their feet without levitating might be. I don't know of a "get up" animation that I can call on with PlayIdle in a script that actually works. There actually is one called "Get Up" which I have yet to see activate successfully.
karlpaws Posted July 20, 2017 Posted July 20, 2017 Disclaimer: Just to avoid confusion, this post and all subsequent from me on this thread relate to my update mod currently being worked for SexSlavesForVanillaBanditCamps, not to the original mod by pchs or the update by Kenjoka. Since this thread was all but dead, I don't feel bad hijacking it until the BanditCaptives (working title) mod I'm developing is ready for Beta. I haven't used either mod in a while but I'm not much a fan of the ragdoll look. Preference wise I'd say use two diff anims, one for the kneeling/laying binds that have them stand and another for the suspend/standing types that have them drop to their knees and then stand (vanilla uses it for rescuing Thorald in Northwatch keep, and now I forget where else). Unless I don't know what I'm talking about Done (sorta). After badmouthing ragdoll from PushActorAway, I ended up using it for the "on ground" captives -- I just had to add a faction so it wouldn't be used on standing characters. It really is the best solution; it looks good for kneeling, lying, and hogtied characters (yes, I added hogtie to the mod), and the NPCs animate getting up rather than simply levitating to their feet. I'll have to go back and look at the Thorald animation in game and try to reverse engineer it for standing characters. Drop to knees isn't a problem, but getting back to their feet without levitating might be. I don't know of a "get up" animation that I can call on with PlayIdle in a script that actually works. There actually is one called "Get Up" which I have yet to see activate successfully. I might be thinking of the wrong ragdoll. The one sexlab used (I haven't enabled that feature in forever) had you kinda flopping around a bit much. The same animation was used by the mod Helgen Reborn for an npc in the same situation. Shackles mounted to wall about chest height. knees not quite on the ground. I think he drops to knees and hands, then stands up but there is no floating. Might have something to do with how they are positioned and the DD anims (if that is what you're using or Zaz ?) might not behave the same way.
Blackbird Wanderer Posted August 12, 2017 Posted August 12, 2017 Disclaimer up front: Just to avoid confusion, this post and all subsequent from me on this thread relate to my update mod currently being worked for SexSlavesForVanillaBanditCamps, not to the original mod by pchs or the update by Kenjoka. Since this thread was all but dead, I don't feel bad hijacking it until the BanditCaptives (working title) mod I'm developing is ready for Beta. Just a couple of progress updates to justify my slowness in getting the beta version on the street: Removed dependency on Non-Devious Devices mod by importing select meshes and textures directly Got the "handoff" to TDF Prostitution working correctly. (i.e., The prostitution option is not available until after the captive travels to their destination and the PC finds them there) Will also be able to (eventually) remove .esm dependency for merged master file for clothes when I convert the rest of the outfits to source from "local" files Built several custom outfits for captives with no outside mod dependency Fleshed out a few more background stories - currently at 27 (3 possible dialogues for each) with plans for at least 9 more. (That makes 81 possible greetings at 3-7 lines each from each captive) Put the Zaz furniture back in the mod (it got erased somewhere along the line) but I'm debating pulling it all back out. It seems redundant with the immersion story with the enchanted bindings/restraints. I also have trouble with alignment on X-crosses depending on the skelaton used. Never liked the wheels or racks anyway. Zaz will have to stay a hard dependency because of the animations unless I can figure out how to get around that one too. Modified dilogue branches for easier use / included option for "I don't care how you got here" to bypass immersion story if that's not your thing. Built after-release packages (actually one package with five stacked branches) for the five major temples as destinations Released captives stop at local vendor to trade outfits if in business hours (0800-2000) Released captives trade in local tavern with barkeep if not in vendor business hours (2000-0800) If traded with barkeep, sandbox for some time in tavern before proceeding to temple Since I learned how to manipulate textures, I figured the captive bindings I'm using should get an upgrade to look a bit more enchanted. Wish I could embed a linked picture, but the site keeps telling me I can't load that file extension (jpg, though I've tried others too) on this site, even for files I've uploaded in the past. The file attachment below will have to suffice. Thoughts/opinions? I actually am backing out of several areas of the mod now and getting closer to being able to package a beta version.
Tumai Posted August 12, 2017 Posted August 12, 2017 Thoughts/opinions? You might wish to consider starting a whole new thread "Sex Slaves for Vanilla Bandit Camps REBORN" for this. a ) I for one had no idea it was being worked on and just stumbled on this wondering why it was bumped up. b ) Some peops may have questions for the original mod still, while some may only be interested in what you are doing - cleaner to separate the discussion methinks. Cheers
Blackbird Wanderer Posted August 12, 2017 Posted August 12, 2017 Thoughts/opinions? You might wish to consider starting a whole new thread "Sex Slaves for Vanilla Bandit Camps REBORN" for this. a ) I for one had no idea it was being worked on and just stumbled on this wondering why it was bumped up. b ) Some peops may have questions for the original mod still, while some may only be interested in what you are doing - cleaner to separate the discussion methinks. Cheers "You cannot start a new topic" Edit: Investigating this, I can only start a new thread in certain areas, with the Adult Mod Download area not being one of them -- that function is marked "You cannot start a new topic". I think the site wants me to post a download before starting a new thread there.
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