Inte Posted September 6, 2014 Posted September 6, 2014 SD Cages (LE) View File Description This mod adds a bunch of cages throughout Skyrim, it also adds some badass NPCs to various locations - configurable in the MCM. If you do not want any badass NPCs, install the badassless NPC patch (found in the download section) and place it after whatever version of SDc you are using. Requirements Mandatory SkyUI .::. As of SDc 2.5. Optional SD Patches and its dependencies. Forgotten Dungeons and its dependencies. Install/Uninstall For expediency it's best to use a mod manager. Cage Locations Spoiler Broken Tower Redoubt Swindler's Den Serpent's Bluff Ruins Cragslane Cavern Morvunskar Cronvangr Cave Lost Knife Cave Movarth's Lair Karthspire Redoubt Robbers Gorge Blackreach Fort Neugrad Gallows Rock Chillwind Depths Deepwood Redoubt Lost Valley Redoubt Brinewater Grotto Faldar’s Tooth Redoran’s Retreat Cracked Tusk Keep - New jail Cragwallow Slope - New jail Bilegulch Mine - New jail Nilheim Tower - New jail Valtheim Towers - New Jail and Cage Uttering Hills Cave - Cage Fort Snowhawk Prison - reversed doors Volkihar Keep - Changed the prison cells Fort Greymoor Halted Stream Camp - New long cage Redwater Spring - Fixed existing jail Mor Khazgur Cellar - New jail Driftshade Refuge - Cages The Katariah - Fixed jail door Fort Sungard Annex - Fixed jail door Druadach Redoubt Cave - Fixed cage Cronvangr Cave - Cage Driftshade Cellar - Jail Pinemoon Cave Embershard Mine Brittleshin Pass Fort Dunstad - Jail Orphan's Tear - Jail Darkshade Silent Moons Camp - Bridge cage Dragon Lair Winter War - Fixed jail door Shriekwind Bastion - Jail Traitor’s Post Hag Rock Redoubt Knifepoint Ridge Treva’s Watch Dead Crone Rock - Bridge cage Treva’s Watch - Jail Bleak Wind Bluff - Jail Mistwatch - Jail + cage Bannermist Tower Pride of Tel Vos. Bloodskal Strident Squall Bloodskal Barrow Dawnstar bandit camp Irkngthand Orotheim Moldering Ruins Haemar’s Cavern Darkfall Passage Yorgim Overlook Riften Warehouse Kolskeggr Mine Halted Stream Camp Interior Broken Helm Hollow Volskygge Interior Hob’s Fall Cave Korvanjund Exterior Bristleback Cave Broken Tusk Mine Castle Karstaag Ruins Moesring Pass Frossel Benkongerike Bruca’s Leap Redoubt Exterior Dragontooth Crater Druadach Redoubt Exterior Broken Tower Redoubt Exterior Faldar’s Tooth Exterior Mistwatch Exterior. Treva's Watch Exterior Sleeping Giant Inn (Riverwood) Exterior Dead Man’s Drink (Falkreath) Exterior Vilemyr Inn (Ivarstead) Exterior Frost Fruit Inn (Rorikstead) Exterior Old Hroldan Exterior Four Shields Inn (Dragonbridge) Exterior Moorside Inn (Morthal) Exterior Braidwood Inn (Kynesgrove) Exterior Nightgate Inn Exterior The Frozen Hearth (Winterhold) Exterior Whiterun Entrance Windhelm Entrance Riften Entrance Markarth Entrance Solitude Entrance Rimerock Burrow Pinewatch Sanctuary Fort Amol Broken Oar Grotto Drela’s Cottage Blue Palace Stony Creek Cave Fellglow Keep Dragon Bridge Overlook Tolvald’s Cave Journeyman’s Nook Forgotten Hollow(FD) Forgotten Redoubt(FD) Forgotten Cave(FD) Forgotten Lair(FD) Forgotten Tower(FD) Necro Sanctuary(FD) Southfringe Sanctum Angi’s Camp Forgotten Crevice(FD) Secret Hideaway(FD) Bleak Falls Tower(DB) Brodir Grove(DB) Bandit Camp Close To Ashfollow Citadel(DB) Ashfollow Citadel(DB) Thirsk Mead Hall(DB) Witchmist Groove Exterior(DB) Thirsk Mead Hall Interior(DB) Abandoned Building Interior(DB) Abandoned Lodge Interior(DB) Abandoned Shack Interior Above The Shrine of Dibella, South From The Old Hroldan Inn Outside Pavos House Solitude Stormcloak Camp Pale Imperial Camp Pale Stormcloak Camp Hjaalmarch Stormcloak Camp Hjaalmarch Imperial Camp Winterhold Imperial Camp Winterhold Stormcloak Camp Eastmarch Imperial Camp Haafingar Stormcloak Camp Falkreath Imperial Camp Falkreath Stormcloak Camp Reach Imperial Camp Reach Stormcloak Camp Rift Imperial Camp Rift Stormcloak Camp Pavo’s House Dainty Sload Karthspire Redoubt Cave Bandit Cave(FD) Serpent’s Bluff Redoubt Ironback Hideout Whiterun Stormcloak Camp Forgotten Hideout Cave (FD) Forgotten Hideout (FD) Whiterun Imperial Camp Goldenhills Plantation (AE) Blood Sucker Den (FD) Robbers Cove Anise’s Cabin Alchemist’s Shack Anise’s Cabin Cellar Benkongerike Bristleback Cave Exterior Castle Karstaag Ruins Glacial Cave Inside Glacial Cave Exterior Island of the Rieklings Beast Stone Ramshackle Trading Post Haknir’s Shoal Outside Helgen Skybound Pass More to come! Credits jbezorg – for the original SD. http://www.loverslab.com/files/file/84-sanguines-debauchery/ skyrimll -- for bringing back the cage scene in SD+ and continuing the work. Thank you skyrimll! http://www.loverslab.com/files/file/503-sd-sanguine-debauchery-enhanced-2014-08-31/ nameless701 -- for the idea. http://www.loverslab.com/files/file/748-more-cages-for-sd/ SDc For Skyrim Anniversary Edition (AE) SD Cages AE Update Log Spoiler Version No. 3.161.6 Patched .::. Some things in Skybound Pass. Version No. 3.161.1 Patched .::. Some things. Added .::. Cage and bandits just outside of Helgen. Added .::. Two jails and badass bandits to Skybound Pass. Version No. 3.159.3 Patched .::. Spawn script again. Added .::. Cage and badass vampires to Forgotten Hideout Cave (FD). Added .::. Jail and badass vampires to Forgotten Hideout (FD). Added .::. Whiterun Imperial Camp. Added .::. Jail to Goldenhills Plantation. Added .::. Jail, 3 cages and badass vampires to Blood Sucker Den (FD). Added .::. Cage and badass bandits to Robbers Cove. Added .::. Cage to outside Anise’s Cabin and Alchemist’s Shack as suggested by @Sato1Punch. Added .::. Jail to Anise’s Cabin cellar. Added .::. Cage and badass rieklings to Benkongerike. Added .::. Cage and badass rieklings to outside of Bristleback Cave. Added .::. Cage and badass rieklings to Castle Karstaag Ruins. Added .::. Cage and badass rieklings to Inside and outside of Glacial Cave. Added .::. Cage and badass rieklings to the Island of the Rieklings. Added .::. Cage to the Beast Stone. Added .::. Cage to Ramshackle Trading Post. Added .::. Cage to Haknir’s Shoal. Added .::. All cages to a .json file. Version No. 3.131.1 Patched .::. Spawn script. Added .::. Jail to Pavo’s house. Added .::. Jail to Dainty Sload. Added .::. Mo’ badasses. Added .::. Cage and badass Forsworn to Karthspire Redoubt cave. Added .::. Cage to Whiterun Stormcloak Camp. Added .::. Cage and badass Forsworn to Serpent’s Bluff Redoubt. Added .::. Cage and badass bandits to Ironback Hideout. Changed .::. Reversed a jail door and added some badass bandits in the Bandit Cave(FD). Version No. 3.122.0 Patched .::. Nothing. Added .::. Cage to Solitude Stormcloak camp, cage to the Pale Imperial camp, Pale Stormcloak camp, Hjaalmarch Stormcloak camp, Hjaalmarch Imperial camp, Winterhold Imperial camp, Winterhold Stormcloak camp, Eastmarch Imperial camp, Haafingar Stormcloak camp, Falkreath Imperial camp, Falkreath Stormcloak camp, Reach Imperial camp, Reach Stormcloak camp, Rift Imperial camp, Rift Stormcloak camp. Changed .::. MCM saved configuration folder names. The old folder \Data\SKSE\Plugins\SD Cages\Stuff\MCM\ now becomes \Data\SKSE\Plugins\SD Cages\Player\SavedMCM\. If you want to use your old config files, you need to make the change. Version No. 3.107.2 Patched .::. Misc stuff in the Forgotten Lair. Patched .::. Pathing issues outside Riften. Added .::. Cage and badass Forsworn in the Forsworn camp above the Shrine of Dibella south from the Old Hroldan Inn. Added .::. Forsworn camp(cage and badass forsworn) outside Pavos house. Version No. 3.104.5 Patched .::. Labyrinthian exterior pathing. Patched .::. Some other pathing issues. Patched .::. The badass bandits in Mistwatch so they will not spawn and kill the resident bandits until their leader is dead. Patched .::. Some stuff in Faldars Tooth. Patched .::. Misc. stuff. Added .::. Cage to Thirsk Mead Hall and Witchmist Groove exterior. Added .::. Jail to Thirsk Mead Hall interior, Abandoned Building interior, Abandoned Lodge interior, Abandoned Shack interior, as suggested by @Sato1Punch. Added .::. More dense jail bars provided by @naaitsab. Installation optional in the FOMOD. Added .::. 'No Badasses' patch into the FOMOD. Remember, installing this patch will remove all the SDc badasses regardless of the MCM settings. Version No. 3.96.0 Added .::. Jail and badass bandits to Bleak Falls Tower(DB). Added .::. Cage and badass bandits to Brodir Grove(DB). Added .::. Cage and badass bandits to the bandit camp close to Ashfollow Citadel(DB). Added .::. Cage to Ashfollow Citadel(DB). Added .::. FOMOD. Changed .::. A door in Fort Frostmoth(DB) to make it compatible with SDP. Version No. 3.90.3 Added .::. More Falmer and fixed cage/corrals doors in Forgotten Crevice(FD). Added .::. Jail and badass bandits to Secret Hideaway(FD). Version No. 3.90.0 Added .::. Badass Bandits to Forgotten Hollow Exit Area(FD). Added .::. 1 Cage, 1 jail and badass bandits to Forgotten Cave(FD). Added .::. 1 jail and badass necros to Forgotten Lair(FD). Added .::. Reversed some doors and added badass bandits to Forgotten Tower(FD). Added .::. Jail, cage and badass necros to Necro Sanctuary(FD). Added .::. Cage to Southfringe Sanctum. Added .::. Cage to Angi’s Camp. Version No. 3.84 Added .::. Jail to Journeyman’s Nook. Added .::. 2 cages and bandits to Forgotten Hollow(FD). Added .::. Reversed 2 existing jail doors (to make them compatible with SD) and added some Foresworn to Forgotten Redoubt(FD). Version No. 3.83 Patched .::. Included the correct .esp as No. 3.82 has the wrong one, as indicated by @MikeTM. Version No. 3.82 Patched .::. Navmesh issue in Broken Helm Hollow. Added .::. MCM option to save the MCM settings to a .json, as suggested by @Seeker999. These saved settings will auto load on mod reset or update. Added .::. Cages near major cities can be disabled/hidden by disabling the cage door. It is a good idea to save the door in a SUM form list beforehand, in case you want the cage back. Version No. 3.81 Patched .::. Bug squashing. Version No. 3.80 Patched .::. An exploit where slaves can escape their inn cages by stepping into the inn. However, the downside to this is in order to open the door you have to look straight at the door handle (center the crosshair on it). Added .::. Jail and Necros to Fellglow Keep. <> Cage and Forsworn to Dragon Bridge Overlook. <> Falmer corrals to Tolvald’s Cave. Changed .::. Reversed some Falmer doors so they can be used by SDP as cages/corrals (they need to open out). Don’t forget to add bad ones* to the iSDcBadCages form list (in SUM). * - The ones that open the wrong way, are between cells or are not connected to an enclosed area like a corral or Falmer tent. Version No. 3.72 Patched .::. Nothing. Added .::. Jail and badass necros to Rimerock Burrow. <> Jail for Rigel Strong-Arm’s convenience. (Pinewatch Sanctuary). <> Jail and badass necros to Fort Amol. <> Cage to Broken Oar Grotto. <> Jail to Drela’s Cottage. <> Jail to the Blue Palace. (Actually it’s just a jail door (to limit conflicts with other mods) in the basement where all Imperial Jarls are ‘visiting’ after the war.) <> Jail and badass bandits to Stony Creek Cave, as suggested by @donttouchmethere. <> More things to Movarth’s Lair. Version No. 3.70 Patched .::. Nothing. Added .::. Jail at the exterior entrance to; <> Sleeping Giant Inn (Riverwood). <> Dead Man’s Drink (Falkreath). <> Vilemyr Inn (Ivarstead). <> Frost Fruit Inn (Rorikstead). <> Old Hroldan. <> Four Shields Inn (Dragonbridge). <> Moorside Inn (Morthal). <> Braidwood Inn (Kynesgrove). <> Nightgate Inn. <> The Frozen Hearth (Winterhold). Added .::. Cage/jail at the entrance to; <> Whiterun. <> Windhelm. <> Riften. <> Markarth. <> Solitude. Version No. 3.61 Patched .::. Major initialization bug, as pointed out by @Lupine00. Version No. 3.60 Patched .::. Nothing. Added .::. Cage and badass Forsworn to; <> Bruca’s Leap Redoubt exterior. <> Dragontooth Crater. <> Druadach Redoubt exterior. <> Broken Tower Redoubt exterior. Added .::. Cage and badass bandits to; <> Faldar’s Tooth exterior. <> Mistwatch exterior. <> Treva's Watch exterior. Changed .::. Reworked; <> Robber’s Gorge. <> Movarth’s Lair. Version No. 3.50 Patched .::. Nothing. Added .::. Two cages and badass necros to Hob’s Fall Cave. Added .::. Badass bandits to Korvanjund Exterior. Added .::. One jail, one cage and badass Rieklings to Bristleback Cave as suggested by @Celedhring. Added .::. One jail and badass Rieklings to Broken Tusk Mine. Added .::. One jail, one cage and badass Rieklings to Castle Karstaag Ruins. Added .::. One cage and badass Rieklings to Moesring Pass. Added .::. One jail, two cages and badass Rieklings to Frossel. Added .::. One jail, one cage and badass Rieklings to Benkongerike. Version No. 3.43 Patched .::. Nothing. Added .::. Cage and badass bandits to; <> Halted Stream camp interior. <> Broken Helm Hollow <> Volskygge interior. Version No. 3.33 Patched .::. Nothing. Added .::. Cage and badass Forsworn to Kolskeggr Mine. Added .::. Cage to Swindlers’ Den. Version No. 3.30 Patched .::. Nothing. Added .::. Jail cell to Riften Warehouse as requested by @deadmetal. Changed .::. Yorgim Overlook - reversed existing doors. Version No. 3.22 Patched .::. Nothing. Added .::. A chaurus/slave pen in Darkfall Passage. So now when captured by the Falmer, they will lock you together with their Chaurus for more fun (if you have SDP installed). Also if you have Estrus Chaurus+ installed, you'll become their breeding slave. Changed .::. Nothing Version No. 3.20 Patched .::. Some of the NPC spawning code. Added .::. 2 cages and vamps to: <> Haemar’s Cavern. Added .::. 2 cages to Bard’s Leap Summit. Added .::. 'Meat' for vamps. Changed .::. Nothing Version No. 3.15 Patched .::. Some minor bugs. Added .::. Cage and vamps to: <> Moldering Ruins. Changed .::. Nothing Version No. 3.14 Added .::. Cage and badass bandits to: <> Orotheim. Changed .::. Nothing Version No. 3.12 Added .::. Cage and badass bandits to: <> The bandit camp close to the Guardian Stones. <> The bandit camp between Helgen and Pinewatch. <> Irkngthand. Changed .::. The event that triggers the NPCs spawning. Perhaps the new event will work more reliably for all. Version No. 3.02 Added .::. Cage and badass bandits to: <> Dawnstar bandit camp. Added .::. A patch (WIP) that should disable the badass NPCs even in the latest versions of SDc. Do not use the patch if you like to keep the badass NPCs in your game. Changed .::. One of the cages at Red Eagle Redoubt. Version No. 3.01 Added .::. Cage to: <> Bloodskal. <> Strident Squall. Added .::. Jail to Bloodskal Barrow. Added .::. Badass bandits to, <> Bloodskal inside and out. <> Strident Squall. Version No. 3.00 Added .::. Jail and badass bandits at Pride of Tel Vos. Added .::. Necros to Fort Kastav. Available only before fort liberation. Version No. 2.93 Added .::. MCM toggle for the teleportation FX used when a Badass NPC dies, as requested by @atreyatan. Added .::. A separate .esp that is Badass-less :classic_happy:, as requested by @Ursur1major. Version No. 2.92 Added .::. Badass bandits to the following locations, <> Fort Neugrad and Dunstad. Available only before choosing a side. Version No. 2.90 Added .::. Cage to Mistwatch. Added .::. Jail to the following locations, <> Mistwatch. <> Bannermist Tower (reversed existing doors). Added .::. Badass bandits to the following locations, <> Mistwatch, available only after vanilla quest is completed. <> Bannermist Tower. Added .::. Badass necros to Brittleshin Pass. Version No. 2.80 Added .::. Cage to the following locations, <> Traitor’s Post. <> Hag Rock Redoubt. <> Knifepoint Ridge. <> Treva’s Watch. Added .::. Long cage to Dead Crone Rock. Added .::. Jail to the following locations, <> Treva’s Watch. <> The bandit camp just north of Whiterun. Yes, the one with the horse. <> Bleak Wind Bluff. Added .::. Badass bandits to the following locations, <> Traitor’s Post. <> Wreck of the Winter War. <> Knifepoint Ridge. <> Treva’s Watch, inside and outside. Added .::. Badass Foresworns to Bleak Wind Bluff. Changed .::. Reversed doors in Cradle Stone Tower, to convert it to a jail. Version No. 2.77 Patched .::. Removed staffs from the dead Forsworn, as suggested by @RJLbwb. Patched .::. NPCs spawning not limited properly by the settings in the MCM, as pointed out by @bicobus. Added .::. More variety in spawned NPCs. Changed .::. Forsworn 'Use SDc Armor' check in the MCM will now add only weapons to the spawned Forsworn, no armor and it is now checked by default. Version No. 2.76 Warning .::. Stay away from Dragonscale armored NPCs. Their weapons are quite potent. Patched .::. Cracked Tusk Keep jail rendering problem. Added .::. Jail and vamps to Shriekwind Bastion. Added .::. Badass bandits to the following locations, <> Pinewatch <> Driftshade Sanctuary Changed .::. NPCs stats. Might be weaker/powerful now, not sure. Version No. 2.73 Patched .::. NPC counter not counting correctly when a large number of NPCs are loaded at the same time. Patched .::. Not all available vamps showing up in the Redwater Den. Patched .::. A deleted navmesh showing up in TES5, as pointed out by @Otaku2013. Added .::. New MCM option to enable NPC load for each cell. Added .::. New MCM option to limit how many arrows the NPCs get. Changed .::. Nothing. Version No. 2.70 Patched .::. Reversed the way jail doors open in Fellglow Keep, to make them compatible with SD. Patched .::. The badass forsworn not respecting the MCM limit. Added .::. Badass bandits to the following locations, <> Bilegulch Mine <> Embershard Mine <> Uttering Hills Cave <> Fort Snowhauk <> White River Watch Added .::. Badass necromancers to the following locations, <> Cragwallow Slope <> Morvunskar <> Fellglow Keep Added .::. Badass vampires to the following locations, <> Bloodlet Throne <> Redwater Den <> Mara’s Eye Pond <> Movarth’s Lair <> Pinemoon Cave <> Broken Fang Cave <> Cronvangr Cave Changed .::. Nothing. Version No. 2.60 Added .::. Badass forsworn to the following locations. <> Lost Valley Redoubt <> Serpent’s Bluff <> Broken Tower Redoubt <> Karthspire Redoubt <> Bleakwind Bluff <> Red Eagle Redoubt <> Dragon Lair <> Druadach Redoubt <> Bruca’s Leap <> Harmugstahl Exterior <> Hag Rock Redoubt Exterior/Interior <> Hags End <> Lost Valley <> Dead Crone Rock <> Wilderness Added .::. Since there is really only one kind of forsworn armor, I added a MCM option to have the badass forsworn use SDc armor, i.e. Ebony, Dragonscale. Lore fans can turn this option off to get the default forsworn armor. Added .::. Bedrolls to most cages. Changed .::. Broken Tower Redoubt cage to a cozy jail cell. Version No. 2.5 I have added an MCM menu to help control those bad ass bandits added by this mod as requested by @Punga and in not so many words by @nightwolf, and others. Added .::. MCM option to disable/enable bandits on cell load. Will not disable bandits already loaded - to protect your Master. Added .::. MCM option to limit the number of bandits spawned per cell. It has some limitations, i.e. if you set the limit to 3 bandits and leave the area (by fast travel or going in an interior and out again) without killing them, when you come back 3 more bandits will spawn. This will continue up to the number of bandits set for that area, usually around 10. Also, if you set it to say 4 bandits and fast travel to Silent Moons Camp and all 4 bandits were loaded (you can see this in the MCM 'Debug' page) and then walk to Halted Stream Camp (basically next door) no more bandits will be loaded for that camp. You would have to fast travel there for those bandits to load or reset bandit count from MCM 'Debug' page. Added .::. MCM option for the bandits to use high level armor/weapons i.e. Ebony, or vanilla i.e. leather. Added .::. MCM option to reset the mod. Added .::. MCM option for logging. Added .::. MCM option for screen messages. Added .::. MCM option to show SDc version installed. Added .::. MCM option to track and reset the No. of bandits that have been loaded in a cell. SDc bandits only. Added .::. MCM options for future expansion for vampires, forsworn, necromancers etc. Added .::. MCM option that will fetch you a Mars chocolate bar. Version No. 2.1 Added .::. PC leveled badass bandits (to ensure your enslavement :classic_tongue:), to the following locations, Swindler's Den Halted Stream Camp Orphan's Tear Silent Moons Camp Valtheim Towers Version No. 2.0 Fort Snowhawk Prison - reversed doors. Volkihar Keep - Changed the prison cells. Fort Greymoor. Halted Stream Camp - New long cage. Redwater Spring - Fixed existing jail. Mor Khazgur Cellar - New jail. Driftshade Refuge - Cages. The Katariah - Fixed jail door. Fort Sungard Annex - Fixed jail door. Druadach Redoubt Cave - Fixed cage. Cronvangr Cave - Cage. Driftshade Cellar - Jail. Pinemoon Cave. Embershard Mine. Brittleshin Pass. Fort Dunstad - Jail. Orphan's Tear - Jail. Darkshade. Silent Moons Camp - Bridge cage. Dragon Lair. Winter War - Fixed jail door. Older Updates Spoiler 1.0 Release 1.1 Um....? 1.2 Added a cage to Fort Neugrad Cleaned some of the NavMesh. 1.3 Gallows Rock Chillwind Depths Deepwood Redoubt Lost Valley Redoubt 1.4 Fixed two cage doors swinging the wrong way. 1.5 Brinewater Grotto Cleaned more of the navmesh. Added a heat source in the bridge cage, for all those Slaves left out in the cold. 1.6 You guessed it, more cages. Faldar’s Tooth Redoran’s Retreat 1.6a Added the SD patch described above. This patch will be maintained at the location bellow. 1.7 Got some jails. Cracked Tusk Keep - Jail Cragwallow Slope - Jail Bilegulch Mine - Jail 1.7a Minor adjustments to 1.7 1.7b Reversed swing on two jail doors. 1.8 New jail in Nilheim tower. 1.9 New jail in Valtheim Towers also, new cage. New cage in Uttering Hills Cave. Submitter Inte Submitted 09/05/2014 Category Other Requirements DLCs, SkyUI Special Edition Compatible No 9
Storms of Superior Posted September 6, 2014 Posted September 6, 2014 I've been wanting something like this. Do the cages require keys as well? Is waiting/sleeping disabled?
Inte Posted September 6, 2014 Author Posted September 6, 2014 They do not require keys but they do have a master lock on them. Waiting/sleeping not disabled, that would be too drudging.
magicrealm Posted September 6, 2014 Posted September 6, 2014 how do the Cages work. how does the pc go in there ? does the master lock it after the pc is in ? does the master unlock it later and takes the pc out ?
Inte Posted September 6, 2014 Author Posted September 6, 2014 how do the Cages work. how does the pc go in there ? does the master lock it after the pc is in ? does the master unlock it later and takes the pc out ? Once you are enslaved you have to wait until midnight, then the Master will tell you to go to a cage if one is nearby. You get locked in from midnight until 8:00 in the morning, when Master should come back to let you out.
shinji72 Posted September 6, 2014 Posted September 6, 2014 That's interesting. You can actually sleep in the cages. Because in vanilla cages you can't and it's a problem (and also a lot unimmersive) if you're using a mod like iNeeds. You risk of dying for sleep deprivation
Inte Posted September 6, 2014 Author Posted September 6, 2014 That's interesting. You can actually sleep in the cages. Because in vanilla cages you can't and it's a problem (and also a lot unimmersive) if you're using a mod like iNeeds. You risk of dying for sleep deprivation Well... you can't actually sleep in the cages, there is no bedroll, but you can wait. I would think that Master wouldn't want the Slave to be all that comfy.
nameless701 Posted September 7, 2014 Posted September 7, 2014 Thanks for your work with my idea. Nice,thats someone pick up this idea...i dont work on this (this was my first step with the CK)
Inte Posted September 7, 2014 Author Posted September 7, 2014 Thanks for your work with my idea. Nice,thats someone pick up this idea...i dont work on this (this was my first step with the CK) Yeap, I've been using your mod since August, then I noticed you didn't update it since March, so I made this one; besides most of your cages were in inn's and shops, though I did get enslaved by Haelga once coming back from the SD dream world.
nameless701 Posted September 7, 2014 Posted September 7, 2014 Thanks for your work with my idea. Nice,thats someone pick up this idea...i dont work on this (this was my first step with the CK) Yeap, I've been using your mod since August, then I noticed you didn't update it since March, so I made this one; besides most of your cages were in inn's and shops, though I did get enslaved by Haelga once coming back from the SD dream world. Sorry,the SD-Caging-Scene was broken...nobody needs an update from my side I play a little bit for me in custom cells with navmesh (i am learning)
Inte Posted September 7, 2014 Author Posted September 7, 2014 Thanks for your work with my idea. Nice,thats someone pick up this idea...i dont work on this (this was my first step with the CK) Yeap, I've been using your mod since August, then I noticed you didn't update it since March, so I made this one; besides most of your cages were in inn's and shops, though I did get enslaved by Haelga once coming back from the SD dream world. Sorry,the SD-Caging-Scene was broken...nobody needs an update from my side I play a little bit for me in custom cells with navmesh (i am learning) Starting out moding myself. Yay!
Galacticat42 Posted September 7, 2014 Posted September 7, 2014 Hmm, I might want to try this mod out. Looks pretty sweet for enslavement. I'd imagine this could work really well with the Sleep Anywhere mod - when you're locked up, you can curl up and fall asleep on the cold hard floor. Though if yall are interested in Sleep Anywhere, I suggest the .1 version since the .5 version has an 'immersive' weather debuff that actually triggers on all beds even in taverns which is annoying to say the least. I just let Frostfall take care of the 'you are cold' when you wake up.
sapho888 Posted September 8, 2014 Posted September 8, 2014 I'm about to try some of these cages out, but I see a potential problem in the screenshots... I'm guessing that some of those outdoor cages are going to be deathtraps for anyone using Frostfall. And while the Master might not want the save to be too comfy, I don't think he would want a human Popsicle either It might be a good idea to add some heat sources in the area.
Inte Posted September 8, 2014 Author Posted September 8, 2014 I'm about to try some of these cages out, but I see a potential problem in the screenshots... I'm guessing that some of those outdoor cages are going to be deathtraps for anyone using Frostfall. And while the Master might not want the save to be too comfy, I don't think he would want a human Popsicle either It might be a good idea to add some heat sources in the area. What about them torches on the cages? Are they enough... IDK not using Frostfall. If not I can add some heat sources.
mendalion Posted September 8, 2014 Posted September 8, 2014 Inte you added more cages? You are an evil person...
Inte Posted September 8, 2014 Author Posted September 8, 2014 Inte you added more cages? You are an evil person... Muhahaha...
sapho888 Posted September 8, 2014 Posted September 8, 2014 I'm about to try some of these cages out, but I see a potential problem in the screenshots... I'm guessing that some of those outdoor cages are going to be deathtraps for anyone using Frostfall. And while the Master might not want the save to be too comfy, I don't think he would want a human Popsicle either It might be a good idea to add some heat sources in the area. What about them torches on the cages? Are they enough... IDK not using Frostfall. If not I can add some heat sources. I don't think torches will keep you alive in cold weather. You would probably need either one of those fire braziers or I think SD+ has something with invisible fires but I don't know how they work
Inte Posted September 8, 2014 Author Posted September 8, 2014 I'm about to try some of these cages out, but I see a potential problem in the screenshots... I'm guessing that some of those outdoor cages are going to be deathtraps for anyone using Frostfall. And while the Master might not want the save to be too comfy, I don't think he would want a human Popsicle either It might be a good idea to add some heat sources in the area. What about them torches on the cages? Are they enough... IDK not using Frostfall. If not I can add some heat sources. I don't think torches will keep you alive in cold weather. You would probably need either one of those fire braziers or I think SD+ has something with invisible fires but I don't know how they work Or you could ask your Master for some clothes.
sapho888 Posted September 8, 2014 Posted September 8, 2014 I'm about to try some of these cages out, but I see a potential problem in the screenshots... I'm guessing that some of those outdoor cages are going to be deathtraps for anyone using Frostfall. And while the Master might not want the save to be too comfy, I don't think he would want a human Popsicle either It might be a good idea to add some heat sources in the area. What about them torches on the cages? Are they enough... IDK not using Frostfall. If not I can add some heat sources. I don't think torches will keep you alive in cold weather. You would probably need either one of those fire braziers or I think SD+ has something with invisible fires but I don't know how they work Or you could ask your Master for some clothes. pfft... who wears clothes?
Kimy Posted September 8, 2014 Posted September 8, 2014 pfft... who wears clothes? Indeed. Slaves are supposed to wear chains and rope.
TheHuntress1970 Posted September 10, 2014 Posted September 10, 2014 You might want to add a fire or some heat source here: For those who use Frostfall that will be very cold!
Inte Posted September 10, 2014 Author Posted September 10, 2014 You might want to add a fire or some heat source here: For those who use Frostfall that will be very cold! Ok, ok ... you've talked me into it. I'll do it on the next update.
sapho888 Posted September 10, 2014 Posted September 10, 2014 You might want to add a fire or some heat source here: For those who use Frostfall that will be very cold! Ok, ok ... you've talked me into it. I'll do it on the next update. yay! When next I'm huddling next to a fire shivering in the cold, but not dying, I will whisper a prayer of thanks to you. (If i'm not gagged of course)
TheHuntress1970 Posted September 14, 2014 Posted September 14, 2014 You might want to add a fire or some heat source here: For those who use Frostfall that will be very cold! Ok, ok ... you've talked me into it. I'll do it on the next update. yay! When next I'm huddling next to a fire shivering in the cold, but not dying, I will whisper a prayer of thanks to you. (If i'm not gagged of course) It's the thought that counts. I was just thinking that since I use Frostfall that I would want a heat source here.
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