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Posted

AwfulArchDemon RE Bashing Skyrimll:

 

Don't look in the spoiler if you don't care about that issue, it won't be of interest.

 

 

 

magicrealm is well known for pissing all over mods he doesn't like so his opinion matters not.

 

He's not totally worthless because he can come up with good ideas from time to time and I've actually seen him give a smidgen of help once but mostly his posts are negative if not outright hostile.

 

I would say he's the token rough edge in this otherwise quite genteel society.

 

 

Posted

Re. to your Re. about bashing:

 

 

Yeah, I know. I said what I said. I was silent the whole time, so I suppose I just wanted to get it off my chest. To air it out. Many don't know what a bitch script modding is. I've studied it, and it scares me. :P Lot of friggin work. Guess I don't need to tell you that though. ;) 

 

 

About the cage door:

 

Correct me if I'm wrong, but wouldn't that require the cage to be remade? As it is now, it can only be opened inward, which leads me to assume cages aren't made to be opened outwards. Altering an existing one that way may be impossible...(not positive though)

Posted

Thank you for the update and explaining how the demerits system works.

 

After reading that explanation, I agre, maybe that should be added to MCM to set the amount needed (Same way i choose max money and would actually set it higher to make being free harder)

Posted

Really like the updates so far.  Didn't realize that there were already to patches to 5.0, so glad for that.

 

Question about the patch.  My character was force fed Skooma a few times yet I didn't see any effects.  I'm running the Skooma Whore mod and specific things happen when she drinks too much skooma in a short amount of time.

 

Also, and maybe this is related to the above.  When punished with bindings and ring gag my character cannot eat or drink, let alone pick anything up.  Pre-patch it wasn't this way.  If that is what is preventing drinking the forced skooma or ale it seems kind of conflicting.

 

edit - never mind the above.  Just tried the latest patch and that wasn't an issue anymore.

 

If I may make a few suggestions about the patches and main mod.

 

1.  One of the things that I really like about the patches are the rewards and punishments.  These are very cause and effect and happen to the player rather than the player starting the evens with dialogue.  I wish SD+ played more like that overall.  A really good example is Devious Cidhna, if anyone here likes SD+ and hasn't tried Devious Cidhna I recommend it, you won't be dissapointed.  It's much more than just what happens during the Forsworn Conspiracy.  Anyway, what is great about Devious Cidhna is events happen to the player whether they want them to or not.  It really feels like you are captured.  I would really like the same sort of feeling with the patches or SD+

 

2.  The cages, I think they are great and like what they add to the feeling of captivity.  I know you can't put cages everywhere so I strongly suggest that you tie up the PC overnight.  Just give them a small chance to escape their bonds and run away, maybe use the pickpocket or lockpick skill.

 

3.  Freedom.  I've reached this stage a few times and it's a bit anti-climactic.  I understand why it works the way it does and it makes sense from a gameplay standpoint.  Instead of just releasing the player why not collar them and have them retrieve X amount of gold per week to bring back to their master.  Then have a sidequest for removing the collar and gaining your freedom.  Have the world treat your PC as a slave until you remove the collar and/or kill your master.  I understand that this will have issues, if you are part of the Forsworn faction then they will be friendly with you until released which can change the game a great deal.  Maybe instead of traveling back to the camp where you were enslaved you could meet your master at a neutral site like the empty tower in the reach... I forget it's name.  Exchange the gold or favors, if you don't bring enough your master could put you in more DD gear as you depart as a punishment or reminder.

 

4.  I never have made my master so upset that they try to outright kill my PC.  I thought that was part of the SD+ mod.  If the master beomes so upset with the PC they could hunt her for sport.  Give her a 30 second or minute headstart and then have the whole camp turn hostile to hunt her down.

 

5. Runaway.  If you do somehow run away from your master it might be interesting to have them send some goons after you, similar to the hired thugs.  They could bring you back to your master and then the amount you would owe to gain your freedom could be increased to pay off the bounty hunters that caught you.  Maybe after one or two attempts at recapture you could be considered truly free.

 

6.  One last item.  The DD gear wasn't being applied to my character even though I have the DD expansion, a problem on my end I will have to fix.

 

edit - DD gear worked like a charm this time though I did nothing different other than apply the latest patch.

 

On that note, could you make it so the master and his gang can remove the items when assaulting the player.  It gets kind of boring when it's just blowjobs and boobjobs.  And please, have them remove the armbinder before a dance, it just looks creepy without hands.

 

I wrote a lot more than I originally intended.  Don't take my suggestions as meaning your patches aren't any good, I really like them and they made a great mod even better.  Just thoughts I had while giving the latest (5.0) a try.  Thanks for all your work, both you and Skyrimll

Posted

is it possible that the "ghost" shackles and binders that you get from Sanguine are handled differently when your patch is installed?

 

I had your mod installed and was "visiting" Sanguine for the first time after being enslaved and freed myself. The shackles were added and left on when I returned. So far, so good.

Until now I was used to the situation that the shackles would be removed automatically after a bit of running around.

With your mod, this did not happen. Also there were no dialog options with anyone (including blacksmith) to get help to remove the binders...

I reloaded various stages after being in Sanguines world but also just before I went to sleep. Everytime the same issue.

 

I disabled your mod and loaded a save where I was already bound. Now NPCs would have the dialog option to help me out of my predicament.

 

My question is: is that intended and what is the way to get rid of the shackles immersively (I'd say I waited long enough, surely longer that the 120+ seconds that are indicated in the "active magic effects" list (P-button)). In case I did not wait long enough - would they be removed automatically?

Posted

is it possible that the "ghost" shackles and binders that you get from Sanguine are handled differently when your patch is installed?

 

I had your mod installed and was "visiting" Sanguine for the first time after being enslaved and freed myself. The shackles were added and left on when I returned. So far, so good.

Until now I was used to the situation that the shackles would be removed automatically after a bit of running around.

With your mod, this did not happen. Also there were no dialog options with anyone (including blacksmith) to get help to remove the binders...

I reloaded various stages after being in Sanguines world but also just before I went to sleep. Everytime the same issue.

 

I disabled your mod and loaded a save where I was already bound. Now NPCs would have the dialog option to help me out of my predicament.

 

My question is: is that intended and what is the way to get rid of the shackles immersively (I'd say I waited long enough, surely longer that the 120+ seconds that are indicated in the "active magic effects" list (P-button)). In case I did not wait long enough - would they be removed automatically?

 

Thanks, for letting me know, fixed in 0.55 :blush:

 

Posted

I love having the kneel before master back, but it screws up sex scenes in my game; she switches between sex and kneeling.

 

Hmm... do you remember the conversation before the scene? That would help track down if its just one scene or all.  

 

Edit:

Try it with 0.55 see if it still happens, I made a lot of small changes to a lot of scripts in 0.55. ;)

Posted

 

is it possible that the "ghost" shackles and binders that you get from Sanguine are handled differently when your patch is installed?

 

I had your mod installed and was "visiting" Sanguine for the first time after being enslaved and freed myself. The shackles were added and left on when I returned. So far, so good.

Until now I was used to the situation that the shackles would be removed automatically after a bit of running around.

With your mod, this did not happen. Also there were no dialog options with anyone (including blacksmith) to get help to remove the binders...

I reloaded various stages after being in Sanguines world but also just before I went to sleep. Everytime the same issue.

 

I disabled your mod and loaded a save where I was already bound. Now NPCs would have the dialog option to help me out of my predicament.

 

My question is: is that intended and what is the way to get rid of the shackles immersively (I'd say I waited long enough, surely longer that the 120+ seconds that are indicated in the "active magic effects" list (P-button)). In case I did not wait long enough - would they be removed automatically?

 

Thanks, for letting me know, fixed in 0.55 :blush:

 

 

 

thanks a lot for this speedy fix!

 

Posted

I love having the kneel before master back, but it screws up sex scenes in my game; she switches between sex and kneeling.

 

Fixed in 0.56. ;)

 

Posted

Well, I haven't gotten to test KISS Kajiit Sprint and Sneak with SD enslavement yet (took the old-school route and leveled up to 14 for Sam Guivenne), but I do know that sneaking with armbinder works fine.

 

About shackles and the bed stuff I mentioned:

 

IdleShackleEnterInstant 000C4823

IdleShackleWall 000C4824

IdleShackleExit 000C482C

 

************************

 

IdleLayDownEnterInstant 000C4831

IdleLayDownEnter 000C4832

IdleLayDownExit 000C4833

 

************************

 

(just for fun)

 

IdleHandsBehindBack 0008240A

 

 

Maybe this helps? Still all about the wall shackles. Ever since I saw the torture room in the Dark Brotherhood lair. :P 

Posted

Not sure if it's your patch or something else, but my animations are taking a very long time to start. I don't have a problem with other mod animations. This is leading to a bunch of weird behavior and bugs. Is there anything I can do?

Posted

Not sure if it's your patch or something else, but my animations are taking a very long time to start. I don't have a problem with other mod animations. This is leading to a bunch of weird behavior and bugs. Is there anything I can do?

 

Does this happen for whipping as well (you know ... they start with "you are held in place by magic"), or just the sex animations? If it does not...

Uninstall my patch and see if it still happens with just SD+. (you have to uninstall it not just disable it)

My patch is adding and removing a lot of restraints and devices through scripting before most animations, this might take a while on some older PC's.

I have put some delays in between device removal so not to freeze older PC's, so that might be a source for the delay. ;)   

 

Guest Long John
Posted

Since you are patching SD+ have you found any json events which fire for when enslaved? If there are any can you PM the events?

 

I'm planning to see if I can define a "<sanguine debauchery mod name>_locking.json" file to provide SlaveTats support.

Posted

If these patches are for SD+, why isn't skyrimll referencing/mentioning these patches in his official thread?

 

Two quick questions:

1) Is the process as simple as installing the latest .7z (0.56) with a mod manager? 

2) Do I have to install SD Cages (http://www.loverslab.com/topic/36450-sanguine%E2%80%99s-debauchery-cages/) if I'm using the latest 0.56 patch?

 

SD Patches are developed independently of SD+ but I am looking at the changes carefully and importing what I can into SD+ 's next update.

 

I have mentioned the patches in the second post of the official thread, where I keep a list of known issues and current progress.

 

Inte will probably confirm but I believe SD Cages are compatible with the patches but not necessary. 

I can't answer #1 as I install everything manually (except mods that come with complex installation menus from NMM).

Posted

Thanks for clearing that up, skyrimll. 

 

So regarding my second question, if I'm using the latest patch I wouldn't need SD Cages as that mod is already in the patches?

 

 

 

Posted

Not entirely sure if this is a SD patches issue or just a SD+ one, but some items are ludicrously hard to get rid of as the dialogue for asking people to remove your chains seems to have vanished at some point for me. Also, for whatever reason, Iron Cuffs WILL NOT be unequipped. Ever. I've tried everything from picking up weapons to asking people for help via Restrained, but it is always shown as equipped in my inventory, even when I do have my arms free. Attempting to drop them or store them just re-equips them, as does trying to remove it via console. I enjoy a reasonable challenge getting the restraints off, but this is just ridiculous. Other then that, no real major issues. The mod itself is a nice addition to SD+, even with how buggy things get.

Posted

Not entirely sure if this is a SD patches issue or just a SD+ one, but some items are ludicrously hard to get rid of as the dialogue for asking people to remove your chains seems to have vanished at some point for me. Also, for whatever reason, Iron Cuffs WILL NOT be unequipped. Ever. I've tried everything from picking up weapons to asking people for help via Restrained, but it is always shown as equipped in my inventory, even when I do have my arms free. Attempting to drop them or store them just re-equips them, as does trying to remove it via console. I enjoy a reasonable challenge getting the restraints off, but this is just ridiculous. Other then that, no real major issues. The mod itself is a nice addition to SD+, even with how buggy things get.

 

:D, the idea is to complete the training process, but they should not show equipped in your inventory when they are not. Let me test this.

Posted

Not entirely sure if this is a SD patches issue or just a SD+ one, but some items are ludicrously hard to get rid of as the dialogue for asking people to remove your chains seems to have vanished at some point for me. Also, for whatever reason, Iron Cuffs WILL NOT be unequipped. Ever. I've tried everything from picking up weapons to asking people for help via Restrained, but it is always shown as equipped in my inventory, even when I do have my arms free. Attempting to drop them or store them just re-equips them, as does trying to remove it via console. I enjoy a reasonable challenge getting the restraints off, but this is just ridiculous. Other then that, no real major issues. The mod itself is a nice addition to SD+, even with how buggy things get.

 

Between this kind of thing and issues people reported with Spriggan Armor Gauntlets, it looks like I missed something with the custom devices I created for the mod. I am looking into how to fix it.

Posted

 

Not entirely sure if this is a SD patches issue or just a SD+ one, but some items are ludicrously hard to get rid of as the dialogue for asking people to remove your chains seems to have vanished at some point for me. Also, for whatever reason, Iron Cuffs WILL NOT be unequipped. Ever. I've tried everything from picking up weapons to asking people for help via Restrained, but it is always shown as equipped in my inventory, even when I do have my arms free. Attempting to drop them or store them just re-equips them, as does trying to remove it via console. I enjoy a reasonable challenge getting the restraints off, but this is just ridiculous. Other then that, no real major issues. The mod itself is a nice addition to SD+, even with how buggy things get.

 

:D, the idea is to complete the training process, but they should not show equipped in your inventory when they are not. Let me test this.

 

I think I should have clarified a bit more, when I was trying to get them off, I had already escaped my owner with the help of an NPC and was safe in Whiterun. I wasn't actually enslaved anymore. Sorry, really should have thought to mention that with the rest of my post.

Posted

Having the constant iron cuff problem as well, but I'm also wondering what the intended effect is for the Flowering Spriggan quest? No spriggan gauntlets are visually equipped (just the iron cuffs, though the spriggan gloves might still be equipped) and escaping from this "armbinder" is enforcing SD patches hardcore "no-escape-from-armbinder" effect as well. So is that supposed to be happening or can anyone shed some light on this?

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