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Posted

Inte, would you consider adding an npc to the next patch that actively hunts the player and sells them into slavery.  Similar to the hired thugs that sell you to Mistwatch only it would be a random encounter..  Maybe have a few additional places to sell the PC.  Thanks for any consideration and thanks for the patches to SD+.

 

That's interesting idea. Hmm ... lets see what skyrimll comes with in his big update first, then we'll see.

 

Posted

 

Inte, would you consider adding an npc to the next patch that actively hunts the player and sells them into slavery.  Similar to the hired thugs that sell you to Mistwatch only it would be a random encounter..  Maybe have a few additional places to sell the PC.  Thanks for any consideration and thanks for the patches to SD+.

 

That's interesting idea. Hmm ... lets see what skyrimll comes with in his big update first, then we'll see.

 

 

 

Hopefully, the changes I am making right now will help creating companion mods to add this kind of features instead of patching up SD's own scripts :)

 

You will be able to register a mod for escape or dreamworld events, as well as trigger enslavement, sex / punishment, release and transfer of ownership. 

 

If that works well, I may even add events to control the player's state - binding / punishment devices for example.

Posted

 

 

 

Inte, would you consider adding an npc to the next patch that actively hunts the player and sells them into slavery.  Similar to the hired thugs that sell you to Mistwatch only it would be a random encounter..  Maybe have a few additional places to sell the PC.  Thanks for any consideration and thanks for the patches to SD+.

 

That's interesting idea. Hmm ... lets see what skyrimll comes with in his big update first, then we'll see.

 

 

 

 

Hopefully, the changes I am making right now will help creating companion mods to add this kind of features instead of patching up SD's own scripts :)

 

You will be able to register a mod for escape or dreamworld events, as well as trigger enslavement, sex / punishment, release and transfer of ownership. 

 

If that works well, I may even add events to control the player's state - binding / punishment devices for example.

 

 

Like plug-ins for different SD+ scenarios or something like that?

Posted

After you gain your freedom, how do you get your gear back? I looted my ex-master and all he had were some crappy loot. Where can I get my gear back?

 

You have to go in Sanguine Dreamworld by sleeping. Once you're there, walk down the main path. At the end of it there's the chest with all your gear.

Posted

I'm not sure if this is intended function or not, but all I get is the dialogue from DD Restrained once I'm enslaved. I can't talk to my Master at all unless I can get him to understand me through the gag dialogue. Is this supposed to happen?

 

Also, every time I've been punished by the mod, I just get the "you are held in place by magic" text, then get whipped, there's no restraint animation like before. Is this also intended?

Posted

can you please add a version that uses harness gags instead of simple ones?

 

I could, but I like the look of simple ball gags more since they do not cover the whole face, also maintaining 2 versions of the same mod is not something I want to do,  maybe I should make that a MCM menu option?

I know you like the harness ones, it took me 6 hours to finally remove one of yours in LADL, back then there was no "gag talk". :P 

 

post-391319-0-17454700-1413506475_thumb.png

Posted

 

can you please add a version that uses harness gags instead of simple ones?

 

I could, but I like the look of simple ball gags more since they do not cover the whole face, also maintaining 2 versions of the same mod is not something I want to do,  maybe I should make that a MCM menu option?

I know you like the harness ones, it took me 6 hours to finally remove one of yours in LADL, back then there was no "gag talk". :P

 

 

i would like that :P

Posted

I have this problem:

when the mod unequip and reequip stuff it tries to equip incompatible stuff and then slows down a lot  and equip more problematic stuff.

 

Example tries to equip aradia living harness (this seems recurring) over a collar, then equips a belt and then tries again to equip the aradia harness.

Anyone else has similar issues?

 

P.S. little request: i'd like a non strip/reequip option :( in the future if possible.

Posted

i have only the problem,that the gag-dialogue not works

 

There is a known issue with DD restrained.

 

SD was updated a while ago to make it compatible with DD restrained.

Along the way, DD was updated to include its own gag dialogue system. Somewhere along the way, something broke with DD restrained.

 

My recommendation right now is to disable DD restrained and learn to rely on DD's own gag dialogues. 

 

The next version of SD includes an update that will disable the gag dialogue for the master and sanguine (it may already be included in this version of SD but I can't remember when i fixed it).

Posted

Hi folks,

 

For the male player characters out there; I made a compatibility patch for my mod that makes the Falmer stuff work for male characters.

 

I also redid the Falmer item names and descriptions in order for them to be a little more immersive. Feel free to adopt these if you like them.

 

Edit: Oh, and a bug report for you from what I noticed poking around the CK; your Falmer slave boots have the glow decal assigned incorrectly and are missing the new footstep sound from DDx 1.1.4.

DDfH SD+Patches Patch 1.rar

Posted

My character can't talk with Sanguine after entering on his realm because she is gagged. You could put him to talk altomaticaly with the character when her comes close, that would avoid this problem. And also, my character becomes stuck after entering on the realm, I need to cheat to unstuck her.

Posted

Hi folks,

 

For the male player characters out there; I made a compatibility patch for my mod that makes the Falmer stuff work for male characters.

 

I also redid the Falmer item names and descriptions in order for them to be a little more immersive. Feel free to adopt these if you like them.

 

Edit: Oh, and a bug report for you from what I noticed poking around the CK; your Falmer slave boots have the glow decal assigned incorrectly and are missing the new footstep sound from DDx 1.1.4.

 

Wait, there is a DDx 1.14 out now? Anything different from 1.13a?  I will update my patch.

As for the Falmer slave boots, I did not use them in the mod, they are in CK but not in the mod, maybe you mean the pony boots? I will look into fixing that, thanks. :blush:

 

Posted

Great patches.Thank you very much.

Can you remove the "gag talk" or let's select it in MCM ?

 

Too easy for you? ;) 

I believe "gag talk comes from DDi.

 

Posted

I have this problem:

when the mod unequip and reequip stuff it tries to equip incompatible stuff and then slows down a lot  and equip more problematic stuff.

 

Example tries to equip aradia living harness (this seems recurring) over a collar, then equips a belt and then tries again to equip the aradia harness.

Anyone else has similar issues?

 

P.S. little request: i'd like a non strip/reequip option :( in the future if possible.

 

I am using standard key words attached to DD to equip/un-equip stuff,  not sure if aradia has these keywords attached to devices, it sounds like it does not.

 

P.S. little request: i'd like a non strip/reequip option in the future if possible.

Done in 0.61, testing it now. ;)

Posted

 

 

can you please add a version that uses harness gags instead of simple ones?

 

I could, but I like the look of simple ball gags more since they do not cover the whole face, also maintaining 2 versions of the same mod is not something I want to do,  maybe I should make that a MCM menu option?

I know you like the harness ones, it took me 6 hours to finally remove one of yours in LADL, back then there was no "gag talk". :P

 

 

i would like that :P

 

 

Done in 0.61, testing now. :)

 

Posted

 

Hi folks,

 

For the male player characters out there; I made a compatibility patch for my mod that makes the Falmer stuff work for male characters.

 

I also redid the Falmer item names and descriptions in order for them to be a little more immersive. Feel free to adopt these if you like them.

 

Edit: Oh, and a bug report for you from what I noticed poking around the CK; your Falmer slave boots have the glow decal assigned incorrectly and are missing the new footstep sound from DDx 1.1.4.

 

Wait, there is a DDx 1.14 out now? Anything different from 1.13a?  I will update my patch.

As for the Falmer slave boots, I did not use them in the mod, they are in CK but not in the mod, maybe you mean the pony boots? I will look into fixing that, thanks. :blush:

 

 

 

I think its just custom footstep sounds for both pony and slave boots. Since this is Skyrim, might wana check it out just in case.

Posted

 

 

Hi folks,

 

For the male player characters out there; I made a compatibility patch for my mod that makes the Falmer stuff work for male characters.

 

I also redid the Falmer item names and descriptions in order for them to be a little more immersive. Feel free to adopt these if you like them.

 

Edit: Oh, and a bug report for you from what I noticed poking around the CK; your Falmer slave boots have the glow decal assigned incorrectly and are missing the new footstep sound from DDx 1.1.4.

 

Wait, there is a DDx 1.14 out now? Anything different from 1.13a?  I will update my patch.

As for the Falmer slave boots, I did not use them in the mod, they are in CK but not in the mod, maybe you mean the pony boots? I will look into fixing that, thanks. :blush:

 

 

 

I think its just custom footstep sounds for both pony and slave boots. Since this is Skyrim, might wana check it out just in case.

 

 

Pony boots sounds work, just checked.  

 

Posted

 

Hi folks,

 

For the male player characters out there; I made a compatibility patch for my mod that makes the Falmer stuff work for male characters.

 

I also redid the Falmer item names and descriptions in order for them to be a little more immersive. Feel free to adopt these if you like them.

 

Edit: Oh, and a bug report for you from what I noticed poking around the CK; your Falmer slave boots have the glow decal assigned incorrectly and are missing the new footstep sound from DDx 1.1.4.

 

Wait, there is a DDx 1.14 out now? Anything different from 1.13a?  I will update my patch.

As for the Falmer slave boots, I did not use them in the mod, they are in CK but not in the mod, maybe you mean the pony boots? I will look into fixing that, thanks. :blush:

 

 

 

Ah, I didn't know the slave boots weren't in game as I only poked around in the CK but not the game itself :P So I did mean them but I didn't know they weren't being used, so nevermind me.

Posted

Have a general question about the patch.  In a recent enslavement my character was able to lure the Master down a road where a passing trader and his group took out the Master.  I swooped in and took the master's key and unlocked the ebonite armbinder.  After a number of tries I was able to finally loosen it enough to take it off... and then it didn't come off.  It's the funky blue spotted armbinder, falmer maybe?  In an earlier enslavement I had a normal armbinder and eventually using a steel dagger I was able to remove it.

 

Is this just a quirk with DD items?  I finally had to use the console to remove the binder but it's still in my inventory showing that it is worn even though my character is free from it.

 

Any thoughts?

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