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Posted

I didn't see any complaints about the CD Master. :P

She's got me on my knees begging forgiveness for no good reason. :blush:

 

EDIT: 'Rubber Domina' - has a nice ring to it, no?

Posted

 

Longshot, but is there any possible way to fast-forward to the post party scenes?

 

Well, where are now?

 

 

At the very beginning, either prior to starting the quest at all or at its initial stages.  Sometimes modders have easy "checkpoints" they can skip to in long quest mods for testing purposes, but if you don't that's fine.  :P

Posted

At the very beginning, either prior to starting the quest at all or at its initial stages.  Sometimes modders have easy "checkpoints" they can skip to in long quest mods for testing purposes, but if you don't that's fine.   :P

In that case, you can try 'startquest tir_dbg_adv2ponyrace'. Be warned that this is neither supported nor tested. I used it only in the early stages of the quest expansion development. All debugging and testing was done with the "normal" playthrough (since that is what users will have).

Posted

 

At the very beginning, either prior to starting the quest at all or at its initial stages.  Sometimes modders have easy "checkpoints" they can skip to in long quest mods for testing purposes, but if you don't that's fine.   :P

In that case, you can try 'startquest tir_dbg_adv2ponyrace'. Be warned that this is neither supported nor tested. I used it only in the early stages of the quest expansion development. All debugging and testing was done with the "normal" playthrough (since that is what users will have).

 

Cool, thanks!  And I fully understand its not a supported or recommended thing to do. 

Posted

 

I agree about that one...and here's my own somewhat dark idea...

 

 

 

 

Mistress knew about the escape tunnel the whole time, the escape was not only allowed to occur, but planned to occur, so you would eventually find out about the escape path and attempt your own escape...only to show you that it is impossible.

 

And eventually, it will be your turn to "escape" and a new slave will be assigned to chase you...

 

 

 

 

Sounds like a fun idea.

 

First problem I see is that the [spoiler super secret escape route

is the only way to effectively "leave" the mod and do other things in skyrim. BUT, I think I speak for the majority of us when I say I have literally hundreds of saves and pretty much start a new character for any major new release of any mod. For compatibility issues if nothing else.

 

So I wouldn't have a problem with being trapped in rubber for the "entirety of the game" because come on--I'm not doing the whole stormcloak rebellion questline over again.

 

I think it'd be awesome if there's truly no escape, but it feels like there could be if you tried, only to be thwarted and drug back in... wearing you down further into just accepting it.

 

secondly, I have a totally amateurish grasp of modding and can't speculate on how hard it'd be to do.

Posted

I think it'd be awesome if there's truly no escape

The very first versions of the mod already had this. And it was met with resistance from many players. They wanted the ability to "escape" so that they could temporarily suspend playing the mod (for whatever reason). It was only after these protests that I added the sewer escape.

 

Now there were also proposals to "solve" this conflict. For instance, you could get a temporary "leave of absence" from the Mistress. But as a modder, the game you have to play in your head with such things is called "What If".

 

What if you want to do something else but the Mistress just refuses to give you leave? If she always agrees, there's not a lot of entrapment going on, right? Should you have to do something in order to earn the right for a leave? Then I'd have to create a bunch of repeatable quests (lots of work) and people who just want to leave would be forced to play through stuff they don't really want to play. Would that really help them enjoy the mod?

 

What if you are allowed to leave and then just don't come back when the time is up? Do rubber enforcers track you down and try to drag you back? Cool idea, right? But what if the player chooses to fight and kill them? Does the Mistress keep sending them? How would that affect your standing with her if you kill a bunch of her servants? Realistically, there would have to be some retribution for that. Which I'd have to implement as well (again, lots of work). And if, alternatively, you cannot resist your transport back to the Tower? Then what happens if that occurs during some other quest by a different mod or vanilla Skyrim where you're not supposed to leave? And then these other quests break because of the interference from my mod?

 

As a modder, you always have to try and cover all the angles. The player is always stupid and never does what he's supposed to do. I know, because I am that kind of player. ;)

Then you can yank them back, risking alienating them and possibly breaking stuff. Or you have to find an elaborate way to incorporate it somehow into your story (which would be the better solution but involves enormous work).

 

And yes, none of this is impossible to resolve. You could probably make it work somehow. If you had unlimited resources. But I don't. I have to pick my battles carefully, so to speak. And I think that finding ways to keep players in my mod who do not actually want to remain in my mod is not the best use of the resources available to me. I believe my time would be better spent by adding stuff that makes the mod more fun for those who do want to play it. That might also cause people not wanting to leave in the first place, so it's probably a double win.

Posted

I am having a problem at the very, very end of the mod. I am supposed to receive a letter to go back to the tower to choose my boon, but the courier is not showing up even after waiting several days around different cities. Is there a way to instigate the courier, or a way to start the quest?

Posted

I am having a problem at the very, very end of the mod. I am supposed to receive a letter to go back to the tower to choose my boon, but the courier is not showing up even after waiting several days around different cities. Is there a way to instigate the courier, or a way to start the quest?

 

Type 'sqv tir_twr_epilog01' and look if it says "running" or not and which stage the quest is in. If it is not running, do 'startquest tir_twr_epilog01'. After a few seconds, it should automatically advance to stage 10 (check again with the first command). If that does not happen, then something is preventing the quest from starting properly. Most likely an alias which could not be filled. That is usually caused by other mods interfering (known troublemakers are Maria Eden and Deviously Enslaved Continued, but it could be any mod). There's no really good way around that. Make sure the Mistress is enabled ('prid xx067a9b', 'enable', where xx is the load order index of TIR in hex) and try again ('resetquest tir_twr_epilog01').

Posted

Hi :)

I didn't finish it yet (rubber framework is my stage), just wanted to say so far this mod is one -if not at all- of the best questmods i've ever played. Sometimes you have to figure things out, but nothing too complicated (one exception, see below) so you have to search online instead of ingame, technically perfect (in my non-modder opinion ;)), great dialogues. Hell, even although i'm not really into rubber, this mod made me change my mind some degrees!

The only 2 things i'd maybe change is:

1. I've never been before at the grotto (or at least couldn't remember it) where you have to go after the encounter, that's the reason why i have the mod since month but didn't play it earlier. If not a questmarker, a chance to find out where you have to go would be nice :)

 

2. The sometimes promised possibilities to play a bit, or watching somebody playing should have a chance to happen ;) If there are some, i couldn't find them.

 

 

 And yes, none of this is impossible to resolve. You could probably make it work somehow. If you had unlimited resources. But I don't. I have to pick my battles carefully, so to speak. And I think that finding ways to keep players in my mod who do not actually want to remain in my mod is not the best use of the resources available to me. I believe my time would be better spent by adding stuff that makes the mod more fun for those who do want to play it. That might also cause people not wanting to leave in the first place, so it's probably a double win.

 

 

100% ACK. When i was reading your post, i thought about something like: After some time in rubber, you're unable to get satisfaction without it (no decrease of arousal), but that would/could cause several problems with several mods, and i still don't like the sexlab animations while in rubber that much, especially after i finally found a full HDT body which even i'm able to install and get to work. ;) It might be an idea for some time during a quest, though. Or while you wait for something, like the 2 weeks during the interogation if you choose this path.

But i'm not sure if that's useful since it's just another, and partly more problematic way to force the player to come back.

 

*edit: Some enforcement on the other side... it's not that i don't like to play the mod, but at least in this playthrough, i've decided that my character won't become truly submissive.

There are some points (the gautlet, the party) where it doesn't really fit, i'd appretiate possibilites there. But on the other hand, i see that it'll become difficult and you already had a lot of work to give us a lot of choices, so if you decide more would be too much, it doesn't change my opinion how awesome this mod already is. And the choice to stay defiant is partly just reasoned by my bad memory: most likely, i'll play this mod again to see what happens if i choose other decisions, and i want to be sure i'll know which choice i already used. ;) You've definitly made it hard enough to stay hard!

 

And, now i had both, my first watching (a reason might be that i always said "no" and was defiant with my answers), and my first bug. After the Parade my screen stays black, but the command some pages ago fixed it. If you didn't already think about it yourself: i think it might be caused by the big number of NPCs during the parade, or by the script you used to gather them. At least that's the difference to all other fade outs before where for me, everything went pretty well.

Posted

 

I am having a problem at the very, very end of the mod. I am supposed to receive a letter to go back to the tower to choose my boon, but the courier is not showing up even after waiting several days around different cities. Is there a way to instigate the courier, or a way to start the quest?

 

Type 'sqv tir_twr_epilog01' and look if it says "running" or not and which stage the quest is in. If it is not running, do 'startquest tir_twr_epilog01'. After a few seconds, it should automatically advance to stage 10 (check again with the first command). If that does not happen, then something is preventing the quest from starting properly. Most likely an alias which could not be filled. That is usually caused by other mods interfering (known troublemakers are Maria Eden and Deviously Enslaved Continued, but it could be any mod). There's no really good way around that. Make sure the Mistress is enabled ('prid xx067a9b', 'enable', where xx is the load order index of TIR in hex) and try again ('resetquest tir_twr_epilog01').

 

 

This worked. Thank you! Now I am having one last problem. For the boon, I chose to spend the night, however, after the Mistress locks up my character, she just immediately walks away and now I am stuck there. Being stuck isn't the problem, I know the command to get unstuck. However, I can't help but think that this is not intentional at all. I have noticed that ever since I completed the Rubber Ally mission, the Mistress seems to make her home within the party room and I have to get in and out of there by using a command to unlock the door. 

 

So I ended up using the command this time to unfreeze my character. I headed down to the party room and sure enough, there she was again.

Posted

after the Mistress locks up my character, she just immediately walks away

Yep, that is not intended. Another case of rogue AI packages. Hopefully, the changes I made to the current development versions will fix that.

Posted

 

I think it'd be awesome if there's truly no escape

The very first versions of the mod already had this. And it was met with resistance from many players. They wanted the ability to "escape" so that they could temporarily suspend playing the mod (for whatever reason). It was only after these protests that I added the sewer escape.

 

Now there were also proposals to "solve" this conflict. For instance, you could get a temporary "leave of absence" from the Mistress. But as a modder, the game you have to play in your head with such things is called "What If".

 

What if you want to do something else but the Mistress just refuses to give you leave? If she always agrees, there's not a lot of entrapment going on, right? Should you have to do something in order to earn the right for a leave? Then I'd have to create a bunch of repeatable quests (lots of work) and people who just want to leave would be forced to play through stuff they don't really want to play. Would that really help them enjoy the mod?

 

What if you are allowed to leave and then just don't come back when the time is up? Do rubber enforcers track you down and try to drag you back? Cool idea, right? But what if the player chooses to fight and kill them? Does the Mistress keep sending them? How would that affect your standing with her if you kill a bunch of her servants? Realistically, there would have to be some retribution for that. Which I'd have to implement as well (again, lots of work). And if, alternatively, you cannot resist your transport back to the Tower? Then what happens if that occurs during some other quest by a different mod or vanilla Skyrim where you're not supposed to leave? And then these other quests break because of the interference from my mod?

 

As a modder, you always have to try and cover all the angles. The player is always stupid and never does what he's supposed to do. I know, because I am that kind of player. ;)

Then you can yank them back, risking alienating them and possibly breaking stuff. Or you have to find an elaborate way to incorporate it somehow into your story (which would be the better solution but involves enormous work).

 

And yes, none of this is impossible to resolve. You could probably make it work somehow. If you had unlimited resources. But I don't. I have to pick my battles carefully, so to speak. And I think that finding ways to keep players in my mod who do not actually want to remain in my mod is not the best use of the resources available to me. I believe my time would be better spent by adding stuff that makes the mod more fun for those who do want to play it. That might also cause people not wanting to leave in the first place, so it's probably a double win.

 

 

I know they have a reputation for being nightmarish to set up, but an MCM menu toggle might be a way to please both crowds, having content/quests which prevent escape tied to a check box.

 

It wouldn't create an alternate "tree" of quests (which would double the work and suck,) but instead just... cut off a branch or two of the base mod so that quests or dialog about being kept in rubber or re-acquired by the mistress simply don't occur. 

 

Once again--not sure how hard it'd be to tag quests like that, but it seems like it could just be a *shorter* mod for those who want escape options, rather than a *different* mod. That's my best idea for placating those who want a way out.

 

I think I've said before that it'd be cool if enforcers hunted you down. Still feel that way. But I see what you mean about breaking quests. Maybe if that only happened in Worldspace--and not in towns/cells--it would dramatically reduce the odds of breaking anything. Sort of like how the courier creeps up on you in random places (particularly roads, and more specifically that bridge outside captured dreams shop) Also, I don't know if there's a way to detect if the player has controls enabled, and if that could be a condition for enforcers spawning. That way you wouldn't get approached if AI is guiding you to a location.

 

As for fighting them? Yeahhh... allowing that would get complicated quickly. In my imagination, you'd get hit with dialog first, allowing you to return with them peacefully, but you should get a chance to run or fight, too. By running you could get away until next time, sure... but I'd rig the fighting mechanics to fail somehow. By giving the enforcers enormous health so that they can outlast the player and ending the fight after, say, 30-seconds with some message about getting tired, distracted, or snuck up on and bound. (I assume they travel in pairs.) You can explain away their fortitude on the enchantments of the suits perhaps. Getting into tracking reputation sounds like a pain in the ass, and I don't think the Mistress would even want you back if you killed any of the enforcers--more like want you dead. I think fighting them when confronted would get you into the hottest water anyway.

 

However, I have this hilarious image in my head where if you kill the enforcers which come to get you, next time they return in greater numbers. Hehe.. how long could you last? Dozens?

Posted

Hi, I'm stuck after the rubber school quest. The mistress asked me if I'm ready for the test, I say "yes" but nothing happens. There is no new dialogue option when I talk to her, no matter if I'm wearing the suit or not. Also earlier, to start the rubber school quest, I had to use the unlock cheat to get to the mistress, she was in the party room (and went back there after each lesson). Is there some console command to fix this?

Posted

I am having a problem at the very, very end of the mod. I am supposed to receive a letter to go back to the tower to choose my boon, but the courier is not showing up even after waiting several days around different cities. Is there a way to instigate the courier, or a way to start the quest?

 

Type 'sqv tir_twr_epilog01' and look if it says "running" or not and which stage the quest is in. If it is not running, do 'startquest tir_twr_epilog01'. After a few seconds, it should automatically advance to stage 10 (check again with the first command). If that does not happen, then something is preventing the quest from starting properly. Most likely an alias which could not be filled. That is usually caused by other mods interfering (known troublemakers are Maria Eden and Deviously Enslaved Continued, but it could be any mod). There's no really good way around that. Make sure the Mistress is enabled ('prid xx067a9b', 'enable', where xx is the load order index of TIR in hex) and try again ('resetquest tir_twr_epilog01').

 

Does DEC actually cause any issues if it's turned off?

 

I shouldn't cause any real issues if it's off, since it doesn't do anything besides wake up and go back to sleep, but since nobody has ever told me that DEC clashes with TIR I figured I would not make any presumptions.

 

I haven't played TIR in months (> a year?), and that was only a few quests in. I thought I detected if the player was wearing the suit, and thought the whole mod was around the suit (doesn't get removed until the end). Does DEC start interfering again later in the quest line? Anything else simple I can detect to stop DEC from interfering?

Posted

Hi, I'm stuck after the rubber school quest. The mistress asked me if I'm ready for the test, I say "yes" but nothing happens. There is no new dialogue option when I talk to her, no matter if I'm wearing the suit or not. Also earlier, to start the rubber school quest, I had to use the unlock cheat to get to the mistress, she was in the party room (and went back there after each lesson). Is there some console command to fix this?

 

Check 'sqv tir_twr_school01'. It should be at stage 100. If not, do 'setstage tir_twr_school01 100'. Also, check 'sqv tir_twr_gaunlet01'. It should be running and the aliases filled. Try 'startquest tir_twr_gauntlet01' if it's not running. It should auto-advance to stage 10 after a few seconds. Stage 15 means it's waiting for the player to give the signal. Stage 20 means you should be transported to the gauntlet right now.

 

It it is at stage 20 and you're not teleported, then something is wrong with your setup.

 

 

Does DEC actually cause any issues if it's turned off?

Not sure about when it's not enabled. I noticed in the logs of several people who had problems with TIR that DEC was flooding them with errors where the mod tried to apply spells to 'None' objects. And when I told them to uninstall it and start a new game, their problems were gone.

 

And I had a problem myself with DCL (during the party, once the obsidian belt was equipped, any attempt to save the game - including auto-saves from cell changes - lead to a CTD). Then I disabled Maria Eden and DEC and now saving works again.

 

But I don't feel comfortable enough in my understanding of the intrinsics of the Skyrim engine to say that I'm absolutely certain in this assessment.

Posted

 

Hi, I'm stuck after the rubber school quest. The mistress asked me if I'm ready for the test, I say "yes" but nothing happens. There is no new dialogue option when I talk to her, no matter if I'm wearing the suit or not. Also earlier, to start the rubber school quest, I had to use the unlock cheat to get to the mistress, she was in the party room (and went back there after each lesson). Is there some console command to fix this?

 

Check 'sqv tir_twr_school01'. It should be at stage 100. If not, do 'setstage tir_twr_school01 100'. Also, check 'sqv tir_twr_gaunlet01'. It should be running and the aliases filled. Try 'startquest tir_twr_gauntlet01' if it's not running. It should auto-advance to stage 10 after a few seconds. Stage 15 means it's waiting for the player to give the signal. Stage 20 means you should be transported to the gauntlet right now.

 

It it is at stage 20 and you're not teleported, then something is wrong with your setup.

Many thanks! Somehow 'tir_twr_gauntlet01' wasn't running.

Posted

Loving this mod.

Well designed quest with a guaranteed outcome of life in your own personal rubber prison. What's a rubber fetishist not going to love ? :D

 

Only quibbles are 

- during the gauntlet you can ask a statue more than one question throwing it out of sync, I wound up getting released from bondage gear I hadn't even put on yet then had to put it all on to get out of the gauntlet. Wound up back in the Tower trussed up like a Christmas turkey with The Mistress asking 'what have you gotten yourself into?'

 

- and what's with all this 'can I take the suit off now Mistress?'

Should be 'is there an enchantment to seal this up permanently Mistress, please?'

 

Naturally I've done a bit of editing in Nifskope & the CK - seamless suits, 6 inch stilettos and featureless hoods for everyone, but that's just my personal taste..

 

Keep up the good work dude, it is much appreciated. :D

Posted

Loving this mod.

Well designed quest with a guaranteed outcome of life in your own personal rubber prison. What's a rubber fetishist not going to love ? :D

 

Only quibbles are 

- during the gauntlet you can ask a statue more than one question throwing it out of sync, I wound up getting released from bondage gear I hadn't even put on yet then had to put it all on to get out of the gauntlet. Wound up back in the Tower trussed up like a Christmas turkey with The Mistress asking 'what have you gotten yourself into?'

 

- and what's with all this 'can I take the suit off now Mistress?'

Should be 'is there an enchantment to seal this up permanently Mistress, please?'

 

 

I really love your "'is there an enchantment to seal this up permanently Mistress, please?" dialogue option idea, even if it won't do anything it feels great for immersion - perhaps this question should be available after completing the gauntlet and fully accepting rubber.

 

And I had a different issue with the gauntlet, I managed to get lost and didn't know which way was forward :o I then accidentally clicked on a statue I already visited and I think the game completed the quest as the statue gave me the dialogue option of the next one. Then I had to walk to the teleporter exit. But it was a few months ago so I don't remember the exact details.

Posted

- during the gauntlet you can ask a statue more than one question throwing it out of sync, I wound up getting released from bondage gear I hadn't even put on yet then had to put it all on to get out of the gauntlet. Wound up back in the Tower trussed up like a Christmas turkey with The Mistress asking 'what have you gotten yourself into?'

And I had a different issue with the gauntlet, I managed to get lost and didn't know which way was forward :o I then accidentally clicked on a statue I already visited and I think the game completed the quest as the statue gave me the dialogue option of the next one. Then I had to walk to the teleporter exit. But it was a few months ago so I don't remember the exact details.

 

Yup, I've tracked down the issue and fixed it. From now on, you can only talk to the statue that you're supposed to talk to. That should prevent any such problems in the future.

 

 

 

- and what's with all this 'can I take the suit off now Mistress?'

Should be 'is there an enchantment to seal this up permanently Mistress, please?'

 

I really love your "'is there an enchantment to seal this up permanently Mistress, please?"  dialogue option idea, even if it won't do anything it feels great for immersion - perhaps this question should be available after completing the gauntlet and fully accepting rubber.

 

A really permanent seal would have some story problems because there are points in the story where the suit has to be removed (e.g. during the gauntlet or when you get the new, armored suit). But since there is already an enchantment in place which prevents anyone but the Mistress from removing the suit, I simply added a dialogue where you can ask her not to do that. Ever. Once that option is selected, the Mistress will never again remove the suit if you ask for it!

 

Of course, the suit might still be unequipped because the Mistress believes it to be necessary (as in the examples above). But you will have no say in that matter. And you cannot change your mind later on. The only way back is through the console.

 

 

EDIT: 

 

Naturally I've done a bit of editing in Nifskope & the CK - seamless suits, 6 inch stilettos and featureless hoods for everyone, but that's just my personal taste..

If you'd be willing to share that, I'm sure people can find a use for that. Specifically the seamless suits might be of some use to me. Maybe the hoods as well.

Posted

 

A really permanent seal would have some story problems because there are points in the story where the suit has to be removed (e.g. during the gauntlet or when you get the new, armored suit). But since there is already an enchantment in place which prevents anyone but the Mistress from removing the suit, I simply added a dialogue where you can ask her not to do that. Ever. Once that option is selected, the Mistress will never again remove the suit if you ask for it!

 

Of course, the suit might still be unequipped because the Mistress believes it to be necessary (as in the examples above). But you will have no say in that matter. And you cannot change your mind later on. The only way back is through the console.

 

 

You had legitimate reasons to keep the escape route from the basement but now that you essentially removed the option to take off the suit isn't the escape route obsolete? 

 

Perhaps combine the options so that the player will tell the Mistress about the escape route and also tell her s/he does not wish to be released from the suit as s/he can not live without rubber anymore.

 

And just add a single command that will take off all the rubber gear from your mod as a failsafe.

Posted

You had legitimate reasons to keep the escape route from the basement but now that you essentially removed the option to take off the suit isn't the escape route obsolete?

 

 

All you have to do to permanently disable the escape is to walk up to the Mistress without your suit once, before you ask her to make it permanent. If you forget, well, since the escape checks if you're naked and the suit doesn't come off, you also cannot use the escape tunnel anymore.

Posted
Hello, and thanks for this mod, i love it.
 
But, i have a little bug in the mission "my little rubber pony (part 2)", 
    - when the mistress teleport me to the track, lord velnar (i've come to the map just before launch the quest to put the gem, and velnar was here --') is not here and the mistress keep talking alone (it's quite funny to think she is crazy ^^),
    - and during the quest, carla doesn't make any move, she doesn't come to the line from herself, and doesn't run, so in the end, the quest can't be finish.
 
Can you help me?

 

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