greyspammer Posted October 5, 2014 Author Posted October 5, 2014 If the only way to learn about the secret exit is to ask the slave you recaptured, what about when you let her go? Perhaps as a thanks for letting her go, she can tell the player about the exit before she leaves the mine. Good point. I'll add that. In the meantime, 'setstage tir_twr_escape01 20' will do the trick for those people.
HyperonicX Posted October 5, 2014 Posted October 5, 2014 The update still doesn't enable me to be sealed within the other coloured rubber suits. Just thought you should know.
jfraser Posted October 5, 2014 Posted October 5, 2014 The update still doesn't enable me to be sealed within the other coloured rubber suits. Just thought you should know. Start new? Clean save? Just update and go? Papyrus log?
HyperonicX Posted October 5, 2014 Posted October 5, 2014 The update still doesn't enable me to be sealed within the other coloured rubber suits. Just thought you should know. Start new? Clean save? Just update and go? Papyrus log? I don't understand how to do a clean save, and the whole papyrus log thing confuses me. And I did upgrade and go. Still nada. EDIT: When I started a new game and used the console it worked perfectly. Must need a clean save.
saviorwq Posted October 5, 2014 Posted October 5, 2014 Wow, I think of a good idea, When you escape, Rubber guards will hunt you, Just like you hunt the Rubber Slave !
jfraser Posted October 5, 2014 Posted October 5, 2014 The update still doesn't enable me to be sealed within the other coloured rubber suits. Just thought you should know. Start new? Clean save? Just update and go? Papyrus log? I don't understand how to do a clean save, and the whole papyrus log thing confuses me. And I did upgrade and go. Still nada. EDIT: When I started a new game and used the console it worked perfectly. Must need a clean save. My point is that you need to provide information with your error reports. No one can help if you just say that it doesn't work. Try a clean save: - Save your game before you pick up the suit. A real save, not a quick save. - Exit the game. - Uninstall the old version. - Start the game, load the save you just made. - Save a new game. Again. - Exit the game. - Install the new version. - Should be good to go.
HyperonicX Posted October 5, 2014 Posted October 5, 2014 The update still doesn't enable me to be sealed within the other coloured rubber suits. Just thought you should know. Start new? Clean save? Just update and go? Papyrus log? I don't understand how to do a clean save, and the whole papyrus log thing confuses me. And I did upgrade and go. Still nada. EDIT: When I started a new game and used the console it worked perfectly. Must need a clean save. My point is that you need to provide information with your error reports. No one can help if you just say that it doesn't work. Try a clean save: - Save your game before you pick up the suit. A real save, not a quick save. - Exit the game. - Uninstall the old version. - Start the game, load the save you just made. - Save a new game. Again. - Exit the game. - Install the new version. - Should be good to go. I tried the clean save, but that didn't work. But starting a new game works. I don't know what info I need to give, or where it's located.
jfraser Posted October 5, 2014 Posted October 5, 2014 The update still doesn't enable me to be sealed within the other coloured rubber suits. Just thought you should know. Start new? Clean save? Just update and go? Papyrus log? I don't understand how to do a clean save, and the whole papyrus log thing confuses me. And I did upgrade and go. Still nada. EDIT: When I started a new game and used the console it worked perfectly. Must need a clean save. My point is that you need to provide information with your error reports. No one can help if you just say that it doesn't work. Try a clean save: - Save your game before you pick up the suit. A real save, not a quick save. - Exit the game. - Uninstall the old version. - Start the game, load the save you just made. - Save a new game. Again. - Exit the game. - Install the new version. - Should be good to go. I tried the clean save, but that didn't work. But starting a new game works. I don't know what info I need to give, or where it's located. Yeah, that's the beauty of skyrim - the only hope of real stability is to start a new game whenever you update or start a new mod. It's why I still haven't got a character above level 34.
AquaBuddha Posted October 5, 2014 Posted October 5, 2014 So, just a heads up, but if you're using Deviously Cursed Loot, it will override the rubber catsuit and equip chastity belts, harnesses and what not. The gasmask stays intact (with gags under it) and is still locked in place. After removing the DD items, you can then equip your regular equipment. Putting the rubber catsuit back on again locks it in place. This came up during the mail delivery quest when opening one of the barrels triggered the Cursed Loot.
modhunger Posted October 5, 2014 Posted October 5, 2014 Is there anyone occurs this issue: in the start quest,when I went into the tower asked for help,the questlog just didn't update,the misstress's dialogation didn't show any "agree to be slave" option..how could I finish the very first quest and process...is there any console code to end the start quest?plz I started a new game,it didn't work I used some combat enhanced and mob-level-up/npc spawn mod ,plus Alternate Start.
Kircheis- Posted October 5, 2014 Posted October 5, 2014 Trying to edit it in outfit studio. Can't get the outfit to line up with the reference for the life of me. >.>
kurotatsu Posted October 5, 2014 Posted October 5, 2014 Great update! Done a run-through, here's results: 1. Armbinder, as punishment for missing the party seems to be escapable. Is this by design? 2. In the tie-up scene 2 plugs being inserted mentioned, none were there. 3. Another thought, shouldn't Mistress react somehow to her slave showing up unrestrained before the time? 4. Devious Ballets spawn as black ones, no matter what color selected. 5. If you run while bound to basement - basement door locks and guard has no option to let you out in dialog, you stuck. Maybe make this option permanent? After all, guard won't spoil the result because suit is on all the time. 6. After Mistress catches player in the tower not in suit and then releases again - suit effects get stuck. You get all messages of it, gueard lets you out - but suit is not on! 7. Shouldn't be added player interrogation scene where Mistress learns how escape was made? 8. Another thought, player might be tasked with interrogating escaped slave and learn about it this way. Maybe even tasked with sealing it off and sabotage it. Another way - to overhear the interrogation. 9. For better compatibility to DD mods, like Cursed Loot, maybe consider adding DD keywords to suit? So it would be seen as some kind of harness and not removed. 10. Townsfolk should react somehow to seeing shiny figure like that Opposite sex - indecent comments, same - sneer and maybe some envy. Maybe add price changes according to reaction. 11. Improve followers handling? Several options go to mind, a) Enforce follower leave, like "seeing you so submissive, your follower leaves you, snorting"; Enforce Tower as no-followers area, like some vanilla Skyrim areas. Last, but not least - THANK YOU! Your mod is AWESOME!!!
greyspammer Posted October 5, 2014 Author Posted October 5, 2014 So, just a heads up, but if you're using Deviously Cursed Loot, it will override the rubber catsuit and equip chastity belts, harnesses and what not. The gasmask stays intact (with gags under it) and is still locked in place. After removing the DD items, you can then equip your regular equipment. Putting the rubber catsuit back on again locks it in place. This came up during the mail delivery quest when opening one of the barrels triggered the Cursed Loot. I will try to fix that, but as I wrote before, I'm new to this whole Skyrim modding thing and the DD framework is one scary monster. Great update! Done a run-through, here's results: 1. Armbinder, as punishment for missing the party seems to be escapable. Is this by design? 2. In the tie-up scene 2 plugs being inserted mentioned, none were there. 3. Another thought, shouldn't Mistress react somehow to her slave showing up unrestrained before the time? 4. Devious Ballets spawn as black ones, no matter what color selected. 5. If you run while bound to basement - basement door locks and guard has no option to let you out in dialog, you stuck. Maybe make this option permanent? After all, guard won't spoil the result because suit is on all the time. 6. After Mistress catches player in the tower not in suit and then releases again - suit effects get stuck. You get all messages of it, gueard lets you out - but suit is not on! 7. Shouldn't be added player interrogation scene where Mistress learns how escape was made? 8. Another thought, player might be tasked with interrogating escaped slave and learn about it this way. Maybe even tasked with sealing it off and sabotage it. Another way - to overhear the interrogation. 9. For better compatibility to DD mods, like Cursed Loot, maybe consider adding DD keywords to suit? So it would be seen as some kind of harness and not removed. 10. Townsfolk should react somehow to seeing shiny figure like that Opposite sex - indecent comments, same - sneer and maybe some envy. Maybe add price changes according to reaction. 11. Improve followers handling? Several options go to mind, a) Enforce follower leave, like "seeing you so submissive, your follower leaves you, snorting"; Enforce Tower as no-followers area, like some vanilla Skyrim areas. Last, but not least - THANK YOU! Your mod is AWESOME!!! 1. Yes 2,4: I'll look into that 3: Ideally, yes. The problem is that catching every possible permutation of events is a lot of work (and likely to introduce new bugs). So for now, the Mistress will be content knowing that, even if you managed to get out, it definitely wasn't easy for you. No one at the Tower could have done it, so you had walk across Skyrim (risking attacks and whatnot) to find some help. That will be punishment enough for her. 5: The guard should have a dialog option for that. Basically, she'll offer to put you in rubber. If it isn't showing up, tell me what exactly you were wearing and I'll see if it's a bug 6: Oh boy, I have to see what's the problem there. 7-8: Again, ideally yes. For now, this is just a quick and dirty fix for people who want to keep using their savegames but not wear rubber all the time. 9: see above. 10: That's still on my nice to have list, because I wanted that myself. But interfering with the dialog of NPCs that are not your own can blow up in your face, if you're not careful. And I'm a newbie at modding. I did this for the blacksmiths during the hunt quests, but there, it's time limited. It only occurs during the hunt quest and before and after, there shouldn't be problem. 11. I never play with followers myself, so forgive me if it's not a top-priority. But thinking about that open so many possibilities to catch and take care of, that I'd rather keep it a singleplayer mod for now.
naaitsab Posted October 5, 2014 Posted October 5, 2014 Any feedback on the randomizer I suggested in http://www.loverslab.com/topic/37602-trapped-in-rubber/?p=945782 ? Would a bit of variation to the removal.
greyspammer Posted October 5, 2014 Author Posted October 5, 2014 Any feedback on the randomizer I suggested in http://www.loverslab.com/topic/37602-trapped-in-rubber/?p=945782 ? Would a bit of variation to the removal. I had already considered that. Another idea I had was the Mistress will only remove the suit when you are at least in stage 2 or maybe 3. For now, I left it as it is because the mod is basically over at that point. I didn't want to keep people longer than necessary. And some people might want to fool around a bit with different colors. Then they'd have to wait a random or fixed amount of time before they could try the next one.
naaitsab Posted October 5, 2014 Posted October 5, 2014 And some people might want to fool around a bit with different colors. Then they'd have to wait a random or fixed amount of time before they could try the next one.Maybe a solution is to have a grace period when the suit can be switched without any problems. Like you have 3 hours before the randomizer triggers when asking to be let out. Shouldn't be too hard to add an extra check if you implement a global which writes the 'put-on time' to it. Another option is to add/modify a room with mannequins with a chest underneath each. So for every color 1 mannequin with the suit and 1 chest with the gear. You can pick the color you like without any dialogue spam.
AquaBuddha Posted October 5, 2014 Posted October 5, 2014 AquaBuddha, on 05 Oct 2014 - 12:35 AM, said: So, just a heads up, but if you're using Deviously Cursed Loot, it will override the rubber catsuit and equip chastity belts, harnesses and what not. The gasmask stays intact (with gags under it) and is still locked in place. After removing the DD items, you can then equip your regular equipment. Putting the rubber catsuit back on again locks it in place. This came up during the mail delivery quest when opening one of the barrels triggered the Cursed Loot. I will try to fix that, but as I wrote before, I'm new to this whole Skyrim modding thing and the DD framework is one scary monster. No worries, it was more of just a heads up. I'm pretty sure the Devious Loot mod does do a check to see if various items are worn so that it doesn't try to equip two chastity belts or what have you. Digging through that script might be the best place to start.
kurotatsu Posted October 5, 2014 Posted October 5, 2014 So, just a heads up, but if you're using Deviously Cursed Loot, it will override the rubber catsuit and equip chastity belts, harnesses and what not. The gasmask stays intact (with gags under it) and is still locked in place. After removing the DD items, you can then equip your regular equipment. Putting the rubber catsuit back on again locks it in place. This came up during the mail delivery quest when opening one of the barrels triggered the Cursed Loot. I will try to fix that, but as I wrote before, I'm new to this whole Skyrim modding thing and the DD framework is one scary monster. Great update! Done a run-through, here's results: 1. Armbinder, as punishment for missing the party seems to be escapable. Is this by design? 2. In the tie-up scene 2 plugs being inserted mentioned, none were there. 3. Another thought, shouldn't Mistress react somehow to her slave showing up unrestrained before the time? 4. Devious Ballets spawn as black ones, no matter what color selected. 5. If you run while bound to basement - basement door locks and guard has no option to let you out in dialog, you stuck. Maybe make this option permanent? After all, guard won't spoil the result because suit is on all the time. 6. After Mistress catches player in the tower not in suit and then releases again - suit effects get stuck. You get all messages of it, gueard lets you out - but suit is not on! 7. Shouldn't be added player interrogation scene where Mistress learns how escape was made? 8. Another thought, player might be tasked with interrogating escaped slave and learn about it this way. Maybe even tasked with sealing it off and sabotage it. Another way - to overhear the interrogation. 9. For better compatibility to DD mods, like Cursed Loot, maybe consider adding DD keywords to suit? So it would be seen as some kind of harness and not removed. 10. Townsfolk should react somehow to seeing shiny figure like that Opposite sex - indecent comments, same - sneer and maybe some envy. Maybe add price changes according to reaction. 11. Improve followers handling? Several options go to mind, a) Enforce follower leave, like "seeing you so submissive, your follower leaves you, snorting"; Enforce Tower as no-followers area, like some vanilla Skyrim areas. Last, but not least - THANK YOU! Your mod is AWESOME!!! 1. Yes 2,4: I'll look into that 3: Ideally, yes. The problem is that catching every possible permutation of events is a lot of work (and likely to introduce new bugs). So for now, the Mistress will be content knowing that, even if you managed to get out, it definitely wasn't easy for you. No one at the Tower could have done it, so you had walk across Skyrim (risking attacks and whatnot) to find some help. That will be punishment enough for her. 5: The guard should have a dialog option for that. Basically, she'll offer to put you in rubber. If it isn't showing up, tell me what exactly you were wearing and I'll see if it's a bug 6: Oh boy, I have to see what's the problem there. 7-8: Again, ideally yes. For now, this is just a quick and dirty fix for people who want to keep using their savegames but not wear rubber all the time. 9: see above. 10: That's still on my nice to have list, because I wanted that myself. But interfering with the dialog of NPCs that are not your own can blow up in your face, if you're not careful. And I'm a newbie at modding. I did this for the blacksmiths during the hunt quests, but there, it's time limited. It only occurs during the hunt quest and before and after, there shouldn't be problem. 11. I never play with followers myself, so forgive me if it's not a top-priority. But thinking about that open so many possibilities to catch and take care of, that I'd rather keep it a singleplayer mod for now. About 5 - it was during punishment for being tardy. So rubbersuit was on, as bunch of DD ebonite gear. No option to let out was available from rubber guard.
greyspammer Posted October 5, 2014 Author Posted October 5, 2014 About 5 - it was during punishment for being tardy. So rubbersuit was on, as bunch of DD ebonite gear. No option to let out was available from rubber guard. Ok, I figured out the cause of that. It should be fixed in the next release.
Jayleia Posted October 5, 2014 Posted October 5, 2014 setstage tir_twr_escape01 1-29 doesn't seem to do anything, 30 does something, but not what I'd wanted...
greyspammer Posted October 5, 2014 Author Posted October 5, 2014 No worries, it was more of just a heads up. I'm pretty sure the Devious Loot mod does do a check to see if various items are worn so that it doesn't try to equip two chastity belts or what have you. Digging through that script might be the best place to start. In the next release, the black suit and mask (and only the black ones) will have the zad_BlockGeneric keyword, which, as I understand it, prevents removal by other DD functions. Let me know if it works as intended (then I'll add it to the other colors) or causes other problems (then I'll remove it again). setstage tir_twr_escape01 1-29 doesn't seem to do anything, 30 does something, but not what I'd wanted... What did you want? Stage 0 is start of the quest (after the Mistress first lets you out of the suit). 10 is you convinced the slave to tell you, 20 the slave has told you (which should also enable the exit points), 30 the mistress has busted you and the exit points get disabled again. Next release will also have a stage 40, which is just a "nothing more will ever happen here" stage to prevent certain problems with the current release.
Goctionni Posted October 5, 2014 Posted October 5, 2014 Just did a full play-through. Excellent mod, lots of fun. The punishment scenes are great, they're quite original, sufficiently diverse and really just sexy I'm hoping you keep up the work on this, especially in terms of adding more content I see a lot of room for expansions. With that said, I am a little bit disappointed/annoyed that at the end of the quest-chain, you're essentially stuck. From a lore perspective, I can appreciate that- however from the perspective of someone who simply wants to try out various different things and isn't always playing the content of one particular mod... It's just less practical. Perhaps something could be done with the nexus mod menu to allow some more lenience here.
greyspammer Posted October 5, 2014 Author Posted October 5, 2014 With that said, I am a little bit disappointed/annoyed that at the end of the quest-chain, you're essentially stuck. From a lore perspective, I can appreciate that- however from the perspective of someone who simply wants to try out various different things and isn't always playing the content of one particular mod... It's just less practical. Perhaps something could be done with the nexus mod menu to allow some more lenience here. What do you mean with stuck? I added the option to escape from the basement specifically to prevent that from happening. You can leave the Tower (not wearing Rubber) and play whatever else you want. The Tower will wait for you. The only problem with version 0.04 is that this escape is only available if you didn't let the escaped slave go. But that will be fixed in the next release. Meanwhile, 'setstage tir_twr_escape01 20' in the console should enable the escape route. If there's something else that has you stuck, it might be a bug, so tell me if that's the case.
Jayleia Posted October 5, 2014 Posted October 5, 2014 setstage tir_twr_escape01 1-29 doesn't seem to do anything, 30 does something, but not what I'd wanted... What did you want? Stage 0 is start of the quest (after the Mistress first lets you out of the suit). 10 is you convinced the slave to tell you, 20 the slave has told you (which should also enable the exit points), 30 the mistress has busted you and the exit points get disabled again. Next release will also have a stage 40, which is just a "nothing more will ever happen here" stage to prevent certain problems with the current release. OK, I checked around and didn't find anything, from the slave pens to the waterfall (including the drain in there), the Dwemer ruin and party room is locked...though while I didn't want stage 30 (this time around, hehehe)...it did make me squirm in a very fun way. Also, are the special guest requests from specific guests, or random? Because right now, I don't want to visit Ghorava again...just a bit too sadistic...Servana and her drool goblet...intrigued me...wouldn't mind being required to visit her for an extended time and the guy that wanted me to beat another slave...who's probably at least as excited as my character is to be there (she's not...but she has a habit of doing dangerous things...), yeah, not him I suspect I'm losing large amounts of dialogue Fus Ro Doh, the speaking animations keep going and going, and then I get response trees that don't quite feel like I heard everything, if that makes sense. And last, am I right in suspecting that the unusual lighting devices in the basement may or may not have something to do with me being surprisingly agreeable to being a rubber slave, because if so, you're hitting a VERY big kink of mine.
greyspammer Posted October 5, 2014 Author Posted October 5, 2014 OK, I checked around and didn't find anything, from the slave pens to the waterfall (including the drain in there), the Dwemer ruin and party room is locked...though while I didn't want stage 30 (this time around, hehehe)...it did make me squirm in a very fun way. Also, are the special guest requests from specific guests, or random? Because right now, I don't want to visit Ghorava again...just a bit too sadistic...Servana and her drool goblet...intrigued me...wouldn't mind being required to visit her for an extended time and the guy that wanted me to beat another slave...who's probably at least as excited as my character is to be there (she's not...but she has a habit of doing dangerous things...), yeah, not him I suspect I'm losing large amounts of dialogue Fus Ro Doh, the speaking animations keep going and going, and then I get response trees that don't quite feel like I heard everything, if that makes sense. And last, am I right in suspecting that the unusual lighting devices in the basement may or may not have something to do with me being surprisingly agreeable to being a rubber slave, because if so, you're hitting a VERY big kink of mine. Stage 20 should enable the exits. However, if you already had set it to stage 30 and then went back to 20, I'm not sure that would work. You could try 'resetquest tir_twr_escape01' for that, but no guarantee. If all else fails, justs 'coc' out of there, I won't hold it against you. The special requests are specific to each guest because they each have their own personality and... appetites. It's part of the reason why I'm not a big fan of randomness in such mods. The long term goal was to introduce them to the player at the party and then perhaps give them recurring appearances later on. Of course, right now I'm stuck to fixing what's already there. Big expansion plans will have to wait a bit. Fus Ro Doh sometimes does have the problem that the talk animations don't quite fit the length of the text, but I can't change that. You just have to deal with it or click through once you read the subtitle. As for the last part: Do you really want me to tell you and spoil it?
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