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Posted

Also, as long as I'm here, I want to mention something other than my personal bug. During the gauntlet, the final statue (will avoid details for spoilers) kinda irked me. I enjoy the mod so far, I think it's interesting, but the final "option" didn't really match my character. Maybe I shouldn't be playing this mod if I'm not into that, but I personally didn't enjoy the ultimatum.

Posted

Also, as long as I'm here, I want to mention something other than my personal bug. During the gauntlet, the final statue (will avoid details for spoilers) kinda irked me. I enjoy the mod so far, I think it's interesting, but the final "option" didn't really match my character. Maybe I shouldn't be playing this mod if I'm not into that, but I personally didn't enjoy the ultimatum.

 

 

From the story's point of view, this submission scene makes perfect sense. The Mistress built the gauntlet to do exactly that: Weed out anyone who is not willing to submit and be loyal to her.

 

And if you peek behind the curtain, one of the reasons you have to submit is that from now on, the main story will pick up pace. The outcome of the previous quests was not really relevant to the central plot. That allowed me to give you the freedom to botch these quests or even sabotage the Mistress on purpose (like letting slaves escape).

 

Now we enter a phase where each quest builds upon its predecessor to form a coherent narrative. And then we get into a logic dilemma:

  • Sometimes, quest B only makes sense if you successfully completed quest A. So why would you be offered quest B if you failed A?
  • And if you keep messing up, why would the Mistress keep entrusting you with ever more important missions?

 

Yes, in an ideal world, I'd be able to give you all the freedoms and choices, and then find ways to incorporate them into the plot. Maybe I could offer some other quests to make up for previous failures and regain the Mistress' trust. But what if you botch those, too? It's a problem that, in theory, could be solved, no question. But only with an incredible amount of work. Too much work for me to handle all on my own. I am only a single, private modder with little experience, working on this in my free time. The money I'm getting via Patreon and PayPal can arguably be called a pittance and is by far not enough for me to, for instance, quit my day job and work on this mod full time or even hire a team of developers to help me.

 

Therefore, as a concession to my limited amount of free time, many of the following quests and dialogues will not allow you to mess up or act defiantly. And to justify that from a roleplaying perspective, your character has to give up on the notion of freedom and accept her role as a slave. At least for now.

 

That's what this quest does.

 

If you can't live with that, well, sorry. You can always hope for me suddenly becoming a multi-millionaire, I guess. I wouldn't hold my breath, though.

Posted

Very nicely done, overall.  The story is both whimsical and logical, and has the appropriate twists and turns here and there.  I like the notion that you're gradually convinced/coerced into serving the Mistress, even if that was not your (that is to say, the player character's) original intention.

 

There were a couple quest-ending bugs for me, but a trip to the CK allowed me to at least setstage past those points when necessary (one was a frozen load screen when teleporting to Solitude in tir_twr_parade01, and another was the inability to move (even after using the debug codes) after completing the final slave inspection before your "reward", and, for some reason, after the second pony race, the Mistress kept ending up in the Ballroom (locked) and any interaction I needed to make with her required unlocking the door via the console).  The ending(s) though, seemed, to pardon the pun, a bit anti-climatic.  It really seems that you intended to add something more, but either ran out of time, resources, or just began to loose interest (I know where you're coming from on all three points).  That said, it would be a shame if the mod never sees the ending it deserves.  I would have loved to see what you had in store for further torture training, Rayni's progress as a toilet slave, or the needle play that is hinted at.  But, I know how it goes.

 

Still, well done, and kudos.

Posted

The ending(s) though, seemed, to pardon the pun, a bit anti-climatic.

I had originally planned an all-out assault on the Tower. Rubber enforcers vs. Thalmor goons and all that. But it didn't really work out. I don't know if it's my lack of skills or the engine or a combination of both, but it didn't really look good. In order to maintain some semblance of control and not have too much chaos with too many actors all engaging their random combat AI, and also to keep performance issues under control, I had to cut down on the numbers.

 

In my head, it was something like "Captain America Civil War" (the comic book version) and it always turned out like "Captain America Civil War" (the movie version). With like, 12 superheroes. Who, on top of that, also stumble around erratically and can't tie their own shoe laces.

 

So I had to scratch that idea and come with with a completely different ending that kept things more... controllable. It's just the way things go as a modder. Sometimes, it's not about what you want, it's about what the engine allows you to do with the knowledge and time that you have.

 

On the other hand, I think it's more about the journey, not the destination. Play the mod for the quests, not its ending.

Posted

 

Also, as long as I'm here, I want to mention something other than my personal bug. During the gauntlet, the final statue (will avoid details for spoilers) kinda irked me. I enjoy the mod so far, I think it's interesting, but the final "option" didn't really match my character. Maybe I shouldn't be playing this mod if I'm not into that, but I personally didn't enjoy the ultimatum.

 

 

From the story's point of view, this submission scene makes perfect sense. The Mistress built the gauntlet to do exactly that: Weed out anyone who is not willing to submit and be loyal to her.

 

 

 I just mean that it doesn't make any sense at all to have the Enaron ending in this case. I know it's "non-canon" but, given the previous circumstances, you should never have this option in the first place. I appreciate it being added, whether or not it was meant to happen, but it creates a conflict in my mind. Side with Enaron because it's what I want to do or side with the Mistress because it's what my character would do? As a huge RPG guy it makes me uncomfortable with both options. I realize I'm probably the only one who thought to review a porn mod as if it were Falskaar (which also had some poor writing at times) or the New Vegas Bounties trilogy, these big projects with multiple people and a budget, but I just take things too seriously, I guess.

 

 Anyway, that's my two cents. Keep up the good work, whether you pay me any mind or not.

Posted

I just mean that it doesn't make any sense at all to have the Enaron ending in this case. I know it's "non-canon" but, given the previous circumstances, you should never have this option in the first place. I appreciate it being added, whether or not it was meant to happen, but it creates a conflict in my mind. Side with Enaron because it's what I want to do or side with the Mistress because it's what my character would do? As a huge RPG guy it makes me uncomfortable with both options. I realize I'm probably the only one who thought to review a porn mod as if it were Falskaar (which also had some poor writing at times) or the New Vegas Bounties trilogy, these big projects with multiple people and a budget, but I just take things too seriously, I guess.

 

 Anyway, that's my two cents. Keep up the good work, whether you pay me any mind or not.

It doesn't bother me because not all choices need to be difficult.

 

Enaron would of course make a plea of some sort, being at the end of his rope as he is. Whether his argument is convincing or not is beside the point. What's convincing to me is that he'd try to save his own skin. Of course it would be "strong writing" to make every choice of an RPG a moral quandary--because, you know, games need to be gripping... but that's not necessarily realistic either, and is in a way weak story-telling.

 

In a large RPG setting, the player hopes that their decisions affect global variables, that their choice in the present might come back as consequences or rewards in the future, but not all mods can aim that high, and those that do usually fall far, far short of their aim. With greater choice in a story, the story length and world size becomes inversely proportional to the complexity. There's a middle ground somewhere for a game, between staying in one tiny room with a million branching dialog options, or being shown the whole entire world but on rails without any choices.

 

Personally, I prefer stronger story-telling and larger worlds with some choices mixed in. You can interact with the plot, and set its pace but not really change the arc. But it really is a matter of preference.

Posted

OK, so i finally started TiR, done the wine mission, the mail delivery, and I've got to retrive a runaway slave, I've found the slave, put her in bondage gear, hit her with the cane and she slides 1 inch and stops, hit again and she slides another inch, it took me 1/2 hour just to move from the mouth of the mine and off the local dawnstar map. is she meant to move that slow? 

Posted

OK, so i finally started TiR, done the wine mission, the mail delivery, and I've got to retrive a runaway slave, I've found the slave, put her in bondage gear, hit her with the cane and she slides 1 inch and stops, hit again and she slides another inch, it took me 1/2 hour just to move from the mouth of the mine and off the local dawnstar map. is she meant to move that slow? 

 

Did you try fast travel?

Posted

OK, so i finally started TiR, done the wine mission, the mail delivery, and I've got to retrive a runaway slave, I've found the slave, put her in bondage gear, hit her with the cane and she slides 1 inch and stops, hit again and she slides another inch, it took me 1/2 hour just to move from the mouth of the mine and off the local dawnstar map. is she meant to move that slow?

She's supposed to start running. If that doesn't happen, you probably have something interfering. Perhaps some mod is making use of the actor variable 5. But there are failsafes in place. Every time she gets so far behind that the game unloads the cell she's in, she'll be teleported to the player.

Posted

I just mean that it doesn't make any sense at all to have the Enaron ending in this case. I know it's "non-canon" but, given the previous circumstances, you should never have this option in the first place. I appreciate it being added, whether or not it was meant to happen, but it creates a conflict in my mind. Side with Enaron because it's what I want to do or side with the Mistress because it's what my character would do?

 

 

Hmm... but isn't any choice you make and which you consider to be OOC basically on you? I'm not forcing you to take Enaron's deal, I'm just presenting a temptation for your character. How you think she would or should react to this, that's up to you.

 

You can say that she would never go for it because she has accepted her new life. In that case, don't do it. You could also say that she was suffering from Stockholm syndrome during the gauntlet and has since then regained a tiny bit of free will. Enough to actually accept Enaron's deal. Or that she has become disillusioned after being "sacrificed" to Velnar. Enough for Enaron to finally push her over the edge. There are always different ways to interpret a role. There's never just the one single correct way to play a character.

 

I'm not limiting choices because I think that I get to decide what your character would do. Or because I think it somehow makes the story better (which is a common reason given by lots of professional game developers out there). Because if you take that logic to the extreme, then why make it an interactive game at all? If it's always clear what the character would do, you can just remove all choices, disable all controls, make everything scripted, and the player becomes the viewer who's just along for the ride. You'd end up with a movie instead of a computer game. It's the opposite of roleplaying.

 

No, I'm - reluctantly - restricting player freedom because I have to, due to resource constraints. I'm giving players as much freedom as I can handle on my end, and then let them decide how to have fun with my mod. And if they choose to commit suicide by jumping off a cliff, that's on them. It's not the game's fault for giving them a character that can do that. ;)

 

For instance, in the new version of the mod, there's the option to not put on the rubber suit in the first place. You can just pick it up, bring it to the Tower, and say: "Here, I found this, and it seems to belong to you." And then you get a bag of gold as a reward for being an honest finder and you're done. Story over. Most people will never do that because it precludes them from playing the rest of the mod. They want to see the rubber content. Otherwise, they wouldn't have installed the mod in the first place. But it is something that, from a roleplaying point of view, someone could reasonably decide to do. And it's not much work for me to implement it. So now it's in there. Even if most people will never see it.

 

Posted

 

I just mean that it doesn't make any sense at all to have the Enaron ending in this case. I know it's "non-canon" but, given the previous circumstances, you should never have this option in the first place. I appreciate it being added, whether or not it was meant to happen, but it creates a conflict in my mind. Side with Enaron because it's what I want to do or side with the Mistress because it's what my character would do?

 

 

Hmm... but isn't any choice you make and which you consider to be OOC basically on you? I'm not forcing you to take Enaron's deal, I'm just presenting a temptation for your character. How you think she would or should react to this, that's up to you.

 

You can say that she would never go for it because she has accepted her new life. In that case, don't do it. You could also say that she was suffering from Stockholm syndrome during the gauntlet and has since then regained a tiny bit of free will. Enough to actually accept Enaron's deal. Or that she has become disillusioned after being "sacrificed" to Velnar. Enough for Enaron to finally push her over the edge. There are always different ways to interpret a role. There's never just the one single correct way to play a character.

 

I'm not limiting choices because I think that I get to decide what your character would do. Or because I think it somehow makes the story better (which is a common reason given by lots of professional game developers out there). Because if you take that logic to the extreme, then why make it an interactive game at all? If it's always clear what the character would do, you can just remove all choices, disable all controls, make everything scripted, and the player becomes the viewer who's just along for the ride. You'd end up with a movie instead of a computer game. It's the opposite of roleplaying.

 

No, I'm - reluctantly - restricting player freedom because I have to, due to resource constraints. I'm giving players as much freedom as I can handle on my end, and then let them decide how to have fun with my mod. And if they choose to commit suicide by jumping off a cliff, that's on them. It's not the game's fault for giving them a character that can do that. ;)

 

For instance, in the new version of the mod, there's the option to not put on the rubber suit in the first place. You can just pick it up, bring it to the Tower, and say: "Here, I found this, and it seems to belong to you." And then you get a bag of gold as a reward for being an honest finder and you're done. Story over. Most people will never do that because it precludes them from playing the rest of the mod. They want to see the rubber content. Otherwise, they wouldn't have installed the mod in the first place. But it is something that, from a roleplaying point of view, someone could reasonably decide to do. And it's not much work for me to implement it. So now it's in there. Even if most people will never see it.

 

 

You could have the option given at the Tower to try it on of course.... Or, start lowly and work up to it

 

"That's very good of you to be so honest, I need honest people around me" and so on.

 

(or get knocked out and enslaved for finding the hidden tower)

 

Posted

You could have the option given at the Tower to try it on of course.... Or, start lowly and work up to it

 

"That's very good of you to be so honest, I need honest people around me" and so on.

 

(or get knocked out and enslaved for finding the hidden tower)

That's a good idea. Unfortunately, at that point, it starts to degenerate into actual work. ;)

 

Would the player be told that she'll be trapped in the suit once she puts it on? Then why would she do it? And if she's not told and basically tricked into it, then what message does that send? That being honest to the Mistress will have negative consequences? Also, other slaves have to work for years to get promoted to rubber slave. The only reason why the Mistress is willing to make an exception with the player is because she has no other choice. The character put on the suit on her own, and now they're both stuck with it. But why would the Mistress intentionally create this situation in the first place? Just because of that one, single act of supposed honesty? How does the Mistress know the player didn't do it out of greed, expecting a reward? Seems a bit thin to me.

 

I'm sure it's possible to figure out a way to make it work. But it would involve effort. It wouldn't be something that you just implement in 5 minutes as an exercise.

 

I'll keep it in mind and think about it some more. Because, like I said, it's a good idea in principle. But for now, finishing the "normal" storyline takes priority.

Posted

 

OK, so i finally started TiR, done the wine mission, the mail delivery, and I've got to retrive a runaway slave, I've found the slave, put her in bondage gear, hit her with the cane and she slides 1 inch and stops, hit again and she slides another inch, it took me 1/2 hour just to move from the mouth of the mine and off the local dawnstar map. is she meant to move that slow?

She's supposed to start running. If that doesn't happen, you probably have something interfering. Perhaps some mod is making use of the actor variable 5. But there are failsafes in place. Every time she gets so far behind that the game unloads the cell she's in, she'll be teleported to the player.

 

 

I was watching the you-tube vid and the poster of the vid walked her back, so I did assume you had to walk her back. if you can just fast-travel, it'll make thing a lot easier

Posted

 

so how is it going greyspammer are you willing to tell us a bit about the progress you made?

 

My procrastination goes along quite well. :D

 

well thats good to hear anymore news you wanna share? ;)

Posted

Hi GreySpammer, looking for a free and usable latex squeaking sound, any recommendations?

 

Not really. I searched my ass off, but didn't find anything good. Eventually, I made them myself. Take some rubber boots (real rubber, not those cheap PVC things) and rub them together in front of a microphone. Adjust the pitch to your liking, et voilà: rubber squeaking sounds that you can actually recognise as rubber squeaking sounds.

Posted

Love the mod but I ran in some issue.

after the interrogation, I was supposed to report back to mistress. But she's locked in party room, try the stop quest command then the QT just disappeared, and mistress is gone. tried Moveto player console but it says invalid parameter id.

Seems like she's not in the game.

Posted

Love the mod but I ran in some issue.

after the interrogation, I was supposed to report back to mistress. But she's locked in party room, try the stop quest command then the QT just disappeared, and mistress is gone. tried Moveto player console but it says invalid parameter id.

Seems like she's not in the game.

 

Moveto is the correct (and only) way to fix it. If the ID is invalid, it's likely you made a typo somewhere or didn't use the correct load order index for TIR. Since you know where she is, just click on her when the console is open. It should print her correct id.

 

 

You can also check this post, which explains how to prevent her from wandering off again.

Posted

Good afternoon Grey!

 

I finished the mod, and was wondering about using smithing to upgrade the armour once the quest line is finished. Is there a reason why it hasn't happened lore wise? Cause it would be nice to be able to upgrade it, for instance at dragonscale level (since it's at that level)

Posted

I finished the mod, and was wondering about using smithing to upgrade the armour once the quest line is finished. Is there a reason why it hasn't happened lore wise?

 

 

Well... what do think will happen if you put rubber into a forge? Or on a grindstone? ;)

 

 

I'm currently... contemplating a different way to enhance the suit's armor ratings. But I don't want to say too much. At the moment, it's just an idea. I haven't gotten to it yet and don't yet know if it's even possible. TIR has always been a story-driven mod. Combat and grinding take a back seat. So my first priority is to finish the story. Then I'll take a look at the rest.

Posted

I'm currently... contemplating a different way to enhance the suit's armor ratings. 

Something I've done if I don't want to use the vanilla workbenches is create my own, and then recipes that are keyed to those workbenches only.

For example, duplicate the armor workbench, change the mesh to something you like, and create a custom keyword for it. A good mesh might be the Carpenter's Workbench from Hearthfire, but you probably don't want to make hearthfire a dependency. But pretty much any mesh can be used.

In the Constructible Object recipe for your armor, just select your keyword from the "workbench keyword" list.

I also had to set the "uses skill" field in the workbench furniture to none, because it was raising people's smithing skill astronomically high for very little effort. There's probably a better way to fix that problem though.

Just an idea, I dunno what you've got planned. :)

Posted

but lack of sex scenes  :P

 

 

The lack of sex scenes is intentional. As I explained before: My goal was to make a story-driven fetish mod with at least some level of sophistication. Not a cheap porn video which starts with the repairman driving up to the house and 2 minutes later, he's banging the MILF and her daughter in the kitchen.

 

I avoided this whole in-your-face sex stuff on purpose. Because first, there are already a lot of mods out there that let you do that. And the second reason is the same why a clothed woman can be more erotic than a naked one. Which is: If you can already see everything, there's nothing left to fantasize about. That's teasing 101 and it builds up the tension. Just having contrived sex orgies thrown at you all the time eventually dulls out everything. Where's the fun in that?

 

With this mod, I focus on the fetish element, not sex or nudity. People in the mod do have sexual encounters. But it's not some dumb fucking or groin thrusting at every turn. It happens when it makes sense to happen and fits the larger goal. It's about life in rubber. And if you have a rubber fetish, that's pretty erotic to you. If you don't, maybe this mod isn't exactly tailored to your taste. That's completely fine. There are other mods in which I don't see the appeal. It happens.

 

Bottom line: The story is not there as a cheap excuse to have sex. The story is there as a cheap excuse to live out your rubber fetish. :)

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