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[BETA TESTING] Devious Surrender V2


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Posted

I'm going to give this a spin. I've been using Defeat, but want to try something different. I tried Sexlab Leveling but had a weird problem with it, so I can't use it.

 

As long as I disable "player as victim," is it going to be safe to keep Defeat active? I'd like to keep that running for NPCs to abuse each other.

 

As for creatures, I tend to have more difficulty with bears and draugr myself than any humanoid enemy. If there's no creature support...

 

If More Nasty Creatures/Creature Framework is active, have the creature use that to abuse the player after knockdown, then have a fade out and move the player (or the creature) a short distance away (beyond detection range, at least) with a health/stamina regen nerf, maybe a temporary overencumbrance effect (eg., can't run) until they visit a shrine or sleep or something. Or just skip to fade out if creature animations/framework isn't enabled or as an option in your MCM.

 

Also, how does it handle the player being attacked by new enemies coming along while they're already bound? I use Deadly Dragons and its superpower seems to be to pick absolutely the worst possible moments to spawn elder dragons all in your face.

 

/edit: Also, optional Beast Form/Vampire Lord immunity? I'm just trying to imagine a bandit tying up and abusing a werewolf and .... umm... well...

 

I think as long as player as victim is disabled you should be ok.

 

I'm not 100% sure but because the mod uses scenes I don't think anyone will attack you as the scene should interrupt all combat etc

 

hi is it possible to make the sound between success and failure more distinct? or is it intended to have sounds for both success and failure, this is for DSV2.09.zip.

 

The sounds are fairly similar, but once you've done it a few times you should be ab;e to easily notice the difference. I didn't want the sounds to be too distinct as that would be really easy. However, I may have to consider a different feedback option for those who might have hearing difficulties or have to play on low volume or in an noisy environment. 

 

Hi!

 

First thanks for all your hard work on this mod.

 

I installed this on a new game and everything worked OK - the only problems that I had were down to using too many other 'punishment' mods at the same time.

 

If you're up for any suggestions - is there a possibility that there could be an option for selecting binding only? I find it a bit immersion breaking when an attacker suddenly produces a torture pole and manacles from his back pocket!

 

I note that the death capture event has been moved to a quest - when I uninstalled this mod my savegame in the LAL cell didn't show your mod being installed, but when I started a new game my character couldn't die. Any advice on deleting the quest?

 

You could try a clean save. Make sure the mod is removed completely, load skyrim, load your save, then save straight away. This should now have dumped the death intercept quest and scripts. So now load your save again and you should be ok.

 

You could also try manually stopping the quest by using the console and typing...

 

stopquest DS2_DeathQuest

 

that should stop the player character being essential. If you save after stopping the quest it will never restart so you should be ok.

 

 

Only thing you can really do about the quest showing up is try a save game cleaner. Otherwise you'll need to start a new game after making sure the mod is uninstalled completely.

 

Also, piggybacking on the comment about it being immersion breaking to have the attackers pull out pillories and such, maybe a simple fade to black on defeat and then fade back in a couple seconds after the mod does its thing. That way it seems like maybe you were knocked out and woke up tied. Just a thought.

 

 

 

There is actually a fade to black in there already. You should fade to black and then when the game fades back in you should be bound. The idea is enough time has passed for your captor to construct whatever you are bound too :)

 

eh,its a nice mod ,but why...eh.... i cant click the option in MCM

 

Not all options in the MCM are available yet. :)

Posted

thanks for sharing, can u do a check if the attacker is still alive if not abort the surrender function, sometimes the attacker dies due to damage over time effects.

 

edit: is it intended for critical failures to have only one outcome, idk i keep getting the same outcome i.e. ported some place, and how many critical failures before this triggers? from my experience if it fails i.e. all wrong combination it immediate triggers the critical failure.

Posted

 

 

Only thing you can really do about the quest showing up is try a save game cleaner. Otherwise you'll need to start a new game after making sure the mod is uninstalled completely.

 

Also, piggybacking on the comment about it being immersion breaking to have the attackers pull out pillories and such, maybe a simple fade to black on defeat and then fade back in a couple seconds after the mod does its thing. That way it seems like maybe you were knocked out and woke up tied. Just a thought.

 

 

 

There is actually a fade to black in there already. You should fade to black and then when the game fades back in you should be bound. The idea is enough time has passed for your captor to construct whatever you are bound too :)

 

 

Ah, excellent. Admittedly I haven't tried out the mod in a few versions. I'm kind of waiting for this one to get a bit more final, and for defeat to reach 5.0 before starting my next playthrough. Also apparently FNIS is going to have a new release relatively soon as well. Anyway, nice work!

Posted

thanks for sharing, can u do a check if the attacker is still alive if not abort the surrender function, sometimes the attacker dies due to damage over time effects.

 

edit: is it intended for critical failures to have only one outcome, idk i keep getting the same outcome i.e. ported some place, and how many critical failures before this triggers? from my experience if it fails i.e. all wrong combination it immediate triggers the critical failure.

 

Running into the same issues here. After my first ever critical filure I got the whipping scene, and any next critical failures result in the teleporting scene, also after getting captured by completely different guys. It looks like the critical failure counter doesn't get reset or something?

 

Anyway, good job so far, I like the mod!

Posted

I'll have to try this again when I have a better PC. The one I have now is at its absolute limit running Skyrim. Scenes and animations from some mods just take too long to fire, everyone stands around for 20 - 45 seconds and it makes everything really immersion-breaking. Same problem I'm having with Defeat. Sexlab Leveling seems to run fine for me and I found a workaround for my problem, so I'll use that.

 

I do like the way this mod is turning out though, so I'll try it again when and if I ever replace this glorified calculator. Some thoughts on it (version 2).

 

One problem I had, which is probably related to the above, was it kept trying to start the lockpicking minigame in the middle of a sexlab animation. Maybe change it so we can start it whenever we want, with a cooldown after a failed attempt before you can try again.

 

Another thing is, there's no way to hear what sound the tumbler is going to make until you've already pressed it, so it seems like it doesn't matter whether it was the right choice or not. The sounds were all identical as far as I could tell, so I just ended up pressing buttons at random. Maybe have a way to try all three before deciding that's the one you want to try for that tumbler before moving on to the next. And then make it fail immediately if you pick the wrong one, because what's the point of trying the 2nd and 3rd tumbler if the 1st one is already wrong?

 

Honestly, I hate minigames like this anyway. I despise the normal lockpicking too, in all of Bethesda's games. Don't even get me started on the hacking minigame in Fallout 3 and NV.

 

When I do manage to get free, I'm still stuck in the bound pose unless I jump. If I jump, the enemies notice that and end up immediately chasing me again. Maybe don't dispel the calm cloak (or whatever it is) so quickly so we can unglitch that and start sneaking away.

 

The chest causes a few problems. In one scene, it spawned under the bandit's feet, which left him humping air 10 feet in the air. In most of the other scenes, the chest would block him from walking away. You know how brain dead Bethesda's AI is about traveling when there's an obstacle in front of them. Maybe try a small sack or something else the NPC can walk over instead of getting stuck on.

 

Finally, it occurs to me that Frostfall might cause a problem for someone tied up naked on a glacier. You might want to add a frost resistance buff or something while the player is bound, maybe equip invisible fur armor or something.

  • 2 weeks later...
Posted

I just wanna say I love this mod. Funny thing though, I downloaded the newest version, and a skeever beat me down, called me a slut. then chained me up for his buddy skeevers to watch. It made my day.

Posted

 

 

 

One reason is that DA doesn't work reliably with Deviously Cursed Loot, which is a great mod.

 

 

How so? The only functionality that other laps is the sex attacks feature.  It can easily be turned off.

 

 

For some people including me, DCL + DA results in the PC often freezing in place after coming back to life.

 

Kimy firmly will not support DA, so we won't get a fix.

 

 

If you never enable(d) "Combat Surrender", Cursed Loot should work nicely with DA, at least I cannot see a good reason why it wouldn't. There is currently a bug in DCL that prevents the combat surrender feature from being switched off cleanly after it has been activated once. This issue will be gone in the next patch.

 

Posted

 

 

Sometimes when DA brings my PC back to life - randomly, it's maybe a third of the time - the PC is stuck in place. If I try to walk, run, or jump then the animation plays but I don't actually go anywhere. Just running in place.

That's a problem with the skyrim engine when trying to play an animation on a ragdoll.  You should configure DA to use only Bleedout.

  • 1 month later...
Posted

Little question

I am using submit+dd and what i liked is that is one of the few mods using zaz furniture.

 

before starting a new game and updating everything

Will this mod use furniture also?

  • 3 weeks later...
Posted

Like the mod based on the fact that it brings into play scenarios that would likely happen when one is defeated other than just raped and released. How many dungeons have the gored remains of past victims as a deterrent or in strongholds, especially the serious offenders were often left to die slow deaths in cages hung from the wall so I applaud how this mod has captured some of that element. Looking at some of the proposed outcomes in the MCM as well I've often wondered why people haven't made mods like them already, Like sold to giants. I just hope that some detail goes into the scenarios. I recently found a mod here called riding styles incorporating things like that to extend the experience as the giant takes you back to his camp would make it so much better.

As for bugs I read earlier about when your captor walks away my first test of this mod was the small cave under the keep with what looks like a small smuggling outfit. My captor at the time kept walking to a certain spot and then would run back to me. This also happened in a dungeon where it glitched and a duerger a level below took me captive and took ages to get into position again, I ended up waiting an hour to fast forward to the interaction. Also in the event of animals is there a catch for a different scenario because when a bear subdued my char it went through the same dialog.

Keep up the good work.

Posted

Just dropping on here to say I love this mod and the way it changes the way my character experiences her adventures... even if she probably doesn't like it (at least she doesn't look like it haha)

 

Anyways I'm not exactly sure how I could do it, but if you need help with anything just let me know, I'll be glad to help

Posted

Just dropping on here to say I love this mod and the way it changes the way my character experiences her adventures... even if she probably doesn't like it (at least she doesn't look like it haha)

 

Anyways I'm not exactly sure how I could do it, but if you need help with anything just let me know, I'll be glad to help

 

Thanks for the feedback...I haven't had time to really do any more on this mod. Here's hoping I can find some in 2016 :)

 

Any ideas on final punishments is always appreciated as these are what I shall be concentrating on first. :)

Posted

Well I might just have a few suggestions, but honestly I'm too tired this morning to know if they're actually good ideas or not.

-Being led to a wolf pit, like the one in Cragslane cavern where they bet on wolf fights. You could wake up there with an armbinder and be left with very little time before they let the beasts in the cage. (there's also a fort near Riften that does this, but I forgot the name)

 

-waking up tied to some furniture in town as a public attraction. You might have to escape again, or wait for a guard to finally let you free

 

 

...Yeah, not that inspired this morning :D

 

 

Posted

 

Just dropping on here to say I love this mod and the way it changes the way my character experiences her adventures... even if she probably doesn't like it (at least she doesn't look like it haha)

 

Anyways I'm not exactly sure how I could do it, but if you need help with anything just let me know, I'll be glad to help

 

Thanks for the feedback...I haven't had time to really do any more on this mod. Here's hoping I can find some in 2016 :)

 

Any ideas on final punishments is always appreciated as these are what I shall be concentrating on first. :)

 

 

Tied up in public and left to struggle out would be a good enough placeholder, IMO. Probably wouldn't require much more than what's there either.

Posted

Final Punishments? 

 

Here's a suggestion.  Your 'failed' PC and their current followers all to be taken back to the centre of Riverwood to spend a [mod user definable] time on suitably ennervating machinery [with fast forward disabled] of the Dwemer type to be seen here....

 

 

....or those impaling, mammary sucking things here....

 

http://www.loverslab.com/index.php?app=downloads&module=display&section=screenshot&record=330464&id=1382&full=1

 

A sort of message that could be passed on to the simple villagers that should some other waif or stray wander in, they should not give them any ideas above their station, or send them on their way as if having some innate commission to go forth to right the wrongs of Skyrim, much in the spirit of Voltaire's perception that such treatment meted out to those who fail in doing so might well be useful, as stated in his famed injunction, "pour encourager les autres"

 

:cool:

Posted

Thank you for creating this mod. I yesterday switched to it from Defeat+mslDeviousCaptures because Defeat caused crashes (and felt generally bloaty).

 

The not-yet-implemented stuff that's listed in MCM sounds really promising, so keep going!

 

The only thing I've been missing so far is rape by non-intelligent/non-humanoid creatures, so _please_ add a toggle for that!

Posted

Could try something like the "Quick as You Like" mod for the final punishment. Your own version or maybe a plugin. Could make plugins for death alternative events for that matter. 

Posted

Having some issues with the mod much like a couple of others where the character stays in place and nothing happens. Seems for me that it's linked to the rape on loss where the fade to black and berating scene fires before or at the same time as the sex event, as I can see the ZAZ animation fire up before it launches the sex event. Thus breaks the sequence and so once the sex scene ends, the player is stuck there. Disabling the combat rape makes the mod function as normal until I get the rape punishment for the tumbler failure which the same issue comes up again.

 

Also getting a weird issue where my character will get put into a bound behind back forearms pose and I can run around but nothing else happens and I can't access any menus or get out of the pose. Can't seem to replicate this consistently or even often so I'm not sure if it's the mod or if it's my mod loadout.

 

Still, I'm liking the direction of this mod so keep up the good work!

Posted

gotta say very nice work so far

 

the bugs I ran into so far

      upon doing the lock (get told make your escape) am stuck in hands bound behind back until activate something (some item in world..;ie chest plant

      pretty much anything worked)

 

     fall from great height it still intercepts death but container that gear is moved into does not spawn ,,, fair trade imho for avoiding death .. but might want

     to make sure gear confiscation does not remove quest items ( I dunno if it does or not) as that could break some quests if it happens (example get in fight

     and get knocked off bridge and the fall does the last damage you will lose all gear that is moved to the chest which doesn't spawn due to death damage

     occurring from the fall)

 

good points

 

  it does a great job of intercepting death and supports all death blows I came across in testing so far (including fall from great height, loss to animals,

  loss to humonoids both singly and in great mobs of 20+ all beating on pc at same time)

 

  it does more that just port pc somewhere .. it actually makes you work to get free again and you do suffer consequences for losing fights or being stupid

  (ie jumping over the side of the bridge to the mages college)

 

  cursed loot and submit (with dd progression) both work fine with it as long as their auto-submit/combat surrender feature is turned off

 

  the other features that are already planned to be added in (can see them in the mcm but are not implemented yet) look to make it even better

 

 

keep up the good work and love it so far

:)

 

ps attached is my mod list and load order that I was running during testing

 

modlistandorder.7z

Posted

did some further testing

 

currently no follower support (think you have that planned already)

 

2 ideas for that when/if you implement it

     dismiss follower (makes it harder to get your stuff back, counts as additional consequence of have to rerecruit your follower, might cause an issue with followers like

                  Barbaras or others that are not supposed to be dismissed during a quest though)

     tie follower in spot (you can take their gear to make getting yours easier, but wont possibly break quest, and makes you have to go and release follower so that

                  it becomes even more important to kill your captor so that poor follower is not stuck there forever)

 

upon trying with quest items I can now state that it either does not remove them at all or at least they are back in inventory fast enough to not break any quests

    tested with the following quest items/restraints

           cursed loot tentacles, cursed loot striptease collar, DDe pony boots, CD shop arm and leg cuffs, Dasha's toys gag

           dragonstone, golden claw, sister elana letter (from sisterhood of dibella mod)

 

did occasionally have no animation play when in chastity gear, but at least the DSV2 quest would time out and move forward so that is not game breaking in any

way, actually that is good that it does that so that at least it will progress even when errors happen.

 

stuck in position bug can also be fixed by simply jumping so that is just a minor glitch and am not sure if caused by this mod or not for sure ... but is so easily fixed

its not an issue to me at least .

 

thanks again for a really good mod

 

waiting patiently for the further updates ( looks like its going to be a great mod when finished and out of beta testing) :exclamation::)

 

p.s. edited because I forgot to list the quest items I had on me,

Posted

I downloaded the beta mod, I seem to be stuck after a defeat. My character kneels with her hands behind her back, and nothing triggers. There always seems to be one enemy that seems like he should be the one to trigger dialogue, since he does not wander away, but as of now he just stands there staring. Anyone else run into this?

  • 2 weeks later...
Posted

 

 

 

I really agree on SD+... it's one of the coolest mods ever made, but ultimately the problem is that it sticks you with Skyrim NPCs, and they just cannot be made that interesting without some very intensive work. Work, unfortunately, that's never going to be done to generic characters you could run into anywhere.

The part about getting dragged off to a camp sounds absolutely lovely! It's something that could get a little tedious though, so my personal recommendation would be that there's only a chance of that happening... most times, bandits and such are just going to have their fun, take what valuables they can carry, and leave you tied up and vulnerable in the wilds. My perspective comes from the fact that I use OBIS, which means I encounter lots of bandits outside of just bandit camps. I think in the vanilla game there's fewer 'wandering' types.

 

When the player is bound up in a camp and put on display (again, love this concept!), hopefully there's still a chance she'll get used once in awhile, and of course that there will be some sort've punishment scene if she escapes and then is caught. I of course imagine scenes using the very Zaz device the player is tied to, but I actually have no idea if animations can be limited to only using the device that's there... most of them I've seen just spawn their own devices.

 

Can't wait to see this in action!

 

 

Tedious is something I want to avoid as much as possible. :)

 

Again, I think I will let the player decide through dialogue what they want to happen so the player is sort of like the Dungeon Master for the game deciding what happens to their character through what they say.

 

I really don't want to force people to do any particular thing. Sometimes you just want to play the game without any interruptions so there should be a way to just skip the mod altogether without having to disable the esm

 

At the same time, sometimes you just want to punish your character!

 

 

Sounds really great! If you can manage to support Simply slavery + this dialogue, i'd finally have what i always wanted, and, there wouldn't be much reason left to support DA. But i don't know if that's much more or less or just additional work.

 

 

Thank you for creating this mod. I yesterday switched to it from Defeat+mslDeviousCaptures because Defeat caused crashes (and felt generally bloaty).

 

The not-yet-implemented stuff that's listed in MCM sounds really promising, so keep going!

 

The only thing I've been missing so far is rape by non-intelligent/non-humanoid creatures, so _please_ add a toggle for that!

 

 Yes. No creatures or not 100% working are the main reason i always go back to defeat everytime i try submit.

  • 3 weeks later...
Posted

Doesn't seem work for me. Started a new game, got assaulted by a bandit. Then when i go down to bleedout, i see "quest started" and "spell added" in top left corner. After that i'm on my knees and nothing happens, bandit just stares at me doing nothing. So it doesn't advance to next stage.

 

I tried the earlier mod from you, dd progression 1.71 and that worked, if it is any help.

Any suggestions?

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