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[BETA TESTING] Devious Surrender V2


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Posted

  Something else that can have and erotic effect in the capture, and bondage mods are Tattoo's . There is a bridge Mod, as I understand it now that makes this some what easier.

 

   There not to hard to make, i made quite a few of them early when Slave Tattoo came out. just to understand how.

Posted

 

Been trying this mod out for something different then my usual SD+ Defeat DCL combo, so far enjoying it, but one question, after escaping how does one get their gear back?

 

Your gear will usually be stolen by your captor, but it can also end up in the nearest boss chest.

 

 

Any chance in the future of a quest marker being added to mark the chosen chest location?

Posted

going to try out this one sounds cool i loved daymol. i think i tried this one long ago 0.2 was the last version i had before this. ill let you know how it goes. ty for working on this.

Posted

 

Any chance in the future of a quest marker being added to mark the chosen chest location?

 

Really? Want me to make life easy for you? :@  OK, it's actually a very good suggestion. I'll see if I can do that :)

going to try out this one sounds cool i loved daymol. i think i tried this one long ago 0.2 was the last version i had before this. ill let you know how it goes. ty for working on this.

 

Let me know how you get on. :)

Posted

 

 

Any chance in the future of a quest marker being added to mark the chosen chest location?

 

Really? Want me to make life easy for you? :@  OK, it's actually a very good suggestion. I'll see if I can do that :)

going to try out this one sounds cool i loved daymol. i think i tried this one long ago 0.2 was the last version i had before this. ill let you know how it goes. ty for working on this.

 

Let me know how you get on. :)

 

i briefly started just to check out some new slavetats i installed and the ravenbeak prison to see if it worked on a new start because it froze my game on an existing save. didnt take the hour to set up mcm's or anything was just a test start, but in that start i did get taken down by guards once and it triggered. i didnt want to spoil it for myself for when i do the full new game start and take the hour for mcm's so i reloaded the save just to get to the prison today im doing the new game and ill let you know more.

Posted

ok initial findings are i like it alot. had one issue though i was sent into bleedout by a drauger and my follower killed the drauger at the same time, said spell was cast starting quest and nothing happened. after that my follower starts talking randomly like shes a bandit who captured me while were continuing to fight our way through bleakfalls, and the draugres are no longer hostile until i hit them once. spawned bandits in to see if it still was working or stuck in a loop and they took me down said spell was cast quest started  but nothing happens we all just stand around. would love to post a log but for some reason i cant give myself ownership to uncheck the read only on the log folder. have to ask my nephew about that he built my pc and know alot about them. in the meantime is there a command i can type into console to reset the mod when that happens or do i just have to reload my last save.

 

 

really loving this though, nice and simple get beaten raped robbed and have to escape. ty for the mod man. oh and really liking what i see in the mcm as well cant wait.

 

oh and no worries if there isnt a command i can just reload if that happens. shouldnt happen too much i wouldnt think. oh and i didnt state this above but i tested it a few times on bandits before the draugr and it worked great.

Posted

Any time i get captured , or die, the spell gets added and the quest but i stay still as well as my capturer . I cannot move or anything and the capturer just looks forward and turns their head towards me. I had my game on for 20 minutes and nothing happened how can I fix? 

Posted

ok initial findings are i like it alot. had one issue though i was sent into bleedout by a drauger and my follower killed the drauger at the same time, said spell was cast starting quest and nothing happened. after that my follower starts talking randomly like shes a bandit who captured me while were continuing to fight our way through bleakfalls, and the draugres are no longer hostile until i hit them once. spawned bandits in to see if it still was working or stuck in a loop and they took me down said spell was cast quest started  but nothing happens we all just stand around. would love to post a log but for some reason i cant give myself ownership to uncheck the read only on the log folder. have to ask my nephew about that he built my pc and know alot about them. in the meantime is there a command i can type into console to reset the mod when that happens or do i just have to reload my last save.

 

 

really loving this though, nice and simple get beaten raped robbed and have to escape. ty for the mod man. oh and really liking what i see in the mcm as well cant wait.

 

oh and no worries if there isnt a command i can just reload if that happens. shouldnt happen too much i wouldnt think. oh and i didnt state this above but i tested it a few times on bandits before the draugr and it worked great.

lol i was reading some pages in the forum and i know i think whats going on. you make the hostile protected or something that is supposed to do the deed. after my follower killed the draugr that took me down there was 2 more draugrs in the main chamber we killed one and the other we just kept beating on and he wouldnt die so i disabled him now i realize he was just trying to finish his job ill test that assumption now.

 

update: no i went back to that point and he remains unkillable but wont do anything except beat me then the quest msg again but nothing. though ive now noticed that if my follower is near even if a hostile creature is near she starts talking like she captured me but wont do anything. going to dismiss her and try without. she is a mod added follower Cerwidon i think is her name.or it could have something to do with the amazing follower tweak mod i have going too i suppose.

LoadOrder_Skyrim_2016-09-15T19-57-09.txt

Posted

i tested it with no followers and it works everytime. though now i have something else lol sorry. i had a bandit bring a dog in to use on me but no animations played just the bandit talking like the dog was doing its thing. i have alot of creature animations installed from funnybiz and after that i went and tested them and they work so not sure what happened there.

 

update:  worked with several creatures but after i escaped a bear it managed to knock me down again but then i was stuck in the loop again where nothing was happening the bear was immortal.  didnt have a follower with me.

Posted

i saw a post back some that you gave a command to stop the quest for uninstall could i use that the just type enable in front of the quest info to restart it?ill try to find it again and post it here.

 

 

 

 

the command: 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.

 

 

could i then type startquest D52_DeathQuest      to get it going again but restarted?

  • 2 weeks later...
Posted

useage report for DSV 2.2

 

overall it worked very well

 

successfully intercepted every single death event

 

quest worked correctly most (95+% 0f the time)

 

quirk - if knocked off a bridge/tower/ledge during combat it acted exactly the same as if you jumped off a very high place and died ( no control in 3rd person mode initially,

           but after switching to 1st person mode and either jumping or activating weapons control was returned and it acted correctly afterward, including losing after that)

 

at 1 spot (about equal distance from Pinewatch, Shriekwind Bastion, and Peak's Shade Tower) quest activated correctly but I was unable to locate gear placed in container,

   despite turning god mode on to search (did that 3rd time) and searching for about 4 hours (rl time), including going thru every cave or dungeon in that area (even the ones further

   away).  area searched was from Falkreath to Aurora Village (mod added located where the road from Falkreath hits the lakeshore) to Riverwood and Helgen.  I suspect it was just

   operator error in not finding the right container but thought it worth mentioning.   if it was just operator error problem is my fault but would be negated if as mentioned earlier there

   would be a marker added to the container (just makes locating the right container easier but actually getting the stuff out will still be as hard).

 

 

overall I am very pleased with the way it operates and will continue using and report any other problems or issues I notice

 

thank you for the very good mod :exclamation: (waiting patiently for the upgrades to it) :D

 

  • 2 weeks later...
Posted

MixedupJim -

 

Thanks so much for your mod.  The needing to solve the combination to escape from the bondage device is clever and fun.  I was wondering if you're still planning (or were ever planning) to allow us to turn off having our stuff stolen?

 

  • 3 weeks later...
Posted

Hello, I have an issue with the mod, I hope you can help me.

 

It prevents death like it's supposed to, then my character kneels in front of the assailant, it says Quest Started in the upper left corner, then nothing happens anymore ?

 

I tried starting a new game, I tried to sort my load order.

 

I hope you can help, I'm eager to try this mod.

  • 4 weeks later...
Posted

MixedUpJim pls come back to this mod :D traps...stds..... you get distracted :D:P:P!!! 

 

I have...a little :)

 

Never fear though as I shall be returning to this. Actually, it will be a new mod as this one has quite a few flaws in it. The idea is it will be designed to play with all my other mods a long these lines...

 

Devious Surrender - For punishment for cheating death

Sexist Guards - For the extended NPC dialogue and player comments system

Simple STDs - For some added danger when doing the wild thing

Traps and Pitfalls - For adding more chances for all the above :)

  • 3 weeks later...
Posted

Any time i get captured , or die, the spell gets added and the quest but i stay still as well as my capturer . I cannot move or anything and the capturer just looks forward and turns their head towards me.  In the test cell it is ok  but in the normal game to move the things I need go in the console to kill my capturer two times and everything goes on...

Someway to fix...???

 

Update .... if  I turn off defeat the sex scene goes on but still wait until I kill twice tha bandit for the escape option..

8sorry for my english...)

Posted

Thanks for all the feedback, I will return to this mod shortly...I'm just busy with other things currently. :)

  • 2 weeks later...
Posted

Just wanted to say, I'm a big fan of this mod and your older submit based mods!

 

Just a suggestion:

 

Maybe after surrendering to bandits, the PC will be bound to furniture and 'displayed' next to a road outside the bandit fort where she surrendered.

And possibly, script / spawn random NPCs to walk by - either rape, enslave, or save the player.

 

Really hope to see this mod progress!

Posted

Just wanted to say, I'm a big fan of this mod and your older submit based mods!

 

Just a suggestion:

 

Maybe after surrendering to bandits, the PC will be bound to furniture and 'displayed' next to a road outside the bandit fort where she surrendered.

And possibly, script / spawn random NPCs to walk by - either rape, enslave, or save the player.

 

Really hope to see this mod progress!

 

I shall be coming back to this mod shortly. Your idea is great and I have thought of similar situations, the problem is identifying a suitable spot to place the player via scripting and/or quest aliases. 

 

That may not mean much to you but basically it is quite tricky to find specific locations without adding markers to the terrain/level (which is something I dislike doing due to mod conflicts).

 

However, it isn't impossible...just requires some mental hoop jumping :)

Posted

Just wanted to say, I'm a big fan of this mod and your older submit based mods!

 

Just a suggestion:

 

Maybe after surrendering to bandits, the PC will be bound to furniture and 'displayed' next to a road outside the bandit fort where she surrendered.

And possibly, script / spawn random NPCs to walk by - either rape, enslave, or save the player.

 

Really hope to see this mod progress!

 

I love this idea.

 

Maybe you'd sometimes get rescued by guild members if you belong to one, and SexistGuards could be used to have your guild-mates mock you for a while afterwards? Maybe a bandit could stay next to you and charge some travellers to use you before rescue arrives? Or slavetats used to turn the Dragonborn into a warning sign to any other potential heroes?

 

I think Deviously Cursed Loot uses something as part of it's combat rape mechanic to teleport the player to the entrance of dungeons or to the edge of the local area. Or maybe better if it's just set locations at various crossroads around Skyrim. I don't know why I'm trying to come up with ideas, I know nothing about modding.

  • 1 month later...

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