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Posted

For anyone still wondering how to fix the milk machine stamina drain bug in their saves. Deleting the scripts will NOT work, neither will cleaning the save. I found the only way to fix it besides reverting to a save from before you ever used the machine. You need to open the ess save file in a hex editor and search for the line milkingMachine2 and replace it with zeroes. This will stop the stamina drain.

Posted

Delzaron,

 

I have a question about the mod itself and it's being updated. 

 

At present the latest mod is 2.11, right?   However, according to my Windows folder, I downloaded 2.11 on 8/17/17 and unzipped it to a folder on 10/10/17.  Both dates are well before the latest patch notes which shows it was updated on November 16 (2017?)  

 

But the download version number is still the same - 2.11.  So is the size of the downloaded main file.   And the TID changelog.txt inside the file has 3/18/17 date for it's last update. (it's the same with both versions of the mod that I have)

 

Just in case you hadn't updated the version number, I redownloaded it and reinstalled it with the latest download even though it's the same 2.11 version number. 

 

Normally, when files are updated, their version number is changed to reflect that it's a changed file so...2.11 would have become 2.12 with the Nov 16 update. 

Posted

I have a problem when I try to enter this mission being a slave when they sell me and I arrive at the place I get everything in black but I can see the interface. Why can it be that?

Posted
12 hours ago, Zapato said:

I have a problem when I try to enter this mission being a slave when they sell me and I arrive at the place I get everything in black but I can see the interface. Why can it be that?

Again that problem ? Try to do the prologue, and see if you got that problem again.

On my side, I never got that...

On 27/12/2017 at 10:57 PM, Celedhring said:

Delzaron,

 

I have a question about the mod itself and it's being updated. 

 

At present the latest mod is 2.11, right?   However, according to my Windows folder, I downloaded 2.11 on 8/17/17 and unzipped it to a folder on 10/10/17.  Both dates are well before the latest patch notes which shows it was updated on November 16 (2017?)  

 

But the download version number is still the same - 2.11.  So is the size of the downloaded main file.   And the TID changelog.txt inside the file has 3/18/17 date for it's last update. (it's the same with both versions of the mod that I have)

 

Just in case you hadn't updated the version number, I redownloaded it and reinstalled it with the latest download even though it's the same 2.11 version number. 

 

Normally, when files are updated, their version number is changed to reflect that it's a changed file so...2.11 would have become 2.12 with the Nov 16 update. 

Hum... I'm thinking about something nice for the update...

 

It will be lot of work, but can be nice... I'll add a poll soon.

Posted

Ok,... 

 

I really like the mood and the details of this mod. But I think I do not get behind how the quests are supposed to work.

 

 

1. The "Debug" Buttons in the one room just add slavery status?! Without a warning, too :smiley:
I now feel like I unintentionally skipped some of the quests?! 

I also dont get what the right button does. Displaying my current status? 

 

2. at the beginning daithe gives me the same job all over again, going to that "warmonger" and getting fucked. Is that supposed to be like that?

 

3. same for the food job. its all repetetive. correct that way?

 

4. There doesent seem to be a farmer job like its written in the quest list? I talk to frabbi (she has a quest marker) but there is no slave quest? 

 

5. I now have a new task and it said "follow daithe to your new working space" but she remain stationary. Also the quest marker doesent show me where to go on the map.

 

6. some quests do not register with quest markers, too, for example the quest where I m supposed to deliver skooma to Luna.

 

7. in the arena there are one or two enemies "spawning" but they do not attack me or draw weapons until I land the first hit on them.

If they spawn as a pair they attack each other, but the winner just ignores me. 

 

Suggestions for the mod from me, just personal taste, so maybe just ignore it. 

 

- add cuffs with chains to the players feet instead of just normal iron cuffs?

- add hand cuffs, too? :smile:

- the mod needs some whipping! like a lot of it. As punishment and as a reward. falmer style :-) or like falmers randomly whip me when I go past. 

- Also, since falmers treat humans like animals, why not make them compel humans to crawl, too?

- would be nice to see a milk mod integration. treating humans like animals? well, why not like cows, too? :smiley:

 

 

 

Posted

Here is more:

 

- Aniriel:
What is the point with her?
I found her randomly and she has a dilogue on here about Attia, but I have no ongoing quest. 

 

- Filbeneth:

What needs to be done here?
Apart from having to search the whole city for here (no quest marker), she also has no dialogue, nor has any other NPC in her location.

I also could not find her letter anywhere. I had to acquire it through AddItemMenu :frown:

Or did I miss something totally obvious?

 

- Milking Machines

I found them now, so there is already Milk Mod in here. 

But whenever I use them, I get the "permanent milking bug", meaning even when I leave the machine, I still lose stamina and get milk added...

This is not true for milk mod milking machines elsewhere

 

- speechless NPC

I explored the whole Ibn now and its kinda sad to be honest. Sometimes I find quests or tasks I was never send to (training house and arena for example) but most of the time its just the same falmers standing around with no dialogue at all. the whole setting appears kinda dead :frown:

No random slaves fucking or killing or whipping, no mini quests, no traps you can step into (like I met that high mutator and entered his throne room without beeing punished or questioned or whatever). 

 

- Training House

The training is a bit... short. 
I suggest if you are send there (will you ever be sent there anyway? I just got there and had the dialogue "daithe send me here", while she never did that).

it should be like this:

the mod forces you to be raped by the trainers, then the dog and all the animals in a row without you beeing able to leave or stop.

then training stops. 

and of course some whipping :smile:

 

There is also a bug where I always get to teleport to one spot in the cellar next to the stairs when I move in the house or talk to the trainers. 

 

 

EDIT:

 

On broken Daithe:...

 

I advanced stage to 20 on the tunnel quest now, but daithe still stands still and I still have no idea where to go... I am now searching for the "ruin" mentioned in the journal, tho... a quest marker would be really awesome on that part. maybe daithe could just tell the PC where to go instead of walking him there? if it means she will not break? 

 

 

EDIT2:

 

Just found the Harbor Overwatch and the surprise Falmer gangbang (Oh noes, they will rape me to death!)

So awesome! More from that please! I just wonder: what is supposed to happen here? The gangbang just returns endlessly? 
I kinda bugged out because I left and 2 of the falmers kinda disappeared between entering and leaving the room at the same time the scene started...

then I reloaded and just fought my way out :smile:

 

 

Falmers in Armor that undress turn violett, tho... they have no skin textures. Is that an error from my side? installationwise?

 

 

The fishing house looks really nice! 

 

 

Posted
2 hours ago, Nymra said:

Here is more:

 

- Aniriel:
What is the point with her?
I found her randomly and she has a dilogue on here about Attia, but I have no ongoing quest. 

 

- Filbeneth:

What needs to be done here?
Apart from having to search the whole city for here (no quest marker), she also has no dialogue, nor has any other NPC in her location.

I also could not find her letter anywhere. I had to acquire it through AddItemMenu :frown:

Or did I miss something totally obvious?

 

- Milking Machines

I found them now, so there is already Milk Mod in here. 

But whenever I use them, I get the "permanent milking bug", meaning even when I leave the machine, I still lose stamina and get milk added...

This is not true for milk mod milking machines elsewhere

 

- speechless NPC

I explored the whole Ibn now and its kinda sad to be honest. Sometimes I find quests or tasks I was never send to (training house and arena for example) but most of the time its just the same falmers standing around with no dialogue at all. the whole setting appears kinda dead :frown:

No random slaves fucking or killing or whipping, no mini quests, no traps you can step into (like I met that high mutator and entered his throne room without beeing punished or questioned or whatever). 

 

- Training House

The training is a bit... short. 
I suggest if you are send there (will you ever be sent there anyway? I just got there and had the dialogue "daithe send me here", while she never did that).

it should be like this:

the mod forces you to be raped by the trainers, then the dog and all the animals in a row without you beeing able to leave or stop.

then training stops. 

and of course some whipping :smile:

 

There is also a bug where I always get to teleport to one spot in the cellar next to the stairs when I move in the house or talk to the trainers. 

 

 

EDIT:

 

On broken Daithe:...

 

I advanced stage to 20 on the tunnel quest now, but daithe still stands still and I still have no idea where to go... I am now searching for the "ruin" mentioned in the journal, tho... a quest marker would be really awesome on that part. maybe daithe could just tell the PC where to go instead of walking him there? if it means she will not break? 

 

 

EDIT2:

 

Just found the Harbor Overwatch and the surprise Falmer gangbang (Oh noes, they will rape me to death!)

So awesome! More from that please! I just wonder: what is supposed to happen here? The gangbang just returns endlessly? 
I kinda bugged out because I left and 2 of the falmers kinda disappeared between entering and leaving the room at the same time the scene started...

then I reloaded and just fought my way out :smile:

 

 

Falmers in Armor that undress turn violett, tho... they have no skin textures. Is that an error from my side? installationwise?

 

 

The fishing house looks really nice! 

 

 

 

4 hours ago, Nymra said:

Ok,... 

 

I really like the mood and the details of this mod. But I think I do not get behind how the quests are supposed to work.

 

 

1. The "Debug" Buttons in the one room just add slavery status?! Without a warning, too :smiley:
I now feel like I unintentionally skipped some of the quests?! 

I also dont get what the right button does. Displaying my current status? 

 

2. at the beginning daithe gives me the same job all over again, going to that "warmonger" and getting fucked. Is that supposed to be like that?

 

3. same for the food job. its all repetetive. correct that way?

 

4. There doesent seem to be a farmer job like its written in the quest list? I talk to frabbi (she has a quest marker) but there is no slave quest? 

 

5. I now have a new task and it said "follow daithe to your new working space" but she remain stationary. Also the quest marker doesent show me where to go on the map.

 

6. some quests do not register with quest markers, too, for example the quest where I m supposed to deliver skooma to Luna.

 

7. in the arena there are one or two enemies "spawning" but they do not attack me or draw weapons until I land the first hit on them.

If they spawn as a pair they attack each other, but the winner just ignores me. 

 

Suggestions for the mod from me, just personal taste, so maybe just ignore it. 

 

- add cuffs with chains to the players feet instead of just normal iron cuffs?

- add hand cuffs, too? :smile:

- the mod needs some whipping! like a lot of it. As punishment and as a reward. falmer style :-) or like falmers randomly whip me when I go past. 

- Also, since falmers treat humans like animals, why not make them compel humans to crawl, too?

- would be nice to see a milk mod integration. treating humans like animals? well, why not like cows, too? :smiley:

 

 

 

 

Yes, I know...

 

In fact, I'm thinking about something for TID... but I don't know how I can present it to the players (it's pretty different and ambitious than the actual TID), or if I'll have time for it (I have NMM to finish and another stiff in the box)...

 

 

Posted
3 minutes ago, Delzaron said:

 

 

Yes, I know...

 

In fact, I'm thinking about something for TID... but I don't know how I can present it to the players (it's pretty different and ambitious than the actual TID), or if I'll have time for it (I have NMM to finish and another stiff in the box)...

 

 

 

See, I love the work you done. The setting is great. It has that cold, cruel horror that makes the kinky stuff in TID so special. 

The world you built is lovely and detailed, all the characters have names, there are the armors and so on.

 

But it all can only live with a tight corset. Slaverun does it quite good. In some parts you are basically forced through a dozen of sex scenes (not lying here) which makes it appear a lot more brutal than TID, where you always get away too fast and easy somehow.

 

At the same time, TID would be the perfect environment for other mods to hook on. Why not add a falmer prison similar to POP? 

But in general, I think all that is required are a lot of working quests which, at best, provide a lot of raping, whiping, forced labor, death threats, milking and whatnot.

 

I would really love to see this mod going somewhere. It tried it again over a year ago and saw it was updated since. Sadly, the issues from back then are still there and make it a bit of a mess to play it :frown:

 

Posted
14 hours ago, Nymra said:

 

See, I love the work you done. The setting is great. It has that cold, cruel horror that makes the kinky stuff in TID so special. 

The world you built is lovely and detailed, all the characters have names, there are the armors and so on.

 

But it all can only live with a tight corset. Slaverun does it quite good. In some parts you are basically forced through a dozen of sex scenes (not lying here) which makes it appear a lot more brutal than TID, where you always get away too fast and easy somehow.

 

At the same time, TID would be the perfect environment for other mods to hook on. Why not add a falmer prison similar to POP? 

But in general, I think all that is required are a lot of working quests which, at best, provide a lot of raping, whiping, forced labor, death threats, milking and whatnot.

 

I would really love to see this mod going somewhere. It tried it again over a year ago and saw it was updated since. Sadly, the issues from back then are still there and make it a bit of a mess to play it :frown:

 

POP ?

 

TID was built to be a lovecraftian quest mod. On that side, the bet was won.

The Bravil underworld stuff was under exploited, I know that... it was also due to my lack of skills in conding (but now, thanks to CPU, I have better skills in array management, i could create a true slavery framework management).

 

Yes, TID needs some improvements... it's supposed to be a dangerous, dark places. Falmers are cruels, slaves lifes are short...

 

Latter, I'll try to explain what I'm thinking about this mod.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Posted

Just a quick question: I got to the point where the quest says Daithe maybe bored of me, but nothing happens. I have already talked to Hashep and Frabbi. Is it how it supposed to work? Should I just continue to do those warmonger quests till a got to tne next stage?

 

Posted
23 minutes ago, asdfa93 said:

Just a quick question: I got to the point where the quest says Daithe maybe bored of me, but nothing happens. I have already talked to Hashep and Frabbi. Is it how it supposed to work? Should I just continue to do those warmonger quests till a got to tne next stage?

 

Surely a stage bug... setstage it.

Posted
23 hours ago, Nymra said:

Ok,... 

 

I really like the mood and the details of this mod. But I think I do not get behind how the quests are supposed to work.

 

 

1. The "Debug" Buttons in the one room just add slavery status?! Without a warning, too :smiley:
I now feel like I unintentionally skipped some of the quests?! 

I also dont get what the right button does. Displaying my current status? 

 

2. at the beginning daithe gives me the same job all over again, going to that "warmonger" and getting fucked. Is that supposed to be like that?

 

3. same for the food job. its all repetetive. correct that way?

 

4. There doesent seem to be a farmer job like its written in the quest list? I talk to frabbi (she has a quest marker) but there is no slave quest? 

 

5. I now have a new task and it said "follow daithe to your new working space" but she remain stationary. Also the quest marker doesent show me where to go on the map.

 

6. some quests do not register with quest markers, too, for example the quest where I m supposed to deliver skooma to Luna.

 

7. in the arena there are one or two enemies "spawning" but they do not attack me or draw weapons until I land the first hit on them.

If they spawn as a pair they attack each other, but the winner just ignores me. 

 

Suggestions for the mod from me, just personal taste, so maybe just ignore it. 

 

- add cuffs with chains to the players feet instead of just normal iron cuffs?

- add hand cuffs, too? :smile:

- the mod needs some whipping! like a lot of it. As punishment and as a reward. falmer style :-) or like falmers randomly whip me when I go past. 

- Also, since falmers treat humans like animals, why not make them compel humans to crawl, too?

- would be nice to see a milk mod integration. treating humans like animals? well, why not like cows, too? :smiley:

 

 

 

I'm also having the same problem where I get the "Tunneling" quest and it says "Follow Daithe to your new workplace" but she doesnt move and the quest marker just points at her so i have no idea where to go. I tried setstage but it didnt seem to work...

Posted
14 minutes ago, balo123 said:

I'm also having the same problem where I get the "Tunneling" quest and it says "Follow Daithe to your new workplace" but she doesnt move and the quest marker just points at her so i have no idea where to go. I tried setstage but it didnt seem to work...

 

Yes, I don't understand why this quest doesn't want to work... I just changed the cell content, the package was revised, and Daithe is driven by a scene...

 

I'm afraid I'll need to rebuilt that quest totally...

Posted
8 hours ago, Delzaron said:

POP ?

 

TID was built to be a lovecraftian quest mod. On that side, the bet was won.

The Bravil underworld stuff was under exploited, I know that... it was also due to my lack of skills in conding (but now, thanks to CPU, I have better skills in array management, i could create a true slavery framework management).

 

Yes, TID needs some improvements... it's supposed to be a dangerous, dark places. Falmers are cruels, slaves lifes are short...

 

Latter, I'll try to explain what I'm thinking about this mod.

 

 

POP = Prison Overhaul Mod. 

 

The Lovecraftian Aspect is visible (while the skyrim feeling still dominates, tho).

 

I think your Underworld Quest in Ibn would just benefit from a strong and working main quest line accompanied by a lot of mini quests to fill the vast space and the many rooms and locations you built there already. 

 

At the moment I stopped with TID again. It all comes down using SetStage everytime you want to get anything running at all.... I still didnt find the place where I should go with Daithe (can you probably provide that info? The whole daithe issue should be on the first page in the FAQ along with a detailed workaround and where to go really. It seems it totally breaks the mod currently).

 

You should also take a look at "Island of Mara". There is also a very lovecraftian Questline where you work for a magician who sends you in another dimension. The mod maker created funny traps where "ESTRUS" Tentacles grap you and rape you. Would be a nice feature for TID, too (Estrus in general would be...).

 

Also, there is a mod for chaurus breeding which would be perfect for TID. 

I hope to read something totally new here some day, then I will gladly return to play :smiley: 

 

 

Posted
7 hours ago, Nymra said:

POP = Prison Overhaul Mod. 

 

The Lovecraftian Aspect is visible (while the skyrim feeling still dominates, tho).

 

I think your Underworld Quest in Ibn would just benefit from a strong and working main quest line accompanied by a lot of mini quests to fill the vast space and the many rooms and locations you built there already. 

 

At the moment I stopped with TID again. It all comes down using SetStage everytime you want to get anything running at all.... I still didnt find the place where I should go with Daithe (can you probably provide that info? The whole daithe issue should be on the first page in the FAQ along with a detailed workaround and where to go really. It seems it totally breaks the mod currently).

 

You should also take a look at "Island of Mara". There is also a very lovecraftian Questline where you work for a magician who sends you in another dimension. The mod maker created funny traps where "ESTRUS" Tentacles grap you and rape you. Would be a nice feature for TID, too (Estrus in general would be...).

 

Also, there is a mod for chaurus breeding which would be perfect for TID. 

I hope to read something totally new here some day, then I will gladly return to play :smiley: 

 

 

 

The underworld : yes, lot of miniquests are needed to fill that huge space (the city is huge as Solitude, indeed).

 

TID have some problems I don't understand. The Daithe problem is one of them... the code is good, the package is good, the scene is good, why this NPC doesn't move her ass ? She moved it in the previous version of this cell !

 

I never tested Island of Mara.

 

Dungeons torture like POP and chaurus breeding farm can be good too.

 

 

I'll expose my idea here, in a topic.

 

 

 

 

 

Posted

Hi

 

Here's my idea and proposition about TID.

 

One point with I'm disapointed if the city doesn't change with the new leadership...

I mean. Selkurthi die, the Whisepring One take control of the city...and that's all.

 

So, there is my idea :

- when the player will discover Ibn in the first time, it will be a ruin... Available buildings will be the farm, the barrack, the nobles Hall, the slaves dungeon, and that's all.

- when whispering one takes control, he decide to rebuilt the city... player will be put on contribution. The way for player to be released from slavery will be build several buildings and pose the bases of Ibn economy (mostly the Inn, some homes, Warlocks tower, Smith, and better farms)

So, the city will expend and will be full of new buildings.

 

My idea :

 

At the beginning, Ibn only contains :

  • The barracks, with Azenith Derleth
  • The Nobles Hall (Selkurthi palace)
  • The slaves dungeon (yes, we truly need an horrible dungeon, not just some cabans : cabans are for the best slaves) (idealy, I need to turn it into a dungeon, where I could make POP like stuff for torture and rape slaves)
  • The farm (crops, mushroom, skeever, butchery)
  • The common house, with several pure falmers living inside.
  • The old library : need for researches, will unlock other buildings.
  • The workshop : need for building/repair other buildings

Population is mostly slaves, falmers and pure falmers. No cultists, no dagoths, no allies.

So, the city will be very reduced... Slaves activites are mosty farming, mining, and be used for fun by falmers.

 

 

Ibn future developments will be all the other things, with arborescence.

  • Farms : Developing the Farm will allow to build a chaurus breeding farm, a deer farm, and a war troll breeding farm.
  • Economy : The first building is the Tavern. It will unlock the Brothel and the agents guild (whores trained as spies in human cities).
  • Slavery : at the beginning, the slavery system is very basic : falmers capture them accross skyrim. Developing it will allow to build the harbor, the training house, and the Auction house. It will dramatically increase the City influence and trades (at this time, Ibn is a central network for breeding/buying/selling/training slaves) It will also dramatically increase the amount of slaves.
  • Shops : the only shops at the beginning are Farms and butchery ones. Smith first, other after (alchemist, librarian...)
  • Temple : it will be unlocked by recruiting the Sixt house remains during a quest.
  • Technology : Volukar will work... by sacrificing slaves, he'll understand better dwemer technologies.
  • Millitary : at the beginning, Ibn only have a falmer force, leaded by some pure falmers. With dev, war trolls, even dwemer tech.
  • Networks : allow alliances with other guilds across Skyrim. The Thieves guild, some pirates like Sabine Nyte, etc... increase Ibn influence.
  • Great Ancient : Restore the Temple (you'll need to recruit the remains of the sixth house for that), unlock some powers from Chaur Tegoth, allow to recruit Chaur Tegoth broods and other great ancients offsprings/underlines. Allow to use the whores pies to create cults in Skyrim cities.
  • Moral : mostly keep the moral high by restoring the Arena, and some little chaur tegoth autels.

 

The Main quest I propose could be :

  • Prologue : the stuff with Frabbi.
  • Part 1 : Player as slave in Ibn rulled by Selkurthi.
  • The awakening of Chaur Tegoth, Whispering One takes control of Ibn.
  • Part 2 : player as slave. Can be free is she suceed to restore a basic functionnement of the city. If player fails, she'll serve as food for Chaur Tegoth.
  • Part 3 : Ibn restore : player as servant, gloomluker after. secure the small world, develop the city, submit/recruit local tribes)
  • Part 4 : extend the empire : quests accros skyrim : place spies, kill people, establish whores and local cults in skyrim cities.
  • Part 5 : the End : Chaur Tegoth liberation. Player becomes champion.

The side quests :

  • Each appropriate buildings need to have his side quests. For example, in the research tower, Volukar will need to test his researches results...
  • Ideas are welcome !

 

That's mean :

  • The Small work need to be extended : it need to contains Ibn, the Sixth house remains, some falmers tribes, some trolls and deers to tame.
  • Ibn need to be redone. The main problem I met is I wish to keep a good looking human wood houses quarter, like Bravil underworld. Any ideas are welcome. The city need to be built in three kind of builings : old ancient, dwemer, human.
  • The mod current quests need to redone, with some cells. Building a nice slaves dungeon need to redone entirely the slaves quarter, with all packages...
  • and more...

 

About the slaves :

  • At the beginning, player slavery will be mostly farming, mining, and be tortured and raped all days...
  • With Whispers as Master, things will be better, but count on falmers to use and test their new furnitures on player... for example, Volukar's new inventions (komotor's furnitures) need to be tested.
  • Slaves NPCs the player can command need to be useful : they can work (make money for player), be sold, or be sacrificed (for example, it will increases researches efficiency, or bring Chaur Tegoth bless on the player).

 

As you see, this idea is a total overhaul, and shoud be something totally new on LL, even in Nexus.

 

About the tentacles pits : Ibn is not a sure place, it can be fun. If you know the code which can trigger it, I'm interested.

 

I need also to know how the game will support lot of disabled/enabled structures and NPCs in cells and small worlds (if the NPCs causes problem, that's mean I'll need to stock them in some cells, and use packages to release them in Ibn when the it's needed).

Making dwemer disabled is relatively easy : I just need to enable/disable the door, and enable/disable a rock...

For the wood houses, it will be more difficult... It will mean enable/disable lot of statics (doors, houses, walks, etc...). Maybe the CK contains huge size dwemer ruins stuff to hide them enough...

 

 

 

 

 

 

 

 

 

 

 

Posted
9 hours ago, Delzaron said:

Hi

 

Here's my idea and proposition about TID.

 

One point with I'm disapointed if the city doesn't change with the new leadership...

I mean. Selkurthi die, the Whisepring One take control of the city...and that's all.

 

So, there is my idea :

- when the player will discover Ibn in the first time, it will be a ruin... Available buildings will be the farm, the barrack, the nobles Hall, the slaves dungeon, and that's all.

- when whispering one takes control, he decide to rebuilt the city... player will be put on contribution. The way for player to be released from slavery will be build several buildings and pose the bases of Ibn economy (mostly the Inn, some homes, Warlocks tower, Smith, and better farms)

So, the city will expend and will be full of new buildings.

 

I must be honest here: this idea seems off from several points of view:

 

1. this way you throw away what is the best of TID right now: the vast city with all its details. Dont do that! 

 

2. when I imagine what people expect when playing the quest, I think building up a city would be the last of their expectactions.

 

 

If you still wanna do it:

There are mods for house building (at least I read about that) and in Captured Dreams mod there is a building complex that is expanded within 3 weeks until its complete.

 

9 hours ago, Delzaron said:

The Main quest I propose could be :

  • Prologue : the stuff with Frabbi.
  • Part 1 : Player as slave in Ibn rulled by Selkurthi.
  • The awakening of Chaur Tegoth, Whispering One takes control of Ibn.
  • Part 2 : player as slave. Can be free is she suceed to restore a basic functionnement of the city. If player fails, she'll serve as food for Chaur Tegoth.
  • Part 3 : Ibn restore : player as servant, gloomluker after. secure the small world, develop the city, submit/recruit local tribes)
  • Part 4 : extend the empire : quests accros skyrim : place spies, kill people, establish whores and local cults in skyrim cities.
  • Part 5 : the End : Chaur Tegoth liberation. Player becomes champion.

 

My suggestion: 

 

Leave the city as it is, just focus 100% on quests and content. 

 

1. Player as food - City is already ruled by Chaur Tegoth

- Player starts naked in a torturing dungeon, bound in a device/cross whatever. Whipped, raped and prepared to be eaten or sth. this part could be quite long to make the player feel the hopelessness of the situation. 

- some NPC arrives and picks some slaves for advanced work not just to be eaten and picks the PC at the last moment before spitroast whatever.

 

2. Slave Quests

The ones you already have are quite fine: 

- cooking food/searching food

- mine duty

- sex service duty 

- sex training duty

and so on

 

Falmers shouldnt be passive. Maybe give them enforcer calls like in Slaverun mod. So they will pick slaves themselves to rape from time to time (and get an MCM menu for this mod tooo!!)

 

3. Exploration Quests

Slave can explore the city in its "free" time. But the city is dangerous.

- Estrus tentacle traps

- Rape/torture rooms like the harbor overwatch (several ingame hours of repeared fucking(whipping) before release

- Mini Quests that open up closed doors and give info about how the city works 

- a possible escape quest? 

- amputation traps (there is a mod that makes traps amputate limbs!) -> requires a quest to let them be healed again 

- deviously cursed loot: a mod where you get trapped in devious devices when you search the wrong chest :smile: devices could be chose n suitable for Ibn, tho. 

Smith quest to remove them again. 

 

4. NPC Side quests.

- Player gets assigend to new master from time to time to finish tasks for that one until completion.

- the mentioned volukar experiments (chaurus breeding or what?)

- NPC B: maybe become a gladiator

- NPC C: a personal fuck slave toy for some time while the NPC does his daily job routine? could show the everyday life in ibn

- NPC D: temple duty. prepare slaves for beeing sacrificed or sth. 

and so on... 

 

The secret of the good mods are details, at least for me. Even small things are covered with NPC action and quests.

Slaverun at the moment is the mod that achieves the slavery feeling quite good (apart from the fact its too easy to run away, hehe). 

Slaverun forces the NPC into many situations and has stages with repeated sex scenes that involve other NPCs, too.

 

Island of Mara is compareable, but you can never escape because its an island. Slave jobs happen in enclosed quarters and you are brought their by ship.

 

I can recommend both mods as inspiration. 

 

 

 

MCM Menu:

 

The mod should have one... especially for bug fixing, but also for adjusting some content/timers and possibly disabling/skipping some quests if people dont like them. 

 

 

Ibn is a great setting. Dont start over again! Just fill it with life! 

 

 

Posted
1 hour ago, Nymra said:

 

I must be honest here: this idea seems off from several points of view:

 

1. this way you throw away what is the best of TID right now: the vast city with all its details. Dont do that! 

 

2. when I imagine what people expect when playing the quest, I think building up a city would be the last of their expectactions.

 

 

If you still wanna do it:

There are mods for house building (at least I read about that) and in Captured Dreams mod there is a building complex that is expanded within 3 weeks until its complete.

 

 

My suggestion: 

 

Leave the city as it is, just focus 100% on quests and content. 

 

1. Player as food - City is already ruled by Chaur Tegoth

- Player starts naked in a torturing dungeon, bound in a device/cross whatever. Whipped, raped and prepared to be eaten or sth. this part could be quite long to make the player feel the hopelessness of the situation. 

- some NPC arrives and picks some slaves for advanced work not just to be eaten and picks the PC at the last moment before spitroast whatever.

 

2. Slave Quests

The ones you already have are quite fine: 

- cooking food/searching food

- mine duty

- sex service duty 

- sex training duty

and so on

 

Falmers shouldnt be passive. Maybe give them enforcer calls like in Slaverun mod. So they will pick slaves themselves to rape from time to time (and get an MCM menu for this mod tooo!!)

 

3. Exploration Quests

Slave can explore the city in its "free" time. But the city is dangerous.

- Estrus tentacle traps

- Rape/torture rooms like the harbor overwatch (several ingame hours of repeared fucking(whipping) before release

- Mini Quests that open up closed doors and give info about how the city works 

- a possible escape quest? 

- amputation traps (there is a mod that makes traps amputate limbs!) -> requires a quest to let them be healed again 

- deviously cursed loot: a mod where you get trapped in devious devices when you search the wrong chest :smile: devices could be chose n suitable for Ibn, tho. 

Smith quest to remove them again. 

 

4. NPC Side quests.

- Player gets assigend to new master from time to time to finish tasks for that one until completion.

- the mentioned volukar experiments (chaurus breeding or what?)

- NPC B: maybe become a gladiator

- NPC C: a personal fuck slave toy for some time while the NPC does his daily job routine? could show the everyday life in ibn

- NPC D: temple duty. prepare slaves for beeing sacrificed or sth. 

and so on... 

 

The secret of the good mods are details, at least for me. Even small things are covered with NPC action and quests.

Slaverun at the moment is the mod that achieves the slavery feeling quite good (apart from the fact its too easy to run away, hehe). 

Slaverun forces the NPC into many situations and has stages with repeated sex scenes that involve other NPCs, too.

 

Island of Mara is compareable, but you can never escape because its an island. Slave jobs happen in enclosed quarters and you are brought their by ship.

 

I can recommend both mods as inspiration. 

 

 

 

MCM Menu:

 

The mod should have one... especially for bug fixing, but also for adjusting some content/timers and possibly disabling/skipping some quests if people dont like them. 

 

 

Ibn is a great setting. Dont start over again! Just fill it with life! 

 

 

 

 

I agree with you : too complex, too heavy, not fun. Skyrim is definitly not a management game.

 

 

I still need to rebuilt the city, but I also want to keep the best part of it : the servants quarter (the wood house spart, who makes the city so dark and dirty).

 

 

About your suggestions :

 

Ibn current main quest is :

  • Prologue : the stuff with Frabbi.
  • Part 1 : Player as slave in Ibn rulled by Selkurthi.
  • When the player is thrown to Chaur Tegoth for being eated, Chaur Tegoth chose to spare the player...
  • Whispering one is invocated, kill Selkurthi, and take control of Ibn.
  • Part 2 : player as servant. Begin the empire expansion.
  • Part 3 : the End : Chaur Tegoth liberation. Player becomes champion.

As you see, the player (dragonborn) is recognized as a special person who can fit with Chaur Tegoth plans...

And as you see, the player status increase during the mod story : slave first, mostly a queen at the end... or food if you choose to betray Chaur Tegoth.

 

 

I could change the story a bit...

 

- Does Selkurthi is important ?

 

 

 

1. Player as food - City is already ruled by Selkurthi.

- Player starts naked in a torturing dungeon, bound in a device/cross whatever. Whipped, raped and prepared to be eaten or sth. this part could be quite long to make the player feel the hopelessness of the situation. 

- Player is given as food to Chaur Tegoth, by he doesn't eat her...

 

So, the whispers one remarks the player...

Player could stay a slave, but of better statut (so, more

 

2. Slave Quests and exploration quests (under supervizion)

The ones you already have are quite fine: 

- cooking food/searching food

- mine duty

- sex service duty 

- sex training duty

 

3. Exploration Quests : here it can be simply some events...

Slave can explore the city in its "free" time. But the city is dangerous.

- Estrus tentacle traps

- Rape/torture rooms like the harbor overwatch (several ingame hours of repeared fucking(whipping) before release

- Mini Quests that open up closed doors and give info about how the city works 

- a possible escape quest? 

- amputation traps (there is a mod that makes traps amputate limbs!) -> requires a quest to let them be healed again 

- deviously cursed loot: a mod where you get trapped in devious devices when you search the wrong chest :smile: devices could be chose n suitable for Ibn, tho. 

Smith quest to remove them again. 

 

4. NPC Side quests.

- Player gets assigend to new master from time to time to finish tasks for that one until completion.

- the mentioned volukar experiments (chaurus breeding or what?)

- NPC B: maybe become a gladiator

- NPC C: a personal fuck slave toy for some time while the NPC does his daily job routine? could show the everyday life in ibn

- NPC D: temple duty. prepare slaves for beeing sacrificed or sth. 

and so on... 

 

 

 

 

 

Posted

Hey Delzaron,

me again :confounded:

 

Wierd problem, the mod dont want to show up in the MCM. Any ideas what should be wrong at me end?

got all the nessessary mods you mentioned in "dependacies", have the meshes file and the main file, didnt downloaded the optinal files yet. 

using Loot for load order. 

Waited around 10 minutes if the mod will show up in the MCM but it didn't.

 

Posted
13 minutes ago, Battle.cry said:

Hey Delzaron,

me again :confounded:

 

Wierd problem, the mod dont want to show up in the MCM. Any ideas what should be wrong at me end?

got all the nessessary mods you mentioned in "dependacies", have the meshes file and the main file, didnt downloaded the optinal files yet. 

using Loot for load order. 

Waited around 10 minutes if the mod will show up in the MCM but it didn't.

 

I don't think there is a MCM feature in this mod. If you need to confirm it's installed go to Windhelm's bridge and look for Frabbi around near the back of the stables. Alternatively, i think you can talk to NPCs in Windhelm and there should be an option along the lines of "is there something suspicious going on"

Posted
4 minutes ago, GleamingLies said:

I don't think there is a MCM feature in this mod. If you need to confirm it's installed go to Windhelm's bridge and look for Frabbi around near the back of the stables. Alternatively, i think you can talk to NPCs in Windhelm and there should be an option along the lines of "is there something suspicious going on"

yeah i just figured it out, thanks :smiley:

Posted

Although... 

Stucked in getting information about Derleth Woman and that I should interogate citizens of Windhelm to gain some information on him, but 1) nobody tells me anything 2) the quest marker is pointing directly to the Derleth farm all the way to Markarth. There are 2 NPC in there, one has the marker but both refuses to talk to me... :confused:

Posted
3 hours ago, Battle.cry said:

Although... 

Stucked in getting information about Derleth Woman and that I should interogate citizens of Windhelm to gain some information on him, but 1) nobody tells me anything 2) the quest marker is pointing directly to the Derleth farm all the way to Markarth. There are 2 NPC in there, one has the marker but both refuses to talk to me... :confused:

I have this same issue. The marker points to the Derleth farm, no one there has anything to say. In Windhelm, everyone seems to have the usual conversation choices. Nothing about TID. I've tried both the Nords and Dark Elves there, but can't move the quest forward. Did I miss a step?

 

Posted
4 hours ago, atsidi said:

I have this same issue. The marker points to the Derleth farm, no one there has anything to say. In Windhelm, everyone seems to have the usual conversation choices. Nothing about TID. I've tried both the Nords and Dark Elves there, but can't move the quest forward. Did I miss a step?

 

I fixed it in the console with "setstage aTID1Falmer 60". That skips over the "talk to people in Windhelm" part that isn't working. 

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