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Content Consumer's Alternate Starts


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Posted

Hmmm, I think I found the other reason why some of the other starts kept crashing for me. Before I could never get Nord Queen to start, think I might have found out why. Ask your mod users if they are using FloppySOS v.2.0 or 2.1. Right now its causing alot of crashes upon loading into areas with lots of NPCs. For instance, Bannered Mare is almost a 100% crash when using that mod. I will have to test and see if Nord Queen crashes still or works after I disabled FloppySOS.

Posted

Hmmm, I think I found the other reason why some of the other starts kept crashing for me. Before I could never get Nord Queen to start, think I might have found out why. Ask your mod users if they are using FloppySOS v.2.0 or 2.1. Right now its causing alot of crashes upon loading into areas with lots of NPCs. For instance, Bannered Mare is almost a 100% crash when using that mod. I will have to test and see if Nord Queen crashes still or works after I disabled FloppySOS.

 

I seem to remember someone complaining about FloppySOS in a couple of other threads too. Can't remember exactly what the problem was though.

Posted

Something about to many actors and it crashes, think it was also screwing up any hdt physics.

 

Edit: Yes, FloppySOS was causing the Nord Queen start to fail. Worked perfectly after testing it. Interesting start, I rather liked that one. Wondering if you can make a vampire start similar to that one? The original 2 vampire starts for LAL were boring, one starts you as a vampire in a cave, the other a crypt. I think it would be fun to start as a newly dead vampire in one of the burial crypts, maybe an adventurer wakes you up. Would need some of the vampire sexual animations out there but it would be fun if you drained him/her, did a vampire sex animation then killed him and start your new life.

Posted

 

Wondering if you can make a vampire start similar to that one? The original 2 vampire starts for LAL were boring, one starts you as a vampire in a cave, the other a crypt. I think it would be fun to start as a newly dead vampire in one of the burial crypts, maybe an adventurer wakes you up. Would need some of the vampire sexual animations out there but it would be fun if you drained him/her, did a vampire sex animation then killed him and start your new life.

 

I was going to ask if modifying one of the (I think) New Beginings mod starts (killed by a vampire and laid to rest) for Markarth to include having the Brother re-enter the temple as if you'd accepted his quest to check out the place, but I realized that would rather break the Namira quest line, since you have to take him out of the temple for dinner.

 

There is a Death Alternative alternate start with you as vampire blood cattle, in one of the several random vampire dens. As a DA enslaved setup you are supposed to let the vampires present feed on you, but you can also ask them to turn you. After a couple days a group of three Dawnguard vampire hunters come in to clear the den and "rescue" you. Sometimes I'd just leave with them, sometimes after rewarding them the Sexlab way and other times kill them in revenge for my former masters.

 

Clearing a den, especially one of the small ones and leaving just a vampire, adventurer (maybe on a quest from the dawnguard) and the PC, might not be too hard? Let the adventurer kill the vampire as the PC is "waking up" (low hp on the vampire or a scripted death?) and then the PC can, as suggested, kill the adventurer and have a first feast.

Posted

 

 

Wondering if you can make a vampire start similar to that one? The original 2 vampire starts for LAL were boring, one starts you as a vampire in a cave, the other a crypt. I think it would be fun to start as a newly dead vampire in one of the burial crypts, maybe an adventurer wakes you up. Would need some of the vampire sexual animations out there but it would be fun if you drained him/her, did a vampire sex animation then killed him and start your new life.

 

I was going to ask if modifying one of the (I think) New Beginings mod starts (killed by a vampire and laid to rest) for Markarth to include having the Brother re-enter the temple as if you'd accepted his quest to check out the place, but I realized that would rather break the Namira quest line, since you have to take him out of the temple for dinner.

 

There is a Death Alternative alternate start with you as vampire blood cattle, in one of the several random vampire dens. As a DA enslaved setup you are supposed to let the vampires present feed on you, but you can also ask them to turn you. After a couple days a group of three Dawnguard vampire hunters come in to clear the den and "rescue" you. Sometimes I'd just leave with them, sometimes after rewarding them the Sexlab way and other times kill them in revenge for my former masters.

 

Clearing a den, especially one of the small ones and leaving just a vampire, adventurer (maybe on a quest from the dawnguard) and the PC, might not be too hard? Let the adventurer kill the vampire as the PC is "waking up" (low hp on the vampire or a scripted death?) and then the PC can, as suggested, kill the adventurer and have a first feast.

 

 

Well, one of the LAL starts, I am a vampire in a secret lair, there is only 2 vampires and its a small cave. Unsure if it would conflict with LAL if you modified it.

Posted

 

 

 

Wondering if you can make a vampire start similar to that one? The original 2 vampire starts for LAL were boring, one starts you as a vampire in a cave, the other a crypt. I think it would be fun to start as a newly dead vampire in one of the burial crypts, maybe an adventurer wakes you up. Would need some of the vampire sexual animations out there but it would be fun if you drained him/her, did a vampire sex animation then killed him and start your new life.

 

I was going to ask if modifying one of the (I think) New Beginings mod starts (killed by a vampire and laid to rest) for Markarth to include having the Brother re-enter the temple as if you'd accepted his quest to check out the place, but I realized that would rather break the Namira quest line, since you have to take him out of the temple for dinner.

 

There is a Death Alternative alternate start with you as vampire blood cattle, in one of the several random vampire dens. As a DA enslaved setup you are supposed to let the vampires present feed on you, but you can also ask them to turn you. After a couple days a group of three Dawnguard vampire hunters come in to clear the den and "rescue" you. Sometimes I'd just leave with them, sometimes after rewarding them the Sexlab way and other times kill them in revenge for my former masters.

 

Clearing a den, especially one of the small ones and leaving just a vampire, adventurer (maybe on a quest from the dawnguard) and the PC, might not be too hard? Let the adventurer kill the vampire as the PC is "waking up" (low hp on the vampire or a scripted death?) and then the PC can, as suggested, kill the adventurer and have a first feast.

 

 

Well, one of the LAL starts, I am a vampire in a secret lair, there is only 2 vampires and its a small cave. Unsure if it would conflict with LAL if you modified it.

 

 

May not mess with LAL, but they are stock caves and might mess up something else later. That was one of the issues with the animals starts. He could have changed the factions of the beasts in the cave, but then if you got a radiant quest later to kill a beast, it could include those.

 

I am not sure how far scripting can go, but given how much loss of control the various Zaz/DD/PO mods have, would a short start with 2-3 vamps fighting 2-3 invaders, scripted kills (I've seen used in the base game - Thonar's wife always dies in the Forsworn quest in the Treasury House, for example) where a vampire drops, then an invader, then a vamp.. you lay like dead while the last one goes over to loot a chest.. script stands PC up, starts sexlab anim (if teleport is turned off, you'd just walk over.. could have you sneak first), script kills the adventurer at the end of the scene and then gives control to you.

 

 

Does sound like a lot of work, now that I type it out.

Posted

 

 

 

 

Wondering if you can make a vampire start similar to that one?

That's skyrimll's scenario actually, not CCAS native. But broadly speaking, yes.

The original 2 vampire starts for LAL were boring, one starts you as a vampire in a cave, the other a crypt. I think it would be fun to start as a newly dead vampire in one of the burial crypts, maybe an adventurer wakes you up. Would need some of the vampire sexual animations out there there are some, IIRC, I just need to locate them and trigger them specifically but it would be fun if you drained him/her, did a vampire sex animation then killed him and start your new life.

 

Sometimes I'd just leave with them, sometimes after rewarding them the Sexlab way and other times kill them in revenge for my former masters. I never managed to kill them, even when trying. It always seemed like they were several levels higher than anyone else around.

 

Clearing a den, especially one of the small ones and leaving just a vampire, adventurer (maybe on a quest from the dawnguard) and the PC, might not be too hard? Let the adventurer kill the vampire as the PC is "waking up" (low hp on the vampire or a scripted death?) and then the PC can, as suggested, kill the adventurer and have a first feast.

That'd probably be easiest - sort of like you start in a coffin, and awaken when the adventurer, searching for treasure, opens your casket. Free lunch!

 

 

Well, one of the LAL starts, I am a vampire in a secret lair, there is only 2 vampires and its a small cave. Unsure if it would conflict with LAL if you modified it.

If I modified it, probably yes. But not if I basically duplicated it. But what's the fun in that? ;)

 

 

May not mess with LAL, but they are stock caves and might mess up something else later. Also that. That was one of the issues with the animals starts. And I'm not doing that again... animal starts nothing - think of what happened to the Moldering Ruins. I feel sort of repulsed, looking at what I did there. :angry: From now on for all CCAS scenarios I'll create new cells, like the Aspiring Mage or Succubus or Creature Den. He could have changed the factions of the beasts in the cave, but then if you got a radiant quest later to kill a beast, it could include those.

 

Does sound like a lot of work, now that I type it out.

It might not be that much work, actually. I haven't really looked into it, but all we're basically talking about is six or so NPCs of different conflicting factions, with the Essential flag set, and a timed script that kills one off every few seconds. Reminds me of how Bethesda did it for the "Baiting the Trap" quest in Oblivion (Shivering Isles). After the battle, it might be easier to have the "survivor" (or survivors) loot the chest that opens the door, and you jump out and do your thing. I'm not much of a fan of forcing the player to move about - XPO/POP has been messing with that for a while, and mods like Follow That Thing all give caveats that it fails rather often - but there are ways around it.

 

 

 

At any rate, vampire starts - both sub and dom - are in my to-do list. Not sure when I'll get around to modding this again, might be a while. :(

Posted

Can you specify a spawn position via console, or not? Can placeatme instead place npcs near the entrance to the current cell?

 

Separate from the wake-up scenario, maybe throwing some Vigilants in for food would be enough to satisfy neodark for a bit.

Posted

I tested.

The TID option is not available. Maybe a problem with mod detection ?

 

It's checking for the zThingsInDark.esp file. Can you post your papyrus log?

Posted

So, I tried the scenario "enslaved by a brutish orc". The orc seems to be aggressive towards everything and end up dead pretty quickly. Is that by intent?

 

Would it be possible to be spawned as a slave in an orc stronghold as an alternative?

 

For your dialogue list, I think it's getting pretty long. Instead of just one big list, wouldn't it be saner to thematically divide the scenarios? I mean, there are a lot of enslavement scenarios that could be stored in a submenu. Same thing with sexlab stories starts or the ones related to milk mod.

Or maybe I just have too many mods installed. Heh.

Posted

So, I tried the scenario "enslaved by a brutish orc". The orc seems to be aggressive towards everything and end up dead pretty quickly. Is that by intent?

Not specifically. I did set him pretty aggressive (it's actually toned down a bit for v11 due to some problems with SD+), and as a factionless NPC he'll be under attack by pretty much anything. Results will also depend on what other mods you have as well as game difficulty. In my tests, he actually survives quite well, but I do tend to test on medium difficulty and no real overhaul mods. ;)

Would it be possible to be spawned as a slave in an orc stronghold as an alternative?

Sure... the reason I put him out in the middle of nowhere was to use the travel package, as opposed to Anise and Drelas who are stuck where they are. But I could redo that, sure enough.

 

For your dialogue list, I think it's getting pretty long. Instead of just one big list, wouldn't it be saner to thematically divide the scenarios? I mean, there are a lot of enslavement scenarios that could be stored in a submenu. Same thing with sexlab stories starts or the ones related to milk mod.

Or maybe I just have too many mods installed. Heh.

All of the enslavement scenarios are in a submenu. "I've been enslaved." All of the Inn Prostitute scenarios are in their own submenu too.

I could differentiate by mod or author, but that would result in 10 or so submenus, which wouldn't really cut down on things more than by maybe a dozen entries.

I admit, ~50 scenarios (not including duplicates like the Inn Prostitute ones or the male/female differentiation in MME or Bandit Honeypot) is getting a bit large. When I started this, I honestly didn't plan on adding so much content - it was just going to be maybe two or three of my own, Simple Slavery, and some SD+/Stories scenarios.

It's a bit late to separate this into different mods, which might have been a better choice.

I'll look at it, but honestly I'm not sure there's much to be done but keep on with the way things are. :)

 

 

EDIT: I could make an MCM I guess, but it just seems kind of pointless to have a whole MCM dedicated to turning on and off a few globals. I can't really separate out the creature scenarios as a category, because how would I classify those that are counted as "enslaved" and "creature" both? The same goes for several other scenarios.

I dunno...

 

EDIT: Which gets me thinking about Fallout 4, and how impossible a mod like this would be for that game's dialogue system.  :dodgy:

Posted

What I meant with the stronghold is yet another start. I'm fine to be on the road ;)

 

I don't have any overhaul in difficulty though, I have skytest that adds creatures and change their AI. I have hydraslave, that adds though slavers and other things on the roads. I don't thing the orc should attack everything on sight though. And as your suggestion in the SD+ thread, keep in mind that orcs in stronghold are pretty reclusive and don't readily accept some stranger presence.

 

As for the dialogue, taking another approach could be the answer. I'm quite a fan of UIExtension. Some of the menu provided would fit nicely with CCAS, especially the List Menu. That would add another requirement, sure, but a lot of other mods uses it (like maria eden or [AddItemMenu]). Beside, it would give a cleaner interface for the user.

Posted

Love the new version! Got a couple new notes/issues

I like how you did the creature starts in the Creature Den, but maybe add more glowing mushrooms or other light sources around where the creatures are? Not a big deal, it just seems a little dark but that might be because of my ENB.

With the Soulgem Incubator Start, it feels kinda weird that those necromancers just let me walk out without a fight or anything. Maybe you could use SD+ and enslave the PC to the necromancer or maybe just make them aggro when you try to leave and let defeat do the work.

One issue I noticed that I haven't seen brought up yet is that when doing the bear/sabrecat start, the force greeting will work properly and the animation will start the first time(animation starts only on the bear, sabrecat animation never happens, like previously mentioned), but every time after the 1st the force greeting doesn't display the message. It just goes to the dialogue menu and [Refresh Dialogues] is the only option and the animation is never triggered again, but the creature will continually do the force greeting and bring up the (basically) empty dialogue menu.

Keep up the great work!

Posted

Love the new version! Got a couple new notes/issues

 

I like how you did the creature starts in the Creature Den, but maybe add more glowing mushrooms or other light sources around where the creatures are? Not a big deal, it just seems a little dark but that might be because of my ENB.

 

With the Soulgem Incubator Start, it feels kinda weird that those necromancers just let me walk out without a fight or anything. Maybe you could use SD+ and enslave the PC to the necromancer or maybe just make them aggro when you try to leave and let defeat do the work.

 

One issue I noticed that I haven't seen brought up yet is that when doing the bear/sabrecat start, the force greeting will work properly and the animation will start the first time(animation starts only on the bear, sabrecat animation never happens, like previously mentioned), but every time after the 1st the force greeting doesn't display the message. It just goes to the dialogue menu and [Refresh Dialogues] is the only option and the animation is never triggered again, but the creature will continually do the force greeting and bring up the (basically) empty dialogue menu.

 

Keep up the great work!

 

Glad you like it. :)

 

The Creature Den is a bit dark, yes. You should have a torch in your inventory to start... but I could see about adding some more light sources.

 

The Soulgem Incubator start will be getting a facelift in v12. I wanted to give the player a non-violent way out... and you'll still have that next version, but it will be changed around a bit.

 

The Sabre Cat problem is a known one, and is already fixed for v12. And the constant force-greeting is because I put a condition in the wrong place... I'll fix it for the next one.

Posted

Love the new version! Got a couple new notes/issues

 

I like how you did the creature starts in the Creature Den, but maybe add more glowing mushrooms or other light sources around where the creatures are? Not a big deal, it just seems a little dark but that might be because of my ENB.

 

 

I found it dark in there as well, but there are not that many light sources. Mushrooms or a few dwemer pipes with lights sticking out here and there would probably help, though I don't know how well the animals would like it.  :P

Posted (edited)

Hello CC, I tried the Milking Cow start (stories) with MilkMod installed. So far, it is unclear what I have to do with Leona... Leondra... Lenara... the farmer. Apparently, to trigger the story I have to ask her to remove the milking harness which triggers her asking for me to produce 5 bottles of milk. Great. I have no idea how to do that nor any feedback as to how much bottle I'm left to produce. But I'll ask for support for this topic on the proper thread.

 

However, and bear in mind that I'm unsure of how stories works in this quest, would it be possible to get hints in the description of the quest? And if needed and available (through milkmod), some lactacid in the inventory? I still don't know how to produce any milk, even though the character I have have some stored and can ask to be milked... And even if the milking harness is of any use in that regard.

 

The thing is, for most alternative starts the goal is simple: escape the bear/wolf/necromancer. Or more plainly, try not to die. But here, it's a bit different. The player is put in a situation with next to no indication as to proceed. This is not a flee or die situation, it's a:

  • I'm trapped in this milking thing.
  • I have no idea how to remove it or if it even milk.
  • The farmer ask me to produce 5 bottles of milk. (My own or her cow? Specifics!)
  • I eventually get to drink some lactacid and triggers milk production.
  • Don't get any milk bottle when I ask the farmer to milk my character.

I am genuinely annoyed at the lack of direction given. Again, I know it's not your job and frankly this story would benefit of a small note or small quest entry. Now that I have written all this, maybe I just need to ask her to milk my character 5 times. But it's still unclear as no indication of progress is given to the player.

 

Another possibility would be that there is a slight incompatibility between the milk farm story and MilkMod. As in the story simulate milking, and won't be permanent. While milkmod simulate an economy, will trigger lactation boob grow and all that. They both seem to have their own milking process and that doesn't help.

 

Sorry for the rant :)

 

Edit:

 

The reason for this rant is that I basically spent 2 hours in that farm, doing empirical trials, and I still have no idea of what I'm doing. I'm at the point to just give up and try another start.

Edited by bicobus
Posted

My apologies... This is all my fault.

 

I have plans to flesh out the milk farm quests but I have been delayed by updates to SD+

 

Ah please, don't misunderstand me. I don't lay blame and I understand full well that a story labeled as "in progress" isn't finished or polished. It was also unsightly of me to lay out my frustration in the open. I started with the intent of asking for more useful pointers for the starting quests, but turned out like that.

 

I appreciate greatly the work that you and other modders (moder? Is that a word?) are doing. Honestly, I don't know how you do it with all your different mods :). That being said, I guess it's better for me to stick to the finished story lines, unless there is a need for testing/report. If you ever do need my criticism.

 

Thanks for your continuous work and support.

Posted

 

I found it dark in there as well, but there are not that many light sources. Mushrooms or a few dwemer pipes with lights sticking out here and there would probably help, though I don't know how well the animals would like it.  :P

 

A soft, diffuse ambient light would solve the problem nicely. A lot of vanilla Skyrim cells are lit basically the same way. There are actually very few truly dark areas in Skyrim... though there are a couple of mods that fix that.

 

Hello CC, I tried the Milking Cow start (stories) with MilkMod installed.

*snip*

The reason for this rant is that I basically spent 2 hours in that farm, doing empirical trials, and I still have no idea of what I'm doing. I'm at the point to just give up and try another start.

Unfortunately, a lot of Stories scenarios aren't fleshed out. There's not much I can do about that.

Basically, the only scenarios I can give full assistance on (because they're mine from start to finish) are:

  • Vampire Larder
  • Bandit Honeypot
  • Forsworn Captive
  • Dog Chewtoy
  • Bear Pet
  • Sabre Cat Pet
  • Prostitute at an Inn
And I can give limited assistance on these, because they're basically native scenarios with added functions:
  • Soul Gem Incubator (pretty much everything unless it's directly SGO related)
  • Skooma-addicted whore (everything but Skooma Whore integration)
  • Giant Offering (everything but Slavetats integration)
  • Enslaved/Troll Sex Toy (everything but SD+ integration)
  • Enslaved/Wolf Bitch (everything but SD+ integration)
  • Enslaved/Chaurus Egg Breeder (everything but SD+ and EC+ integration)
  • Expectant Mother (everything but Beeing Female integration)
  • Enslaved/Spider Victim (everything but SD+ integration)
  • Chaurus Brood Maiden (everything but SD+ and EC+ integration)
  • Enslaved/Orc Warrior (everything but SD+ integration)
  • Enslaved/Drelas (everything but SD+ integration)
  • Enslaved/Anise (everything but SD+ integration)
  • Milk Maid (male) (everything but MME integration)
  • Milk maid (female) (everything but MME integration)
  • Enslaved/Falmer (everything but SD+ integration)
  • Enslaved/Meeko's Bitch (everything but SD+ integration)
  • Enslaved/Hagraven (everything but SD+ integration)
  • Enslaved/Giant (everything but SD+ integration)

For everything else, there's mastercard my job ends as soon as you sleep in the LAL bed. As soon as you teleport out of the starting cell, it's out of my hands. 

 
For Stories scenarios, be  patient - they'll get done. Give it time. :)

 

My apologies... This is all my fault.

 

I have plans to flesh out the milk farm quests but I have been delayed by updates to SD+

Not your fault, really - you've got a lot of irons in the fire.

At least you're better than me - I've only got a couple, and I'm not working on any of them. ;)

 

Ah please, don't misunderstand me. I don't lay blame and I understand full well that a story labeled as "in progress" isn't finished or polished. It was also unsightly of me to lay out my frustration in the open. I started with the intent of asking for more useful pointers for the starting quests, but turned out like that.

 

 

That's how rants are supposed to work!  :D

Posted

Okay, its not as if I know you have more than enough on your plate, but I was reading some of jfrasier's stuff for his Escape the Cell mod, (think I'll try that soon) along with playing around with the Moonlight Tales Overhaul which adds a werewolf disease similar to vampirism.

 

Some of the Left for Dead / Attacked by Bandits / Pilgrim to a Temple starts could have a twist that the bandits were vampires/wolves and you're infected. I suppose you could just open the MCM of the mod infect yourself, but since players seem to want story in their in game journals with quests and such... I am guessing that a disease (which I think is just a spell effect) can be applied as the PC is spawned into the world?

Posted

Okay, its not as if I know you have more than enough on your plate, but I was reading some of jfrasier's stuff for his Escape the Cell mod, (think I'll try that soon) along with playing around with the Moonlight Tales Overhaul which adds a werewolf disease similar to vampirism.

 

Some of the Left for Dead / Attacked by Bandits / Pilgrim to a Temple starts could have a twist that the bandits were vampires/wolves and you're infected. I suppose you could just open the MCM of the mod infect yourself, but since players seem to want story in their in game journals with quests and such... I am guessing that a disease (which I think is just a spell effect) can be applied as the PC is spawned into the world?

 

It can. I can do it (pretty sure anyway) with a getformfromfile command, like I do the Milk Maid stuff and the upcoming Egg Factory scenario. All I need is the exact hex code of the spell (disease) that applies. Note that applying a disease by script can be problematic, because of how the game deals with disease resistance - it's possible for an Argonian, for example, to be immune to Vampirism requiring multiple "casts" or applications. I would assume that the diseases added by those other mods work in the same way.

 

 

NB: I've been wanting to add an Escape the Cell CCAS scenario for a while... but I can't figure out a good entry point. I mean, how can you beat "what's a Tamriel?" I'll tell you how - you can't.  :P

And that's the scenario I wanted to add. Specifically, it would teleport the player to something like Modern Safehouse or Aether Suite or somewhere that's obviously not in Skyrim, have them exist in that "world" for a while, then trigger the Warlock LAL start as if the player had been dragged into Skyrim by a daedra prince.

The problem is, that's a lot of logistical problems associated with that plan, not least of which is requiring two other mods, even if soft, and triggering two LAL scenarios (the first from CCAS and the second from LAL), one right after the other. Which could lead to all sorts of problems and bugs that could stay with the player for the entire game, as far as I know.

 

I'd like to incorporate Escape the Cell somehow. I mean, it's a perfect LAL expansion. However, ETC is already set up to do exactly what I'd want to do with CCAS, so... I guess I've been beaten to it.  :D  :D  :D

Posted

NB: I've been wanting to add an Escape the Cell CCAS scenario for a while... but I can't figure out a good entry point. I mean, how can you beat "what's a Tamriel?" I'll tell you how - you can't.  :P

 

 

- cut -

 

I'd like to incorporate Escape the Cell somehow. I mean, it's a perfect LAL expansion. However, ETC is already set up to do exactly what I'd want to do with CCAS, so... I guess I've been beaten to it.  :D  :D  :D

 

 

These aren't the right names, but I can't think of others at the moment...

 

Sometimes you just end up being the Nicola Tesla to someone else's Thomas Edison.  Same idea at the same time, but someone else gets it done first for whatever reason.

 

 

---

 

I do remember reading about disease resistance being a problem for some other mod as well. I do not remember if it was vampirism or some other the mod was working with.  My expectation would be to do the same thing the MCM does, just automatically for the player.  Could also just leave it up to the player and make a starting journal entry vague enough that we can use whichever mod we want. I am not even sure if Werewolf Overhaul and Essentials even use the same hex code, so you could have 3-4 different codes to find and keep updated.  Ugh.

 

 

 

Ow, my head... and everything else. I guess this was a bad idea after all, since it looks like all my stuff is gone.. and where am I? This doesn't look like the trade road.   Bandits must have drug me a ways before running off with my stuff... would explain why I feel so bad. Looks like there are enough scuff marks I can follow back to the road... though, that looks like they drug my chest in that direction.   Hrm.. follow the trail or try to find a priest or a temple? Who knows what if those thugs had any diseases?

 

 

 

 

Posted

Would there be a way to fix the dialog problem with speech trees? like 12-20 choice for one brench, which under a bigger brench which holds all the smaller brenches which was the choices placed?

 

By the way, would there be an ashborn captive starts? I would like to see one.

Posted

Would there be a way to fix the dialog problem with speech trees? like 12-20 choice for one brench, which under a bigger brench which holds all the smaller brenches which was the choices placed?

 

By the way, would there be an ashborn captive starts? I would like to see one.

 

I'm still considering on exactly how to go about doing this.

 

 

For your dialogue list, I think it's getting pretty long. Instead of just one big list, wouldn't it be saner to thematically divide the scenarios? I mean, there are a lot of enslavement scenarios that could be stored in a submenu. Same thing with sexlab stories starts or the ones related to milk mod.

Or maybe I just have too many mods installed. Heh.

All of the enslavement scenarios are in a submenu. "I've been enslaved." All of the Inn Prostitute scenarios are in their own submenu too.

I could differentiate by mod or author, but that would result in 10 or so submenus, which wouldn't really cut down on things more than by maybe a dozen entries.

I admit, ~50 scenarios (not including duplicates like the Inn Prostitute ones or the male/female differentiation in MME or Bandit Honeypot) is getting a bit large. When I started this, I honestly didn't plan on adding so much content - it was just going to be maybe two or three of my own, Simple Slavery, and some SD+/Stories scenarios.

It's a bit late to separate this into different mods, which might have been a better choice.

I'll look at it, but honestly I'm not sure there's much to be done but keep on with the way things are.  :)

 

 

EDIT: I could make an MCM I guess, but it just seems kind of pointless to have a whole MCM dedicated to turning on and off a few globals. I can't really separate out the creature scenarios as a category, because how would I classify those that are counted as "enslaved" and "creature" both? The same goes for several other scenarios.

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