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Posted

 

 

Here are some (most?) of the mods on this site and their acronyms/abbreviations (at least, those that I know of). Some of them are rarely used.
Often version numbers are appended as well.
 
  • SSLV = ....
  • XP32 = The original author of the XP32 Maximum Skeleton, or XPMS, was xp32 (now maintained by Groovtama). XP32 or XPMS or XPMSE can refer to any number of variants of this skeleton mod, but generally assumed to be the most recent version.
 
I think these are correct. I'm sure I've missed some though.

 

 

Codes for all my mods:

 

SSX - Scent of Sex

ANP - All Nude Play

CSB - Cumshot Brothel

FM4S - Follow me for Sex

GMYB - Give me your Butt

ORO - Oral Only (this mod was replaced by SSX)

 

 

I wonder how common this question is... if enough people (particularly newcomers, etc) don't have these down, I might make a thread and ask for it to be pinned...?

Posted

I made a thread with those I know. :)

http://www.loverslab.com/topic/69484-sexlab-mods-abbreviations-acronyms/

 

I put it in technical support, that seemed fitting. I guess it could have gone in some general forum instead, though...

 

Codes for all my mods:

 

Maybe those "codes" should go into a FAQ thread of some kind :ph34r:

 

I wonder how common this question is... if enough people (particularly newcomers, etc) don't have these down, I might make a thread and ask for it to be pinned...?

 

  • 2 weeks later...
Posted

Thank you for this thread , will be very helpful to me as I tend to try in a small way to help sometimes and recently had made incorrect acronyms mainly they were typos however your post directed me back to check and I had indeed made errors now corrected . Also as always thank you to all the mod authors here on LL !

Posted

So happy to find this mod, I'm always looking for more ways to start the game! Especially more... devious... starts ;)

 

I had an idea for a start scenario, but it would be totally custom so I don't know if you're interested, but I'll post it anyway :) It's a sex prisoner Helgen start, where you start in the Helgen torture room as a criminal to be tortured (in multiple ways) before Hadvar/Ralof show up to free you. I originally posted this in the general adult mods discussion page, but so far nobody has seemed interested in creating it. Below is just an outline/draft of what I was thinking for this mod, and in no way should be considered the strict dialogue for such a mod. I would be happy with anything devious that starts me in Helgen!

 

 

 

Helgen--Captured

So, I'm pretty sure by now basically everyone uses some sort of mod to skip the annoying Helgen sequence at the beginning of a new game. However, I always find myself making a beeline for Helgen--no matter what start I did--and getting the first part of the main quest line finished (through killing your first dragon). As far as I know, there isn't a sexlab-worthy alternate start that begins you anywhere near Helgen, or really anything like this idea.

 

So basically, the idea is that you start as a prisoner in the Helgen torture chambers, where you're being tortured. Eventually someone (Hadvar or Ralof) will come along and take you with them... possibly with some devious devices integration. I made the outline with a female PC in mind, but it could be adapted to work with a male PC as well.

 

I would like to be able to choose a "side" at some point during the torture sequences, which triggers what party will come to my rescue. Once being freed, the Helgen tutorial sequence will continue as normal--just skipping all the running around Helgen and learning how to loot things, etc. The integration of devious devices can also be a difficulty level of sorts, because obviously if you have too many devices you would end up not being able to fight... along with whatever wearing devices would bring from any other mods you may have installed  ;)

 

The in-depth explanation of how the start would go in my head is as follows:

You wake up, confused and alone, in a dark cell. Your hands are tied, and there are (possibly) corpses of your fellow prisoners visible in the cells around you [I'm not sold on whether you would be in one of the cages in the main room, or one of the four cells in the hall area]. Soon, the torturer's assistant (TA) comes to your cell and informs you that you've been captured, and that you may be released if you give them the information they need. At this point you could have three dialogue options, each leading to a different response from the assistant: 

1. (PC)"You're not going to get any information from me!" -- (TA)"Heh.. we'll see about that."

2. (PC)"I-I don't know what you're talking about!" -- (TA)"That's how you want to play it, huh? Well I guess we'll see if a bit of a beating will loosen your tongue."

3. (PC)"Look, this is a huge misunderstanding. I'm an Imperial spy!" -- (TA)"Yeah, you'd be surprised how many prisoners say that. And you know what? It never works."

[Note that none of these conversation points will affect the following scene, difficulty, or which side will rescue the PC]

 

After this sequence, TA  opens your cell and leads you to the platform in the main room, where the torturer (T) is waiting. Here we could have some mild conversation between the torturer and his assistant:

(T)"Let me guess, she doesn't want to talk."

(TA)"Of course not, but does it really matter? You would have wanted to play with her anyway."

(T)"Well I'm sure she'll be fun, it's been so long since I've had a prisoner as pretty as her to toy with."

 

The torturer turns to the PC and says: "Well then. Let's get started, shall we?"

 

At this point a torture scene from zaz animation pack would play--It could be randomized or a specific animation. At the end of the scene, the PC goes into a trauma pose and the torturer begins to talk to her again. You would once again have three choices, stemming from the following statement:

(T)"So tell me dear, who do we need to thank for you ending up here?"

1. (PC)"I'll never tell you anything! Stormcloaks like me are trained to withstand any kind of torture!" -- (T)"Ulfric, huh?" [Triggers Stormcloak]

2. (PC)"Please, I have no idea why I'm here!" -- (T)"Hmm, that's too bad. Nobody to miss you, then." [Triggers random]

3. (PC)"This is just a mistake! I'm an Imperial spy, and your stupid soldiers captured me before I could explain that I was an Imperial!" -- (T)"Really, now. An Imperial, you say?" [Triggers Imperial]

After the specified response, the torturer would then say: "I suppose it doesn't really matter why you're here, because you won't be leaving alive. Just tell us what you know, and we'll make sure you're killed quickly."

1. (PC)"I told you, you're not getting anything from me."

2. (PC)"I really don't know anything!"

(T)"Well we'll see about that, gorgeous." [Response to both options]

 

After this dialogue, a sexual assault scene would trigger. After the scene, the PC would enter a trauma pose and the torturer would say: "Still don't want to talk, huh?" Without giving you a chance to reply, another torture scene would start. After the torture scene, the PC would enter a trauma pose and the torturer would say:

(T)"Alright, this is your last chance. Tell us what you know!"

1. (PC)"Please, no more! I'll tell you what I know... please just let me rest first..." -- (T)"Feeling a bit more compliant now, huh? Good." [No devices equipped]

2. (PC)"If I could tell you anything, I would!" -- (T)"Is that so? Well, I guess we'll see if some time in these restraints will change your mind." [Light devices equipped]

3. (PC)"I'm still not telling you anything!" -- (T)"You've still got quite the fire in you! Let's see how you like being locked up." [Medium devices equipped]

4. (PC)"*spit* Rapist scum! You'll never get anything out of me!" -- (T)"Why you little... You're going to regret that!" [Heavy devices equipped]

[At this point, the torturer equips devices based on the dialogue choices made.]

 

After the devices are equipped, there is a loud crash followed by a muffled dragon noise heard somewhere above the torture chamber. [If no devices were equipped, the PC's hands will still be bound]

(TA)"Gods, what was that?"

(T)"Ah, it was probably nothing. Get this prisoner back to her cell, we'll deal with her later."

 

The torturer's assistant escorts the PC back to her cell and closes the door. Hadvar (H) or Ralof ® enter the room.

 

1. If Ralof enters, he will be accompanied by as many Stormcloaks required to kill the torturer and his assistant, and they will immediately start fighting. Ralof then walks over to the PC's cell and opens the door.

(R )"Shor's bones, what have they done to you?"

(PC)"You're a lifesaver! Please, help me!"

If the PC's hands aren't bound by a devious device, Ralof unties her hands.

(R )"We need to get out of here. There's a dragon on the loose! I'll explain on the way, let's go!"

 

2. If Hadvar enters, he will run over to the PC's cell and begin dialogue.

(H)"You poor thing..."

(T)"Excuse me, what are you doing here? I demand you move away from my prisoner at once."

(H)"Prisoner? What have you done to her, she's nearly dead! Oh, it doesn't matter. We need to get out of here!"

(TA)"Get out of here? What are you talking about?"

(H)"A dragon's attacked Helgen. We need to find our way out before the whole keep collapses! Am I really the first one to make it down here?"

(T)"A dragon? Are you out of your mind?"

(H)"I don't have time for this. Are you coming with me or not?"

(TA)"Stay if you want to, old man. I'm getting out of here!"

(H)"I'm taking your prisoner with me. Nobody deserves to die down here."

(T)"I... well alright. I already got what I wanted from her anyway."

Hadvar turns and opens the PC's cell. If the PC's hands aren't bound by a devious device, Hadvar unties her hands. 

(H)"Looks like the Gods are smiling on you today. Come on, let's go!"

 

The PC is now free to move around, and the Helgen sequence will continue where it leaves off after the torture room. Preferably, the part where the PC is instructed to search the mage's cage is left out as it wouldn't make sense for Ralof of Hadvar to be confused by the presence of a dead body in the cage. The PC could still open the cage by looting the lockpicks in the satchel by the platform, as well as loot anything in the area.

 

Please note that this is just an outline of potential dialogue options that I have thought of. If anyone were so inclined to create a mod like this, they should of course do whatever they deem fitting.

 

With the proposed features/outline, this mod would require the following mods and their requirements: Sexlab, Alternate Start-Live Another Life, ZaZ Animation Pack, and Devious Devices.

 

 

Edit: Added spoiler tag to hide the big text :) (And fixed double post)

Posted

So happy to find this mod, I'm always looking for more ways to start the game! Especially more... devious... starts ;)

 

I had an idea for a start scenario, but it would be totally custom so I don't know if you're interested, but I'll post it anyway :) It's a sex prisoner Helgen start, where you start in the Helgen torture room as a criminal to be tortured (in multiple ways) before Hadvar/Ralof show up to free you. I originally posted this in the general adult mods discussion page, but so far nobody has seemed interested in creating it. Below is just an outline/draft of what I was thinking for this mod, and in no way should be considered the strict dialogue for such a mod. I would be happy with anything devious that starts me in Helgen!

 

 

 

Helgen--Captured

So, I'm pretty sure by now basically everyone uses some sort of mod to skip the annoying Helgen sequence at the beginning of a new game. However, I always find myself making a beeline for Helgen--no matter what start I did--and getting the first part of the main quest line finished (through killing your first dragon). As far as I know, there isn't a sexlab-worthy alternate start that begins you anywhere near Helgen, or really anything like this idea.

 

So basically, the idea is that you start as a prisoner in the Helgen torture chambers, where you're being tortured. Eventually someone (Hadvar or Ralof) will come along and take you with them... possibly with some devious devices integration. I made the outline with a female PC in mind, but it could be adapted to work with a male PC as well.

 

I would like to be able to choose a "side" at some point during the torture sequences, which triggers what party will come to my rescue. Once being freed, the Helgen tutorial sequence will continue as normal--just skipping all the running around Helgen and learning how to loot things, etc. The integration of devious devices can also be a difficulty level of sorts, because obviously if you have too many devices you would end up not being able to fight... along with whatever wearing devices would bring from any other mods you may have installed  ;)

 

The in-depth explanation of how the start would go in my head is as follows:

You wake up, confused and alone, in a dark cell. Your hands are tied, and there are (possibly) corpses of your fellow prisoners visible in the cells around you [I'm not sold on whether you would be in one of the cages in the main room, or one of the four cells in the hall area]. Soon, the torturer's assistant (TA) comes to your cell and informs you that you've been captured, and that you may be released if you give them the information they need. At this point you could have three dialogue options, each leading to a different response from the assistant: 

1. (PC)"You're not going to get any information from me!" -- (TA)"Heh.. we'll see about that."

2. (PC)"I-I don't know what you're talking about!" -- (TA)"That's how you want to play it, huh? Well I guess we'll see if a bit of a beating will loosen your tongue."

3. (PC)"Look, this is a huge misunderstanding. I'm an Imperial spy!" -- (TA)"Yeah, you'd be surprised how many prisoners say that. And you know what? It never works."

[Note that none of these conversation points will affect the following scene, difficulty, or which side will rescue the PC]

 

After this sequence, TA  opens your cell and leads you to the platform in the main room, where the torturer (T) is waiting. Here we could have some mild conversation between the torturer and his assistant:

(T)"Let me guess, she doesn't want to talk."

(TA)"Of course not, but does it really matter? You would have wanted to play with her anyway."

(T)"Well I'm sure she'll be fun, it's been so long since I've had a prisoner as pretty as her to toy with."

 

The torturer turns to the PC and says: "Well then. Let's get started, shall we?"

 

At this point a torture scene from zaz animation pack would play--It could be randomized or a specific animation. At the end of the scene, the PC goes into a trauma pose and the torturer begins to talk to her again. You would once again have three choices, stemming from the following statement:

(T)"So tell me dear, who do we need to thank for you ending up here?"

1. (PC)"I'll never tell you anything! Stormcloaks like me are trained to withstand any kind of torture!" -- (T)"Ulfric, huh?" [Triggers Stormcloak]

2. (PC)"Please, I have no idea why I'm here!" -- (T)"Hmm, that's too bad. Nobody to miss you, then." [Triggers random]

3. (PC)"This is just a mistake! I'm an Imperial spy, and your stupid soldiers captured me before I could explain that I was an Imperial!" -- (T)"Really, now. An Imperial, you say?" [Triggers Imperial]

After the specified response, the torturer would then say: "I suppose it doesn't really matter why you're here, because you won't be leaving alive. Just tell us what you know, and we'll make sure you're killed quickly."

1. (PC)"I told you, you're not getting anything from me."

2. (PC)"I really don't know anything!"

(T)"Well we'll see about that, gorgeous." [Response to both options]

 

After this dialogue, a sexual assault scene would trigger. After the scene, the PC would enter a trauma pose and the torturer would say: "Still don't want to talk, huh?" Without giving you a chance to reply, another torture scene would start. After the torture scene, the PC would enter a trauma pose and the torturer would say:

(T)"Alright, this is your last chance. Tell us what you know!"

1. (PC)"Please, no more! I'll tell you what I know... please just let me rest first..." -- (T)"Feeling a bit more compliant now, huh? Good." [No devices equipped]

2. (PC)"If I could tell you anything, I would!" -- (T)"Is that so? Well, I guess we'll see if some time in these restraints will change your mind." [Light devices equipped]

3. (PC)"I'm still not telling you anything!" -- (T)"You've still got quite the fire in you! Let's see how you like being locked up." [Medium devices equipped]

4. (PC)"*spit* Rapist scum! You'll never get anything out of me!" -- (T)"Why you little... You're going to regret that!" [Heavy devices equipped]

[At this point, the torturer equips devices based on the dialogue choices made.]

 

After the devices are equipped, there is a loud crash followed by a muffled dragon noise heard somewhere above the torture chamber. [If no devices were equipped, the PC's hands will still be bound]

(TA)"Gods, what was that?"

(T)"Ah, it was probably nothing. Get this prisoner back to her cell, we'll deal with her later."

 

The torturer's assistant escorts the PC back to her cell and closes the door. Hadvar (H) or Ralof ® enter the room.

 

1. If Ralof enters, he will be accompanied by as many Stormcloaks required to kill the torturer and his assistant, and they will immediately start fighting. Ralof then walks over to the PC's cell and opens the door.

(R )"Shor's bones, what have they done to you?"

(PC)"You're a lifesaver! Please, help me!"

If the PC's hands aren't bound by a devious device, Ralof unties her hands.

(R )"We need to get out of here. There's a dragon on the loose! I'll explain on the way, let's go!"

 

2. If Hadvar enters, he will run over to the PC's cell and begin dialogue.

(H)"You poor thing..."

(T)"Excuse me, what are you doing here? I demand you move away from my prisoner at once."

(H)"Prisoner? What have you done to her, she's nearly dead! Oh, it doesn't matter. We need to get out of here!"

(TA)"Get out of here? What are you talking about?"

(H)"A dragon's attacked Helgen. We need to find our way out before the whole keep collapses! Am I really the first one to make it down here?"

(T)"A dragon? Are you out of your mind?"

(H)"I don't have time for this. Are you coming with me or not?"

(TA)"Stay if you want to, old man. I'm getting out of here!"

(H)"I'm taking your prisoner with me. Nobody deserves to die down here."

(T)"I... well alright. I already got what I wanted from her anyway."

Hadvar turns and opens the PC's cell. If the PC's hands aren't bound by a devious device, Hadvar unties her hands. 

(H)"Looks like the Gods are smiling on you today. Come on, let's go!"

 

The PC is now free to move around, and the Helgen sequence will continue where it leaves off after the torture room. Preferably, the part where the PC is instructed to search the mage's cage is left out as it wouldn't make sense for Ralof of Hadvar to be confused by the presence of a dead body in the cage. The PC could still open the cage by looting the lockpicks in the satchel by the platform, as well as loot anything in the area.

 

Please note that this is just an outline of potential dialogue options that I have thought of. If anyone were so inclined to create a mod like this, they should of course do whatever they deem fitting.

 

With the proposed features/outline, this mod would require the following mods and their requirements: Sexlab, Alternate Start-Live Another Life, ZaZ Animation Pack, and Devious Devices.

 

Helgen--Captured

So, I'm pretty sure by now basically everyone uses some sort of mod to skip the annoying Helgen sequence at the beginning of a new game. However, I always find myself making a beeline for Helgen--no matter what start I did--and getting the first part of the main quest line finished (through killing your first dragon). As far as I know, there isn't a sexlab-worthy alternate start that begins you anywhere near Helgen, or really anything like this idea.

 

So basically, the idea is that you start as a prisoner in the Helgen torture chambers, where you're being tortured. Eventually someone (Hadvar or Ralof) will come along and take you with them... possibly with some devious devices integration. I made the outline with a female PC in mind, but it could be adapted to work with a male PC as well.

 

I would like to be able to choose a "side" at some point during the torture sequences, which triggers what party will come to my rescue. Once being freed, the Helgen tutorial sequence will continue as normal--just skipping all the running around Helgen and learning how to loot things, etc. The integration of devious devices can also be a difficulty level of sorts, because obviously if you have too many devices you would end up not being able to fight... along with whatever wearing devices would bring from any other mods you may have installed  ;)

 

The in-depth explanation of how the start would go in my head is as follows:

You wake up, confused and alone, in a dark cell. Your hands are tied, and there are (possibly) corpses of your fellow prisoners visible in the cells around you [I'm not sold on whether you would be in one of the cages in the main room, or one of the four cells in the hall area]. Soon, the torturer's assistant (TA) comes to your cell and informs you that you've been captured, and that you may be released if you give them the information they need. At this point you could have three dialogue options, each leading to a different response from the assistant: 

1. (PC)"You're not going to get any information from me!" -- (TA)"Heh.. we'll see about that."

2. (PC)"I-I don't know what you're talking about!" -- (TA)"That's how you want to play it, huh? Well I guess we'll see if a bit of a beating will loosen your tongue."

3. (PC)"Look, this is a huge misunderstanding. I'm an Imperial spy!" -- (TA)"Yeah, you'd be surprised how many prisoners say that. And you know what? It never works."

[Note that none of these conversation points will affect the following scene, difficulty, or which side will rescue the PC]

 

After this sequence, TA  opens your cell and leads you to the platform in the main room, where the torturer (T) is waiting. Here we could have some mild conversation between the torturer and his assistant:

(T)"Let me guess, she doesn't want to talk."

(TA)"Of course not, but does it really matter? You would have wanted to play with her anyway."

(T)"Well I'm sure she'll be fun, it's been so long since I've had a prisoner as pretty as her to toy with."

 

The torturer turns to the PC and says: "Well then. Let's get started, shall we?"

 

At this point a torture scene from zaz animation pack would play--It could be randomized or a specific animation. At the end of the scene, the PC goes into a trauma pose and the torturer begins to talk to her again. You would once again have three choices, stemming from the following statement:

(T)"So tell me dear, who do we need to thank for you ending up here?"

1. (PC)"I'll never tell you anything! Stormcloaks like me are trained to withstand any kind of torture!" -- (T)"Ulfric, huh?" [Triggers Stormcloak]

2. (PC)"Please, I have no idea why I'm here!" -- (T)"Hmm, that's too bad. Nobody to miss you, then." [Triggers random]

3. (PC)"This is just a mistake! I'm an Imperial spy, and your stupid soldiers captured me before I could explain that I was an Imperial!" -- (T)"Really, now. An Imperial, you say?" [Triggers Imperial]

After the specified response, the torturer would then say: "I suppose it doesn't really matter why you're here, because you won't be leaving alive. Just tell us what you know, and we'll make sure you're killed quickly."

1. (PC)"I told you, you're not getting anything from me."

2. (PC)"I really don't know anything!"

(T)"Well we'll see about that, gorgeous." [Response to both options]

 

After this dialogue, a sexual assault scene would trigger. After the scene, the PC would enter a trauma pose and the torturer would say: "Still don't want to talk, huh?" Without giving you a chance to reply, another torture scene would start. After the torture scene, the PC would enter a trauma pose and the torturer would say:

(T)"Alright, this is your last chance. Tell us what you know!"

1. (PC)"Please, no more! I'll tell you what I know... please just let me rest first..." -- (T)"Feeling a bit more compliant now, huh? Good." [No devices equipped]

2. (PC)"If I could tell you anything, I would!" -- (T)"Is that so? Well, I guess we'll see if some time in these restraints will change your mind." [Light devices equipped]

3. (PC)"I'm still not telling you anything!" -- (T)"You've still got quite the fire in you! Let's see how you like being locked up." [Medium devices equipped]

4. (PC)"*spit* Rapist scum! You'll never get anything out of me!" -- (T)"Why you little... You're going to regret that!" [Heavy devices equipped]

[At this point, the torturer equips devices based on the dialogue choices made.]

 

After the devices are equipped, there is a loud crash followed by a muffled dragon noise heard somewhere above the torture chamber. [If no devices were equipped, the PC's hands will still be bound]

(TA)"Gods, what was that?"

(T)"Ah, it was probably nothing. Get this prisoner back to her cell, we'll deal with her later."

 

The torturer's assistant escorts the PC back to her cell and closes the door. Hadvar (H) or Ralof ® enter the room.

 

1. If Ralof enters, he will be accompanied by as many Stormcloaks required to kill the torturer and his assistant, and they will immediately start fighting. Ralof then walks over to the PC's cell and opens the door.

®"Shor's bones, what have they done to you?"

(PC)"You're a lifesaver! Please, help me!"

If the PC's hands aren't bound by a devious device, Ralof unties her hands.

®"We need to get out of here. There's a dragon on the loose! I'll explain on the way, let's go!"

 

2. If Hadvar enters, he will run over to the PC's cell and begin dialogue.

(H)"You poor thing..."

(T)"Excuse me, what are you doing here? I demand you move away from my prisoner at once."

(H)"Prisoner? What have you done to her, she's nearly dead! Oh, it doesn't matter. We need to get out of here!"

(TA)"Get out of here? What are you talking about?"

(H)"A dragon's attacked Helgen. We need to find our way out before the whole keep collapses! Am I really the first one to make it down here?"

(T)"A dragon? Are you out of your mind?"

(H)"I don't have time for this. Are you coming with me or not?"

(TA)"Stay if you want to, old man. I'm getting out of here!"

(H)"I'm taking your prisoner with me. Nobody deserves to die down here."

(T)"I... well alright. I already got what I wanted from her anyway."

Hadvar turns and opens the PC's cell. If the PC's hands aren't bound by a devious device, Hadvar unties her hands. 

(H)"Looks like the Gods are smiling on you today. Come on, let's go!"

 

The PC is now free to move around, and the Helgen sequence will continue where it leaves off after the torture room. Preferably, the part where the PC is instructed to search the mage's cage is left out as it wouldn't make sense for Ralof of Hadvar to be confused by the presence of a dead body in the cage. The PC could still open the cage by looting the lockpicks in the satchel by the platform, as well as loot anything in the area.

 

Please note that this is just an outline of potential dialogue options that I have thought of. If anyone were so inclined to create a mod like this, they should of course do whatever they deem fitting.

 

With the proposed features/outline, this mod would require the following mods and their requirements: Sexlab, Alternate Start-Live Another Life, ZaZ Animation Pack, and Devious Devices.

 

 

Edit: Added spoiler tag to hide the big text :)

 

I haven't read the spoiler text yet (I will though :) ), but a prisoner-in-Helgen scenario has been on my list for quite a while now.

Warped minds think alike.  :D

Posted

While not Helgen, have you done the Northwatch option? It doesn't have DDx options that I know of, but they could probably be added easier than creating a whole new sequence.

 

I think also some people picking a DD based start might want a few too many equipped so they couldn't fight. Would a start with the bandits that take over Helgen as your slavers be more plausible than the Imperial or Stormcloak escapees as your rescuers (or easier to implement)?  A distraction outside, the key left a little too close to you for some, but not all of your restraints, and off down the tunnel you go, only to run into the spiders.. or outside to make a break in the confusion?

 

PS I think you double pasted your part under the spoiler.

Posted

While not Helgen, have you done the Northwatch option? It doesn't have DDx options that I know of, but they could probably be added easier than creating a whole new sequence.

 

I think also some people picking a DD based start might want a few too many equipped so they couldn't fight. Would a start with the bandits that take over Helgen as your slavers be more plausible than the Imperial or Stormcloak escapees as your rescuers (or easier to implement)?  A distraction outside, the key left a little too close to you for some, but not all of your restraints, and off down the tunnel you go, only to run into the spiders.. or outside to make a break in the confusion?

 

PS I think you double pasted your part under the spoiler.

 

I haven't looked at Northwatch Keep, no. I'd probably end up doing it the same way I'd do Helgen - not using the vanilla dungeon, but duplicating it in every respect.

 

As for adding Devious Devices to any scenario, I'm really hesitant to do that. I'd have to do it in a manner similar to how I'm adding items for Egg Factory or MME, because DD doesn't have additem modevents set up (for good reason - with so many items, that's a whole metric fuckton of new events). I'm not completely opposed to doing something like that, but in the back of my head I keep expecting someone to start posting bug reports about those scenarios. The sheer number of times I see people post about bugs after disabling mods mid-game staggers the mind, and with unprotected getformfromfile() commands like this, things like saved game script cleaners don't solve the problem. Blame it on Bethesda and their saving every damn thing hard into the save files.  :angry:

 

My original thoughts on a Helgen start would be basically like this:

1] Jailer comes by, says something about letting you rot down here

2] fade to black, "time passes," include something about being beaten/raped over a long time by the soldiers

3] fade in on camera shakes, sounds of dragon roars, outside the cell people run past.

4] a couple of soldiers stop and talk about the situation for a minute - forced exposition.

5] - AT THIS POINT the vanilla start sends the player through the area

6] Stormcloaks and Legionnaires have running battle down the corridor

7] fade to black, time passes

8] Bandits walk in, talking about the dragon attack and how this is now a nice abandoned fort, perfect for merchant and caravan ambushes along the road.

9] Bandits find you in your cell.

10] victim or join our gang? prove your worth, or sell to simple slavery? integrate and/or replace Bandit Honeypot scenario?

 

The problem with that kind of passing time is that LAL puts Alduin flying away from Helgen once you approach the area, which means everything after [6] is out of context. I could try to block that, but my gut tells me this would be a Bad Idea .

Better still just to keep the player locked in the dungeon and, in [10], force victim and then "sell" to the (reworked) Bandit Honeypot scenario and/or Simple Slavery.

Posted

While not Helgen, have you done the Northwatch option? It doesn't have DDx options that I know of, but they could probably be added easier than creating a whole new sequence.

 

I think also some people picking a DD based start might want a few too many equipped so they couldn't fight. Would a start with the bandits that take over Helgen as your slavers be more plausible than the Imperial or Stormcloak escapees as your rescuers (or easier to implement)?  A distraction outside, the key left a little too close to you for some, but not all of your restraints, and off down the tunnel you go, only to run into the spiders.. or outside to make a break in the confusion?

 

PS I think you double pasted your part under the spoiler.

 

Well my original idea was for the Helgen sequence to continue as normal, but I love all those ideas! What I really am looking for is just a devious start that drops me near or in Helgen, so that I don't have to go out of my way to get dragons spawning. Even if this were in the form of being enslaved by a nearby troll/brigand. Maybe even just a SD+ start that allows you to choose both the master and the area--so I could pick Helgen and start the quest once I've gotten away from my master. Another thought is to be captured/enslaved by the bandits in Embershard Mine, which is near the Guardian Stones. 

 

And thank you, I did accidentally double-paste it. It's edited out now :)

Posted

 

While not Helgen, have you done the Northwatch option? It doesn't have DDx options that I know of, but they could probably be added easier than creating a whole new sequence.

 

I think also some people picking a DD based start might want a few too many equipped so they couldn't fight. Would a start with the bandits that take over Helgen as your slavers be more plausible than the Imperial or Stormcloak escapees as your rescuers (or easier to implement)?  A distraction outside, the key left a little too close to you for some, but not all of your restraints, and off down the tunnel you go, only to run into the spiders.. or outside to make a break in the confusion?

 

PS I think you double pasted your part under the spoiler.

 

Well my original idea was for the Helgen sequence to continue as normal, but I love all those ideas! What I really am looking for is just a devious start that drops me near or in Helgen, so that I don't have to go out of my way to get dragons spawning. Even if this were in the form of being enslaved by a nearby troll/brigand. Maybe even just a SD+ start that allows you to choose both the master and the area--so I could pick Helgen and start the quest once I've gotten away from my master. Another thought is to be captured/enslaved by the bandits in Embershard Mine, which is near the Guardian Stones. 

 

And thank you, I did accidentally double-paste it. It's edited out now :)

 

 

Just dropping you in somewhere is a heck of a lot easier to do, but the same problems with adding Devious Devices apply.

In the end, I probably will end up making a (or several) Devious Devices scenarios, eventually. I'm just leery about it.

 

Somewhat related - has anyone else ever encountered the random event just south of Helgen, on the road between Helgen and Ivarstead? There are a couple of bandits and a downed tree, and it's set up like an ambush. I've found this twice now in ~2200 hours playing Skyrim, and I have no idea what the requirements for it are. It's also not listed here, but I swear I didn't imagine it. Maybe it was a mod.

Anyway, that'd be a good spot to drop the player close to Helgen.

EDIT: Nope, not a mod. I found it, in POIPineForest23, not too far from Helgen. I have no idea what the requirements are or why it doesn't happen most of the time, but just by glancing at the scripts it looks like it has something to do with having a follower.  :blink:

post-462261-0-29807400-1480137447_thumb.jpg

Posted

I haven't looked at Northwatch Keep, no. I'd probably end up doing it the same way I'd do Helgen - not using the vanilla dungeon, but duplicating it in every respect.

 

As for adding Devious Devices to any scenario, I'm really hesitant to do that. I'd have to do it in a manner similar to how I'm adding items for Egg Factory or MME, because DD doesn't have additem modevents set up (for good reason - with so many items, that's a whole metric fuckton of new events). I'm not completely opposed to doing something like that, but in the back of my head I keep expecting someone to start posting bug reports about those scenarios. The sheer number of times I see people post about bugs after disabling mods mid-game staggers the mind, and with unprotected getformfromfile() commands like this, things like saved game script cleaners don't solve the problem. Blame it on Bethesda and their saving every damn thing hard into the save files.  :angry:

 

My original thoughts on a Helgen start would be basically like this:

1] Jailer comes by, says something about letting you rot down here

2] fade to black, "time passes," include something about being beaten/raped over a long time by the soldiers

3] fade in on camera shakes, sounds of dragon roars, outside the cell people run past.

4] a couple of soldiers stop and talk about the situation for a minute - forced exposition.

5] - AT THIS POINT the vanilla start sends the player through the area

6] Stormcloaks and Legionnaires have running battle down the corridor

7] fade to black, time passes

8] Bandits walk in, talking about the dragon attack and how this is now a nice abandoned fort, perfect for merchant and caravan ambushes along the road.

9] Bandits find you in your cell.

10] victim or join our gang? prove your worth, or sell to simple slavery? integrate and/or replace Bandit Honeypot scenario?

 

The problem with that kind of passing time is that LAL puts Alduin flying away from Helgen once you approach the area, which means everything after [6] is out of context. I could try to block that, but my gut tells me this would be a Bad Idea .

Better still just to keep the player locked in the dungeon and, in [10], force victim and then "sell" to the (reworked) Bandit Honeypot scenario and/or Simple Slavery.

 

 

I like this too :P Another thought is to just have the torturer sell you to slavery (simple slavery or just dump you in the wilderness) then when you find your way back everyone is dead and the dragon is flying away. Kinda defeats the purpose of starting in Helgen, though :/ Any way you could rework the bandit scenario so that you find the Adventurer's Journal that starts the quest somewhere else? Then you can just pick up where you left off once you escape the bandits.

Posted

 

I like this too :P Another thought is to just have the torturer sell you to slavery (simple slavery or just dump you in the wilderness) then when you find your way back everyone is dead and the dragon is flying away. Kinda defeats the purpose of starting in Helgen, though :/ Any way you could rework the bandit scenario so that you find the Adventurer's Journal that starts the quest somewhere else? Then you can just pick up where you left off once you escape the bandits.

 

 

If you're looking for a guaranteed start near Helgen, selling to Simple Slavery is out, unless jfraser adds an exit point in there somewhere. And why would a beaten, tortured, raped prisoner make his/her way back to Helgen anyway? ;)

 

I'm planning on reworking the Bandit Honeypot scenario quite a bit, using a completely new location and new NPCs. The current scenario is pretty buggy. I wouldn't try to force-add the quest to the player with the adventurer's journal, but I'll keep the "soft" method I'm currently using with that one (a note in your inventory talking about going to Helgen to meet up with some old bandit buddies).

Posted

 

If you're looking for a guaranteed start near Helgen, selling to Simple Slavery is out, unless jfraser adds an exit point in there somewhere. And why would a beaten, tortured, raped prisoner make his/her way back to Helgen anyway? ;)

 

I'm planning on reworking the Bandit Honeypot scenario quite a bit, using a completely new location and new NPCs. The current scenario is pretty buggy. I wouldn't try to force-add the quest to the player with the adventurer's journal, but I'll keep the "soft" method I'm currently using with that one (a note in your inventory talking about going to Helgen to meet up with some old bandit buddies).

 

 

I just meant put the object that is the adventurer's journal somewhere in the torture room when you wake up and the bandits are there talking about their new camp, etc. But I have no idea how difficult that would be from a modder's perspective, so it's really just wishful thinking. 

 

And I don't think you're going crazy, I've seen that road encounter a couple times before as well, though I'm not sure if it was on that road specifically. Either way, it would be a good starting point I think and you could even add a note about the bandits moving into Helgen or something to point the player in the right direction. Definitely like the idea of being the bandits' sex slave more than their ally, though. There's just something about starting up from absolutely nothing that appeals to me in starting scenarios...

Posted

 

I just meant put the object that is the adventurer's journal somewhere in the torture room when you wake up and the bandits are there talking about their new camp, etc. But I have no idea how difficult that would be from a modder's perspective, so it's really just wishful thinking. 

 

And I don't think you're going crazy, I've seen that road encounter a couple times before as well, though I'm not sure if it was on that road specifically. Either way, it would be a good starting point I think and you could even add a note about the bandits moving into Helgen or something to point the player in the right direction. Definitely like the idea of being the bandits' sex slave more than their ally, though. There's just something about starting up from absolutely nothing that appeals to me in starting scenarios...

 

 

Adding that object somewhere nearby is extremely easy, actually.

 

Also, I did find the place, I edited the original post about it. :)

Posted

At first I was going to say Yes, I've seen that... but after looking at the picture, no I don't think I have.  I think there was another pine forest point of interest I had to look up after finding something else.

 

As to start locations, there is fort Neugrod, though its used in the CW so that might be out.  Starts out full of bandits and only if you're a stormcloak taking back Falkreath is it actually used.  Did I mention my idea of cloning an existing fort, giving the cell a new name, popping the PC into it and when you escape, just exit the existing exit? Can two doors go out the same one, but you just go in one way? Bad idea?

 

Second, there is the camp and bedroll that LAL already uses for a "camping/hunting in the wild" start, a stones throw from Helgen.  Has the advantage that the quest auto starts because Alduin flies over your head.  If you spawned in 2-3 bandits and added some bedrolls to that, they could be camping there overnight on their way to elsewhere (kinda close to a fort full of police though, not so smart) but when the dragon goes over...ie when you all spawn into the game.. they panic and flee (slap cowardly / flee AI packages on them, or put markers in they run to, then disable? can you do that? seems some other quest npcs do.   Maybe run them into the cave the PC and Raloff/Hadvar normally leave?).  PC is left alone, somehow, and could decide with a dragon gone, safest place is to go where it just left... see if there is anyone else around, or maybe some not melted lockpicks or something just sharp enough to cut bonds?

 

Not far off the path you normally take escaping Helgen is the camp with 3 bandits.  If you're not careful you can aggro them and let Hadvar/Raloff take them out even.  No obvious point of bondage, but there is a chopping block and tanning rack along with their tents and bedrolls so obviously it is more of a permanent camp.

 

Pinewatch isn't too far away, but you probably don't want to start IN there... and there are the 2 bandits on the scaffolding over the road nearby, another cave/camp along the road (4 bandits spawn if you open the chest there... could you just use them?) The burned cabin, 3 more bandits just down the slope from that with a (usually) dunmer dead on the log, alchemist satchel nearby. Might be you didn't fight back as hard and weren't killed like the other one?

 

Back at Helgen, there is also the short tower Alduin lands on.  It has a door but is never used. Also never destroyed.  The Helgen Reborn mod eventually makes that into a player house, but no reason it couldn't be something else entirely first.  Being intact, anyone inside would presumably be safe, until they exited.  Could be a camp commander's office and you were a present from the camp for someone?  Captured and caught the eye of the commander and made into his personal pet? Etc.  You could then be "freed" by the bandits that take over or just after a few hours of silence with no guard coming back in, you just walked out - trussed up, gagged, blindfolded, etc.

 

There was a LAL based DD mod, Skyrim Bound? I think?  Could some of it be incorporated into the mod, or would that not help? Don't want to bake items into a save that are later removed?

Posted

*snip*

 

Cloning existing cells (or creating new ones from scratch) is definitely the way to go. That's one of the big problems with several of the starts in this mod, is that they're using vanilla locations, and thus introducing bugs. The worst so far is the Moldering Ruins/Beeing Female scenario, with which thankfully nobody has experienced any real problems yet.

Sometimes using existing locations is necessary, particularly for scenarios that trigger other mods. But I'd like to move away from that wherever possible, even though that means a bit more work in the short run. :)

 

Two doors can't go out the same area with only one going in *, but there are a couple of ways to fake it. I'm actually using both methods of this multi-door access thing in the Trapped in Oblivion scenario.

 

* - actually it is possible, but it's a bug when it happens and can lead to serious problems. That was actually one of the things that happened with the first first version of the Beeing Female/Moldering Ruins area.

 

I've looked at that camp (I am a hunter in the woods, IIRC), and it's certainly possible to use it. One of my ideas for a parasites scenario used that camp. There are a couple more, like three or four, other bandit hideouts close to Helgen that might qualify too. It's certainly possible to put flee packages on bandits, but I don't know how, it'll just take a little research. :)

 

I don't really want to start in Pinewatch. I've thought about doing that, but there are a couple of problems with it, not least of which is blocking interaction with the Thieves Guild quest. I don't think there are any major problems or potential conflicts there, but I'd rather avoid doing that. Plus, it's more of a story-style location, as opposed to most bandit camps, and integrating into an existing story is harder than coming up with a new one. :)

 

I'm not sure what tower in Helgen you're talking about, but it sounds fine.

 

As for Skyrim Bound, I recently received a similar suggestion. My take on it is - the mod already exists, so why try to reinvent the wheel? As far as I know, Skyrim Bound still works just fine, because it uses DD as a dependency and specifically adds the items without messing with any of the scenarios. As long as it works, there's no real reason to try to duplicate its effects.

Posted

I suppose a simple question that would answer the original question is... if Bound is working, can a location closer to Helgen be added to it?

Posted

I suppose a simple question that would answer the original question is... if Bound is working, can a location closer to Helgen be added to it?

 

Eh? Doesn't Skyrim Bound just add devious devices to the player when you sleep in the LAL bed, and thus any scenario can be used with Skyrim Bound?

 

Am I thinking of a different mod?

Posted

Might be we're thinking of different ones... what I remember was one that let you pick a rough level of difficulty: how many devices, no bounty, 1 hold bounty, all holds, etc.  What I don't remember is where you started or how much control you had over it. I do remember starting in the Steamcrag broken cart spot, near the giants, where Jfrasier is putting the khajiit trader in his escape the cell mod.

 

 

 

[EDIT]

 

Found it

 

http://www.loverslab.com/files/file/1076-skyrim-bound/

 

Not even an alt start it seems, but after you start you can use it to equip items and set bounties.  So I guess with any bandit/captive scenario it would do maybe half of what SnowieScrolls would like.

 

[MORE EDITS]

 

Reading in the Bound thread, people mention how long it has been since the author worked on it, and mentioned using Equip instead.   There is an API for Modders section with this handy looking bit of code

ActorRef.SendModEvent("iDDeEquipByTags", sTags, fEquip)

with a relevant list of tag IDs and such.  Could also be done in game with the MCM menu, making it as good as Bound it seems, minus the bounty.  ImmerSlave was also suggested, and it looks like it picks the locations and handles bounties.

 

https://www.loverslab.com/topic/54452-devious-devices-equip/

 

https://www.loverslab.com/files/file/1241-immerslave-11012015/

 

I had a mod called SlaveGear that seems like it would do the same thing Equip does.  Going to have to give that a try and see if it is better.  Been a while since murfk did anything with it, there is a beta posted on the SlaveTats thread, but no separate mod page that I found.

Posted

I think the mod that gives alternate starts with varied bounties and bondage would be "Live a Deviant Life", another that can do a similar thing is "Immerslave". The difference between the two is that live a deviant life doesn't allow you to really control exactly what bondage you're getting and what kind of scenario you're ending up in, while immerslave does those things and can start you with a master if you have SD+, in service to the captured dreams master, or in simple slavery. 

Posted

I think the mod that gives alternate starts with varied bounties and bondage would be "Live a Deviant Life", another that can do a similar thing is "Immerslave". The difference between the two is that live a deviant life doesn't allow you to really control exactly what bondage you're getting and what kind of scenario you're ending up in, while immerslave does those things and can start you with a master if you have SD+, in service to the captured dreams master, or in simple slavery. 

 

Well I linked Immerslave in my last post, but I wonder if I am not thinking of LADL instead of Bound.  It has been a while since I used whatever I did, but Bound's screenshot looks familiar.

 

For some reason I think whatever I used put me in Steamcrag instead of my selecting that location, which Bound says it doesn't do.

 

At least until CC develops a scenario or 3, you could have your Devious start near Helgen if you wish using base LAL, the "hunter in the woods start" and either Bound or Equip.  I tried that last night, and it gives you a choice of bondage looks, and lets you either pick a pre built package or just apply the things you want. Pretend you're being taken to slave market and the dragon scares off your captors, and head for the nearest sign of habitation, hoping to find someone to free you?

 

Posted

 

Reading in the Bound thread, people mention how long it has been since the author worked on it, and mentioned using Equip instead. 

Ah, I forgot about DD Equip. That's perfect.

It will require users to have that mod installed, but it isn't a hard requirement, so that's fine.

Might be I'll put that modevent in several scenarios where appropriate. :)

 

I think the mod that gives alternate starts with varied bounties and bondage would be "Live a Deviant Life", another that can do a similar thing is "Immerslave". The difference between the two is that live a deviant life doesn't allow you to really control exactly what bondage you're getting and what kind of scenario you're ending up in, while immerslave does those things and can start you with a master if you have SD+, in service to the captured dreams master, or in simple slavery. 

If control over equipped devices is the main goal, then DD Equip's modevent isn't ideal. Not to say it can't be done, but it's a hell of a lot more work, because that would essentially require multiplying the number of scenarios by the number of devices (and possible combinations).

  • Enslaved to an Orc
  • Enslaved to an Orc, wearing a harness
  • Enslaved to an Orc, wearing a gag
  • Enslaved to an Orc, wearing a harness and gag
  • Enslaved to an Orc, wearing a belt
  • Enslaved to an Orc, wearing a belt and harness
  • Enslaved to an Orc, wearing a belt and gag
  • Enslaved to an Orc, wearing a belt, harness, and gag
  • Enslaved to an Orc, wearing arm cuffs
  • (several dozen dialogue entries later)
  • Enslaved to an Orc, wearing arm cuffs, leg cuffs, belt, harness, gag, vaginal piercings, nipple piercings, vaginal plugs, and anal plugs.
  • Enslaved to Anise
  • Enslaved to Anise, wearing a harness
  • And so on. I really don't want to count the number of possible combinations. My guess is, with all of the available devices, tens of thousands. Folks are already having trouble with ~50 dialogue entries when talking to the Mara statue. I think that would be a little excessive.  :D

Either that, or by duplicating the functionality of other mods in CCAS (for example, by adding in a configuration spell that the player must cast before talking to the Mara statue), and there's no reason to do that as long as the other mods work.

Posted

If control over equipped devices is the main goal, then DD Equip's modevent isn't ideal. Not to say it can't be done, but it's a hell of a lot more work, because that would essentially require multiplying the number of scenarios by the number of devices (and possible combinations).

  • Enslaved to an Orc
  • Enslaved to an Orc, wearing a harness
  • Enslaved to an Orc, wearing a gag
  • Enslaved to an Orc, wearing a harness and gag
  • Enslaved to an Orc, wearing a belt
  • Enslaved to an Orc, wearing a belt and harness
  • Enslaved to an Orc, wearing a belt and gag
  • Enslaved to an Orc, wearing a belt, harness, and gag
  • Enslaved to an Orc, wearing arm cuffs
  • (several dozen dialogue entries later)
  • Enslaved to an Orc, wearing arm cuffs, leg cuffs, belt, harness, gag, vaginal piercings, nipple piercings, vaginal plugs, and anal plugs.
  • Enslaved to Anise
  • Enslaved to Anise, wearing a harness
  • And so on. I really don't want to count the number of possible combinations. My guess is, with all of the available devices, tens of thousands. Folks are already having trouble with ~50 dialogue entries when talking to the Mara statue. I think that would be a little excessive.  :D

Either that, or by duplicating the functionality of other mods in CCAS (for example, by adding in a configuration spell that the player must cast before talking to the Mara statue), and there's no reason to do that as long as the other mods work.

 

 

With Immerslave, before you pick where you're starting it opens a option box: "What are you wearing?" You can then pick and choose from a number of devices which will be equipped after sleeping in the LAL bed. Perhaps you could put something similar after picking the starting scenario/location, with the "nothing else" option being used if you don't want any devices equipped. It does have a few bugs, as you can technically pick multiple items that fill the same slot which always causes issues in DD. Another option to reduce dependencies would be to add the question, "Are you wearing restraints?" and have the yes option require DD. I would imagine this kind of dialogue options could be integrated into multiple start scenarios as well :)

Posted

Remember I said that I would like to make a short quest for your alternate start mod. I've gone a little overboard. Would you consider adding Essential Relief when it is ready? I think renovating and running a store could be a fun alternative start role play.

Are there any things that you would ideally have a mod maker do to facilitate inclusion?

Posted

I would guess CC that you'd make a couple full bondage scenarios that could show up if DD Equip is loaded, or on your slave starts, would just call the DD Equip modevents you want.

 

If someone wanted full control over what they're bound in, they'd do that themselves either before or after sleeping in the bed?

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