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Posted

 

 

Hi again,

 

Sorry I missed this reply at the time.

It seems there is a problem with the scripts being installed.  I did know there were some problems in this area but I wasn't expecting something this bad.

Once I wrap up what I am working on now, I will have to understand it better and look into it further.  Quite possibly before the next release, but it is likely to still be a week or two.

If you're up for it, I might ask you to do some early release testing of it since the problem seems quite consistent in your environment.

 

Thanks for the testing,

legume.

 

 

I'll try to do what I can, but I don't have much spare time ^^". Will definitely do some testing if needed.

 

Hi Eshnar,

Version 2.00 of the mod has some improvements to initialization of the mod.

It also has some good logging in the whole process.

If you try it and you can't get it working, I would appreciate a copy of the log file from loading the game right after the mod is installed.  It should show me that all of the scripts are initialized and all the steps they go through.

 

Thanks,

legume.

Posted

This is one of my new favorite mods!  The leash game is really interesting and adds a sexy new element to the game.

 

One weird issue I've been having, though, is that the player becomes locked into place/unable to move anytime the leash-holder "does" something to them...puts on a gag, takes weapons, binds, etc.  The animation where the player turns around with their hands behind their back plays, then afterwards I'm forced into an idle, unable to move.  I've been using Captured Dream's "restore player control" feature to resume playing.

 

Papyrus.1.log

 

Am I the only one having this issue?  Any advice on what's going wrong?

Posted

This is one of my new favorite mods!  The leash game is really interesting and adds a sexy new element to the game.

 

One weird issue I've been having, though, is that the player becomes locked into place/unable to move anytime the leash-holder "does" something to them...puts on a gag, takes weapons, binds, etc.  The animation where the player turns around with their hands behind their back plays, then afterwards I'm forced into an idle, unable to move.  I've been using Captured Dream's "restore player control" feature to resume playing.

 

attachicon.gifPapyrus.1.log

 

Am I the only one having this issue?  Any advice on what's going wrong?

Thanks for the comment, minibw.  Glad you're enjoying it =)

 

Regarding the issue...

I can't say that I've seen this exact issue before.  We don't have a lot of information and I have seen similar issues so it is difficult to tell for sure.

I would also be interested in finding out if others are having the same trouble.

 

Given that it can be restored by by the Captured Dream's "restore player controls" it sounds like movement is being intentionally disabled.

My mod does disable movement but that is only during BDSM furniture scenes, so I expect that is not the case.

It is common for the ZaZ Animation Pack to disable movement for scenes, etc based on the restraints worn.  If I am not mistaken it checks to make sure restraint restrictions are in place after any scene, so I think there is a good chance this is what is happening.

The latest ZaZ Animation Pack also has a good debug screen in it's MCM menu.  Can you see what is is reporting under the player control center?  I don't exactly know how to understand that information but it might give a clue if it thinks your movement should be restricted and there might be an option to clear things up.

 

It seems that from your log file, Pony Boots are being equipped on the player (in this instance).

I've noticed that with some hobbles when I am overburdened I need to be in mouselook (zoomed in all the way) before I will be able to move.

Try that.  See if you can move when zoomed in all the way.  If you can move then it is most likely related to a hobble the game thinks you're wearing.

I suspect this is not the case though as you said it happens in all situations.

 

Does it happen every single scene?

 

Looking at the following lines from your log file, it very much looks like the ZaZ mod thinks your movement should be restricted.

 

 

[10/16/2016 - 05:16:13PM] [Zad]: RestraintScript OnEquippedPost Boots
[10/16/2016 - 05:16:13PM] ERROR: Cannot add a None spell to the actor
stack:
    [ (00000014)].Actor.AddSpell() - "<native>" Line ?
    [Item 51 in container  (00000014)].zadSlaveBootsScript.OnEquippedPost() - "zadSlaveBootsScript.psc" Line 32
    [Item 51 in container  (00000014)].zadequipscript.OnEquipped() - "zadEquipScript.psc" Line 138
    [Item 51 in container  (00000014)].zadSlaveBootsScript.OnEquipped() - "zadSlaveBootsScript.psc" Line 10
[10/16/2016 - 05:16:14PM] [DFW] Checking Hobbled
[10/16/2016 - 05:16:14PM] [DFW] You are now Hobbled.
[10/16/2016 - 05:16:14PM] [Zad]: UpdateControls()

 

 

 

The problem with this theory is it wouldn't happen when the leash holder "does" something other than pony boots, ZaZ thinks your character is wearing something else.  Check the Devious Framework status MCM options and make sure you can account for everything your player is wearing (note there should be one "Restraint Hider" that is difficult to identify).

 

Providing me with the variables from my mod's scripts might allow me to look into it further but given that I don't think it is directly related to my mod that might not tell me much.

https://github.com/DeviousFramework/SkyrimDeviousFramework/wiki/Things-I-Learned#reporting-quest-variables

 

I can make a debug version that enables movement after every scene.  It's a bit of a hack but it wouldn't be difficult to do.

 

Hope one of these help,

legume.

Posted

Well, hey, I have some good news :lol:

 

After hearing that the culprit might be Zaz, I went ahead and reset that mod and now everything is fine.  Player is able to move just fine after the master does things.

 

Here are the logs in case still needed

Papyrus.0.log

ConSkrybe.log

 

Thanks for the help~

Posted

 

 

 

Hi again,

 

Sorry I missed this reply at the time.

It seems there is a problem with the scripts being installed.  I did know there were some problems in this area but I wasn't expecting something this bad.

Once I wrap up what I am working on now, I will have to understand it better and look into it further.  Quite possibly before the next release, but it is likely to still be a week or two.

If you're up for it, I might ask you to do some early release testing of it since the problem seems quite consistent in your environment.

 

Thanks for the testing,

legume.

 

 

I'll try to do what I can, but I don't have much spare time ^^". Will definitely do some testing if needed.

 

Hi Eshnar,

Version 2.00 of the mod has some improvements to initialization of the mod.

It also has some good logging in the whole process.

If you try it and you can't get it working, I would appreciate a copy of the log file from loading the game right after the mod is installed.  It should show me that all of the scripts are initialized and all the steps they go through.

 

Thanks,

legume.

 

It works now!!! Thanks! :)

Posted

Well, hey, I have some good news :lol:

 

After hearing that the culprit might be Zaz, I went ahead and reset that mod and now everything is fine.  Player is able to move just fine after the master does things.

 

Thanks for the help~

 

 

 

It works now!!! Thanks! :)

 

Nice.  Glad to hear these are both working :D

I suspect the scripts not being initialized *may* have been related to not handling the "OnInit" event.  Although, even this I find a little odd so I'm not convinced I've seen the last of the issue.

 

Happy gaming,

legume.

Posted

Has this mod been tested with Maria Eden?

No.

Not having Dawnguard I haven't historically been able to install Maria Eden.

Since Dawnguard was removed from being a requirement of Maria Eden I installed it for a little while, but not a considerable length of time.

In the time it was installed, I did do a little testing and didn't find any problems but I wouldn't say it is enough to consider it "tested".

 

My guess would be at a minimum you would want to disable the leash game while you expected to be close to Maria and you would want to disable furniture locking in Maria Eden areas.

I am not familiar enough with the mod to know if other settings would need changing.

 

legume.

  • 2 weeks later...
Posted

Some really good stuff here, thanks. Climatic, gradual  and with neat ideas.

Any chance for the following to happen at some point?

  • Voluntary enslavement - consensual, immersive (dialogue, maybe) leash game trigger
  • Owners taking not just weapons but also armor, potions and ammo, because, well, why would a slave need any of those
  • Periodic whippings or other punishment every now and then, to reduce slavers anger. Every punishment limiting more rebellious dialogue options.

Cheers,

gnsh

Posted

Some really good stuff here, thanks. Climatic, gradual  and with neat ideas.

Any chance for the following to happen at some point?

  • Voluntary enslavement - consensual, immersive (dialogue, maybe) leash game trigger
  • Owners taking not just weapons but also armor, potions and ammo, because, well, why would a slave need any of those
  • Periodic whippings or other punishment every now and then, to reduce slavers anger. Every punishment limiting more rebellious dialogue options.

Cheers,

gnsh

Thanks for the comments.  Glad you're liking it.

There is "Voluntary Enslavement" through the MCM menu... but I'm guessing that's not really the same thing.  As for making it a dialogue... I suppose I could do something with that but I don't think I would have the best dialogue for it.  It might help if someone suggested some dialogue to start me off.

As for taking armour, etc.  Yes, I do want to take more things.  I've certainly been thinking about armour more lately.  One issue I have is I want the player to be able to get things back (or at least have it as an MCM option).  Especially quest items.  Technically it is not too difficult to get things back to the player but conceptually, I'm still not sure of the best way for timing, conditions, where to get them from, etc.

The next version will have blindfolds, extra secure gags, furniture "timeouts", and whippings as punishments for trying to escape.  It's still a little raw and not balanced entirely correctly but it's getting there.  Having whippings outside of furniture is not something I have started on yet... I'm not a big fan of the whipping scenes while the player is able to hop around but I expect it's something I need to do at some point.  And so far the punishments are only for trying to escape.  There are no such scenes for training, simply at the whim of the slaver, or to reduce the slaver's anger.

 

Happy gaming,

legume.

Posted

Just make sure quest items are never taken and those items can be anything not just weapons oh and make sure keys to player homes and other places in the world are not taken only keys from DD mods could be taken. Maria eden takes EVERYTHING away if you end up at the training and auctions house in falkreath or the other one in riften.

 

For ideas, make the leash minigame something that can be done through dialogue with any npc instead of dependent on slave girls mod and if you add support for maria eden that mod has slaver npc category so if there is a slaver from maria eden they can do the leash thing too. So far slavers in maria eden don't do anything unless they are bandits that you had a fight with. Once you surrender to them they kick in the slaver stuff which leads to other maria eden options selected by menu. With the included builder spells you can mark any npc as a slaver including followers. So for example I have a hot female npc follower that stays in the winking skeever in solitude marked as a slaver. She doesn't do anything slaverish unless I ask through dialogue which is lame. So with your mod she can now chase after me and do slaver stuff:-)

Posted

Ok tried this and during dialogue with deviously enslaved continued mod lydia wanted to do it so the sex started and then lydia started the locking you up thing and my character slowly floated down through the floor with legs up in the air kicking and wearing nothing but an armbinder. She slowly floated down through the floor into the grey abyss lol I had to quit the game. I had done the start leash game option from the mcm menu.

 

Hey can you make it so there is an option in mcm for furniture auto lock? I don't want them to lock by themselves but instead be locked by nearby npcs.

Posted

Just make sure quest items are never taken and those items can be anything not just weapons oh and make sure keys to player homes and other places in the world are not taken only keys from DD mods could be taken. Maria eden takes EVERYTHING away if you end up at the training and auctions house in falkreath or the other one in riften.

 

For ideas, make the leash minigame something that can be done through dialogue with any npc instead of dependent on slave girls mod and if you add support for maria eden that mod has slaver npc category so if there is a slaver from maria eden they can do the leash thing too. So far slavers in maria eden don't do anything unless they are bandits that you had a fight with. Once you surrender to them they kick in the slaver stuff which leads to other maria eden options selected by menu. With the included builder spells you can mark any npc as a slaver including followers.

A part of this is I have no idea how to identify an item as a quest item or not.  Another part is that being immersive, the player as a slave should not be permitted to have weapons.  I think a good thing would be to have an MCM option to take Quest items (and make them retrievable somehow) or simply leave quest items with the player.  Allowing for either immersion or safety and simplicity.  Figuring out how to identify an item as a quest item is needed for that, though.  And then deciding on a way to make them retrievable.  Perhaps Froki can mysteriously find any items taken from the player.

The leash game can be done through the MCM option with any NPC (even if you don't have Slave Girls by hydragorgon installed).  However, the really beneficial aspect of the Slave Girls by hydragorgon mod is that it has Slavers/Slave Owners with packages that move them from place to place.  Sometimes they wander from town to town.  Sometimes they visit different establishments in a town.  Sometimes they wander past BDSM furniture (which eventually they will be able to lock you in).  Slavers from Slave Girls by hydragorgon is not a requirement; however, these movement packages compliment the leash game rather well.  There has been a request to add a dialogue option and I expect I'll be getting to it in a while but there is no dialogue for starting the leash game yet.

The leash game is supposed to be started with any Slavers/Slave Owners.  If the leash game is not being started with slavers from the Maria Eden mod that means I am detecting these slavers as slave owners (which I should be doing).  The Zaz Animation Pack has tried to standardize a method of identifying slavers; however, it is not terribly well known so I wouldn't be surprised if Maria Eden were using a different mechanism.  Assuming Maria Eden uses a different faction to identify NPC slavers I can make my mod compatible.  It would help if you could identify the faction(s) that my mod is not catching.  If the slavers do not do anything, however, the leash game may be boring and I may need to make them exempt from playing it anyway.

 

So for example I have a hot female npc follower that stays in the winking skeever in solitude marked as a slaver. She doesn't do anything slaverish unless I ask through dialogue which is lame. So with your mod she can now chase after me and do slaver stuff:-)

My Mod doesn't actually change the behaviour of the slavers :(.  If the slaver doesn't do anything without my mod it won't do anything with my mod.  I've been thinking of looking into adding behaviour.  It doesn't seem too difficult.  However, it wouldn't really be part of the "framework" so I don't know if I well ever get around to it.

 

Ok tried this and during dialogue with deviously enslaved continued mod lydia wanted to do it so the sex started and then lydia started the locking you up thing and my character slowly floated down through the floor with legs up in the air kicking and wearing nothing but an armbinder. She slowly floated down through the floor into the grey abyss lol I had to quit the game. I had done the start leash game option from the mcm menu.

 

Hey can you make it so there is an option in mcm for furniture auto lock? I don't want them to lock by themselves but instead be locked by nearby npcs.

I do realize that not all of the scenes work flawlessly :(.  I worked out a lot of the issues before releasing it but there certainly are some remaining.  Getting too far away from the leash target, even during sex, should have caused the leash to be yanked and you to be teleported nearby.  I don't really know why that didn't happen; however, if you had waited for 30 - 90 seconds I suspect it would have.  There is an MCM option that might help with this (Devious Framework => Debug => Yank Leash) but this is an area that I think could use some improvement.

 

There is an option to turn off auto-locking of BDSM furniture, set "Initial Lock Time" to 0.  Then perhaps increase the chance of nearby NPCs locking it with "Chance of Locking".  Note that this chance is checked every 3 seconds or so (based on the poll interval).

 

Thanks for the comments.  I'll see about getting better compatibility with Maria Eden.

legume.

Posted

Thanks for getting back to me there, so yeah the maria eden mod uses those zaz keywords for slaves and slavers. I have not yet had time to walk past that slaver npc I set so I am gonna try that soon. When I say the slaver would chase after me because of your mod, I mean that if the slaver is picked up by your mod and it works then the leash mini game would start between the slaver and my character so the forcegreet would happen from your mod during that game?

 

Quest items are marked in the CK as quest item so TES5EDIT should be able to show that as well and if you mean script wise, try checking the scripts from the SD mod or even sexlab I think there was a setting in both mods mcms for limited removal meaning don't take quest items.

 

I think I just have to be careful about which npcs start the mini game so I can get stuff back after they take it. For an idea of what they would do when finally letting the player go, a sack could spawn near the player with all their stuff in it that the slaver took so if the slaver locked up the player in some nearby furniture they would leave a sack with all the player stuff in it near that furniture or if there is no furniture maybe just leave the player hogtied somewhere with a sack nearby? When selling the player to another npc just transfer all the taken stuff to the new owner. Any money is lost to the first owner and any potions or food or ingredients too just not quest items.

Posted

Thanks for getting back to me there, so yeah the maria eden mod uses those zaz keywords for slaves and slavers. I have not yet had time to walk past that slaver npc I set so I am gonna try that soon. When I say the slaver would chase after me because of your mod, I mean that if the slaver is picked up by your mod and it works then the leash mini game would start between the slaver and my character so the forcegreet would happen from your mod during that game?

 

Quest items are marked in the CK as quest item so TES5EDIT should be able to show that as well and if you mean script wise, try checking the scripts from the SD mod or even sexlab I think there was a setting in both mods mcms for limited removal meaning don't take quest items.

 

I think I just have to be careful about which npcs start the mini game so I can get stuff back after they take it. For an idea of what they would do when finally letting the player go, a sack could spawn near the player with all their stuff in it that the slaver took so if the slaver locked up the player in some nearby furniture they would leave a sack with all the player stuff in it near that furniture or if there is no furniture maybe just leave the player hogtied somewhere with a sack nearby? When selling the player to another npc just transfer all the taken stuff to the new owner. Any money is lost to the first owner and any potions or food or ingredients too just not quest items.

If the Maria Eden mod uses the Zaz keywords, my mod should treat them as slavers or slave owners.  And my mod will consider any slaver (or slave owner if checked in the MCM) as a valid Master for the leash game.  You can verify that they are being considered slavers or owners in the MCM menu => Status => Show Nearby Actors.  If there is a 0x0000x4xx, 0x0000x8xx, or 0x0000xCxx beside their name it indicates they are slavers or slave owners.

Yes.  The "forcegreet" should happen if my mod is detecting they are slavers.  Although it is not much of a "forcegreet" the next version will have some improvements there and you will have some time to respond as they approach you from behind.

I took a look at Sanguine Debauchery Plus and they seem to be using the "VendorNoSale" keyword.  I don't know how accurate this is but it's a start.

 

Currently you can get your weapons back after the leash game by asking for them.  However there are a couple of bugs.  If the slaver becomes unloaded the items will be forgotten.  Also, you can only ask the most recent slaver to play the leash game for your weapons back so if someone else assaults you before then, it will be difficult to recover them.  Additionally the slaver will want to lock your arms up in an arm binder before returning them to you.  Which can be problematic if they just decide to keep locking you up again.

 

Thanks for the suggestions.  I'll keep them in mind when continuing this work.

 

Happy gaming,

legume.

Posted

For the forcegreet you might try the undressing animations from get stripped again mod to force the player out of their main clothes leaving only their feet and hands covered so it looks like the slaver really just ran up and got them. I'm sure they would respond to any questions about permissions use of their anims.

 

One thing I have always thought about for slavers is just how do they capture someone who doesn't want to be captured? Since skyrim is all about magic it would make sense the slavers would have a spell like paralysis that would capture someone for slavery. The spell though should be based on how horny the victim is:-) So if sexlab aroused could be used for that it would be more immersive. The spell could just be the same visual effects of the paralysis spell so no need for fancy visual work. The slaver could cast it on the player and the player then cannot move while the slaver does the get stripped anims on the player then starts your leash mini game. The spell effect on the player would last only as long as it takes to get the get stripped anims to play.

 

Another idea is a horny spell for the slaver to cast on the player which makes the player horny hehe so the player could do the horny anims from the sexlab aroused mod? I think thats the mod that has them where the npc grabs their own crotch when horny or you could set this spell to cause the victim to masturbate when hit by the spell but not relieve any of their hornyness afterward.

 

So the slaver has a percent chance to follow the player around casting this horny spell on them once or twice and then if the arousal level gets high enough the slaver can capture the player with the slaver spell.

 

 

Just some ideas to think about:-)

Posted

I was in the winking skeever when the npc I set earlier as a slaver waited about 30 secs to grab my character and start the leash game. There is a problem with the maria eden mod where if the player is gagged they can't talk to anyone at all. Because why should other mods work anyway right? so if your mod always adds a gag we can't talk to the owner if we are also using maria eden. Maybe you could make something that detects if maria eden mod is loaded and doesn't add a gag if it is detected? So far walking around with the owner npc all day in winking skeever and nothing happens except she is checking to see if the binds are secure thats it didn't say anything else unless the leash is yanked then she says the warning about not walking behind her. There is no other dialogue or things happening.

Posted

While leashed my character health does not regenerate and sometimes magicka partially regenerates. When being undressed the armbinder comes off too sometimes. I guess I'm gonna have to play around with the leash settings a lot because in an interior cell the leash seems to get really buggy and cause damage as if my character is too far away even though the new owner is just around a pillar or some other obstruction like a table or something.

Posted

For the forcegreet you might try the undressing animations from get stripped again mod to force the player out of their main clothes leaving only their feet and hands covered so it looks like the slaver really just ran up and got them. I'm sure they would respond to any questions about permissions use of their anims.

 

One thing I have always thought about for slavers is just how do they capture someone who doesn't want to be captured? Since skyrim is all about magic it would make sense the slavers would have a spell like paralysis that would capture someone for slavery. The spell though should be based on how horny the victim is:-) So if sexlab aroused could be used for that it would be more immersive. The spell could just be the same visual effects of the paralysis spell so no need for fancy visual work. The slaver could cast it on the player and the player then cannot move while the slaver does the get stripped anims on the player then starts your leash mini game. The spell effect on the player would last only as long as it takes to get the get stripped anims to play.

 

Another idea is a horny spell for the slaver to cast on the player which makes the player horny hehe so the player could do the horny anims from the sexlab aroused mod? I think thats the mod that has them where the npc grabs their own crotch when horny or you could set this spell to cause the victim to masturbate when hit by the spell but not relieve any of their hornyness afterward.

 

So the slaver has a percent chance to follow the player around casting this horny spell on them once or twice and then if the arousal level gets high enough the slaver can capture the player with the slaver spell.

 

 

Just some ideas to think about:-)

Those do sound like some good ideas but unfortunately they don't really fall into the realm of this mod which is meant as a "framework" of features and resources (mostly script related) that other mods can build off of.  While I would love to add additional features to the mod there is still a lot of work needed for the framework and I don't expect I will ever get to features like these.

 

I was in the winking skeever when the npc I set earlier as a slaver waited about 30 secs to grab my character and start the leash game. There is a problem with the maria eden mod where if the player is gagged they can't talk to anyone at all. Because why should other mods work anyway right? so if your mod always adds a gag we can't talk to the owner if we are also using maria eden. Maybe you could make something that detects if maria eden mod is loaded and doesn't add a gag if it is detected? So far walking around with the owner npc all day in winking skeever and nothing happens except she is checking to see if the binds are secure thats it didn't say anything else unless the leash is yanked then she says the warning about not walking behind her. There is no other dialogue or things happening.

The activity performed during the leash game is not particularly involved :(.  While the next release will have some enhancements in this area, particularly with BDSM furniture nearby (same city) even then it will still be lacking.  It is something I would like to improve but the improvements are slow going.

I will try to do something about the Maria Eden gag issue.  Hopefully for next release.  At the very least I can make an MCM option.  Although, a lot of features (particularly new ones) rely on the player wearing a gag.  There is a new "call for help" feature.  And if the player is being punished and gagged they cannot be heard very far away.  I'll look into finding a way of getting my dialogues to work with Maria Eden although I really don't know if that is possible.

 

While leashed my character health does not regenerate and sometimes magicka partially regenerates. When being undressed the armbinder comes off too sometimes. I guess I'm gonna have to play around with the leash settings a lot because in an interior cell the leash seems to get really buggy and cause damage as if my character is too far away even though the new owner is just around a pillar or some other obstruction like a table or something.

During the leash game health should regenerate slowly and magicka not at all.

I've always had an issue with punishments in that as soon as a punishment has been completed my player's health has regenerated back to full.

If health is not regenerating at all something is wrong.

This spoiler has more details (including console commands):

 

 

At the start of the leash game I "damage" "HealRate" by the current value of the player's "HealRate" * 0.99.  The value should be rounded down leaving at least 1; however, if the "HealRate" becomes zero health regeneration would stop altogether.

If you want to investigate further you can use the following console command to check the player's "HealRate" before and after starting the leash game:

` (The tilde key beside the 1 opens and closes the console).

Player.GetActorValue "HealRate"

 

 

 

I suppose it is my mod doing the undressing and stripping the player's arm binder?

Assuming that is the case I should look into why that is happening and see if it can be avoided.

Setting the Devious Framework option, "Detect Devious Device Unequips" may help or eliminate this issue.  I always play with this set which may be why I haven't noticed it.

 

When detecting that the player is trying to get help escaping the slaver says "Come here" and reduces the player's leash length to quite short.  This is intended for flavour and while I haven't noticed any significant problems with it it wouldn't surprise me.  I suspect what is happening is the length is not being restored.  I really need to set a timeout for this to make sure it gets restored or make an option not to do it at all.  Unfortunately the length can't be restored by setting the MCM leash length option.

I'll try to do something about this (perhaps just not shortening the leash) for the next release.

This spoiler has more details (including console commands):

 

 

You can use the following console command to check if this is indeed what is happening:

` (The tilde key beside the 1 opens and closes the console).

ShowQuestVars _dfwDeviousFramework

In the dfwDeviousFramework script find the _iLeashLength variable.  If it is set to 200 this is what is happening.

 

 

As a workaround I expect that setting the MCM Devious Framework "Damage When Jerked" option to 0 will help, although the length will still be very short.

 

Thanks a lot for all of the testing and feedback.

I am hoping to have the next release out late next week or the following week.

legume.

Posted

I only played a bit with your mod but I love it. One question I had is what mod do you know of/advise which add bdsm furniture to the world? I've noticed Prison overhaul adds a few but my world is really bare in that matter and I have a hard time finding mods which place them.

Posted

I only played a bit with your mod but I love it. One question I had is what mod do you know of/advise which add bdsm furniture to the world? I've noticed Prison overhaul adds a few but my world is really bare in that matter and I have a hard time finding mods which place them.

 

 

Yes, thanks a lot for this mod, I love it too. :)

It's awesome with "hydras slave girls" and I just love the way it make other mods, like the "Captured Dreams" more difficult (..and fun :))

Great stuff!!! :cool:

JJ

 

 

Thanks for the feedback.  Glad you are enjoying it.

As for mods that add furniture, I use Slave Girls by hydragorgon, Prison Overhaul, and Slaverun.

 

Slave Girls by hydragorgon is the best for adding general furniture all throughout the realm.  The other two a little more specific.

 

One user, (thank you Nazzzgul666 for the suggestion) has suggested that Jaxonz Positioner can be used for this adding and positioning your own furniture in game.

While I haven't used it yet to verify its usefulness, to ensure it is compatible and easy to use, or to come up with tips at first glance it does look like it should work pretty well for adding your own furniture.

 

Happy Gaming,

legume.

Posted

 

Thanks for the feedback.  Glad you are enjoying it.

As for mods that add furniture, I use Slave Girls by hydragorgon, Prison Overhaul, and Slaverun.

 

Slave Girls by hydragorgon is the best for adding general furniture all throughout the realm.  The other two a little more specific.

 

One user, (thank you Nazzzgul666 for the suggestion) has suggested that Jaxonz Positioner can be used for this adding and positioning your own furniture in game.

While I haven't used it yet to verify its usefulness, to ensure it is compatible and easy to use, or to come up with tips at first glance it does look like it should work pretty well for adding your own furniture.

 

Happy Gaming,

legume.

 

 

Thanks for the info and thanks again for this great mod!

Posted

Hello,

Can we expect a new version release anytime soon? Cause the mod is awesome and, hell it deserves development.

Yes.  The next few days I expect.

I've added some dialogue for trying to get help out of BDSM furniture.

I've added the concept of Cities and Towns as "Regions".

Slavers have the ability lock the player in BDSM furniture (favourite furniture) to end the leash game (although they have to be right next to the furniture).  With this update slavers will be aware of all furniture in the same "Region" and can leave the player in them.

Such furniture is also available to punish the player for trying to escape.

There is a new option for starting the leash game.  Slavers will approach the player and she can defend herself by facing the slaver or drawing her weapons.

I've added the ability to call for help in the event that you can't walk over and speak to people nearby, although don't expect that to be a lot of help since gags can also be tightened making calling out quite ineffective.

 

I must admit that many of the new features are not particularly polished and well balanced but they are playable and reasonably stable so I will be releasing them as they are.  I am just cleaning up the files and adding a few unrelated requested fixes so it should be available in a couple of days.

Glad you are enjoying it and happy gaming,

legume.

Posted

I'm very impressed with the latest version.  If Maria Eden compatibility was a little improved (triggering ME slavery, and redress command pulling from predefined ME outfits) I would consider this playthrough-worthy.

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