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Posted

It's been about a week or two since i play, but i found a bug where animals, or more specific dogs were treated like normal followers and you were able to gain a debt. 

  • 5 weeks later...
Posted

Just an additional observation after some time playing the mod. 

 

I find that the Will power and resistance appear to regenerate too fast. It is actually difficult to remain at low levels of each for any real amount of time. 

 

 

Other than that (and the previously mentioned persistent statue issue) the mod is proving to be very solid. :smile:

 

 

Posted

As an Update to my previous post about the planned update (that made sense in my head). I have now bit the bullet as it were and as there has been no immediate collision of worlds and such I have installed the Tara Zap8 package.. (I know it could all end in tears if the previous kerfuffle reoccurs but I took a leap of faith..) However, Zap8 includes Zep (I think) and DF calls for it as an required mod so blocking it. ( I have added it too keep it going but wanted to point that out).  This does not affect your choice of updateing to zap8 or not as other than that it seems fine and DD4 runs nicely too.  You might even get away with just removing the ZEP requirement so DF could run either with zap8 or zap7 plus tara loose mods..  Hope this helps on future update ideas if you break away from "other" gaming (how could you (weeps) we need you here!) ..  haha Joking of course, life is too short for pressures of demanded updates, they will come if and when you are ready and or have the time .. 

Posted
6 hours ago, steelmagpie said:

 I have now bit the bullet as it were and as there has been no immediate collision of worlds and such I have installed the Tara Zap8 package

 

question - how did you get the Tara ZAP 8.0 to work with ZEP ??  for some reason if i have ZAP 8.0 installed i get a CTD on game load (from main menu choosing

load old save or new game either case causes that CTD) and it does not matter which version of ZEP i use.  remove ZEP (and mods that require it) and i can start 

new game or even load old savegame.

 

Posted
1 hour ago, valcon767 said:

question - how did you get the Tara ZAP 8.0 to work with ZEP ??  for some reason if i have ZAP 8.0 installed i get a CTD on game load (from main menu choosing

load old save or new game either case causes that CTD) and it does not matter which version of ZEP i use.  remove ZEP (and mods that require it) and i can start 

new game or even load old savegame.

 

ZEP 1.08 has FNIS issues..  as I only need it to fire up DF and all it adds to DF is crawling in towns (not bothered by that). I  remove ZEP for generating FNIS and then just add it afterward making sure to say NO to ALL overwriting ZAP8 stuff.  This does mean no crawl animation but it gets around the FNIS issues.  You just have to remember to uninstal it before running FNIS when updating or installing new mods and then just reinstall it after..  That is how I got it to (half)work for me so I hope that helps..

 

Posted
10 minutes ago, steelmagpie said:

ZEP 1.08 has FNIS issues..  as I only need it to fire up DF and all it adds to DF is crawling in towns (not bothered by that). I  remove ZEP for generating FNIS and then just add it afterward making sure to say NO to ALL overwriting ZAP8 stuff.  This does mean no crawl animation but it gets around the FNIS issues.  You just have to remember to uninstal it before running FNIS when updating or installing new mods and then just reinstall it after..  That is how I got it to (half)work for me so I hope that helps..

 

Have you tried going into the CK in DF and changing the enchantment on the Town Collar to the crawl animation in ZAP 8.0? Just curious (as I haven't had the guts to try the ZAP 8 route yet.)

 

 

Posted
3 hours ago, Corsayr said:

Have you tried going into the CK in DF and changing the enchantment on the Town Collar to the crawl animation in ZAP 8.0? Just curious (as I haven't had the guts to try the ZAP 8 route yet.)

 

 

haha  me an CK would be a bad thing.. Things would explode and dragons would be flying around in chastity belts..  If I knew more about CK I would try it but alas I am a noob in CK.. hopefully someone else could try it if they know how though ..

Posted

What existing bugs are in the mod (the CTD talking to activator is fine)? been fixing some stuff got an idea for something i'm slowly adding (nothing big)

Posted
41 minutes ago, Lozeak said:

What existing bugs are in the mod (the CTD talking to activator is fine)? been fixing some stuff got an idea for something i'm slowly adding (nothing big)

> on my setup DF works fine now (with EFF, can dismiss followers if load order is right (EFFdialog below DF))

> no CTD from activators

> i love the pony mittens suprise^^

 

what still doesnt work correctly:

after DF enslavement -> follower adds ball gag on PC -> only way to remove is to go to city -> follower make PC have sex with 10 NPCs before removing gag -> after that: same DF dialog shows up in dialogbox 2 times -> DF gets stuck -> solution:  DF MCM Debug option "choose devious follower" and reset debt-> DF works again, but DFdialog show up 2times still

 

this repeats everytime after the DF quest "ballgagged pig in town, 10x sexytime"

testet on different load orders and different followers and different citys: always ends in DF needs to be debugged to continue

 

DF rape is bugged like the rape from DCL if there are more than one SLanimation in short succession-> before SLanimation finishes, the next SLanimation starts already

IIRC the rape script is missing a SLanimation "stop" signal

 

Posted

So minor update out, it has some fixes in it. The Gag event seemed to work for me but was buggy(fixed it I hope) and I realised that maybe user wouldn't realise you'd have to repeat the dialog a few time to "make friends" with 10 people..

 

The Rape bug is iono maybe a problem with sexlab function SexLabUtil.IsActorActive(playerref).  90-99% it's fine sometime the stars aline and it doesn't work but considering the bug is rare - very rare I'm not too bothered by it.

 

People wanted "something" to happen when your follower got knocked down but considering the way the game is it's a little too harsh so i added lives once they are lost you need to rest for 6+ hours or face the debt that will be added if you don't (shame your gonna get debt for the 6 hours sleep too Hehe ) I will disable this for when your a slave and expand on it in some ways.

 

Spent a lot of time rebuilding my skyrim install so that I can CK through Modorganizer so mayyyybe everything may break cause I did that ..... good luck

Posted
4 minutes ago, Lozeak said:

So minor update out, it has some fixes in it.

Thanks for the update, was honestly looking forward to having an excuse to try the mod out properly now that DD 4.0 is fully released.

Posted

OOOH...  Perfect excuse for a bit of Skyrim..  haha..  Thanks for the update and hope your Skyrim Rebuild will be surprisingly awesome.. you never know .. I have been lucky sometimes and unlucky others.. Fingers crossed for you to get a good rebuild ..

 

Off for a little test play .. any issues and I will post of course .. Great to see you back

Posted
15 hours ago, steelmagpie said:

ZEP 1.08 has FNIS issues..  as I only need it to fire up DF and all it adds to DF is crawling in towns (not bothered by that). I  remove ZEP for generating FNIS and then just add it afterward making sure to say NO to ALL overwriting ZAP8 stuff.  This does mean no crawl animation but it gets around the FNIS issues.  You just have to remember to uninstal it before running FNIS when updating or installing new mods and then just reinstall it after..  That is how I got it to (half)work for me so I hope that helps..

 

ah well i tried this and it did not work for me .... oh well thanks for the info .... guess i just have to make a special profile to have zaz 8.0 to test mods that require it

end result is i can have ZEP or ZAZ 8.0 but not both .... at this point in time the choice is easy for me, ZEP + 4 mods that have it as a requirement, that may change 

in the future,but not for a while yet at least.

 

@Lozeak now to go try the new update (Thanks Much :heart:) and play around and see what all works and if i hit any bugs i will post them.

 

Posted

Found bug on follower bleedout that will need a full reload when i upload next version. Basically it won't add debt.

 

 

Posted

Enjoying playing with the mod properly today for the first time.  It is simply quite fun to have a follower gently remind you that they need to get their payment, knowing that ignoring it will result is some very sexy, but inconvenient, repercussions.

 

 

Quick suggestion - since the mod has such great customization on how much a follower charges you per day, I think it would make a lot of sense to remove all mentions of flat values from the dialogues and instead go by "days pay"/"my daily cut" ect.

 

For example, right now deals give 500 septims of debt relief which is a lot at low levels, but pretty minor at high levels.  I'm trying out playing at 1000 septims per day debt increase, so 500 for getting bound up doesn't seem worth the inconvenience and will only buy me one extra debt calculation at most.   A more adaptive option may be to have deals give you two days worth of debt relief, but require three days worth of payments to get out of.  For me that would mean I get 2000 septims debt relief, but need to repay 3000 which is much more balanced for my current game.  The actual number figures don't need to show up, as the player will know what the "contract" is for daily payment from the MCM menu.

 

Same could go with all the other flat values like binding removal, reward/punishment values or the new "follower got hurt and wants hazard pay" - they could all be based on a the follower's daily cut in the dialogues ("You want out of that devious device?  Sure I'll do that, for an extra 2 days pay! ./smile").

 

Just an idea, enjoying the mod either way so far and will report if I run into any major bugs.

 

Posted
1 hour ago, Reesewow said:

 Sure I'll do that, for an extra 2 days pay! ./smile").

 

Haha, I like the thinking ..  Also made me think of " I will do that if you do this.."  good opening for a game or humiliation.. 

Posted

Updated with fixed version, if your going from e-->f you'll need to clean your save.

 

Notably I've added option to go to simple slavery instead of follower enslaving you in MCM. I feel doing this will customise there experience more and my the mod more dynamic (aka your getting bored of same slavery)

 

I feel that the mod is near the point I can call it 1.0 I want to add a couple more things then I'm gonna move on to some compatibly stuff.

 

Flat rate stuff.... yea I'll look into MCMing up but....

 

Device removal... it needs something else anyway, I might keep the flat rate stuff but my it limited uses per day or something

Deals... a single deal might be cheap but all of them add up to a lot of gold so it's not so because they all give a decent gold buffer if you need more time.

Posted
41 minutes ago, Lozeak said:

Device removal... it needs something else anyway, I might keep the flat rate stuff but my it limited uses per day or something

 

hmmm ok my 2 cents worth here

 

limit to 3 times a day to remove any device (so if you got hit by a Cursed Loot event that stuck you in 6 devices you could only "buy" out of 3 of those providing they 

are all generic type stuff). i really like that your follower will NOT remove stuff like the 'cursed collar", "slut collar", and other similar type things.

 

also the more debilitating the device the more your follower should charge to remove it ( a gag would cost more to remove than regular cuffs, a blindfold would cost

more than a gag, armbinder would cost more than blindfold, yoke would cost more than armbinder, straightjacket would cost more than yoke)you get the idea

 

Posted
7 minutes ago, valcon767 said:

also the more debilitating the device the more your follower should charge to remove it ( a gag would cost more to remove than regular cuffs, a blindfold would cost

more than a gag, armbinder would cost more than blindfold, yoke would cost more than armbinder, straightjacket would cost more than yoke)you get the idea

I'd +1 this, altho I think simply having two tiers might be enough.  Items marked as heavy bondage (which I think are most arm-binding devices such as armbinders and yokes) could get special treatment such as a much higher price - or even better, could require you to play a "game" or follow a rule for some time as extra payment.

Posted
18 minutes ago, Reesewow said:

I'd +1 this, altho I think simply having two tiers might be enough.  Items marked as heavy bondage (which I think are most arm-binding devices such as armbinders and yokes) could get special treatment such as a much higher price - or even better, could require you to play a "game" or follow a rule for some time as extra payment.

thanks for the improvement on my idea.

2 tiers would be enough indeed, with a special tier for heavy bondage and i do like your idea of a "game" or "rule for a time" in addition to the cash, to

remove the heavy bondage.

 

edit 

my suggestion for tiers

tier 1 - general devices (cuff, collars, etc)

tier 2 - debilitating items not marked as heavy bondage (gags, blindfolds, etc)

tier 3 - heavy bondage (would require cash plus a "game" or "rule for a time" {3 days to a week??} to remove)

 

Posted

The follower will never offer to remove collars/cuffs because they increase willpower loss and hamper gains meaning that while the mod offers a "way out" of a lot of devices you still need to find those keys or your willpower will suffer and the mod will be a bit harder.

 

So the reason device removal exists is that I don't really like the escape system for DD more restrictive item "all the time" so having your follower help you out if you can "afford it" was a solution for the way I want to play the game.

 

The problem with the system is not the cost imo, it's the fun it could add or that it take away atm. It need more randomness and risk when things are bad. A good example is how the follower treats you when you willpower is low and you ask for them to remove a device.

 

Either way, it needs something and ramping up costs is boring(I might make a MCM for that anyway) or just having a timer before they remove something is like watching paint dry. I need to think about it more anyway but like I said it needs a rework.

Posted
5 minutes ago, Lozeak said:

The problem with the system is not the cost imo, it's the fun it could add or that it take away atm. It need more randomness and risk when things are bad. A good example is how the follower treats you when you willpower is low and you ask for them to remove a device.

 

Either way, it needs something and ramping up costs is boring(I might make a MCM for that anyway) or just having a timer before they remove something is like watching paint dry. I need to think about it more anyway but like I said it needs a rework.

Sounds like a great approach to me, good luck on the brainstorming.  I'm sure you can come up with something cool.

 

It would really be a fun addition if a devious follower was the "easy way out - but with risk" for more restrictive DD items.  Gives you the choice of dealing with the restraint until you can find keys and get it off the safe way, or take the fast but risky way out standing right beside you.

Posted

huh ... ok another idea

 

in addition to the cash cost:

when they remove say a blindfold they could add a gag??

for armbinders type stuff they could add a collar??

and for yokes/straightjackets they could add bondage mittens (paw type)??

or maybe a random selection of they stuff (generic) that they would not remove is added when they remove the more restrictive stuff?

 

just an idea

 

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