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Posted
9 hours ago, Reesewow said:

Chastity stuff is not forced in the piercing deal - the piercing deal will now accept the player wearing a chastity bra/belt as "good enough" since they can block the equipping of these items.  This is to avoid a debt death spiral where the player is wearing a quest set like some of the items from DCUL, gets forced to take a piercing deal, can't physically equip the piercings, and gets destroyed by punishment debt for not wearing the piercings.

 

8 hours ago, valcon767 said:

if i understand it correctly it does not enforce chastity, but if you are stuck in chastity items you will not be punished for not wearing the piercings.

if you have the piercings deal taken

   no piercings and no chastity = get debt/punishment

   no piercings and are wearing chastity (where the piercings are supposed to be) = no punishment 

 

 

Thanks guys, for explanation! One of few times I'm glad I misunderstood something. :smile:

Posted

Maybe add DCL as a requirement since you list it as the only way to remove devices after the mod has been disabled/paused.

 

Also, is there an option to turn off cursed loot, ie the Dwarven Cuffs?

 

Currently stuck in a set of cuffs at low level with no way to remove them and no ability to fight with the only option being uninstall.

 

Is there an MCM option to turn off the cursed loot? I haven't found but I am good at missing such things. 

 

 

 

 

 

Posted

I'm just gathering mods for a new playthrough before the DD4.1 goes public and got a question about mod compatibility. Is this compatible with the Devious Devices Helpers mod? They both have a mechanic to remove devices.

Posted

Uhm. I am having a problem with devious worlds. Seems like it does not add cages to the outside of Inns :<

Using ZaZ Animation pack+ CBBE HDT V.8.0+ and ZazExtrentsionPack-v108-forZap7AndTUFP

Any suggestions? :<

Posted
38 minutes ago, JuliusXX said:

Is this compatible with the Devious Devices Helpers mod? They both have a mechanic to remove devices.

I've played with both mods in my load order a few weeks ago and there were no issues. In fact, they coexisted quite nicely. The device removal options offered by both mods don't get in each other's way. Also, DD Helpers will not allow you to remove quest or BlockGeneric tagged devices. I don't know if Devious Follower's deal/enslavement devices are tagged in such a way, but even if they aren't, your Devious Follower WILL detect it if you are not wearing them and punish you for it. Which is a very plausible and fun way to deal with alternative (console, DCL safeword, other mods, etc.) ways of device removal, I think.

 

47 minutes ago, Mez558 said:

Maybe add DCL as a requirement since you list it as the only way to remove devices after the mod has been disabled/paused.

 

Also, is there an option to turn off cursed loot, ie the Dwarven Cuffs?

There are other mods too that offer various means to get out of locked devices. Devious Device Helpers is one of them, in which your follower or blacksmiths can help you with various devices. And at the Captured Dreams Store, you can ask the Master to unlock your devices (for a fee, of course, and note that this mod has been written for the previous version of Devious Devices so unlocking heavy wrist restraints like yokes/armbinders is currently not fully working).

 

BTW, I'm not sure that Dwarven Cuffs are even a part of Cursed Loot, at least I don't recall ever seeing an item like that in my game and i've been using DCL for years now. Maybe you got them through some other mod?

Posted
55 minutes ago, El_Duderino said:

 

There are other mods too that offer various means to get out of locked devices. Devious Device Helpers is one of them, in which your follower or blacksmiths can help you with various devices. And at the Captured Dreams Store, you can ask the Master to unlock your devices (for a fee, of course, and note that this mod has been written for the previous version of Devious Devices so unlocking heavy wrist restraints like yokes/armbinders is currently not fully working).

So then maybe it should strongly suggest having one of those mods or DCL to remove restraints?

55 minutes ago, El_Duderino said:

BTW, I'm not sure that Dwarven Cuffs are even a part of Cursed Loot, at least I don't recall ever seeing an item like that in my game and i've been using DCL for years now. Maybe you got them through some other mod?

Maybe I wasn't clear in my post, I don't have DCL installed (as I ended up turning off the majority of it's functions when It was installed)  and as Far as I can tell, the Cursed Dwarven Cuffs come from DF (since checked it in TESVEdit and they do come from DF)
These came from a loot chest and were only revealed as cursed when they were equipped. Before that they were just like any other piece of loot (and for that I must say, very devious :cool:) However no NPC would help me and with them on I could neither cast spells nor wield a weapon making any further progress close to impossible. When I paused the events of DF the pop up window told me to use the FREE ME function from DCL to remove any worn restraints... Again, I don't have DCL, DDH or CD installed and could see nothing about them being a requirement ended loading up a save previous to looting them to get rid of them.

 

Posted
33 minutes ago, Mez558 said:

Maybe I wasn't clear in my post, I don't have DCL installed (as I ended up turning off the majority of it's functions when It was installed)  and as Far as I can tell, the Cursed Dwarven Cuffs come from DF (since checked it in TESVEdit and they do come from DF)
These came from a loot chest and were only revealed as cursed when they were equipped. Before that they were just like any other piece of loot (and for that I must say, very devious :cool:) However no NPC would help me and with them on I could neither cast spells nor wield a weapon making any further progress close to impossible. When I paused the events of DF the pop up window told me to use the FREE ME function from DCL to remove any worn restraints... Again, I don't have DCL, DDH or CD installed and could see nothing about them being a requirement ended loading up a save previous to looting them to get rid of them.

Ah, sorry, I misunderstood you. I can see how that situation would be a show-stopper in Skyrim without a mod to take them off. However, I think this is one of the cases the Debug Device Removal function in the Devious Devices MCM is intended for. It should remove *any* Devious Device that is locked on your char, no matter which mod equipped it or what keywords, etc. the device has. The big caveat: if any of the devices has a running quest connected, removing it via Debug might break that quest. (But I have no idea if that is even the case with the Dwarven Cuffs you mentioned.)

Posted

 

2 hours ago, JuliusXX said:

I'm just gathering mods for a new playthrough before the DD4.1 goes public and got a question about mod compatibility. Is this compatible with the Devious Devices Helpers mod? They both have a mechanic to remove devices.

As far as I know there are no problems.

2 hours ago, strawberrysnolf said:

Uhm. I am having a problem with devious worlds. Seems like it does not add cages to the outside of Inns :<

Using ZaZ Animation pack+ CBBE HDT V.8.0+ and ZazExtrentsionPack-v108-forZap7AndTUFP

Any suggestions? :<

No idea,I have the none Tufp version. There is a chance you need to start a new game. Either way, I'd prolly recommend don't botther with world as there is little content and I think it's bugs with current DF version.

2 hours ago, Mez558 said:

Maybe add DCL as a requirement since you list it as the only way to remove devices after the mod has been disabled/paused.

 

Also, is there an option to turn off cursed loot, ie the Dwarven Cuffs?

 

Currently stuck in a set of cuffs at low level with no way to remove them and no ability to fight with the only option being uninstall.

 

Is there an MCM option to turn off the cursed loot? I haven't found but I am good at missing such things. 

 

44 minutes ago, Mez558 said:

So then maybe it should strongly suggest having one of those mods or DCL to remove restraints?

Maybe I wasn't clear in my post, I don't have DCL installed (as I ended up turning off the majority of it's functions when It was installed)  and as Far as I can tell, the Cursed Dwarven Cuffs come from DF (since checked it in TESVEdit and they do come from DF)
These came from a loot chest and were only revealed as cursed when they were equipped. Before that they were just like any other piece of loot (and for that I must say, very devious :cool:) However no NPC would help me and with them on I could neither cast spells nor wield a weapon making any further progress close to impossible. When I paused the events of DF the pop up window told me to use the FREE ME function from DCL to remove any worn restraints... Again, I don't have DCL, DDH or CD installed and could see nothing about them being a requirement ended loading up a save previous to looting them to get rid of them.

 

All Devious Devices have a built in escape mechanism(Struggle/pick/cut) which the difficulty is in you control in the DD MCM, so you do not need any other mod to escape from devices (this I'm pretty sure was the reason for DD3 --> 4 to make them more gamey and less reliant on keys.)

 

The only device that my mod doesn't remove that it adds is the Dwarven cuffs that have like a 30% chance to struggle out of and maybe a piecing depending on your DD settings.

So you don't need any other mod to use mine outside of DD/Sexlab.

 

That said the design of my mod is designed to not to be overwhelming so that you can play it with other mods, so a suggested mod section could be good in the main post.

Posted
1 hour ago, Lozeak said:

 

 

All Devious Devices have a built in escape mechanism(Struggle/pick/cut) which the difficulty is in you control in the DD MCM, so you do not need any other mod to escape from devices (this I'm pretty sure was the reason for DD3 --> 4 to make them more gamey and less reliant on keys.)

 

The only device that my mod doesn't remove that it adds is the Dwarven cuffs that have like a 30% chance to struggle out of and maybe a piecing depending on your DD settings.

So you don't need any other mod to use mine outside of DD/Sexlab.

 

OK so I need to check my DD is upto date, I think it is but being wrong about things I am sure I am right about is kind of my forte.
Also I wasn't getting a struggle message/option, in fact it was acting like they were not equipped. I also got an error message when I equipped them and the curse became active but I've seen this message before with SD+ so I think I have some files out of date.

 

The idea behind them is inspired tho, if Kimy isn't already incorporating that in DCL then I expect she(he?) will be soon.

Posted
6 hours ago, JuliusXX said:

I'm just gathering mods for a new playthrough before the DD4.1 goes public and got a question about mod compatibility. Is this compatible with the Devious Devices Helpers mod? They both have a mechanic to remove devices.

 

if you load Devious Device Helpers before DF you will have to pay off your entire debt (or use the custom dialogue option on DF debug page) to have your

devious follower remove devices.  if you have extra followers they will be able to use the DDH dialogues to remove devices.  there have been times i chose

to add a 2nd follower specifically to get at that dialogue (could not afford to pay off current follower), which just makes your devious follower charge even

more (with that adjusted in DF MCM), which can lead to a rough time paying off your followers (more deals needed ;) until you manage to earn the cash

to pay them off).

 

and in either case (as El-Duderino said) your devious follower will punish you for not wearing the right stuff for deals.

 

 

Posted

Well, I can't get the mod to start. I hang around the Bannered Mare with no current followers and the the "Huni" dialogue never starts. Is there a quest command to start the mod?

Posted
34 minutes ago, bubba999 said:

Well, I can't get the mod to start. I hang around the Bannered Mare with no current followers and the the "Huni" dialogue never starts. Is there a quest command to start the mod?

You're supposed to hire a follower

Posted
22 minutes ago, bubba999 said:

I had tried it previously and thought I had to wait for the dialogue to pop up before hiring. But hey, let me try again!

Try hiring one without enough gold. For me fastest way to start is hiring the guy in Riften Inn

Posted
32 minutes ago, bubba999 said:

I had tried it previously and thought I had to wait for the dialogue to pop up before hiring. But hey, let me try again!

The dialogue normally shows up within a few seconds of asking a follower to follow you.  However some custom followers may not trigger it, and it's possible other mods could block it.  There is a debug option you can use to add a dialogue to set up a Devious Follower manually - just be sure to use it on a current follower and not some random npc.

Posted
12 hours ago, Reesewow said:

The dialogue normally shows up within a few seconds of asking a follower to follow you.  However some custom followers may not trigger it, and it's possible other mods could block it.  There is a debug option you can use to add a dialogue to set up a Devious Follower manually - just be sure to use it on a current follower and not some random npc.

Not sure if its allready solved, but there where some problems with hirelings you have to pay to follow you. So better try with someone that follows you just for "friendship" :smile:

If the first contact/text does not trigger, try talking to your follower, that normaly starts for me the DF interaction. regards.

Posted
8 minutes ago, Hanshurtig11 said:

Not sure if its allready solved, but there where some problems with hirelings you have to pay to follow you. So better try with someone that follows you just for "friendship" :smile:

If the first contact/text does not trigger, try talking to your follower, that normaly starts for me the DF interaction. regards.

What problem was there with mercenaries?
i tried with Jenassa and she worked fine.

Posted
2 hours ago, Hanshurtig11 said:

Not sure if its allready solved, but there where some problems with hirelings you have to pay to follow you. So better try with someone that follows you just for "friendship" :smile:

If the first contact/text does not trigger, try talking to your follower, that normaly starts for me the DF interaction. regards.

When I played 1.35, I hired a mercenary through a specially added dialogue from this mod, and never any other "starting dialogue", and the everything worked well

Posted

I tested this mod yesterday evening, and these are my findings (or things I falsely expected) and questions:

  • As I was wearing a DCL slave collar, my follower refused to remove any armbinders, as I was wearing 'special items', the follower removed to remove any kind of device. Part of the reason for me to try out this mod is to be able to finish dungeons. And knowing that asking for a device to be removed will have consequences, for me sounds like a perfect trade-off.
  • While wearing a collar, my follower still offered me a collar when requesting a deal.
  • What am I supposed to do with the items given? I can 'manipulate the locks' before putting the devices on. Could the follower perhaps add (and remove) items himself/herself and avoid devices that uses slots that are already taken? (perhaps this was already on your roadmap).
  • When my follower informed me that my arms would be bound behind my back, it didn't happen. As to a side-note, perhaps not binding them in a players home (including those in mods if possible, as city-bondage seems to do) might be useful to allow a player smiting and enchanting items. Note; I could not test the no-clothes deal due to the same slave collar.
  • I prefer to avoid nipple-piercings, as for some reasons they never align properly with the nipples (perhaps it is because I use the cbbe-body, but that is a wild guess). Could they be made optional? Or perhaps a better solution, could you add to MCM the ability to (un)select possible deals?
    A positive side-effect would be that you can easily add deals that some people would dislike, without it being a reason not to use this mod.

As I do not like the idea that you can just pay all your debts off with gold (too easy), and been thinking about other devious options:

  • Is it possible to disable the player being able to pay his/her debt with gold?
    Even better would be if the player would still pay the small daily fee for hiring the follower as that does heel immersive (while being too far behind on payment could lower willpower). But that the debt created by not visiting an inn regularly, or when asking for a device to be removed, can only be payed by making deals.
  • Could the follower be turned into a keyholder? All the keys you find will automatically be turned over to your devious follower, and once every hour you can ask to buy one of the keys for a tiny fee with a chance that the follower will say no (knowing that the DCL slave chastity belt requires 5 keys).
    When being behind on deals, the downside could be that the follower will sometimes 'accidentally' loose one or two (or all) keys.
  • An option to encourage the player to 'pay her debt' could be adding a 'devious contract'. It could be a simple light weighted document that can't be removed as it is a quest item. But the contract can become (annoyingly) heavy over time as the players (unpaid) debt increases. And the debt could be both debt in gold as well as debt in deals.
  • Could a few items be combined? As in, collar+cuffs and gloves+boots+corset? Or to put it differently, redistribute four low-impact deals into two low-impact deals.
  • Accept the deal before knowing what the deal will be.

As to some possible devious deals (given the nature of some deals, an on/off option in MCM might be preferred):

  • The player has to ask random people to 'spank her for being naughty' (and been given a time-frame for completing the task).
  • Taunt three guards (stripping and masturbating in front of him/her), with a chance to get locked up in something like the DCLs belt of shame or yoke of shame. (should the player get locked, the deal is completed anyway).
  • Dance in three different inns during the evening in the next week.
  • Act as a cheap prostitute (literally ask a few npc's to ask if they would enjoy a cheap fuck, till someone agrees, while paying the follower).
  • Display being an 'animal lover' or 'a true bitch' on the town square. The player gets a dog-whistle for one time use. (might work well with spectators, although I do not know how good this mod performs after 4 years).

Anyway, as it is your mod, it is your call. Being able to get out of armbinders/yokes/straightjackets despite wearing a quest devious-device would by my biggest wish though.

 

Thank you for creating this mod, as mods are the main reason I still play Skyrim once a while. And I will certainly keep track of the changes you make as I am curious about possible new features you might add.

Posted
4 hours ago, CGi said:

What problem was there with mercenaries?
i tried with Jenassa and she worked fine.

If i remeber right it was a hickup with the later payment of players dept. But as it didnt come up in the thread lately, i guess its solved.

Posted
6 hours ago, jaberwocky said:
  • Is it possible to disable the player being able to pay his/her debt with gold?
    Even better would be if the player would still pay the small daily fee for hiring the follower as that does heel immersive (while being too far behind on payment could lower willpower). But that the debt created by not visiting an inn regularly, or when asking for a device to be removed, can only be payed by making deals.
  • Could the follower be turned into a keyholder? All the keys you find will automatically be turned over to your devious follower, and once every hour you can ask to buy one of the keys for a tiny fee with a chance that the follower will say no (knowing that the DCL slave chastity belt requires 5 keys).
    When being behind on deals, the downside could be that the follower will sometimes 'accidentally' loose one or two (or all) keys.
  • An option to encourage the player to 'pay her debt' could be adding a 'devious contract'. It could be a simple light weighted document that can't be removed as it is a quest item. But the contract can become (annoyingly) heavy over time as the players (unpaid) debt increases. And the debt could be both debt in gold as well as debt in deals.
  • Could a few items be combined? As in, collar+cuffs and gloves+boots+corset? Or to put it differently, redistribute four low-impact deals into two low-impact deals.
  • Accept the deal before knowing what the deal will be.

As to some possible devious deals (given the nature of some deals, an on/off option in MCM might be preferred):

  • The player has to ask random people to 'spank her for being naughty' (and been given a time-frame for completing the task).
  • Taunt three guards (stripping and masturbating in front of him/her), with a chance to get locked up in something like the DCLs belt of shame or yoke of shame. (should the player get locked, the deal is completed anyway).
  • Dance in three different inns during the evening in the next week.
  • Act as a cheap prostitute (literally ask a few npc's to ask if they would enjoy a cheap fuck, till someone agrees, while paying the follower).
  • Display being an 'animal lover' or 'a true bitch' on the town square. The player gets a dog-whistle for one time use. (might work well with spectators, although I do not know how good this mod performs after 4 years).

Even though I'm just a player, thank you for the detailed post, it's nice to read comments like this, and I like most of your ideas too. =)

 

My opinions:

 

It'd be nice to have new ways for debt, like the weight-adding contract you mentioned, but I'd say an mcm toggle is a must for that one, possibly even a magnitude slider, as some people don't like this kind of inventory control at all and some use mods that add various bags and satchels, which would need the slider for balance.

A maxweight-reducing contract would be more immersive I think, but I don't know wether - accidental or modconflict based - reducing of maxweight below zero causes issues or not.

 

Accepting a deal before knowing what the deal is is also nice, but only as a low-chance addition, or as a consequence for a previous deal or punishment of some kind. (Having to accept all deals to begin with without knowing what they are would just cause issues, but as an extra difficulty increasing option it's nice.)

 

I'd also like the "ask to spank for being naughty" deal, it aligns perfectly with the theme of the slut deal and the mod itself.

So does the "act as a cheap prostitute" deal, maybe even as an upgrade to the slut deal, to make the consequence more likely than with simply the slut deal. A soft dependency for DCL for its solicitation dialogue options could be a thing to think about.

 

The taunt three guards is nice in writing too, but if i remember correctly the belt/yoke of shame and other options for that action are rather severe, and this would be more a single task than a deal.

Single task type debt-reductions ARE a thing to think about though, there could be a whole different line of these to use, possibly with a cooldown time to not spam them.

Deals could have an option to be a - much lower amount - over time debt reducers next to those, instead of just fix one-time reductions. There could be anoption to have a chance of not reducing the debt per calculation (so if it's an over-time deal that removes 10 debt every 8 hours, there could be a 70% chance of it not actually reducing the debt, making it an effective average daily 12gold(10*0.3*(24/8)) reduction), which chaos mode could improve too. 

 

*** EDIT ***:

Another great option (for over-time deals) is that they start out giving a decently big amount, but give progressively less (chaos mode is also nifty here), and thus you need more deals to keep up the over-time reductions, while buying out of the deals would still cost a hefty amount - buyout options and costs could be pretty much left as they are now.

This way there is both an over-time mechanic instead of a single one-time reduction, while keeping up the NEED of accepting new deals.

 

 

[I haven't played much recently, so apologies if some of what i wrote is already implemented and I just didn't notice yet.]

Posted

i have a question too: possible bug or simply something i didn t understand.

 

Spoiler

While enslaved I was equipped with an inescapable DD item... i.e. "the veil" blindfold that is market as quest item or similar but simply requires 3 head restraints Keys.

 

The mod recognized it and follower told me she couldn t remove it and changed terms until she couldn t remove it. 

 

I found the proper Keys and unequipped it yet follower didn t aknowledge the item was removed thus didn t change terms back to normal

 

Should i let follower remove it? if so how?

Or where did i go wrong?

 

I had a backup save :smile: so no problem i'd just want to know what to do.

 

Posted
6 hours ago, jaberwocky said:

I tested this mod yesterday evening, and these are my findings (or things I falsely expected) and questions:

 

  • While wearing a collar, my follower still offered me a collar when requesting a deal.
  • What am I supposed to do with the items given? I can 'manipulate the locks' before putting the devices on. Could the follower perhaps add (and remove) items himself/herself and avoid devices that uses slots that are already taken? (perhaps this was already on your roadmap).

Just a note on these points - your Devious Follow doesn't care if you wear the collar they give you or if you have one on from a different mod (like the DCL slave collar), they just want you to be wearing "a" devious collar or they will fine you.  So you can totally accept a collar deal while in a DCUL collar, or any other deal while stuck in other bondage as long as it covers the item type/slot the deal is for (you can have mismatching cuffs, or any of the various devious boot types and not be breaking the rules).

 

Similarly, your DF doesn't care if the items are actually locked or not as long as you wear them.  I actually prefer the way this mod handles bondage like this, because even if you manipulate the locks and aren't technically "stuck" in them, you pretty much are mentally stuck in them because removing them will quickly result in fines and eventually all your gold and possibly a bunch of your items being taken from you (or the enslaved event if your willpower is low enough).  I actually find it to be a more devious scenario than the follower locking them on to you, since it shows you are submissive to the follower's deals and not in control.

Posted
6 hours ago, jaberwocky said:

I tested this mod yesterday evening, and these are my findings (or things I falsely expected) and questions:

  • As I was wearing a DCL slave collar, my follower refused to remove any armbinders, as I was wearing 'special items', the follower removed to remove any kind of device. Part of the reason for me to try out this mod is to be able to finish dungeons. And knowing that asking for a device to be removed will have consequences, for me sounds like a perfect trade-off.

There is a lot too it, I would like to respect none generic items which is the main reason for it but I could have a follower try and remove items and fail but it would have to be indicated via notifications (which I don't like). I may add a MCM option one day for it but atm considering I'd need to go over the dialogue conditions and scripts. 

Personally, I like the fact if you say get a high security device like the collar you can choose to risk exploring more and getting stuff you can't remove or head back to town.

  • While wearing a collar, my follower still offered me a collar when requesting a deal.
  • What am I supposed to do with the items given? I can 'manipulate the locks' before putting the devices on. Could the follower perhaps add (and remove) items himself/herself and avoid devices that uses slots that are already taken? (perhaps this was already on your roadmap).

That's intended deals aren't giving you items to wear but it more of if you agree, you need to wear any collar or you'll get punished. Sure you can play with the locks or have the key hidden away somewhere it doesn't matter cause the follower is there to make sure you keep it on.

  • When my follower informed me that my arms would be bound behind my back, it didn't happen. As to a side-note, perhaps not binding them in a players home (including those in mods if possible, as city-bondage seems to do) might be useful to allow a player smiting and enchanting items. Note; I could not test the no-clothes deal due to the same slave collar.

Will look into the player home issue. and the hands not being tied.

  • I prefer to avoid nipple-piercings, as for some reasons they never align properly with the nipples (perhaps it is because I use the cbbe-body, but that is a wild guess). Could they be made optional? Or perhaps a better solution, could you add to MCM the ability to (un)select possible deals?
    A positive side-effect would be that you can easily add deals that some people would dislike, without it being a reason not to use this mod.

Eventually there will be MCM for deals 

 

6 hours ago, jaberwocky said:

As I do not like the idea that you can just pay all your debts off with gold (too easy), and been thinking about other devious options:

  • Is it possible to disable the player being able to pay his/her debt with gold?
    Even better would be if the player would still pay the small daily fee for hiring the follower as that does heel immersive (while being too far behind on payment could lower willpower). But that the debt created by not visiting an inn regularly, or when asking for a device to be removed, can only be payed by making deals.

This would take a rework of the mod, then a re-balance so nope. I have plans of adding other ways to make the player have to take deals but I want to be careful because I want the consequences of the mod feel that it's from the players choice not that after X-time X-Content happens.

  • Could the follower be turned into a keyholder? All the keys you find will automatically be turned over to your devious follower, and once every hour you can ask to buy one of the keys for a tiny fee with a chance that the follower will say no (knowing that the DCL slave chastity belt requires 5 keys).
    When being behind on deals, the downside could be that the follower will sometimes 'accidentally' loose one or two (or all) keys.

I'll consider this ^^, I want to have some content based on keys.

  • An option to encourage the player to 'pay her debt' could be adding a 'devious contract'. It could be a simple light weighted document that can't be removed as it is a quest item. But the contract can become (annoyingly) heavy over time as the players (unpaid) debt increases. And the debt could be both debt in gold as well as debt in deals.

I like the idea of reducing carry weight of the player, in practice though people with modified carry weight from other mod causes so many problems, so I'm avoiding it. 

  • Could a few items be combined? As in, collar+cuffs and gloves+boots+corset? Or to put it differently, redistribute four low-impact deals into two low-impact deals.

I like the 3 stages because of stage 1s are like so easy and well even with it becomes a stage 2 it'll be fine.... but once you have 1 stage 2 it's risky to roll a deal. That said like I said I'm looking into another way to add deals to players.

  • Accept the deal before knowing what the deal will be.

At low willpower you can't refuse em anyway :smile:

 

As to some possible devious deals (given the nature of some deals, an on/off option in MCM might be preferred):

  • The player has to ask random people to 'spank her for being naughty' (and been given a time-frame for completing the task).
  • Taunt three guards (stripping and masturbating in front of him/her), with a chance to get locked up in something like the DCLs belt of shame or yoke of shame. (should the player get locked, the deal is completed anyway).
  • Dance in three different inns during the evening in the next week.
  • Act as a cheap prostitute (literally ask a few npc's to ask if they would enjoy a cheap fuck, till someone agrees, while paying the follower).
  • Display being an 'animal lover' or 'a true bitch' on the town square. The player gets a dog-whistle for one time use. (might work well with spectators, although I do not know how good this mod performs after 4 years).

Anyway, as it is your mod, it is your call. Being able to get out of armbinders/yokes/straightjackets despite wearing a quest devious-device would by my biggest wish though.

 

Thank you for creating this mod, as mods are the main reason I still play Skyrim once a while. And I will certainly keep track of the changes you make as I am curious about possible new features you might add.

 

Deal ideas- I added it to the notepad cause I read through them and when making a deal an pick and choose bits that work like the piecing deal is a combination of expose your self idea/piecing idea

 

2 hours ago, Wyrade said:

*** EDIT ***:

Another great option (for over-time deals) is that they start out giving a decently big amount, but give progressively less (chaos mode is also nifty here), and thus you need more deals to keep up the over-time reductions, while buying out of the deals would still cost a hefty amount - buyout options and costs could be pretty much left as they are now.

This way there is both an over-time mechanic instead of a single one-time reduction, while keeping up the NEED of accepting new deals.

 

 

[I haven't played much recently, so apologies if some of what i wrote is already implemented and I just didn't notice yet.]

 

Don't think I added any of what ya posted outside of the having to accept a deal you don't know (because of low will power)

 

So, I like the idea of making it so the follower charges more debt per day the lower your willpower is but this can be canceled out by having deals active ..... the only thing communicating this to the player would be hard so I probably won't do it.

 

===================================

 

Long posts are good and thank you for the feedback.

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