Matz Posted August 18, 2017 Posted August 18, 2017 @Matz you will have to replace the regular versions with the development builds. some of the items needed are only in those (as of now), and stuff will not work correctly without the development builds. Ok thank's I'm gonna do it But how can I start the mod, is there only some follower who work with that ? I tried with Leon from Cursed loot and I didn't had the chat idle, same for the one in Drunken Huntsman in Whiterun.
steelmagpie Posted August 18, 2017 Posted August 18, 2017 @Matz you will have to replace the regular versions with the development builds. some of the items needed are only in those (as of now), and stuff will not work correctly without the development builds. Ok thank's I'm gonna do it But how can I start the mod, is there only some follower who work with that ? I tried with Leon from Cursed loot and I didn't had the chat idle, same for the one in Drunken Huntsman in Whiterun. I have troubles with 0.84v starting dialogue but no troubles with 0.831v with Leah fro DCL. If you try 0.831v it should work (fingers crossed) as it is fine for me .. good luck and gave fun.
Matz Posted August 18, 2017 Posted August 18, 2017 @Matz you will have to replace the regular versions with the development builds. some of the items needed are only in those (as of now), and stuff will not work correctly without the development builds. Ok thank's I'm gonna do it But how can I start the mod, is there only some follower who work with that ? I tried with Leon from Cursed loot and I didn't had the chat idle, same for the one in Drunken Huntsman in Whiterun. I have troubles with 0.84v starting dialogue but no troubles with 0.831v with Leah fro DCL. If you try 0.831v it should work (fingers crossed) as it is fine for me .. good luck and gave fun. I just had the dialogue with Leon, I just had to wait 1mn x) Thank's for your feedback !
Lozeak Posted August 18, 2017 Author Posted August 18, 2017 So, thinking about stuff and I really want to make it so the player is weaker than vanilla and the follower is stronger (not by much) or a kind of benifit for having a follower. How to do it though is hard to work out, sure I could give the follower a stronger weapon but it doesn't really balance with level so at the start of game it would be OP, then later on pointless. So any ideas would be awesome ^^. Best I can think of is follower gets +10 health more for every level the player has and the player has -Health if there willpower is damaged and not with a follower + a skill rate bonus when unenslaved with follower. On balance side of the game the follower being stronger makes sense cause your paying now, rather than not at all. Since willpower, could get damaged from stuff outside of being with a follower you could end up wanting a follower just to remove the debuff until your willpower is better. Basically, I want a reason the player would need to use a follower rather than just as a distraction for enemies in fights and not in a way this mod forces you to have a follower (unless you get unlucky ofc). I also think I have the roadmap to 1.0v Add Stat system which includes weaving them into the existing content. Add Deal system and rework device removal system. Add 2 More unenslaved events. (may do this at anytime though cause when i feel creative this is when it's worth doing) Add 2 More slavery levels + there twists. (same as above) then bug fixs and tweaks for days, including the follower and player tweaks. MCM Options will be added throughout. All this seems possible with time and I will feel it's got enough to be a fun mod to feel if I did nothing else it would be complete. After this point (it's all maybes now) A custom slavery level, where you can pick what you want to be forced wear when enslaved and what rules to follow as well as the twist with it. Few custom followers Bounty hunters, Debt collector, Slaver and some special ones if I can get it to work ^^ Other people reacting to your stats. Or move to my next mod then come back to this.
Corsayr Posted August 18, 2017 Posted August 18, 2017 The largest benefit to me of having a follower is, if i get knocked down in a fight (SL Defeat mechanics) I have a chance to get back up using the struggle bar mini game as long as my follower is still fighting. This is important because in my play through I can be knocked down fairly easily. But I often struggle finding good followers because I need them to be formidable but not over powered. A lot of vanilla ones are fairly wimpy, and the custom ones often are overpowered. I worry a lot about balance. The reason I mention this is because people are going to have a lot of different reasons for having followers, so creating a motivation for them to use them is going to be very challenging. Maybe some kind of polling of the general population of LL to try and narrow down the "Why do you use a follower?" question would be helpful for your task. (can LL do polls? I can't remember seeing any.) "Or move to my next mod then come back to this." Obviously I would vote against this. But don't burn yourself out of course. There appears to be a lot of excitement about this mod, for me it centers on how this mod deals more with humiliation and punishment. Less about just sex. LL has a ton of sex mods, we need more content like this mod. So whatever you do keep up the good work.
Reesewow Posted August 18, 2017 Posted August 18, 2017 Really cool ideas, I think if you wanted to add stat tweaks adding magic effects that change the % damage done and stamina/health/magicka regen rates may be the best way to go. If the power of the effects was tied to your stats, it could add more direct gameplay reasons to try to influence them one way or the other. Also, would highly highly recommend that stat buffs/debuffs be a toggleable MCM menu option (like the SL Aroused or Apropos wear and tear debuffs). Balance in modded Skyrim (and vanilla for that matter) is all over the place, and a big portion of people probably already have mods that change combat balance/enemy difficulty/add brutal enemies to the leveled lists. Some of the best custom followers are already borderline-OP as well depending on settings and game difficulty, so a player may not want them to be any stronger. Mostly I'm just worried that if the mod adds buffs/debuffs balanced for vanilla Skyrim, some people would find previously tightly balanced enemies one shot them while their formerly strong but not OP custom follower is an unstoppable juggernaut.
an awkward situation Posted August 18, 2017 Posted August 18, 2017 I'm not sure about the whole "adding a reason for having a follower" thing, mainly because once you touch the player/follower balance you're possibly interfering with a ton of other (more gameplay-oriented) mods. I think if someone is already using this mod there's no need to actually convince them to use followers.
Lozeak Posted August 18, 2017 Author Posted August 18, 2017 The largest benefit to me of having a follower is, if i get knocked down in a fight (SL Defeat mechanics) I have a chance to get back up using the struggle bar mini game as long as my follower is still fighting. This is important because in my play through I can be knocked down fairly easily. But I often struggle finding good followers because I need them to be formidable but not over powered. A lot of vanilla ones are fairly wimpy, and the custom ones often are overpowered. I worry a lot about balance. The reason I mention this is because people are going to have a lot of different reasons for having followers, so creating a motivation for them to use them is going to be very challenging. Maybe some kind of polling of the general population of LL to try and narrow down the "Why do you use a follower?" question would be helpful for your task. (can LL do polls? I can't remember seeing any.) "Or move to my next mod then come back to this." Obviously I would vote against this. But don't burn yourself out of course. There appears to be a lot of excitement about this mod, for me it centers on how this mod deals more with humiliation and punishment. Less about just sex. LL has a ton of sex mods, we need more content like this mod. So whatever you do keep up the good work. Well, the other mod I think people will enjoy because it will be more player slavery systems/minigames without the follower, I don't want to push it in this mod cause bloat and all. Stuff will link/effect each other tho . Either way, we'll see when I get past 1.0V and bug fixes. Really cool ideas, I think if you wanted to add stat tweaks adding magic effects that change the % damage done and stamina/health/magicka regen rates may be the best way to go. If the power of the effects was tied to your stats, it could add more direct gameplay reasons to try to influence them one way or the other. Also, would highly highly recommend that stat buffs/debuffs be a toggleable MCM menu option (like the SL Aroused or Apropos wear and tear debuffs). Balance in modded Skyrim (and vanilla for that matter) is all over the place, and a big portion of people probably already have mods that change combat balance/enemy difficulty/add brutal enemies to the leveled lists. Some of the best custom followers are already borderline-OP as well depending on settings and game difficulty, so a player may not want them to be any stronger. Mostly I'm just worried that if the mod adds buffs/debuffs balanced for vanilla Skyrim, some people would find previously tightly balanced enemies one shot them while their formerly strong but not OP custom follower is an unstoppable juggernaut. I'm not sure about the whole "adding a reason for having a follower" thing, mainly because once you touch the player/follower balance you're possibly interfering with a ton of other (more gameplay-oriented) mods. I think if someone is already using this mod there's no need to actually convince them to use followers. MCM for this stuff will be 100%. I agree with both of you guys it's why I asked for advice perhaps I should just have a debuff thing for the player if their willpower gets damaged.
valcon767 Posted August 19, 2017 Posted August 19, 2017 So, thinking about stuff and I really want to make it so the player is weaker than vanilla and the follower is stronger (not by much) or a kind of benifit for having a follower. How to do it though is hard to work out, sure I could give the follower a stronger weapon but it doesn't really balance with level so at the start of game it would be OP, then later on pointless. So any ideas would be awesome ^^. Best I can think of is follower gets +10 health more for every level the player has and the player has -Health if there willpower is damaged and not with a follower + a skill rate bonus when unenslaved with follower. On balance side of the game the follower being stronger makes sense cause your paying now, rather than not at all. Since willpower, could get damaged from stuff outside of being with a follower you could end up wanting a follower just to remove the debuff until your willpower is better. Basically, I want a reason the player would need to use a follower rather than just as a distraction for enemies in fights and not in a way this mod forces you to have a follower (unless you get unlucky ofc). I also think I have the roadmap to 1.0v Add Stat system which includes weaving them into the existing content. Add Deal system and rework device removal system. Add 2 More unenslaved events. (may do this at anytime though cause when i feel creative this is when it's worth doing) Add 2 More slavery levels + there twists. (same as above) then bug fixs and tweaks for days, including the follower and player tweaks. MCM Options will be added throughout. All this seems possible with time and I will feel it's got enough to be a fun mod to feel if I did nothing else it would be complete. After this point (it's all maybes now) A custom slavery level, where you can pick what you want to be forced wear when enslaved and what rules to follow as well as the twist with it. Few custom followers Bounty hunters, Debt collector, Slaver and some special ones if I can get it to work ^^ Other people reacting to your stats. Or move to my next mod then come back to this. ok road map looks good to me (personal opinion). as for reason to have a follower, I will state the 3 main reasons I use followers most of the time. (reason number 0 does not count at my current level 57). 0 - at low levels my follower is usually the main firepower,but at mid to high levels I eventually take that part over 1 - defeat type events (follower gives me more chances to survive, and less likely to get enslaved just walking thru town deviced) 2 - to have a good looking companion. 3 - extra firepower. (example in spoiler below) Recently I attempted to go thru Forgotten Cave in Falkreath Hold. I had 2 followers (1 with good conjuration and magic attack skills, 1 tanker) 1st fight was easy. 2nd fight I wound up having to run all the way back to Falkreath town. 2nd fight had a total of 9 bandits (the regular amount would have been lower but SOTGenesis added a few more). with Deadly Wenches boosts added they were 1 Bandit Warmonger, 1 Bandit Defender, 2 Bandit Battlemages, and 5 Bandit Necromancers. each Necromancer in turn would conjure between 3-5 extra high level skeleton/draugr (wights to deathlord level enemies). OUCH...... had a total of 28 enemies beating on us at the same time and almost all of them were throwing high level spells or shouts at us. by running as far as I did I was able to string them out and eventually win against the ones that chased my party out, but it was a 4 hour running slugfest to survive (and I know that 3 of the Necromancers stayed in the cave). and before someone says I just suck at combat try a fight with the enemies useing shouts for Unrelenting Force, Disarm, and Fear nonstop at your party. not to mention the blizzard, chain lightning, and fireball spells that also came just about nonstop. as for giving a reason (extra) for someone to have a follower I would suggest a 10% follower stat boost and a -10% PC stat penalty. the bonus would apply to followers when they follow someone, and the penalty would apply to PC without a follower. maybe a 15% penalty if will (stat) damaged enough. at that amount of bonus/penalty it would make it harder without a follower (but not impossible) and with a follower (hopefully they would not become OP) it would be easier. and by using a percentage for the buff/debuff it would work at whatever level the PC is (hopefully). I did get the multi follower part to work. I used a regular follower and a hireling. I still cannot get it to work with 2 regular followers (not sure if it should with 2 regular followers). for information purposes - the way I normally get the dialogue to show fairly quickly (any version) is to go to a quiet place (not much else for a follower to do buy talk). I generally quick travel to the Guardian Stones (and don't move). give it about 2-3 minutes (RL time). at this point if the dialogue (Nice to meet you Huni.... ) has not shown up I make a hard save in a new slot and then load the save I just made. usually this work within a minute of loading the save if it has not already triggered. your mileage will vary (it does depend on what other mods you have in you load order). edit p.s a poll as suggested by Corsayr is a good idea (and you can do a poll on LL. I have seen several.) edit 2 example of 10% and 15% stat penalty would be one hand at 80 with 10% debuff added it drops to 72 and with 15% debuff it drops to 68. that would make a noticeable difference but not a overpowering one. and most follower I have seen (other than custom designed ones) usually have to follower about 10% less capable than the PC, so a 10% bonus to them would make them equal to a PC (who does not have any penalties).
steelmagpie Posted August 19, 2017 Posted August 19, 2017 Well, the other mod I think people will enjoy because it will be more player slavery systems/minigames without the follower, I don't want to push it in this mod cause bloat and all. Stuff will link/effect each other tho . Either way, we'll see when I get past 1.0V and bug fixes. Sold to the man at the back waving the Straightjacket! ... Even more fun to be had, the possible games senarios are huge... I will be happy with whatever mod you feel like working on. Better to put the efforts in where the ideas are hottest and use the time between to keep both mods ticking over with fixes, polishing and preping for the next hot idea.. Just becareful of the dreaded burnout, don't get yourself to a point where you feel you "have" to do something, try to keep it where you "want" to do it. One you will feel better about doing it and two the work you put in will reflect this and be much better for it.. I just wish I could help more than a few ideas but I tried once and got so lost in CK my head exploded.. I will however cheer you on as you risk head exposion for us.. ps. 0.84v now working for me... could have been a load order thing.. all is good now EDIT: 0.84v Possible bug.. After being given a present "gag" outside solitude and a well scripted piece of fun to get it off once in town I played for a while longer and was given another present "gag" outside of Rorikstead at which point all talking to follower reverted back to basic follow conversation, no sign of mod chat at all. I have taken a break for now but when I reload I will see if mod paused itself or if a reset could fix it.. Other than that it was going very well I even managed to go to high hrothgar and get the note for horn of Jurgen whilst being enslaved at approx 2000- 3000 gold and mostly wearing punishment chains for not wearing mittens (Strangly I prefer the punishment to the mittens due to the annoying dropping keys thing). I even managed to survive a enforced trip to the inn game so it really was working well.. It is now quite a challenge to keep going with main quest line while having a dominant follower... Lots of fun too
El_Duderino Posted August 19, 2017 Posted August 19, 2017 So, thinking about stuff and I really want to make it so the player is weaker than vanilla and the follower is stronger (not by much) or a kind of benifit for having a follower. How to do it though is hard to work out, sure I could give the follower a stronger weapon but it doesn't really balance with level so at the start of game it would be OP, then later on pointless. So any ideas would be awesome ^^. (...) Hi, Sadly I haven't had the needed free time lately to keep up with the rapid development pace of this mod, but I've been watching from the sidelines with great interest. The roadmap looks very cool indeed! I very much look forward to having more free time again and playing with this mod again. So much has happened here since I last checked in! I would like to add my 2c about this follower power proposal. I may be in a minority, but ever since my own "must have" core mods have been established, I have never felt that the player char was overpowered. Quite on the contrary, I usually have the situation where I basically *always* need a follower in my game, without at least one or better two constantly at my side my char simply will not survive below level ~30 even at Adept difficulty and still have a hard time above that. Reasons for that are mainly the mods I'm using: among others there are Perkus Maximus, Combat Evolved and a couple of mods to make Skyrim unleveled and loot scarce. Even at level 20, my char can still get killed by a couple of well aimed bow shows from a high leveled bandit. Add to that a few of the "Populated Skyrim" series mods and the game world suddenly is very dangerous indeed, throw in the "High Level Enemies" mod and it never gets boring... well, certainly not as far as I've ever leveled up. Oh, and lately I've begun to play as non-dragonborn with the help of Skyrim Unbound, so no shouting either. I know, this post lacks the ideas you wanted to hear, but I wanted to post my thoughts anyway. I guess my response regarding incentive to use followers can be distilled to "doesn't need tweaking, it is working fine for me as it is."
Lozeak Posted August 19, 2017 Author Posted August 19, 2017 Considering peoples advice, I will not buff followers mainly because there are other mods out there that do that better or people are used to the balance of the game. Debuffing player when willpower is low if they don't have a follower I think is the way to go so that bad stuff happens to you lose you confidence in fighting and fear overwhelms you to the point you only feel confident and safe when you have a follower with you. (debuff won't be huge probably something like a +5-20% Dmg Taken when willpower is at half (if i can do that)) Stuff I've been doing (since mod won't be updated for a while since I'm working on stats and how they work then making content for them (which means I have a lot to do till next update)) Stats Willpower will start at 10 and Resistance when Restored will be set at Willpower. Resistance will be restored by resting at a inn (btw Inn costs will be increased) (will add player home support after) When you are raped w/e source your Resistance will drop The amount it drops will be based off how what devices you are wearing. -1 will be base -2 more for Collar -1 more for every set of cuffs -2 For anything that restricts your hands -1 for gag/blindfold When Resistance hits 0 your willpower will lose 1 point and your resistance will be restored to the same level as your Willpower. This mean without devices you can easily keep your willpower high but if you end up in devices you better find someway to remove them before you get raped cause you could find your willpower plummeting fast. As for restoring willpower, I think if it isn't reduced in a gameday it'll get +1-3(random) up to a max of 10 and if your willpower is less than 5 it'll go back to 5. On top of this Collars(-2) and Cuffs(-1) will debuff your willpower on checks because I feel that outside of visual effect they don't effect the game at all but if you use my mod you'll be wanting to get these things off. O and followers will never remove these when unenslaved.
Guest Posted August 19, 2017 Posted August 19, 2017 I saw you entertaining the idea of rape tattoos, what kind of integration do you have plans for with that mod?
Lozeak Posted August 20, 2017 Author Posted August 20, 2017 So far, certain things in my mod will trigger addition of a tattoo (with a set percentage) If he puts a SendModEvent in the mod(he'll look into it), if he doesn't i'll probably make a bridging esp to do it after 1.0V release. As for what it'll effect in my mod, nothing it just I'd love if you get enslaved and you get a few tattoos slapped on you. Thing about that mod I love is you can set a list of tattoos you want to be used and it chooses one of them from random when triggered and that you can have them set to wear off over time. It's honestly, a really amazing mod.
Corsayr Posted August 20, 2017 Posted August 20, 2017 Considering peoples advice, I will not buff followers mainly because there are other mods out there that do that better or people are used to the balance of the game. Debuffing player when willpower is low if they don't have a follower I think is the way to go so that bad stuff happens to you lose you confidence in fighting and fear overwhelms you to the point you only feel confident and safe when you have a follower with you. (debuff won't be huge probably something like a +5-20% Dmg Taken when willpower is at half (if i can do that)) Stuff I've been doing (since mod won't be updated for a while since I'm working on stats and how they work then making content for them (which means I have a lot to do till next update)) Stats Willpower will start at 10 and Resistance when Restored will be set at Willpower. Resistance will be restored by resting at a inn (btw Inn costs will be increased) (will add player home support after) When you are raped w/e source your Resistance will drop The amount it drops will be based off how what devices you are wearing. -1 will be base -2 more for Collar -1 more for every set of cuffs -2 For anything that restricts your hands -1 for gag/blindfold When Resistance hits 0 your willpower will lose 1 point and your resistance will be restored to the same level as your Willpower. This mean without devices you can easily keep your willpower high but if you end up in devices you better find someway to remove them before you get raped cause you could find your willpower plummeting fast. As for restoring willpower, I think if it isn't reduced in a gameday it'll get +1-3(random) up to a max of 10 and if your willpower is less than 5 it'll go back to 5. On top of this Collars(-2) and Cuffs(-1) will debuff your willpower on checks because I feel that outside of visual effect they don't effect the game at all but if you use my mod you'll be wanting to get these things off. O and followers will never remove these when unenslaved. Have you considered more willpower based targeted debuffs? Some ideas. Speech craft debuff: Every stage of lost will power should have noticeable effects on speechcraft. A persons will power and confidence is the most important aspect to interacting with others. Low will power/confidence should allow shop keepers to take advantage of you, and make your words to other NPCs uninspiring. Magic: Basically magic is enforcing your will over the laws of physics. physical activities: things like lockpicking, sneaking, pickpocketing, and even combat stuff like fighting. All require a degree of confidence. Second guessing yourself leads to mistakes in areas of expertise that require practiced execution. I'm thinking with 10 levels of WP something more like a -10 Speechcraft -7 any magic skill -5 1handed/ 2handed/ Archery/ Pickpocket/ Sneaking -3 all other skills per level lost of will power.
Guest Posted August 20, 2017 Posted August 20, 2017 So far, certain things in my mod will trigger addition of a tattoo (with a set percentage) If he puts a SendModEvent in the mod(he'll look into it), if he doesn't i'll probably make a bridging esp to do it after 1.0V release. As for what it'll effect in my mod, nothing it just I'd love if you get enslaved and you get a few tattoos slapped on you. Thing about that mod I love is you can set a list of tattoos you want to be used and it chooses one of them from random when triggered and that you can have them set to wear off over time. It's honestly, a really amazing mod. I haven't tried it myself but I am going to try it out now it seems really great!! Also he updated it recently didn't he already add that? "Triggering a tattoo application via mod events: As of version 1.1 you can trigger tattoo additions by sending the "RapeTattoos_addTattoo" event. Ex: SendModEvent("RapeTattoos_addTattoo")This has the exact same effect as calling the "doTattooAction" function directly (except you can't access get the return value). Note that this will not trigger a notification regardless of the user's MCM settings."
Lozeak Posted August 20, 2017 Author Posted August 20, 2017 So far, certain things in my mod will trigger addition of a tattoo (with a set percentage) If he puts a SendModEvent in the mod(he'll look into it), if he doesn't i'll probably make a bridging esp to do it after 1.0V release. As for what it'll effect in my mod, nothing it just I'd love if you get enslaved and you get a few tattoos slapped on you. Thing about that mod I love is you can set a list of tattoos you want to be used and it chooses one of them from random when triggered and that you can have them set to wear off over time. It's honestly, a really amazing mod. I haven't tried it myself but I am going to try it out now it seems really great!! Also he updated it recently didn't he already add that? "Triggering a tattoo application via mod events: As of version 1.1 you can trigger tattoo additions by sending the "RapeTattoos_addTattoo" event. Ex: SendModEvent("RapeTattoos_addTattoo")This has the exact same effect as calling the "doTattooAction" function directly (except you can't access get the return value). Note that this will not trigger a notification regardless of the user's MCM settings." OOO yay he added it ^^. I missed the update in my notification well next update will use it.
Lozeak Posted August 20, 2017 Author Posted August 20, 2017 Considering peoples advice, I will not buff followers mainly because there are other mods out there that do that better or people are used to the balance of the game. Debuffing player when willpower is low if they don't have a follower I think is the way to go so that bad stuff happens to you lose you confidence in fighting and fear overwhelms you to the point you only feel confident and safe when you have a follower with you. (debuff won't be huge probably something like a +5-20% Dmg Taken when willpower is at half (if i can do that)) Stuff I've been doing (since mod won't be updated for a while since I'm working on stats and how they work then making content for them (which means I have a lot to do till next update)) Stats Willpower will start at 10 and Resistance when Restored will be set at Willpower. Resistance will be restored by resting at a inn (btw Inn costs will be increased) (will add player home support after) When you are raped w/e source your Resistance will drop The amount it drops will be based off how what devices you are wearing. -1 will be base -2 more for Collar -1 more for every set of cuffs -2 For anything that restricts your hands -1 for gag/blindfold When Resistance hits 0 your willpower will lose 1 point and your resistance will be restored to the same level as your Willpower. This mean without devices you can easily keep your willpower high but if you end up in devices you better find someway to remove them before you get raped cause you could find your willpower plummeting fast. As for restoring willpower, I think if it isn't reduced in a gameday it'll get +1-3(random) up to a max of 10 and if your willpower is less than 5 it'll go back to 5. On top of this Collars(-2) and Cuffs(-1) will debuff your willpower on checks because I feel that outside of visual effect they don't effect the game at all but if you use my mod you'll be wanting to get these things off. O and followers will never remove these when unenslaved. Have you considered more willpower based targeted debuffs? Some ideas. Speech craft debuff: Every stage of lost will power should have noticeable effects on speechcraft. A persons will power and confidence is the most important aspect to interacting with others. Low will power/confidence should allow shop keepers to take advantage of you, and make your words to other NPCs uninspiring. Magic: Basically magic is enforcing your will over the laws of physics. physical activities: things like lockpicking, sneaking, pickpocketing, and even combat stuff like fighting. All require a degree of confidence. Second guessing yourself leads to mistakes in areas of expertise that require practiced execution. I'm thinking with 10 levels of WP something more like a -10 Speechcraft -7 any magic skill -5 1handed/ 2handed/ Archery/ Pickpocket/ Sneaking -3 all other skills per level lost of will power. I may do stuff like that, but I worry about other mods that do similar things so all debuffs will only be active when you don't have a follower. Don't worry though having low willpower with your follower isn't a good thing since at a certain point you'll find it hard to say no to things
El_Duderino Posted August 20, 2017 Posted August 20, 2017 Hi, Regarding tattoos, not sure if I understood the previous posts quite right, but if the aim is simply to add/remove tattoos in a hassle-free way, this little mod here seems to be very helpful. At least skyrimll has said so in their mod support topics. http://www.loverslab.com/files/file/2126-slavetats-events-bridge/ Edit: I do very much like the willpower/resistance idea that you've mentioned a few posts above.
Lozeak Posted August 20, 2017 Author Posted August 20, 2017 That mod is good for adding select tattoos. Rapetattoos is (now) good for adding random tattoos from a user defined list. I rather the user defined way of doing things ^^
Lozeak Posted August 20, 2017 Author Posted August 20, 2017 Added rapetattoo stuff on enslavement cause it was really easy to add lol. <3 that guy.
Nazzzgul666 Posted August 20, 2017 Posted August 20, 2017 Or move to my next mod then come back to this. Honestly didn't try this mod yet, didn't even start Skyrim since first version was released. But what i'm reading from change logs and ideas it's really great, so... i'd love to see more of that, but i'm also curious what your next mod would be like
steelmagpie Posted August 20, 2017 Posted August 20, 2017 I just realised why I like this mod.. Anyone remember Get Stripped 2 mod. it had the same fun factor of this one (and some crazy anims and outcomes). It was as I was trying to think of an idea where 2 followers could double team the player that I remembered it.. anyway that is beside the point.. My ideas Even without AFT and EFF you can get at least two followers, one vanilla based (using the vanilla follower system) and one independant (such as Sofia or Vilja) if they could maybe team up and bet against each other over the games.. or even NPC's in the "Other mod" could bet and the winner gets the spoils (eg the player for fun or humiliation) if you knew the bet before hand and what losing would mean then the extra pressure to pass the challenge. Challenges could be beating the clock in a race to distant place with the follower/NPC wanting you to lose trying to catch you and add DD items to slow you down. Follower/NPC wanting you to win could maybe give keys?? Other bet for and against ideas could add additional risk in towns or dungeons etc.. (AFT seems to block Devious Followers Conversations for me so will try EFF to see it that works)
guyver Posted August 20, 2017 Posted August 20, 2017 is it possible to have a console command to force the start of the mod? it seems i fail to get any dialogue about the mod starting... i suspect some mods getting conflict on the follower dialogue. i'm using the latest version with all the dev.branches for the devious mods on a new game.
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