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Posted

 

 

 

I got to thinking on the idea of the option to choose Hardcore at the beginning, picturing it.

 

There you are, at the very beginning of the game and you have this choice.

To choose Yes would mean playing a game that could result in total failure.

One wrong decision, just one, and you are done.

And you won't even know that until the very end. You would be playing through wondering if its already too late.

 

Your only way out would be to go back to that very last safe save.

 

And face that same decision, again ...

 

Personally, anytime I use something like slaverun, thats all I do with that save game. I have other games for playing normally or trying out other mods.

 

Evilynn isn't going to kill you. You game will not end, its just that you will not be able to just do whatever you want, and she will never let you go.

 

I have decided to go with the dialog route.

 

I'm going to call it something other than hardcore though... it fits, but because this is a SexLab mod, people might assume that hardcore means something else...

 

When you leave the starting quest for the first time you get a message:

 

 


Do you want the full victim experience or do you want cheat mode buttons enabled in the MCM menu?

 

[ Full Permanent Victim ]     [ Cheat buttons Enabled ]    [ Let Me Save A Backup First! ]

 

If you select: [ Cheat buttons Enabled ] 

Then two new buttons are added to MCM... "return my gear" and "free me"

 

If you select: [ Let Me Save A Backup First! ]

Then the message goes away for 15 min game time.

 

If you select: [ Full Permanent Victim ]

A new message box pops up

 

 


You are now Evilynn's permanent Victim.
 
YOU WILL PERMANENTLY LOSE ALL YOUR GEAR!
 
EVILYNN WILL RAPE AND TORTURE YOU!
EVILYNN WILL FORCE YOU TO DO AS SHE WISHES.
EVILYNN WILL OFTEN CONTROL YOUR CHARACTER.
EVILYNN WILL NEVER FREE YOU!
 
This is your last chance to change your mind!
 
[ I UNDERSTAND ] [ Turn on the Cheat Buttons instead! ]

 

This will only change the "take your gear sceen" If cheatmode is enabled, then it saves your gear in a chest instead of taking it.

 

And you have the cheat buttons to escape and return your gear, and return to Evilynn.

 

 

 

for the free the girl route..........AWESOME !!!!!!!!!!

 

gotta also say I do like the ideas posted by NiaticLabs ... I do think if it is on a timed trigger - the timer should be random (PC should have no control of the timer at all),

and every time it triggers something in the lair it should have to run through more than 1 event in there before she would get bored.

 

awaken in lair = at 2 - 5 scenes in lair, then trigger one of the world events.

awaken somewhere else = 1 world event, and increase chance for lair event next trigger

so that if you are lucky enough to get 3 (or 4 max) world event in a row your next event will be a lair event (for certain)

 

that way (depending on how lucky/unlucky you are) every time the trigger goes off you could go to a lair event

but every 4th (or 5th max) time the trigger goes off you will definitely go to a lair event

 

these example are from the timed triggering

 

unlucky run

  1  lair (2-5 scenes+world)

  2  lair (2-5 scenes+world)

  3  lair (2-5 scenes+world)

  4  lair (2-5 scenes+world)

  5  lair (2-5 scenes+world)

  6  lair (2-5 scenes+world)

 

max lucky run (with max at 5)

   1  world

   2  world

   3  world

   4  world

   5  lair (2-5 scenes+world)

   6  world (auto triggered from the lair event)

   7  world

   8  world

   9  world

   10 lair (2-5 scenes+world)

 

as that example illustrates doing it that way you could technically get 4 world events the first run but forever afterwards you could only get 3 new in a

row at maximum due to the 1st world event having already triggered.  and of course it could be any combination of the above ..all depending on just

how lucky you are when the timer triggers.

 

at the 5 max rate when it triggers would be

   1st timer - 20% chance lair event

   2nd timer - 40% chance lair event

   3rd timer - 60% chance lair event

   4th timer - 80% chance lair event

   5th timer - 100% chance lair event

 

not sure which way you want to go (random event style - or questline type styled only)

 

but a set of thought for your consideration

 

Posted

 

So if I just want to test this mod then remove it after, I can just delete the mod  & the save it was installed to? No long clean saving steps necessary?

 

Correct.

 

I normally make a special save in game, then install the mod, then try the mod, then remove the mod and reload the good save game.

 

**IMPORTANT**

 

Depending on your settings, the game may auto save under many different conditions (open the menu and zoning are the primary examples).. these autosaves only keep a few copies.

 

Quick save only saves 1 copy.

 

Make sure you login and actually make a real save (in the menu, choose save game)

 

Then revert to that save after deleting the mod. (I'm assuming your using mod organizer or NMM, if not, I recommend changing to a mod manager before doing things like this.)

 

Another question, which version of ZazExtensionPack do I need? The mod comes from Zaira (Maria Eden author) right? There's 4 & I'm not sure which one to get. I have ZAZ pack 7.0 (2017-05-16)

Posted

The current version will work with nearly all versions of ZAZ.

 

It only uses one animation and a couple items. All things that have been in for a long time.

Posted

The current version will work with nearly all versions of ZAZ.

 

It only uses one animation and a couple items. All things that have been in for a long time.

K I got it & Heretical to work (doesnt mention that Heretical was needed for Ext), ran FNIS & the game aint crashing now but am confused still. Was there supposed to be an MCM for Extension Pack or Heretical because I havent gotten one. Also I couldnt find any animations either mod may have added in SexLabs or ZAZ packs MCMs. Was there a step I missed?

 

UPDATE: What do I do after getting sent back to Saarthal with Evillyn inside me? Am confused on that (unless that's it so far)

Posted

No, the basic SexLab covers everything needed by the intro quest.

 

Yes, that's it so far.

 

More is coming, but first I need to build the framework the mod will use. The good news is that I have the first draft of several of the core pieces in place, so I should be able to actually move forward on the next quest for each path tomorrow.

 

I've also created the first part of Evilynn's Lair.

 

Posted

I added the messageboxes for "cheat mode" vs "Permanent Victim".

 

How does it look?

 

I'll be working on the next couple quests on each path this weekend. (fingers crossed)

post-1953604-0-53695100-1509776988_thumb.png

post-1953604-0-67288100-1509776995_thumb.png

Posted

If you turn on "cheat mode" then you will have a button to click to leave Evilynn and have your items returned. Basically, the button teleports you out and restores your gear. A second button will remove your gear and teleport you back into Evilynn's service.

 

This will let you do a mostly normal playthrough and just return when you want to do the mod.

 

 

 

.

.

.

 

 

Personally, I think ya'll are crazy for not having a separate save game for things like this, but apparently I'm in the minority! :D

 

I'm really glad I asked instead of just doing it - because I just don't play that way. I use ModOrganizer and have it manage my saved games.

I have several profiles, and two will be dedicated to Evilynn (one to take each path), and the mod will be turned off for my normal playthrough.

Posted

For us that want to include this in our normal playthrought,

 

Will there be a way to kick Evillynn out of our body at the end ?

 

I really like the idea of being possessed by this lich but would like a way to fight her to get revenge on her.

 

Maybe a time window where she is resting and the dragonborn can try to gather rare ingreadients for a ritual (questline)

 

And if the dragonborn gets caught then she is punished or have to start again

Posted

Evilynn is going to build a harem to play with... she will torture them and rape them, but she isn't going to kill them (she doesn't want to let her toys go), so no snuff.

Can you make a harem where player is just one of the captives in it (or maybe responsible for capturing npcs from outside but incide ahe is nothing mpre than other captives) and have interactions with victims? Like conflicts among them, feeling angry about their capture or maybe trying to find a relief between tortures by a dialogue or some activity. Or this is mostly about evil path and interactions of PC master with her captured prey?

Posted

 

Evilynn is going to build a harem to play with... she will torture them and rape them, but she isn't going to kill them (she doesn't want to let her toys go), so no snuff.

Can you make a harem where player is just one of the captives in it (or maybe responsible for capturing npcs from outside but incide ahe is nothing mpre than other captives) and have interactions with victims? Like conflicts among them, feeling angry about their capture or maybe trying to find a relief between tortures by a dialogue or some activity. Or this is mostly about evil path and interactions of PC master with her captured prey?

 

 

Don't worry, this will cover both.. 

 

On the victim path, she will have you capture others some of the time..

 

In the lair, Evilynn (who will stay there most of the time) decides when she wants to play. Then pick out who she is going to play with. This may or may not include the player.

 

You can watch when the player isn't included... and you will hear what happens either way.

 

When you and one of more of the other victims are not being "used" by Evilynn, you will be able to have conversations with them. I don't like the whole "I've been raped/abused, so I'm now a sex starved nymphomaniac" ... but ... it amuses Evilynn to cast spells on her victims to keep  things interesting for her.

 

For example:

5 victims are in the lair. (Player, Amy, Sara, Kim, and Kat)

Evilynn walks up and says "Amy and Kim, come here!"

Then she casts a spell on Sara that causes her to experience increases pain as time goes by...

Having an orgasm resets the spell dropping the pain back down to a manageable level...

 

She orders Amy and Kim follow her to a nearby room that has some toys she wants to play with. Before long you can hear them screaming in the next room...

 

Meanwhile... 

Sara is tied up and can't masturbate .

Before long she is begging for the Player or Kat fuck her... Anything to end the pain.

The player isn't forced to, but they will remember if you help or not, and you will sometimes be the one that needs help.

 

That's just a sample, in the long run I plan to have a lot that you can do without leaving the lair.

 

When she isn't using you, you will also be ordered to fulfill her quests. Then she kicks you out, but you will need to complete the mission - not run around doing other things - when finished you are forced to return.

Posted

i can't seem to be able to find the item

 

It should be in plain sight on a table. Look at the picture on the mod page. It's on the table next to the character.

Posted

 

...What do you think of this idea?

 

The victim route ENDS the story/game. (well, ends you taking part in it)

Evilynn will do whatever she wants to you.

She will destroy your gear. (no getting it  back)

She will abandon your followers.

An alternative to finality...

 

Progressive Adaptation(going "Stockholm Syndrome"):  One possibility, which would require retained memory for the mod itself, and not dependent on the save game data, is to implement a "Groundhog Day" scenario (patterned after the old Bill Murray movie), where Evillynn (repeatedly) has her cruel and evil fun before getting bored with us, killing us off in any number of salacious ways (per the movie formula.  "Be gone, you bore me now!"  ZAP!  In a "there must be 50 ways to 'do' your lover" motif).  Only to be "reborn" at the previous save point  (advise players to make a save near the front of the lair for convenience purposes).  {not snuff per se, but more like the movie, repeating the same day, over and over and over... See?  Evillynn is also a Master of Time, as well as Space!  Bonus points for working in that atrocious Sonny and Cher song.  Hearing that for 3 days in a row as a wake-up would make anybody want to drive a truck over a cliff}  [note: I do the player.kill command at the first sign of lag/runaway quests. LOTS.  So just call it a community service perk instead of a "snuff" feature]

 

After X number (chosen randomly so it isn't predictable)  of rebirths (or next "Groundhog Day"), Evillynn adapts, and asks if we are ready to play 'small' ball with her yet.   If no, back to the mat and another round of "Groundhog Days".  If yes, advance to a new installment with the next driving over-quest (which becomes more progressively bent in a variety of directions and higher in tempo (with support for multiple cycles, where each cycle could be uniquely themed, and chosen at random.   Allow for plug-in cycles so others can contribute too).  And then back to the newer Groundhog Days.  After N rounds of this (the meta level); give the player the option to finally say "YES" to playing 'big' ball, and joining her on the dark side (and vice versa, crossing from evil to good), where we start from the beginning on the opposite side of the spectrum.  Stockholm Syndrome fully complete (going good->evil)...or "Stonefree to be what I want" (going evil->good).    Staging like this:

 

   Stage Progression

 

Stage 1: choose good or evil

Stage 2: Groundhog Days  (repeat X times)  {uses the current cycle quest for managing the "play" activities.   Day ending decided by quest}

Stage 3-N: If META=true, advance to Stage N+1.   If META=false; If YES: set new cycle quest/repeat counter, go back to Stage 2.  If NO: reset counter and go back to Stage 2

Stage N+1: ask player if they are ready to join (or break free if on evil track).  YES: go to Stage N+2  NO: reset counters, go to Stage 2

Stage N+2: Set proper state(good,evil), set current cycle quest, set current repeat counter, reset META counter, and go back to Stage 2

 

{where META = 1...total number of Cycle Quests currently available.   META logic test TBD after testing.  Would require balancing for play time purposes}

 

 

"The hard heads have to feel" route...which would also be infinitely repeatable (with the possibility to remember how many times we've crossed over from dark to light and back, adding in perks from an MCM menu based on the number of total "conversions".   Would love to see titles given for; "The Mule",  "Most Hard-headed EVAH", "Dances with Hot Probes", et al.  Sky's the limit <evil grin>)...Would be better than a "That's all folks" final ending IMO.

 

PS  Love where you're headed with this!  go go go

Posted

 

 

 

 

Evilynn is going to build a harem to play with... she will torture them and rape them, but she isn't going to kill them (she doesn't want to let her toys go), so no snuff.


Can you make a harem where player is just one of the captives in it (or maybe responsible for capturing npcs from outside but incide ahe is nothing mpre than other captives) and have interactions with victims? Like conflicts among them, feeling angry about their capture or maybe trying to find a relief between tortures by a dialogue or some activity. Or this is mostly about evil path and interactions of PC master with her captured prey?

 

 

Don't worry, this will cover both.. 

 

On the victim path, she will have you capture others some of the time..

 

In the lair, Evilynn (who will stay there most of the time) decides when she wants to play. Then pick out who she is going to play with. This may or may not include the player.

 

You can watch when the player isn't included... and you will hear what happens either way.

 

When you and one of more of the other victims are not being "used" by Evilynn, you will be able to have conversations with them. I don't like the whole "I've been raped/abused, so I'm now a sex starved nymphomaniac" ... but ... it amuses Evilynn to cast spells on her victims to keep  things interesting for her.

 

For example:

5 victims are in the lair. (Player, Amy, Sara, Kim, and Kat)

Evilynn walks up and says "Amy and Kim, come here!"

Then she casts a spell on Sara that causes her to experience increases pain as time goes by...

Having an orgasm resets the spell dropping the pain back down to a manageable level...

 

She orders Amy and Kim follow her to a nearby room that has some toys she wants to play with. Before long you can hear them screaming in the next room...

 

Meanwhile... 

Sara is tied up and can't masturbate .

Before long she is begging for the Player or Kat fuck her... Anything to end the pain.

The player isn't forced to, but they will remember if you help or not, and you will sometimes be the one that needs help.

 

That's just a sample, in the long run I plan to have a lot that you can do without leaving the lair.

 

When she isn't using you, you will also be ordered to fulfill her quests. Then she kicks you out, but you will need to complete the mission - not run around doing other things - when finished you are forced to return.

 

 

 

I am not talking about just dialogues. Maybe one of the slaves would want to repay for what you have done and torture you by herself and Lich will see that and make her like player in the role of evil path if she succeed, or will ask to create healing potions to ease her pain next time you can get outside.

Posted

 

I am not talking about just dialogues. Maybe one of the slaves would want to repay for what you have done and torture you by herself and Lich will see that and make her like player in the role of evil path if she succeed, or will ask to create healing potions to ease her pain next time you can get outside.

 

I'm not just talking about dialogues, even my example when you specifically asked about dialogues was far more than a dialog. :)

 

Evilynn is just the one that controls the story, not the entire story.

 

Rough Plans:

Most of the other victims will hate you at first, but in time you can make friends if you want. 

I'm also try to come up with mini quests and things like that.

Posted

 

 

I am not talking about just dialogues. Maybe one of the slaves would want to repay for what you have done and torture you by herself and Lich will see that and make her like player in the role of evil path if she succeed, or will ask to create healing potions to ease her pain next time you can get outside.

 

I'm not just talking about dialogues, even my example when you specifically asked about dialogues was far more than a dialog. :)

 

Evilynn is just the one that controls the story, not the entire story.

 

Rough Plans:

Most of the other victims will hate you at first, but in time you can make friends if you want. 

I'm also try to come up with mini quests and things like that.

 

I can share few ideas, if you dont mind. I think there should be activities in both inside and outside, not just watching sexlab animations. She is Lich, so she could make different mage-about tasks, like give a recipe of ancient poition of agony which would require a lot of different potions, poisons and reagents, maybe would require you to be in state of agonizing pain when you are completing it, or maybe doing special cursed devices/toys on enchanting table. And give you tasks to "paintrick" other victims (and they might trick you too if you are sleeping, or using something). I think it would be fun for her to watch you make surprise tortures to each other. There could be also some kind of radiant events, like she could invite her vampire friends to have fun with her captives or some kind of church order will try to take all place down and kill every posessed person so you would need to defend the ruins.

Also some kind of progression state with visible changes on your characters or gameplaywise regards to devices you use and things that happen to you, like pain limit, masochistic inclinations and things like that, like the one that Devious Training mod is doing.

Posted

 

i can't seem to be able to find the item

 

It should be in plain sight on a table. Look at the picture on the mod page. It's on the table next to the character.

 

 

When you first get to the bottom of the stairs, at the entrance to Sarthaal itself, look across to open area and you should see another set of stairs going up a short ways to a landing with the table on it.

Posted

 

 

 I can share few ideas, if you dont mind. 

 

Absolutely!

 

As always, I can't promise to use your ideas, but I can promise to think about them, and if they fit in I'm likely include them or ideas from them.

 

 

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

=  question for for everyone with an opinion  =

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

 

How often should I upload new version of the mod?

 

So far almost nothing has changed in for the player, but I expect to have another quest or two done this weekend.

 

I can update at that point, or I can wait until I have a half dozen or so before I do  the next update.

Posted

I think you should update whenever new feature is added so people can test it. Otherwise, I am not sure about exact Skyrim mod developing, but in programming you my find yourself building a hierarchy of classes, methods, mechanics etc and if one of them is broken you may have many broken things because of single issue that could've been spotted earlier. With this kind of often updates you could also use status of active quests/things that are avaliable now and on the way in the next update.

Posted

I think you should update whenever new feature is added so people can test it. Otherwise, I am not sure about exact Skyrim mod developing, but in programming you my find yourself building a hierarchy of classes, methods, mechanics etc and if one of them is broken you may have many broken things because of single issue that could've been spotted earlier.

 

The problem is that there are close to 400 people watching for changes to Lich Evilynn. It's nothing like the big mods, but it's a great start!

 

When I do an update, 400 people will receive a notification.

 

If the update is just "hey, I added one quest" some people will find it annoying, and others will be happy.. I just have no idea what kind of ratio we are

talking about. I'm leaning to the "well, you asked for updates, so I'll give you all I have" currently!

 

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

 

I'm a full time software engineer in my day job, so I get exactly what your talking about.

 

CK does some things very well, but other things drive me crazy.. For example, I've spent about two hours trying to figure out how to trigger a function when a quest ends without making changes to the quests script. (aka, I want to attach this script, and it just runs something when the quest it's attached to ends.) ... and it looks like I'm going to be forced to just keep checking every couple seconds until the quest ends. Arrgh, so annoying. Hopefully I'll come up with a better solution later.

Posted

 

I think you should update whenever new feature is added so people can test it. Otherwise, I am not sure about exact Skyrim mod developing, but in programming you my find yourself building a hierarchy of classes, methods, mechanics etc and if one of them is broken you may have many broken things because of single issue that could've been spotted earlier.

 

The problem is that there are close to 400 people watching for changes to Lich Evilynn. It's nothing like the big mods, but it's a great start!

 

When I do an update, 400 people will receive a notification.

 

If the update is just "hey, I added one quest" some people will find it annoying, and others will be happy.. I just have no idea what kind of ratio we are

talking about. I'm leaning to the "well, you asked for updates, so I'll give you all I have" currently!

 

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

 

I'm a full time software engineer in my day job, so I get exactly what your talking about.

 

CK does some things very well, but other things drive me crazy.. For example, I've spent about two hours trying to figure out how to trigger a function when a quest ends without making changes to the quests script. (aka, I want to attach this script, and it just runs something when the quest it's attached to ends.) ... and it looks like I'm going to be forced to just keep checking every couple seconds until the quest ends. Arrgh, so annoying. Hopefully I'll come up with a better solution later.

 

I think that people subscribe to updates to see this kind of notifications. Not sure why this could annoy anyone. If people only up to big changes they just dont subscribe and check creators manualy from time to time.

Posted

I think you should update whenever new feature is added so people can test it. Otherwise, I am not sure about exact Skyrim mod developing, but in programming you my find yourself building a hierarchy of classes, methods, mechanics etc and if one of them is broken you may have many broken things because of single issue that could've been spotted earlier. With this kind of often updates you could also use status of active quests/things that are avaliable now and on the way in the next update.

 

This

 

It also builds a greater sense of involvement between everybody who checks it out.

Those whose contributions are included will see that happening, and there's nothing like that "hey, my stuff is good enough" feeling :D

 

Posted

 

I think you should update whenever new feature is added so people can test it. Otherwise, I am not sure about exact Skyrim mod developing, but in programming you my find yourself building a hierarchy of classes, methods, mechanics etc and if one of them is broken you may have many broken things because of single issue that could've been spotted earlier. With this kind of often updates you could also use status of active quests/things that are avaliable now and on the way in the next update.

 

This

 

It also builds a greater sense of involvement between everybody who checks it out.

Those whose contributions are included will see that happening, and there's nothing like that "hey, my stuff is good enough" feeling :D

 

 

 

I have to agree with the others. This mod is in beta/development, and it's good to know if a little thing is off before any big update is made possibly making it harder to find.

There will always be those that look right past the big red letters and be disappointed when they don't have a full mod, but those few just need to learn to read everything before installing.

 

Also, since you are so open to user feedback, small updates will be easier to change and less work involved if something didn't work out as planned.

 

Personally, I'm subscribed to the thread, not the file. I get notifications every time someone posts, so what if I get another. :lol:  I think it's more fun to watch and in some cases get to help, or at least suggest with the development. Makes it all that much better when I get to play the mod.

Posted

Just to give an update....

 

I've spent about 20 hours troubleshooting a super frustrating problem, but I just figured it out, and need to rewrite half of my quest management stuff to fix it.

 

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

= Technical Details Below =

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

 

A core requirement for the system I want to build is to create a framework that allows other people to easily add content.

 

Planned quest system:

 

 

Anyone can create a quest with the correct base format.

 

It MUST have:

"allow repeated stages" checked

stage [0] that does nothing

stage [ResetStage] that resets all stages and moves to your next stage (where the actual quest content happens)

stage [safeToExitStage] that marks lets my quest system know that this quest is ready to end

 

It MAY have:

multiple victim actor aliases - filled at stage 0 by the quest management system

multiple aggressor actor aliases - filled at stage 0 by the quest management system

multiple additional requirements aliases - filled at stage 0 by the quest management system

requirements - additional requirements for the quest - for example ["pillory", "cage"]

 

NOTE: All aliases filled by the quest management system must be set to "allow reuse in quest" and "optional".

 

I have a script that you add to a quest you create. The script has a few properties to fill, and will register the quest on game boot.

 

These quests can be registered as rape, torture, or story. (more will be added later, like "consensual")

 

Players will be able to disable any of the quests in the menu.

 

 

 

For example:

If someone wants to add heterosexual content, they can create a new set of quests for heterosexual content. Then release the mod and/or message me to add it to the downloads page here. Everyone can then download the expansion. Not hardcore enough? Have a fetish that needs matching content?Create an expansion for that - and share it! 

 

I was running into very buggy behavior, and it took me a long time to figure out what the problem was...

 

RegisterForSingleUpdate triggers for ALL scripts attached to the object... It wasn't creating any obvious  problems, but would cause things to work differently than expected - with no error.

 

One script would register for updates, and a second one would have missing data and end report that a value wasn't set. I made a mistake in my troubleshooting and headed down the wrong path... for hours and hours...

 

Programming is fun!

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