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Posted

I'd love to see the addition of some "pet play" mechanic to the follower tying you up.

 

for example, a pony is the obvious choice but you could also go for a dog/cat too.

Maybe some flavor text like "I'm down for something kinky as well" then they ask "okay, what were you thinking?" With the options for pony and dog/cat.

for a pony you obviously wear the pony boots/tail/blinder+gag/harness/mitts but for dog/cat they could be forced into the petsuit and have the pet collar on and dog bone gag.

Instead of responding with "mmmmmmmmm" when asking the follower a question or to be untied the PC would give a neigh or bark/meow through the gag if they are into it, or a frustrated "mmmmmmm" when they are done and want to be let out.
 

Could obviously do a little better for the flavor text but I think it would be a cool addition to the mod.

  • 2 weeks later...
Posted

Since this mod is all about consensual BDSM, I'm curious as to whether there's animations somewhere on Loverslab for things like hugging and such for a sort of aftercare event that could be implemented one day, since I've read that's an important part of BDSM.

  • 1 month later...
Posted

I keep getting the message "Your follower borrows your restraints key" whenever I pick one up, but I have no follower.

Posted
1 hour ago, DvPl said:

I keep getting the message "Your follower borrows your restraints key" whenever I pick one up, but I have no follower.

The mod probably thinks you're tied up.  In the console, type "help DDHplayerIsTied 3".  If the value is 1, that's the problem.  Do "set DDHplayerIsTied to 0", then save and reload your game and I think that should clear the problem.

Posted
1 hour ago, HexBolt8 said:

The mod probably thinks you're tied up.  In the console, type "help DDHplayerIsTied 3".  If the value is 1, that's the problem.  Do "set DDHplayerIsTied to 0", then save and reload your game and I think that should clear the problem.

Thanks for the quick reply. I was actually able to resolve the issue using the mod's debug tools by resetting the mod state and returning the keys, but I'll keep that in mind for if it happens again.

Posted

Will the mod include sex during the playtime with the follower in the future? We had some ideas for the mod some time ago. Or perhaps changing roles to bind the follower during playtime.

  • 5 months later...
Posted
On 7/27/2020 at 1:47 PM, xyzxyz said:

Will the mod include sex during the playtime with the follower in the future? We had some ideas for the mod some time ago. Or perhaps changing roles to bind the follower during playtime.

 

Thread-Necromancy for a bug report:

  • DDHelpers_Untie_Script.OnUpdate() decides to end playtime, see code snippet below:
    ; Prevent indefinite "play time" state in case player finds a non dialogue means
    ; of getting untied, but only after play time is over so it doesn't reset on a
    ; quick trip to the store.
    If DDHplayerIsTied.GetValue() as int == 1 && playedLongEnough
    	DDHNotice("Resetting new adventure time because tie-up bit set too long in wrong location.")
    	; Store the current time as time of last tie-up, but only at end of play session.
    	DDHplayerIsTied.SetValue(0 as float)
    	GiveBackKeys()
    	ComputeAdventureTime()
    EndIf
    
  • But player is still wearing all devices, including bondage mittens
  • Result: Keys are lost (DD message that player cannot hold on to keys)

They are not hard-lost, with some luck you are able to find them on the ground and pick them up.

 

Basically I think that this check should include an additional check: Either check if the player is still wearing some of the devices that were added and do not end play time if the player is still wearing them, or at least check if the player is wearing mittens (or another item that causes the "drop items" effect) and do not end playtime.

 

I think a working user workaround is to manually give the follower all keys before starting playtime.

Posted
3 hours ago, xyzxyz said:

I got quoted half a year later? wow. I guess this mod is finished or abandoned.

 

The mod is simple but work pretty well with cursed loot. It might require some patches or bug fixes. Looks like the author is no longer active at first glance, but let's give them some time.

Posted

Due to changes in my circumstances, I have had little time to work on this for some time.  Whether I will get to it again is uncertain.

 

I never intended this to be a sex and/or rape mod and I never intend to support furniture.  I see all of that as separate topics which should be in separate mods so that the player can chose whatever combination he or she likes.  There are, I think, enough sex and rape mods already.  While mods using furniture are a bit scarce right now, I think that they will appear now that furniture is included in DD.

 

I also intended that any bondage resulting from this mod be fully consensual.  I will not intentionally create a situation where the player is tied up indefinitely.

 

I am aware of a number of issue which could be addressed:

 

Spoiler

Tie-up quest start needs additional conditions to prevent it from trying to start when it can't work:
• There must be devices available.
• The PC must not already be tied up.
• If “No device locked without keys” is enabled, and all devices require keys then PC or follower must have keys.

Devices need to be applied from inside out.

DDH04 tends to get stuck running.  This jams the playtime function.

If “Hardcore Bondage Mittens” is enabled, then returning keys drops them on the floor.

Main removal dialogue has hit critical mass.  Every kind of restraint added makes it bigger and the diagram already takes several seconds to render on my 3.6GHz i7.  I need a way to divide an conquer without cluttering the top level dialogue menu.

With DD 5.0 the “Always tie hands/gag/blindfold" options always use the same device. Since "always tie hands" was a stopgap to keep the player tied during playtime until I added the code for followers to borrow keys, it's probably best to remove these options.

 

There are also some improvements that I am considering:

 

Spoiler

 

Rethink removal reluctance & possibly force a delay in removal of some items.

Streamline gag talk with follower and allow communication when both are gagged.

Add dialogue for follower to hold keys.

Create a better way for the player to select the outfit.

 

 

I will continue to read this forum and add any new bug reports to my list, but at this point I can't make any promises about when I will get anything done.

 

If you are impatient then my existing permissions allow you to fork your own version, just make it clear that it's your fork and any support requests go to you.

 

  • 2 months later...
Posted

Btw you could likely hook into some of the dcur_library functions for some of those issues.

For example getDDitemcount(actor a) would tell you if there was any equipped devices

There is also a series of equiprandom functions in there like equiprandomgag etc, You would have to do a work around to check if the key was available.

 

  • 1 month later...
Posted

is the follower supposed to force greet the player and begin conversation about starting playtime? i get the message that you notice that {follower name} has a devious look and then nothing happens. 

Posted
On 4/10/2021 at 3:43 PM, iamwookie said:

Btw you could likely hook into some of the dcur_library functions for some of those issues.

For example getDDitemcount(actor a) would tell you if there was any equipped devices

It takes more processing time to find out how many DD's actor has equipped when compared to just stopping script when 1 is found so i wouldn't use that function for the purpose. And if i remember things right, mod scripters don't need to iterate every slot 1 by 1 in a loop but there was a keyword search that goes through all your equipped items.

 

1 keyword that all DD items should have is zad_InventoryDevice.

  • 1 month later...
Posted

Been having an issue with this mod. Disabled it with MO2 and deleted the files, but the content is still available in game. No MCM menu, but dialogue options are all still there and they still work. Any advice?

Posted
5 hours ago, Anon9372 said:

Been having an issue with this mod. Disabled it with MO2 and deleted the files, but the content is still available in game. No MCM menu, but dialogue options are all still there and they still work. Any advice?

Scripts are embedded in the save file.  You will need to use a save file cleaner to remove them.

Posted
On 7/3/2021 at 6:02 AM, TurboNerd said:

Scripts are embedded in the save file.  You will need to use a save file cleaner to remove them.

 

Ahh, that makes sense. Thanks very much.

  • 2 weeks later...
Posted
On 1/23/2021 at 8:07 PM, TurboNerd said:

Streamline gag talk with follower and allow communication when both are gagged.

 

 

In what way, so we can tell our follower to attempt to ungag the PC or so we can have access to the default follower stuff we normally would?

  • 2 months later...
Posted
On 7/26/2020 at 2:29 PM, HexBolt8 said:

The mod probably thinks you're tied up.  In the console, type "help DDHplayerIsTied 3".  If the value is 1, that's the problem.  Do "set DDHplayerIsTied to 0", then save and reload your game and I think that should clear the problem.

Oh god, THANK YOU! I was so clueless about what was causing that! I just constantly thought it was Submissive Lola's fault, but in fact it was just the game thinking I was still tied up.

  • 1 month later...
  • 5 months later...
Posted

@TurboNerd Love this mod, nearly always have it in my LO. Wishing you the best and hoping you are able to come back to this with some updates.

Especially hoping for an option to perhaps select a container that is used as a source for devices. I have a habit of stuffing a bunch of devices into a mobile storage chest so I can sell them later. Seems fitting my follower watches me do that and then gets them out of that container to play with. Might also make this mod more compatible with other mods if they have the right keywords.

Briefly looked at adding that option myself, but I cannot compile anything as my CK is fubared and I currently have no idea how to set that as an option in the MCM.. or even edit the MCM. Maybe one day I'll teach myself that.

  • 1 year later...
Posted

I can't find any reference to it elsewhere, or in the comments here, and it's not in the SE Compatibility tracking list,....

 

.... but there IS an SE conversion of this, link below to SE version referenced as 1.04.9, which was done by

 

@nomkaz

 

I've been using it for ages and, on the whole, it seems to work fairly well, even with DD 5.2 (Note: I don't use the self bonfdage/follower play parts so can't comment on those aspects)

 

@tasairis

 

Any really good reason why this conversion isn't in your compatibility list?  It merely shows this LE mod, with a 'Red Cross',

 

 @TurboNerd 's perms in the comments seem to allow it as an OK variant and due credit is given, as @nomkaz included in the myriad of conversions he did when SE appeared on the scene

 

 

Tsairis' Compatability List is here ....

 

 

Posted
On 5/16/2023 at 10:11 AM, DonQuiWho said:

I can't find any reference to it elsewhere, or in the comments here, and it's not in the SE Compatibility tracking list,....

Any really good reason why this conversion isn't in your compatibility list?  It merely shows this LE mod, with a 'Red Cross',

 

"Good" reason? I mean, *I* think it's a good reason...

 

At least it's a simple reason: the SE version I had data for wasn't "linked" to the LE version. Basically means the list didn't "know" about it.
So that's fixed in the update I'm about to do.

  • 3 weeks later...

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