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Posted
22 minutes ago, Reesewow said:

I don't have much input on the RND/Stall idea as I'm indifferent, altho I don't think needs mods require that much support as the player is not locked down nearly as much as some other bondage mods - you can still drop the cart and find a bedroll or inn (assuming pony-talk is disabled) and the destinations are always towns that should have plenty of barrels ect with food items (key is to "eat" directly from the barrel to bypass the gag inventory block).

 

I would personally request that the mod *not* screw with timescale however.  It makes sense for mods like Prison Overhaul since its events are measured in days and you are in one place the entire time, but changing timescale affects a lot of other mods that depend on gametime.  Even if the amount of distance a player can travel in a day is a bit unrealistic lore-wise, those are the gameplay tradeoffs Skyrim has made and other mods are based around.  I think adjusting that that is a bit outside of the scope of a ponygirl transport mod.  Plus that is the type of thing that a player can easily change for themselves with console commands.

 

I'm all for soft dependencies where the author finds the time/interest to add them however.  They work really well for mods like Cursed Loot were the presence of other mods adds extra content without those mods being required masters.

Forcing you to wait or simply forcing a period full of nothing but mindless sex to fill a period of time is what is boring, making it possible for needs mods users to play the mod is not the same. 

 

Having a good story and at least a flimsy or whimsical reason for things to happen is what makes the better mods stand out.  That's what is fun about this mod.  I realized the comment at the top of the page by SleepyJim about the characters (drivers) not being needlessly abusive is in fact one part of the charm this mod has.

Posted
39 minutes ago, Reesewow said:

I don't have much input on the RND/Stall idea as I'm indifferent, altho I don't think needs mods require that much support as the player is not locked down nearly as much as some other bondage mods - you can still drop the cart and find a bedroll or inn (assuming pony-talk is disabled) and the destinations are always towns that should have plenty of barrels ect with food items (key is to "eat" directly from the barrel to bypass the gag inventory block).

 

 

immersion. its already stupid when you can take items from barrels ( its theft!)
the immersive way its when pony can be feeded only by her owners.  she can be washed by her owners. thats why stalls will add immersion. and i like to see ponygirl will be treated as animal.
also  i wish mod creator will launch pony transformation process (like being a cow mod). and it can be started when hungry pony will start eating grass.
also there can be special food for pony which give them buffs. for voluntary ponies better, for enslaved -- worser food.
voluntary ponies can be washed after each run while enslaved will be treated worser.

but thats only if pony cannot attach herself from cart.

also mod maker can add stallions to stalls and ponygirl will be closed there with stallion for a night .

Posted
20 minutes ago, WaxenFigure said:

Having a good story and at least a flimsy or whimsical reason for things to happen is what makes the better mods stand out.  That's what is fun about this mod.  I realized the comment at the top of the page by SleepyJim about the characters (drivers) not being needlessly abusive is in fact one part of the charm this mod has.

Yep, I love the "overly pleasant but impossible to work with" dialogue of the dispatchers.  Its like trying to talk to someone in government bureaucracy about policies that are patently silly... except the subject here is bondage pony girls pulling freight.  I don't really see any "story" of this mod going a super dark place, all of the dialogue is pretty light-hearted so far, even the Simple Slavery dialogue where the Backer actively buys you to *not* be a slave.

 

Of course, those dialogues are primarily DocClox's, and now that MrEsturk is working on the mod it would be his prerogative to dictate the tone/any possible "story" going forward.  Just putting in my 2c that I enjoy the dialogue style so far and would like to see it continue in the same vein.

Posted
13 minutes ago, WaxenFigure said:

 

Having a good story and at least a flimsy or whimsical reason for things to happen is what makes the better mods stand out.  That's what is fun about this mod.  I realized the comment at the top of the page by SleepyJim about the characters (drivers) not being needlessly abusive is in fact one part of the charm this mod has.


thats why MCM exist for.
you can discard what you dislike and configure what you like.
thats for example about amputation offer... its also add to immersion as punishment for slave ponygirl to punish disobedient or make her forget about freedom.
 and may be it can be turned off in MCM if somebody think its too much.
but its all for mod developer to decide.

i think immersion suffer with tats. tat is ok for enslaved person but not realistic about voluntary ponygirl.

Posted
6 minutes ago, meister888888 said:

also mod maker can add stallions to stalls and ponygirl will be closed there with stallion for a night .

Just as an FYI for suggestions - the mod author has already mentioned that they have no interested in adding creature sex events to the mod as it isn't their thing, and adding it would require playing it over and over for bugfix reasons.

Posted
4 minutes ago, Reesewow said:

Just as an FYI for suggestions - the mod author has already mentioned that they have no interested in adding creature sex events to the mod as it isn't their thing, and adding it would require playing it over and over for bugfix reasons.


no need to add "creature sex events". you can just add stallion. other mods will finish the job.

Posted

there are already plenty of beastality mods out there don't need to turn this mod into a beastality mod when it isn't even in this mods scope, plus the author said they have no intention of adding creature sex into this mod. Plus there should be no Stalls at all, having stalls in the mod will just be boring and no fun - this mod is all about running around everywhere making deliveries

Posted

Alright, as much as I've tried, the game crashes immediately after the first guy casts the spell, right as the dialogue gets to "What the FUCK was that", and the 'equip item' sound is being signaled. I've reinstalled all the current versions of the required files, can someone help me fix this?

Posted
1 minute ago, sardathejerk said:

Alright, as much as I've tried, the game crashes immediately after the first guy casts the spell, right as the dialogue gets to "What the FUCK was that", and the 'equip item' sound is being signaled. I've reinstalled all the current versions of the required files, can someone help me fix this?

I'd triple-check you are using the latest version of the the correct skeleton, and that nothing is overwriting it.

Posted
1 hour ago, WaxenFigure said:

That's what is fun about this mod.  I realized the comment at the top of the page by SleepyJim about the characters (drivers) not being needlessly abusive is in fact one part of the charm this mod has.

On that note, please do not add whipping. Even in mods where it makes sense (Slaverun, etc), I freaking hate it. The animations look dumb and go on way too long.

Posted
26 minutes ago, Hiderius said:

there are already plenty of beastality mods out there don't need to turn this mod into a beastality mod when it isn't even in this mods scope, plus the author said they have no intention of adding creature sex into this mod. Plus there should be no Stalls at all, having stalls in the mod will just be boring and no fun - this mod is all about running around everywhere making deliveries


may be mod developer can make this as MCM option. i mean you can turn it off.

stall is immersion. keeping ponygirl in stall with other animals is immersion.



 

Posted
1 hour ago, sardathejerk said:

Alright, as much as I've tried, the game crashes immediately after the first guy casts the spell, right as the dialogue gets to "What the FUCK was that", and the 'equip item' sound is being signaled. I've reinstalled all the current versions of the required files, can someone help me fix this?

Try setting your yoke to chainless or breast in the MCM menu. The default yoke's HDT chain crashes the game for an unlucky few players at that same point, so you might be one of them.

 

3 hours ago, SleepyJim said:

I'm really delighted this gem of a mod has been picked up and tidied. I'd missed it, especially the light-hearted bumbling of the dispatchers. So refreshing to find a mod like this where the dominant characters aren't needlessly abusive. Great work updating it, MrEsturk!

I'll keep this in mind as I continue to work with adding dialog. Thus far I've been trying to preserve the completely oblivious wiseass tone DocClox set up for the mod. Oddly there is an incomplete quest leftover in the data by DocClox that goes completely out of that tone. The dispatcher/player get in to a long winded argument of "*Shut up, get on your knees and suck you stupid whore* *NO! I really don't want to!". I can't really see where that would go, since even in the humilation system and "ride for a ride" dialogue its being built over any sexual outcomes were already agreed upon in a civil, if not reluctant tone.

 

Quote

Various requests for a food/rest option for Needs type mods

I'm looking into adding an option to request a "pit stop" between forced debt runs. At that point a cut scene would start were the player would be temporarily released from her cart (bulky), fed "horse food" (apples, carrots, etc), and escorted to a hay pile or such where the rest menu would open. After sleeping the player & dispatcher walk back to the starting point, and the dispatcher sets her up for another run. For voluntary runs that same hay pile will still be there, maybe with a barrel containing some food.

 

Quote

The "Stables" discussion

I guess should weigh in on this topic. As with a couple other outspoken posters I kind of view S_L_U_T_S as a "mod in motion". I'm not saying I will never add such a feature, but I consider it a very low priority compared to content that makes the player actually go out on the road and do something. And my policy on beastality still stands. As I stated before I find beastality repulsive and don't want to spend the prolonged amount of time it would take to mod it in being stuck watching it.

 

Since the Stables thing is already kind of an immersion based topic I'll bring up I'm considering adding a ponygirl encounter to the "wilderness encounters" system built into vanilla Skyrim. You know, that system where you sometimes bump into a farmer traveling to join the civil war, that weird liar Khajiit I can't spell the name of, or this asshole? Don't expect anything fancy, just a "look, some other girl got talked into this nonsense" type encounter.

 

 

Posted
3 hours ago, MrEsturk said:

I guess should weigh in on this topic. As with a couple other outspoken posters I kind of view S_L_U_T_S as a "mod in motion". I'm not saying I will never add such a feature, but I consider it a very low priority compared to content that makes the player actually go out on the road and do something. 

 

Since the Stables thing is already kind of an immersion based topic I'll bring up I'm considering adding a ponygirl encounter to the "wilderness encounters" system built into vanilla Skyrim. You know, that system where you sometimes bump into a farmer traveling to join the civil war, that weird liar Khajiit I can't spell the name of, or this asshole? Don't expect anything fancy, just a "look, some other girl got talked into this nonsense" type encounter.

All of this gets a big +1 from me, as I think mods can be most effective when they have a certain theme and try to expand/improve upon it.  The theme of the mod certainly seems to be about sexy pony bondage, humiliation/exhibitionism and delivery gameplay, and IMO it would be great to see those themes expanded and and diversified prior to introducing completely different elements.  

 

Hydra Slavegirls might be a good mod to check out for an alternative to "wilderness encounters", as it seems to have quite successfully added multiple patrolling slavers + slave girls to the roads of Skyrim.  They might be a bit more consistent of a visual addition to the game than wilderness encounters that need to compete with vanilla/mod added encounters.  I've had the mod installed on my game for a long time and I still constantly encounter slavers/slaves on the road, so whatever mechanics it is using seem to be extremely stable.

 

I think wilderness encounters could be a great source of random "help the pony girl" events however.  I could totally see encountering a pony girl being chased by a bear, and if you kill the bear before it kills the girl she will *MPFH* at you in appreciation, and possibly offer a bit more to show how glad she is that you rescued her.

Posted
6 hours ago, MrEsturk said:

I'm looking into adding an option to request a "pit stop" between forced debt runs. At that point a cut scene would start were the player would be temporarily released from her cart (bulky), fed "horse food" (apples, carrots, etc), and escorted to a hay pile or such where the rest menu would open. After sleeping the player & dispatcher walk back to the starting point, and the dispatcher sets her up for another run. For voluntary runs that same hay pile will still be there, maybe with a barrel containing some food.

 

i think this would be the best possible answer for taking care of needs mods (i use mini needs). about the only improvement to this that i could think of would

be to add some liquids when the "ponygirl" is fed (and to the barrel).  the 4 best that i saw in vanilla Skyrim would be Alto Wine, Wine, Ale, Nord Mead, and if 

you add Hearthfires i would add the Jug of Milk.

 

Posted
6 hours ago, Alphalinker said:

Is is possible to add more destinations to minor towns or places?

I have already added Falkreath, Dawnstar, Morthal, and Winterhold to the normal destinations for the next update via minihub dispatchers (they provide all the normal S_L_U_T_S services but not vanilla carriage driver services). Other locations will be used in other quests I plan to set up, such as civil war camps, orc strongholds, small towns/mills/etc.

Posted
4 hours ago, MrEsturk said:

I have already added Falkreath, Dawnstar, Morthal, and Winterhold to the normal destinations for the next update via minihub dispatchers (they provide all the normal S_L_U_T_S services but not vanilla carriage driver services). Other locations will be used in other quests I plan to set up, such as civil war camps, orc strongholds, small towns/mills/etc.

 

Can I ask if you have already started work on multipoint quests? That would be a neat way to incorporate mini-hubs not as places of origin.

Posted

@MrEsturk, you seem to be getting flooded with feature requests and ideas at the moment, but if there's still room in the suggestion box for one more, I'd like to add mine too.

 

I recently did a couple of runs with this mod and am happy to report that everything worked very well indeed -- that is, if I ignore the cart doing what it tends to do once I'm on the road. After hauling the cart across the entire map (Riften-Windhelm-Markarth), I had enough of its antics, it was just too much of hassle for me to constantly keep watching the cart to not hurt or kill others who would then attack me, trying to pick it up again after being separated when encountering bandits and Dev.Helpless, or whatever else it has in store for us. Which got me thinking, how about another set of tasks and deliveries, without the cart? Something like "Pony Express Services", where the player gets a backpack strapped onto her back, and then sent off to do the delivery. I think this would fit the mod's theme quite well and would open up a wide range of new possibilities: basically any NPC could be made a target (inn and store keepers would be the logical candidates, or Jarls' stewards maybe), the pay would probably be a bit lower than for a run with the cart (because it's easier). This type of delivery could even require the player to first pick up the parcel from NPC A who then sends the hooved couried on to NPC B to collect the goods.

Posted
20 hours ago, sardathejerk said:

Alright, as much as I've tried, the game crashes immediately after the first guy casts the spell, right as the dialogue gets to "What the FUCK was that", and the 'equip item' sound is being signaled. I've reinstalled all the current versions of the required files, can someone help me fix this?

I read somewhere here previously that papyrus might immediately crash if the player's inventory is too full when the script tries to put everything in the escrow chest. Perhaps try dumping your inventory in one of the containers near the stables and try again.

 

Posted

If the Depot was one of the mini destinations it might be able to be expanded upon by other author(s) with alternate desires, and/or permit players to only participate with a select experience set.

Posted

I hope we keep using the cart and pull it everywhere, since we are treated as a mule to pull the item or items that we are delivering I mean that's the whole point of this mod is to pull a wagon around everywhere

 

 

I do have a suggestion or a few but not sure how difficult it would be, probably would take to much work I don't know

 

first suggestion - make deliveries to the various places that have bandit camps or even to forsworn camps, but then would have to make it where they don't become hostile to the pc while she is working. Of course that might be too much work for that

 

second suggestion - extend to Solstheim the expansion area

Posted

I agree that not having the cart sort of breaks the core idea of the mod. Whats left without it is a simple get some stuff to some npc without fast travel.

 

I have however some suggestion in regards to the payment received.  I think its problematic that you get 500 regardless of which holds are involved. If you get the worst possible run Riften -> Markarth its 500. If you do the same run in 3 parts: Riften->Windhelm->Whiterun->Markarth its 1500 plus Overtime Bonus. I do understand that changing Payment might be Mod Breaking but maybe someone has a idea. You mentioned that you might allow choosing your Destination for a smaller Payment. Maybe thats the way to go.

Posted
2 hours ago, secondseason said:

I agree that not having the cart sort of breaks the core idea of the mod. Whats left without it is a simple get some stuff to some npc without fast travel.

 

I have however some suggestion in regards to the payment received.  I think its problematic that you get 500 regardless of which holds are involved. If you get the worst possible run Riften -> Markarth its 500. If you do the same run in 3 parts: Riften->Windhelm->Whiterun->Markarth its 1500 plus Overtime Bonus. I do understand that changing Payment might be Mod Breaking but maybe someone has a idea. You mentioned that you might allow choosing your Destination for a smaller Payment. Maybe thats the way to go.

At some point I might just change the base pay to a distance based thing. Something like "Basepay = getdistance(startlocation,endlocation) * rate" basing the calculation on the shortest run (Whiterun to Falkreath IMO) paying out roughly 300 basepay. I'll probably keep it rounded up to the nearest hundred to make it look cleaner.

 

Right now I'm getting the Humilation system setup so I can release another update (humilation, minihubs, and more bugfixes). My job has been a bit brutal the last two days, but I still managed to get all the infrastructure for the Humilation system in place. Just got to put in all the possible results: the sex and rare freebie outcomes are already complete.

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