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Posted
7 hours ago, mercplatypus said:

The skill based system runs a check when equipping an item to check your current skill level i.e. your two handed skill when equipping a 2 handed sword.  Based on the material used if your skill level is too low the system applies debuffs such as stagger you getting staggered when you swing at something or armor gaining carry weight to make it heavier.  As long as you have the requisite skill at the appropriate level you are good.

This is the sort of thing that SLD does. But it does not have weapon skill or equipped weapon weight as inputs.

It could though.

 

Adding that would not be a huge deal, but I'm not sure how much interest there is.

 

Nobody has ever asked for it on the SLD forum.

 

 

The weight thing, I have my own ideas how to implement it, how to solve the problems, and how to deal with devices - for example I could simply not count them towards the soft carry limit at all - and I'll probably go down that path. Eventually... Right now I'm having a brief period of actually playing Skyrim, and that seems to be hampering my coding progress.

 

 

I have my doubts that Monoman would want to reproduce the extents of the SLD menus to fully customise such functionality. But if he wants to write a load of stuff and I can just keep on playing Skyrim without having to write any boring code to get what I want, that's great :) 

Posted
22 minutes ago, HexBolt8 said:

It's been too long since we've had a good bandit raid.

Maybe Monoman wants to make bandit raids an SLS feature? Sounds fun.

Posted
1 hour ago, Bushi Neko said:

Or just use that barrel.. you know.. that barrel in Whiterun. One of those barrels all over towns.  Or dump them in Ysolda's house. She doesn't talk about it. But she obviously likes them. She never complains. Jarl B. likes 'em too.

I think everyone has misunderstood my original comment here. There isn't actually an item disposal problem that needs solving.

 

Once upon a time, I played Slaverun, and Slaverun kept running these scenes just outside the gates, where items would be piled onto my character, and piled on, and piled on, and then removed, and I've have an inventory full of crap and be ... unable to move due to over encumbrance.

 

At that point, I couldn't go to a barrel, or anywhere else to get rid of those items, so I dumped them on the ground.

 

 

Then, later, after that happened a couple of times, and then another time inside near the gate, and another time in the town square, I decided to tidy up, and I went around and collected the items and do you know what I did with them after I collected each carry-weight-sized load of them?

 

I put them in that barrel.

 

So there you go!

That's the whole boring story that I didn't want to explain in detail because (a) boring, (b) kind of obvious if you ever played Slaverun.

 

The real problem was being encumbered so bad I couldn't move at all.

The tidying and disposing was just something happened because of it.

Posted

Nice find ... Skyrealism's zone level patch is available by itself.

 

It's one of the zone level patches that is reasonably sensible and usable, and will toughen up your game a fair bit, especially starting out.

 

The rest of Skyrealism is done better by other mods, so previously, it was a case of splitting out the zone level changes yourself (which I did).

Not using them in my current game though, because I will probably never reach the levels required to progress in a game that (in practice) requires lvl 30 just to do the Thalmor embassy.

 

The dumb addiction bug in DiD has signficantly blocked my levelling.

 

I was looking at Skyrealism as I recalled it had a special encumbrance system of its own. Not compatible with DD IMHO though, and the recipe changes were incompatible with a lot of things. There are dedicated mods for that anyway.

Posted
1 hour ago, Lupine00 said:

 

 

Once upon a time, I played Slaverun, and Slaverun kept running these scenes just outside the gates, where items would be piled onto my character, and piled on, and piled on, and then removed, and I've have an inventory full of crap and be ... unable to move due to over encumbrance.

 

 

mmmm, Well, I ve played Slaverun in the original, and the much later versions.

Sorry you had that, but other than being tied up and dead tired,hungry or to abused killing my move speeds and stamina...

 

Never had that issue.  Luck of the draw probably. 

 

As far as Skyrealism, it tried to do to much, and at the time it covered a lot of things nothing else did, but it interfered with many things. It has not been updated since 2013 nor the author seen in the mods. The encounter zones didn't change anything, other than hard setting an increase in the minimum levels.  So the same ol' thing applies. You could in theory trigger every encounter as a level one and expect them to wait on you to get to them at their minimum levels. Tho' they are higher. I am not willing to test that part alone against my load list just to have my bad guys maybe increased in level worth noting.

 

2 hours ago, HexBolt8 said:

It's been too long since we've had a good bandit raid.

But I pity those sods without walls... 

 

Posted
22 hours ago, Bushi Neko said:

Sadly, I ve not been able to play since Tuesday d/t RL stuffz.  :(  On a positive, it appears I don't have to immediately update again. :)

On another positive that probably means we have another update coming in hours.. :D 

Some days SLS be like:

  Hide contents

753455570_SomeSLSdays.png.be8f6f545ad17ec698e5b50ecc215d55.png

 

That could be the MCM art for SLS, if you have a bigger picture?

Posted
45 minutes ago, Bushi Neko said:

The encounter zones didn't change anything, other than hard setting an increase in the minimum levels. 

Exactly. So, just modifying the encounter levels makes your game a lot tougher to start with. Later on, if you have a game that isn't too harsh, it eases up a bit.

 

Without level mods, in a "weak girl" Skyrim, your starting ex-whore can work hard in the inn or brother, and gradually save up a stake to begin her adventuring career.

 

She buys herself a map, compass, lantern, a set of leather armor and a sword, pays the toll, and sets out for adventure, taking the road to Helgen or Whiterun, or wherever makes place depending on where you started.

 

And on those early journeys, at level one, the peril level will be almost zero. She'll meet some incredibly weak wolves, feeble bandits, perhaps a pathetic spider, maybe even a troll that doesn't pose a huge threat.

At Bleakfall Barrow, the bandits are easily dealt with, and a nice haul of loot results.

Where's the peril?

Where's the feeling of building of skill and experience to face the perils of Skyrim?

Where's the need for a protective follower?

 

But if you raise the minimum levels of most zones, things are a bit different.

Now, taking a trip off the road is genuinely dangerous, and even on the road the bandits and spiders are a genuine threat.

 

The Skyrealism level patch doesn't make the area around Whiterun hard, and leaves Bleakfall at a tolerably easy level.

It's a mild change, but not crazy. You can't just walk into the Thalmor Embassy or Labyrinthian at low levels and expect no problems.

It's ... not bad.

 

I think I tweaked mine a bit here and there, but I forget how. 

 

Another mod that makes any basic fight a peril is Wounds. Less game-breaking incompatibility hazards than Requiem, but being hit in combat is still very nasty.

Requiem is just too much bother for me ... and wounds is as well ... especially as a mild whipping can leave you crippled. Realistic maybe, but not a lot of fun.

 

I think the simplest way to create some peril is to start with 40 health (or even lower). SLD does that for me very easily. You could even just console it without a mod.

I also use SLD to set all my starting skills except speech to either 1 or 0, which again you can just console if you want. SLD just makes it easy.

 

A LAL start that sets you up with no money or gear other than normal clothes is also a plus. There are starts that are flat out nasty (shipwrecked, falmer breeder etc) but those will either kill you straight off (like the shipwreck, where you are almost certainly going to freeze to death) or bog your game for many, many hours of play (falmer breeder). I've tried those starts and ... they get boring fast.

Posted
8 hours ago, user9120975435 said:

 

I loved that mod, was just sad development has ended and that there weren't more surprise events like follower "tripping" and slipping pony stuff on you or the pet-suit and so on.

 

And for some reason it breaks eventually. I keep trying to get followers and add them as devious through the debug and they're not demanding money nor do they have the deals dialogue option anymore.

Try send dlhp-resume in the mcm. Its possuble another mod is blocking df from starting back up. 

7 hours ago, sixth of year said:

What does being tired actually do if you have the Sleep Deprivation box checked?

 

It's the only option in the Needs section of SL Survival's MCM not greyed out because I don't have RND or iNeed installed.

 

Is there a dependency or something that's supposed to debuff you if you're tired because I didn't find any.

If you've no needs mod - nothing. It's probably an mcm bug - it should be greyed out. 

4 hours ago, Bushi Neko said:

Or just use that barrel.. you know.. that barrel in Whiterun. One of those barrels all over towns.  Or dump them in Ysolda's house. She doesn't talk about it. But she obviously likes them. She never complains. Jarl B. likes 'em too.

 

I just run with.. my girls get their asses handed to them much more often, while not dinging the dudes so much. Repeated over and over vs dudes I used to wipe off my arrows or short swords on in so many plays. Of course, it's also a matter of that annoying Skyrim spawn thingy. Get your butt handed to you.. wait. Come back. Ding them as your tougher now and they are idiots. 

Problem with barrels is that they're not reset unless you spend a lot of time without loading that cell so the junk remains. Whereas thrres a dead body cleanup script attached to bandits. I guess you could just RemoveAllItems.

3 hours ago, HexBolt8 said:

It's been too long since we've had a good bandit raid.

 

3 hours ago, Lupine00 said:

Maybe Monoman wants to make bandit raids an SLS feature? Sounds fun.

Player.PlaceAtMe stupidbandit 100

Ah  my job gets easier (and lazier) every day ;)

 

But it might be interesting. 

3 hours ago, Lupine00 said:

have my doubts that Monoman would want to reproduce the extents of the SLD menus to fully customise such functionality. But if he wants to write a load of stuff and I can just keep on playing Skyrim without having to write any boring code to get what I want, that's great

Not a chance. Get back to work!

If I do it. It'll be reasonably simple and straight forward I think. 

3 hours ago, Lupine00 said:

I think everyone has misunderstood my original comment here. There isn't actually an item disposal problem that needs solving.

 

Once upon a time, I played Slaverun, and Slaverun kept running these scenes just outside the gates, where items would be piled onto my character, and piled on, and piled on, and then removed, and I've have an inventory full of crap and be ... unable to move due to over encumbrance.

 

At that point, I couldn't go to a barrel, or anywhere else to get rid of those items, so I dumped them on the ground.

 

 

Then, later, after that happened a couple of times, and then another time inside near the gate, and another time in the town square, I decided to tidy up, and I went around and collected the items and do you know what I did with them after I collected each carry-weight-sized load of them?

 

I put them in that barrel.

 

So there you go!

That's the whole boring story that I didn't want to explain in detail because (a) boring, (b) kind of obvious if you ever played Slaverun.

 

The real problem was being encumbered so bad I couldn't move at all.

The tidying and disposing was just something happened because of it.

tgm

I do it all the time when a bunch of bandits meet their demise near town. With lots of lovely iron and steel armor that can be recycled into ingots for tempering, making bikinis, bolts etc. Realistically, I could do several runs but I'm just taking the tedium out. 

 

Speaking of which. Ever since I uninstalled  jk skyrim to get more fps around towns (God towns look desolate without it) I've noticed a severe lack of smelters around. I rode my 'borrowed' horse from river wood to falkrrath looking for one only to find that falkreath hadn't got one either. Fs. 

1 hour ago, Lupine00 said:

Exactly. So, just modifying the encounter levels makes your game a lot tougher to start with. Later on, if you have a game that isn't too harsh, it eases up a bit.

 

Without level mods, in a "weak girl" Skyrim, your starting ex-whore can work hard in the inn or brother, and gradually save up a stake to begin her adventuring career.

 

She buys herself a map, compass, lantern, a set of leather armor and a sword, pays the toll, and sets out for adventure, taking the road to Helgen or Whiterun, or wherever makes place depending on where you started.

 

And on those early journeys, at level one, the peril level will be almost zero. She'll meet some incredibly weak wolves, feeble bandits, perhaps a pathetic spider, maybe even a troll that doesn't pose a huge threat.

At Bleakfall Barrow, the bandits are easily dealt with, and a nice haul of loot results.

Where's the peril?

Where's the feeling of building of skill and experience to face the perils of Skyrim?

Where's the need for a protective follower?

 

But if you raise the minimum levels of most zones, things are a bit different.

Now, taking a trip off the road is genuinely dangerous, and even on the road the bandits and spiders are a genuine threat.

 

The Skyrealism level patch doesn't make the area around Whiterun hard, and leaves Bleakfall at a tolerably easy level.

It's a mild change, but not crazy. You can't just walk into the Thalmor Embassy or Labyrinthian at low levels and expect no problems.

It's ... not bad.

 

I think I tweaked mine a bit here and there, but I forget how. 

 

Another mod that makes any basic fight a peril is Wounds. Less game-breaking incompatibility hazards than Requiem, but being hit in combat is still very nasty.

Requiem is just too much bother for me ... and wounds is as well ... especially as a mild whipping can leave you crippled. Realistic maybe, but not a lot of fun.

 

I think the simplest way to create some peril is to start with 40 health (or even lower). SLD does that for me very easily. You could even just console it without a mod.

I also use SLD to set all my starting skills except speech to either 1 or 0, which again you can just console if you want. SLD just makes it easy.

 

A LAL start that sets you up with no money or gear other than normal clothes is also a plus. There are starts that are flat out nasty (shipwrecked, falmer breeder etc) but those will either kill you straight off (like the shipwreck, where you are almost certainly going to freeze to death) or bog your game for many, many hours of play (falmer breeder). I've tried those starts and ... they get boring fast.

Another reason I like requiem. Unleveled world. Though you're right. It's a pain in the ass at the same time. 

Posted
2 hours ago, Monoman1 said:

Speaking of which. Ever since I uninstalled  jk skyrim to get more fps around towns (God towns look desolate without it) I've noticed a severe lack of smelters around. I rode my 'borrowed' horse from river wood to falkrrath looking for one only to find that falkreath hadn't got one either. Fs. 

I think there is a smelter in vanilla Whiterun.

Either that or I have a mod that adds it that definitely isn't JK's.

 

Speaking of missing items... You could put an option in a FOMOD to put some smelters, and maybe ... milkers around various places.

MME adds a lot of other things you may not want, if your aim is just to get some milkers that work with Hentai Pregnancy...

 

That said, HP is in my bad books for having some very silly breast size mechanics.

Apparently, it treats cumflation as pregnancy, so as soon as you get cumflated, you pop from size 1.1 breasts to size 4.6 or something (though at least you don't gain milk).

And in my SLD setup, size 4.6 breasts impair combat ability just a bit :) Not so easy to fight or wear your armor with boobs past your navel.

 

MME is a ticking "bad end" for any character, so I've gone off using it a bit. Had so many games ended by "can no longer do anything but milk self".

 

 

It would be fun if the gate guards gave you a shake-down now and again, even if you have licenses - just to make sure you have the right documents and remind you of the law - because women forget, right?

Posted
44 minutes ago, Lupine00 said:

think there is a smelter in vanilla Whiterun.

Either that or I have a mod that adds it that definitely isn't JK's.

True. Buuuut I can't go there. I'm pretty sure theres a poster with my characters face on it inside the gate. And it's difficult to use a smelter in a yoke ;)

 

I guess in a way it is only good and right that I would struggle to find these resources (milking machines are going to be another problem) if my character doesn't play by the rules. 

 

I've found since starting a new game that I've kind of been forced down the criminal path a bit. 

44 minutes ago, Lupine00 said:

MME is a ticking "bad end" for any character, so I've gone off using it a bit. Had so many games ended by "can no longer do anything but milk self".

Have you tried setting global production rate as low as it'll go? I generally find that milk is produced too fast. Especially if your character is loaded with lactacid (but that's kind of the point of lactacid I suppose). 10% is as low as it'll go. Theres an 'override slider ' in MA that'll go lower. 

Posted

Odd little one off experience in Solitude:

 

Doing Thalmor Embassy quest: Delphine gives me shoes to fit a female about the size of a house, and a dress sized for a man.

I used the MWA exclusion mode, which removed the sizing and gender, even though I couldn't strictly equip the items.

 

Then, after finishing my evening out with the Mer, I returned to Solitude, and of course, my licenses were all in Riverwood.

 

The gate guard confiscated my shoes - which were "clothing" - and left my light armor (glass minidress from DCL).

 

 

Was the minidress (which is definitely armor) skipped by SLS because it was set exempt in MWA, or just a random thing?

 

Why would my shoes (which were also DCL items, but merely enchanted clothing) be taken? Clothing licenses aren't a thing in my game.

Was it because they were magic?

Posted
12 minutes ago, Stuker said:

Uhm... I've a problem... both of my arms were cut off during some fights in solstheim. But I can't find a healer there. Where to go?

OH! ?

How about adding Netch for healing as alternative to trolls in Solstheim?

Netch need more love! ?

 

...but for now I fear you will have to travel back to Skyrim to get your limbs back. ?

That might be the start of an interesting journey ?

 

 

WAAAIT, there are no enforcers on Solstheim right? ?

Posted
1 hour ago, Stuker said:

Uhm... I've a problem... both of my arms were cut off during some fights in solstheim. But I can't find a healer there. Where to go?

Eh. Right now. Probably F1 + heal. Unless theres a troll around somewhere. 

Theres no priests set up in dragonborn. I've never played it. (Even though I have it)

56 minutes ago, Lupine00 said:

Was it because they were magic

Yup. I would say so. I think anything that's clothing and is enchanted is contraband without a magic licence. Armor/weapons with enchantments are covered by their respective licences. There was a discussion here about that where in the end it was decided that it would place too much importance on the magic licence if anything with an enchantment needed a magic licence. 

59 minutes ago, donttouchmethere said:

WAAAIT, there are no enforcers on Solstheim right

Correct. There are none. 

Posted
9 minutes ago, Bushi Neko said:

If there are not.. there will be now.. ;) 

Not without adding a hard dependency which I am extremely reluctant to do. 

Posted
1 hour ago, Bushi Neko said:

If there are not.. there will be now.. ;) 

??

Also for some reason now I strictly against hard dependencies all the sudden ?

 

Just clicked on LAL start "arrived with ship" -> solstheim ?

I think I will build my base of operations there before moving over to SLS-ified mainland.

Makes for a good RP start to collect some gold buffer and build equipment before traveling over to war thorn lands of ice and snow.

 

Or so was the plan, seems newcomer MME doesn't likes its place in LO >.<

Back to the drawing board -.-

Posted
2 minutes ago, donttouchmethere said:

Or so was the plan, seems newcomer MME doesn't likes its place in LO >.<

Back to the drawing board -.-

I've started a game (with and without MME) in Solstheim, and the main problem with starting there is that it's quite high level for a starting character. It's not impossible, but there are a lot of enemies that will kill you in an instant; not a lot of enemies that drop useful loot that you can actually kill; and the town lacks a functioning temple, plus the inn is a bit quiet - few follower mods start there. It's really all about whoring up enough money to leave if you start there.

Posted
1 hour ago, Monoman1 said:

Not without adding a hard dependency which I am extremely reluctant to do. 

Yea, a lot of mods just offer a minor addon .esp for that reason, and it makes sense.  Most players probably only spend a small percentage of hours each playthrough in Solsteim, if they go at all.  If someone's really hard up for .esp slots they could probably just merge such a .esp with other simple mods, or simply not install it.

 

A SLS - Solsteim Enforcers.esp probably would only need a few features like placing enforcers and adding a quartermaster to Raven Rock to do the job.  Probably only worth the effort if you decide you don't want peeps finding safe harbor on the island and gearing out on DLC content free of licence expenses. :classic_tongue:

Posted
2 hours ago, Lupine00 said:

It's really all about whoring up enough money to leave if you start there.

Your right! That's why I never start there too.

But that's part of the plan => It is MM1's "good" influence that I try something new.

I will be free from SLS there, that's why there must be another drawback or it would feel like cheating and not like starting a story.

(mainly I don't have to be scared about enforcers all the time while doing blacksmith work)

With my more spawns and unleved enemies it will be even harder and a rush into the wilds will be certain doom.

 

BUT here comes Honeypopcorn Skyrim Overhaul into play.

It adds a lot of hardcore followers there to fight a Riekling epidemic (means it adds also a hardcore amount of Rieklings) => best game start story ever? =D

 

Completely ignored those Solstheim HSO followers so far.

Now they will be an important part to an evolving story!

(normally I grab always the same followers => sexy and pointy ears!, but no cherry picking this time)

 

I will just have to stay a bit in the background during battles (this will fail, a lot lol) and should be careful to not loose a hand or two xD

The whoring part seems inevitable because  DF is set to chaos mode and iNeed follower needs activated.

Also there are limited shops to sell stuff, that will slow gold gathering too.

(a random DD adding even will be my ruin)

All famous last words ^^

Posted
48 minutes ago, Reesewow said:

Yea, a lot of mods just offer a minor addon .esp for that reason, and it makes sense.  Most players probably only spend a small percentage of hours each playthrough in Solsteim, if they go at all.  If someone's really hard up for .esp slots they could probably just merge such a .esp with other simple mods, or simply not install it.

 

A SLS - Solsteim Enforcers.esp probably would only need a few features like placing enforcers and adding a quartermaster to Raven Rock to do the job.  Probably only worth the effort if you decide you don't want peeps finding safe harbor on the island and gearing out on DLC content free of licence expenses. :classic_tongue:

I could I suppose. Don't know if I could be bothered though. 

Anytime I roll a solstheim start from AS I just reload. Too damn hard for a level 1 character. 

38 minutes ago, FoMK11SD said:

than again lore wise skyrim law has nothing to with solstheim as its part of morrowind.

True. People will be looking for me to change the licence wording or worse again create a separate set of licences for solstheim. 

Posted

okay stop me if this idea sucks....

 

Vacationing Enforcers....

 

eh?

 

Regular Enforcers but you put them in board shorts and Hawaiian shirts, but when they see you char running around with no license they just can't stand it and do their job even though on vacation!

 

Enforcer: Is that person... unlicensed?? Ahrgg I can't stand it! YOU THERE! ?

 

Player: Me? ?

 

Enforcer: Ya you! Where is your license? ?

 

Player: But this isn't Skyrim! ?

 

Enforcer: Didn't you see the banner on the main menu? What did it say? ?

 

Player: The Elder Scrolls V: Skyrim...?

 

Enforcer: I'll just take any contraband you are carrying... ?

 

Player: ?

 

 

I know I know... Back to my corner... ?‍♀️

 

 

EDIT 

 

As if that all wasn't bad enough the idea of vacationing enforcers came from this

Spoiler

dehyde.jpg.d275ed517d62e666f083ad997c550b04.jpg

 

Posted
11 minutes ago, Corsayr said:

okay stop me if this idea sucks....

 

Vacationing Enforcers....

 

eh?

 

Regular Enforcers but you put them in board shorts and Hawaiian shirts

Stop.

?

lol at the pic though. 

Posted

I'd vote for zero effort spent on Solstheim for SLS. Leave it be and then that time can go to better events in better places that most people will use all the time.

 

Now, bandit raids (possibly outside the gate of walled cities), or more things that toll collectors can do, or more features with vendors, or a number of improvements to MWA, would provide more fun for more people.

 

More things to make crime more viable would always be good.

 

There are many mods to overhaul bandits to make them tougher opponents, but not so many mods to add caravans and travelling merchants that the player can rob.

 

Another things SLS could look at is doing something of its own for carriages, so you could leave the prices alone (keep whatever the player has set) but add a "travel permit" like a license, and if you don't have one, you can take the carriage but will be punished later (and possibly shipped back where you came from).

 

That's a neat way of avoiding tampering with the carriage driver dialogs, which is a highly conflicted/contentious spot that too many mods have edited unwisely.

 

 

Possibly, I'd like more ways to get assigned an escort. That could be interesting.

 

But escorts and things with followers can easily conflict with other follower mods, so care is needed there. Perhaps too much care.

I'm currently using Sex Slaves dominant Andrew instead of DF. It sucks a lot less cash, so is easier, and Andrew doesn't tend to put restraints on you for laughs, but he does want sex quite often, and so that becomes a major time sink. Probably, he's too slow to progress with, and (I haven't got there in this game yet) when he gets in jealous mode, it becomes a problem in other ways, and conflicts with a zillion other mods. There's not much point installing HH, or Approach, if you're using Andrew, as he'd surely prevent you being raped by anyone but himself.

 

And then there's this dominant follower mod that keeps getting dreamed about.

 

I think something with some aspects of Pet Collar would be a nice variant - a kind of build your own dominant follower kit.

You could then enable features from a set, rather than going for a follower with story progression (which is another choice).

 

Dominant Follower Options:

 

Follower wants to tie you up: (tickboxes)

  • In player homes
  • In inns
  • In towns
  • In wilderness
  • In dungeons
  • Will add chastity devices

 

Follower punishes infractions with:  (per-group weights, you can set to 0)

  • Bondage
  • Whippings
  • Spankings
  • Fines
  • Item theft
  • Rapes
  • Bondage rapes
  • Skooma
  • Lactacid
  • Chastity/Denial


Follower demands regular: (per-group weights, you can set to 0)

  • Sex
  • Bondage Sex
  • Money
  • Alcohol
  • Food
  • Skooma
  • Lactacid
  • High value items
  • Spankings
  • Whippings

 

Follower can act as pimp (per group weights, you can set to 0)

  • In inns
  • In towns
  • In temples
  • In shows
  • In dwellings
  • In wilderness

 

Follower pimping is: (pick one)

  • Disabled
  • Rare
  • Occasional
  • Frequent
  • Ceaseless

 

Follower sex appetite is: (pick one)

  • Zero
  • Low
  • Moderate
  • High
  • Addicted

 

Follower's disposition is: (tickboxes)

  • Angry
  • Sadistic
  • Possessive / jealous
  • Sly / calculating
  • Caring / helpful
  • Deranged
  • Subservient but insistent

 

Follower is: (pick one)

  • law abiding
  • flexible
  • criminal
  • violent criminal

 

Follower enslaves you if: (tick boxes)

  • If you're punished too much
  • If you owe too big a debt
  • If you have too high a bounty
  • After a time
  • If you don't give enough presents and services
  • Willpower too low

 

Follower can sell you (if enslaved): (tick boxes)

  • If you're punished too much
  • If you owe too big a debt
  • If you have too high a bounty
  • After a time
  • If you don't give enough presents and services

 

Enslavement penalties include: (tickboxes)

  • Collar
  • Mittens
  • Yokes in town
  • Armbinders/binding in town
  • Hobble or leg-irons in town
  • Crawling
  • Slut outfits
  • Whoring (exclusive of denial) disables pimping when not enslaved
  • Chastity / Denial (exclusive of whoring/pimping)
  • Gold control
  • Item confiscation
  • Games (disables games when not enslaved)
  • Skooma
  • Starvation
  • Sleep deprivation
  • Confiscation (disables confiscation if not enslaved)
  • Tedious fetch quests
  • Courier quests

 

Follower likes to play games: (per group weights, can be 0)

  • Pony and carriage services
  • Slut challenges
  • Chastity and denial
  • Bondage challenges
  • Naked challenges
  • Whore challenges
  • Denial scenes

 

Follower finances: (tickboxes)

  • Follower controls all the gold
  • Follower sells items
  • Follower lends cash
  • Follower allows debt
  • Gambling

 

Follower confiscates: (tickboxes) - twice, once for normal, once for enslaved

  • Keys
  • Light Armor
  • Heavy Armor
  • Clothes
  • 1H Weapons
  • 2H Weapons
  • Spell Tomes (also reading spell tomes is punished)

 

Follower will take: (tickboxes) - player can get these back if they want

  • Armor (not worn / recently worn)
  • Weapons (not equipped / recently equipped)
  • Gems/jewels (not worn / recently worn)
  • Soulgems
  • Scrolls
  • Books
  • Food
  • Drinks
  • Clutter
  • Gold
  • Keys

 

I guess you could implement a mod that had all these options.

It would a bit of an SLD of Dominant Follower mods though... Well, it's a tiny list compared to all the stuff on my SLAX design sheet.

I think you could get a bunch of these features simply from leveraging DCL as a soft-dep.

 

The dispositions would enable different dialog quests, so you could swap between different flavours of follower with completely different vocabularies and frequencies/biases towards events.

 

Another way of looking at it, is not as a mod design in itself, but a multiple choice questionnaire as to what is desired from a dominant follower mod design. If I'd added "follower forces player to follow" as an option for enslavement, you could describe SD+ as a subset of this. I don't think that option can ever work properly in Skyrim though, it is broken in SD+ and it would be broken for any mod: the quality of navmeshes and pathing just doesn't exist to enable it.

 

On the other hand quests where the follower demands you go to a place before you are unbound/fed/unbelted etc make much more sense, and allow the follower to dictate the adventuring direction without relying too much on broken Skyrim NPC pathing.

 

I'd like to see suggestions for serious major options that are missing from this list.

It's easy to think of detailed combinations that make one mod or another distinctive, but I'm going for broad classification here.

 

The lack of immersion for a pick your own fate design like this is why I was more interested in a strong character driven follower mod - more like dominant Andrew than DF - and I started to write one, but got bogged down writing all the boring libraries for device handling and never got to the fun parts. Then got distracted by SLD. 

 

The sort of follower I'd make now, on reflection, is a boss, who takes the player as an employee at low-level, helps train them, but also enslaves them. An owner who expects the slave to carry their burdens and fight as well as provide sexual services - basically, a reversal of the usual follower pattern. Not a follower who you have to (per DCL Leon or dominant Andrew) make love you, but one who almost demands that you love them.

 

Mechanics would involve the follower doing the fighting at first, while you just loot and carry stuff. As you level up, you get to do more. Punishments would occur when you didn't perform as well as expected, or tried to keep things for yourself.

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