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Posted

My experience with lockpicks:

I use 3-9 lockpicks / DL device escape struggle / Ddevice (difficulty 5) and I can't even escape every time

Since DL struggle game, lockpicks are more worth than gold ^^

 

Lockpicks on bandits are rare on my setup, sometimes even more rare than Ddevices.

But with SDcages I find them plenty.

 

Merchants that sell them don't have many unless Immersive Wenches is installed, than I can buy up to 200 from a traveling Merchant in city taverns (rare) and up to 100 from traveling wench merchants.

If I can't get those 100 lockpicks out of the city I will have to fight and kill all badass bandits of at least one SDcages camp to get an useful amount.

 

4 hours ago, HexBolt8 said:

Treating lockpicks as illegal is handled pretty well by Body Search, if that kind of thing is not a good fit as a new features for SL Survival. 

just wanted to start a rant about how that mod can make the game really messy (mod conflicts, teleport to another location can break lots of devious interaction mod scenes), but I see it got updated.

Need to try it again right away!

Posted

As far as I can tell, the earlier bugs in Body Search have been addressed, and it's stayed in my load order.  By greatly limiting the number of lockpicks I'm willing to carry, it's changed the way I play.  At low skill levels I won't even attempt an expert lock.  I'd rather save them for easy locks or devious devices.  And getting caught with too many means I lose most of my gold in fines, or spend a long time in prison.

 

Finding lockpicks in loot isn't too hard, but I pretend that they don't exist on non-fence merchants until I've befriended the merchant, and even then I treat it as the merchant will only sell me 2 per day for "adventuring purposes".   Any more, and he might get in trouble with the law.  It's self-enforced, but it does the job of limiting easy supply without mucking around with loot lists.

Posted
42 minutes ago, HexBolt8 said:

As far as I can tell, the earlier bugs in Body Search have been addressed, and it's stayed in my load order.

? Question here! (You seem to be the admin of that mod)

I see Sexist Guards Dialog is recommended.

Does Hidden Pocket hook into the sexist guards dialog and runs events on them?

Posted

I dunno if someone said it before but when I add an armor item as an exception I still get force greeted and treated like im carrying contraband! The enforcer guys dont actually remove it but I end up having to click thru the dialogue lots cuz they are always coming up to me

Posted
1 hour ago, donttouchmethere said:

? Question here! (You seem to be the admin of that mod)

I see Sexist Guards Dialog is recommended.

Does Hidden Pocket hook into the sexist guards dialog and runs events on them?

I'm not the admin.  The author of that mod just doesn't post often so I ended up answering some questions.  There's no hook to Sexist Guards, just a similarity in flavor. 

Posted

Hello! A couple of scenario thoughts / ideas:
1. Abductions by bandits after the defeat - the player is taken to the nearest camp of bandits, there they are forced to dance, cook, fuck, forced to drink scooma. After a day or two, the guards come and release the player and demand to “thank” them
2. the guards use their position - they, under the pretext of searching for bandits, will search (grabbing breast ass) the player. If they find prohibited items (Dremora and Daedra items, Skooma, stolen items) then blackmail. what will be sent to prison if there is no affection with them

Posted
18 hours ago, Monoman1 said:

Who do you buy lockpicks from? General stores? I don't think I've ever bought a lockpick. I'm pretty sure 100% of my lockpicks come from dead bandits. And I have 100s of them stored in my house. 

Maybe instead the answer is to add lockpick removal to MWA (like food removal, it's much more convenient code-wise to add it there) and increase the value of lockpicks so that they are rarer and more expensive to buy?

Occasionally, a general trader will have a few, and sometimes a blacksmith will.

Perhaps your traders have already had them removed? I believe there are mods that do that...

 

Reducing lockpick availability simply saves player from risk. It makes for a safer, less chancy game.

  • If you use FMEA, picking locks is far more dangerous than not.
  • If you use DCL, picking the lock on a chest lets you loot it, and the trap itself may also cause cursed loot.
  • If you use DCL, picking doors to access bonus chests has similar potentially devious consequences.
  • If you have none of the above, you can still get arrested trying to pick locks ... that can be ... bad.

So, overall, the impact of lock pick removal is - in a number of cases - preventing the player from risk taking.

It does the opposite of making things more difficult or dangerous.

Though it does deny access to some modest amount of loot.

In rare cases, it hinders vanilla progression, though I don't think it ever blocks it.

 

 

If the aim is to make it harder for the player to leave town when there's a locked gate, simply adjusting guards fixes that.

There are already ways to do that in SLS.

 

It's pretty marginal either way. I've played games where I had FMEA turned up so vicious that I daren't pick any locks at all and never learned the skill.

 

If the aim is to make lockpicks more precious, I think there are already standalone mods to do that.

Scarcity will do it, Gold Adjustment does it too. Of course, they're both Nexus mods :) so I won't link to them.

 

 

But if Monoman wants to make this tweakable from the MCM, that would be handy.

Adding it so SLS whether a player likes it or not, might be less attractive.

 

 

I leave my gates unlocked, as you can get in more trouble for forgetting to pay the toll than from not leaving.

 

I wouldn't mind an option for gates to be locked only at night though, that would be ... immersive!

 

I'm really getting into the mechanics that make night-time something you want to avoid if you can.

I also quite like @mangalo's idea to confiscate them at the gate. You could be left just one, like in prison.

Having guards always confiscate them at the gate would be neat in some ways, but then you just end up dropping them into a container and hoping they're still there when you come out - then at least you have a chance of getting them back.

 

If gate guards had a chance to search and find picks that would be more interesting. With it at 25% chance to search, you'd be tempted to try and bring them in. Of if they catch you with any, next time they always search you again. Lots of possibilities. What would be most fun? How much fun is lockpick confiscation anyway? Like I say, fairly marginal. Overall, I find it less risky simply to pay the tolls when I can.

 

But I already argued the toll should be on entry, and only for "foreigners" ... become a resident of a city (become a thane, buy a house, or sign up to pay taxes) and you don't pay the toll.

 

I can imagine a mechanic where (non Thane) female residents can come and go freely through the gate, but if they aren't seen for too long ... the toll evasion penalties kick in ... but you can still use the gate. In that game setup, there is no easy way to stay away for more than 24 hours without picking up punishments. Much harsher than tolls, but more ... immersive. Then ... add a mechanic where you can buy a travel permit (expensive) to stay out of town for a limited number of days. And of course, the travel permit requires that you have escort(s). All the fun of the existing mechanics, but in a more logical way, and without weird gate locking. Sooo...

 

I fake this setup by using an unlocked gate, allowing 24 hours away, and setting the toll to 2000, and requiring a follower.

 

With what my DF takes from me, there is no way I can afford that 2000. No way at all. Minimum contract means I daren't take a follower, it's a one-way trip to slavery.

 

So now, my character is alone in the wilderness. I daren't go back to any cities, and I'm very wary of towns, in case an inspector spots me. I get my food from hunting/fishing, water from rivers, and no longer care about loot. Sickness (from the water) can be healed at the "secret" shrine of Talos, or by alchemy in dungeon/bandit castle labs. Biggest problem ... can't buy soap ... also tired all the time, but I had that all the time anyway, until recently, due to some kind of bug with SLS+SLAdv.

 

It would be great if SLS could recognise this kind of situation. Sure most quests are blocked, but not the main quest. Once you're done with the Whiterun stuff at the start.

 

What could happen if you stay in the wilderness too long?

  • Confiscated items lost forever
  • Speech skill deteriorates
  • Relationship ranks deteriorate
  • Thaneships lapse
  • Houses confiscated
  • Rights to buy licenses progressively removed (in this order: armor, magic, weapons, bikini).
  • Eventually, bounty starts to accumulate (because you must have gone outlaw)

 

Regain rights progressively by staying in town for sufficient time (a week per license? let player set day count).

Speech skill must be re-learned normally.

Thaneship cannot be regained.

Property can be repurchased at full cost.

No lost items are returned.

Bounty fixed by paying it, if low enough, or by going to prison.

 

When is too long?

Problems start to accumulate 21 days after any licenses expire.

Posted
12 hours ago, HexBolt8 said:

....  It's self-enforced, but it does the job of limiting easy supply without mucking around with loot lists.

I have a whole game in a game for my self imposed rules too. ;)  Just makes it all flow better, yes?

 

5 hours ago, Bora said:

Hello! A couple of scenario thoughts / ideas:
1. Abductions by bandits after the defeat - the player is taken to the nearest camp of bandits, there they are forced to dance, cook, fuck, forced to drink scooma. After a day or two, the guards come and release the player and demand to “thank” them
2. the guards use their position - they, under the pretext of searching for bandits, will search (grabbing breast ass) the player. If they find prohibited items (Dremora and Daedra items, Skooma, stolen items) then blackmail. what will be sent to prison if there is no affection with them

1. While a great idea, that is kind of the idea of Defeat? I would say avoid trying to make an all encompassing mod. More moving parts. More to break. Granted, Defeat, SD pretty much put you in boring situations, but lots of slave work options is like a quest mod unto itself. Which is awesome... but probably not what I would do here.... 

2. That is what they do in the mod being discussed above.  

 

4 hours ago, Lupine00 said:

 

So now, my character is alone in the wilderness. I daren't go back to any cities, and I'm very wary of towns, in case an inspector spots me. I get my food from hunting/fishing, water from rivers, and no longer care about loot. Sickness (from the water) can be healed at the "secret" shrine of Talos, or by alchemy in dungeon/bandit castle labs. Biggest problem ... can't buy soap ... also tired all the time, but I had that all the time anyway, until recently, due to some kind of bug with SLS+SLAdv.

 

I

I started this run that way. I simply lived in the Falkreath start cabin. Plenty of game, water and bandits nosing around. I think I stayed til' a bit into level 2. ( of course my leveling is waaaay hampered )  The cabin is perfect for an orphan start or take over from the dead. It's warm when a fire is outside the window, dry, and the bed is cozy.  Between it and meeko shack ( which has become my safe home for birthed children... ) most of my outdoor types never acquire a real home. The only reason I did this time was a place to dump followers I cycle thru'.   Never had the issues you mention tho'.. other than soap... kinda had to rely on finding stuff to make it which is not laying around in the woods.

 

Tired all the time? You sure that is where the bug lie? Because I use both and have not been plagued by that issue. 

4 hours ago, Lupine00 said:

 

So, overall, the impact of lock pick removal is - in a number of cases - preventing the player from risk taking.

 

Have to disagree there. The lockpicks provide more + than negatives.  Minus those mods even depending on setups you can be in tough spots, made tougher without easy access. As @HexBolt8 said. Limiting them changes your perspective. Especially in situations where they can get you in trouble with the law, or cost. I have mine tweaked to be valuable to offset the fact that they should not be legal anyway.  With the addition of Cursed Items in MWA it's moot on having lockpicks or not to get in trouble, and in a much better way than DCL in my opinion, because @Monoman1 gave you a choice.. use an item still, but be cursed by it? Or pay to sanctify it? Or cursed and the items is gone...  I ve now found myself in a situation of put on the cursed item and hope for the best vs going against those draugr in the buff..  No lockpicks needed. Any source can contain a curse.. and rather than BOOM Surprise. It's oh.. this is awesome gear! Lemme' try it out. OOOOH> It's cursed. But if I hauling around 200 LP's big deal. It's just a chance game to pick DD's Or a follower can help. Or with many just head to town and let the smith do it...  It's all perspective.

 

4 hours ago, Lupine00 said:

 

It would be great if SLS could recognise this kind of situation. Sure most quests are blocked, but not the main quest. Once you're done with the Whiterun stuff at the start.

 

What could happen if you stay in the wilderness too long?

  • Confiscated items lost forever
  • Speech skill deteriorates
  • Relationship ranks deteriorate
  • Thaneships lapse
  • Houses confiscated
  • Rights to buy licenses progressively removed (in this order: armor, magic, weapons, bikini).
  • Eventually, bounty starts to accumulate (because you must have gone outlaw)

 

Regain rights progressively by staying in town for sufficient time (a week per license? let player set day count).

Speech skill must be re-learned normally.

Thaneship cannot be regained.

Property can be repurchased at full cost.

No lost items are returned.

Bounty fixed by paying it, if low enough, or by going to prison.

 

When is too long?

Problems start to accumulate 21 days after any licenses expire.

^^^ Awesomesauce.

Posted
Quote

Creature fondling. Sneak (just pretend you're appraising the creatures junk) and activate creatures to engage in sexy time with them including gangbangs if there are other creatures around and you have gangbang animations. Should work with anything - you can add creatures via the Mcm. It should also work for charmed creatures and Untamed followers. Difference is you can choose the type of sex - Oral/Anal/Vaginal. So if your'e really really hungry/thirsty...

I have the problem I cannot add fondable creatures and also cannot ask for "anal" with animals. It can just trigger if the horse ask. In MCM the addcreature is grey.

Posted
1 hour ago, CaCO3 said:

I have the problem I cannot add fondable creatures and also cannot ask for "anal" with animals. It can just trigger if the horse ask. In MCM the addcreature is grey.

The dialogue for vaginal, anal, oral, 3p, 4p is only displayed if you have appropriate animations. Most likely you do not have anal animations for the creature in question. 

Add creature is greyed out if the creature is already in the fondle list. Vanilla creatures are included from the beginning and can not be removed. 

Posted
21 minutes ago, Monoman1 said:

The dialogue for vaginal, anal, oral, 3p, 4p is only displayed if you have appropriate animations. Most likely you do not have anal animations for the creature in question. 

Add creature is greyed out if the creature is already in the fondle list. Vanilla creatures are included from the beginning and can not be removed. 

The thing is, that after the horse asked me for anal sex I can start some anal animation. But I cannot ask the horse for it ...

 

And Sexlab shows me I have some animations tagged as anal ...

Posted
3 hours ago, CaCO3 said:

The thing is, that after the horse asked me for anal sex I can start some anal animation. But I cannot ask the horse for it ...

 

And Sexlab shows me I have some animations tagged as anal ...

Sorry but I don't understand you. 

 

Try this script. It will give a message box of what animations are available: SLS_Utility.pex

But backup the old script and switch back to it when you finish testing. Don't create a save with this script. 

Posted
21 hours ago, Bushi Neko said:

Have to disagree there. The lockpicks provide more + than negatives.  Minus those mods even depending on setups you can be in tough spots, made tougher without easy access.

The only problem I had with lack of access to lockpicks is that you can't pick doors in the sewers that are locked.

The sewers aren't vanilla content, so that may not bother some people.

 

In vanilla, I can't think of a time being unable to pick a lock troubled me, or put me in a tough spot.

Of course, I didn't get some loot, but as I never opened those chests, I don't know what loot I didn't get.

Maybe it was junk, or maybe it was super-useful. I can't know because I never looted those chests.

Nor did I get to unlock the city gates, but I didn't try, I just took my chances pleasing the guards, or paid the toll.

 

 

Also, I'm not saying the game is easier with no lockpicks, I'm saying it's more predictable with no lockpicks.

Though that may mean that it is easier. I suspect that, in practice, it makes almost no difference at all.

 

If lock picks are super-rare, you can't skill up, so it's easier simply not to try picking locks or taking the risks associated.

 

Whether that results in more difficulty depends on how lucky you are, and how you set up FMEA, DCL, etc.

 

Sure, a lot of people don't use FMEA, but I guess the point I'm making here is that FMEA is usually a more interesting alternative than making lockpicks rare.

Posted

Monoman is always suggesting that you create a Merge Patch in Tes5Edit...

This is sound advice, but it's only a first step.

 

 

You almost always need to edit the merge patch manually after creation.

 

This is a great quick/lazy way to resolve most of the niggling little conflicts in your LO that couldn't be fixed simply by re-ordering.

 

For example, Bijin NPC AIO modifies NPCs, but you generally want to overwrite it with ESF Companions (if you use that), not the other way around.

ESFC will trash Bijin's cosmetic edits, but you don't want to overwrite ESFC stats with Bijin's ITMs either...

You can fix these kind of issues manually in the merge patch.

 

The merge patch will drop all these edits into a single ESP for you, so Tes5Edit will highlight the clashes in red for you, and you can easily identify the problem and copy across the correct record for a given situation.

 

Without this manual editing, the merge patch lets the highest LO value win (default behaviour), but this if often wrong when a mod overwrites USLEEP with an ITM, or overwrites Immersive Armor's armor configs, or overwrites Bijin NPCs pretty faces, or ... so many possible clashes.

 

You can't solve these issues with simple order changes, which is why they are in the merge patch in the first place, but Merge Patch merely highlights the issue, it doesn't fix it for you - you have to do that yourself.

Posted
3 hours ago, Lupine00 said:

 

Sure, a lot of people don't use FMEA, but I guess the point I'm making here is that FMEA is usually a more interesting alternative than making lockpicks rare.

Perspective. :)  

I honestly, have never put a point in lockpicking.  The old reason being, when you have 100+ it matters not how hard a lock is. You will get it. 

Now I still don't, even with having a hard setup. Mostly out of old habit, but also out of simply needing to boost my survival skills of armor or magic schools or whatever …  

FMEA was an interesting little twist. I ve not used it in a looooong bit. I can't remember why I pulled it. ? Tho' there is no nagging reason saying something was wrong.  Probably sacrificed it for space. I dunno'. 

 

I ve been saying the below myself. You just detailed it far better. 

 

5 minutes ago, Lupine00 said:

*snipped*

You can't solve these issues with simple order changes, which is why they are in the merged patch in the first place, but Merged Patch merely highlights the issue, it doesn't fix it for you - you have to do that yourself.

Posted
14 minutes ago, Bushi Neko said:

Perspective.

It seems purely subjective, but it's a bit more scientific than that.

 

Rare lockpicks are like a rare chance to play a slot machine and win a prize - the prize is fairly random, and might turn out to be a booby prize, like a DCL trap.

In this game, it doesn't really matter which slot machine (locked chest/door) you put your money (lockpick) in.

 

Common lockpicks with FMEA are more of a choice.

When you encounter a door, you will probably be able to attempt it. But what will be the outcome.

 

There's much more chance the lock is hostile, and if it's a harder than you can manage, you'll be in real trouble.

Lock picking difficulty is significantly increased, and failures are punished.

And the prize / booby prize part still works exactly as before.

 

So, you get more choices, rather than rare gambles, there's more skill, and the stakes are higher.

 

 

The body search mod is neat though. That's a good way to do it. You can use that and still have common lockpicks.

Lockpicks on vendors are ultimately an irrelevance - I get all mine from bandits.

Posted

Continuing the thought from @Lupine00 above, I wonder if a lot of the bikini issues are not because of that.

 

Just adding KW doesn't always work out.

I failed to record some examples via screenshot, but I encountered a few things that on any merging form resulted in having to do all kinds of edit to the item or merge and simply was not worth the time.  And if they were not fixed didn't hurt the game per say, but boy did it wonk out bikini.  

mmmm…. off my head tho' I can see the mod I am mainly talking about in particular but cannot place the name.... <shrug>

 

@Lupine00 I still say, with the add of Curses in MWA @Monoman1 hit on a much better DD system than DCL has in a more ' believable ' way. Lockpicks not required for challenge. ;) 

 

I still cannot recall why I pulled FMEA at the time... I know it was a fun in the scary way add.  Eh.. it is early for me yet. It will come back to me. 

Posted
6 minutes ago, Nightcrouser said:

Got an issue of not being able to find any maps or compasses from vendors, are they supposed to be rare or something?
Ended up disabling the function.

To ask the obvious. 

Did you ensure your loot level distro is updated? 

 

Riverwood should have one, Belathor usually has one, finding them is a pain in the butt tho' otherwise in my experience.  Rare... well, that is one word for it.  Tho' I suspect that loot mods are not really fair with the map and compass portion. 

 

I quit using the toggle myself for that part. 

Posted

I don't use Fema. Like bushi i dropped it for some reason. And I've dropped cursed loot for my current play through. Dcl seems to vary wildly. Probably just my settings. 

Regular restraints - locked in them sometimes just for 15 seconds. 

Quest restraints- locked in them for game weeks/months at a time. Queen Sarah's quest is what finally made me try dropping it. Cheated my way through it. 

 

I'd argue that rare lockpicks are about as interesting as 15 fetch quests + rummaging through barrels for keys ad nauseam. But we'll see how it goes. Just got caught by enforcers in river wood and they took my mage robes I had just refitted and sent me to white run. If dcl was installed I'd just leave town and rummage through more barrels to find a key for the cursed collar. But instead i went and bought a magic licence since i don't have many lock picks and my lockpocking skill is like 2 anyway. My only source of keys are survival pickpocketing and devious followers. 

 

Edit: Oh and while I'm ranting incoherently about DCL: While the queen sarahs quest was running (for a massively extended amount of time), normal cursed loot events don't happen = no keys getting lost but you can still find keys which lead to me having enough keys to last for a couple of months squirreled away in every cupboard in breezehome. 

Posted
2 hours ago, Nightcrouser said:

Got an issue of not being able to find any maps or compasses from vendors, are they supposed to be rare or something?
Ended up disabling the function.

TesEdit patch?

Posted
1 hour ago, Monoman1 said:

I don't use Fema. Like bushi i dropped it for some reason. And I've dropped cursed loot for my current play through. Dcl seems to vary wildly. Probably just my settings. 

No.. I doubt it's your settings, tho' with adjusting them it can make things more interesting. DCL is a great mod, especially when your looking for an all in one kind of thing. But it just causes me to feel more stuck in a loop of find keys, lose keys, get trapped... It lived in my order for years. Literally. 

Now. No.

Simply put for the moment your system does add a much more interesting and believable cause and effect to me. With real choices to be made. And a need to think more than ' look in stuff ' find key.

 

Case in point I ll put in a spoiler so peeps can not have a wall of text if not interested:  

 

Spoiler

Yesterday while playing, I had a choice to make, suffer extreme cold or duck in a ruin. I had just got ol' wind callers horn, so most of my gear was trashed or near falling off me, licenses expired so followers dropping to just one weapon etc. They are not OP ones either...


Lo' it's the Voker ruin. I hadnt realized being focused on trying to survive... so I agree to help ol' girl.

 

Deep in all my gear is gone. Open a chest find some 'kini gear and say "YES"!  Now I put it on.. BOOM. The Ebony Gorget is cursed.. fortunately it just slaps me in gloves. Okay.. I can deal.. and I really could use the AC boost. I ll keep it on.

 

Fighting away, I get knocked down by a Magika Burner, stripped and.. you know.. b4 my follower is able to come help me.. So the gorget is stripped.. then auto back on by sexlab ( of course I could change that setting.. but why? ) so BOOM. Now I have pony boots AND gloves.. Okay.. no problems. I was barefoot anyway. And my feet are trained. ;)

 

Fight.. fight.. lose left arm.. word wall.  Don't even think about the gorget atm.. BOOM after SLAV gives me intimate knowledge.. oops. Now I am yoked, gloves and boots. But the dungeon is complete!

 

Leave and I survive the trip to town. I have to go there. Attempts to escape have failed, followers wont help me... boom at the gate for no licenses...  boom nailed by a perv rapist ( because I am stuck in gear )… Boom nailed by guards for a bounty fine...  Finally the blacksmith. But I only have enuf coin on me for the yoke if I want licenses.. and I don't want to empty my savings for minor DD's and licenses.. So now I am cruising in pony boots, and gloves still.. confident I ll get out. 

Maybe?

 

The point being. The situation is, and has been since the Curse add much more interesting than a simple trap.  No easy finding keys. ( MWA for those not using.. doesn't LOCK OUT DD's like PoP does, so DDe works if really needed. :)  )  For now it plays perfectly into being curses can require a choice be made, and basically if your running MWA + SLS and I am using SLAdventures for Rape control with Defeat.. it's an interesting challenge to me.  

 

Mileage may vary by user and LO. 

 

Posted

I got rid of DCL as well and switched to Deviously Enchanted Chests which allowed for more of the estrus traps (which I like) and less of the constantly trapped in rubber (which I'm not so fond of)... 

 

I bring it up, because it can also drop keys. So it is sort of a just traps style replacement for DCL. 

Posted

I've been using FMEA, but for me the key to keeping it in my mod list was to think about what I wanted, and turn off features that got in the way of that.  For locks it was just reducing the probability of bad outcomes.  I want risk, but too much and it's not enjoyable anymore.  For alchemy, I turned off all the critical failures and just kept potion failure.  Before that, it wasn't worthwhile to attempt even a weak healing potion for my own use.  With the worst effects turned off, I simply fail a lot at lower levels and waste ingredients.  That achieved my goals of limiting alchemy as a source of income, and having a reason to work up the skill other than unlocking perks.  It was about finding the right balance between challenge and no fun.

 

13 minutes ago, Corsayr said:

I got rid of DCL as well and switched to Deviously Enchanted Chests which allowed for more of the estrus traps (which I like) and less of the constantly trapped in rubber (which I'm not so fond of)... 

 

I bring it up, because it can also drop keys.

Yes, I use it exactly like that.  Estrus traps are fun, and it's a simple, configurable way to introduce keys into the world.

Posted
1 hour ago, Corsayr said:

I got rid of DCL as well and switched to Deviously Enchanted Chests which allowed for more of the estrus traps (which I like) and less of the constantly trapped in rubber (which I'm not so fond of)... 

 

1 hour ago, HexBolt8 said:

 

Yes, I use it exactly like that.  Estrus traps are fun, and it's a simple, configurable way to introduce keys into the world.

I suddenly like the two of you more even... 

Estrus. It's got you covered.. literally.

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