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JulioRosario89

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  1. I just installed this mod and so far I'm loving it! I get both to play Skyrim and roleplay a D/s relationship with one of my followers! Thanks for providing this option here on LL! Since I just started using the mod, I might have missed something, but I had a though while playtesting the various MCM options. Would it be possible (again, if it isn't already) to have a special, more ornate collar (like a chocker with gems for example) when reaching high enough submissive scores that your owner decides to keep you? This would be kind of a sign that they are so proud of you, they want to reward you with a more fancy look. Anyways, back to enjoying the mod. Keep up the good work @HexBolt8!
    Loving both the slavery aspect and the fact that I can still play (almost) freely once the scenario starts! The MCM options provided are also more than enough to tailor the experience to what I would like to see.
  2. Hi Kimy, just wanted to chime in on the chorus of the (previously silent) people that wanted to say that the would really miss your mod if taken down. To be honest, I actually am happy that you expanded your features. I was about to just give up on combat surrender (DA+Defeat and occasionally also Submit) since it stopped working for me a few months back, but then fell your version of it from the sky and I'm kinda grateful for that ? Anyway, love your take on the prison system as well and hope you'll manage to expand it!
  3. I sencond this idea, it sounds like it could become very interesting as a one-time quest. You might also tie in your first encounter with Sloane while wearing the slave breaker set. You would encounter her once you have the entire set on. She has heard you know Laura and that you took some jobs for her. Sloane would then use the set to make you do something (like retrieve an item in a dangerous place) and then leave and send you back to Laura with her regards and a reminder that she will come to collect soon. I don't know if you like the idea, but it just popped up in my mind and I wanted to suggest it
  4. I also don't think you are sexist by saying this. Being a guy that plays a female character whenever possible, I must say that you probably are right with the eye candy. At least in my case. I do try to play females because I think they give a spin to the story that a male character could not (everyone who is tired of straight male heroes, raise your hand!), but I do tend to make them look like a girl/woman I would find attractive. It is also hard for me to use a (mostly reluctant) submissive female character as a stand-in for myself being male and a top to boot... Then again, this might just be my personal limitation, as I don't like putting myself in the middle of a story, but rather leave it to the characters. Don't know how others see it, though. As I said before, your style is a breath of fresh air (especially after I realized that I had indeed become accostumed to the more forced aspects of the DD mods, which is kind of scary...) and I like it a lot. Unfortunately, I was not able to play the new versions yet, but once I do, I'm sure I'll love the new content. Thanks for providing us with such a well constructed, somewhat alternative mod! ?
  5. Hi Inte, sorry if this has already been suggested, I'm a bit out of date with the discussion on this mod. Have you ever considered adding an early release based on "good behaviour"? Or simply to implement a variable tracking how well you respond to your imprisonment? My point is that, while the whole prison experience is constructed well until now, the player has not much choice of interaction as a whole. I get the idea that once you are in prison, getting out is not the goal. But sometimes, especially if you play with a maximum of 10 days in prison, the gameplay becomes more like watching a video than playing a game. At least being able to talk back (and get into trouble) or submit and try to shorten your sentence, would be nice. My idea would be as follows: Everytime POP starts a scene where a guard talks to the player, the player is able to respond to the guard. Example: "I'm going to parade you through town" -> response: "In your dreams!" would signify negative behaviour, "uh, sure, whatever" would not modify behaviour value, "Yes, Sir/Madam" would signify positive behaviour. Reach a high enough behaviour score and you could be released early in some kind of parole. You would have to check in with a guard every evening (for example) and bring back something the hold needs (money or an item) to pay off the rest of your debt (or of a new debt). Clear the debt and you're finally free to go! Of course, too much negative behaviour would instead make the guards sell you off into slavery, as you are pretty much useless to them. Don't know if this is something you would like to implement, but I sure would like my "legendary outlaw" character to be able to give some lip to those pesky guards instead of simply going along with what they say. For everything else, great mod! It is one of the first I tried and it has loyally stayed in my load order since ? Edit: I just realised I had already suggested something similar a while ago. Sorry for the repetition...
  6. @WaterRabbit: Sorry, I realize now that I had actually missed your point. As you said, a modder will create a mod based on their personal preferences and then use the criticism that they feel will improve the mod. What I realized, when reading your take on leveling speech, is that you didn't write to offer criticism, you wrote to lecture. @Zaflis clearly meant their comment on the level 50 speech as an explanation of why they are interested in the quests, and not the shop in itself, while you felt the need to explain why leveling speech is useless. Given this new information, it is clear that I will not be able to get my meaning across to you, as you are obviously not interested in it. I thus concede the point to you, good sir. Well played! ? What I would like you to take home from this somewhat brief comment of mine though, is that Laura is giving us her best and doing, as many other people pointed out, a good job at it. So showing up in the discussion and telling her that the way she constructed the quest is the lazy version of how a mod should be and that her mod has so much potential, if only she just listened to you, is in my opinion kind of bad taste. So is to insist for a change to quests you (alone, I think) feel need improvement. She clearly said they will not be changing, because she feels it is not right. You realize it is her mod after all, right? To everyone else, and especially to Laura, sorry for the outburst. Unfortunately, I'm really bad with pretentious people, as you might have noticed...?
  7. Ok, I don't really want to start an argument here, as this is hardly the place. But I do want to point out, as Laura already did, that those two quests we are talking about are both introductions. I consider them perfect, What she deserves in particular, because they basically sucked me in and got me hooked for more. As introductory quests should do. To quote your example, Quick as you like (I assume this is what you mean by QAYL) never got me hooked. I never played the quest you mentioned, because getting there is a chore (again I assume, since I never got past the first race). As a person who has only limited time to play, the first race is too long and honestly quite boring and I don't want to spend hours trying to find something that gets me into a mod. What I want a sweet and well written start that shows me what the mod is about and will be about. If I like it, I keep playing, if not, I will not waste my time on it. This mod does just that with the first two quests: it shows you what to expect and sets a tone. Thus, I consider it, so far, perfect and exactly what I am looking for and have hardly found in any other DD mod. But as I said in the beginning, I can see your point and am not writing this to argue, I just wanted to express the fact that I don't see the introductory quests improved by adding more player agency
  8. Same question over here! Does this replace the debuffs applied by other mods or does it simply apply its own debuff over it? I often get lost on how much is apllied to what, so having this mod for more control definitely helps! Thank you ?
  9. I would like to disagree with you, even though it's just my opinion. I understand where you are coming from, but I don't think that adding extensive player choice in the first two quests is a good idea in this case. A Strange Rock is a pretty simple task to fulfill and allows you to get to know the characters a bit. What is Laura's deal? How does she relate to Kat and so on. Also, given the setup, there is no reason for the various characters to withold information until you solve their problems. It's just a worthless rock they could do nothing with anyway, right? Why should you work to get to know where it is? What she deserves I think stands as what I consider the perfect quest in a DD playthrough. And my next comment goes into spoiler to not ruin it for people who haven't played it yet: So to be honest, I consider the starting quests good as they are and would not like to see them changed. I would rather see where Laura is taking us in the new quests that are coming.
  10. Hi, I also just had the pleasure to play through your mod and must say it is a favourite so far. Considering it is just in its initial stages, it promises to be even more amazing in the future. Just wanted to add a few thoughs to the Jade questline, since I can't wait to see more. Using the Thotium as a lure for the thief is a great idea, but what if (and it's a giant if, since it would mean a loooot of work, so just ignore me if it's too much) the player could have some choice in how to play the quest. There would be different possibilities to continue. The end goal of the quest would be to find a slave for Sloane within a certain amount of time (e.g. 7 days). At the end of this period, Sloane would show up at the shop and demand her slave. Possibilities: - Player fails to catch Jade or find a replacement -> Either player sacrifices herself for Laura and gets enslaved or Laura gets enslaved and a rescue quest with Kat triggers. - Player investigates the possibility of using Thotium to lure Jade -> talk to the NPCs linked to the stone in the first quest (maybe drop hints about it, but without specifics, like you have to find Jade in the blue palace, but no quest marker is present) -> you get the stone and Eorlund and Adrianne team up to produce the ultimate jewerly, then you have to lure Jade. - Player is joined by Kat and chooses the violent route. -> You find Jade and fight or intimidate her into submission. This can fail (based on player statistics or how the fight goes) and you and Kat have to go back to the shop with your tail between your legs (or something else ) - Player finds Jade and reaches an agreement, finding a replacement slave to sell (the Player needs to have admitted to thievery in [What she deserves] and convince Laura that it really is Jade without her removing the hood) - The Player does none of the above and just tries to capture Jade again with the same strategy -> She outsmarts you again and you go back to the shop to be freed. You might be put back in the cage or not. The only difference could be that this time Jade follows you back, breaks into the shop at night and all three of you are sold to Sloane by her. -> Escape quest triggers. Anyway, I got too carried away after playing it, I'm aware of that. I do hope though, that I might have delivered some ideas you might want to use Keep up the great work! J. Edit: Sorry I forgot to mention, as long as the time doesn't run out or you are not sold by Jade, you could try the different approaches if one fails.
  11. Hi Inte! Let me start by asking you kindly not to hate me, but I do have an idea that needs to be let out of my head. Lately, I've been heavily using POP in my current game, the idea was to play a headstrong bandit always in trouble with the law. What I noticed is the lack of rebellious options in the scenarios POP offers. The only instance in fact, where you can show a little disagreement with the law system of skyrim, is when the BHs come for you, in that you fight them (and inevitably loose), instead of submitting to the arrest. This said and done, my idea was to implement dialog options everytime a guard comes to visit you in the cell or the jailer wants to put you through one of the possible ordeals. The scenes themselves would not change (e.g. you would still get whipped or paraded), but by being rebellious you could increase the chance of stealing a key while the guards enjoy themselves and later on escaping prison. Since you are a cool bandit and not a meek sheep like the rest of them skyrim citizens, this would be your way! The initial level of defiance or willingness would be set when you choose to submit or fight the guards/BH during the arrest scene. Everytime you tell a guard to "Fuck off!" or comply to their demands, the modifier would change. Being rebellious would also increase the possibility of being sold into slavery, though. So a player would have to be careful how much defiance to show in order to escape and not end up as someone's property. So, either you serve your sentence willingly or you escape or you get sold. Now, in case you manage to escape, there would be no fun if the only thing that would happen is for guards or BHs to catch you again and send you to prison a second time. So to make the escape worthwhile I thought it could trigger a quest where the Jarl of the Hold you were arrested in sees your resourcefulness (you escaped his prsions after all) and sends a BH to return your gear and send you on a mission to kill a bandit (for example) that has plagued the Hold for a long time. You have a time limit and should you succeed, your bounty would be counted as paid. If you don't hunt the bandit down, BHs would come after you again and the mod would resume as usual. What do you think, is this something you would like to see too? Anyone else has other opinions on this? Anyway, you're doing a great job on these patches, so even if this is something that you do not want to implement, keep up the good work! Julio out!
  12. In the POP MCM option "POP Arrest", you can choose if POP arrests you with PO/POP devices or DDe devices, then a further option lets you choose a random device set from DDe or one that you have configured in MCM. If you choose the latter, you can go to DDe MCM and in the "library" tab choose the devices you want equipped. For "Iron cladding" I use DDx devices from heretical resources, but it works identical for all DDe supported outfits.
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