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UnEvenSteven

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  1. That same logic could apply to any non-DB adventurer then. Your character doesn't have to be the Dragonborn in order to be stressed out and their way of relaxing is being submissive. Going with the discussion of some users and their issues of their DB very quickly submitting and becoming a pony-girl could present some opportunities and ideas. Keep the option of starting the mod as the Dragonborn but add other ways of starting without being the DB: Require at least level 20, simulates your character being experienced One condition from the following: Be Thane in at least two holds Complete at least 4-6 of the major side quests; Blood on the Ice, Heart of Dibella, Laid to Rest, The Wolf Queen Awakened, The Blessings of Nature, etc. Be the leader, or least completed the quest-line, of any guild. These would simulate your non-DB as having some fame and notoriety. Your character is seen as exceptional and some people might be interested in you... (Optional) Soft-dependency on SLUTs. After completing X amount of hauls or ranked up in the guild a courier will dispatched and deliver a letter with an offer. Your character clearly likes being a pony-girl so why not take it further? Simple ideas on paper but they could provide more opportunity for players to start the mod without being the Dragonborn.
  2. Messed around a bit and this seems like nice mod and I look forward to future updates. Biggest issue, for me, is that our characters are immediately referred to as the Dragonborn. Kind of disappointing. Not everyone with "kinked-out" load orders play the main quest-line and thus their characters are not and will never be, the Dragonborn.
  3. You didn't search, there's a few bard-related mods out there. Become a Bard - The OG Skyrim's Got Talent - Improve As a Bard Bards Reborn Student of Song Become a Bard and Bards College Expansion Skyrim's Got Talent - Bards Reborn Patch - Integrates Skyrim's Got Talent in to Bards Reborn The Dragon Bard Ultimate - New Playable Instruments - Haven't tried this one yet There's also Bards College Expansion but it's a paid mod. Haven't tried it yet either but seems to make the college in to a proper faction. I don't believe this would be compatible with the aforementioned mods. Either use all those mods together or Bards College Expansion in it's own.
  4. It was the only mod that really came to mind when you asked about long-abandoned mods. About the only events that may work in DIN would be the Thief and Bounty events. They wouldn't have to be tied to the gate guards, just random guards in a walled town that approach the player. And it wouldn't be an event just a probationary period. Your character must wear the devices given by the guards for X amount of time. Your character also wouldn't be able to ask anyone for help with removing devices during this period.
  5. There's a long-forgotten mod, because it was deleted over drama, called Devious Guards. Granted Interests does some similar things but Guards was based around events. Basically whenever your character entered a walled city there was configurable chance they'd be accosted by the guards. The guard would give one of several reasons (event) to equip devices on your character. Your character could try to run away but would result in the event devices being equipped anyways. Now events would last for X amount of hours and would be enforced for the duration. Escaping the devices while in town and getting caught would result in punishment. Your character also couldn't simply leave town, ask for the devices to be removed and re-enter and avoid the event. Your character will have the devices re-equipped while the event is running. All these events had configurable chances to happen on top of the configurable chance a guard approaches your character. The types of events: Random Binding Event Simply the guards wanting to see your character wear some devices for their entertainment. Fairly heavy overlap with Interests but this is considered an event so these devices shouldn't be removed while in-town. Your character did have a small chance to refuse, the guard would let you go. Failing to resist the guard would want to equip more devices to teach your character a lesson. Resisting a third time would result in having a large number a devices equipped. The number of devices for each stage was configurable. It wasn't part of the mod but it would be interesting to see the duration of the event increased for each time you failed to resist. If your character has Bondage Addiction from Interests you can't refuse. Belt Event Guards simply equip a belt with some plugs to keep your character horny. The whole reason for this event was because the guards complained your character is making them horny by shaking your goods around town and they couldn't act on it. So they punish you by making you horny because you made them horny and now neither of you can do anything about it. Potential integration with Advanced Nudity Detection would do wonders here, perhaps even Fame Reloaded. Pony Event Similar to Random Binding event but focused on Pony Gear, plus some other restraints. Your character could refuse this event without any repercussions, the only reason your character might accept this event is getting paid some gold. Pet Event A "Pet Festival" is going on and guards are making sure newcomers are in appropriate attire. Not optional so you're character can't refuse this event (they can try). Obviously a pet suit is used among some other devices. Thief Event Guards are on alert for a thief in the area and your character matches the description. Your character is simply locked in some arm restraint to keep your thieving hands at bay. This didn't actually stop your character from being able to steal anything. Using a perk like I uploaded here (check spoiler) would work well for this event. Add the perk at the start of the event then remove the perk when the your character leaves town or the event is over. Also be nice if this event only happened if your character was recently caught stealing or have stolen a lot without getting caught. Nice consequence for kleptomania, you little sneak-thief. Bounty Event Your character has a bounty in a different hold so the guards want to make sure you won't cause any trouble in their hold. The types of devices used were based on the severity of the bounty. A low bounty would net you some minor restraints while a high bounty would equip several chain devices, among other devices, on your character. There was "Hardcore" option that when enabled would have the guards refuse to remove event devices after said event was over. There was no configurable chance, just True/False. There was also this other feature called "Damsel Assist Service". This simply gave your character the ability to approach a guard and ask to have non-event devices removed from your character. This service wasn't free and a debt with the city would accumulate. If the debt wasn't paid off after several days your character would get their first set of inescapable devices equipped whenever they're in the city they have debt. Continuing to fail to pay the debt would result in more inescapable devices being equipped until your character is fairly heavily bound every time they are in town. Some ideas from a long-forgotten mod that would probably fit well with Interests. Of course there's plenty of room for other potential events.
  6. Definitely look forward to more content to Trappings but there is something a lot people seem to be missing. Seems like most want Irkalla to be some dommy-mommy but I'm over here thinking...
  7. That'd probably be the best way to start with a revamp, using a QTE event to remove randomness, but it could have more depth so escaping devices wouldn't seem trivial. For one, have different methods to escape from devices: Brute Force/Struggle Lock-Breaking Lock-Picking Device Cutting Magic Keys or Removal Tools There could be restrictions on what escape methods can be used depending on the device: Lock-Picking is allowed on devices where your character can actually reach the locks Rope, Leather and Ebonite devices are the only devices that could be cut, for obvious reasons Metal devices cannot be Brute Forced/Struggled off, only Rope, Leather and Ebonite Devices can Use of Magic, Lock-Breaking or Lock-Picking would be the only options to escape from Metal devices. Magic can be used on all devices so long as your characters hands are free. The various Binders, Straitjackets and Paw Mittens would block the use of magic or at least severely reduce the effectiveness This would necessitate the use of Brute Force, or help from a NPC, to get out of these devices Having the necessary keys in your inventory will help a NPC remove Heavy Bondage devices from your character Yokes are a special case, they cannot be struggled out of since Yokes are a Metal device. Magic, however, can be used since your character's hands are free. Although if your character is also wearing Paw Mittens then Magic can not be used either. Having the Mittens removed by a NPC or just the NPC removing the Yoke would be the only way to escape. This should add some layers and depth to a new escape system. These various escape methods use one or two governing skills for the QTE event. Skill level determines how many steps (key-presses) are removed from the QTE sequence. By default, each sequence would have total of nine steps but could be configured. Every 25 levels in a skill would remove a step from the sequence leaving no less than 4 steps at skill level 100. Skills needed for escape methods are: Lock-Breaking - Smithing Lock-Picking - Pickpocket Lockpicking Device Cutting - One or Two-Handed Magic - Destruction or Alteration Not sure what to use for Brute Force/Struggle method. Perhaps just Health and Stamina drain with a cool-down after an attempt? Keys are treated as having a skill of 100 so a QTE event is still required but only four steps are necessary. For added depth only Daggers could be used to cut devices and depending on the material a higher-quality dagger may be required. Rope devices simply need an Iron dagger or better to be cut Leather devices require Orcish up to Nordic Ebonite requires at least Glass or better For Magic use the school of Destruction is self-explanatory but Alteration could require the Telekinesis spell. There are mods that add "Unlock" spells so perhaps a check could be added via script that would allow these spells to used in an escape attempt. Failure of the QTE event could result in a Critical Failure. In addition to the QTE sequence resetting a Critical Failure could result in destroyed items, injury, magical feedback or a lock damaged beyond repair. Daggers could be dulled or broken when trying to cut devices, the dagger is simply removed from inventory Trying and failing to cut a device could also result in a injury that gives the player a temporary de-buff that makes other attempts more difficult for a time. Your character might channel too much magic through devices that would result in a feedback applying another de-buff. Attempting and failing to break a lock open could destroy the entire mechanism preventing the device from being removed by any other method The only way to remove the broken device would either be visiting a very skilled blacksmith or your own character having a very high skill in Smithing Failing to pick the lock continues to result in a jammed lock or many broken lockpicks. Failing to use a key simply results in the key being destroyed Just an idea, it might stepping on the toes of Unforgiving Devices a lot, though.
  8. I know you have short-term chastity on the back-burner but here's some ideas anyway. All this hopefully makes short-term chastity something playful and adding another layer to SLTR but still be a bit strict.
  9. Your prototype idea does seem more interesting, better used for a longer-term event or punishment. No-Sprinting Ankle Shackles could used for a silly, short-term event, "Slow Down, Lola!". Master is tired of chasing Lola through the streets, running in to people or leaving them behind when out in the wilderness. So Master locks some shackles on Lola to slow her ass down for a while.
  10. There was talk of preventing Lola from sprinting, For this a set of custom Ankle Shackles could be used with the Keyword "zbfEffectNoSprint" added. This Keyword comes from ZAP and is used to prevent sprinting when shackles are worn, ZAP-only versions by default. To prevent crafting a Perk could be given to Lola with a "Filter Activation" Entry Point being used. Got the idea from DD Tweaks and created a small mod for testing purposes. It has proper filtering to prevent activating any crafting stations but also still able to use ZAP furniture since they use the same Keywords. To test using the attached file simply open the console, type in "help LolaNoCraft" and the add the perk to Lola. You won't be able to activate any crafting station. This perk would simply be added for the event and removed afterwards through script. There's also another perk in the same file but this one prevents any kind of taking or stealing items which could be used for a new event.... LolaNoCraftNoStealTest.esp
  11. It's just you can't use hexadecimal (0x5902) forms in the .json for the LE version. They have to be converted to decimal for them to work. I'm on LE and fixed this myself. The attached file simply changed the forms to decimal to make the .json work with LE. I was able to select the "Robbed in the Rift" option in SUR and everything worked fine. Nice little alternate start mod, when I create certain characters I usually have them start in the wilderness with nothing to simulate a "attacked and left for dead" scenario. This mod now fulfills that and adds more to the starting scenario. And I really appreciate you used SUR over LAL, Most mod authors just use LAL which is a shame since SUR is fairly configurable and has options to effectively turn off the main questline. DeviousNewcomer.json
  12. I, for one, would like to see any potential catsuit conform to the breasts better. Mainly to help reduce or eliminate clipping with Chastity Bras and Harnesses. The links Miauzi provided to Fallout 4 catsuit mods are a good example of what I'm talking about. But this is all IF you decide to create a new catsuit for the framework.
  13. Honestly, the DD Framework really just needs a new catsuit mesh at this point. Every catsuit asset in the framework was ported from Oblivion! Yes, they are that old. With your sex doll suit you are working on you'd have good base to start with, but only if that's something you're even interested in doing.
  14. If the feature was re-enabled perhaps it could be coded to explicitly require a dagger to cut devices. Swords, greatswords and axes would be too unwieldy (and unsafe!) to use against your character's body. Take it a step further and require a certain material for the dagger to cut devices. Leather devices could only be cut by Steel or better. No Iron or Ancient Nord daggers could be used, too dull. Ebonite would, of course, require Ebony (or at least Glass) to cut those devices adding an extra layer of potential challenges.
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