• Announcements

    • Ashal

      SITE MOVED - IN READ ONLY MODE   12/08/2015

      Please use http://www.loverslab.com moving forward. Site has been restored to a previous version, and this one placed into a read-only mode. This is available for a limited time so users may reference/copy content that has been lost in the transition. This will no longer be accessible by December 22nd, 2015.

Musje

Members
  • Content count

    51
  • Joined

  • Last visited

Posts posted by Musje


  1. Glad you're ling the mod. I am still working on it from time to time, RL permitting :)

     

    I'm adding some menus for SL based interactions.  Also started work on a slaver's hangout, where you can bring slaves and have yourself an auction.  There's a few quests in the works that add a back story to this whole slaver thing, and at the end of the road you can become the proprietor of the slaver's hangout, run auctions, and store some more slaves there :)  They kind of started as separate mods but I will just roll them all into one, after all the house related stuff is entirely optional.

    0

  2. Not sure about the Immersive Wenches, there may be something in that mod that interferes with mine.  I'll install the mod and see what happens.

     

    I have noticed one or two unique NPCs "lock up" due to a quest that is still running on them, but generic bandits should not have these issues.  Could you post a list of your mods pleasel, and I can see if any of them might interfere.

    0

  3. I highly recommend installing PAHE, especially if you already have Sexlab. This adds additional slots, some additional things you can do with your slaves, and also a Slave Tracker quest that shows all slaves as quest markers on the map. That way you can always easily find your slaves. Check this sub forum for Paradise Halls - Sexlab Extension. 

    0

  4. If you take a slave into one of your homes, that will already free up a PAH slot. To delete them, collect them from your home (into a PAH slot) and then use the PAH dialogue to release them. 

     

    Adding a separate home is not a bad idea, and neither is using an alternative to the Fellglow guy. Maybe I'll get around to adding them. 

    0

  5. I've seen it mentioned that Fjotra is supposed to start out as a child, but when I found her she was already grown up. 


     


    And is Fjotra supposed to keep her Miners outfit? She's now at the 2nd level of initiation at the temple but still waering that nasty shirt.  If I bring up her inventory through dialogue, I can try removing her outfit or give her a different one, but she is always shown wearing the miner's outfit.


     


    The Sisters Quest esp is loaded last.


     


    Outstanding mod, by the way!  I love the quests and storyline, really well done and fitting with the world of Skyrim


     


     


    0

  6. sorry for bothering too much

    in the mision "joining the dibella sisterhood" check the donation box, dont have nothing concerning to the mission,

    and for th two missing traveler sister, i found the firts when I went to rescue the sibyl, i found the note, but nothing happens, and I went looking for the second sister where you indicated me, but I find nothing (look all around), I started thinking if have any incompatibility with a forsworn story, that amending some scenarios, but I continue the mission a siby journey without a hitch

    I am eager to see the new update and that I have not finished the current missions.

     

    I got the same issue with the 2 missing sisters, I got the clues as to their locations and got the Note from Elena when getting the Sybil, but I'm unable to progress this quest further.

     

    Edit: Never mind, I found the 2nd lady, and that allowed me to complete the quest

    0

  7. Posting version 0.3, file attached at the top of this thread.


     


    This adds the following:


    • MCM Menu to check on your house slaves and toggle some options
    • If you have a trained house slave (submission 70), you can ask them to train another slave.
    • BDSM menu with various poses, rope, chain and device bondage
    • When a slave is training aother one, you can ask the trainer to fetch the trainee from the cell or return them from it.  If you ask the trainer to "make themselves useful" (sandbox), they will play with the slave in their charge.
    • A slave being trained by another will gain Submission slowly over time.

    There are some minor issues, mainly having to do with animations and behaviour; nothing game or slave breaking :)  If a trainer somehow gets stuck, use the "snap out of it" command to fix them.


     


    Another issue: turning a Paradise Halls slave into a house slave sometimes leaves the PAH slots a bit messed up.  The MCM menu for PAHE will show an empty slot.  Resetting PAHE through the MCM menu will fix this without affecting any other slaves you might have slotted.


     


    0

  8. Posting a few fixes and additions (version 0.2)


    • Fixed a few behavioural issues
    • Added dialogue to access the slave's inventory (the quick dress / undress options are still there)
    • Slaves now require at least 70 submission to be made into proper house slaves.  If they are at less than 70, they will go sit in the cell (or be escorted there by another house slave if you have one).  Supposedly, even a freshly caught slave can be kept save in the cell without fear of having them escape, but they cannot be ordered to help around the house.  If you want to train them further, collect them from the cell first ("Time to hit the road")

    If a slave gets stuck in a pose or scene, you'll always have the option of retrieving them from the house into a standard PAH slot.  This should reset their state.  In case of a stuck animation, order them to sit or take them out of the house to reset it.


     


    Installation:


    For new installations, follow the instructions above (i.e. install like any other simple mod)


    If you have already installed the first version of this mod, grab the zip file from the top post in this thread, unpack the contents to [...]\Steam\SteamApps\common\Skyrim\data and overwrite the existing mod files.  Then start your game.


    0

  9. BTW, so called ""professional dommes" are in the most cases nothing more than simply prostitutes doing some "special service". The same imitate of d/s like we do in game.

    Just my opinion

    Sorry to set you straight, but a prostitute with a whip and some nickel handcuffs is not a professional Domme, she's just trying to jump into the market after reading "50 shades". Conversely, a real Domme is more than a prostitute offering some extra services. The so called extra services will be all she offers. But anyway.

    This feels like a tough mod to pull off, but not impossible. It needs tons of dialogue, with many different branches to cater for different desires. Download a sub's checklist for inspiration :) Of course a good mod will be adaptable, and react to the players responses. Which reminds me: a good Domme knows how to read her sub, so it would be great if the player could somehow give clues such as arousal, distress, distaste and such. Oh and of course don't play without a safe word! ;)

    0

  10. Current version: 0.5

     

    This mod adds a few house related things to Paradise Halls:

     

    Holding Pens: These can be purchased for each of the 5 standard player homes in Skyrim (Slaver Jerrek in the Fellglow camp has got the hookup).  They replace existing rooms like alchemy / enchanting labs or child / guest bedrooms.  Each comes with the following;

    • A cell
    • Some ZaZ furniture to get comfortable in
    • A chest with a few ZaZ items for your amusement
    • The ability to keep a few slaves around the house (more on that below).  The number of slaves that can be kept depends on the size of the house.

    House Slaves: Once you've done the necessary remodelling of your home, you can order a slave to stay in your home and look after it.  Keeping a slave at home releases the PAH slot it occupied, allowing you to capture an additional slave.  If you want to take your slave with you on the road at a later time, you can order them to (provided you have a spare PAH slot).   House slaves will look after your home, train other slaves, cleaning up or keeping you company while you're around.  Currently you can order them to:

    • Clean up around the house or stay in place
    • Wait in the cell
    • Dress, undress or access their inventory
    • Keep you company.  They will follow you around the house, and dance for you if you sit and take a load off
    • Train another slave who is not yet submissive enough. 
    • Bring a slave in training to the cell or fetch them from it

    You can also tie up your slaves, showing your skill at rope, chain or device bondage. 

     

    Training: Slaves being trained will slowly become more Submissive over time.  If one slave is training another, they will play at BDSM as well, if the slave in training is accompanying the trainer, and if the trainer is left to their own devices ("Make yourself useful" command).

     

    An MCM menu lets you see what slaves occupy each house, how far along they are in training, and lets you disable the BDSM-related content if you prefer to go without.

     

    Slaves with less than 70 Submission can be left in the cell only or ordered to dress / undress.

     

    Work in Progress!

    This mod is pretty barebones at the moment.  The basics work, but the dialogue is lame, the cells are a bit bare, and the house slaves only perform a limited number of functions (they will sandbox around the house, you can order them to go dressed or naked, follow you (and dance for you when you sit and relax), or wait in the cell, and they'll greet you on their knees when you come near.

     

    So, what else would you like to see?  What should the cells look like?  What other services would you expect a house slave to perform?

     

    Anyway, enjoy!

     

     

    Requirements:

    • ZaZ Animation and asset packs
    • Hearthfires (I don't have the wherewithall to make this a soft requirement)
    • Paradise Halls (vanilla 0.7.3 + patch, or PAHE 0.1g)
    • The Fellglow slave camp (included in PAH as a separate .esp)

     

    New Installations:

    Use you favorite mod manager, or unzip the files into your Skyrim data folder and add the .esp file to your loadout manually.  Run LOOT or ensure that pah_homesweethome.esp is loaded after the prerequisite plugins.

     

    If you own one or more of the 5 town homes and you have the cash (500-3000), Jerrek should offer you the upgrade(s) when you talk to him.  If he doesn't, try saving your game, then load that save and try again.  This often fixes stuck dialogues on newly installed mods.

     

    Upgrading from previous versions:

    Let your mod manager handle this (choose to overwrite any existing files), or manually unzip the files to your Skyrim data folder and overwrite existing files.

     

     

    Known issues:

    • If you use PAHE, and assign a Paradise Hall slave to your house, the list of slaves in PAHE can become corrpupted: the list will show an emtpy slot where the House slave used to be.  To fix: reset the PAHE mod using the MCM menu.  You can do so safely; it does not affect any other slaves you may own.  This looks like an issue in PAHE and may be fixed in their next release.
       
    • In some rare cases, house slaves can become unresponsive.  They will say a certain line of text when clicked, and no dialogue will appear.  This is a problem in some other slave mods as well, however it does not appear to affect PAHE.  Under investigation!  This is a rare bug but save your game before assigning a slave to your house if you worry about this, and then try and talk to them a couple times.

     

     

    PAH_HomeSweetHome 0.4.rar

    PAH_HomeSweetHome 0.5.rar

    8

  11.  

    The tied pose from shackles is exited correctly.  Not from furniture, though.  If we can't add a Wait() statement to the TieUp() routine, then how about forcing an idle anim when released from furniture?  Adding this in TieUp() under the if Uncalm block works:

     

    if (behaviour == "restrained_in_furniture")

        Debug.SendAnimationEvent(Target, "PAHETieUpExit")

    endif

     

    I also added the restrained_in_furniture state to the ResetSlave() function, just in case.

    So they leave the furniture, but stay in the pose as they were on the furniture?

     

    Had a quick look (I'll take a more in-depth look over the weekend) and I think a

    function endbehaviour()TieUp(None, Enter = False)endFunction

    should do the trick

     

     

    They left the furniture but were still posing as if in it, and you can't tell the difference by looking at them.  My latest addition of an anim does address that..

     

    The "remove restraints" dialogue already calls TieUp() to remove the actor from restraints or the furniture.  In case of restraints, it will play an anim that leaves the actor standing normally, and the code I added does the same when the actor is freed from the furniture.  But in both cases, the behaviour is not changed and the actor remains in "tied" state, albeit in a normal idle pose.

     

    The current flow is:

    • Dialogue calls TieUp() to free the actor  (or so I assume: I still cannot see the dialogue as in instantly crashes my CK)
    • A little animation is played depending on whether the actor was shackled, leaving the actor standing normally
    • (My addition): If the actor was restrained in furniture, an animation is played leaving the actor standing normally.
    • The behaviour is not changed and will be "tied" at the end of the cycle. (actor has both Follow and Stay options in the dialogue)

    This does not seem wholly correct; that's why I tried adding that Wait() call to TieUp() at first, in order to set the behaviour to waiting.  It's possible to have the dialogue alter the behaviour and add code to automatically call the TieUp() function on EndBehaviour(), but in that case the EndBehaviour() has to be changed for both "tied" and "restrained_in_furniture" states for consistency.

    0

  12.  

    I noticed that the "Remove restraints" dialogue does not bump the actor out of the Tied behaviour.  A symptom of this is that there are dialogue options for both "Follow" and "Wait" after untieing.  When using ZaZ furniture, it also keeps the actor in the tied pose until ordered to follow.  To fix, I added a Wait() statement to the end of the TieUp function:

     

    Tied pose from the furniture or the tied pose when shackled?

     

    The tied pose from shackles is exited correctly.  Not from furniture, though.  If we can't add a Wait() statement to the TieUp() routine, then how about forcing an idle anim when released from furniture?  Adding this in TieUp() under the if Uncalm block works:

     

    if (behaviour == "restrained_in_furniture")

        Debug.SendAnimationEvent(Target, "PAHETieUpExit")

    endif

     

    I also added the restrained_in_furniture state to the ResetSlave() function, just in case.

    0

  13. The following appears to work so far (added to pahslave.psc)

     

    Event OnSit(ObjectReference furnitureItem)


    Actor slave = GetActorRef()
    if (slave.IsDoingFavor())
    if (furnitureItem.hasKeywordString("zbfFurniture"))
    RestrainedInFurniture() ; No escape
    else
    Wait() ; Sit, until script decides to sandbox
    endif
    slave.SetDoingFavor(false)
    endif
    EndEvent


    Function RestrainedInFurniture()
    behaviour = "restrained_in_furniture"
    EndFunction

    State restrained_in_furniture
    Function StartBehaviour()
    actor_alias.AddToFaction(PAHBETied)
    actor_alias.SetCanChangeStates(false)
    EndFunction

    Function EndBehaviour()
    actor_alias.RemoveFromFaction(PAHBETied)
    actor_alias.SetCanChangeStates(true)
    EndFunction
    EndState

     

    I noticed that the "Remove restraints" dialogue does not bump the actor out of the Tied behaviour.  A symptom of this is that there are dialogue options for both "Follow" and "Wait" after untieing.  When using ZaZ furniture, it also keeps the actor in the tied pose until ordered to follow.  To fix, I added a Wait() statement to the end of the TieUp function:

     

    Bool Function TieUp(Form cuff, Actor Aggressor = None, Bool DoAnimation = False, Bool UnCalm = True, Bool Enter = True)


    [ stuff ]
    If Enter && cuff
    [ stuff ]
    Else
    If Target.IsInFaction(PAHBETied)
    [ stuff ]

    Wait()

    Return True
    Endif
    Endif
    Return False
    EndFunction

    0