I didn't take LAL into account because I don't use it, but I know some people do so the Helgen start isn't required. That's the way I've written the dialogue. The concept of the mod is that you're part of a story. They happen because you're wearing the shackles. BUT none of the world interaction quests require the Helgen start. The first quest (finding clues at Darkwater Crossing) assumes you did a vanilla game start. All the initial dialogue is about the Imperials catching you at Darkwater Crossing and how the shackles got on you in the first place. It will 'work' but the story is written around the vanilla game. I still remember your comics you created before. Once you get a few episodes in, I'll have to play it. A DD like episode but in line with the rest of the story. I was wondering if someone was playing with your mod, gotten use to the story etc and seen or thought of some interesting additions or episodes for it, would be be interested? Sometimes I confuse my own self when I write something. I am interested if doing something like that, with a real story with depth and such not just having tings stuck to someone. I might have had it installed for a very, very short time testing it for a bit but for the most part. Can't remember if I even ever had it installed. Players running around with devices locked on to them isn't part of what I'm trying to accomplish and it makes absolutely no sense in my story's context. I have 'Act II' of the first quest finished and it's working (for me at least). But if people like what DD does I will have some of that story-type element in the mod. I'm making a new experience for a Skyrim play through and if people want a 'DD mod' to add to their 'DD game play' then they need download something else, because that's NOT what I'm making. This mod is something new and removed from all of that. I briefly considered making DD a requirement but that framework's 'lore' doesn't jive with what I'm doing. So.to play the mod, start a new game and a new character with the mod installed.Īnd what I'm making will NOT be a Devious Devices mod and I won't be patching for it or accounting for what DD does. IF someone uses an existing level 100 character and tries to play this mod most likely a required NPC will be dead and the mod will break. I am using vanilla NPCs that may or may not be marked as Essential, Protected or Invulnerable. Because of the age of the game and number of mods for it, I can't account for everything. The way I'm writing the mod's story is meant for a new game with a character that's never been played. Juss say'n so don't get too anxious about playing the new quest mod any time soon. Two full quests for Belethor and more coming. Interactions and a short quest with Collete the Restoration Master at the College to where you can be submissive to her or ignore her as usual. World Interaction quests for NPC random comments about the player being naked and collared at the same time, and brief conversations with the Whiterun Carriage Driver and Nazeem. (More interaction quests will be coming.) World Interaction quests for all blacksmiths, court wizards and the Mage's College members. Both the Imperial and Stormcloak tutorial choices are covered so you can pick whichever side you like. Opening dialogue (once you've escaped Helgen) with either Hadvar or Ralof. Here's a screen shot of what you'll be stuck with until the adventures are done. Through normal play (messing around in Riverwood and Whiterun) you'll eventually talk to the right person who will start you on your adventures to get the 'Bands of the Whore' removed. You simply can't take them off.Īfter escaping Helgen you can talk to Hadvar/Ralof and ask about how you got on the wagon and about the iron shackles locked on you. The one thing you do know is the irons have a powerful and beneficial enchantment on them. The big mystery is the iron collar and wrist and ankle shackles you cannot remove, and none of the other prisoners are wearing them. Aside from your name, you don't remember anything about your past. You have no idea what's happened and you memory is hazy. You wake up in the wagon on the way to Helgen. I've done it more efficiently with a lot less stress on papyrus. I've been working on my own original scripts using vanilla Skyrim coding to duplicate what Devious Devices does as far as locking an equipped item on the player to where it can't be removed. It will be using Sexlab, Zaz Animation Pack, most likely Aroused Redux, and definitely not Devious Devices.