- #SKYRIM ZAZ ANIMATION PACK PATCH MOD#
- #SKYRIM ZAZ ANIMATION PACK PATCH DRIVER#
- #SKYRIM ZAZ ANIMATION PACK PATCH FULL#
#SKYRIM ZAZ ANIMATION PACK PATCH FULL#
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.
#SKYRIM ZAZ ANIMATION PACK PATCH DRIVER#
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.
#SKYRIM ZAZ ANIMATION PACK PATCH MOD#
And I know some players won't like that.and I really don't care.Working on a new quest mod for Skyrim. So like I said, the 'do whatever you want' play style Bethesda games enforce have will not work with the mod. There are also 'gray area' choices where the player will be faced with making decisions with repercussions later in the mod. That might add a map marker, give a clue, or open a dialogue sequence with another NPC later. For instance I've started placing mod Easter Eggs in the dialogue of NPCs the player will likely talk to. Those of you who have played Mass Effect or the Witcher games will understand what I'm talking about.Īs the mod's story branches out there will be sections of the narrative the player might miss altogether. Some outcomes are predetermined for the sake of the story but some key elements hinge on what the player does. The NPCs' personalities and the player's actions write what happens next. I have a story concept and I'm placing the player and the NPCs I'm using into it. There isn't a foregone conclusion or mediocre plot twist the story is centered around. The mod is going to be a problem for people who can't wrap their heads around that and I doubt the mod will popular because of it.Īnyway, I'm writing the story in a 'non-Bethesda' way. That isn't conducive to what Skyrim players (and Bethesda game players in general) are used to. It's my intention that the player play the mod 'as intended'. This isn't going to be a 'run around and do whatever you want' type of mod. The mod is a narrative adventure where the player has a defined role and the NPCs I'm using react and interact with the player in the context of that role. I've been working on the mod's story and it struck me that some players will not like this mod.