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I wanted to post about what I'm doing regarding the previous poll. I guess it was a bit too obvious that Continue the Main Quest (Curse Progression) is what most people want, but there are still enough votes to show what people find "more important/interesting" for the mod. I guess all options help improve the mod, but the option to have more new wenches is the least voted, so adding new wenches from time to time, like with the Christmas patch, should be enough. That being said what's next?

Tweaking how the archetypes work.

I think most people actually like how this works, the perks and the dialogues, but when playing, I also found an issue with the dialogue options, which is that it feels a bit "forced" and limited to choose the archetype you chose. For example, usually people have two options: either being the archetype dialogue tagged, for example, [Guardian], or/with a neutral one. I think people just use the tagged one, ignoring the other, so it may as well not be there. The neutral option was added just in case some interactions happened when the player was not cursed, but I still think it should be a valid choice.

I think some limited dialogues, like some for a "pervy guardian" and a "good Deviant" could actually be the same. The idea of the archetype dialogues was to prevent showing options to the player that don't really go with the character they are trying to play. For example if you consider your player character a Knight you probably will choose the guardian and you wouldnt want to even see the dialogue options to let Yuriana fuck beggars lol, it would feel weird to even get that dialogue option enabled just as it could be weird for a Deviant to get some dialogue options saying he will protect wenches honor or something similar unless its sarcastic I guess, you get the point, but as mentioned before, some dialogues could work for several archetypes and increasing options would be better overall.

Therefore, to give a simple example of what I mean, the difference is as follows:

The one without the tag feels more natural and as it fits the player character, not "forced" like with the one with the [curse] tag that it should feel somewhat "forced", the objective of the [curse] tag is more to present options where the player is being influenced by the curse and he has the choice to refuse the curse or just "give in" and choose it for whatever reasons. In this kind of dialogue I think it makes sense to tag the dialogue since it has a meaning behind it.

So I'm editing the dialogues to reflect this. This kind of thing needs to be decided and set before adding more, since I would like the archetypes to affect the slave training as well.

I will also make some tweaks related to the perks, and making them compatible with other mods as reported.

Continue the Main Quest (Curse Progression)

The "Main Quest" now works more in a "horizontal" way. I guess it could be said that the other quests, plus the curse progression is what it is about. In a previous post, I mentioned I wanted to make a continuation of Tigra's quest, and this will push the "Main Quest" too. I still will consider it Tigra's quest, but it will be related to even the post-credit video, so there will be a bit more "answers" or info about some stuff, you will know when it's available :P

"New Save required"

One of the main problems with Skyrim modding is how everything related to a quest is saved to your savefile once a mod is enabled, people usually comment that because they didn't start a quest, it means their game is "clean" of it but that's not the case, once people installa mod all properties or values related to a quest are already saved to your savefile, that's why uninstalling mods, specially with some quest involved is never recommended.

I mention this because I actually would like to try to "fix" this, I kind of tested this with the christmas patch and I think overall it was fine, the new quest added there was completely new so even if people used an old version of the patch, the properties of the new quest are safely saved into the savefile, since they are completely new, so everything works as intended. If you played the Christmas patch, when you give the gifts to the wenches, if as if you got them. I removed any trace of those subquests so I could add them later, since adding unfinished quests or constantly tweaking quests is what requires the new save.

Things like new idle dialogues, or some other tweaks not related to a quest, usually don't require a new save, or just a simple disable and enable on the character affected is enough to refresh that.

This is related to the previous post of adding new quests and progressing the story of the mod, and not requiring a new save. The new quests have to be finished and working when updating the mod. I guess some minor bugs could still be found here and there, but nothing that a command shouldn't solve instead of requiring a new save. This may be better for everyone, but the updates will take more time for sure.

I think the current version is stable enough to hold a bit. But let me know what you think about this, since maybe some people just don't mind me uploading unfinished stuff that will require a new save always, pretty much as before. Maybe those could be labeled as such, so people know when it could be safe to update, but this could also confuse people. So at least trying this could be a good way to check :P

Buxom Replacer -Jolene-

I made this quick Buxom Wench replacer for the priestess of Dibella, added with Interesting Npcs mods. It was annoying for me to see her in the usual vanilla outfit they use, so I made this :P Other than her appearance, I didn't touch much on how she works since she is just an "Interesting NPC" and part of what that mod does, so if you use that mod, maybe you would like to use the replacer too. This obviously is not part of the usual Buxom Wench Replacers patch since it requires the Interesting NPCs mod. I will leave it as an attachment to this post ;)

AI Usage

This is something I'm wondering about since I'm not sure what people think about it. In the last updates, I used AI to fix the wording of the dialogues since people usually complained about my bad grammar :P and how that broke immersion or just made the mod feel bad, or even buggy.

I think letting AI fix some wording is fine since it keeps the tone I want to set for dialogues, but also helps me keep it more "Skyrim friendly." I would like the wenches to feel that they are part of Skyrim, and that includes making the grammar and dialogues fit them and Skyrim as well. I think this usage is fine and is helping the mod; even using AI voices for the dialogues helped the mod a lot.

I dunno if I should try to make the AI images fit Skyrim, or maybe just go with a "realistic" or "rustic" style that could fit Skyrim. I do wonder if that is possible since there is not really a "style" to follow like an ingame picture or something, maybe there is, and I don't know.

Like in this pic for a potential SFW poster replacer for Yuriana's current poster, I kind of tried to make it seem as if something that could be made in Skyrim, but I do wonder if it's possible to get to that.

So I just wonder what people think, maybe some people don't even like posts that include any AI images :P I do wonder if I should try to make some kind of story with these as well.

Some people suggested maybe making main menu replacers or just wallpapers to use. More images of the wenches seem to be preferred since people suggested adding the AI images they shared on Discord to the mod, similar to how it was done with the drawings.

I personally like the anime style, but I do wonder, even if it doesn't fit Skyrim, maybe adding cards could be fine as an optional thing. In any case, let me know what you think about this, whether positive or negative, so I can know.

I didn't include mentions of the current Known Issues since is something I need to fix but I would like to note that I will most likely move: "Jack still has dialogues about Yuriana being captured" as somewhat of a "minor issue" mainly because it will require a good amount of work to tweak this so I better leave this as is, that for now work and then focus on it when more important issues are dealt with.

There are several things discussed here, and I would like to know what people think, so don't be shy to share your thoughts, since I do want to read them O.O

Thanks for the support, and as always, feel free to ask questions or provide feedback ;)

P.D: Still learning about this so feel free to ignore some minor issues in the pics :P

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Comments

灬break Day

I've just started exploring this type of mod. Can you provide a detailed guide for "Farm Girl"? I'm not sure how to unlock some of the endings.

Ricardo Y

Love the mod and the work you do. Having AI help with some spelling and Grammer is cool. Using AI to make all your images I think should be passed on. I think the images you make it game are fine for posters and cards. Just my 2 cents.

Robert Dorf

Some really interesting discussion here. Re - Main Quest - You are the one doing all of the work and the writing, so it has to be work that is interesting to you and you feel needs to be done. I like the idea of concentrating on dialogue fixes and expanding the main quest for a while, and I always like the idea of getting more of the quests for the other girls. Tigra in particular is really interesting to me, and I would love to hear her talking about anything vampire, vigilant, or Dawnguard related, and anything to do with Molag Baal and his relationship with the curse. Re - AI. Using AI to help catch grammar mistakes seems fine. AI art is a little bit trickier, but in this context, you’re basically one guy working alone, who occasionally gets a little bit of help or feedback from a few other modders. I prefer art from the community. That is more interesting. But if you find AR art you like and want to include in the mod, more is better, and there’s always room for another book of images or some more trading cards. Re - Updates Like a lot of people still playing Skyrim, I go back to the beginning pretty often. There are quests and adventures that come out I want to play that make no sense with the story of a particular character. So it is back to the start and a new character. I wouldn’t mind at all starting a new Yuriana play through if you had made some interesting changes or additions to the quests and wanted feedback. My only suggestion would be to remind players that “this will require a new save” on an update, to cut down on people complaining about it.

TismaOnTheFlux

Ok, i agree with the most of it but just few things, the Idea of the sfw posters is great and bit more realistic. Also the Idea of (with AI or not) how the wenches can talk like more formal depending on their personnality could bé really good. (my own opinion) Im not into those beggars or ugly bastards thing like in your ai pics but well if it is part of the mods. Also last thing i really like when there is a really huge harem and i hope that in the future you'll put more wenches story related or not in the mod. You do a really great job and happy to support you.

KozukeHajime

Yeah, this is something I started to do with Khythaela, for example, she may share the same voicetype with other wenches, but she talks completely different than the others, and that I think helps a lot. Well, the beggars, bandits, or other shady individuals are part of the mod, some people even told me I love beggars, and I need to add more variety of bad guys :P which I agree. I think adding some good alternative wholesome/good stories, like for example Ethel ending up with Erik, could be interesting too. Maybe even portraying the Dovahkin like in some stories I made could be fine too. I guess I leave that to the player to do in their own games. I guess I just show the bad outcomes with the shady, ugly bastards lol In relation to your point about not focusing that much on the "shady guys," I think some wenches don't necessarily have to always be seem as perverted women or in a bad way from the start, it's part of the story but with this I mean that I usually focused more on the shady individuals to speak or have more to say about the wenches with notes or dialogues but I think good things about them like at least notes from people Yuriana helped add a good balance too. It's something I would like to improve. I guess with the last thing, you mean improving all the wenches to at least be at a similar level of Ethel or other wenches who do have more about it, it's also the idea. I think at least to start, every wench should have a book to tell more about them, and that includes immersive wenches too.

TismaOnTheFlux

Thanks for your response and i agree with you i hadn't seen it from that angle and your right wenches needs stories more "lore" . Anyway thank you for your work

DragoncloudH

For the archetype system and dialogue tweaks, this may be way too much work or better suited for a more endgame story idea once the mod progresses further and ignore me if it is, but it would be cool to have the archetype system working in the background with each dialogue option affecting your affinity for a particular archetype and have the player be presented with variations of the different dialogues that respesent your current alignment to simulate your character gradually shift in and out of the curse's influence (For example: A Deviant could agree to 'defend the wenches honor" by disguising it as the character being protective what he sees as his servant, reflective of a more guardian like shift in attitude for the wenches he objectifies / a guardian could agree to exploiting wenches in some way while convincing himself that it's necessary to keep up appearances and deter other slavers from coming after them, showing a guardian who's open to devious acts that he could rationalize. As for main quest progression, while I would like some indication of what comes after the current conclusion of the story, I'm all for expanding the wenches we already have and using them to fill any gaps in the existing story before adding anything else. Tigra feels like a very importance piece to that, and im looking forward to seeing her quest play out. I guess what I'm saying is, I'd prefer more wench specific quests/story content before advancing the current plot any further. Trying to avoid a new save is all fine and good, but I feel like that requires finalizing what's already in the mod first. Adding new content that extends what we already have might avoid new saves, but changes to existing quests may be unavoidable until all the bugs are worked out, so I wouldn't worry too much about the new save requirement issue too much. As for AI content, I've always been on the fence post, but if adding more artwork is something you want to do, maybe you could add them in the form of a book collections?

KozukeHajime

That "archetype change" is something I thought too but I don't think it needs to be checked for every interaction related to them, but just when there is a meaningful choice, for example a Guardian enslaving Yuriana and giving in to the curse would be more of a "Fallen Guardian" than becoming a Deviant, so I think these kind of specific situations could add up so for example the label of the Guardian changes to Fallen/Pervy Guardian with other perks and even dialogues, maybe opening options that are exclusive to the Deviant. Removing the tags makes this more of a backend thing, but I think changing the perk is the key to noticing the differences. The other way around could work too, where the Guardian feels regret, then it returns to the Guardian state again. The idea is still green, but I think it could work. As mentioned in the post, it's kind of a mix of both (Specific wenches quests and a bit about the "main quest"). Yeah, I would like to improve the current main captured wenches, they are kind of forgotten when I think they should be as improved as Ethel for example. It's kind of both since the current stuff could work with some tweaks; it's mainly about adding quest finished instead of piece by piece. Improving Ethel's quest will need a new save if people didn't complete it in a new save, but adding a new one is not really an issue if everything is new to the savefile. It's also about people wanting new stuff, not just fixes :P Maybe. I just think the AI stuff could be more of an optional thing, or maybe just for posts like here, screenshot pics seem to be what goes more with the game and represent how the wenches look in-game anyway.

MASTER

Ai god yes i mean koz

fruns75

I personally much prefer your screenshots in-game over some ai art for posters or anything else with a visual element. Using it for the voices and grammar is totally fine imo too. that said i do enjoy the ai pics of the wenches, just outside the game lol

Asano Solaris

One of the main things that hooked me on this mod was the the fact that you had AI voices, at the start they where janky and made me laugh but now its genuinely sad when a line isn't voiced. I do think you need to work on the main story and I really like the idea of each character having a block of story that ties into it but I hope you don't focus on solely that and forget to work on new girls and some of the other things that need attention. As or the art I personally don't care If you use AI as long as they are good but prefer your in game screenshots (both are good imo I just prefer in game) In the end thankyou for your hard work and making something that we can all look forward to updates on, this went from just some silly tiddy mod to a reason I'll replay skyrim when an update happens.

Nobody

Your doing great keep going. Looking forward to see what you come up with.

Pizzatime2319

Great update as always koz. I personally enjoy the in-game screenshots you do personally because you do a great job with those. I do think with Ai you could be beneficial when doing loading screens, main menu replacers, and helping with the dialogue! Maybe you could add more triple triad cards with Ai photos or make a separate book of Ai photos. Great update!

KozukeHajime

Pretty much all what you described is what I would like to try to do :P