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Pamatronic profile
Pamatronic
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Pamatronic
Hello, I´m Pamatronic and i´m writing scripts for Skyrim´s adult-orientated devices. As well new Quest and Scenes
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Pamatronic

Hey there, welcome to my Subscribestar Page!


Most of you will already know me From Loverslab or pixiv, but For those who are completely new Here, I´m a creator of Skyrim mods, the more spicy variants that is.

I take a look at the more dangerous devices like Guilloutines, Gallows, impaling spikes,...
And bring them to life. I also build small quest and Scenes around them so theres a lore friendly way to experience them.

All of my works hosted for Free on Loverslab: Click here to see it

And I´m constantly creating updates and new content for them.
I have been doing this for quite some time now and the feedback has always been great.
With Your financial support, I can dedicate even more of my time towards these new creations.

So, no matter if you Are an Old or New Supporter, welcome to the community!
If you have questions at any time, feel free to PM me.

We also have a Discord Server:  https://discord.gg/NxNkyP75XV
with plenty of like minded folks and a more instant support and troubleshooting service.

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  • Get a closer look at my Development Process and regular Updates
  • Participate in polls to decide on the next projects I´m going to do
  • Get Early-Acces to new Beta versions of new content before anyone else
Pamatronic
Public post

Pama Prison Transfer - First Impressions


The initial draft of the mod has been out for a over a week, and as hoped, feedback has been coming in.
So I thought I'm gonna share the cliff notes and and implications for future development with you.

The Most promising finding was that the current system does a good job at preventing interruptions from vanilla sources. Meaning no attacks or forced dialogues from anything the base game throws at you.
In a similar fashion, for most people, the camps also seemed to not conflict too much with other mods editing the landscape. Ivarstead camp seemed to be buried on some occasions, but this will simply require proper conflict resolution on the users part. There are tools out there for this.

As for possible points of conflict:
There were some , admittedly more niche mods, which could under certain circumstances break the restraint system. Skyrim Parkour was one example that came up.
With these SKSE based mods which manipulate the anim system below the papyrus or esp level, there is unfortunately not much I can do to prevent this, but the silver lining is that this particular problem only occurred when the user actually tried to parkour while restrained.
Which means for those rare mods which can break the system, it will simply require the player to "play along". But I think this is true to an extent which many mods of this nature.
Another Point of note was the this little know mod that probably no one has ever heard of, "BaboDialogue".
According to reports, it contains some roadside encounters which will try to forcegreet the player or be very immediately be hostile.
Since this thing is a staple af many adult oriented modding setups (I think?), its worth further observation. Meaning I'll have to look whether there is some simple flag I can set to prevent these encounters, or If I have to make an actual patch to ensure undisturbed traversal.

If the latter is the case and a patching these roadside encounters themselves becomes necessary, this could open up a possibility.
Users on my Discord have suggested a tie in with the transfer mod.
Meaning if these encounters trigger during normal gameplay, outside of a transfer event, their defeat scenarios could tie in with the transfer mod. Meaning after the regular defeat scenario of BaboDialogue is done, the Perpetrators here convince a bunch of guards who just so HAPPENED to pass by that the player has committed some heinous crime.
So the Prison Transfer starts from that very spot.
This would have the added benefit that we would have a very valid option for the player to end up in Jail. But all this is of course just an option if the core of the mod itself as planned is actually working.
But I'd like to know how relevant that is. 
Are you even using BaboDialogue? does this sound like something worthwhile?
Let me know (preferably on the Discord)
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Pamatronic

Rare naked imagery of my favorite CharacterPama Prison Transfer - Debut Release

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Pamatronic
Public post

Campsite overview


So, after lots of fighting the Navmesh, The four campsites are finished.
And while the original Idea was to keep em simple for the first iteration, I did already set each of them up with an individual punishment method.

Fort Greymoor -> Archery target
Near Silverdrift Lair -> Gallows
Near Ivarstead -> Gravity Impaler (as requested by a supporter)
Near Dragonsbridge -> deadly tree stump (chopping block)

There might be alternative devices available at the camps in the future, but for now I think its a solid Lineup. 
And another Idea which popped up during development was that not only unlucky captives might be used in associated scenes, but that failed attackers might also be very valid targets.
which allows for some interesting options for comedic story telling during ambushes and the aftermath.

But now I'm gonna concentrate on the basic traversal mechanics first. Cahllenge here will likely be the recent updates to the leash framework which might or might not make the api ive developed for the PA addons so far obsolete. But this wont be a breaking issue.

I'm pretty confident I'll be able to get a playable version out this month. Which is propably good because traversing skyrim might expose the player to all sorts of interferences Im not aware of right now. Predators/Random Thugs/couriers are obvious contenders and I know how to deal with them, but there will be more. So I want to take the opportunity to get some testing data from you.

See you soon with a Release.
Until then, as always, thank you for your support and patience. I'm really enjoying this project so far and hope it'll be the same for you when its out :)
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Pamatronic
Public post

Roadmap (literally)


A little update on the planned Prison transfer mod (name suggestions are welcome).

As you can (hopefully) see on them attached map, I've mapped out the possible routes between the larger and minor cities. Once again excluding Markath and Winterhold because they dont have PA-enabled jails to begin with. And while the original Idea was to only have transfers from the small cities towards the large ones (because they have more events), there is of course no technical reason to limit the process to one direction. Meaning this feature will be an available outcome in all jails.

So how will it work?
As as roughly described in earlier posts, convoy of guards and convicts will set out from the destination city towards a set target city. Along their way, the will come by one (or even two) of the marked locations on the map. I plan to construct some small dedicated rest stop locations there. with fireplaces, maybe a bench, some spot to pitch tents, and holding devices for prisoners (pillories, stocks, or whatever zap has to offer). 
So the convoi will pitch camp here for the night before continuing the journey the next day.
And then action can happen.
Depending on user setting this could either just be some mild cuddling with the guards, or an proper attack by one of 4 different assailant factions.
4 factions because of the 4 possible stop locations, meaning every location will have a dedicated attacker party, somewhat fitting to their location.
  • The one in Northwest close to solitude will be attacked by fornsworn due to the relative proximity to the Reach.
  • The one closest to solitude will be attacked by bandits because its quite literally next to a bandit controlled fortress.
  • the one in the South will be attacked by Orks due to the nearby Ork stronghold.
  • And the last one in the center by rogue mages/necromancers

A fight between the Guards and attackers will ensue.
Details are not quite set in stone yet, but whoever wins will have a different Idea on how to deal with the convicts.

NPC support:
This is more of a secondary feature Idea to make the thing a bit more visible.
There could be convoys with NPC convicts traveling along the routes, stopping at the rest stops at night. This would omit the possible attacks, but would be a cool ambient feature. Due to its non-lethal nature, it could even pick up possible followers and have them paraded around for a while. 

Interactive escort:
The leash framework has become fairly adjustable by now, and it would likely allow the player to do some shenanigans while leashed, and annoy the guards. Which would of course result in some on-the-road attitude adjustments.


So, that should cover all the the plans. 
The possible locations have already been scouted and deemed viable, and I have a clear picture on WHAT needs to be implemented. So I'll get to it.
Foreseeable challenges will likely be to figure out how to prevent random encounters and predators from messing up the player escort, and finding a good balance with the new leashing systems. But I think it should be manageable.

First step now is building the stop locations and getting a basic escort system going.
I will release that for testing and then gradually build the other feature on top of that.
See you then :)
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Pamatronic
Public post

Poll conclusion and a wave of public releases


So, two major points in todays update. Lets go trough them.


First: The Leash update

As planned, all existing extension For Prison alternative (Solitude, Riften, Windhelm, Punishment pack, Outdoor Event pack) had the new chain-leashes integrated as optional feature for all their escort scenes, and this works surprisingly well. So far I haven't received a single bug report about it.
Alongside this new Feature, the Extensions also got an extensive amount of maintenance and bugfixes which honestly had been overdue for years. All of them were originally created back in the days when I was still using Oldrim, so they really had some glaring issues I found during testing. I'm honestly a bit confused that those issues were never really brought up by users :/
Anyways, the updates have been uploaded to the Discord and LL and People seem to be happy with that.


Second: Poll results and planned implementation

While I'm not quite sure on whether I'm slightly disappointing about this, the Proposed Prisoner Transfer event won. And I guess I can see why. The Leash Framework actually got a new range of interesting features since the poll started, so I have even more room for Ideas along the way.

Little recap about what this feature was all about:
  • The smaller holds can send caravans of Guards and Prisoners towards the Larger holds.
  • Will use the chainleashes and no ai-packages, so the player will retain control over their character while being dragged around and has some potential for shenanigans or resistance (And the consequences of course)
  • caravans can get ambushed along the way by different factions, Guards will try to defend.
  • If the Guards win, they will make camp for the night and stretch the prisoners holes.
  • If the attackers win, they will also dump loads into the prisoners and procede to execute them in a faction-specific way

First step in implementing this will be mapping out possible routes and ambush locations, and getting the basic escort system along those paths done, so a first beta release will include a rather uneventful journey, and subsequent releases will add more of the planned features.
I COULD make a time estimate, but history shows that these rarely represent reality.
What I CAN say is that I took another week of paid leave from my regular job in the coming week and dont have any social responsibilities during that week either, so the conditions are good to get work done. I'll aim to get a first release done within 2 weeks.
And I think that covers everything for now.
Lastly, as always, thank you for your support and patience. I'm really looking forward to once again making something new from scratch :)
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