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Sexout Player Slave (Alpha V0.31)


DLC  

2,811 members have voted

  1. 1. How many people using this have the four official DLC (Dead money, Honest hearts, Old world blues and Lonesome road)?

    • I have all four
      2539
    • Nope
      272


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After the initial restraint and use 'breaking in' period, some sort of long term system would be great to expand this mod, perhaps a locked collar/implant (lots of advanced tech floating around, look at the implants available from NV Medical Clinic, for example) that would enable our new owner to summon us to them at a time of their choosing. Warning given when collar/implant starts beeping, we know we have 5 minutes until we black out and (OWB style) teleported to them and are once more completely at their mercy.

 

A further possibility is being traded/lost to a new owner, maybe with the option to help fight or just being made to watch. For extra deviancy and deception, being contacted by someone who offers to buy and free you, should you complete a task for them/supply the caps for your purchase. Whether they do actually free you once you're theirs is not at all certain. Why lose a slave when you can keep it with no penalty?

 

 

Hopefully this could be 'modular' in construction so new situations can be added when time and inspiration allow, or even expandable by separate .esp, so others can add scenarios to make the life of an unwilling captive a bit more interesting :D

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Greetings,

 

Long time since an update as I have had lots of matters to take care of.

Hopefully I will have something new for you in time for the weekend. :)

 

mrph: Apologies. I only speak English.

 

lukaslunt/DoggyGirl: I am initially keeping this very simple. The next version will have a new slave trader from the Legion in it. If you do not escape in time, he will come along and buy you. He will be non-KoS to the more evil factions but fair game to everything else. That way your slave time will not be so static. He will take you to the Legion slave camp (from Booted) eventually. From there I would like to add in possible slave encounters that you can get forced into. :)

This would be a good point for others to create their own ESPs to tag onto this.

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Sounds great :)

 

About not being able to use the bound animation, it shouldn't be too much of a problem I think. Thus far all slavery mods on FNV managed to do without it. I think the PC has more than enough motivation not to use her hands with an explosive collar around her neck ^^

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V0.2 up

 

***************

 

Once captured you will now be passed around your captors for a while before you can escape.

 

There is a Legion Slaver now in V0.2. Escaping from his clutches will be more difficult (better lock). He will buy/collect you if you are enslaved too long and escort you to the Legion raiding camp. That is it for now. You must escape from there (so if your lockpick is poor I would continue to use the ESP in the zip file). Plan is to have you transported from here to another encounter.

 

Also in V0.2 the combat stop code should yield much better results.

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Hey, though I doubt there was ever any question of whether the mod would work perfectly well with a male PC, my personal testing experiences have shown that it definitely does. By personal testing experiences, I mean that I forgot I had it on and great hilarity ensued while hanging around outside Vault 3 with Sunny Smiles. I was playing around with this female raider (or so I thought) about to finish her off, when she gets the slip on me and S. S. and I end up tied up for the better part of 30 minutes. A refreshingly natural and very successfully frustrating experience. Thanks for the work. This seems very well balanced and integrated. Certainly a better mini-game than Caravan.

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Rooker: I have yet to implement a realism toggle through PSNV so you will end up being owned by anything. :)

I want to have the player choose their style. Free for all or Realism. Realism will mostly restrict you to being owned by anything that is morally dubious and has thumbs.

 

DN: Welcome. :)

 

Argus: Splendid. Glad it is running smoothly there.

I am going to keep this open to both genders (although aimed at female PCs). If encounters do end up being included (by myself or others) then that could be gender specific.

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If you end up at the Legion camp, don't/can't escape in time and have the Tryout Legion plugin installed, maybe have them march you off to Cottonwood Cove, ship you to the Fort, slap a collar on you when you arrive and then the Tryout Legion plugin takes over from there.

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Love your work on this. I also love your work on oblivion. :D I tried the new release and it works great for me. I wonder in a future update, if you would have some sort of resist option that may lead to a "punishment" animation, Like whipping, or the zaz girl in a box?

:blush:

I also love the gangbang after the initial enslavement. :blush:

Great work as always. :D

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Oops. Console is being constantly spammed. Forgot to remove that.

 

I would like to get it to tie into one of the Fort mods we have here on LL. Seems a perfect lead in for it. :)

Not sure what might get broken in the vanilla if it leads you there before it is opened though (IE killed Benny).

 

I may add whipping to the Legion raid camp. A very small version of the slaver camp in PSE.

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Not sure what might get broken in the vanilla if it leads you there before it is opened though (IE killed Benny).

I got there early once screwing around. If you happen to talk to Caesar, it starts the Render Unto Caesar quest and he magically acquires the Platinum Chip and gives it to you so you can get into the bunker. I can't remember if Vulpes Inculta was there or not.

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Rooker: Perhaps I can disable him if that quest is not yet completed. It would be splendid to be able to get the player as a Legion slave at any point in the game.

 

Loogie: I chose the raid camp from Booted as the initial stop as it is fairly easy to get to and, if Oblivion is anything to go by, the pathing is as a dumb as a bag of hammers. :)

Cottonwood was my first choice as it is the natural place but getting the slaver to avoid the NCR and ghouls and take a safe path could be a problem. Also Cottonwood can become unsafe too I think (never played that option).

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Changed ESP on OP to V0.21

 

- Amended GB code so it does not hang should all participants die

- Raider faction added to Slaver code plus check that player is female added

 

******

 

Loogie: Potentially but I would like to let this feed into a Fort scenario we already have on LL. Saves me a lot of work. :P

I think it would be a perfect way to bring the player into some of the mods we have on here other than 'volunteering'.

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I think if you checked the stages of the quests that normally lead you there and just locked Caesar's tent if you end up there early would avoid any conflicts. Other than the little girl who wants her teddy bear back, I can't think of any quests that start outside the tent at The Fort.

 

edit/ Though you'd also have to make sure that door unlocks again at the right time.

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Hi,

 

1st: very nice mod.

 

2nd: i think i found a little mod-conflict with the fiends-part of sexout tryout. When the courier enters the fiends vault, she normaly gets stripped and is send down naked to the boss, with some rape-action on the way. With the nice player-slave-mod active, the courier is stripped, but as the 1st fiend starts the action - bang - both were teleported out of the vault and the courier is bound, gagged and enslaved somewhere in the ruins of Vegas.

 

Just to let you know...

 

cheers

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Rooker: Locking the tent is a possibility to avoid it messing up the plot. Also disabling/moving Caesar temporarily could be an option.

 

Mogon: Thank you. :)

Aha. Cheers. I am guessing it was due to a residual combat tag. IE You attracted the attention of a hostile and did not kill them before entering the vault. Perhaps I need to clean the scanner variables when the player zones between interior/exterior and vice versa.

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Even after double-checking the required modules, I'l still getting a missing mesh on the player (a big exclamation mark that fills up the entire screen) -- its cause seems to be the open gag. Can anyone tell me where this comes from? I'm not a developer so I'm not at all familiar with the various dev tools used for FNV to track this down myself. I'd appreciate it if someone could point out which mod I should be looking for. When I remove the gag using the console, the big exclamation mark goes away, but then comes right back because the open gag is added back in automatically. I have the latest SCR, and even installed the latest Spectrum Toys Pack, but none of it does any good. Appreciate some help.

 

Thanks.

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