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[Adoptable] Slave Town - A Player Slavery Mod


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When I started the quest, with a fresh start vampire character, they called me dragonborn even before I could start the mainquest.

(Is it possible to check the mainquest and check the race and then put in fitting dialogues?)

Anyway the mod seems to be more polished, just need to fix those questbreaking bugs. 

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Is it possible to check the mainquest and check the race and then put in fitting dialogues?

 

It is - APPS mod by Heromaster does exactly that, but its little complicated and not rly usefull, unless IAmTheOne would make whole different story for characters that are not aware yet of being the dragonborn.

 

I would say its something to consider once this mod would be by far more complete.

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Is it possible to check the mainquest and check the race and then put in fitting dialogues?

 

It is - APPS mod by Heromaster does exactly that, but its little complicated and not rly usefull, unless IAmTheOne would make whole different story for characters that are not aware yet of being the dragonborn.

 

I would say its something to consider once this mod would be by far more complete.

 

 I do not demand iplementing that system into the mod, I was just curious.

But, I think a rather neutral introduction to the slave town would be better, like: "It does not matter anymore who you was before, what is matter now that you are here and a slave!"

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Guest IAmTheOneWhoKnocks

When I started the quest, with a fresh start vampire character, they called me dragonborn even before I could start the mainquest.

(Is it possible to check the mainquest and check the race and then put in fitting dialogues?)

Anyway the mod seems to be more polished, just need to fix those questbreaking bugs. 

Checking the main quest wouldn't be too difficult but having different dialogues for every race would take too long and might not work for people playing custom races.

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When I started the quest, with a fresh start vampire character, they called me dragonborn even before I could start the mainquest.

(Is it possible to check the mainquest and check the race and then put in fitting dialogues?)

Anyway the mod seems to be more polished, just need to fix those questbreaking bugs. 

Checking the main quest wouldn't be too difficult but having different dialogues for every race would take too long and might not work for people playing custom races.

 

I guess it is possible to check vampire too.

That would be interesting to see, how the slavers would react after realizing that their newly captured slave is a vampire.

But I think this should be for a later time.

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Guest IAmTheOneWhoKnocks

Falion in Morthal recognises player as vampire if you are one, Serana in dimhollow crypt or Harkon during first conversation in Volkihar so it can be checked how they did that.

Harkon also recognises if you are a warewolf.

Yeah, the problem is not that I couldn't do it, the problem is that it would require much more dialogue topics and responses therefore a lot more work. This is one of the things that would be added when the mod is near a final state - if at all.

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Bestiality. Possibly the biggest turn off I could think of. Thought it ruined the Oblivion Players Slavery mod. 

 

Though I'm not against others enjoying such roleplay, if you do have Bestiality in the game, could you make it optional through the Mods Menu? :)

 

Well yeah, and here tastes and opinions differ of course. I feel the same about endless whipping-animations :lol: While the creature-content is just something

that, for me, belongs into a fantasy-scenario somehow. Its the ultimate way I can think of to punish and degrade somebody...But I am with you, as it is a turn-off for many (actually, "real beastiality" has much the same effect on me, so I can relate) it should somehow made be optional.

 

Though I lack the imagination how to make it "toggable" through some menu. If anyway, it might be content that you can simply avoid if you play your slave-cards right. As I said, its quite a hard punishment, and maybe creature-interaction should be a "path" that will be clearly labelled to you as you play and make decisions.

 

For example, if you continually piss off your masters, they'll warn you you'll be in REAL trouble and regretting it soon, and if you willfully go on, beast-content will be "forced" upon you, however maybe still avoidable if you beg and plead and cry and beg and beg to your master to forgive you, which would clsoe this patz forever. Something like that. Embedded into the mod and dialogue, not a tickbox in a menu....just my 2 cents...

I'm wondering, "where's the beef?".  Not much sex just running around killing people.  As I mentioned before, my character is a slave, sex slave at that.  Not a warrior, not a DB, can't even shoot a bow with much accuracy.  Had to console kill every one of the quest objectives.  Not to immersive.

As far as the "sex" critics, what the hell do you think a bunch of imprisoned males are going to do with a naked female in their mists?  Or the guards for that matter.  If not the female then each other in reality!  Want immersive play?  Then accept reality.  A female slave would be used for her assets.  If strong and ugly, then mine.  If warrior and ugly then arena.  If soft and fair, then sex and/or soft service.  You don't put a soft female in as a warrior.  She'd be killed  quick.

 

This is not a criticism, as someone will take it, but a request to consider this point of view while working on additions and improvements.

I think you are doing a good job so far.  Just consider other points of view.

 

 

Well, as I see it: Even if strong and ugly, a bound and gagged woman would STILL be fair game for men. I mean, outright straight men in prison or such places don't mind gettting a bit of man-on-man-action, so clearly they do not care if the female slave looks like the ugly sister of Brienne of Tarth (who, if you know the books and series, was also about to be raped ... though of course the series-version is a lot more attractive than the book's version - but still no Daenaerys :lol: )

 

But all in all: Yeah, a woman, no matter what, in the hands of a mostly male-run slaver-ring will surely not have many options to avoid sexual violence against herself. And I just might add that, though I am as well against "sex-only"-content, this mod is located in the sexlab-download-page, uses this framework and overall is located on a site that deals heavily with mods implementing sex and erotica.

 

But I think its tricky ... how to keep the "being-enslaved"-feeling up and still offer the player things to actually DO. Now having the player fight and stuff ... yeah ... okay...its a viable option, though as stated already its not totally in line with the slave-feeling. Of course gladiators per se were often (not all!) nothing more than slaves...

 

Maybe in the long run, just as I stated in my first part of the post, make it like different paths opening for the player to "choose" from ... Arena-Slave (still options for sexual abuse, hey just watch the Spartacus-series for some inspiration! :lol: ) or sex-slave (with more quests like getting informations from "clients" and sneaky-stuff like that)

 

All in all, for me personally "action" does not necessarily mean that I have to walk around all the time and kill stuff. In the context of such a mod, it can also simply be to get confronted with interesting situations and characters, and lots of dialogue. I mean, in mods like Sanguines Debauchery its not so much the constant rape that bothers me most, but that it just "happens", without verbal abuse, without anyone around reacting to it, without any context!

 

Just some thoughts on these matters. Nice to see the thread so active, yetI also hope our dear modder does not get frustrated by all the various opinions and ideas people have here ... while he is doing all the actual work ... for us lazy know-it-alls... :)

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I finished with all quests in the slavetown, It was a fairly good content(if we not count the anomalies) and I smiled at the end when the master started to talk about the updates and others. I hope you will soon add more. And what about with that troll?

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A type of quest that I would like to see:

 

A quest where the pc is misled into thinking that what they're doing is a "good thing" (such as working to expose the slavers, or saving someone from their clutches) only to learn, eventually, when it is too late, that they were serving yet again. Notes and journals can take the place of some dialog for revealing "the truth" elements, or whatever is easiest, smoothest. Really, just the idea that the pc doesn't always "win," that they can be manipulated (eventual revenge isn't always possible either) and used by others for their purposes, is the main thing in this request. A different sort of "need to be careful," I guess. But Slave Town seems to be the perfect sort of setting for such underhandedness, and it could add to variety in terms of what an earlier poster called the "window dressing" of quests (the parts that keep them interesting, as I understand it).

 

Another overly vague idea/suggestion: tie quests to the rest of the world. Details will all depend on what sorts of things you want to do, but, a short example of what I mean:

Say the quest is to steal a case of mead. In the dialogs you can specify that it is Black Briar mead that is either being stolen from the meadery, or recovered from someone who stole it from the meadery depending on whether or not you want to imply that Maven has influence with the slavers or is out of the loop/opposed for some reason.

This sort of thing, I think, will weave your mod more deeply into the overall world so that the "spill-over" will work both ways in the long run. It also creates more things for characters to have to have some sort of opinion about in-game, for roleplaying with the mod as well as in the mod (if that makes sense).

 

Anyway. Set your own priorities, make the mod you want to make, and have as much fun doing it as you can. Thanks for sharing it with us and taking the time to go through all of these posts.

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Well yeah, and here tastes and opinions differ of course. I feel the same about endless whipping-animations :lol: While the creature-content is just something

that, for me, belongs into a fantasy-scenario somehow. Its the ultimate way I can think of to punish and degrade somebody...But I am with you, as it is a turn-off for many (actually, "real beastiality" has much the same effect on me, so I can relate) it should somehow made be optional.

 

Though I lack the imagination how to make it "toggable" through some menu. If anyway, it might be content that you can simply avoid if you play your slave-cards right. As I said, its quite a hard punishment, and maybe creature-interaction should be a "path" that will be clearly labelled to you as you play and make decisions.

 

For example, if you continually piss off your masters, they'll warn you you'll be in REAL trouble and regretting it soon, and if you willfully go on, beast-content will be "forced" upon you, however maybe still avoidable if you beg and plead and cry and beg and beg to your master to forgive you, which would clsoe this patz forever. Something like that. Embedded into the mod and dialogue, not a tickbox in a menu....just my 2 cents...

[...]

 

I think it would be better in a tickbox menu rather than in the dialogue. Since a lot of the questionable items would most likely be triggered by the PC being unruly and needing to be shown her place, simply giving in and begging at the right point won't satisfy all tastes. For example some people might like the idea of beastiality as a good humiliation, but be turned off by the sadism of whipping. Others might love the whipping, but find beastiality a major turn off. So if the dialogues are set up such that the first punishment is whipping, and the second punishment is being sent to the dogs, then people in the first group do not have a path to satisfy their kink.

 

I would propose that the slavers have a set of punishments that they would randomly chose among when the PC acts up, some of which can be flagged off via toggles. Say for example:

 

  • Beastiality
  • Whipping
  • Rape as punishment
  • Left tightly bound

 

Each punishment would be flagged as to if it belonged to any of the groups, and then removed from the pool to be chosen. Certain dialogue options could also be disabled if they would lead to any of the undesired content. I think this method would be more immersive than trying to do it all through dialogues, since that would imply that the PC could avoid any punishment she wants to if she played her cards right. It feels more like slavery if there is sometimes no option to change the slaver's mind, no matter how much you beg. This would also avoid the issue of the iron willed dragonborn suddenly crumbling at the mention of the dogs, where RP wise the PC would hate, but survive it, but the player just has no interest in witnessing it. So it is basically becomes a way of defining the slaver's tastes rather than the PC manipulating her way through the options.

 

I would also suggest if the player ticks all the options, the default punishment left over is a "stern talking to and being made to stand in the corner". I think it would be a hilarious response to the player disabling all the options. :)

 

If you want an example of configuring punishments, look at Prison Overhaul. It even lets you define the frequency of different punishments in relation to each other.

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I think it would be better in a tickbox menu rather than in the dialogue. Since a lot of the questionable items would most likely be triggered by the PC being unruly and needing to be shown her place, simply giving in and begging at the right point won't satisfy all tastes. For example some people might like the idea of beastiality as a good humiliation, but be turned off by the sadism of whipping. Others might love the whipping, but find beastiality a major turn off. So if the dialogues are set up such that the first punishment is whipping, and the second punishment is being sent to the dogs, then people in the first group do not have a path to satisfy their kink.

 

 

Yeah tickboxes are good, it'd better to make the choices in the MCM rather than in dialogue to avoid breaking immension. Then people can select if they want rape, beastiality, etc.

 

That would also avoid putting 'rape' as a default for females, and not for males. Ditto for brothel as an option. For example, I play a mage who is good looking and not very strong. And he's male. So I'd like to not have brothel ruled out from the start. I'd like to have all the options!

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Though I lack the imagination how to make it "toggable" through some menu.

Bestiality content might start as a quest and tick in mcm would decide if that quest is available or not.

 

After that all quests could have additional dialog options based on whether you have this quest completed or not.

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I would also suggest if the player ticks all the options, the default punishment left over is a "stern talking to and being made to stand in the corner". I think it would be a hilarious response to the player disabling all the options. :)

Don't forget the dunce hat!

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player.additem 26002AC3 3    -   I think it would be useful to many. Personally, I have difficulty to find shivs. I picked up the dead body of an orc, but it took away guard, sort of. 

Maybe they need to get using a dialog, but I did not find this option. It remained only to kill, but not all die. One shivs found in the chamber.
Mod wonderful, good luck in the development
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creature breeding den...

Ugh, pardon my lack of enthusiasm. Every time I've seen something like this implemented, it was a boring "you get raped for longer than you can stand watching it, time to play a smartphone game while the scene passes".

 

 

Glad to see I'm the only one who keeps the smart phone around for these ones as well lol. I like the idea but its almost always made to feel tedious.

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to MadSummoner. Я тоже не сразу отмычки нашел)  Первую найдешь , когда завалишь Берсеркера,  вторая - Эдди по моему, его тоже грохнуть надо , чтобы найти. Ну и третья на столе у бармена.

Кстати, тебя ФНИС спалил)))

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Any mod will get boring eventually.  That's why players are making new mods.  Would you rather have no mods rather than some we can enjoy for a little while.  Besides, some of those boring mods are reworked, added to, and improved by the author or someone who took over.

Please, keep making boring mods for us.

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Any mod will get boring eventually.  That's why players are making new mods.  Would you rather have no mods rather than some we can enjoy for a little while.  Besides, some of those boring mods are reworked, added to, and improved by the author or someone who took over.

Please, keep making boring mods for us.

That's very true. Still, some mods/quests are more boring by design, and all kinds of "you get stuck in one place with nothing to do and get raped by X for minutes of real time with no interactivity" take the cake as far as I'm concerned. I guess there are people who enjoy watching a couple of porn animations play on shuffle and repeat for half an hour or longer, but I'm definitely not one of them.

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Great Mod, small issue though, male npc's have different face textures to their bodies, ie, I have a pink Khajiit npc, or an orc with a green body and grey head. Only seems to happen on this mod. Not using any unique male textures, aside from SoS. Tried changing the load order around to no avail. Any idea on what's causing this? :s

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Guest IAmTheOneWhoKnocks

Great Mod, small issue though, male npc's have different face textures to their bodies, ie, I have a pink Khajiit npc, or an orc with a green body and grey head. Only seems to happen on this mod. Not using any unique male textures, aside from SoS. Tried changing the load order around to no avail. Any idea on what's causing this? :s

It just means I didn't export the NPC face data properly, I'll export all NPC face data again next update

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