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[WIP] Four-Play Enslaved - Welcoming Suggestions and Ideas


vinfamy

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Hi, I'm here to make a probably unpopular opinion.

Since this is Fallout & not Skyrim, mentality of the slave would be different. As in Fallout universe, slaves are threatened with certain death around their necks. So I would want dialogues & mechanics to play on this mentality. You're beaten & enslaved, gears taken from you, brutalized & raped then got the collar on, the NPC or the slaver threatens to activate the collar if you disobeys. If you back talk or disobey, BOOM! Maybe not immediately, but severe punishments, maybe a 3 strikes system, after the strike 3, BOOM! If your char gets away too far from her master/slaver? instant BOOM!

Based on your screenshots, seems like you want it to be more Skyrim-like. The problem I have with it is that the NPC ASKS the player to do something. Instead, the NPC should THREATENS player into do something or gets her head blown up. I personally want it to be an automatic approach & your char has to let herself be raped. If she struggles, let's say, puts on a combat stance, then the game will consider your char. trying to resist. When that happens, BOOM! Sure, the char. can back talk, but there should be some sort of punishment to make sure that's not the case. Your char. should be able to plea or begs & those things. Which means, if the slaver or the master got too annoyed, your char can be bounded & gagged & with still the death trap around her neck. I think this should be a good incentive. Disobey or tries to fight back = gets tied up. Back talk = gets gagged, gagged & tries to remove the gag = gets tied up. Maybe give a small percentage or based on the NPC faction or morality on how much they will tolerate your shit. If they have a low tolerance, instant BOOM!. Or again, a 3 strikes system (I want 3 strike system to be on more civilized factions), so you can add in some beatings or humiliations into the mix before the neck goes BOOM! The only way to gets these stuff off her is for her to allow herself to be raped or beaten by the slaver/master/mutant/whatever without any signs or resistance for a number of time or you can do a point system, the game then random is it the bindings or the gag to come off. Then your char. has to be the nice-obedient toy some more for all the restraints to come off. Then I guess a minigame on speech checks or charisma so she can sweet talk her way out of a situation or a disobedience? Give a strong debuff because she's a sex toy now or something. Or do a point system, that if she has enough points, she can use that points to spend on talking her way out of a punishment or to make requests, make it expensive so your char. have to work hard for it.

 

Then i'm thinking about escaping mechanic. Maybe your char. needs max lvl in one or more of these skills :pickpocket, lockpicking, hacking, speech or charisma. Maybe some perks like blackwidow or equivalent? If she wants to kill her captor through sex, she still needs to deactivate & remove the collar. If she fails, BOOM! Having good speech or charisma means your master/captor likes you more so you'll get a little bit of a bonus? Maybe +5% or 10% success rate? After the master/slaver trusts your char. enough, she can asks to have her collar removed but will still serve or something like that? Something similar to SD join faction, but you're not really joining, you just say it to run away or to kill your master. Or make it a cooldown before her master faction became hostile again or actual faction joining, I don't really care.

Yeah, pretty sure nobody wants this...
But I do...
I do...

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Hi, I'm here to make a probably unpopular opinion.

 

Since this is Fallout & not Skyrim, mentality of the slave would be different. As in Fallout universe, slaves are threatened with certain death around their necks. So I would want dialogues & mechanics to play on this mentality. You're beaten & enslaved, gears taken from you, brutalized & raped then got the collar on, the NPC or the slaver threatens to activate the collar if you disobeys. If you back talk or disobey, BOOM! Maybe not immediately, but severe punishments, maybe a 3 strikes system, after the strike 3, BOOM! If your char gets away too far from her master/slaver? instant BOOM!

 

 

Based on your screenshots, seems like you want it to be more Skyrim-like. The problem I have with it is that the NPC ASKS the player to do something. Instead, the NPC should THREATENS player into do something or gets her head blown up. Sure, the char. can back talk, but there should be some sort of punishment to make sure that's not the case. Your char. should be able to plea or begs & those things. Which means, if the slaver or the master got too annoyed, your char can be bounded & gagged & with still the death trap around her neck. I think this should be a good incentive. Disobey or tries to fight back = gets tied up. Back talk = gets gagged, gagged & tries to remove the gag = gets tied up. Maybe give a small percentage or based on the NPC faction or morality on how much they will tolerate your shit. If they have a low tolerance, BOOM!. Or again, a 3 strikes system, so you can add in some beatings or humiliations into the mix before the neck goes BOOM! The only way to gets these stuff off her is for her to allow herself to be raped or beaten by the slaver/master/mutant/whatever without any signs or resistance for a number of time or you can do a point system, the game then random is it the bindings or the gag to come off. Then your char. has to be the nice-obedient toy some more for all the restraints to come off. Then I guess a minigame on speech checks or charisma so she can sweet talk her way out of a situation or a disobedience? Give a strong debuff because she's a sex toy now or something. Or do a point system, that if she has enough points, she can use that points to spend on talking her way out of a punishment or to make requests, make it expensive so your char. have to work hard for it.

 

Then i'm thinking about escaping mechanic. Maybe your char. needs max lvl in one or more of these skills :pickpocket, lockpicking, hacking, speech or charisma. Maybe some perks like blackwidow or equivalent? If she wants to kill her captor through sex, she still needs to deactivate & remove the collar. If she fails, BOOM! Having good speech or charisma means your master/captor likes you more so you'll get a little bit of a bonus? Maybe +5% or 10% success rate? After the master/slaver trusts your char. enough, she can asks to have her collar removed but will still serve or something like that? Something similar to SD join faction, but you're not really joining, you just say it to run away or to kill your master. Or make it a cooldown before her master faction became hostile again or actual faction joining, I don't really care.

 

 

Yeah, pretty sure nobody wants this...

But I do...

I do...

 

Faction joining would be a no because it could mess with too much of the core game IMHO, but labeling the faction of the slaver instead "non-hostile" towards the player could work instead. Slave Master would probably still have to get labeled as a companion perhaps but idk.

 

Loving most of the ideas that have been said in this thread,sadly I'm garbage at creativity so dont have anything to add to any of these beautiful ideas so far.

Well, other than perhaps this should be a Framework for slavery mods to hook into with its own small slavery quests in it.

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I really love that you're making this mod!   PC slavery is a great idea and I can't wait til you get this off the ground!

 

Ideas that might be of use either as Radiant or Story related quests:

1) Pony-racing at the City Downs Racetrack.  Maybe as part of a quest to 'liberate' it for a Master, take it over, and then run ponygirl/ponyboy races against other NPC slaves?

2) As part of the humiliation training, there could be various 'Tijuana donkey shows' that make use of the creatures of the Commonwealth.  This could be used as part of a mechanic or quest.

3) It's been brought up, but Prostitution is always a good and repeatable Radiant Quest.

4) Breeding new Raiders is also a good option if integrated with Family Planning, might be able to integrate with models from Child Raiders and Nuka World too!

 

Anyhow I am excited to read about this project and I hope to see more soon!

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I really love that you're making this mod!   PC slavery is a great idea and I can't wait til you get this off the ground!

 

Ideas that might be of use either as Radiant or Story related quests:

1) Pony-racing at the City Downs Racetrack.  Maybe as part of a quest to 'liberate' it for a Master, take it over, and then run ponygirl/ponyboy races against other NPC slaves?

2) As part of the humiliation training, there could be various 'Tijuana donkey shows' that make use of the creatures of the Commonwealth.  This could be used as part of a mechanic or quest.

3) It's been brought up, but Prostitution is always a good and repeatable Radiant Quest.

4) Breeding new Raiders is also a good option if integrated with Family Planning, might be able to integrate with models from Child Raiders and Nuka World too!

 

Anyhow I am excited to read about this project and I hope to see more soon!

 

I gave a few ideas for quests and never thought about the racetrack: that would be awesome, pimping the girls with gamble races, with ponys buttplugs, with heels to limit the speed, don't know how hard is to implement chariots for the player to push and being lashed by the rider but that would be cool too.

 

and the quest were Travis the DJ need some "motivation", you dig?

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Hi, this is a repost of a conversation I had with one user here on the old site, apparently, they are not ported over.

 

 

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ElementalWatcher, on 05 Nov 2017 - 12:49 AM, said:

 

 

Faction joining would be a no because it could mess with too much of the core game IMHO, but labeling the faction of the slaver instead "non-hostile" towards the player could work instead. Slave Master would probably still have to get labeled as a companion perhaps but idk.

 

Loving most of the ideas that have been said in this thread,sadly I'm garbage at creativity so dont have anything to add to any of these beautiful ideas so far.

Well, other than perhaps this should be a Framework for slavery mods to hook into with its own small slavery quests in it.

 

 

 

 

I wouldn't really want a join faction, but it makes sense when you think from a perspective of a kind of a world you're in hence the "I don't really care" part. I have seen some people wants to rp as raiders & such, this can be one of their potentials, it's their game & their save game after all. I know people on here has a very different opinion on what slavery would be, and I sure as heck knows I'm in the minority here. I don't think slavery should be permanent state unless you really earn your trust from your captors, but until then you should be able to find a way to escape your captors whether through earnest work, working lying down, guile, or simply leg it & wish for the best. So you can say I have a more realistic outlook about it while a lot of people on here has a fantasy, porn-like experience to it all. I wouldn't mind them if they are something on the side & not the main focus.

I sure there are plenty of feature requests on this post, but all I want is the basic, the features can come later but it would be pointless if the core slavery didn't work, yeah?

 

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ElementalWatcher, on 07 Nov 2017 - 2:06 PM, said:

 

Don't get me wrong, I personally would be for the join faction thing, but the issues I can see this causing is that it could break a lot of other things in the game. If somehow we can work around the issues it could cause for other quests and general gameplay I'd be all up for it, but currently I don't see the need to make the player join a faction that is generally regarded as hostile to everyone.


 

 

 

Oh I didn't take any of the disagreements personally. We all have the rights to fap to our fantasies here. I know the join faction can break a game, which is why I previously stated it's the own player's risk who wish to rp as raiders/bandits/whatever. If that player wants to be a raider, then it is perfectly reasonable that everybody in the game world will want to kill the player character. But if Bethesda is an inept game developer as they always are & to based on Skyrim. Normal NPCs won't shoot you if you're in the bandit faction. But most of the bandits will just ignore you (most of the time anyway) and that makes the game boring.

 

But sure, maybe making the "real" join faction comes later, and the previous ones are mere grace period & some special quest from their faction that goes something like "Go do this/Bring me x amount of y in z amount of days or I'll kill you" kind of thing. X being the quest items, y being the amount, z being the grace period itself. If the player fails to reach the z period in time, the raider captive goes back to killing the player as usual. but then, pretty sure it's a resource hog. I'd rather see this "slavery+join" as a seperate mod or a special plug in than the 1 whole big package.
 

 

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Just a little bit of an update on my probably unpopular opinion. Probably to make it even less popular...

I don't want dialogue options right away, because lately, SD+ turns player slavery into slave bossing her master around. It should mostly be automatic approaches from the captor/slaver/whatever of your char getting approach & raped or beaten up. You can even add random remarks, sneering, insults from the captors here if you want. After some time, maybe clocking how long your char. has been a slave to her master, maybe count it by day. After a certain time or day passed, dialogue options open up & then that's where all the talking, working for your freedom or all other side quests & features requested by some other players can be on here. I am thinking about 3 days, but that might be too long, maybe 2? I don't want a point system for this, it'll make the whole slavery shebang wayyyyyy too easy.

Then, if your char is being a smartass by trying to sneak away, pickpocketing, rejecting or resisting rape or abuses, BOOM!
And yes, after a certain time passes, maybe share the same clocking system like the one above, the tolerance based on faction & the 3 strike system comes in.

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My 2cents

I don't really see "Raiders" as the type to be very good at keeping / training / breaking slaves. They seem like the kind to take captives, then have either killed them with or simply lost track of them within in the week. The ransom events don't paint raiders as terribly good at taking or holding hostages. I doubt those Settlers are being fed. I always pictured the NPCs as so desperate because if their friend isn't rescued or ransomed promptly they'll die from something or another.

 

It takes infrastructure to feed prisoners, break slaves, keep people from escaping or breaking in, etc.

 

The Combat Zone definitely has an 'auction house'-esque vibe, with their 'prisoner shaming room' and every giant stage-cage, but auctioning and training/breaking/keeping slaves in the same place seems like a bad idea. If you had enemies (or just people who want slaves without paying) there's only one place to go. I see it more as a Paradise Falls trading hub; "Sell your slaves here" kind of place. They have pens, but no one's really living there.

 

I think it'd be neat if there were different (smaller) Slaver-factions that each had their own kind of style of slaver.

 

Get bought / captured by The Pillars of the Community and they just want to brainwash you into being a member, maybe complete with the 1940s view on 'a woman's place.'

 

Get bought / captured by The Gunners and they want to brainwash / beat you into being one of their soldiers (Gunner Conscripts are basically slave-soldiers anyway).

 

Get bought / captured by the Triggermen and they're just going to want to pimp you out / fuck you a lot.

 

Get bought / captured by Raiders and it'll depend on what group got you. Most seem like they're just going to want 'entertainment' but I could see like the group at East City Downs having 'pony races', Haymarket Mall playing 'dress up' with their prisoners, D.B. Technical High School getting weird with dogs or using their prisoners as 'bait' or sacrifices for 'the beast'. With the smaller groups being less imaginative.

 

All of them are probably going to fuck their slaves, although The Pillars seem like they'd be more polite about it, asking for a 'test of loyalty' or 'proof of your commitment.' Lots of cults use sex as an induction tool and they were keeping a girl locked in a room, any one of sufficient influence in the group could walk in and start making demands, or 'suggestions' on how to 'help prove your conversion.' You don't have to suck his cock, if you don't want, but it would sure go a long way toward proving you're ready to join the Community (and be let out of the room).

 

Gunners are probably more direct about it. "If we say jump you say how high." "If we say shoot this guy you ask how many times." "If we say suck this dick you ask how deep." I can see them using sex as rewards/punishments for tasks. "There's a mole rat in our basement, here's a 10mm pistol and 10 bullets. Go kill it. For every bullet you use you have to fuck a guy. The Gunners aren't made of caps." (Seriously where do the Gunners get their guns? They can't all be from their initial vault.)

Not to mention in the brutal Wasteland, pretty sure a gunner captain could demand sex from any lower-rank and get it. Plus Gunner's plaza is fuckin' huge, and it's got like 3 basement levels. It's got plenty of room for slave kennels. They even have two vaults under their control. 75 would make a great hidden slave-breaking facility (that's basically what it was before the war.)

 

Triggermen have their own vault, but it's all clogged up with Story. Still, are there any female Triggermen? 20+ guys packed into a vault / subway, and those guys have a thing for 40s gangster style. They definitely have call girls on call. According to the internet "Share crop" is 40s slang for a promiscuous woman. I could totally see the Triggermen with some 'share crops' to share. Heck you could even call Tiggermen-faction-slavers "Share Croppers".

 

I think it'd be neat if it's like, you're a Gunner Slave with high Obedience, you're basically a Gunner Conscript. They have you guard things, patrol places, report to Gunner Outposts. Disable fast-travel and make someone walk from Vault 75 to that damn freeway on ramp south of Sanctuary. Maybe you encounter something and defend the troop (bonus Obedience! Maybe even promotions?) maybe you abandon the group in the middle of the attack (Freedom! But the Gunners are gonna be pissed if they ever get their hands on you)

 

But if you're a Gunner Slave with low Obedience, you're basically fuck-meat. They keep you in the basement and beat / fuck you until you give them reason to believe they can use you for something else.

 

A middle ground might be something like 'scavenging group' you go out with some other Gunner Slaves and some Gunners (of random rank) and get rewarded based on how valuable the salvage you find is. I'm picturing something like you're walked out of the base with 0 equipment, brought to some area with a whole bunch of Gunners watching you and told to scavenge, then you go around looting all the little random junk you find in-game, and turn it into the boss and get brownie points based on how much loot you found. (maybe extra points if you found a weapon and turned it into them instead of using it on them)

 

I don't think pacifying the Pillars or the Gunners while you're a slave to them would break the game too much. The Gunners don't have, any story interaction and the Pillars are such a minor thing that it took me several play-throughs to even find them. And really there's only like, the one thing you can do for them, which, honestly if you're already a member it would probably play out pretty much the same.

Okay, so maybe that was more than 2cents.

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I've been lurking on LL for awhile, now, but this is my first time posting anything anywhere.  My opinion is maybe less valuable than that of someone who's more active in the community, and clearly far less important than that of someone actually developing a mod.  That said, I'm really looking forward to this mod, and to the potential of later mods that might branch off of it.  This mod will probably be the reason I put Skyrim away for awhile and install FO4 again, and I have really high hopes for it, but a lot of the descriptions and ideas I'm seeing here seem to be describing different scenarios and story/plot ideas which--while great--are limiting in themselves, because they define how slavery will work based on a particular group, and specific mechanics for getting out, etc.  The more this mod relies on content and scenarios at its core, the less versatile it'll be in the end, and I'm really hoping this grows into a framework that other modders can use to develop more diverse content, while remaining cross-compatible with each other.

 

Most of the existing Skyrim BDSM mods control the player, either directly by forcing scenes and defining player dialogue, or indirectly by limiting player choice or impacting abilities and skills.  Those that do develop the dominant/master personality either do so by scripting individual specific characters, or by applying a single default package to any character put into the dominant role.  Because they all use their own systems for how the dominant acts, they don't often play well together, so if you want any variety in your "slavery experience", you often have to have completely different mods sets and save games to switch between.

 

What I've always found lacking in the Skyrim BDSM/Slavery mods is individual personality of the Dominant.  Slaverun and Captured Dreams, for example, are better about it, simply because the characters are specifically designed as part of the mod and its story, and their behavior and dialogue are deliberately written for their character.  But SD+, it doesn't matter f you're enslaved by an Orc chieftain or by a Dark Elf Necromancer: both of them will eventually tell you they're thinking of selling you to the next Necromancer who passes by, both will find it entertaining to drug you and make you dance before you get gangbanged, and both will at some point shave your head.  And that's where it gets repetitive: the Dominant/Master has no personality.

 

What I'd really love to see is a Framework that governs how the Dominant behaves.  What he/she is into, what they get off on, and what they want from their sub/slave.  "Training" loses its purpose if there's no goal, no objective.  Then you're not being "trained," just "tormented".  Which is actually fine; I'm sure there's plenty of people in the Commonwealth who are just sadistic bastards who want to watch you be miserable.  But there's also really, really twisted and disturbed people who have wildly specific tastes and ideals, and how they treat their slave should reflect that.

 

From there, activities, tasks, jobs, punishments, etc. could all likewise be weighted against the dominant's personality and fired off based on the dominant's preferences and goals. Additional scenes, tasks, etc., could be developed as plug-ins or in separate mods, and draw from the framework's core resources, and possibly even be available to other mods based on the framework.  Just as Devious Devices and SexLab interact to decide that since you're wearing a locked Chastity Belt, you're going to engage in an oral-only scene, I'm seeing similar interaction here: since your master enjoys electricity play, you'll be forced to wear a shock collar.  Since your master wants you to be silent, that shock collar will go off if you choose verbal dialog prompts (leaving you with the "safe" option of nodding or shaking your head, pleading with your eyes, etc.).  And from there, player enslavement should be able to be incorporated into story-driven mods more easily, controlling how and when activities and scenes are triggered with more versatility.

 

I like the idea of mechanics that track the player's "journey" through submission, but that inherently means the modder decides how MY character behaves, what they think, what they feel--that is in direct conflict with the basic underlying concept of an RPG.  If a mod is directly reducing what choices are available to the player, then the player becomes less engaged--you're less playing a game, more following a script.  Affecting difficulty and/or chance of success through stat manipulation or increasing potential for undersireable consequences is far preferable to limiting available choices.

 

I haven't done any modding, so I'm not fluent in the nuts-and-bolts, but I'm thinking a series of weighted values/variables that define who a given owner/master/dominant is, which could ultimately be referenced to govern his behavior.  How far he can be pushed before he inflicts punishment, what form the punishment takes and how severe it is, how easy it is to get back on his good side, what kind of act or behavior will improve his mood. Could even go as far as how perceptive and alert he is, how trusting, even how much he actually cares about his slave, meaning escape mechanics also become dynamic: if he's extremely alert, sneaking away will be more difficult; if he's trusting, it may be easier to get hold of a weapon to attack him with.  It might also be possible to develop an actual romantic relationship and/or be freed, but your available options for escape are determined by this specific master, and the only way to figure them out is to interact with him and actually engage in your own slavery.

 

This may be (and probably is) beyond the scope and capabilities of the existing tools, but if this can be done, even in a minimal fashion, then the repetitive quality that's plagued the existing "dynamic" slavery mods can be minimized.  Each master can be different, so if you're enslaved, escape, and get enslaved again by someone else, it's not just a grind to watch a bunch of sex scenes and then try to steal a key; the scenes themselves could vary in frequency and preferences (maybe one master only likes blowjobs; maybe another keeps setting up train runs on you), and the available means of escape are different.  And maybe your current master will simply kill you if he gets sick of you, maybe another will just throw you away, another may sell you to a new owner--who would be completely different from the one you just left, and for whom you'd have to start learning all their quirks and preferences all over.

 

With this sort of approach, focusing on making dynamic personalities for the dominant, the player has to take an active hand in their own submission--you can decide whether to obey or not, depending on what you know of your owner and his personality, so the player still has choice, the player still takes action, the player is an active participant in the scenario, without a need to necessarily specifically write out a complete custom scenario end-to-end.  Depending on how its done, I'd imagine that other modders would then be able to build off the framework to create unique dominant characters with their own pre-defined personalities for content mods, or additional plug-ins or updates to add new kinks or tasks or jobs or punishments.  It also means that enforced, With the Dominant's basic personality and behavior all growing out of and governed by the same overarching system, I'd think compatibility between various BDSM mods would be much higher, so you could have a more progressive story-driven mod like Slaverun running alongside a more dynamic, on-the-fly, "consequence scenario" mod like SD+, etc.  If they're all pulling from the same pool, I'd think it would make them play together more nicely and even potentially be able to hook into each other's scenarios more smoothly.

 

Maybe this is pie-in-the-sky, maybe it can't be done (or can't be fully realized) until there's a more complete F4SE; hell, maybe it can be done, but it would end up being too script-heavy, or would cause an unacceptably monstrous performance hit, I don't know.  But it seems to me, if we want dynamic player slavery (I just accidentally typed plavery, and almost decided to try to make that an actual term), then we need dynamic NPC slave owners, and for those to be dynamic while minimizing repetition and maximizing utility across multiple types of mods, then we need dynamic slave owner personalities and behaviors.

 

That's what i'd like to see more than any single mod providing an array of slavery activities and scenarios, however expansive and versatile: an inherently expandable framework of dominant personality traits, activities/tasks/punishments, and player submission statistics, and some type of mechanic for becoming enslaved to random NPCs.  Let the content be expanded and built off of later.

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I think we're kind of thinking of the same thing, except rather than base the slavery's behavior off The Dominant's personality, base it off the Dominant's faction.

I don't really see individuals as being able to take/hold/keep slaves in the Fallout Setting. Which, I apologize for that. I'm kind of a verisimilitude whore, and I know you can say 'well they just slap a bomb collar on someone' but bomb collars are pre-war technology, your average Wastelander probably doesn't know how to operate one let alone make one.

In 3 Grouse is the only place you can get Slave Collars and he works directly for the big slavery organization (an organization big enough to have figured out how to make slave collars). In Vegas the Brotherhood of Steel is the only place that has slave collars. (it's been a while since I've played vegas, but I don't remember the Slaves there wearing collars, just rags with large Xs on them)

Some random wastelander or raider might be able to capture people and keep them tied up or locked in a cell, but that's hardly slavery, that's just, taking prisoners.

 

This is probably way out of line, but I picture the progression something like this:

Spoiler

 

 

>the player is captured.

 

They sleep in the wrong place, lose the wrong fight, or maybe even get caught in some story event.
(I think the Hardware Town first-event could be easily modded so when you first walk into the back instead of just getting attacked you get a dialogue option to surrender and are taken prisoner, or if not wanting to alt the canon, make a second event for afterward when the gunners / enemy faction take over.)

At this point I really think the mod should only concern itself with capturing the player and triggers for capturing the player. Pretty much like it does already. It might need some polish but in my opinion this part is pretty much gold.

 

>the player is a prisoner.

 

Pretty much like the radiant kidnapping events or the East Boston Preparatory School / Zeller's army situation. The player is locked in a small room with none of their stuff and basically all the focus is on just keeping them from escaping.

At this point the player has very few options. They're probably tied up, and behind a locked door. They get visits from their captors only to be fed, or abused, (physical or sexually).

The player can basically bide their time, or try to escape.

>Bide your time.

Basically just wait it out. Prisoners are an economic burden on any group. Eventually they're either going to try and kill you or let you go. Although that means putting up with plenty of abuse while you wait.

This might be showing my kinks a little, but I'm picturing something like, they literally just leave you in a room and ignore you until they come in to feed you or abuse you.
              >>food time.

 

              A member of the group who captured you come into your cell and throws down something like a cafeteria tray that's an activatable item called something like 'prison gruel' activating it plays an animation where you stick your face in it to eat it (because your hands are still tied behind your back) but also gives you a heal buff similar to eating [pick any food item].

              >>fun time.

 

              A member of the faction comes in and rapes/abuses you for their own amusement.

 

Honestly don't think either of these need dialogue events. I think it'd be sweet if we could get a few generic comments like 'slops on!' for the food time event, or play some of the vanilla raider taunts (you know the ones) for the fun time event.

>Escape

 

              >>get out of your bonds.
              probably not that hard. I don't see raiders or anyone as taking the time to manufacture quality rope. They probably just tied you up with whatever was handy, which means you're probably tied up with something like a cloth or shirt or at best crudely made rope or several-hundred-years-old cord. If you've got strength 4+ or agility 3+ you're probably good. Bust the bonds or wiggle out of them. Otherwise you're going to need to find something like a combat knife to cut your way out. (I might just say any melee weapon, so the mod can do something like check the player's inventory for a melee weapon and if there is one they use it to break free)

              >>get out of your cell.

 

              Skyrim lets the player keep 1 lockpick when they're thrown into jail. I might go with 5 bobby pins as bobby pins are much smaller than lockpicks I'm pretty sure I've had at least 5 bobby pins lost in my hair and not even realized it myself. Then you either pick the lock or pickpocket the key from one of your captors when they come to you.

              >>get your stuff.

The simple answer is to just put the player's stuff in a crate, but I think it'd be neat if the group that captured you shared in your loot. The boss-raider gets your best/most valuable gun. The one who personally captured you gets your best/most valuable armor. Maybe like 2-or-3 others get their pick of your loot and the rest gets thrown in a box somewhere. I really don't think there should be a quest-marker for where you stuff is. That kind of always bothered me that the player-character had some supernatural sense of what box people put their things in. Escaping without your stuff should totally be a plausible option. (Maybe only in hardcore mode?)

 

>the player is sold.

 

If you bide your time long enough, or failed to escape enough, whomever took you prisoner is eventually going to decide the sell you to one of the slave-ing organizations (either to make a quick cap or make you someone else's problem).

I kind of just picture this as; a bunch of people (2-3) come and get you out of your cell. They lead you tied to wherever you're being sold (Combat Zone?) or whomever you're being sold to (whichever is closer). Then congratulations you're officially a slave!

 

>the player is a slave.

This is the part I see as varying the most based on what organization captured you, and different organizations could be added by additional mods with their own behaviors/bases/goals for their slaves etc. The organizations that strike me as appropriate off the bat are the Pillars of the Community, the Gunners, and the Triggermen, and some raider groups I mentioned before. Really the Faction-Slaves could be it's own mod with the main Player Slave mod as just the 'you get captured and sold' framework' and maybe a few of the raider camps like Easy City Down as potential 'slave-owning factions'


The Pillars lock you in some room and start trying to gaslight you into thinking they're the best thing ever. Probably apologize for how you've been treated, comment on how happy they are they could get you out of that terrible situation, and make it clear how grateful you should be to them. I might like, start off the players 'obedience stat' at like 50/100 to show that The Pillars give you more privileges right out the gate, but at the end of the day you need like 90/100 to be let out of the room they're keeping you locked in. While down at like 20/100 they've got you strapped to a bondage cross and are repeatedly whipping you for being a bad person by not-thanking them for all they've done to you.

 

 

The Gunner might actually have bomb collars (?) they have access to a lot of tech like plasma pistols, but I don't see anyone lower than a Gunner Corporal as having ranks in science. Might be good to let them have bomb collars just for simplicity's sake. Might be awesome if Gunner Conscripts could be retro-actively modded to be wearing bomb collars as part of their gear.

Gunners probably start you off more like 10/100 Obedience. They're trained military personnel and discipline is everything to them and you're just some dirty wastelander they bought off some other dirty wastelanders (unless it was the Gunners who captured you initially) and they don't trust you to wipe your own ass.

I think it'd be neat if the 'Master' were called 'Gunner Drill Sargent' or just 'Gunner Sargent' and if they had other 'Gunner Inductee' -s under their supervision. They give you a Gunner outfit (or maybe don't, can 'Gunner Slave rags' be a thing?)

I picture this as like the mod is, albeit with more Gunner-themed tasks. Kill this mole rat. Kill this rabid dog. Kill these raiders/disobedient slaves. A lot of pit-fighting and when you're not pit fighting you're just locked up in one of the gunner bases (Vault 75 or Gunner Plaza) with certain places 'off-limits' based on your current Obedience. If you're well behaved you get full or near full access, at like 70/100 Obedience you're basically a gunner conscript and allowed to just go out wherever whenever as long as you keep doing their radiant quests, like a more aggressive Preston. Be interesting if they could send you on Gunner Raids, maybe against settlements (even your own) or just against raider bases or random dungeons.

I'm picturing something like the mailman from Skyrim a "Gunner Courier" who runs up to you says "I've got some orders for you soldier!" then hands you a note-object that has random-generated text saying 'report to [dungeon] to support your fellow soldiers' and then you have a quest to get some item from the loot chest of [dungeon] and bring it back to whatever gunner base 'trained' you.

Preferably when you fast travel / reach to [dungeon] there's a bunch of non-hostile gunners there who attack it with you, helping you fight your way to the bottom of the dungeon to get the loot. And if you fail that quest your obedience drops, and if your obedience drops low enough that you wouldn't be trusted to be outside Gunners come for you take you back to the base and 'discipline' you.

Obedience could also make a great stand in for your 'rank' within the Gunners. If you're low ranked the Gunner Commanders are going to come up to you and ask for sex and, maybe you can haggle with a Cha check: 'I wanna fuck your ass.' 'How about a blowjob sir?'  Success meaning you get less-obtrusive sex or maybe even no sex (I'm picturing like, a branching tree Haggle->A: Oral B: Vaginal C:)  or just say no (Obedience penalty), say yes (no effect) or enthusiastically say yes (Obedience bonus, but you look slutty) So it looks like
Gunner Approach
Gunner Dialogue: "I want to fuck you."
Dialogue Options: Yes, No, Yes Sir!, Haggle-> Oral, Vaginal, Nothing, Back-> Yes, No, Yes Sir!, Haggle

 

The Triggermen buy you and they're just interested in pimping you out. They give you to their 'Share Cropper' and he/she trains you up to be a good little whore. Stick you in a sequined dress and send you out to Goodneighbor, or even Diamond City to make some caps. (if you have the prostitution mods) or just keep you in their base as a fuck-toy.

Not 100% on what a good 'arc' could be without the prostitution mods. With it I kind of see it as like, you start out just being their fuck-toy, hands tied behind your back with your ass on display in the cafeteria of Vault 114 next to the salad bar, and eventually you get trusted enough they just let you out on your own and you just have to periodically give the Triggermen caps (that you supposed earn whoring yourself out but could totally earn just adventuring).

They might also have bomb collars, they do have a vault (and it may have even had a stock of bomb collars, you never know with Vault Tec) and they do have ghouls working for them who could conceivable have pre-war education (like what a circuit is).

 

 

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I get where you're coming from with the "group ownership" angle on the lore, and I agree, to a point. But that--to me--lands on the content/story end of the spectrum, because it's limiting who can be an owner, and limiting how that owner behaves (and therefore how they expect their slaves to behave), based on pre-defined external criteria. If someone wanted to write a new mod, with a scripted character as the dominant, they'd have to write them based around the faction. If that conflicted with the ideas or plot of their mod, they're left writing everything from the ground up, and not making use of the framework. The more types of mods that can be written based on the framework, the more valuable the framework is.

 

What I'm seeing here is the potential for a framework that can be used as the basis for a wide variety of content mods. To make the most versatile framework, it should provide the means to define criteria and conditions. So that a content mod could be written based on the framework that uses the framework's conditions to create different slavery events/progression based on factions, as you're describing, but could ALSO be used to write a consensual BDSM mod such as Submissive Lola, or a story-based slavery mod like Slaverun. But with them all based off the same framework, there's a better chance of them being compatible with one another, so they could exist in tandem on a single save game, so you wouldn't need separate saves and completely different mod lists to play through the different mods (anyone who's tried to play Slaverun, SD+, and Maria Eden knows how well THEY get along).

 

So, I'm not opposed to faction-based slavery behavior, I just think a framework should be as granular as possible, to allow the greatest versatility, and hopefully fostering greater cross-compatibility.

 

Let the framework provide a set of tagged "Dom Stat" values which the writer of a content mod could then seed to "build" their Dom, and a set of activities/scenarios that can be triggered based on those tags. And make it possible for additional "Dom Stats" and activities to be added as part of a specific content mod, hopefully with the possibility that other content mods that might generate their Dom Stats dynamically/randomly would also be able to make use of those added stats.

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On 2017/7/8 at 7:44 PM, Loogie said:

These are more narrative focused instead of system focused, but I figure it's worthwhile to run it by you, but I have a few ideas for slavery scenarios.

 

- Being forced to waitress/whore in the Combat Zone. Perhaps Cait loses a fight and also joins you - this could be an alternate path to her being a companion.

 

- Supermutants at Breakheart Banks use you and other women to grow crops/cook/clean/fuck.

 

- Probably something that's outside the scope of this, but an overhaul to how the Nuka-World raiders operate. Instead of you showing up and immediately becoming the boss, it would make a lot more sense for Gage to slap an explosive collar on you and then you use to free up the park, and enslave settlements instead of kicking people out of them/making vassal settlements you can no longer build in.

that nuka-world idea is great, maybe adding those Vin ideas to make nuka-world more like raider lol?

 

Maybe make a arena or circus to nuka-world lol? since they do trade with outsider for money, maybe they make you a show for money ;D ?

 

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On 2017/7/8 at 7:15 PM, vinfamy said:

Making a slavery mod focusing on the player as slave side (figures F4SS and Abduction should be plenty for the slaver side). Torture Devices and Devious Devices are optional integrations (but important, you'll miss out on more than 50% of the content without them).

 

All suggestions and ideas are welcome. I'm working on it right now so if an idea sounds good and/or get suggested by a lot of people, it's very  likely I'll implement it.

 

Things it will definitely have, though ideas on details of them are welcome:

  • After a violation (FP Violate), you either get enslaved by your violator or get sold to a slaver, who trains and auctions you later. I'll probably also make a 'cheat' NPC somewhere to talk to to volunteer yourself as a slave just so that the mod doesn't require FP Violate.
  • Slave training
  • Slave auction
  • You have a specific master, but generally you're slave to a faction
  • Obedience/ Resistance mechanic
  • Escape mechanic
  • Sex
  • Spanking
  • Nude cage/cat fight
  • (If TD is installed) Interaction with torture devices. Torture devices are placed dynamically in your master's home cell.
  • (If DD is installed) Forced to wear devious devices
  • (If FP Prostitution is installed) Forced to whore yourself out for your master. How does your master keep watch on you though if he's like a raider that cannot go into the city?

 

Especially need more ideas about the slave tasks that you are forced to do by your master + gameplay mechanics (so it's not just repeatedly sex > spanking > go to that torture device > wear that devious device > back to sex)

 

Also, how does your master restrain you if both Torture Devices and Devious Devices optional integration is off? Drug or something?

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Those idea for a drink is good, maybe it can also be this: when you have not gain thier trust or have they don't like you, you are the one in the cage to become a show for them. When they start to trust you,  you are a waitress, to hand them stuff, need or sort. When they more likely to trust you, you become a personal play thing to them.
Beside that, you can try to convince some of the slave to make a plan to run away(you must be sneakily or you are fucked if they heard you try to run away), of cause they may sell you out ;D.

Like ag12 said, maybe they will send you to assassinate someone, you can gain their trust to assassinate someone in other way ;D

 

And i would love to say lwflashy the guy behind wasteland rash:D,
i think he is trying to make the mental part or sort.
Maybe be you can check out what he is planing:D? Here is what he said:
Sexual Needs System - the plan is to grow upon the Orgasm and Dynamic Needs mechanic from WR:
 
Orgasms - single or multiple, for both the player AND the partner, with different functions.
Dynamic need to fuck within a certain amount of time - call it a simplified ardor / libido.
Frustration, which ties into libido and incurs penalties on the player for not fulfilling their sexual needs.
Nymphomania is being looked into, to determine if too much sex has corrupted the player into NEEDING it in order to survive / function on a daily basis.
Careless Risk is being looked at, to tie into above, to see if the player needs it SO bad, they force their partner to go bareback and risk disease or pregnancy.
Diabolical Partner - player is a TRUE black widow. When a non-essential NPC is the sexual partner, the player MAY kill them once they've had their appetite sated.

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On 12-11-2017 at 6:00 AM, Sulrandir said:

So that a content mod could be written based on the framework that uses the framework's conditions to create different slavery events/progression based on factions, as you're describing, but could ALSO be used to write a consensual BDSM mod such as Submissive Lola, or a story-based slavery mod like Slaverun.

On 13-11-2017 at 11:28 PM, Leon0803 said:

I would like some more consentual alternatives.

Seconding the call for consensual BDSM content.

 

Would it be an idea to create a separate thread for collecting/developing such a thing? Most of what I see is humiliation and rape, making it hard to find, say, petplay or consensual bondage. Or does such a thread already exist?

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8 minutes ago, Isel said:

Seconding the call for consensual BDSM content.

 

Would it be an idea to create a separate thread for collecting/developing such a thing? Most of what I see is humiliation and rape, making it hard to find, say, petplay or consensual bondage. Or does such a thread already exist?

if it does i havent found any yet, you are free to join the BDSM club and create one  https://www.loverslab.com/clubs/14-bdsm-club/

 

 

if you want, or somewhere else.

 

I sadly dont have any experience in modding tho and would have to rely on others

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2 hours ago, Leon0803 said:

if it does i havent found any yet, you are free to join the BDSM club and create one  https://www.loverslab.com/clubs/14-bdsm-club/

 

 

if you want, or somewhere else.

 

I sadly dont have any experience in modding tho and would have to rely on others

Well, we need animators, and the ones we already have say they are done, and the new ones I talked to are afraid of being banned by LoversLab.

 

So I guess we're in kind of a pickle, aren't we?

 

 

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6 hours ago, VonHelton said:

Well, we need animators, and the ones we already have say they are done, and the new ones I talked to are afraid of being banned by LoversLab.

 

So I guess we're in kind of a pickle, aren't we?

 

 

Why are they afraid to be banned for conaentuality mods while skyrim mods like slaverun can display unconsentual stuff (there are also skyrim frameworks like devious devices for bdsm devices and positions)

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In most enslave mods I have played, player just wait to be raped, what I think is, give me something to do after been enslaved.

escape quest、slave train task、prosititution task、arena fight, everything is ok, do not let the player wait, always give them someting todo will be fine.

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