Jump to content

Recommended Posts

Has anyone suggested this yet?

 

"Plaything of an Orc Stronghold"

 

start randomly in one of the Orsimer strongholds as a willing sex slave...minor requirement Sexlab Solutions...or whatever mod that is that gives the dialog to enable to become a "plaything" for the orcs...

Link to comment
11 hours ago, arpaschad said:

Has anyone suggested this yet?

 

"Plaything of an Orc Stronghold"

 

start randomly in one of the Orsimer strongholds as a willing sex slave...minor requirement Sexlab Solutions...or whatever mod that is that gives the dialog to enable to become a "plaything" for the orcs...

That should be the mod that does it, though other mods might add similar interactions too. 

 

On that note though, some suggestions...

 

Orc Chattel Master(Orc Race Only) - Starting at either a specific stronghold or a chosen one, you begin in the basement of the stronghold, and you have two randomized prisoners(one male and one female) there, most likely of the human or elven races. You would have options to use these two prisoners as you see fit, and perhaps even being able to release them if you wish, or kill them when done with them(doing so not giving you a bounty with the strongholds) - and maybe more would eventually spawn there, likely of different races and genders. 

 

You would be a member of that stronghold, and being an Orc, could also travel to others with welcome reception. Otherwise, mods like Zaz or other similar ones could enhance this start, though by default, only would have the requirement of this mod. Arguably this is similar to the existing Orc start, but the intent with it is quite different, such as perhaps the Orcish armor might be available to the player, but not something they directly load in already wearing - which might be either nothing, or something fairly common for other Orcs in the strongholds, perhaps including modded armor if they edit certain vanilla leveled lists. 

 

Falmer King/Queen or Falmer Kin - The intent here being that, perhaps you either play with one of the Falmer race mods(though not suggesting one should be required), and are at a point where you either were never effected by the toxin or you were born not being effected by it, or you were perhaps once a slave of the Falmer, but have survived long enough that you have gained a certain kinship with them, where they and their chaurus pets won't outright attack you, or become defensive when you get close(mostly meaning across the entire game and DLC). Otherwise, as said, you could play any race, and it would be a player's role play choice if they want to play with a Snow Elf race mod, and consider this start with the "Queen" or "King" aspect in mind - so perhaps the "Kin" title would work best, as it would still be true either way. As for attire, to suggest more of a kinship, you would be wearing the Falmer armor, instead of any of the "prisoner" clothes. 

 

You would perhaps start in a random Dwemer ruin inhabited by Falmer(perhaps either places like Mzinchaleft[the large underground area] or Blackreach), or caves such as Gloomreach or Chillwind Depths.

Link to comment

LOL, that would be a first - the player starting out in a good way. Most of these starts are enslaved, disillusioned prostitute, escaped slave, trapped in oblivion...

 

@Kuroyami have you tried Sexlab Stories? CCAS has two scenarios that tie in, and sound a lot like what you're talking about. Chaurus Brood Maiden, Chaurus Egg Breeder.

Link to comment
5 hours ago, Content Consumer said:

LOL, that would be a first - the player starting out in a good way. Most of these starts are enslaved, disillusioned prostitute, escaped slave, trapped in oblivion...

 

@Kuroyami have you tried Sexlab Stories? CCAS has two scenarios that tie in, and sound a lot like what you're talking about. Chaurus Brood Maiden, Chaurus Egg Breeder.

Well, I have tried out those starts within this mod, including Stories, for just such a character(for the Falmer idea at least), and that would be the reason for the suggestion. While I can't exactly say I have a problem with them, they do have the issue of just what was mentioned - the entire idea of both options is, well, to leave, even if the Falmer are not going to be a direct threat(i.e being hostile and trying to kill you), where the one suggested would have leaving as an option, albeit one that the quest might not distinctly mention as a required objective, especially if your intent might be using something like Untamed or similar mods to have your character interact with the Falmer or Chaurus - which admittedly can be done with the two existing starts, but the pretense would seem off - as in that case, they should be wanting it from you, not you choosing to get it from them(at least if using mods where such encounters are more choice based, and not forced). 

Link to comment
On 6/16/2018 at 9:22 AM, Content Consumer said:

LOL, nah, it's not about the story, it's about the prurient spectacle. I wouldn't be adding DD because the mod actually needs it - frankly, the story of the mod is such that it would work without any external mods except ZAP (for one piece of furniture and a couple of devices).

Riding Styles was just such a perfect fit though, that I was forced to change the story to fit its use. And DD would be such a good fit that I'd be forced to add to the story.

So all in all, I'm in favor. :)

Correct me if I'm wrong, but Pony Farm is an independent ESP right? Thus, it wouldn't matter if you use DD or not for the majority of people. That is, one can include your mod to try it out, then remove it and move on. So if you can craft something of higher quality with DD, why the hell not?

Link to comment
9 hours ago, Kuroyami said:

Well, I have tried out those starts within this mod, including Stories, for just such a character(for the Falmer idea at least), and that would be the reason for the suggestion. While I can't exactly say I have a problem with them, they do have the issue of just what was mentioned - the entire idea of both options is, well, to leave, even if the Falmer are not going to be a direct threat(i.e being hostile and trying to kill you), where the one suggested would have leaving as an option, albeit one that the quest might not distinctly mention as a required objective, especially if your intent might be using something like Untamed or similar mods to have your character interact with the Falmer or Chaurus - which admittedly can be done with the two existing starts, but the pretense would seem off - as in that case, they should be wanting it from you, not you choosing to get it from them(at least if using mods where such encounters are more choice based, and not forced). 

They're works in progress. Keep an eye on Stories updates.

Deepbluefrog has been eaten by an evil beast called "some other game than Skyrim, if you can imagine," but IIRC his next plan is to work on Hormones and Sisterhood of Dibella, and then Stories. I think that's it, anyway. In any case, he'll be coming back to Stories eventually. :)

 

4 hours ago, bicobus said:

Correct me if I'm wrong, but Pony Farm is an independent ESP right? Thus, it wouldn't matter if you use DD or not for the majority of people. That is, one can include your mod to try it out, then remove it and move on. So if you can craft something of higher quality with DD, why the hell not?

Yep, independent ESP.

Don't mind me - I just tend to worry excessively over stuff like that. Like, I spent about two weeks obsessing over whether to stick with LAL version 2.5.6 because some people didn't have the Hearthfire DLC, and couldn't update. It'll all work out. :)

 

Link to comment
  • 2 weeks later...

Back at gaming, after a break. I ran through several CCAS scenarios, just to get up to speed with it.

 

One question though. Was it intentional that Escaped Slave Girl scenarios have dressed girl, with inventory filled with stuff? I would expect that master(s) would have taken at least quarter of that stuff away.

 

Of course they might have just escaped with "style", but I was expecting for more "naked, penniless and totally in trouble" scenario.

 

Otherwise I didn't find any problems - and this might be intentional from you - and considered scenarios very well made. ?

Link to comment
37 minutes ago, Morferous said:

Back at gaming, after a break. I ran through several CCAS scenarios, just to get up to speed with it.

 

One question though. Was it intentional that Escaped Slave Girl scenarios have dressed girl, with inventory filled with stuff? I would expect that master(s) would have taken at least quarter of that stuff away.

 

Of course they might have just escaped with "style", but I was expecting for more "naked, penniless and totally in trouble" scenario.

 

Otherwise I didn't find any problems - and this might be intentional from you - and considered scenarios very well made. ?

It was intentional, but it's not really a good thing.

I like to give at least some equipment, mostly just because some players might have needs mods or frostfall, and starting completely nude and without food or drink in the middle of a blizzard is a good way to make sure your game is really short.

 

The problem is, I don't know where to stop. Like, there are just so many items in the game, it's hard to knock it off! Self control, dude. Self control.

 

In the next version of CCAS, I've completely redone the starting equipment for all scenarios, standardized it. The standardization is mostly to help modders who may want to alter starting equipment - rather than having to edit the handler quest script, which is a pain in the ass, they can just edit the much simpler equipment script. Plus it's a hell of a lot easier for me to make changes to it now, allows for third-party modders to access the equipment lists, useful for mods like Bandit Honeypot or Ponygirl Farm, and which will be helpful when I end up doing SSLV integration. Also, I have no real proof of this, and it's impossible for me to test, but it might even help fix a recurring problem where the mod simply doesn't work for some people. YMMV.

 

Anyway... it still has some of the same problems, but should be a bit better in most cases. For example, the Escaped Slave scenarios start you out with two equipment lists - ALL and PRISONER.

ALL gives you:

  • 0-2 apples
  • 0-1 loaves of bread
  • 2-3 alto wine
  • 1-3 lockpicks
  • 3-6 gold
  • 1 torch

PRISONER gives you:

  • 1-3 lockpicks
  • 0-2 skooma
  • 1 shiv
  • equips base prisoner tunic and shoes

Is that a bit better? You're guaranteed to get 2 alto wine, 2 lockpicks, 3 gold, a torch, a shiv, and tunic and shoes, and on average you'll probably end up with at least one piece of food, a couple more lockpicks, and a skooma.

 

NB: Duplication in this case is necessary. the ALL list is to make sure people have at least some food and drink, a lockpick, and a torch. All other equipment lists also give some form of clothing, as well as thematically appropriate items.

For example, the MAGE list (used in Angrim's Apprentice, Aspiring Mage, etc) gives you:

  • 10-20 gold
  • 0-1 cheese wedges
  • 0-1 cooked chicken
  • 2-4 potions of minor restore magicka
  • 0-4 unfilled petty soulgems
  • 1 filled petty soul gem
  • 1 random low-level staff
  • equips mage robes and boots

This should reflect a mage's greater wealth and give some mage-type items.


For the curious, here is the equipment script. If anyone has any suggestions or requests, feel free. :)

ccas_qf_equipments.psc

 

Link to comment

It depends on player settings of course, but I am playing with needs mods and Frostfall myself. Unless you have set it mortal, then Frostfall doesn't kill you. It will "save" you, by sending player in to one of inns, which may be at the other side of the map.

 

Of course, if players are using mortal option, then running around naked in the blizzard will cause issues. Depends a bit of experience as well. I have played this game long enough to cross the glacier gagged and with a full DD gear, as far as it doesn't actually turn in to a storm. ?

 

(I have no idea why I should be particularly proud about that though. Perhaps I have had too much time in my hands...)

 

Anyway. Upcoming changes sound very reasonable. I would love to have at least one "bound, broke and running for cover" scenario myself, but the current plan looks good without one.

Link to comment

ok, how the hell do I escape the Chaurus in the Breeder scenario. cause Ive left the cave and ran to solitude and the quest is still there. Ive even killed him and still the quest is there and the collar wont come off. also he never drops a key. Am I missing something here

Link to comment
20 minutes ago, NoGodsorKings19 said:

ok, how the hell do I escape the Chaurus in the Breeder scenario. cause Ive left the cave and ran to solitude and the quest is still there. Ive even killed him and still the quest is there and the collar wont come off. also he never drops a key. Am I missing something here

You should probably ask in the Sexlab Stories support thread. CCAS just starts the scenario, what happens afterward is out of my hands. ;)

 

Link to comment
12 hours ago, Content Consumer said:

You should probably ask in the Sexlab Stories support thread. CCAS just starts the scenario, what happens afterward is out of my hands. ;)

 

even if its the quest that I get as the start scenario. cause that what it is, game starts I get enslaved poof web collar. then quest to escape. Ive checked all the other scenarios and they complete as soon as I leave the cave or kill my owner. but this one. . . it stays. . .forever and the chuarus never drops a masters key so I cant get out of that damned Web collar

Link to comment
11 hours ago, NoGodsorKings19 said:

even if its the quest that I get as the start scenario. cause that what it is, game starts I get enslaved poof web collar. then quest to escape. Ive checked all the other scenarios and they complete as soon as I leave the cave or kill my owner. but this one. . . it stays. . .forever and the chuarus never drops a masters key so I cant get out of that damned Web collar

Which quest then? CCAS starts (and stops) its own quest, and then starts the Sexlab Stories quest.

 

And which Chaurus scenario? There are three actually... what does the CCAS quest journal say?

Link to comment
15 hours ago, Content Consumer said:

Which quest then? CCAS starts (and stops) its own quest, and then starts the Sexlab Stories quest.

 

And which Chaurus scenario? There are three actually... what does the CCAS quest journal say?

O, well then maybe there more wrong than I thought cause I only have the "Im enslaved to a Chuarus " option. I assumed that was the breeder start since that's the only one I have. The quest however says I need to escape before I go mad. but shy of killing myself (which I guess is kind of escaping) Ive tried everything to get away and make the quest end. but ya that's the start I went with. That's the only chuarus one I have. . . . .also I don't seem to have the Milk Maid one but. . . .I just assumed that my mods were no long of versions that were compatible or something

Link to comment
9 hours ago, NoGodsorKings19 said:

O, well then maybe there more wrong than I thought cause I only have the "Im enslaved to a Chuarus " option. I assumed that was the breeder start since that's the only one I have. The quest however says I need to escape before I go mad. but shy of killing myself (which I guess is kind of escaping) Ive tried everything to get away and make the quest end. but ya that's the start I went with. That's the only chuarus one I have. . . . .also I don't seem to have the Milk Maid one but. . . .I just assumed that my mods were no long of versions that were compatible or something

There are actually four Chaurus-themed scenarios.

130, Chaurus Egg Breeder, requires Sexlab Stories and has optional integration with EC+, Sexlab Parasites, and Egg Factory.

131, Chaurus Slave, requires SD+ and has optional integration with Sexlab Parasites and Egg Factory.

210, Chaurus Brood Maiden, requires Sexlab Stories and has no optional mods.

270, Falmer Slave, requires SD+ and has optional integration with Sexlab Parasites.

 

Enslaved to a Chaurus (scenario 131) I believe puts a generic collar on you - generic mechanically, not visually. IIRC it looks like webbing but acts as a normal collar, which means you'll be depending on other means to get out of it. Various mods (SD+, Deviously Cursed Loot, etc) let you find keys or helpful blacksmiths to unlock such devices.

Since you have SD+ installed, try taking your problem to your local blacksmith, or shop around to various court wizards.

 

MME scenarios require Milk Maid Economy to be installed. If you do have it (or other mods) installed and you can't see the option, there are two possibilities:

1) It's in some other submenu. The organization of the menus isn't exactly great, or easy to navigate.

2) It's there, but you aren't seeing it.

 

The second option is a frequent problem experienced by many users. The vanilla game has an engine bug where, if there are too many dialogue options, some simply won't show up on the screen. This is usually experienced by people who have mods that add lots of dialogue to an NPC, but CCAS does the same thing with the Mara statue. You can reach the other "hidden" dialogue options by using the arrow keys to navigate the menus instead of the mouse, or by using mods such as Better Dialogue Controls or EZ2C Dialogue Menu - both of which fix the bug. Note that the bug is not fixed by USLEEP/USKP. This is intentional, as the fix is beyond the mod's purview, since it will never actually happen in the vanilla game.

Link to comment
On ‎7‎/‎7‎/‎2018 at 5:08 AM, Content Consumer said:

There are actually four Chaurus-themed scenarios.

130, Chaurus Egg Breeder, requires Sexlab Stories and has optional integration with EC+, Sexlab Parasites, and Egg Factory.

131, Chaurus Slave, requires SD+ and has optional integration with Sexlab Parasites and Egg Factory.

210, Chaurus Brood Maiden, requires Sexlab Stories and has no optional mods.

270, Falmer Slave, requires SD+ and has optional integration with Sexlab Parasites.

 

Enslaved to a Chaurus (scenario 131) I believe puts a generic collar on you - generic mechanically, not visually. IIRC it looks like webbing but acts as a normal collar, which means you'll be depending on other means to get out of it. Various mods (SD+, Deviously Cursed Loot, etc) let you find keys or helpful blacksmiths to unlock such devices.

Since you have SD+ installed, try taking your problem to your local blacksmith, or shop around to various court wizards.

 

MME scenarios require Milk Maid Economy to be installed. If you do have it (or other mods) installed and you can't see the option, there are two possibilities:

1) It's in some other submenu. The organization of the menus isn't exactly great, or easy to navigate.

2) It's there, but you aren't seeing it.

 

The second option is a frequent problem experienced by many users. The vanilla game has an engine bug where, if there are too many dialogue options, some simply won't show up on the screen. This is usually experienced by people who have mods that add lots of dialogue to an NPC, but CCAS does the same thing with the Mara statue. You can reach the other "hidden" dialogue options by using the arrow keys to navigate the menus instead of the mouse, or by using mods such as Better Dialogue Controls or EZ2C Dialogue Menu - both of which fix the bug. Note that the bug is not fixed by USLEEP/USKP. This is intentional, as the fix is beyond the mod's purview, since it will never actually happen in the vanilla game.

very interesting. . . I only could fin the Im enslaved to a chuarus option. . . . and yes that bugged me. but in all seriousness due to other issues I was having with the Riverwood Cell Ive done a complete reinstall (clean wipe) so once I reinstall my mods and armed with this new knowledge I shall see if I can make it work. cause I had all the necessary mods its just for some reason they weren't coming together as they should

 

 

Update:  So I did a full install and reinstalled all 345 mods (Fun times were had by all) An now everything is showing, all the speech options all the choices. . . .but theres one problem, nothing happens. no matter what I pick when I sleep in the bed the screen goes black and then I wake up in the bed again with no quests or anything (and yes I tried the save cleaning fix). . . . . .  .Why is they?

 

 

Update of the Update: It works now, I have no idea why but. . . . cool

Link to comment
On 7/9/2018 at 1:00 AM, DubstepJungle said:

Sorry if this is a dumb question, but is there a Special Edition compatible version of this? Or does this one work with it?

Short answer: No.

Medium answer: No, but there will be when I get off my butt. :)

Long answer: 

 

 

Link to comment

I don't know if it's been mentioned before or not but trying to start out as a slave to a Frostbite spider from the CCAS slavery choices at the Mara statute results in the PC waking up in the same cell (Abandoned Prison) that you choose your fate in with nary a spider in sight - just ghosts once you lockpick your way out.   My guess is that it's supposed to take you to the cave cell to be the spider slave? 

 

With the other choices, the mod works fine. 

 

Love the riekling shaman choice...I do have a suggestion that you move the spawn to the far bigger Bristleback Cave on Solostheim.  The more rieklings, the better..especially if there's alot of space. 

 

And maybe add a Falmer slave option in places other than Ibn as well as being a Forsworn in a camp other than Druadach Redoubt (it's pretty empty until you do "No one escapes Cidhna Mine" because the Forsworn who usually occupy it is in the mine along with Madnach.)

Link to comment
On 4/21/2018 at 4:33 PM, Xatos said:

I don't know if this was changed but did anyone ever figure out how to escape the magic maze? I tried it a few times before during the old versions but I never really understood how to even get out of it.

Spoiler

I did escape it...after getting used by the Dremora at the end of it.  What a bastard he was.  I wish there was more to it after he'd gotten done with my PC..maybe track her down later?

 

 

Link to comment
2 hours ago, Celedhring said:

I don't know if it's been mentioned before or not but trying to start out as a slave to a Frostbite spider from the CCAS slavery choices at the Mara statute results in the PC waking up in the same cell (Abandoned Prison) that you choose your fate in with nary a spider in sight - just ghosts once you lockpick your way out.   My guess is that it's supposed to take you to the cave cell to be the spider slave? 

 

With the other choices, the mod works fine. 

 

Love the riekling shaman choice...I do have a suggestion that you move the spawn to the far bigger Bristleback Cave on Solostheim.  The more rieklings, the better..especially if there's alot of space. 

 

And maybe add a Falmer slave option in places other than Ibn as well as being a Forsworn in a camp other than Druadach Redoubt (it's pretty empty until you do "No one escapes Cidhna Mine" because the Forsworn who usually occupy it is in the mine along with Madnach.)

Your problem with the frostbite start sounds familiar. Try this:

Quote

What I did to fix it:

Now I opened my save game with 'Save Game Cleaner' v2.0.6, filtered for 'CCAS' scripts and deleted the whole set of script instances (not the listed scripts, only the instances).

Saved the modified save game, loaded and started a random scenario (dog scenario): Success!

Closed and restarted Skyrim, loaded back into the modified save (LAL cell) and chose another scenario (pregnant slave to Kin family): Success!

The Riekling Shaman scenario is still a WIP, and I need to redo the forsworn start from the ground up.

As for the Falmer start, I could do that, but I don't want to get bogged down in adding location variants - each Mara statue line added makes editing the mod a bit less stable, due to the way the CK does dialogue trees (gameplay stability is unaffected). *

Also, I moved it to my custom cave because that actually reduces the impact on the vanilla game. Not that things like start markers are a performance problem or anything, but it is possible that any mods out there that alter locations I put a start in can conflict.

I could make it a random location start, i.e. pick the falmer slave scenario and get a randomized location, which wouldn't add any instability, but I don't even like random starts in the first place. ;)

 

Link to comment

* We're already pretty close to the limit of what I want to add to the Mara dialogue - over 100 nodes, not even the vanilla guard dialogue is that unwieldy. Frankly, if I lost my dialogue views files or had to do something like re-install Skyrim right now, I'd probably put the mod in a finished state rather than try to untangle the mess. If I had it to do over again, when I first started out I'd just make separate top-level Mara entries, rather than putting everything under one "you are a character in a dark tale" entry. Hell, even splitting it in half would drastically reduce loading times and the chance of having a CK crash.

I haven't actually counted the exact number of entries and links, but TBH I would be willing to bet that this is the single most complex dialogue tree in any mod out there. At least, I don't think anyone else would be dumb enough to do something like this. ?

Link to comment
2 hours ago, Content Consumer said:

Your problem with the frostbite start sounds familiar. Try this:

The Riekling Shaman scenario is still a WIP, and I need to redo the forsworn start from the ground up.

As for the Falmer start, I could do that, but I don't want to get bogged down in adding location variants - each Mara statue line added makes editing the mod a bit less stable, due to the way the CK does dialogue trees (gameplay stability is unaffected). *

Also, I moved it to my custom cave because that actually reduces the impact on the vanilla game. Not that things like start markers are a performance problem or anything, but it is possible that any mods out there that alter locations I put a start in can conflict.

I could make it a random location start, i.e. pick the falmer slave scenario and get a randomized location, which wouldn't add any instability, but I don't even like random starts in the first place. ;)

 

Not a big fan of random starts either. I'd suggest changing to the biggest Forsworn camp out there.  Preferably one with an indoor cell if possible for less impact. (Redsword Redoubt is a great one but there's a even bigger camp near Bard's Leap.    Or just use the custom cave. In fact it's probably the best spot for all of your CCAS starts that isn't tied to a specific location that's already in Skyrim - you're correct in that it reduces the impact on the vanilla game.   Although searching for it after you've finished the start in there is a bitch without the marker..it'd be nice if I could fast travel there. 

Link to comment

I tried using the start that leads to the Simple Slavery mod (using the Simple Slavery Plus mod) and hit a problem where I was started in the Simple Slavery slave market, but was stalled because once my character was put up for auction no one would bid on her.  She was left hanging there for hours before I gave up.  I mentioned this in the Simple Slavery Plus thread but have received no response other than that one other person was having the same problem.   I suspect it's a SS problem rather than a CCAS problem, but I thought I should mention it here in case someone else has the same problem.

Link to comment
20 hours ago, Celedhring said:

 Although searching for it after you've finished the start in there is a bitch without the marker..it'd be nice if I could fast travel there. 

That's a good idea. I actually deliberately didn't add a map marker, but I can't remember what my reason was. It needs one. :)

 

20 hours ago, PubliusNV said:

I suspect it's a SS problem rather than a CCAS problem, but I thought I should mention it here in case someone else has the same problem.

Which Simple Slavery version are you using? It might make a difference.

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use