<?xml version="1.0"?>
<rss version="2.0"><channel><title/><link>https://www.loverslab.com/blogs/blog/2096-slavers-of-skyrim-devlopment-blog/</link><description><![CDATA[<p>
	Hello Dear Readers!
</p>

<p>
	 
</p>

<p>
	In this blog i wish to post information about my progress and plans  with my mod named:  Slavers Of Skyrim. Currently WIP, and undergoing remake.
</p>

<p>
	 
</p>

<p>
	Becuse the mod planned very complex with lots of future, i think better to explain evrything in this way. Like what this mod do, how to use it, ect.
</p>

<p>
	 
</p>

<p>
	I estiamte work in this mod best case end in th end of year 2024. ( this is the best possible case and even i consider very optimistic from my part )
</p>

<p>
	 
</p>

<p>
	To be clear:
</p>

<p>
	i aginst the slavery in real life, and aginst this kind of activity that my mod contains. in sort: Dont do this in real life, its not okay.<br />
	 
</p>
]]></description><language>en</language><item><title>Status update: bug hunt is on</title><link>https://www.loverslab.com/blogs/entry/24568-status-update-bug-hunt-is-on/</link><description><![CDATA[<p>
	Dear Readers!
</p>

<p>
	 
</p>

<p>
	This writing i share the problem and possible sulition that come up during testing done by you.
</p>

<p>
	 
</p>

<p>
	The problem:<br />
	Annable salve master not preform her day to day traning activitys with player.<br />
	The problem belived to be fail start properly the new traning event after one finished.
</p>

<p>
	 
</p>

<p>
	The Problem in detail:
</p>

<p>
	<br />
	Annable traning script is complicated and messy one. That need re written. Reason for this:<br />
	during devlopment changed a lot what she expected to do. Thisi s normal as new options come alive.
</p>

<p>
	Secund problem annable traning rutine uses multiple building blocks: tasks.
</p>

<p>
	 
</p>

<p>
	From system point of view here is how this looks like:
</p>

<p>
	1-annable start traning<br />
	2-annable checks player in position if not make sure its in position<br />
	3-annable chose one traning activity, and start that acitivty this is a independent building block.<br />
	4-annable wait the chosen activity do its thing and report its finished.<br />
	4-A-the chosen building block ( task ) do its things if all good and no major error report the result<br />
	5-annable pick up a new task and run it<br />
	6-point 4 and 5 reapeted until the traning time is ower, when traning time ower all restriction lifted from player and annable go away do own things
</p>

<p>
	 
</p>

<p>
	possible points of failure:<br />
	-the tasks ( bilding block ) faulty and stuck<br />
	-the task not report back its finished<br />
	-annable day to day behavior script faulty and stop working<br />
	-annable fail to pick proper task to preform, chain get broken
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	Solutions:
</p>

<p>
	 
</p>

<p>
	I thinked a lot of it. Weeks, run trought multiple possible solutions. The moment of writing best solution look like this:<br />
	1-make sure all bulding blocks stable as rock, not fail running and always report the result no matter what<br />
	2-rewrite annable day to day code a way that clean<br />
	3-make a support system that checks the day to day rutine is active and always a valid quest active( this may not needed... )
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	Curent situation:
</p>

<p>
	 
</p>

<p>
	i writing test tools to the existing tasks and jobs to able test one by one independently see its works as intended or not.<br />
	Problem with this its not add any new content the mod. This tools going to be realised with the new version so any of you can use them to test it self the tasks independently.
</p>

<p>
	Plus the tester tool has a built in spell that automatikly make you captured.
</p>

<p>
	 
</p>

<p>
	With this system i already found and fixed few bugs in few tasks. by the way if one intrested here is how curently looks the change log:
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			V-0-0023
		</p>

		<p>
			===================<br />
			Added:<br />
			===================<br />
			-Slavery Player New Task: Put your things here slave: player forced put all of items into specific chest, and loced away by its master<br />
			-Slavery Player New Task: Wear this slave: slave forced to wear specific number of items, or combination of items for specified ammount of time or until master say slave can wear anything<br />
			-Slavery Player New Task: No magic allowed! player not allowed to "equip" any magic, and basicly this makes forbidden use any magic, spell, power, shout. until time passed or master say task is ower
		</p>

		<p>
			-Slave skills system: to manage slave skills and slave level up, this skills not effect the original leveling procces and has no skill tree. The slave skills incrase level by traning or by doing revelant activitys.<br />
			-Slave skill: Slave -its a general slave skill that used in cases where slave skillset needed and no other skill cover it<br />
			-Slave skill: Sex - how to do sex as slave how to talk master and or client as slave, how to do sex as salve, important skill for sex slaves<br />
			-Slave skill: Craft - how to create slave products and special slave only items, higher the skill more complex the items slave can make<br />
			-Slave skill: Traning - how to train salves, its very important skill for actors who need brake other slaves mind its add extra damage to slave mind<br />
			-Slave skill: Rebell - knowlage how to rebbel and ruin the slavers day/life/existance. This skill not trained by slavers but learned by action: defiance aginst slavers will, some item need this skill to able to made<br />
			-Slave level: incrased by the slave skills incrase ower time the slave level incrased same way like the base game skill system
		</p>

		<p>
			-New Slavery Player - Slave Traning Quest added: Traning Sex 00: a very simple quest to train player how to do sex as slave ( primary porpuse right now to test the skill system )<br />
			-New Slavery Player - Slave Traning Quest added: Traning Craft 00: a very simple quest to train player how to craft new items ( pirmary use to test the skills system)
		</p>

		<p>
			-New recipe added: shiv: slaves now can make own shivs<br />
			-New recipe added: oil flask: slaves can make new oil flask that if used places on caster position oil pound on the floor useful to make new traps just need find way ignite it in the right time<br />
			-New recipe added: general salve made items: bucket, basket, saw<br />
			-New recipe added: Spcial ale like potion that restores some of slave willpower, need realtive high craft skill
		</p>

		<p>
			-New future added: slave traning: using this future a actor can ordered train any other actor for slave skills. the traning give 1 level incrase the designated slave skill to traine, and count as skill usage for trainer for the tranied skill, and slave traning<br />
			-New future added: automated slave traning selection: can be paired with slave traning: based on vairus factors automaticly select a skill to train the slave
		</p>

		<p>
			-New future added: Slavery Player Framework: Masters now can start a traning quest for player automaticly based on the master traning preference and the player slave skill set
		</p>

		<p>
			-Tester Tool: NoClothing function test added, this test run time limited version<br />
			-Tester Tool: Slavery player Framework Task: Put Stuff here task tester spell added
		</p>

		<p>
			===================<br />
			Changed:<br />
			===================<br />
			-Player mind: now when player mind get damaged by slavers and damage done by a master, the master slave traning effect how big the damage done to player mind. 1 point of slave traning damage add 4 more point of mind damage<br />
			reminder: all slave skills maximum is 100. this change make possible well trained slave trainers to brake realtive quick even the strongest minded player characters.
		</p>

		<p>
			-Slavery Player Story quests: all slave master now recive own slavery skill set.this can setup uniqe to each slaver master! Can be changed during run time if needed to any valid value.
		</p>

		<p>
			-Slavery Player Story quest: Annable: updated to represent the internal changes of player mind inner workings.<br />
			-Slavery Player Story quest: Annable: slave skill rebbel now incrased when player rebbel aginst annable orders<br />
			-Slavery Player Story quest: Annable: Ananble during normal traning now roughtly 50% chance to do real slave traning, other times simly sex with player.
		</p>

		<p>
			===================<br />
			Fixed:<br />
			===================<br />
			-Slavery Player Master Annable: annable call 2 times actor order done, this ause bit of proccesing power waste<br />
			-Slavery Player Framework - Task: No Clothing Slave: the task now properly make use the time to no clothing enabled input.<br />
			-Slavery Player Framework - Task: No Clothing Slave: upon task completion a bug preverent proper quest closeure
		</p>
	</div>
</div>

<p>
	 
</p>
]]></description><guid isPermaLink="false">24568</guid><pubDate>Sat, 04 Oct 2025 07:19:39 +0000</pubDate></item><item><title>My answer for question: "Why devlopers cut out already made content from game"</title><link>https://www.loverslab.com/blogs/entry/24506-my-answer-for-question-why-devlopers-cut-out-already-made-content-from-game/</link><description><![CDATA[<p>
	<span style="font-size:20px;">Dear Readers!</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:20px;">This writing going to be uniqe from me: This one is a mix of status update and anwer the title mentioned question. 2 in 1 package deal <img alt=":)" data-emoticon="" src="https://www.loverslab.com/resources/emoticons/smile.png" title=":)" /> </span>
</p>

<p>
	<span style="font-size:20px;">Going to be a bit wild ride and complicated so be with me!</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:20px;">Evrythign started with the slave traning, i wished add menaing to treaning so during traning slave recive some knowlage how to do things as slave and some skills to do things. Evrything we do learned some point. For this i needed to know what skills exist in the game world that slaves posses, from that what skills exist and make this skills.</span>
</p>

<p>
	<span style="font-size:20px;">One of this skills the crafting, to be accurate: Slave Crafting! As name suggest this skill to craft new items. Smithing skill do this yes, but smithing has perks that unlocs varius recips that make possible to craft new fancy toys.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:20px;">Why not add same option to slave stuff like simple evry day use items that may slave produce? Then make a traning quest for it that forces player to create few sample slave item.</span>
</p>

<p>
	<span style="font-size:20px;">Just need give the player a crafting station some resources and order to craft the new items!  </span>
</p>

<p>
	 
</p>

<p>
	<em><span style="font-size:20px;">"What can go wrong?"</span></em>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:20px;">Well evrything. As i started make the first traning quest realized some "minior" problem. What if player drop the resource items, or hide from the master and on porpuse fail the quest? What if player make the wrong items? What if player carry the items already that the quest order to make? Lots of littile detail that may de-rail evrything.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:20px;">Then more i thinked about what is the problem and what can go wrong i realized something more important: this means evry time this traning happen player need repatativly craft same items, if miss on the possibly 100+ item list by accident produce wrong item get punished by the master. that not fun if the player NOT wanted to fail on porpuse.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:20px;">Plus maybe not to funy repatedly do the same crafting thing 100+ times. Withstand sex punishment is okay as its can be skipped and we have lot of possible animation, plus its main course for many on the menu. But crafting items to grind to advance not part of the main menu and getting boring quick.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:20px;">So instead making a compelx item managment system that make sure player cannot fail producing the right item when ordered to do train production skill, i cut the idea and the curent quest as it was.</span>
</p>

<p>
	<span style="font-size:20px;">Not becuse i cannot make this work with items or to truble some to make it happen. </span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#f39c12;"><em><u><strong><span style="font-size:20px;">The reason is: i realised not fitt the mod i working on. This is the same reason why so many content cut out games: not fitt for some reason the creative idea or game play loop.</span></strong></u></em></span>
</p>

<p>
	<span style="color:#f39c12;"><em><u><strong><span style="font-size:20px;">On paper looked good at first but when made it or i digged my self deep realized its not going to work.</span></strong></u></em></span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:20px;">Yes this is anoter i hit the wall style thing. I realized this aproach not going to work.</span>
</p>

<p>
	 
</p>

<p>
	<strong><span style="font-size:20px;">What i learned:</span></strong>
</p>

<p>
	<span style="font-size:20px;">Need a core desigin style a general discription why and how this mod going to work and what need included. other words: what is the mod tone.</span>
</p>

<p>
	<span style="font-size:20px;">Evry single added part of the mod need fallow this design style this tone.</span>
</p>

<p>
	 
</p>

<p>
	<strong><span style="font-size:20px;">The News:</span></strong>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:20px;">I planned this week impelemnt a few new master to test other systems with next realise and add another sex traning quest. Well this get delayed a lot. Becuse i focused on this problems, and how to solve it.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:20px;">Best case end of this week the 0.0023 version going to realised with lot of new futures and bugs of corse. This is the best case. New update inlclude tons of new futures and the slave skill system.</span>
</p>

<p>
	<span style="font-size:20px;">Important new skill is: Rebbel, this salve skill used when a slave rebbel aginst its master. Slaver Guild Trainers not train directly this skill.... but creative slaves find a lot of way to pratice and train it. The skill combined with crafting make possible create new "intresting" wepons and tools to ruin the slavers life.</span>
</p>

<p>
	<span style="font-size:20px;">in future i thinking adding option to player the make a slave rebbeling using this skill.</span>
</p>

<p>
	<span style="font-size:20px;">for this to be possible and working i need make a Slavery NPC framework.... so this not happen any time soon <img alt=":(" data-emoticon="" src="https://www.loverslab.com/resources/emoticons/frown.png" title=":(" /></span>
</p>
]]></description><guid isPermaLink="false">24506</guid><pubDate>Mon, 15 Sep 2025 19:04:20 +0000</pubDate></item><item><title>Quick update on next realise</title><link>https://www.loverslab.com/blogs/entry/24477-quick-update-on-next-realise/</link><description><![CDATA[<p>
	Dear Readers!
</p>

<p>
	 
</p>

<p>
	Currently i working on the Slave Job system and Slave Traning system.  This is a de tour from the original plan, but need to be done.
</p>

<p>
	When i looked the design of the mod realized this: slave traning not only done to make slave more obidient but to teach some skill to slave how to do work.
</p>

<p>
	 
</p>

<p>
	As msot of the in game work covered by normal skills like: alchemy, enchanting and smithing i added a few new one:
</p>

<p>
	-Slave crafting
</p>

<p>
	-Slave Sex - or slave porsitution, how to work as slave
</p>

<p>
	-Slave -this is a general pace holder all slavery skill that used in jobs go here that not get own specific job
</p>

<p>
	 
</p>

<p>
	this skills as incrased incrase the slave level. this slave level used determinate how owerall well tranied the slave is.
</p>

<p>
	The normal slave skills can range from 0 to 100
</p>

<p>
	 
</p>

<p>
	Skills can be incrased by traning, or using the skills as in the base game.
</p>

<p>
	Traning others to use slave skills counted as slave skill usage by the way.
</p>

<p>
	 
</p>

<p>
	Whit this addition i can start working on new mini events that started when player as slave in slave traning pahse os slavery. this going to give me tools to make quests and events to train player as slave give new skills to player. curently i working on the design of this events/quests.
</p>

<p>
	 
</p>

<p>
	My plan make some working slave traning quests that can be integrated to annable traning time to be tested + provide new content to testers.
</p>

<p>
	This going to take lot of time, based on past expereinces.Plus i need change few things:
</p>

<p>
	-slave price calulation need include slave level, and diferent slave job skill levels need has own effect on slave price...
</p>

<p>
	-slave trainers need get own set of slave skills that used evaulate how high the player can be trained by them.
</p>

<p>
	-make a new slave trainer skill that make possible brake the most resistant slaves lot more easy, this can be used to blance out the 2k+point resistant high level player characters.
</p>

<p>
	-need add already enslaved salves uniqe slave skills, or design a way that this can be done when needed.
</p>

<p>
	 
</p>

<p>
	The not so nice news:
</p>

<p>
	-i low on energy, not run to many test so next realsie going to be buggy.
</p>

<p>
	-maybe the hot summer effect on me but i struggiling desing the slave traning quests
</p>

<p>
	-in general the progress is lot slower i hoped for... <span><span><img alt=":(" data-emoticon="" src="https://www.loverslab.com/resources/emoticons/frown.png" title=":(" /> </span></span>
</p>
]]></description><guid isPermaLink="false">24477</guid><pubDate>Sun, 07 Sep 2025 19:35:34 +0000</pubDate></item><item><title>Good news and recent advances</title><link>https://www.loverslab.com/blogs/entry/24406-good-news-and-recent-advances/</link><description><![CDATA[<p>
	Dear Readers!
</p>

<p>
	 
</p>

<p>
	First i wish say thank you! All of you who give me ideas, tested and testing this mod! Your help are big! ( big hug ) <span><span><img alt=":)" data-emoticon="" src="https://www.loverslab.com/resources/emoticons/smile.png" title=":)" /> </span></span>
</p>

<p>
	 
</p>

<p>
	<span><span>About recent advances:</span></span>
</p>

<p>
	<span><span>I invented a new task for player that at first may seen insignificant and usless: </span></span>
</p>

<p>
	 
</p>

<p>
	<span><span>Task: Wear clothing</span></span>
</p>

<p>
	 
</p>

<p>
	<span><span>YES! A task to wear clothing! <span><img alt=":)" data-emoticon="" src="https://www.loverslab.com/resources/emoticons/smile.png" title=":)" /> usualy slavers prefer if the slave wear nothing i know...</span></span></span>
</p>

<p>
	Before juging me let me hear out first!
</p>

<p>
	The masters love if has a reason to punish the slave... for this the slave need to give a reason to be punished. Becuse without reason punishing slaves not okay.
</p>

<p>
	For this reason ordering a slave wear clothes then waiting same slave make a mistake that need punished by Rape...
</p>

<p>
	When this slave get raped the clothing get removed -&gt;&gt; slave get punished after rape for failing keep clothes on.
</p>

<p>
	 
</p>

<p>
	Yes its EVIL. This mod Player Slavery not a tour to theme park ( at least i plan to make not one ), so mind games like this going to be part of the package.
</p>

<p>
	 
</p>

<p>
	what else i wish to add this task?
</p>

<p>
	currently this is the most complex task i made so far, more than 600 line of code needed to make it work. For reference: annable day to day activitys roughtly needed 900 lines of code.
</p>

<p>
	[both cases the supporting frame work lines not counted]
</p>

<p>
	 
</p>

<p>
	So what else this task can do?
</p>

<p>
	For starters: the task starter can give a list of items that player need to wear OR a list of items that contain items that player can chose from and need wear at minimum x ammount of it.
</p>

<p>
	OR
</p>

<p>
	player recive the order just wear something x pices at minimum.
</p>

<p>
	OR
</p>

<p>
	player recive the order wear something here is the item package chose wisly.
</p>

<p>
	 
</p>

<p>
	This task when give out items to player make sure the items get removed end of the task, if player start drop the items to grund added items removed so no cluther remain.
</p>

<p>
	 
</p>

<p>
	To make things more spicy:
</p>

<p>
	Equiping not only armor or weapons possible, but spells to! So this task can be used force player "wear" specific spells, or shouts or powers.
</p>

<p>
	 
</p>

<p>
	Task complition and timers:
</p>

<p>
	This is one of the best part <span><img alt=":)" data-emoticon="" src="https://www.loverslab.com/resources/emoticons/smile.png" title=":)" /></span>
</p>

<p>
	<span>Its possible set the task a way that give player to equip items, then start a timer that time player need wear this items. OR need wear this items until master say okay you done.</span>
</p>

<p>
	<span>OR simply force player to wear the given set of items from the start no time given to change clothing.</span>
</p>

<p>
	 
</p>

<p>
	<span>Right now not added as task but sooner or latter be added:</span>
</p>

<p>
	<span>Task: Slave Put All Stuff here</span>
</p>

<p>
	 
</p>

<p>
	<span>A task that forces player to empty full inventory to a designated chest on slaver base then the chest get locked down by the master key keept on the master. ( maybe key spawned on the slaver base... but i might to lazy to make that happen who knows... ).</span>
</p>

<p>
	 
</p>

<p>
	after this 2 task built realtive easy to setup a situation like this:
</p>

<p>
	player ordered wear 6 pice of equipment, and only items avible to player in the slaver base are locked away to the chest. So player given y time to get the chest content... or face master warth.
</p>

<p>
	 
</p>

<p>
	Other great possible use of this system:
</p>

<p>
	Slave Gladiator match task where 2 slave need fight a battle with designated Slave Gladiator armor and trash wepons.
</p>

<p>
	With this task it easy to force player wear specific items.
</p>

<p>
	 
</p>

<p>
	hmm i might make slave gladiator match task... <span><img alt=":)" data-emoticon="" src="https://www.loverslab.com/resources/emoticons/smile.png" title=":)" /> Given the modular nature of the system this tasks can be started when player not slave... so i can find many use cases.</span>
</p>

<p>
	imagine a slave gladiator match where the winner can rape the loser or not... but the slaves using weapons and poitions that incrase the arusal, and if this hit a critical point they need have sex.
</p>

<p>
	so at the end hard to say no for sex.. mabye impossible...
</p>

<p>
	 
</p>

<p>
	But you know if the time for clothing on still not passed away not to wise has some sex...
</p>

<p>
	 
</p>

<p>
	P.S:
</p>

<p>
	i planning add special slave hunter spirit wolfs. This wolfs at first look same as standard summoned wolfes... until one bite you to many times.... no you dont get dead.. this wolfs not for killing...
</p>

<p>
	This ones to make escaping slaves go no where. So what happen if you recive to many bites from this wolf? Well the victim urges ower come and need have sex! During a slave escape when running away from slavers and fighting is a must stoping for a good round less then ideal action... added bonus: slavers very hapy to have good times with arused escaping slaves <span><img alt=":D" data-emoticon="" src="https://www.loverslab.com/resources/emoticons/smiley.png" title=":D" /> </span>
</p>

<p>
	 
</p>

<p>
	<span>[ yes this is realy evil... and this time i sirus! i thinking adding it to the mod! +added bonus player can get this spell too! To use on its enemys! ]</span>
</p>

<p>
	 
</p>

<p>
	<span>P.S.2.:</span>
</p>

<p>
	<span>what if i made this Slave Hunter Spirit wolfes and add some... checks to Sex Lab Framework to report when the Creature animations is On... and if this animations is on let the system consider woldes are walid partners for victims that get bitten.</span>
</p>

<p>
	 
</p>

<p>
	<span>P.S.3:</span>
</p>

<p>
	<span>Any opponion, idea are wellcome <span><img alt=":)" data-emoticon="" src="https://www.loverslab.com/resources/emoticons/smile.png" title=":)" /> </span></span>
</p>
]]></description><guid isPermaLink="false">24406</guid><pubDate>Sun, 24 Aug 2025 15:41:41 +0000</pubDate></item><item><title>Thougts on the creation types</title><link>https://www.loverslab.com/blogs/entry/24385-thougts-on-the-creation-types/</link><description><![CDATA[<p>
	Dear Readers!
</p>

<p>
	 
</p>

<p>
	This time i write about the procces of creation how iexpereince it.
</p>

<p>
	 
</p>

<p>
	From my point of view the fallowing type of creation procceses exits:
</p>

<p>
	 
</p>

<p>
	----------------------------------
</p>

<p>
	Number 1 - The planned:
</p>

<p>
	----------------------------------
</p>

<p>
	 
</p>

<p>
	The things made becuse its planned to be made. Things that part of the dream i wish to make "reality". Things that part of the dream from the start or become part of it as thinking about it.
</p>

<p>
	Creating this things makes me happy when it succsesfull.
</p>

<p>
	 
</p>

<p>
	----------------------------------
</p>

<p>
	Number 2 - The Needed:
</p>

<p>
	----------------------------------
</p>

<p>
	 
</p>

<p>
	Things that may or may not part of the plan, usualy not. Things that make possible the planned things to function and exist. Things like suporting functions/tools. Usaly making thins things feel like grinding in games. its need to be done to advance, its feels not to good but need to be done. This things more the road blocks and side products  than anything else.
</p>

<p>
	The least fun part of the work i doing.
</p>

<p>
	 
</p>

<p>
	----------------------------------
</p>

<p>
	Number 3 - The unwanted gems:
</p>

<p>
	----------------------------------
</p>

<p>
	 
</p>

<p>
	This things are not planned, they just happen... when the creation procces in the works in the certin moment the lighting strikes and this things need ot be made. Need to be added. No matter the cost this things made. Common among this added gems: they not required usualy to the creation function but add something special flavor to it. This parts made with the greatest care and joy. One cannot force self to make this things its just... happens. when it happens butifull. Feels like i add part of me to the thing i working on. One of the bbest part of the creation procces.
</p>

<p>
	 
</p>

<p>
	i wonder any of you Dear Readers going to spot on the next realise version: what part or parts are the unwanted gems <span><img alt=":)" data-emoticon="" src="https://www.loverslab.com/resources/emoticons/smile.png" title=":)" /></span>
</p>

<p>
	<span>if all go well today is going to be: a realise day... for V 0.0025 version of my mod. Running "final" test for bugs ( turth be told i doing this last 3 days and always find new ones...). </span>
</p>
]]></description><guid isPermaLink="false">24385</guid><pubDate>Thu, 21 Aug 2025 02:54:06 +0000</pubDate></item><item><title>The current situation and what to expect</title><link>https://www.loverslab.com/blogs/entry/24378-the-current-situation-and-what-to-expect/</link><description><![CDATA[<p>
	<span style="font-size:20px;">Dear Readers!</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:20px;">In this writing i wish share the reason of my long silence:</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="font-size:20px;">--------------------------------------<br />
			V-0-00225</span>
		</p>

		<p>
			<span style="font-size:20px;">===================<br />
			Added:<br />
			===================</span>
		</p>

		<p>
			<br />
			<span style="font-size:20px;">-new option to force full set default all variabes. This function stop the all quest when used and need manulay start the script system.<br />
			This need explanation:<br />
			The script system can be stoped 3 ways:<br />
			    -stop the core - this stops all active functions and restore default state most of things, some special variables not set to default<br />
			    -Reset the core - this stops all active functions then restarts, this functionality send a restart signal to all modules, this modules expected to save all data that needed to continue function as normal<br />
			    no data set to default state using this function<br />
			    -Set default ( new function ) - dorced complite restoration of pre mod installation state. using scripts to restore all variables to default, only expectation the script version counter</span>
		</p>

		<p>
			<span style="font-size:20px;">-new menu: slavery player module options: now make possible re make item lists this need to be done after new items added to the system or items removed from any item list<br />
			to acces this function use the standard menu system and chose Player Slavery modul option</span>
		</p>

		<p>
			<span style="font-size:20px;">-new system to manage item detection by my mod: this system keep track all avible items and provide support to varius item manipulation and detection futures</span>
		</p>

		<p>
			<span style="font-size:20px;">-new player inventory and equipment detector future: this inventory functions live on slavery player framework modul. constantly keep track the player inventory and equipment.<br />
			this information used when player need to be striped. this functionaltys only effect items that registered on the item lists by player or mods</span>
		</p>

		<p>
			<span style="font-size:20px;">-new slavery player framework future addded: inventory managment: based on the new item manager system this mini system provide functions to control what items player can carry, allow slave masters to force fuly take away items from player<br />
			slave masters can use the inventory system futures to lock away the player item inside a chest and keep the key for chest them self! so if player wish take back its items need pickpocket the key or find some way to take it from the master<br />
			( or in some cases find a copy of the key ) this keys after the slavery event ower going to be removed. it has a chance to  player lose all its fancy items!</span>
		</p>

		<p>
			<span style="font-size:20px;">-SLOS-DLC1.esp and SLOS-DLC2.esp this files are esl flagged esp files. <br />
			DLC1 for SE and LE to give SlaversOfSKyrim.esm the items and fixes a event node conflict with dawnguard that preverent some on road and on wildernes encounter happen.<br />
			DLC2 for AE: adds creation kit items to SlaversOfSkyrim item lists.</span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-size:20px;">===================<br />
			Changed:<br />
			===================</span>
		</p>

		<p>
			<br />
			<span style="font-size:20px;">-Slavery Player: Master Annable during normal traning now punish player if player fail to complite: no clothing task<br />
			-Slavery Player: Master Annable Story quest changed a lot, the traning intro re written, annable now apply lot more punishment and few new lines added in vairus places.<br />
			-Slavery Player: Master Annable Story quest internal logic 90% rewritten, this exepcted elimated the bugs that pre existed ( and may installed new ones... )</span>
		</p>

		<p>
			<span style="font-size:20px;">-Slavery Player: Master Annable Story quest now make use player mind sub system and apply trust/loyality/willpower changes to player based on player choices<br />
			-Slavery Player: player dialogue restriction level cannot go below 0.<br />
			-Slavery Player Task: No Clothing: now use the new inventory system and properly removes the clothing<br />
			-Slavery Framework internal event report system: multiple event sender use a new sort event that not send full data packages<br />
			-Slavery Player Punishment: sex, whiping, restrain futures return when the full action is ower, so now the caller functions not need to setup event watch for event end.<br />
			making scripting more easy</span>
		</p>

		<p>
			<span style="font-size:20px;">-Slavery Player Punishment: story quest now fully capable apply changes to masters realtion toward player with one line of code, this make possible the story quest tell the master player done something not okay and feel bead about it</span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-size:20px;">===================<br />
			Fixed:<br />
			===================</span>
		</p>

		<p>
			<br />
			<span style="font-size:20px;">SLOS-DLC1.esp fixes 2 conflict with dawnguard and slavers of skyrim.esm script events<br />
			Slavery Framework internal event report system: shuld now work as intended, send proper calls and log them<br />
			SLOS API Modul: ZAZ integration: bug fixed that made animiation call back use wrong labbels when animation finished<br />
			SLOS API Modul: ZAZ integration: bug fixed that made possible the animation fail to start becuse actor array not made properly<br />
			SLOS API Modul: ZAZ integration: now when whiping in use end of whiping the system properly send a event notification the whiping is ower<br />
			Slavery Player Framework: the shut down sequence failed to run properly<br />
			Slavery Player Framework: the framework shut down sequence in case player not enslaved produced lot of errors, this errors fixed<br />
			Slavery Player Framework: produce reset error in case slos core reset signal sent, this fixed</span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size:20px;">This is the change log how curently looks like. Few line still missing:</span>
</p>

<p>
	<span style="font-size:20px;">-Annable "normal mode" tested and fixed</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:20px;">and probably:</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:20px;">-Master Annable scripts re written</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:20px;">I still facing some relative big problem:</span>
</p>

<p>
	<span style="font-size:20px;">If programing is a art i still looking my art style.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:20px;">How to organize and manage things. The inventory system got rewritten a lot of times before the curent mostly final form found. Annable story quest got rewritten last weeks 3-5 times.</span>
</p>

<p>
	<span style="font-size:20px;">If i use "wrong style" the resulting code hard to fix and even harder to expand.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:20px;">--------</span>
</p>

<p>
	<span style="font-size:20px;">New inventory system:</span>
</p>

<p>
	<span style="font-size:20px;">--------</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:20px;">The new inventory system is a unplanned child, i wish share few fact about it:</span>
</p>

<p>
	<span style="font-size:20px;">-at first i dont realzied i need it. i just wanted remove items and done. But as i started work on how this item removal thing need to and can work realized slowly i need a system  to manage items.</span>
</p>

<p>
	<span style="font-size:20px;">- i very very greatfull and happy the community support i recived when i asked advice! <img alt=":)" data-emoticon="" src="https://www.loverslab.com/resources/emoticons/smile.png" title=":)" /> </span>
</p>

<p>
	<span style="font-size:20px;">-the curent form assumes items are known by the system, if a item not known the item ignored. this can be used by player to get advantage and keep powerful weapons, and other items that come from external mods yes. in the same time grant me calm night as i know my mod work fine other mods that add items i supposed not interact with nor remove.</span>
</p>

<p>
	<span style="font-size:20px;">-this curent system work with form lists, lot of them, and accent new ones or items or item forms. can be expanded by script, by xedit, creation kit or in game player actions.</span>
</p>

<p>
	<span style="font-size:20px;">-in future i plan make a guide how to use and expand with 0 modding knowlage.</span>
</p>

<p>
	<span style="font-size:20px;">-i consider the curent system motly at final form... but i wait at least 3 new realises to say it... may new things get unerthed ower time.</span>
</p>

<p>
	<span style="font-size:20px;">-This new system is very very hard to bring to life. I hit multiple limitations and problems during devlopment. i plan wirte the system inner workings in detail the future a mini guide. may others find useful the lessons i learned.</span>
</p>

<p>
	<span style="font-size:20px;">-This system by the way has 2 parts: one is core level one is slavery player framework level. this means some functions only work if player is a slave other functions can be used other sub modules... so in future may or may not player force slaves to get naked <img alt=":D" data-emoticon="" src="https://www.loverslab.com/resources/emoticons/smiley.png" title=":D" /> or wear only "allowed" items.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:20px;">--------</span>
</p>

<p>
	<span style="font-size:20px;">About the Slavery Player story quests:</span>
</p>

<p>
	<span style="font-size:20px;">--------</span>
</p>

<p>
	<span style="font-size:20px;">Anable sotry quest got lot of new dialogues, and most important change the new futures and the choices matter: in the past no real consiquence if you say no during the intro of the traning session. This is becuse its very hard to code a events like this.</span>
</p>

<p>
	<span style="font-size:20px;">i amde lot of adjusment the frame work to make it more easy.</span>
</p>

<p>
	<span style="font-size:20px;">let me give a example:</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:20px;">when player captured by slavers and teleported to the slaver base. annable placed front of the player cell.</span>
</p>

<p>
	<span style="font-size:20px;">Right here i need activate a package that forces annable to force greet the player and give a dialogue.</span>
</p>

<p>
	<span style="font-size:20px;">This dialogue has 3 possible ending, but only 2 shown player:</span>
</p>

<p>
	<span style="font-size:20px;">accept the order or refuse. the 3th ending player refuse to talk.</span>
</p>

<p>
	<span style="font-size:20px;">all ending produce a bit different result... ( different in level of punishment )</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:20px;">We talking here a package, a dialogue tree, and handling 3 separate type of possible punishment.</span>
</p>

<p>
	<span style="font-size:20px;">Most problematic usualy the package: its hard to use. need lot of expereimentation when work and why not work.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:20px;">After all above done next problem: player let say get punished and we play some fancy animation... well animations has start we know when happen its okay but the antimation has end we dont know when happen. All aniamtion frame work send a end animation event for this reason. so my script need intercept this event and based on this trigger annable movment to traning grund and same time order player to move the traning grund.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:20px;">this is harder than i expected. I getting better at it but still hard. Ower time i assume i make better tools tools( my slavery player framework one of them ) and getting better at it but still not easy. I know well the dialogue and event rich content is  the best content. Making it takes lot of time and effort. I alone working on it, same time as i see what needed making the frame work, extending it. This procces to make evrything fall in place and stable going to take a lot of time. Lot more i expected.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:20px;">--------</span>
</p>

<p>
	<span style="font-size:20px;">the full plan for "near" future:</span>
</p>

<p>
	<span style="font-size:20px;">--------</span>
</p>

<p>
	<span style="font-size:20px;">a few weak ago i sit down and written down what i plan to do, this not include the bugs i need to fix ( its a big mistake).</span>
</p>

<p>
	<span style="font-size:20px;">i sahre it now the list, plese keep in mind some point already in the test version i working on, and maybe other things added to it we will see:</span>
</p>

<p>
	 
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<br />
			<span style="font-size:20px;">-re make mod page<br />
			-make a more easy to understand guide, the full guide to loong not usefull to understand basic things<br />
			-fix reported bugs<br />
			-complite inventory system in slavery player<br />
			-add esl flagged patches to item system: one for SE/LE and one for AE<br />
			-add slavery player new constructicbe items: sabotage tools, and oil placer flask to make traps<br />
			-create the new task: place your items to chest slave - uses item managment system force player remove its items...<br />
			-create the pick my trash slave task<br />
			-create the new generic task: pick up this item slave and bring it to me<br />
			-create and complite the broken slave for player quest and futures<br />
			-add new story quest to slavery player: 2 master one slave quest<br />
			-restore the first player capture story quest to slavery player framework( with random generic slave master come to train the player )<br />
			-work out and implement a system: slavers detect the player resistance and higher resistance players recive more "effective" trainers. ( so lvl 60 player character s going to recive lot harsher treatment than lvl 1)<br />
			-add spell for player to make npcs to victim faction npcs<br />
			-add pahe and dome implementation so slavers can attack player slaves and capture it, need separate option to enable disable!<br />
			maybe make pahe and dom slaves excluded from ower time kill the slave effect<br />
			-add pahe and dome implenetation so player can transform slaves from pahe or dome to SLOS<br />
			-NS working slaves implementation to SLOS<br />
			-add new weapons to ring of zenithar members, this make possible the members capture valid targets but requires more damage to target heath and no fancy teleport away magic in play<br />
			-make ring of zenithar slave transportation system workable<br />
			-make possible during slave transport player can interact with the slavers may be enslaved, buy the slaves or free them<br />
			-add new future to slavery framewok: "jewelry punishment" - masters may give player new "jewels" to wear as punishment... zaz items, dd items, toys items in play. to make slave life "more intresting".<br />
			this items may do mental damage ower time as added "bonus effect"</span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-size:20px;">Fallowing goals need worked out this is place holders:<br />
			-add Devius Devices framework implementation: Restrain, maybe whiping<br />
			-add toys imeplementation: whiping<br />
			-create the slavery player framework story system<br />
			--create at least 1 of the story quest types the story system make use of</span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size:20px;">if you se a future that you realy realy wish to be added the mod but not in the list let me know! its has a chance the future added to this list( but keep in mind most ideas get transformed or trashed this is part of the invention and devlopment ! ).</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:20px;">---------------</span>
</p>

<p>
	<span style="font-size:20px;">Mod Page changes:</span>
</p>

<p>
	<span style="font-size:20px;">--------------</span>
</p>

<p>
	<span style="font-size:20px;">i plan this week re write the mod page make more easy to understand.</span>
</p>

<p>
	<span style="font-size:20px;">add frew new promising pictures with nice loking girls get punished, or punishing others... just for PR.</span>
</p>

<p>
	<span style="font-size:20px;">plus re write what the player expect if download my mod, and some sort of mini guides what to expect.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:20px;">--------------</span>
</p>

<p>
	<span style="font-size:20px;">Realsied file changes:</span>
</p>

<p>
	<span style="font-size:20px;">--------------</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:20px;">For experiment i may upload a merged version of SlaversOfSkyrim and DLC 1 patch this version may or may not work fine with LE,SE,AE.</span>
</p>

<p>
	<span style="font-size:20px;">Goal with this to see its a easy way exist merge this files withing reasable time frame and realise and still working without multiple day checking and fixing broken things.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:20px;">My secund plan i realsie the tester tool i used for testing. this tool give spells to test varius functions of the mod more easy. some may call cheating. i call helpfull tool to test directly functions of my mod.This tools may or may not get updates ower time... i dont know.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:20px;">--------------</span>
</p>

<p>
	<span style="font-size:20px;">final toughts:</span>
</p>

<p>
	<span style="font-size:20px;">--------------</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:20px;">When started working on this mod i know its going insane big maybe to big. Still started working on it originaly no scripting intended then... let say the community made me do scripts then made me do player slavery <img alt=":D" data-emoticon="" src="https://www.loverslab.com/resources/emoticons/smiley.png" title=":D" /> So here we are. In case all i planned get finished its safe to say this one going to be DLC sized.</span>
</p>

<p>
	<span style="font-size:20px;">Why i saying this?</span>
</p>

<p>
	<span style="font-size:20px;">Last few days i have ideas... about the story line... the lore and how things need play out... i playing the idea right now make the end of the story line high level character only or some sort of high level high stakes end game: where player victory hell even survival not a given. in vannila alduin is strong yes but if you have enught heath potion you can beat it. The full game ment to be beaten and all enemy ment to be trashed if player foucus only 3-4 skill. no matter what combat skill just need contain skill to defense and offense. preferably ranged attack option included.</span>
</p>

<p>
	<span style="font-size:20px;">as its stends now i making the mod own player slavery system, after i going to make own player follower/housband/merige partner slavery system... so if i started plan big at the fundation why stop planning big in the story quests?</span>
</p>

<p>
	<span style="font-size:20px;">high level player character means this case by the way around lvl 60 or more.</span>
</p>

<p>
	<span style="font-size:20px;">This make possible to send aginst player realy realy nasty things ( or lot of not so nasty thing but all in once!).</span>
</p>

<p>
	<span style="font-size:20px;">Just few idea i playing with... maybe nothing come of it maybe... we will see. <img alt=":)" data-emoticon="" src="https://www.loverslab.com/resources/emoticons/smile.png" title=":)" /> </span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:20px;">Plese dont forget many of my ideas not turnd to reality becuse engine or skill limitation( or both ).</span>
</p>
]]></description><guid isPermaLink="false">24378</guid><pubDate>Tue, 19 Aug 2025 19:32:37 +0000</pubDate></item><item><title>Good Solution foundto my last problem :)</title><link>https://www.loverslab.com/blogs/entry/24327-good-solution-foundto-my-last-problem/</link><description><![CDATA[<p>
	<span style="font-size:18px;">Dear Readers!</span>
</p>

<p>
	<span style="font-size:18px;">After many days of thinking and checking ideas/theories I come up with a solution that I consider "good solution" instead of an acceptable one, to my latest problem:<br />
	How to manage various original DLC stuff, and keep my mod compatible across all versions.</span>
</p>

<p>
	<span style="font-size:18px;">I dive a bit deeper on the whys to make it easier to understand why I chose the way I chose!</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:18px;">---------------<br />
	First the limitations and goals:<br />
	---------------</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:18px;">-My mod needs to depend only on Skyrim.esm<br />
	-It's expected a lot of new things are going to be added over time so, if I make new files like ESL flagged esps I need to consider the growth of files<br />
	-Use the minimum number of files<br />
	-Keep the mod workable in all versions of Skyrim and maintain maximum possible compatibility with everything<br />
	-The mod needs to be independent of other mods</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:18px;">---------------<br />
	The problem:<br />
	---------------</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:18px;">At first seemed the problem was to manage DLC items like Dragonborn armors added to my item lists so my mod detects them and is able to control what the player can wear/carry.<br />
	At closer inspection I realized the problem is a lot more complex... devil hides in details!</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:18px;">---------------<br />
	What I need to achieve here is this:<br />
	---------------</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:18px;">Make it possible for my mod to recognize items that exist outside of Skyrim.esm. Not only official DLC items but other mods’ made items too!<br />
	My first thought was I make a patch ESL flagged esp file that does the job: overwrite my formlists I store the item information in and job done.<br />
	This does not require any scripting, simple and reliable. Until more than 1 mod starts changing the same form list...<br />
	This leads to manual patching or using mergers...</span>
</p>

<p>
	<span style="font-size:18px;">If I make an interface and a very simple and reliable way or even better 2 ways to change SlaversOfSkyrim.esm item list forms I use... a very simple way that does not need any special knowledge...<br />
	Probably this is the way.</span>
</p>

<p>
	<span style="font-size:18px;">This makes it possible for other mods to interact with my mod without depending on each other mod being present in the load order. If I use scripts to manage the form list I don’t need to fear any overwrite issue like using simple xEdit patches.<br />
	Of course, this puts some pressure on the Papyrus system so I need to optimize the way that this overwriting is done once when the mod or patch is installed.</span>
</p>

<p>
	<span style="font-size:18px;">As you may see I’m not talking only about the items and item lists. The reason for this is I realized I need to aim more: I need a module in my mod that accepts external requests:<br />
	Other mods can send my mod requests to do things. The API section I made for my mod sends out requests to other mods, and receives answers.<br />
	But I have not yet made a module to receive from external mods requests. I am going to make a 100% separate interface for this purpose.</span>
</p>

<p>
	<span style="font-size:18px;">I don’t know yet how it’s going to look or exactly how it’s going to work or what exactly it’s going to do... these things over time as I advance are going to be seen.<br />
	What I know is this module is going to be named: External Module Input Interface (EMII).</span>
</p>

<p>
	<span style="font-size:18px;">I plan to make this module use very basic simple script (or scripts) to receive external commands and to be very easy to expand on my side.<br />
	This is going to make it possible to receive external data.</span>
</p>

<p>
	<span style="font-size:18px;">Other thing I came up with: I am going to use 2 esl files to store the original DLC information:<br />
	SLOS-DLC-1.ESL -- LE and SE version<br />
	SLOS-DLC-2.ESL -- AE version to handle the new Creation Club stuff that comes for free</span>
</p>

<p>
	<span style="font-size:18px;">For the time being these 2 files are going to be ESL flagged. This comes with a few big red warnings!</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:18px;">---------------<br />
	WARNINGS:<br />
	---------------</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:18px;">Warning 1: I don’t know how long these files are going to stay as they are. May be removed or replaced by an ESP version. I simply cannot predict.<br />
	I am going to aim to keep the record number in these files at a minimum and within the ESL file range! But using these files poses high risk for your save files!<br />
	It’s possible at any time in development these files are going to be dropped or changed!</span>
</p>

<p>
	<span style="font-size:18px;">Warning 2: I don’t know exactly what is okay and not okay to store in ESL flagged ESL files. Right now formlists and other simple things are going to be stored here that are known to be safe.<br />
	In future I might add other things like XMarkers, doors, navmesh edits.</span>
</p>

<p>
	<span style="font-size:18px;">Warning 3: To improve compatibility if this system works well I might add more ESL files, this only causes problems probably for LE users.</span>
</p>

<p>
	<span style="font-size:18px;">To help LE users:<br />
	I try to make the ESL files easy to merge even manually with SlaversOfSkyrim.esm (or maybe do it myself? before release?)<br />
	This way for LE users it’s probably easier to reduce the number of files needed to be loaded.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:18px;">---------------<br />
	The good news:<br />
	---------------</span>
</p>

<p>
	<br />
	<span style="font-size:18px;">I plan to make a template esl file. This file is very easy to edit in Creation Kit or xEdit. What does this file do?<br />
	If you rename it, it can be used to add new items to my item manager system, this way you don’t need to always manually add in-game items to the system. A user can make their own patches.</span>
</p>

<p>
	<span style="font-size:18px;">Other goodies:<br />
	Over time I’ll add new options to the EMII module, this way when the mod comes out of alpha and beta status other modders can add interaction to my mod if they choose to do so.</span>
</p>

<p>
	<span style="font-size:18px;">(Yes, I dream very big <img alt=":)" data-emoticon="" src="https://www.loverslab.com/resources/emoticons/smile.png" title=":)" /> )</span>
</p>
]]></description><guid isPermaLink="false">24327</guid><pubDate>Sat, 09 Aug 2025 16:53:44 +0000</pubDate></item><item><title>When during planning Future and Past meets</title><link>https://www.loverslab.com/blogs/entry/24310-when-during-planning-future-and-past-meets/</link><description><![CDATA[<p>
	Dear Readers!
</p>

<p>
	 
</p>

<p>
	I hit a wall again, this alone not a new thing, I always do it. This wall called compatibility.
</p>

<p>
	This big wall of text i explain the problem, possible sulutions, and my conclusions.<strong> I open to any suggestion how to solve this!</strong>
</p>

<p>
	 
</p>

<p>
	-------------------<br />
	The Context:<br />
	-------------------
</p>

<p>
	 
</p>

<p>
	As you may know I working on an item management system that makes possible to limit what items player allowed to carry/wear and what is not. To keep my mod fully independent from other mods I not use SKSE.<br />
	This means I have no access to a lot of papyrus functions that make a lot easier any item management, and may or may not be compatible with LE or Oldrim (I not checked).<br />
	So my solution for item management is the following:
</p>

<p>
	Using basic papyrus functions I can only ask:
</p>

<p>
	-    player wearing a specific item
</p>

<p>
	 -   player inventory contain a specific item and if yes how many?
</p>

<p>
	To ask the system these questions I need to know the item I wish to ask. The item identification number (official name: FormID).<br />
	This means I need a list of all possible items. Plus need a list of items that player ALLOWED to carry/use during slavery.
</p>

<p>
	 
</p>

<p>
	All in all my system 4 type of items:
</p>

<p>
	1. All inventory item lists
</p>

<p>
	2.  All allowed inventory item lists
</p>

<p>
	3. Player added item lists
</p>

<p>
	4. Items that not on any list
</p>

<p>
	 
</p>

<p>
	Point 1, 2 type of items made and managed in Creation Kit, or XEdit. Point 3 items managed in game by player, point 4 is the items that not on any list but exist in game. These items ignored by my system.<br />
	I done this on purpose: so many mods exist and many unique items with unique purposes. My mod may cause various problems if remove specific items from player inventory or equipped items.
</p>

<p>
	<br />
	So if my system don't know an item ignore it, this way not cause problems.
</p>

<p>
	I on purpose separate player added item list to normal item lists. Player more probable make mistake and add items to wrong item list.<br />
	For this reason I made separate list so more easy to reverse any error made during in-game play.
</p>

<p>
	All inventory and allowed inventory item lists made in Creation Kit by hand. These items expected safe to manipulate. These item lists edited during run time when supported mod detected that adds new items to game.<br />
	(at the time of writing only Zaz items managed, this going to extended later to Toys too (as this mod supported)).
</p>

<p>
	 
</p>

<p>
	-------------------<br />
	The Problem:<br />
	-------------------
</p>

<p>
	 
</p>

<p>
	Currently the mod requires only Skyrim.esm
</p>

<p>
	 
</p>

<p>
	This makes possible the mod should work well with Oldrim, LE (confirmed), SE (confirmed), AE (confirmed).
</p>

<p>
	 
</p>

<p>
	Nearly all DLC added new items. If I add these items to my lists in SlaversOfSkyrim.esm this file going to depend on the DLCs.<br />
	This means I lose Oldrim compatibility (ok LE compatibility remain).<br />
	It's maybe okay for many as Oldrim 11+ year old...
</p>

<p>
	 
</p>

<p>
	The recently patched Special Edition (1.6.XXXX) come with 2 new "DLC" both come with new items. If I add these items to my SlaveryOfSkyrim.esm my mod lose LE, SE compatibility.<br />
	This probably not okay many-many users...
</p>

<p>
	 
</p>

<p>
	-------------------<br />
	Solutions:<br />
	-------------------
</p>

<p>
	 
</p>

<p>
	A. Make a script that checks what original master file available and based on form ID load and add the items to relevant form list.<br />
	This probably provide the best compatibility with all versions, in theory it can work. But what cost?<br />
	We talking here lot of items, all item form ID need found manually and placed to the script. This script probably going very very long, insane hard to manage change, plus relatively long time to run.
</p>

<p>
	Okay probably not need run very often only when for any reason need reset the item lists.<br />
	Making this script not feasible due time constraints.
</p>

<p>
	 
</p>

<p>
	B. Make ESL flagged ESL files that edit SlaversOfSkyrim.esm.<br />
	- One for LE<br />
	- One for AE
</p>

<p>
	<br />
	Well this is a solution yes, it solves all problems, at least in short term.<br />
	True this 2 file adds the required items to the item lists. In future may become a road block for many, here is why:
</p>

<p>
	 
</p>

<p>
	- LE case the ESL files need used as ESP. So LE users need merge the LE version .ESL file to SlaversOfSkyrim.esm to slave slot.
</p>

<p>
	-SE, AE case: when the content production time comes I might add slaver bases to Solstheim too. This means I need Dragonborn.esm... I not sure SE ESL file format limit can handle that record number. I might able to use tricks like: Create interiors in SlaversOfSkyrim.esm and place entrances to it within the .ESL files. This maybe a way. But it's still a strong limiting factor.
</p>

<p>
	 
</p>

<p>
	Other problem: what if I chose to merge the ESL flagged files to main file? The save files that made during the ESL flagged file era not going to receive support and unable to play with the newest versions.<br />
	I need think long term...
</p>

<p>
	 
</p>

<p>
	C. Make Oldrim compatible and LE+SE and AE compatible version and keep them up to date all the time.<br />
	This means 3 separate versions of the same mod. In theory it's possible, to always copy from one version to another the forms... but it's soul killing and this means I need test 3 different versions of the same mod.
</p>

<p>
	 
</p>

<p>
	D. Ignore all items that come with new officially released versions, if player wish to be handled player may use in-game option to add the lists.<br />
	This way full compatibility preserved.
</p>

<p>
	 
</p>

<p>
	E. Make an ESL flagged ESL file that contain XEdit or Creation Kit usable form lists. Users need add to these form lists the armors that they wish to add to the system. This requires XEdit or Creation Kit usage.<br />
	User-made files can be shared freely with my permission. These ESL files as long as use different name do not conflict. The ESL flagged file contain a very simple universal script that adds the form list content to SlaversOfSkyrim.esm main lists.<br />
	This way "patching" the master file to the user needs. This should provide maximum flexibility and meet all user preference but the cost of user's time and energy.
</p>

<p>
	 
</p>

<p>
	-------------------<br />
	Conclusion:<br />
	-------------------
</p>

<p>
	 
</p>

<p>
	There is no perfect, HELL even good solution to this. Only acceptable ones, if any.<br />
	I still thinking and looking for solutions, minimum good one. If any of you know any good solution let me know!
</p>
]]></description><guid isPermaLink="false">24310</guid><pubDate>Wed, 06 Aug 2025 18:06:46 +0000</pubDate></item><item><title>SLOS Quick Update and sort term plans</title><link>https://www.loverslab.com/blogs/entry/24278-slos-quick-update-and-sort-term-plans/</link><description><![CDATA[<p>
	Dear Readers!
</p>

<p>
	 
</p>

<p>
	As today i realized new version of SLOS. The latest version contain few improvment to existing systems, plus give option to chose what armors considered normal and not normal.
</p>

<p>
	This mini armor system altter going to extended weapon type items to, and maybe potions and other things.  ower time this give me chance to use scripts to check what is in player inventory and what items considered counterband or not allowed items.  This item restrictions later can be checked and or enforced by varius npcs during player slavery. 
</p>

<p>
	Nex planned future the forced item removal from player by its master. This of corse give the player option to resist item removal... who may not wish place a chest its own enchanted super giant one hit killer bow( well as we all know this type of resistance ower time not working... but at least player has chance! <span><img alt=":)" data-emoticon="" src="https://www.loverslab.com/resources/emoticons/smile.png" title=":)" /> </span>).
</p>

<p>
	 
</p>

<p>
	otherp lanned new task for slave masters: pick the trash quest: the master on porpuse place items around the traning area or other places and player need collect it beofre time runs out.
</p>

<p>
	or player can chose not to pick it up.... ( or unable to do it becuse got restrained. for bead beahavior and this trigger other punishment maybe ).
</p>

<p>
	 
</p>

<p>
	this new task and item restriction system in the works this moment. same time i started thinking what need exactly implement to broken player slave mechanic. this is a slave player mind status where player considered broken slave and forced to do anything for slave masters. ( not ideal mind condition trust me! ) i plan make this very not ideal situation for most players. i know many like being punished and done nasty things to tis player character. In Broken mind status you have no option to rebbel or say no anything that slaver masters order. This is alone punishing but not enught for me! The slave masters may let palyer move around skyrim free as they know: the player  can be trusted and be good pet if outside of its master watch. Return time to time with gold or items to its masters. ( plus later maybe radiant quests added to player that may cause some other side effect like: bounty on player )
</p>

<p>
	 
</p>

<p>
	i going to continue use littile steps aproach as i do right now, realtive quickly 1-2 weak devlopment cycle adding new futures and realising it.
</p>

<p>
	 
</p>

<p>
	with the item managment and item colection task added i feel i getting covered most basic task for player slavery. i might add 2 more task: forced prositution task and production task.
</p>

<p>
	forced prosititution task as name suggest: player ordered to move the client that the master chosen and preform varius sex acts.
</p>

<p>
	production task: player ordered produce varius items, resource metarials may or may not be soruced by the master...
</p>

<p>
	 
</p>

<p>
	both cases i plan make task "optional" so player on porpuse can fail it or rebell aginst the task, or say no to it( if player mind not damaged to mutch ).
</p>

<p>
	 
</p>

<p>
	After this tasks complited continue working on the slavery player- story quest change and story quest flow side: the promised funcitonalty that makes possible player sold to new owener based on provius player actions as slave.  ( rebbeling slaves may end up very i mean VERY bead places, not rebbeling slaves may end up realtive nice places )
</p>

<p>
	 
</p>

<p>
	any idea/opponion on the listed futures are wellcome here <span><img alt=":)" data-emoticon="" src="https://www.loverslab.com/resources/emoticons/smile.png" title=":)" /> i read it all near end of next week( if nothing come to my way irl )</span>
</p>
]]></description><guid isPermaLink="false">24278</guid><pubDate>Sat, 02 Aug 2025 15:51:56 +0000</pubDate></item><item><title>Devil hidden in detail, or hitting the wall agin.. ( softly )</title><link>https://www.loverslab.com/blogs/entry/24254-devil-hidden-in-detail-or-hitting-the-wall-agin-softly/</link><description><![CDATA[<p>
	Dear Readers!
</p>

<p>
	 
</p>

<p>
	This blog post going to be sort. I wish not go deep in technical details... last of my writings i mentioned i found a way to make my codes very independent. Well turned out this is a blessing and curse in same package. 
</p>

<p>
	 
</p>

<p>
	What is the problem:
</p>

<p>
	My modules send out order to start new task. The task started so far so good. But the modul waiting a response: task started with succses or something went wrong? the original version this is a "self solving" thing. The caller recive a return value that contains infomration of the task start up: its failed to start up or not.
</p>

<p>
	 
</p>

<p>
	The problem here is the commanding module has no direct contact with the task, so the task by definitation no default way to send back direct respose the exact code that started it. its can be managed with tricks and lot of work around. basicly requires a mini system built around it.
</p>

<p>
	this seams need lot of work until the first working model built up, probably then the system can stream lined, but still need extra work from my side. bigger problem to me the extended work load on papyrus engine, plus lot of possible weak point added to the system. longer the code more the possible point that can brake.
</p>

<p>
	give enught possible point to brake and something going to brake.
</p>

<p>
	 
</p>

<p>
	Lessons learned:
</p>

<p>
	if something at first look good, try to implement in a mini modell then if the mini modell works say out loud to word you found a good thing. Not before full implementation done.
</p>

<p>
	i to happy to early.
</p>

<p>
	 
</p>

<p>
	Still lot of things learned from this. <span><img alt=":)" data-emoticon="" src="https://www.loverslab.com/resources/emoticons/smile.png" title=":)" /> i curently re planning this internal event system implementation. good thing i not started work on it blindly so the damage is minimal if any.</span>
</p>

<p>
	 
</p>

<p>
	<span>Good things:</span>
</p>

<p>
	<span>i made a new task and with it a new mini system: this mini system make possible to add and remove in game armors to form lists. this list can be used varius things. curently used to keep track what items considered clothing that may not okay to wear and what items considered officaly armor but okay to wear during the times player ordered to be nude.</span>
</p>

<p>
	<span>this items like jewelry or zaz/dd items.</span>
</p>

<p>
	 
</p>

<p>
	Yes i working on a new task that "forces" player to be nude. This system and this task going to be introduced in the next realise version.
</p>
]]></description><guid isPermaLink="false">24254</guid><pubDate>Sun, 27 Jul 2025 17:45:37 +0000</pubDate></item><item><title>Slavers Of Skyrim: Slavery Framework changes</title><link>https://www.loverslab.com/blogs/entry/24208-slavers-of-skyrim-slavery-framework-changes/</link><description><![CDATA[<p>
	<span style="font-size:16px;"><strong>Dear Readers!</strong></span>
</p>

<p>
	<span style="font-size:16px;">This blog post somewhat deep dive into scripting and how the slavery player and Slavery NPC framework going to work.<br />
	I write this for mod makers and those who interested how this mod made and what challenges I face during development.<br />
	<strong>TLDR at the end.</strong></span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:16px;"><strong>The problem:</strong><br />
	It's a complex and big. I have multiple functionality that one mass provides we call slavery player framework, another mass in very early planning phase called slavery NPC framework.<br />
	Both need work together. Both has going to own unique script codes. This codes form functions like keeping track player mind status. This is one functionality.<br />
	Best if we image a function a working person who do exactly one job. We have lot of workers I estimate around 10 of them currently and over time few more added.<br />
	Now this workers organized a hierarchy where on the top is the manager boss. This boss can give orders middle level manager bosses that pass down the chain the orders.<br />
	End of the chain is the workers.</span>
</p>

<p>
	<span style="font-size:16px;">All person on this system need to able talk others: to pass the command and result of the command execution.<br />
	As long as command-response happen inside a chain can be easy done no problem. Things go crazy when things happen that affect multiple chain of command line at once.<br />
	This case here is what happen: one worker detect something big happened and inform its middle manager boss, this boss then inform other bosses: hey we have a big event here!<br />
	Then all other affected bosses send information to its workers.</span>
</p>

<p>
	<span style="font-size:16px;">This system built up and working as is. Problem the case when I need expand the system: every time I add new manager boss I need check the chain of command and communication and if needed extend it manually.<br />
	This is lot of work some cases.</span>
</p>

<p>
	<span style="font-size:16px;">More bigger concern: every time a person need to able to talk other person need to know it well. This makes each code and functionality start depend on other functionalities and codes.<br />
	With it if one place a error happen or change, has unforeseen effect on many other parts of the framework. To avoid this I started separate the code but this communication lines need kept.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:16px;"><strong>The solution:</strong><br />
	Invent a universal language that every worker understand. This language need to be:</span>
</p>

<ul>
	<li>
		<p>
			<span style="font-size:16px;">can be used to transfer any data</span>
		</p>
	</li>
	<li>
		<p>
			<span style="font-size:16px;">expandable easy to change very flexible</span>
		</p>
	</li>
	<li>
		<p>
			<span style="font-size:16px;">the code not need rewritten when new type of information need to be sent</span>
		</p>
	</li>
</ul>

<p>
	<span style="font-size:16px;">Part of the solution set up this system the way that all worker and manager+manager boss can be same room to hear the communication and filter out what one need to hear.<br />
	This means every time new worker added to system automatically receive all information that worker may need. No need to build up separate communication chain to built up.</span>
</p>

<p>
	<span style="font-size:16px;">Other good side complete code separation achieved (one of my great aim). So less likely need re write again and again same code.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:16px;"><strong>The drawback:</strong><br />
	Well yes we have some drawback... we have always! This means I need create more code to transfer the information to workers and from workers to common language. This means we have more potential point of failure.<br />
	Plus if I want fully implement this new approach I need rewrite lot of working code.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:16px;"><strong>Hidden bonuses:</strong><br />
	I found out 2 things that made my system more effective than anything ever I built before:<br />
	First array inputs a function can be different size the array size determined the code where the array size defined. This is big because a single function can accept different size of arrays!<br />
	Why this important to me? I can make a Form array that can store up to 127 forms and send through this system. Same for all variables types.<br />
	This more than enough information storage to send... this not only make possible send events like the original game (script events that uses key words, limited to few integers)<br />
	Other goodies I can scale up or down the sent data amount based on how many data need sent!</span>
</p>

<p>
	<span style="font-size:16px;">Second hidden bonus: I can use this system not only send events but direct orders to what to do.<br />
	Basically I have multiple modules that need work together to make the framework work. This under old structure required lot of coding when new element inserted in.<br />
	In short term using this common language layer give me extra work yes, but in long run make more easy to add new workers to the system. Added bonus when I make a code I don’t need think or plan what's going to be added next time, how build connections.<br />
	Because already connections built up.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:16px;"><strong>TLDR:</strong><br />
	Made a new module that make possible multiple part of the SLOS communicate each other and send lot of data very easy.<br />
	This modules don’t need know each other and not need use closely pre-defined standards to transfer data.<br />
	This make more easy to scale up or down the mod and adding new modules.<br />
	Plus makes modules code independent mostly to each other (one of my coding wet dream come true!)</span>
</p>
]]></description><guid isPermaLink="false">24208</guid><pubDate>Sun, 20 Jul 2025 17:15:06 +0000</pubDate></item><item><title>Architectural planning failure</title><link>https://www.loverslab.com/blogs/entry/24125-architectural-planning-failure/</link><description><![CDATA[<p>
	Dear Readers!
</p>

<p>
	 
</p>

<p>
	This blog post made for modders and players who wish understood more what and why happening during Slavers Of Skyrim Devlopment. A littile story of why i need trash 200+ line of code and 4+ work hours in the drain.
</p>

<p>
	 
</p>

<p>
	I make this writing to help others avoid my mistakes, plus writing this down make me help remember what no to do!
</p>

<p>
	 
</p>

<p>
	The original concept:
</p>

<p>
	I have lot of tasks, that may can use same dialogues when the slave player fail to complite the task, or complite it.
</p>

<p>
	Why not use same dialoge and dialoge tree multiple times with same code? its save lot of time plus i can make a centralized dialogue system that can be used easy foward data toward other part of the mod plus more stream lined to make actors do the same action agin and again.
</p>

<p>
	 
</p>

<p>
	Points of failure:
</p>

<p>
	First big problem come when i realize each task has own uniqe ways to fail plus uniqe dialogues need to atached each task. in case task failed.
</p>

<p>
	Secund problem some cases the task may given to a special npc or a story quest that need use own uniqe dialoge in case the task fails.
</p>

<p>
	Third problem making a central modul that control tasks, its not fitt the whole picture: this means each task fail condition need own identifire and each task need own dialogue that made the central quest that contain the slavery player framework scripts and most working data. plus each time a new task made a new dialogue tree and new variables need declared in this dialogue system.
</p>

<p>
	Quickly become hard to maintain and owerly complex. Far mroe effective and simpler to add each task own failure and or complition dialoge that uniqe to that task.
</p>

<p>
	then the dialogue result need signaled back to the task sender script as player reactions.based on this the script that ordered the task started can procced with the right reaction on player actions.
</p>

<p>
	 
</p>

<p>
	The lesson:
</p>

<p>
	1-done make central things that control evrything only if absolutly unavoidible
</p>

<p>
	2-actions, action reactions, action effect if all linked to one object or thing. Make them one and handle as one single thing keep the code compact and evrything packed together this way the system more mudlar and if soemthing effect any part of this object only going to effect this object.
</p>

<p>
	3-before start making scripts make a very tini mini modell, that can be used to try out how the script going to work and what effects expected, then make the test proto type modell then if that works make the final version.( this case i advanced the prototype and realized this is a dead end )
</p>

<p>
	 
</p>

<p>
	P.s.:
</p>

<p>
	Yes i still learning how to make a working dising of this scale of a system, and ( probably ) this is not the last time i hit a wall with my head first.
</p>
]]></description><guid isPermaLink="false">24125</guid><pubDate>Tue, 08 Jul 2025 17:52:59 +0000</pubDate></item><item><title>Desing dilema</title><link>https://www.loverslab.com/blogs/entry/24086-desing-dilema/</link><description><![CDATA[<p>
	Dear Readers!
</p>

<p>
	 
</p>

<p>
	As you may aware i currently on "vacation" mode, of some sorts... after very long pause started play the game( skyrim ) instead making new mod to it.
</p>

<p>
	I done it with no mod installed to return the vannila experience. Trying out new game plays i not done before.
</p>

<p>
	Rhis expereince some what eye opppening to me. Same time started to work on the next steps of the mod.
</p>

<p>
	 
</p>

<p>
	I need explain few more things:
</p>

<p>
	Slavery Player and Salvery NPC going to exist NPC part going to control and keep track player followers slavment and turning them to slaves.
</p>

<p>
	my plan with this modul to make possible player followers not only can be captured by slavers but turned aginst player...
</p>

<p>
	i imagine a situation where player follower get kidnaped by slavers, then becuse player failed rescue within time limit... next time player got captured by slavers they send the now become slaver follower to train the player or assist punishing the player.
</p>

<p>
	other possibility i see here forcing player to do bead things with other npc slaves including player follower.... or forcing other npc slaves to do things with player.
</p>

<p>
	 
</p>

<p>
	i playing this ideas, thinking what can and what cannot work, in design level, and game play wise. 
</p>

<p>
	 
</p>

<p>
	other changes iplan to make:
</p>

<p>
	to make dinamic story telling possible based on player action i planing make a new mini event system, a extension the exisitng in SLOS event system that send events come from player slavery module to any script that subbscribe for events.
</p>

<p>
	curent iteration has not contain this mechanism all event fowarded directly to the part of system that going to make use of the event and procces itt.
</p>

<p>
	this very effective if only very limited few scripts need informed on the events. but its rigid not flexible.
</p>

<p>
	i realized this structure not going work in long term i need a more open system.
</p>

<p>
	This change important to make possible other modules AND mods get acces to this events.
</p>

<p>
	Basicly this is a fundation to other moders to recive events and procces, react what player done its slavery.
</p>

<p>
	i plan make this mini system a way that make possible acces any event witout directly depending on my mod. in other words: not need make SLOS as master to other mods to make use of this functionality. I plan archive this witout using SKSE. For future proofing and impoved compatibility with evrything.
</p>

<p>
	 
</p>

<p>
	other desigin change i plan to add: a list of player archivment during slavery similar that show how many enemy player killed, how many times escaped from jail ect. this stats used during the slavery events by the player slavery system to decide what type of slavery quest come next. EG the player sold to a mine, or brothel to used as sex toy... or sold for grup of cultist to sacraficed some dark god(usless save bead ending) [yes i not joking i considering a possible ending player get sacraficed if to many times rebbel aginst masters and slaver guild fail to brake the player!].
</p>

<p>
	 
</p>

<p>
	so in sort i thinking on the enxt steps and how make better what we have already. of corse when i come back my vacation first thing to fix curent bugs.
</p>

<p>
	then start reworking the internals i mentioned above then finaly start working on the new tasks for player. 
</p>

<p>
	 
</p>

<p>
	next i write here i probably going list slave player tasks i working on... as usual first planning then making it to reality.
</p>
]]></description><guid isPermaLink="false">24086</guid><pubDate>Mon, 30 Jun 2025 19:27:07 +0000</pubDate></item><item><title>SLOS Player mind inner working , RE disigin</title><link>https://www.loverslab.com/blogs/entry/23827-slos-player-mind-inner-working-re-disigin/</link><description><![CDATA[<p>
	Dear Readers!
</p>

<p>
	 
</p>

<p>
	The fallowing writing is extracted from the guide for Slavery Player Framework that part of Slavers of skyrim mod.
</p>

<p>
	 
</p>

<p>
	This wriitng is a design document that describes how i plan run the player mind simulation of the mod when player is slave.
</p>

<p>
	This writing IS NOT FINAL! i still thinking what need to change.
</p>

<p>
	The current system that you can test right now work a bit different.
</p>

<p>
	 
</p>

<p>
	i wish to add other important info:
</p>

<p>
	1 cycle curently 168 in game hours, but its going to reduced 24!
</p>

<p>
	This lead lot quicker effect of everiemntal damage to player mind, and of corse healing.
</p>

<p>
	 
</p>

<p>
	==========================<br />
	What is about this:<br />
	==========================
</p>

<p>
	 
</p>

<p>
	This sub module represents the player character mind and register its detoration by slaver activity during captivity as slave and after slavery. This module ment to simulate the effects of player mind and options to chose freely.<br />
	Primary effect on player options to say no aginst slavers wishes as captured slave.<br />
	Secudnary effect on player abilitys to combat: comabt stats reduced as player mind fall deeper and deeper down.<br />
	Thirty effect: loyality. player can gain loyality points fallowing the master orders and refusing it gain loyality point losses.<br />
	With high loyality player can be considered a loyal slave may given better threatment and valued higly as slave. Considered good slave. Good slaves recive realtive good threatment, and privilages.<br />
	Refusing master orders may gain negative loyality, this may gain player rebbeling slave flag. Rebbeling or rebelius slave is worth less as its problematic slave, no rpivilages even more restriction applyed and definitly hars treatment.
</p>

<p>
	 
</p>

<p>
	its very important to keep in mind: no matter what player do given enught time the slavers brake in the player. Player as slave only fight a delaying actions aginst slavers to totaly brake in the player.
</p>

<p>
	Only way to avoid this to escape some how from slavery. The player character might be a very strong character this case more resistant to slavers actions and take a LOT longer to brake in.
</p>

<p>
	This system ment to show a well devloped character lot more resistant to slavery effect than a new character. Other goal force player to act quick before to late to find way escape. The time in this situation no matter how strong your character is working aginst you!
</p>

<p>
	 
</p>

<p>
	==========================<br />
	Player Mind States:<br />
	==========================
</p>

<p>
	 
</p>

<p>
	Player mind and mind status represented the fallowing paramters:
</p>

<p>
	<br />
	Willpower<br />
	Resistance<br />
	Loyality
</p>

<p>
	 
</p>

<p>
	Willpower represent the player own free will and ability to say no to others Starting value is 100, can go down to 0.<br />
	Resistance reprensents ability to resist slavers actions, resistnace points run out first before willpower get damaged. starting value 0 but incrased evry player level, specific vannila mission complitaion, and skill points.
</p>

<p>
	<br />
	in general player character in game archivments. higher the archivments more confident the player and less effected by slavers actions.<br />
	Loyality  represents how good or bead slave the palyer is. Starting value is 0. Can go up to +100 or down to -100
</p>

<p>
	 
</p>

<p>
	Player mind degradation levels:<br />
	As slavery effect player the effecitve player willpower degraded ower time, the slavers going to brake the player will... only question of time and energy. player can only slow down the procces of breaking in.
</p>

<p>
	 
</p>

<p>
	Effective willpower is different from willpower calcualted this way:<br />
	Eff.Willpower = Willpower - loyality Effect
</p>

<p>
	loyality effect =
</p>

<p>
	if loyality higher than 0, after each point of loyality 1 point given<br />
	          if loyality lower than 0, after 3 point of loyality below zero given 1 point
</p>

<p>
	 
</p>

<p>
	Player mind has fallowing degradation levels( based on current effective willpower ):<br />
	LEVEL 1: Above 90+ - no negative effect, player can say no any time( Dialoge Restrictions LVL 0 )<br />
	LEVEL 2: beatwen 75 - 90 - minior effects, player can say no nearly any time,but most littile request no option to say no ( Dialoge Restrictions LVL 1 )<br />
	LEVEL 3: beatwen 50 - 75 - effects are feeling bead, player cannot say no to all request, trys to be in good side of slavers, if slavers ask appology no other option but be give it. ( Dialoge Restrictions LVL 2 )<br />
	LEVEL 4: beatwen 25 - 50 - Major effects , player options to say no limited ( Dialoge Restrictions LVL 3 )<br />
	LEVEL 5: beatwen 10 - 25 - Player considered mind broken, if manage escape can restore its own mind without external help, player cannot say no for its slavers request, but can try escape ( Dialoge Restrictions LVL 4 )<br />
	LEVEL 6: beatwen 0 - 10 - Player totaly mind broken, no way back by it self from this point, servant of its masters do what they told without any hesitation or option to say no. ( Dialoge Restrictions LVL 5 )
</p>

<p>
	 
</p>

<p>
	the fallowing propertys you need to look for:<br />
	PlayerMindEffectLimit1 <br />
	PlayerMindEffectLimit2<br />
	PlayerMindEffectLimit3 <br />
	PlayerMindEffectLimit4<br />
	PlayerMindEffectLimit5 
</p>

<p>
	 
</p>

<p>
	if Loyality lower than willpower, player recive additional debuffs:<br />
	this debuffs come 4 different level.
</p>

<p>
	 
</p>

<p>
	Debuff lvl 1 applyed at LEVEL 2<br />
	Debuff lvl 2 applyed at LEVEL 3<br />
	Debuff lvl 3 applyed at LEVEL 4<br />
	Debuff lvl 4 applyed at LEVEL 5
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	==========================<br />
	Damaging player mind and recovering the damage:<br />
	==========================
</p>

<p>
	 
</p>

<p>
	Player mind can be damaged by slavers any of them realy, by punihsing player for fun or becuse refused/failed complite the slavers order.<br />
	If the slavers manage the player do their bidding player awarded loyality points and usualy avoid being punished by slavers.
</p>

<p>
	Currently maximum applyed punishment by one punishment to willpower is generaly 10 point .<br />
	Same hold true for loyality and loyaltiy changes +-10 point can be given /action of slavers to player loyality<br />
	 
</p>

<p>
	Loyality and willpower can be effected by same action of player/slaver.
</p>

<p>
	 
</p>

<p>
	Other ways to damage player willpower is being slave as the everiment where player live in it self do damage to player mind.
</p>

<p>
	This effect not instant but happens ower time. To simulate this the Frame work use a cycle system and end of each cycle damage applyed to player mind.
</p>

<p>
	 
</p>

<p>
	Depending on slavers and slaver base player can recive different level of mind damage ower time simple becuse being slave:
</p>

<p>
	SlaveryEffect0 +10 wilpower -- free man status - escaped slaves<br />
	SlaveryEffect1 -1<br />
	SlaveryEffect2 -5<br />
	SlaveryEffect3 -15<br />
	SlaveryEffect4 -30
</p>

<p>
	 
</p>

<p>
	Restoring player mind only possible by it self if player manage escape, if player is a free men regian +10 willpower.
</p>

<p>
	Player Loyality also effected by the everiment, may ower time force to incrase player loyality.
</p>

<p>
	 
</p>

<p>
	==========================<br />
	Player mind Degradation LVL 6 - The Totaly Broken Player mind<br />
	==========================
</p>

<p>
	 
</p>

<p>
	Reminder player effective willpower in range of  0-10
</p>

<p>
	 
</p>

<p>
	this state switch totaly broken mind quest. a separate quest to control player actions. consider it a uniqe game mode of sort.
</p>

<p>
	This state player character mind considered totaly broken unable to make choices on its own in complex matters.
</p>

<p>
	But its okay you have very nice slavers that make all the important decision for you! They so helpfull and make evrything go right!
</p>

<p>
	 
</p>

<p>
	You realy dont need think about anything they going to tell you what need to do when, and how.
</p>

<p>
	 
</p>

<p>
	They ask from your gold nice and you give them... if they like what you done they only take 80% of your curent gold.
</p>

<p>
	Some times equipment, enchanted ones prefered taken away too.
</p>

<p>
	 
</p>

<p>
	But they are nice giving you good weapons to capture few pepole who not okay to your masters... or ones that master( or masters ) wish to do things...
</p>

<p>
	This things of corse not ot legal and you get bounty on your head but its okay your masters told you so its okay.
</p>

<p>
	Evry 14 day you need report your succses or failures and see its consiquences.
</p>

<p>
	Dont fear if you other side of the world deep in a cavern masters will take you where you needed be! The masters are masters of conjuration magic... and you have that nice slaver amulet on you! so no problem birnging you their base for a littile chat... then after the deal put back where you before( optionaly without some part of your equipment.... ).
</p>

<p>
	 
</p>

<p>
	you live so nice life and your oweners make sure evrithing go as needed you dont even think of escape or change anything how you do. no reason to do it!
</p>

<p>
	Such a happy life!
</p>

<p>
	 
</p>

<p>
	// this part only exist on paper right now, i happy to hear opponions about it! Escape from this state is only possible in latter stages of devlopment when anti slavery faction exist and may chose to rescue from the player this hell! ( orignaly i planned no escape, but feel to cruel.... ) //
</p>
]]></description><guid isPermaLink="false">23827</guid><pubDate>Wed, 14 May 2025 19:22:33 +0000</pubDate></item><item><title>SLOS - Future plans for Slavery Player framework</title><link>https://www.loverslab.com/blogs/entry/23804-slos-future-plans-for-slavery-player-framework/</link><description><![CDATA[<p>
	Dear Players!
</p>

<p>
	 
</p>

<p>
	Here is some plans and ideas what i i might or not add the curent systems:
</p>

<p>
	 
</p>

<p>
	Current version goal to see the so far built up systems work as intended and stable as i hope. if stable i know i can expend on it. add new futures like forcing player to strip. or other tasks... like master displaced some of its items and player need find it... on time... or get punished.
</p>

<p>
	 
</p>

<p>
	in future i plan add other tasks like labor job: produce x ammunt item to master.
</p>

<p>
	or mine y ammount item to master.
</p>

<p>
	 
</p>

<p>
	more importantly curently not worked out how broken slave status going ot handled... this part a bit of mistery to me... i have some ideas i share here:
</p>

<p>
	 
</p>

<p>
	--if player become broken slave this means lost its own self. not able to make choices its own. mentaly totaly broken in.
</p>

<p>
	A - this case no way to say no for slavers
</p>

<p>
	B - Slavers can let player go around skyrim or send out collect loot... with time limit... so they can use player as resource source... basicly forcing player to go out hunt badints capture other npcs and get loot and money for the slavers <span><img alt=":)" data-emoticon="" src="https://www.loverslab.com/resources/emoticons/smile.png" title=":)" /> <span><img alt=":)" data-emoticon="" src="https://www.loverslab.com/resources/emoticons/smile.png" title=":)" /></span></span>
</p>

<p>
	<span><span>C -As player get metlay broken no way out for this situation by it self ( or insane hard , lot harder than escape from annable using non combat way(or leaving the slaver base... directly <span><img alt=":P" data-emoticon="" src="https://www.loverslab.com/resources/emoticons/tongue.png" title=":P" /> </span> )).</span></span>
</p>

<p>
	D - as broken slave may player forced to particapte in town raids, or used as scout ahead. of corse this has some short term not to nice consiquences like bounty on player head for particapting slavery so openly.... i sure that 2k gold fine not going to a problem for a player that need hide all the gold he has from slavers that take away evrything...
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	--i thinking of the next step to... curently i testing out traning story quests... but slavers not only train slaves... they transported around and sold. in market...
</p>

<p>
	then from market moved to slave owener own base... i mean hell where slaves worked to death or abused to death or both.
</p>

<p>
	so i thinking spliting the story quest not only 2 main category:
</p>

<p>
	1 - normal story quest
</p>

<p>
	2 -special story quest that one time thing
</p>

<p>
	 
</p>

<p>
	the new line up look like this:
</p>

<p>
	1 - player traning story quest
</p>

<p>
	2 - player selling on market story quest
</p>

<p>
	3 - player traveling to owener base story quest ( maye not needed... dont know just planning )
</p>

<p>
	4 - player as owener slave and work for slave owener
</p>

<p>
	5 - special story quest 
</p>

<p>
	 
</p>

<p>
	so basicly my thinking is: player get captured by slavers, then then put on the system that make a selleble product that then sold and used then discarded( ? )
</p>

<p>
	in theory the curent frame work support a system like this where the first story quest a traning quest at the end of it, if player failed escape, call for the next on the line sell player on market type quest.
</p>

<p>
	the caller quest NOT need to know what quest going to answer its call, not need to setup anything as the system in theory dinamicly allocate locations and actors to the story needs.
</p>

<p>
	( this is thx to creation kit built in systems i just using it <img alt=":)" data-emoticon="" src="https://www.loverslab.com/resources/emoticons/smile.png" title=":)" /> <img alt=":)" data-emoticon="" src="https://www.loverslab.com/resources/emoticons/smile.png" title=":)" />)
</p>

<p>
	the final product in theory if i make lot of story quest a fully or near fully dinamic story can be.
</p>

<p>
	where player choices matter but the non usual way.
</p>

<p>
	 
</p>

<p>
	most games player choices in dialoges like chose root A and root B. both way is pre determinated by the devlopers.
</p>

<p>
	 
</p>

<p>
	my case player choices effect the actor stats primary like willpower and loyality. i can make in theory certin quest require to start specific player paramters.
</p>

<p>
	this way limit what can and cant happen with the player based on its player choices.
</p>

<p>
	 
</p>

<p>
	so if player always act as realy nasty slave to deal with probably going to end up a mine or other place where nasty slaves sent to die.
</p>

<p>
	if player behave like a very nice slave and proven loyal and female probably end up some nice brother where used as premium quality sex slave ( after proper traning of corse ).
</p>

<p>
	in middle grund maybe end up some undergrund factory, if player fight non stop aginst the slavers as slave might end up some hidden arena or forced to fight aginst slaver enemys.
</p>

<p>
	 
</p>

<p>
	al fo this of corse just plans and theorys no promises what going to make the end product. but i open to all inputs and opponions! <span><img alt=":)" data-emoticon="" src="https://www.loverslab.com/resources/emoticons/smile.png" title=":)" /> </span>
</p>

<p>
	 
</p>

<p>
	<span>Currently i focus on to finish the slavery player frame work and making the curent quests complite + need write a good documentation how to use this frame work i made.</span>
</p>
]]></description><guid isPermaLink="false">23804</guid><pubDate>Sat, 10 May 2025 17:52:39 +0000</pubDate></item><item><title>News about the next realsie ( Version 0.0022 )</title><link>https://www.loverslab.com/blogs/entry/23786-news-about-the-next-realsie-version-00022/</link><description><![CDATA[<p>
	Dear REaders!
</p>

<p>
	 
</p>

<p>
	I started last weekend testing the new realise version before realising. found some problem, that need to fixed ( and 500+ line of code re written ). 
</p>

<p>
	But the good news is the next version realtive soon comming out <span><img alt=":)" data-emoticon="" src="https://www.loverslab.com/resources/emoticons/smile.png" title=":)" /> </span>
</p>

<p>
	 
</p>

<p>
	This blog post ment to be contain information what to and what not to expect, plus give future testers information what expected to happen:
</p>

<p>
	 
</p>

<p>
	1 - rewritten slavery player frame work 
</p>

<p>
	 
</p>

<p>
	2 - partialy re written toys, sex lab framework and ZAZ interface, inside the mod
</p>

<p>
	 
</p>

<p>
	3 - the original player capture quest disabled, a new system put in place to handle the player capture events:
</p>

<p>
	upon player capture the slaery player frame work get activated and attempt to start a "slavery story quest".
</p>

<p>
	This in future come in 2 flavors:
</p>

<p>
	-normal
</p>

<p>
	-special
</p>

<p>
	 
</p>

<p>
	difference:
</p>

<p>
	Normal story quests can be repated multiple times, and comes non fixed masters. Basicly the system chose a master to the normal story quest.
</p>

<p>
	 
</p>

<p>
	Special story quest can be activated once / playtrought! can use special masters or actors not repeted generic ones and may or may not interact with other story quests.
</p>

<p>
	the curently avible story quest is a special one that contain annable the vampire tranier.
</p>

<p>
	 
</p>

<p>
	4 - in case player ensalved lot of thing start to happen:
</p>

<p>
	4 - A - player mental state observed by the system and based on everimental effects, and slavers effect player mental stability may degrade( i.e: going to degrade a lot <span><img alt=":)" data-emoticon="" src="https://www.loverslab.com/resources/emoticons/smile.png" title=":)" /> </span>)
</p>

<p>
	4- A - I. - Degraded mental abilitys effect player attributes like: deal mele damage, deal archery damage, magica, heath, stamina maximum
</p>

<p>
	4 - A - II. - Multiple level of mental degradation exist, more player get punished or exist as slave deeper player fall, and debuffs get more and more nasty...
</p>

<p>
	4 - A - III. - Player actions and dialoge choices effect how brutal or not brutal slavers do their bussnies, and abuse the player character, plus applying mental damage
</p>

<p>
	4 - A - IV. - Player loyality toward its master another varible that used tell how mutch player loyal to its slavers. if this variable higher than the player willpower that represent player own persoanl mind. well that case player in big truble. right now no great effect, but let say high loyality means player cannot say no to lot of actions that other wise player wish to say no.
</p>

<p>
	 
</p>

<p>
	4 - B - Story quest can assign master or masters to player, this masters may has own personality and way to handle things. ( annable a example, she has own things... a bit crazy )
</p>

<p>
	4 - B - I. - Masters can like or dislike player actions. this has some effect on how story quest play out the moment, in future going to expanded, player informed on this changes.
</p>

<p>
	4 - B - II. - Master may start trust the player or lose trust on player. curently this has no big effect, but player get informed on trust changes.
</p>

<p>
	4 - B - III. - Master has reaction time, this important if player chose to attack master. Default is 2. sec its represent master readyness how mutch time need before to react player aggresive actions. by using nasty magic to restrain the player or use other way to stop player wahtever duing and apply other "proper" actions. this can be uniqe to any master how handle this.
</p>

<p>
	Annable has own way to test this future out... 
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			annable going to ofer a chence player to surrender or not, any case player has sex with annable, but if player refuse... well get punished very hard
		</p>

		<p>
			 
		</p>

		<p>
			worst thing player can do close the dialoge or chose ignore annable -&gt;&gt; this totaly piss her off and she chose apply extrame pain punishment + regeneration penetlys.
		</p>

		<p>
			 
		</p>

		<p>
			in general attacking annable cut of the "peacful" escape option so ii suggest save before trying this out
		</p>
	</div>
</div>

<p>
	4 - B - IV. - Masters can free the player if they has some reason to do it, in annable case this option exist. but findig it is difficult. if certin requirement meet annable going to free the player.
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			30+ line of code run varius checks when this ending can be unlocked or not. 
		</p>

		<p>
			annable do uniqe events time to time i call it feeding.
		</p>

		<p>
			as vampire annable like to drain her slave heath. this happen after sex with her.
		</p>

		<p>
			but not alway happen... soyou never know exactly when going to happen... its important to know becuse after sex the feeding more brutal if player say no to sex. but aggring the act apply more loyality damage to player.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	4- B - V. - All master can has own uniqe day to day rutine and things/actions based on player actions or time passing. the frame work make this possible and in annable case i do make very simple use of this futures:
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			annable time to time order player to sex with her.
		</p>

		<p>
			 
		</p>

		<p>
			if player chose to resist player get raped by her. 
		</p>

		<p>
			 
		</p>

		<p>
			some times annable as blood crazed she is after a good sex take a good snake from the player... this result some if player resisted sirius heath damage.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	4 - C - Escaping form slavery has own "escape" mini system. evry single story quest define own requirements of player escape from slavery, the fallowing paramters can be checked right now:
</p>

<p>
	-player need leave home. this case home is what master designated location is the home.
</p>

<p>
	-master need killed
</p>

<p>
	-player mind cannot be broken ( its broken if player willpower go below certin treshold )
</p>

<p>
	-slave amulet need removed
</p>

<p>
	 
</p>

<p>
	evry sotry quest option to use all of this requirements or at least one of them. of corse what realy is the requirement not always told directly... exploring the unknown usualy intresting for players  <span><img alt=":)" data-emoticon="" src="https://www.loverslab.com/resources/emoticons/smile.png" title=":)" /> </span>
</p>

<p>
	 
</p>

<p>
	<span>The effect of escape with succses:</span>
</p>

<p>
	-player no longer recive slavery everimental effect, that slowly damaging player willpower, instead its mind start healing
</p>

<p>
	-as player mind healing the debbufs that come from lower willpower going away slowly.
</p>

<p>
	-masters lose ability to directly control player
</p>

<p>
	 
</p>

<p>
	annable story quest case:
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			need leave home and remove slave amulet
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	4 - D - dynamic location usage: the story quest i made not location based quests. the system check for suitible locations. this not going to seen as only 2 valid location exist the mod the moment. in future more sutible location added.
</p>

<p>
	 
</p>

<p>
	4 - E - Annable story quest is very early form only for test realtive few basic functionality. the curent story part stops when she show the player where is the traning place.
</p>

<p>
	 
</p>

<p>
	4 - F - Task system: player can given many task. this handled by a new quest that tell player exactly what task player given by the master. this moment player can only recive a move here slave or stay here slave type of task. this task use the internal zone system that used detect player movment inside a cell, and control its movment.
</p>

<p>
	its possible use this zones to make player stay inside a specified space.
</p>

<p>
	The system curently 3 pre definied size of zone but costum one can be made and used instead of pre difined one.
</p>

<p>
	 
</p>

<p>
	The task system ment to cover all task that player might need to do, this front going to recive in the future lot of improvment.... but first need fix the basics.
</p>

<p>
	 
</p>

<p>
	4 - G - Time effect: ingame time has effect on lot of things, curently only on player mental heath. Evry 168 in game hour 1 cycle passes. at the cycle end a script run that send cycle end event to its subscribers.
</p>

<p>
	one of this subscriber is the player mind effect manager system that administers everimental damage/healing to player mind evry end of cycle.
</p>

<p>
	the cycle time can be changed of corse using xedit, found on : SLOSSlaveryPlayerModul quest, script is:  SLOSDataSlaveryPlayerUtilityDataScr, varible is: CycleTime 
</p>

<p>
	 
</p>

<p>
	story quests and masters too can subscripbe to cycle end event if need to. so time limited event can be made this way... curently only player mind make us of it.
</p>

<p>
	 
</p>

<p>
	4- H - All master now cable use auto punishment method.
</p>

<p>
	this punishemnt method not use pre defined punishments instead based on master personal punihsment preferences pick one random.
</p>

<p>
	 
</p>

<p>
	this function the moment not see mutch use.
</p>

<p>
	Annable set up the way prefer sex punishment mostly, but some times apply pain and les likly restrain player.
</p>

<p>
	 
</p>

<p>
	4 - I - Restrain punishment special one: by default for 120 secund real world time restrain the player maximum.
</p>

<p>
	if zaz instaled try to make use of it.
</p>

<p>
	 
</p>

<p>
	currently restrain used in case player attack master, no other use case yet.
</p>

<p>
	 
</p>

<p>
	TLDR:
</p>

<p>
	if player get captured slavers a vampire girl come to teach you some lesson, if you play well your cards you get freed from slavery( insane hard to archive ).
</p>

<p>
	the next realise going to be a frame work test realise. new content is low for plaayers but inportant grund work done behind the scanes.
</p>
]]></description><guid isPermaLink="false">23786</guid><pubDate>Tue, 06 May 2025 20:03:48 +0000</pubDate></item><item><title>New ideas and advances on current version</title><link>https://www.loverslab.com/blogs/entry/23720-new-ideas-and-advances-on-current-version/</link><description><![CDATA[<p>
	Dear Readers!
</p>

<p>
	 
</p>

<p>
	i have some good and not so good news. Lets start the less good ones:
</p>

<p>
	Dispite my hopes i not going realise new version before end of april.
</p>

<p>
	 
</p>

<p>
	Good news:
</p>

<p>
	-the internal api functions fixed some what, now the system able to detect when a sex animation ends. the past realise its a big problem this part of the code not existed.
</p>

<p>
	-architecture of slavery player framework mostly finalized, you dont want to know how many times this changed, and how many code got trashed
</p>

<p>
	-the curent state player can be captured by slavers, this case player teleported a eligible slaver base and a player slavery quest started. like the curent realise.
</p>

<p>
	this time the starting slavery quest start own master or masters. the master or masters are independent from the story quests by default. but some special story quest uses pre assigned masters.
</p>

<p>
	-started work out dialoge mini system for player-master interaction. this one needed to keep track the events.
</p>

<p>
	-i plan add evry master uniqe dialoge lines, uniqe day to day scudle and options to do uniqe things to player... i mean slave masters can preferences how they like punish player. some only use whiping others may only use sex or trash talking.... this can be sett up to masters case by case basis.
</p>

<p>
	-masters can do uniqe master only punishment like annable the trainer case where she can drain player heath and give player negative heath regen debuff. this thing seams work on my test.
</p>

<p>
	 
</p>

<p>
	next realise planed to contain:
</p>

<p>
	-annable as only avible master for the time
</p>

<p>
	-annable special quest, during this quest player multiple ways to escape from slavery
</p>

<p>
	-disabled the old brake out quest, this quest no longer its uses going to salvaged in future and re porpused
</p>

<p>
	-disabled the old player capture quest system, new frame work i working on it going to replace it fully
</p>

<p>
	-player can talk with annable and try find way out of slavery other than fighting out, annable may chose realsie the player.... for reasons <img alt=":D" data-emoticon="" src="https://www.loverslab.com/resources/emoticons/smiley.png" title=":D" />  you may wish discover <img alt=":D" data-emoticon="" src="https://www.loverslab.com/resources/emoticons/smiley.png" title=":D" /> 
</p>

<p>
	-annable uniqe slavery story quest, this is a concept test quest so not expect big things.
</p>

<p>
	 
</p>

<p>
	Design news:
</p>

<p>
	Dreeaming big is all about this mod project, i constantly do things in skyrim modding i not expected ever able to do. so why not dream real big? <span><img alt=":)" data-emoticon="" src="https://www.loverslab.com/resources/emoticons/smile.png" title=":)" /> </span>
</p>

<p>
	 
</p>

<p>
	<span>THE BIG DREAM:</span>
</p>

<p>
	Yes with large capital leaters! in theory the current engine support making dinamic quest chains. let me explain this what i mean dinamic in this example:
</p>

<p>
	 
</p>

<p>
	you get captured by slavers, during your slavery ouy have multiple things you can do and any of it can end up bead or good for the player.
</p>

<p>
	this actions of player start new quests with new goals. based on the everiment player in it and actions taken by player.
</p>

<p>
	in theory this can spawn a realtive long quest chain. Dinamic becuse i not made to happen this way,  the system chose the quests based on player actions and quest start requirements.
</p>

<p>
	 
</p>

<p>
	other words:
</p>

<p>
	when player captured i the designer cannot tell exactly what quest going to play out or whats going to happen to player, only i able to tell what possibly can happen.
</p>

<p>
	This require a lot of quest to be ready and a system that able handle all of this and not broke or stuck.
</p>

<p>
	 
</p>

<p>
	in theory its possible to make a system like this, something similar attemted by bethasda them self with the civil war... 
</p>

<p>
	 
</p>

<p>
	in future i make attempt to see a sclaed down version can work or not.this attempt going to happen after next version realised for testing.
</p>

<p>
	but first need to think about we realy need this system?
</p>

<p>
	i mean if i can make it its need lot of time and resource not only make working state but fill it with tons of quests, and may of this quest probably never get played by players as they choices lead not reacing it.
</p>

<p>
	maybe the resource requirement to high compered what we get from it.
</p>
]]></description><guid isPermaLink="false">23720</guid><pubDate>Sun, 27 Apr 2025 17:41:13 +0000</pubDate></item><item><title>SLOS - Slavery Player Framework current status and lessons learned</title><link>https://www.loverslab.com/blogs/entry/23589-slos-slavery-player-framework-current-status-and-lessons-learned/</link><description><![CDATA[<p>
	Dear Readers!
</p>

<p>
	 
</p>

<p>
	This writing i try to write down my last expereince with Slavers Of Skyrim new part: Slavery Player and why i need basicly re write a 4k+line of code, re test lot of things.
</p>

<p>
	I do it in hopes other mod makers not make the same mistake i made and may avoid the truble i go trought.
</p>

<p>
	 
</p>

<p>
	<strong>The problems:</strong>
</p>

<p>
	The cause of problem that forced me re od month worth of work is the fallowings:
</p>

<p>
	-the system i work on it multiple moving parts
</p>

<p>
	-when started coding i made the wrong architecutre. so agin the problem is here not the lack of knowlage how to code something to do the thing i want. the problem is how to organize the code it self.
</p>

<p>
	-Multiple moving elements beaked together, un seperatable way.
</p>

<p>
	 
</p>

<p>
	Let me explain this things in detail:
</p>

<p>
	The original concept is this: player got captured, a story quest starts, story quest uses at least 1 master, story quest start tasks this quests that tell player what to do... or not to do if player chose.
</p>

<p>
	if player fail to do certin things in time limit bead things going to happen.
</p>

<p>
	if palyer do things as asked... well bead things going to happen in a non expected way... ower time player become a mindles slave that is not a good thing ( most cases ).
</p>

<p>
	 
</p>

<p>
	player can and econreged to try escape. escaping has own set of requirements if all meet player considered free man.
</p>

<p>
	The frame work scripts job is to provide support for this game play.
</p>

<p>
	 
</p>

<p>
	<strong>The  architectural fail points:</strong>
</p>

<p>
	i made a script system that used 1 gigantic script for evrything. then realised this is not going to work well... 4k lines in one file not fun to look for and find problems in it.
</p>

<p>
	plus the code it self acted as 1 giant monolith that has many inter connected inner workings. if i take 1 part out the thing fall like dominos.
</p>

<p>
	My first attempt to fix it braking the giant monolith parts that are separate.
</p>

<p>
	At first look this looked like okay. but in reality i just made 1 giant script to multiple mini script that part of the giant one.
</p>

<p>
	in other worlds i get script A , B , C , D. all called each other directly. if i changed anything in script B, its effected all other script. some cases if a compiler error made in script A script D reported it...
</p>

<p>
	 
</p>

<p>
	fixing this code is not easy expanding it legendary difficulty challened/near impossible.
</p>

<p>
	 
</p>

<p>
	<strong>The solution:</strong>
</p>

<p>
	 
</p>

<p>
	My solution to brake the frame work real independent pices. this pices act in own mini world and do exactly one type of things.
</p>

<p>
	for example one script code to handle player mind and slavery effect on player mind.
</p>

<p>
	 
</p>

<p>
	This one independently exist, other parts of the frame work only send indirectly orders/request to it.
</p>

<p>
	To archive this par i use the extend functionality of papyrus script:
</p>

<p>
	make a script let Say Script A.
</p>

<p>
	this one has function dothingA
</p>

<p>
	then i make a real working script let say script A working, this one extend script A
</p>

<p>
	all other part of my module only call Script A not directly script A working.
</p>

<p>
	 
</p>

<p>
	this way the code separation archived. 
</p>

<p>
	 
</p>

<p>
	Secund rule i apply my architecture is this:
</p>

<p>
	obly realtive few script allowed to call other scripts this way. This done to limit the places that effected any change of function headers.
</p>

<p>
	This "caller" script a mini commander scripts that give order other scripts, and recive reports.
</p>

<p>
	many of this commander scripts work together to make the frame work function.
</p>

<p>
	 
</p>

<p>
	final big change: the API.
</p>

<p>
	or Application Inter Face.
</p>

<p>
	the orignal version used 1 single api script that sound simple if you wish acces the frame work just call this and you have full acces.
</p>

<p>
	this is a good idea in paper bead in pratice:
</p>

<p>
	becuse the api script not only fowarded information to the frame work parts but recived reports from the frame work parts made all the sub parts one big one mess.
</p>

<p>
	 
</p>

<p>
	Right now for all functionalitys i use separate api script to acces different parts of the mod. 
</p>

<p>
	 
</p>

<p>
	<strong>the Down sides:</strong>
</p>

<p>
	 
</p>

<p>
	as one can imgaine i dubbled, some cases tripled the number of script file i use:
</p>

<p>
	1 script that do the job, 1 script file to order the script that going to do the job, some cases added 1 more script file to recived information or events from other parts.
</p>

<p>
	basicly i need manage lot of script files.
</p>

<p>
	this means more point of failure.
</p>

<p>
	 
</p>

<p>
	plus from external point of view at first harder to understand how this things works( or even why possible this thing works ).
</p>

<p>
	 
</p>

<p>
	curently i working to re make all what is lost. Starting story quest curently possible, player mind can be broken down, or fixed, escaping from slavery possible, player can be ordered move here or stay here, but masters and punishemnt system missing.... this 2 needed to realise a playeble version of the mod.
</p>

<p>
	 
</p>

<p>
	to make not only playeble but enojable i need add some story quests to... but first i hope this time not turns out i chose the wrong aproach agin how to organize the code.
</p>
]]></description><guid isPermaLink="false">23589</guid><pubDate>Thu, 10 Apr 2025 17:12:32 +0000</pubDate></item><item><title>Modder stuff: Lessons learned during making the last update for Slavery of Sykrim</title><link>https://www.loverslab.com/blogs/entry/23327-modder-stuff-lessons-learned-during-making-the-last-update-for-slavery-of-sykrim/</link><description><![CDATA[<p>
	Dear Readers!
</p>

<p>
	 
</p>

<p>
	This entry i write about my expereinces and lessons i learned during the making and after making the current realised version of SLOS ( SLavers Of Skyrim ). This is purley scripting and modder stuff that may not intrest all readers.
</p>

<p>
	 
</p>

<p>
	For new readers backrgund about me:
</p>

<p>
	i not a programmer by profession, i learning by my own on the fly. Probably some of my "discoverys" not new to a expereinced programer who do programing for living. 
</p>

<p>
	 
</p>

<p>
	About the architecture of Slavery Player Modul and API system inside SLOS:
</p>

<p>
	 
</p>

<p>
	This 2 is a indepedendent system inside the system, with independent porpuse. API system ment to give other systems acces external resources like SexLab.
</p>

<p>
	Slavery Player Modul ment to provide frame work to player slavery.
</p>

<p>
	 
</p>

<p>
	Both case i know from the start i need a dedicated API script, that referenced by other elements of the mod and only this way accesing this system resources/services.
</p>

<p>
	( This latter turned out a very good call! ) No expection no direct calling or dodging this requirement.
</p>

<p>
	This made possible to me do things inside these systems witout need owerite or change anything out side the effected system i working on.
</p>

<p>
	 
</p>

<p>
	Originaly i planned make Slavery Player modul a single uniform system that has a API attached on it and call for the day.
</p>

<p>
	Anythin need to done just call the API and magic happens. At the end of curent realised version: V - 0.0021, i realized this is not going to cut it.
</p>

<p>
	Not only all the inner part of Slavery Player Modul placed one single script file, this it self not problem. But all the functions in the sub branches of the framework inter connected.
</p>

<p>
	Like spagetty the threads mixed.
</p>

<p>
	Changing anything become more and more complex each time i added a new element to it.
</p>

<p>
	Considering this is a relative early stage of devlopment this system and only  few futures added.... (zone functions, player mind effect, slave master preferences implemented, plus few punishment method.... and not functioning escape detectiong system )
</p>

<p>
	this is very few compered the expected final form.
</p>

<p>
	if i continue useing the after mentioned architecture its lead a un usable mess.
</p>

<p>
	 
</p>

<p>
	So i decided do it agin... rewrite a some what working code and re arrange.
</p>

<p>
	First important step to cut the Slavery Player Modul parts, lets call it sub modules for now.
</p>

<p>
	 
</p>

<p>
	This parts/sub modules: recive 1 and only 1 single job that need to do and done care anything else.
</p>

<p>
	With this the mess reduced near 0. Secund thing: the sub modules need own API section! Yes you heard right!
</p>

<p>
	Evry single one need a own dedicated code section for porpuse to give interface the other part of Slavery Player Modul.
</p>

<p>
	At first might sounds crazy or waste of resources. Well normaly i say yes. This case when i dont know how mutch going to change each sub modul and expected change a lot...
</p>

<p>
	its a requirement, this way i more free to change what inside each sub module.
</p>

<p>
	 
</p>

<p>
	Third addition to original architecture is a control script. i dont know better name for it. This sub modul/part. Assigned a special job to give out orders to all other and make them work as one.
</p>

<p>
	Probably the API going to brige request to this script and this one assign task to other modules.
</p>

<p>
	 
</p>

<p>
	Fourth change i made in the zones: the zones i use detect and control player movment changed a lot.
</p>

<p>
	Now they them self tasked keep track when need report the player entered or exited the zone, and keep track where to report it.
</p>

<p>
	 
</p>

<p>
	Original version uses a function that recives all event on zone enter or leave and from here select what to do based on tons of other settings.
</p>

<p>
	Evry single time a new zone use case added i need alter this function in the original version.
</p>

<p>
	its not to efficent say to least as the system need check ALL possible case where the zone has effect.
</p>

<p>
	 
</p>

<p>
	TLDR:
</p>

<p>
	New lessons learned during devloping V 0.0021
</p>

<p>
	1- making application interface to a part of a mod is good
</p>

<p>
	2 - if a part of the mod has lot of futures all future need own separate modul, with own separate interface
</p>

<p>
	3 - if a script recive a task best if the reciving script do the task. or foward it to other script if absolutly needed. Do it as last resort.
</p>

<p>
	4 - separating functions, variables are good pratice dont mix things! one variable, one function need to do exactly 1 single thing not any more!
</p>

<p>
	if starting use 1 thing more than 1 place its going to make mess!
</p>

<p>
	5 - if a problem very big and need to be scattered mutliple littile problems, the solution it self need to be keept scatered in modules too!
</p>

<p>
	 
</p>

<p>
	Despite "this"( i need rewraite/organize 2k+ lines of code ) i happy <span><img alt=":)" data-emoticon="" src="https://www.loverslab.com/resources/emoticons/smile.png" title=":)" /> i learned something new and next time i make other mistake not this one.</span>
</p>
]]></description><guid isPermaLink="false">23327</guid><pubDate>Wed, 26 Feb 2025 15:10:01 +0000</pubDate></item><item><title>The story of Slavers Of Skyrim V0.0021</title><link>https://www.loverslab.com/blogs/entry/23318-the-story-of-slavers-of-skyrim-v00021/</link><description><![CDATA[<p>
	Dear Readers!
</p>

<p>
	 
</p>

<p>
	I made it! The version v 0.0021  realsied. i know its not the perfect shape... to be honest bearly working. i wanted do a realise to show the progress i made so far,
</p>

<p>
	For me this is not a simple task, when i written i made api working... well. that test version is bearly working. after that countles time that system got rewritten and not working perfectly this moment. so i plan fine tune it before the next big realise: V 0.0022
</p>

<p>
	 
</p>

<p>
	i skipped the API modul  to focus the slavery player module.
</p>

<p>
	this one has some unused future in it the moment. to be honest lot of functions not get used by the curent story quest.
</p>

<p>
	Working on it not easy task, when i started write it i have no plan how going to work or look like.
</p>

<p>
	basicly got designed when i advanced foward.
</p>

<p>
	 
</p>

<p>
	let say not ideal for programing... <span><img alt=":)" data-emoticon="" src="https://www.loverslab.com/resources/emoticons/smile.png" title=":)" /> </span>
</p>

<p>
	 
</p>

<p>
	<span>this moment the slavery player module provide:</span>
</p>

<p>
	<span>-slave master protection aginst player</span>
</p>

<p>
	<span>-momvent control zones that can be called to detect, limit, report story quest or punish player by its movment.</span>
</p>

<p>
	curently 3 type of zone control function exist:
</p>

<p>
	--Task based movment control -- this used tell the player where to go and or where to stay, or where not to go
</p>

<p>
	--Master Watch player movement control -- master watches a zone where player shuld not enter or shuld not leave, optional enforcing player move back to zone center
</p>

<p>
	--Stay inside control -- specific zone type to enforce player stay inside a very big zone. intended to used with master watch zone. 
</p>

<p>
	 
</p>

<p>
	all zone function send report to story quest, can apply punishment this functions can be settup by script and can be changed at any time
</p>

<p>
	 
</p>

<p>
	-slavery player module restart core cable with lot of limitation the moment this need expanded ower time. Restart core cable means upon restarting slos core the current advances on the quest not erased. dispite all quest stoped and started agin. This may sound confusing so let me explain few things:
</p>

<p>
	SLOS Core is a core of the Slavers of Skyrim script system. This script run on a quest named SLOSCoreQST.
</p>

<p>
	When this quest stoped evry function of the mod stoped. All active script and scripting function expected to aborted and shut down.
</p>

<p>
	All variable in use complit and total erase expected.
</p>

<p>
	Think this quest as a main switch, if its off nothing works and all light go down.
</p>

<p>
	 
</p>

<p>
	During update this stoping the core not a viable path. As to update need stop and start the slos core.
</p>

<p>
	This is not ideal in case player conquere some location and own slaves, mercanarys, if the stop function in use all gone... So i invented a restart function.
</p>

<p>
	Restart function stop all quest and restart evry script and quest as normal stop and start.
</p>

<p>
	Difference is the restart procedure make extra steps to save current progress of player in conquering slaver bases, and owning slaves, mercanarys.
</p>

<p>
	and now the slavery player module do own things to save the current progress and situation.
</p>

<p>
	 
</p>

<p>
	-slave master personaltiy based automatic punishment: the slave master can has own uniqe personaty about what punishment used on player more often.
</p>

<p>
	Currently restrain and sex options avible, but this going expanded latter. this personaltiy system make possible changing few variables the master more often prefer do specific type of punishment.
</p>

<p>
	This personaly only take effect if random punishment used on player. the modul make possible direct punishment call on player from story quest.
</p>

<p>
	 
</p>

<p>
	About my curent plans:
</p>

<p>
	-fix the issues i know a few:
</p>

<p>
	Annable has back face bug and i not managed so far fix it
</p>

<p>
	-reduce the error messages generated by missing some supported files
</p>

<p>
	-re - organize the Slavery Player modul, its a mess a moment, i need clean code to expend on it.
</p>

<p>
	-add some dialoges to new slavery quest and annnable... with choices( being subbmisive, rebbeling aginst the will of master, begging for mercy..., screaming [she love when her pets screaming...] )
</p>

<p>
	-fix bugs
</p>

<p>
	-maybe just maybe add new punishment type: whiping if zaz installed...
</p>
]]></description><guid isPermaLink="false">23318</guid><pubDate>Sun, 23 Feb 2025 20:44:00 +0000</pubDate></item><item><title>Slavery Player Framework status: testing started</title><link>https://www.loverslab.com/blogs/entry/23288-slavery-player-framework-status-testing-started/</link><description><![CDATA[<p>
	Dear Readers!
</p>

<p>
	 
</p>

<p>
	This weak i reahched the point with the new slavery player modul that started testing some of the scripts and functions.
</p>

<p>
	Thisi s great news to me, as bug hunt started <span><img alt=":)" data-emoticon="" src="https://www.loverslab.com/resources/emoticons/smile.png" title=":)" /> the pices starting to fall its places. i belive realtive soon i able to realise the new version of slavers of skyrim. </span>
</p>

<p>
	<span>V 0.0021 realsied if the mod calbe the fallowing in player slavery front:</span>
</p>

<p>
	<span>-player recive a master</span>
</p>

<p>
	<span>-master force player to stay a designated place</span>
</p>

<p>
	<span>-if player try leave got punished( restrains, sex )</span>
</p>

<p>
	<span>-if player try kill slave master, a protection system kick in that make player attemt fail... ( or not )</span>
</p>

<p>
	<span>-options to player escape from the master... ( killing it, or leving the slaver base )</span>
</p>

<p>
	<span>-option to fail at all escape player slavery: player wilpower reach to low to resist the slave master</span>
</p>

<p>
	-possible to restart the SLOS mod and the system restore the curent status of player and slave master
</p>

<p>
	 
</p>

<p>
	<span>curently the system can do:</span>
</p>

<p>
	<span>-pusnih player( restrain, sex )</span>
</p>

<p>
	<span>-slave master detect kill attemt from palyer and restrain it</span>
</p>

<p>
	<span>-detect player escape and handle this</span>
</p>

<p>
	<span>-tells player to go a designated place, and administer reward if player do it, detects if player not do it</span>
</p>

<p>
	<span>-change player willpower...</span>
</p>

<p>
	 
</p>

<p>
	<span>the missing parts seams littile compered realsie requirement. Sadly is not. i not decided how to handle lot of internal things in the frame work plus how to setup slave master beahavior and change it. plus slave master curently has 0 dialoges.</span>
</p>

<p>
	<span>probably most important: no punishment directly applyed if player fail to complte it task, at least this moment...</span>
</p>

<p>
	 
</p>

<p>
	<span>minimum 1 more week needed to finish this things and realise the new version.</span>
</p>

<p>
	<span>Biggest strugle to me decide how to setup the interal parts of the mod, and how make a interface that allows other modules/mods interact the frame work...</span>
</p>

<p>
	 
</p>

<p>
	add to pile: i have a idea if the frame work with api unit turn out work great why not make a light version that contains only the scripts and requirements for it.
</p>

<p>
	this way if others wish make own slavery mods storys can do more easy than depending Slavers of Skyrim as whole. Any opponoio about it?
</p>

<p>
	This done in very far future if ever done by the way <span><img alt=":)" data-emoticon="" src="https://www.loverslab.com/resources/emoticons/smile.png" title=":)" /> </span>
</p>

<p>
	 
</p>

<p>
	<span>ohh before i forget for my dear readers here is a test version if any of you wish to try out what the mod can do right now:</span>
</p>

<p>
	<a class="ipsAttachLink" data-fileid="2282641" href="https://www.loverslab.com/applications/core/interface/file/attachment.php?id=2282641&amp;key=3b0a2cd8470b4572372fb1fabc4f833d" data-fileext="7z" rel="">SLOS-SlaveryPlayer-TestRealise0.7z</a>
</p>

<p>
	 
</p>

<p>
	this version may need converted using xedit to work with SE and LE, as the headers of the esp and esm not changed.
</p>

<p>
	if one intrested just need owerite the avible mod files with this and run the test room and test quest for quick testing the functions.
</p>

<p>
	The system expected work on normal capture situations. you have 30 secund to escape from the slaver base ... if not the slave trainer quest starts and the fun begins.
</p>

<p>
	 
</p>

<p>
	this is a test setup the final version lot of going to change...
</p>

<p>
	example: i added a bucket to slave traning area where player ordered to move. the bucket going to contain a slave master ring...
</p>

<p>
	(if evrything go well and you not moved away the bucket.. that case look around on the grund for the ring)
</p>

<p>
	the ring spawned by script by the way <img alt=":D" data-emoticon="" src="https://www.loverslab.com/resources/emoticons/smiley.png" title=":D" /> and yes i altered 2 slaver camp to able to run this scripts.
</p>

<p>
	 
</p>

<p>
	i belive without saying all know: this is very expereimental phase of the mod and probably lot going to change so do not use on sirus save files OR after trying out delete this files.
</p>
]]></description><guid isPermaLink="false">23288</guid><pubDate>Sun, 16 Feb 2025 09:39:30 +0000</pubDate></item><item><title>Started make first Player Slavery Story quest</title><link>https://www.loverslab.com/blogs/entry/23236-started-make-first-player-slavery-story-quest/</link><description><![CDATA[<p>
	Dear Readers!
</p>

<p>
	 
</p>

<p>
	This week i have some good news: The API side of the modul seams working, not tested fully... impleemnted ZAZ, Sex Lab and Toys Frameworks.
</p>

<p>
	The impelemntation is VERY strong word here, its send out very simple basic calls to do things...
</p>

<p>
	 
</p>

<p>
	Finished working on restraining player too.
</p>

<p>
	 
</p>

<p>
	So i can continue working the Slavery Player framework that i know many central intrest.
</p>

<p>
	In sort this "frame work "is provide support functions to play out Slavery storys with player.
</p>

<p>
	 
</p>

<p>
	The moment of writing the slavery player framework at the point i need write a story quest for it to test out and extend.
</p>

<p>
	This is a place holder quest. its a extension of original player get captured place holder quest.
</p>

<p>
	 
</p>

<p>
	Here is how its looks the moment:
</p>

<p>
	The player get captured, teleported a slaver base, as usual.
</p>

<p>
	The original quest plays out as usual... until some time after player arrive a new actor come to play: A vampire Slave Trainer....
</p>

<p>
	if player fail escape before the trainer arrive... well player has sirus problems.
</p>

<p>
	 
</p>

<p>
	This slave trainer know how to handle a problematic slave( at least i hope <span><img alt=":)" data-emoticon="" src="https://www.loverslab.com/resources/emoticons/smile.png" title=":)" /> </span>).
</p>

<p>
	 
</p>

<p>
	Curently supposed to react direct attack by restraining player, then raping it for good mesure.
</p>

<p>
	if ZAZ installed using restraining devices on player and using zaz to start sex lab animation.
</p>

<p>
	 
</p>

<p>
	i made the script the way that implement player zone control logic.
</p>

<p>
	this means the story quest can designate specific zone or zones in future where player need to stay or not allowed to enter.
</p>

<p>
	entering this zones if the master is watching has consiquences....
</p>

<p>
	curently default behavior is restraining the player... and reporting the event to the story quest.
</p>

<p>
	then story quest can handle that.... <span><img alt=":D" data-emoticon="" src="https://www.loverslab.com/resources/emoticons/smiley.png" title=":D" /> </span>
</p>

<p>
	 
</p>

<p>
	<span>other big thing for me i implemented slaver mind</span>
</p>

<p>
	<span>its a very basic mind that used to decide what punishemnt apply to player. curently 2 punishemnt type avible... but this going to change in future... i heard zaz has built in wipping functions...</span>
</p>

<p>
	<span>the slave mind kick in when random punishment called for player.</span>
</p>

<p>
	 
</p>

<p>
	the frame work can handle player rented out for fun or player do rape other actors.
</p>

<p>
	 
</p>

<p>
	this first place holder story quest ment to be test out basic functions of the slavery - player frame work:
</p>

<p>
	punsihemnts, player mental brake down, escape detection and handling, killing the master + making very hard to kill the master.
</p>

<p>
	 
</p>

<p>
	i plan add special items and things that player can make to use kill nasty slavers and the master, plus adding other ways to try escape this part still in the planning/thinking phase.
</p>

<p>
	owerall i happy this week advance.
</p>

<p>
	 
</p>

<p>
	After the Slavery player frame work is done making new player slaver story quest become very easy to me. buidling up the fundations of this things always very hard and time consuming.
</p>

<p>
	 
</p>

<p>
	i planning after all of this done making a slavery follower/npc framework too. this one for player followers or maybe normal npcs. mybe 2 in one not sure yet.
</p>

<p>
	as the game engine built up need entire different frame work with own things.
</p>

<p>
	but this is far away from now. first i need finish the story quest and realise the 0.0021 version of the mod.
</p>

<p>
	 
</p>

<p>
	i hope this can happen in next week but no promises! as i making the first story quest new and new needs founds towards the frame work and i need implement this.
</p>

<p>
	 
</p>

<p>
	other thing i wish to warn all of you: the curent state of this part of the mod Prototype/experimental. its very possible to need re write lot of code. this means may updating not possible!
</p>

<p>
	so when this version realised make a big save before trying out after testing/tryed out discard the new saves. 
</p>
]]></description><guid isPermaLink="false">23236</guid><pubDate>Sat, 08 Feb 2025 21:17:36 +0000</pubDate></item><item><title>Advances this week, rewriting a lot of code</title><link>https://www.loverslab.com/blogs/entry/23196-advances-this-week-rewriting-a-lot-of-code/</link><description><![CDATA[<p>
	Well... this week spent on rewriting the same system agin and agin.
</p>

<p>
	Namely the system that make possible call external mods.
</p>

<p>
	 
</p>

<p>
	Concept is as i written before to make possible my code indepedently from external code can be exist. in skyrim scritping archiving this is hard, but not impossible.
</p>

<p>
	To archive it i need a inter mediar medium that recives and fowards the commands and data.
</p>

<p>
	 
</p>

<p>
	My first aproach to this is realtive simple: use keywords that if sent procesed by in game event system and keyword reciver notified this way scripts can be started and started script can give order to external mod.
</p>

<p>
	 
</p>

<p>
	Secund iteration skip out the event system, this is what i shared with my slavers of skyrim forum. this version uses form lists to store keywords and a script act as reciver of keyword then locate the valid mod that linked to that keyword and start it.
</p>

<p>
	 
</p>

<p>
	At smole scale this worked well. but i forsee a problem with stored data. this solution used a host script that store lot of data, to be used by the called mod. becuse i no way knwoning what type of data need to be stored and how many i need make big store for data. plus its possible multiple call go out same time so need very very big store.
</p>

<p>
	This is aginst a princible of mods: use minimal resources... so i started working a next iteration.
</p>

<p>
	 
</p>

<p>
	Third iteration is when the data stored on the caller script the script or thing that send out the call for the external mod. Added beinifit of this the caller can tailor the called mod requirement the data storage. not perfect but better...
</p>

<p>
	 
</p>

<p>
	of crose if one caller uses multiple mod calls means multiple storage and evry caller has own data store so its waistfull too...
</p>

<p>
	 
</p>

<p>
	4th iteration then come, this case i drop the keywords instead use form lists, and strings as keys. so no more keyword needed to work more flexible.
</p>

<p>
	This cahnge elimated the data storage need to... becuse this way can call directly the target script.
</p>

<p>
	in theory works great. i not go very fine details how its works i complicated but i belive its works.
</p>

<p>
	 
</p>

<p>
	Then yestoday realised pointles to do this way...
</p>

<p>
	becuse based on past expereinces very few of any going to make us this system.
</p>

<p>
	i can build up but not worth the effort as i expect none going to make use of it. So... i droped to bin the last week advances.
</p>

<p>
	Started write simple more direct api to my mod to call outsider mods.
</p>

<p>
	 
</p>

<p>
	this is the 5.th generation
</p>

<p>
	 
</p>

<p>
	i working on this the moment, done a lot minor re writing on this one.
</p>

<p>
	Becuse i search for the perfect way... it seams to be its better if i go look for the way that:
</p>

<p>
	-most simple
</p>

<p>
	-works
</p>

<p>
	 
</p>

<p>
	and go on. until i see the full size of the things.
</p>

<p>
	 
</p>

<p>
	the system start to become so complext i need to build up parts of it to see how i can finish the work.
</p>

<p>
	 
</p>

<p>
	i started working on api side of things becuse... player slavery framework of mine need option to restrain player.
</p>

<p>
	i made own script for that that can be used as fall back, just need to find a way to add the system.
</p>

<p>
	 
</p>

<p>
	Good news is: i started write ZaZ and Toys calls. this means if toys or zaz installed the system going to use them. Cosnidering Devious Devices has lot of users i might add it too.
</p>

<p>
	this mods use are 100% optional. A wish keep this way.
</p>

<p>
	 
</p>

<p>
	in far future i probably add PAHE and Dom calls too. so player owened slaves can be "exported/imported" to this mods.
</p>

<p>
	but first i need finish the player slavery modul... and finish my api writing...
</p>
]]></description><guid isPermaLink="false">23196</guid><pubDate>Sat, 01 Feb 2025 20:44:56 +0000</pubDate></item><item><title>About the upcomming Slavers Of Skyrim V 0.0021 version - Plans/hopes</title><link>https://www.loverslab.com/blogs/entry/23161-about-the-upcomming-slavers-of-skyrim-v-00021-version-planshopes/</link><description><![CDATA[<p>
	Dear Readers!
</p>

<p>
	 
</p>

<p>
	i wish tahnk you all who gived me advices and ideas!
</p>

<p>
	 
</p>

<p>
	Started working a new modul for Slavers Of Skyrim, i call it Slavery Player Modul. This baby meant to control player slavery and its events at least this is a plan in sort a support frame work is thing. This one going to called the Player Slavery Story sub modules, this way not need evry time write down uniqe code to things do happen.
</p>

<p>
	 
</p>

<p>
	Good new is this: the player willpower part implemented, so now the story modul can order the framework reduce player willpower, or restore it...
</p>

<p>
	the frame work based on player willpower level adjust the slavery effects on player like: reduced stamina, combatt effectivnes with melle weapons and magica reduction. if this found not harsh enught more can be added <span><img alt=":)" data-emoticon="" src="https://www.loverslab.com/resources/emoticons/smile.png" title=":)" /></span>
</p>

<p>
	<span>Currently mental degradation has 8 levels closer the player fall the 1 more brutal the effects of slavery.</span>
</p>

<p>
	 
</p>

<p>
	plus player resistance to psihical and mental abuse calculated... damage can be applyed to player willpower to mental or pshical.
</p>

<p>
	 
</p>

<p>
	During building up this i realised i need add other counter: i call it loyality. loyality to slave master... how player loyal to slave master, this value realy important as going to block out certin actions... and reduce the effects of slavery on player.
</p>

<p>
	currently i have no idea what going incrase loyality ower time i figure out <span><img alt=":)" data-emoticon="" src="https://www.loverslab.com/resources/emoticons/smile.png" title=":)" /> </span>
</p>

<p>
	 
</p>

<p>
	Plus built up a system to add player to this slavery system and remove from here( latter part maybe less used by many...) To make the system compatible with the general futures of my mod namely restarting and stopping the mod. i managed to change how the restart ffunction works. Basicly i needed change some script in the core script, so in theory if player ensalved by slavers and added this frame work. a normal reset not erase the player "archivments" as slave and after system start up player re added the internal slaver frame work.
</p>

<p>
	 
</p>

<p>
	This archived while all the other part of the system reseted... ( yes i bit proud of this )
</p>

<p>
	This internal update made possible to future modules and sub modules more easy to implement this restart future.
</p>

<p>
	 
</p>

<p>
	Finnaly i realized i need add some "in hause" backup functions to handle player slavery if external modules not avible.
</p>

<p>
	This not always going to glorius...
</p>

<p>
	Curently added player restraining system, planned add player sex animation filler ( this one use text discribe the events ).
</p>

<p>
	This in hause backup solutions used only if external modules not found.
</p>

<p>
	 
</p>

<p>
	other thing i realized need add:
</p>

<p>
	slave master trust on player.
</p>

<p>
	this value change on player behavior and unlock varius rights to player... if trust is low... no rights for player and probably remain restrained in a black corner...
</p>

<p>
	this trust system can be abused by the player to earn right to attemt escape...
</p>

<p>
	 
</p>

<p>
	The API prototype system recived a minior update, this make possible to verifile any time what type of api services avible and what not, now i need find a way to player can interact with the api interface due the internal menu system.. so player can call update on api status.
</p>

<p>
	 
</p>

<p>
	This is end of good news for this week. Bead news:
</p>

<p>
	The new version probably not going to come out end of this month. <span><img alt=":(" data-emoticon="" src="https://www.loverslab.com/resources/emoticons/frown.png" title=":(" /> </span>
</p>

<p>
	 
</p>

<p>
	Reason for it not complite. i realise new version when:
</p>

<p>
	-the place holder player capture quest can be altered a way that if player fail escape within x secund from the start of capture event a new slave tranire teleport to the dungeon where player put.
</p>

<p>
	--When new trainer arrive player added the new slavery player module
</p>

<p>
	--This new Trainer punish player hard if tryed to escape. if no escape attemt made well that case punish it for fun and setup base line...
</p>

<p>
	---for punishemnt slave trainer use: sex/restrains ( this going to be avible )
</p>

<p>
	--From here player goal escape soon as possible... becuse vampires likes the player blood....a lot... and dont care if player got sucked empty or not... ( bit hard i know but hey we talking slavers! )
</p>

<p>
	 
</p>

<p>
	-impelment punishemnt system for slavery player framework
</p>

<p>
	-slave master protection system aginst player in place
</p>

<p>
	-lovers lab implementation more workable
</p>

<p>
	-restrain system workable
</p>

<p>
	-player escape detection system in place ( curently player unable to escape )
</p>
]]></description><guid isPermaLink="false">23161</guid><pubDate>Sun, 26 Jan 2025 18:47:33 +0000</pubDate></item><item><title>Update on the player slavery modul plans</title><link>https://www.loverslab.com/blogs/entry/23153-update-on-the-player-slavery-modul-plans/</link><description><![CDATA[<p>
	Dear Readers!
</p>

<p>
	 
</p>

<p>
	i wish thank you all the ideas and great advices that followed my last blog post! <span><img alt=":)" data-emoticon="" src="https://www.loverslab.com/resources/emoticons/smile.png" title=":)" /> its enocraging to me and fuels me to move more futhurer.</span>
</p>

<p>
	 
</p>

<p>
	After thinking a lot i come up the fallowing plan:
</p>

<p>
	Becuse the Stage 3 planned futures are separated modules and sub modules i not create a full plan for evrything instead do it pice by pice the planning and execution.
</p>

<p>
	 
</p>

<p>
	First of this big task to plan and build up a modul i call SLOS Player Slavery Framework. or just simply Player slavery system.
</p>

<p>
	 
</p>

<p>
	my goals with this system is the fallowings:
</p>

<p>
	 
</p>

<blockquote class="ipsQuote" data-ipsquote="">
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		<p>
			- statistics of player slavery<br />
			- based on slavery level player given debuffs, to make slavers more easy to control<br />
			- make possible the simulation of player character as slave losing self control and ability of thinking for self<br />
			- provide tools for npcs to keep control of player character, including but not limited to:<br />
			A - control/restrict player movmenet<br />
			B - punish player for fail to complite task in time<br />
			C - punish player for fun<br />
			D - punish player for fail behave<br />
			E - punish player for sabotage<br />
			F - provide reward for complite task in time<br />
			E - provide reward for behave as slave<br />
			G - provide reward becuse npc like what player as slave character done<br />
			- provide default slave master npc behavior and dialoges to slaver master npcs:<br />
			A - dialoge options to npcs that act as master of player character for general porpuse like: punsihment or reward<br />
			B - provide protection to slave master npcs aginst player direct combat actions: in case player attack its master a script kick in that make impossible to player to kill the master and register punishemnt for player<br />
			C - slave master dialoge for warning if player ncp not improve behavior pusnihemnt will happen...<br />
			D - slave master happynes variable that registers how happy the slave master with player character behavior, obidiance<br />
			- system to calculate player slave base statistics: willpower (how strong the character will, to resist slaver life effects), mental resistance(how hard character resist non psihical abuse), pshicial resistance( how hard resist character to beating )<br />
			- system to calculate slave life effect on player, and based on this effects limit player dialoge options
		</p>
	</div>
</blockquote>

<p>
	 
</p>

<p>
	This is going to the foundation of the other sub modules that depends on it.
</p>

<p>
	 
</p>

<p>
	After this sub modul complited i have a fundation to keep track the player status and not need worry about how to keep things controlled.
</p>

<p>
	Next step plan and work out how a "story" system can work that not repetative.
</p>

<p>
	this part of the mod a separate sub modul that interface this one.
</p>

<p>
	i expect as the stroy module grows new functions going to needed from this part.
</p>

<p>
	 
</p>

<p>
	About statistics:
</p>

<p>
	beware! this part contain some math!
</p>

<p>
	 
</p>

<p>
	 i define 3 atribute for player when enslaved by slavers all atribute calculated on the moment of enslavment!
</p>

<blockquote class="ipsQuote" data-ipsquote="">
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	</div>

	<div class="ipsQuote_contents">
		<p>
			<br />
		</p>

		<p>
			willpower:<br />
			ability to resist slave master will, higher this value more options avible to player
		</p>

		<p>
			 
		</p>

		<p>
			incrased by:<br />
			- player character level +5<br />
			- compliting quest in the form list of SLOSPlayerSlaveryWillQuestList +20 { this way other mods can add own quests that owrthy to effect player level }<br />
			(this quest complition incrase own confidance)
		</p>

		<p>
			 
		</p>

		<p>
			Psyhic resistance:<br />
			resistance to beating or direct non mental torture
		</p>

		<p>
			 
		</p>

		<p>
			incrased by:<br />
			- player character level +1<br />
			- evry point on: light armor, heavy armor, block, one handed, two handed  --1 point any of this incrase by 1 point the resistance
		</p>

		<p>
			 
		</p>

		<p>
			Mental resistance:<br />
			resitance to non psihical abuse and slaver life mental effect.
		</p>

		<p>
			 
		</p>

		<p>
			incrased by:<br />
			- player character level +1<br />
			-any point on: conjuration, restoration, alternation, destruction, illusion
		</p>

		<p>
			 
		</p>

		<p>
			 
		</p>
	</div>
</blockquote>

<p>
	 
</p>

<p>
	---------------------
</p>

<p>
	What this stats does?
</p>

<p>
	---------------------
</p>

<p>
	 
</p>

<p>
	Willpower maximum value recorded when player captured.
</p>

<p>
	when the player make any decision the system run a check. not check the exact ammount of willpower the player has left instead how many percent of the original ammunt left.
</p>

<p>
	 
</p>

<p>
	Example plan for this:
</p>

<p>
	if willpower above 90% player can resist openly aginst slave master will.
</p>

<p>
	let say if current willpower is 50% player only can resist indirectly as not own the mental will to resist the slave master directly, saying: i not do this... ect.
</p>

<p>
	 
</p>

<p>
	willpower very low let say under 20% player has 0 chance to resist aginst the slave master will. not even possible to player to act on porpuse aginst the will of masters, escaping from this low its possible but near impossible. combat power reduction is very high.
</p>

<p>
	 
</p>

<p>
	willpower under 2% means player as slave broken totaly. do anything to its master, unable even to think to try escape.
</p>

<p>
	 
</p>

<p>
	this percentage system make possible compere a lvl 1 and lvl 100 player character. lvl 1 probably go from 100% to near zero percent no time if try rebbel openly aginst slavers.
</p>

<p>
	When a lvl 100 has lot more breading room. representing that player character expereinced a lot and went torught lot of stuff not going to piss self from few slavers. similars that may killed in hundreds.
</p>

<p>
	 
</p>

<p>
	Mental and psihical resistence reduce the negative effect of slave life on player, punishments included.
</p>

<p>
	as you can see both cases 5 skill chosen for mental and pshical resistance if all skill maxed out 500 point can be archived.
</p>

<p>
	this means 100% resistance. so the character going to near immune to that type of punishment or abuse.
</p>

<p>
	 
</p>

<p>
	if one let say grand total only 100 point from all 5 skill means only resistent 20% so the incommuning punishemnt or other slavery effect reduced 20%. so a punihsment let say do 10 damage to willpower only 8 point suffered.
</p>

<p>
	 
</p>

<p>
	this resistance system in place to make evry character more uniqe and evry play trought a bit different.
</p>

<p>
	this make possible for a warrior arch type character to resist more harder the pshical based punishemnt. same tiem a wizard arch type resist more effectivly the mental type punishments/abuse.
</p>

<p>
	 
</p>

<p>
	i consider this system very basic and simple and hope will be effective.
</p>

<p>
	 
</p>

<p>
	---------
</p>

<p>
	the punismeht and reward sub system
</p>

<p>
	---------
</p>

<p>
	 
</p>

<p>
	this system ment to administer punishemt or reward on player, all punishment mental or psyhical or both.
</p>

<p>
	punishment can be  many things... saying bead words, forcing player to be neaked, some sort of violance or other "creative" things.
</p>

<p>
	i plan build up some default punishemnts that used if no better option avible, here better option is using the API system to call external mods to administer the punishemnt.
</p>

<p>
	( zaz, devious devices, toys, sex lab )
</p>

<p>
	 
</p>

<p>
	this sub system not only administer the punihsemnt but its effects to the player willpower.
</p>

<p>
	 
</p>

<p>
	as punihsments rewards need to given to player this same time effect the player character as willpoer damaging or repairing.
</p>

<p>
	 
</p>

<p>
	----------
</p>

<p>
	the dialogue system and default dialogues
</p>

<p>
	----------
</p>

<p>
	 
</p>

<p>
	to make my life more easy i plan add default reactions to common things that player might or might not do.
</p>

<p>
	like attacking slavers thats not okay, or complitiing a task for slavers( that okay ).
</p>

<p>
	 
</p>

<p>
	Same time player options when reciving tasks or orders change depending on player willpower. this too need done by this system..
</p>

<p>
	all of this dialogues are ment general porpuse use, in support of story mode.
</p>

<p>
	 
</p>

<p>
	this way common situations handled by default only special situation/quest specific events need handled by the story quest/modul.
</p>

<p>
	 
</p>

<p>
	this is all for now...
</p>

<p>
	i start working on this make it reality <span><img alt=":)" data-emoticon="" src="https://www.loverslab.com/resources/emoticons/smile.png" title=":)" /> if any one ideas/opponion/things to add i happy to hear!</span>
</p>
]]></description><guid isPermaLink="false">23153</guid><pubDate>Tue, 21 Jan 2025 20:53:37 +0000</pubDate></item></channel></rss>
