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General feedback and Ideas


mangalo

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General feedback and ideas

 

Here's the place where I'll list the ideas I don't want to include in the general design yet, but keep warm as inspiration.

Feel free to use the comment section of this entry to suggest changes.

 

- @DocClox On Magic use : Add a jewelry item charged with a limit amount of magic.  Allows the slave to cast a few spells.

- @Sidewasy On Maid Tasks : Make some tasks mandatory

- @Catnapper2 On Level Design : Include Milk Farms

- @Syntonic On Crime : Allow stealing/rivalry with other slaves

 

 

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I'd be interested in a "lighter" slave option, maybe time-limited or easier to escape, to use as a potential outcome when I get defeated or otherwise captured or sold, but without derailing the entire playthrough for hours and hours.

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The drug used to control the slaves feel like a crutch from a game design perspective. I think an actual slave hunter would work much better. Like, a character that actively hunts you down if you try and run away.

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5 hours ago, Sidewasy said:

The drug used to control the slaves feel like a crutch from a game design perspective. I think an actual slave hunter would work much better. Like, a character that actively hunts you down if you try and run away.

 

I can understand that is it not an optimal way to force the player to perform actions.  I still think it is a better way of doing things than the "Ivanna way" (supposing that the player cares for a random NPC).  I want to avoid forced dialogues, and favor voluntary submission.  Again, I'm very open to better incentives.

 

I'm also in favor of a slave hunter, don't get me wrong.  But I need a way to force the player to obey slavery when inside the city and during training, and a way to keep them from escaping the city.  You can whip and rape the character when it disobeys, but it has no real consequence.  I'd like to have a way for the player to steal the drug, though.

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2 hours ago, mangalo said:

I'm also in favor of a slave hunter, don't get me wrong.  But I need a way to force the player to obey slavery when inside the city and during training, and a way to keep them from escaping the city.

You're overthinking this. People who download the mod will be willing to go along with the premise. Otherwise they wouldn't download the mod in the first place. So it's not too much of a stretch to expect them to roleplay as somebody who is afraid of getting whipped.

Other ideas:

  • Harsher punishments cause skill loss, which will then need to be regained.
  • If you disobey too much, you get executed.
  • Whipping result in temporary debuffs.
  • The PC is locked in a inescapable cell with no activity for 5 real life minutes.
  • Training could play out in a dungeon, nearly impossible to escape.
  • Trainees and street sluts (I think 'Public Use Slave' would be a better word), aren't allowed to purchase items, making them dependent on their masters for food (Assuming a needs mod is installed).
  • If the player has attained any slave rank, the risk of demotion should also provide a sufficient motivation.
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1 hour ago, Sidewasy said:

You're overthinking this. People who download the mod will be willing to go along with the premise. Otherwise they wouldn't download the mod in the first place. So it's not too much of a stretch to expect them to roleplay as somebody who is afraid of getting whipped.

Other ideas:

  • Harsher punishments cause skill loss, which will then need to be regained.
  • If you disobey too much, you get executed.
  • Whipping result in temporary debuffs.
  • The PC is locked in a inescapable cell with no activity for 5 real life minutes.
  • Training could play out in a dungeon, nearly impossible to escape.
  • Trainees and street sluts (I think 'Public Use Slave' would be a better word), aren't allowed to purchase items, making them dependent on their masters for food (Assuming a needs mod is installed).
  • If the player has attained any slave rank, the risk of demotion should also provide a sufficient motivation.

 

Hmm maybe, but I've seen numerous comments on the Slaverun thread and you'd be surprised how diverse some playthrough are.  Some people didn't care about Ivanna, some others were resistant to whipping, but in my opinion you can't runaway from an addiction to a powerful drug.

 

Thanks for the ideas you provided, I could definitively see them implemented during training / punishment.

 

When it comes to food, I want to suppress the carry of gold by slaves.  If you perform well enough (got enough tokens - tokens is a bad word, still looking for a better one), you'll be given "food" by the Slave masters at the end of the day.

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37 minutes ago, mangalo said:

but in my opinion you can't runaway from an addiction to a powerful drug.

Except it's a video game. Some people don't care about their PC getting whipped, and some won't care about any withdrawal symptoms their character suffers. Of course, with debuffs and such, you can make them care, but basically I debuffs I have seen so far affect mostly combat effectiveness, and can be safely ignored in an area where no combat is to be expected.

 

I believe escape should present a puzzle, and magical drug addiction would railroad the player into one solution (assuming there is a solution).

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You said you wouldn't do the Slaver PC route without first finishing the enslaved PC route.

I'd wish to offer a third way: the PC is a strong misogynist who thinks all women, she included, should be enslaved. But as much as she yearns for a slave collar, she knows her dream will be most probably better fulfilled if she remains free until she's finished helping enslaving Skyrim. Once Solitude falls, she has to report to Pyke (or another slave master) that will order her to give him everything she owns, sign a slavery contract and she will join Elisif in training at Solitude. 

Everything would be the same, save for the training occuring in Solitude rather in Whiterun.

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On 4/10/2021 at 12:34 PM, Sidewasy said:

You're overthinking this. People who download the mod will be willing to go along with the premise. Otherwise they wouldn't download the mod in the first place. So it's not too much of a stretch to expect them to roleplay as somebody who is afraid of getting whipped.

Other ideas:

  • Harsher punishments cause skill loss, which will then need to be regained.
  • If you disobey too much, you get executed.
  • Whipping result in temporary debuffs.
  • The PC is locked in a inescapable cell with no activity for 5 real life minutes.
  • Training could play out in a dungeon, nearly impossible to escape.
  • Trainees and street sluts (I think 'Public Use Slave' would be a better word), aren't allowed to purchase items, making them dependent on their masters for food (Assuming a needs mod is installed).
  • If the player has attained any slave rank, the risk of demotion should also provide a sufficient motivation.

Perhaps rather than executing the player they are perhaps kept in a perpetual state of paralysis or perhaps a drugged state to make them more compliant. The use of drugs could potentially be used as a way to make the player either more compliant or just unable to resist. Perhaps the further and further you proceed in training the slaver uses drugs less and less on you. It would also be nice if there were more of a variety for milking animations in which it isn't just all breast feeding.

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On 4/10/2021 at 9:30 PM, Sidewasy said:

Except it's a video game. Some people don't care about their PC getting whipped, and some won't care about any withdrawal symptoms their character suffers. Of course, with debuffs and such, you can make them care, but basically I debuffs I have seen so far affect mostly combat effectiveness, and can be safely ignored in an area where no combat is to be expected.

 

I believe escape should present a puzzle, and magical drug addiction would railroad the player into one solution (assuming there is a solution).

 

That's true that debuffs are are a hit or miss.  Using too many of them will break your gameplay.  IMO the effects of a drug could vary :

  • Only affect a few skills : carry weight, stamina, speechcraft and the likes but avoid speed debuffs for example.
  • Have visual effects (like you can see in Dripping When Aroused)
  • Make use of SLSO and SLA and increase/decrease enjoyment, arousal, etc.
  • Affect your needs mods (supress the need to eat)
  • Increase your resistance to cold weathers if you use Frostfall etc
  • ...

I mean, there's place for improvement and originality.  It shouldn't be only penalties for not taking it, but also rewards for taking it and sticking to the plot.

 

 

On 4/12/2021 at 1:57 PM, Heorlasgir said:

You said you wouldn't do the Slaver PC route without first finishing the enslaved PC route.

I'd wish to offer a third way: the PC is a strong misogynist who thinks all women, she included, should be enslaved. But as much as she yearns for a slave collar, she knows her dream will be most probably better fulfilled if she remains free until she's finished helping enslaving Skyrim. Once Solitude falls, she has to report to Pyke (or another slave master) that will order her to give him everything she owns, sign a slavery contract and she will join Elisif in training at Solitude. 

Everything would be the same, save for the training occuring in Solitude rather in Whiterun.

 

I appreciate the feedback, however it's a bit too early to decide on those late-game aspects :)  The first major milestone is about Whiterun and the mechanics of the mod, we'll see what can be done after that.

 

 

On 4/13/2021 at 4:52 PM, Catnapper2 said:

Perhaps rather than executing the player they are perhaps kept in a perpetual state of paralysis or perhaps a drugged state to make them more compliant. The use of drugs could potentially be used as a way to make the player either more compliant or just unable to resist. Perhaps the further and further you proceed in training the slaver uses drugs less and less on you. It would also be nice if there were more of a variety for milking animations in which it isn't just all breast feeding.

 

I don't really see the point of executing the player either.  It's a nice threat but once you get there you've done it all for nothing.

Using less drugs over time makes sense from a "rewarding" point of view, but I also want it to be kind of the "invisible chain" that binds you to slavery.  So yeah, hard to decide, I've you have more ideas over that I'm interested.

 

 

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On 4/18/2021 at 7:58 AM, mangalo said:

 

So yeah, hard to decide, I've you have more ideas over that I'm interested.

 

 

Mangalo, you asked for it.

Idea 1: There are just some many things out there to imagine. Such as bikini armors instead of being complexly naked in the world perhaps having bikini armors is the next best thing, protecting the player while keeping the main assets for viewing pleasure.

Idea 2a: Following the Traveling Slave rank perhaps the player could enslave bandits and enemies for their masters. In the case of male enemies they could be used as farm, mine, or ring (thinking more like gladiator style) sex with female slaves would be a reward for them.

Idea 2b. The female bandits that you capture could be integrated into a milk farm. Perhaps the name of this place could be something hilarious like Happy Milk Farm as a way to invoke a more false sense of security. 

Idea 3: Beeing Female integration. Beeing female enables the player to give birth while also not taking up hearthfire space. It could also go into beastiality if you wish such as a person special orders a guard dog or the farmers need increase their herd of cattle.

Idea 4: Not pertaining to a physical aspect of the mod but rather follow though. If you intend to release this to the public using English perhaps send the dialog to a friend or someone you trust with proofreading at least to smooth out the dialog also it would be nice to have voice acting.

Idea 5: If you plan on having unique npc names perhaps see if it would work with the Real Names mod. It adds unique names to nps.

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17 hours ago, Catnapper2 said:

Mangalo, you asked for it.

Idea 1: There are just some many things out there to imagine. Such as bikini armors instead of being complexly naked in the world perhaps having bikini armors is the next best thing, protecting the player while keeping the main assets for viewing pleasure.

Idea 2a: Following the Traveling Slave rank perhaps the player could enslave bandits and enemies for their masters. In the case of male enemies they could be used as farm, mine, or ring (thinking more like gladiator style) sex with female slaves would be a reward for them.

Idea 2b. The female bandits that you capture could be integrated into a milk farm. Perhaps the name of this place could be something hilarious like Happy Milk Farm as a way to invoke a more false sense of security. 

Idea 3: Beeing Female integration. Beeing female enables the player to give birth while also not taking up hearthfire space. It could also go into beastiality if you wish such as a person special orders a guard dog or the farmers need increase their herd of cattle.

Idea 4: Not pertaining to a physical aspect of the mod but rather follow though. If you intend to release this to the public using English perhaps send the dialog to a friend or someone you trust with proofreading at least to smooth out the dialog also it would be nice to have voice acting.

Idea 5: If you plan on having unique npc names perhaps see if it would work with the Real Names mod. It adds unique names to nps.

 

Thanks for the feedback,

 

1) I think a lot has been done regarding bikini armors in Sexlab Survival.  I'm not really against them, but never grew an interest either, and implementing their support would require a lot of work (that is somewhat done in SLS).  Having bikinis in the city means allowing fashion and personality, which is something I want to avoid.  All free females should wander naked to remind them of what they are, and all slaves should be displayed as such too.  I know SLS has somewhat of a bikini curse that forces you to wear bikinis that I'll maybe have to take into account but at least you now have my opinion on that matter ;)

2) I discussed this with a commenter in another entry, I'm open to a Slaver rank.  The Slave Agent, however, is more oriented to make the scenario and cities enslavement progress.  A Slave Agent takes slavery quests, and I'd leave the enslavement to the "Slaver" rank not to disturb the timelines/scenario/etc. 

2b)  Will note it as an idea for late stage development

3) Also discussed in the other blog entry, already planned in Maid Slave tasks and open to pregnancy integration

4) Yeah, I'm aware my English might not be perfect.  For a long time, I played the game in French, which was much more enjoyable to me, but was a disaster to maintain when it comes to mods.  I now play in English, so I intend to develop in English.  For specific translations, I usually use Deepl.  Not sure I can ask a relative to proof read lol but I'll correct what needs to be corrected using user feedback.

5) I use that mod too so it'll be in the test cases

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1. Before i start saying anything, 101% of whoever play skyirm with loverslab stuff uses Bijin wives, NPCs, Warmadians, etc. (or even Pandora's NPCs); I WOULD FUCKING love it if the main story line (of this mod including slave and slaver) is writen in a way that involve some of thoses NPCs with lore friendly Scenario. 

 

If it hard to fit in the main story line of the mod, then addition of some side quests including them would be Awseome.

 

2. I think it was mentioned previously, but about Shaving hair, after the first slave training session ( which i think might involve shaving), keeping the hair shaving as optional would be great. Therefore an addition of such options in the mod's MCM would be Appreciated.

 

3. (Linked to the second idea), maybe the Slaver would like to see his/her slave in some Haircut instead of bald.

 

Thanks for taking by my advice :)

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4 hours ago, Selena Glazer said:

1. Before i start saying anything, 101% of whoever play skyirm with loverslab stuff uses Bijin wives, NPCs, Warmadians, etc. (or even Pandora's NPCs); I WOULD FUCKING love it if the main story line (of this mod including slave and slaver) is writen in a way that involve some of thoses NPCs with lore friendly Scenario. 

 

If it hard to fit in the main story line of the mod, then addition of some side quests including them would be Awseome.

 

2. I think it was mentioned previously, but about Shaving hair, after the first slave training session ( which i think might involve shaving), keeping the hair shaving as optional would be great. Therefore an addition of such options in the mod's MCM would be Appreciated.

 

3. (Linked to the second idea), maybe the Slaver would like to see his/her slave in some Haircut instead of bald.

 

Thanks for taking by my advice :)

 

I also use those NPCs overhaul mods, I can understand the appeal :P  The thing with generic NPCs is that I don't have exclusive control on them, someone could be using some mod or play some quest involving those NPCs that could break something in Slaverim.  A fair trade-off is to include them, but not as essential parts of the mechanics.

The way I see Maid Save is first to sell you to some generic NPC (that has a home in the city), though.  For added NPCs, I'll try making them not too ugly (Kenjoka tried that too by using Apachii hair etc).

 

About the initial shaving, I'll probably only do it if I manage to shave other NPCs using scripts.  From what I've understood, it's not as simple as it sounds to change a NPC hairstyle dynamically.  If I can't force every slave to be shaved, it doesn't make sense to shave the player.

 

For the slaver part, I'll probably require the use of "Paradise Halls Extended" which is already the perfect mod for that.  The idea is to allow the player to sell captured slaves and get gold depending on their training.

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Rather instead of being sold perhaps it would be more of a rental service. Also Mangalo going along with Paradise Halls it would be nice for NPCs to use this feature as well like behind the scenes. Like the player is enslaved but other NPCs could go out and capture enemies. I can't think of the name of the mod but the mod that has npcs to have schedules like this blank time hunt, this blank time sleep, this blank time meet outside Whiterun to talk about lovey dovy things, and perchance finding certain NPCs traveling from hold to hold. Going along with the bandit idea I had earlier is perhaps have the gladiator battles run in the background rather than the player physically being in them.

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Hi, mangalo, I'm glad that this mod is being reworked, but you can also rework the system of liberation from slavery more fun, and not in a couple of missions. For example, you need to perform small missions ( for example, to collect other tokens) and after the accumulation will be released or create a supposedly group that will be against slavery. But the failures of these missions will be very severely punished (and if everything is serious, then they will be given to the orcs), which will make the release very difficult. I think many people will come up with this system better than me... Since this system in the original is made very poorly (Sorry, English is not my native language)

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On 5/10/2021 at 11:45 AM, Krausaid said:

Hi, mangalo, I'm glad that this mod is being reworked, but you can also rework the system of liberation from slavery more fun, and not in a couple of missions. For example, you need to perform small missions ( for example, to collect other tokens) and after the accumulation will be released or create a supposedly group that will be against slavery. But the failures of these missions will be very severely punished (and if everything is serious, then they will be given to the orcs), which will make the release very difficult. I think many people will come up with this system better than me... Since this system in the original is made very poorly (Sorry, English is not my native language)

 

Escapes plans and quests are scheduled on the later ends of the development.  But I agree on the necessity of a way out and a chance of failure.

 

Everyone, is there an interior style you'd suggest for the headquarters and training grounds ?  Let's exclude dwemer style as it doesn't fit Whiterun.

The idea is to have "nice enough" headquarters and tough training grounds:

 

image.png.894f98f29415d45285a0474a92121898.png

 

The whiterun basement style (like in Slaverun) isn't that bad but is ... Slaverunish.  I could load every cell one by one in the CK for inspiration but it'd rather collect suggestions before.  Is there a certain interior design you think would fit ?  I like the sewers style of Riften as an inspiration for the training grounds.  A bit puzzled on the style for the headquarters, though.

 

For the training grounds, my current idea is to have them nested in some large cavity/mining complex that is far bellow the Headquarters level.  You could see the access to the headquarters but couldn't reach it without passing the guards and a drawbridge/heavy gate.

 

The headquarters would be used for the pre-enslaving jails, the drug dispensing and the token delivery.

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2 hours ago, mangalo said:

 

Escapes plans and quests are scheduled on the later ends of the development.  But I agree on the necessity of a way out and a chance of failure.

 

Everyone, is there an interior style you'd suggest for the headquarters and training grounds ?  Let's exclude dwemer style as it doesn't fit Whiterun.

The idea is to have "nice enough" headquarters and tough training grounds:

 

image.png.894f98f29415d45285a0474a92121898.png

 

The whiterun basement style (like in Slaverun) isn't that bad but is ... Slaverunish.  I could load every cell one by one in the CK for inspiration but it'd rather collect suggestions before.  Is there a certain interior design you think would fit ?  I like the sewers style of Riften as an inspiration for the training grounds.  A bit puzzled on the style for the headquarters, though.

 

For the training grounds, my current idea is to have them nested in some large cavity/mining complex that is far bellow the Headquarters level.  You could see the access to the headquarters but couldn't reach it without passing the guards and a drawbridge/heavy gate.

 

The headquarters would be used for the pre-enslaving jails, the drug dispensing and the token delivery.

 

I like what I see. And ATM I don't have anything to contribute to the designs of the training grounds.

 

2 hours ago, mangalo said:

Let's exclude dwemer style as it doesn't fit Whiterun.

 

Does the HQ have to be located in Whiterun? In my mind I see the HQ being quite a bit away from civilization (off the beaten path). Perhaps close to the border to Cyrodiil? At least in the beginning. This is mostly because I want slavery to be introduced slowly over time to the cities/towns of Skyrim. In my head canon the slavery organization bribes/lobbies the powerful and influential in the cities/towns of Skyrim to introduce slavery and using each of city's guardsmen* to put down any resistance.

 

What I would like to have in each city would be something like an slavery office of some kind. Doesn't have to be huge, but big enough so that the organization has a presence in the cities/towns they've "taken over".

 

Speaking of Whiterun: maybe the reason why the Jarl accepts slavery is because he needs their money to repair the city's dilapidated walls (and hire people to bolster his forces against either/both the Empire and/or Stormcloaks).

And it could be something similar for each of the cities/towns.

 

*Something like this mod might be appropriate Sons of Skyrim Only (removes most women from the guards and military) and Masculinized Level Lists (works fine as-is in SE).

 

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Something that would be quite cool -though not at all necessary- is acknowledgment of the player as the Dragonborn. You could give the player special permissions during the main questline, unique dialogue if the player is already a slave when they find out they're the Dragonborn, stuff like that. Could also be something you toggle on or off in the MCM menu, for people that want to roleplay a certain way.

Just my 2 cents. Looking forward to progress on this!

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Why not use Helgen as the location for the headquarters and training area? It could be something along the lines of Helgen Reborn but for slavery. It is an area that is generally not very utilized unlike Whiterun or other cities

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6 hours ago, greenishp said:

Something that would be quite cool -though not at all necessary- is acknowledgment of the player as the Dragonborn. You could give the player special permissions during the main questline, unique dialogue if the player is already a slave when they find out they're the Dragonborn, stuff like that. Could also be something you toggle on or off in the MCM menu, for people that want to roleplay a certain way.

Just my 2 cents. Looking forward to progress on this!

 

Unfortunately I made the choice to strip the players of their title (that includes Dragonborn), so that suggestion probably won't make it ;)

 

2 hours ago, jd210 said:

Why not use Helgen as the location for the headquarters and training area? It could be something along the lines of Helgen Reborn but for slavery. It is an area that is generally not very utilized unlike Whiterun or other cities

 

I really hesitate on that point.  Outsourcing the production is not a bad idea and it makes sense.  Having such a complex pop out of nowhere under Whiterun is a bit flawed too (though I have ideas to make it sound realistic).  On the other hand, I'd rather not have the new slave be transported too much back and forth to a remote location.  It would also mean that when you have to re-take your training or be punished, you'd have to be sent back to the camp.  I feel like the player wouldn't feel as crushed if it was sent to a random city with some slavery outpost than it it started directly in the center of it all.

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On 5/14/2021 at 7:56 AM, mangalo said:

 

Unfortunately I made the choice to strip the players of their title (that includes Dragonborn), so that suggestion probably won't make it ;)

 

 

I really hesitate on that point.  Outsourcing the production is not a bad idea and it makes sense.  Having such a complex pop out of nowhere under Whiterun is a bit flawed too (though I have ideas to make it sound realistic).  On the other hand, I'd rather not have the new slave be transported too much back and forth to a remote location.  It would also mean that when you have to re-take your training or be punished, you'd have to be sent back to the camp.  I feel like the player wouldn't feel as crushed if it was sent to a random city with some slavery outpost than it it started directly in the center of it all.

Fair enough.

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If you are going to include Devious Devices SE, Why not consider using some assists from Devious Devices - Equip , there are some good variations of DD there and would be great for different scenarios during the mod's gameplay.

 

After the mod's author permission ofc. ?

 

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You want ideas, .  . . I've got a few whoppers!

* Laura and her Bondage Shop have a portion of their primary quest involving the infiltration of a slaver gang's hideout. Perhaps you can use that as an inspiration for structure and the interaction of characters and scenarios within. Also merge their similarities in scope to the old Slaverun and it's underground facilities? As Laura is very much against non-consensual, I'd recommend incorporating her within your efforts at building the "Liberation of Skyrim" scenarios (rag-tag freedom fighters, etc).

* Helgen Reborn has a questline involving the investigation and cessation of a Thalmor slaver institution within Skyrim. Consider a quest to 'muscle out the competition / hostile take over'. Also consider the old Slaves of Tamriel scenario in the Dremir Mine, as it had so much potential unfulfilled in possible connections with other mods.

* Captured Dreams is always included in my Skyrim play through as Vel's exhaustive efforts and vision is the best example of 'Manor Slave / Maid' within Skyrim's modding community. I'd suggest considering a paired down scenario of using existing manors/estates within the established holds of Skyrim and incorporating additional rooms and staff members that would allow Manor Slave/Maid situations to the nobles of those towns. (Rent-a-Maid)

* Kimy's Deviously Cursed Loot has a scenario involving the retrieval and removal of an ancient cursed set of restraints. Please consider interaction with this set for a further developed scenario, possibly to the player character or needed to subdue a new foe.

* Sexlab Survival has seen a remarkable growth and interoperability with both Emily's "Immersive Fashion" and  pchs' "Wartimes". Monoman's tireless and expansive effort and talent towards expanding the potential for his and their works is a great testament to the strength of the whole Lover's Lab community. I know that my mere click-clacking of keys and sharing of a few words is nothing when compared to the efforts of the modders, big and small, who share their labors of love here.

Lastly, I wanted to sum up with my sharing of an idea (dream) about what it would take to make and enjoy my ultimate fantasy mod for LL-Skyrim....

 

Quote

Rumors of the Thalmor's clandestine efforts in Skyrim are numerous and absurd, bringing both terror and coy laughter at their utterances. Elvish shaped shadows are seen at night prowling both dark alley and murky wood as reports of missing townsfolk and farmer's families grow each week. Not even the cherished and feared tombs of the ancestors are safe from those that seek out old and mythical relics rumored to hold unrestrainable power at bay. Devious risk-takers seek out ever greater profit from the reemergence of the gathering and use of devices old and new in this world of slaves, transforming old serene settlements amongst the turmoil of a simmering civil war grown hot.

Hope arises as word spreads between the holds of Skyrim that there are those with the strength to challenge the conquering and enslavement of Tamriel, but will it be enough? Who will harness the power of magics old and new that threaten to dominate and transform Skyrim into a world submissive to cruel hearts and wicked minds?


 

Spoiler

Lover's Lab : Immersion War
- 6 ancient devious devices each containing an Immersion Stone
- Introduce quest and story elements into famous LL mods old and new that weave their stories towards the end
- Combine to subdue the antagonist and save the day, or fulfill their darkest desires and do what not even the White-Cord Concordant could accomplish
- Plenty of opportunity to incorporate the efforts and assets of old modder's work and contribution to the community, expanding and honoring their work and creativity
- Community can choose which stone bests represents a  modder's vision
- A challenge of effort worthwhile in scope and undertaking, allowing piece-meal contribution comparable to skill, effort and opportunity of time.
- Multiple play-through possibility if willing and able to incorporate a 'choose your own adventure' interaction between mods/scenarios.

 

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I can understand that is it not an optimal way to force the player to perform actions.  I still think it is a better way of doing things than the "Ivanna way" (supposing that the player cares for a random NPC).  I want to avoid forced dialogues, and favor voluntary submission.  Again, I'm very open to better incentives.

I guess the reason most people, myself included didn't care about Ivanna is that the player just gets told "You care about her", instead of being provided any actual reason to do so. My theory is that if you want the player to care about an NPC, you have to give them the option not to care about the NPC. For example, the family in "Paper's Please". You have the option to let them starve or freeze to cut costs. If you didn't, they'd just be an expense item, like rent.

 

Another bad thing about Ivanna is that after she's introduced, she gets a sex scene every time you get one. And you can't skip her sex scenes like you can yours.

 

This also makes some sequences no longer make sense. For example, the sequence where you get send to fuck the Jarl. In pch's Slaverun, Pike sends you because he doesn't have anybody else available. You fail and get punished.

 

In Slaverun reloaded version 2 onwards, Pike sends you and Ivanna. You fail to satisfy the Jarl, but Ivanna does satisfy him. Then both of you get punished. Keep in mind, at this point, Pike knows that Ivanna is better in bed than the PC. The Jarl also still demands only 1 slave to be send to him. So why does he send the both of you?

 

Anyway, if there's one thing to avoid when remaking Slaverun reloaded, it would be the writing. The dialogue is reminiscent of "Houseplants of Gor", with a lot of pointless back and forth. In addition, it's pretty much an idiot plot. I really like the idea of slaverun, but the writing always had me bail on the mod from version 2 onwards before enslaving Riverwood.

 

Speaking of which, to date, PCH's original slaverun is still the best version of the mod.

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On 5/18/2021 at 8:32 AM, Sidewasy said:

I guess the reason most people, myself included didn't care about Ivanna is that the player just gets told "You care about her", instead of being provided any actual reason to do so. My theory is that if you want the player to care about an NPC, you have to give them the option not to care about the NPC. For example, the family in "Paper's Please". You have the option to let them starve or freeze to cut costs. If you didn't, they'd just be an expense item, like rent.

 

Another bad thing about Ivanna is that after she's introduced, she gets a sex scene every time you get one. And you can't skip her sex scenes like you can yours.

 

This also makes some sequences no longer make sense. For example, the sequence where you get send to fuck the Jarl. In pch's Slaverun, Pike sends you because he doesn't have anybody else available. You fail and get punished.

 

In Slaverun reloaded version 2 onwards, Pike sends you and Ivanna. You fail to satisfy the Jarl, but Ivanna does satisfy him. Then both of you get punished. Keep in mind, at this point, Pike knows that Ivanna is better in bed than the PC. The Jarl also still demands only 1 slave to be send to him. So why does he send the both of you?

 

Anyway, if there's one thing to avoid when remaking Slaverun reloaded, it would be the writing. The dialogue is reminiscent of "Houseplants of Gor", with a lot of pointless back and forth. In addition, it's pretty much an idiot plot. I really like the idea of slaverun, but the writing always had me bail on the mod from version 2 onwards before enslaving Riverwood.

 

Speaking of which, to date, PCH's original slaverun is still the best version of the mod.

 

I agree with you fully. And the main thing that never really worked for me was that Pike entrusted the PC (a slave) to make sure each city/town falls to slavery. In the slaver route that makes sense, not so much as a slave. This is where Bellamy (or better yet Pike) should've had a more prominent role.

Not to mention that once you have Riften fall to slavery (and Ivana runs away) suddenly the PC gets treated like a stupid idiot. A complete heel turn.

 

What I would like in Slaverim is for it to be less story-heavy and more open in the way I want to play it. When I play through Slaverun Reloaded I always skip ahead (using the cheats) because it just takes too long otherwise. Not to mention all(?) of the scenes involving other NPCs just don't work in SSE so you have to skip ahead or force recruit the NPCs so they don't walk away.

 

I'm also fond of the original Slaverun mod from pchs. Especially once you download the patched version in the comments of said mod. And after you strip out the zdd shit from the slaverun.esp (personal preference) it's pretty good. And it can be converted to SSE with relative ease and it works too.

 

EDIT: You can stop all SexLab scenes in SL MCM. That way you don't have to wait.

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