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Slaverun Dev Update 2


xKnallAnder

2936 views

Well, again I can only say this took far far too long and I apologize for that. 

The quest got changed a lot with different ideas and my original plans for it.

Either it didn't work, wasn't as good as I wanted it to be or just far too long. Non of which I wanted to release.

 

This version is rather short but I think works almost the best as for what it is, a setup that helps to introduce the mod while making it easily skipable for anybody who chooses to do so. 

In addition to keep it "immersive" without conflicting mods like SexLab Survival. 

 

I thank everybody who is and continues to be here. Your ideas is what makes this mod possible and keeps me motivated to work on this massive project. 

As usual, any feedback is welcome and greatly appreciated.

 

 

Remaking Slaverun Dev 2.2.zip

Edited by xKnallAnder

22 Comments


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wHOaMiEH

Posted (edited)

Hey xKnallAnder, not sure what is happening, im guessing that after I pick up the letter in the basement quest should progress but nothing is happening. From what I saw in xedit Bellamy(or Pike) should show up or? While the quest can be finished through skipping quest stages it wont spawn either Belamy or Pike.

Edited by wHOaMiEH
xKnallAnder

Posted (edited)

52 minutes ago, wHOaMiEH said:

Hey xKnallAnder, not sure what is happening, im guessing that after I pick up the letter in the basement quest should progress but nothing is happening. From what I saw in xedit Bellamy(or Pike) should show up or? While the quest can be finished through skipping quest stages it wont spawn either Belamy or Pike.

There's a book under the bed. If you read it, the quest will progress and Bellamy will spawn as it should in whiterun. I've decided to link the "spawn" Bellamy to the Read Event rather than creating a new script only for that purpose.

I've added a quest marker to highlight the book as well.

Edited by xKnallAnder
wHOaMiEH

Posted

5 minutes ago, xKnallAnder said:

There's a book under the bed. If you read it, the quest will progress and Bellamy will spawn as it should in whiterun. I've decided to link the "spawn" Bellamy to the Read Event rather than creating a new script only for that purpose.

I've added a quest marker to highlight the book as well.

 

Thank you. My dumb ass did nto even think after looking under the bed. ❤️ 

wHOaMiEH

Posted

As for the intro quest, it is pretty short and sweet as it should be. Another problem arises,after being told the new rules by Bellamy Pike does not spawn in his usual place in Dragonsreach.

xKnallAnder

Posted

27 minutes ago, wHOaMiEH said:

As for the intro quest, it is pretty short and sweet as it should be. Another problem arises,after being told the new rules by Bellamy Pike does not spawn in his usual place in Dragonsreach.

If you mean that he sits somewhere at the table, that's cause I placed him upstairs and not downstairs. I don't actually know if he could wander downstairs due to the sandbox package or navmesh etc.

wHOaMiEH

Posted

31 minutes ago, xKnallAnder said:

If you mean that he sits somewhere at the table, that's cause I placed him upstairs and not downstairs. I don't actually know if he could wander downstairs due to the sandbox package or navmesh etc.

 

 

Ok will check this out, sending the reply soon.

joe_yawiki

Posted

Pike does not spawn in the dragonsreach for me. and there are no mod name in the mcm too

wHOaMiEH

Posted

2 minutes ago, joe_yawiki said:

Pike does not spawn in the dragonsreach for me. and there are no mod name in the mcm too

 

 

Searched Dragonsreach high and low, also looking through the separate areas with detect life...he defenetly does not spawn.

xKnallAnder

Posted (edited)

29 minutes ago, joe_yawiki said:

Pike does not spawn in the dragonsreach for me. and there are no mod name in the mcm too

 

26 minutes ago, wHOaMiEH said:

 

 

Searched Dragonsreach high and low, also looking through the separate areas with detect life...he defenetly does not spawn.

The mod doesn't have an mcm as of right now. And corrected the script. Pike should spawn in dragonsreach now.

 

And in case you have to reset the quest, it's called SR_PreQuest_01, read the book again and Pike will spawn.

Edited by xKnallAnder
wHOaMiEH

Posted (edited)

18 minutes ago, xKnallAnder said:

 

The mod doesn't have an mcm as of right now. And corrected the script. Pike should spawn in dragonsreach now.

 

And in case you have to reset the quest, it's called SR_PreQuest_01, read the book again and Pike will spawn.

 

 

Didnt need to reset the quest, he showed up in his regular place downstairs as soon as i re-read the jurnal. Will let you know if there are any more problems. No dialogue for Riverwood quest start can be initiated with him

Edited by wHOaMiEH
wHOaMiEH

Posted

Cant start the Riverwood quest, no dialogue available when in dialogue with Pike.

xKnallAnder

Posted

5 minutes ago, wHOaMiEH said:

 

 

Didnt need to reset the quest, he showed up in his regular place downstairs as soon as i re-read the jurnal. Will let you know if there are any more problems.

Makes sense, the book has a OnRead Event that fires every time the book is opened (read). Might actually create some problems since that's also the script that moves Bellamy to the gate. 

Nothing gamebreaking but I will have to put something in that makes sure the script can only run once. Otherwise you could move Bellamy to gate by accident. 

I'll fix it with the next larger update, no need for a hotfix.

xKnallAnder

Posted (edited)

16 minutes ago, wHOaMiEH said:

Cant start the Riverwood quest, no dialogue available when in dialogue with Pike.

In that case, two questions:

Did you do the quest before/is it completed?

Are the aliases filled correctly? SQV SR_MainQuest_01, it shouldn't show any errors. 

 

Edit: Tested it myself. Riverwood quest works fine for me. 

 

Edit 2: It was reported quite often already but I wasn't able to replicate the issue so far. I'll try to work on a universal fix with the next update of Slaverun Remade.

Edited by xKnallAnder
wHOaMiEH

Posted

34 minutes ago, xKnallAnder said:

In that case, two questions:

Did you do the quest before/is it completed?

Are the aliases filled correctly? SQV SR_MainQuest_01, it shouldn't show any errors. 

 

Edit: Tested it myself. Riverwood quest works fine for me. 

 

Edit 2: It was reported quite often already but I wasn't able to replicate the issue so far. I'll try to work on a universal fix with the next update of Slaverun Remade.

 

 

Did finish Winds of change. the save continues after that(and the whole re-reading of the journal). Doing the console command will probably do the trick.

wHOaMiEH

Posted

Finished the current version. Outstanding intro all in all. What's next on the drawing board? Guessing something about establishing the further organisation in Whiterun itself.

xKnallAnder

Posted

6 hours ago, wHOaMiEH said:

Finished the current version. Outstanding intro all in all. What's next on the drawing board? Guessing something about establishing the further organisation in Whiterun itself.

Umm ... good question. I'll be kind of honest. 

 

There are a few different, smaller things that I wanted to include in the next update before progressing the main story. Mainly to introduce the different activities, and other stuff to do on the side.

 

As for things that I want to add: 

There is the execution scene, patrolling the town with Bellamy, the slave bounty hunt, slave training, the quest "Hostile Takeover" with Hod (Questline), the quest "Mine Slaver" featuring the riverwood mine, the quest "To kill a merchant", the slave arena, actual enslavement and I still need to finish the headquarter in whiterun.

 

The list of things to come is kinda long. The patrolling quest should be rather easy but the rest ... well those are a bit more difficult.

"To kill a merchant" will come 99% in the next update and probably some other stuff on the side.

wHOaMiEH

Posted

1 hour ago, xKnallAnder said:

Umm ... good question. I'll be kind of honest. 

 

There are a few different, smaller things that I wanted to include in the next update before progressing the main story. Mainly to introduce the different activities, and other stuff to do on the side.

 

As for things that I want to add: 

There is the execution scene, patrolling the town with Bellamy, the slave bounty hunt, slave training, the quest "Hostile Takeover" with Hod (Questline), the quest "Mine Slaver" featuring the riverwood mine, the quest "To kill a merchant", the slave arena, actual enslavement and I still need to finish the headquarter in whiterun.

 

The list of things to come is kinda long. The patrolling quest should be rather easy but the rest ... well those are a bit more difficult.

"To kill a merchant" will come 99% in the next update and probably some other stuff on the side.

 

Dont take this the wrong way, but do not burn out trying to do all of these as soon as possible(for example the arena quest and activities had a natural flow in Reloaded(after the slavers had a firm foothold in Skyrim(if memory serves 3/4 of Skyrim jarldoms were under the organisation)), and from what I saw in SRR that was quite an undertaking making that whole part of the mod. If you want to "practice" or something make it a single cell populated with audience and have it be a precursor for the whole arena thing(saves you time and nerves, and its a good practice for the grand project to come)...or better yet take a pass on it until you developed the mod further, for the natural flow and all that jazz.

 

As for the whole Hod questline, did you decide to keep it simple, or are you planning multiple outcomes(other than getting rid of the merchant)?

 

What are your plans for the rw mine part? Options in quests and so on?

 

Same goes for slave training. I think a lot people would agree it went to fast in SRR, like bam bam bam training complete. :D  For the sake of your nerves and energy do not rush it, corruption and/or submission of people is not a simple process(different training methods per update). For misc activities(mini jobs), if you already dont have them planed out, a lot of people(including yours truly :D) are more then enthusiastic to give you ideas. 

 

Since I havent touched CK in a LONG while(nor do I have the time to relearn that particular beast to the nature of my job and schedule), I can at least try to help by further developing the dialogue for the quest ideas that seem acceptable to you. 

 

This is one of the few mods that actually have potential to be superb work of art, and I am willing to contribute as much as I can to it. Again sorry if I seem too intrusive upon your work, but it would be a true waste for you to burn out and leave this mod in purgatory. Too many good mods went this way already....

 

xKnallAnder

Posted

17 hours ago, wHOaMiEH said:

 

Dont take this the wrong way, but do not burn out trying to do all of these as soon as possible(for example the arena quest and activities had a natural flow in Reloaded(after the slavers had a firm foothold in Skyrim(if memory serves 3/4 of Skyrim jarldoms were under the organisation)), and from what I saw in SRR that was quite an undertaking making that whole part of the mod. If you want to "practice" or something make it a single cell populated with audience and have it be a precursor for the whole arena thing(saves you time and nerves, and its a good practice for the grand project to come)...or better yet take a pass on it until you developed the mod further, for the natural flow and all that jazz.

 

As for the whole Hod questline, did you decide to keep it simple, or are you planning multiple outcomes(other than getting rid of the merchant)?

 

What are your plans for the rw mine part? Options in quests and so on?

 

Same goes for slave training. I think a lot people would agree it went to fast in SRR, like bam bam bam training complete. :D  For the sake of your nerves and energy do not rush it, corruption and/or submission of people is not a simple process(different training methods per update). For misc activities(mini jobs), if you already dont have them planed out, a lot of people(including yours truly :D) are more then enthusiastic to give you ideas. 

 

Since I havent touched CK in a LONG while(nor do I have the time to relearn that particular beast to the nature of my job and schedule), I can at least try to help by further developing the dialogue for the quest ideas that seem acceptable to you. 

 

This is one of the few mods that actually have potential to be superb work of art, and I am willing to contribute as much as I can to it. Again sorry if I seem too intrusive upon your work, but it would be a true waste for you to burn out and leave this mod in purgatory. Too many good mods went this way already....

 

I wasn't planning to add all those things in just one update ...

 

Most likely, it will be the "To kill a merchant" and "Hostile Takeover" quest that will be added. 

The merchant quest is from Pike, since he speaks about a merchant he wants to get rid off. That's that quest.

 

"Hostile Takeover" is the questline for Hod where he uses your help in order to expand his woodcutting business and the first quest is taking out a new competitor who wants to fund the woodmill in Falkreath. Either by assasination, sabotaging, framing or if you wait enough enslaving. If you enslaved Falkreath before. 

 

As for the mine quest, that will have to happen later on as you first need to be somewhat established as useful for them. For now I only have a basic layout for it and that will probably change again.

Arcanummm

Posted

How do you start the first quest though, would be grateful for some help.

xKnallAnder

Posted

1 hour ago, Arcanummm said:

How do you start the first quest though, would be grateful for some help.

Speak with Hulda from the Bannered Mare. She should have the option to start the first quest. Second onecan be started after you speak with Pike, who appears in Dragonsreach after this quest has been completed.

welzelkel

Posted

Is this LE or SE?

xKnallAnder

Posted

2 hours ago, welzelkel said:

Is this LE or SE?

Currently only SE


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