News about the devlopment Episode 0
Written
in the year: 2023
of month: 06
day: 13
The current situation of the devlopment:
as expected i needed do some re organization.... in a row 2 times.
in sort the old idea is i have a SLOS-Work-HuntersLair.esp this serve as universal slaver base collection file.
Then i have SLOS-Work-WanderingSlavers.esp this serve as file for all patroling slavers and slave traders.
This idea and plan get scraped, reason: the patroling slavers time to time return to base then move out agin.
at least in the hunter base cases.
this mean most of the time the hunter slaver base unprotected and easy to conquere.
if i add extra salvers here then one player add patroling function and patrolers in home... you can guess it.
far more easy to blance things out if slave base and patrolers who go out from sad base packed to the same file.
added bonus more easy to manage the full system this way.
for this reason the above menitioned 2 files got removed from the mod.
To more exact i changed the name SLOS-Work-HunterLair.esp to SLOS-Work-RegionWhiterun.esp
then by hand remade the patroling rutes and changed the patroling times.
the new plan is this: all major province of skyrim got own slaver bases and patrol rutes.
To make things more easy to control and make mod more compatible with evrything all region get own file.
This means if a salver base in one region placed a realy wrong place one can disable the reagional file and the mod keep working.
Plus this give palyer more easy control how many slaver base can exist.
Other cahnge is all npc realated to a slaver base, but slaver and not enemy to slaers going to spawn on one of the slaver base then move from there out.
this make more compatible the mod other mods.
becuse no risk a npc get placed a wrong place where other mods let say place a desk and make my npc trapped.
other problem: npc count on skyrim to low. i mean for slavery operations. during my playtime i have hard time to found slave resource some times.
based on this past experiances i dicided not only going to add slavers to skyrim but i need to add targets to slavers.
or potential victims....
this good for two things:
A - slavers has targets to capture
B - players who use pahe MORE thing to capture...
based on past experineces this too thing very important. let say: if slaver nothing to capture... its not good.
so i started adding new potential victims... well... i get some creative intuition.... and probably ower done the thing.
the moment 2 sample actor added one a common avarage citizen who wish live peceful life.
other one is a adventurer! equiped with random quality weapons, level up with palyer to lvl 30 and equiped things like a player going to be equiped.
i not kidding this one a gem( at least i hope so ). probably ( definitly ) need reduce the gear quality rarity. i mean same chance to this one to get
deaderic armor as iron one in level 1 probably not ideal.
never the less for testing propuses going to cut it.
(especialy with ebony sword...)
this give reason to slaver player to attack and capture this advanterurer.
these victim npcs planned to vander around the reagion where the slaver base belong. all of them respawning npc but to make things more intresting all get own uniqe name.
(side note to self: find a good name generator! ASAP )
so this way the local slaver spys has more chence to blend in the population from player point of view.
yep slavers getting spys! that do nasty nasty things like...like... go to inn and stay here or wander around the city and spying on peapole looking for targets.
maybe in the future these spys getting scripted and used to generate intresting interactions...
(maybe player need think twice before sending a good looking follower( or houscarl) with 10k gold in the follower inventory to home ALONE )
(side note to self No2: write a article about planned slave economy and the importance of gold...)
of corse all patroling potential victim come with the slaver base. so slaver patrols come with potential victims.
other important news: i invented the "Slaver Base Boss" type of slaver. this bead boys stay on slaver base and cordinate local slavery efforts.
(Side note to self No3: write a article about npc type roles )
This one is not nasty as the usual slaver bosses by the way but very important.
the plan is this: player go slaver base, kill the boss, and lot of slavers then can make the place using working slaves mod to own slaver base.
i mean literaly transfer the owener ship of the location to the player.
i playing the idea how i can handle this... i mean i know how to transfer, how to detect workplace made here witout cahnging the working slaves code.
hmm propbably not that difficult....( side note to self no4: working slaves production chests has reference type, check out if the chest moved a new location.
the location reference types changes if checked via by papyrus script or remain static... if dinamic i have the solution )
so yes i my mind racing too many good looking ideas...to low on time to do this things
i thinking maybe i ask the comunity give me the player characters in use. i mean not the character just the face gen data.
so i can add the character look to this mod let say as potential victim, or slaver or... slave.
other news:
i working hard on the scripting system, lot of advancment. i hope within 2 weeks reach the point where slavers capable capture player, player follower, other npc.
(ok i doen this before... and works well...) this case the goal player can control what slavers can do and what not via a menu system.
plus player can change the capture hp limit from same menu system.
other extras like player rescue the captured npcs added by separate modul file.
at least this is the current plan. maybe i fuse this function into this file.
anyway first i need make sure slavers can do what is their primary porpuse: enslaving others
its seems to me pretty important function.
Sorry for this crazy writing my mind racing all around... next time less joke more information ( i hope
)
Bye!
NonSeen
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