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Expected Realise Date for R4


Nonseen

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Dear Readers!

 

i see a light end of the tunnel... at least some of it.

I expect next week i can play test the Realise 4, with scripts, if evrything seems fine i going to realise. This happen in the next week i hope.

 

So expected realise date for R4: 2023-06-26 +- few days.

 

The status of things:

The scriptless version as i written earlier post changed a lot:

1-SLOS-Work-HunterLair and SLOS-Work-WanderingSlavers are merged to new one.

2-new patroling potential victims added to the world

3-changed slaver patrol rutes

 

New scripted version stuff:

this is a big part of new planed realise so brace yourself:

-slavers become capable enslave:

A -player-simple slavery end

B -player follower

C -any other normal npc

 

-player can use slaver weapons to enslave anything that can be enslaved using pahe weapons

REQUIRES: PAHE installed!

 

-player chosen npcs can use the slaver weapons to enslave other enemys, same way as player can do

This function requires player cast a new spell that mark the npc as valid enslaving weapon user on player side

 

Enslavment and what can or canot enslaved controled by a built in menu system

 

-new menu system to player that allow control all the modul in use (this menu is a crazy complex one, expect errors may hide inside )

 

-added lot of behind the sceanes mechanic that need to be tested.... ower time...

 

Some Details about capture mechanics and why take so long this thing implementation:

 

if you remember i made a frame work that i called enslawing weapons at first later renamed enslawing effect.

this frame work like thing allow modmakers to add a new magic effect to anything that use magic. spells, enchants, shouts.

 

This effect a script effect that run checks on the target if evrything set, the target get enslaved.

 

I tought i just slam this to SLOS and ready to go... well not.

 

Proplems:

-the basic version uses a pre difined location as endpoint to the slaver captured npcs. curently SLOS has one SlaveHunter base so its okay.

But what happen if the player raid the base and no more slaves in here?

 

So i need a new script mechanick that locate all possible avible slaver bases, and if none found the new captured slave stays on battle field.

 

-secund problem: i need keep new captured npc slave minds intact. PAHE do some scripting black magic and remove the original AI settings from the slaves mind.

i dont know yet how one can archive this plus not the aim my work. My solution to make slaves obidient using Quest aliases. this change the actor behavior but not permanently.

Side effect of this: the slaves need to be added a quest alias. So all the slave need own alias. This limit how many slave the system can handle any given time.

( plus i need make all the aliases that a lot of work... )

 

-third problem: all the captured slaves in the original version get killed ower time if not get rescued by player. This way more free room made for new slaves.

in my case this not going to cut it. if player fallower get captured then removed from game, or some very important actor from vannila skyrim like traders. its not good.

 

so the new system need remove the respawning non uniqe slaves only. the uniqe ones may leave ower time.

 

But i plan add a repeteble rescue quest to player: this way player can rescue some of the uniqe npc or even player fallower i have plans for 2 way to do this:

 

A-player manage to find the slaver base, defet the slaver boss and talk the local captives letting them go free

 

B-adding a new special slaver guild member: "The Negotiator"  this npcs can be spoted around settelment inns. they may aproch the player if a player follower get captured by slavers and offer

they negotiate the follower freedom from some money.... yes the slavers ransom the player followers!

 

 

-Fourth need lay down basics of slaver economy: slavers do this for lot of gold.  i dicided i not simply going to add and move numbers betaven varaibles and that variables going to represent gold. no i plan add actual gold to slaver bases and some slaver who use this gold to pay other slaver services. this gold can be taken away by player of corse....

 

evrithing i written here made and need testing or going to be made in next weeks( rescue missions for player follower, negotiator this not made yet).

 

i wish to show how complex sometimes this things:

 

capture effect work as fallows:

if valid target hit by capture effect, the system run a check the attacker is a slaver or not, if not a slaver check for valid users: player, player allowed npc

if the user is a slaver the system check the target is a player, if yes checks the player capture enabled?

if not the player and not a active follower proceed to capture the target, if a follower then check its allowed to capture?

 

if the user is the player ot one npc that alowed to use the effect. then pahe enslavment kicks in. no question asked.

 

if npc capture started things go crazy:

first the system adds the npc to a slave storage quest( if any free room left)

then the system locate the slaver home base is a weapon user is a slavehunter?

if not OR the slave hunter base cleared.... well locate a valid slave hunter base

 

then after the corect place located another script kicks in.

this one transport the slave the new home, remove all non quest item, stores them a separate chest.

from this chest by the way slave traders can buy out the items and sell them latter to the player!  (this need to be scripted in the future but planned!)

 

after all item removed the slave recive a "welcome new home package" that contnain new slave items. like clothes, alternativly zaz items, toy items, DD items( some addons not made for this yet... but planned the basic things in here)

 

then the slave stored on location for a time until removed/realised/sold other places/get killed.

 

plese keep in mind this mod ment to be modular and most of the parts can be added any combination. so totaly possible one install the script module, but not install the capture modul.

this case slaver weapons incapble to capture....

For this reason i need build up evrything up by parts its make my job lot harder becuse i need build up points to join different parts.

Yes i make my job lot lot harder but hey this is a chalange! A chalange i like it! :)

 

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