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About the incomming realise ( R4 )


Nonseen

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Its feels one etherintiy to reach this point. I done lot of scripting and theory crafting and some testing.

 

Based on my observation the incomming realise version going to be stable mostly. I wish to state here i canot test all the functionality and same time devlop this mod.

I have basicly not enught time and energy to do that so on bug finding i going heavy depend on the community.

 

My current conserns right now:

- i dont know how non vannila follower systems works exactly.  probably all of them work a bit different.

Why this important to me? Becuse slavers become capable capture followers. The script i use expected to handle well the vanilla followers.

I mpersonaly dont use any follower framework system so i canot do any testing with this.

 

-after cahnging lot of things and removing the "slavers wander" work file i reamde the patroling slaves part. but not tested in deep so totaly possible some ai movment not perfect.

 

-i currently working on the base the core of the scripting system of the mod. what i present here is not the first version, and probably not the last.

please be cereful with your save files! its totaly possible the next realsie version non compatible with the curent version!

 

many of you might wish to know what is inside the curent realise that in the works....

well, after i finish this blog post i write a basic guide that in detail explains the current functions.

 

in very sort:

-player got a menu system

-player can chose add ability to slavers to capture: player, player followers, other npcs

-player can add varius npcs to ability to enslave other npcs with slaver weapons this enslaved npc got added to pahe

-player can change the capture hp limit of the slaver weapons

 

-captured npcs get handled 2 way: if non uniqe, non follower the npc after x time passed npc get killed and removed from slavery so we free up resources

if the captured npc uniqe or follower get realised after x time passed back to general population : the system consider slaver get ransom for the captives.

 

-player can any time set slaves free by talking to them. plus if your follower get captured you got a quest to rescue them.

 

curently leads to slaver bases not added the mod its going to happen latter.

 

About realise time:

within 34 hours i expect it is done, currently i preparing the files and doing some final pre realise checks.

 

What can be expected in the future:

 

i need do lot of clean up, some of the source code half of commented out scripts, the slavers of skyrim .esp is a mess inside so this one need clened up in the far future too.

on script front i get my hand on some crazy advanced scripting solution ike how to make a dinamic array that changes the array size on demand running time.

this need some prototyping trial and error. i plan use this to save some ( a lot of ) resources.

but using this means some of my scripting work need to be scraped and do it agin...

 

i plan in future add the first slave traning center to the whitrun region slaver bases so i can test out things here. and this base needed to test out slave traning functions...

 

my next big milestone going to be living slaver economy. in pratice what this means:

slavers capture the slaves, slave transported by magical ways to slave hunter base if avible.

from here slave need transported to slave market or slave traning center or slave workshop to produce gold.

 

this transport done by slave trader as they wander around bases.

 

same time slave trader check out local product chest for items to buy this items added the slave trader inventory. so player can buy them from slave traders.

the same time if player spend gold to buy stuff from slave trader the gold going to be the slaver guild tresury... makign them stronger.

 

the slaves that added to slaver workshop get worked hard to rpoduce goods this goods agin sold by slave trader.

al the gold that in use need to be exist in game so player can steal it!

 

this means the slave trader and its companions going to carry lot of gold around skyrim...

all in al my idea is this slavers move around slaves, gold stuff all the time.

 

ower time slaver guild get reach i mean very reach... if this happen and going to happen if player not do aginst ! slavers ower time deploy more and more patrol forces and capture more and more slaves. plus to make things more dinamic i plan a dinamic mode that means slavers start 1 slave base.

this base ower time expanded and if slavers let do their things ower time lot of slaver base get activated in the skyrim.

 

i plan to add all major city reagion a slaver base or slaver bases. this base packages come with different files. so player can chose use them or not.

my script going to detect this bases and disable them in this dinamic game mode until slavers "build up" this bases.

 

another thing i wish to mention i plan give player ability to not only raid the base kill the slavers and leave... ohh no i add the option to CONQUER the slaver base use as own slaver base.

originaly i planed archive this using WorkingSlaves mod.

maybe stay this way... but probably i have a better less resource hungry aproach if i use the SLOS exiting resources. i dont know yet.

 

NonSeen

P.S.:

i forget to mention: lot of new npc got added to base file! so lot of new slave will show up! :)

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