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Realise 5 Informations, expected realise time, futures


Nonseen

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The very important ones:

-New version come with ESl flaged files this means all old save fiels not compatible with this update!
-old files modul files not going to work with the new version so need re download them ( only the addons that requires SlaversOfSkyrim.esp are ok to use not need re download )

 

Important Informations:

 

Its important the SGEconomy.esp part is totaly planned not started to implement. Curently i re making n+10 time the SLOS-Script-Master parts.
This need mutch more time i expected probably i canot keep planed realise date of the end of this month.
i dont know when its done :( curently i working on the Script Master, this need to be complited first then i can build other things around.

Hope i can keep the dead end of this month, expect worst case next month middle as realise date the next version.


I complited my own event system then realised lot of things i planed to be use it not going to need it..
Still from scrpting point this mod is insane complex compered to the WorkingSlaves mod i made last.
its totay possible i need cut out some planed futures, if not fit the ideas or need to mutch resources to make/use it in game.
Time will tell, so not to be ower hyped yet! Wait it until the things made to reality or i fail to do so.

 

Okay i put here a exact change list and what is done what is planed to be done:


Added/changed/removed List by files:

 

-------non script files------------------

 

SlaversOfSkyrim.esp

 

-new slaver base type: Slave Traning Center
-new slaver base type: Slave Market Place
-new slaver base type: Slaver Guild HeadQuarters ( Slaver Guild Main Hall in game )
-new Slaver guild npc type: Slaver Guild Region Boss
-new Slaver guild npc type: Slaver Guild Market place Trader

 

-Fixed: now all slaver weapon and magic effect contain a dumy magic effect that can be used to tigger ensalving effect

 

-unused assets removed

 

SLOS-SlaverBase-RegionWhiterun.esp

 

---Made ESL flagged ESP, lot of form ID changed!

 

-new slaver base added: Whiterun region Slave Traning center
-new slaver base added: Whiterun region Slave Markat place


-changed all existing region removed unused asset markers

 

SLOS-AddonSlaverWeaponChange.esp


---Made ESL flagged ESP, lot of form ID changed!

-Fixed: no longer cause issues with slavers capture script addon, corected the enchantment owerite error

 

-------Script Files------------------

 

SLOS-Script-Master.esp

 

---Made ESL flagged ESP, lot of form ID changed!

 

-Added: internal event system
-Added: Semi-Random number generator
-Added: Slaver Guild Pricing Table with interface to be changed using simple property owerite
-Added/rewritten: slaver Base Script Object
-Added: Slaver Region Script Object
-Added/rewritten: Slaver Guild Script object

 

-New slaver base added: Slaver Guild Main Hall -- Place holder version the moment
-New item added: Slaver Guild Main Hall Entry item --a VERY VERY special item that teleport the user to the slaver guild main hall, test version item about to change a lot in future!
(need add punishment functions in case of miss use the item... )

 

-Changed: Slavers now cable capture 10 slave in the same time instead of 3

 

SLOS-Script-SlaversCapture.esp
---Made ESL flagged ESP, lot of form ID changed!

-Changed: changed the code to work well with the new slave storage system


SLOS-Script-SGEconomy.esp  ---planed to implement, not started YET!


--new script esp file to enable slaver guild economy simulation


-Added: Slaver guild expand ower time
-added: Slaver guild abbond inefective slaver bases, if other better bases avible in diferent region
-added: slaver guild ower tiem activate and build own slaver bases in the start only 1 base active!
-added: Slaver bases store gold based on how well the specific base doing, if lot done the slaver base tresury full of gold if not well the trasurey empty
-added: slaver guild grand master now collect taxes from slaver bases, the colected gold stored on the slaver guild main hall
-added: wandering slave traders pay in gold for slaves then move them beatwen bases, if slave trader no gold to buy slaves they not buy slaves
-added: captured victims items avible to buy in vandering slave trader inventory
-added: player buying or selling items to any slave trader the value that traded added the slave trader produced goold in the rung
-added: round system: evry x game hour a round end for slaver guild. at the end of each round a script run trought the guild and check the salver bases status, refill the missing actors,
activate new workplaces, add new slavers to bases, collect taxes, change economy situation, add new potential victims this all based on how slavers doiung

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