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Continuing the work on the mod...


Nonseen

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Hello!

 

After long brake i start return and continue my work on SLOS. During my break i collected some new expereinces and starting to see bit different my original ideas and plans...

this means some of the work i done last year going to deleted. Dont forget this is part of devlopment iteration ower the past work.

 

i make this writing to help all understand why and what i doing and collect player inputs!

This one going to be a looong writing so be prepared!

 

Slavers of skyri modul from player point of view:

 

give - existing mostly:
-new chalangign enemys
-give new dungeons that hard to find
-give new enemys to ensalve/loot
-give new ways to get ensalved/punished by npcs
-give wandering trader, who buy stuff
-give lot of new npc faces
-give new type of enemy npcs ( enemys that fight realy hard not as defenisive as orginal vanniala enemys)
-option to use as script free

give planned:
-way to earn gold via slavery, particapting salvery
-slaver guild member memebrship opportunity
-uniqe slave experience if got captured ( slavers train player character, become slaver, become slave permanently, getting killed by slavers )
-rescue mission for npcs/followers that captured by slavers
-slaver guild/destroy slaver guild quest line
-uniqe slaver guild repated tasks: capture the targeted npc to slavery
-slaver guild devlopment react to player action

 

core concept:
we have wonderful slaver mods like paradise halls or diary of doom. this ones makes possible to enslave npcs and punish them.
other hand we have mods that simulate some what player slavery.
what i feel missing is a mod that contain story for slavery, and a working slaver guild, npc slavers in the world. that help tigger the player defeat like mods, that tigger player enslavment.
or other possible outcomes.
the mod orignaly ment to do this: help player got captured and give new npcs to capture for pahe mod user.

scripted version planned to have own economyc system and salver guild devlop ower time and player actions can influence the advecment or fall of slaver guild.
before my long brake i made some prototype to see how feaseble to make this thing work. During this time i realised to make it work need lot of resources plus i have to ask to a question my self:


what is important to the player? avarage player what do in skyrim play?


probably most players not intrested to interact a economy system that react player interactions so mutch... probably most cases player wish to do own bussnies:
when its time right for the player, and when its not distracted by other things ( like making love with npcs ) .

 

by default skyrim has only few time senisitive quest less that 10 if my memory serve me well.
The original concept time senitive: if player not stop the slaver guild the guild start grow stronger and stronger.
this goes aginst the sand box frozen in time concept of the original game. ,y idea is giving dinamis to the game but what i needed realize:
this dinamizming might be realistick cause more problem than good!

 

Think about this: in Morrowind npc traders stay on place and avible to trade 24/7 any time of day you go a trader you can sell/buy stuff.
In oblivion and skyrim you need to be here in specific time most cases. What type of trader you prefer? 24/7 avible or time sensitive?

in my case if i make the realistic looking originaly planned economy driven slaver guild economy system for slaver guild: player need to chase slavers
intercept traders to stop the growth of the guild if not done in time ower time they ower grow the player or start cause major problems ower time.
but what if player not wish interact with slavers for long time? the guild got stronger and stronger show up more and more places...
this is not good game design.

 

dispite my best intention i make not okay my mod for lot of player if i make it this way. plus i spend insae ammount of work for nothing.
For this reasons i started rework my concept what i going to make and how.
current result of my thing can be read bellow, keep in mind evrythign about to change!

 

i keep the orginal basics of my mod: scriptless version that give new enemys that can be captured by player or help other defeat mods capture the player.
then let that mods handle the rest of things.
slavers can use some of zaz items and can carry keys for DD items (deviuos devices ) or Toys. if required mods installed and integration module active.

 

Scripted version is design going to be changed a lot!
first of all slavers still cable capture player or player followers. for improved compatibility i add a restriction slavers only capble capture npcs that marked slaver victims.
this done to avoid bugs or unforsen problems if slavers capture npcs that critical to other mods to functions. this means my mod need fill skyrim with victims to capture by my slaver npcs.
i still plan add slaver guild that interactible by player, same or close ot same as Dark Brotherhood: youcan join to it or fight aginst it.
this is a story line quest that placed a idnependedent addon 100% optional to use.

 

i playing the tought make possible for player to join slaver guild and get quest to hunt down marked victims same like dark brotherhood quests.
this time goal is not kill but capture a live! somewhat harder.... do it undetected if possible... as most resident of skyrim not like when one kidnap others.

Other interaction joining slaver guild player can sell to slaver for own slaves ( here i might implement brige for DOM/PAHE so palyer can sell that type of slaves too )
plus if player part of slaver guild they not eger to capture you.

 

other thing i plan implement: slave factorys! workplace for slaves. in real life slaves used many things other than sex toys. do hard and or dangerus jobs like miniming for example.
i plan add a new type of npc class that in secret use slaves as workforce on farms, mines, brothers or other places ( like tomb excavation sites ).
[maybe add Nazem to this class to? why not he in secret use slaves to work on his farm! ]

 

This slaver workplaces can be found , conquered, slaves in place can be freed or "adopted" (if required mod installed like pahe/dom).

Conquered this case means i thinking giving player opportunity to take cantrol of the work place, maybe use my NS Working Slaves mod implementation here.
This way you not only clear the place but take ower the bussnes! Slaver guild recognize this and act accordingly.
maybe you can slowly take ower all slaver workplaces in skyrim and force slaver guild do bussnies with you in your own terms... as they make money selling slaves...

 

finnaly some player asked to add new player as slave play... my current idea in this front is this: this going to be a separate addon module, as many player might not wish to be captured by npcs. in case player get captured by slavers they act based on fact they know you are a dragon born or not. if they not and no reason think you are dragon born you get usual slave expereince:

-getting trained ( or not )

-getting sold to some buyer that going to make use the slave( work on a place, used as sex toy, used as punch bag )

-chnce to escape

-if to many problem with a slave better to kill it...

 

in case they know you are the dragonborn:

things are lot different! this case you are a special commodity that not worth waste as common slave... noo you are special!

i dont know what exactly going to happen this case... the time of writing. probably bead things and lot of them ( and slavers not give you easy way to escape! ).

 

i panning ad some broken in system that count how stable the play mind how broken. this effect what player can and cannot do. a broken slave not able to say no things. maybe even not able attemt escape....

curnelty this things are lowest priority.

maybe i make a independent mod for this things that require only the slaversofskyrim.esp as master file. this way more compatible with evrything.

i plan focus on the guild side of things first.

 

in next months i plan finalize the plans and make some test bead to see my ideas in game see its workable or not, and how fitting to the game play.

1 Comment


Recommended Comments

DonQuiWho

Posted

So Skyrim Resurrection Spells do work! 

 

Good to see you back.  Best wishes on taking these ideas forward

 

DQW

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