SLOS Status update 2024-08-19
Good news:
Finished the inital planning and designing.
the improtant thing from planning phase:
-Slaver Guild care only capture and train slaves, then sell it. they not going to run slave workshops!
-Slave Oweners( orignaly buyers ) now own the slave workshop and force work here the slaves
-Slaver Guild got lot of Lore. i try make it a way that matches the original lore and can be part of it
-The mod itself remain 3 part:
Slavers of Skyrim - the master file that change nothing in game only add new assets. all asset stored here. So all the modules can use them, only modul specific things not stored here.
this file planned to store lot of new npc faces that can be used to add the skyrim as bandit. this is greet intrest for paradise halls users!
Region modul - this modul make the slaver guild realtiy in skyrim add slaver bases, and lot of potential victim to captured by player or slavers
Script modul - the script modul contain quest line for slaver guild, give possibility to join the guild or fight aginst it. Slavers now capture npcs, mabye player or its follower.
current plan is this:
1 - make one single ESP called: SLOS-ScriptCore.esp this one serve as house all scripting for now.
2 - the scripting system need capble handle: slave capture, player capture, player follower capture, slave movment, slave base behavior
3 - after all of this scripting done make a playeble test everiment using the existing whiturn area modul.
4 - done some testing then realise for open test
5 - fix bugs
6 - plan the next move of devlopment.... probably iterate on the test build.
current devlopment situation is this:
Started to work on the code.
In pratice i started re build from 0 the scripts for Slavers of Skyrim.
Made a break trought( at least for me ). Now i can manage multiple npcs to do things witout lot of work.
in very sort:
Now Slave Buyers( new name Slave Owners ) can go busniess trip to buy new slaves to local Slave Market, here if slaves avible they pick them up and as grup walk to "home".
Here Slaves ordered to start work.
The buty of this i not need make evry single slave a ai package that tells when what to do exactly all handled by quests and scripts. This ones detect the everiment and by it self locate the home of slave owner, locate the market place ect.
So in theory possible for players to by chance run in a grup of slaves that escorted by guards and a slave owener.... here player can chose to take the slaves, ignore them, or try to free them.
Later option work right now as fallows: if you kill the slave owener all slave try to run.
After this work done i started working on the capture side: slavers need capture things
This part lot harder i tought.
Capturing npcs relative easy to handle.
Hard part is the player part, here is why:
All captured thing need a "storage". I dont know better world for it. in npcs case my solution to capture is alter their ai behavior for this i use quest reference alias. This functionaly ower rite the original ai pehavior a new one. This means as long they part of a quest they behave like slaves.
This storage quests linked to slaver bases, one slaver base represented by one slaver base quest. This quests "find" the slaver base on start up, so its scaleble easy.
Player case is very special for multiple of reasons:
Players cannot be stored as normal slave as ai package changes not effect it, unless set ai driven. So need own separate Quest to handle the player captivity and escape.
This moment i have lot of ideas how this things can be handled. But for place holder solution for now slavers simply capture the player and player got placed a easy to escape location.
Latter times i plan multiple possible scenarios play out, maybe different slaver bases where player land, and face different problems.
Follower case problematic for lot of reasons:
ideal if i can handle the custom made followers that exist the original skyrim follower system.
Why is this problem? i need to know some how the actor the slavers beating is a follower of player.
In original fallowers case its no problem all of them in same faction i just need check the actor beten by npcs are belong to that faction or not.
Add to this slavers use a white list to see what npcs okay to capture. if you not on the list you safe from capture (only got killed).
So need figure out a solution for this. Maybe adding player ability to mark own followers as followers.
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