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SLOS Status update 2024-08-19


Nonseen

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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.

9 Comments


Recommended Comments

jc321

Posted

Be nice to have an option for player to be placed in a difficult to escape option as well, since allows real life players to be creative in finding a way to escape .. even if you've not coded it yourself .. and rely on the mechanics of skyrim itself. Even being captured by slavers and being placed in a neverending scenario is a good playthrough IMO. 

 

I really hope you succeed in this in this project. It's sounds a gigantic task, 

 

look forward to watching this one

DonQuiWho

Posted (edited)

2 hours ago, jc321 said:

Be nice to have an option for player to be placed in a difficult to escape option as well, since allows real life players to be creative in finding a way to escape .. even if you've not coded it yourself .. and rely on the mechanics of skyrim itself. Even being captured by slavers and being placed in a neverending scenario is a good playthrough IMO. 

 

I really hope you succeed in this in this project. It's sounds a gigantic task, 

 

look forward to watching this one

 

@Nonseen

 

Just a few thoughts

 

Sending the player to SS++ after a slaver event doesn't really do anything innovative.  Loads of mods can do that for us.  So while you have a lot of good ideas, if that's the only player outcome, it would be a bit of a pity

 

However, taking up @jc321 's idea of 'borrowing' code, the best implementation of  player captivity and escape that I have ever played here, somewhat similar in style to what @jc321 was describing, was found in @Code Serpent 's mod 'Dragonborn in Distress' - linked to below

 

It was for LE but if you could get perms from @Code Serpent to look at and use the code for the escape part - you don't need 'player defeat', which is very well handled by @Bane Master 's Defeat 5.3.6 - and update his code to SSE, and then creaste that as a standalone component/mod that your own mod, and also OTHER mods could then plug into (there is a crying need for that sort of plugin), you could possibly save yourself a fair bit of time and angst!

 

(there is something like that supposed to be coming on this as part of the NG developments, but I'm steering clear of those as they are incomplete as yet, and general compatibility is yet to be proved - SLA NG just plain broke some other mods I use, as despite what it says, it does not seem to be a 'straight replacement' and I lost probably 50+ hours of gameplay and a lot of time trying to work out what was wrong)

 

 

And you could also plug into @Bane Master 's mod .....

 

 ... which really handles Followers Slavery well, can be plugged into easily, and would handle 'Follower Enslavement/Slavery' for you as one complete package, rather than your having to reinvent that wheel

 

Hope this is useful. 

 

DQW

 

Edited by DonQuiWho
Nonseen

Posted

On 8/19/2024 at 1:59 PM, jc321 said:

Be nice to have an option for player to be placed in a difficult to escape option as well, since allows real life players to be creative in finding a way to escape .. even if you've not coded it yourself .. and rely on the mechanics of skyrim itself. Even being captured by slavers and being placed in a neverending scenario is a good playthrough IMO. 

 

I really hope you succeed in this in this project. It's sounds a gigantic task, 

 

look forward to watching this one

it is gigantic.

this is my 3th try on it. Based on how  fast advanced so far....  i estimate minimum 4 month from now to finish it maybe lot more.

 

This part is the hardest probably i doing: building fundations.  i disign everithing a way that easy to scale up. i mena adding new slave camps or traders easy. Only the quest line extension going to be problematic.

Nonseen

Posted

On 8/19/2024 at 4:39 PM, DonQuiWho said:

Sending the player to SS++ after a slaver event doesn't really do anything innovative. 

the early iterion sent player to SS++. curent plan is send player to specialy made slave camp. or mine to work...

this part not clear the moment. Just laying down the fundation to be possible to send player this journey.

On 8/19/2024 at 4:39 PM, DonQuiWho said:

 ... which really handles Followers Slavery well, can be plugged into easily, and would handle 'Follower Enslavement/Slavery' for you as one complete package, rather than your having to reinvent that wheel

 

Hope this is useful. 

yes its seams useful. i going to look arund.

 

never heard follower slavery mod before :)

DonQuiWho

Posted

1 hour ago, Nonseen said:

never heard follower slavery mod before :)

 

Glad to help

 

Maybe a good idea to have a look at Dragonborn in Distress too, as it has a simple, fun. escape challenge that might be easy to implement as a first start point. 

 

Presently, you run the risk of being like some other mod(der)s, having great ideas that are trying to do too much, and getting nothing useful out for your users, and eventually it all just becomes too late

 

Hope that helps

 

DQW 

Nonseen

Posted

17 hours ago, DonQuiWho said:

Presently, you run the risk of being like some other mod(der)s, having great ideas that are trying to do too much, and getting nothing useful out for your users, and eventually it all just becomes too late

Yes i see that. For this reason i plan do it step by step. Section by section.

 

My primary goal right now build up something that in it self useful working.

After this made expand on it.

 

For this reason right now i not plan add any complicated player escape from capture quest. only a place holder.

Same for the follower capture quest.

 

i consider core functionality the fallowings that i plan make to full and fully functional:

-Slave oweners move slaves beathwen locations ( if skyrim engine supports it in large scale )

-Slaver guild members capture "victim" designated npcs, then this victims moved to slave oweners to work... ower time they got removed from slavery and respawn so can be captured agin.

-add tons of "victim" npc to the game so things to capture

-ability player to free, capture slaves

-slaver guild members remain chalanging opponent due their specialized equipment, poitions and scrols. all their base stat same as bandits in the vanilla game :)

-add salve markets where can be visited by player, here player can buy/sell items

 

the list above is what i consider bare minimum. soon as all above complited with 1 set of slaver bases all type i realise the that version and based on player feed back i hunt down bugs and iterate.

 

i have lots of plan for future versions. this moment i plan extend player - slaver guild interactions after the next realise. i have lot of ideas, on papaer many seams good. But i need check this ideas its fitting or not to the game play.

18 hours ago, DonQuiWho said:

Maybe a good idea to have a look at Dragonborn in Distress too, as it has a simple, fun. escape challenge that might be easy to implement as a first start point. 

 

i think i tryed out that mod. To be onest not my teast of tea.

For study and improve my scripting abilitys i might visit.

 

My SLOS devlopment effort esitamted 70% spent on finding out what i can do and how. i writing a blog post here about this topick.

DonQuiWho

Posted

2 hours ago, Nonseen said:

Yes i see that. For this reason i plan do it step by step. Section by section.

 

My primary goal right now build up something that in it self useful working.

After this made expand on it.

 

For this reason right now i not plan add any complicated player escape from capture quest. only a place holder.

Same for the follower capture quest.

 

i consider core functionality the fallowings that i plan make to full and fully functional:

-Slave oweners move slaves beathwen locations ( if skyrim engine supports it in large scale )

-Slaver guild members capture "victim" designated npcs, then this victims moved to slave oweners to work... ower time they got removed from slavery and respawn so can be captured agin.

-add tons of "victim" npc to the game so things to capture

-ability player to free, capture slaves

-slaver guild members remain chalanging opponent due their specialized equipment, poitions and scrols. all their base stat same as bandits in the vanilla game :)

-add salve markets where can be visited by player, here player can buy/sell items

 

the list above is what i consider bare minimum. soon as all above complited with 1 set of slaver bases all type i realise the that version and based on player feed back i hunt down bugs and iterate.

 

i have lots of plan for future versions. this moment i plan extend player - slaver guild interactions after the next realise. i have lot of ideas, on papaer many seams good. But i need check this ideas its fitting or not to the game play.

 

i think i tryed out that mod. To be onest not my teast of tea.

For study and improve my scripting abilitys i might visit.

 

My SLOS devlopment effort esitamted 70% spent on finding out what i can do and how. i writing a blog post here about this topick.

 Thanks for the reply

 

But isn't a lot of what you describe already out there in PAHE, HSH, AYGAS and DOM.  The Slave Markets might make for a novel addition though.  As long as the inhabitants aren't all bald!

 

Anyway, wish you well with your work

 

DQW

Nonseen

Posted

On 8/21/2024 at 8:27 PM, DonQuiWho said:

But isn't a lot of what you describe already out there in PAHE, HSH, AYGAS and DOM. 

True.

But not forget this mode focuses on player capture npcs and do things with it.

 

SLOS original focus is give everiment that make more easy Defeat like mods and player slavery to activate. Plus give more targets for PAHE users to capture.

 

With scripted version i add few new goals:


-Working Slaver Guild that player can join, or fight aginst it.
-NPC capture other npcs witout player involvemnt and use them as own slaves, trade them. Most i know of exist player follower get captured by npcs.
One of my goal the slavers focus hunting down avarage npcs, capturing followers or player is optional side thing mostly.

 

-player might allowed to capture salves using my mod, i thinking out sorce this function to existing mods. :)  why remake that already exist?

 

DonQuiWho

Posted

55 minutes ago, Nonseen said:

True.

But not forget this mode focuses on player capture npcs and do things with it.

 

SLOS original focus is give everiment that make more easy Defeat like mods and player slavery to activate. Plus give more targets for PAHE users to capture.

 

With scripted version i add few new goals:


-Working Slaver Guild that player can join, or fight aginst it.
-NPC capture other npcs witout player involvemnt and use them as own slaves, trade them. Most i know of exist player follower get captured by npcs.
One of my goal the slavers focus hunting down avarage npcs, capturing followers or player is optional side thing mostly.

 

-player might allowed to capture salves using my mod, i thinking out sorce this function to existing mods. :)  why remake that already exist?

 

 

You already can do most of the basics of  'Player Slaver' and 'Follower Slave' stuff with various combinations of Defeat, PAHE, DOM and FSM - even using all of them at once!

 

What nobody has really done well is 'Enforced Player Slave', which is what I, given your proposed mod title, maybe mistakenly thought you were hoping to achieve.  The only mods that get even remotely close to that concept are ,,,,

 

DeepBlueFrog's Sanguine's Debauchery ie SD+

and

Captured Dreams

 

... both of which are absolutely fine for subservient milksops - each to their own 😉 - who want to prance around cleaning floors or licking feet, but not as any challenge to a Dragonborn, trying to escape from enforced captivity.

 

(there is Deviously Enslaved (aka DEC) which does have enforced captures, but it is a bit limited, and also so old and flaky as to be something that's not really practicably useable)

 

Still, I wish you well with whatever you do.  Just make it simple enough at the start to get something out to the users, or you may miss the boat completely

 

👍

 

DQW

 

 

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