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Punishments Status Update


thor3222

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I was working really hard to try to get this done before the new year, but the combination of being exhausted, and a lot of stuff to do prevented it from happening. In fact, it will be a while still. With Ponzi leaving the scene a lot of the things I was building towards kind of fell out the window. Devious Followers Redux is pretty broken for the forseeable future, Adversity Framework may not stay what it was, Helping hand is still a mystery to me (and its inclusion in DFR prevents me from compiling any potential fixes I would make).

 

Additionally, there are problems of my own making: The more I work on punishments, the more I realize Tolls shouldn't be the framework mod. In fact, tolls shouldn't be separate in general. Currently tolls handles all city functions, but is unable to add the new areas punishments would need. These areas hold things like the confiscation chests that tolls does need, which makes things complicated and messy.

 

I did some heavy testing over the last weekend of skyrim/ll mods/my mods to see what works, what doesn't, and how to move forward.

 

Tolls:

Tolls is generally in a good working state. activators all work, general game events (like the riften or whiterun approach) continue to work as the game intended. However, the alternate payments system is not quite where I want it to be, but that comes down to "content/dialogue" which is not a technical hurdle, just a writing one.

 

Punishments:

Punishments has a good flow for crime activation, guard confrontation and punishment triggering. However, its a bit fussy as is, and needs some clean up to prevent issues. To ensure the player completes the punishments, we remove player controls temporarily, its not always being restored properly. I need to catch and fix these cases. (partial solution in mind) I need to provide a better flow for adding new crimes and punishments down the line (solution in mind). I need to migrate a lot of the base tolls functions to punishments, and rebuild a couple pieces.

 

 

 

OK, so now what?

The mods are going to be merged into a new mod, temporarily named "Law and Order" (maybe Law, Masochism, and Order - LMAO - maybe thats the loverslab version vs the nexus version) Each city will have a new kind of "Fame", currently unnamed (Harrassment Level or Nuisance Meter) - Commit a crime and serve a punishment? Increase. Commit a crime, and escape punishment? Increase a lot. Talk back to guards? Increase. Go to jail? increase a lot. Events will be provided for other mods to integrate with this system. This will decay over time, so if you stay away from a town for a while, it will eventually be reset for easier punishments. I want to handle baseline needs the player might have related to punishments as well.

 

Goals:

  • I want it to be at a baseline available for SFW players to play as well, but I don't want it to just be a slog for those players either. Most of the crimes are regular things that can be SFW, but most of the punishments are NSFW stuff.
    • SFW Possible punishments: Kicked out of Town, Locked in town, Put in a cage, Prison, Pay Fine/Bounty
    • NSFW Planned/working Punishments: the above (minus pay fine/bounty), Devious Devices, Tats, Skooma/Lactacid/Cum, Bondage Furniture, Pama Furniture, Whipping
    • All new areas should be usable by the SFW players, but some features will be turned off - for example, whiterun's warehouse, the hostel area and bar would be usable, but the kennel itself would not.
  • Things should be managable by the player, and warnings provided when things change. No one likes "oh yeah, there is a new tax and you owe a bajillion dollars or go to jail now". Possibly will use couriers to hand out decrees.
  • Each town should have its own "kennel" for cheap or broke dragonborns. Curfew breakers can be sent here, each will have a couple unique NPCs and some small quest lines.
    • Whiterun - The Warehouse (85% there)
    • Riften - The Skooma Den
    • Solitude - The Temple
    • Windhelm - The Guardhouse
    • Markarth - The mines
  • Update story and ambient quests across the game with harrassment increases/decreases - if there is a quest where you leave the city in a good place, harrassment should go down. if its left worse, it should go up.
  • Config file for MCM for saving. I want punishments and crimes to be able to be set broadly, and by individual cities.
    • I would like to ideally make area quests in the future that handle all of this dynamically without using the MCM, so as the story continues, different laws can be enacted by the various thanes that the player will have to adapt to, or petition to end.
  • Blacksmith handling. Will be toggleable in MCM - Devious devices needs a way for the adventurer to remove devices. Many mods handle through blacksmiths, but they also tend to be quite fussy or random. I want blacksmiths to be consistent, though this should be determined by harrassment.
  • Court Wizards. Will be toggleable in MCM - Similar to remove your tats SE - court wizards will be able to remove the players tattoos. However, this will be done on a per tattoo basis, so its more pricey.
  • Tax Collectors. Will be toggleable in MCM. A new roaming NPC type, drawing inspiration from Public Whore - this will be a Thane, they will roam the city, and probably the outskirts of the city collecting taxes. They will have scenes with NPCs and can interact with the player. At high harassment, they may tax you regardless, at low harrassment, they will only tax you if you have a home. Stewards will also be able to collect taxes.
  • Highwaymen. Will be toggleable in MCM. A new NPC type. These will be posted in various places around Tamriel waiting to ambush the player. Will ask for money, fight, or do punishing actions towards the player. (will require a custom defeat action by me, which will be a pain)

 

 

Other Mod integrations changes:

Licenses will be removed as a requirement, but the mod(s) will continue being built with licenses usage in mind. Since we are no longer using licenses for the detection, its basically only being used to fetch the curfew value. A licenses specific patch will likely be included to adjust the specific dialogues and outcomes (skip curfew, instead of going to inn, go to kennel)
Slaverun won't be integrated at all. I love the ambient stuff that slaverun provides, but the quests itself are not my thing. more on that later.

Devious followers and submissive lola (and possibly binding) will be used to check for the players master if they are a slave, but otherwise wont be used

Follower frameworks may end up redundant, I need to get the follower count for various things, but they should all be area/LOS based anyway, so potentially no follower frameworks are needed.

TAP is my prostitution mod of choice. I like how it does regional licenses, I like how story driven it is, etc. I am going to try to build a bridge between licenses and TAP so Licenses respects TAP's whore license.
 

Fame:

My initial plans was to integrate with something like SLSF/reloaded, but none of them seem to work how I would like, and are VERY complex. lots of variables over lots of areas. Too hard to integrate properly. This mod will have 2 fame factors.

 

 

 

 

Slave shit

Slave/Slaver interaction is weird and all over the place. I love how slaverun reloaded dynamically adds hydra slavegirls stuff to areas based on quest progress. I would like to make an extension mod for punishments that does the same thing. It would add a "SlaveryValue" to each city that ambiently increases day by day. Unique slavers will always be there. as it increases, you will start to see slavers patrol around cities, then see cages and stuff in cities, then slaves and slavers in cities, then slave based laws being implemented (collar law, nudity law)

 

Killing slavers will reduce the slaveryvalue for the area, which will cause slavers to ambush the player. If the slavers defeat the player, slavery value will increase, player will be sent to simpleslavery, etc.

 

Freeing slaves will reduce the slavery value.

 

Slaves and slavers should have better dialogue options. Slaves should want you to free them, slavers should evaluate the player if they want to try to enslave them.

Slaves should have drop off points, adding new NPC stories.

 

If I do that it will require both LMAO and Hydra slavegirls

 

 

 

 

 

Anwyay, sorry about the lack of actual stuff you can play. I want to make sure whatever I put out doesn't break anyones saves, is high performing, and provides decent content to play with, but it takes time. I'll update again when there is more!

2 Comments


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Icarian Dreams

Posted (edited)

Quote

Each city will have a new kind of "Fame", currently unnamed (Harrassment Level or Nuisance Meter)

How about "Notoriety Level"? I think it matches pretty well what you're describing.

 

I really like what you're doing with the mod! I do still hope you'll reconsider working with Adversity Framework and/or DFR, though I can understand why you'd choose not to given the current situation after Ponzi's leaving. I do think we're slowly getting back on track though, and with Scrab posting the sources for AF soon, there's still hope that Ponzi's vision will be realized. I myself am planning to try and get Ponzi's last version of DFR into a reasonably playable state before MissCorruption starts working on it officially.

 

You've got some great ideas in there, I'd just be wary of scope creep. While modularity via the MCM is good, it could be even better to split features like the additional NPCs or all the Slave Shit into separate plugins. Since .esp limit has not been a concern for a while now, we can afford to modularize our mods even further, reducing the user's time spent in MCMs and creating mods that can integrate with each other but can also run independently. I can definitely see someone wanting to have some Highwaymen events without having to bother with the modified crime system, or wanting to use the city slavery module as a Slaverun lite kind of mod. It also allows you to better focus your own efforts, and keeps the code cleaner.

 

To come back to my AF comment, I would also encourage you don't limit yourself to just TAP for the prostitution mod. One of the core issues this modding scene has is that everybody's running a slightly different setup of mods, and creating their own mods for their own setup. This means we have SL Survival using TDF Prostitution as its mod of choice, Submissive Lola running (I believe) Radiant Prostitution, and then DFR going with its own Helping Hand. And then some mods adding their own prostitution systems on top. I don't think there's one good way out of this, but I'd try to support at least a couple of those, unless we go all in on Ponzi's vision and just try to work this into the Adversity Framework/Helping Hand ecosystem, hoping that it becomes the norm.

 

Overall, keep up the good work! I really look forward to what you can conjure up :3

 

#Edit

Oh, also; Maybe try using Practical Defeat as the defeat hook for your highwayman thing? From what I've messed around in its code when Ponzi was still around, it should be able to create some very specific scenario conditions that could allow something like this. I don't think they're supported outright, but they should be doable. It would also reduce the issue of every mod trying to do its own thing and stepping on each others' toes when it comes to defeat.

Edited by Icarian Dreams
lacie_

Posted

Was browsing to see if anyone had added some of the features missing from SLS and found your blog posts. it all sounds really promising. I would echo Icarian Dreams that keeping specific functions assigned to their own mods is definitely preferable both from a feature creep perspective and a simple user choice/compatibility perspective with other mod lists. Anyway good luck with it, looking forward to a playable release. It sounds like you're working towards almost all the content still missing on LL from SLS I'm interested in and then some.

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