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Update on planning of Slavery modul to SLOS


Nonseen

673 views

Dear Readers!

 

This week i occupied the planning for th stage 3... to be more exact planning of the slavery modul.

At first i wished make a normal full stage 3 plan then realized i cant.

 

Let me explain my curent struggles:

The mod curently handles well player got captured by slavers and teleported a pace chosen by the system.

 

Then expected the player transfered the Slavery modul that handles what happen next.

Originaly this planned to be a sub modul but as soon you going to see its ower grown sub size a lot.

 

So player become a slave recived own ammulet, hurray! Fun times can begin! Well... first of i need define what means to be slave in system perspecitve and game player perspecitve.

This is a fundamental problem here:

Player by default is a dragon born a badass character who go where it plises can sit a jarl thorne and survive it. Kill dragons and slave the word.

A force that can kill ancient monsters with a whim... now this character got enslaved... any one can imagine what monster or powerful entity can keep a character like this chained for extended peroid of time?

 

Probably Deadlic Lord level entity has powers to it or something very close to it.

Solution is take away some of the player power... the amulet not only ruin the wearer will but combat abilitys ruin to ower time.

 

For this i need invent and build up a sub modul that controls the player slave status. Lets call it player slave status handler sub modul.

This module keep track player stats, stat changes ower time, and player decisions effect on player combat abilitys and decision making abilitys.

 

Okay next thing: player get enslaved then what?

original concept is: different scenarios can be palyed a lot of them all different player has chance to escape by force or tricks or fail at all and nasty thing happen to player....

 

Well first i needed define the possible nasty things.

i written for self a 200+ line document possible end points for a slave. Same time realized most of the outcome boring probably for a player.

I mean player forced to craft equipment to slavers or mine or farm.... not so intresting probably.

 

sending player to sex slavery probably more intresting for a time.

same hold true if player sent for slave traning... that going to end some point as player got trained or escaped. dont forget in this situations by default the slavers always win! player required to come up very very nice tricks to win. but that case witout external help near impossible to escape! ( at least this is the design goal )

 

Maybe player get special care if slavers realize its not a avarage adventurer they catch but something lot more special....

( requires player known as dragon born or done things let say become thane or something similar need work out )

 

other case when player done lot of damage to slaver guild, captured slaver bases ect... that case maybe the slavers offer a new job to player: join forces and become slaver!

or not give any choice but slavers spend lot of resource to brake in the player character and make it own broken slave pet.

 

this end from some player point of view probably okay.

what i try point out here:

i working on finding a game play that okay from player point of view. not to repetative engaging and skyrim game engine make possible to make.

 

This part need own sub modul lets call it player slavery strory sub modul.

 

 i need another sub modul lets call it player slavery mozaik sub modul:

This sub modul is a support sub modul that support the player slavery story sub modul to function.

i expect whatever i do all stroys going to use repateble tasks like go here, do this pick this bring me that ect.

this type of activitys can be organized a sub modul that start own quest that run checks on player what player doing in required time frame player complited the task or not?

from player point of view player not going realize a sub quest running and checking player activitys...

all of this mozaik quest started by the player slavery story sub modul.

 

i nearly forget: Player Slave mind Sub modul:

this one give ability to player make coinces, like rebel aginst slave oweners command or slave trainer orders.... provide the dialoge options and trigger the response based on the slaver personality/other statistics. plus other avible resources.

this sub modul work wery close with "player slave status handler sub modul". l that keep track player slave status data.

ower time player become obidient slave so avible dialoge options need to change to mirror this, if player fail remain intact mentaly the obident dialoge choices become avible and ower time only obident chioces remain.

 

and finaly the probably most important sub modul: Slave punishment sub modul:

This one a relative independent sub modul compered all other above. this one depend on the SLOS API modul. If any reason any slaver feel need to punish a slave they only need send call for this sub modul. this one assign the revelant punishemnt for the slave for its crimes. The punishment going to based on player mod settings AND avible mods that connected to SLOS APi modul. basicly here is what happen:

 

player need fail to complite a task within time limit so the player slavery mozaik system reports the failure to the slavers story sub modul, then the story sub module assign instruction the slave punishemnt modul: punis hard  the player. give instructions the punishemnt level.

 

then the slave punishemtn sub modul procces the order, based on instructions and avible external and internal resources plus in game avible actors/tools assign the punishemnt the player.

evry punishemnt has some effect on player... for this reason the story modul need report the event the slaver modul that caculate the changes for player mind, and order the " player slave status handler sub modul" to register the changes. this going to effect player possible dialoge options/action to the slaver after punishment done.

 

ehh its sounds a bit ower complicated. i going to look how this can made more simple to work.

 

in general this is the system layout but core problem still here:

what slavers going to do the player that not game braking, enjoyable the audiance?

 

i simply dont know yet. Started looking documentarys and other sources what may acceptible one who into BDSM things and what realy happened in real world slaves...

8 Comments


Recommended Comments

wHOaMiEH

Posted (edited)

Regarding the DB/ArchMage/Harbinger/Listener/TG leader player training:

1) Locked into a special collar( which is sapping magicka and stamina). Gag on her on all times until she becomes more pliable. 

2) Since she is much stronger than regular adventurers/ female NPCS, the guild goes all in. Around the clock training, with the goal of eroding her spirit. Hard labor with very physical punishment if she slacks off. Time for rest, if trainers are not around could be solved through hypno sessions( "special" blindfold which slowly erodes her will and makes her willing to serve). Sex should be treated as a "pleasure" or a reward for job well done, and should be a sort of a carrot on a stick as the training continues on. During the training she gets slowly used to be treated as an object(cumdump in later stages).

3 Make trainers different in disposition( dominant, sexsist, reasonable etc...).

4) All of this should go slowly, not a half hour quest and PC becomes mega slut. Her becoming a mega slut should be one of the results of the questline.

 

Hopefully something written here helps you Nonseen.

Edited by wHOaMiEH
BigOnes69

Posted

I have a castle I created just for this. I have been waiting for a framework that trains and controls the player character, providing skills and stats related to sex. A framework . I thought that was going to happen with Maria Eden , but he is modding other games. All of the player slavery mods are geared more towards a repetitive hassle rather than a more Roman type of slavery. Roman slaves if valuable had all kinds of freedoms and responsibilities even unto owning property and having a salary. They were often used politically for power and influence. Sex being a primary aspect of this. If I had a framework I could concentrate on the adventure side through the creation kit. The scripting would be in the framework. I cant get my head around the scripting.

For your mod you would have to create both the framework and the adventure. But taking a more adventurous aspect of having the slave player sexually influence political hierarchy or corporations for power and money for the master could relieve some of the repetitive aspects utilized by others. Adventure, thieving, going to dungeons can still be a part of the relationship incorporating regular Skyrim play. The training would have to be repetitive but once broken all of the adventures would be geared towards the Masters interests. The master might not even adventure but assign a pimp/controller to the player as a follower. All kinds of possibilities. But its a long term project.     

jc321

Posted

Quote

Player by default is a dragon born a badass character

Not necessarily as it depends on whether you've played through a whole skyrim game or not.. In most case for me (I accept not all people are the same) I am seldom higher than level 1 as I frequently start new games.

 

Quote

Okay next thing: player get enslaved then what?

original concept is: different scenarios can be palyed a lot of them all different player has chance to escape by force or tricks or fail at all and nasty thing happen to player....

 

Well first i needed define the possible nasty things.

i written for self a 200+ line document possible end points for a slave. Same time realized most of the outcome boring probably for a player.

I mean player forced to craft equipment to slavers or mine or farm.... not so intresting probably.

 

Different people will have different play styles. My own personal taste is that I like the dead end outcomes where they're boring and not interesting .. Afterall if you're a slave it's never meant to be pleasant. .. In fact there are very few mods out there with dead end outcomes.. and I don't see anything wrong in that .. I know I'd be happy with a dead end scenario ..

 

I also like to use VR which changes the whole perspective of how to play skyrim .. since you're actually inside the game and looking around.. so experiencing things 1st hand rather than looking on a screen become much less boring.

 

I know other people have completely different tastes .. so I would suggest go with what you find is appealing to you, I would suggest start simple (given how big this whole task you've undertaken is) and you can always add additions/scenarios later if need be.

 

Quote

 i need another sub modul lets call it player slavery mozaik sub modul:

This sub modul is a support sub modul that support the player slavery story sub modul to function.

i expect whatever i do all stroys going to use repateble tasks like go here, do this pick this bring me that ect.

this type of activitys can be organized a sub modul that start own quest that run checks on player what player doing in required time frame player complited the task or not?

from player point of view player not going realize a sub quest running and checking player activitys...

all of this mozaik quest started by the player slavery story sub modul.

 

i nearly forget: Player Slave mind Sub modul:

this one give ability to player make coinces, like rebel aginst slave oweners command or slave trainer orders.... provide the dialoge options and trigger the response based on the slaver personality/other statistics. plus other avible resources.

this sub modul work wery close with "player slave status handler sub modul". l that keep track player slave status data.

ower time player become obidient slave so avible dialoge options need to change to mirror this, if player fail remain intact mentaly the obident dialoge choices become avible and ower time only obident chioces remain.

 

Sounds great but also sounds way complicated to undertake. I have fear of a Devious Followers type scenario where Ponypyramid was updating and creating a wealth of mods that compliment a complete player slavery aspect which sadly has resulted him in retiring from modding. I don't know the in's & out's of why he stopped but I know the things he was working on just seemed to get more complex by the day .. I would suggest start very simple .. Maybe Maria Eden / Submissive Lola type control.

 

Quote

ehh its sounds a bit ower complicated. i going to look how this can made more simple to work.

 

Yes Exactly! - Too many modders seem to suffer burn out and I fear if you make this too complex from the start the same may happen to you, especially if things don't work the way you want them to. .. Start simple .. get feedback .. and then tweak upwards 

 

Quote

in general this is the system layout but core problem still here:

what slavers going to do the player that not game braking, enjoyable the audiance?

 

Maybe start off with 

1. Capture --> which you've completed

2. Held in cage for a few days .. Maybe a few scenes/interactions with the guards .. If you escape your cell/cage then that triggers an interaction with the guards .. either a fight .. more restrictions on player 

3. Hand off ---> After a few days (either random or manually set) you are handed over to another mod (simple slavery) or set free ..

But this hand off allows time for you to mature your own mods and allow you to develop your own slavery mods be that something of a dead end mod or one where there's potential for the player to either improve their status or get free .. But this allows you freedom to develop whilst you have a reasonable capture/escape mod in place that you can publish and get feedback on.

 

One area that has never seemed to have been implemented yet .. which you might want to consider .. is a slave caravan where player is moved between locations .. You have you're own slaver dens which could be used to transport player between (an avenue where player could escape in transit!) or you could use assets from other mods like Ambient Slaves (which has many outpost across skyrim) .. Pretty sure Gargamel9 would be OK with you using those places. Or take them to BigOnes69 castle mentioned above!. 

 

Another area .. and again probably limited right now .. is the expansion of adding AI mods into Skyrim .. This is pretty much self writing adventures into the game. 

You can have the basics created by your mod (ie: build the framework and mechanics for capture / release or even forced to follow a guard/slaver around) and use AI (CHIM/MinAI) to control the aspects of your slavery and dictate the path for the player. 

 

I've already experienced scenarios with CHIM whereby I was attacked by slavers and one of my group and whisked off somewhere. My followers were already aware of what just happened and suggested to go and rescue them, when I asked which way to travel they even directed to one of the slaver camps.. This was all done without me tweaking anything.. If I did start tweaking and adding prompts to your NPC's within CHIM (ie: Informing CHIM of the specific roles ) then the replay value is almost unlimited. 

 

 

 

 

DonQuiWho

Posted

Hi!  Nice to get these updates, thanks!

 

There's a whole lot of good ideas in this last one, but amongst them you also need to include something that makes the player want to escape their slavery, as well as making that not too simple

 

Slaverun had good ideas on things to do, but they tended to fixed progression, and you may want something more random, and certainly more prospects of 'failing' and suffering consequences that make you want to escape 

 

As far as 'bad' consequences are concerned, the mod below that Lazy Palm is developing has some good ideas on compulsive stuff and mechanisms for those which would make good failure punishments, but because it's based on a dominant follower, it may have similar issues to Submissive Lola, Captured Dreams etc, where the player can end up as a bit of a wuss, running round cleaning the floors, preparing food etc, and I think those bit are what you are trying to avoid.  It might have some ideas worth borrowing though. 

 

And if you want to really make slavery outcomes harsh, there's the whole range of mods from Pamatronic to plug into, Interactive Beatup for punishments, Orkish Bounty Hunters for onward sale and Deadly Furniture, Bad Ends, Cricifixes, Outdoor eventsm etc as outcomes for being a terribly bad slave  😈

 

Hope tthose thoughts are helpful

 

DQW

 

 

Nonseen

Posted

14 hours ago, wHOaMiEH said:

Regarding the DB/ArchMage/Harbinger/Listener/TG leader player training:

1) Locked into a special collar( which is sapping magicka and stamina). Gag on her on all times until she becomes more pliable. 

2) Since she is much stronger than regular adventurers/ female NPCS, the guild goes all in. Around the clock training, with the goal of eroding her spirit. Hard labor with very physical punishment if she slacks off. Time for rest, if trainers are not around could be solved through hypno sessions( "special" blindfold which slowly erodes her will and makes her willing to serve). Sex should be treated as a "pleasure" or a reward for job well done, and should be a sort of a carrot on a stick as the training continues on. During the training she gets slowly used to be treated as an object(cumdump in later stages).

3 Make trainers different in disposition( dominant, sexsist, reasonable etc...).

4) All of this should go slowly, not a half hour quest and PC becomes mega slut. Her becoming a mega slut should be one of the results of the questline.

 

Hopefully something written here helps you Nonseen.

the core idea changing player personality by slavers slow is nice idea to me.

 

i think i get another great idea from this: based on player archivments in the current playtrought the player character more resistent to slavery.

Like incrasing playerlevel, skills like heavy armor, 2 handed weapons, one handed weapons, or any scool of magic, block... this skills require contant traning in mental and or psyhical forms. okay maybe we can add light armor to the list.

 

plus becoming thane and compliting guild quest lines, killing dragons can considered too archivment that improve player character ability to withstand slavers traning or other activitys that aimed to break the character.

 

i think i can build a system for this with my current knowlage. after system disigined 1-3 day work.

 

adding different care for player with different back grund ( archivment ) seams logical to me. if i manage to build up a system that detect this archivments, why not use this to select a dificulty level for character or how hard the slaver guild go on to train the player character.

maybe i can desigin a scale of let say 1 to 5 or 6... where 1 is normal special actor care when level 5 or 6 is most nasty full on. reserved for those who archived a tons of things and most hardest to breake in and worth the effort for any reason.

 

this is definitly helped :)

5 hours ago, BigOnes69 said:

I have a castle I created just for this. I have been waiting for a framework that trains and controls the player character, providing skills and stats related to sex. A framework . I thought that was going to happen with Maria Eden , but he is modding other games.

intresting :) :)

 

5 hours ago, BigOnes69 said:

All of the player slavery mods are geared more towards a repetitive hassle rather than a more Roman type of slavery. Roman slaves if valuable had all kinds of freedoms and responsibilities even unto owning property and having a salary. They were often used politically for power and influence. Sex being a primary aspect of this. If I had a framework I could concentrate on the adventure side through the creation kit.

:) sounds intresting i know realtive littile to roman slavery.

Bu seams logical to let slaves own things this motivate them to work harder.

in my mod case lore vise most slaves fall the amulet mind "bending/controll" effect, only few inviduals able to resist it. you give me the idea why not let this type of slavery allowed by the guild or ring of zenithar.

 

the ones who has will to resist the amulett can be used to controll the leser ones who not able to resist the ammulet power. this way the guild need less manpower spent on controling and leading the slaves.... few loyal slave can do it for them.

make sense lot cheaper and effective.

 

5 hours ago, BigOnes69 said:

The scripting would be in the framework. I cant get my head around the scripting.

:)  :) i think we have a amtch :D let me explain:

the mod so far built a way that the scripts and quests not linked fixed objects or locations or actors or things...  mostly. only the slaver regions and local lord entitys linked to fixed places ( and the local lord adventurers, and its spawn point ).

 

Evrything else that use scripts chosen dinamicly the system. how to say simple? i not tell any part of my mod where is the slave cam and slave market. the system find it by self.

the scripts and quests when player or follower get captured find a valid place for the action if you or any other add a new slaver place that properly sett up the curent system accept it as valid location and can send player or follower here( assuming the place has right keywords, location references ).

 

To set this things up realtive easy. i thinking making 2 extra esp files. one esp call it location template. this one contain one or few cell that marked as some location.

secund esp file depend on slavers of skyrim.esm and this location template. this one make the cell or cells slaver bases.

this used to demo how to make a location/cell a slaver base.

 

My question is:

you can make use of this type of expalme to make your own slaver base based on this example?

 

i use x markers, heading markers, locations, location keywords and location references to archive this.

 

Why i asking this:

very similar things i plan to use for player slavery... some how the system need to know where to send the captured player and where captured player can go and where not.

ect.

if player character need to trained and its a very special case probably need to sent a special traning dungeon or camp.... where the traning can be done...

 

secund idea( this one bit wild )   :

in theory and i belive in pratice i can make a system that make possible witout scripting or knowlage of scripting any creation kit user can make a story for my mod.

this requires one use location type references, link references together, maybe ability to add trigger boxes.

 

how it works:

i make a sub system thatdetect this cells and based on what objects linked here and marked what location reference types understand it as commands. let say first element say player when get captured need to collect x item.

this trigger in my mozaik system a sub quest that forces player to collect x item that the cell designated.

 

basicly the placed object in the special cell and order how they linked used to trigger different mini quests for player.  same as you using building blocks to build a story.

this not make possible to play out very complex storys but simple generic ones can be very easy to created and played out.

witout any scripting knowlage.

 

Question: if i make one you think any one try to make use of it?

 

6 hours ago, BigOnes69 said:

For your mod you would have to create both the framework and the adventure. But taking a more adventurous aspect of having the slave player sexually influence political hierarchy or corporations for power and money for the master could relieve some of the repetitive aspects utilized by others. Adventure, thieving, going to dungeons can still be a part of the relationship incorporating regular Skyrim play. The training would have to be repetitive but once broken all of the adventures would be geared towards the Masters interests. The master might not even adventure but assign a pimp/controller to the player as a follower. All kinds of possibilities. But its a long term project.     

nice idea thank you for sharing it :)

 

i definitly plan the make my framework part flexible as possible as all the other part of my mod.

the adventure part .... well i dont know how i going to build up.

i probably define slowly the frame work preferably before this week ends. then build up a proto type that going destroyed at the end... but provide required expereince and knowlage to build a final one.

2 hours ago, jc321 said:

Not necessarily as it depends on whether you've played through a whole skyrim game or not.. In most case for me (I accept not all people are the same) I am seldom higher than level 1 as I frequently start new games.

true :)

 

2 hours ago, jc321 said:

 

I know other people have completely different tastes .. so I would suggest go with what you find is appealing to you, I would suggest start simple (given how big this whole task you've undertaken is) and you can always add additions/scenarios later if need be.

i probably start doing this. :) why i stoped here and planning in my expereince i know how hard after the fundation layed down change anything. some times better start from 0. this is why i prefer plan out the whole thing before starting do anything. but not evrything can be planned out... especialy this scale...

 

2 hours ago, jc321 said:

Sounds great but also sounds way complicated to undertake. I have fear of a Devious Followers type scenario where Ponypyramid was updating and creating a wealth of mods that compliment a complete player slavery aspect which sadly has resulted him in retiring from modding. I don't know the in's & out's of why he stopped but I know the things he was working on just seemed to get more complex by the day .. I would suggest start very simple .. Maybe Maria Eden / Submissive Lola type control.

learning from others is great way to avoid same mistakes. :)  thank you for this advice.

 

2 hours ago, jc321 said:

One area that has never seemed to have been implemented yet .. which you might want to consider .. is a slave caravan where player is moved between locations ..

i belive for one simple reason: game engine path finding and pakage system is a hell to work with.

take me at first a weak to make my first slave trader complite the trade route i layed out and move slave beatwen the points of intrest.

 

now i know what to watch but some times still has problems to control my npcs movment.

add to this slaver guild has very adept in conjuration and able to teleport the captured slave away from battle field. they can use transport important slaves to market or other places directly. Of corse this not avible for Ring Of Zenithar members... they are own so they can and probably will need to do manual transport. yes its opportunity to escape to player.

 

2 hours ago, jc321 said:

Maybe start off with 

1. Capture --> which you've completed

2. Held in cage for a few days .. Maybe a few scenes/interactions with the guards .. If you escape your cell/cage then that triggers an interaction with the guards .. either a fight .. more restrictions on player 

3. Hand off ---> After a few days (either random or manually set) you are handed over to another mod (simple slavery) or set free ..

But this hand off allows time for you to mature your own mods and allow you to develop your own slavery mods be that something of a dead end mod or one where there's potential for the player to either improve their status or get free .. But this allows you freedom to develop whilst you have a reasonable capture/escape mod in place that you can publish and get feedback on.

 

seams good idea... simple and test out things.

2 hours ago, jc321 said:

Another area .. and again probably limited right now .. is the expansion of adding AI mods into Skyrim .. This is pretty much self writing adventures into the game. 

You can have the basics created by your mod (ie: build the framework and mechanics for capture / release or even forced to follow a guard/slaver around) and use AI (CHIM/MinAI) to control the aspects of your slavery and dictate the path for the player. 

 

I've already experienced scenarios with CHIM whereby I was attacked by slavers and one of my group and whisked off somewhere. My followers were already aware of what just happened and suggested to go and rescue them, when I asked which way to travel they even directed to one of the slaver camps.. This was all done without me tweaking anything.. If I did start tweaking and adding prompts to your NPC's within CHIM (ie: Informing CHIM of the specific roles ) then the replay value is almost unlimited. 

WOW

 

this is... looks to me crazy the potenital of this seams very big.

thank you for your time to give me so many good advice! :)

 

1 hour ago, DonQuiWho said:

Hi!  Nice to get these updates, thanks!

:)

 

1 hour ago, DonQuiWho said:

There's a whole lot of good ideas in this last one, but amongst them you also need to include something that makes the player want to escape their slavery, as well as making that not too simple

 

i have some ideas why player want to escape :) reduction of combat abilitys by 80% for some one of them. but not all probably. Story wise some buyers buy slaves to use as sacrafice for who know what things.i guess player prefer not end up in this sacrafice role.

but you right this need worked on.

 

1 hour ago, DonQuiWho said:

where the player can end up as a bit of a wuss, running round cleaning the floors, preparing food etc, and I think those bit are what you are trying to avoid

yes we do this thing in real life a lot. probably not wish to do in free time virtual world.

1 hour ago, DonQuiWho said:

And if you want to really make slavery outcomes harsh, there's the whole range of mods from Pamatronic to plug into, Interactive Beatup for punishments, Orkish Bounty Hunters for onward sale and Deadly Furniture, Bad Ends, Cricifixes, Outdoor eventsm etc as outcomes for being a terribly bad slave  😈

thank you for advices :) :)

 

----------------------------------------

 

Thank you all who commented and given ideas!

 

i take all in and procces ower time!

i might come up with new blog post when all proccesed and worked out.

 

i definitly going to make more simple the player slavery system than written down here.

by game desing perspecitve probably shape to look more like skyrim base game design becuse this one we all love and know.

to mutch difference from it probably not as good as i hope.

 

i deifnitly going to work out some sort of very simple prototype to see what is working and what not, in game engine wise and gameplay wise.

BigOnes69

Posted

13 hours ago, Nonseen said:

 

 

My question is:

you can make use of this type of expalme to make your own slaver base based on this example?

 

i use x markers, heading markers, locations, location keywords and location references to archive this.

 

Why i asking this:

very similar things i plan to use for player slavery... some how the system need to know where to send the captured player and where captured player can go and where not.

ect.

if player character need to trained and its a very special case probably need to sent a special traning dungeon or camp.... where the traning can be done...

 

secund idea( this one bit wild )   :

in theory and i belive in pratice i can make a system that make possible witout scripting or knowlage of scripting any creation kit user can make a story for my mod.

this requires one use location type references, link references together, maybe ability to add trigger boxes.

 

how it works:

i make a sub system thatdetect this cells and based on what objects linked here and marked what location reference types understand it as commands. let say first element say player when get captured need to collect x item.

this trigger in my mozaik system a sub quest that forces player to collect x item that the cell designated.

 

basicly the placed object in the special cell and order how they linked used to trigger different mini quests for player.  same as you using building blocks to build a story.

this not make possible to play out very complex storys but simple generic ones can be very easy to created and played out.

witout any scripting knowlage.

 

Question: if i make one you think any one try to make use of it?

 

nice idea thank you for sharing it :)

 

 

Making my castle into a slaver base would be perfect. I would need to make a specific NPC master of that castle utilizing my Celestials mod as framework until the player is trained through your mod then would become a follower but remaining the celestial master. The adventure in my mod after training would be to influence both politically and monetarily the value of sex slavery in the Roman fashion throughout the cities of Skyrim. The player would work towards that influence eventually making the Celestial master the DemiGod of owners and sex slaves. Immortalizing the player as a sex slave to the Celestial God in the end.  

What you are talking about completing would fit well with my concept.

Nonseen

Posted

6 hours ago, BigOnes69 said:

Making my castle into a slaver base would be perfect. I would need to make a specific NPC master of that castle utilizing my Celestials mod as framework until the player is trained through your mod then would become a follower but remaining the celestial master. The adventure in my mod after training would be to influence both politically and monetarily the value of sex slavery in the Roman fashion throughout the cities of Skyrim. The player would work towards that influence eventually making the Celestial master the DemiGod of owners and sex slaves. Immortalizing the player as a sex slave to the Celestial God in the end.  

What you are talking about completing would fit well with my concept.

:)

 

Your idea sounds great to me :) 

 

i going to make a new download to SLOS mod to demonstrate how the current system works so you can see in pratice how to alter a location.

 

My mod this moment using fallowing type of slaver bases:

 

Slaver Camp - Slaver guild base used to store fresh captured slaves

 

Slave Market - used to sell slaves, avible to all actor that not dedicated enemy of slaver guild

 

Slave Workshop - Special base where slaves used to produce goods or exploited for value ( a mine or a brother both count from this point of view slave workshop in the system )

 

Slaver Guild Hidden base - hause slaver guild figting force that used to strike player, player owened slaver base or do raids aginst settlements

 

 

Planed slaver base types:

 

Slaver Guild Traning base - special porpsue slaver base to train slaves. this type of slaver base might used to train player or player followers.... this is in the plans the moment but not made yet.

 

the curent slaver bases are very limited in utility.

 

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i 100% honest what you discribed here probably require uniqe scripts and quests to archive to make  complex quest line.

with my method i discribed, you acces only pre defined and some what limited building blocks.

 

i start working first the player as slave frame work like system. i hope before end of this month i have a working prototype.

after that i hope i can start work on the story system.

then we will see :)

BigOnes69

Posted

I look forward to it.

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