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Slavery Player Framework status: testing started


Nonseen

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Dear Readers!

 

This weak i reahched the point with the new slavery player modul that started testing some of the scripts and functions.

Thisi s great news to me, as bug hunt started :) the pices starting to fall its places. i belive realtive soon i able to realise the new version of slavers of skyrim. 

V 0.0021 realsied if the mod calbe the fallowing in player slavery front:

-player recive a master

-master force player to stay a designated place

-if player try leave got punished( restrains, sex )

-if player try kill slave master, a protection system kick in that make player attemt fail... ( or not )

-options to player escape from the master... ( killing it, or leving the slaver base )

-option to fail at all escape player slavery: player wilpower reach to low to resist the slave master

-possible to restart the SLOS mod and the system restore the curent status of player and slave master

 

curently the system can do:

-pusnih player( restrain, sex )

-slave master detect kill attemt from palyer and restrain it

-detect player escape and handle this

-tells player to go a designated place, and administer reward if player do it, detects if player not do it

-change player willpower...

 

the missing parts seams littile compered realsie requirement. Sadly is not. i not decided how to handle lot of internal things in the frame work plus how to setup slave master beahavior and change it. plus slave master curently has 0 dialoges.

probably most important: no punishment directly applyed if player fail to complte it task, at least this moment...

 

minimum 1 more week needed to finish this things and realise the new version.

Biggest strugle to me decide how to setup the interal parts of the mod, and how make a interface that allows other modules/mods interact the frame work...

 

add to pile: i have a idea if the frame work with api unit turn out work great why not make a light version that contains only the scripts and requirements for it.

this way if others wish make own slavery mods storys can do more easy than depending Slavers of Skyrim as whole. Any opponoio about it?

This done in very far future if ever done by the way :) 

 

ohh before i forget for my dear readers here is a test version if any of you wish to try out what the mod can do right now:

SLOS-SlaveryPlayer-TestRealise0.7z

 

this version may need converted using xedit to work with SE and LE, as the headers of the esp and esm not changed.

if one intrested just need owerite the avible mod files with this and run the test room and test quest for quick testing the functions.

The system expected work on normal capture situations. you have 30 secund to escape from the slaver base ... if not the slave trainer quest starts and the fun begins.

 

this is a test setup the final version lot of going to change...

example: i added a bucket to slave traning area where player ordered to move. the bucket going to contain a slave master ring...

(if evrything go well and you not moved away the bucket.. that case look around on the grund for the ring)

the ring spawned by script by the way :D and yes i altered 2 slaver camp to able to run this scripts.

 

i belive without saying all know: this is very expereimental phase of the mod and probably lot going to change so do not use on sirus save files OR after trying out delete this files.

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wHOaMiEH

Posted

Quote

This version may need converted using xedit to work with SE and LE, as the headers of the esp and esm not changed.

 

How exactly do I do this?

 

Currently testing the mod, capture works, will inform you if the rest does.

wHOaMiEH

Posted (edited)

Ok after capture:

1) All items are still in my inventory

2) Guards do their dialogue.

3) The guard who comes to lock the cell does not do it.

4) Anabele( vampire trainer) either does not activate, or quest for her fails( here is the picture of what quest doesnt activate/ fails), so she does not show up at all.

 

 

Using SE version btw.

Screenshot (2128).png

Edited by wHOaMiEH
Nonseen

Posted

9 hours ago, wHOaMiEH said:

 

How exactly do I do this?

 

Currently testing the mod, capture works, will inform you if the rest does.

PortingBackESPFiles.jpg.eac29968ef6ffdfb390af111f25c6f2e.jpg

 

need change in the file header the HEDR header record from 1.71 to 1.7

with this change SE and LE can work with the files.

This need to done all files.

 

8 hours ago, wHOaMiEH said:

Ok after capture:

1) All items are still in my inventory

2) Guards do their dialogue.

3) The guard who comes to lock the cell does not do it.

this part not changed yet.

only change added: after 60 secund the annable story quest starts. this spawn annable ( i hope ) and the story quest starts.

 

8 hours ago, wHOaMiEH said:

4) Anabele( vampire trainer) either does not activate, or quest for her fails( here is the picture of what quest doesnt activate/ fails), so she does not show up at all.

without papyrus script i dont know what happened. i added lot of logging.

 

my testing done not the normal capture situation as its take too mutch time.

instead: i made a new spell that added to you when the slos core restarted or when starting first time the mod.

 

this spell teleport you a test room and instantly start the test. i hope i complite it end of next week we will see.

wHOaMiEH

Posted

Will give you an update if it works soon.

wHOaMiEH

Posted

Ok so an update:

 

The script for detecting if players are rebellious works.

The quest for Annable doesnt fail, it auto completes( she does not spawn in any base)

Her activates after second capture by slavers

Changed the version first time by adding a 0 instead of 1.

Changed the version second time by only leaving 1.700

Screenshot (2130).png

Screenshot (2132).png

Screenshot (2133).png

wHOaMiEH

Posted (edited)

Also here is the log

Papyrus.0.log

Papyrus.1.log Papyrus.2.log Papyrus.3.log

 

PS- After reseting the core scripts, there is no "start search quest failed" popup, but  she still does not spawn.

 

PPS- Test room works. It only has two quests right( one to come to the barrel, second to wait while time runs out)? Script for loyalty obedience works there.

Edited by wHOaMiEH
Nonseen

Posted

16 hours ago, wHOaMiEH said:

Also here is the log

Papyrus.0.log 638.69 kB · 0 downloads

Papyrus.1.log 638.69 kB · 0 downloads Papyrus.2.log 348.96 kB · 0 downloads Papyrus.3.log 104.7 kB · 0 downloads

 

PS- After reseting the core scripts, there is no "start search quest failed" popup, but  she still does not spawn.

 

PPS- Test room works. It only has two quests right( one to come to the barrel, second to wait while time runs out)? Script for loyalty obedience works there.

Thank you for helping me debbuging! :)

 

Let see what i found based on papyrus logs!

 

papyrus log 0 contain error that suggest, slavers of skyrim core not get restarted:

Spoiler

[02/16/2025 - 11:19:30PM] ERROR: Cannot call SLOSSlaveryPlayerFindReferences() on a None object, aborting function call
stack:
    [SLOSSlaveryPlayerModul (150127EC)].slosslaveryplayermodulescript.StartFindReference() - "SLOSSlaveryPlayerModuleScript.psc" Line 242
    [SLOS_SPlayer_AnnableVampireTrainer (15016891)].SLOS_SPlayer_AnnableQuestScript.Setup() - "SLOS_SPlayer_AnnableQuestScript.psc" Line 32
    [SLOS_SPlayer_AnnableVampireTrainer (15016891)].QF_SLOS_SPlayer_AnnableVampi_02016891.Fragment_0() - "QF_SLOS_SPlayer_AnnableVampi_02016891.psc" Line 34
[02/16/2025 - 11:19:30PM] ERROR: Cannot call IsRunning() on a None object, aborting function call
stack:
    [SLOSSlaveryPlayerModul (150127EC)].slosslaveryplayermodulescript.StartFindReference() - "SLOSSlaveryPlayerModuleScript.psc" Line 242
    [SLOS_SPlayer_AnnableVampireTrainer (15016891)].SLOS_SPlayer_AnnableQuestScript.Setup() - "SLOS_SPlayer_AnnableQuestScript.psc" Line 32
    [SLOS_SPlayer_AnnableVampireTrainer (15016891)].QF_SLOS_SPlayer_AnnableVampi_02016891.Fragment_0() - "QF_SLOS_SPlayer_AnnableVampi_02016891.psc" Line 34
[02/16/2025 - 11:19:30PM] WARNING: Assigning None to a non-object variable named "::temp1"
stack:
    [SLOSSlaveryPlayerModul (150127EC)].slosslaveryplayermodulescript.StartFindReference() - "SLOSSlaveryPlayerModuleScript.psc" Line 242
    [SLOS_SPlayer_AnnableVampireTrainer (15016891)].SLOS_SPlayer_AnnableQuestScript.Setup() - "SLOS_SPlayer_AnnableQuestScript.psc" Line 32
    [SLOS_SPlayer_AnnableVampireTrainer (15016891)].QF_SLOS_SPlayer_AnnableVampi_02016891.Fragment_0() - "QF_SLOS_SPlayer_AnnableVampi_02016891.psc" Line 34
[02/16/2025 - 11:19:30PM] ERROR: Cannot call SLOSSlaveryPlayerFindReferences() on a None object, aborting function call
stack:
    [SLOSSlaveryPlayerModul (150127EC)].slosslaveryplayermodulescript.StartFindReference() - "SLOSSlaveryPlayerModuleScript.psc" Line 249
    [SLOS_SPlayer_AnnableVampireTrainer (15016891)].SLOS_SPlayer_AnnableQuestScript.Setup() - "SLOS_SPlayer_AnnableQuestScript.psc" Line 32
    [SLOS_SPlayer_AnnableVampireTrainer (15016891)].QF_SLOS_SPlayer_AnnableVampi_02016891.Fragment_0() - "QF_SLOS_SPlayer_AnnableVampi_02016891.psc" Line 34
[02/16/2025 - 11:19:30PM] ERROR: Cannot call Start() on a None object, aborting function call
stack:
    [SLOSSlaveryPlayerModul (150127EC)].slosslaveryplayermodulescript.StartFindReference() - "SLOSSlaveryPlayerModuleScript.psc" Line 249
    [SLOS_SPlayer_AnnableVampireTrainer (15016891)].SLOS_SPlayer_AnnableQuestScript.Setup() - "SLOS_SPlayer_AnnableQuestScript.psc" Line 32
    [SLOS_SPlayer_AnnableVampireTrainer (15016891)].QF_SLOS_SPlayer_AnnableVampi_02016891.Fragment_0() - "QF_SLOS_SPlayer_AnnableVampi_02016891.psc" Line 34
[02/16/2025 - 11:19:30PM] WARNING: Assigning None to a non-object variable named "::temp3"
stack:
    [SLOSSlaveryPlayerModul (150127EC)].slosslaveryplayermodulescript.StartFindReference() - "SLOSSlaveryPlayerModuleScript.psc" Line 249
    [SLOS_SPlayer_AnnableVampireTrainer (15016891)].SLOS_SPlayer_AnnableQuestScript.Setup() - "SLOS_SPlayer_AnnableQuestScript.psc" Line 32
    [SLOS_SPlayer_AnnableVampireTrainer (15016891)].QF_SLOS_SPlayer_AnnableVampi_02016891.Fragment_0() - "QF_SLOS_SPlayer_AnnableVampi_02016891.psc" Line 34
[02/16/2025 - 11:19:30PM] SLOS SPlayer Annable: Failed to start search quest, stoped!
[02/16/2025 - 11:19:30PM] SLOS SPlayer, Annable: Setup complited
[02/16/2025 - 11:19:30PM] SLOS SPlayer, Annable: Stop self called
[02/16/2025 - 11:19:30PM] SLOS SPlayer: Stop base called on quest: [SLOS_SPlayer_AnnableQuestScript <SLOS_SPlayer_AnnableVampireTrainer (15016891)>]
[02/16/2025 - 11:19:30PM] SLOS SPlayer: Stop base finished on quest: [SLOS_SPlayer_AnnableQuestScript <SLOS_SPlayer_AnnableVampireTrainer (15016891)>]
[02/16/2025 - 11:19:30PM] SLOS SPlayer, Annable: Stop Self finished

 

the first line tell me the system failed to run, the error message reference a script variable that shuld be point a quest. 

 

Same error show self in papyrus log 1.

 

at log 2 i see no major error, only the warnings i expected as lot of script varible got removed. 

at log 3 i see same things as log 2 case.

 

Based on the logs i not see any mod restart or stop and start event happened this may cause why the detected errors happen.

to restart the mod you need open the book given you when mod installed. starting read the book open up the scipt menu, here you need to go debug, chose restart core say yes and wait. the system going to send message: SLOS Core Started

 

other things:

in case the book is lost anny tamming rackt for 1 pice of lether strip can be re made.

this menu option forces all active slavery of scrim script to stop, and utiomaticly restart the full system. if this done the error you expereinced at log 0 and log 1 going to fixed.

 

 

16 hours ago, wHOaMiEH said:

The quest for Annable doesnt fail, it auto completes( she does not spawn in any base)

more then half of the code i written here to detect and handle errors. annable quest forced to stop if any error or problem detected to avoid doing more damage, this case the quest say complited. 

 

here the important clue is what you spotted: "Start search quest failed"

this is a error that forces the annable quest auto complite.

explanation:

Spoiler

when annable quest starts during start up the quest it self start a utility quest that used to detect things in the game world. This utility quest latter universaly going to used many other story quest. if the quest fail to start for any reason, the annable quest cannnot be function.

 

in your case the reason of failure probably is this:

SLOS Core QST quest not get restarted, for this reason probably some variables that critical to function not get updated.

 

i thinking adding a new future to the core script: evry game start up run a version check. if need auto update it self or promt a message to player abut auto update.

in theory not hard to make this one, i prefer not do as its eat away resources evry game start up.

but positive side player not need manage manualy the restart.

what is your oponion abut it? its helpful if i add this future? :) 

 

16 hours ago, wHOaMiEH said:

The script for detecting if players are rebellious works.

good to know :) its not a new future but good to know :) 

16 hours ago, wHOaMiEH said:

PS- After reseting the core scripts, there is no "start search quest failed" popup, but  she still does not spawn.

yes as expected :)

 

16 hours ago, wHOaMiEH said:

PPS- Test room works. It only has two quests right( one to come to the barrel, second to wait while time runs out)? Script for loyalty obedience works there.

yes this one suposed to work...

i starting add more functonalitys :) +if player leave the barrel master not only give new order but initiate some punishment.... right now not fallowing orders no direct consiquences.

wHOaMiEH

Posted

Well, message prompt will be helpful both for me and other users, so it is a very good idea.

Again sorry for spamming you with separate messages. Glad that logs helped!

I sent you that other problem when quest fails constantly and player is not even captured.

Will continue with other tests. If you could specify what you need to be tested specifically let me know. 

Nonseen

Posted

2 hours ago, wHOaMiEH said:

Well, message prompt will be helpful both for me and other users, so it is a very good idea.

Again sorry for spamming you with separate messages. Glad that logs helped!

I sent you that other problem when quest fails constantly and player is not even captured.

Will continue with other tests. If you could specify what you need to be tested specifically let me know. 

thank you for your repaly, sorry for not answering direct message felt not important as here i answered.

i probably add this auto update check ability to the system.

 

this moment you probably cant help :( 

right now i working on the frame work it self... ehh to say it simply: i making the tools that used to make the end product.

in skyrim if one know what wish to create and all tools already made one can create realtive quick new things. problem start when the curently avible tools not cover the need for creation. 

 

Basicly last year and this year so far mostly i making new tools or expending existing ones not using them to make new things.

when the tools complite or belived complite i realise it for testing to see the tool it self okay and works. 

 

when i finish making new tools and start produce things then i come up with lot of things that need to tested.

i hope i reach this status before end of 6 th month of this year... worst case end of this year. we will see :) 

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