The current situation and what to expect
Dear Readers!
In this writing i wish share the reason of my long silence:
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V-0-00225
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Added:
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-new option to force full set default all variabes. This function stop the all quest when used and need manulay start the script system.
This need explanation:
The script system can be stoped 3 ways:
-stop the core - this stops all active functions and restore default state most of things, some special variables not set to default
-Reset the core - this stops all active functions then restarts, this functionality send a restart signal to all modules, this modules expected to save all data that needed to continue function as normal
no data set to default state using this function
-Set default ( new function ) - dorced complite restoration of pre mod installation state. using scripts to restore all variables to default, only expectation the script version counter
-new menu: slavery player module options: now make possible re make item lists this need to be done after new items added to the system or items removed from any item list
to acces this function use the standard menu system and chose Player Slavery modul option
-new system to manage item detection by my mod: this system keep track all avible items and provide support to varius item manipulation and detection futures
-new player inventory and equipment detector future: this inventory functions live on slavery player framework modul. constantly keep track the player inventory and equipment.
this information used when player need to be striped. this functionaltys only effect items that registered on the item lists by player or mods
-new slavery player framework future addded: inventory managment: based on the new item manager system this mini system provide functions to control what items player can carry, allow slave masters to force fuly take away items from player
slave masters can use the inventory system futures to lock away the player item inside a chest and keep the key for chest them self! so if player wish take back its items need pickpocket the key or find some way to take it from the master
( or in some cases find a copy of the key ) this keys after the slavery event ower going to be removed. it has a chance to player lose all its fancy items!
-SLOS-DLC1.esp and SLOS-DLC2.esp this files are esl flagged esp files.
DLC1 for SE and LE to give SlaversOfSKyrim.esm the items and fixes a event node conflict with dawnguard that preverent some on road and on wildernes encounter happen.
DLC2 for AE: adds creation kit items to SlaversOfSkyrim item lists.
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Changed:
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-Slavery Player: Master Annable during normal traning now punish player if player fail to complite: no clothing task
-Slavery Player: Master Annable Story quest changed a lot, the traning intro re written, annable now apply lot more punishment and few new lines added in vairus places.
-Slavery Player: Master Annable Story quest internal logic 90% rewritten, this exepcted elimated the bugs that pre existed ( and may installed new ones... )
-Slavery Player: Master Annable Story quest now make use player mind sub system and apply trust/loyality/willpower changes to player based on player choices
-Slavery Player: player dialogue restriction level cannot go below 0.
-Slavery Player Task: No Clothing: now use the new inventory system and properly removes the clothing
-Slavery Framework internal event report system: multiple event sender use a new sort event that not send full data packages
-Slavery Player Punishment: sex, whiping, restrain futures return when the full action is ower, so now the caller functions not need to setup event watch for event end.
making scripting more easy
-Slavery Player Punishment: story quest now fully capable apply changes to masters realtion toward player with one line of code, this make possible the story quest tell the master player done something not okay and feel bead about it
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Fixed:
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SLOS-DLC1.esp fixes 2 conflict with dawnguard and slavers of skyrim.esm script events
Slavery Framework internal event report system: shuld now work as intended, send proper calls and log them
SLOS API Modul: ZAZ integration: bug fixed that made animiation call back use wrong labbels when animation finished
SLOS API Modul: ZAZ integration: bug fixed that made possible the animation fail to start becuse actor array not made properly
SLOS API Modul: ZAZ integration: now when whiping in use end of whiping the system properly send a event notification the whiping is ower
Slavery Player Framework: the shut down sequence failed to run properly
Slavery Player Framework: the framework shut down sequence in case player not enslaved produced lot of errors, this errors fixed
Slavery Player Framework: produce reset error in case slos core reset signal sent, this fixed
This is the change log how curently looks like. Few line still missing:
-Annable "normal mode" tested and fixed
and probably:
-Master Annable scripts re written
I still facing some relative big problem:
If programing is a art i still looking my art style.
How to organize and manage things. The inventory system got rewritten a lot of times before the curent mostly final form found. Annable story quest got rewritten last weeks 3-5 times.
If i use "wrong style" the resulting code hard to fix and even harder to expand.
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New inventory system:
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The new inventory system is a unplanned child, i wish share few fact about it:
-at first i dont realzied i need it. i just wanted remove items and done. But as i started work on how this item removal thing need to and can work realized slowly i need a system to manage items.
- i very very greatfull and happy the community support i recived when i asked advice!
-the curent form assumes items are known by the system, if a item not known the item ignored. this can be used by player to get advantage and keep powerful weapons, and other items that come from external mods yes. in the same time grant me calm night as i know my mod work fine other mods that add items i supposed not interact with nor remove.
-this curent system work with form lists, lot of them, and accent new ones or items or item forms. can be expanded by script, by xedit, creation kit or in game player actions.
-in future i plan make a guide how to use and expand with 0 modding knowlage.
-i consider the curent system motly at final form... but i wait at least 3 new realises to say it... may new things get unerthed ower time.
-This new system is very very hard to bring to life. I hit multiple limitations and problems during devlopment. i plan wirte the system inner workings in detail the future a mini guide. may others find useful the lessons i learned.
-This system by the way has 2 parts: one is core level one is slavery player framework level. this means some functions only work if player is a slave other functions can be used other sub modules... so in future may or may not player force slaves to get naked
or wear only "allowed" items.
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About the Slavery Player story quests:
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Anable sotry quest got lot of new dialogues, and most important change the new futures and the choices matter: in the past no real consiquence if you say no during the intro of the traning session. This is becuse its very hard to code a events like this.
i amde lot of adjusment the frame work to make it more easy.
let me give a example:
when player captured by slavers and teleported to the slaver base. annable placed front of the player cell.
Right here i need activate a package that forces annable to force greet the player and give a dialogue.
This dialogue has 3 possible ending, but only 2 shown player:
accept the order or refuse. the 3th ending player refuse to talk.
all ending produce a bit different result... ( different in level of punishment )
We talking here a package, a dialogue tree, and handling 3 separate type of possible punishment.
Most problematic usualy the package: its hard to use. need lot of expereimentation when work and why not work.
After all above done next problem: player let say get punished and we play some fancy animation... well animations has start we know when happen its okay but the antimation has end we dont know when happen. All aniamtion frame work send a end animation event for this reason. so my script need intercept this event and based on this trigger annable movment to traning grund and same time order player to move the traning grund.
this is harder than i expected. I getting better at it but still hard. Ower time i assume i make better tools tools( my slavery player framework one of them ) and getting better at it but still not easy. I know well the dialogue and event rich content is the best content. Making it takes lot of time and effort. I alone working on it, same time as i see what needed making the frame work, extending it. This procces to make evrything fall in place and stable going to take a lot of time. Lot more i expected.
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the full plan for "near" future:
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a few weak ago i sit down and written down what i plan to do, this not include the bugs i need to fix ( its a big mistake).
i sahre it now the list, plese keep in mind some point already in the test version i working on, and maybe other things added to it we will see:
-re make mod page
-make a more easy to understand guide, the full guide to loong not usefull to understand basic things
-fix reported bugs
-complite inventory system in slavery player
-add esl flagged patches to item system: one for SE/LE and one for AE
-add slavery player new constructicbe items: sabotage tools, and oil placer flask to make traps
-create the new task: place your items to chest slave - uses item managment system force player remove its items...
-create the pick my trash slave task
-create the new generic task: pick up this item slave and bring it to me
-create and complite the broken slave for player quest and futures
-add new story quest to slavery player: 2 master one slave quest
-restore the first player capture story quest to slavery player framework( with random generic slave master come to train the player )
-work out and implement a system: slavers detect the player resistance and higher resistance players recive more "effective" trainers. ( so lvl 60 player character s going to recive lot harsher treatment than lvl 1)
-add spell for player to make npcs to victim faction npcs
-add pahe and dome implementation so slavers can attack player slaves and capture it, need separate option to enable disable!
maybe make pahe and dom slaves excluded from ower time kill the slave effect
-add pahe and dome implenetation so player can transform slaves from pahe or dome to SLOS
-NS working slaves implementation to SLOS
-add new weapons to ring of zenithar members, this make possible the members capture valid targets but requires more damage to target heath and no fancy teleport away magic in play
-make ring of zenithar slave transportation system workable
-make possible during slave transport player can interact with the slavers may be enslaved, buy the slaves or free them
-add new future to slavery framewok: "jewelry punishment" - masters may give player new "jewels" to wear as punishment... zaz items, dd items, toys items in play. to make slave life "more intresting".
this items may do mental damage ower time as added "bonus effect"
Fallowing goals need worked out this is place holders:
-add Devius Devices framework implementation: Restrain, maybe whiping
-add toys imeplementation: whiping
-create the slavery player framework story system
--create at least 1 of the story quest types the story system make use of
if you se a future that you realy realy wish to be added the mod but not in the list let me know! its has a chance the future added to this list( but keep in mind most ideas get transformed or trashed this is part of the invention and devlopment ! ).
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Mod Page changes:
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i plan this week re write the mod page make more easy to understand.
add frew new promising pictures with nice loking girls get punished, or punishing others... just for PR.
plus re write what the player expect if download my mod, and some sort of mini guides what to expect.
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Realsied file changes:
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For experiment i may upload a merged version of SlaversOfSkyrim and DLC 1 patch this version may or may not work fine with LE,SE,AE.
Goal with this to see its a easy way exist merge this files withing reasable time frame and realise and still working without multiple day checking and fixing broken things.
My secund plan i realsie the tester tool i used for testing. this tool give spells to test varius functions of the mod more easy. some may call cheating. i call helpfull tool to test directly functions of my mod.This tools may or may not get updates ower time... i dont know.
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final toughts:
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When started working on this mod i know its going insane big maybe to big. Still started working on it originaly no scripting intended then... let say the community made me do scripts then made me do player slavery
So here we are. In case all i planned get finished its safe to say this one going to be DLC sized.
Why i saying this?
Last few days i have ideas... about the story line... the lore and how things need play out... i playing the idea right now make the end of the story line high level character only or some sort of high level high stakes end game: where player victory hell even survival not a given. in vannila alduin is strong yes but if you have enught heath potion you can beat it. The full game ment to be beaten and all enemy ment to be trashed if player foucus only 3-4 skill. no matter what combat skill just need contain skill to defense and offense. preferably ranged attack option included.
as its stends now i making the mod own player slavery system, after i going to make own player follower/housband/merige partner slavery system... so if i started plan big at the fundation why stop planning big in the story quests?
high level player character means this case by the way around lvl 60 or more.
This make possible to send aginst player realy realy nasty things ( or lot of not so nasty thing but all in once!).
Just few idea i playing with... maybe nothing come of it maybe... we will see.
Plese dont forget many of my ideas not turnd to reality becuse engine or skill limitation( or both ).
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