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Slave Island [Concept]


Mozny

1357 views

*Ahem*, this is a quest mod that was inspired by DawalixiP2's "Slave City" comic, but sort of adapted to a real quest you'd be able to go trough in game.

 

I am literally new to both making mods and writing them. So I would REALLY love some feedback and opinions from every single point of perspective one could have regarding this project. I need gameplay, story writing, choerence, lore adherence, literally ANY form of feedback on how realistic what I'm doing is and if it makes sense.


Slave Island (Fetish Galore)

Prerequisites (aka, short list of content, and stuff that needs to be implemented)
Spoiler because some of these become outright vile degen.

Spoiler

Sex combat (minigame? card like? rock-paper-scissors?)

 

Sex skill tree

  • Oral line 
  • Asshole line
  • Vaginal line
  •  Limbs line
    • Feet
    • Pits
    • Thighs

 

Custom animations 

  • Cum drinking
    • Mug
    • Barrel
    • Goblet
  • Livestock
    • Idle, Milk, Walked around Peeing 
  • Bad endings 
  • Parasitized 
  • 1 hp walk

Custom skin decals

  • branding
  • purple womb (parasitized)
  • usage counter
  • mean scribbles 

Armors

  • Cloak and hood 
    •  Exposed cloak with pulled off hood
       

 

1. Intro

You hear rumors of strange activity happening around Skyrim. Women are disappearing in the middle of the night, it is said that tarp covered carts are seen moving outside of cities in the middle of the night, seemingly untroubled by the guards. Someone said they spent the night watching to see where the carts go, but they went too far to be followed. 

 

   1.1. Finding a way in

The player can either get kidnapped, give in willingly, or sneak investigate to get in.

 

      1.1.a. Kidnapped 

Players asked the guards / jarl of whiterun about the kidnappings. Guards tell the player to talk to the jarl. Jarl gives a mini quest to investigate. Ask the people around, nobody knows anything, jarl proposes a set-up, leave all items with jarl and dress the played in rags, make them sit in the market late at night with a guard, player gets kidnapped. Short cutscene of player being carted out, then wake up in cell on island.

 

      1.1.b. Give in willingly

When talking to jarl, before offering help, say "I'm interested in joining them". Jarl surprised, he will arrange for a carriage, simply go and take the cart outside. Wake up on island at the entrance, have a chat with the guards (some RP like character background) and then be escorted to the cell.

 

      1.1.c. Investigate solo

Do not talk with the guards or jarl. Ask the villagers but to no avail, camp outside the walls behind the stables, witness the cart move outside, follow the cart... fade to black... teleport to the docks in windhelm, witness slavers moving slaves to the boat, attacking causes kidnap event. After 3 minutes or slave on boat, system message thoughts " It appears that they use the boats to transport the slaves from Skyrim. There has to be a way on those ships ". Player can then just sneak on the ship inside the cargo where they will be for the journey. Fade to black, teleport to island, can now leave the cargo hold and sneak off the ship.

After sneaking out, a big stone keep is present, the road on the left is full of guards, so the player goes right into a lone farmhouse. 

The farmer agrees to help the player with dismantling this operation, and proposes a way inside, sneak in as a slave in disguise, fake brand, fake shackles. 

A. Player refuses and is forcefully enslaved 
B. Player accepts and is lied to. Gets enslaved then fucked.
C. Proposes they follow the miller inside as a hooded apprentice

The go in the next day after resting but get stopped at the entrance, guards ask about the apprentice, miller says he's getting old and needed a hand, they are let trough.
Once inside, the player witnesses the slave city, and a crowd that shapes their path to the right into a blacksmith. Miller brags about his new apprentice, blacksmith takes a closer look, noticed it's a woman, enslaved into crowd fuck. Slave cell.

[My thoughts: I'm considering an optional no-enslavement route here instead of the player just being plain discovered, but I don't know how well it can be tied into the main story]

 

2. Welcome  to your new life 

Guard walks up to your cell and says "Hello there fresh meat, welcome to your new life. *hehehe*. Before we can get to properly training you, we need you to answer some questions for your identification papers, so you better answer truthfully". [My thoughts: I'm imagining a Warhammer orc talking here]

-- ASK ABOUT PREFERENCES --
This is the part where the mod is configured for the first time. The config is save independent so the guard will also react here if the config already exists by saying "Hold on, were you a slave before? We already have your papers here, dumb slut. To think you'd return willingly".

Allow skipping if mcm config exists already but hasn't been on the island before.
"Skip the small talk orc breath. (Use MCM values)"

[My thoughts: An MCM is provided for people who want to turn mechanics on and off mid game, and it would be something simple like SKSE/SlaveIsland/preferences.ini idk]

 

Do you love animals? (Pet preference)
* I used to have a cat     (A cat familiar will be given)
* I used to have a dog.   (A dog instead)
* I'm allergic to animals. (No familiar but a statue is provided in the stables)

Do you really love them though? [Bestiality]
* I absolutely fucking love animals [Enable]
* Not like that.                                     [Disable]

Are you afraid of spiders? [Parasites]
* Yes, deathly so.                       [Disable]
* I crush them under my heel. [Enable]

Do you have any allergies? [Heavy Bondage]
* Leather makes me gasp for air.  [Disable]
* Fuck no.                                           [Enable]

Do you fear death? [Bad endings]
* Sovengard awaits me! (if Nord)                                                            [Enable]
* The call of the void is nothing but a whisper to me (Anything else) [Enable]
* I'm too young to die!                                                                                    [Disable]

What's the longest you've held your bladder [Peeing]
* Pshh, I can go for days.            [Disable]
* I think I've wet myself already [Enable]

 

"Good slave, now, let's get you settled in to your new role." Nearby livestock holder and fire, branded on the breasts with iron *Sigil of Slave City*.
Whore in training on  the back. | Released from device and fucked. Then taken by another guard *bigger build* to the town for a crowd train. If sex level is too low <20 faint, else survive encounter and be taken to the stable where left chained in livestock device.

Wake up morning, name tag attached to breast via ring, generic scribble, property of city, blah blah blah, get explained that this is her home and needs to make 10,000 gold to rank up. Ranks are represented by piercings. 

1. Livestock *nipple*
2. Street whore *nipple*
3. Working whore *nose ring*
4. Jarls whore *clit* - crystals on everything 

[My thoughts: Outfits could use some work here, but I need it to be representative of one's status]

 

3. Working 

Player can now work to earn the money. Selling out in the bar, asking the shop owners for work *bestiality / live display*, stealing *if caught give ring bell collar, which makes it impossible to steal*. not always paid by costumer 

Street whore can engage directly on the street, gets better payouts, less chance of not being paid. Have a few quests to be done for other whores.

Working whore has real quests that don't involve fucking. Delivery missions but with bondage.

Jarls whore is the deciding ending.

 

   3.1. Work Events

      3.1.1. Normal

  • Tavern work (Prostitution, Threesomes, Cum drinking, Cum suffocation, Drunkness, Gang rape)
    • Working as a barmaid
  • Street work (Prostitution via dialogue or solicited)
  • Shop work (Becoming a display mannequin, Target practice dummy?, Point A-to-B delivery while bound)

      3.1.2 Bestiality

  • Shop work (Fucking the shop-owners dog, Horses from the stable, Spider basement, Spriggan cave with fish [Like in Balazar's Bitch])
  • Random horse on the loose
  • This dog really loves you (and follows you everywhere you go for a while)
  • Werewolf event at night
  • Are falmer beasts? Falmer invasion (bad dream)
  • idk... need more ideas

      3.1.3 Parasites

  • Fucked by chaurus for eggs farmers
  • Dwemer ruin under city
    • Has an ancient entity trapped inside a glass jar
      • HERMEUS MORA? Small little tentalce thing you can shove inside yourself
    • You're now Hermeus Mora's little knowledge bitch, and will be reshaped to better suit him, dragonborn...
  • Body transformation
    • Ovaries replaced to only birth eggs and seekers
    • Eventually womb replaced - Purple decal applied to indicate abnormal womb status
    • Breast infestation (+growth, will need to comply with OBodyNG) - Decal or veins pop out more.
  • Eyes turn black due to influence, but gain passives along the way!

      [My thoughts: Holy fuck it seems I have a preference huh...]

      3.1.4 Magic

  • Scholar research (Bestiality, Atronachs, Mora)
  • Gamer Girl Azura cameo, mock player if not dark elf, make them fuck an argonian (nerevar)
  • Rogue atronach on the loose! (again...)
  • Library trapped with magic creatures.

 

4. Ending

The players gets friendly with the jarl, gets sent to Skyrim to gather the favor of the jarls there. Making them recognize slave city as its own independent land off of Skyrim. They each have a quest for the player before that can be done.

Once they are all done, player is forcefully returned to the island via summoning magic (from the crystals) to talk with the jarl. 

Ending A. (Good ending)
If the player has picked up the knife during one of the quests and made a pact with the daedra for protection, the jarl can be killed and the player is then sent back to Skyrim. Whiterun jarl thanks the player for killing him, saying that he threatened them into working with him all along. [Island becomes ruins, and turns into a player home?]

Ending B. (Bad ending)
Player requests freedom of passage between the lands. The jarl grants it for outstanding help, but remains a bitch of the city. [Continuation of gameplay]

Ending C. (Evil ending)
Player asks to become the wife of the jarl, amused by the idea, he accepts and now the player can run around the island doing what they want. [Player home] 

Ending D. (Secret ending)
The dragons attack. Alduin has one more in him, and has come to destroy the island and the dragonborn. They kill the jarl, and leave everything in ruin. Player escapes on a boat with the survivors.[Ruined island]

[My thoughts: I'm super on the fence about all of these. They all feel too short, too narrow, and too fast paced. I really want the good ending to be the default one, the one to require the least amount of input, but what is really considered good here.]

 

Edited by Mozny

6 Comments


Recommended Comments

a_random_user

Posted

Looking from the mod making perspective. Everything you wrote seems to be possible, but it is a lot of work and it will require you to learn many aspects of working with the Creation Kit.

At minimum, you'd need:

Creating a worldspace and several interior cells

NPC creation

Quest design, including dialogue

Packages

Papyrus scripting, both for the quests and for the effects you mentioned

 

Additionally, you might look into incorporating armors and animations. For these you might look into other mods that could support these like OAR instead of building it from the ground up.

 

I would advice you to try to start with some smaller projects as a training exercise before doing the full mod.

For example, make a small mod that allow the player to do some tavern work in a vanilla inn, or make a standalone player home. This way you can try out how it works and can learn good habits. You will make plenty of mistakes, but it doesn't matter because you'll learn to avoid them for the full mod. And once you've started on your full mod idea you can just use the good stuff from your smaller project and get a much smoother working final mod.

As a bonus you'll learn which aspects of mod making you enjoy and which you don't, so you can lean in that for you final mod.

 

As a general advice, keep plenty of notes. Make a file somewhere where you write down ideas (not necessarily fully fleshed out, just so you don't forget), a file with more refined plans, a file where you write down explanations how things work (I often had to go back and check exactly how to make custom NPC faces. Good notes mean you don't have to figure things out a second or third time.), a file where you keep track of things you've been working on (very useful if you didn't have time to mod for a week and come back).

 

 

A few thoughts about the quest writing:

You are planning a lot of optional content. This is nice for players as they can select the experience they want, but it needs a good plan in advance to make sure all the parts still fit together nicely.

You also need to think about which hard dependencies and which soft dependencies you want for your mod. Hard dependencies are generally easier to implement, but you might lose some of that flexibility. Soft dependencies are a bit trickier to implement, but they allow more options for the players. Mods like PO3, OAR, ... can be included with little problem as most people already have them.

 

 

As a resource, I highly recommend the Creation Kit Wiki, both for the many good starting tutorials as the advanced descriptions for basically every part of the Creation Kit (small note here, sometimes the wiki says that a certain function requires version 1.6, this refers to the original skyrim LE, all those options are available in skyrim SE.)

 

 

Hope my ramblings are a bit useful for you, good luck with your modding.

Mozny

Posted (edited)

9 hours ago, a_random_user said:

Hope my ramblings are a bit useful for you, good luck with your modding.

They are indeed very helpful, especially the advice for getting started with making the mod itself and the dependencies talk.

I did have some plans for starting small, essentially all the features that I want to have part of this mod I want to make into standalone mods first so that I can try to form my hand at making stuff first but this would also have the added bonus of making the quest mod modular in a way? Pretty much the stuff i have in Prerequisites can be considered stand-alone stuff.

The "take notes" idea is a very nice one. I'll start an obsidian vault for this project and release it to the public once I'm done with it as a resource. Hopefully others can make use of it :P

 

As for the dependencies, I would honestly like to just have close to 0, with only very few and extremely common ones as being required (SexLab and OAR, maybe SlaveTats?). Other things like Devious Devices seem a bit too bloated for my use case, so for that I'd rather just implement a basic bondage mod. Although this is a thing that will be growing / shrinking as I get to actually making the mod itself.
Oh yeah, forgot to mention here: I want to use as little papyrus as possible. I'd rather have SKSE .dlls wherever possible since I care about performance a lot here.

For the questing, you have a very strong point there. Coherence should be the goal even if all side content is skipped. I will have to nail down the main plot, I think, first before I can work on the side content more. Perhaps I could use the optional stuff as lore for the whole island, how it came to be and stuff like that. 


Anyway, thanks so much for bothering to reply to my crazy idea, love your feedback and will take it all into consideration going forward.

Edited by Mozny
Wolfen09

Posted (edited)

Barbarous continent for Fallout 4 sounds very similar in terms of what your looking at trying to do.  (ill post the link at the end of the message so you can look)

 

Im not a technical creation kit modder, but i do like to dabble in writing so ill add my 2 cents on that side.

 

Anyways like random said writing wise its best to set a basic framework for a foundation and you can add in details to enhance it, otherwise it just becomes a jumbled mess every time you add something.  Start with deciding "what is the goal" of the story, what is the player trying to achieve, looking at what you wrote its to discover how, why, and possibly stop women disappearing.  Next is your opening, which once again i think you have a good handle on with the 3 ways to start.  The middle is where people tend to lose focus and go off in random directions, my suggestion is to start with one fetish or route and get quests or stuff done that leads to your end goal, that way you have coherent story first.  Once you get that route and ending done or stable then you go back and add other routes or fetishes and fit them within that story you just did.  Otherwise its like trying to tie 50 strings together all at once when its easier to tie one or two together at a time that add up to 50.

 

barbarous continent lost its focus like i described but is still solid enough, has some interesting fetish ideas in it (you might have to look through the forum for the whole event list as its mod description doesnt do all its events justice and i havent played FO4 in over 3 years so i dont remember much lol)

https://www.loverslab.com/topic/131391-beta-barbarous-continent/

 

also, join some discords there are a lot of very helpful technical people who are willing to answer questions for those learning.  Modharbour is a very good one with all around technical stuff, Shadowman2777 Mods is good for AI voice stuff and some animation help, Melodic's Den is good for clothing conversion help, and to a lesser extent Buxom Wench Yuriana discord can offer you technical help too though youd probably get better help at modharbour as outside of koz the rest of us just dabble

Edited by Wolfen09
Talesien

Posted (edited)

What I notice, is that mindwise, you are already deep in the flow of events. Might be worthwhile to take a step back and take a look at the location. Lots of mods and especially LL mods suffer from ok to great gameplay, but crappy locations. If the location/the NPC's look bad (and nowadays, I tend to lump 'vanilla look' into the 'looking bad' category), the acceptance will suffer, game play alone won't cut it as the first impression will be ... not positive and as we all know, you only get a single chance on a good first impression.

So I would first try to build a great location (or find one/several with open permissions that you can use/cobble together). That will be your foundation to build a good gameplay on. It's tempting to start with the 1st floor, but unwise to do so until the foundation is done. ^^ 
You don't need to create all locations from the start (like the Dwemer ruin), but the basics should be there and should be looking good enough to fit in a modern modded Skyrim.

Edited by Talesien
lPalpatinel

Posted

Greetings friend, so about your mod, I read the manga/doujinshi you mentioned called Slave City, and after reading everything you wrote, I'll make some topics to keep things more organized:

1 - One thing I recommend, and I believe you thought of this when you wrote ( Hold on, were you a slave before? We already have your papers here, dumb slut. To think you'd return willingly ), I always hope for the possibility of returning to that place whenever I want, whether through simple slavery, dialogue, or whatever, but that the possibility exists. I recommend always maintaining these return options and variations in dialogue, as you described.

2 - I believe there shouldn't be endings, but rather escape routes. For example, the protagonist realizes the operation is too big to handle (remember, Skyrim is also a role-playing game, and not everyone wants to be the Dragonborn; sometimes they just want to be a normal adventurer), so she thinks of ways to escape. This not only keeps the mod in a sandbox style, but also allows the protagonist to return involuntarily (dialogues that explicitly show her resistance to that place, and she only returned due to external consequences, a.k.a. simple slavery or another event) or voluntarily (the protagonist is mentally corrupted and loves sex, is there due to simple slavery or another event, or returned voluntarily).


3 - I suggest using the other female characters in the game and giving them unique dialogue options. There could be events or quests where female NPCs and followers (Serana, Carlotta, Aela, Jordis, Lydia, etc.) are kidnapped and forced to live as slaves. I suggest this because I always notice sex mods that never use in-game NPCs who are beautiful thanks to other mods like NPC replacers. Imagine all the important female NPCs, like the ones I mentioned above, living as sex slaves for the Chaurus, like living as breeding livestock.

NymphoElf

Posted (edited)

This is EXTREMELY ambitious, especially for a first mod.

I'm not saying you shouldn't do it, but holy smokes I don't think you fully understand what you're in for with this.

 

If you really want to do this, then the most important thing to remember is to BE PATIENT WITH YOURSELF. Learning takes time, and you WILL NOT have a good solution to every problem you face right away.

 

Don't try to make everything at once. Focus on one "chunk" at a time, even if the chunk seems small.

 

For something of this magnitude, don't be afraid to completely start over as you get better at modding and learn new techniques. It's better to go back and fix something you realize is done poorly after learning something new rather than releasing something barely functional.

 

I learned a lot about how CK works over the last two years, and had a lot of struggles along the way, and my mods have been arguably far less ambitious than this. So please, please, please, don't be hard on yourself when things inevitably don't work the way you hoped or can't be implemented as easily as you thought. Because trust me, that WILL happen.

Edited by NymphoElf
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