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Enslaving Effect Resource and Demo V 4


About This File

Written in
Year: 2022
Month: 12
Day: 15

for file version: 4.0.0

 

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What this mod do, what is the concept?
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Imagine a wepon, a wepon that npc can use to enslave player and send simple slavery...
At the same wepon, that player can use to enslave npcs.

 

A enslaving weapon that can enslave the target... no matter what is the target...

 

Started working this becuse some users requested my Slavers of Skyrim(SLOS) mod slavers not capable enslave players.
Now thanx to this mod they can :)

 

And same time player can enslave the slavers, or nearly any other npc with the same weapon they attempted enslave the player!
This made possible Paradise Halls Enchanted (PAHE) (and VERY BIG thx for ClifftonJD for the help!)

 

As i worked this mod i got a idea:
But hey why stop weapons? if using same effects possible to create Spells that do the same thing as the weapon does!
Enslave the target... so why not?

 

This scripts pramary made used with my SLOS but during devlopment i dicided making it modder resoruce! So any one in LL can make use of it!

 

UPDATE:

After version 3 realise i missed something... slavers now can capture player, and player can capture npcs... but npcs canot capture other npcs...

this is feel not fair so i started work hard make possible this.

in realise v4 this made reality.

 

Now slaver npcs can and will capture other npcs, they capable capture fallowers if sad fallower not marked essential.

I suggest use this function very great care the script canot tell what npc realy important what not. Allowing capture quest critcal npcs not good thing.

By default this slavers capable this...

 

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Other good to know things:
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This mod not ment compite with SL defeat or other combat rape/slavery mods.
Goal is imitate how slavery works from player side in skyrim ( PAHE capture process). 

In PAHE  its 100% possible to kill a npc with to strong attack  before chance to capture it, now same true for the player.

if player not strong enught survive the incoming damage, slavers go sad and say "well that happens" and move on.

Agin this is not a defeat mod where player ending up dead is accident/bug.

 

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About slavers capture actors future ( aka NS Actor Storage) and Rescue quest

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The slavers ( to this work the slaver npc need part of the NSASCaptureSlaverFaction) and use enchanted weapon that use EFtiggercapture effect or magic.

if this requierment meet and the victim is a actor and not essential and victim hp go below 50% victim going to be captured.

 

this case the capture means the victim teleported a slaver lair.  where keept until slavers find a buyer for the slave. This take some time 7 day.

if the captive not get rescued during this grace period the victim get removed from the game ( killed )

 

To protect important npcs by default the slavers not sell potential followers, and potential marriage facton members.

The time for slavers sell slaves, protection aginst selling, the capture hp limit, can be changed with varibles with ease.

 

To rescue the captives player need tigger a rescue magic effect this broke the capture spell. This can be expended easy.

The requiered spells can be found in the flor of storage room in the demo.

 

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Script limitation ( V3 ):

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EF Tigger Concentrate Script and EF Compact Tigger Concentrate Script:   

This magic effects can handle concentration effects and extended duration on recast enchantments witout problem :)

In theory okay to use this scripts with magic effect that last at least 1 sec but works better in 2 sec or longer.

 

This scripts after checking most requierment run checks on the victim evry 1 sec if wictim current hp above 25% of the capture limit, 0,5 sec if below 25% to the capture limit.

 

Difference beatwen the normal tigger script and the concentration one:

-The new one in size dubble. This means far more code and far more complex inner workings.

-The normal capture spell not use on update calls.

 

I suggest use the normal tigger script and magic effect if non concentration spell in use. or enchantment not has extanded flagged.

 

 

Normal Script version limitations (V2 and lower):

(EF Tigger  Script and EF Compact Tigger Script )

 

Concentraion spells not work with my tigger scripts! DO NOT attach this type of spells!

Working on a Concentration spell only script, Its take time...

 

Tigger effect in spells or enchantments is ideal if sett 1 sec in any usage

 

 

Enchantments ONLY:

DO NOT flag extend effect duration on recast! my contact tigger script not going to work!

To owercome this need a special type of script same as concentration type of spell script.

 

Please keep in mind if your enchanted weapon run out of enchants the weapon canot be used to enslave player/npc.

This special bead if you wish produce weapons that meant used enslave player... this things may non expected negative side effects :D

 (i mean dead player character )

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information for Simple Slavery users:
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Paralysis is a big problem for my script. I written a special section to handle that case.

if my script fail its possible to end up frozen in the auction.

Reason for this propably to high load on papyrus and my script failed handle the situation.

Please let me know if this happen to you! I can add more safe guard to preverent this to happen.

 

UPDATE:

The Version 4 fixed this issue. the secund magic effect contain keyword that mark the target immune to paralysis.

With other existing safetys paralysis bug shuld not happen agin.

 

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information for pahe users:
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My script allow slaves, followers to use this weapons/spells aginst other npcs. So they can help enslave other npcs.

I run checks this effects canot be used to capture followers, slaves. This done to avoid accidental enslavment.

 

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Requierment:
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i done my work in skyrim se 1.5.97 version
i tryed use script commands that not need SKSE to work so probably work older version to. 
As long older versions can handle mod send event.

to capture player for simple slavery need installed. if not installed no player capture.
to capture npcs need pahe installed, if not my spell effects dont capture.

 

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Compatibility:
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The demo and the mods alone shuld not do any harm.

Adding new records to the game do not make problem.

Scripts i added only work as the spell/weapon used.

I have no information how well work with other defeat mod.

Propbably based on settings this mod or other mod kick in first then handle the situation.

 

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What shuld i download?
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i keep older version avible for reference, but always use the higest avible version number.

 

NS EnslavingEffect-DEMO-V4

 

This pacage contains a demo version of my scripts. Serve as example how can used my effects, and can be tested by players.
i wirtten my scripts 2 version normal and compact this intrest of modders, from user perspective this to the same.

To use it simple need to install it this adds 4 cells to the game that only accesed by console commands:
Normal script version demonstration:

open console then type:

coc + the room name can be seen below

example:

coc EFTest

 

list of test rooms:

Spoiler

EFTest - normal test cell one enemy
EFTestC -same as above but compact version

EFParaTest - paralysis tester 3 enemy
EFParaTestC - paralysis tester 4 enemy, compatc script in use


EFExtTest - same as normal test but uses extanded script version
EFExtTestC -same as above but uses compact script version

EFExtParaTest - paralisis test for extanded version of capture script
EFExtParaTestC - paralisis test for extanded version of capture script compact version

EFMassTest - paralisis test for extanded version of capture script, tons of enemys inside

EFMassBurnTestC - extanded script compact version tester, big battle with concentration spell in the testrom
EFMassMixTestC - extanded script comact version tester, conentrated spells and enchantment effects all compact version.

Special test rooms for ns actor storage implementation testing:

 

EFnpcnpc1 - concentrate spell effect user slaver npc capture other npc
EFnpcnpc2 - non concentrate spell effect user slavers capture other npc

nsasStorage - holding cell for npc captured captives. on the floor scrols for test porpuses to tigger different events
nsasdead - dead captive npc storage, this place where the "sold" captive npcs stored
 

 

word of warning:

 

for demonstration porpuse only this demo contains a slaver attack on riverwood!

the slavers start on the north side of town and more than capble owerpower all npc in the streats. without player intervention all npc get captured.

added bonus if simple slavery installed slavers may capture the player to!

 

*** Modder downloads ***

 

i made 2 version of the script one named compact this version only use direct form id calls.
i new to scripting not sure what aproach is better making propertys that more flexible or directly referencing form id's.
Both has ups and downs, Comapct version not leave best of my knowlage references behind, but harder to use not alow merge.
Normal version that make use propertys easy to hadnle as modder and can be merged more flexible but leave behind references.
facing this i made the dicision make both version over time users and modders dicide witch one is better, if any.

 

NS EnslavingEffect-V3-FOR modders
This file for modders, a modder resource.

Contains the full demo plus esp files used make the esl ones. Addded with the script sources.

 

IMPORTANT CHANGES for -V4:

In this version i not implemented the Actor Storage functions for compact mode. This is the last version i uploded compact version.

Based on tests the comapct mod is not worth it. The save files more data in it if i use compact version. Propertys more flexible in use especialy the way i need use some cases.

 

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My request to those who read this:
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I realtive new to scripting this is my first scripted mod.
i try make this one compatible other mods as possible and same time efficent as possible.
if any of dear mod maker know better sorulution other than i made pls some how let me know and i willing to improve this mod.
To make more stable and compatible with other mods.
I belive this mentality that move as comunity foward.

 

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Informations for modders:
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All the record start EF tag, in compact version EFCompact. i not write it here down to make more easy to read.

How this thing work:
i use magic effects to find the target and run the checks.
logic is this:

tigger script->checks the target its valid for capture or not ->if yes call for player OR npc capture-> the capture run other checks and handle the capture if evrything okay
the capture script call for simple slavery OR pahe to handle the victim.

i run checks via scripts and conditions, if possible by condtions.
PAHE and Simple slavery has different requierments so both needed own separate script to handle.

All script attached a magic effect this effects in capture cases added a spell that cast on the victim by the tigger script.

The tigger scripts attached tiggereffectsFFaimed and contact. aimed used with spells like fire ball, contact variant ment to be used with enchancments.

 

****implementation****
using as master any of the .esl file ( suggested compact version usage)
add a tigger efect to your spell/ecnchantment set it 2 secund and ready to go. you can add condition to effect start if wish more limit when start the action.

 

the trehsold of player capture contained in a global varible: PlayerHPLimit. it is a float need to be beatwen 0.01 and 1 0.5 default this means 50% heath if its 0.4 means 40% heath

this varible checked evry time enslaving effect hit a valid target.

 

if player hp drop below this and hit by any tigger effect capture procces beggins ( is simple slavery installed of corse)

merging to you mod esp (propbably best for this the normal version)
fallow above steps maybe check all 5 magic effect script propertys are set right.
i named them same as corespanding spells/effect/global so auto fill expected to do the job.

 

About NS Actor Storage:

 

Check the source code most of the data you may need can be find here.

 

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Future plans:
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Making mroe stable if needed

Fixing bugs if any left.

Making more fast if possible.

NSAS expension a bit... maybe.

write a detailed guide for modders.

 

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Premissions:
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This mod is a modder resource.
This mod ment free to use by any one, i only ask not used mods that ask money from users to able play it.
If credit given is a big pluss but not required.

 

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Credits:
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Special thanks for @CliftonJD the patiance and lot of help give me during this script devlopment.

 

I wish say thank those who pointed me right direction where to look, and sugjested make SLOS player capture capable. :)

 

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Changelog:
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Spoiler

V 2 (2022-11-21)

 

Fixed:

-typo error is debbug mesages

-all bsa now contain the proper script source 

-moder version resource files now contain all files that may needed (bsa, esl, esp, pex)

 

player capture script ( normal and compact version):

-Papyrus under Extrame stress no longer fail detect paralysed status ( at elast i hope)

-player heal during capture improved from 100 to 1 000 so surviaval on extrame condition more likely

-added check before sending player to simpel slavery, if player paralysied script no longer send player to slavery insted send another tour of cure, then try agin

-player capture script magic effect no longer start running if player killed before script can start run

 

npc capture script ( normal and compact version):

-npc capture script magic effect no longer tigger if npc dead before script can start run

-all spell and script renamed properly now all names contain "compact", no longer cause issues if both type of .esl file in use

 

Demo esp:

-demo effect times for normal test rooms now use 1 sec time in enchant instead of 0

-demo effect times in compact test rooms  now use 1 sec time in enchant instead of 2

( in theory both times work but safe side is 1 sec, based on my SLOS test expereinces)

 

Edited by Nonseen
Spelling fix


What's New in Version V 4

Released

2022-12-15

Fixes:

-added immunite to paralysis keyword to all capture effect this way during capture time player not get paralyzed agin and simple slavery not get bugged.

 

Discontinued:

-compact version no longer get updates. in my test the comapt version eat more resurce from save files than the non compact version.

 

Added:

NS Actor storage -V0

A brand new "system" that make possible npcs to enslave other npcs, actors.  ( any actor work even animals )

this system working version included in the demo.

 

This is the third possible effect of the enchants and weapons.

 

New roms in the demo added:

 

efnpcnpc1 - demo for mage user capture npc

efnpcnpc2 -weapon users capture other npc

 

nsasstorage - captured npcs land here, and bandit guarding them, on the flor scrols for test other magic effects.

nsasdead - if captured npc get "sold" for slave market in realtiy get killed and stored here.

 

 



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