Harvald Posted October 10, 2018 Posted October 10, 2018 Slavemarket View File Slavemarket This is my first mod and it is not ready at all. So don't blame me to harshly. I've decided to put it up for general discussion and maybe find someone who wants to keep working on it. As a part time slave hunter, I've always wondered why the dungeons always seem so dark and uninviting. After all, they want to sell their goods and offer them to customers in the most appealing atmosphere possible. That's why I sat down and built a slave market as I imagine. At the moment it is a playerhome with room for about 8 slave followers and about 10 further sleeping places. You will find the entrance at the bottom of Azuras Statue hard Requirements Skyrim DLC Heartfires, Dawnguard ZaZ Animation Pack - Tara's Edition V.8.0 plus* Credits Oaristys LorSakyamuni Stroti (for some metal textures) Gizmodian Phitt Hoddomir Jet MJY Kallies Installation 1. Drop the data pack into your steam Skyrim folder. You can use Any Mod Manager of your Choice 2. Activate the ESPfile in NMM or similar or enable the Slavemarket.esp file manually 3. Have fun und take a lot of screenshots (optional, cause my PC is too low end to take good pics) Further plans Add two mercants, who sell Food and Taras Devices. Add 4 more Slaves to use the different possibilitys. Add about 3 more slavers Submitter Harvald Submitted 10/10/2018 Category WIP / Beta Requires ZaZ Animation Pack - Tara's Edition V.8.0 plus* Special Edition Compatible No 6
donttouchmethere Posted October 11, 2018 Posted October 11, 2018 First impression: looks very good, I like the ambient. It reminds me a bit of the old FPS "Undying" and I love that game Time to move some slaves over there =D Guess I found a new base in addition to the EtR Cellars ! 1
edtide25 Posted October 12, 2018 Posted October 12, 2018 This is gonna be my player home with all the PAH slaves. Thank you for making this mod! 1
vigdis Posted October 12, 2018 Posted October 12, 2018 Not many mods make me stay for hours and hours. There's a lot going on here, to see, to do... A bit of a sleeper, for now, maybe, but this is a great mod! 1
DonQuiWho Posted October 12, 2018 Posted October 12, 2018 Can you please post some pics of the market? It would be helpful to know what it looks like TIA 1
Harvald Posted October 12, 2018 Author Posted October 12, 2018 I would like to thank everyone for their nice comments. ? I added some screenshots now to give an Impression of what the mod should be. for fast visitors: console : " coc abyssinterior " without quotemarks For modders: It is an Interior cell, that behaves like an exterior cell, because only interior cells can be owned by a NPC or the Player. At the Moment "Player faction" is the owner faction. Spoiler Ok, I lied. A little bit. This is not my first mod, but my first mod for Skyrim I ever shared. More than ten years ago I've been a exterion/interior designer in many German Modding Teams for Oblivion. Some said, I have been a very good one. But that is the Point. The design is done and the problems with packaging and scripting will begin. 2
PeCool Posted October 12, 2018 Posted October 12, 2018 Someone else thinks that it would be awesome a complete integration of the impressive ambientation of this mod and other existen mods like Simple Slavery or Paradise Halls? Good work. 1
quasimodo75 Posted October 12, 2018 Posted October 12, 2018 I just had a quick peek at it. I consider it very much a WIP, still rough around the edges. There is a bottomless basin or similar right down the main passage, where you can fall down until you are teleported back. Another bottomless area in a corner in the bask area to the left My follower did not follow, so I had to use an "Are you there?" command to get her to me. This is extremely important. Carpets and goat hides which serve as walkable ramps float in mid air. Basic idea is O.K., but it still needs some work. 1
jigwigigx Posted October 13, 2018 Posted October 13, 2018 I like it. This mod has a lot of potential. Look forward to updates. 2
DonQuiWho Posted October 13, 2018 Posted October 13, 2018 On 10/12/2018 at 10:50 AM, donkeywho said: Can you please post some pics of the market? It would be helpful to know what it looks like TIA Thank you very much for those pics My game's full, so I couldn't load it in to see for myself but, my, does it look so much bigger, better and just altogether different from what I had imagined from the description!! Looking forward to trying this out in due course, as you develop it further 1
Harvald Posted October 17, 2018 Author Posted October 17, 2018 Today I uploaded a small update. I mostly worked on bugfixing, technical and optical improvement. Addet two merchants one in the tavern and one in the smithing area. They are working fine but the third who should sell potions refuses to work. So at the moment you only see a market stand without a vendor. I added a small script that closes every door a few seconds after opening. I hate open cagedoors. On 10/12/2018 at 6:39 PM, quasimodo75 said: My follower did not follow, so I had to use an "Are you there?" command to get her to me. What follower do you use. I testet the navmeshes with about 20 followers and 50 NPC using manipulator "Harem" funktion. all worked fine and did sandboxing in the hole interior. I'm interested to test with your follower mod. On 10/14/2018 at 1:00 AM, donkeywho said: My game's full, so I couldn't load it in to see for myself but, my, does it look so much bigger, better and just altogether different from what I had imagined from the description!! Thanks. I tried to do something completly different, becase I wasn't satisfied with the mods I could download. The first idea was to use the ruins of whiterun outskirts and place the market as an extension of Slaverun reloaded,but the actual Version of Slaverun went another way. Yes it is bigger than most normal housmods. It should become a small town. On 10/12/2018 at 6:29 PM, PeCool said: Someone else thinks that it would be awesome a complete integration of the impressive ambientation of this mod and other existen mods like Simple Slavery or Paradise Halls? Good work. Thanks. I will think about this, but at first the mod has to become perfect itself. One last question. I'm not satisfied with the vanilla hairstyles either for man and for women. I'm thinking about Apachii hair or SG hair packbase. It woud become an additional dependency. What do you think is the most used?
jigwigigx Posted October 17, 2018 Posted October 17, 2018 I just tried out the new update. Suddenly your mod is taking longer to load when I enter the market and starts to lag badly when I get there but it does calm down eventually. I don't think my computer would be able to sustain any new larger updates. There is also a jail door next to the throne that shouldn't be there. I only downloaded and installed the patch file, has the main file changed?
Harvald Posted October 17, 2018 Author Posted October 17, 2018 29 minutes ago, jigwigigx said: I just tried out the new update. Suddenly your mod is taking longer to load when I enter the market and starts to lag badly when I get there but it does calm down eventually. I don't think my computer would be able to sustain any new larger updates. There is also a jail door next to the throne that shouldn't be there. I only downloaded and installed the patch file, has the main file changed? The main-file has not changed. Yes, there are 4 more doors from Tara's ZAP 8+ pack. I thougt the main buro of the slavetraders should have doors. It is the same door I use for the pool area. In the pool area I added a new device and some walls shackles in the smithing area, a New cage in the slaves area behind the tavern and the market stand. The added content comes from vanilla and Taras ZAP 8+. The BSA contend is still the same. Ok and two Merchants one in the smithing area and one in the tavern. I'll try to make the contend smaller even the BSA case there is still some contend I have not used up to now and I think I will never use. I'll try to take the verts down and remove some plants in the next version. Design is ready. What is coming are NPC. I thought about 4 Slaves and 4 Slavetraders. 1
jigwigigx Posted October 18, 2018 Posted October 18, 2018 12 hours ago, Harvald said: The main-file has not changed. Yes, there are 4 more doors from Tara's ZAP 8+ pack. I thougt the main buro of the slavetraders should have doors. It is the same door I use for the pool area. In the pool area I added a new device and some walls shackles in the smithing area, a New cage in the slaves area behind the tavern and the market stand. The added content comes from vanilla and Taras ZAP 8+. The BSA contend is still the same. Ok and two Merchants one in the smithing area and one in the tavern. I'll try to make the contend smaller even the BSA case there is still some contend I have not used up to now and I think I will never use. I'll try to take the verts down and remove some plants in the next version. Design is ready. What is coming are NPC. I thought about 4 Slaves and 4 Slavetraders. You have made a very nice area that works well even as an abandoned slave market. Maybe you could consider having a lite version of the finished mod for those who don't have high-end computer power? Just a suggestion.
BrassKnuckleDragger Posted October 19, 2018 Posted October 19, 2018 Haven't tried the patch yet, but followers do not follow into the cell. They path around okay once I've manually teleported them into the cell though. A little too much ruins clutter near some doors and area entryways for clean follower pathing. For a tiny immersion suggestion at the cages to the far back, there should be dirt/ mud textures instead of lush grass along the footpath up to the cages' doors, and straw instead of grass in the floors of the cages. I'd also like if the themed areas were more visually open to the central corridor. It would be nice to see NPCs sandboxing in most areas from multiple viewpoints in the cell, giving the market a busier feel. I really like the theme so far though. It fits well with PAHE Home Sweet Home as is. It would be nice if your mod's proposed vendors/ slaves were a separate plugin, but I can always disable them myself if you don't want to separate that.
Harvald Posted October 21, 2018 Author Posted October 21, 2018 New hard dependency: Apachii hair esm 1.) All plants have been removed and a new smaller floral decoration has put to the mod 2.) Three female merchants implemented, working fine 3.) Three female slaves implemented (two working fine, one not) 4.) Slavemarketowner implemented Working hard to get live to the mod, but there are many smal mistakes and I have to learn so much about to create a working store and packages. So ist takes time, more than I planed, but there is progress. Take a look Spoiler Slave: Vella Slave: Talena drugstore Merchant Smith: Irona Steel Merchant Wench Chiara victrix apothecary: Viola Viagra selling Horse potion Slavemaster Salaman 2
oustacha Posted October 21, 2018 Posted October 21, 2018 something overide my zap 8 u have reason , i get into the market finally , big work , just one or twoo sujestions , the floor is to much brigtness and i think to much plants break the roman feeling u created because the romans love the order , maybe put some accurates statues in place of trees ...and a milk machie for my slaves , lol ! anyway , good job dude , sry for my bad english im french , désolé ...
Harvald Posted October 21, 2018 Author Posted October 21, 2018 38 minutes ago, oustacha said: something overide my zap 8 u have reason , i get into the market finally , big work , just one or twoo sujestions , the floor is to much brigtness and i think to much plants break the roman feeling u created because the romans love the order , maybe put some accurates statues in place of trees ...and a milk machie for my slaves , lol ! anyway , good job dude , sry for my bad english im french , désolé ... A milk mashine is in the tavern on the right side from the entrance. The Entrance is not final. I thought anywhere in the Rifton Hills, but i found no good place up to now. My idea was an old town left from the people, then occupied from nature before the Slavers got there. my Englisch ain't better I'm German 1
bearcano Posted October 21, 2018 Posted October 21, 2018 I think the location of this is hilarious (in a good way!) Makes it sound like everybody who talks about "You seen that Shrine of Azura? Sight to see!" is saying it because it's secret code for "psst, hey check out that slave market!" 1
GrayNanoEnd Posted October 22, 2018 Posted October 22, 2018 it has some incompatibilities with some mods from lb most likely as i dunno how to spot them but it makes pah start a testing quest over and over inf DA too, char becomes bald , time goes fast af. basicaly a error fiesta, fixed when deactivated this mod.
Piiska Posted October 22, 2018 Posted October 22, 2018 Has a lot of potential. I hope some mods will utilize this in the future.
Harvald Posted October 22, 2018 Author Posted October 22, 2018 20 hours ago, Ivanonishchenko said: it has some incompatibilities with some mods from lb most likely as i dunno how to spot them but it makes pah start a testing quest over and over inf DA too, char becomes bald , time goes fast af. basicaly a error fiesta, fixed when deactivated this mod. I can't understand or belive that cause there is no skript in the mod besides the doorclosing skript. I cleaned it by hand and there is no change in any cell/actor or item, only in the Azura statue exterior is the door. Nothing else. NPC sandboxing Spoiler
Harvald Posted October 24, 2018 Author Posted October 24, 2018 Hi everybody I Updated the files toda and there is a new version out. New hard dependency is ApachiiSky hair In the next weeks I' try a complete overhaul to improve the performance. Don't know if it will be successfull but i'll try. The problem is obviously that to many objects have to be rendered at the same time. I will try to reduce the amount to the half but this will cause some general changes. 3
edtide25 Posted October 25, 2018 Posted October 25, 2018 I downloaded your latest update but those slaves, merchants and one male do have face texture mismatch. Is there a way to fix it? If not its not biggie. It is still a nice mod
Arthacs Posted October 26, 2018 Posted October 26, 2018 version number in the name of the download files would be nice 1
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