Londo101 Posted October 27, 2018 Posted October 27, 2018 Sadly, the new version doesn´t work with my skyrim. I get an infinite loading screen when enterin the area or loading a savegame where the pc is on the market...
Harvald Posted October 27, 2018 Author Posted October 27, 2018 On 10/25/2018 at 6:41 AM, edtide25 said: 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 I will make a facegen upload tomorrow. It is the typical problem when you make a char in CS. The lighting of the bodytexture is not transferred to the headmesh so it looks grey/darker.  On 10/26/2018 at 9:21 PM, Arthacs said: version number in the name of the download files would be nice Will do it with the next upload. New slavemarket is work in progress and the progress is good. More opportunitys. Smaler in mesh consumption and if I get the damned portals working, much better in loading time. Still the same, but looking a little bit different becaus of some new buildings. Hope you will like it too.  4 hours ago, Londo101 said: Sadly, the new version doesn´t work with my skyrim. I get an infinite loading screen when enterin the area or loading a savegame where the pc is on the market... Perhaps the problem is, you don't have ApachiiSkyHair https://www.nexusmods.com/skyrim/mods/10168. It is a new hard dependency. I marked it in the Downloadarea. Used it for the 7 new female NPC and found it better than using SG hair. 2
slvsaris Posted October 28, 2018 Posted October 28, 2018 On 10/26/2018 at 3:21 PM, Arthacs said: version number in the name of the download files would be nice I agree. This is something that is essential so we know the version we have installed.  That being said, the mod looks like it is coming along nicely. 1
slvsaris Posted October 28, 2018 Posted October 28, 2018 On 10/24/2018 at 5:11 PM, Harvald said: 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. Check out the optimization section of the CK wiki. There are ways to improve performance without sacrificing content.
Ramazon Posted October 29, 2018 Posted October 29, 2018 Good job on making it to the MxR mod review  Slave market starts at 11:16 but the whole thing is funny.  Spoiler   4
Seeker88 Posted October 29, 2018 Posted October 29, 2018 Great mod! A bug: the npc Elizabeth Caldwell seems to have different body type and body texture. I can't open BSAs to verify.
Harvald Posted October 29, 2018 Author Posted October 29, 2018 14 hours ago, Ramazon said: Good job on making it to the MxR mod review  Slave market starts at 11:16 but the whole thing is funny.   Reveal hidden contents   NEVER thought this could happen. All cedits to @t.ara. Without his wonderful work this would not be possible at all. Next version will be more impressive then that Version. I hope you all will enjoy. Perhaps some pictures later. On 10/28/2018 at 7:47 PM, slvsaris said: Check out the optimization section of the CK wiki. There are ways to improve performance without sacrificing content. Checked it out. made wonderful occlusion boxes. they are working fine. But every time I want to make a gate to look to the next box, no Gate is showing up. I gave ist up for the moment and make the new nav meshes cause the overhaul needs new navmeshes everywhere. 5 hours ago, Seeker88 said: Great mod! A bug: the npc Elizabeth Caldwell seems to have different body type and body texture. I can't open BSAs to verify. Sorry, but there is no body or headmesh or texture in the BSA. This error must come from your personal game. Elizabeth Caldwell uses standard Imperial race and the body of your choise.
donttouchmethere Posted October 29, 2018 Posted October 29, 2018 8 hours ago, Seeker88 said: A bug: the npc Elizabeth Caldwell seems to have different body type and body texture.  4 hours ago, Harvald said: This error must come from your personal game.  its the ZAZ doggy belt something is messed up with CBBE/UNP or bodyweight if you use zaz8+ UUNP, best not to build bodyslide and just use it as installed (or maybe its on purpose ^^) 1
t.ara Posted October 30, 2018 Posted October 30, 2018 In consence, is the series of videos, which are planned by MXR, very positive for the LoversLab-Community. Â p.s Elizabeth Cadwell has a wrong BODY texture on that pic above (CBBE body with UUNP-texture or opposite) Â -and thanks for that positive feedback:-).. Â Â 1
Harvald Posted October 30, 2018 Author Posted October 30, 2018 Something old something new. Pictures of the upcoming version. View from the entrance  Blacksmith sleeping area renovated auction entrance New auction area old tavern in a new place old pool area new slaves area new opportunitys.  Some bugfixing, cliping and reworking the packages is needed and still I'm not able to do the portals. Next try, next chance.      3
donttouchmethere Posted October 30, 2018 Posted October 30, 2018 oh, its always good if you can lock the bathroom ?
TarnisMartell Posted October 31, 2018 Posted October 31, 2018 I just saw this in MxRs youtube video and I t looks awesome. But as he showed it tehre were no NPC at all. From flying through some stuff here I see there are some being made. I hope the non-slaves to be rather male. Caus slavebuisness was always male dominated and you kinda need the muscles there. definetly keeping an eye on this 1
Harvald Posted October 31, 2018 Author Posted October 31, 2018 8 minutes ago, TarnisMartell said: I just saw this in MxRs youtube video and I t looks awesome. But as he showed it tehre were no NPC at all. From flying through some stuff here I see there are some being made. I hope the non-slaves to be rather male. Caus slavebuisness was always male dominated and you kinda need the muscles there. definetly keeping an eye on this Thanks. As I said, it is work in progress. There is the very first version 0.5 in the video, wich means, half the work is done. Since then there are 8 NPC in the mod, to get it alive. Now some users have performance problems and I try to upgrade performance. After this there might be some muscular slavers. 1
MikeCobalt Posted November 1, 2018 Posted November 1, 2018  So far this looks really good. I hope others think of linking other mods to this. One thing though is Every time I try to open my Inventory the game immediately crash's; talking to a vendor same result. Anybody understand that?
Nova eXelon Posted November 4, 2018 Posted November 4, 2018 On 10/17/2018 at 10:03 PM, Harvald said: It should become a small town.  I don't know if its possible or even wanted but IMO it would be very nice, if we could populate the "small town" with our own NPCs though a spell/ring or something. For example you don't put vendors in there but a spell that lets me turn an enslaved NPC into the vendor that you want to be there and sells the stuff you want him/her to be sold. Same goes for guards, blacksmiths etc. There are sooo many pretty follower mods or NPC replacers that we could get way more use out of if we had more flexible methods of using them. Maria Eden for example goes in that direction by letting me configure complete outfits, add NPCs to a random NPC list and then a copy of that NPC will spawn randomly in cities (with one from the list randomly picked outfits). But thats the thing, it is random......  Once you figure out how to do that (if its possible/wanted) it would cut down your work load too because you don't need to design NPCs anymore...........NPCs whose designs will probably clash with how everybody has "prettied up" there Skyrim anyway. Please don't understand this as me saying you what to do. Reading you asking which hair mod to use for your NPCs and making that a hard dependency just reminded me of all of that (its not the first time I thought that).  Aside from all of that: Very nice work!
Grylls Posted January 7, 2019 Posted January 7, 2019 Downloaded the latest version of your mod, also apachi hair and ZaZ pack as you stated and activated everything in NMM but when i try to enter the slave market, it loads for about 10 seconds and then game crashes, i double checked and reinstalled everything but i have no idea what could be wrong, any idea?
Vegetius Posted February 2, 2019 Posted February 2, 2019 Your mod seems very nice. Do you plan to port it to Skyrim Special Edition ?
t.ara Posted May 1, 2019 Posted May 1, 2019 Hello, maybe you can add NPCs with AI-packs, using furnitures frequently-this would enrich the overall area . And you can dive into maybe add little quest. Simply vanilla "build" NPC and later maybe you like to add a hair-mod as dependency or something...You can anyway make a version with and with less or no NPCs....and don´t be afraid to add some dozends...;-)
poblivion Posted May 1, 2019 Posted May 1, 2019 Hi, Slavemarket is amazing, great job .   I had a few ideas, maybe you might like it.  Of course it's your MOD and only you decide about its future .  I see a lot of possibilities, but it would probably be necessary to involve other authors of other MODS.  It would be great if your Slavemarket replaced slvemarket from Simple Slavery Plus 6.04 By Lozeak, here is now just a dull room in Riften. It would be nice if the auction was made in your Slavemarket. You'd probably have to talk to Lozeak.  It would be great player character could sell captured slaves just like in MOD Paradise Halls Enhanced (pahe) repacked with the customary addons By CliftonJD.   At one point it would be possible to sell the captured slaves, but there it could be sold the player character into slavery as in MOD Simple Slavery.
TemporalWolfwing Posted May 28, 2019 Posted May 28, 2019 I have all the hard requirements installed and active but I get the infinite load screen when trying to enter, what am I doing wrong?
t.ara Posted August 18, 2019 Posted August 18, 2019 Hi, i´m back from the slave-market... That mod is really impressive (i did not have a look before-sorry for that)...busy with zap... anyway can I tell here , that this mod is NOT overcluttered or it´s also not TOO BIG inside the cell-all is perfect, here´s what I found out and with this few steps, you get a turbo-cell-behavior:  It´s very easy to make this work like a "slim-line-mod" without loosing it´s quality. For the moment I can only use or enter the cell with ENB-and then my GPU is starting it´s ventilator-system...inside of zap this is not happening. REASON: too much high-poly-stuff and probably are those ruins-set not being welded inside of a 3d-software. It means the amount of polys can irritate the power of graphics in addition to the statue-set-which is maybe nice-but in that way not working with skyrim. Too narrow sitting polygons in a huge amount kill the power of skyrim. I suggest to drop the statues off the mod and replace them with the nice bethi´s statues...not perfect for your taste-maybe, but your mod will start up perfectly well and you get a new feeling for it, and probably a wish to go on....if you add same stuff to the next mod, you get the same problems, btw.  I could later edit the ruin-meshes and send that whole pack (ruins-pack) to you, you can then simply replace them with the "old" stuff and then you have a well working area, which can also be visited without an ENB and which is stabil running. Lot of mesh-creators do not know, that you will put their art into skyrim, high poly stuff is causing alert. This mod can be really running smooth like an original skyrim-creation. You could use always nifscope to verfy the meshes, which you plan to use, if everything is green by clicking on the mseh in nifscope, then forget the stuff or rebuild it with a 3d-software. I mean you then prepare it to become a low poly object. The low poly objects have been carefully made inside of skyrim and so the HEADROOM for further stuff is quite big, so to add new stuff without any problems. Not your "building-up" mistake, it´s simply a limit of the engine, which can be surrounded with some "TRICKS". Sometimes we think: why is that rope not looking better, but it has exactly this reason: sparing POLYGONS...same for chains...if I add a real-feeling and HDT working chain, the character is being added with a bunch of extra-bones-mostly comes the whole sketeton with the item together again, and the chain...makes often more than 2-3K as nif-file...that´s quite heavy...like a real chain:-))..and then if the player has cloth with HQ textures and higher polys...the things can get crazy....I can see the engine´s work, if such items are equipped on NPCs...it takes a while, until the item is spawning-there´s a delay in dependence of the "weight" of the item....if in this way things come to be summed up, the stuff can run into a disaster quickly.  TRICKS to surround high poly amount look like this:  Even for chains made Bethesda a "texture-alpha-trick (a 2-dimensional mesh, setup-mirrored 4 times around the z-axis-which looks ingame like a real chain-can be watched at the anchor-chain and on the rack for example)) ", so to spare and surround a real chain-build up for the game. A good helper if you create own meshes is a "smooth" function inside of 3d-softwre, which let become quad- and triangle-meshes like "round" ingame...this is really a fine technique which is an unbelievable helper for mostly all stuff which shall show rounded surfaces.  Such stuff like I put here on the pic is exactly killing performance-depending where the player´s cam is moving, can this cause a standing picture of the engine...a "knock-out" with a following bad result. Extern added statuettes are beside new meshes a very sensive stuff.  I´ll create the ruins-set for you and you please delete the statuettes and replace them with skyrim-stuff, then you are on a good way for smooth pics also without the use of an ENB:-)  Here is not the cluttering the problem, it´s instead the use of small high-poly-models. 1
Harvald Posted August 25, 2019 Author Posted August 25, 2019 Work in progress  There will be a new version of Slave market. Slave market 2.0. It will be the same (nearly), but it will be an exterior and the construction will be more logical.Performance will increase, defnitly.   What is still to do? Complete navmeshing, NPC-packaging, weathercontroll, bugfixing and a few optical increases. So stay cool it will become real. Thanks to T.ara for the new motivation. 2
donttouchmethere Posted September 5, 2019 Posted September 5, 2019 thanks for the update! ? will try as soon as too many mods force me to use appachii hair ?: on wait list now: > Slaverun redux > Slavemarket
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