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The Slaver's Spellbook


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Posted
14 hours ago, rcy68 said:

there`s no way I`m messing around with the interior workings of a mod

 

Eh, it is intended to be modified by the player. I suppose I could write an MCM screen or an out-of-game configurator, but that doesn't sound like much fun now.

 

14 hours ago, rcy68 said:

wouldn`t I have to redo it with every update

Thing to do is zip it up and install it like any other patch. And like any other patch, reapply it after each update. If you use Mod Organizer or similar (although I'm guessing that you probably don't) then just make sure it's lower than the base mod in the mod list and it'll always overwrite the default one.

 

15 hours ago, rcy68 said:

Plus, I like the heart and serial number. Love them, actually. It catalogues the slaves nicely

 

Can't argue with that :)

 

15 hours ago, rcy68 said:

Actually, I switched to Oblivion. Haven`t played Skyrim since. I`m kinda paranoid with updates. Worried I`ll mess up and have to start a new game. Making a new character, combined with all the MCM settings, is such a chore. Takes hours, and then tweaking the settings here and there while playing...Ugh. So I switched games until your creative fervor calms down a bit

 

Fair enough. Just be aware that this isn't the sort of mod that's likely to reach 1.0. There's always going to be some mad idea that I want to see if I can make work.

15 hours ago, rcy68 said:

Now I know how my mom felt when I tried to show her how to set the clock on her VCR

 

Yeah. The older I get, the more I sympathize :)

Posted
6 hours ago, DocClox said:

Thing to do is zip it up and install it like any other patch. And like any other patch, reapply it after each update. If you use Mod Organizer or similar (although I'm guessing that you probably don't) then just make sure it's lower than the base mod in the mod list and it'll always overwrite the default one.

Actually, MO is exactly what I use. Something about me screams "I just dump everything in the data folder"? I`m a caveman, not an idiot(I know, some people, who know what the hell they`re doing, prefer to do that. They`re old-school. I don`t fall into that category). I know what a tutorial is, and that I should watch them when fuckin' around with stuff I don`t know how to do. My sensei, Gopher san, said I shouldn`t do that, and to use a mod manager. So that`s what I do. As for adding that archive, I copy and paste that in to notepad, save it, and zip it? Then install it like any other mod I manually downloaded? That I can do. Doing it the way you said originally would be stupid, if I can just do this. What would be even simpler would be to cast the brand on a slave, then go into slavetats MCM and tweak it to my tastes. I just assume that`s not possible, and you made it to just use one tat slot. I`m not actually playing the mod right now, or I would have checked. And I know, active mod authors tend to tinker under the hood constantly. I`m just waiting until the updates come, say, once or twice a month, instead of every other day, like they were at first. It`s a matter of odds: I do something once in a month/I do something 10 times in a month   Which is more likely to produce a fuck-up? Plus, when an update comes out, I like to wait a day or two before using it, in case you messed it up, inadvertently. That wasn`t really possible since there`d be another update by then. I`m beginning to sense you`re getting annoyed with me, hence the "I`m guessing that you probably don`t" crack, so I`m just gonna go away and not bug you anymore. I doubt you`ll miss these novels I call comments. Mod looks good. Keep having fun with it.

Posted
2 hours ago, sidfu said:

u know what we need a spell that will add a tatoo list on them of their sex stats.

 

When I originally read the Detect submission spell way back with the color changing, I thought it was referring to the heart part behind the cunt # tat. Having the heart tat change color based on submission level would be a much simpler way than listing number stats

Posted

OK. That didn't come across the way I intended it.

 

11 hours ago, rcy68 said:

I`m beginning to sense you`re getting annoyed with me,

 

Nope. Not at all.

 

11 hours ago, rcy68 said:

hence the "I`m guessing that you probably don`t" crack

 

In my defence, you had just spent a fair bit of time trying to impress on me that you weren't entirely comfortable with the more technical aspects. Mod Organizer is a highly arcane and complicated program, and I was worried I'd sound smug and condescending if I assumed you were using it.

 

I'm going to change the subject, before I did this hole any deeper. No offence intended, OK?

 

10 hours ago, sidfu said:

u know what we need a spell that will add a tatoo list on them of their sex stats.

 

Ah, if only! If I could format tats with variables that would be a game changed. As it is, I have to use three slots to get the serial number displayed right.

 

8 hours ago, McLovin3 said:

ng the heart tat change color based on submission level would be a much simpler way than listing number stats

 

That's doable. I had a player-as-slave project where the player got a Stormcloak band that glowed red hot when she was aroused. The project never really went anywhere, but the tat worked.

 

I'd want to re-think the color scheme though. Otherwise all my best girls would have cool, arctic blue hearts tattooed over their puss puss. Not a bad idea though.

Posted

Trying to fill in some gaps at the moment. I finally fixed the Slaver's Candle spell, for instance. I also added some of the new spells to the JSON loader list, and I've just patched PAHE so I can add StorageUtil keys to make the Bound Collar work like a PAH leashing collar (at least the can't-run-away part of it) and the bound cuffs are substantially harder for slaves to break than normal ones. (They actually modify the rope chances, since the ropes still get equipped, but you can't really see them, so I'm just going to go with it).

 

The big thing that needs doing is to make those items time out. Currently, once summoned, they're there forever, and they're a bit powerful for that.

 

I also want to see if I can do some stuff with other Zaz animations. I want to change the invisible cuffs behind the scenes and be able to apply a hogtie. In fact it's arguable whether or not to use the PAH tied pose or just make that an option for the spell. But I'd like to use PAHE's training end escape mechanism, so I'm undecided.

 

I also want to  see if I can force them to crawl using the animations in the Zap extensions mod. That'd be cool.

Posted

Does anyone know if there's a pose anywhere that does standing up, legs spread, hands clasped behind the head?

 

I have an urge to try and make the cuffs do such a thing.

Posted

Yeah, sorry about that last post. Been sick for a few days, and woke up in a FOUL mood. It just rubbed me the wrong way. Not your fault. Totally my bad. I apologize. I`m usually pretty good at recognizing when I`m "in a mood" and mute myself, accordingly. Not that day. Was a terror in the Youtube comment section, as well. But those deserved it. Brain damaged amateur storm chasers doing and saying the dumbest things imaginable. But anyway, won`t happen again. Keep up the good work.

Posted
6 minutes ago, DocClox said:

Does anyone know if there's a pose anywhere that does standing up, legs spread, hands clasped behind the head?

 

I have an urge to try and make the cuffs do such a thing.

I`ve seen a pose similar to that in the Elsie LaVache for MME follower mod. Not sure if it`s what you`re looking for. She`s presenting her breasts for inspection. Don`t think she spreads her legs, though. But she looks cute as hell when she does it.

Posted
1 hour ago, DocClox said:

The big thing that needs doing is to make those items time out. Currently, once summoned, they're there forever, and they're a bit powerful for that.

How about they`re there forever, or until they`re dispelled, by casting it on them again?

Posted
24 minutes ago, rcy68 said:

Been sick for a few days, and woke up in a FOUL mood

 

Been there, done that. Don't worry about it.

 

18 minutes ago, rcy68 said:

She`s presenting her breasts for inspection. Don`t think she spreads her legs, though

 

That would probably do. I'll look into that.

 

11 minutes ago, rcy68 said:

How about they`re there forever, or until they`re dispelled, by casting it on them again? 

 

That's fine if they're just decorative. But it'd would be a very cheap way to stop slaves running away, if there wasn't some sort of risk. The aim is to give enough time to get the latest batch back to base, or the auction, or wherever, but if you leave them kneeling in Dragonsreach for a couple of weeks, you're going to get back and find them gone.

Posted

So here's fun:

 

Spoiler

scriptname docbook_collar_leash_effect_scr extends ObjectReference

actor slave
SexLabFramework sexlab = None

event OnEquipped(actor a)
	slave = a
;
;	make sure we have a sexlab ref
;
	if sexlab == None
		sexlab = SexLabUtil.GetAPI()
	endif
;
;	this should give the bound collars the same effect as "advanced leashcollar" 
;
	StorageUtil.SetIntValue(a, "pahe_leased", 1)
;
;	stop the slut having orgasms unless they're fucking the caster
;
	StorageUtil.SetFloatValue(a, "slso_forbid_orgasm", 1)
;
;	track start and end of sex
;
	sexlab.TrackActor(a, "slavers_spellbook_collar_sex")
	RegisterForModEvent("slavers_spellbook_collar_sex_Start", "OnSexStart")
	RegisterForModEvent("slavers_spellbook_collar_sex_End", "OnSexEnd")
endevent

;
; this fires when sex starts
;
; if the player is involved, turn off the orgasm block
; else leave it be
;
Event OnSexStart(form f, int tid)
	sslThreadController t = sexlab.GetController(tid)
;
;	no player, nothing to do
;
	if ! t.hasPlayer()
		return
	endif
;
;	turn off the block so she can cum on the cock of her Master
;
	StorageUtil.SetFloatValue(slave, "slso_forbid_orgasm", 0)
EndEvent
;
; this fires when sex end
;
; if the player is involved, turn the orgasm block on again
; else leave it be
;
Event OnSexEnd(form f, int tid)
	sslThreadController t = sexlab.GetController(tid)
;
;	if the player wasn't involved, nothing to do
;
	if ! t.hasPlayer()
		return
	endif
;
;	turn the block back on, keep her from finding relief without you
;
	StorageUtil.SetFloatValue(slave, "slso_forbid_orgasm", 1)
EndEvent

event OnUnequipped(actor a)
;
;	turn off the leashing now the collar is removed
;
	StorageUtil.SetIntValue(a, "pahe_leased", 0)
;
;	should really have SLSO test for > 1
;	then I could just incrememnt and decrement and play nice with other mods
;
	StorageUtil.SetFloatValue(a, "slso_forbid_orgasm", 0)
;
;	untrack the actor, or strange things will happen
;
	sexlab.UntrackActor(a, "slavers_spellbook_collar_sex")
endevent

 

 

Basically, as long as your slave has the Bound Collar on, she can't orgasm unless the player is the one fucking her. Start of sex, it checks for the player and lifts the block if he's in the scene. End of sex it restores it. Mainly useful for RP purposes at the moment, but you never know.

 

I really should tweak that so only the caster can satisfy the target. But that's unlikely to be relevant for this mod

Posted
24 minutes ago, DocClox said:

So here's fun:

 

  Reveal hidden contents


scriptname docbook_collar_leash_effect_scr extends ObjectReference

actor slave
SexLabFramework sexlab = None

event OnEquipped(actor a)
	slave = a
;
;	make sure we have a sexlab ref
;
	if sexlab == None
		sexlab = SexLabUtil.GetAPI()
	endif
;
;	this should give the bound collars the same effect as "advanced leashcollar" 
;
	StorageUtil.SetIntValue(a, "pahe_leased", 1)
;
;	stop the slut having orgasms unless they're fucking the caster
;
	StorageUtil.SetFloatValue(a, "slso_forbid_orgasm", 1)
;
;	track start and end of sex
;
	sexlab.TrackActor(a, "slavers_spellbook_collar_sex")
	RegisterForModEvent("slavers_spellbook_collar_sex_Start", "OnSexStart")
	RegisterForModEvent("slavers_spellbook_collar_sex_End", "OnSexEnd")
endevent

;
; this fires when sex starts
;
; if the player is involved, turn off the orgasm block
; else leave it be
;
Event OnSexStart(form f, int tid)
	sslThreadController t = sexlab.GetController(tid)
;
;	no player, nothing to do
;
	if ! t.hasPlayer()
		return
	endif
;
;	turn off the block so she can cum on the cock of her Master
;
	StorageUtil.SetFloatValue(slave, "slso_forbid_orgasm", 0)
EndEvent
;
; this fires when sex end
;
; if the player is involved, turn the orgasm block on again
; else leave it be
;
Event OnSexEnd(form f, int tid)
	sslThreadController t = sexlab.GetController(tid)
;
;	if the player wasn't involved, nothing to do
;
	if ! t.hasPlayer()
		return
	endif
;
;	turn the block back on, keep her from finding relief without you
;
	StorageUtil.SetFloatValue(slave, "slso_forbid_orgasm", 1)
EndEvent

event OnUnequipped(actor a)
;
;	turn off the leashing now the collar is removed
;
	StorageUtil.SetIntValue(a, "pahe_leased", 0)
;
;	should really have SLSO test for > 1
;	then I could just incrememnt and decrement and play nice with other mods
;
	StorageUtil.SetFloatValue(a, "slso_forbid_orgasm", 0)
;
;	untrack the actor, or strange things will happen
;
	sexlab.UntrackActor(a, "slavers_spellbook_collar_sex")
endevent

 

 

Basically, as long as your slave has the Bound Collar on, she can't orgasm unless the player is the one fucking her. Start of sex, it checks for the player and lifts the block if he's in the scene. End of sex it restores it. Mainly useful for RP purposes at the moment, but you never know.

 

I really should tweak that so only the caster can satisfy the target. But that's unlikely to be relevant for this mod

does that check only the current thread or any thread? If the master is banging away on another slave and something causes a different slave to engage with herself or someone else, would it still pick up the master being engaged?

Posted
19 hours ago, karlpaws said:

does that check only the current thread or any thread?

 

I think the TrackActor call means that events only get generated for the slave in question. Just don't forget to call UntrackActor at the end.

 

I might need an explicit call to SexLabUtils.GetAPI in the OnEffectFinish event handler, since the variable may self destruct if the effect is done. I'll see how it goes.

 

[edit]

 

On rereading that, I didn't entirely answer the question. The Tracked event returns the thread ID for the tracked actor. Then I check to see if the player is in that thread. It should be pretty much bulletproof.

Posted

There's an experimental build for SSE up already. It needs the hotfix I posted a few pages back though.

 

Which reminds me, it really is high time I looked at getting another proper release together, The one posted is in a terrible state.

Posted

Submitted for your consideration: Salonia Carvain. That's the the bitchy nobleman's wife forever trying to find Solitude for Victoria Vici's wedding, and not to be confused with Salonia Caella, the bitchy vampire who tries to kill you in Redwater Den.

 

Anyway.:

 

salonia_heel.png

 

I made a new character for testing purposes, and I came across her and hubby right out of Crovangr Cave. They must have seen some trouble since they'd lost the horse they usually have, but the bodyguard was still there.

 

So just for the mischief of it, I quicksaved and cast Bound Cuffs on her. And they applied. Which is a bug, incidentally; they're only supposed to work on branded slaves., or at the very least, targets in bleedout or who are otherwise helpless. Anyway, she got her hands bound and that registered as a hostile act (as it damn well should) and her bodyguard went for me. So I cast bound cuffs on him, and that worked as well. So he's running at me, but unable to do any damage.

 

Anyway, I thought I'd keep Salonia. I've been using her as my main squeeze and blood source, so I decided she deserved her own tat.

 

Just thought I'd share :)

Posted
3 hours ago, DocClox said:

I made a new character for testing purposes, and I came across her and hubby right out of Crovangr Cave. They must have seen some trouble since they'd lost the horse they usually have, but the bodyguard was still there.

 

So just for the mischief of it, I quicksaved and cast Bound Cuffs on her. And they applied. Which is a bug, incidentally; they're only supposed to work on branded slaves., or at the very least, targets in bleedout or who are otherwise helpless. Anyway, she got her hands bound and that registered as a hostile act (as it damn well should) and her bodyguard went for me. So I cast bound cuffs on him, and that worked as well. So he's running at me, but unable to do any damage.

 

Anyway, I thought I'd keep Salonia. I've been using her as my main squeeze and blood source, so I decided she deserved her own tat.

 

Just thought I'd share :)

Yeah I've wanted to do something with her but her spawned non-unique nature makes that tricky without a specialized mod to help.

 

IIRC though they don't have a horse, which is really wierd. There is a mounted noble and bodyguard that does ride but for some reason these fairly elite nobles that travel from the capital (and not by ship directly to Solitude) for some reason are walking (though that's probably because moving carts (since there are not actual carriages!) are too wonky?).

 

I find their inclusion in the game along with a number of other bits interesting because they exist solely to add flavor to an event you never actually see but does create a setting for just one quest you might do. (It is also interesting that you can encounter them after said event in rags, having apparently never reached the event and gotten robbed along the way.)

Posted

@fred200 reports that the fix in this thread along with 006 worked for him on SSE.

 

 

 

I will get a new release out. It's past time I did.

 

Posted
On 5/23/2019 at 2:30 PM, rcy68 said:

I see you use UNP 7B body. I use CBBE Curvy, myself. Those stockings are gonna look like crap on my girls, aren`t they?

Are they? Actually, I`ve been wondering something. Is it possible to install multiple body mods and have them be chosen randomly for NPCs? That`d be awesome. If not, then someone(not necessarily you) should make a mod.<nudge, nudge> ;);)

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