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The Slaver's Spellbook


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Posted

This is where the ones I use come from. They come in UNP and CBBE versions.

 

 

I should probably list them as a soft depend on the download page.

 

I think there have been attempts at multiple body mods. Never found one that was worth the fuss though. Although it's been a while, so the state of the art may well have moved on.

 

Posted

I think I'm going to need a bit more work before I can release anything new. The faction rework isn't going as planned (iterating over a formlist of actors has problems if the actors aren't loaded) so I need to do some stuff to change how the lists get populated. Then I can use the same update loop to manage factions for detection, and SttF updates, and I'll probably throw in Body Fever as well.

 

I also want to get the mana pool stuff working, although I've been having so much fun with the bugs in the bound collar and cuffs that I might leave an option to keep them as they are now.

 

What I might do, release wise, is do 0.0.8 that just packs the fixed esp wth 0.0.7 resources, just so the mod works for new downloaders.

Posted

There is a quest in the works to find the book through a bit of dungeon delving, but that's not finished,

 

For now, you can find a copy on the table in Cronvangr Hall. And if you enslave the vamps, you'll have three ready made test subjects to try it out on :)

Posted

Thinking about updates: how many slaves do you folk tend to have at any one time?

 

This faction business is causing all sorts of problems. Easiest solution by far is to say "needs a clean save" and then rebrand your slaves after. But if you've got a hundred-plus slaves spread across several locations, that could get painful.

 

Opinions, anyone?

Posted
6 minutes ago, DocClox said:

Thinking about updates: how many slaves do you folk tend to have at any one time?

 

This faction business is causing all sorts of problems. Easiest solution by far is to say "needs a clean save" and then rebrand your slaves after. But if you've got a hundred-plus slaves spread across several locations, that could get painful.

 

Opinions, anyone?

I use PAH AYGAS so I usually sell my slaves pretty quickly. I only ever have maybe 10-15 max at any given time.

 

Anyway, don't feel too bad about requiring a clean save, if it's the best way to get it done then go for it. That's my opinion, anyway. 

Posted
11 hours ago, fred200 said:

Even 0.0.7 would be an improvement...

 

OK, done that. Nothing new there, just the fixed esp rolled into the 006 resources.

 

I'll still see about getting something new out this weekend.

 

2 minutes ago, InsanityFactor said:

Anyway, don't feel too bad about requiring a clean save, if it's the best way to get it done then go for it. That's my opinion, anyway.  

 

I have to say, that would speed things up immensely. Probably improve my motivation to get to it as well :)

Posted
38 minutes ago, DocClox said:

Thinking about updates: how many slaves do you folk tend to have at any one time?

 

This faction business is causing all sorts of problems. Easiest solution by far is to say "needs a clean save" and then rebrand your slaves after. But if you've got a hundred-plus slaves spread across several locations, that could get painful.

 

Opinions, anyone?

Could you export the slave configuration to a JSON file?

If you export the slaves, the equipment, the tats, the configuration... The clean save is not a problem.


Implementing the export function can be complex but can solve this problem and future problems.

Posted
3 minutes ago, GenioMaestro said:

Could you export the slave configuration to a JSON file? 

 

It's a thought. All I really need is the list of slaves in the Branded faction and the ones in the SttF formlist.

 

The problem is that I can't easily get that information. Actors in formlists are only guaranteed fetchable if they're in the currently loaded cell, which I hadn't fully appreciated when I started the mod. So I can't just iterate over the SttF formlist to get my actors. And of course, I can't iterate over faction members at all. If I could, I could probably do all this as a migration function in the MCM.

 

So there's still the same basic problem: collecting the information in the first place.

 

 

 

Posted
13 minutes ago, DocClox said:

 

It's a thought. All I really need is the list of slaves in the Branded faction and the ones in the SttF formlist.

 

The problem is that I can't easily get that information. Actors in formlists are only guaranteed fetchable if they're in the currently loaded cell, which I hadn't fully appreciated when I started the mod. So I can't just iterate over the SttF formlist to get my actors. And of course, I can't iterate over faction members at all. If I could, I could probably do all this as a migration function in the MCM.

 

So there's still the same basic problem: collecting the information in the first place.

If you have the actor ID you can try a routine player.moveto [actorID] inside the export function. In that way you force the game to load each NPC and you can access all the info an export it. Is only a idea.

Posted
22 minutes ago, GenioMaestro said:

If you have the actor ID you can try a routine player.moveto [actorID] inside the export function

 

Nothing reliable. I didn't think to set up a JSON/StorageUtil list of actors (which is what this upgrade will be doing, of course). All I have is formlists with their attendant problems.

 

I've also been kicking around incremental fixes, like adding a scanner effect into the detect spells and adding any slave in the area into my new list, but that's a lot of work.

 

What might be worth looking at is to see if I can get JContainers to spit out a list of actors marked with tats applied by Brand. I add a custom keyword in, so I can reliably eliminate actors who only have tats from other sources. It won't help for girls who had their tats removed, but other than that ... That might be worth looking at.

 

[edit]

 

Nope, not even that. SlaveTats stores actor tat info on the form. I'd hoped I might be able to leave the actor parameter blank and get a list for all actors, but I don't think that will fly.

Posted
4 minutes ago, XarisZ said:

It doesnt work with the Beeing Female preg mod? 

 

Not at the moment. Does Beeing Female support non-player pregnancies? I thought it was player only?

Posted
10 minutes ago, DocClox said:

 

Not at the moment. Does Beeing Female support non-player pregnancies? I thought it was player only?

No it has NPC support.

Posted
47 minutes ago, XarisZ said:

It doesnt work with the Beeing Female preg mod? 

 

Try this:

bool function canBecomePregnant(actor woman)
        float external_modifier = StorageUtil.GetIntValue(woman, "hp_fetility_modifier", 0)
        float chance = cfg.ConceiveChanceNPC + external_modifier
        if Game.GetPlayer() == woman
                chance = cfg.ConceiveChance
        elseif woman.IsInFaction(FollowerFaction)
                chance = cfg.ConceiveChanceFollower + external_modifier
        endif
        chance*=Manager.PregnancyChanceActorScale(woman)
        if Utility.RandomFloat(0.0,100.0) < chance
                return true
        else
                return false
        endIf
endFunction

 

If you can't build it, I'll take a closer look when I get back to my dev machine.

 

Posted
5 minutes ago, Fetterbr said:

Please make the SE version quick. :)

 

Install slavers_spellbook_sse_0_0_7.7z from  the download page. I don't have SSE myself, but I'm told it works :)

Posted
 
 
 
16 hours ago, DocClox said:

 

I have to say, that would speed things up immensely. Probably improve my motivation to get to it as well :)

Who are we to stand in the way of progress? :)

Posted

Watch for Steam Sales. If Skyrim SE comes up cheap - get it.

Big improvement over LE and far more reliable.

It - and Fallout 4 - may be the last decent games for modders - maybe ever.

A future with just texture replacers looks grim indeed.

Posted

Well, that's been productive. Moved most everything back into the esp, fixed the errors and removed the esm dependency. Slavers_spellbook_pahe.esp no longer contains anything of interest, so that can go as well. I just need to do the same trick with SLHP and I can move the pregancy/fertility detects into the main mod as well, and things will get a lot less complicated.

 

Everything is now driven by a StorageUtil formlist containing the slave actors. Every so often the main utility quest wakes up and runs down the list, updating faction ranks and applying SttF to those with the SttF flag set. The update loop runs a little hot at the moment (restarts every 10 seconds and no exclusion state)  but that hasn't caused any problems so far. Eventually I'll dial it back to once a minute or so and add an update effect to the detect spells.

 

And yeah, that was a lot easier.

 

[edit]

 

I've also been goofing off a little. There was a discussion on the S.L.U.T.S. thread about getting a PAHE slave to pull the cart while the player rode. So I started thinking how cool it would be if you could summon a ghost cart to ride in.

 

ghost_cart.png

 

I really need a way to make it a little less transparent, but that's getting there.

Posted
8 hours ago, fred200 said:

Watch for Steam Sales. If Skyrim SE comes up cheap - get it.

Big improvement over LE and far more reliable.

It - and Fallout 4 - may be the last decent games for modders - maybe ever.

A future with just texture replacers looks grim indeed.

What makes it more reliable? I've always considered getting it but it just looks like a texture improvement. Does it have a lot to offer performance-wise?

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