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The Slaver's Spellbook


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Posted
3 hours ago, Sulrandir said:

The Mark for Capture spell sounds excellent; very interested in trying that out.

Slight problem with it - it brands everyone you enslave at the moment, using the spell or not. The script that listens for the mod event isn't un-listening afterwards. It's not to hard to fix though.

 

What is annoying, is that my vampire PC sometimes likes to enslave male bandits so he can drain them of blood after the combat. I don't really want to give these temporary slaves tats and a serial. (It grieves me for some reason to "waste" a number; I have no idea why).

 

3 hours ago, Sulrandir said:

although for my personal tastes, I'd prefer the option for them to be locked in DD gear or zaz furniture or SL anims (solo, duo, group, etc.) With the appropriate animation loop(s).

 

Yeah. Darkconsole did a blog entry with exactly that. I'd ask to use his stuff, but he's only doing SSE and I'm only doing Oldrim so if I want to do that, I guess I'll need to roll my own.

 

3 hours ago, Sulrandir said:

Also, I can't get the idea out of my head of a cacophony of moaning and shrieking slaves in jars--except their voices are little, like in the Chipmunks cartoons. I'm giggling out loud, and cannot explain the reason why to my wife.

 

Heh. I might have to play around with Audacity and see if I can make that happen :)

 

3 hours ago, Sulrandir said:

But, if you can shrink a slave and put them in a jar, or a lockbox, that could revolutionize the capture and transport of slaves across Tamriel. Beat down a camp of bandits, enslave them all, shrink them down, shove em in a little lockbox, and carry them back to your compound without worrying about damage, escape, or other potential loss. Ridiculously powerful; access must be tightly controlled. 

 

The thought had occurred to me, I must admit. I have a few odd ideas for slave transport, assuming I ever get the immediate stuff done. But yeah, that could make things way too easy.

 

I wonder about an extra-dimensional slave storage cabinet. One where you could put surplus slaves and keep them from clluttering up Lakeview Manor. Bring 'em out when you want to play, and put 'em back afterwards. Maybe do HSH's trick and free up their PAHE alias when they're in storage.

 

3 hours ago, karlpaws said:

I dont follow your posts or blog that well so I keep seeing your content in a hit and miss fashion

 

To be fair, I've not really been active for a year or so.

 

3 hours ago, karlpaws said:

Thought I'd post a link to a book on bondage positions and methods I posted a bit back in case you or mod followers would find it interesting or motivating

 

Nice!  I like the art style :)

Posted

The pocket dimension approach is something I'm already using in my playthrough with this mod:

 

I think I'm going to pull it from my next playthrough, for the simple reason that it makes it too easy. Teleport the target to a house in a pocket dimension, follow them there, enslave & initial breaking, then leave them in the pocket dimension while I hop back to the real world. Eventually trek myself back to slaver compound (collecting more slaves in the pocket dimension along the way), then pull them out of pocket dimension into slaver compound, set the up with HSH trainers, and head back out.

 

Rinse (everybody tends to get a little sticky). Repeat.

 

That kind of power shouldn't be something I can throw around that easily.

Posted

I was thinking more like you have an item of furniture back at base, Assign a girl to it and she vanishes - you don't get to follow. Maybe have two or three miniature girls in cases on the top as a random sample of those stored inside. That way you can only access them from one spot and you can't interact while they're in storage.

 

Having a base you can teleport to from anywhere does make things a bit too easy, I agree.

 

Changing the subject, I did that reskin for The Book that I promised myself. Made some load screens too :)

 

book_mk3.png

 

That should be the last redesign for the thing. Well, I might darken that leather texture a little...

Posted

Suggestion/Request: since your working on a "mark for enslavement" spell (already a feature in PAH or Defeat, but a spell would be more...immersive) could you make an AOE version? I use the Wenches series of mods, so there`s most often several livestock I want to harvest for my Harem. It`s easy to mark the first one, but almost impossible to mark any others once battle has commenced. It`s such a disappointment seeing such lovely girls dead on the ground, instead of properly bound and branded after being subdued by me and my followers(Sex Slaves mod followers are the best, imo). I know I sound greedy, but I view Skyrim(and Oblivion and FNV) like it`s Pokemon. Gotta catch `em all!

Posted

Or how about a Mark for Capture Thu'um (how do you say "submit, kneel, obey" in dovah)? All opponents in a given range are marked for enslavement, but for a relatively brief window, and with a long recharge time on use.

 

Learning additional words decreases recharge time and increases the length of the effect (but recharge is always longer than effect).

 

Bonus: if you go for questlines, now you can have a quest branch involving the Greybeards to learn the Shout in exchange for some Argonian females (and one male, because Borri is into some STUFF).

 

Easy lore tie-in, too; helps explain the power of the ancient Dragon cults. And maybe it was the inspiration for Korneum's research in the first place.

Posted
12 hours ago, rcy68 said:

Suggestion/Request: since your working on a "mark for enslavement" spell (already a feature in PAH or Defeat, but a spell would be more...immersive) could you make an AOE version?

I tried the PAH hotkey feature, but that seemed to let me capture enemies without harming them at all, which was pretty much the opposite of what I wanted. What I want is something like the way Just Business works for Fallout 4.

 

That said, I've not played Defeat for ages. Maybe I should take another look at it.

 

AOE version? I don't see why not.

12 hours ago, rcy68 said:

I use the Wenches series of mods, so there`s most often several livestock I want to harvest for my Harem

 

I had to give up on the Deadly/Forgotten/Hateful variants. Too many on them teleport bad guys to my exact location. My builds are a bit fragile at low levels, and there were wenches in Bleak Falls and Ustengrav who teleported enemies to my exact location.

 

12 hours ago, rcy68 said:

like it`s Pokemon. Gotta catch `em all! 

 

I know that feeling well! I have discovered that if I shift to Vampire Lord form I can raise dead enemies, beat up the zombies a bit and then enslave them. Not exactly immersive though; that's probably something else I'll have to exclude from the Mark spell. (How do I exclude zombies, but not vampires, I wonder...)

 

5 hours ago, Sulrandir said:

Or how about a Mark for Capture Thu'um

 

Maybe a cloak? Or a Master spell that gives the player the power automatically for 24 hours. (Would still be a cloak behind the scenes, mind).

 

 

Posted

Had a fun coule of nights bug fixing, with a little bit of modelling/texture work to break up the tedium.

 

Mark For Capture is still a bit buggy. I tried to set a faction for deferred brand requests, only to find that the enslaved actor was a copy of the original (which was the whole point of course) and therefore didn't have the faction. Same problem with keywords, storageutil grafitti, etc, etc.

 

So I think my PAHE patch needs to get a smidge more complicated. Have a StorageUtil key called "pahe_client_identifier". PAHE can look for that key and, if it's set, replicate it on the newly cloned actor. Then I can set it to "slavers_spellbook: mark for capture" going in and the same tag should be set when I get the clone back. if it's not there, I can safely assume that the ensalvement was from some other source. It also means that if @MTB wants to do something similar to slaves captured by his beasts,  those capures can be marked with something idenifying them as from the Chain Beast mod and I'll know to leave them alone.

 

It also means I could set different strings for different capture machanisms. So I could have a quick sale faction that applied for-sale tats, and a quick snack faction that didn't apply anything because the slave wsn't likely going to live for more than 30 seconds. More to the point, it might be possible to create half a dozen generic capture spells, each renamable in MCM, and each with their own tattoo profile. So you could make your own use cases for them :)

 

This is the sort of stuff that goes through my head when I get stuck and start reading on possible solutions.

 

I'm also having issues with the Body Electric, still. I fixed my stuck shader problem, I think, but now the victim effect isn't terminating once again. That one is an easy fix. There's already an update loop running, just to make sure PAHE knows who to blame for all the hits from the sparks. So i can just check to see if she's still having sex when that happens and dispel the effect if not. That'll work, and it should handle cases whre actors are added or removed from scenes as well.

 

And if I can get that done, then I'm actually starting to get close to the bottom of my "to do" list. Or at least, I'm running out of things that are immediately broken and can start thinking about longer term plans. Like modelling and really weird slave transport solutions. ?

 

One of which, of course, really needs to be QAYL. So I'll probably have to take a sabatical from this sometime soonish and keep a some promises. I seem to recally foolishly promising to look at animation loaders for Four-Play as well...

 

Wel;, the PAHE patch seems to work just fine. Dispelling the Body Electric victim spell on the other hand ... well it kills the update loop, but leaves the poor girl with the shader and the damage....

 

[edit]

 

OK. Mark for Capture and The Body Electric both passed all the tests. There's a good chance of a release in time for the weekend.

Posted

The ungrateful "give them an inch and they ask for a mile" post:

All your individual mods wind up scattered all over my (long) mod list.

Please consider naming them all prefixed with clox_ or something, or find time to do an installer.

Mostly - Thanks for contributing these! Good to see you active.

Posted

Spellbook is the only mod that gave SE fits; all the other related mods seem to "just run".

The conversion for this mod is really easy:

1) Unzip Slavers Spellbook into it's own directory

2) Unpack the BSA file

3) Delete the BSA file

4) Zip it all back up

5) Install with your favorite mod manager

 

All the spells seem to work fine. The spellbook was on the table - and worked fine.

Doc if you scrapped the BSA - it would all just work.

Posted
On 4/15/2019 at 1:48 AM, DocClox said:

I'll have to exclude from the Mark spell. (How do I exclude zombies, but not vampires, I wonder...)

I think there must be keywords for raised, summoned and otherwise conjured NPCs for the various banish and command spells to work. Raised would share the Undead keyword with vampires and skeletons for the Turn spells, but must have something else for Oblivion Binding :

 

Quote

Bound weapons will banish summoned creatures and turn raised ones.

 

Posted

Hey, Doc your last post got me looking into Chain Beasts, and damn is that a fun concept, sending hounds made of chains to bring back slaves to you is fucking great. Quick question, I saw your post on that support topic talking about which function SCB calls for enslavement (PAH.AddToSlave instead PAH.Capture or something...?) This does result in some general weirdness concerning slaves captured using this method. Such a shame, as everything else in that mod works wonders. Do you think you could make a patch for that at some point? Is it as simple as it sounds or way more complicated?

Posted
9 hours ago, karlpaws said:

Raised would share the Undead keyword with vampires and skeletons for the Turn spells, but must have something else for Oblivion Binding

 

Useful, thanks!

 

13 hours ago, fred200 said:

Please consider naming them all prefixed with clox_ or something, or find time to do an installer. 

Mostly - Thanks for contributing these! Good to see you active.

 

I did ask a couple of days back if anyone was interested in a FOMOD installer. I'd have done one already, but the format is messy and undocumented.

 

10 hours ago, fred200 said:

Doc if you scrapped the BSA - it would all just work.

 

I can a loose files version easy enough. There might even be a switch to make BSArch emit BSA2 files. I'll look into it

 

7 hours ago, InsanityFactor said:

Hey, Doc your last post got me looking into Chain Beasts, and damn is that a fun concept


They are, aren't they? They come from an Oblivion mod originally, but damn! It's nice to see them in Skyrim. Maybe I should do some Beasts spells next. I'd like to use them to run down escaping slaves as well.

 

7 hours ago, InsanityFactor said:

Such a shame, as everything else in that mod works wonders. Do you think you could make a patch for that at some point? Is it as simple as it sounds or way more complicated? 

 

I thought it was in already. It's just one line of code, so far as I can see:

Scriptname SCB_PEH_CoreScript extends Quest

SCB_PQuest property SCB_CapturedByPlayerQuest auto
PAHCore property PAH auto

Function enslave( actor victim )
  SCB_CapturedByPlayerQuest.removeVictim( victim )
  ;PAH.AddSlave( victim )
  PAH.Capture( victim )
EndFunction

;SCB_PEH_CoreScript q = getOwningQuest() as SCB_PEH_CoreScript
;q.enslave( akSpeaker )

I can't compile that now, but I'll do it when I get home tonight.

 

[edit]

 

I can make SSE bsa archives if that's the only issue. Does SSE call them BSA files still, or are they BSA2s or some such thing?

 

[edit again]

 

If I get the mark for capture option working decently, I'll probably add an MCM option to remove the PAHE capture perk. It's the only way I'll ever stop using it, I fear.

Posted

Wish I had a more definitive answer.

LE BSA - CTD before load menu.

Loose files - slower. Arthmoor hates. Some really heated discussions over MO unpacking BSAs.

LE BSA - I think - repacked using SE tools work fine.

BA2 - super BSA for SE. Has other functions.

 

For personal use in mod conversion - I just unpack the BSA and call it done.

 

Fomod - no preference. I just try to limit the namespace my mods take - so I know what is related.

 

Posted

I'll try a ba2 for the next release, alongside a bsa one. No promises for an installer for the next release.

 

Then again, if you're using MO, BAIN will probably do. at least if you don't mind activating the optional esps on the information tab.

Posted

OK. I have, I think, a Fomod generating script that should handle the many, many patches this project is starting to generate.

 

All major tests seem to evaluate OK; look for a new release sometime tomorrow AM (UK time).

Posted

I saw in one of your earlier posts that you haven't used Defeat in while, I think you should definitely give it a go. It has PAH compatibility which allows for stealth and surrender enslavements, as well as a new type of combat enslavement that keep you from killing your target on accident (bash knockdown) which you can tweak to be as overpowered/immersive as you want. I think as a vampire character there should be a lot there for you to work with.

 

Speaking of vampire characters, how do use your PAH slaves as blood cattle, is there a mod that adds feeding dialogue or do you have some other workaround?

Posted
4 hours ago, InsanityFactor said:

I saw in one of your earlier posts that you haven't used Defeat in while, I think you should definitely give it a go. It has PAH compatibility which allows for stealth and surrender enslavements, as well as a new type of combat enslavement that keep you from killing your target on accident (bash knockdown) which you can tweak to be as overpowered/immersive as you want. I think as a vampire character there should be a lot there for you to work with. 

 

I shall have to have a look at it, then.

 

4 hours ago, InsanityFactor said:

Speaking of vampire characters, how do use your PAH slaves as blood cattle, is there a mod that adds feeding dialogue or do you have some other workaround? 

Good question. I activate a PAHE slave and a "Feed" option pops up. I never did anything to enable it.

 

If it's not one of the PAH mods, then my next guess would be Submit. I'm not sure what else would do it.

 

[edit]

 

Bit of news, since I'm here. Just running through some last-minute checks before I release a new version. I seem to have lost the MCM somehow. I probably need to find that.

Posted
4 hours ago, DocClox said:

Good question. I activate a PAHE slave and a "Feed" option pops up. I never did anything to enable it.

 

If it's not one of the PAH mods, then my next guess would be Submit. I'm not sure what else would do it.

 

I think Defeat adds the newly cloned slave to the "vampire cattle" faction, as I've noticed I see the same sort of responses for the slaves as I do the cattle.  I also use Sacrosanct so I get the same Drain (Lethal) option for slaves as cattle. I'll glance at the code to confirm if I have a chance. I actually threw together a quick patch to enable drain of tied up prisoners since it was annoying to make them slaves before eating them. Added bonus to rape them and absorb their sex energy beforehand too.

Posted

I can see I'm going to have to look this one up :)

 

**********

 

Considering a new spell: (Overly) Familiar Spirit

 

Target one of your slaves and cast. Summons a familiar who then has sex with the slave.

 

Do this five times and get a combat spell where the familiar will attack and rape your opponents in battle. The rape will continue for several hours during which time the victim will be enslaveable. Once the familiar manages to subdue a victim in this way, the spell will be removed, but can be regained by letting the spirit have its way with more of your slaves.

 

[edit]

 

I'm starting to comment my spell scripts with Korneum's description of what the spell does. It gives me a first draft of what goes in the spellbook. This is what he has to say about this particular spell:

; Familiar Spirit:
;
; I have already discussed the Lustada. For the most part, they
; are palid, inchoate things; creatures of desire and will and very
; little else.
;
; Some however are more highly evolved. One of these higher kinds
; likes to adopt the form of a wolf. The spirit is too powerful to be
; compelled as its lesser brethren are compelled. However, I was able to learn
; the spirit's True Name (which I do not propose to share here - let us call him
; "Ulvutukitig"), and from there, I was able to negotiate a binding
; Compact.
;
; Accordingly, this spell will summon Ulvutukitig to have sex with one
; of your slaves. She need not be willing, but must be enslaved: these are
; the terms of the compact.
;
; Once Ulvutukitig has had his way with five of your girls, he will grant
; you the ability to summon him in combat. Should you do so, he will attmept
; to overpower and rape one of your opponents, a female by preference.
; Once this is achieved, he will continue to abuse his chose prey for
; quite some time, for which duration the victim will be vulnerable
; to branding and enslavement. Whether the victim is enslaved or not,
; Ulvutukitig will depart once his lusts are slated and will be unavilable
; for summoning until he has had his way with five more slaves.
;
; Ulvutukiting may grant further boons to those who have
; served him well. Such boons are outside of the terms of the Compact,
; but I can confirm that he is both gracious and generous in these matters.

 

Posted

I like the Familiar Spirit spell idea; actually prefer it to the Mark for Capture concept, if only for balance.

 

So, is the idea here for you to cast the spell on file e DIFFERENT slaves, to get the aggressive version? Or can you cast it on the same slave repeatedly? I'd suggest either five different victims, or a time limit in which to cast all five, paired with a cool down on how often you can cast it on the same slave again, so you can't just spam one slave with it. Built in cheat control: you have to have several slaves before you can use the spell.

 

Also, maybe dumb question, but your lore refers to "girls"; I'm assuming the spell can target males as well? Don't much care if Korneum's notes are biased to his own proclivities, but limiting gameplay options here would seem silly to me. I get you're creating from your own preference of a hetero male vampire larder, but there's plenty of us out here who are training slaves for sale or as guards, etc., or who are simply going to keep male slaves, for whatever reason.

Posted
4 hours ago, Sulrandir said:

So, is the idea here for you to cast the spell on file e DIFFERENT slaves, to get the aggressive version? Or can you cast it on the same slave repeatedly?

 

I hadn't though about it. but different slaves makes sense. Probably the only cooldown will be that if you give a slave to Ulvutukitig, that slave won't count for summoning purposes until after the Wolf has seen combat. If someone wants to travel with fives slaves so they can recharge after each combat, I don't see a reason to stop them :)

 

4 hours ago, Sulrandir said:

Don't much care if Korneum's notes are biased to his own proclivities

 

Nothing here is going to be limited by gender without a good reason. The only case so far is the Detect Fertility spell which seems silly when it lights up males. Otherwise, if SexLab will play the animations, then the spells will work.

 

Posted
14 minutes ago, DocClox said:

Nothing here is going to be limited by gender without a good reason.

 

I figured as much, just wanted to make you say it.  :)

 

So, is the combat spell a summon? Or is it a targeted spell that you hit someone with, and THAT summons the wolf? If it's a summon spell, how do you direct the wolf to the desired target? If it's a targeted spell, what happens if you miss? Do you just get to CAST the combat spell once per binding, or do you get to keep using it until the wolf successfully dominates someone for you?

Posted

I figure it's just a summon. The wolf picks its own targets and if it's slain or dispelled or the spell expires before it finds a victim then you can recast it.

Posted

I can see that being hugely frustrating, if it runs past the hot little Breton chick you're trying for, and just starts brutally sodomizing an Orc, instead. Which is exactly the kind of dick move a demonic wolf spirit would pull, so that makes it fun.

Posted

If you want hugely frustrating, spend a few hours with the creation kit. The MCM menu has stopped working for no readily apparent reason, and The Wolf Ulvutukitig is refusing to form any sort of Compact with me and remains unrelentingly hostile.

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