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Slave Framework   

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Slave Framework

 

Not a modder myself but have an idea I would like to share.

 

That is about slavery mod. we have so many slavery mods we can install many of them at once and play but it gets slowly boring and that because they lack diversity. what we need to put more love to this kind of mods

 

Idea: 

So different slavery mods can work together to give more immersive experience to the player. 

think you can buy slaves from simple slavery and sell it to slaverun masters to make money or defeat enemy and take them as slaves and make them your follower. make your own slave market or even your own slave milk farm (MME), make them sell stuff harvest put them as plaything in cities, train your slaves at mia's dungeon  and so on.

 

think of the possibility it can unlock and what more we can do with it! with the varieties of mod we already have, it can result in a slave economy inside the game.

 

sex scenarios, body shape change etc have there own framework like sexlab, disparity, SLIF, Devious framework, (animal) SOS, SLAL etc. A slavery framework will be a great addition to handle npcs in general not just slaves but slave handling would be a good start.

 

Explanation:

 

the idea is not to change a mod dramatically or make a big mod out of it. Let me explain it using some example. lets start using two simple mod defeat and simple slavery.

concept: in defeat mod PC can knock an enemy out in combat then interacting with it gives multiple option. with the slavery framework mod one more additional option would be "take as slave" which will bind the character/put in a sack and send the npc to the framework remove any spell added by the defeat mod and the framework will take full control. now you go to auction house at simple slavery and the 'npc that make the announcement at auction house' will get an additional option to put pc's slave at auction. simple slavery mod will take the npc from the framework and put that npc at auction then sequence will happen as usual then pc get the coin, end of story.

 

coding: now here the two mod mentioned here, only need one small changes to each mod. defeat mod need small coding to proceed npcs to the slave framework and remove any defeat effect from it, now the framework simply is a store the npc for any other mod to use. in this case pc go to the auction house at simple slavery, this mod need small coding to withdraw a npc stored in the framework and a little coding to make npc auction possible. 

  the framework will only serve as a temporary hold for npc. this way any mod can work with any other mod without compatibility coding and the player can have even more  immersive game play. LL have a lots of small and huge mod that can make use of a system like this without any heavy coding change.

 

I will give some example how even a big mod can use it without changing what the mod stand for or any code rewrite. example of  SlaveRun

 1. slave master pike gives the pc some quest to complete(existing feature). one of them could be that, pike wants pc to bring new slaves. now the pc will buy slave from market or defeat npc and make them slave and bring them to pike

2. roaming  slaver at cites wants pc to bring new slave tho them because when they can have so many why have only one? 

 

 

process: depending on other mod installed >>

 

pc generate slave [eg: defeat mod(make slave), simple slavery auction(buy)]  > the framework keeps them >other mod take the slave from framework and do whatever it like for role-play.  [eg: Slaverun, simple slavery auction(sell)] 

 

step 1: any mod write small code and add capability to a 'already existing feature of that mod' to simply pass the npc to the framework what happens to the npc is not that mods responsibility any more.

step 2: framework take the npc and store it to a secure place regardless of which mod it came from.

step 3: one mod will write small code to receive the npc from the framework (which mod framework gets the npc from is not important) and write a bunch of code to make awesome role-play metrical.

 

 

Possibility:

transferring slave: a slavery mod have spare slave or way to produce slave can sell/move slave to other mod using the framework, receiving mod will take the the slave and use it as they like, even free them (more about it later)

 

Interaction: slaves from any mod will be recognized by any other mod as slave and comment on it, rape them, put devious devices or whatever, one framework to handle it instead of script from different mod for same things, making game script heavy. but it will limited to basic things every slavery mod should have and each mod will handle 'there slaves' by themselves unless handed to other mod. framework will manage which slave is from where using tags or something.

 

economy: quite few mods out out there that feature buy, sell,capture and make slave but none of them truly appealed to me because what they can do is very limited. player can capture npc using ways given to that mod and do what that mod offer, that is it. with a framework you can use a combat mod (already out there) to knock and capture and sell them to slave marketmod (already out there), take them to mia's castle and train them, send them to slave-master pike (slaverun), use them as display in cites next to hydra slavegirls, make slave milkmaid and sell there milk to market (MME), sell slave at simple slavery (why only get sold as slave?) so many possibility.

 

dominent gameplay: with slave come slavers or dominant pc. It will open more possibility on role-play as dominent slaver or free woman, which no need of explanation. rescue slaves, hostages from random encounter at path, or at verious bandit camp and free them or sell them or send them to your sex dungeon for your grand orgy (depending on different mod installed).

 

slave hate friction: not everyone on skyrim support slavery  and many willing to take necessary steps to end or atleast cripple the system. they will free/rescue slaves. ask pc to help them, attack slavers etc and it can be used with interaction with other mods.

 

the main Idea of the framework is simply increase the fun of the slave system by allowing verious mod react and respond to other mods. It will also help any modder to add many interesting misc. thing that will make it existing big slavery mod like SD+, slaverun and may more to come mode fun, and make use more out of npc mods like immersive wenches, slavegirls, slave market mods, kidnap mods, battle outcome mod etc. just like any sex mod thanks to sexlab framework.

 

 

 

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25 minutes ago, Sucker343 said:

 

 

Slave Framework

 

Not a modder myself but have an idea I would like to share.

 

That is about slavery mod. we have so many slavery mods we can install many of them at once and play but it gets slowly boring and that because they lack diversity. what we need to put more love to this kind of mods

 

Idea: 

So different slavery mods can work together to give more immersive experience to the player. 

think you can buy slaves from simple slavery and sell it to slaverun masters to make money or defeat enemy and take them as slaves and make them your follower. make your own slave market or even your own slave milk farm (MME), make them sell stuff harvest put them as plaything in cities, train your slaves at mia's dungeon  and so on.

 

think of the possibility it can unlock and what more we can do with it! with the varieties of mod we already have, it can result in a slave economy inside the game.

 

sex scenarios, body shape change etc have there own framework like sexlab, disparity, SLIF, Devious framework, (animal) SOS, SLAL etc. A slavery framework will be a great addition to handle npcs in general not just slaves but slave handling would be a good start.

 

Possibility:

transferring slave: a slavery mod have spare slave or way to produce slave can sell/move slave to other mod using the framework, receiving mod will take the the slave and use it as they like, even free them (more about it later)

 

Interaction: slaves from any mod will be recognized by any other mod as slave and comment on it, rape them, put devious devices or whatever, one framework to handle it instead of script from different mod for same things, making game script heavy. but it will limited to basic things every slavery mod should have and each mod will handle 'there slaves' by themselves unless handed to other mod. framework will manage which slave is from where using tags or something.

 

economy: quite few mods out out there that feature buy, sell,capture and make slave but none of them truly appealed to me because what they can do is very limited. player can capture npc using ways given to that mod and do what that mod offer, that is it. with a framework you can use a combat mod (already out there) to knock and capture and sell them to slave marketmod (already out there), take them to mia's castle and train them, send them to slave-master pike (slaverun), use them as display in cites next to hydra slavegirls, make slave milkmaid and sell there milk to market (MME), sell slave at simple slavery (why only get sold as slave?) so many possibility.

 

dominent gameplay: with slave come slavers or dominant pc. It will open more possibility on role-play as dominent slaver or free woman, which no need of explanation. rescue slaves, hostages from random encounter at path, or at verious bandit camp and free them or sell them or send them to your sex dungeon for your grand orgy (depending on different mod installed).

 

slave hate friction: not everyone on skyrim support slavery  and many willing to take necessary steps to end or atleast cripple the system. they will free/rescue slaves. ask pc to help them, attack slavers etc and it can be used with interaction with other mods.

 

the main Idea of the framework is simply increase the fun of the slave system by allowing verious mod react and respond to other mods. It will also help any modder to add many interesting misc. thing that will make it existing big slavery mod like SD+, slaverun and may more to come mode fun, and make use more out of npc mods like immersive wenches, slavegirls, slave market mods, kidnap mods, battle outcome mod etc. just like any sex mod thanks to sexlab framework.

 

 

 

It's a great theory but a trainwreck of writing and getting existing mod authors to share. I apologize in advance to science fiction fans of all stripes for this analogy but, it would be like trying to write a movie that involves part Star Wars, part Star Trek, a little Dune and David Weber thrown in for spice. First, it would be a nightmare getting the owners of all the above to buy in. Even if they buy in in theory the compromises (read writing new code) that would have to be made would be massive. Finally, the end user will probably not like the result. Having made compromises and adjustments the users will likely be dissatisfied with what happened to their favorite mod.

 

If you want an overarching slaving experience such as you've described you'll have to do what Kenjoku's done with SlaveRun. Write a massive mod that includes all the features that you want and do it from scratch. I expect that such a mod would leave little room for use of other mods concurrently.

 

But it's nice to dream!

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Fully agreed with @Psalam here, with one notable exception:

 

It *is* possible to make a large mod that is not inherently incompatible with everything, and even plays nice with some other mods.  Doing so is about twice the effort though, and is definitely not beginner territory.

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18 hours ago, Psalam said:

It's a great theory but a trainwreck of writing and getting existing mod authors to share. I apologize in advance to science fiction fans of all stripes for this analogy but, it would be like trying to write a movie that involves part Star Wars, part Star Trek, a little Dune and David Weber thrown in for spice. First, it would be a nightmare getting the owners of all the above to buy in. Even if they buy in in theory the compromises (read writing new code) that would have to be made would be massive. Finally, the end user will probably not like the result. Having made compromises and adjustments the users will likely be dissatisfied with what happened to their favorite mod.

the idea is not to change a mod dramatically or make a big mod out of it. Let me explain it using some example. lets start using two simple mod defeat and simple slavery.

concept: in defeat mod PC can knock an enemy out in combat then interacting with it gives multiple option. with the slavery framework mod one more additional option would be "take as slave" which will bind the character/put in a sack and send the npc to the framework remove any spell added by the defeat mod and the framework will take full control. now you go to auction house at simple slavery and the 'npc that make the announcement at auction house' will get an additional option to put pc's slave at auction. simple slavery mod will take the npc from the framework and put that npc at auction then sequence will happen as usual then pc get the coin, end of story.

 

coding: now here the two mod mentioned here, only need one small changes to each mod. defeat mod need small coding to proceed npcs to the slave framework and remove any defeat effect from it, now the framework simply is a store the npc for any other mod to use. in this case pc go to the auction house at simple slavery, this mod need small coding to withdraw a npc stored in the framework and a little coding to make npc auction possible. 

  the framework will only serve as a temporary hold for npc. this way any mod can work with any other mod without compatibility coding and the player can have even more  immersive game play. LL have a lots of small and huge mod that can make use of a system like this without any heavy coding change.

 

now that you mentioned SlaveRun I will give some example how even a big mod can use it without changing what the mod stand for or any code rewrite. 

 1. slave master pike gives the pc some quest to complete(existing feature). one of them could be that, pike wants pc to bring new slaves. now the pc will buy slave from market or defeat npc and make them slave and bring them to pike

2. roaming  slaver at cites wants pc to bring new slave tho them because when they can have so many why have only one? 

 

 

process: depending on other mod installed >>

 

pc generate slave [eg: defeat mod(make slave), simple slavery auction(buy)]  > the framework keeps them >other mod take the slave from framework and do whatever it like for role-play.  [eg: Slaverun, simple slavery auction(sell)] 

 

step 1: any mod write small code and add capability to a 'already existing feature of that mod' to simply pass the npc to the framework what happens to the npc is not that mods responsibility any more.

step 2: framework take the npc and store it to a secure place regardless of which mod it came from.

step 3: one mod will write small code to receive the npc from the framework (which mod framework gets the npc from is not important) and write a bunch of code to make awesome role-play metrical.

 

 

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7 hours ago, WaxenFigure said:

The Slavery Framework is already built into the Zaz Animation pack as Factions that mods like Slaverun actually use.

There is also a mod "Simple Slavery" (or "Simple Slavery Plus") that transitions a slave from one slavery mod to another via an auction.

Slave is a faction that exist and the concept here is to add functionality to able to pick any chosen NPC (vanilla and if possible NPC added by a mod) by player in game to make slave of any installed mod and fully use it for roleplay.

 Simple slavery allow transaction of PC only. I used an example on OP how player can capture NPC (say vanilla bandit) and sell them at simple slavery and much more using the mod idea here.

 Now same can be achieved without the framework mod  but any mod wants such interaction with other mod need a compatibility layer with that mod for each mod a modder add. With a framework all mod needs to be compatible with the framework only.

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All I hoped for was a mod that clearly adds a couple of definitive ultimate dedicated spells: one for fully Dominant roles [male/female] and a Submissive role [male/female].

If not a spell or, together with those spells, a weapon enchantment [poisoned arrows for archery hunting lovers would be my pick!] the player can use to hunt down a potential slave [like temporarily crippling a leg], tie him/her up, cure the crippled leg and finally have access to all the usual features from other mods, whatever the mod is. Like a bounty hunter, moving between bestiality [for those into it] and slavery, who has to come to a choice: tame humans or get tamed!

 

Clean and mean[ing]...

 

 

O  O

.  o  .

 

"Less is More"

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