DMC500 Posted December 5, 2019 Share Posted December 5, 2019 Player Slaver Additions View File REQUIRES: OBSE, BLOCKHEAD, PlayerSlaveEncounters meshes (just ZMC's animation and meshes folder) This mod is aimed at players who play as slavers, it adds ability (special spell) to bind/unbind your slaves (or any NPC) with special wrist irons. These spells just enable ZMC's cuff animations to be used by NPC, they don't change any AI or packages, so it's purely visual. Also this mod adds iron collar, ankle irons and gag (which has silence effect) as normal equipable items, so they can be used by both NPCs and player. Installation: Just copy esp file into data directory and enable it. I don't think that load order matters cause it doesn't change any vanilla records.How to get it: Content of this mod is available through little quest, that'll show just after you start game. Submitter DMC500 Submitted 12/05/2019 Category Armor & Clothing Requires OBSE, Blockhead 1 Link to comment
DogOnPorch Posted December 5, 2019 Share Posted December 5, 2019 Thanks for this...now if one could give the slave a good spanking...lol. Link to comment
LongDukDong Posted December 6, 2019 Share Posted December 6, 2019 So let me get this straight. You basically made your own SLAVER mod for Oblivion that is not LAPF based? Nice job. 9 hours ago, DogOnPorch said: Thanks for this...now if one could give the slave a good spanking...lol. There's a LAPF animation or two for that. :P Link to comment
DogOnPorch Posted December 6, 2019 Share Posted December 6, 2019 18 minutes ago, LongDukDong said: There's a LAPF animation or two for that. TDA made some new spanking animations, as well. Link to comment
DMC500 Posted December 6, 2019 Author Share Posted December 6, 2019 1 hour ago, LongDukDong said: So let me get this straight. You basically made your own SLAVER mod for Oblivion that is not LAPF based? Nice job. no, it's not a slaver mod, it's just just little addition to already existing mods. Link to comment
fejeena Posted December 6, 2019 Share Posted December 6, 2019 No they are not slaves. Not even companions. They do not follow you. You just cast a spell on a NPC and then he/she wears wrist and ankle irons and ball gag and collar They do not strip clothes ( only hand , left ring, right ring and amulet slot are used ) The NPC still use his AI. A merchand will stand behind the counter the whole day with hands behind back. A Bandit will still attack you with Vanilla or replacer animations. But m'aiq the liar will run away and use the Mod "fastforward" animation. The Mod only add Idle, walk: fast , left, right , backward and turn left + right animations. All with arms behind back ( from PSE and Crowning Isle ) If a NPC talks, fight, ride ,... he will not use the Mod animations. But if he walks again or stand in idle (without a weapon) he will use the Mod animations. So it is a nice mod for LST slaves and MCS companions. LST adds wrist irons but no slave animations. You can use this Mod for NOT broken slaves, and remove the irons, gag, collar when he/she is broken. ( of course there is a remove spell ) Or for screenshots. I have not tested it ( just watched the esp) but seems you can buy the "wrist and ankle irons and ball gag and collar" and use a spell from another Mod (LST or MCS) and put the stuff in the NPC inventory and a item script add the animations. Or you buy the 2 spells (Bind, Unbind) and the spell add the slave items in the NPC inventory if he/she does not have it. And then equip them. If the NPC have the Items the spell just equip the item. ( Maybe the items were unequipped if the NPC equipped armor in combat ) --------------------- So the Mod is no enslave Mod, it is more like "Test the enslave animations" Like Lovers Creature summon spell that I only use for animation testing. Or old SexDarkness had a sex spell that used only the sex animations but without the"sex-game" So no NPC is harmed in this Mod, and all above 18 years EDIT: Think I will try to add it in LST for not broken slaves (maybe without the gag) and the item will be removed when the slave is broken ( If Lovers with PK slave token in the inventory == remove irons and slave aniations ) Link to comment
DMC500 Posted December 6, 2019 Author Share Posted December 6, 2019 27 minutes ago, fejeena said: EDIT: Think I will try to add it in LST for not broken slaves (maybe without the gag) and the item will be removed when the slave is broken ( If Lovers with PK slave token in the inventory == remove irons and slave aniations ) I wanted to do that, but thought that not everybody use this mod. Also don't rely on OnUnequip block cause it doesn't work well with LST's equipment methods. Link to comment
fejeena Posted December 6, 2019 Share Posted December 6, 2019 I want to do it in my esp. I think I do not have any original Lovers esm or esp. And almost all my Quest Mods have Lover with PK esm as masterfile and new Sex-Quests or sex in original Mod quests. And some Mods are still in the works, so I do not know when and if I add it to LST. Maybe I just change the folders and kf files names, then change your esp and then merge your Mod with LST or BravilUnderground and add the spell to an BravilUnderground merchant. Less work and I can decide if a slave get the irons and animations or not. ( or I do not buy the spells) I already have a meshes folder with only the meshes your Mods needs ( I do not have PSE installed ), it's only 5 MB. And I add female wrist irons in the folders and the esp ( you have only male. The femals meshes path in the KLBWristIrons "Wrist Irons (Special)" is empty ) 1 Link to comment
DMC500 Posted December 6, 2019 Author Share Posted December 6, 2019 1 hour ago, fejeena said: then change your esp and then merge your Mod with LST or BravilUnderground and add the spell to an BravilUnderground merchant. Less work and I can decide if a slave get the irons and animations or not. ( or I do not buy the spells) Glad that my work was useful) Quote The femals meshes path in the KLBWristIrons "Wrist Irons (Special)" is empty I don't think that Oblivion cares about female models if none is specified. Take a look at vanilla Wrist Irons (special version is just edited copy of them). Link to comment
fejeena Posted December 6, 2019 Share Posted December 6, 2019 Yes vanilla Oblivion only have male wrist irons, very ugly if you start as female in the prision with male hands. That's why in the unofficial Patch and most armor and clothes replacers with esp are female meshes and the "WristIrons [CLOT:000BE335] " gets a female entry in the patch esp. !!! But you do not know what the people use. HGEC hand does not match DMRA and some other bodies. And your ankle irons does not fit for Speedbuster SPBX1 Heavy or Curvaceous. But are good for all HGEC lowerbodies. Here Curvaceous lowerbody with your HGEC/Roberts-male ankle irons Spoiler So here a HGEC female wrist iron. gauntlets.nif And the female mesh path in your esp. People can use the armor clothes replacer they have and add DMRA or hands/wrist irons for other bodies. ( copy, paste, rename ) 1 Link to comment
DMC500 Posted December 6, 2019 Author Share Posted December 6, 2019 1 hour ago, fejeena said: Yes vanilla Oblivion only have male wrist irons, very ugly if you start as female in the prision with male hands. That's why in the unofficial Patch and most armor and clothes replacers with esp are female meshes and the "WristIrons [CLOT:000BE335] " gets a female entry in the patch esp. !!! But you do not know what the people use. HGEC hand does not match DMRA and some other bodies. And your ankle irons does not fit for Speedbuster SPBX1 Heavy or Curvaceous. But are good for all HGEC lowerbodies. Here Curvaceous lowerbody with your HGEC/Roberts-male ankle irons Reveal hidden contents So here a HGEC female wrist iron. gauntlets.nif And the female mesh path in your esp. People can use the armor clothes replacer they have and add DMRA or hands/wrist irons for other bodies. ( copy, paste, rename ) Hmm, never thought about it honest) I'll keep it in mind. Thanks for the gauntlets, i'll include them in newer version of mod. Link to comment
fejeena Posted December 7, 2019 Share Posted December 7, 2019 Now I have tested the Mod. Some problems. 1) The gag and the ankle iron does not show up in game. Both are set to ring slots (left and right) . I remember I once tried the use ring slots for no-ring items and it doesN#t worked. So you see in your inventory or in NPC inventory that the items are equipped ( and the gag silent spell works) but you do not see the items. ! And I was naked, no armor or clothes with "hide rings" ! The colar works ( amulet slot) 2) If cast the spell on an NPC all is fine, you see the wrist iron and the animations works. But if you save, end the game and load again the animations are gone. You must use the bind spell again. 3) And the animations are made for the gag, all are with open mouth. But if the NPC has no gag it looks funny. I changed the animations/kf files all to sad face , looks much better for NPCs without gag. You can add two sets of kf files , withband without open mouth Then a check in the equip script if the gag is in the NPC inventory , then enable the right kf files. Spoiler scn KLBEquipScript ref wearer Short cycler Begin OnEquip set cycler to 0 set wearer to GetContainer wearer.SetUnconscious 1 wearer.ToggleAnimOverride 0 If wearer.GetItemcount KLBBallGag >= 1 Wearer.ToggleSpecialAnim "PSAZMCWalkBackward2gag.kf" 1 Wearer.ToggleSpecialAnim "PSAZMCWalkBackwardgag.kf" 1 Wearer.ToggleSpecialAnim "PSAZMCCuffWalkgag.kf" 1 Wearer.ToggleSpecialAnim "PSAZMCCuffFastForwardgag.kf" 1 Wearer.ToggleSpecialAnim "PSAZMCCuffIdlegag.kf" 1 Wearer.ToggleSpecialAnim "PSAZMCCuffTurnRightgag.kf" 1 Wearer.ToggleSpecialAnim "PSAZMCCuffTurnLeftgag.kf" 1 Wearer.ToggleSpecialAnim "PSAZMCCuffWalkRightgag.kf" 1 Wearer.ToggleSpecialAnim "PSAZMCCuffWalkLeftgag.kf" 1 Wearer.ToggleSpecialAnim "PSAZMCCuffWalkRight2gag.kf" 1 Wearer.ToggleSpecialAnim "PSAZMCCuffWalkLeft2gag.kf" 1 elseif wearer.GetItemcount KLBBallGag == 0 Wearer.ToggleSpecialAnim "PSAZMCWalkBackward2.kf" 1 Wearer.ToggleSpecialAnim "PSAZMCWalkBackward.kf" 1 Wearer.ToggleSpecialAnim "PSAZMCCuffWalk.kf" 1 Wearer.ToggleSpecialAnim "PSAZMCCuffFastForward.kf" 1 Wearer.ToggleSpecialAnim "PSAZMCCuffIdle.kf" 1 Wearer.ToggleSpecialAnim "PSAZMCCuffTurnRight.kf" 1 Wearer.ToggleSpecialAnim "PSAZMCCuffTurnLeft.kf" 1 Wearer.ToggleSpecialAnim "PSAZMCCuffWalkRight.kf" 1 Wearer.ToggleSpecialAnim "PSAZMCCuffWalkLeft.kf" 1 Wearer.ToggleSpecialAnim "PSAZMCCuffWalkRight2.kf" 1 Wearer.ToggleSpecialAnim "PSAZMCCuffWalkLeft2.kf" 1 endif Wearer.Update3D wearer.SetUnconscious 0 MessageEX "%n just equiped me!" wearer End Begin OnUnEquip set wearer to GetContainer wearer.SetUnconscious 1 Wearer.ToggleSpecialAnim "PSAZMCWalkBackward2.kf" 0 Wearer.ToggleSpecialAnim "PSAZMCWalkBackward.kf" 0 Wearer.ToggleSpecialAnim "PSAZMCCuffWalk.kf" 0 Wearer.ToggleSpecialAnim "PSAZMCCuffFastForward.kf" 0 Wearer.ToggleSpecialAnim "PSAZMCCuffIdle.kf" 0 Wearer.ToggleSpecialAnim "PSAZMCCuffTurnRight.kf" 0 Wearer.ToggleSpecialAnim "PSAZMCCuffTurnLeft.kf" 0 Wearer.ToggleSpecialAnim "PSAZMCCuffWalkRight.kf" 0 Wearer.ToggleSpecialAnim "PSAZMCCuffWalkLeft.kf" 0 Wearer.ToggleSpecialAnim "PSAZMCCuffWalkRight2.kf" 0 Wearer.ToggleSpecialAnim "PSAZMCCuffWalkLeft2.kf" 0 Wearer.ToggleSpecialAnim "PSAZMCWalkBackward2gag.kf" 0 Wearer.ToggleSpecialAnim "PSAZMCWalkBackwardgag.kf" 0 Wearer.ToggleSpecialAnim "PSAZMCCuffWalkgag.kf" 0 Wearer.ToggleSpecialAnim "PSAZMCCuffFastForwardgag.kf" 0 Wearer.ToggleSpecialAnim "PSAZMCCuffIdlegag.kf" 0 Wearer.ToggleSpecialAnim "PSAZMCCuffTurnRightgag.kf" 0 Wearer.ToggleSpecialAnim "PSAZMCCuffTurnLeftgag.kf" 0 Wearer.ToggleSpecialAnim "PSAZMCCuffWalkRightgag.kf" 0 Wearer.ToggleSpecialAnim "PSAZMCCuffWalkLeftgag.kf" 0 Wearer.ToggleSpecialAnim "PSAZMCCuffWalkRight2gag.kf" 0 Wearer.ToggleSpecialAnim "PSAZMCCuffWalkLeft2gag.kf" 0 wearer.ToggleAnimOverride 1 Wearer.RefreshAnimData wearer.SetUnconscious 0 MessageEX "%n just UNequiped me!" wearer End ------------------- EDIT: I renamed my kf files, add a PSA at the beginning, so no conflicts/overwrites with PSE Mod. I also renamed the meshes folder, so the PSE Mod can be installed, uninstalled, changed without change/overwrite and of your files. ------------------- And a idea: I add the ankle and the collor to the wrist irons ( now all in one nif ) I have not add the gag because the gag does not work well with Khajiit and Argonian, and you can talk to your slaves... looks silly if they can talk with a gag. If you cast the bind spell the NPC have collar, and the irons. I still have the single items that the merchant sells. Also a new wrist iron without script ( just decoration) You can add a folder with replacer meshes for the spell. Original only wrist iron A nif with wrist and ankle iron and a nif with wrist + ankle irons and collar Then the people can copy the one they like in the irons folder ----------- But first I have to find out how to fix problem 1 and 2 Link to comment
DMC500 Posted December 7, 2019 Author Share Posted December 7, 2019 20 minutes ago, fejeena said: Now I have tested the Mod. Some problems. 1) The gag and the ankle iron does not show up in game. Both are set to ring slots (left and right) . I remember I once tried the use ring slots for no-ring items and it doesN#t worked. So you see in your inventory or in NPC inventory that the items are equipped ( and the gag silent spell works) but you do not see the items. ! And I was naked, no armor or clothes with "hide rings" ! The colar works ( amulet slot) 2) If cast the spell on an NPC all is fine, you see the wrist iron and the animations works. But if you save, end the game and load again the animations are gone. You must use the bind spell again. 3) And the animations are made for the gag, all are with open mouth. But if the NPC has no gag it looks funny. I changed the animations/kf files all to sad face , looks much better for NPCs without gag. You can add two sets of kf files , withband without open mouth Then a check in the equip script if the gag is in the NPC inventory , then enable the right kf files. Reveal hidden contents scn KLBEquipScript ref wearer Short cycler Begin OnEquip set cycler to 0 set wearer to GetContainer wearer.SetUnconscious 1 wearer.ToggleAnimOverride 0 If wearer.GetItemcount KLBBallGag >= 1 Wearer.ToggleSpecialAnim "PSAZMCWalkBackward2gag.kf" 1 Wearer.ToggleSpecialAnim "PSAZMCWalkBackwardgag.kf" 1 Wearer.ToggleSpecialAnim "PSAZMCCuffWalkgag.kf" 1 Wearer.ToggleSpecialAnim "PSAZMCCuffFastForwardgag.kf" 1 Wearer.ToggleSpecialAnim "PSAZMCCuffIdlegag.kf" 1 Wearer.ToggleSpecialAnim "PSAZMCCuffTurnRightgag.kf" 1 Wearer.ToggleSpecialAnim "PSAZMCCuffTurnLeftgag.kf" 1 Wearer.ToggleSpecialAnim "PSAZMCCuffWalkRightgag.kf" 1 Wearer.ToggleSpecialAnim "PSAZMCCuffWalkLeftgag.kf" 1 Wearer.ToggleSpecialAnim "PSAZMCCuffWalkRight2gag.kf" 1 Wearer.ToggleSpecialAnim "PSAZMCCuffWalkLeft2gag.kf" 1 elseif wearer.GetItemcount KLBBallGag == 0 Wearer.ToggleSpecialAnim "PSAZMCWalkBackward2.kf" 1 Wearer.ToggleSpecialAnim "PSAZMCWalkBackward.kf" 1 Wearer.ToggleSpecialAnim "PSAZMCCuffWalk.kf" 1 Wearer.ToggleSpecialAnim "PSAZMCCuffFastForward.kf" 1 Wearer.ToggleSpecialAnim "PSAZMCCuffIdle.kf" 1 Wearer.ToggleSpecialAnim "PSAZMCCuffTurnRight.kf" 1 Wearer.ToggleSpecialAnim "PSAZMCCuffTurnLeft.kf" 1 Wearer.ToggleSpecialAnim "PSAZMCCuffWalkRight.kf" 1 Wearer.ToggleSpecialAnim "PSAZMCCuffWalkLeft.kf" 1 Wearer.ToggleSpecialAnim "PSAZMCCuffWalkRight2.kf" 1 Wearer.ToggleSpecialAnim "PSAZMCCuffWalkLeft2.kf" 1 endif Wearer.Update3D wearer.SetUnconscious 0 MessageEX "%n just equiped me!" wearer End Begin OnUnEquip set wearer to GetContainer wearer.SetUnconscious 1 Wearer.ToggleSpecialAnim "PSAZMCWalkBackward2.kf" 0 Wearer.ToggleSpecialAnim "PSAZMCWalkBackward.kf" 0 Wearer.ToggleSpecialAnim "PSAZMCCuffWalk.kf" 0 Wearer.ToggleSpecialAnim "PSAZMCCuffFastForward.kf" 0 Wearer.ToggleSpecialAnim "PSAZMCCuffIdle.kf" 0 Wearer.ToggleSpecialAnim "PSAZMCCuffTurnRight.kf" 0 Wearer.ToggleSpecialAnim "PSAZMCCuffTurnLeft.kf" 0 Wearer.ToggleSpecialAnim "PSAZMCCuffWalkRight.kf" 0 Wearer.ToggleSpecialAnim "PSAZMCCuffWalkLeft.kf" 0 Wearer.ToggleSpecialAnim "PSAZMCCuffWalkRight2.kf" 0 Wearer.ToggleSpecialAnim "PSAZMCCuffWalkLeft2.kf" 0 Wearer.ToggleSpecialAnim "PSAZMCWalkBackward2gag.kf" 0 Wearer.ToggleSpecialAnim "PSAZMCWalkBackwardgag.kf" 0 Wearer.ToggleSpecialAnim "PSAZMCCuffWalkgag.kf" 0 Wearer.ToggleSpecialAnim "PSAZMCCuffFastForwardgag.kf" 0 Wearer.ToggleSpecialAnim "PSAZMCCuffIdlegag.kf" 0 Wearer.ToggleSpecialAnim "PSAZMCCuffTurnRightgag.kf" 0 Wearer.ToggleSpecialAnim "PSAZMCCuffTurnLeftgag.kf" 0 Wearer.ToggleSpecialAnim "PSAZMCCuffWalkRightgag.kf" 0 Wearer.ToggleSpecialAnim "PSAZMCCuffWalkLeftgag.kf" 0 Wearer.ToggleSpecialAnim "PSAZMCCuffWalkRight2gag.kf" 0 Wearer.ToggleSpecialAnim "PSAZMCCuffWalkLeft2gag.kf" 0 wearer.ToggleAnimOverride 1 Wearer.RefreshAnimData wearer.SetUnconscious 0 MessageEX "%n just UNequiped me!" wearer End ------------------- EDIT: I renamed my kf files, add a PSA at the beginning, so no conflicts/overwrites with PSE Mod. I also renamed the meshes folder, so the PSE Mod can be installed, uninstalled, changed without change/overwrite and of your files. ------------------- And a idea: I add the ankle and the collor to the wrist irons ( now all in one nif ) I have not add the gag because the gag does not work well with Khajiit and Argonian, and you can talk to your slaves... looks silly if they can talk with a gag. If you cast the bind spell the NPC have collar, and the irons. I still have the single items that the merchant sells. Also a new wrist iron without script ( just decoration) You can add a folder with replacer meshes for the spell. Original only wrist iron A nif with wrist and ankle iron and a nif with wrist + ankle irons and collar Then the people can copy the one they like in the irons folder ----------- But first I have to find out how to fix problem 1 and 2 1)I'll try to fix this (strange, but in mine modded version it works well) 2)I found out today too about animation reset and just finished writing kinda clever and performance friendly solution). Can you please send me those un-gagged anims please? About talking with gag - i'm thinking about implementig gag sound feature in my other mod. (cause i don't want to make this mod Lovers-dependent. About replacer feature - i think i might add some kind of settings in-game item. Link to comment
fejeena Posted December 7, 2019 Share Posted December 7, 2019 Here the no-gag kf files No gag kf files.7z With the two not used kf files ( kneel and walk2 ) A script that works after game load I found in Crowning isle, but is is for player ( think can be changed to NPCs ) I just found it some minutes ago. Spoiler The first script is the wrist item script ----------------------------------- scn AAACRWristIronsScript ;Goes on wrist irons ;This is the same script thomthom made ;For his ZMCPlayerSlave Mod ;He has been kind enough to allow me to use it ;All credit for these wonderfully Creative Scripts ;And .kf animations are his creation, Ask him ;before you even think about using them ;the crawling .KF is mine so you don't blame him for it begin onload Call AAACRRestrainHands 1 end Begin OnEquip Call AAACRRestrainHands 1 End Begin OnUnEquip Call AAACRRestrainHands 0 End #################################################### And it calls this script ---------------------- scn AAACRRestrainHands ;Call script ;Some parts of this script thomthom made ;For his ZMCPlayerSlave Mod ;He has been kind enough to allow me to use it ;All credit for these wonderfully Creative Scripts ;And .kf animations are his creation, Ask him ;before you even think about using them ;the Crawling .kf is mine, so you don't blame him for it ref Slave short mode begin Function { mode } set xloversGGSandM.GLBHandsFree to mode Set Slave to player If mode && ( IsThirdPerson == 0 ) ToggleFirstPerson 0 endif if xloversggsandm.shecrawls == 0 Set xloversggsandm.playerHandsRestrained to mode Slave.ToggleSpecialAnim "galgat/CRCWalkBackward2.kf" mode Slave.ToggleSpecialAnim "galgat/CRCWalkBackward.kf" mode Slave.ToggleSpecialAnim "galgat/CRCCuffWalk.kf" mode Slave.ToggleSpecialAnim "galgat/CRCCuffFastForward.kf" mode Slave.ToggleSpecialAnim "galgat/CRCCuffIdle.kf" mode Slave.ToggleSpecialAnim "galgat/CRCCuffTurnRight.kf" mode Slave.ToggleSpecialAnim "galgat/CRCCuffWalkRight.kf" mode Slave.ToggleSpecialAnim "galgat/CRCCuffTurnLeft.kf" mode Slave.ToggleSpecialAnim "galgat/CRCCuffWalkLeft.kf" mode ;******all added By Galgat, and crawling animation elseif xloversggsandm.shecrawls == 1 Set xloversggsandm.playerHandsRestrained to mode Slave.ToggleSpecialAnim "galgat/CR4backward2.kf" mode Slave.ToggleSpecialAnim "galgat/CR4Backward.kf" mode Slave.ToggleSpecialAnim "galgat/CR4Walk.kf" mode Slave.ToggleSpecialAnim "galgat/CR4fastforward.kf" mode Slave.ToggleSpecialAnim "galgat/CR4Idle.kf" mode Slave.ToggleSpecialAnim "galgat/CR4TurnRight.kf" mode Slave.ToggleSpecialAnim "galgat/CR4WalkRight.kf" mode Slave.ToggleSpecialAnim "galgat/CR4WalkFastRight.kf" mode Slave.ToggleSpecialAnim "galgat/CR4TurnLeft.kf" mode Slave.ToggleSpecialAnim "galgat/CR4WalkLeft.kf" mode Slave.ToggleSpecialAnim "galgat/CR4WalkFastLeft.kf" mode ;*****end of Galgat addition endif If mode If ( Slave == player ) && Slave.IsWeaponOut player.AddSpellNS AAACRPCStoreWeaponSpell Endif ;;DisableControl 1 ;;backward if xloversggsandm.shecrawls == 1 ;***if ccrawling disable DisableControl 2 ;;slide left DisableControl 3 ;;slide right endif DisableControl 4 ;;attack DisableControl 5 ;;activate DisableControl 6 ;;block DisableControl 7 ;;cast DisableControl 8 ;;ready weapon DisableControl 9 ;;crouch/sneak ;DisableControl 10 ;;Run ;DisableControl 11 ;;AlwaysRun DisableControl 13 ;;jump DisableControl 14 ;;togglePOV Else EnableControl 1 ;;backward EnableControl 2 ;;slide left **No need to check crawl here EnableControl 3 ;;slide right **No need to check crawl here EnableControl 4 ;;attack EnableControl 5 ;;activate EnableControl 6 ;;block EnableControl 7 ;;cast EnableControl 8 ;;ready weapon EnableControl 9 ;;crouch/sneak EnableControl 10 ;;Run EnableControl 11 ;;AlwaysRun EnableControl 13 ;;jump EnableControl 14 ;;togglePOV EndIf player.Update3D If mode && ( IsThirdPerson == 0 ) ToggleFirstPerson 0 EndIf Set xloversggsandm.c14enable To mode player.SetRestrained 0 player.SetUnconscious 0 END -------------------------------------------- The disable and enable controls you do not need, that was for enslaving player so she was not able to do anthing as follow the slaver. Also the AddSpellNS AAACRPCStoreWeaponSpell is not needed. Was a Ability spell and disabled the draw weapon control. Link to comment
DMC500 Posted December 7, 2019 Author Share Posted December 7, 2019 26 minutes ago, fejeena said: Here the no-gag kf files No gag kf files.7z 35.55 kB · 0 downloads With the two not used kf files ( kneel and walk2 ) A script that works after game load I found in Crowning isle, but is is for player ( think can be changed to NPCs ) I just found it some minutes ago. Reveal hidden contents The first script is the wrist item script ----------------------------------- scn AAACRWristIronsScript ;Goes on wrist irons ;This is the same script thomthom made ;For his ZMCPlayerSlave Mod ;He has been kind enough to allow me to use it ;All credit for these wonderfully Creative Scripts ;And .kf animations are his creation, Ask him ;before you even think about using them ;the crawling .KF is mine so you don't blame him for it begin onload Call AAACRRestrainHands 1 end Begin OnEquip Call AAACRRestrainHands 1 End Begin OnUnEquip Call AAACRRestrainHands 0 End #################################################### And it calls this script ---------------------- scn AAACRRestrainHands ;Call script ;Some parts of this script thomthom made ;For his ZMCPlayerSlave Mod ;He has been kind enough to allow me to use it ;All credit for these wonderfully Creative Scripts ;And .kf animations are his creation, Ask him ;before you even think about using them ;the Crawling .kf is mine, so you don't blame him for it ref Slave short mode begin Function { mode } set xloversGGSandM.GLBHandsFree to mode Set Slave to player If mode && ( IsThirdPerson == 0 ) ToggleFirstPerson 0 endif if xloversggsandm.shecrawls == 0 Set xloversggsandm.playerHandsRestrained to mode Slave.ToggleSpecialAnim "galgat/CRCWalkBackward2.kf" mode Slave.ToggleSpecialAnim "galgat/CRCWalkBackward.kf" mode Slave.ToggleSpecialAnim "galgat/CRCCuffWalk.kf" mode Slave.ToggleSpecialAnim "galgat/CRCCuffFastForward.kf" mode Slave.ToggleSpecialAnim "galgat/CRCCuffIdle.kf" mode Slave.ToggleSpecialAnim "galgat/CRCCuffTurnRight.kf" mode Slave.ToggleSpecialAnim "galgat/CRCCuffWalkRight.kf" mode Slave.ToggleSpecialAnim "galgat/CRCCuffTurnLeft.kf" mode Slave.ToggleSpecialAnim "galgat/CRCCuffWalkLeft.kf" mode ;******all added By Galgat, and crawling animation elseif xloversggsandm.shecrawls == 1 Set xloversggsandm.playerHandsRestrained to mode Slave.ToggleSpecialAnim "galgat/CR4backward2.kf" mode Slave.ToggleSpecialAnim "galgat/CR4Backward.kf" mode Slave.ToggleSpecialAnim "galgat/CR4Walk.kf" mode Slave.ToggleSpecialAnim "galgat/CR4fastforward.kf" mode Slave.ToggleSpecialAnim "galgat/CR4Idle.kf" mode Slave.ToggleSpecialAnim "galgat/CR4TurnRight.kf" mode Slave.ToggleSpecialAnim "galgat/CR4WalkRight.kf" mode Slave.ToggleSpecialAnim "galgat/CR4WalkFastRight.kf" mode Slave.ToggleSpecialAnim "galgat/CR4TurnLeft.kf" mode Slave.ToggleSpecialAnim "galgat/CR4WalkLeft.kf" mode Slave.ToggleSpecialAnim "galgat/CR4WalkFastLeft.kf" mode ;*****end of Galgat addition endif If mode If ( Slave == player ) && Slave.IsWeaponOut player.AddSpellNS AAACRPCStoreWeaponSpell Endif ;;DisableControl 1 ;;backward if xloversggsandm.shecrawls == 1 ;***if ccrawling disable DisableControl 2 ;;slide left DisableControl 3 ;;slide right endif DisableControl 4 ;;attack DisableControl 5 ;;activate DisableControl 6 ;;block DisableControl 7 ;;cast DisableControl 8 ;;ready weapon DisableControl 9 ;;crouch/sneak ;DisableControl 10 ;;Run ;DisableControl 11 ;;AlwaysRun DisableControl 13 ;;jump DisableControl 14 ;;togglePOV Else EnableControl 1 ;;backward EnableControl 2 ;;slide left **No need to check crawl here EnableControl 3 ;;slide right **No need to check crawl here EnableControl 4 ;;attack EnableControl 5 ;;activate EnableControl 6 ;;block EnableControl 7 ;;cast EnableControl 8 ;;ready weapon EnableControl 9 ;;crouch/sneak EnableControl 10 ;;Run EnableControl 11 ;;AlwaysRun EnableControl 13 ;;jump EnableControl 14 ;;togglePOV EndIf player.Update3D If mode && ( IsThirdPerson == 0 ) ToggleFirstPerson 0 EndIf Set xloversggsandm.c14enable To mode player.SetRestrained 0 player.SetUnconscious 0 END -------------------------------------------- The disable and enable controls you do not need, that was for enslaving player so she was not able to do anthing as follow the slaver. Also the AddSpellNS AAACRPCStoreWeaponSpell is not needed. Was a Ability spell and disabled the draw weapon control. thanks for animations, but i think my script is more advanced (check it out, it's 2 quest and some array-management) Link to comment
emo877 Posted December 16, 2019 Share Posted December 16, 2019 On 12/7/2019 at 10:02 PM, fejeena said: Both are set to ring slots (left and right) . I remember I once tried the use ring slots for no-ring items and it doesN#t worked. Some time ago i googled about that theme, and found such statement: "by some strange quirk oblivion engine doesn't render equipped clothing items bound to ring slots, but nicely renders just the same models, if items are described AS ARMOR". In my case it was miniskirt what i wanted to wear over various sets of stockings\underwear already occupying standard HGEC lower body, and it remained invisible "as ring". I tried to make it "armor" and got correct result. 1 Link to comment
KaraZorEl Posted January 2, 2021 Share Posted January 2, 2021 So I tried this, and maybe I don't know what I'm doing.... I was able to find the merchant, and get the items/spells to bind someone. But when I went to do that, I got a large yellow box surrounding the NPC with a blue exclamation mark inside it. I thought I installed everything correctly, but maybe I didn't. Link to comment
fejeena Posted January 2, 2021 Share Posted January 2, 2021 The big yellow sign is a missing mesh/nif sign. You have the meshes in a wrong folder or you do not have the meshes installed. Do you have the requirements? PlayerSlaveEncounters meshes (just ZMC's animation and meshes folder) from here https://www.loverslab.com/topic/15074-player-slave-encounters-updated-oct-18/ Link to comment
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