rrr787mlpx Posted January 3, 2020 Posted January 3, 2020 Fort Blackrock Slaver's Fort View File Salutations! This is my first attempt at making a mod of any substance whatsoever. Feedback is not only welcome, but encouraged. The mod is in Alpha, lots of bugs; I'm sure... This Mod is a Player Home/Location designed as an immersive way to spend time as a slave with Sanguine's Debauchery and as a place to train Paradise Halls slaves. Essentially, there are lots of mining, farming, crafting stations and food containers with lots of food to give to your master. There are also rooms that are separate cells to easily set up training and storage for Paradise Halls slaves. There are also Slaves and Guards in those areas. I also set up 3 unique NPC's in the master's chamber to serve as a Grand Master/Fort owner. There is no dialogue for them yet, but I am planning on adding some in eventually. OH! and a mixed assortment of Zaz furniture, of course. It is located in the Rift, North West of Riften, Directly North of Redwater Den, over the small mountain. Requirements: Zaz Animation Pack Apachii Sky Hair + Sky Hair Females Recommended: RP Chopping and Mining - allows essentially infinite mining and chopping. Mining just takes longer to get ore. Planned: -NPCs to serve as masters/guards and slaves Added NPC's, working on unique NPC's to serve as followers, Masters and quest givers -A plantable farming area -quick re spawning chests (not sure how to do this right now...) Thanks to the Zaz team for the resources to put that extra dungeon feel into, well, the dungeon! Submitter rrr787mlpx Submitted 01/02/2020 Category WIP / Beta Requires Zaz Animation Pack Special Edition Compatible No 2
sfeile Posted January 3, 2020 Posted January 3, 2020 Looks like there are some things from ZAZ 8 or 8+. May want to specify the version of ZAZ because I think some people may still use 7. I could be wrong, but just a thought.
blank_v Posted January 3, 2020 Posted January 3, 2020 Planned: -quick re spawning chests (not sure how to do this right now...) Scripts?... if u want i can make script that will spawn items in chest every 24 hours or any different time u want Recommended: RP Chopping and Mining - allows essentially infinite mining and chopping. Mining just takes longer to get ore. if You want i can give you my Script for Rocks and Trees You can chop and mine them and they respawn every few hours u can also use different tools to get different results and also u can mine with Magic !... here is script: Spoiler Scriptname QLG_SimpleScript_HitThatRock extends ObjectReference { This script supports rock Gathering from Rocks } Import Sound ;===- Base Info. -===; ;Created: 2019-11-13 ;Update: 2019-12-19 ;Author: TobiPL ;Unit: M.PC<1> ;===- Var. setup -===========================================; Int Property QExp Auto { Exp that player get for mining this rock } Actor Property QPlayer Auto { Player Ref. } ;== Keys ==; KeyWord Property QKey Auto { Key to allow item gather Wood } KeyWord Property QMaster Auto { Master Key for better tools } ;== Ores ==; Int Property QSpecial Auto { Chances for Special ore 3 means 30% etc. } FormList Property QOres Auto { List of Ores possible to gather from this Rock, 20% chance } MiscObject Property QRock Auto { Rock to Give player } ;== Sounds ==; FormList Property QSounds Auto { List of Sounds to play on Hit } Sound Property QBreakSound Auto { Sonud to play on Rock Break } ;===- Items Var. -==============================; ;***********************************************; int RocksLeft ; Amount of Rocks in this Rock pile int Size ; Size of Array with possible Ores int SoundSize ; Amount of Sounds possible to play for that Rock ;===============================================; ;===- Main Script -=============================; ;***********************************************; Event OnHit( ObjectReference QAgr, Form QSrc, Projectile Pr, bool Power, bool a, bool b, bool c) If( QAgr == QPlayer ) If( QSrc.HasKeyword( QKey ) == true ) Int Ins = ( QSounds.GetAt( Utility.RandomInt( 0 , SoundSize ) ) as Sound ).Play( self ) If( RocksLeft > 0 ) ;== Spell JUMP ==; If( QSrc as Spell ) QSpellMine( QSrc as Spell , QSrc as Form ) Return EndIf ;================; If( Utility.RandomInt( 0 , 10 ) <= QSpecial ) QPlayer.AddItem( QOres.GetAt( Utility.RandomInt( 0 , Size ) ) , 1 , true ) Debug.Notification( "Lucky Hit!... You get special ore!..." ) Game.AdvanceSkill( "Marksman" , ( 5.0 + QExp ) ) Else RocksLeft -= 1 If( QSrc.HasKeyword( QMaster ) == true ) QPlayer.AddItem( QRock, 2 , true ) Debug.Notification( "Strong Hit, You get 2 Rocks" ) Game.AdvanceSkill( "Marksman" , ( 3.0 + QExp ) ) Else QPlayer.AddItem( QRock , 1 , true ) Debug.Notification( "Weak Hit, You get Rock" ) Game.AdvanceSkill( "Marksman" , ( 1.0 + QExp ) ) EndIf EndIf Else Debug.Notification( "No Rock left here..." ) QPlayer.AddItem( QRock , 1 , true ) PlayRockOut() RegisterForSingleUpdateGameTime( Utility.RandomInt( 72 , 144 ) ) EndIf Utility.Wait( 1.3 ) StopInstance( Ins ) Else Debug.Notification( "You can't gather Rocks with this Item !..." ) EndIf EndIf EndEvent ;==========; Event OnInit() RocksLeft = Utility.RandomInt( 4 , 12 ) Size = QOres.GetSize() Size -= 1 SoundSize = QSounds.GetSize() SoundSize -= 1 EndEvent ;===========================; ;=- Refresh Ore -===========; Event OnUpdateGameTime() RocksLeft = Utility.RandomInt( 4 , 12 ) self.enable( true ) EndEvent ;===========================; ;=- Gathering Via Spell -===; Function QSpellMine( Spell InSpell , Form InSrc ) RocksLeft -= 1 If( InSrc.HasKeyword( QMaster ) == true ) QPlayer.AddItem( QRock, 2 , true ) Debug.Notification( "Magic Hit, You get 2 Rocks" ) Game.AdvanceSkill( "Destruction" , ( 4.0 + QExp ) ) Else QPlayer.AddItem( QRock, 1 , true ) Debug.Notification( "Weak Magic hit, You get 1 rock" ) Game.AdvanceSkill( "Destruction" , ( 2.0 + QExp ) ) EndIf EndFunction ;===========================; ;=- Play Out -==============; Function PlayRockOut() int Ins = QBreakSound.play( self ) self.disable( true ) ; Maybe animation here ?... Utility.Wait( 2.0 ) StopInstance( Ins ) EndFunction ; The End //Edit: Srsl xDDDD Spoiler
rrr787mlpx Posted January 3, 2020 Author Posted January 3, 2020 2 hours ago, TobiaszPL said: Planned: -quick re spawning chests (not sure how to do this right now...) Scripts?... if u want i can make script that will spawn items in chest every 24 hours or any different time u want Recommended: RP Chopping and Mining - allows essentially infinite mining and chopping. Mining just takes longer to get ore. if You want i can give you my Script for Rocks and Trees You can chop and mine them and they respawn every few hours u can also use different tools to get different results and also u can mine with Magic !... here is script: Reveal hidden contents Scriptname QLG_SimpleScript_HitThatRock extends ObjectReference { This script supports rock Gathering from Rocks } Import Sound ;===- Base Info. -===; ;Created: 2019-11-13 ;Update: 2019-12-19 ;Author: TobiPL ;Unit: M.PC<1> ;===- Var. setup -===========================================; Int Property QExp Auto { Exp that player get for mining this rock } Actor Property QPlayer Auto { Player Ref. } ;== Keys ==; KeyWord Property QKey Auto { Key to allow item gather Wood } KeyWord Property QMaster Auto { Master Key for better tools } ;== Ores ==; Int Property QSpecial Auto { Chances for Special ore 3 means 30% etc. } FormList Property QOres Auto { List of Ores possible to gather from this Rock, 20% chance } MiscObject Property QRock Auto { Rock to Give player } ;== Sounds ==; FormList Property QSounds Auto { List of Sounds to play on Hit } Sound Property QBreakSound Auto { Sonud to play on Rock Break } ;===- Items Var. -==============================; ;***********************************************; int RocksLeft ; Amount of Rocks in this Rock pile int Size ; Size of Array with possible Ores int SoundSize ; Amount of Sounds possible to play for that Rock ;===============================================; ;===- Main Script -=============================; ;***********************************************; Event OnHit( ObjectReference QAgr, Form QSrc, Projectile Pr, bool Power, bool a, bool b, bool c) If( QAgr == QPlayer ) If( QSrc.HasKeyword( QKey ) == true ) Int Ins = ( QSounds.GetAt( Utility.RandomInt( 0 , SoundSize ) ) as Sound ).Play( self ) If( RocksLeft > 0 ) ;== Spell JUMP ==; If( QSrc as Spell ) QSpellMine( QSrc as Spell , QSrc as Form ) Return EndIf ;================; If( Utility.RandomInt( 0 , 10 ) <= QSpecial ) QPlayer.AddItem( QOres.GetAt( Utility.RandomInt( 0 , Size ) ) , 1 , true ) Debug.Notification( "Lucky Hit!... You get special ore!..." ) Game.AdvanceSkill( "Marksman" , ( 5.0 + QExp ) ) Else RocksLeft -= 1 If( QSrc.HasKeyword( QMaster ) == true ) QPlayer.AddItem( QRock, 2 , true ) Debug.Notification( "Strong Hit, You get 2 Rocks" ) Game.AdvanceSkill( "Marksman" , ( 3.0 + QExp ) ) Else QPlayer.AddItem( QRock , 1 , true ) Debug.Notification( "Weak Hit, You get Rock" ) Game.AdvanceSkill( "Marksman" , ( 1.0 + QExp ) ) EndIf EndIf Else Debug.Notification( "No Rock left here..." ) QPlayer.AddItem( QRock , 1 , true ) PlayRockOut() RegisterForSingleUpdateGameTime( Utility.RandomInt( 72 , 144 ) ) EndIf Utility.Wait( 1.3 ) StopInstance( Ins ) Else Debug.Notification( "You can't gather Rocks with this Item !..." ) EndIf EndIf EndEvent ;==========; Event OnInit() RocksLeft = Utility.RandomInt( 4 , 12 ) Size = QOres.GetSize() Size -= 1 SoundSize = QSounds.GetSize() SoundSize -= 1 EndEvent ;===========================; ;=- Refresh Ore -===========; Event OnUpdateGameTime() RocksLeft = Utility.RandomInt( 4 , 12 ) self.enable( true ) EndEvent ;===========================; ;=- Gathering Via Spell -===; Function QSpellMine( Spell InSpell , Form InSrc ) RocksLeft -= 1 If( InSrc.HasKeyword( QMaster ) == true ) QPlayer.AddItem( QRock, 2 , true ) Debug.Notification( "Magic Hit, You get 2 Rocks" ) Game.AdvanceSkill( "Destruction" , ( 4.0 + QExp ) ) Else QPlayer.AddItem( QRock, 1 , true ) Debug.Notification( "Weak Magic hit, You get 1 rock" ) Game.AdvanceSkill( "Destruction" , ( 2.0 + QExp ) ) EndIf EndFunction ;===========================; ;=- Play Out -==============; Function PlayRockOut() int Ins = QBreakSound.play( self ) self.disable( true ) ; Maybe animation here ?... Utility.Wait( 2.0 ) StopInstance( Ins ) EndFunction ; The End //Edit: Srsl xDDDD Reveal hidden contents Thanks very much! I have no idea how to attach scripts asside from the ones included in the creation kit, but I shall spend a hour or 3 figuring that out
rrr787mlpx Posted January 3, 2020 Author Posted January 3, 2020 3 hours ago, sfeile said: Looks like there are some things from ZAZ 8 or 8+. May want to specify the version of ZAZ because I think some people may still use 7. I could be wrong, but just a thought. Changed the description, thanks for the heads up! 1
WolfoftheWest1 Posted January 3, 2020 Posted January 3, 2020 downloading now, i will say a good way to implement basic master type npcs is to have bandits/orc raiding party be in control of the keep so you have to clear it out if you want to use it for PAH or talk to a bandit and get captured by the boss for SD+
jlttsmiley30 Posted January 3, 2020 Posted January 3, 2020 The official guide for sexlab seems to have been down for a while but there's a archived version of the website: https://web.archive.org/web/20160327122616/http://git.loverslab.com/sexlab/framework/wikis/function-quickstart Top menu click (pages) to see more on creating scripted actions or (home) to get full content directory. Hope this helps - There's a Scripting Guide for regular Papyrus by CPU: https://www.loverslab.com/files/file/3038-papyrus-for-skyrim-guide/ - There's all the SexLab mods out there you can download and loot at the source files of the scripts and try to understand things... TRY THESE POST IT COULD HELP YOUR PROGRESS. THANKS FOR DOING THIS one day you might be making skyforge steel LOL
blank_v Posted January 3, 2020 Posted January 3, 2020 @rrr787mlpx Sounds: Rock.rar Tutorial Video: https://www.youtube.com/watch?v=OKaWkz6EHOg Spoiler u dont have to give any credits etc. idc about it xD also everyone can use my Sounds and Script if u want If u need some script or help with modding join Discord: https://discord.gg/2Vh6NVc You can also meet some awesome ppl like Baka, Luceian Shiro or Jahy ❤️ and many more :o We also dont have rules and Shiro like to upload some LL Like stuff
t.ara Posted January 3, 2020 Posted January 3, 2020 Fine done! I´ll add it to my mods after I have finished with ZAP 9. If you create a mod with ZAP assets or the whole mod as dependency, you don´t need to ask me. Same for all my other mods which I shared.
Ammo12ga Posted January 4, 2020 Posted January 4, 2020 This exactly corresponds to what my player needs. I have been running a family based on my orc male whom was a horrific slaver using primarily the Paradise Halls Slave Camp to sell trained slaves. I play his daughter's and grandchildren as characters. So I am planning to try your fort for another generation. I use a a lot of mods such as Sexlab Survival, Slaverun, Skooma Whore, Milk Mod, Cursed Loot, Deviously Helpless, RND, Frostfall, etc. to make my players have to survive in their adventures. This looks like what could be a real staple location for me. Thanks so much for making this mod.
Jappa123 Posted January 4, 2020 Posted January 4, 2020 Looks great, good work with interior lighting, it's common problem but you did it very well, looking forward for update with masters/slavers/guards. I'm new to modding and I'm trying to tweak/expand some mods so I'll probably try to do some dialogues/device equips through dialogue in your mod but i dont really know how to add npc so, I'll wait for next update if you looking for some help with zaz/dd restraints equip through dialogue then pm it's super easy to be honest. Also would be cool to add mine cave for potential jobs/quests.
rrr787mlpx Posted January 13, 2020 Author Posted January 13, 2020 Thanks Jappa, glad you like it! I defiantly am working on adding NPCs and I also want to look into making small job/task quests the player can receive from a master npc. i plan on releasing an update that will add NPCs to the fort in about a week or so.
jlttsmiley30 Posted January 23, 2020 Posted January 23, 2020 I have just notice your new project an like the concert your building and were it seems to be going. As a members and users of loverlabs and there mods , I should like to first ask were or the milk pumps?? LOL just joking ........ but really hope you have plans for optional mod support , remmeber some mod s do not have to be hard requires to work with a mod. Reason why is I and some other like and use MME in there game for player or follower. Love the addition of SD it is a tried and true player enslavement mod. Should be great to have a Alternate Start for this mod. Also should success creating a unique fraction for this mod aka (Black fort slavers fraction ) which gives you the ability to write or create action or quest that effect only this mod npc or add certain npcs to extended fraction like bandits or merchants , (QUEST) Where a master as a companion can follower to a city or bandit camp. JUST A TRYING TO HELP PS best of luck
rrr787mlpx Posted January 23, 2020 Author Posted January 23, 2020 4 minutes ago, jlttsmiley30 said: I have just notice your new project an like the concert your building and were it seems to be going. As a members and users of loverlabs and there mods , I should like to first asko were or the milk pumps?? LOL just joking ........ but really hope you have plana for optional mod support , remmeber some mod s do not have to be hard requires to work with a mod. Eraso why is I and some other like and use MME in there game for player or follower. Love the addition of SD it is a tties and true player enslavement mod. Should be great to have a Alternatiba Start for this mod. Also should success creating a unique fraction for this mod aka (Black fort slavers fraction ) which gives you the ability to write or create action or quest that effect only this mod npc or ade certain npcs to extended fraction like bandits or merchants , (QUEST) Where a master as a companion can follower to a city or bandit camp. JUST A TRYING TO HELP PS best of luck Haha, thanks. The NPCs are in there own faction. That way, if you join them via SD+, regular bandits are still hostile to you. Also, i defiantly will be adding pumps into the fort. (In the main hall, in the smaller cell and a few outside...) Eventually, I will make a separate NPC add-on, in case you want the fort alone and not have any NPCs inside. Thanks everyone for the feed back! I work 40hrs per week, so updates might be just a few times per month, but I definitely will keep up with this mod! 2
ватман Posted January 24, 2020 Posted January 24, 2020 Я хочу приветствовать вас. Что вы планируете использовать уникальную анимацию? темно.Можно поднять тему зоо, секс с животными, нужна конюшня.Воспитание рабов.Рабы унитазы.Рабы светильники.Рабы уборщики.
Ionenschatten Posted September 10, 2023 Posted September 10, 2023 Whenever I turn on this mod, the game will no longer start. Quite inconvenient!
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now