LostData751 Posted May 11, 2020 Posted May 11, 2020 I have Raped a couple NPCs enough times that I broke their will to the point of them surrendering, is there a way to command them to stay at a specific position (e.g. a house) and are there any issues with enslaving regular enemies such as bandits, marauders? Sorry if it sounds like dumb questions, I just can't find much information about it, I know it's meant to be a light mod too, it's just I want to know all it allows the players to do.
fejeena Posted May 11, 2020 Posted May 11, 2020 In the mod are no commands. You need LoversSlavePlay. https://www.loverslab.com/topic/161-lovers-slave-play-11-re-up/ !! The Follow AI pack" is very bad, if your slave is not near/ Player is too quick the slave turns around and walks home. Or you use my LoversRapeSlave. You need LoversSlaveTrade to use it. When you ensalve a NPC with LoversRapeSlave the slave use the LoversSlavetrade commands ( wait. follow, relax here, you can also tell your slave to prostitute himself ( yes he will make money) "Relax here" is good if you want the slave for your player house, he has a daily routine, the slave will wander, eat, and if there is a free bed he will also sleep. My RapeSlave version https://www.loverslab.com/files/file/9752-lovers-rape-slave-lst/ -------------------- And "no name" NPCs are always bad.( bandits, necromancers, marauders, guards,... ) They respawn after 3 days if you are not near/in the same cell. And most of them are set to " No Low Level Processing ". The AI of such NPCs only works when the player is in the same room. And if they have a follow AI pack and the player use a door they will not follow, because the player is not in the same cell and the game stop the AI calculation for this NPC. Best never enslave "no name" NPCs.
LostData751 Posted May 12, 2020 Author Posted May 12, 2020 Is this the LoversSlaveTrade required to your version of RapeSlave? https://www.loverslab.com/files/file/24-lovers-slave-trade-10-english-final/ Are there any issues with adding the mods and loading a current save? I remember reading that there's some issues with loading the game with a new load order that may cause conflicts. Is there any other way to enslave the everyday Bandit so I don't have to enslave regular NPCs? I want to take some people with me without "ruining" the natural cities with the people already there. I am not sure if they don't work if the no low level processing is disabled, I went into one dungeon and enslaved an enemy and they followed me outside of the dungeon after I told them we should go somewhere more private.
fejeena Posted May 12, 2020 Posted May 12, 2020 Yes the LoversSlaveTrader link is also in my LoverRaveSlave thread. (post 1 , the download page) A bandit folloed you out of the cave/dungeon? Oh. With RapeSlave and SlaveTrader bandits never follow me through doors. With SlaveTrader the "respawn" flag will be removed , but not the "No Low Level Processing ". So all the "NPC that are not in the game" are bad. Bandits, necromancers, marauders, . . . They are not placed in game. In the Construction set you see only the spawn marker. That are bad NPCs. You can use the LoversSlaveTrader setting spell in game and set "create a copy". Then the original NPC will be delete and a copy will be created ( no "respawn" and no "No Low Level Processing " ) This way you can enslave "no name" NPCs. !!! But if you ever release the slave you will not get back the original NPC. If you accidentally enslaved an quest NPC and you need him for the quest. . . the copy will not work ( wrong ID, the copy can not use the quest dialoges ) and when you release the copy you do not get back the original NPC. They you have to check the Original NPC ID in the Construction set and then enable the NPC with the console in game. I do not use the "create a copy" function and never enslave Bandits, necromancers, marauders, . . . But guards are placed in game, they respawn but are not set to "No Low Level Processing " because they have a daily routine, go to spleep. And they have to follow the player through doors. So guards work without the "create a copy" setting. There are so many NPCs in game. And if you have other Mods installed ( new villages, new lands, ... ) you will find enough slaves. ---------------------- Install in game: Lovers RapeSlave and SlaveTrader you can install. The original RapeSlave version does not add any items/token/flags to the slaves (only the Lovers with PK slave token and you still have Lowers with PK ) Only if you have Tamago installed ( the Lovers pregnancy system) you are not allowed to change the load order. First you have to reset Tamago/Hiyoko ( all children in game will be delete) If you uninstall Lovers SlaveTrader you first have to release all your slaves.
LostData751 Posted May 12, 2020 Author Posted May 12, 2020 Ok, thanks I will be trying your version of LoversRapeSlave shortly. One more question: Is there a way to access Slaves' inventories and unequip or equip items such as clothing/armor/weapons?
fejeena Posted May 12, 2020 Posted May 12, 2020 Yes all in the LoversSlaveTrader dialog commands. With my rape slave version and Lovers SlaveTrader you can: Rape a slave and he will become your salve after some rapes. You use the enslave spell on knocked down or sleeping NPC. You can us the slave club and sneak and knock down a slave and then use the enslave spell. Then you have a unbroken slave. The slave can be a prostitute. Can wait and follow. Relax ( daily routine with eat and sleeep ) You can open his inventory, add on remove things. The slave can be a prostitute. ( he ask other NPCs) Or you offer your slave to NPCs, free or for gold. You can train and break the slave. His training level get from 0 to 5. You can train a slave with another slave if you want. For a trainded slave you get more gold. He will earn more during prostitution and you get more when you offer your slave. And you can sell your slave. Slave have to be broken but still can be level 0, but with level 5 you get more gold. The slave will follow his new owner and they have sex. You can buy back the slave Most of it is LoversSlaveTrader. That's why I made my rape slave version so that both Mods are one slave system. Two systems , and with with Lovers Slave play two follow, wait dialogs,... stupid. Now Lovers SlaveTrader and Rape slave use the same system and you do not need the Slave play Mod.
LostData751 Posted May 12, 2020 Author Posted May 12, 2020 Thanks for your responses, all of this really helped a lot! I just enslaved a Robber from LoversTrueCrimeEx & also a regular dungeon bandit and their AI worked more stable than with the previous version of RapeSlave. A few more questions: Is it normal for them to not attack hostile creatures or NPCs attacking me or them? Is there anything that allows them to help me in combat?
fejeena Posted May 12, 2020 Posted May 12, 2020 Funny you are the second who have the "no attacking" problem. In my game the slaves attack bandits and creatures. But the slave have to be broken, then he likes you , is in player faction and helps you. But the follow AI Pack is set to "Defensive combat" so they only attack when they are attacked. Would be bad if they see a wolf near the road and try to kill him. . . while you travel on and the wolf hasn't noticed the NPC yet. But in my game the bandits and creatures mostly attack the slave. And if the slave is broken / in player faction and a Bandit attack the player it is a "attack against "the Slave. Even when the player attack a NPC. I tried it: I attack a friendly traveling NPC, so no attack against the slave. But the slave help me to kill the friendly NPC. WTF I told you. You are right a slave can not attack. He is a slave you have to protect him. The attacking companions are from MCS, a companion system that can make every NPC in game your companion. They attack when the player is attacked. You can remove the "devensive combat" flag from the AI pack ... but then the slave will attack everything he does not liek when he see it. No good idea. If you want a good companion system, see MCS Spoiler https://www.loverslab.com/topic/1569-mad-companionship-spells-mcs-extension-humantouchnpc/ Mad Companionship Spells 2.5 in post 1 And newest MCS Extension 1.15 in post 286 You do not need HumanTouchNPC 2.3a ( I do not use it ) You have a spell ( MCS Orders ) You cast it on the NPC. With the order "trade" you open a NPC inventory without make him your compation. Yes you cheat and can steal from every NPC. With the command "follow" the NPC is your companion. With "dismiss" he is a normal NPC again. Like LoversSlaveTrader you have now dialog options ( or you use the order spell ) and can tell your NPC to follow, wait, or relaxe (a daily routine with eat and sleep ) Be careful with quest NPCs. Y ou can use Martin as your companion
LostData751 Posted May 13, 2020 Author Posted May 13, 2020 I thought I could maybe use them as a way to enthrall an army of slaves who then become my servants and bodyguards afterwards through the Lovers mods, makes matters more interesting. The mod also says that it turns non-hostile NPCs into companions, Does that mean if I Enslave an NPC can I switch to using the MCS without conflict? or am I supposed to use either or? Edit: Where is this Denfesive Combat flag and how can I remove it?
fejeena Posted May 13, 2020 Posted May 13, 2020 Slaves are sex slaves, no fighters. And do not mix Slaves and Companions. No SlaveTrade and MCS . Both Mods have follow, wait, relax commands and they will conlict. But MCS companions likes you, are in player faction. So you can fuck them ( Adult play plus with addon LoversVoiceSSPplus ) If you fuck a NPC more often you can ask him/her to do it public. I do not remember it you have to fuck the NPC 6 or 10 times but then he/she will agree to have public sex. Then you can fuck the companion in front of all your other companions and slaves. With the not public sex (Adult play plus dialogs) no other NPC is allowed to see you. So you have to tell all other companions and slaves "wait here" and find a unobserved place. ------- removing the Denfesive Combat flag is no good idea ( i told you before) But if you want to do it , it is in the AI packages in the SlaverTrader esp . Use CS or TES4Edit Spoiler here TES4Edit
LostData751 Posted May 14, 2020 Author Posted May 14, 2020 Alright, I guess I won't be using MCS, I appreciate the recommendations given for the options and thank you for your RapeSlave esp, allowing me to access slaves' inventories is something I didn't even ask for and I got it now, thanks a lot. As much as I would like to turn slaves into fighters I believe they would become a hassle if I had too many of them, but I will still look for a way to make it happen.
fejeena Posted May 14, 2020 Posted May 14, 2020 If you have very high sneak skill and best a invisible or chameleon ring/amulet you can sneak in caves and dungeons and the enemies will always detect your slaves and not you. Then the slave will fight . . . and you can watch.
LostData751 Posted June 8, 2020 Author Posted June 8, 2020 Recently I was playing and NPCs I capture(the type I captured previously, still Bandits & Marauders) were fighting mobs & NPCs, they don't seem to fight NPCs of their own previous faction however, also the NPCs that would never fight anything had their Aggression set to 0 constantly, probably because they come from the TrueCrime mod. I will see what else I can try now.
fejeena Posted June 8, 2020 Posted June 8, 2020 NPC with aggression 0 can not fight and will never fight. Whether slave or not. And again : Slaves do not fight, they only defend themselves.
LostData751 Posted June 8, 2020 Author Posted June 8, 2020 Slaves do fight, I captured a Bandit, their aggression level was at 5, an imp got close and they went and bashed the imp. I was looking at the script that "enslaves" NPCs and found it it changes their aggression level at 5, specifically if the aggression level was anything ABOVE 5, it will bring it down to 5.
fejeena Posted June 8, 2020 Posted June 8, 2020 No. Then the Imp attacked the slave. And the slave defended himself. If the Imp had attacked the player, the slave would have watched. The Slave AI Package has the "Defensive combat" flag. He cannot attack when he sees an enemy. He only fights when attacked.
LostData751 Posted June 8, 2020 Author Posted June 8, 2020 Actually the slave started attacking when within range of the imp, not after being attacked by a fire or frost ball. Just now I attacked a goblin and my following Slave attacked it aswell. I have not even touched the AI Packages at all.
fejeena Posted June 9, 2020 Posted June 9, 2020 Good for you. Many people want that a slave reacts like a companion and fights.... but not possible in their game. And your slaves fights like companions. I don't know why, but be happy.
LostData751 Posted June 9, 2020 Author Posted June 9, 2020 As I said, they should be fighting, their aggression level matches that of plenty of other regular NPCs, the only cases on which they don't fight creatures or NPCs is because they belong to the same faction, which they can be removed from through the console. As far as other people's games slave behaviour... I really would like to know if other people do experience the same or simply not at all. Either case, I thank you for the constant replies on this thread, if it weren't for you I wouldn't have started checking and looking into the scripts, seeing what caused NPCs to simply ignore certain targets. I also wouldn't have the esp you provided, so thanks a lot.
mma75online Posted June 9, 2020 Posted June 9, 2020 12 hours ago, LostData751 said: I really would like to know if other people do experience the same or simply not at all Ya i have some issue like that with some Slaves .. when i try train some of them with dogs ( rena dog shop + collar ) they become very hostile and attack me and don't stop even u yield or surrender and if i use chameleon and hidden they go out and start attack guards & other NPC .... try slave ( Adanrel ) wood elf stay in ( Methredhel's house in IC waterF ) This slave most time attack u when train with dogs !! AND i have other slave ( Viera Lerus ) bravil head guards i have it during a bravil under ground mod after i give here to here new owner khajjit in skomma den later in other quest ( stolen money quest ) when this khajjit attack me his slave attack him and kill him and when i check here i found she is remove from slave sold book and return to my property also this slave attack any other creature or bandit if i take it with me but i think because she is a guard & other stuff like this with some other slaves in my game
LostData751 Posted June 10, 2020 Author Posted June 10, 2020 16 hours ago, mma75online said: also this slave attack any other creature or bandit if i take it with me but i think because she is a guard & other stuff like this with some other slaves in my game I am pretty sure this is because of the faction your Slave belongs to, Guards target bandits and creatures on sight. Checking and removing NPC's from factions can be done through the console... Ideally I would like the EnslaveNPC script to remove all factions a NPC belongs before being added to the SlaveFaction, however, this would cause issues if the player then releases slaves and ends up with a lot of NPCs belonging to 0 factions and not really acting as they should. It's funny how your issue is that your Slaves are very aggresive instead of defenseless.
LostData751 Posted July 8, 2020 Author Posted July 8, 2020 I'm not sure if I'm necro'ing this thread so I apologize in advance. The only issue that followers seem to have is that they seem to only fight enemies with maximum or very high Aggression (Wolves, Bandits, Dremora) however, fights with other NPCs from LoversTrueCrime just seem to be ignored, if not partially almost totally. All I ask is one thing is there a way to check the number of Factions and which Factions a NPC currently belongs in, I've seen some information about OBSE saying GetNumFactions or GetNthFaction will return certain values in scripts, however I don't seem to be able to get any of this in the in-game console, which would be best. "Cloning" or "Copying" actors through the RapeSlave setting already removed a lot of old behaviors from NPCs however I am not sure if it keeps their previous faction values so that they will ignore most enemies, that's why I'm asking to find a way to check in real time, without scripts.
Recommended Posts
Archived
This topic is now archived and is closed to further replies.