Lucioyarity Posted July 21, 2021 Posted July 21, 2021 I will make a suggestion, if you update the mod again. Can you change the location of the auction in riften? It is in front of the guards barracks, could you move it underground, it is not an order, it is a suggestion nothing more. thanks and good luck
Hex Bolt Posted July 21, 2021 Author Posted July 21, 2021 55 minutes ago, Lucioyarity said: Can you change the location of the auction in riften? It is in front of the guards barracks, could you move it underground.... Suggestions are welcome, but I don't think I want to move the door. Mods that depend on it being in that location might not work so well. Also, if you think about it, other locations in the game don't make that much sense, and buildings are often TARDIS-like structures that are bigger on the inside than they are on the outside. Don't worry so much about about the interior layout, and use your imagination. The door could have descending steps on the other side that you don't see because you enter the slave market after another door at the base of the steps. 1
Lucioyarity Posted July 22, 2021 Posted July 22, 2021 18 hours ago, HexBolt8 said: Suggestions are welcome, but I don't think I want to move the door. Mods that depend on it being in that location might not work so well. Also, if you think about it, other locations in the game don't make that much sense, and buildings are often TARDIS-like structures that are bigger on the inside than they are on the outside. Don't worry so much about about the interior layout, and use your imagination. The door could have descending steps on the other side that you don't see because you enter the slave market after another door at the base of the steps. Okay thank you. Good point really about the descending steps.Forget what i said.
shadowwolf2k7 Posted July 23, 2021 Posted July 23, 2021 i noticed an error, in one of the lines, the dialog goes havent i seen her before, and the following is to the effect i have to idea, it should be i have no idea.
Hex Bolt Posted July 23, 2021 Author Posted July 23, 2021 1 hour ago, shadowwolf2k7 said: i noticed an error, in one of the lines, the dialog goes havent i seen her before, and the following is to the effect i have to idea, it should be i have no idea. Thank you. Fixed for the next update.
bcstv Posted July 30, 2021 Posted July 30, 2021 Feature Request/Suggestion: Would it be probable for a future update to make Simple Slavery compatible with followers? Right now if you get sent to SS the follower will just walking around in the crowd and doesn't follow the consequence that you get (in case of outcome mods with follower-compatibility). Would be much cooler if the follower is bought up to the stage with you and maybe add to your value as well. A buy one get one deal!
jfraser Posted July 30, 2021 Posted July 30, 2021 (edited) 3 hours ago, bcstv said: Feature Request/Suggestion: Would it be probable for a future update to make Simple Slavery compatible with followers? Right now if you get sent to SS the follower will just walking around in the crowd and doesn't follow the consequence that you get (in case of outcome mods with follower-compatibility). Would be much cooler if the follower is bought up to the stage with you and maybe add to your value as well. A buy one get one deal! The original plan was actually to have the follower sold before the player so you had to sit there and watch as all your friends were sold away. But then I couldn't figure out how to make it work, so... Hex is way smarter than me about these things so maybe he can add followers support but that's up to him. XD Edited July 30, 2021 by jfraser 4
Herowynne Posted July 30, 2021 Posted July 30, 2021 2 hours ago, jfraser said: The original plan was actually to have the follower sold before the player so you had to sit there and watch as all your friends were sold away. OMG, that sounds awesome! I would love to see that. 2
Zor2k13 Posted July 31, 2021 Posted July 31, 2021 Oh fuck yeah! Gotta keep my eye out for some bimbo followers mods so I can find a way to have some housecarls end up being the owners for some of them. 1
Omnishade Posted August 3, 2021 Posted August 3, 2021 (edited) I have to say that I never really had fun with this mod because how little effort and lack of lore-friendlyness that was put into the slavers by the original author. In some cases they didn't even move. But the addition of Public Whore gives it a lot of potential. Good thinking there! What it needs now is more dungeon outcomes than just the buggy mage stronghold(they always start fighting when I get there). Being enslaved to some random guy on the road is kinda boring and it's too easy to get him killed. But if sent to a dungeon you have to work for your freedom. Is it possible that you would add more dungeon outcomes in the future? I mean, there is a plethora to choose from. But there is another option. Would it be possible to be bought by NPCs in towns instead of the road people? That would make the mod a lot better since those NPCs are already part of the game world. You'd also be vulnerable among all the people, so a lot of things can happen. It's more immersive if you can get bought by a real NPC with a life instead of a hastily thrown together clone with a temporary existence. Edited August 3, 2021 by Inception
jfraser Posted August 3, 2021 Posted August 3, 2021 15 minutes ago, Inception said: I have to say that I never really had fun with this mod because how little effort and lore-friendlyness was put into the slavers by the original author. In some cases they didn't even move. But the addition of Public Whore gives it a lot of potential. Good thinking there! What it needs now is more dungeon outcomes than just the buggy mage stronghold(they always start fighting when I get there). Being enslaved to some random guy on the road is kinda boring and it's too easy to get him killed. But if sent to a dungeon you have to work for your freedom. Is it possible that you would add more dungeon outcomes in the future? I mean, there is a plethora to choose from. But there is another option. Would it be possible to be bought by NPCs in towns instead of the road people? That would make the mod a lot better since those NPCs are already part of the game world. You'd also be vulnerable among all the people, so a lot of things can happen. Mage stronghold? SS doesn't control what happens in the mods the player goes to, so you will need to go ask in those threads about changes to how they work. As for adding "dungeon outcomes" - again, SS doesn't have any outcomes of its own. It just connects to other mods. So someone would need to make a mod that does whatever you're imagining in dungeons or towns. 1
Omnishade Posted August 3, 2021 Posted August 3, 2021 (edited) 20 minutes ago, jfraser said: Mage stronghold? SS doesn't control what happens in the mods the player goes to, so you will need to go ask in those threads about changes to how they work. As for adding "dungeon outcomes" - again, SS doesn't have any outcomes of its own. It just connects to other mods. So someone would need to make a mod that does whatever you're imagining in dungeons or towns. So SD+ would have to make those changes then? I think that's where the Mage stronghold outcome comes from, and it's just a vanilla dungeon with mage npcs. I don't know if they are conjurers, warlocks or necromancers but it seems to be the only dungeon I can get sent to from SS. SS handles the NPCs you can get bought by though, so couldn't it just hand you to a vanilla NPC instead? They can already enslave you in SD+ so the mechanics are already there. Edited August 3, 2021 by Inception
Hex Bolt Posted August 3, 2021 Author Posted August 3, 2021 6 minutes ago, jfraser said: SS doesn't control what happens in the mods the player goes to... I think the confusion is that Inception is speaking specifically of the SD+ outcome, but doesn't say that. SD+ is the oddball of the group, the only outcome for which Simple Slavery has special logic, choosing both the master and the destination in the world. (If you do more with your history of Simple Slavery blog, maybe there's some interesting background on how the SD+ masters and locations were chosen.) I believe that "mage stronghold" refers to Fellglow Keep. 38 minutes ago, Inception said: I have to say that I never really had fun with this mod because how little effort and lack of lore-friendlyness that was put into the slavers by the original author. You know, the original author is still here and very active on the site, often responding to questions and comments to help players before I can. If it weren't for jfraser's patience and persistence in building the original, we wouldn't have Simple Slavery. 42 minutes ago, Inception said: Is it possible that you would add more dungeon outcomes in the future? Possible, but not something that I'd like to do. There are 12 possible SD+ masters, each with a different location. If anything, I'd like for SD+ to take over assigning a random master (I should ask him about that), but I'm okay with maintaining the status quo. 45 minutes ago, Inception said: Would it be possible to be bought by NPCs in towns instead of the road people? That would make the mod a lot better since those NPCs are already part of the game world. It's more immersive, but it's also asking for trouble. Most town NPCs aren't designed to be followers. Forcing these NPCs to be followers could break quests, or cause problems for other mods that add new behavior. Using NPCs that were created specifically to be slave owners maximizes compatibility. If you're dissatisfied with the SD+ outcomes, you might look over the other offerings. The Cidhna ones are interesting, though they lack replay value. 3
Omnishade Posted August 3, 2021 Posted August 3, 2021 (edited) 2 hours ago, HexBolt8 said: I think the confusion is that Inception is speaking specifically of the SD+ outcome, but doesn't say that. SD+ is the oddball of the group, the only outcome for which Simple Slavery has special logic, choosing both the master and the destination in the world. (If you do more with your history of Simple Slavery blog, maybe there's some interesting background on how the SD+ masters and locations were chosen.) I believe that "mage stronghold" refers to Fellglow Keep. You know, the original author is still here and very active on the site, often responding to questions and comments to help players before I can. If it weren't for jfraser's patience and persistence in building the original, we wouldn't have Simple Slavery. Possible, but not something that I'd like to do. There are 12 possible SD+ masters, each with a different location. If anything, I'd like for SD+ to take over assigning a random master (I should ask him about that), but I'm okay with maintaining the status quo. It's more immersive, but it's also asking for trouble. Most town NPCs aren't designed to be followers. Forcing these NPCs to be followers could break quests, or cause problems for other mods that add new behavior. Using NPCs that were created specifically to be slave owners maximizes compatibility. If you're dissatisfied with the SD+ outcomes, you might look over the other offerings. The Cidhna ones are interesting, though they lack replay value. Thanks for the detailed explanation. I can see how vanilla NPCs as masters would be a problem in most cases, but it's sad that you're satisfied with the status quo of things because that means nothing will happen. Would it be okay if I asked Bluefrog about it since you don't feel like it? And sorry for criticising jsfrasers work. He made the mod possible and that's a feat on its own, it's just something that bothered me enough that I made my own workover of the masters in an older version. I would do it for the official version if you'd give me the latest version you're working on and implement it in future updates, if that's interesting. Since you already made some changes to the names(to separate reality from fiction), I think we're in the same boat. I would make every master more lore-friendly and immersive. But it would be an SE version. Not sure if you can downgrade that. I don't mean to step on jsfraser's toes and overrule him, but I'm pretty sure I can offer an interesting alternative with a more fantasy vibe to it. I understand if it wasn't important to him while he was making the NPCs or if he simply likes it the way it is. We all come from different backgrounds and have different experience with roleplaying games. Edited August 3, 2021 by Inception
Hex Bolt Posted August 3, 2021 Author Posted August 3, 2021 1 hour ago, Inception said: Would it be okay if I asked Bluefrog about it since you don't feel like it? You can, but I just asked him myself, and provided some follow-up clarification. It seems best right now to wait to see if SD+'s author is interested, and has the time, and so on. NPC names are quite easy to change, and of course they work across LE and SE. A long time back, I made a stealth change to the one named something like Joan Craonl to Jona Coldmoon, which I rather like, but I left the rest of the masters alone. Herowynne gave them KS Hair in the SE version. 1
Omnishade Posted August 3, 2021 Posted August 3, 2021 12 minutes ago, HexBolt8 said: You can, but I just asked him myself, and provided some follow-up clarification. It seems best right now to wait to see if SD+'s author is interested, and has the time, and so on. NPC names are quite easy to change, and of course they work across LE and SE. A long time back, I made a stealth change to the one named something like Joan Craonl to Jona Coldmoon, which I rather like, but I left the rest of the masters alone. Herowynne gave them KS Hair in the SE version. That's a very nice name that blends in well, and I would offer more of the same. I can give you a list of names if you like, or should I just upload the file when I'm done with it?
Hex Bolt Posted August 3, 2021 Author Posted August 3, 2021 1 minute ago, Inception said: I can give you a list of names if you like, or should I just upload the file when I'm done with it? Send me the list of names, though it will be moot if DBF decides to take over the SD+ master pool. Well, mostly, since some of the masters are also spectators. And I might adjust the new names a bit. If you're okay with that, send them over.
belegost Posted August 3, 2021 Posted August 3, 2021 (edited) On 7/17/2021 at 3:52 AM, Saya_Scarlett said: It loads in the sense that i can see the world and characters but another issue arises.. the dreaded 'save is corrupt and could not be loaded'. This happens with ONLY this mod disabled and not others. Game 'loads' with ONLY this mod disabled and not others. I've run into similar issue once, long time ago, when I installed some old version of Simple Slavery+ (not even ++, just Simple Slavery+ which I found randomly) on SSE and found out that it didn't work very well. After uninstalling it, even going back to pre-SS save would cause a corruption as if it had baked itself into all save files. What is worse it caused corruption to all characters on that Load Order profile. I was able to salvage the game by manually removing all references to SS via ReSaver and renaming the character afterwards so SSE created a new character profile but i had to delete ALL the other save files created prior, no matter the character. That was a very weird issue and I have no idea how it happened. Edited August 3, 2021 by belegost
jfraser Posted August 3, 2021 Posted August 3, 2021 I mean, if your issue is that the SD owners don't go anywhere, that is an SD issue. This mod just connects you to a master. Although one of them was in a spot where the nav mesh was messed up, it turns out. So there's that. Likewise, the Masters being easily killable is, again, part of sd. If they were custom Masters placed in the cities, you would run into the same issue because part of the SD package is to have the Masters leave where they are and travel to other places after a couple days.
Seeker999 Posted August 3, 2021 Posted August 3, 2021 I think, @Inception, you have some interesting ideas. Each new playthrough I look for new possible outcomes if my dovah runs into trouble. Rather than trying to make SS something it's not, have you considered making your own mod? A mod that provides a different outcome for the poor dragonborn who is unlucky enough to find themselves on the auction block. Simple Slavery ++ performs a simple (get it, simple?) function very well as a way station or bridge between mods. When Mods A, X, or J are dwd (done with dovah) they can take advantage of the hooks SS++ provides to easily add slavery as a possible outcome. On the other end, Mods R, E, and L might like the idea of getting a dovah slave and can take advantage of the SS++ hooks to add some twists of their own. S.L.U.T.S. and Public Whore immediately come to mind. Since you made your own version in the past, couldn't you take that experience and make a new mod that's a possible SS++ result? One that provides something fresh and different (and is just the way you want it) for others to share? I'd love to see new options. I am not a modder, my skills don't run that way, but I do enjoy seeing what other people are able to do. Looking forward to it. 1
Omnishade Posted August 3, 2021 Posted August 3, 2021 (edited) 8 hours ago, Seeker999 said: I think, @Inception, you have some interesting ideas. Each new playthrough I look for new possible outcomes if my dovah runs into trouble. Rather than trying to make SS something it's not, have you considered making your own mod? A mod that provides a different outcome for the poor dragonborn who is unlucky enough to find themselves on the auction block. Simple Slavery ++ performs a simple (get it, simple?) function very well as a way station or bridge between mods. When Mods A, X, or J are dwd (done with dovah) they can take advantage of the hooks SS++ provides to easily add slavery as a possible outcome. On the other end, Mods R, E, and L might like the idea of getting a dovah slave and can take advantage of the SS++ hooks to add some twists of their own. S.L.U.T.S. and Public Whore immediately come to mind. Since you made your own version in the past, couldn't you take that experience and make a new mod that's a possible SS++ result? One that provides something fresh and different (and is just the way you want it) for others to share? I'd love to see new options. I am not a modder, my skills don't run that way, but I do enjoy seeing what other people are able to do. Looking forward to it. You make a fair point, but I think you overestimated my modding skills, and I can't blame you because you don't know anything about the version I made. That "new version" was simply a cosmetic and lore-friendly overhaul to make the NPCs feel more like a part of the game world than standing out as modded NPCs or clones of existing NPCs(maybe people haven't noticed but I did). I know how to use the CK, but that's it. My attempts at compiling scripts(even from other modders) have fallen flat in the past, and what you're asking is quite advanced, so that's simply out of my ability. Right now I'm busy with actually playing the game and other things, so taking time off to learn scripting and the framework of SS++ etc is low priority. Sorry. I want to contribute but this is not possible right now. Regarding "make SS++ something it's not" that wasn't my intention. I simply didn't know how the mod works and its limitations, but that was made clear by the replies earlier. If I knew it needed other mods to send you anywhere, do you think I would have made that suggestion? I might be ignorant as a sheep, but not stupid. Edited August 3, 2021 by Inception
Omnishade Posted August 3, 2021 Posted August 3, 2021 13 hours ago, HexBolt8 said: Send me the list of names, though it will be moot if DBF decides to take over the SD+ master pool. Well, mostly, since some of the masters are also spectators. And I might adjust the new names a bit. If you're okay with that, send them over. I forgot to mention that I wanted to make a cosmetic overhaul in addition to the names. That's why I asked if you could send me the current version you're working on, and if it was okay with SE format. There are too many females compared to males, so I would fix the balance to a more reasonable distribution for what's believable but also practical. I think that most people play as female and want a male master. I don't know about you but if I get a female master I'd rather reload than continue playing. Totally uninteresing. That being said, of course there will be enough females to cater to all tastes. Their appearances would also be made more realistic with more natural faces, and every NPC will be unique in some way. So what do you think?
jfraser Posted August 3, 2021 Posted August 3, 2021 10 minutes ago, Inception said: I forgot to mention that I wanted to make a cosmetic overhaul in addition to the names. That's why I asked if you could send me the current version you're working on, and if it was okay with SE format. There are too many females compared to males, so I would fix the balance to a more reasonable distribution for what's believable but also practical. I think that most people play as female and want a male master. I don't know about you but if I get a female master I'd rather reload than continue playing. Totally uninteresing. That being said, of course there will be enough females to cater to all tastes. Their appearances would also be made more realistic with more natural faces, and every NPC will be unique in some way. So what do you think? You're more than welcome to make an extension of the mod that changes those things and add it as a separate mod. That way people who prefer changes you've made can just overwrite the base mod with your extension. As for the most current copy of the mod, when you download it, you already have it. I believe Hex (and Hero for SE) Includes the script files, so you have everything you need. 1
Saya Scarlett Posted August 3, 2021 Posted August 3, 2021 12 hours ago, belegost said: I've run into similar issue once, long time ago, when I installed some old version of Simple Slavery+ (not even ++, just Simple Slavery+ which I found randomly) on SSE and found out that it didn't work very well. After uninstalling it, even going back to pre-SS save would cause a corruption as if it had baked itself into all save files. What is worse it caused corruption to all characters on that Load Order profile. I was able to salvage the game by manually removing all references to SS via ReSaver and renaming the character afterwards so SSE created a new character profile but i had to delete ALL the other save files created prior, no matter the character. That was a very weird issue and I have no idea how it happened. Curious.. i had the very latest version, made damn sure to have my modlist up to date as much as possible but thanks for the info, although really fucking weird, it makes.. some sense. I'll keep it in mind moving forward. Really appreciate the input.
belegost Posted August 3, 2021 Posted August 3, 2021 57 minutes ago, Saya_Scarlett said: it makes.. some sense It does?
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