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Posted
3 hours ago, just_Gina said:

"So, it's really happening."

Sort of sounds like they anticipated it.

The intent was more that the character is acknowledging reality.  The PC has been captured, stripped, optionally collared and bound, and placed in a pen with other slaves in a slave market to be viewed by buyers.  A person in that situation has had time to think about it, and even talk to the other naked bound captives.  Being sold is the obvious fate.  This is the context of the exchange:

 

PC:  Let me out of here!

Slavemaster:  Oh, you'll be leaving soon, slave.  You're going on the auction block in just a moment.

PC:  So, it's really happening.

 

This comes after the optional topic, "What...what's going on?  What is this place?"  You've had time to understand your situation.  Now there's no more delay, no time to escape, it's really happening.

 

I'm certainly open to changing the wording, but a simple acknowledgement that this fate is unavoidable (while possibly feeling dazed, full of dread, angry, determined, or stoic) seemed to be the most neutral response, in addition to the existing meek and defiant ones.

Posted
1 hour ago, HexBolt8 said:

She returns to her position in a few seconds.

Yeah, still weird though.  Pretty sure there's a way you can lock her from doing that—basically the same way that furniture would—but I don't remember how.  

 

1 hour ago, HexBolt8 said:

The exact line is "Let me out of here!"  That could be defiant, indignant, frightened, or panicked.

Either way, those are all a pretty stark contrast from the following, explicitly acquiescent branch.  

 

1 hour ago, HexBolt8 said:

For the next update, I have added a third player response, "So, it's really happening."  That should cover a broad middle ground between the meek and defiant responses.  The new response is also the fastest path to start the auction, with the least talk.

Not sure that addresses the quibble.  The point wasn't so much that we need additional dialogues or anything, just that that particular dialogue path is awkward.  Moving "I understand, sir.  I won't make trouble." to the other existing confused/disoriented tree—"What... what's going on here?  What is this place?"—would be less jarring than having it where it is, which just feels like an abrupt tone shift.  For what it's worth, I really like that you've given some choice here, as it feels like a good opportunity to set the tone for how your character is going to handle a crucial, if not playthrough-defining, event. 

 

Maybe having three paths with two branches each would be ideal.  You could even overlap some of the branches.  For example:

  1. Defiant / Panicked / Indignant — "Hey!  What's going on!  Why am I here?" (Same) → "I'll be no one's slave!  Let me out!" (Same) / "Oh gods!  What's going to happen to me?"
  2. Confused / Dazed / Scared — "What... what's going on?  What is this place?" (Same) → "Oh gods!  What's going to happen to me? / "Can this really be happening?"
  3. Resigned / Compliant / Accepting — "Excuse me, sir.  Are you moving us soon?" (New) → "Can this really be happening?" / "I understand, sir.  I won't make trouble." (Same)

Even more variety never hurts, but I think that'd be enough to cover all the bases.  It should come as no surprise to anyone that "I understand, sir.  I won't make trouble," is my favourite answer here, lol, but I'd honestly never noticed it before, because the root dialogue in that tree never felt in character for me—hence my bringing it up.  I only tried it now because I'm testing my new setup, and after going through SS++ for the umpteenth time in a row, I just felt like exploring the options a bit more, lol.  

 

---

 

In other news, I figured out the issue with SS++ not selling me to my SLTR buyer.  It happens if I hit "Enslave me now" without having left the starter cell from Skyrim Unbound Reborn, which I've only just switched to from ASLAL.  Serves me right for getting into a rush while trying to test random things getting my load order sorted out from scratch.  I'm 90% sure that starting the SLTR quest first did allow me to get sold directly out of the Unbound starter cell, but my load order is in flux again at the minute, and I can't jump in to test it just now—will let you know when I can confirm.

Posted
59 minutes ago, Antiope_Apollonia said:

I figured out the issue with SS++ not selling me to my SLTR buyer.  It happens if I hit "Enslave me now" without having left the starter cell from Skyrim Unbound Reborn....

Ah, yes.  The alternate start mods usually have the game in the same pre-start state as the vanilla start, so not everything is functional at that point.

 

1 hour ago, Antiope_Apollonia said:

I'm 90% sure that starting the SLTR quest first did allow me to get sold directly out of the Unbound starter cell....

It doesn't do that intentionally, and I don't see what effect it would have, so it might be the other 10%.

 

1 hour ago, Antiope_Apollonia said:

The point wasn't so much that we need additional dialogues or anything, just that that particular dialogue path is awkward.

I'd rather not add more topics, but the starting line could be changed to more broadly fit any following response.  "Let me out of here!" was a just convenient, easily recognizable cliche.  I'm pretty sure that in the entire history of history, that line has never worked.  It could be changed to a less angry/frightened line like "When do I get out of here?"  That plausibly supports the three PC responses, since the Slavemaster's reply is not only when (soon) but what (auction).

Posted (edited)
12 hours ago, Naps-On-Dirt said:

Sounds like it wasn't actually installed.  Whats your mod manager?

i'm using mod organizer. it's installed cause it shows up in the defeat tab of mcm but no tab of it's own and the slave market isn't there

 

Edited by venompool9353
Posted
54 minutes ago, venompool9353 said:

it's installed cause it shows up in the defeat tab of mcm

Well, there's a difference between "installed" and installed & working.  This just means that the game sees the mod file itself, not that it's installed properly and has its scripts running.

 

Double check that Zaz Animations Pack is installed and that it seems to be working okay (it should have a functional MCM).  Try reinstalling Simple Slavery.  Check that you don't have any loose scripts lying around from an old installation.  If you installed a voice pack for Simple Slavery, try removing the voice pack.  Check that you do not have anything patching or overwriting Simple Slavery files.  No patches, other than the one for Open Cities (if you happen to be using Open Cities).

Posted
28 minutes ago, HexBolt8 said:

Well, there's a difference between "installed" and installed & working.  This just means that the game sees the mod file itself, not that it's installed properly and has its scripts running.

 

Double check that Zaz Animations Pack is installed and that it seems to be working okay (it should have a functional MCM).  Try reinstalling Simple Slavery.  Check that you don't have any loose scripts lying around from an old installation.  If you installed a voice pack for Simple Slavery, try removing the voice pack.  Check that you do not have anything patching or overwriting Simple Slavery files.  No patches, other than the one for Open Cities (if you happen to be using Open Cities).

the zaz animation pack i downloaded isn't compatable with skyrim se. is there one that does work?

Posted

Just passed by to thank both Hexbolt and jfraser for this mod, simple indeed and working great. Huge roleplay potential, enjoyed my character being a courier around skyrim and getting scared after seeing the slave market with her own eyes, then fleeing immediately the city and crossing paths with bandits... only to end up again at the slave market, this time as a slave. (possible thanks to Death Alternative compatibility).

 

10/10

 

 

Posted
4 minutes ago, trmntwrk said:

Huge roleplay potential, enjoyed my character being a courier around skyrim and getting scared after seeing the slave market with her own eyes, then fleeing immediately the city and crossing paths with bandits... only to end up again at the slave market, this time as a slave.

Thanks for the story!

Posted
38 minutes ago, JackChurch187 said:

Naked Defeat 

Would you like to explain your question in enough detail for someone who doesn't use that mod to understand what you're asking?

Posted

Hello,

 

one question, does the slavery have an end, after I got sold ?

I get raped and so on, but never able to leave again ...
Is it than an endless loop or does they free me someday and I am only unlucky and did not get freed ?

 

Thanks in advance

Posted
33 minutes ago, SilentPain99 said:

one question, does the slavery have an end, after I got sold ?

Simple Slavery just sends you to one of the enslavement mods that you have installed and enabled.  That's a question for the enslavement mod that you're using.

 

34 minutes ago, SilentPain99 said:

Is it than an endless loop or does they free me someday and I am only unlucky and did not get freed ?

That's two questions.  :)  Check the mod page for the mod that you're using.  It should describe how the enslavement works.  As far as I know, all of the enslavement mods have a way out (possibly not Meat Farm).  If you have questions about how to escape, ask on that mod's support topic and people should be able to help you.

Posted
38 minutes ago, HexBolt8 said:

Simple Slavery just sends you to one of the enslavement mods that you have installed and enabled.  That's a question for the enslavement mod that you're using.

 

That's two questions.  :)  Check the mod page for the mod that you're using.  It should describe how the enslavement works.  As far as I know, all of the enslavement mods have a way out (possibly not Meat Farm).  If you have questions about how to escape, ask on that mod's support topic and people should be able to help you.

 

Thank you sooooo much ❤️

I will ask there than ?

  • 2 weeks later...
Posted

Hello Hex

DSHV is interested in SS++ for his mod Troubles of heroine. He has no idea how to makeit and how to keep it as a soft requirement, not a hard requirement. maybe you can contact him and help to perform it. There are numerous possibilities in his mod to go to and come from SS++.

 

 

Posted
4 hours ago, shiagwen said:

DSHV is interested in SS++ for his mod Troubles of heroine. He has no idea how to makeit and how to keep it as a soft requirement, not a hard requirement. maybe you can contact him and help to perform it.

The mod page has a "For Modders" section with all that information.  If that author has not yet taken that first step, it's possible that your interest in this is greater than his, but that's up to him.  I don't want to push anyone.

Posted
11 hours ago, HexBolt8 said:

The mod page has a "For Modders" section with all that information.  If that author has not yet taken that first step, it's possible that your interest in this is greater than his, but that's up to him.  I don't want to push anyone.

He wrote, he does not know how to make soft requirements

Posted

ok before i am reading 90 pages to find an answer i will just ask now.

 

I have installed the newest file but when i start a new game there is no mcm menu for the mod. also waiting for 5 minutes in real time and time skipping ingame did not work. What are the requirements for this mod to work?

Posted (edited)
38 minutes ago, Astrathie said:

I have installed the newest file but when i start a new game there is no mcm menu for the mod. also waiting for 5 minutes in real time and time skipping ingame did not work. What are the requirements for this mod to work?

Welcome to LoversLab.

 

The requirements are displayed on the mod page, in the File Information box.  Be sure that they are installed and working.  Zaz Animation Pack (ZAP) 9 is a large download, but the smaller ZAP 8 works fine.

 

Be sure that you downloaded the right version (LE or SE) of Simple Slavery.

 

A non-appearing MCM is a generic problem, but I can suggest general remedies:

 

Try "setstage SKI_ConfigManagerInstance 1" in the console and wait a minute or two.

 

Enter any other mod's MCM menu, then exit and wait a minute.

 

Reinstall the mod.  That often works for people.


Reinstall SkyUI, and check that you're not using an old version.

 

If it's still not working, you might have a script-heavy game or a game that's become unstable.  There's no solution for that.


You could try it with a new game with a greatly reduced set of mods.  Leave out ones that you don't really need.  If that works, you can add them back in gradually until you find a problem.

Edited by HexBolt8
Posted (edited)
13 minutes ago, Futters said:

But since there's an SE file for this mod I kinda have to assume that it doesn't rely on something that does not work for SE.

Zaz Animation Packs for SE.  The download links for ZAP 8 are halfway down the page.

 

I made a note to myself to change the name on the mod page to Zaz Animation Pack when I publish the next version.

 

Edit:  It looks like Futters found it while I was responding, but I'll leave this here in case it helps anyone else.

Edited by HexBolt8

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