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Posted
26 minutes ago, verel said:

However i made a patch for some minor adjustments ... the Crude Mace had a broken record.

Thanks for the fix for the Rusty Mace's missing Weapon Critical Data!

 

I'm currently working on the conversion to Skyrim SE. Were you planning to provide any further fixes?

 

For example, I noticed that the Crop also has missing Weapon Critical Data. And I noticed that a Scene has a NULL Quest reference.

 

These issues are present in the existing mod download, but I was wondering if you were planning to fix them also? (I'm just trying to avoid duplicate effort.)

 

SSEEdit's Check for Errors shows this:

 

[00:00] Start: Checking for Errors
[00:00] Checking for Errors in [05] Slaves of Tamriel.esp
[00:00] SLTWeaponCrop "Crop" [WEAP:05004EDF]
[00:00]     WEAP \ CRDT - Critical Data \ Effect -> Expected 4 bytes of data, found 0
[00:01] SLTSCNEnterMine [SCEN:050431E1]
[00:01]     SCEN \ PNAM - Quest -> Found a NULL reference, expected: QUST
[00:01] Done: Checking for Errors, Processed Records: 3021, Errors found: 2, Elapsed Time: 00:01
 

Posted
44 minutes ago, Herowynne said:

Thanks for the fix for the Rusty Mace's missing Weapon Critical Data!

 

I'm currently working on the conversion to Skyrim SE. Were you planning to provide any further fixes?

 

For example, I noticed that the Crop also has missing Weapon Critical Data. And I noticed that a Scene has a NULL Quest reference.

 

These issues are present in the existing mod download, but I was wondering if you were planning to fix them also? (I'm just trying to avoid duplicate effort.)

 

SSEEdit's Check for Errors shows this:

 

[00:00] Start: Checking for Errors
[00:00] Checking for Errors in [05] Slaves of Tamriel.esp
[00:00] SLTWeaponCrop "Crop" [WEAP:05004EDF]
[00:00]     WEAP \ CRDT - Critical Data \ Effect -> Expected 4 bytes of data, found 0
[00:01] SLTSCNEnterMine [SCEN:050431E1]
[00:01]     SCEN \ PNAM - Quest -> Found a NULL reference, expected: QUST
[00:01] Done: Checking for Errors, Processed Records: 3021, Errors found: 2, Elapsed Time: 00:01
 

please toss me any fixes you make so i can add them too. :)

Posted
1 hour ago, verel said:

Hello, im quite happy with the mod, my char worked in the mine for a week now without major issues. However i made a patch for some minor adjustments:

  • Made the ankles use the ZAZ 7/8 models, so the HDT Workshop mod is not required anymore
  • Removed some dirty edits, worth mentioning the Crude Mace had a broken record.
  • Copied the mining markers and replaced the ones in the mine. The original ones used the vanilla skyrims and made changes to it.
  • Copied the region and made it unique.

 

I may went to far with the dirty edit for the PCHealRateCombat, couldn't test that yet.

Edit:

I fixed the things  you mentioned @Herowynne

 

Slaves of Tamriel.esp 894.39 kB · 2 downloads

thanks! I'll shove these into the mod.

Posted
1 hour ago, verel said:

I may went to far with the dirty edit for the PCHealRateCombat, couldn't test that yet.

Edit:

I fixed the things  you mentioned @Herowynne

 

Thanks!

 

I think it was a good idea to remove the edit for PCHealRateCombat.

 

Thanks for fixing the items I mentioned.

 

I see 3 more issues that should probably be fixed:

 

Quest / DialogueGeneric "Generic dialogue" [QUST:00013EB3] is marked as red by SSEEdit because the condition is dropped that was added by Update.esm -- Subject.HasKeyword(CommandedVoiceExcluded [KYWD:01003054]) = 1.000000 AND

 

The Worldspace / KatlasFarmExterior edit seems like a dirty edit to me.

 

The Worldspace / SolitudeAttackStart01 edit seems like a dirty edit to me.

Posted

@jfraser FYI - When I opened this mod's ESP file in Creation Kit, I got a warning while CK was processing this mod.

 

I don't know whether it is important and/or should be fixed.

 

ck-warning.png.92cb43614a5fc41175aed0bafecc38a5.png

Posted
4 hours ago, jfraser said:

Two questions:

 

Did all of the effects go away after you escaped?

 

Were you able to get to the administration office and collect your things?

 

Thanks for testing it. :)

Afraid my test wasn't that thorough enough as I couldn't test on a new game as I'm currently suffering from the MCM disappearing (I've obviously installed the offending mod that makes it vanish again!) so needed to try on a save I could run it, so only really checking whilst in the mine.

 

So couldn't verify administration office - Actually couldn't see it at all, in the surrounding area when I exited the cave if I'm honest.

 

I did have some lingering effects as well such as adding Belrand as a follower (going to Solitude) and he kept quoting for me to follow rat into the cage.

 

Hopefully someone else can verify on a new game.

 

Posted

The office is on the top of the mountain, near the thalmore embassy. I couldn't find an easy way there - you have to walk to the other side of the mountain.

Edit: I also didn't have the MCM. I went to riften and simple slavery-d my way into the mine.

 

 

Thanks @Herowynne. I wonder if that was there or if it's something I broke.

Posted

I fired up a new save utilizing the new Simple Slavery ++ (version 6.3.1) choice from Alternate Start - Live a Deviant Life Fix 1.0.3
in order to have only your new Slaves of Tamriel ++ (version 2.1 from today).

I had no problems getting the scenario steps to fire sequentially through the whole work day to 'hit the hay'.
On the next day I clicked on the shovel and got a successful quest update to the cave entrance, then I shuffled it back around the mountain to the administration building outside the mine. I got a successful quest completion after setting inside the admin building poking around a minute, had my starting gear returned to me upon completion.

For 'scientific purposes' I clicked on the 'Start Quest' selection on your MCM, and it brought me right back to inside the mine's entrance ready to cycle the scenario all over again.
Since I didn't see the shovel back in the pit, I had to resort to the older means of peeking into pockets to pick later that evening, but of course it wouldn't auto-update the scenario/quest segments for escape.

On a bonus, it was a thrill to struggle as i explored around the old mine and poking around the 'torture chamber' and the outside admin building grounds. It is a testament to the old work and effort/time put in by the original mod author and the old 'quest keeper' Hæretic who did 'Continuation'. I wonder how hard would it be see a workable repeatability involving the guard with the key, the other guards involved in the guard's room, and the torture room (or possible interaction of slave transportation to the nearby embassy).

I wanted to take this time to humbly express my gratitude and thanks for both jfraser and Hexbolt8 for breathing a fresh and rejuvenating breath into these two old workhorse mods. 
 

Posted

@Pyreliter thank you for the kind words. I'm glad it is working so well. What you said about work put in by the original author (also called Slaves of Tamriel) is exactly what I loved about this mod in the first place. And then @Hæretic finished the "day to day" part of the quest, which made it a viable full slavery experience, really the first (and still only) one of its kind. I just tossed in a shovel. :)

 

II did mention that the shovel would be gone if you went back a second time. They found your little escape hole and made sure it was covered up so no one could do that again. ;)

Posted

There is additional content which sadly, doesn't look like it got enabled (although the scenes appear to be present). ie: night visit by guard, crawling with food thrown and a toilet break scene, alongside mechanisms for identifying an escaped slave etc.. And there's also a torture chamber under the mine all waiting to be used. There was sure alot of effort being put into it. 

 

Be great if there was someone with the knowhow to see if they could get those working. 

Posted

Is n't there a way to add an action after the escape to reset the entire thing?

Then it would be replay able, it is probably not that easy. I'm a html, php, js and css developer I don't know much about mod coding haha

Posted
51 minutes ago, prologue1337 said:

Is n't there a way to add an action after the escape to reset the entire thing?

Then it would be replay able, it is probably not that easy. I'm a html, php, js and css developer I don't know much about mod coding haha

Hmm...I wonder if setting the shovel to respawn would work.

Posted
18 minutes ago, jfraser said:

Hmm...I wonder if setting the shovel to respawn would work.

Would love to test with you, saldy I have to wait for the SSE conversion :)

8 minutes ago, jc321 said:

Don't suppose there could be an option to randomize it as well to spawn not necessarily on the first day?

Random day to spawn sounds like a great idea to me

Posted

Hmm, 

 

maybe I need to make a reduced profile with less scripts.

Using the latest version + Bed Patch and the Mine keeps.... freezing? :)

 

It is an old problem (basically also with the original version):

 

1. No tattoos get applied (they are installled. My PC already has some tats, maybe the mod is unable to add more in that case)

 

2. I stop mining and the guard comes and whips the PC. 
Then it says "You are going to be gangraped" in the upper left corner. 
But nothing happens. I guess the line belongs to the mod because this happened twice.

But no rape starts. I think sexlab tries to select actors, but no scene starts ever.

The other slaves just keep standing around doing nothing.

 

This eventually stops when the guard is calling for a break. 

3. When the shift is over and the slaves line up for inspection, one slave always stays behind. 
I could get her to follow by talking to her once (simple the hmpf dialog). 

4. When standing in the line, nothing happens. I could not progress the mod any further then this. 
I get the feeling the mod tries to start another rape scene there, but dont know.

 

Anybody else has similar problems? 
Will try it again with reduced mod load in the future, but maybe somebody already has a fix for this anyway.



ESCAPE PART:
That part at least worked, while I accidently used the shovel, hehe. At least to the part in the windy cave. 
Could not test this further since I was busy trying to figure out how the regular cycle in the mod is. 

 


 

Posted
33 minutes ago, Nymra said:

2. I stop mining and the guard comes and whips the PC. 
Then it says "You are going to be gangraped" in the upper left corner. 
But nothing happens. I guess the line belongs to the mod because this happened twice.

But no rape starts. I think sexlab tries to select actors, but no scene starts ever.

The other slaves just keep standing around doing nothing.

 

This eventually stops when the guard is calling for a break. 

3. When the shift is over and the slaves line up for inspection, one slave always stays behind. 
I could get her to follow by talking to her once (simple the hmpf dialog). 

4. When standing in the line, nothing happens. I could not progress the mod any further then this. 
I get the feeling the mod tries to start another rape scene there, but dont know.

I think there is another mod interfering. The slaves and the guards have keywords that makes them invalid actors for sexlab. Rape content was planned but never implemented.

 

The idea with the respawning shovel is great. My idea would to turn it into an activator, that has the chance to spawn from y to x days after getting enslavd in the mine. The script would than reset on escape and wait for the quest to start again.

Posted

Ooo, very good I always Liked this mod; the seeming Seriousness of the scene was compelling. One question... The anim's always seemed to  take longer then longer to change and after a short time, I was stuck in on or more poses, any Idea on if thats been improved since the last iteration of SOT?

Posted
2 hours ago, verel said:

I think there is another mod interfering. The slaves and the guards have keywords that makes them invalid actors for sexlab. Rape content was planned but never implemented.

 

The idea with the respawning shovel is great. My idea would to turn it into an activator, that has the chance to spawn from y to x days after getting enslavd in the mine. The script would than reset on escape and wait for the quest to start again.

No idea how to do that, but I'll try. 

 

Edit: well, not "no" idea. But definitely not a good idea where to look. ;)

Posted
I don't know if it was just me, but when I dug up the ore, I couldn't see the minerals that had to fall on the floor. Through point-of-view movement, the minerals were embedded in underground spaces through the floor. And there's an idea for coming out of the mine. An amount not exceeding 10 times the value of minerals from the player being trafficked, to work with Mode simpleslavery to collect, to be released. Of course we could escape.
Posted

@jfraser Here is the Skyrim SE conversion for 2.0.0. (Now that this is done and tested, I will begin work on converting 2.1.0.)

 

This mod includes animations. Run GenerateFNISforUsers after installing this mod.

 

If you want Simple Slavery to send you to Slaves of Tamriel, go into Simple Slavery's MCM and ensure that Slaves of Tamriel is enabled as a post-auction destination.

 

This conversion gives KS Hairdos to this mod's NPCs, but KS Hairdos is not required. All the KS Hairdos textures that are used by this mod are included in the BSA.

 

SlaveTats Troubleshooting

  • Ensure you are using the latest SE version of SlaveTats, which is SlaveTats 1.3.5.2 SE (2020-03-15).
  • The previous version SlaveTats 1.3.5.1 SE has a bug that prevents this mod's tats from displaying.
  • You must download and install one of the slave tat packs provided with this mod. I successfully tested with Slaves of Tamriel - Textures UNP 1k.zip
  • After installing your chosen slave tat pack, you must activate the slave tat pack in your mod manager.
  • In game, you must go into the SlaveTats MCM and tell it to Add tats, which will reload all the tat lists.

Known Issues

 

When your player character is sent to Slaves of Tamriel, the Slaves of Tamriel MCM Slave Settings are reset, meaning that those settings are lost that you may have entered before being enslaved.

 

After the branding scene, there is a fade to black. Your character is supposed to wake up lying on the ground. That only works about 10% of the time in my testing. Most of the time, your character is standing, which makes the subsequent guard's tattooing animation look odd.

 

After the tattooing, your character is placed in devices (collar, gag, etc.) After that, you are supposed to get a quest to follow the guard deeper into the mine. In my testing, you often do not get that quest automatically, and your character remains frozen with no movement controls. If that happens, you should save your game. Simply saving can prompt the quest to activate and unfreeze your character. Otherwise, you can load the save, which should cause the quest to activate and unfreeze your character.

 

When you get to the mine working area, you should go into the Slaves of Tamriel MCM Slave Settings -> Behaviour and uncheck Ragdoll on Hit, because during my testing the player character often gets permanently stuck in a ragdoll state, with no movement control and no way to fix the problem other than reloading a save.
 

SlavesTamrielSE-2-0-0.zip

Posted

Hmmm,


I think it was Sexist Guards, but not sure yet. Did not know that mod could trigger scenes. 

Nonetheless I think Slaves of Tamriel might need a compatibility fix then for civil rape mods.

 

I suspect that the rape mods try to start a scene but SL does not find actors and in the process somehow SoT freezes. 

So either we need a dlhp event to block Sexlab entirely for the duration of SoT or remove the keyword that makes the actors exceptions so that the rape mods can trigger (and hopefully not kill the mod in the process). 

Just thinking loud here, not asking for anything. You already went far ahead with implementing the "ending" :D
While also the replayability does not seem to be achieved yet. 

 

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