Corysia Posted June 9, 2021 Posted June 9, 2021 3 hours ago, donkeywho said: FWIW, I use LE, but once I got the MCM to appear, there was an option to remap the Q button. Main page, IIRC Sadly, that doesn't work in VR. Whenever I try to remap a key, it just selects the 'Del' key and I can't change it after that. I managed, it was just harder because I had to keep peeking out of the headset to find my keyboard. 1
DonQuiWho Posted June 9, 2021 Posted June 9, 2021 3 hours ago, Corysia said: Sadly, that doesn't work in VR. Whenever I try to remap a key, it just selects the 'Del' key and I can't change it after that. I managed, it was just harder because I had to keep peeking out of the headset to find my keyboard. You can get mushroom type stickons to put on top of the 'traditional' keys found on large phone pads used by ppl who are visually impaired. Helps them select specific keys, eg quick dial options etc. If they work for ppl with no sight, why not try using one/more of those on your keyboard? 1
DanteGreenwood Posted June 26, 2021 Posted June 26, 2021 The mod's amazing, but, well, there are these problems: I cant get the MCM for some reason, cant actually harvest ores, or use the toilet. If I commit ''a crime'' the arrest will never end, and I see 13's eyebrows lacking texture. Im using slaves of tamriel Plus Plus LE 2.1.1.7z, and its 2k textures for CBBE Any help with the MCM? :(
jfraser Posted June 26, 2021 Author Posted June 26, 2021 4 hours ago, DanteGreenwood said: The mod's amazing, but, well, there are these problems: I cant get the MCM for some reason, cant actually harvest ores, or use the toilet. If I commit ''a crime'' the arrest will never end, and I see 13's eyebrows lacking texture. Im using slaves of tamriel Plus Plus LE 2.1.1.7z, and its 2k textures for CBBE Any help with the MCM? Yeah, it's a 50% chance of it showing up when I start a new playthrough, seems like. Others have had success putting this mod last in the load order. One person installed but un-checked the iNeed plugin: "Not initially being able to get at the MCM to change it was a real hassle, but the solution I found and want to share here - this may not be possible for those not using MO1 - was to make sure that the 'Slaves of Tamriel - iNeed.esp' was loaded into the game in MO's L/H Pane, appears in the list of possible game plugins, but deselected (ie not ticked) from those really 'active' " The good news is, it's not essential. A bit of a hassle not to have it, but not absolutely necessary.
laucters Posted June 26, 2021 Posted June 26, 2021 Does this mod has any sort of guards approaching you and demanding sex or is it pure mining? For clarification I havent got the mod installed but contemplating on it, if it doesnt have any sort of approach mechanic I will probably mix it up with something like Deviously Enslaved. Would it be okay?
jc321 Posted June 26, 2021 Posted June 26, 2021 11 minutes ago, laucters said: Does this mod has any sort of guards approaching you and demanding sex or is it pure mining? For clarification I havent got the mod installed but contemplating on it, if it doesnt have any sort of approach mechanic I will probably mix it up with something like Deviously Enslaved. Would it be okay? There are scenes within the esp for approaches at night and also throwing of food while working, but I'm not brainy enough to work out how to enable them, i guess they were work in progress. If you use DE you might find that the guards from outside the areas where you are caged within approach (leaving the doors open) rather than the one immediately next to you. 1
bcstv Posted June 30, 2021 Posted June 30, 2021 Okay, so I've played around with this mod for some time and... is it just that? Don't get me wrong most stuff works out smoothly enough compared tho other similar mods (still can't get the MCM menu though), but is the whole gameplay loop the same as Day 1? I'm on Day 2 and other than the fact that I do get ores from mining now, nothing seem to matter. I thought there would be development to each fellow slaves, but actually they get the same set dialog/interaction every time. Like I thought the quest would eventually lead to a chance for escape, but then I read the front page and found out it's actually just picking up the shovel next to you and you're out. That's it. Nothing personal, I know it's just a port from an older mod. I'm just trying to check if what I got is actually right.
Herowynne Posted June 30, 2021 Posted June 30, 2021 2 hours ago, bcstv said: is the whole gameplay loop the same as Day 1? Yes. I can't speak for other folks, but I found that the initial enslavement event, with the branding, was the most interesting part of this mod. After that, just one day of simulated mining slavery was always enough for me. 1
jfraser Posted June 30, 2021 Author Posted June 30, 2021 3 hours ago, bcstv said: Okay, so I've played around with this mod for some time and... is it just that? Don't get me wrong most stuff works out smoothly enough compared tho other similar mods (still can't get the MCM menu though), but is the whole gameplay loop the same as Day 1? I'm on Day 2 and other than the fact that I do get ores from mining now, nothing seem to matter. I thought there would be development to each fellow slaves, but actually they get the same set dialog/interaction every time. Like I thought the quest would eventually lead to a chance for escape, but then I read the front page and found out it's actually just picking up the shovel next to you and you're out. That's it. Nothing personal, I know it's just a port from an older mod. I'm just trying to check if what I got is actually right. 58 minutes ago, Herowynne said: Yes. I can't speak for other folks, but I found that the initial enslavement event, with the branding, was the most interesting part of this mod. After that, just one day of simulated mining slavery was always enough for me. As our Hero said. I believe more was planned but never implemented - there is an entire unused basement filled with torture devices, for instance. 2
Herowynne Posted June 30, 2021 Posted June 30, 2021 1 hour ago, jfraser said: I believe more was planned but never implemented - there is an entire unused basement filled with torture devices, for instance. Yes, I have explored that lower basement area, and it looks really interesting. It is very unfortunate that this mod was never completed. 1
Pyreliter Posted June 30, 2021 Posted June 30, 2021 In my li'l sphere of 'head canon'... I picture this slave mine complex as an unspoken clause from the Concordant between the Elves and Empire, one that neither faction can publicly admit the source of the hush money paid to the Jarls.... Somewhere in my over-arching theme of tying all the LL / DD mods together I place this mod where the protagonist gets sent to after discovering the deep dark truth for why the elves are so interested in Skyrim and their provoking the civil war. Envision a souped up 'Devious Cidna' scenario that allows the bruised & battered character to infiltrate the undercover imperial overseers operation and determine just how deep the rabbit hole delves between elf and imperial. With Mangelo dreaming & scheming up a revised Slaverun / Slaverim, perhaps incorporating this mod's mine complex into the master scheme is a good idea once a kind and generous modder can polish up this one with assistance of those willing and able. 1
jfraser Posted July 1, 2021 Author Posted July 1, 2021 1 hour ago, Pyreliter said: In my li'l sphere of 'head canon'... I picture this slave mine complex as an unspoken clause from the Concordant between the Elves and Empire, one that neither faction can publicly admit the source of the hush money paid to the Jarls.... Somewhere in my over-arching theme of tying all the LL / DD mods together I place this mod where the protagonist gets sent to after discovering the deep dark truth for why the elves are so interested in Skyrim and their provoking the civil war. Envision a souped up 'Devious Cidna' scenario that allows the bruised & battered character to infiltrate the undercover imperial overseers operation and determine just how deep the rabbit hole delves between elf and imperial. With Mangelo dreaming & scheming up a revised Slaverun / Slaverim, perhaps incorporating this mod's mine complex into the master scheme is a good idea once a kind and generous modder can polish up this one with assistance of those willing and able. Someone is refreshing Slaverun again? I'm all for that. I like this head canon.
Executaball Posted July 3, 2021 Posted July 3, 2021 (edited) I seem to be getting infinite screaming and branding sounds effects at the initial branding scene? Sounds as if it is repeatedly starting a new instance of the audio tracks and they keep overlapping. The smoke effect lingers after the scene as well. Edit: nvm I searched a bit and it was due to me using free camera in the scene Edited July 3, 2021 by executaball 1
jfraser Posted July 3, 2021 Author Posted July 3, 2021 (edited) 18 minutes ago, executaball said: I seem to be getting infinite screaming and branding sounds effects at the initial branding scene? Sounds as if it is repeatedly starting a new instance of the audio tracks and they keep overlapping. The smoke effect lingers after the scene as well. Edit: nvm I searched a bit and it was due to me using free camera in the scene It *really* hurt. Edit: also, I really recommend first person view during that scene. When it works properly, it's very effective to fall to the floor and see these feet standing over you with the bucket of water is poured on you. Edited July 3, 2021 by jfraser
Executaball Posted July 3, 2021 Posted July 3, 2021 46 minutes ago, jfraser said: It *really* hurt. Edit: also, I really recommend first person view during that scene. When it works properly, it's very effective to fall to the floor and see these feet standing over you with the bucket of water is poured on you. I have to say, that blackout scene during the branding was a bit *too* realistic.. I thought my game crashed LOL In another note, I'm currently almost finished making a xVASynth voice pack for Slaves of Tamriel Plus Plus. I'm wondering if you have preferences for the voice type? I've made an .esp patch to change the SlaveWarden to MaleNordCommander and Guards to MaleGuard (SlaveMaster is kept as MaleNordCommander). Since I do not yet have voice models for the original MaleCommander voice type. 1
Executaball Posted July 3, 2021 Posted July 3, 2021 Sharing here if anyone's interested - I've just uploaded a xVASynth voice pack for Slaves of Tamriel Plus Plus here: 1
jfraser Posted July 3, 2021 Author Posted July 3, 2021 1 hour ago, executaball said: Sharing here if anyone's interested - I've just uploaded a xVASynth voice pack for Slaves of Tamriel Plus Plus here: Thank you.
bcstv Posted July 3, 2021 Posted July 3, 2021 (edited) On 7/1/2021 at 1:16 AM, jfraser said: As our Hero said. I believe more was planned but never implemented - there is an entire unused basement filled with torture devices, for instance. Damn, that's unfortunate. I agree though the first 15 mins or so of the initiation and was fucking great. The first time you are forced into your cell was great, too. Other than that it's no better than headcannon-ing yourself, sadly. It doesn't translate much to actual gameplay. Hope one day an SE modder will pick this up rather than other slave mods. We have a long time before TES VI, lol. Edited July 3, 2021 by bcstv 2
jfraser Posted July 3, 2021 Author Posted July 3, 2021 Yeah, sorry I'm not skilled enough to do more. But at least you can use this mod as part of a playthrough now.
thegirlinchains Posted July 6, 2021 Posted July 6, 2021 hey ive got the same issue, no mcm, is there a way to change the options without it? like an ini file or through ssedit
jfraser Posted July 6, 2021 Author Posted July 6, 2021 On 7/2/2021 at 11:29 PM, executaball said: I have to say, that blackout scene during the branding was a bit *too* realistic.. I thought my game crashed LOL In another note, I'm currently almost finished making a xVASynth voice pack for Slaves of Tamriel Plus Plus. I'm wondering if you have preferences for the voice type? I've made an .esp patch to change the SlaveWarden to MaleNordCommander and Guards to MaleGuard (SlaveMaster is kept as MaleNordCommander). Since I do not yet have voice models for the original MaleCommander voice type. Oh, sorry. I didn't see this post.
jfraser Posted July 6, 2021 Author Posted July 6, 2021 18 minutes ago, thegirlinchains said: hey ive got the same issue, no mcm, is there a way to change the options without it? like an ini file or through ssedit Maybe? I don't know much about TES5Edit editing. Did you try putting it lower in your load order?
thegirlinchains Posted July 8, 2021 Posted July 8, 2021 On 7/6/2021 at 7:56 PM, jfraser said: Maybe? I don't know much about TES5Edit editing. Did you try putting it lower in your load order? yeah ive tried putting it at the very bottom and nada, nothing.
jfraser Posted July 8, 2021 Author Posted July 8, 2021 1 hour ago, thegirlinchains said: yeah ive tried putting it at the very bottom and nada, nothing. Did you try deactivating the iNeeds extension in your mod manager?
OriginalOrange Posted September 10, 2021 Posted September 10, 2021 This is causing CTD when starting a new or loading an existing save. Are slave tats etc, a hard requirement?
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