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Player Slave Encounters (Updated Oct 18)


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Posted

Thanks for the reply! 

 

Like I said I'm not a modder so I'm not sure how I would determine which problem is affecting the door, but I will check some of the how to's and see if I can figure it out and fix it.

 

At least it's working with the correct esp!  :)

Posted

I really miss this mod in Skyrim. Reasonably simple and convenient to use with great passive sandbox content. 

Sanguine's Debauchery is great, but have too much required mods (for example I don't need Devious Devices when I have ZaZ pack) and mostly oriented on Sanguine than enslavement part. Other mods are quests (and ones like Slaverun are really good), but lacks sandbox content. And PSE has both quests and sandbox content without being too complex and doesn't need any other mod.

I hope someday we'll see something as convenient as this mod in Skyrim.

  • 2 weeks later...
Posted

Does anyone know how I would go about making this work with see you sleep dll? I have been trying, but I just started using gecko. Any help would be greatly appreciated.

 

Edit: Ok, I've been trying to figure out the scripting to see if I can make the perverted burglar stop the animation call for wake up, but I'm completely lost. It seems anything I do to either mod just breaks them to the point that oblivion freezes on load. Soon as I put the original esps back, it loads no problem.

 

All I want is to be raped in my sleep without needing joburg, lol.

 

Looked at these two mods in CS, and TES4Edit. 

Posted

I have encountered a few issues:

 

1) While traveling with slave trader master, i noticed that would-be rescuers also tend to target me (most likely because if the player's faction change).

 

2) The fireball towers in oblivion realm will still attack you when enslaved.

 

3) My slave trader master got killed by a group of soldiers from Enhanced Daedric Invasion, and my new master became a Essential named officer. He never raped me, but he never talked to me to release me. Which he should. Enhanced Daedric Invasion is placed above every sex mod (which are set up according to recommended load order), while PSE is lower in the list than any sex mods (but above setbody, as per load order suggestion).

As you can imagine, that was a bit problematic. He would not release me, and no one could kill him to make me his. But unlike the Ghost warriors that enslaved me and the slave trader, I actually found lockpicks and managed to free myself.

 

4) The equipment sacks are dropped way too low into the terrain. Only the very tip of the sack is visible and is hard to target.

 

5) Is it possible for sacks to disappear ? As mentioned above I was enslaved in a dungeon by a ghost warrior and dropped sack. A solid hour (real time) later I was free and came back only to find no trace of the sack. But the bodies were still there, so the dungeon hadn't reset.

 

6) If creature enslavement is enabled, add these 2 failsafe checks:

        - On enslavement check, if the creature has the loversbitch companion token, it will NEVER enslave you.

        - when a creature becomes your master (by killing your old master) check if it has the loversbitch companion token, if yes, the creature releases you (no dialog, just release. or beying a nice doggy without oposible thumbs, it could keep bringing you lockipics in it's mouth until you manage to free yourself? implementation: if your dog is your master, every time you break your lock, you get another in a few secconds)

Posted
It's been a few days sinced I PM-ed ichabod and I'm not getting a reply so he must be busy, but I'll assume he gives permission since he has done it before.

 

There were some issues in v0.691 so I did my best to improve it.

 

I fixed the following:

 

- The equipment sacks were dropped way too low into the terrain. Only the very tip of the sack was visible and was hard to target. They now spawn properly on the ground.

 

- Many members of the Mythic Dawn have high responsibility and release you. They no longer will (unless they are companions a.k.a in playerFaction)

 

- Fixed companion getting attacked after it's enslaved.

 


 

 

Additionally, a few times after lengthy enslavement i discovered that if your master dies, the game crashes. If that happens, you are in big trouble.

Unfortunately it is beyond my skill to fix since I can't properly trace the problem (i would need to add extensive debugging code, to try to narrow down the reason for the crash in the first place, with no guarantee of succes).

 

On the bright side, I made a small cheat patch for just such situations.

If you encounter this problem do this:

1) save the game as you are enslaved and exit the game

3) Load PlayerSlaveEncounters_FreeMeNowV0.692.esp at the bottom of the load order, start your game and load your save.

4) You will be released without crash.

5) Save, then exit the game.

6) Disable PlayerSlaveEncounters_FreeMeNowV0.692.esp from your load order

7) Launch game, load your save and enjoy a crash free game without having to reload an earlier save.

 

Download for cheat patch: PlayerSlaveEncounters_FreeMeNowV0.692.esp

naturaly, it is dependent on PlayerSlaveEncounters_V0.692.esp.

 

If you wish a version of the patch that is not dependent on a specific version of PlayerSlaveEncounters (works on earlier versions and will work on future versions unless the release code is changed) download this: PlayerSlaveEncounters_FreeMeNow.esp

Posted

Great to see people still working on this... it would be awesome if it could be made compatible with the factions from other mods like OOO and MOO (Raiders, Marauders and stuff). I got enslaved by a mine full of raiders once, they killed the trader instead of trading with him, so I was stuck in the cave just getting traded back and forth between the raiders. I respawned the trader like 10 times so a bunch of traders killed the raiders and enslaved me, but now the traders won't leave the cave either for some reason. Now my character is eternally trapped in the mine. It would be nice if the mod would actually recognize/ be friendly with those other factions. About the bags... from what I've seen, the bags do disappear but when you are enslaved again after being released, the bag will appear again with everything that was in your inventory. I haven't found a way to lose a single thing I was carrying yet, but it can be tedious when I cannot return to where the bag was and find it (usually I just force a friendly person to enslave me when that happens to get my stuff back).

Posted

 it would be awesome if it could be made compatible with the factions from other mods

 

I was thinking the same thing. The best way I can think of is to add a special faction which is integrated in PlayerSlaveEncounters, and each of those other mods could get a quick patch to add it's NPCs to this special faction. 

Alternatively, the Faction handler scripts could be modified to take each such mod in account, but that would add aditional checks (more CPU usage) for each mod that you might not have.

 

Now, I could do this, but I'm reluctant to do it.

A few basic fixes are one thing, but this is a bigger modification and it's implementation is a design decision of the mod's creator (Ichabod).

I will not push development in a direction he might not want.

So, I will not touch this unless I get a greenlight from Ichabod.

Posted

Is there a command for Hello Sailor similar to the training count code in the slave camp when the player is chained to the bed?

Posted

 

@Siskin, which esp did you start with to make your changes?

PlayerSlaveEncounters_V6.9.1.esp

 

What I was getting at by asking that was does it incorporate the fixes I made or are people still going to need the fix from mine?

Posted

 

 

@Siskin, which esp did you start with to make your changes?

PlayerSlaveEncounters_V6.9.1.esp

 

What I was getting at by asking that was does it incorporate the fixes I made or are people still going to need the fix from mine?

 

I used the original V6.9.1 to prevent additional dependencies for those who want to use Player Slave Encounters, without LoversBitch or paybandit.

 

So yes, your patch is still necesary.

 

I got a reply from Ichabod, now i wrote back and waiting (hoping) for permission to add the special faction mentioned before.

In this new version I will also add a fix for companion creatures not releasing you.

Posted

anything can enslave you, though some morally right standing people will free you if they gain control of you (though this is ignored if your suffering the indentured servitude punishment from the guards). you just have to set the escape option to the mini-game one otherwise you'll automaticly escape your bonds after some time.

Posted

Is there a way to get enslaved by everyone in this mod?  In other words I don't want to be set free at all X3

 

Only if you do some edits in the CS (with script extender).

 

Let me know if you want detailed instructions. It's not hard. Setting up CS to work is harder.

 

I'm currently playing with the next version of the mod. Once i'm reasonably convinced that nothing will blow up, i'll upload it.

Posted

 

Is there a way to get enslaved by everyone in this mod?  In other words I don't want to be set free at all X3

 

Only if you do some edits in the CS (with script extender).

 

Let me know if you want detailed instructions. It's not hard. Setting up CS to work is harder.

 

I'm currently playing with the next version of the mod. Once i'm reasonably convinced that nothing will blow up, i'll upload it.

 

 

CS?  If it's anything like C++ I can probably figure it out otherwise I have no clue what you're talking about XD

 

I think I may need a but of an explanation, but there's no rush.  It's not like my game/mod isn't working!

Posted

CS is Construction Set.

 

The script language itself, is more similar to Pascal than C++.

 

For how to set up CS with extender, read here and the posts after it.

 

Once you manage to run it and not have it crash 5 seconds later, you must select playerslaveencounters.esp as active file, then go to scripts, open "IchPlayerSlaveQuestScript" and search for "Call IchFreePlayer"

Each of those calls is contained in a "if" block. Change the conditions in those "if" blocks so that it's never true. (e,g, add " && 1 == 0" at the end).

 

If you are having trouble with any step, google for it, there's loads of tutorials, including video tutorials for everything from opening an esp, to editing scripts and pretty much everything.

Posted

As promised, with Ichabod's permission, here is version 0.693:

 

PlayerSlaveEncounters_v0.693.esp.zip

 

Oldwolf's LoversBitch compatiblity patch works with v0.693

PSELoversBitchPatch.esp

 

Changes:

- Companion creature (members of Player Faction) now release you.
- Addded backend support for future patches to activate enslavement with NPCs from other mods. 
- Renamed esp file to remove version in file name. This eliminates unnecesary dependency problems.
- Added version number in the "Summary"/"Description" field as seen in mod managers.
 
 
Load order:
 
*all extra NPCs mods here*
PlayerSlaveEncounters.esp
PSE_ExtraNPCModName_Patch.esp
 
For modders:

To add support for NPCs from other mods, create a patch which gives the desired NPCs membership to IchCompatibilityFaction

 
 
During my testing I haven't been able to find an NPC from a mod that requires a patch to work (don't have many such mods) so I haven't made any patches yet. However, I figured i might as well release this version and let people create the patches themselves (and hopefully post them :P )

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