Zor2k13 Posted November 12, 2014 Posted November 12, 2014 WOW! Thanks for this! for some reason I had problems opening that bag too so sometimes I would not get my stuff back, now I don't have to worry about it yaaaaay! Now wheres that slavetrader I want a free ride to the camp lol. I have been scouring hair and clothes/armor mods looking for stuff to put on slave traders after fienyx posted a modded esp here changing all the slave traders and so on into females. Between modding oco2 to support new hairs fix the ugly hairs that mod had and modding fienyx's modded esp for pse, gonna have some really hot slave traders running around and gonna try duplicating some bandits and turning them into female slavers that hang out with the bandits in some areas like bandit camps! No more easy raiding of bandit camps hehe:-) I finally managed to download ccc 1.8 and get everything I wanted out of it and organize it into an addon for oco2. Took forever to sort through all those hairs, too bad the long hairs clip through the body instead of moving with it or I could just have used them all:-( I really wish the OP of this mod would log in here and tell us what he has planned for this mod in the future.
Zor2k13 Posted November 13, 2014 Posted November 13, 2014 Hey does anyone know much about the zaz stuff in this mod? I found the zaz reboot files with esp here on this site which adds the pony girl stuff in a chest in anvil. So I was going through the stuff in that mod and then looked through the mesh files in pse mod because I thought it looked familiar and I found the same files in the pse mod. So does that mean that the esp for zaz reboot is not needed if I am running pse mod? I was looking at this guy video: Then went to his site and got the weapons: http://www.oblivion.lima-city.de/files/plugins.html Scroll to the whip mod and click on it from his site. After reading a lot from his readme and from the flail animations mods found on nexus it seems that whips and flails only work for the player not npcs. From what I understand it seems that the whip and flails are just a cosmetic thing and the actual damage done is from an invisible sword that depends heavily on scripting. The scripting part is also for some reason why npc can't use them. I think the whip modder is closer to solving the problem of npc use than the flail modders but it would be really appropriate to have a whip mod in the pse mod. The slave traders and the camp boss could all use them, the camp boss could probably be scripted to use it as well as the other npcs like at the bruma club because those npc work in a scripted environment for the quests but getting it to work on any npc as a normal weapon would be cool just wish I knew how to do that. Has anyone discussed this before now? Only thing I could find on this site was a post where fore first appeared here talking about flail weapons.
Ahlers25 Posted November 19, 2014 Posted November 19, 2014 Hello, I need HELP PLEASE. I dont know how to install this mod. I installed it through Nexus and it keeps crashing right away. I dont know where the instructions to install this are. Can anyone please help me?
siskin Posted November 19, 2014 Posted November 19, 2014 External links: ESP: http://www.mediafire.com/download/077kv07x79lngp7/PlayerSlaveEncounters_V0.69.esp Meshes http://www.uploadmb....p?id=1361789151 Sounds http://www.uploadmb....p?id=1361790336 Textures http://www.uploadmb....p?id=1361793003 Patch http://www.mediafire.com/download.php?3bk1t7xv3oxnzhh DMRA Boobie Stocks is optional for those who use it ESP updated 23 Aug 14 (place this in your Data\ folder) Meshes uploaded 11 Mar 13 (place these in your Data\Meshes\ folder) Textures uploaded 11 Mar 13 (place these in your Data\Textures\ folder) Sounds uploaded 11 Mar 13 (place these in your Data\Sound\ folder) Patch uploaded 27 Apr 13 Your textures, sounds and meshes should be in the base folder not sub-folders. (e.g. Data\Meshes\ not Data\Meshes\Meshes\) This is all on the very first post. For .esp file, at the bottom of the first post, click on "Click here to download this file", then the green "Download" button in the top right, then download "PlayerSlaveEncounters_v0.694.esp.zip" and extract according to the instructions above. Then, use BOSS to sort your mods, then go here and manually sort all the mods that you find in that list (hint: click "Show" next to "Spoiler") and have installed, in the same order as the list. The -- sign means put there every mod that is not in the list, keeping the order BOSS made for them. BUT Before any of that, make sure that you installed: 1) LAPF - required 2) A rape mod if you want enemies to be able to rape you (which can be set as a way to become enslaved among others). Personally, I recommend Lovers RaperS - WappyOne's edition 3) Lovers Creatures If you want animals to be able to own and have sex with you. i believe that covers all... Oh yes, do not install through Nexus, install manually.
Teddar Posted November 20, 2014 Posted November 20, 2014 Hey all. I saw someone post that they were having a problem with the Monstergirl mod and this mod. Humanoid NPC's immediately release after enslavement with the "how did you end up in this mess" or whatever. They seem to act like town guards. They become hostile again as soon as they release you and the cycle repeats Anyone know if there is a workaround for this? Sorry if its been answered already. I couldn't find anything.
emo877 Posted November 21, 2014 Posted November 21, 2014 @Teddar: their behavior in such PSE scenes is governed only by their Responsibility check (against 75), which parameter MG' Authors left =100, also it's true for a ~girls from Amazon Conquest and Angelic Alliance, even most evil of them.Simple, but tedious workaround is to open those mods in CS and edit every [evil] npc' Resp to value lower than 70 (sort whole NPC branch by ID reversely). As for PSE itself, i believe such check can be found not only in scripts (where i've seen it), but also in dialog\topics conditions; so i'd abstain from idea to tweak PSE itself (personaly, my dialog editing often ends wrong). Alternative, gameplay solution (which i used) is to set enslavement condition to combat rape only, provided F\F rape (which seem absurd for me) is canceled; so amazon girl would not enslave you, just kill (natural girl's interaction ).
siskin Posted November 21, 2014 Posted November 21, 2014 This problem has been noticed before, so I added code to make it easy for anyone to create a compatibility patch with minimal CS knowledge. Instructions in the spoiler. P.S. Don't use v693, use v494. Also, this code is completely untested as I don't use extra NPC mods. If you make a patch and it still doesn't work, I'll look at it again. I'm currently working on v695. 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 )
Teddar Posted November 21, 2014 Posted November 21, 2014 @Teddar: their behavior in such PSE scenes is governed only by their Responsibility check (against 75), which parameter MG' Authors left =100, also it's true for a ~girls from Amazon Conquest and Angelic Alliance, even most evil of them. Simple, but tedious workaround is to open those mods in CS and edit every [evil] npc' Resp to value lower than 70 (sort whole NPC branch by ID reversely). As for PSE itself, i believe such check can be found not only in scripts (where i've seen it), but also in dialog\topics conditions; so i'd abstain from idea to tweak PSE itself (personaly, my dialog editing often ends wrong). Alternative, gameplay solution (which i used) is to set enslavement condition to combat rape only, provided F\F rape (which seem absurd for me) is canceled; so amazon girl would not enslave you, just kill (natural girl's interaction ). Ok, at least 40% of that went over my head, but I understand that it isn't a bug at least. Thanks for the info. I might see what I can do with it. Cheers!
Zor2k13 Posted November 24, 2014 Posted November 24, 2014 Justinof mentioned earlier about editing that script well, I can't get that script to edit at all even with CSE yes it loaded correctly picture of fry making me feel stupid and everything lol. The problem for me is the script editor shows a green progress bar go about half way and never finishes it is just stuck there. There is a line highlighted in blue something about hackdirt bretheren and when I try to save the script it acts like it is doing it but when I try to close the script editor after that it asks do I want to save the script:-( edit Ok found the error list at the bottom after expanding the script editor down a bit, error line 6 redeclaration of potentialref then it won't save the script happens every time even if I just open the script then save it.
movomo Posted November 24, 2014 Posted November 24, 2014 Justinof mentioned earlier about editing that script well, I can't get that script to edit at all even with CSE yes it loaded correctly picture of fry making me feel stupid and everything lol. The problem for me is the script editor shows a green progress bar go about half way and never finishes it is just stuck there. There is a line highlighted in blue something about hackdirt bretheren and when I try to save the script it acts like it is doing it but when I try to close the script editor after that it asks do I want to save the script:-( The green "progress bar" is not actually a progress bar. The hard size limit of compiled script is 32kb in Oblivion, and the green bar is indicating how much of it is occupied. Script not being saved properly means you've done something wrong. As you're doing CSE I won't question if you have loaded the editor with obse, but that's nevetheless a bit weird because in general it will tell you what you've done wrongly when attempting to save.
Zor2k13 Posted November 24, 2014 Posted November 24, 2014 Thanks for helping! Line 1004 appears to be the problem it is in red after loading and even if I just try to save that script justinof mentioned earlier it will give me the error line 6 message. I even tried the esp file downloaded from here not altered by anyone other than mod author same thing. I have the cse with obse loader shortcut on my desktop loads the cs through obse_loader.exe -editor When I try justinof changes it doesn't complain about that always line 6 and line 1004 in red.
movomo Posted November 24, 2014 Posted November 24, 2014 Thanks for helping! Line 1004 appears to be the problem it is in red after loading and even if I just try to save that script justinof mentioned earlier it will give me the error line 6 message. I even tried the esp file downloaded from here not altered by anyone other than mod author same thing. I have the cse with obse loader shortcut on my desktop loads the cs through obse_loader.exe -editor When I try justinof changes it doesn't complain about that always line 6 and line 1004 in red. line 6: duplicated declaration of variable "PotentialRef". Comment out one of them. line 21: the term "bed" is already being used someplace else. Whether as a formId or something else. Rename it. line 1004: character limit per line exceeded. Reduce it to less than 512 per line. Convert that if clause to a several nested if's. And so I've revealed all the secrets to you. Not exactly your mistake, I see. By the way, what the compiler says about a red line is more important than whether the line is red or not. "an error occured because of something." is generally more helpful than "oops, an error occured."
Zor2k13 Posted November 24, 2014 Posted November 24, 2014 So is this how junstinof got his changes to work by doing the above things? Why didn't he mention this stuff? so, comment out line 6 rename bed in line 21 what to do with line 1004 is beyond my understanding Gonna try these things and see what happens thanks for the help:-)
Zor2k13 Posted November 24, 2014 Posted November 24, 2014 I commented out line 6 and was able to save the script with the changes justinof recommended:-) Didn't get any errors about lines 21 or 1004 either.
badbat111 Posted November 25, 2014 Posted November 25, 2014 so whats new in it ? ithe 1 i downloaded ages ago was 691 is it just bug fixes or has new content been added ?
Zor2k13 Posted November 25, 2014 Posted November 25, 2014 I have never played it before so it is all new to me:-)
siskin Posted November 25, 2014 Posted November 25, 2014 The latest is currently 694 and it's been only bug fixing. I'm currently working on 695 which is also more bug fixing. The original author no longer has time for developing, so he gave permission to update. Time permitting, I might start adding content, but it would be a slow process as the original code was written with high technical dept. You can google the therm if you want details, but the short of it that working with the code is difficult and requires extensive testing. Don't get me wrong, the author did a brilliant job. Functionally it's very good, but it wasn't written to be easy for development, it was written for quick short therm tangible results.
emo877 Posted November 26, 2014 Posted November 26, 2014 Most important improvement i could wish to PSE is it's "dissection" to modular structure. Sure i have not enough of politcorrectness, so i dare to say, "PSE is huge and non-structured". But it seems like unbearable task, harder than to write (framework at least) from scratch. Small improvements were suggested by many people though; most clear and helpful which i implemented in my version is Uriel's ironcuffs reworking: now it is single item biped to ring slot and consists of both wrist and ankle parts. It helps to lower parts collision probability (which occured even inside PSE, for example in "reluctant maid" quest), and to keep person's body the same as selected in setbody[self] (clipping only with most monstrous variants). NB, to-ring conversion requires of ring-slot processing changes in many (alas!) same-purposed "enslaving" scripts (i went through it using string-search in plain hex-editor with copy of PSE opened - CS doesn't like if any content it dealing with is opened by any other soft even for reading). it seems, better to hide other part for tl;dr.. I moved "Honest Al" to more rational place -- Arena entrance (where desperate gamblers could be lured into debt trap); also he has ai-variants to hide in pubs\inns from bad weather and late nights. Also i lowered (to 1/10) "Enslavering wunderwaffe" (clubs) massive outspreading, because it ruined any other gameplay except victim existence (i want to have chance of enslaving just as one of game dangers, not as game purpose; ready to accept what many persons think opposite..) Check on horseriding should be improved: if PC is catched at moment of horse stealing, enslavement occurs without unmounting, then everything goes weird. Also, where's no check if PC is sitting while guard come pursuing: "i do not want to jail" starts erroneous behavior. In situation when current "master" is dragging his slave somewhere and interrupts to fuck, pair position is calculated (by LPK, but some precautions could be made) as middle of theirs, which frequently captures both into static (wall or boulder) object occured between them. "Leashed" behavior becomes weird if master and victim almost impact in X\Y pos, but parted by Z -- in water or stairs flight: could be solved at least by timer check, as it implemented for distance exceeded (=>teleport) check. Good luck!
siskin Posted November 26, 2014 Posted November 26, 2014 Most important improvement i could wish to PSE is it's "dissection" to modular structure. Sure i have not enough of politcorrectness, so i dare to say, "PSE is huge and non-structured". But it seems like unbearable task, harder than to write (framework at least) from scratch. Small improvements were suggested by many people though; most clear and helpful which i implemented in my version is Uriel's ironcuffs reworking: now it is single item biped to ring slot and consists of both wrist and ankle parts. It helps to lower parts collision probability (which occured even inside PSE, for example in "reluctant maid" quest), and to keep person's body the same as selected in setbody[self] (clipping only with most monstrous variants). NB, to-ring conversion requires of ring-slot processing changes in many (alas!) same-purposed "enslaving" scripts (i went through it using string-search in plain hex-editor with copy of PSE opened - CS doesn't like if any content it dealing with is opened by any other soft even for reading). Sorry, I have a hard time understanding what you are saying. In situation when current "master" is dragging his slave somewhere and interrupts to fuck, pair position is calculated (by LPK, but some precautions could be made) as middle of theirs, which frequently captures both into static (wall or boulder) object occured between them. As you say, the position is calculated by LPK, so there's not much that can be done. All I can think of right now, is to reduce distance between player and master before starting sex, and hope it will be better Check on horseriding should be improved: if PC is catched at moment of horse stealing, enslavement occurs without unmounting, then everything goes weird. Also, where's no check if PC is sitting while guard come pursuing: "i do not want to jail" starts erroneous behavior. I'll look into those. I moved "Honest Al" to more rational place -- Arena entrance (where desperate gamblers could be lured into debt trap); also he has ai-variants to hide in pubs\inns from bad weather and late nights. Also i lowered (to 1/10) "Enslavering wunderwaffe" (clubs) massive outspreading, because it ruined any other gameplay except victim existence (i want to have chance of enslaving just as one of game dangers, not as game purpose; ready to accept what many persons think opposite..) I have no idea what you are talking about, while i did pick up the job of adding fixes, I have yet to play through the entire content (or even majority for that matter) of the mod. "Leashed" behavior becomes weird if master and victim almost impact in X\Y pos, but parted by Z -- in water or stairs flight: could be solved at least by timer check, as it implemented for distance exceeded (=>teleport) check. In water (or with TCL command) the player's movement along the Z axis depends on the angle of the camera, which the player can control. I used TCL to fix it when this kind of things happened. Good ideea with timer check, i'll look into it.
emo877 Posted November 26, 2014 Posted November 26, 2014 >> there's not much that can be done. All I can think of right now, is to reduce distance between player and master before starting sex, and hope it will be better Naturally, but not to the middle between them - there could be (forementioned) obstacles. About cuffs\irons -- in original PSE those items were biped to upper\lower body, and there're a number of very restless scripts which try to keep them equiped all "enslaved" time; so attempts of other external (or even some internal, mentioned) script to equip something other produced unbearable lags (and endless "equipping" noise). Combining all cuffs set into one item and using "ring" slot for it deal with much part of conflicts. Think i should upload my variant of "all cuffs set" model tomorrow, so you could look at it. And ,please, do not count my words as 'requests' - this is only suggestions for PSE improving, where it is possible.
Teddar Posted November 26, 2014 Posted November 26, 2014 Would there be a way to have the gag unequip during sex scenes? Im not complaining but it seems a little weird for blowjob animations when the ball gag is still worn.
siskin Posted November 26, 2014 Posted November 26, 2014 About cuffs\irons -- in original PSE those items were biped to upper\lower body, and there're a number of very restless scripts which try to keep them equiped all "enslaved" time; so attempts of other external (or even some internal, mentioned) script to equip something other produced unbearable lags (and endless "equipping" noise). Combining all cuffs set into one item and using "ring" slot for it deal with much part of conflicts. That's debatable. First, disabling the restless scripts could result in the player equiping anything, potentially a full set of armor, which is not in the spirit of PSE. The player is not suposed to be wearing items that are "good" while enslaved. Second, moving those items to a ring slot and leaving the original slots empty can lead to equiping items that will potentially have bad clipping and overlapping with the PSE items. There are multiple ways to obtain any desired result, so can you be more specific on the exact problem/situation you encounter ? I need to know exactly what needs to be done and what loop holes need to be kept closed, or I could end up releasing a version worse than what was before. And ,please, do not count my words as 'requests' - this is only suggestions for PSE improving, where it is possible. No worries, I'm not doing this because i feel obligated, I'm doing it because I enjoy the mod and no one else more knowledgeable is stepping up. Just don't interpret my "i'll look into it" as "i'll fix it and release the new version very soon". I'd rather take more time to make sure my edits are good than to release early and find out it breaks someones game. Would there be a way to have the gag unequip during sex scenes? Im not complaining but it seems a little weird for blowjob animations when the ball gag is still worn. Yes, by editing the corresponding script(s). I'll look into this as well.
xartom Posted November 26, 2014 Posted November 26, 2014 Seconding what Emo877 said about moving the chains to a ring slot. If you have an atypical body type (like hooved lowerbody, titantic breasts, a tail or wings, etc) the equipted body type that comes with the PS' chains replaces your pc's normal body with it's own and you loose all your unique features. Tailless argonians for example. What's an argonian without a tail? Maybe thepc could temporarily equip something that empties all slots then equip the ring or the ring itself could have a script that checks for equiped items with armor/clothing value >0 that isn't the ring itself and unequips only those. That might get rid of the annoying whoosh sound when it acts 'restless' instead of reequipping itself or whatever it's doing. As a request, I think it'd be nice to incorporate more defender-offender position switching like seen in Wappy's LoversRapers for males and futas vs female slaver.
siskin Posted November 26, 2014 Posted November 26, 2014 Seconding what Emo877 said about moving the chains to a ring slot. If you have an atypical body type (like hooved lowerbody, titantic breasts, a tail or wings, etc) the equipted body type that comes with the PS' chains replaces your pc's normal body with it's own and you loose all your unique features. Tailless argonians for example. What's an argonian without a tail? That's a valid point, I'll look into it, time permitting, but no promises. As a request, I think it'd be nice to incorporate more defender-offender position switching like seen in Wappy's LoversRapers for males and futas vs female slaver. This is not hard to do codewise, but requires me to add this setting in the options menu of PSE, which is harder than it looks. I'll look into this as well. I want to make one thing clear guys. I said I would look into all this stuff, but I have limited time, and I need to learn on the go which makes the process harder. I give no time-frame, please don't expect quick regular updates.
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