Jump to content

Player Slave Encounters (Updated Oct 18)


Recommended Posts

Posted

The camera controls bugged me too until I read an old version thread for this mod that says hold down the middle mouse button to get camera controls back while enslaved. Tried that and it works just fine only problem is not being able to zoom so easily while holding down middle mouse button aka scroll wheel.

Posted

@Kdove5

Personality above 75, player level above 4, Hjolfrodi must be alive and you can't have already activated the shrine and listened to Namira speak about her vanilla quest.

 

I'm sorry if this is incorrect but I'm fairly certain I was able to accidentally activate the namira slave quest after being given the daedric quest. (I used a drain personality spell to let me talk to namira the first time but forgot to use it again to report my success)

Posted

 

@Kdove5

Personality above 75, player level above 4, Hjolfrodi must be alive and you can't have already activated the shrine and listened to Namira speak about her vanilla quest.

 

I'm sorry if this is incorrect but I'm fairly certain I was able to accidentally activate the namira slave quest after being given the daedric quest. (I used a drain personality spell to let me talk to namira the first time but forgot to use it again to report my success)

 

 

You're right. I was reading the script wrong. The reqs are A) Personality above or equal to 75 and B ) Hjolfrodi is alive and that's it.

Posted

Hi, can someone help me? I am trying the mod, but can't figure out how to escape. Pressing the activate (space) doesn't seem to do anything. The character is rested, nothing. The inventory is empty (dropped a bag at a point). Lockpicking is impossible, no lockpicks in inventory. Escape level was "normal", but using console, seems 92 is the highest i 've seen. I wonder, must i press some button or something? This happened in Hack Dirt, using "enslave me" spell. The character was brought to a cave, where apparently at some point every villager came. At some point the owner went out at a corridor and the character followed. He just stares at the character. Is there something i am missing?

Posted

In dowload section some files are available in multiple versions.

I think I've figured out the files needed for installation (correct me if I'm wrong):

esp version .694 and standalone LB patch (the versions uploaded from Siskin)

and PSE-PayBandit-Patch present in Oldwolf's PSE-FixOW archive.

 

Only a doubt remains: what's the purpose of PlayerSlaveAddOnsPatch.7z?

 

@ForestElf

Never played this mod before, but the second post in this thread contains detailed instructions for 1st time players. I suggest you read it carefully.

Have you tried pressing the 'L' key?

Posted

Hi, can someone help me? I am trying the mod, but can't figure out how to escape. Pressing the activate (space) doesn't seem to do anything. The character is rested, nothing. The inventory is empty (dropped a bag at a point). Lockpicking is impossible, no lockpicks in inventory. Escape level was "normal", but using console, seems 92 is the highest i 've seen. I wonder, must i press some button or something? This happened in Hack Dirt, using "enslave me" spell. The character was brought to a cave, where apparently at some point every villager came. At some point the owner went out at a corridor and the character followed. He just stares at the character. Is there something i am missing?

 

Look at the settings  in game menu   ( very easy to very hard , miniescape game etc...=

 

 

 

Only a doubt remains: what's the purpose of PlayerSlaveAddOnsPatch.7z?

 

 

this is for DRMA version meshes !

Posted

In dowload section some files are available in multiple versions.

I think I've figured out the files needed for installation (correct me if I'm wrong):

esp version .694 and standalone LB patch (the versions uploaded from Siskin)

and PSE-PayBandit-Patch present in Oldwolf's PSE-FixOW archive.

 

Only a doubt remains: what's the purpose of PlayerSlaveAddOnsPatch.7z?

 

@ForestElf

Never played this mod before, but the second post in this thread contains detailed instructions for 1st time players. I suggest you read it carefully.

Have you tried pressing the 'L' key?

 

Despite setting "very easy" in configuration, the character couldn't escape. The L Key would either say "you don't have a lockpick" or "you can't escape at this moment". I 've never seen the minigame appear... And i had set it to "on" in settings.

 

I suspect there is a mod conflict somewhere. Maybe because i use OCO2 (Oblivion Character Overhaul 2)? Or it's something else... At any case, i had to deselect the mod. I also don't like the idea of losing the inventory items and potentially ending up anywhere while the inventory items remain in a sack that somewhere else, that can be plundered or disappear...

Posted

Since you seem no longer interested in using the mod, I doubt you will find this comment useful. Anyway,

 The L Key would either say "you don't have a lockpick" or "you can't escape at this moment". I 've never seen the minigame appear... And i had set it to "on" in settings.

This at least appears to confirm that the mod was installed correctly.

Posted

The mod randomly generates a lock pick. Its based on your difficulty level. Relax, enjoy :) it takes it a few minutes or more for the lock pick to show up. 

Posted

The mod randomly generates a lock pick. Its based on your difficulty level. Relax, enjoy :) it takes it a few minutes or more for the lock pick to show up. 

 

The "few" minutes is what makes me think i have a mod conflict... The weird part, is that on 2 cases, i got "cheap wine" and "crab meat" added message, but none were visible in the inventory. In one case, i did get a lockpick, but broke it. Waited for another lockpick, i got bored to death... It was the "perverted burglar" case, while staying at the Inn in Imperial Market. Maybe the problem is the low security skill. It was 9 the last time, now i raised it to 12, still no random escape and lockpicks don't want to come... The "cheap wine" and "crab meat" is what makes me think there is something very wrong...

 

Anyway, thanks for the help... Maybe someone should make a modified script, with more lockpicks coming, so that if you break one you have more  and a way to keep things to inventory. And maybe increase chances of escape? I mean, i have it on "very easy"...Someone posted a way some pages previously on how to avoid dropping the inventory in a bag, but i am not good with editing scripts and stuff...

 

Another thing i haven't understood is: In settings, there is "enslavement chance=0%" by default. Are you supposed to raise that to a desired value, or 0% is just the baseline (=normality for the mod)?

 

Edit: Finally got a lockpick and successfully escaped. BUT. 212 items in the invetory before, 202 now. I am not sure what's missing. But ALL MY GOLD is missing. 2092 gold!!!   I don't think this was supposed to  happen, right? 

 

No way i am giving my gold...

Posted

I don't want to cheat in games, but i figured i could use a gold cheat to get my gold back. So i reloaded. Always in the Inn in Market District. I "activate" the bed to sleep and the perverted burglar right on time. This time, the character didn't drop a sack or if it's dropped, it's inside the bed, which i can't move. The burglar goes away, i get (finally) a lockpick and free the character, but no sack. My entire inventory gone... I open the room, on the corridor's floor, i only found a shirt that wasn't in my inventory in the first place. Also i accidentally quicksaved while the character was enslaved and can't go back to before this happened. This is some crazy bug.  The problem is i don't want to start all over and now i will use the cheat command to buy some equipment back, although i had some unique items (a dress that gives better bargaining) and some mod dresses and these can't be taken back. Also my lockpicks and i think my alchemy items are gone... I must be more careful when i save with this thing... 

Posted

 

The mod randomly generates a lock pick. Its based on your difficulty level. Relax, enjoy :) it takes it a few minutes or more for the lock pick to show up. 

 

The "few" minutes is what makes me think i have a mod conflict... The weird part, is that on 2 cases, i got "cheap wine" and "crab meat" added message, but none were visible in the inventory. In one case, i did get a lockpick, but broke it. Waited for another lockpick, i got bored to death... It was the "perverted burglar" case, while staying at the Inn in Imperial Market. Maybe the problem is the low security skill. It was 9 the last time, now i raised it to 12, still no random escape and lockpicks don't want to come... The "cheap wine" and "crab meat" is what makes me think there is something very wrong...

 

Anyway, thanks for the help... Maybe someone should make a modified script, with more lockpicks coming, so that if you break one you have more  and a way to keep things to inventory. And maybe increase chances of escape? I mean, i have it on "very easy"...Someone posted a way some pages previously on how to avoid dropping the inventory in a bag, but i am not good with editing scripts and stuff...

 

Another thing i haven't understood is: In settings, there is "enslavement chance=0%" by default. Are you supposed to raise that to a desired value, or 0% is just the baseline (=normality for the mod)?

 

Edit: Finally got a lockpick and successfully escaped. BUT. 212 items in the invetory before, 202 now. I am not sure what's missing. But ALL MY GOLD is missing. 2092 gold!!!   I don't think this was supposed to  happen, right? 

 

No way i am giving my gold...

 

You are getting the food because you have that option turned on in the menu of the PSE settings. Also it does take awhile for the lockpick to be added so either be patient or type: player.additem a 1  into the console and you can add one. Also your gold is probably stolen from one of the people that enslaved you - again its and option either in the PSE settings or the RaperS Wappyone settings, not sure. 

As far as the rest of your inventory again thats a setting in one of the aforementioned mods that a NPC took out of your inventory because it was probably worth more than 200 gold - I think thats the default. 

If you got your stuff stolen in an Inn than its gone or in some random location across the Game. - I always drop my inventory off in a  dresser drawer when I'm staying at an inn because of the burglar. 

 

Honestly I think your mod is working fine. Please go back to all of the OP's and Readme files and make sure to check your settings and options. If your really concerned check your load order. Don't use BOSS unless you turn OFF the Loverslab mods. 

 

Lastly which version are you using? I did have issues with v.694 and not being able to access my inventor sack again after re-enslavement. I'm currently using v.691 and no issues. 

 

I think your mod is working just fine BTW. But if not then recheck everything I just said above and if you have anymore issues. Well...I don't think this forum is going away ;) Good luck! 

Posted

 

 

The mod randomly generates a lock pick. Its based on your difficulty level. Relax, enjoy :) it takes it a few minutes or more for the lock pick to show up. 

 

The "few" minutes is what makes me think i have a mod conflict... The weird part, is that on 2 cases, i got "cheap wine" and "crab meat" added message, but none were visible in the inventory. In one case, i did get a lockpick, but broke it. Waited for another lockpick, i got bored to death... It was the "perverted burglar" case, while staying at the Inn in Imperial Market. Maybe the problem is the low security skill. It was 9 the last time, now i raised it to 12, still no random escape and lockpicks don't want to come... The "cheap wine" and "crab meat" is what makes me think there is something very wrong...

 

Anyway, thanks for the help... Maybe someone should make a modified script, with more lockpicks coming, so that if you break one you have more  and a way to keep things to inventory. And maybe increase chances of escape? I mean, i have it on "very easy"...Someone posted a way some pages previously on how to avoid dropping the inventory in a bag, but i am not good with editing scripts and stuff...

 

Another thing i haven't understood is: In settings, there is "enslavement chance=0%" by default. Are you supposed to raise that to a desired value, or 0% is just the baseline (=normality for the mod)?

 

Edit: Finally got a lockpick and successfully escaped. BUT. 212 items in the invetory before, 202 now. I am not sure what's missing. But ALL MY GOLD is missing. 2092 gold!!!   I don't think this was supposed to  happen, right? 

 

No way i am giving my gold...

 

You are getting the food because you have that option turned on in the menu of the PSE settings. Also it does take awhile for the lockpick to be added so either be patient or type: player.additem a 1  into the console and you can add one. Also your gold is probably stolen from one of the people that enslaved you - again its and option either in the PSE settings or the RaperS Wappyone settings, not sure. 

As far as the rest of your inventory again thats a setting in one of the aforementioned mods that a NPC took out of your inventory because it was probably worth more than 200 gold - I think thats the default. 

If you got your stuff stolen in an Inn than its gone or in some random location across the Game. - I always drop my inventory off in a  dresser drawer when I'm staying at an inn because of the burglar. 

 

Honestly I think your mod is working fine. Please go back to all of the OP's and Readme files and make sure to check your settings and options. If your really concerned check your load order. Don't use BOSS unless you turn OFF the Loverslab mods. 

 

Lastly which version are you using? I did have issues with v.694 and not being able to access my inventor sack again after re-enslavement. I'm currently using v.691 and no issues. 

 

I think your mod is working just fine BTW. But if not then recheck everything I just said above and if you have anymore issues. Well...I don't think this forum is going away ;) Good luck! 

 

 

Thanks a lot for help. In the PSE settings, there isn't anything. I do have the Wappyone mod, but i have put steal chance to 0% and nothing to steal. Apparently it doesn't work. I have the last version alright. I think there is a conflict with Wappy. I thought putting never to steal and chance to 0% was enough...

 

I 've read the entire thread, but there is nothing mentioned of what you told me. The burglar, was supposed to be part of encounter Three, sleeping outdoors. I was sleeping in an inn. Accordng to the description, the inventory is supposed to be in Cyrodiil. I don't know if this still stands true...

 

To quote the description:

 

"You may wake up tied to the bed as a perverted burglar comes calling. Any items he steals will end up in a random bandit zone around Cyrodiil: Dzonot Cave, Sercen, Sinkhole Cave, Undertow Cavern, Capstone Cave, Fort Nikel, Felgageldt Cave, Black Rock Caverns, Rickety Mine or Fort Strand."

 

Actually my character was simply left on the floor and the inventory gone. Maybe i should follow the hint and go search for my missing inventory anyway...

 

I still haven't figured out how the chances of my character being enslaved work. Anyway, at least yes, it works... Maybe too well! Thanks again!

Posted

Ok, i found the solution. I write it in case someone else encounters this bug.  I thought about it after reading others about solving various bugs through reloading and repeating a quest. So, i was out in the street, with my new inventory (that i bought with the gold cheat), and i do to a passerby an "enslave me" spell. And i drop a sack. I then do your lockpick cheat (playeradd.item a 1), open with the lockpick and go pick the sack i just dropped. Surprise! It was my OLD inventory! Even my gold went back EXACTLY to the sum i had before. Where's then my new inventory? I don't know... But i found my old one! 

 

EDIT: You can actually get back both inventories. Here's what happens. When you do what i did above, you can then close (without equipping) and reopen the sack. Result: Both the new and the old inventory are now in the sack (some items missing, but most is there) and take it.

 

 

Someone should make a comprehensive post for beginners with troubleshooting and spoilers. My character accidentally ended up in HelloSailor. I had to google for the solution of the first part, got the inventory back, but lost the 1st attempt of battle against the 2 guards and the owner. Shield wall on a tight  corridor. Anyway, that's it for lost inventory.

Posted

How exactly do I install this? I'm fairly new to modding, and the download page has like, 20 different things.

 

1) You extract all files.

2) Take everything and put it in your C:/Oblivion/Data folder. The esp remains in that. The textures, meshes , sound, will ask you to merge with the existing folders, say yes.

 

Then once in the game, you have a setting in the spells. Here's some other info i gathered from various posts:

 

 

The slavery chance is rolled when something is attacking the player and any of the following happen:

Player is unconscious

Player is knocked down

Player fatigue < 0

Player is paralyzed

Player is having sex not in the offender position.

None of the options change this.

 

 

 

In order they come up from the settings spell:

 

Slavery Mode - Master on/off flag for slavery occuring. Also sets difficulty of lock when attempting to free self (if Escape Minigame is on).

Animal Owner - If beasts are allowed to enslave/be slave owners.

Event Timer - How quickly the next 'event' is rolled while enslaved. Event being forced sex, possible ownership transfer, finding a lockpick, etc.

Submission - Stops generating escape attempt/found lockpick events if your Willpower is reduced to 1 while ensalved.

Enslave Chance - The % chance enslavement happens when one of the events from previous post happens.

Mobile Slavers - Roaming Slave Trader NPCs that can capture the player, or will show up to buy you from other humanoids that have randomly enslaved you, that then take you to the slave processing camp.

Escape Minigame - On to use the found lockpick/lockpicking minigame to escape, or randomly roll escape chance internally.

Sleep Capture Chance - Percent chance per hour sleeping outdoors and outside a city that a mobile slaver will find you sleeping and enslave you, or encounter the new Perverted Burglar encounter in some indoor sleeps.

 

 

 

Posted

My opinion on the mod, without wanting to appear ungrateful for a "free mod". The concept is viable in the game, especially in synergy with Wappy and StalkerM (it increases the unpredictability of the game). But, it has some deadly flaws that make it impossible in the long run to keep the slavery mod on:

 

1) Everything is done too slow and unless you finish the quest, there is no way to continue with your normal game.

 

a) Mobile Slavers: See your character walk half the map at a very slow pace (your character can outrun the slaver during walking) for hours, until the slave camp.

B) The slave camp: Even with the event interval set at 30 seconds (there is nothing lower), i think it took about 1h 45min of REAL tile, to get out of there with Willpower 4 and end up to Pellham, who before ever the 1st quest had brought the willpower to 0.  There is a bug, where when your character is brought to Brok if it ends up in the water, its either trapped in there or reappears floating over Brok and you get a script error (can't initiate). You 'd better have a recent save.

- You FINALLY get lockpicks. Only that the slaver finds and confiscates.

- Slavers never sleep? I cheated with console and gave 100 lockpicks to my character (but the mod forces only 5 to appear), but the slavers are always awake even after midnight. Escape chance? Zero.

c) And so you are brought to Pelham after almost waiting for 2h real time. The boredom is beyond belief. Quickest way out: Cheat console to kill Pelham while having a good time, cheat console to get lockpicks, open the lock, loot Pelham for the key, get out.

d) The whorehouse. The initial minigame where you have to press 3 keys, is counterintuitive (you have to press until the notification disappears, but i only know this because i searched the topic). The succession is borderline frustrating again, because of how much time you have to wait. 

e) The perverted burglar: the sack may disappear completely (probably inside the bed's texture) and when i managed to get back the inventory with the trick i mentioned above, some things were missing, including items from the Slave Trader mod (no slave club anymore, maybe some other too that i don't remember).

 

The other quests i haven't tried and hope i can stay away from them. For me, because of the huge amount of time and boredom involved, there should be a cheat code for every quest or a "skip mode" or something. Or just have option to disable the quests while having the slavery mod "on".

 

Otherwise, the mod for long term use, is unbearable, because exactly the extremely long progression times and the inability to go back to the normal game quests unless you finish.

 

 

 

Posted

My opinion on the mod, without wanting to appear ungrateful for a "free mod".

If I were the author of the mod, I would welcome such constructive criticism and feedback (and I think Ichabod feels the same).

Posted

c) And so you are brought to Pelham ...

 

 

 

If you have a knack for the puzzle board game 'Mastermind', spend your time in the basement at the Ayliad blocks.

It can greatly enhance and speed up your ability to 'please' Master Pelham.

 

 

Mem

 

Posted

The pellham encounter is much more interesting when you change pellham to a girl:-)

 

The whole thing is about getting off actually so you are supposed to be doin somethin while waiting for the end of the pellham quest lol.

 

There are other mods that go well with this mod that can diversify what happens to you on the way to the slave camp like crowded roads revisited and similar npc on the roads mods so you get bought by passing npcs more often.

 

I am thinking of making a pimp mod where there are some whore houses located near the roads all around the game world like one near the outskirts of each city and some along the roads. The pimp would travel around from inns to their assigned whore house until the player is bought by one of them. Then if the pimp buys the player and it is night time, the pimp takes the player back to their whore house and forces them to sleep at the same time as the pimp. When day comes, they pimp and the player take a trip to the office of imperial commerce to register the player as their slave property and then the pimp takes the player around to all the inns in the imperial city and pimps out the player. They go back to that pimps whore house at night and maybe some days the player is pimped out in the whore house instead of the nearby city.

 

If you read back on earlier posts you can find the info needed to stop your stuff from being taken so it will all stay in your inventory. Just have to be careful not to be overweight or the game will bug a bit.

 

Something more interesting instead of just keeping your stuff would be that it all gets deposited in a chest at some imperial office somewhere and you have to go there to get it back. Of course there is a fee for collecting your stuff and if you can't pay then you have to put out hehe:-) Gonna have to look into doing that one it sounds much better than going through a bunch of bandit caves looking for stuff randomly scattered around.

 

 

Posted

 

c) And so you are brought to Pelham ...

 

 

 

If you have a knack for the puzzle board game 'Mastermind', spend your time in the basement at the Ayliad blocks.

It can greatly enhance and speed up your ability to 'please' Master Pelham.

 

 

Mem

 

 

 

Thanks, but i really hate puzzle games...

 

 

The pellham encounter is much more interesting when you change pellham to a girl:-)

 

The whole thing is about getting off actually so you are supposed to be doin somethin while waiting for the end of the pellham quest lol.

 

There are other mods that go well with this mod that can diversify what happens to you on the way to the slave camp like crowded roads revisited and similar npc on the roads mods so you get bought by passing npcs more often.

 

I am thinking of making a pimp mod where there are some whore houses located near the roads all around the game world like one near the outskirts of each city and some along the roads. The pimp would travel around from inns to their assigned whore house until the player is bought by one of them. Then if the pimp buys the player and it is night time, the pimp takes the player back to their whore house and forces them to sleep at the same time as the pimp. When day comes, they pimp and the player take a trip to the office of imperial commerce to register the player as their slave property and then the pimp takes the player around to all the inns in the imperial city and pimps out the player. They go back to that pimps whore house at night and maybe some days the player is pimped out in the whore house instead of the nearby city.

 

If you read back on earlier posts you can find the info needed to stop your stuff from being taken so it will all stay in your inventory. Just have to be careful not to be overweight or the game will bug a bit.

 

Something more interesting instead of just keeping your stuff would be that it all gets deposited in a chest at some imperial office somewhere and you have to go there to get it back. Of course there is a fee for collecting your stuff and if you can't pay then you have to put out hehe:-) Gonna have to look into doing that one it sounds much better than going through a bunch of bandit caves looking for stuff randomly scattered around.

 

The Pellham quest isn't the worst (even if i have seen only the whorehouse, the slavecamp and the burglar), because you are at least doing something (go prepare food). The whorehouse and the slavecamp are much worse, because the repetitive nature. I mean, this is supposed to be a game. Not a 2h C movie in a game...

 

I saw that there is a post about editing the mod to stop inventory from dropping, but i 've no idea how to do these things. I am having enough trouble with avoiding crashes with mods as they are and sorting out load orders, i wouldn't even know where to start altering mods by myself.

 

Oh, on another note. The slaver's club that is missing every time, it's not actually really missing. The person that enslaves your character gets it. I realised that in an occasion where i went to enslave the one that had enslaved my character. This way you can get the club back. When it's the burglar though, since he disappears, you can't get it back.

 

Like i said, i 've disabled the mod, because, i am not really seeking to transform the game into full length C movie, where i stand idle for 2h, watching again and again the same things happen while i wait passively. Interesting what you said about the crowded streets, but i 've had crashes with crowded cities and i don't want more. I 've already a game overhaul and a character overhaul running, so the more you add, the more instability you get. BOSS doesn't seem able to catch everything and certainly nothing loverspk related. Besides, the way to the slave camp is so slow and tedious as it is, that i 'd simply want to get over with it as soon as possible. Further delaying it, doesn't sound good to me... 

 

To be clear. The reason why i try these mods, is to add more unpredictability to the game. For example. You get Bravil/Slave Trader. As soon as you manage to get a slave, you can start making money (sell flowers). And good money too (Imperial Market District especially). With more than 1, this can quickly "break" the game economy. Plus, you do it once, twice, it becomes repetitive. 

 

This is why i thought to combine StalkerM, Bravil, PSE and Wappy. In the following manner. StalkerM is aware of WappyRapers and Wappy is aware of PSE. So, instead of just doing the "powerful slaver", who in very short time can virtually enslave every female in the game and just make heaps of money and do the same again and again, you can set a "risk" factor. Like in Wappy, 50% damage to health chance. Health amount from 5-25% up to 40% (depends on how many NPCs are in the streets, because mods change that). Then for each transition area, your character must "survive" 1 stalk attempt before loading a new area. Usually, with Stalker, you will get gangrape. For each rape, you can have 10 attempts to block (shield bash). Every time the character gets on feet, you can attempt to stop further stalkers (sneak mode, fists up) and restore health. This doesn't always work with StalkerM and they keep coming. At the end, it's all about chance. Your character can escape even more than 10 in gangrape or maybe not and since Wappy has a setting, PSE may kick in when health drops to zero and instead your character is now enslaved. Which, then can start another unpredictable path, trying to escape before willpower goes to zero. You can put more houserules here on when you can cheat to get extra lockpick. If you fail and willpower does drop to zero, you cheat again to gain lockpick and since you cheated, you pay as "fine" with releasing one of your existing slaves and not re-enslave for a period of time you decide, example for 2 weeks or 1 month (of course you can try re-enslave later, but this risks getting bounty on your head again and you 've lost an income source in the meanwhile).  

 

This works quite well, if it wasn't for PSE's own quests that completely kill the "houserules" i described above. Even if you set PSE to "off mode", Wappy will auto-enable it, so you may end at the slave camp again... On the contrary, when you don't end up in any of the quests or the slave camp, it becomes like a "mini-game", with variable risk factor. For example, you are guaranteed that the tavern in Bravil Underground where HanPL is, will end up in gangrape. But your character has good chances of getting out of there. On the other hand, there are reasonable chances that may end up enslaved too. This for me, adds to the game and counters the easiness of getting fast slaves and money.

 

So at the end, this is unplayable for me. For instance, i am starting over. The idea alone of having to do again the whorehouse and the slave camp, makes it impossible to use the mod. Already, even with event interval at 30 (minimum), i find the progression barely tolerable (chances to have lockpick, but you can change that with cheating, so i cheat). But at least, it's still playable. The scripted quests make it completely intolerable. Waiting for hours watching the same scene in the slave camp or the whorehouse, while the actors talk about Kvatch, is beyond boredom.

 

In other words, watching for the 100th time Brok raping the enslaved character, doesn't appeal to me. Maybe the first time you run the mod, there is the novelty factor, but what about the 2nd or 3rd time? Boooooredom....  And unfortunately, PSE doesn't allow you to keep the slave mod working, while disabling the premade quests. 

 

EDIT: If i had designed the mod, i would add the option to disable the scripted quests, the option to keep the inventory and allow for the main mod to run normally as minigame. Meaning, allow for character to be enslaved, lockpick chance, willpower drain etc, chance of slave trader coming in  and selling your character to someone in the city or in another city, but without walking for 2 hours half the map (when i had mobile slavers on, the trader walked from Dagny's camp all the way to NE of the imperial city, while running circles in the wilderness. Seemed to find its way only when he found a street. Oh the joy!).

Posted

Yeah I get tired of the tedious stuff too and that seems to be something the op was adjusting before he stopped working on the mod.

 

Some things that would make it more interesting are simple like dialogue where depending on what major fame related quests you have completed, the npcs nearby will comment if they see the player enslaved. Dialogue that is more immersive for pse would go a long way to improving this mod. Npcs at the camp or pellham etc commenting on the player fame rank or quests completed and so on.

 

The getting loose part takes so dam long if you are just waiting to wiggle out of the restraints and lock picking is so tedious. I don't like having to additem command my way out of enslavement. What I am thinking is having some dialogue options for npcs of certain factions and certain responsibility levels so lets say the slave trader sells the player to a commoner npc and then what? there should be some dialogue with them like there is with the slave trader only the commoner says something like "oh sorry to keep you this way but these are hard times and I need the money hope you don't mind being my whore for a while" or something similar and whores out the player until x amount of gold is made for the npc and "then" they give the dialogue about letting you go now that they can afford to pay their bills etc.

 

So something other than lock picking for getting out of enslavement for the common situations like bought by lower/middle class npc or they took ownership after player escaped a battle where previous owner died. It would also be interesting if the owner npc was in a battle, the player could just run away something like "your owner drops your leash to defend themselves allowing for your escape run!!!!" or something like that. It is kinda seksy hobbling away hoping some passing npc would free the player hehe:-)

 

I don't think bandits or other hostile npc should free the player ever just sell them or fight them but any non hostile or lets say non bandit/marauder type would give some dialogue options for getting free instead of completely relying on lock picking or wiggling which never seems to happen.

 

I am gonna try to do something about the dialogue ideas but right now I am working on custom outfits for the slave traders and possibly other npcs like mistress npcs in the camp and whore house. I am up to slaver outfit 3 and going for 5 outfits total for traders then do some mistress outfits.

 

I am also thinking of some female business attire type slave barons, probably a side effect of staring at speed buster mods too long lol. Maybe they could have an office in the imperial city and other rich cities where the player could end up getting sold from to random npc in the game or even end up in some kind of blackmail quest where the player has to go to their office and agree to be their slave to work off a blackmail debt or a bunch of trumped up charges etc. So the player gets sold to some other female barons somewhere and have to entertain them for x amount of time in some quest.

 

 

All this stuff is how I compensate for the repetitive stuff you are talking about, add more stuff and some diversity and it helps to keep away boredom. Also this mod is about the player being enslaved not about enslaving npcs which I also found odd when first playing it. So once enslaved your goal is not to just escape but to go through the slave life in the mod.

 

 

EDIT

 

Lovers true crime mod helps with the who to get sold to thing too since it adds bandits along the roads.

Posted

You can press a button to get teleported to the slavers camp immediately

 

At <10 or >150 willpower you should only receive training ONCE and then sent to Pellham.

 

It should not take 2 hours, not even close to that, unless you're missing the proper requirements, have a bad load order or your game is simply overloaded.

 

PSE also has some areas hardcoded to not allow you any escape. Do you really think you can escape a slavers camp?

 

Yes the amount of time you have to repeat certain encounters is too high, but that can be changed...

 

The advanced options also allow you to decide which things can and can not enslave you. Don't want to have you enslaved at low health? Disable it.

Posted

Hi Ichabod, I really like this mod and thanks for sharing too.

 

But thare are few features troubled me a bit, the one I "dont't want" most is the break-in burglar, while outdoor sleep capture is attractive. Since I can not remove it individually in game, is it possible to delete a script to shut this down, without (or with tolerable) mod error?

 

Looking forward for more of this work!

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...