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This is the system I ve dreamed about! Thx!

I have some ideas about the system. Maybe the slave should report to the manager once a while, and maybe she should go back and sleep in a cage/prison cell at, for example, midnight, for there will be few people on the street and let the slave serve them. And maybe the slave can get a bread or two per day from the manager, which can interact with immersive mods like Ineed.

Another thing about the execution, I think it may be less interesting that the slave be dragged directly to the block or gallow. For a disobedient slave, she should be imprisoned while punished for a couple of days, and wait for her inevitable death in despair and agony. Its more dramatic at least...

And for the punishment, mass rape/public whipping are some ideas that will not be outdated. But I think maybe some hard labour could also interesting. Since there is no mines in most city, maybe chopping woods? Or farming? Or carry heavy goods.(Although I don't know if the goods can be showed on the character or just in the inventory.) Or add a small shared mine in the cities like Sexlab Survival's kennel. But another thought, should these be the slave's work from the start? lol

 

I think maybe I write too much... I have no intention pressing you but just share some ideas. If you think they are feasible and they fit your mod, and wont bother you too much, maybe you could consider use one or two. But the system you have showed is already a great work! Looking forward to the release! GOOD LUCK!

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1 hour ago, wangmaheng626 said:

I have some ideas about the system. Maybe the slave should report to the manager once a while, and maybe she should go back and sleep in a cage/prison cell at, for example, midnight, for there will be few people on the street and let the slave serve them. And maybe the slave can get a bread or two per day from the manager, which can interact with immersive mods like Ineed.

My thought as of now is that in unenforced mode you'll have to report once a week, so that you can kind of leave the city for a bit if you need to.

 

In enforced it'll be every day instead of every week, and leaving the city won't be allowed, so a cell and food for needs mods is probably in order.

 

Both should be configurable; you could change unenforced so that you had to report once every 3 days for example. If you don't report, or report without meeting quota, or without the gold you're expected to have from that quota, it'll trigger punishment of varying degree depending on how badly you've failed, possibly turning unenforced into enforced.

 

1 hour ago, wangmaheng626 said:

I think it may be less interesting that the slave be dragged directly to the block or gallow. For a disobedient slave, she should be imprisoned while punished for a couple of days, and wait for her inevitable death in despair and agony. Its more dramatic at least...

That'd be ideal, and I may include it as a 'screen fade-to-black text description' of the days leading up to execution, that way it's included story-wise but the player doesn't have to either do nothing or wait through several days in a cell.  I was thinking that immediately before execution the player would be given to a room full of people as a last 'going out of business sale' party of sorts.

 

1 hour ago, wangmaheng626 said:

But another thought, should these be the slave's work from the start? lol

It probably won't be on release, at least. I might add a toggle for additional responsibilities in enforced mode, in the first few updates. Ideally I want the PC to pretty much be 'free' (with a few obvious exceptions) at the start of being the city whore, and then gradually become something more like a slave if they don't co-operate or meet quota.

 

Granted stuff like Simple Slavery starts will completely bypass the 'free' part. In that case it would make sense to have it, thus I think in a later update it'll be something you can toggle either on or off.

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I just found this thread the other day, and I have to say that I see a major issue with this idea.......

 

There is no download button yet!!!!  ?

 

I really like the ideas you are looking at. The progressive chances, the execution chance, just the whole idea in general. Seems like it will have a lot of the things I'm looking for without being huge and bloated. 

Definitely looking forward to trying this out when you get it up and running.

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Alright let's see if I can construct a sensical progress update before getting off for today.

 

Today and over the last few days I've built up a lot of internal functionality:

  • Quotas are now assigned upon the player being announced as the public whore, and are tracked accurately. Currently the only mode is client quotas: you set a lower bound, say 30 clients, and an upper bound, say 50 clients, and then when you become city whore it sets you a quota between 30 and 50 people that you have to fuck before the time period ends, after which you are released from the job.
  • Punishment tracking is working correctly now (I think and sincerely hope) - there's now a punishment score, which increases whenever you refuse to have sex with a citizen, or get seen by a guard with clothes on or without a collar on. Bonus points if you give the guard a hard time about it. Upon passing a multiple of a punishment threshold (100 for service extension, 200 for public rape, etc), you get marked as due for that punishment. So once you hit 100 punishment score, service extension. Once you hit 200, service extension and public rape. Currently nothing happens when you reach the scores... that's next on the to-do list.
  • The 'whore manager' thanes positioned in every castle/jarls longhouse/etc now have dialogue for reporting clients. The idea is you have sex with a bunch of people, and the number of people is tracked as 'Recent Clients.' When you go to the thane to report, the amount you should have made based on that many clients is calculated. If you've made that much, perfect. If for whatever reason (such as entitled citizens that refuse to pay), you have not made that much, you'll be expected to pay the difference, or receive a moderate increase in punishment score. How does the thane know how many clients you've had, you ask? The guards are keeping track of your work. That's the explanation for now. It may change later.
  • Early buyout has been added. Once you're the City Whore, you can return to the thane to state that you'd like to buyout of your duties. The city doesn't want to lose out on money, though, so they'll expect the amount of gold you'd have made from the entire quota, plus an (optional) inconvenience fee for the traffic and publicity the hold is going to lose on not having a public use adventurer anymore. I want to add an option during the introduction scene but that's something I can knock out in about 5 minutes.
  • A punishment cell has been added. This wasn't a monumental task in itself - but it sets me up to start making torture scenes, so those are coming soon now.

 

 

So, since I haven't organized everything in a bit, here's a summary of everything that's working at the moment, roughly in order of when you would encounter it in gameplay:

  • When you're in a city, PW (the mod abbreviation I'm going with) monitors your SLSF (still optional but that's the way it works until I implement something of my own as an option).
  • If the total of certain SLSF values in the city is exceeds the eligibility threshold (200 by default right now), you'll be marked as Eligible in that city. (There's also an All Holds option, that causes you to instead be marked eligible in every city instead)
  • While eligible, guards will approach you saying that Thane <whoever for that city> needs to see you immediately.
  • You can refuse to go with a guard if you're adamant about it, otherwise they try to escort you to the Jarl's building to meet the 'whore manager' thane.
  • The trip to the thane is done via a fade-to-black scene now, with a few descriptive message boxes.
  • The thane will give you an 'orientation,' and then set you to work.
  • A quota is then assigned and progress towards it tracked as stated above.
  • NPCs will approach the player every so (configurably) often, demanding sex. You are able to respond in the following manners: Lying your way out, Begrudgingly accepting, Begging, Accepting, and Refusing.
  • Lying needs some work but is a speech check as of now.
  • Refusing (has a chance not to stop them, and) accumulates punishment score.
  • The rest of the options go... about how you would expect them to.
  • Guards monitor the player for nudity and being collared - breaking any of those rules will very reliably net you a guard running up to you.
  • Reporting works as described above. If you report and you've reached your quota, there is dialogue (but not yet script handling) for returning your status to 'not the city whore, not eligible to be'.
  • Early buyout works, almost, as described above. It needs tweaking to its conditions, because I don't think you should be able to buyout if you've already hit quota and just haven't reported it yet.

 

Furthermore, with the creation of the punishment cell, I think it's a good time to finally post screenshots. Mostly here I have MCM screenshots - they're a little disorganized still, and not fully filled out, but let me know still if you have UI suggestions.

 

Screenshots (plz no make fun of 720p):

Spoiler

20200922223425_1.jpg.3ae49ec9284003a47c34a0393fc57b39.jpgThe torture room, with a ZaZ Chair placed at runtime (good news for ZaZ soft dependency), which miraculously placed exactly where I needed it to without hours of headache.

 

 

20200922223511_1.jpg

MCM homescreen. I might add a picture there or something, if I get one I like.

 

 

20200922223532_1.jpg.8e3f8b64c7714168fac0bcbb7cafcfaf.jpg

MCM Startup/Eligibility: has toggle for Fame start right now (the Story Start is a placemarker, doesn't do anything yet), the aforementioned "all holds" toggle, and the configurable SLSF eligibility threshold. It will likely have a switch between SLSF and built-in fame systems on release, though neither will be mandatory if I get a story start in.

 

I've put a 'fame view' menu for everything PW tracks on the right - tell me if you'd rather see that in the View Status menu, which I'll get to shortly

 

 

20200922223538_1.jpg.03ea166a71099efb548a42e896625cd9.jpg

MCM On-duty Settings: Contains a lot of standard stuff for controlling the NPC approach loop, which will have info texts at the bottom that describe what they do. I may still simplify the approach loop settings. Payment goes from like 0-500 base and 0-100 per level, and will include a chance for NPCs that don't want to pay you, and maybe another toggle later on. Rules ended up just being one entry so far, but I think I'll expand it to include toggles for whether tattoos and devices are removable upon completion.

 

 

20200922223548_1.jpg.14032b44c8817ca1ca1fd0c9be6beefc.jpg

MCM View Status: has a city selector, to check what your current statuses are in any given city. Here we're ineligible, i.e., we have not met the SLSF threshold to be announced as the City Whore. See the next image for an example of this screen at a later state. This page monitors current progress as well - the clients you've reported, the clients you haven't reported, and the amount you need to report (quota), your punishment score, and at which punishment scores you'll receive which punishments.  I also want to add your number of days left and maybe a list of your last 3 clients or so. The fame view from Startup/Eligiblity was originally here - I couldn't find a way to make it fit satisfyingly, and it seemed to make more sense on the startup page. But again let me know where you think it should go.

 

 

20200922223607_1.jpg.e3f64fe322b6a76083d4299afc23c801.jpg

Example of View Status menu while you're the City Whore. It will be configurable - you probably won't have a 4 client quota but I don't like fucking all of Solitude to test dialogue that happens at the end of the job. Furthermore I don't know why it even says Solitude there, but that's a problem for another day.

 

 

20200922223616_1.jpg.f4cbbb91a543fd6a5861cd71e916e709.jpg

MCM Integration Toggles: This menu will be the 'outside mod integration hub.' The left shows whether you have a given esp active right now. The right lets you toggle a given mod on or off. For example you could have DD installed but not activated, in which case PW wouldn't ever put a devious device on you, even though the mod is installed. If the mod is not installed, it cannot be enabled, and the corresponding option on the right is greyed out accordingly.

 

 

I didn't include the bottom two pages here because they're a mess right now, and have a lot of settings that just serve as buttons to activate certain things quickly.

  

  

 

I think Thursday I'll either start

  • Punishment scenes so those can finally trigger when you hit the appropriate score

 

-or-

  • Add an overtime feature, where you can go over the quota and keep part of the money, as well as the option to keep part of the money normally anyway.

We'll see what seems like a better idea Thursday I guess.

 

 

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The player housecarl could be required to handle the player for the enforced role instead of using some other npc that may be involved in vanilla scripts or bugged somehow. 

 

The player could be confined to their home and the housecarl could greet one npc customer at a time at the door then walk the npc over to the player and have the scene play out then walk the npc back to the door and they leave. So any npc from that city that is still alive could pop in for some dirty convo with the housecarl before banging the player and leaving with a shitty remark or two on their way out the door.

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1 minute ago, Zor2k13 said:

The player housecarl could be required to handle the player for the enforced role instead of using some other npc that may be involved in vanilla scripts or bugged somehow. 

The thane that the mod adds will generally stay put, enforced it may be a good idea to give them a housecarl that gets assigned to the player. I was thinking a guard but if I have enough energy I could add in housecarls instead and that'd be more unique.

 

Possibly in unenforced I could have them just monitor the player whenever they're in the city but that could be a bit of a project to figure out.

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6 minutes ago, Zor2k13 said:

The player could be confined to their home and the housecarl could greet one npc customer at a time at the door then walk the npc over to the player and have the scene play out then walk the npc back to the door and they leave. So any npc from that city that is still alive could pop in for some dirty convo with the housecarl before banging the player and leaving with a shitty remark or two on their way out the door.

That's a decent idea as well, although maybe as a future update. I think it'd probably be a special mode or something although I'd need to figure out exactly where to put it.

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Overtime is, pending more extensive testing, now a complete option.

 

I expect punishment scenes will take longer so I'll probably do them one at a time - I haven't had that much time yet. I did get a chance to look at adding SlaveTats, Ideally I want to add one "Property of _____" or "____ Public Use" tattoo for each hold, where ____ is the hold name. With 9 holds, and thus 9 possible tattoos, I'm thinking:

  • One for each breast (2)
  • One for each asscheek (2)
  • One for belly (1)
  • One for back (1)
  • One on each thigh, maybe a wrap-around if I can figure that out (2)
  • One for lower belly/near pubic (1)

If that sounds good I'll roll with that, otherwise everything is still conceptual right now, and easy to change.

 

If anyone is able to test them once I make a few more that'd help, particularly if you use UNP, since I'm designing for CBBE textures and I'm not sure how they'll look on UNP.

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Progress Update 9-27: Punishment Scenes and SlaveTats

 

Punishment Scenes: I determined how to implement ZaZ furniture in punishment scenes as a soft dependency - Public Whore.esp does not add any ZaZ furniture. Now, however, I have the functionality to, after checking if ZaZ was installed, add a ZaZ furniture if it was, and additionally fade-to-black transport the player both to it and into it, which can effectively be branched into any torture scene I add later on.

 

SlaveTats: I've done Whiterun and Markarth SlaveTats as displayed below. The age old saying is "it worked fine on my machine" so if anyone can try downloading and screencapping how they look while not on my machine, I will give you 7 internet points in exchange. Again particularly UNP would be helpful, but a CBBE demo would still help also.

 

Screenshot of Current SlaveTats:

Spoiler

20200926031051_1.jpg.6148f757cd0881a3eb66dd7ae7c47d1b.jpg

 

Next Up: I won't get a serious chance to work on this until probably Monday or Tuesday, at which point I'll start making and testing the first punishment scene. If I complete it I'll try to get 2 more cities' SlaveTats done, but I've learned not to set too high of expectations for my progress.

 

PublicWhoreSlaveTatsWIP.zip

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8 hours ago, Visio Diaboli said:

 

SlaveTats: I've done Whiterun and Markarth SlaveTats as displayed below. The age old saying is "it worked fine on my machine" so if anyone can try downloading and screencapping how they look while not on my machine, I will give you 7 internet points in exchange. Again particularly UNP would be helpful, but a CBBE demo would still help also.

Works on COSIO body. (CBBE based)

 

 

20200927111046_1.jpg.790085de13b9ffc06ddb332de1360a25.jpg

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Spoiler
5 hours ago, poblivion said:

Several previews for the UNP body

1. 7B 100

2. UNP 100

3. UNPB 100

 

7b 100.png

UNP 100.png

UNPB 100.png

 

Oh shoot, I didn't realize you could preview them in Bodyslide. That looks almost fine but maybe two slightly adjusted tattoo packs is in order when there's time for it, since it's a little more warped on UNP. Thanks!

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One question pertains to how to even do a torture scene without ZaZ furniture. I could use Pama's Beatup Module as poblivion suggested but assuming the player has neither of those then there's a need for a more creative solution to keep the player in place. Perhaps a cower idle or some kind of partial paralysis effect?

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49 minutes ago, Sidewasy said:

The simplest solution would be to just disable player controls. However, that still leaves the problem that the player could be pushed away. Sexlab also had that problem, I think.

 

 

Oh true, I hadn't even thought about things on a mechanical level yet. The fact that nobody seems to have adequately solved the pushing problem is likely indicative that it's going to be pretty difficult to work around.

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I'd also like to point out that overthinking the presentation of the torture scene would likely be a mistake. A perfectly adequate solution would be: fade to black + textual description of what happens to the PC. Assuming the description is well written, of course. This would have several advantages:

  1. It's much easier to write a good torture scene than it is to create one with the creation kit.
  2. Extrapolating from 1. It's easier to create variety. You could use the time needed to create one in game scene to write several written scenes, then have the game choose one at random.
  3. With text descriptions, the player's imagination will do a lot of the work for you.

What I'm saying is, visual torture scenes are nice to have, but they aren't essential.

 

What's more important are the gameplay ramifications of getting tortured. If those are missing, then the worst punishment for the player would be the tier 1 punishment, the service extension, as that is the only one that has any gameplay ramifications. Execution has no gameplay ramifications, as the player will just reload. Maybe one outcome of torture could be "Missing Fingernails: Unable to use melee weapons or bows", which lasts maybe 1 ingame week.

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24 minutes ago, Sidewasy said:

I'd also like to point out that overthinking the presentation of the torture scene would likely be a mistake. A perfectly adequate solution would be: fade to black + textual description of what happens to the PC. Assuming the description is well written, of course. This would have several advantages:

  1. It's much easier to write a good torture scene than it is to create one with the creation kit.
  2. Extrapolating from 1. It's easier to create variety. You could use the time needed to create one in game scene to write several written scenes, then have the game choose one at random.
  3. With text descriptions, the player's imagination will do a lot of the work for you.

What I'm saying is, visual torture scenes are nice to have, but they aren't essential.

 

What's more important are the gameplay ramifications of getting tortured. If those are missing, then the worst punishment for the player would be the tier 1 punishment, the service extension, as that is the only one that has any gameplay ramifications. Execution has no gameplay ramifications, as the player will just reload. Maybe one outcome of torture could be "Missing Fingernails: Unable to use melee weapons or bows", which lasts maybe 1 ingame week.

That could be what I end up largely depending on for a bit. I don't plan on going too gruesome necessarily, since personally I'm not super creative with torture methods, but I think at least something that serves as a 'shaken confidence' or 'fear' debuff that generally decreases combat efficacy and ability to resist would do sufficiently. A fake execution could apply a kind of 'ultimate form' of it possibly, if that's toggled and rolled.

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14 hours ago, jc321 said:

I'd rather have the visual and live with the player being pushed about sacrifice rather than a fade to black, but maybe that's just me.  

I get that. When I play I often feel like nothing 'canonically' happened if it's a text description as opposed to a scene. So it'll probably be a bit of both, where a scene plays for a few minutes for whatever's happening, and then it fades to black to describe however many hours of that punishment happen.

 

Ideally later there'll be some configuration for only one of the options or a mix of both.

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