Jump to content

Recommended Posts

Posted
On 1/15/2021 at 11:37 PM, Visio Diaboli said:

I've got a question for those of you who plan to enable execution scenes. I've tried looking at Pama's Interactive Gallows, and my conclusion is that it would be nearly impossible to make it a soft dependency. So we have a few options as to what I do here -

 

A) Make it an additional, optional esp in the downloads: I could make a Public Whore-Interactive Gallows bridging esp which is hard dependent on Interactive Gallows, and then have the main esp tell the additional one what to do when an execution is called for. This would mean execution scenes are disabled unless that esp is present.

 

B) Use a chopping block instead: the vanilla game already has all the tools to execute someone, and I should be able to duplicate what they did to Roggvir, but with the player instead. Upsides - should be relatively easy, meaning it gets done faster and the mod goes up quicker. Downsides - getting beheaded is a little messier than hanging. Personally I prefer hanging but at the end of the day I'm not too concerned with the method, so I pose the question to those of you who are.

 

C) Execution by animal rape: player gets thrown in a dungeon with a bunch of horny trolls or a dragon or something, and doesn't survive the abuse. Upsides - would add probably the most brutal scene in the mod for people who enjoy that. Downsides - doesn't make the most sense? The thane would have had to imprison at least one dangerous creature for the purposes of executing the player, when it would probably be easier just to hang them or behead them. Making the most sense got thrown out the window with the mod's premise though.

 

D) Put player in non-Interactive-Gallows-scripted gallows, do a sharp cut to black and maybe a messagebox. Upsides - super easy to chain into a fake execution this way, and extremely easy to script in general (as in it makes the execution scene a non-issue). Downsides - not as exciting.

 

Let me know which one you like most - I don't think I want to spend too long developing the execution scene so I'm probably only going to have the most popular one for the foreseeable future. Execution remains toggleable with a configurable probability of being fake no matter which option makes it.

 

-------------------------------------------------------------------------------------------------------

 

Just noticed this Thread and thought I could offer an additional option.

 

Provided you credit it properly, you could copy the Contents of Interactive Gallows over and make a Standalone Implementation.

 

Posted
13 minutes ago, Pamatronic said:

 

Just noticed this Thread and thought I could offer an additional option.

 

Provided you credit it properly, you could copy the Contents of Interactive Gallows over and make a Standalone Implementation.

 

 

Ah, thanks! That would certainly resolve the dependency issue, so I think that may be the plan.

 

I'll be sure to credit it on the main page, and in the MCM, as well as via any specific way you'd like me to.

Posted
10 hours ago, AppleArtigar said:

Are you planning to use custom-made slavetats for every hold or use normal hold sigil?

Ideally both, as long as I can extract the map icons when I get to it

Posted
On 2/24/2021 at 1:37 PM, Visio Diaboli said:

Ideally both, as long as I can extract the map icons when I get to it

 

I was in fact able to extract them with an annoying amount of effort. The icons I got were still very small and as such a pixelated nightmare beyond easy restoration, so I traced over them in GIMP and now have a set of images that work fairly nicely as SlaveTats. Now it's just a matter of turning them into SlaveTats, and then finishing the last 6.5 text tattoos before I'm finished with tattoos.

Posted

Quick progress update: among a few other things, hold symbol slavetats, no-gold-handling and its discussed attributes, bounty hunters and enforced mode are pretty much done- I still need to test them more extensively and that will likely add some more work to them, but the core functionality is built.

 

Thus the remaining itinerary is finishing the execution scene (more on that below), a Solitude intro Quest, the last 1/3rd of the Whiterun intro quest, and miscellaneous comments.

 

About the execution scene: I've been implementing Pama's Interactive Gallows into that scene with the intent to create a standalone implementation as Pamatronic previously suggested, and thanks to her assistance this part of the scene is very close to complete. However, I'm unsure how well this works as a soft dependency. Which brings me to the question:

 

>Is there anyone who doesn't use ZaZ that's willing to help test a few things?<

 

In the most surface-level sense, I've removed the dependency from the actual file, but I think there's a chance it could still cause problems, so if anyone with a ZaZ-less installation is capable of testing its stability that would be immensely helpful.

 

 

Otherwise I think I'll get a few more things done and then start up a second round of beta testing, finish things up while the feedback from that comes in, and then maybe finally actually release this.

Posted

I have a proposition. Context - I cannot get Pama's Gallows to work without a ZaZ dependency. Whatsoever. In fact, the very removal of the ZaZ Animation Pack dependency causes the execution scene to break even if you have ZaZ installed. I could revert to a runtime-placed, fade-to-black gallows scene, but to be honest I'm getting tired of working on this scene.

 

I am capable of creating a ZaZ-less Public Whore from the current mod - however once the process is complete, that copy of the mod will never be able to do execution scenes.

 

So my proposition is this - that I add a ZaZ dependency to the mod. If people want to play it without ZaZ, I'll distribute a non-ZaZ-dependent copy of the main esp as it's requested. ZaZ will be an often-used component of the main mod, so it's likely something you'll want to have anyway, but this way if you don't want to install ZaZ, it'll just be a drag-and-drop switch from the ZaZ-dependent version to the non-ZaZ-dependent version.

Posted
43 minutes ago, Visio Diaboli said:

I have a proposition. Context - I cannot get Pama's Gallows to work without a ZaZ dependency. Whatsoever. In fact, the very removal of the ZaZ Animation Pack dependency causes the execution scene to break even if you have ZaZ installed. I could revert to a runtime-placed, fade-to-black gallows scene, but to be honest I'm getting tired of working on this scene.

 

I am capable of creating a ZaZ-less Public Whore from the current mod - however once the process is complete, that copy of the mod will never be able to do execution scenes.

 

So my proposition is this - that I add a ZaZ dependency to the mod. If people want to play it without ZaZ, I'll distribute a non-ZaZ-dependent copy of the main esp as it's requested. ZaZ will be an often-used component of the main mod, so it's likely something you'll want to have anyway, but this way if you don't want to install ZaZ, it'll just be a drag-and-drop switch from the ZaZ-dependent version to the non-ZaZ-dependent version.

Well, in my opinion almost everyone who play adult mods on LL have ZAZ anyway. So maybe you don't even have to do version without ZAZ...

Posted

I'm also not fussed with ZaZ being a dependency (and may you make more use of the assets within). If you are intending to use more of ZaZ in the future though won't this mean you're creating yourself more work by maintaining two different versions? I fear that might dissuade you from developing the mod if it gets more complex.

Posted
7 hours ago, jc321 said:

I'm also not fussed with ZaZ being a dependency (and may you make more use of the assets within). If you are intending to use more of ZaZ in the future though won't this mean you're creating yourself more work by maintaining two different versions? I fear that might dissuade you from developing the mod if it gets more complex.

A valid point, though I think I'll just keep working on the main esp as though it were still soft-dependent on ZaZ, that way the only thing I have to do is clean up the execution scene. And that's if anyone even wants the soft-dependent version.

Posted

I'm a fan of ZaZ, and it'll be great to have another mod making use of its assets. ZaZ 8 has a ton of furniture stuff for example, and virtually no mods make use of any of it. Anyways, I've been following for some time, and based on your updates it sounds like it's shaping up to be one hell of an experience! Can't wait :)

Posted

@Visio DiaboliIt seems like you're torturing yourself trying to make the mod compatible with everyone's setup. I think you should save yourself the headache and just make ZaZ a dependency, and not worry about making a soft version. Especially since you are planning to utilize ZaZ features often. I think that if any non ZaZ users want to play the mod, they can easily start a new playthrough with ZaZ installed to experience the mod and remove it after they have played. I've done this for plenty of mods. I just don't think it should fall on you to account for every possible mod setup. A few dependencies are no big deal especially when it's a mod like ZaZ which is already a requirement for many other mods.

Posted

I think if you're still wanting to make sure non-Zaz users can use the mod, you can make the mod check if Zaz is installed. If not, no execution scene, otherwise everything is as usual. Sexlab Survival does this as well where it doesn't require all mods but it does check if you install other mods like DD, Slaverun, Frostfall, etc. to enable certain features and options.

Posted
2 hours ago, dwaynex99 said:

I think if you're still wanting to make sure non-Zaz users can use the mod, you can make the mod check if Zaz is installed. If not, no execution scene, otherwise everything is as usual. Sexlab Survival does this as well where it doesn't require all mods but it does check if you install other mods like DD, Slaverun, Frostfall, etc. to enable certain features and options.

 

I was able to with just about everything, but the gallows have to be placed before the scene and the script attached or else Pama's script isn't able to function properly for whatever reason. If I remove the dependency, CK removes a bunch of ZaZ-added keywords from the gallows that are also required for the whole thing to work properly, and there isn't any way to add keywords at runtime. Thus if I remove the dependency then there's no way to get the execution scene to work, even if the user has ZaZ.

 

-----------------

 

Progress Update

The text SlaveTats are done. I don't really love all of them but it would have taken me hours to get them to display perfectly, so I'm going to cut my losses on that one and release both packs, and the default will be symbols, with the text tats there in case anyone likes them more. All I need to do now is add the scripting to apply and remove them.

 

Comments are done - NPCs will have new Hello topics when the player is the public whore, commenting on various things. The library of comments they can choose from will continue to grow as I think of ones I like. These are at the same priority as vanilla comments so they shouldn't be the only thing you see. I may try and add a 'cooldown period' to these so that they don't oversaturate the Hellos you receive, since the more I add the more likely it is that one gets chosen.

 

Off-duty approaches are done(?) - I need to playtest but I'm fairly confident this will be working as intended. There's a configurable chance that someone asks you for sex while not on duty, the conditions being:

  • That you are the city whore somewhere else
  • That you have been the city whore in your current city previously

 

And that leaves the version 1 to-do list very short. I have the Solitude and Whiterun intro quests, SlaveTats implementation, and duration quotas. Thus Closed Beta 2 begins.

 

 

Closed Beta Round 2

PM me if you'd be willing to stress-test the mod, and for the next few days I'll work on those last items while assembling the beta team. While it's tested I should hopefully have enough time to finish everything.

Posted

A lot of the MODs I use need Zaz. Zaz is a standard part like SexLab, many users have this MOD installed. I don't see any problem in creating an dependency on Zaz.

Posted

Just as an advanced notice, v1 unfortunately won't contain a few things I've mentioned and/or previously implemented. This is, in most cases, because they would be very tedious to make work with the way the mod is scripted right now. I'd rather just get the mod uploaded in a working state, and then do the necessary reworking to get them added in a stable manner in a subsequent release. I don't think I've 'cut' anything that was super highly anticipated, but here's the list:

 

Pushed back to a future version:

  • Duration quotas (the quota system script is rather hard to work with right now)
  • An option for all the holds to share the same status (would require making a 'universal quota' and thus working with the quota system)
  • Mental state system (at least an advanced one - the debuff you've accumulated from punishment scenes will make it harder to refuse people in v1)
  • A drastically different enforced mode - right now enforced mode just means a higher quota, you can't leave the city if you could before,  your inventory is taken until the end, and heavier restraints. At some future point I want to get a guard or maybe the Thane to walk around with the player making sure they do their job, but that's a sizable expansion.

 

There may be a few other things but they're smaller than the above if there are.

 

As for the status of the mod, I want to distribute the beta round 2 copies by tonight.

Posted
44 minutes ago, trelloukos said:

How is the second beta round going, everything under control? 

 

It revealed a lot more bugs than I anticipated so I've been working on patching them up, which ended up taking a bit longer than I anticipated so far. I believe I have most of them resolved, now it's just hitting the remaining few and adding 2 or 3 things are still needed for a full release.

Posted

Thanks to extensive bug reporting from @Sidewasy, @jc321, @zenrae, @laucters, and @drunken toad, an astounding number of game-breaking bugs have been remedied. All I have left to do is a Solitude quest, an intro dialogue for becoming the public whore due to positive/heroic fame, and about 6-12 miscellaneous single lines of dialogue. I have just about all day tomorrow to work on those, so I expect to get most of the remaining work done.

 

I'll post an update tomorrow to confirm whether or not I finished it. If I go super fast I may even get it uploaded by then, but I've learned to be dubious about my projected timelines.

 

Meanwhile, does anyone know how to set up the file page and support page and all? I'd like to use this as the support thread but it isn't immediately obvious to me how to get the "View File" button. 

Posted

Version 1 is up

 

Still trying to figure out how to configure the pages, seems this may just remain the development thread.

 

Man it's been a long ass time working on this mod, this is almost a year after I started now.

 

Also, if anyone is decent at taking screenshots, any you can provide would be appreciated.

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...