Hex Bolt Posted July 7, 2022 Author Posted July 7, 2022 @Leoosp, if that came across as rather negative, I was just trying to gently note that your suggestion could cause work for me that I'd rather not do, and that if I choose not to do that then users of RP Gigolo could end up losing functionality if the changes there aren't backwards compatible. SLTR already does things to mitigate the effect of the innkeeper faction, but I might be able to do something if there's a particular problem. However, as I'd mentioned, to me the impact seems very minor, so I'd rather put time into interesting new things. (I'm currently working on a small punishment feature for rebellious slaves that I hope works out.) 1
Leoosp Posted July 7, 2022 Posted July 7, 2022 (edited) 24 minutes ago, HexBolt8 said: @Leoosp, if that came across as rather negative, I was just trying to gently note that your suggestion could cause work for me that I'd rather not do, and that if I choose not to do that then users of RP Gigolo could end up losing functionality if the changes there aren't backwards compatible. SLTR already does things to mitigate the effect of the innkeeper faction, but I might be able to do something if there's a particular problem. However, as I'd mentioned, to me the impact seems very minor, so I'd rather put time into interesting new things. (I'm currently working on a small punishment feature for rebellious slaves that I hope works out.) I had anticipated that by including in that original post on Radiant Prostitution-Gigolo SE, before I deleted it a much larger section which was backwards compatible and more granular. It would have reduced your work on the mitigations, as it would have been its own faction. So it may have caused some work initially for you to implement the switch, but once implemented it would have likely reduced it. As you won't have needed to maintain and increase the mitigations in the inn keeper faction, thus allowing more time for interesting new things. Additionally things which used the old method would have still worked too. It took a very long time to think through read about how you implemented it with the previous Radiant Prostitution's author's help, so the two were integrated. My suggestion in Radiant Prostitution-Gigolo SE would have most definitely improved it by allowing a choice of two factions the backwards compatible one and separate new one. The new faction would have suited SLTR and the owner to a tee as well as reducing your work, after an initial switching work outlay. I had been thinking about this integration for a quite a long time and been looking around at the different mods which are affecting inns and its systems for a very long time. We may have lost modifications in recent years, but once new people learn the tools to create the modifications find the time and other resources to do it. Then there's the potential for an explosion in new sophisticated quality content for Skyrim LE (Skyrim V) - 1.7.9, Skyrim SE - 1.5.x & Skyrim SE - 1.6.x; what I suggested was an attempt to prepare and plan for just such an event. Rather than always wait though can wait, it also helps to plan and prepare, instead of just winging it. Edited July 7, 2022 by Leoosp
Talesien Posted July 7, 2022 Posted July 7, 2022 (edited) 2 hours ago, HexBolt8 said: The faction assignment is only assigned while forced prostitution is active, and it's removed afterwards. During that time, it only has a minimal, insignificant effect on the owner NPC. Depends, I guess. Really depends on how many mods one got installed that expand upon the innkeeper faction, for starters it adds 7 or 8 lines of dialogue to the owner all of a sudden, some of them a tad odd. (Yes appears I've a metric ton of stuff installed that messes with the inkeeper faction). I can deal with it, but I could see how some people might find that overly immersion breaking, though for me at least <cough> far less so than fireproof wooden doors <cough> Edited July 7, 2022 by Talesien
Talesien Posted July 7, 2022 Posted July 7, 2022 20 minutes ago, Leoosp said: I had anticipated that by including in that original post on Radiant Prostitution-Gigolo SE, before I deleted it a much larger section which was backwards compatible and more granular. It would have reduced your work on the mitigations, as it would have been its own faction. So it may have caused some work initially for you to implement the switch, but once implemented it would have likely reduced it. As you won't have needed to maintain and increase the mitigations in the inn keeper faction, thus allowing more time for interesting new things. Additionally things which used the old method would have still worked too. It took a very long time to think through read about how you implemented it with the previous Radiant Prostitution's author's help, so the two were integrated. My suggestion in Radiant Prostitution-Gigolo SE would have most definitely improved it by allowing a choice of two factions the backwards compatible one and separate new one. The new faction would have suited SLTR and the owner to a tee as well as reducing your work, after an initial switching work outlay. I had been thinking about this integration for a quite a long time and been looking around at the different mods which are affecting inns and its systems for a very long time. We may have lost modifications in recent years, but once new people learn the tools to create the modifications find the time and other resources to do it. Then there's the potential for an explosion in new sophisticated quality content for Skyrim LE (Skyrim V) - 1.7.9, Skyrim SE - 1.5.x & Skyrim SE - 1.6.x; what I suggested was an attempt to prepare and plan for just such an event. Rather than always wait though can wait, it also helps to plan and prepare, instead of just winging it. One detail to keep in mind. Radiant Prostitution-Gigolo SE is as the name implies only available for SE/AE, while SLTR is also a LE mod, so if the SE mod does things differently from the LE version, Hex would suddenly have to maintain two versions, which I assume is nothing he is keen on. Only alternative would be to drop support for that integration on one of the two versions (or require people to use an older version), neither option appears very appealing. As hinted above I wouldn't mind a change at all, but I also don't mind the current state and I can easily see why Hex would mind such a change pretty much. So unless you can get the maintainers of both mods (SE and LE ... not actually sure the LE mod is still actively maintained) to make that change it's probably not a good idea to make it at all. 1
Leoosp Posted July 7, 2022 Posted July 7, 2022 (edited) 18 minutes ago, Talesien said: One detail to keep in mind. Radiant Prostitution-Gigolo SE is as the name implies only available for SE/AE, while SLTR is also a LE mod, so if the SE mod does things differently from the LE version, Hex would suddenly have to maintain two versions, which I assume is nothing he is keen on. Only alternative would be to drop support for that integration on one of the two versions (or require people to use an older version), neither option appears very appealing. As hinted above I wouldn't mind a change at all, but I also don't mind the current state and I can easily see why Hex would mind such a change pretty much. So unless you can get the maintainers of both mods (SE and LE ... not actually sure the LE mod is still actively maintained) to make that change it's probably not a good idea to make it at all. Well then why does it say regular edition (LE) compatible with a yes on this link? All that would have been required is to switch out the "inn keeper" faction joining in the Papyrus Script. And replace it with the new one, that would be all that would be required on HexBolt8's side. Edited July 7, 2022 by Leoosp
Talesien Posted July 7, 2022 Posted July 7, 2022 (edited) 8 minutes ago, Leoosp said: Well then why does it say regular edition (LE) compatible with a yes on this link? Likely because: "LE Compatibility It's been reported that this works with LE but I haven't tested it personally. May need to resave the esp in the LE Creation Kit for full functionality." Might work, might not, I would likely not risk it if I were on LE, but others might. Also the more kevtg changes, the better the chances something will break for LE users. Certainly, I would not as a mod author, recommend people to use another mod that might or might not work for them. Sounds like an excellent recipe for a major headache, no? ^^ Edited July 7, 2022 by Talesien
Leoosp Posted July 7, 2022 Posted July 7, 2022 (edited) 18 minutes ago, Talesien said: Likely because: "LE Compatibility It's been reported that this works with LE but I haven't tested it personally. May need to resave the esp in the LE Creation Kit for full functionality." Might work, might not, I would likely not risk it if I were on LE, but others might. Also the more kevtg changes, the better the chances something will break for LE users. Certainly, I would not as a mod author, recommend people to use another mod that might or might not work for them. Sounds like an excellent recipe for a major headache, no? ^^ I also looked at the following:- We stick with the current inn keeper based method then and reduce breakage chances in RP-G SE! Although I have seen and had other mods that affected inn keepers, in some way including by adding, editing or removing dialogue lines. Altering the conditions applied to the dialogue lines, in order for the lines to be display going by what different mod authors have said in comments in the past. With the tools out there, all it takes is for people to have the time, money, equipment, and skill to get into it and I'm trying to figure out how to prepare for new comers, to aid them so that there is other option choices within RP-G SE. Edited July 7, 2022 by Leoosp
Hex Bolt Posted July 7, 2022 Author Posted July 7, 2022 1 hour ago, Talesien said: Really depends on how many mods one got installed that expand upon the innkeeper faction, for starters it adds 7 or 8 lines of dialogue to the owner all of a sudden, some of them a tad odd. (Yes appears I've a metric ton of stuff installed that messes with the inkeeper faction). Fair point. I don't think I have anything installed that adds innkeeper topics, so I don't see that.
Leoosp Posted July 7, 2022 Posted July 7, 2022 (edited) 3 hours ago, Talesien said: Depends, I guess. Really depends on how many mods one got installed that expand upon the innkeeper faction, for starters it adds 7 or 8 lines of dialogue to the owner all of a sudden, some of them a tad odd. (Yes appears I've a metric ton of stuff installed that messes with the inkeeper faction). 1 hour ago, HexBolt8 said: Fair point. I don't think I have anything installed that adds innkeeper topics, so I don't see that. Yes. In the past when mod authors wanted to start a quest there were and are at least several methods:- Have a note (or other item) automatically added to the Player Characters (PC)'s inventory Have some note or other item which the Player Characters (PC) can get (find) Add dialogue lines to an existing or new actor Have some form of courier either vanilla or new Utilise the Rumour dialogue system Utilise the Work Requests (Bounties) dialogue option Automatically start the quest itself - at the game start, or later based on some criteria Notice board based bulletins a form of item finding, though at least one mod author has managed to make a framework system of dynamically displaying these. Then also when not starting a new quest make other dialogue changes, which then seem rather odd and strange which affect suspension of disbelief when factions are applied to previously unrelated members. Rather than using specific factions for their current purpose and creating a new faction for their needs, unless their needs actually require expanding an existing faction. Some of these along the way would touch on and/or affect inn keepers. Thus increasing the chances of incompatibility and breakage, I have also seen some very odd lines appearing on the owner. Along with in other modifications, that or on screenshots from other people's help requests to mod authors or another person. One of these odd lines relates to paperwork (licenses) which more than likely comes from SLS's license system, to help to create the right atmosphere for the modification which added the lines. The reason being for it being odd is that the owner normally by default isn't an Inn Keeper or Trader both may deal in items, which may under SLS be contraband in relation to the Player Character (PC) or their party. Edited July 7, 2022 by Leoosp
Hex Bolt Posted July 9, 2022 Author Posted July 9, 2022 Version 2.0.52 New: MCM setting for a multiplier for forced orgasm vibration duration. Changed: "Confessions of a Slave" and "I Am Famous" won't send you to anyone wearing a collar. Changed: The Tomb Raider quest will now give you a warning when you only have 24 hours left. Changed: Permanent nudity (not the one to stay naked for a few hours) won't be enforced during "Fit for a Jarl" or "Diplomatic Immunity". Changed: The minimum setting for vibration trolling is now -1, which will stop periodic trolling (but not the forced orgasm event). Changed: Your allowance will be withheld if you fail your daily service quota. Changed: If you hire a hireling with enslavement (rather than gold), the dialog option "Consider yourself hired" should not appear. - This change will not affect your current owner (if any), only new owners. - After ending enslavement, "Consider yourself hired" should appear again, though the NPC will still be a follower (you should either dismiss the hireling or pay him). Changed: Basic prostitution excludes as clients anyone wearing a Zaz or DD collar. Changed: Added a less grumpy acceptance for carrying burdens. Changed: Kneeling after being bought at the slave auction now uses the MCM setting for kneeling pose. Fixed: Objectives for this mod's miscellaneous quests weren't disappearing from the quest log. - This will not remove old quest log bloat, just prevent it from happening anymore. Fixed: If you end enslavement while the hair change event is running, your hair will be restored. Fixed: Sex with NPCs was using the MCM setting for owner's preference for oral. Fixed: Acquiring a hireling by becoming a slave was needlessly restricted to non-DLC hirelings (sorry, Teldryn Sero). Fixed: Nudity rules for player home will not be enforced in unbought Hjerim. Fixed: Corrected mostly-harmless response index inconsistencies. This update includes the Spanish translation of MCM text (the strings in the translations folder) provided agukiin51. 4
Hex Bolt Posted July 9, 2022 Author Posted July 9, 2022 Sorry for the update notification spam. Someone forgot to include the updated language files (and will not be receiving an allowance today). If you downloaded the mod in the last 8 minutes, you'll have to do that again to get the revised file.
CaptainJ03 Posted July 9, 2022 Posted July 9, 2022 46 minutes ago, HexBolt8 said: Fixed: If you end enslavement while the hair change event is running, your hair will be restored. For me this already worked with the previous version. Thank you for your commitment and all the time you spend on this mod!
Antiope_Apollonia Posted July 9, 2022 Posted July 9, 2022 4 hours ago, HexBolt8 said: Version 2.0.52 Hurray! SLTR updates are like a holiday! Cheers! ❤️
Cornoholio Posted July 10, 2022 Posted July 10, 2022 Could I get a list of the actual requirements of the mod?
Hex Bolt Posted July 10, 2022 Author Posted July 10, 2022 1 hour ago, Cornoholio said: Could I get a list of the actual requirements of the mod? Beyond those listed on the description page, just Skyrim (no DLC needed) for hard requirements. Some features (such as import/export and thoughts) require JContainers 3.3.0.RC.3 or higher, which is also used by many other mods. You'll need suitable SexLab animations. The mod will function if you only have the basic ones that come with SexLab, but if you want to be spanked, you'll need a spanking animation or the mod will substitute generic sex.
Cornoholio Posted July 10, 2022 Posted July 10, 2022 7 hours ago, HexBolt8 said: Beyond those listed on the description page, just Skyrim (no DLC needed) for hard requirements. Some features (such as import/export and thoughts) require JContainers 3.3.0.RC.3 or higher, which is also used by many other mods. You'll need suitable SexLab animations. The mod will function if you only have the basic ones that come with SexLab, but if you want to be spanked, you'll need a spanking animation or the mod will substitute generic sex. Maybe I'm just blind, but as far as I can see there aren't any listed on the description.
shiagwen Posted July 10, 2022 Posted July 10, 2022 is there an mcm option to disable the buffs the slave gets when reaching the 90s or so ? Could you explain how hair change works ? ( actually i have to create a hairstyle by showracemenu, register that for lola mcm, then redo showracemenu to get the old hair again, waiting for the event to get that hairchange ingame - seems a bit ...- and what are the 3 days change then ? Cant you write the style number in mcm ? i also still dont understand the money system with pimp is poor. he can never get poor because he always takes money from slave (pc).
Kharadin Posted July 10, 2022 Posted July 10, 2022 1 hour ago, Cornoholio said: Maybe I'm just blind, but as far as I can see there aren't any listed on the description. Open the file page, look to the right, under File Information below download button. Right above "Special Edition Compatible" 1
Cornoholio Posted July 10, 2022 Posted July 10, 2022 1 hour ago, Kharadin said: Open the file page, look to the right, under File Information below download button. Right above "Special Edition Compatible" I've been on this site for years now, and that's the first time I ever consciously noticed that tab.
Hex Bolt Posted July 10, 2022 Author Posted July 10, 2022 4 hours ago, shiagwen said: is there an mcm option to disable the buffs the slave gets when reaching the 90s or so ? No, but I should add one. I built them so that they won't spoil game balance, but it's very possible that some players won't want even minor buffs. 4 hours ago, shiagwen said: Could you explain how hair change works ? Your description of the process is correct. 4 hours ago, shiagwen said: what are the 3 days change then ? The original duration of the event was 3 days. That's now configurable with MCM settings. 4 hours ago, shiagwen said: Cant you write the style number in mcm ? No. The style number that you see in showracemenu is based on the hair mods that you have installed. This mod would have to somehow find the ones you have installed and extract the applicable hair data for your race, attempting to duplicate what showracemenu does. Even then, hair style 73 might not mean much to a player after some time has passed, and the index can change if the player adds, removes, or updates a hair mod. If you're familiar with mod editors, you could find the editor ID of the hair style and edit this mod's exported setting for v_hairchoice, but not many players will want to do that. The setting becomes invalid anyway if you add or reorder mods afterwards in a way that changes the load index of the hair mod. These complications are probably why the original mod's hair change event was limited to head shaving. 5 hours ago, shiagwen said: i also still dont understand the money system with pimp is poor. he can never get poor because he always takes money from slave (pc). The MCM has a setting for the owner's expenses. Your owner will spend this base amount of gold each day if you enter a town, depending on its size: City: 150%, Large Town: 100%, Small Town: 50%, Town with no inn: 0. Expenses occur once per day, based on the largest size town entered. The owner doesn't actually buy anything; this system just simulates normal expenses. The owner can also lose gold if you ask the owner to buy something for you.
shiagwen Posted July 10, 2022 Posted July 10, 2022 1 hour ago, HexBolt8 said: No, but I should add one. I built them so that they won't spoil game balance, but it's very possible that some players won't want even minor buffs. Your description of the process is correct. The original duration of the event was 3 days. That's now configurable with MCM settings. No. The style number that you see in showracemenu is based on the hair mods that you have installed. This mod would have to somehow find the ones you have installed and extract the applicable hair data for your race, attempting to duplicate what showracemenu does. Even then, hair style 73 might not mean much to a player after some time has passed, and the index can change if the player adds, removes, or updates a hair mod. If you're familiar with mod editors, you could find the editor ID of the hair style and edit this mod's exported setting for v_hairchoice, but not many players will want to do that. The setting becomes invalid anyway if you add or reorder mods afterwards in a way that changes the load index of the hair mod. These complications are probably why the original mod's hair change event was limited to head shaving. The MCM has a setting for the owner's expenses. Your owner will spend this base amount of gold each day if you enter a town, depending on its size: City: 150%, Large Town: 100%, Small Town: 50%, Town with no inn: 0. Expenses occur once per day, based on the largest size town entered. The owner doesn't actually buy anything; this system just simulates normal expenses. The owner can also lose gold if you ask the owner to buy something for you. the point is : if the owner gets poor, then he takes the missing monry from the pc. only if the pc also has no money that effext will take place. he should not take money from the pc this way. to enable the effect to happen : then he would send pc into prostitution because he is poor. a nice and realistic effect, but i never saw it appear in game.
Hex Bolt Posted July 10, 2022 Author Posted July 10, 2022 2 hours ago, shiagwen said: then he would send pc into prostitution because he is poor. It will happen, but you have to enable the MCM settings, you must be in a hold capital, and you can't be in the middle of another task.
spyke123 Posted July 13, 2022 Posted July 13, 2022 So I stumbled upon this mod on Nexus called "Familiar Faces"... its a mod that lets you store your character and import him/her into your next game as a follower. Im posting it here cause I thought it married pretty well with this mod, as you can pretty much custom make your dominant follower. You can even choose voicetype if you happen to have a favourite one... With "skyrim unbound" I am now able to roleplay a non dragonborn slave to a real dragonborn character... might be a nonsense post this, but I liked it so much I felt I needed to share 4
Hex Bolt Posted July 13, 2022 Author Posted July 13, 2022 7 hours ago, spyke123 said: I stumbled upon this mod on Nexus called "Familiar Faces"... it's a mod that lets you store your character and import him/her into your next game as a follower. Interesting possibilities. Thanks for sharing!
Antiope_Apollonia Posted July 14, 2022 Posted July 14, 2022 On 7/10/2022 at 6:50 PM, HexBolt8 said: I built them so that they won't spoil game balance, but it's very possible that some players won't want even minor buffs. I wouldn't consider -80 Armour Rating a buff, small or otherwise, even if it comes with a minor buff to HP/Stamina. Maybe if you're wearing nice, tempered armour and overcapping Amour Rating anyway, it doesn't matter, but if Mistress is enforcing nudity rules, that hit to armour is really acutely felt. Especially in the early game, without having strong mage armour spells yet, I find myself having to play around avoiding Ideal Slave status so as to not incur the deadly armour debuff. I'd rather see something like +20 for Inspired Combat and +40 for Passionate Devotion, even if that means nerfing the health/stamina buffs. Also, just a minor thing, but it'd be nice if there were Mana equal to the Health/Stamina just if for no other reason than to make it easier to keep track of which stat is "due" when levelling up.
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now