jc321 Posted March 11, 2021 Posted March 11, 2021 Seems to load in LE, and locations are present, slaves sit within furniture (at least at whiterun, haven't tried others) the slavers I assume don't currently say anything and all their mouths appear to be open (likely another mod causing that). Only comment so far in both LE/SE versions is that the Whiterun location is in the same location as the Wartimes - a daughter's tale mod. Are you saying that if the PC gets enslaved at these locations you are planning that they maybe forced to work in mines, quarries, brothels etc?? - Would be great if you managed this, haven't seen any capability such as this since Captured Dreams (which is sadly demised).
Guest Posted March 11, 2021 Posted March 11, 2021 Thanks for the info! Seems a lot of people here will be interested to read that. 1 hour ago, jc321 said: I assume don't currently say anything The Slave Dealers, i.e. the Frostbite Clan merchants dressed in blue non-armor clothes should drop a line, when you come close (hello dialogue). They should be inquiring whether you are interested in buying any slaves, but no actual dialogue can be started. I tested this on the VR version, where there's no chance any files got there from anywhere else but the mod package, and they do say the line. Try and bump into them. But it may have to do something with the open-mouth issue you are describing, which I haven't encountered in either version. 1 hour ago, jc321 said: Whiterun location is in the same location as the Wartimes - a daughter's tale mod I would put it that the Wartimes mod is in the same location as my slave shop . Tis' a pity, but I probably will leave it as is. Narratively the other mod doesn't seem to fit into my storyline very well, and quite a lot of work went into planting the shop where it is. I took care to avoid a conflict with the popular Laura's Bondage shop (though that won't fit narratively very well, either). I half expected something like this to happen. Maybe one day, when the major stuff is done and I have nothing to do,... but there are only so many spots close to the gate and the main road. 1 hour ago, jc321 said: you are planning that they maybe forced to work in mines, quarries, brothels etc?? Indeed I am. I think I have mines and quarries figured out, so those will come first. Brothels will be more complicated, but I'll definitely give them a shot. All of this will consume enormous amounts of time, so progress will depend on how much time I will be able to dedicate to this. But I am determined and I do spend pretty much all of my free time doing this. As I have no work, at the moment, progress is swift, but that will likely change in the future.
Doobydoob Posted March 12, 2021 Posted March 12, 2021 15 hours ago, gargamel9 said: The thing is that (apart from it not being fun at all) I don't have the slightest idea how to go about a port. The reason why I chose SE, rather than LE is because I want the thing to run in VR (which is SE in essence. Most LE mods will not run in VR, while almost all SE ones will), which is the only reason I came back to Skyrim in the first place. As niche as it is, the experience in VR is worlds apart from a monitor one, provided a mod takes into account the limitations of VR, most importantly the fact that you can't really limit the movement of the player. I understand if this doesn't appeal to most people and that I probably would be able to get some donors if I developed the mod for LE in the first place, but then I would lose purpose and would be doing it only for the money, which isn't the way I want to go. I will make the mods as proposed regardless of whether or not people will support me, only it will take probably quite a bit longer in the latter case, which is a factual answer to the question about my estimate when the quest mod will be up. If I could afford to do just this, it would probably be fairly soon. Times are really getting tough, though. I'm lucky to have the headset, I wouldn't be able to afford it now, and there would be no mods at all without it... But maybe someone with experience can port my mods? Or at least explain to me, how it's done? If it isn't too much of a hassle, I might consider it. Might I recommend listing it under the Mods description page. ***Looking for an able Modder to port for LE*** Or something of that matter.
jc321 Posted March 12, 2021 Posted March 12, 2021 16 hours ago, gargamel9 said: Indeed I am. I think I have mines and quarries figured out, so those will come first. Brothels will be more complicated, but I'll definitely give them a shot. All of this will consume enormous amounts of time, so progress will depend on how much time I will be able to dedicate to this. But I am determined and I do spend pretty much all of my free time doing this. As I have no work, at the moment, progress is swift, but that will likely change in the future. Sounds really promising, there's plenty of brothel mods/frameworks already in existence so happy if that is furher down the line. I did visit riften as well and noticed the guard on the boat got threatening to me as I neared her, so sounds like some of the mechanics are working (again assuming you did that on purpose). Mouth opens, definitely my issue, I think it's coming from SLS but that's a must have mod also - I'll try bumping as suggested but SLS may also interfere as it uses that mechanic as well. I anycase these are all issues on LE which isn't your pimary concern!, so just for info for anyone wants to try it on LE. All in all, on LE works pretty well! Your mod is contributing to my gradual move to SE
Guest Posted March 12, 2021 Posted March 12, 2021 3 hours ago, jc321 said: the guard on the boat got threatening to me as I neared her Yes, all the boat guards are supposed to get angry when you get too close. Only the one in Windhelm has the warning distance set as extremely short so as to not interfere when the player is just walking along the pier. The open mouths will probably have something to do with gags. I had a similar issue, in a sense, when gagged slaves kept their mouths closed. I had to install something called mfg-fix or something to fix that. Not sure what you mean by SLS, I still get confused by many of the acronyms, and the search function does not work very well, in terms of clearing them up. I think I know what you mean, something called Sexlab Slaves or Slaves of Skyrim? Or something like that, but I can't find that right now. 3 hours ago, jc321 said: Your mod is contributing to my gradual move to SE Glad to hear that, as SE is the gateway to VR. And trust me, you want VR. That brings the whole slavery experience on an entirely new level. That's also why I am doing all of this in the first place, as none of the current slavery mods work very well in VR. Mine are about to change that.
Guest Posted March 12, 2021 Posted March 12, 2021 14 hours ago, Doobydoob said: Might I recommend listing it under the Mods description page. ***Looking for an able Modder to port for LE*** Or something of that matter. Yeah, I'll probably do something along those lines with an update. But the problem here is that updates are fairly frequent. Maybe I'll wait until the mods are in a more less finished state. In any case, as you can read above, the mods seem to work in LE for now.
YojimboRatchet Posted March 15, 2021 Posted March 15, 2021 this looks promising. but does it only support DD5 ? or does it also support DD4.3 at all as well as DD5 ?
Guest Posted March 15, 2021 Posted March 15, 2021 1 hour ago, YojimboRatchet said: this looks promising. but does it only support DD5 ? or does it also support DD4.3 at all as well as DD5 ? I included all of DD5 in the plugin list in CK when creating the mod. I am quite new to modding, so I didn't know how much is actually needed, but I am using devices from DD. Which one of the plugins they are from, I have no idea. I might have gone about this in a different way, but it is done now. If there were a clear way to see what/if any assets are used from what plugins, I would remove whatever is not needed, but I don't want to remove requirements willy-nilly, as this could have unforeseen consequences. So until I have gained a couple more years of experience, the requirements will probably remain as they are now, sorry.
YojimboRatchet Posted March 16, 2021 Posted March 16, 2021 19 hours ago, gargamel9 said: I included all of DD5 in the plugin list in CK when creating the mod. I am quite new to modding, so I didn't know how much is actually needed, but I am using devices from DD. Which one of the plugins they are from, I have no idea. I might have gone about this in a different way, but it is done now. If there were a clear way to see what/if any assets are used from what plugins, I would remove whatever is not needed, but I don't want to remove requirements willy-nilly, as this could have unforeseen consequences. So until I have gained a couple more years of experience, the requirements will probably remain as they are now, sorry. shame, thanks.
Guest Posted March 19, 2021 Posted March 19, 2021 1 hour ago, Yoen said: Please Someone Port this to LE? Another user in this thread reported that the current version still runs in LE. The claimed incompatibility is just to say that I am not testing for compatibility with LE. Future versions will probably eventually cease to be compatible.
pxd2050 Posted March 21, 2021 Posted March 21, 2021 I like your idea of mod very much. I suggest to set up the largest slave market in Riften, right here. Riften:sex capital, slave City, underground duels, brothels..?? Riften Extension - Southwoods District (WIP)
Guest Posted March 21, 2021 Posted March 21, 2021 7 hours ago, pxd2050 said: I suggest to set up the largest slave market in Riften, right here Thanks for the suggestion, I will eventually make something of the sort somewhere, but probably not in this location, as I placed an outpost there already. If you're suggesting combining my mod with that Southwoods mod, that is no longer possible, as the navmeshes have been altered and there's no going back. Combining these two mods would likely result in a crash. I also think that the largest market would realistically probably be somewhere on the coast, so it's most likely going to be Solitude. But before that, I have many other things I still want to implement. In particular the places where slaves will be put to work. I'm glad you like my mod.
Xuvish Posted March 21, 2021 Posted March 21, 2021 Do you plan to replace slave run reloaded, or run along with it?
Guest Posted March 21, 2021 Posted March 21, 2021 11 minutes ago, Xuvish said: Do you plan to replace slave run reloaded, or run along with it? Until now, I wasn't aware of that mod. From what I read in the description, it won't likely be a very good fit for AS. For one, my focus is on female-on-female action, but that wouldn't necessarily be a problem, as AS, in it self, will not include any quest lines or scenes or any such thing. It will be merely a stage, a set of props, for other mods to build on, one of which I will start working on, once AS is in a more complete state. Now, I would say it is roughly at 25% of the main features I want to implement. Another mod that will eventually be an extension of AS is my A Perilous Maze, which currently works as a standalone. So as long as Slaverun Reloaded does not clash with the changes I made in my mod (in particular the navmeshes), you should be able to run both, and the author of SRR is of course most welcome to implement any and all of the sets provided by my mod. But when it comes to my yet-to-be-developed quest mod for the AS framework, it will most definitely not integrate SRR, as I already have an elaborate backstory in mind, which is entirely incompatible with the storyline of SRR.
Xuvish Posted March 21, 2021 Posted March 21, 2021 1 hour ago, gargamel9 said: Until now, I wasn't aware of that mod. From what I read in the description, it won't likely be a very good fit for AS. For one, my focus is on female-on-female action, but that wouldn't necessarily be a problem, as AS, in it self, will not include any quest lines or scenes or any such thing. It will be merely a stage, a set of props, for other mods to build on, one of which I will start working on, once AS is in a more complete state. Now, I would say it is roughly at 25% of the main features I want to implement. Another mod that will eventually be an extension of AS is my A Perilous Maze, which currently works as a standalone. So as long as Slaverun Reloaded does not clash with the changes I made in my mod (in particular the navmeshes), you should be able to run both, and the author of SRR is of course most welcome to implement any and all of the sets provided by my mod. But when it comes to my yet-to-be-developed quest mod for the AS framework, it will most definitely not integrate SRR, as I already have an elaborate backstory in mind, which is entirely incompatible with the storyline of SRR. Thanks for the info. I am looking forward to testing it out. In my experience with Slaverun, it makes changes to in, around, and under Whiterun. I don't think it makes changes to other cities except adding NPCs, or during a specific quest scene which it would add items in a scene and not permanently change landscape. It has been a while since I played the entire story. If your mod doesn't make changes to Whiterun, then I think it should be ok. You may want to test that out, or add a possible conflict section in the main page. I would be happy to help test it out to see if there is a conflict.
Guest Posted March 21, 2021 Posted March 21, 2021 16 minutes ago, Xuvish said: Thanks for the info. I am looking forward to testing it out. In my experience with Slaverun, it makes changes to in, around, and under Whiterun. I don't think it makes changes to other cities except adding NPCs, or during a specific quest scene which it would add items in a scene and not permanently change landscape. It has been a while since I played the entire story. If your mod doesn't make changes to Whiterun, then I think it should be ok. You may want to test that out, or add a possible conflict section in the main page. I would be happy to help test it out to see if there is a conflict. Glad to be of help. My mod does change location quite close to Whiterun, to the south west, at the main road (see screenshots). This affects roughly a dozen cells, in terms of navmeshes, as not only the occupied ones, but also the neighboring ones get affected. As for myself, I do not intend to test my mods out in connection with other mods, with the exception of mods I use myself. There are far too many and my time, I think, is better spent creating stuff. I will leave it to you and other users to report discovered conflicts and I will post those in the description. If you are going to test this particular combination, please install my mod before SRR, to eliminate the possibility that some other mod you had installed is in conflict. If it runs then, install SRR and see if that works. Thanks!
YojimboRatchet Posted March 23, 2021 Posted March 23, 2021 On 3/15/2021 at 3:11 PM, gargamel9 said: I included all of DD5 in the plugin list in CK when creating the mod. I am quite new to modding, so I didn't know how much is actually needed, but I am using devices from DD. Which one of the plugins they are from, I have no idea. I might have gone about this in a different way, but it is done now. If there were a clear way to see what/if any assets are used from what plugins, I would remove whatever is not needed, but I don't want to remove requirements willy-nilly, as this could have unforeseen consequences. So until I have gained a couple more years of experience, the requirements will probably remain as they are now, sorry. a bit of an update to this. the file that is needed from DD5 specifically, is the "Contraptions.esm" file. i'm going to have to try to play with this a bit to figure out how to only enable this one without enabling the rest of DD5, to make it work with DD4.3. if i am successful, i'll let you know. (the way DD5 is set up, there is no way to only activate Contraptions.esm without turning on DD5. and turning on DD5 will overwrite the 4.3 .esm files automatically. so it's a bit redundant to even try. if you used Pama furniture and Zaz furniture instead of Contraptions, could easily use this with 4.3 and 5.1.) speaking of Pama, you have Pama's included as part of the mod. does this mean there is also a dependency on Pama's Furniture as well for the mod that people need to install ? or is it fully inclusive ?
Guest Posted March 23, 2021 Posted March 23, 2021 1 hour ago, YojimboRatchet said: if you used Pama furniture and Zaz furniture instead of Contraptions Unfortunately, I have no Idea, I just grab from the Object window whatever seems to be best fitting, and, apart form removing one of the dependencies and see what went missing, I don§t see any other way how to determine what object comes from what mod. 1 hour ago, YojimboRatchet said: does this mean there is also a dependency on Pama's Furniture No. I merely use the Pama furniture alignment helper script, which is included in the mod itself (see scripts folder), so there is no dependency.
YojimboRatchet Posted March 24, 2021 Posted March 24, 2021 15 hours ago, gargamel9 said: Unfortunately, I have no Idea, I just grab from the Object window whatever seems to be best fitting, and, apart form removing one of the dependencies and see what went missing, I don§t see any other way how to determine what object comes from what mod. No. I merely use the Pama furniture alignment helper script, which is included in the mod itself (see scripts folder), so there is no dependency. understood, and good to know. shame it's only the DD contraptions, but maybe some day when DD5 becomes a bit more flexible and compatible with some of the older mods i use in my game, i'll upgrade and definitely try out your mod here.
Sexy_Fallout6 Posted April 3, 2021 Posted April 3, 2021 after installing dd5 and this mod my game crashes right before it loads my save. what do i do?
Guest Posted April 3, 2021 Posted April 3, 2021 5 hours ago, Sexy_Fallout6 said: after installing dd5 and this mod my game crashes right before it loads my save. what do i do? Not sure. Haven't encountered this yet. Are the other requirements also present? I'd try and load from a clean save. If that doesn't work, it's probably a conflict with another mod. If another mod you have installed changes the navmeshes in the vicinity of the Frostbite outposts (see screenshots to determine if this is the case), then this is likely to cause the game to crash. Try and remove those mods, or (though I don't blame you, if you don't) install my mod and its requirements onto a clean install and then gradually add your other mods, until you find the one causing the conflict. If it is a very popular one, I might consider making a version of my mod supporting that mod, with an adapted navmesh (not every single update, though). If none of the above is an option for you, then I am sorry.
Zuxuliax Posted April 4, 2021 Posted April 4, 2021 I'm getting a CTD whilst trying to start a new game on this. Are there any known 20 hours ago, gargamel9 said: Not sure. Haven't encountered this yet. Are the other requirements also present? I'd try and load from a clean save. If that doesn't work, it's probably a conflict with another mod. If another mod you have installed changes the navmeshes in the vicinity of the Frostbite outposts (see screenshots to determine if this is the case), then this is likely to cause the game to crash. Try and remove those mods, or (though I don't blame you, if you don't) install my mod and its requirements onto a clean install and then gradually add your other mods, until you find the one causing the conflict. If it is a very popular one, I might consider making a version of my mod supporting that mod, with an adapted navmesh (not every single update, though). If none of the above is an option for you, then I am sorry. I'm also getting the same thing, can't start a new game either. I have upgraded to DD V.51 so I suspect this is probably the issue but by the looks of other posts going up recently it may be throwing up other issues too. Sorry I can't be more specific.
Guest Posted April 5, 2021 Posted April 5, 2021 On 4/4/2021 at 8:01 PM, Zuxuliax said: I'm also getting the same thing, can't start a new game either. Well, my guess is it§s the navmeshes. But there's no way to verify, so there's nothing I can do, unfortunately. Please let me know, if you decide to reinstall the game at some point, if yo can determine which mod is in conflict.
Stiffon Posted April 8, 2021 Posted April 8, 2021 Looks interesting, great work! SRR can get a little too invasive. It's ok for a run, but can be overpowering. Quick Q: The screens show all the slaves with shaved heads - any plans to allow any of the hair/beauty mods to affect/interact? Skinhead girls don't do anything for me, and it is after all, a fantasy game.
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