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4 hours ago, Stiffon said:

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.

Thanks for the praise!
As for your question: No. It is a policy of the Frostbite Clan to keep all slaves shaved at all times, or until they are sold, so as to make them more easily identifiable in case of escape, also to reduce the spread of pests, and for humiliation purposes.
However, if you'd like to give them other haircuts, it's very easy to make an add-on mod to achieve that. Just make a new esp in CK and edit the individual Actor templates to give them the hairstyles you want. There are roughly 250 slave templates and most of them are used only once, so you can achieve a high degree of variety. This should cause no issues. Feel free to post such an addon, if you decide to make it.

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On 4/8/2021 at 3:45 AM, gargamel9 said:

Thanks for the praise!
As for your question: No. It is a policy of the Frostbite Clan to keep all slaves shaved at all times, or until they are sold, so as to make them more easily identifiable in case of escape, also to reduce the spread of pests, and for humiliation purposes.
However, if you'd like to give them other haircuts, it's very easy to make an add-on mod to achieve that. Just make a new esp in CK and edit the individual Actor templates to give them the hairstyles you want. There are roughly 250 slave templates and most of them are used only once, so you can achieve a high degree of variety. This should cause no issues. Feel free to post such an addon, if you decide to make it.

Thanks for the response. A little beyond my current ability and available time, maybe one day I will be able to!

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5 hours ago, Stiffon said:

A little beyond my current ability and available time, maybe one day I will be able to!

It's really much simpler than you think. The hardest part, really, is installing CK so that it doesn't crash. Other than that, you just open CK, and save to create an esp of your own, then under data files select all the dependencies and AS, set your file as active, load, and then in the object window, under "Actors", one-by-one, double click the slaves, they are all at named something like aaSlaveGirlExt or aaSlavegirlInt and a number. Once you do that, a window opens. In that window, you select the Character Gen Parts (you may have to use the arrows on the top right to bring that tab into view) tab and there you select whatever hairstyle you like (check the preview face checkbox to see the results) . Close save. And that's it. Except there's 250 of those actors. But it's pretty straightforward. Just take care you don't change anything in the Character Gen Morphs tab (i.e. changong the shapes of the faces, noses, lips etc). That would necessitate a reexport of the facegen meshes and textures for that given character. That is fairly simple, too (select the actor in the object window and press Alt + F4), but it would require you to include those exported files in the mod package, if you want to share it. If not, you shouldn't need to do that either, as the files will be present in your game directory.

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On 4/12/2021 at 9:31 PM, Stiffon said:

While I do have Proteus installed, I fail to see how that actually solves anything. Thanks anyway, appreciate you trying to offer an alternative.

Go to the wheel, NPC menu, appearance, load preset.  You can load a racemenu preset on the NPC and it is presistant across all the games PP is part of the load order. 

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On 4/13/2021 at 10:50 PM, RJLbwb said:

Go to the wheel, NPC menu, appearance, load preset.  You can load a racemenu preset on the NPC and it is presistant across all the games PP is part of the load order. 

Cool, thanks for the heads up. Would be very intensive to find and change 250 odd npc's though, so I'm going to pass anyway. I may look into that for a few other npc's I'd like to change though!

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15 hours ago, Stiffon said:

Cool, thanks for the heads up. Would be very intensive to find and change 250 odd npc's though, so I'm going to pass anyway. I may look into that for a few other npc's I'd like to change though!

If you use the CK method described above, all the new NPCs are named starting with "aa", so that method would be fairly quick, even then its quite a job – after I detached AS and A Perilous Maze, I had to attach each NPC a new outfit and faction, and it did take a while :) But its quite simple and straight-forward. If you listen to a podcast or something, while doing that, it isn't even that boring...

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6 hours ago, gargamel9 said:

If you use the CK method described above, all the new NPCs are named starting with "aa", so that method would be fairly quick, even then its quite a job – after I detached AS and A Perilous Maze, I had to attach each NPC a new outfit and faction, and it did take a while :) But its quite simple and straight-forward. If you listen to a podcast or something, while doing that, it isn't even that boring...

Thanks, much appreciate your willingness and support. Mod looks great and I'm interested to see it develop.

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9 hours ago, Stiffon said:

Thanks, much appreciate your willingness and support. Mod looks great and I'm interested to see it develop.

Thanks for the praise. Unfortunately, in the last weeks, and, presumably, for some weeks to come, I had and have to focus on work, so there won't be any updates for the time being. I need to recoup the losses I suffered in the past years, so I can't afford free time, when there's work.

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  • 2 weeks later...

love the concept of this mod, if i may jot down a few ideas

1. some player interactivity (like being enslaved yourself or being able to buy/free slaves

2. male slaves (mainly because it makes no sense its only women, its much more interesting if it could happen to anyone)

3. maybe some slave outfits like in the spartacus tv show? topless outfits, collars etc

anyways keep up the good work i can't wait to see where this goes.

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On 4/28/2021 at 1:45 PM, thegirlinchains said:

love the concept of this mod, if i may jot down a few ideas

1. some player interactivity (like being enslaved yourself or being able to buy/free slaves

2. male slaves (mainly because it makes no sense its only women, its much more interesting if it could happen to anyone)

3. maybe some slave outfits like in the spartacus tv show? topless outfits, collars etc

anyways keep up the good work i can't wait to see where this goes.

Thanks,

As for 1. That is in fact planned, and much more.
2. Sorry, but no. In the back story this will be explained by male slavery being outlawed due to the fact that it led to some kind of Spartacus-like slave rebellion in the past. Male slaves are thus deemed too difficult to control. But anyone is welcome to change this in their own mods.
I do realize this is not very realistic, but realism isn't the sole motivation behind this mod ;)
3. I'm not too keen on delving into outfits just yet. There is so much other stuff I want to do and only a limited amount of time. Right now, for instance, I have no time at all for development due to work. So when I do have the time, I will focus on things I perceive as a priority. i.e. more outposts, mines, quarries, plantations etc. After that, I'll move on to making some separate slavery mods for these locations, which will make some things from 1. possible. First will be quarries and mines.
This mod will always only be the locations with no interactivity. I want to keep it that way, so other people can use it to do other stuff, without being impeded by my quests and storylines...

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16 hours ago, gargamel9 said:

Thanks,

As for 1. That is in fact planned, and much more.
2. Sorry, but know. In the back story this will be explained by male slavery being outlawed due to the fact that it led to some kind of Spartacus-like slave rebellion in the past. Male slaves are thus deemed too difficult to control. But anyone is welcome to change this in their own mods.
I do realize this is not very realistic, but realism isn't the sole motivation behind this mod ;)
3. I'm not too keen on delving into outfits just yet. There is so much other stuff I want to do and only a limited amount of time. Right now, for instance, I have no time at all for development due to work. So when I do have the time, I will focus on things I perceive as a priority. i.e. more outposts, mines, quarries, plantations etc. After that, I'll move on to making some separate slavery mods for these locations, which will make some things from 1. possible. First will be quarries and mines.
This mod will always only be the locations with no interactivity. I want to keep it that way, so other people can use it to do other stuff, without being impeded by my quests and storylines...

ahh good to know, well ill be eagerly awaiting to see what you come up with.

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On 4/28/2021 at 2:56 PM, gargamel9 said:

2. Sorry, but know. In the back story this will be explained by male slavery being outlawed due to the fact that it led to some kind of Spartacus-like slave rebellion in the past. Male slaves are thus deemed too difficult to control. But anyone is welcome to change this in their own mods.
I do realize this is not very realistic, but realism isn't the sole motivation behind this mod

 

actually, that's a brilliant justification. i never would have even made the relation, but i love this explanation for it.

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On 4/30/2021 at 6:30 PM, ajmccssjoer said:

Just tried today to install this mod. I tried to start a  new game and the game crashed . I am playing Skyrim SE. Any idea how i can correct this so that i can use your mod.

loadorder.txt 6.76 kB · 0 downloads modlist.txt 11.29 kB · 0 downloads

Man, you have a lot of mods installed. I only went through a half or so of the list, because it seems endless. A bunch of things, by name, woke my interest as things I would probably find useful, so thanks for that! But, in any case, it's probably a conflict, as I only have about 50 mods installed and I do not shuffle them around to much, so testing is limited to the environment of those 50 mods. Since I can't always tell by name, it's difficult to judge what one(s) could be the culprit(s), aside from the obvious one, which is my mod.
I have come to the understanding that the most likely source of such behavior could be caused by navmesh issues. Even if two buildings are just close to one another and do not overlap. If there are two mods that change navmeshes within 2 cells of one another, and if neither author went go to the lengths of painstakingly preserving the designations of border triangles from the vanilla cell (which I didn't), this will create an irresovable conflict, regardless of load order, and crash the game. That is at least my working theory which has yet to be ruled out.

If I am right in these assumptions that, and can not have a mod, simultaneously loaded, which adds structures close to my structures (and I am adding a lot of structures), then this is unfortunate, but is unavoidable. Because preserving the meshes would take too much time, and I'm pretty sure I would have to build everything again from scratch, because, once changed, there is no way I know of, how to restore the original Vanilla navmesh, apart from loading an old version where it hadn't been changed yet. And even if I could do that, it would still be a hell of a job to fix what is a considerable amount of meshes.
I remember discussing a mod that places a house near Whiterun exactly where one of my dealerships is. Something about a father and a daughter. I'm too lazy to look it up, but the mod in your mod list named Daughter of Cold Harbor reminded me of this, could be the same one. So I'd definitely look for stuff like that. The currently changed locations are all (I think) documented in the screenshots, so if you have anything added in those general areas, you could try removing that. But I understand that that's a question of priorities. The cause could be something different, entirely. I'm as green as it gets, when it comes to modding, so who knows, what i might have broken by accident. I had to remove an entire version of A Perilous Maze, because it made schools of levitating slaughterfish appear all over Skyrim and pursue people mercilessly. And many more locations will be added, but those will fortunately be mostly more remote locations, so the likelihood of further conflicts should hopefully be reduced. Hope this helps. And also thanks for using my Immersive Jail Bars replacer :)

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21 hours ago, atemp2000 said:

I know you said that Hydragorgons Slave Girls is the inspiration for this mod, and that this is essentially meant to be a less over the top alternative, but any idea if they are compatible?

 

I believe I did run both of them simultaneously up until a point, so I'd guess they probably are, but no guarantees.

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  • 2 weeks later...

This might be because I'm using LE but there are a lot of transparent red exclamation markers in the slaver bases, it could be because those are meant to be the SE version of DD or ZAZ and they wont work with LE.

great mod, but I'm too dedicated to LE to move to SE just for one mod, sunk cost fallacy and the like

but id be grateful if someone told me what the fix is

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I am curious about why this "Frostbite clan" have monopolized the slavetrade. Personally I would prefer several competing actors with different business models.

•Someone may specialise in buying up "temporary slavecontracts" from the jails. Thease are not slaves in the tense that they are owned but the company paid of their fines and now rent out these people so they can work off their debts.

•Someone very illegally purchases captured travellers from bandits. While slaves have little or no rights thease are very bad off since they are held in secret. Some end up as forced labour in the mines with fake contracts binding there. Others chained to a bed at a shady brothel and so drugged up on skooma that they do not care anymore. 

•The old classical shanghai'd to the crew on a ship. When in port they are locked up in a cell onboard. For real, apperantly this still happens in Thailand sometimes in the fishing industry with "stowaways" that are "found" onboard and then forced to do work onboard.

•Some others purchase spare daughters from impoverished parents and very carefully sculpt them by giving them a descent education, as far as education can go for a typically illiterate person, and then sell them of as house servants. Apart from being slaves thease are typically treated resonably well but abusive owners exist.

•Some horrible people that claim to be the above to reassure those impoverished parents but instead through abuse break the poor girls as a preparation for even worse abuse as brothel slaves or private toys to be used in a soundproofed basement to not disturb the neighbours with the screams.

 

Regarding the Thalmor and altmer slaves I doubt that they would even care if those slaves are not pureblooded. The Thalmor could even be one of the major pushers of altmer slaves selling of family members of their political enemies. As such Solitude could be where thease are most common. Be careful thou, sometimes they are actually under cover Thalmor operatives ment to spy on their "owners". Apperantly, in Star Trek lore this is what those "Orion slavegirls" are really up to.

 

Regarding hold guards looking out for escaped slaves I suggedt turning this around a bit. My suggestion is that they simply should not care at all about escaped slaves as long as those are not owned by a citizen of the hold. And slave traders "merchandise" running loose could also be ignored. This way you can have a scenario with an enslaved player character desperately trying to run away BEFORE they get sold to a citizen in the hold. Now imagine a start position like that. Take to long to escape and you get sold and running away after that so much harder since after that the hold guards will look for you.

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On 5/19/2021 at 2:32 PM, Yoen said:

This might be because I'm using LE but there are a lot of transparent red exclamation markers in the slaver bases, it could be because those are meant to be the SE version of DD or ZAZ and they wont work with LE.

great mod, but I'm too dedicated to LE to move to SE just for one mod, sunk cost fallacy and the like

but id be grateful if someone told me what the fix is

Indeed. This is because of my Immersive Jail Bars I have implemented in AS. Those do not work in LE for some reason. If you load an earlier version of AS it should work fine, though it will be missing some of the newer features. In future versions I might drop the native implementation of IJB again, to accommodate LE users, but then again, as the mod grows, eventually it will reach a point where it won't work in LE anyway. Since this is a project I do in my spare time, I simply do not have the resources to develop it for both SE and LE, and since my focus is on VR, I have to stick with SE. But anyone is welcome to convert my mods for LE.

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On 5/20/2021 at 6:39 PM, sweforce said:

why this "Frostbite clan" have monopolized the slavetrade.

They haven't, though they are intended to be the market leader. Several other distinct slaver factions are planned.
As time and resources are limited however, I can only do so much in the time I have. Right now my work life is very busy, so any new updates still seem very distant. Making mods is extremely time-consuming. I was only able to do what I have done up till now, because my business was wrecked by the idiotic policies of my government, and I had a lot of free time on my hands. Since then, I have recovered somewhat, and though I do have some free time, it is never consolidated enough to allow me to make any meaningful progress. Though I would much prefer doing this over what I do to earn my living, there does not seem to be enough demand to make it my job. So you will probably have to be very patient, before any new factions are introduced. The same goes for the enslavement scenarios etc. Believe me, I do have a lot of ideas and concepts, and an elaborate backstory. But the implementation requires a lot of time, and time is money. And I do not have money, so I can't afford to spend the time right now. Sorry.

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A possibility is of course if others make their own factions and make it compatible with this mod. This would of course include lore compatibility since it would be wierd with two different factions behave as they do because the "law" say so. Playing Morrowind I noticed that slaves typically wore a magica draining bracelet but I have no memory of seeing one on the girl I had to purchace as a trophy bride for a Ashlander chieftain. Apperantly those bracelets where just common, not legally required.

 

As so, lore compatibility would be to follow the rules of this mod whatever that would be. Hypothetically if the law require a tattooed number in the neck pointing to a registry somewhere then those without that tattoo are enslaved illegally. And there could then be fake numbers. I am not saying there should be a neck tattoo system but whatever this mod describes as how things works others that develop their own mods to go with this should follow. It be immersion breaking otherwise.

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