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Posted
6 hours ago, Ricardo-Evans said:

Is this compatible with JK's Skyrim?

I never tested this. There is a good chance there will be navmesh conflicts. If you decide to test it, though, please report how it went. Thanks!

Posted (edited)
On 2/4/2023 at 2:15 PM, gargamel9 said:

I never tested this. There is a good chance there will be navmesh conflicts. If you decide to test it, though, please report how it went. Thanks!

I have had JK's Skyrim and Ambient Slaves together for a very long time now. I have never experienced any issues. At least nothing I would have noticed...

 

For what it's worth: I load JK's Skyrim below/after Ambient Slaves.

Edited by Gudulba
  • 3 weeks later...
Posted
On 2/4/2023 at 1:25 AM, Ricardo-Evans said:

Is this compatible with JK's Skyrim?

  Only clash I have found is in Riverwood the bridges across the river clash with the area there. 

  • 2 months later...
Posted (edited)

Hi i'm going to try this mod with JK's Skyrim+JK's Whiterun Outskirts+JK's Windhelm Outskirts+JK's Riften outskirts.

Let's see what happens.

Edited by Sheogorath-
Posted
5 hours ago, Sheogorath- said:

Hi i'm going to try this mod with JK's Skyrim+JK's Whiterun Outskirts+JK's Windhelm Outskirts+JK's Riften outskirts.

Let's see what happens.

See the comment above. Apparently it works, but there is an issue in Riverwood.

Posted
On 5/20/2023 at 8:09 AM, gargamel9 said:

See the comment above. Apparently it works, but there is an issue in Riverwood.

Yes but he's in onyl talking about JK's Skyrim. JK's Whiterun Outskirts add many things near the Stable,

Posted
1 hour ago, Sheogorath- said:

Yes but he's in onyl talking about JK's Skyrim. JK's Whiterun Outskirts add many things near the Stable,

Oh, I see, sorry, I missed that. From the pictures, it seems that there is something in the way, where my Frostbite Clan outpost stands...

  • 1 month later...
Posted
22 minutes ago, aspirine2 said:

 in which the unfortunate enslaved player will be shipped around between outposts and worked hard and/or sold.

 

did you create this feature yet?

Nope. I have a pretty good idea of how I am going to do this. What I lack, still, is the time. Things are looking up, in this regard, and I was hoping I would resume work in June, but life got in the way, again. A large update (which doesn't have this feature yet), is almost complete. All that remains to be done is to create roughly 100 AI package routines for the new NPCs. Though it's a single task, it's very tedious, and therefore (apart from time constraints) progress is slow.

  • 2 weeks later...
Posted

So this is supposed to be non interactive but even then it could be used as a backdrop for an interactive mod. It shouldn't be that difficult to throw in a trader somewhere that are willing to sell to the player character, or someone hirering the PC to break out someone captured by slavers somewhere. Those would be a seperate mods of course but such mods would not stick out as a sore thumb with the background of this. I suppose that is also one of the ideas behind this mod, to provide that backdrop.

Posted
2 hours ago, sweforce said:

So this is supposed to be non interactive but even then it could be used as a backdrop for an interactive mod. It shouldn't be that difficult to throw in a trader somewhere that are willing to sell to the player character, or someone hirering the PC to break out someone captured by slavers somewhere. Those would be a seperate mods of course but such mods would not stick out as a sore thumb with the background of this. I suppose that is also one of the ideas behind this mod, to provide that backdrop.

Exactly. Believe me, I have a mountain of ideas I want to do. But it all comes down to the time and conditions for doing the work. I'm fairly optimistic that this will improve soon, although I've said that before. In any case, I would be thrilled if someone made a mod like you describe, that would work with the assets of AS as a requirement. That's what all those NPCs are there for. It takes time to set them up (currently I'm bogged with AI-packaging a throng of new ones at the fort...).
Since you say it isn't difficult, maybe you could make a small mod like that? I'll link to it from the main page of AS, if you do.

Posted

Well I am not a modder myself so I wouldn't know how but I was referring to similar things I seen already. I came to think of a mod I saw for Morrowind many years ago that simplified slave trading to the slave trader having a number of slaves around that you could talk to then when you made your choice purchase a document of ownership from the trader. Then just show the document to the slave in question and they would follow. From the game engines perspective this was just using the traders shop to purchase the item that you need to have in your inventory to activate the slave's option to pick them up as a follower.

 

Skyrim as a game are overflowing with followers, both the in game included ones and lots of mod added ones of various quality. There are also mods that adds traders or alter the inventory of existing ones. So from a skilled modders point of view this shouldn't be that hard. So all it takes is to create a follower that through dialogue "identify" as a slave and some form of payment requirement to pick them upp. Plenty of mercenary type of followers already require money to be hired.

 

The absolutely laziest way to add an ingame slave purchase is to just create a slave follower that you pay gold to purchase. Then the transaction to the seller are just "roleplaying", the seller could be an existing npc that the mod doesn't even need to tuch in any way other then the slave reffering to the trader in the dialogue. As such, basic follower mod, slave based dialogues and a rather steep prize to hire them since they are not just an adventurer in need of help setting their bartab.

Posted (edited)

Is it just me or the NPCs within this mod have huge height differentials compared to vanilla?

 

It seems the slaves all look the same as well as many other NPC. Does the mod really need individual 277 face nifs? I am asking because given its excellent ambient potential, I am sure others as well as maybe myself would like to try to do cosmetic changes of our own when the mod reaches certain stage. Having to mess with every NPC using its own nif is daunting and likely not future release proof. IMHO if the actors are mostly remixes from a limited template it would be much easier on future builds and for cosmetic modders.

Edited by 31971207
Posted
7 hours ago, 31971207 said:

Is it just me or the NPCs within this mod have huge height differentials compared to vanilla?

 

It seems the slaves all look the same as well as many other NPC. Does the mod really need individual 277 face nifs? I am asking because given its excellent ambient potential, I am sure others as well as maybe myself would like to try to do cosmetic changes of our own when the mod reaches certain stage. Having to mess with every NPC using its own nif is daunting and likely not future release proof. IMHO if the actors are mostly remixes from a limited template it would be much easier on future builds and for cosmetic modders.

Hello,
to your first point, the Frostbite Clan members are all huge (the more important, the huger). There is a yet unrevealed reason for that.
The slaves should all be within the range of 0.9-1.1, to my recollection, but I try to not make the differences too wild.
That said, I have started making this mod long ago, back when I knew very little about modding Skyrim, so there may be some artefacts of the past, some of which will be addressed by the next release (like the elf slave in the cage at the FC storefront in Markarth being too high for her cage.

To your second point, which is a very good point, and yet another relic of the time when I started making this mod. Back then, I knew nothing about levelled lists. I started out making each NPC manually as a standard and so it remains.
As for the NPC's appearances feeling template-like, that is likely a consequence of most of them having no hair. I try and randomize the appearance as much as possible, to make every NPC unique, with every one I create (within certain bounds). I use the standard CK interface and that only allows for so much.

It's granted that having all the actors being unique NPCs is a hustle, but on the other hand, it has some upsides, too. Modders can use these as a near-infinite female face levelled list. There are some other advantages, I think, in terms of potential storytelling.
I would change this if I could, but at this point it is easier to just go on the way it went until now. Too much time went into this to just start from scratch.
 

Posted
1 hour ago, gargamel9 said:


It's granted that having all the actors being unique NPCs is a hustle, but on the other hand, it has some upsides, too. Modders can use these as a near-infinite female face levelled list. There are some other advantages, I think, in terms of potential storytelling.
I would change this if I could, but at this point it is easier to just go on the way it went until now. Too much time went into this to just start from scratch.
 

 

I probably didn't explain it too well. I am not talking about leveled list. In CK you can create what's called a template NPC and any NPC you create using that template will inherit her traits including the appearance. The new NPC can be changed into anything else even a completely difference NPC if you wish. If you need a lot of background/ambient NPC then using template NPCs is the way to go. The copies or derivatives don't need new facegen nif unless you want to change how she looks. You can do this at any time without affecting the mod at all.

Posted
6 hours ago, 31971207 said:

 

I probably didn't explain it too well. I am not talking about leveled list. In CK you can create what's called a template NPC and any NPC you create using that template will inherit her traits including the appearance. The new NPC can be changed into anything else even a completely difference NPC if you wish. If you need a lot of background/ambient NPC then using template NPCs is the way to go. The copies or derivatives don't need new facegen nif unless you want to change how she looks. You can do this at any time without affecting the mod at all.

It is about levelled lists, or whatever they are called. I do, of course know, about characters being able to inherit traits from other characters. But if you don't want all slaves to look the same, then the pointer needs to point to a list of NPCs, among which the engine picks randomly to inherit the appearance from. There is no face randomizer. Random bandits are all picked from a list of master bandits. Same goes for soldiers etc.

I guess, technically, I could change all appropriate pointers of all the NPCs to point to new templates which then would point to lists consisting of the original NPCs. But that sounds like a lot of work and I don't even have enough time to do the things I want to do, and this is something I don't want to do, for the moment, at least. I realize it's not ideal, and had I known when I first started this mod, I would have done things differently. The object naming conventions, for instance! I made some terrible choices. But it will have to do. For the time being, at least. Anyone is welcome to take my mod and do with it as they please, so maybe, one day someone will make an addon to set different preferences, or allow for more customization.
I might do it myself, at some point, but not before some more attractive goals (for me) are reached. It's all about VR.  

Posted
7 hours ago, gargamel9 said:

It is about levelled lists, or whatever they are called. I do, of course know, about characters being able to inherit traits from other characters. But if you don't want all slaves to look the same, then the pointer needs to point to a list of NPCs, among which the engine picks randomly to inherit the appearance from. There is no face randomizer. Random bandits are all picked from a list of master bandits. Same goes for soldiers etc.

 

My apology I didn't know you have plans for the NPC to be interactive in the future. I thought most of the slaves are just non-interactive background NPC. When I tried to do a very lite version of Hydrogorgon's Slave Girls mod years ago I decided not to touch leveled list at all. I just created a template of 6 slaves and 3 merchants and putting 2+1 as killable respawning traveling teams across the world. The faces of each team is fixed (I stopped working on it after getting stuck finding other methods to randomize the selection without using level list) but since the teams are spread all over to random destinations the chances of seeing the same team at the same time is very low. Because no level list was used it's purely eye candy and added no depth to the game play at all lol.

Posted
On 7/18/2023 at 3:08 AM, 31971207 said:

 

My apology I didn't know you have plans for the NPC to be interactive in the future. I thought most of the slaves are just non-interactive background NPC. When I tried to do a very lite version of Hydrogorgon's Slave Girls mod years ago I decided not to touch leveled list at all. I just created a template of 6 slaves and 3 merchants and putting 2+1 as killable respawning traveling teams across the world. The faces of each team is fixed (I stopped working on it after getting stuck finding other methods to randomize the selection without using level list) but since the teams are spread all over to random destinations the chances of seeing the same team at the same time is very low. Because no level list was used it's purely eye candy and added no depth to the game play at all lol.

Well, technically, you were right, as the interactive part, I want to do using addon mods. One I will do as soon as the new version of AS is up, is about Eola. I think I've written a blog post on it, though, as usual, I was overly optimistic about when it will be ready. That on and the A Perilous Inn mod... I guess the planets must first align :D, but I think eventually I will do at least some of what I have envisaged. Life keeps getting in the way. To do any meaningful work, I need to work on a mod for at least a few days straight. It's difficult to get your bearings, once you've made a longer pause.
I think the leveled lists are nothing to be afraid of. But for AS, I don't need them anymore. Besides, it is kind of cool that each of the characters is unique, and could potentially have a name and backstory. At least the names is something I'm thinking about (though these would not be visible, but you could find out in various way
. But this idea is way down in the stack of things to do.

Posted
57 minutes ago, skullgirls_ said:

hello why am i missing a master? its called pamafurniturescr.esp its not inside your required mod and the link inside the credit sugest its esp less

This is curious. I was planning on using Pama's Deadly Furniture scripts, but decided to rather implement it through an addon for the quarry, at some point. I removed the requirement from the masters' list in CK, and I just doublechecked, and the plugin is no longer listed. It used to be there, though, so before I figure things out, here's a link to the requirement:

But it shouldn't really be a requirement... Or maybe I've placed one I didn't remember.
Sorry for the inconvenience. Here it works fine. But I do have the scripts plugin installed.
The script referred to in the description refers to PAMA's alignment script, which is included in the mod. It's probably redundant with Pama's esp installed.

Posted (edited)

The main plugin really should be cleaned in xEdit and has 10 deleted navmeshes which ought to be fixed, as they can cause CTDs.
 

Spoiler

[NAVM:00103910] (in GRUP Cell Temporary Children of DLC1ArkngthamzExterior02 [CELL:0000769D] (in Tamriel "Skyrim" [WRLD:0000003C] at -35,-8))
[NAVM:00107537] (in GRUP Cell Temporary Children of [CELL:00007681] (in Tamriel "Skyrim" [WRLD:0000003C] at -38,-7))
[NAVM:00107538] (in GRUP Cell Temporary Children of [CELL:00007680] (in Tamriel "Skyrim" [WRLD:0000003C] at -37,-7))
[NAVM:00107530] (in GRUP Cell Temporary Children of [CELL:00007663] (in Tamriel "Skyrim" [WRLD:0000003C] at -39,-6))
[NAVM:0010752F] (in GRUP Cell Temporary Children of [CELL:00007662] (in Tamriel "Skyrim" [WRLD:0000003C] at -38,-6))
[NAVM:0010752E] (in GRUP Cell Temporary Children of [CELL:00007661] (in Tamriel "Skyrim" [WRLD:0000003C] at -37,-6))
[NAVM:0010752B] (in GRUP Cell Temporary Children of [CELL:00007643] (in Tamriel "Skyrim" [WRLD:0000003C] at -38,-5))
[NAVM:0010752A] (in GRUP Cell Temporary Children of [CELL:00007643] (in Tamriel "Skyrim" [WRLD:0000003C] at -38,-5))
[NAVM:000168D0] (in GRUP Cell Temporary Children of DawnstarExterior01 [CELL:00008EB4] (in Tamriel "Skyrim" [WRLD:0000003C] at 8,25))
[NAVM:000F6ED6] (in GRUP Cell Temporary Children of Dawnstar03Exterior [CELL:00008EB5] (in Tamriel "Skyrim" [WRLD:0000003C] at 7,25))


There are two floating posts at Fort Anguish's exterior, also your design for Fort Anguish looks great.

Spoiler

 image.png.fb136e88f901e225ac85e4f3e8ca7ee3.png

 

Edited by Zelathi

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