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Lovers Slave Trader - Dukky Edition


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2 hours ago, LongDukDong said:

After running a series of tests, I will state the following:

 

Running the tests with LoversHooker, the error message appeared, this even without LoversSlaveTrader. LoversSlaveTrader is not the mod that is generating the odd error.  Fortunately, it doesn't seem to be causing any issues... though I will say that LoversHooker is not exactly complete as I wish.

 

As to the use of OBME insofar as the odd error message, LoversSlaveTrader is using OBME as well.  So I do not believe that OBME is at fault.

 

EDIT:  Found the fault.  And it was with LoversHooker. and it was part of the validity test for TamagoClub.

 

Odd as it sounds, master files can still be detected.  Merely unchecking a mod like 'TamagoClub.esm' doesn't do, and detecting existence of scripts will continue even if those scripts are non-functional.  So I made it a policy to gain access to the script that returns the 'version' number, like the one in TamagoClub.  If it returned an actual value other than 0, it existed.

 

The 'error' as it were was the attempt to run a script that didn't exist at all.  So I found I needed to encapsulate the version number test within another test to see if the referred script was even valid:

 

 

    ; Confirm Existence
    if IsFormValid r0  
<--- newly added to fix
        let fTemp := call r0
    endif              
<--- newly added to fix  
    if
fTemp <= 0

        ... do stuff that ensures the mod support is off

    endif
 

Thanks for the bug report, even if it was for the wrong mod. :D  Updates for Hooker are, in fact,  pending...

 

But the same error occurs also in the LoversSlaveTrader  mod, when checking for Hiyoko.  The following screenshot shows the loading of a fresh game WITHOUT the Hooker mod (LoversHooker.esp disabled).

 

 

ScreenShot1.jpg

Edited by Mr. Sunshine
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I do not understand what is going on with your game.  Very confusing.

 

For a test, I basically turned 'everything' off, with that, I screencapped my very list from the command console.

 

Mod List:

 

 

Oblivion.esm
Lovers with PK.esm
LoversCreature.esm
Unofficial Oblivion Patch.esp
UOP Vampire Aging & Face Fix.esp
Oblivion Citadel Door Fix.esp
DLCShiveringIsles.esp
Unofficial Shivering Isles Patch.esp
MaleBodyReplacerV5.esp
Knights.esp
SuperStart.esp -----  (my own exit to bypass the dungeon)
Lovers with PK.esp
LoversCreature.esp
LoversSlaveTrader.esp
LoversMB2.esp
LoversIdleAnimsPriority.esp
LoversAnimObjectsPriority.esp
 

 

 

Start of Loading... LoversCreatures 2.5+ shown recognizing creature models

 

 


Img1 Start.jpg
 

 

 

End of Loading... LoversCreatures 2.5+ still shown recognizing creature models. Shows how short the load actually is.

 

 


Img2 Done.jpg
 

 

 

Currently, I am not receiving any error as you have displayed. 

 

Now I will admit, I did a minor 'tweak' a couple hours ago.  I can never seem to leave mods alone.  The Tweak involved a forgotten 'erase/reset' to the support-mod test value, allowing the TamagoClub values and the support message to appear even if not loaded... because the switch/test was already activated by the previously tested LoversCreatures mod. Looking through, yes, the HiyokoClub system has a script to call, but only active if directly in front of an NPC.

 

However, removing my fix still did not generate the missing script call message you are receiving.  With LST, I do not see that error.

 

Perhaps you have an older version than 2.0b ???

 

SLAVERY SUPPORT SAVED

TO VERSION 2.0 c

 

This new upload for 2.0c fixes the issue mentioned with HiyokoClub for non-Hiy users. But again, the issue would only appear when facing an actual NPC.

 

 

Edited by LongDukDong
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1 hour ago, LongDukDong said:

I do not understand what is going on with your game.  Very confusing.

 

For a test, I basically turned 'everything' off, with that, I screencapped my very list from the command console.

 

Mod List:

 

  Reveal hidden contents

Oblivion.esm
Lovers with PK.esm
LoversCreature.esm
Unofficial Oblivion Patch.esp
UOP Vampire Aging & Face Fix.esp
Oblivion Citadel Door Fix.esp
DLCShiveringIsles.esp
Unofficial Shivering Isles Patch.esp
MaleBodyReplacerV5.esp
Knights.esp
SuperStart.esp -----  (my own exit to bypass the dungeon)
Lovers with PK.esp
LoversCreature.esp
LoversSlaveTrader.esp
LoversMB2.esp
LoversIdleAnimsPriority.esp
LoversAnimObjectsPriority.esp
 

 

 

Start of Loading... LoversCreatures 2.5+ shown recognizing creature models

  Reveal hidden contents

 


Img1 Start.jpg
 

 

 

End of Loading... LoversCreatures 2.5+ still shown recognizing creature models. Shows how short the load actually is.

  Reveal hidden contents

 


Img2 Done.jpg
 

 

 

Currently, I am not receiving any error as you have displayed. 

 

Now I will admit, I did a minor 'tweak' a couple hours ago.  I can never seem to leave mods alone.  The Tweak involved a forgotten 'erase/reset' to the support-mod test value, allowing the TamagoClub values and the support message to appear even if not loaded... because the switch/test was already activated by the previously tested LoversCreatures mod. Looking through, yes, the HiyokoClub system has a script to call, but only active if directly in front of an NPC.

 

However, removing my fix still did not generate the missing script call message you are receiving.  With LST, I do not see that error.

 

Perhaps you have an older version than 2.0b ???

 

SLAVERY SUPPORT SAVED

TO VERSION 2.0 c

 

This new upload for 2.0c fixes the issue mentioned with HiyokoClub for non-Hiy users. But again, the issue would only appear when facing an actual NPC.

 

 

 

Thanks for the help, it seems the problem was in the load order. There was a conflict with Player Slave Encounters.

I set the load order as specified here: 

But apparently this decision was wrong.

Now I have rechecked the load order, according to the LoversSlaveTrader - Dukky edition mod description and the  odd error has stopped appearing.

I am sorry for the disturbance.

 

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3 hours ago, Mr. Sunshine said:

I set the load order as specified here: 

Oh, HELL no.  That's a pretty abbreviated load order.  Look for the Load Order in the yellow link in either my or Fejeena's signature.  While fairly old (circa 2013-2015?), it is way more complete and has placeholders suggesting where certain mods (not in the list) belong.

 

But glad ya got it working now.

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  • 4 weeks later...

I guess you want this one?

 

;; Chance of Breaking Slave
 ; ------------------------
 ; This defines the probability of a slave being broken  and becoming sex slave
 ; in a single training session.  It is not cumulative.  However, it can be ad-
 ; justed if the SSlTRank option is enabled.  Either way, this value is a range
 ; from 0 to 100.
 ; (Default setting: 3)
 ;

set xLSTMain.PerSSl        to 3

 

This sets the chance of breaking a slave per session to 3%.  This is the normal setting and has been for a while.  If you set it to 99, you're almost assured of breaking a slave on your first training session (a slim 1% of their stubbornness).

 

Below that entry, there is a switch called "Trainer's Rank Effect on Breaking Slaves" which determines if your rank as a slave trainer affects breaking slaves.  By default, it is off. But if on, you have a better chance breaking slaves at a higher rank than when you first start out.

Edited by LongDukDong
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  • 3 weeks later...

READING IS FUNDAMENTAL

FOR THE SLAVE TRADE

NOW AT VERSION 2.0 D

 

This update is not for a large feature, or much of anything at all.  More of a preventative issue if someone runs afoul of game corruption and somehow lose the memorization of the skills of a slaver. 

 

Until recently, the Slave Trader's Manual has been nothing more than a help guide, or bit of fluff instruction for the player, written in a means to keep the game more lore friendly.  That is, it gave general knowledge without technical specs on spells to use or what not.  But that is no longer the case.  For if your player somehow loses or forgets the skills, just harken to the Slave Trader's Manual; not all will be lost. 

 

The update to the mod is that the Slave Trader's Manual may now teach the spells the player needs in order to be a slave trader. Along with that, it also activates the 'topics' that you will use among the actors, slave and general citizenry alike.  While true that using LST alone will give you the skills at game start, or will be taught later with LSTBravilUnderground under certain conditions; this newly added option is one of prevention and foresight.

 

Of course, the book doesn't give a slaver's club (special).  How can a 1 inch thick book carry such an object?

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  • 4 weeks later...

Hey, slave!  Yeah, you!

GET BENT!

NOW AT VERSION 2.0 E

 

Only a modest update, and one that adds a little dialog if one also has GenderBender within their list of mods.

 

Some new dialog is available for slaves to utter if they aren't only enslaved, but also had their genders changed with the magic of Genderbender.  In otherwords, it sucks to be them.

 

In addition, let it be known that the vocal pack topic now has updated LST vocal BSAs to match.

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  • 1 month later...
1 minute ago, Jradnile said:

Loving the mod so far, just real quick question, what's the system used for breaking a slave? Some break after one training session, others I've spent hours just fucking and they still won't yield.

Oh nvm I just missed multiple posts about editing in the ini, I'm just blind lmao 

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It's a random chance. But depends on your Slave Trainer Level, NPC Slave Level, Basic value of training, . . .

Your trainer level should be higher than the NPC's slave level

 

The Basic value of training can be set in the LSTGameSettings.ini or LSTOutsideMod.ini  (don't know I still use the original Mod version with only one ini file )

set xLSTmain.TrainBase        to 3

Also the Probability of becoming sex slave in a single training session
set xLSTMain.PerSSl        to 3         (0~100)

If you set PerSSl   and TrainBase   to 100 you will break all slaves in a single training session.

 

Edited by fejeena
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11 hours ago, fejeena said:

It's a random chance. But depends on your Slave Trainer Level, NPC Slave Level, Basic value of training, . . .

Your trainer level should be higher than the NPC's slave level

 

The Basic value of training can be set in the LSTGameSettings.ini or LSTOutsideMod.ini  (don't know I still use the original Mod version with only one ini file )

set xLSTmain.TrainBase        to 3

Also the Probability of becoming sex slave in a single training session
set xLSTMain.PerSSl        to 3         (0~100)

If you set PerSSl   and TrainBase   to 100 you will break all slaves in a single training session.

 

Thanks very much! also another quick help if you can, how do i add the slave crawl token to the game, the one found in the ReadMe, am very new to modding.

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??? slave crawl token ??  Not in the original  version. There is a xLSTDoggyToken

 

You mean crawl not Cowl ?

 

Do you use BravilUnderground?  It's a Quest mod that use LoversSlaveTrader. 

My no MBP version here https://www.loverslab.com/files/file/263-no-mbp-bravil-underground-v096-v2/      Or use the MBP version if you have MBP installed.

In BravilUnderground slave port is a shop ( name "Medical Clinic" )  where you can buy modifications for your slaves.

 

You can change your slave into a doggy slave = the slave is crawling.

 

The item/token that is used is in LoversSlaveTrader.

xLSTDoggyToken "[Doggy]slave"   XX01BE92

 

You can use the console and add it to your slave ( if you don't have the BravilUnderground mod or you don't want to pay )

You must know the load order ID of the LoversSlaveTrader.esp.  You can see it in Oblivion Mod manager, WryeBash or the Modmanager you use.

With OblivionModManager: Start the Modmanager.

In the left window you see your mods ( esm and esp )  move your mouse over LoversSlaveTrader.esp and you see the ID (2 number or letters. Oblivion esm is always 00,  9th mod is 09, 10th mod is A,  11 = 0B ,... hexadecimal system )

 

In my game LoversSlaveTrader. esp is the position 151 after the Oblivion.esm .  The 151th active mod.

Spoiler

The ID in my load order is 97 

Loadorder ID.jpg

 

Then you start your game.

Look at your slave, open the console  and click on your slave.

Then enter in the console

additem XX01BE92 1

hit enter key

 

!! the XX you replace with the Loadorder ID of LoversSlaveTrader.esp.  If  LoversSlaveTrader.esp is position 75 aftervthe Oblivion esm in your load order .it is

additem 4B01BE92 1

 

Now your slave is crawling.

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

You can use the BravilUnderground "Medical Clinic"  or the console to remove the token.

Console:

Open the console, click on your crawling Slave, write

removeItem XX01BE92 1

hit enter key

Of course replace the XX with the Load order ID

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12 hours ago, Jradnile said:

Thanks very much! also another quick help if you can, how do i add the slave crawl token to the game, the one found in the ReadMe, am very new to modding.

 

Here is the readme which I have within the mod download.

 

Spoiler

 

 

                     = = = = = = = = = = = = = = = = = = =
                     L O V E R S   S L A V E   T R A D E R
                     = = = = = = = = = = = = = = = = = = =

                                  Version 2.0e

                               Originally by Vicn
                         Initial Translation by HanPL
                      Submissive Reorientation by Gaebrial
                       Rework and Adaption by LongDukDong
                         Additional Features by Fejeena
                             Bottles by ZuTheSkunk

[Overview]

This mod allows you to deal with or become a slave merchant.  You will have the
ability to capture, train and sell viable NPCs and creatures as sex slaves.

It does so by inserting an AI management system to keep track of the slaves and
their owners, creating enslavement items and spells, and adds dialog topics.


[Requires]
 * OBSE 20
 * Lovers with PK v1.6
 * LoversCreatures 2.0


[Recommended (not required)]
 * LoversRaperS
 * LoversPayBandit
 * LSTBravilUnderground
 * LoversRapeSlave (LST Edition)
 * LoversSlaveTrader - Voices.bsa (optional)


[Supported Mods (not required)]
 * OBME                     - Permits the use of custom spell icons
 * Lovers Creatures 2.5+    - Permits creatures to be trained submissively.
 * Genderbender             - Deals with owner sex preferences.
 * TamagoClub v 1.15 r 4.32 - Deals with owner sex preferences & womb ownership.
 * HiyokoClub v 1.10 r 5.1  - A child borne from a slave becomes one itself, or
                              sets the age when it 'may' be enslaved.


[Issues]
 * Oblivion Magic Extender used for the custom icons may interfere with some of
   the older OBSE commands.
   + The dlls rewrite some of the older OBSE v18 commands, and some won't work.
   + Of the OBSE 18 commands, they are handled better by OBSE v19  while others
     were depreciated.
   + If issues still arise, the OBME dll files can be removed,  only losing the
     custom spell icons which will return to the default Script Effect icons.


[Disclaimer]
We are not responsible for any damages resulting from the use of this mod.


[Credits]
Authors of the Lovers with PK system
Successor authors of Lovers with PK
up001323, the author of the original LoversSLZxPlus (LoversVoiceSSPplus) mod.
ZuTheSkunk for the creation of the three custom bottle designs.


                               *    *    *


[System Specifications] =======================================================

[Slaveable]
 * NPC
 * Creature

[Conditions for slavery]
 * Can be asleep (ie in bed)
 * Unconscious
 * Fatigued (default to 30%, now editable in the INI)
 * Knocked Down
 * Special conditions: Knocked out by custom weapon(s), spells or potions
   - Such items include a custom paralyzing knockdown effect

Actors can become enslaved by using the  <[LST] Enslavement Spell>  as long as
they meet any of the above requirements.  Dead Actors cannot be enslaved.  Nor
can actors that have been blocked by custom tokens that protect them.


                               *    *    *


[Tools / Magic] ===============================================================

 <Books>
 * Slaver's Ledger Book:   You can view a record of all of the slave sales. With
                           this, you can cancel a sale  and get  the slave back.
                           But only if you have enough gold to pay the owner.
 * New Slave Merchants:    A handy little help book for those getting started 
                           in the world of slave trading. Can also instruct the
                           fresh-faced slaver, teaching the skills of the trade.

 <Clothing>
 * Ring of the Slaver:     A ring that greatly increases the player's chance to
                           break a slave during training.
 * Ring of Sexual Torture: A ring that ensures the player will not break a slave
                           when being trained.

 <Weapons>
 * Slaver's Club:          You can stun your opponent by hitting from behind.
 * Premium Slaver's Club:  A more enhanced version of the club.
 * Skooma Syringe:         Knocks out a victim to enslave,  but at the cost of a
                           bottle of Skooma. Skooma is required for use.

 <Potions>
 * Special Skooma:        A potent version of Skooma that numbs a victim.
 * Moon Sugar Concoction: A mixture of Moon Sugar that makes one sleepy. anyone
                          who takes it will go home and sleep for several hours
                          (assuming they have a home with a bed).
 * Golden Mead:           Mead, but laced with skooma.  It may knock out anyone
                          who drinks it, or makes them violent, or kills them.
 <Spells>
 * Enslavement Spell:     The actual spell used to enslave a targeted victim.
 * Dissect:               Harvests  the heart, blood and flesh  or dead victims
                          or merely  the flesh of creatures slain,  but only if
                          cast within 12 hours.
 * Reanimate:             Revives a dead victim and enslaves them,  but only if
                          cast within 12 hours.  There is a 50/50 chance of the
                          revived actor to become violent.  And it doesn't work
                          on any victim who had its organs harvested.
 * Negotiation:           This allows you to make deals with NPCs or creatures.
                          If used during combat,  you can use it to stop combat
                          by offering yourself (or a slave) for sex.
 * Pack Slave:            You can store up to nine slaves in a virtual space to
                          make it easier to travel. But it isn't effective with
                          non-persistent actors or those with no low level pro-
                          cessing.
 * Sudden Slumber:        A contact/touch spell that knocks out a target. Don't
                          use if witnesses are around as it is a violent act.


                               *    *    *


[Orders/Commands to Slaves] ===================================================

The below commands are also the same for designated slave trainers:

< Dialog commands when talking to an NPC >
 * "Nevermind"  - - - - - - - - - - Stops giving any order.
 * "Follow Me"  - - - - - - - - - - The slave must follow the player.  However,
                                    if the player is imprisoned when following,
                                    the slave will be released.
 * "Wait here"  - - - - - - - - - - Makes the slave wait on the spot.
 * "Sell your flowers here" - - - - This makes the slave wander around and sell
                                    its body for sex.
 * "Relax here" - - - - - - - - - - The slave will read books  and eat or drink
                                    during the day, and sleep at night.
 * "You are free to look around"  - The slave basically walks about normally.
 * "Inventory"  - - - - - - - - - - You will be able to view and exchange items
                                    carried by the slave.
 * "I will train you" - - - - - - - Sexually train the slave.
 * "Training Progress"  - - - - - - You can view the training statistics of the
                                    slave, its score  in human sex and creature
                                    sex and its rank.  This result will show as
                                    a pop-up display in the screen's center.
 * "Release Slave"  - - - - - - - - This frees the slave, releases it from your
                                    control.

< Dialog commands when clicking an enslaved Creature >

 * "Follow Me"  - - - - - - - - - - The slave must follow the player.  However,
                                    if the player is imprisoned when following,
                                    the slave will be released.
 * "Wait here"  - - - - - - - - - - Makes the slave wait on the spot.
 * "Let them wander"  - - - - - - - The slave basically walks about normally.
 * "Luggage"  - - - - - - - - - - - You will be able to view and exchange items
                                    carried by the slave.
 * "Training" - - - - - - - - - - - Sexually train the slave.
 * "Emancipation of Slave"  - - - - This frees the slave, releases it from your
                                    control, and erases all training results.
 * "Leave"  - - - - - - - - - - - - Stops giving any order.

<Special Menu for Slaved Creature Training>

 * [*** and training (once)]  - - - - The creature begins having sex with ***.
 * [*** and training (consecutive)] - This registers  both the creature and xxx
                                      in the Slave Ledger, and the two begin to
                                      have sex continuously.
 * [End Training] - - - - - - - - - - This will end the training (sex)  between
                                      the creature and ***, and removes the two
                                      from the ledger.
 * [Training with Player] - - - - - - This begins sex with it and the player.
 * [Return] - - - - - - - - - - - - - Returns to the previous menu.
 * [Leave]  - - - - - - - - - - - - - Exits the creature's menu.


                               *    *    *


[Basic Training Concepts] =====================================================

< Training in General >
Slaves are trained by sexual activity by the Lovers with PK system, and it co-
vers two types of training: Human (NPC) or Creature. Training a slave progres-
ses faster if the trainer  is a member of the Slave Trainer's Guild, of if the
slave is a fully broken sex slave.  As the owner/trainer, you have the options
of being aggressive in training, or being submissive during sex training.  And
if you have two slaves, you can make one slave sexually train the other.


< Slave to Trainer >
The ranking of a slave grows as it is repeatedly trained,  or acts as a trainer
when training another slave (slave-to-slave training). This ranking is the same
as those in the Slave Trainer's guild. But when you intend to let a third party
train your slave,  you need to talk to your slave and have it follow you before
talking to the trainer.


< Steps in Trading/Training>
* Step 1:  Order the slave to "Follow Me". At this point, the slave is the sub-
           ject of any transaction. These transactions include the following:
             - Training with a trainer or another slave
             - Prostituting the slave
             - Selling the slave to an owner
             - Sent away for a special feature (eg. Bravil Underground's Arena)

* Step 2:  Talk to an Actor who may interact with the slave. If the actor is a
           guard (or a related guard class), you won't have the option. But if
           other issues show, mostly if all available tracking spots have been
           used, the text  "No slave trafficking possible!!!" will appear.

           If you choose to sell a slave with the 'Selling Slaves' option, you
           will see the following options:

           * Forget we ever spoke.
            - The actor will act confused as you end the conversation.
           * Want to sample this flower?  
            - The actor will have free sex with your slave.
           * Do you want to buy a flower? 
            - The actor pays you and has sex with your slave.
           * Do you want to purchase this slave? 
            - Assuming it is trained well, you sell the slave.


< Regaining the Slave >
If you choose  to have a slave returned to your custody,  it can be done in the
following ways, most methods below requiring gold.

           * Talk to the buyer/owner and say "I want to buy back a slave.". It
             does require you to have enough gold to pay the owner off.
           * Tell the slave you sold "I would like to purchase you back.".  It
             also requires you to have enough gold to pay the owner off.
           * Go into the  'Slaver's Ledger Book',  and cancel the transaction.
             This too needs you to have enough gold to pay the owner off.
           * Use the 'Negotiation' spell to cancel the slave trade. And again,
             this requires you to have enough gold to pay the owner off.
           * Kill the owner to get the slave back.
           * Enslave the owner to get the slave back.


< Hiyoko Slavery >
Any hiyoko borne from a slave  will too be a slave at birth.  This has been the
way since version version 0.7 beta back in January 2012. And now, something has
been changed. 

If you are using  a version of HiyokoClub older than version 1.10 revision 5.1,
then Hiyoko are subject  to all slave commands as any other NPC. But after rev-
ision 5.1 came out,  new options for control or lack thereof have been made. As
of now, there is an Ini setting for Hiyoko support that handles if and when any
hiyoko may be enslaved.

           * OFF:         The system acts as it always has, treating all Hiyoko
                          as any other NPCs.

           * BLOCKING ON: The system prevents Hiyoko  from being turned  into a
                          slave by the magicks of this system. Only the born at
                          birth feature remains to enslave hiyoko.  Further, if
                          any hiyoko were a slave, adult-oriented commands such
                          as Training,  Flower Selling,  Selling of Slaves, and
                          the Emancipation/Freeing of slaves are fully blocked.


           * ADULTHOOD:   The system is much the same  as the above BLOCKING ON
                          option when a hiyoko is borne.  It cannot be enslaved
                          except when it borne from a slave. And no adult-based
                          commands may be given.  However, all of these limita-
                          tions  are removed  when a Hiyoko  reaches adulthood.
                          Once a Hiyoko becomes an adult(defined in HiyokoClub)
                          then the commands such as Trading, Training and so on
                          become available. But not before.


                               *    *    *


[The Option Settings Spell] ===================================================

The options spell is a spell that allows you to adjust some of the mechanics of
the Lovers Slave Trader mod.  They are described below:

                       
 * Greeting Reinforcement:        Turn on Quest with priority 100 to make slave
                                  NPCs speak  their own words.  It will greatly
                                  hinder the progress of other Quests, this in-
                                  cluding some from LSTBravilUnderground.
 * AI Management Speed For Slave: Check the slave sales list and set the update
                                  frequency of the slave AI that has been sold.
 * Owner/Slave action control:    Sets options  which limits occurrances of sex
                                  acts between an actual owner and slave(s).
 * Training Stats on Follow:      This sets  whether the slave's training stats
                                  are shown when ordered to Follow the player.
 * Creating a Copy:               Set whether  to make a copy  of the Actor and
                                  use the copy instead  when enslaving an actor
                                  like a random Bandit or Creature.
 * Erase Slave/Owner Management:  This erases the owner/slave relationships and
                                  turns  the  'Slave AI Management'   (xLSTQCS)
                                  quest off.
                                  You  would need  to run: "StartQuest xLSTQCS"
                                  from the console to restart it.


                               *    *    *


[F.A.Q.] ======================================================================

 Q: Can a child born using Hiyoko Club be enslaved?
 A: Yes

 Q: Can I do multiple transactions at once?
 A: No.  One by one.

 Q: Can I enslave multiple NPCs at one time?
 A: No.  One by one.

 Q: Slaves can't be sold, and Trainers can't train
 A: There are multple causes for this to happen:

    * If "Transaction partner is invalid!!" is displayed
      ---> The owner is not a valid actor of any sort.
    * If "... is unable to make this trade!!" is displayed
      ---> The owner is not persistent and does not have Low Level Processing.
    * If "Invalid selection!" is displayed
      ---> The subject to be trained is not a slave at all.
    * If "Make a deal with someone! Slave cannot train itself!" is displayed
      ---> The slave asked to train the other was also the slave following.
    * If "... is not a valid slave!!" is displayed
      ---> The owner is not persistent and does not have Low Level Processing.
    * If "No slave trafficking possible!" is displayed
      ---> The 200 owner/slave maximum has been reached.  You are  only able to
           sell up to 200 slaves.
           (If there is a vacancy  within the  'Slaver's Ledger Book',  you may 
            need to reset all sales with the 'Erase Slave/Owner Management' op-
            tion within the 'Options Settings' spell.)
    * It is possible the AI Management Quest (xLSTQCS) is not running. In order
      to start it, enter 'StartQuest xLSTQCS' on the console.
      Note:  Wait at least five(5) seconds after exiting the console to let the
             processes to restart before you continue.

      For those who had updated from version 0.7.3 or earlier, and had used the
      'Erase Slave/Owner Management' from the Option Settings spell,  first try
      the following console combination:
      Type: Set xLSTQCS.doonce to 0
      Then type: StartQuest xLSTQCS


                               *    *    *


[Notes] =======================================================================

< Compatibility with other Companion Mods >
When using Companion MODs such as 'MadCompanionSpell', 'Recruit' and 'Companion
Share', conflics with NPC AI systems may occur and the behavior may be strange.

Be careful if managing an NPC with more than one NPC controlling mod at a time.

  Example: I want to manage slaves with MCS
           If you use the "Wait Here" command on a slave, it will be frozen in
           place, even when using the MCS commands.   Likewise, if you use the
           MCS command to freeze an NPC,  the "Follow Me" command  won't work.


< Compatability Outside Mod INI file >
Some mods that would normally prevent proper functioning  of slave commands may
be listed in the accompanying LSTOutsideMod.ini file. That INI file can list up
to 20 mods and remove tokens, classes and factions which hamper the system. The
INI file has instructions built within.


< Slave Creature >
It is recommended not to enslave creatures that are known to bring up some menu
option by touch. Such creatures would be Horses that can be ridden. However, it
is fine to enslave horses that do not have this function and cannot be ridden.


< Status Changes when Enslaved >
Reduced Aggression:     The slave's aggression level is reduced to almost zero.
Friendly Fire:          The slave will ignore friendly fire if attacked.
Increased Intelligence: Its intelligence is raised if starts at 30 or below.
Can No Longer Arrest:   If the slave was a guard, it isn't anymore.
Disable Respawn:        The slave will no longer respawn if it dies.

Some of these features are reversed if the slave is released.


                               *    *    *


[Non-Persistent Actor Enslavement] ============================================

IMPORTANT!!!  ITS NOT EROTIC, BUT IT IS VERY IMPORTANT!!!

Respawnable and leveled actors such as wandering creatures, bandits and dremora
can also be enslave. But since they are not Persistent, you typically can't use
effects like the Pack Slave spell,  or manage them with ease.

If you really wish to enslave such targets, you will need the 'Creating a Copy'
option from the Option Settings spell so you can make a persistent (manageable)
copy of the target when enslaving.

The copy created will depend largely on the mod environment at the time. Please
note that if the environment changes  (removing the mod or changing mod order),
the data of the created copy will be destroyed and cause a CTD.

Even if you remove LoversSlaveTrader, the slave status will be released and the
copy of the actor will remain in the save data.

Persistent Actors:     Typically all actors in towns and cities.
Non-Persistent Actors: Typically any actors in caves, ruins, and the open road.


                               *    *    *


(Supplemental) ================================================================

LoversSlaveTrader contains a collection  of creatures based on both Vanilla and
Shivering Isles creatures within its database.  It also includes two(2) canines 
similar to those from the mod, Lovers Bitch. Their EditorID begins with: xLSTTr


                               *    *    *


[Other] =======================================================================
LoversSlaveTrader  cannot be used with LoversSTVictims.  Please avoid using the
two mods together. Victims will not be updated in the future.


                               *    *    *


[TOKENS] ======================================================================

EditorID               FormID  Script Description
---------------------  ------  ---------------------------------------------
xLSTHumanSexNumber     001D28  Count/Number of NPCs trained with
xLSTCreatureSexNumber  001D2C  Count/Number of Creatures trained with
xLSTEnslavedToken      001D36  Defines an Actor as a slave
xLSTTrainingToken      004020  Defines if the slave is being trained
xLSTSlaveServiceToken  006F4B  Defines if a slave is/isn't sold and its actions
xLSTWaitToken          008402  Keep slaves on the spot
xLSTFollowToken        008417  Makes the slave follow the Player
xLSTFlowerGirlToken    016FEF  Makes the slave wander and prostitute itself
xLSTDoggyToken         01BE92  Makes the slave crawl on all fours
xLSTInviolableToken    022DC8  Prevents an actor from being enslaved
xLSTRelaxToken         0278EC  Allows the slave to rest and relax
xLSTBuyerToken         03823D  Number of slaves owned (other than Player)
xLSTUnbreakableToken   03F8CD  Prevents a slave from becoming a sex slave
xLSTHarvestedToken     0421C8  Determines if a corpse was harvested by spell
xLSTRestoreItemToken   05253B  Count/Number of the mod that restores items
xLSTRestoreGuardToken  05253C  Count/Number of the mod that restores its class
xLSTHiyokoBlockToken   05A01F  Prevents Hiyoko from engaging in activities

 

 

 

 

As @fejeena stated, it is the xLSTDoggyToken item, and can be applied in the console window as he described. 

 

The application of the xLSTDoggyToken was initially part of LoversSlaveTrader (noted in the version history that Vicn worked on the on-all-fours script in January 2012).  However, it was just Valentines Day next month that Vicn decided the mod was too large and subsequently divided it in two, separating BravilUnderground's NPCs and environment as a separate mod that was dependent upon LST itself (and noted he made it a MBP environment by intent. :P ).

 

If you are wishing to create a mod using LoversSlaveTrader, obviously LST would be a parent to your mod, and thus dependent.  This, like LSTBravilUnderground which will not function unless LoversSlaveTrader is also in use.  But being that your mod would require LST as a parent, your mod would inherit the tokens quite easily, so you can just call them in whatever statements you create.

 

That being said...  If you wanted to make it so an NPC to force a slave into crawling on all fours like a dog, the statement you would use would be akin to either of these:
Call xLoversCmnSetItemCount me xLSTDoggyToken 1    (recommended)

      -or-

me AddItemNS xLSTDoggyToken 1       (not recommended but viable)

 

  •  me being the reference for the slave
  •  The first command is a LAPF command, adding 1 token to the player, and ensures the capacity is just one token.
  •  The second command is a vanilla command that adds 1 token.  If one exists already, the quantity held increases.

 

For doggy related greetings, the 'doggy' must also be a slave.  If a happy broken slave, the slave will greet the player with "Woof Woof", otherwise expect the slave to call you a bastard or bitch for the humiliation.

 

 

 

 

Edited by LongDukDong
alternate means to add, and explanations
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  • 3 weeks later...

Is the depency on Lovers Creatures soft or hard, so to speak....I'm not really interested in downloading L Creatures something i'll never use and which to be honest looks overly complex with a lot of  files for download, all that just to run another mod is a bit much for me sorry..I wanted to download Bravil Underground also but that requires creatures also, just wondered.

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I am afraid so, as it has been since the previous versions, even so far back to 2011 when it was first created by Vicn. 

 

Back then, it and LSTBravilUnderground were merely one 'expansive' mod under the name LoversSlaveTrader. It was on Valentine's Day 2012 ❤️ that he split the mod into two.  But it has always retained its dependency in-script, though not outwardly apparent if using the CSE to look for any 'Parent Masters'.

 

Translating the Update History into English so I can know what and when really helped.  :cool:

 

Insofar as removal, it would require extensive alteration of various menus.  And not only does Bravil have creatures (training kennels and the like), but so too does LST.  Technically, that was a surprise to me when I first examined it.  But it does stand to reason given its decade-long history.

 

Edited by LongDukDong
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Original Lovers Slave trader does not have LoversCreatures masterfile. Why have you add it Dukky?

And I'm pretty sure the original works without LC.  If you don't use Bravil Underground nothing related to creatures is used.

 

I have not checked the scripts, but usually if a script check doesn't find Lovers Creatures that part won't be used, but the rest of the mod works fine ( if the script was written correctly)

Yes BravilUnderground without LCreatures is not possible.

 

So sundog005 use the original SlaveTrader without LoversCreatures.

( But why you have a "dog" in your name and don't use LoversCreatures and Lovers Bitch ?   :classic_biggrin: )

Edited by fejeena
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1 hour ago, fejeena said:

Original Lovers Slave trader does not have LoversCreatures masterfile. Why have you add it Dukky?

Contrary to what is suggested, LoversCreature (again) is not shown as one of the "Parent Masters" so I did not add it as a masterfile.  But much like the LST 1.0 Final, it relies on the assumption that LC is in place.  The creature control menu assumes one can perform the desired sex animatics. And likewise if the creature is the prime following slave when offering slave sex to an NPC.  There are no preventative checks in 'Final' despite it does call upon creature sex. 

 

At the same token, I did encounter issues that halted gameplay at start when loading LST Final whilst LC was not present. 

 

For a bit of a history lesson, when LST and Bravil were one and the same, version 0.3alpha (November 5, 2011) did remove LoversCreature specific dialog from the mod... other than that for Rena Bruiant.  That and it deleted a creature that was added in the previous iteration.  The identify of that creature was never revealed in the update history.

 

Yes, there was content related to creatures within LST... and still is...  This here is from LST 1.0 Final:

 

Spoiler

 

Creatures.jpg

 

 

Entertaining, is it not?  The list contains the Doberman and Collie from LoversBitch. (Perfect for sundog005  :lol: ) Vicn assumed more was added than you may have expected.  Granted, the collie and doberman merely won't show properly unless LB is likewise loaded.

 

Vicn clearly had more in mind when working upon its design.

Edited by LongDukDong
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Yes I know all the creatures in the esp but they are used by BravilUnderground. There are other things in the esp that is not used, that is only used by BravilUnderground.

 

I still believe you can use Slave Trader without Lovers creatures.

The creatures training menu you only get if you have a creature trainer, but without LC you will never have one.

 

undog005 just try it.

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6 minutes ago, fejeena said:

I still believe you can use Slave Trader without Lovers creatures.

 

Allow  me to restate...

 

20 hours ago, LongDukDong said:

At the same token, I did encounter issues that halted gameplay at start when loading LST Final whilst LC was not present. 

 

I was not able to use Slave Trader without Lovers Creatures, this even 1.0 Final.


NOW... as to requests for this demand to be removed, I am looking into it... always one for adaptability.  I need to find the source of the dilemma I had previously experienced.  But for that, I need to fully remove LC.  Thankfully, I have backup installations on my Drive with certain setups.

Edited by LongDukDong
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I can't find a LoversCreatures check in the scripts ( no LC esp or esm )  Not even in the Creatures script, which are used by BU.  Where is it hiding?

In none of the quest scripts is a LC check. ( or I need new glasses )

 

Of course in LAPF settings you have to disable creatures sex.

 

Shit can not test it, I have too many Mods that need Lovers Creatures.

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I knew it worked! This version works WITHOUT  LoversCreatures

https://www.loverslab.com/files/file/24-lovers-slave-trade-10-english-final/

 

A broken slave!

Spoiler

ScreenShot89.jpg

ScreenShot90.jpg

 

I used the LST club and then the enslave spell.

The order dialogs to train the slave ( of course without BravilUnderground there are no trainers, you must train your slave yourself )

The slave is broken.

Follow , wait, training progress and inventory works.

 

Then I stopped the test.

But I'm sure everything works in the mod.

All the things that are only for BravilUnderground in the Slave Trader esp you can not use ( if you don't use the console to get some of the BravilUnderground spells )

 

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That IS the version which I had repeatedly stated I had issues without Lovers Creatures.

 

17 hours ago, LongDukDong said:

Allow  me to restate...

 

On 4/13/2022 at 11:32 PM, LongDukDong said:

At the same token, I did encounter issues that halted gameplay at start when loading LST Final whilst LC was not present. 

 

I was not able to use Slave Trader without Lovers Creatures, this even 1.0 Final.

 

So before you continue, allow me to AGAIN restate...

 

17 hours ago, LongDukDong said:

NOW... as to requests for this demand to be removed, I am looking into it... always one for adaptability.  I need to find the source of the dilemma I had previously experienced.  But for that, I need to fully remove LC.  Thankfully, I have backup installations on my Drive with certain setups.

 

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So your version does not work without LC.

 

So why not the short answer to sundog005 question:  For my version you need LC , but if you want to play without LC use the original version.

 

I read nothing about it in the first post sundog005.  It sounds like LC has always been necessary.

 

 

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