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Lovers Slave Trader - Dukky Edition


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Posted (edited)

Well, you're going to love this... and this will be coming soon.

 

The  'No LoversCreatures' alert message will be gone.  This is replaced by a system switch that indicates if LoversCreatures is in fact active. 

 

There will be a new switch in the INI file that determines if one can or cannot enslave creatures if LoversCreatures is not loaded.  If LoversCreatures is not in use, you MAY be able to enslave creatures but the sex slave systems will be disabled.  This for even the Negotiation and Creature Menu scripts, let alone Slave Trade negotiations.

 

For the Negotiation menu, the menu hardly changed.  Whether you have a slave or not in tow, very little changes.  So what difference for creatures?  Instead, a message that you cannot use s creature for negotiations, training or whatnot is displayed.  However, the Creature Slave menu has changed, this to remove the Training heading and the options adapted to recognize its removal if LoversCreatures is not engaged.

 

There will also be another new switch in the INI file that determines if one can or cannot enslave mounted creatures... ie Horses (or the like).  While its function now is to merely determine if the player can enslave a horse, it is my hope to be able to bring up a new menu.  The new menu, if I can manage, will allow you to either ride/dismount the horse or bring up the creature slave menu.

 

For the last part, I have to figure out how to DISABLE mounting of the effin' horse (any suggesion would be great :wacko: ).

 

This isn't ready yet.... but I have the LST package currently in my "LAPF only" Data folder.  :) I keep various 'ready-to-load' Data folders on standby, one has my setup with only the basics and LAPF (no Tamago, no RaperS, no Creatures, no kidding).


I will be tied up tomorrow... so if I don't have it by tonight... it'd be a couple days then. 

 

EDIT:  Oooh, so much for the wait!!!

 

PETA* CHANGES APPLIED

TO VERSION 2.1

* People for the Enslaving Thraldom of Animals

 

All of the above I mentioned works fine.  It is fully compatible with and without LoversCreatures, can allow creature enslavement without LoversCreatures but likewise banning trade that requires the creature sex feature, and the feature to prevent the enslavement of mounted creatures if defined.  And the mod's INI file has been updated with a section that focuses solely upon the creature settings.

 

Oh, for giggles, I made a 'SilentStart' feature which basically lets you gain the traditional club and spells without the popups to show... if you use this without LSTBravilUnderground.  So many messages when you have a lot of mods... I might as well give the option to make the various items/spells hidden at start, right?

 

Edited by LongDukDong
Posted (edited)

UPDATES ARE MOUNTING

TO VERSION 2.2d

 

An update was made to now allow one to actively control mounted creatures!

 

Since the earlier versions of LoversSlaveTrader, the enslavement of horses was problematic.  Yes, the horse may be enslaved, but >clicking< upon the beast would force the player to actively mount the animal while the menu to control the slave appears.  Unfortunately, this automated mounting system also prevented the ability to begin slave training.

 

With version 2.2d, this has been changed.  A new menu option is available which allows you to >click< a horse for a small menu to appear, one that lets you choose to either mount the beast or to give it the same tried-and-true creature commands.  And for those using other mods that create ride-able bears, or other beasts, this should work with those as well.

 

When one activates a mount (horse or whatever), the mount temporarily disappears while the Mount/Control menu appears. It may seem... odd.  But it was found necessary to immediately deactivate the horse/mount after clicking it so the automated mounting system to be cancelled. But once you make your selection, the horse will return and your chosen actions may continue.

 

Admittedly, the new menu has minor issues.  The first time you attempt to click an enslaved mount, you do indeed mount the beast.  However, further attempts to >click< the mount will function as normal.

 

Do remember to go through the LSTSettings.ini to adjust the SupportMount value within if you wish to enslave Horses and other mounts, otherwise enslaving horses in itself is disabled.

 

♦       ♦       ♦

 

Meanwhile, the Slave Trader Manual has been updated to discuss mount enslaving in rudimentary dialog for the game, and I chose different meshes for some of the items built into LoversSlaveTrader.

 

Edited by LongDukDong
Posted

OOPS

 

If anyone grabbed the copy I posted/updated within the last hour... it was the wrong file.   Just uploaded the correct version.  :(

  • 2 months later...
Posted

I might be dumb but I can't figure out how this mod works, I have a spell to enslave that doesn't seem to do anything, no dialogue options, etc. How do we use it?

Posted

You have to knock the guy out first.  OR you need to catch them in their sleep.  The magic only works when they're unconscious.  It's mentioned on page 4 of the manual you received, "The New Slave Merchant", under "The Slave's Capture".

Posted

Yes you get a slave club, you sneak, hit the NPC from behind.
When he/she is  unconscious you use the enslave spell.

And if the NPC sleeps you can just use the enslave spell.

 

If you also have Bravilunderground installed you can buy a new slave club if you lost yours.

 

And if you do the quests you get potions that you can give a NPC.

[LST] Moon Sugar Concoction  = NPC feels tired and goes to bed. Only works when there is a bed nearby.

[LST] Special Skooma  = knocks out an NPC

Of course you still have to use the enslave spell.

Posted (edited)
10 hours ago, fejeena said:

Yes you get a slave club, you sneak, hit the NPC from behind.
When he/she is  unconscious you use the enslave spell.

And if the NPC sleeps you can just use the enslave spell.

 

If you also have Bravilunderground installed you can buy a new slave club if you lost yours.

 

And if you do the quests you get potions that you can give a NPC.

[LST] Moon Sugar Concoction  = NPC feels tired and goes to bed. Only works when there is a bed nearby.

[LST] Special Skooma  = knocks out an NPC

Of course you still have to use the enslave spell.

 

Will I have to clean save @LongDukDong's new version when it comes out?

Edited by sunhawken
Posted
3 hours ago, sunhawken said:

 

Will I have to clean save @LongDukDong's new version when it comes out?

do you mean when you switch from the original version to Duk's version?

 

I don't see anything about clean save in post 1  and if there is nothing in the readme then you don't need a clean save.

Posted

The Dukky Edition was designed with the understanding that it had to be compatible with Bravil Underground and like LST mods.  For that, it had to retain the same script names, same quest variables and even the order in which the quest variables were created.

 

Were I to make it otherwise, there would be incompatibility issues with LST addons and quests such as Bravil and Satyrist's LoversRapeSlave.  So the Dukky Edition, in no way, changes the initial structure of LoversSlaveTrader.

 

Upgrading from the previous "Final Version 1.0" edition posted by gregathit to mine should be no problem at all. None of the old content would be erased.  Instead, new values and a couple new conditions at game start would be included.  Note that you may have an easier time understanding the newer INI file than the old one.

Posted (edited)

I understand how the mod works now, or at least I think I did, I had 2 slaves that I set free in my house by selecting the option of "youre free to look around", I went outside to explore and do quests for like 2 days and when I came back they were gone, not in the house, can't find them in the city. What do?

Edited by sandmanalfa
Posted (edited)

This.... might actually kill ya...

 

They mighta just gone back home and coulda freed themselves...

 

The command choices typically apply tokens to a slave to determine their behavior. Telling them"Sell your flowers here" adds the flowergirl token, and that controls their behavior to prostitute themselves. Telling them to "Wait here"or "Follow Me"add their respective wait or follow tokens that forces them to obey those respective commands.  The token telling them to "Relax here"sets up a predefined set of commands which lets them roam, eat, sleep and/or read roughly 512 units from where the command was given.

 

However, "You are free to look around" gives no such token and lets their original behavior come through. As such, their older packages may come through and they could have returned home ... wherever that may be.  That can come in handy in some instances where you would wish them to behave as they would prior to the full control of the enslavement system and behavioral tokens.  Still, they may still retain the "enslavement" tokens so you can bring them back.

 

Now if you were jailed while away... that's a whole different thing.  Say buh-bye to slaves if you don't have enough gold to avoid going to jail..

 

The "Relax here" token is a bit more the speed of those wanting to let slaves do as they will... at their new home.  I've been thinking a bit on editing the controlled behavior of this token to do a full 12-hr shift if the token bearer (slave) is a vampire.  I mean, they shouldn't sleep at night and be awake all day if they're vampy.

Edited by LongDukDong
Posted

With "youre free to look around" the slave can do what he wants.  He will use his origianl AI packaged.  

 "youre free to look around" is a bad translation. The Slave is free but not released.

Maybe a better text?  "You can go. I'll get you when I need you."

( Yes too many characters in one line if you have vanilla settings. In my game the player can use 54 characters and spaces )

Maybe " Go, I'll get you when I need you."  Should be possible with the 38 characters vanilla.

 

In a house you use "Relax here" , then the slave with wander near his current location, will eat (when he has or finds something to eat)  and sleep  ( if there is a bed ).  He has a full daily routine.

 

With  "Wait here" he only moves a few steps near his  current location.

 

!!! And if you have enslaved a respawning NPC and go away for 3 days, then the NPC is gone.  3 days is the respawn time in game !!!!!

Do not enslave Bandits, Guards, Marauders, Necromancers ,... all the NPC without a name.

Posted (edited)
18 minutes ago, fejeena said:

Do not enslave Bandits, Guards, Marauders, Necromancers ,... all the NPC without a name.

Oh, it CAN be done.  But you need to use the COPY feature as defined within the LST Settings spell.  Then the so-called Bandit being inslaved will be eliminated and a non-respawning clone of the bandit would then be created.  Ditto for respawning creatures.

 

*NOTE:  Too many uses of the "CreateFullActorCopy" command which would COPY/CLONE the target may result in the Bendu Olo issue where loading a game results in your PC reverting to the default startup character.  But a large number of Clones would be needed. Same command is used within any version of  HiyokoGenerator.

 

Within HiyokoClub, there is a feature that lets one generate a list of all current Hiiyoko which appears within the console window.  True that you have a registry book to see what Slaves you have sold. But I was thinking just now about adding a feature similar to HiyokoClub's list option so you can list all LST slaves in the console... this list including current location where possible.

 

Agreed, the 'command' does appear to be misleading.  I need to think on a better phrasing myself.

Edited by LongDukDong
Posted

Yes I know the copy function but I don't use it ( and most people do not check setting spells or ini or readme,... so they also do not use it )

And the copy function has a big disadvantage.  If you ensalve a vanilla NPC, maybe a quest NPC, and then you need the NPC.... The slave you have is not the right NPC and he/she can not use the quest dialogues. And If you release the slave you release the copy, you don't get back the vanilla NPC.

A shopkeeper-copy goes back into his shop but neither owns the house nor the merchant chest.

You can "delete" Martin forever in this way. Ensalve Martin, a copy is created, release the Martin copy, the copy has the Martin AI packages but he is not Martin, no quest dialog works. You don't get back the vanilla Martin. The end of your main quest.

I can only advise everyone to never use this copy function, or only turn on the function when enslaving an NPC with no name. And then switch off immediately afterwards.

 

A "better" dialogue for "you're free to look around"   :   " You're useless right now, piss off! "   :classic_biggrin:

  • 2 weeks later...
Posted

A NPC/QUEST SAFETY UPDATE

TO VERSION 2.3d

 

This update was a long-time coming, a feature that actively blocks or prevents certain Actors from being copied if ever enslaved.

 

LoversSlaveTrader has the ability to Clone/Copy Actors when a certain switch has been enabled. Doing so, it makes a copy of the subject to be enslaved and eliminates the original. This has the unfortunate side effect where quests become broken. Dialogue related to a specific actor by its ID becomes unavailable, and the duplicated actor will not be found/detected by quest scripts looking for the original.

 

With that, I just released version 2.3d which includes a new INI file where you can list multiple actors by their 'map reference' FormIDs, and these actors will receive a new 'no-Copying' token that will prevent the Clone/Copy feature will be blocked.  Any actor listed will receive one (and only one) of this token.  ONE'S ENOUGH.  Even if you have the actor's  FormID listed multiple times... he/she/it will only receive just one.  And yes, you can make multiple lists of Actors if you wish.

 

Note that if an actor has a token and you remove it from the INI file, the token will remain unless actively removed by some other means (custom spell YOU made or your use of the Command Console).

 

For the first version of the INI file, I covered certain NPCs in LSTBravilUnderground, some barbecueing Khajiits and a host of combatants near the quest's end, and Gilgondorin of Silverhome on the Water.  Had he been copy/enslaved at the start of the game, the Bravil Underground storyline would never begin.

 

Other quest/formIDs can be suggested, or new mods may make their own system to introduce these tokens on their own. 

Enjoy.

Posted

I have a problem with the clothes I give slaves in their inventory, they randomly take some off and on after I talk to them and give them commands, is this normal?

Posted (edited)
9 hours ago, sandmanalfa said:

I have a problem with the clothes I give slaves in their inventory, they randomly take some off and on after I talk to them and give them commands, is this normal?

Alas, it is.

 

Here's what to know.  In mods that allow you to have control over another actor's inventory (including animals if the coder/modder so chooses),  the goods of an NPC are shunted into a temporary 'container' like a chest or something.  So while you are looking at what the NPC may have, you are in-fact looking in a temporary chest or sack for the NPC.  And when you are done, all those items return to the NPC.  This is even done with the Cutthroat Mod Partners (or CM Partners), and MCS (Mad Companion Spells).

 

So while you give them clothes, there isn't any option to tell them 'which' to wear.  And on closing the Inventory window, it will typically refresh the actor right then and there.  The only thing that 'could' control clothing options would be if an article of clothing or armor has a script attached that would actively prevent it from being worn.  Such would be some garments within DarkBloodline that is female-bod based, the scripts attached preventing male NPCs from donning.

 

So yes, it is normal... and nothing that LoversSlaveTrader (or the other so-mentioned mods) can control.  There may be a hierarchy to it, perhaps based on the cost of the item, but that's speculation.  The only thing to consider is that you eliminate 'all' clothes from a slave, and give them only those individual garments (one shirt, one pair of pants/skirt, shoes)...  AND if you give them armor, remember that if they are resting, they remove the armor when resting like any other NPC who actually has a rest break. The ladies from LoversImmoralGuards do the same... not wear armor when it's sleepy-sleepy time.

Edited by LongDukDong
Posted
13 hours ago, LongDukDong said:

There may be a hierarchy to it, perhaps based on the cost of the item, but that's speculation.

 

Actually, I think this is a vanilla game feature. Unless scripted, or affected by a mod, the npc will wear the highest value clothes in their inventory, if armor not equipped. Some of it depends on the body slots the clothing uses as set up in the Construction Set.

 

The Engine Bug Fix mod read me addresses some of these clothing/armor issues from the vanilla game.

 

And if I want a slave to wear a specific item that is low value, I either take everything else from them, or if it is something like a sexy outfit, maybe undies, I'll go into the CS and raise the value.  I've done this in my earlier playing days before Dukky started adding "visual indicators" for TC/HC, and would use MCS trade function and give npc's that I wanted to keep an eye on some easy to spot lingerie so that when wandering around one of the cities, would be able to find them quicker.

Posted
3 hours ago, sandmanalfa said:

The problem is that sometimes they don't wear anything lol,

I would then wonder, if some script was attached to them which made it impossible for it to be worn.  In DarkBloodline, there are many female-only garments that no male may wear, and some garments that are men-only (not as many of course).  And then there are some items that may have been designed to be player-worn only.  This for garments and/or armor.

 

Meanwhile, I am aware that some NPCs have attached scripts, adding bread, food or books to their inventory so idle animations such as book reading or eating dinner.  Likewise, such scripts may interfere with npc clothing if so scripted.

 

These would be things that are outside the ability of LST, MCS or other like inventory-manipulating scripts.

  • 2 weeks later...
Posted

This is an oddity indeed:

 

The URL is based upon the url of the site, the file location, the ID/Title of the Download page (ie #17898 Lovers Slave Trader Dukky Edition), and a download suffix with an authorization key.  And that's really it.  I cannot control the length of the download key, nor the url. And it would not make sense that the name of the download page be the compromising issue.

 

Your issue is not the filename, but that you are having issues with the download manager, the length of the url, and what browser (I'm assuming) that you are using. I would hate to think its your antivirus or a firewall system.

 

I would suggest proceeding towards the community board and make a thread to inquire why you cannot download due to apparent url length.

Posted

When it comes to the slave you wish to offer to NPCs or Creatures, it is always the last one you command to follow you.  That slave should always be considered submissive in all things (within some aspects).   And this is covered in the accompanying readme:

 

< 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)

 

 

So when you have a slave in tow, you offer his/her services to NPCs to be plowed... unless the slave is male and the NPC is female.  There's that slight limit there when the slave is still yours.  And if you click on a creature, you will have need to select "Training".  From there, you have options to have the creature train with the slave once or on a continuous basis... until interrupted.

 

<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.

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