LongDukDong Posted August 11, 2022 Author Posted August 11, 2022 A CASE OF A CREATURE FEATURE UPDATE TO VERSION 2.3e This update corrects an error created in previous version 22.d. When updating the system to allows one to 'either' ride a horse or give it Order commands, I had accidentally eliminated the option to bring up the creature command window if the creature was in the LST Slave Trainer faction. Yes, a creature CAN be a trainier... surprise! Always was at the start. 1
halradeon Posted August 21, 2022 Posted August 21, 2022 Does this version of LST actually support LoversCreatures 2.0? I'm using LoversCreatures 2.0 beta 1.2a, and on loading a save I get the "Failed To detect LoversCreatures 2.0 or greater" prompt. I looked around in the Construction Set and apparently let tmpr := GetFormFromMod "LoversCreature.esm" "002000" if 1 == IsFormValid tmpr is the condition check used here? What is the formid 002000 supposed to point to? Thanks in advance for any helpful info.
LongDukDong Posted August 21, 2022 Author Posted August 21, 2022 4 hours ago, halradeon said: Does this version of LST actually support LoversCreatures 2.0? A CASE OF A CREATURE SUPPORT CORRECTION TO VERSION 2.4d This update corrects an error with the system check for LoversCreatues 2.0. The test incorrectly used the FormID which would look for a version support and supply script which would reveal which version of the mod was in use. Unfortunately, that FormID and script exists within LoversCreatures 2.5+ and not LoversCreatures 2.0. Since then, a differnet FormID is now in use which allows it to detect one of the three simple scripts with version 2.0 and thus determine whether LoversCreatures does or doesn't exist within one's list of installed mods. On 7/11/2022 at 1:49 AM, sandmanalfa said: 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? The "You are free to look around" within LoversSlaveTrader has been seen to be misinterpreted by players into thinking that the slave directed may wander a bit within their house, residence or nearby area. In fact, this command removes the controlling token from the slave so it may instead resume its typical behavior, even to return home if so designed. This latest iteration now changes the language of that command to something new and more apt, the phrase now replaced by "You are free to leave for now", which now suggests that the slave would indeed be free to leave the player for a time. I am unsure how many players would actually let their slave wander as they will. But this feature, which has existed for some time, could allow NPCs enslaved to perform their normal duties if a quest depends upon it. There may be some additional outside-mod compatibility features coming, but I have no idea as to when. 2
LongDukDong Posted August 27, 2022 Author Posted August 27, 2022 A CASE OF MESSAGING MISTAKE FIXES TO VERSION 2.5d This update corrects a minor message display error when you ask an NPC if it is interested in the Slave Trade. The message which appears would display the prospective buyer's name and level, followed by the slave's name and its training with humans(or like) and creatures. This message display was apparently buggy and needed to be fixed. Of other messages, the greeting of "What the hell do you want." seemed quite out-of-place if the player had a high disposition with the slave. So that fairly angsty greet now appears if the player doesn't have a high enough disposition with the slave. Meanwhile, I thought it rather... lame... that you could still give 'training' orders to a slave that is not your property. I mean, really? You sell "Ardaline" to "Varon Vamori" and you can still bang her? DOES THAT MAKE SENSE??? Well, it didn't to me either. So those slaves that are actually sold property may now only 'really' respond if you wish to buy that slave back. No following, no viewing training results, no kidding. 1
mma75online Posted August 28, 2022 Posted August 28, 2022 Even I don't play your LST version ( have my special one ) .. But I like the improved U make, splendid work .. I think I'm gonna cheat and take some of your scripts & add it to my version. On 8/27/2022 at 2:35 AM, LongDukDong said: that you could still give 'training' orders to a slave that is not your property. I mean, really? You sell "Ardaline" to "Varon Vamori" and you can still bang her? DOES THAT MAKE SENSE??? In fact I don't mind that much because I buy back slaves I like, other slaves I sell I don't open there dialog again .. BTW ( Ardaline ) one of my favorite NPC in game Spoiler
LongDukDong Posted August 29, 2022 Author Posted August 29, 2022 (edited) 13 hours ago, mma75online said: Even I don't play your LST version ( have my special one ) . Got me interested... perhaps something to consider adding?????? As long as it can be implemented without breaking outside dependent mods..... ONE thing I am considering is ... 'already owned' slave at game start. For example, if you go into ... let's say... BravilUnderground, there is a slave girl named "Titty'. She's for sale. The auctioneer is the dealer. She should be available for sale, and could be a future LST feature. OFF TOPIC: 13 hours ago, mma75online said: BTW ( Ardaline ) one of my favorite NPC in game HOLY HELL!!!!! WTF!!!!??? I never saw those too looking so good... is that the MBP adaption mod? I'm wondering what you did to Hasathil or Irene Metrick!!! Edited August 29, 2022 by LongDukDong
mma75online Posted August 29, 2022 Posted August 29, 2022 8 hours ago, LongDukDong said: HOLY HELL!!!!! WTF!!!!??? I never saw those too looking so good... is that the MBP adaption mod? its XEO after a lot of modification to not conflict with lovers Mods & unofficial oblivion patch ( specially AI packs ) + Add more NPC Spoiler 1
mma75online Posted August 29, 2022 Posted August 29, 2022 9 hours ago, LongDukDong said: I'm wondering what you did to Hasathil or Irene Metrick!!! Hasathil is on my slave locker & Irene Still wondering in IC market District Spoiler
LongDukDong Posted August 29, 2022 Author Posted August 29, 2022 (edited) Dang... Countess Arianna Valga must have found a potion of YOUTH!!!! Oh, GEEEEZUS. And Irene? Homina. For once, I'll chose HER over Hasathil! I see you considered a dunmeri maiden for Lara (and likely her sister). I went another route with my LSTBravil Fix patch. I made the two sisters Bosmeri given that Alexei claimed he rescued Lara in Valenwood... Wood Elf territory. It seemed to fit. Well, Bosmeri with a more attractive and youthful appearance as I could get. 9 hours ago, LongDukDong said: ONE thing I am considering is ... 'already owned' slave at game start. For example, if you go into ... let's say... BravilUnderground, there is a slave girl named "Titty'. She's for sale. The auctioneer is the dealer. She should be available for sale, and could be a future LST feature. What do you think of 'this' idea? Or perhaps something unconsidered? For the one I propose above, it has to be something that doesn't rely upon the master control for slave/owner control options... and will not be logged into the Player's list of sold slaves. Edited August 29, 2022 by LongDukDong
mma75online Posted August 29, 2022 Posted August 29, 2022 (edited) 23 minutes ago, LongDukDong said: What do you think of 'this' idea? I think those Slave is for show not to use, if player could buy them then BU ( slave town ) will be without slave a little ODD. I think the actuation slave room chef who need to get more options to become a real broker u sell slave to him and he sell it to other customers, my idea to make unreachable place or cave with a lot of NPCs or Creatures & Chef will sell to them OR anything like that make a sold slaves not wondering in games and those lot sex act give CTD. Edited August 29, 2022 by mma75online
LongDukDong Posted December 6, 2022 Author Posted December 6, 2022 (edited) HOW MAY THIS SERVANT INFORM YOU ABOUT TO VERSION 3.0d Major news hits this version of LoversSlaveTrader, now giving modders the ability to create plugins and quests where NPCs may have slaves of their own at game start. Known in the documentation as 'servants', these are slaves that are not under the player's control! And just as you can have up to 200 slaves in LoversSlaveTrader, you can have up to 200 servants. The dialogue that is uttered by complaining slaves now recognizes whether the slaves are virginal based on LAPF sex counts or even by LoversVoiceforSSP virginity flags. The issue of a slave being unable to follow their owner into a locked house has been solved. A new feature to give the slave matching household keys their master has was created. But to those who think this is a cheat, these keys will also be removed if you try to buy the slave back or if the master is slain. Vampires drink blood of course. So the relax system recognizes this and vampires will often pull out a bottle and drink assuming the vampire doesn't have some other food item in their possession. As a bonus (to the vampires), they may gain some minor vampirism reducing benefit if used with Vampire Disease. And I never paid attention to the fact that LST had pre-defined Collies and Dobermans in the database, so the LoversSlaveTrader.bsa now includes meshes and textures of these two canines based on the content from LoversBitch originally created by Chase Roxand. Some new custom rumors related to some vanilla characters, some shady, some related to Bravil Underground.... have been added. INCLUDED SERVANT EXAMPLE A small demo .esp is included that adds a 'servant-type' slave girl to a household in the Imperial City. Very simple, it can be an aid to understand how to make one's own pre-defined slaves. Edited December 6, 2022 by LongDukDong
LongDukDong Posted December 12, 2022 Author Posted December 12, 2022 WE GOT THE POINT... POINTY TEETH UPDATE TO VERSION 3.1d Basically, this update is minor, fixing an issue where the system may not immediately recognize/detect the use of my VampireDisease mod. It was meant to... and now is... falling back upon vanilla vampire detection options when dealing with vampiric slaves. Since no new values, variables, or commands were added... you should not need Meanwhile, a 'second' example plugin showing how to create a Servants Mod has been created. The first plugin that comes with LoversSlaveTrader debuted last week on the 5th of December. This mod entitled "LST ServantTest.esp" requires that LoversSlaveTrader is up and running, much like how LST must be running if one wishes to play LSTBravilUnderground. A simple example plugin, LST ServantTest.esp creates a servant in someone's house and that house has a button on the wall that changes her occupation between cleaning, following the master, staying still, or flower-girl/prostitution. And within the December 5th, a set of Modder Docs were created, a second one which uses it as the example. The second plugin that now comes with LoversSlaveTrader has only just been released with this update. The new mod entitled "LST ServantTest 2.esp" may require Lovers with PK to execute, but does not rely upon LoversSlaveTrader to be running. Again... you can run the new mod without LST running. This is because the mod will look for LST and copy references to the quests, scripts, and other content from LoversSlaveTrader. And it will not create the servants if LoversSlaveTrader is not detected. But, a bit more advanced... there is no help file describing how, though there are plenty of notes within. Happy Gaming.
Corruptubus Posted December 27, 2022 Posted December 27, 2022 can the player become a slave with this or no?
fejeena Posted December 27, 2022 Posted December 27, 2022 As a slave, it's hard to trade with slaves... No, the player is not the slave, he/she enslaves and trades NPCs. If you want Player is slave, see https://www.loverslab.com/topic/15074-player-slave-encounters-updated-oct-18/
LongDukDong Posted December 28, 2022 Author Posted December 28, 2022 True, and thanks fejeena. This mod's purpose is to create an environment for the player where he/she discovers that slavery exists ... without he/she being a slave. It allows the player to become a 'Slave Trader' as the name so suggests. And the newer option for a separate batch of slaves (called servants in the readme) allows for new mods/quests to be created with pre-defined slaves and their masters/mistresses. Meanwhile... RUMORS SUGGEST A VERY MINOR UPDATE TO VERSION 3.1e A truly minor update, I was basically a NEWB when it came to adding RUMOR dialogue to the mod. I will admit that. Included as of Version 3.0d was a selection of rumors into a custom quest system. This quest system would only allow the player to hear these rumors about select individuals if they were not enslaved, not dead, and/or not disabled. And it would do so if in the general area to which the rumors pertain. EX: "The shipmaster, Heinrich Oaken-Hull, has a wood elf for a wife. I'd rather sleep with my horse." .... That's cruel. She looks better than many bosmer in the game... Yes, these rumors have a little fun twinge to them. And I would not be adverse to adding more. BUT not if it is specific to a custom mod... vanilla-ish rumors only. I have plans.... Still, a good thirty-two rumors that float were already added for the cities in Cyrodiil. UNFORTUNATELY, I neglected to raise the Priority level of the Rumors-controlling quest sufficient enough for them to appear. In all instances, they were completely drowned out by the merest statement. However, upping the priority and flagging the rumor dialogue appropriately now lets these entertaining rumors to fly. 1
MailPervert Posted January 13, 2023 Posted January 13, 2023 (edited) This is a fun mod and the continued work on it is much appreciated. By the way, if anyone else here is like me and wishes to use the unique spell icons but doesn't want OBME in their game, that can be done with the help of the mod Custom Spell Icons. Here's how: 1. Delete OBME.dll and OBME_CS.dll. 2. Install Custom Spell Icons (note that you also need the .dll file from the older version) 3. Open data/ini/CSI/CSI_Misc.ini and add the following: Spoiler ;----Lovers Slave Trader---- ;Enslavement Spell set CSIQuest.iconPath to sv_Construct "magic\ldd\lst\lstenslave.dds" set CSIQuest.spellRef to (GetFormFromMod "LoversSlaveTrader.esp" 001D33) SetStage CSIQuest 10 ;Dissect set CSIQuest.iconPath to sv_Construct "magic\ldd\lst\lstdiscect.dds" set CSIQuest.spellRef to (GetFormFromMod "LoversSlaveTrader.esp" 0421C9) SetStage CSIQuest 10 ;Negotiation set CSIQuest.iconPath to sv_Construct "magic\ldd\lst\lstnegotiate.dds" set CSIQuest.spellRef to (GetFormFromMod "LoversSlaveTrader.esp" 0256F7) SetStage CSIQuest 10 ;Pack Slave set CSIQuest.iconPath to sv_Construct "magic\ldd\lst\lstpack.dds" set CSIQuest.spellRef to (GetFormFromMod "LoversSlaveTrader.esp" 044342) SetStage CSIQuest 10 ;Reanimate set CSIQuest.iconPath to sv_Construct "magic\ldd\lst\lstreanimate.dds" set CSIQuest.spellRef to (GetFormFromMod "LoversSlaveTrader.esp" 02C5C4) SetStage CSIQuest 10 ;Sudden Slumber set CSIQuest.iconPath to sv_Construct "magic\ldd\lst\lstslumber.dds" set CSIQuest.spellRef to (GetFormFromMod "LoversSlaveTrader.esp" 040677) SetStage CSIQuest 10 ;LST Settings set CSIQuest.iconPath to sv_Construct "magic\ldd\lst\lstoptions.dds" set CSIQuest.spellRef to (GetFormFromMod "LoversSlaveTrader.esp" 029DB2) SetStage CSIQuest 10 Edited January 13, 2023 by MailPervert simplified 2
LongDukDong Posted January 14, 2023 Author Posted January 14, 2023 Actually, OBME_CS.dll is only needed by the one making the mod. The '_CS' attachment means "Construction Set", and is the plugin that allows the construction set itself access to the features to tweak. Now that I know that, I stopped packaging the OBME_CS.dll. It is kinda stupid they never considered granting this functionality. But then again, I wanna try pushing some boundaries.
DragonGT-0101 Posted February 22, 2023 Posted February 22, 2023 Hello all. I started a new game. On the game start, the lst club nor spells are loading even though this hasn't happened in the last character I used. The LST Bravil underground quest does begin however. I kept a few back up saves from the last character and I'm pretty sure I can remake the last load order easily enough if MO2 doesn't keep old backups. I'll attach my current load order. Do keep in mind, even though I use bashed patch, I disable LL mods before making it and have its esp loaded before the LL mods. loadorder.txt
fejeena Posted February 22, 2023 Posted February 22, 2023 (edited) I don't know some of the Lovers esp you have ( I use the original LST ) But I am sure some are test/example esp you should not use in a game ( only vor modders ) LST ServantTest.esp LST ServantTest 2.esp Not sure about the other LST.... esp you use. But delete xLCR.esp it is a test esp And TamagoDischarge.esp HiyokoGenerator.esp HiyokoGenetics.esp HiyokoUtilitySpells.esp LoversTamagoClub.esp HiyokoGeneratorGeneForge.esp hggf_hiyokoclub_fix.esp They should be all above Lovers to the other Tamago/Hiyoko esp ( and sorted ) And compation, race, Beautiful People mods down OSM-Exclu TRm.esp / Oblivion Sexualized Monsters-exclu TRM.esm conflicts with LoversCreatures Don't you have Roberts male body? You need it for Lovers. I don't see MaleBodyReplacerV5.esp SORT YOUR LOAD ORDER ! read https://www.loverslab.com/topic/36443-oblivion-install-gametoolsbodiesbbbmod-sorting-and-cleaningcs-cse-body-stretching/?do=findComment&comment=915257 And after changing your load order test with a new game/new character. A bug can be in your save. If the game works and you get the LST spell and club you can try old saves. But you have to change a lot, better start a new game and ignore all old saves. With only a few changes I would try an old save but not with a so much changed load order. ----------------------------------------------- For quick help you can use the console to get the LST spell and club Player.addspell xx001D33 Player.additem xx00A01B 1 Replace the xx with the loadorder number of the LoverSlaveTrader.esp Edited February 22, 2023 by fejeena
DragonGT-0101 Posted February 22, 2023 Posted February 22, 2023 Thanks a lot, fejeena. I'll apply the changes. To clarify however, since I must've misworded- this new load order is me trying to test what I want to use since I became bored of the last mod list I had. It's been some time since I played oblivion as well. I'll report back to give an update after I apply your fixes to the mess I made.
fejeena Posted February 23, 2023 Posted February 23, 2023 I only mentioned a few mistakes, sort all mods. See my Link about load order.
LongDukDong Posted February 23, 2023 Author Posted February 23, 2023 On 2/21/2023 at 11:18 PM, DragonGT-0101 said: Hello all. I started a new game. On the game start, the lst club nor spells are loading even though this hasn't happened in the last character I used. The LST Bravil underground quest does begin however. I kept a few back up saves from the last character and I'm pretty sure I can remake the last load order easily enough if MO2 doesn't keep old backups. I'll attach my current load order. Do keep in mind, even though I use bashed patch, I disable LL mods before making it and have its esp loaded before the LL mods. At the bottom of the INI file: ;; BravilUnderground Origin ; ------------------------ ; This determines if slaver spells topics and equipment is given to the player ; at game start, or if said equipment is only given after agreeing to become a ; Slave Trader within the BravilUnderground mod. The BravilUnderground option ; only works if the mod is loaded. If enabled, you can only acquire the items ; in Bravil based on the mod's original design. And if off, it acts as it had ; with version 0.9 on up and gives all the items at game start. The settings ; are 0: OFF, 1: ON ; (Default setting: 0:OFF) ; set xLSTMain.SupportBravil to 1 Take a look to see if BravilUnderground Origin is On or Off. If it is ON, it is reverting to the actual 'origin' story of the mod as the author intended... you getting the club and status as a Slaver after meeting Gilgondorin. Or, if it is OFF which gives you the Club and spells without needing to speak to Gilgondorin. Of course, you get the default spell and Club automatically if Bravil Underground isn't loaded.
kukenmellantuttarna Posted February 24, 2023 Posted February 24, 2023 I enslaved a guard from Imperial Forts, and she tries to arrest me when I steal stuff. I choose "Resist arrest" and the mod stops the combat, but she repeats the "criminal scum stuff".
LongDukDong Posted February 24, 2023 Author Posted February 24, 2023 (edited) That is odd indeed. Crime Quest Dialogue all requires the NPC to have a 'IsGuard' flag attached to them. This means they need to be part of a character class that is a defined 'Guard', soldier or some class with the IsGuard class attached. When enslaved, the NPC goes through a series of changes, including this bit of code: ;; Remove from Guard class if me.IsGuard me.SetClass LSTWasGuard endif This has been part of LST since... um... forever. And this takes place before the slave even gets the slave tokens. And if your character is receiving the LST enslavement flags and the '### is unconscious' messages, it isn't breaking out abruptly. This command which has lasted over a decade must still be in play. EDIT: This is going to be an annoyance: The image on the left is a guard which I enslaved. As you can see, my custom HUD shows his gender and gender preferences, virgin status (the V), and enslaved with no training tokens. At this point, I hit save and then fully exited the game. The image on the right is of the guard after fully restarting and loading the game. The guard is the exact same and with the same HUD notifications as before... except the little 'guard helmet'. So yes, the guard class is being removed. Unfortunately, it appears the guard class is being returned upon game reload. EDIT: Just to be sure, I JUST ran the original WAPPY edition from 2012. Alas, this bug has existed even then. Saving an enslaved Guard, saving and exiting... and then restarting and reloading the game WILL restore/return their original guard class. Edited February 24, 2023 by LongDukDong
fejeena Posted February 25, 2023 Posted February 25, 2023 After game loading: the enslaved guards are still "companions", I can hit them and they say " I'm on your side" but my bounty is increasing. When I talk to them, they want to arrest me, because of the bounty. But they never talk to me when my bounty is high. The "slave Wait here" AI pack is overwritten and the follow me , but they dont talk to me. Usually a guard wants to arrest me at the first hit. I tested respawn and no respawn guards, both have the Guard class back ater game loading. And I noticed that my bounty is reduced to 150. It goes up to 450, 700. I killed a guard (I had two gurads enslaved ) and after a short time my bounty is 150. But maybe that is another Mod ??? I don't think the enslaved guards are so kind to reduce my bounty. ??? The token xLSTEnslavedToken "[Enslaved]slave" [CLOT:02001D36] does not have a script. And it the fist that is removed when you release a slave. So the koken can be used for a guard check script Spoiler scn xLSTEnslavedSlaveScript ref me short doonce Begin GameMode Set me to GetContainer if me.GetDead || me.GetDisabled if doonce return else Set doonce to 1 RemoveMe endif endif If me.getItemcount xLSTEnslavedToken >= 1 && me.IsGuard == 1 me.SetClass LSTwasGuard endif end ----------- not sure about the first part, I copied from xLSTTokenWaitScript [SCPT:02008400]
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