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SLavers OF Skyrim (SLOS) WIP - Remake in progress...


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SLavers OF Skyrim (SLOS) WIP - Remake in progress...

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Written:

Year: 2025

Month: 8

Day: 22

Version: V 0.00225

 

-----------------------------
Mod current status:
-----------------------------

 

Changed a lot in player slavery, not preformed full test, expected to work player escape included( that part not changed).

 

-----------------------------
IMPRTANT information on curent version:
-----------------------------

 

DO NOT MAKE HARD SAVE USING CURRENT VERSION ( V0.00225)!

DLC1 and DLC2 may need changed a lot and this changes cannot be applyed after the DLC1 and DLC2 added to your game!


-----------------------------
What this mod do - short version: ( updated: Year: 2025 Month: 8 Day: 23 )
-----------------------------


-i consider the mod in early devlopment not future full, most content is place holder for testing or very minimal so easy to change.
-This mod ower time going to DLC sized.
-This is a slavery thamed mod, made for PAHE/DOM (Paradise Halls extanded/Diary of Mine)users AND users who like when get ensalved by npcs and bead things done to player
-Mod adds around 180+ new npcs to the game. planned add lot more in future.
-Mod adds slavers to skyrim, this slavers patrol on the map, hunt for victims ( Near whiterun effected the moment )
-Mod adds victims to captured by slavers, this victims vanders around skyrim roads ( Near whiterun effected the moment )
-Mod adds slaver equipemnt for slaver npcs: this equipment made for capture player and npcs, by default if target hp falls below 50% and recive a hit form this weapos target get captured by slavers
-All mod slavers equiped whit this weapons by default, this slavers play more aggresive compered normal enemys and far more well equiped than avarage bandits. Statistic vise most of them same as bandits.
-Mod adds option player to fight aginst slavers OR join the slaver guild and hunt for slaves to guild or them self.
-For compatibility slavers only allowed capture npcs that my mod added, the player, the player followers, and npcs that player marked as valid target for capture or player marked as its own followers
-Slavers capble capture player followers to this spawn a new quest to rescue your follower! (in devlopment early version works time of writing)
-If Slavers capture the player a special game mode activates this controled by: Slavery Player Framework. Slavers send a slave tranier to player to brake its mind and make the player obidient slave. player lot of option given to resist, or accept.
-Slave Masters ( traniers ) has own personality and preferences of punishment
-Planned ot add special quests for special salve traniers that may join player path for a long time( and act ass a boss that make player life "more intresting") if not get killed outright
-(IN DEVLOPMENT, NOT ADDED YET) based on slave behavior player ower time recive new masters that work slave different places, this based on earlyer player actions
-(IN DEVLOPMENT, NOT ADDED YET) if slavers manage brake player mind, they may let player go free as their slave and exploit it for resources and fun.
-(IN DEVLOPMENT, NOT ADDED YET) being officaly known as dragonborn, has its own disadvantages if player get captured by slavers as its grants player special attention from slaver guild
-Its possible to escape from slavery but its very very hard.
-Player can own slaver bases, by taking it force from slaver guild or buying some places from shady figures.
-Player owened bases can used to make money from slaves, a lot of money.
-Player can recuit mercanarys to protect its slaver bases, this mercanarys can be captured by slavers or by player
-Shady figures found on major city inns. ( whiterun bannered mare has only one the moment ), this figures do all grey busniesses including selling slavery weapons to player
-Shady figures cannot be trusted! they can act as a bank or help get back your follower yes, but other side they work for money....
-Local jarls not like slavery if player do to mutch aginst slaver guild OR captuer too mutch slave attention rises and ower time the local jarl send a team of adventurer to hunt down the player, or player owened slaver base or the slaver guild owened slaver base
-Local jarl anti slaver teams can be destroyed by player before they complite their task
-Information on local jarl intention can be broguth from shady figure
-Shady figure may or may not sell information on player illegal activitys to local jarl, dont trust shady!
-Player can join slaver guild for its benifits: capture missions, acces to slaver only equipment, payed for capturing slaves, special spell to find victims more easy, as long as salver guild member slavers not attack player by default
-Slaver guild has own traniers, and traders player get acces to
-Slaver guild owns slave markets this places are neutral and player can enter here if player reputation with slavers not to low
-Slaver Guild has slave traders that walk aroudn skyrim with escort, this traders time to time move beatwen slaver bases slaves it self. Plus sell and buy lot of equipment they usualy has lot of gold with them.
-if player own slaver base on slave market player can sell or buy slaves directly
-Game adds a faction called Ring Of Zenithar( ROZ ), This faction reprepsent the slave buyer reach pepole who use the slaves as work force and work them to death for big profit.
-ROZ members and their guards can be found around skyrim this pepole go to inns, jarls, own slave workshops and slave market. so if you need find their bases you may fallow them.
-(IN DEVLOPMENT, NOT ADDED YET)anti slaver guild added to game: this faction work aginst slavers, they has own missions, tools aginst slavers and slavery mind effects
-(IN DEVLOPMENT, NOT ADDED YET) slaver guild and anti slaver guild recive own quest line. Warning: player only can be anti slaver OR slaver guild member not both!( at least most cases :D [if you playerd morrowing you know what i talking about...])

 

-----------------------------
Guides for this mod:
-----------------------------

 

Sort guide ( 2025-08-23):

SLOS-SortGuide.txtSLOS-SortGuide.txt


Full guide:
Here is the full very in depth guide updated to V 0.002 version. Curent version add new futures that not documented here.
Reason for this: new futures may added or removed as devlopment progress until finalized!

 

SlaversOfSkyrim Documentation-Stage2-V5.7z

 

 

-----------------------------
About the files:
-----------------------------

 

Legend:
TTT = LE - Legendary Edtion, in theory oldrim compatible too if required files installed
TTT = SE - Special Edition and Anniversary Edition compatible version
VVV = version number

 

File names:
SLOS-TTT-Main-V0-VVVV - main file you need it

SLOS-TTT-DLC1-V0-VVVV - Patch file for Legendary edition and Special edition( 1.5.97), Anniversery edtion: Dargonborn, dawnguard DLCs
SLOS-TTT-DLC2-V0-VVVV - Patch file for Special edition(last patch), Anniversery edtion: the new Creation kit content imeplementation

SLOS-TTT-Tester-V0-VVVV - The files i use when i run testing, call directly specific parts of mod. part of it may broken, when i need it i fix it. here for those who wish do quick tests.

 

-----------------------------
For more information on mod devlopemnt status and updates:
-----------------------------


-check my devlopment log, LINK:

 

-----------------------------
Sort term goals and future plans:
-----------------------------

 

i have lot of plans the mod in the works for long time and i expect best case at year 2027 early part to reach version 1.0
here is the curent goals (2025-08-23):

Spoiler

-add a EMII system extension that make possible re apply the external patches using SLOS menu system
-Add menu to Slavery Player Framework system that make possible change some of the player slavery variables( more brutall or less brutal mechanics )
-make a more easy to understand guide, the full guide to loong not usefull to understand basic things
-add slavery player new constructicbe items: sabotage tools, and oil placer flask to make traps
-create the new task: place your items to chest slave - uses item managment system force player remove its items...
-create the pick my trash slave task
-create the new generic task: pick up this item slave and bring it to me
-Create new task: player not allowed to equip spell
-Create new task: player need wear clothes, if clothes come off player get punished
-Create new task: player need craft new items based on master wishes, resoruces may not given for it, its time limited
-create and complite the broken slave for player quest and futures
-add new story quest to slavery player: 2 master one slave quest
-restore the first player capture story quest to slavery player framework( with random generic slave master come to train the player )
-work out and implement a system: slavers detect the player resistance and higher resistance players recive more "effective" trainers. ( so lvl 60 player character s going to recive lot harsher treatment than lvl 1)
-add pahe and dome implementation so slavers can attack player slaves and capture it, need separate option to enable disable!
maybe make pahe and dom slaves excluded from ower time kill the slave effect
-add pahe and dome implenetation so player can transform slaves from pahe or dome to SLOS
-NS working slaves implementation to SLOS
-add new weapons to ring of zenithar members, this make possible the members capture valid targets but requires more damage to target heath and no fancy teleport away magic in play
-make ring of zenithar slave transportation system workable
-make possible during slave transport player can interact with the slavers may be enslaved, buy the slaves or free them
-add new future to slavery framewok: "jewelry punishment" - masters may give player new "jewels" to wear as punishment... zaz items, dd items, toys items in play. to make slave life "more intresting".
this items may do mental damage ower time as added "bonus effect"

 

Fallowing goals need worked out this is place holders:
-add Devius Devices framework implementation: Restrain, maybe whiping
-add toys imeplementation: whiping
-create the slavery player framework story system
--create at least 1 of the story quest types the story system make use of
 

here is the full plan i fallow(2025-08-23):

Spoiler

Mile stone list

Legend:
 --X == not Started
 --W == Work in progress
 --T == In testing
 --Done == objective complited
 --Deleted! == this objecitv deleted as devlopment procces showed not needed or not possible

 

***************************************************
************   Stage 1:    ************************
***************************************************

 

Done!

 

Primary goal here: build up base framework

-------------------------------------------
Backgrund goals:
-------------------------------------------

-work out slaver guild combat styles --Done
-work out how slaver guild fighting force orgnized --Done
-work out lore for slaver guild --Done


-------------------------------------------
Base version goals:
-------------------------------------------
Slavers of skyrim.esp:

-Execute a clean up - Done
-Change/add slaver types, other assets as needed --Done


Build up Whiterun region slaver bases compatible with scripted version

whiterun region need contain:
-Slaver Region setup --Done
-marketplace for slaves --Done
-slaver camp --Done
-slave workshop oweened by owener --Done
-potential victims that slavers can capture --Done
-slaver patrols --Done
-wandering slave trader that can be interacted by player --Done

Add slaver guild item informations/manuals--Done

-------------------------------------------
Scripting modul goals:
-------------------------------------------

 

-Add a in game guide to the mod - Done
-Core need working condition --Done
-player ui wokring condition --Done
-slavers can capture:
--- npcs --Done
--- followers --Done
----- need a test follower captured quest ---Done
--- player -- Done
------need a test player captured quest ---Done

-slaver can store slaves  --Done
-slaver can move slaves around  --Done
-slave owener can get own slaves  --Done
-slave owener can make own slaves to work in own workplace  --Done
-way to slaves can be removed from slavery by player/other npcs  --Done

-add a mini event handling module that can expanded ---Done
-add event handling: slave try to escape with external help -basic ---Done
-add event handling: slave try to escape but fail-basic ---Done

-Location keyworld and location reference validator/checker  ---Done
( checks all the modul bases they properly settup for usage or not, reports erorr to mod maker )

 

***************************************************
************   Stage 2:    ************************
***************************************************

 

Done!

 

Primary goal here: Build up base framework for player-slaver guild interaction and player slave owener interactions

 

-------------------------------------------
Backgrund goals:
-------------------------------------------
-work out how slave cost system going to work --Done
-work out how player conquire salver places can work as part of in game lore --Done
-work out how oweners work ( organization, owened location managment, bribing locals )--Done

-------------------------------------------
Base version goals:
-------------------------------------------

-add lore books, jornuals that related to slaver guild history--W--delayed
-add the game world the lore items so player can find it--X--delayed
-add grey zone figure to taverns of whiterun region,  this shadi figures act as traders--Done
-add new slave owener base, that player can buy -- Done
-add a secund slave owener to existing one -- Done

-------------------------------------------
Scripting goals:
-------------------------------------------

-Slaves has expire time (ower time they die as worked to death :( )--Done
-Make possible for player to capture slaver places --Done
-Make possible for player to joinslaver guild technicly --Done
-Slaver guild pay out gold to its slavers, provide equipment, make possible player acquire these things--Done
-Player can expeled from slaver guild if broke rules --Done
-Slaver guild own reputation system, toward player--Done
-slavers watch player actions so they detect if slaver rules broken --Done
-if player realise slaves from slavery that not own, and the slavers catch the slaves during escape able to trace back to the player the slave escape--Done
-Player can "buy" slave workplace --Done
-Player can conquere slave work place --Done
-Make possible player can own slaves --Done
-Make possible for player to particapte slave trade --Done
-Player can profit from owning a slave workplace --Done
-Make Possible Slavers/slave oweners try take back conquered workaplces/slave camps from the player --Done
-When player restarts the script modul, all player claimed base and mercanary, slave kept intact-Done

-add a special shady figure who can provide special services to player:--Done
--follower buy back option: if player play a great summ of money player get back the follower....--Done
--sell slaver weapons-Done
--Sell slaves -Done
--give finincal support-Done
--player can sell infromation to shady guy about slaver guild-Done

-Add represantion for local lords: -Done
--if slaver acitivy to high might spark local lord strike the target-Done
--if player capture to many slaves the local lord sent strike force to capture/kill - Done

-slavers can attack settlements--Done

 

***************************************************
************   Stage 3:    ************************
***************************************************

WE are here the moment!

 

Primary goal here: finish the aboslut basics of the mod:
-add repateble filler quests and its base framework for this type of quests
-add external mod implementation( like loverslab )
-implement a punishemnt system

-------------------------------------------
Backgrund goals:
-------------------------------------------
-work out repateble quests for slaver guild, capture --X
-work out repeteble quest for slaver guild, non combat tasks --X
-work out repateble quest: assist captured slave traning for slaver guild --X
-work out for quests to slave oweners (if possible )--X
-Work out economy for slaver guild, so they can pay the player--W
-work out how to player slavery works--W
-work out how impleemnt external mods, how to build up interface--Done
-work the slave master personality system--W

-------------------------------------------
Base version goals:
-------------------------------------------

produce required asstest, suport tols for the scripting goals
-Update to local standards the in game manual for player--X

-------------------------------------------
Scripting goals:
-------------------------------------------
-Add punishemnt system, for general use --W
--add implementation of frame works to pumnihsment system --W
-Add Player Slavery system --W
--add perosnality system for slave masters that train/own the player --W
-Add Lovers Lab Framework support --W
-Add Toys Framework support --W
-make repateble quest where player tasked capture specific npc --X
-make repeatbe quest here player taksed to "train" specific npc --X
-make repateble quest for player to non combat tasks --X

 


***************************************************
************   Stage 4:    ************************
***************************************************

Primary goal here: extend player slavery inner working and follower inner workings, add breake in mechancis
-add repateble filler quests and its base framework for this type of quests
-extend the tested quests.

-------------------------------------------
Backgrund goals:
-------------------------------------------
-work out how player mental breake down works --X
-work out how follower mental breake down works --X

 

-------------------------------------------
Base version goals:
-------------------------------------------
add new actors to the existing "stable" roles

 

-------------------------------------------
Scripting goals:
-------------------------------------------
-add more player slavery quests --X
-add more follower rescue quests --X
-add frame work for player as slave brake down --X


***************************************************
************   Stage 5:    ************************
***************************************************
Primary goal here: Anti-Slaver Guild added to the mod 

-------------------------------------------
Backgrund goals:
-------------------------------------------
-Work out the anti slaver guild layout --X
-Work out the anti slaver guild lore--X
-Work out the rules of anti slaver guild --X
-work out the anti slaver guild reaction to player actions --X

-------------------------------------------
Base version goals:
-------------------------------------------

-Add written lore to anti slaver guild --X
-add anti - slaver guild base to whiterun region ( if going to exist ) --X

-------------------------------------------
Scripting goals:
-------------------------------------------

-Make possible player can join anti slaver guild --X
-if player boke the rules of ant slaver guild need expelled --X
-Slaver Guild reaction to anti slaver guild need to be settup --X
-slaver guild reaction to player slavery events --X

 

***************************************************
************   Stage 6:    ************************
***************************************************
Primary goal here: Extend the slaver guild locations to skyrim!

 

***************************************************
************   Stage 7:    ************************
***************************************************
Primary goal here: Build up the quest lines frame work, add main actors, places

 

***************************************************
************   Stage 8:    ************************
***************************************************
Primary goal here: Build up the quest lines, or at the first few quest, or pack of quests...

 

***************************************************
************   Stage 9:    ************************
***************************************************
Primary goal here: Complite the quest lines.

 

***************************************************
************   Stage 10:    ************************
***************************************************
Extend to final form the player capture and follower capture quests


-----------------------------
Supported other mods:
-----------------------------


This mod supported and make use of:
-SexLab Framework - sex animations
-ZaZ Animation pack - sex animations, whiping, restraning player
-Toys - sex animations

 

-----------------------------
Compatibility with other mods:
-----------------------------


-this mod 90% of cases only adds new things to the game
-Changed things: 
---adds npcs to inns
---adds some xmarker to varius places
---adds some trigger box some places
---adds xmarkers soem jarl long hause/palace
---adds doors to vell hidden places that leads to slaver bases
( i chose places that probably totaly deserted and not tuched by other mods )
---adds new on road event and wildernes event

 

-----------------------------
Requirements:
-----------------------------


Skyrim.esm

in theory this mod compatible with Oldrim, LE, SE, AE
Conformed works with LE, SE, AE.

This mod it self independent from SKSE so any future changes or update to skyrim not epxected to effect the mod itself.
 

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

About content:

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

This mod made for fun and give option to in safe virtual space do and expereince things that shuld never ever happen with any sentient being.

I strongly aginst slavery, humiliation and other nasty thing inside this mod.

 

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

Change log:

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

2025-05-11

Spoiler

Added:

-a very detailed guide packaged with the files this one tells exactly how the annable story quest works

 

Fixed:

-annable give more time beatwen ordering for sex with player

-annable story now complite, i fixed a issue that preverented to make annable free you, now its possible! ( at least i hope :) )

 

Changed:

Annable story quest extended a bit, for details look for the packaged in guide or check the discription page  i put here the guide for annable.

-in sort: annable now has day-to-day rutine, with player traning included.

-day to day rutine kick in at the next day of player capture( to be more precize , after the player traning intro talk done and clock hit 7:30 )

 

-now in theory masters capable fallowing day to day rutine and if story quest orders them do the story related actions witout a problem...

2025-05-10

Spoiler

Added:

-Slavery Player - Annable Slave Trainer Story quest - Classified as special story quest, incomplite, but in working order

-Slavery Player - Slave Masters now use separate quests, and can be paired with story quests

-Slavery Player - Actor package menegment system, to more smooth control of actor actions

-Slavery Player - new interface to make story quests

-Slavery Player - new interface to make master quests

-Slavery Player - new interface to make task quests

-Slavery Player - new internal system to manage modular extension of slavery player framework

-Slavery Player - unknown ammount of new bugs ( probably )

-Slavery Player - Restrain player connection to application interface system, now slave master can use zaz to restrain player, or call zaz/sexlab/toys to have sex with player and after action do own things

 

-Aplication interface system - Sex animation end now reported to scripts

-Aplication interface system - zaz support for restraining player

 

Replaced:

-Slavery Player Framework - 99% replacemnt of the provius version

 

Changed:

-Slavery Player - slave master preference on auto punishment got replaced a more smother script

 

Disabled:

-old player capture quest with guards, its going to come back with changed form

 

Bug fixes:

- As replaced Slavery Player Framework most if not all known bugs gone that realted to this system

- Ananble face fixed

2024-02-23

Spoiler

2025-01-21

 

added new file for modders:

Templates, this file useful modders that wish change or make new cells as slaver bases or player capture bases. please keep in mind this requirements may change in future. this is a demo tool this moment to show how easy to turn a built in location to slaver base. Of corse you need add slavers too and the slave workshop owener need own scudle built up to fully function. this files for modders not players.

 

2025-01-10

New Download:

MERGED Slavers Of Skyrim, made ESM!

With own tester tool!

This 98% identical the V 0.00191 version

 

in future this version going to be updated and supported!

 

2025-01-07

Documentation changes:

 

Added parts of the guide:
006-EntityModul-SlaverGuild-StrikeAndRaid.txt
006-EntityModul-LocalLordEntity.txt
006-EventModul-Entity-Lord-StrikeEvent.txt

 

Updated parts of the guide:
003-ShadyFigureModul-Shady Figure Services.txt
007-EventModul-PlayerClaimBaseAttack.txt
006-EventModul-Entity-LordLocation.txt
005-EntityModul-Entitys and its functions.txt
004-EventModul-CaptureEvent.txt

 

Removed parts:
010-EventGeneratorModul-Discription.txt

 

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

 

Mod update:

 

Added:
when player owened base attacked, now player get message to defend it and quest jornual and goal changes!

 

Changed:
when player attacked evry mercanary inside the attacked base location give +1 hour to player arrive and defend the base

 

Bug Fixes:
V-0-0019-1: Trained slave bonus cost not counted in slave cost, and no faction for trained slaves! - Fixed
V-0-0019-2: Slaver Guild Raid raid cannot be end with victory, as no victory condition set for slavers - Fixed

 

2025-01-05

 

Added:
-shady figure loan handling left unfinished, now shady figure send out warning letter and extrame cases loan collection team to player to pay back the loan...
shady figures always get back the loan...( or nearly always.... ) side note: the loan collection activity has own cost, this added to the player depth of course!

 

-Tester tool can be used to initiate shady figure loan handling tests. as tis may take to loong initate normal means.... to the collectors arrive just change location in a settlement


Bug Fixes:

V-0-165-1: some victim type npcs has incorrect vocie type - Fixed
V-0-165-2: local lord strike team aginst player to strong at high levels- Fixed
V-0-165-3: Shady figure incorectly reports information on player status - Fixed
V-0-165-4: Shady fuigure loan handling unfinished - Fixed

2024-12-26 and 2024-11-01

Spoiler

 

2024-12-30

 

Added:

-Slaver Guild Raid on Towns: this future makes possible slaver guild raider teams do raids on towns. its requires player +1 or -1 trust toward the slaver guild and has 20% chance to happen evry weak. For test reasons only 3 slaver attacker attempt the raid, this is for testing... next version probably going to contain lot more attackers!

The Event spawn victims for slavers to capture...

 

2024-12-28

IMPORTANT:

V0-001641 version to take full effect you need restart the mod if already in use!

 

Added:

 

New download :

Tool - Tester - a special ESL flagged esp with scripts that made for testing in game the Strike player and strike player base functions. Built in function to conquere base.

added bonus free gold to test out player mercanarys!

a TXT file packed with the tester tool with instructions how to use it!

 

Bug fixes:

 

V-0-164-1: when player location captured, the system try remove player mercanarys, but produce errors when no mercanary present - fixed
V-0-164-2: when player lose a slaver guild camp base, the system fail to restart the quest that represent the slaver base - fixed
V-0-164-3: when the mod stoped or restarted no mechanism in place to garante stopp the strike player by slaver guild quests - fixed
V-0-164-4: Local Lord entity strike player quest not forced to stopped when mod reseted or stopped - Fixed
V-0-164-5: Slaver guild send strike team to player fail to work properly due no link to SLOS Core - Fixed
V-0-164-6: Slaver guild entity fail to chose random strike quest aginst player owened base - Fixed
V-0-164-7: Local Lord entity fail to chose random slaver base to strike - Fixed
V-0-164-8: a property in local lord strike base quest not set up properly for this reason the quest fail to start - Fixed
V-0-164-9: a property not setup properly in Slaver guild strike player base quest, this is a reason quest fail to function as intended - Fixed
V-0-164-10: start up quest logic of slaver guild strike player base has flawed, fail to properly register all strike team member - Fixed
V-0-164-11: Local Lord entity strike on base produce false error message when intiating strike on any slaver base - Fixed
V-0-164-12: When player not own a Slaver guild base that conquered, but slaver guild attemt to strike a player owened base that belong slaver guild, script fail to stop in time - Fixed

 

2024-12-26

Added:

-Slaver Guild has a chance to send strike team aginst player if player trust level go below 0. This may happen once a weak, and has a random chance to happen. So no way player can know when a strike going to sent aginst it.

( this functionalty need tested, in future i provide test tools )

 

-Slaver Guild Send strike team aginst Slaver Bases that belonged originaly the slaver guild but player captured it. if player fail to react in time the attack the slaver base going back to original oweners.

( this functionalty need tested, in future i provide test tools )

 

-Now the mod adds 181 new npc faces to the game, plese keep in mind this npcs mostly added to leveled lists. you not going to see all of them at the same time.

 

-New hidden slaver base, not fully furnitured yet. This hiden slaver base cannot be captured! This base contain the slaver guild strike teams, if all of the occupant got killed/captured the slaver guild not able to send strike teams.

 

Bugfixes:

 

V-0-163-1: follower capture: the system unable to handle the follower that controled by a follower frame work but marked as normal follower - fixed
V-0-163-2: follower capture: the system unable handle the newly added clone death properly, if the clone dies in slavery the original not killed but the quest end or fail to complite -Fixed
V-0-163-3: capture spell: when slave captured and amulet give the slave some times system fail to place the amulet on the slave, then a infinite cycle start trying to place amulet on slave - Fixed

 

 

 

2024-10-27

Spoiler

 

2024-10-31:

Added new files:

SE-SLOS-Encountertest

LE-SLOS-Encountertest

 

this 2 files a test to see how works ount on gameplay the 2 new random encounter in wilderness. usage is fully optional.

This 2 files shuld work any version as use very basic actor from SlaversOfSkyrim.Esp

(buty of modualirty)

 

The SE version ESL flagged esp.

 

to make use of it: walk around skyrim ower time you go trought a vannial encounter zone where random encounters spawn. you may see few slavers charging toward you, or on the road a victim that chased few slavers....

 

this encounters work only for NON Slaver guild member players!

 

V 0.001621

-added fix for FFA, i hope it works, its in the update.esp.

-Repackaged the files

 

V 0.00162

added:
Tamriel:
-Added New Slaver work base that sold by Shady Figure in whiterun, bannered mare

 

Script:
-player can buy slaves on slave market
-player can sell own slaves on slave market
-shady now vanish if too mutch gold invested on them, how many is too mutch random generated!
-shady figure now look for all slaver guild inventory not only market place for slaves!
-Slave trader now play for slaves when buy them from player oweened slaver camps, payment put on the local chest
-Slave trader need ot payed for salves when he bring slaves to slave market, or player owened slave workshop, payment expected hadned out from local chest
-Slave owener( reachbussnies man ) now pay to player when buy slaves from player owened slave market
-On core reset player conquered locations, owened slaves and mercanarys saved and restored at the end of the restart procces
-player now can buy new slaver base from shady figure

 

Working on / not sure fixed - please conform!
V-0-0016-5: capture player - support item activation fails non object reported -failed to replacite... maybe LE only bug? -need checked fix applyed
V-0-0014-11: Slavers fail to spawn in high level in whiterun region -i hope its fixed but not sure...

 

Fixed bugs:

V-0-00161-1: Player claimed location not removed from active location list when mod system reset called - fixed
V-0-00161-2: End of Cycle list not cleaned when mod system reset called - fixed
V-0-00161-3: Player Capture Quest fail properly acivate after player capture event, the bug triggered after SLOS Core restarted - Fixed
V-0-00161-4: Summoned dremora servant and emmesary need not marked as slaver may casue problems with other scripts! -Fixed
V-0-00161-5: player conquered a location then core restarted the location original quest fail to start -fixed
V-0-00161-6: when new mercanary brought the script run a error, this caused a missing line - fixed
V-0-00161-7: player claim location "claim" other slave storages slaves - fixed
and added extra safety future that preverent this happen in future!
V-0-00161-8: player slaves fail to show the right options when traveling wiht player, or staying on a slaver base -fixed
V-0-00161-9: player own whatan mercanarys block claim location spell to work - fixed
V-0-00161-10: player owened slave in case amulet removed fail to locate the storage where the slave belong - fixed
V-0-00161-11: some quest not stoped when core stopped - Fixed
V-0-00161-12: shady figure bug1: if you invest gold not show how many gold you invested -fixed
V-0-00161-13: Shady figure bug2: if you invest gold shady take the gold but not count as investment... (real shady figure style ) -fixed
V-0-00161-14: Shady figure bug3: if some one buy a save when you talk with shady figure and try the buy that same slave other npc brought on market the buy menu fail to procces the situation -fixed
V-0-00161-15: if player incrase its trust toward slaver guild above , as not member of guild: Script made by force the  player to become member - fixed
V-0-00161-16: when player claim location no matter what location is claimed slaver guild trust lowered even if not their base taken - Fixed

V-0-0016-13: npcs spawn without chest clothing, the cause of the bug is some clothing come whit hoded variant and npc outfit contain hat, need rework the npc outfits - fixed

 

 

2024-10-25

Spoiler

 

Update 2:

 

Bug Fixes:

V-0-00161-3: Player Capture Quest fail properly acivate after player capture event, the bug triggered after SLOS Core restarted - Fixed

 

Update 1:

 

Bug Fixes:

V-0-00161-1: Player claimed location not removed from active location list when mod system reset called - fixed
V-0-00161-2: End of Cycle list not cleaned when mod system reset called - fixed

 

SE Version:

Fixed file header for SLOS-SlaversInSkyrim.Esp

 

V 0.00161 Version

 

Updated:

The detailed guide recived minior updates on shady figure and capture inner working...

 

Added:

-New file: SLOS-Update.esp, ESL flagged. this moment doing nothing. this used to apply fixes to the realise version so i can roll out fixes more quickly and same time add new futures.

 

-Shady Figure now sell player:

--information about:

---- infromation about player trust with Ring Of Zenithar Organization

---- information about player trust with Slaver Guild

 

--leveled slaver weapons:

----daggers, one handed, two handed, bows

 

--if you have a slaver base:

---slaves ( if any avible on slave market, maybe in future i extend this service to full slaver guild, not only slave market )

---mercanary recuitment moed under this topick

 

-Shady Figure offer folowing NEW services:

--investment: for minimum 500 gold you invest weakly basis shady give you 10% intrest after each weak. so evry 100 gold you invest you get weakly 10 gold.

any time you can pull back the investment from shady. but shady has some money handling cost that subtracted from your pay out.

 

--offer loan on buying slaves, buying back your followers, or mercanarys.

----the loans can be payed back in parts or at full.

 

Fixed:

V-0-0016-1: in LE player not get burnd damage when removing Slave amulet, only the slave. this maybe caused by invalid cast type of spell  - fixed

V-0-0016-2: after slaver guild run out of space the victim position marker not got disabled when the target victim got captured and stored in the infiinite storage - fixed
V-0-0016-3: claim location not display why the claim location effect not works - fixed
V-0-0016-4: follower marking is bugged: says not marked when marked, says marked when not marked! - fixed
V-0-0016-6: capture follower quest fail to register follower death after amulet removal - fixed ( goig to wait 40 secund so follower has time to die before quest finish )
V-0-0016-7: some of my script use function call: RegisterForSingleUpdate() this is not work with LE papyrus -fixed ( on amulet script )
V-0-0016-8: need check jornual status after follower rescued, why fail... -fixed
V-0-0016-9: normal slavers killing by player need detected one way or other and assigned punishment for it ( this is missing so far ) -fixed
V-0-0016-10: Claim location detect player costum follower as possible npc on the location, this shuld not happen - fixed

V-0-0016-11: costum followers reportedly leave they point of storage, need investigate why? maybe other bugs cause this to happen, changed how follower capture handled -fixed ( i hope )

V-0-0016-12: patch file for slavers in skyrim may cause CTD ,this file need removed from realise versions! -fixed

 

Working on fixing:

Working on it:
V-0-0016-13: npcs spawn without chest clothing, the cause of the bug is some clothing come whit hoded variant and npc outfit contain hat, need rework the npc outfits

 

Not Fixed so far or conformed to be fixed:
V-0-0016-5: capture player - support item activation fails non object reported -failed to replacite... maybe LE only bug? -need checked fix applyed
V-0-0014-11: Slavers fail to spawn in high level in whiterun region -in theory fixed, need conformation is fixed

 

2024-10-20

Spoiler

 

Added:

 

N.o.1:

Whiterun, Bannered mare: a new Shady Figure can be found with his mercanary, this littile one frend to all and evry one needs its services and same time wishes to kill it...

Current services:

-You can ask the shady man to buy back your follower if got captured by slavers, if you cannot pay the price on spot no problem shady figure can give you a loan and play in full the cost of your follower freedom. This cost you 1k gold plus the follower buy back price...

-if you own a slaver base can ask Shady to help you recuit new mercanarys that can fallow you or you can order them stay and guard. They useful in base defense...

 

(the future list of shady figure going to grow a lot... and its side effects to... :) )

 

N.o.2:

Slaves now age... they expected expire around 6 week of slavery, unles they trained... ( slave traning not yet implemented )

 

N.o.3:

Slave pricing system implemented, this make possible in future version to buy and sell slaves...

other than the player follower...

 

No.4:

Player if own a slaver base but NOT member of slaver guild now capable capture:

-Slavers!

-Normal victims

 

Yes if player own a slaver base get the ability to capture other slavers not a mistake!

 

N.o.5:

Player mercanarys can fallow player or stay in one place:

-This mercanarys lvl up with the player up to lvl 60

-Curently allowed max mercanary number is 2

-Player mercanarys can be captured by the slavers! or any one who member of slaver guild...

-Captured mercanarys still count toward the maximum number of mercanarys!

-Mercanary slots only got freed when mercanary die ( or got dissmised... if i implement it :D )

-All mercanary low vear heavy armor!

-Mercanarys come 3 variant:

1 - 2 handed heavy hitter

2 - Archer

3 - destruction/restoration mage <- this one has own leveled spell list... so based on player level this one got new spells... ( if i not mistaken )

 

Fixed:

V-0-0015-1: animation not play out when actor get capture -fixed
V-0-0015-2: capture follower quest not go away if quest shut down before complited by player -fixed

V-0-0015-3: slavers failcapture target, target die before capture - Fixed

V-0-0015-4: high level slaver variants not spawn - Pending, i changed all settings i found i hope now works.... need higher level character to test out... one day.

 

2024-10-19

Spoiler

Fixed:

V-0-0014-1: player  can capture its own fallower and this trigger rescue follower capture quest - fixed
V-0-0014-2: player killed one slaveleader but 2 times recived a punishment for it - fixed
V-0-0014-3: amulet removel punishment when applyed not logging who get effected - fixed
V-0-0014-4: infiinite find slavers in location loop, on DetectSlaverActorQST - fixed
V-0-0014-5: Slavers fail to capture some times slaves, due the damage ower time effects...  -fixed
V-0-0014-6: Utility, SLOSUtilShowVictimQST report script error on "RegisterCaptureWatch "-fixed
V-0-0014-7: Whiterun slave camp has cliping errors inside the cave system - fixed
V-0-0014-8: Mark follower spell has no conformation the follower got marked or not - fixed
V-0-0014-9: Slavers always capture even if they run out of slave storage space... -fixed
V-0-0014-10: Save Laders not attack the player on slaver bases as they shuld be, only slave market where they peaceful - fixed
V-0-0014-11: Slavers fail to spawn in high level in whiterun region -fixed
V-0-0014-12: Detect victims sho victims after got killed, the quest shuld not -fixed
V-0-0014-13: Slave Marketplace quest fail to start -fixed
V-0-0014-14: Capture quest may fail report capture event if the capture attacker cannot be determinated - fixed

V-0-0015-15: Not all Slaver enchantment has same effect time on capture - Fixed

 

2024-10-12

 

2024-10-05-Lot of changes inside deep, few new future from Step2

Spoiler

 

importan:

TONS OF CHANGES DONE! Normal update procces not working!

SLOS Core Reset required! this is the minimum!

Probably safe if you use a new save file that not seen before the slos core.

 

V0.00133:

-Fixed missing scripts, and wrong scripts in wrong place.

Thankyou all for patiance and help!

 

V0.00132:

-Added new future for aspiring slavers: now a spell can be cast to see where is the targets you can capture.

-Added few more targets to capture. i might need tweek this part of a mod...

 

V0.00131:

Last realsie has missing scripts, one minior error fixed in slave master ring.

This all shuld be fixed now.

 

Added VERY Experimental Merged version. This one for SE its can be converted LE. it is for testing and see its can be done or not.

 

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

Fixed:

 

-Lot of slave amulet related bugs

-Follower Capture quest fixes

 

Added:

-LE support! Based on past experiement its seams going to work just fine for now... so if you download check what you download if you not sure check what download section!

-Few new futures, on porpuse i not name it here or update the guide for it. Reason: need to test out how intutive and easy to find this futures without reading wall of text. if non new stuff found by the testers i need improve a lot!

 

-Added few new spell...

-added few new dialoge, some slave market resitent things to say if not get killed/attacked

 

lnwon issues:

-some new futures incomplite as i middile of makeing them

-i done 2 hour total testing... so lot of possible bugs inside.

 

2024-09-27-Player quest and other fixes

Spoiler

 

V 0.00 12

 

New version fully compatible with V 0.001 and V 0.0011.

To full update use the "SLOS Script Manual" book. this book given to you as first time the mod installed. if you lost this book you can make a new one at any tamming rack using 1 lether strip.

 

The acces the ingame menu system start read the book.

here chose debug, and update.

 

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

Added:

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

Slavers Of Skyrim.esp

-few new npc face

-VERY detailed Guide for the mod, packed with the normal files. can be found in skyrim\ data

 

Script:

-New future: update function, this one run version specific updates, useful to avoid full mod restart that way the moment any progress by slavers or player lost.

 

Experiemntal LE converted version:

this one fully experiemntal! if you have LE or oldrim please test it and say its works or not!

The experiemtnal package contain 3 sup backage and readme txt. test instruction inside the readme txt!

 

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

Fixed:

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

 

Assets:

-some slaver enchanted weapons used wrong enchantment

-made possible to detect slaver base entry doors

 

Slavers In Skyrim:
-Slaver camp at riverwood and slave market entry doors now marked so scripting system can find it and interact with it

 

Script:

-Trader and owner control quest got fixed when this actor change location to none no longer report error( i hope )

-multiple minior fix added

 

Quests:

-Player capture quest: no longer possible exit the slaver base where you taken as captured slave. The doors remain locked until slaver amulet removed from your neck.

-Player Capture quest: Slave master ring now possesed by the weak slaver that go to the player entry room to lock down the entry room after they finish the opening scene.

That salve usualy alone and weak...

 

 

2024-09-24-Quick fixes

Spoiler

V 0.00 11


To update from version 0.001 not need take any special action!


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

Added:

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

( based on player request )

Optional addon:

ESL Flagged ESP file: SLOS-SLOS-Option-WeakSlavers.Esp

Make Slavers weak by the fallowing changes: Take away from slavers their potions and scrols, reduce their weapons enchantment effectivnes.


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

Fixed:

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


Assets:

Lower level slavers not carry full repeortar of extra items that supposed to be in use at higher level


Slavers In Skyrim:

-Riverwood slavers supposed to avoid from now riverwood when moving to patrol, if you see them here report it!

( i not yet fully understand the AI work when deciding where to travel from point A to point B )


Script:

-Trader Controler quest failed to start

-Slave Owener control quest failed to start

-Slave amulet removal detection bugg fixed

 

 

 

2024-09-23- Remake of the rmake V0.001

Spoiler

 IMPORTANT:

 

this version NOT compatible any earlyer version!

DONT TRY UPDATE!

 

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

General Changes

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

-Script system re-made from zero

-Giant cleanup done in internal structure ( Leveled items, Factions, LocationReferences, Keywords )

-Reduced number of esp files in use to make more easy to handle the mod.

 

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

Non Script Futures:

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

 

For testing reason all slaver related location marked on map this include:

-Slaver hunter team ambus locations ( they not always the market positions, evry day they go different one! )

-All Slaver bases entrance

 

Added:

-Slave market

 

Removed:

-Slave traning grund

 

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

Script futures:

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

 

Slavers now capture:

-Player

-Player Follower ( only if follower use standard vannila factions )

-Special npcs that added to the game ( compatibility reasons )

 

Slavers move captured slaves betwen slaver locations!

 

Slaver victims forced to wear a special slave amulet, removal is possible but dangerus! ( if you not wearing the Slave Master ring )

 

----------------
Premisions:
----------------

At the time of writing this mod is work in progrress.

 

For this reason pls dont upload other places, so other not recive new version.

 

This mod is my gift for the Loverslab Community so after i finish the main devlopment i grant free use any one who wish do things with it but not before.

 

This section get updated as i advance in devlopment.

 

Slavery_Player_SpecialQuest_Annable.txt


  • Submitter
  • Submitted
    01/11/2022
  • Category
  • Requirements
    Skyrim.esm, Supports ( optional ): Lovers Lab, ZAZ, Toys
  • Regular Edition Compatible
    Yes
  • Install Instructions

    Dovnalod the proper version:

     

    Skyrim and Skyrim Legendary Edtion uses: SLOS-LE-Main-V-X-XXX file

     

    Skyrim Special Edition and newer uses: SLOS-SE-Main-V-X-XXX file

     

    Use your mod manager to install it.

     

 

Posted
6 hours ago, LALATFLASH said:

NICE WORK

 

5 hours ago, Valgo said:

That slounds great I'll keep an eye on the development and try it whenever I get back to playing skyrim outside of thief.

 

5 hours ago, edtide25 said:

This sounds really fun! Good luck on your development. ?

Thank you all :)

I can add new npc easy i mean the new faces/races. My main problem is first i need know the class is blanced and working or not as intended.

I try preserve the original skyrim blance and gameplay feeling. AS i tryed out OBIS and other bandit reblance mods... i not feel good becuse changed so mutch on original skyrim. 

 

Problem is with paralyze weaponos and other enchanted weapons no real option to outplay them other than using absorb character build or steath or conjuration to evade the attacks.

 

The original skyrim has lot mroe way to archive victory and overcome enemys. So ideas are welcome :)

I curently using only original assets and spell effects for compatibility reasons ( and becuse i not know at the moment how to make new scripts :) and hopefully not need to know ).

 

Plannedd new classes to add, i wish hear opinions about this ideas:

 

A-Heavy slaver: heavy armored slaver with heavy siheld, bow and one handed mace. equied with improve heavy armor, block and one handed poitions, and at least one conjure [leveled thing] scrol. ( plus as expected invisibility healng poitions too :) )

 

B-Heavy Armored Battle Conjurer Slaver: This monster use conjuration magic, near same heath as other slavers so hard to kill. Can conjure leveled enemys, wearing heavy armor and two handed Battle axe wepons(enchanted for stamina drain/paralize)+bow. his one come only lvl 20+ and using restore magica enchanted armor that regerenate 100% magica.

 

C-Slasher Slaver : dualvielding slaver variant using light armor, stamina regen poitions, 2 enchanted weapon one apply fear effect on target this is aginst the player followers/summons. Other drain stamina or paralyze

 

D-Scrollmage: a slaver that use lot of scrolls to make magic effects happen. if killed/disalbed quick player can get lot of scrols that high value. 

This oen carry fireball(and similar), conjure XYZ,banish,expel,command,turn undead.bane of undead, grand healing,  Rune scrols, cloack scrols.

all scrols are leveled! so lov level only weak scrolls avible!

Using light armor one handed weapon with enchant.

 

E-FearBringer Slaver: This slaver using special enchanted weapons!

Bow that for long range casting on hit fear(leveledfrom level 6-51) to victim and steal stamina and heath(10 point stamina and 2 point heath for 10 sec).

one handed sword that paralyize victim, and plant fear in it(lvl 77 fear for 90 sec) ( one time use)

one handed sword that absorb heath (leveled) point/sec and 30 point stamina/sec for 1 sec mutiple uses 

 

(leveled)=

lvl1  5 point

lvl5 7 point

lvl10 9 point

lvl15 11 point

lvl20 13 point

lvl25 15 point

 

this one using leveled light armor, in lvl 25 maybe get windwalker perk for quick stamina regen

 

[this concept maybe to powerful, maybe need used as boss? with multiple use both weapons? hmm if i wish use as boss nead wear heavy armor and lot of scrolls to be real big bead evil boss]

 

I happy to hear your opponons, or you can bring me ideas :)

i can add new enchantments to weapons, or existing ones. But new version need based existing magic effect.

Can make new mage type characters too but npc mages tend not use fear spells :( 

Curently my slaver mages use only conjuration and alternation flesh spells. i not give them infinite close range spray spell i feel this to over powered.

Posted

instead of paralize i would consider things like chance on hit for disarm, strip armor, equipDD, as well as drain stam and magic on hit. vanilla paralze is just annoying and the animation is awful.

 

Posted
1 hour ago, devilhunter89 said:

instead of paralize i would consider things like chance on hit for disarm, strip armor, equipDD, as well as drain stam and magic on hit. vanilla paralze is just annoying and the animation is awful.

 

i thinking making for test a addon that removes all paralyze effect and add instead stamina and magica absorbing enchant to all slaver weapons.

 

Planning to test out new enchamntent options i see in CK, if i found useful result i plan add new addon so others can try out how feel.

 

sadly at the moment i not know how to make new scripts. Result of this i only can use existing spell effects in weapons.

i try find the way force to uneqip weapon or drop to grund like shout do.

 

i thinking a new enchantment that make use restrain items in attacker inventory. in case of succsesful hit and if target low heath let say below 30% put restraining device on target.

This can be devastating in middifle of fight and slaver like move i think. :)

 

i not know yet how to make script like this.in the future i plan train myself this field.

Posted

Vinfamy's SexLab Kidnapped Redux had a cool feature where you had to avoid enemy attacks during an ambush for a set time otherwise you'd lose and find yourself abducted.
That could be something to look into if you don't want to rely on stun spells and the like.

Posted
7 hours ago, Valgo said:

Vinfamy's SexLab Kidnapped Redux had a cool feature where you had to avoid enemy attacks during an ambush for a set time otherwise you'd lose and find yourself abducted.
That could be something to look into if you don't want to rely on stun spells and the like.

Thank you the idea :)
i definitly going to explore it.

Posted

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

Status update, today advances made:
-----------------------

 

=================

Expected new version realise date:

=================

New version, if all go well come within 48 hours from now! if not go so well in this weak.

 

=================

Advances of blancing the mod:

=================
Managed make slaver far more combat effective only changing all of my slavers combat style, and adding all of them bow and arrow.

 

At the moment exploring options using enchanted weapons that not use paralyze effect instead using absorb effects.

I hope this way player more chanve and option to counter play.

 

For reference:

The test battle in riverwood:

in realised version a expert player in one go can manage survive the Riverwood slaver rush and kill all the slavers here and manage save some townspeapole.

 

In current testversion: only one townspepole survive the battle and the children and if very lucky the player. But this takes probably mutliple try.

 

This slavers lvl 1 as the player, all of them using iron based weapons and bows.

Only numerical advantage on slavers side.

 

My other test show 3 slaver versus player need big attention to this slavers if a two handed weapon user present rip the player apart if not cerfull.

So the goal: adding npcs that can defeat the player if player not play cerfuly archived this way. :)

 

Problem is i set all enchanted weapons use vannila enchant costs this made evry slaver weapon 1k or more gold worth.

i think this is not good for game balance if a player manage capture lot of this weapon can become rich to quick.

 

In other side of coin: slavers at the moment can use 3-5 times a weapon then enchantments is out. This means if player not quick enught to kill slavers.. All enchanted weapon run out of enchantments. I consider this good change. Reasons: player only need survive initial strikes from Slavers, after that player has chance to defeat the enemys or try run away :)

(with 0 manna and stamina no fun to fight aginst this enemys :) )

 

Thanks for the duble stamina-heath absorb idea @devilhunter89! Its working and working better than other solutions!

 

I plan add addons that enable paralyzing weapons for slavers to! This for those who wish get killed/defeated quick if facing slavers.

 

=================

Inside changes:

=================

Removed all SLOS items and remade some of them.

Changed all Actors how get equiped

Added all slavers new self made combat style

Lot of leveled item list changes, need do big clean up

Added experiemntal slaver vampire and slaver heavy fighter class, combat stlye and template ->>> this need tested out

 

Al this changes means new save game needed after update, to many changes i dont know brake or not brake the save games.

Posted

New version realised :)

 

The secret ultra hidden slaver base has no marker nad no quest marker to lead here to player. i not wish post image how to find it :)

if one of you manage to find a clue that can be found a dead slaver ( 10%  chance) that maybe help you find the entrance :)

if one played morriwind one know how to do it after picked up the clue :D

 

 

I thinking adding more slaver base in the future. Similar the one added today update. A similar way of hiding the entrance, very close to travel marker and very well hidden from view :)

Posted

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

Status update,  advances made:
-----------------------

Started fill the skyrim with slaves, currently working on whiterun region adding manualy more slavers some places.

Whiterun region recive "low level" olny slaves so new player not get instant killed/raped/humiliated/esnlaved [based on user load order]. ( at least this is the plan... :D )

To this happen of corse users need activate slavers in skyrim addon.

 

=================

Palnned new futures:

=================

 

DEATH SQUADS:

Planning to add new option to enable "death squads" this option currently thinking/experimental phase.

The death squads addon adds strategicly placed grup of slavers that wait for playerarrival and try to do bead things with them.

Big difference beatwen this and slavers in skyrim:

-slavers in skyrim use maximum 4 hostile npc in a grup, on avarage only 3 enemy npc placed or less.

 

-death squads means 6 or more slaver in a grup. with proper settup: slaver boss, frontline fighters, long range support , flanking enemys (slashers :) ), decoy targets.

this means a mini battle with player and slavers.  i cosider a grup like this even level 1 can kill a giant ( lvl 32 )

 

-slavers in skyrim planned put slavers evrywhere

-death squads places slavers very few places but very high concentration

 

I wish hear players opponion about this idea :)

pls dont forget if this made it is 100% optional!

 

Slaver Vampire Boss type enemy:

Yes another type of new enemy the slaver this one is a boss class vampire porbably very strong. using one handed weapons, scrols, magic, summoning enemys, conjuring weapons ehh not a easy fight.

 

Slaver Enchanter type enemy:

A slaver that specialize enchanting stuff, uses enchanted clothing and standard slaver weapons.

ohh and equiped with staff for long range combat, grup support. plus added some scrol just make them very "intresting enemy"

 

=================

Expected new version realise date:

=================

Within 7 days more than 3 day

 

=================

Advances of blancing the mod:

=================

added full range of paralyzing bow one charge version now this type of bow come from long bow to ebony bow.

 

planning fix vampire slavers missing spell list.

 

=================

Inside changes:

=================

nothing. i expect the v0.0.0.3 version compatibile with v0.0.0.2 version.

Posted

New version out!

 

Please keep in mind this is experimental version in theory safe to update from early version but i going to make lot of change in the next update.

Expected the next version not going to work backward.

 

New hidden slaver base entrance added to whitrun exterior, close to whitrun stable travel marker. :)

if you find it pls let me know you found it, those who find it get a suprise reward inside! :) :) :) :)

 

This version also add lot of new slavers around whitrun, add slaver death squad beatwen Riverwood and Whitrun (optional) and add some missing npc to levleed lists.

 

Ohh and now bandits has 50% chance to spawn as slaver if bandit use leveled list).

 

I wish to hear any experience or problem or any what you think about the current realise, something maybe missing?

Posted

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

Change of plans:
---------------------

 

I done lot of testing and blance cheking, thinking how and what to do.

 

Here is the sort list results:

A-This mod need to be script free mutch as possible! ( Zero script is the best )

Reasons:

1-Going to be used with script heavy mods.

2-Lot of character-character interaction possible in same time. If lot of weapons in use that tigger scripts this probably lead big script lag.

3-at the moment i dont know how to create/use scripts.if i need to learn i do it.

 

B-This mod at the moment add more than 150 new npc, if i do all i planed going add more than 800 npc! This can be used other things not only kill/make raped the player character. So need make mod way that other use than original is possible!

if it not eat lot of reasources from my side why not make multy way use possible?

 

Reasons:

1-PAHE and other slaver mods can make great use the lot of new npc. lot of new npc to enslave! :)

 

2-lot of new slaver grup get put around skyrim, this can be used as dificulty incrase mod or can made them look and act like normal bandits.

 

C-Big deviation from original plans and goals not good. The mod need searce the original goals:

 

"Add slaver characters that use special wepons that real chance to render player helpless and open door to other slaver/rape mods to kick in." 

 

Reasons:

 

1-Problem is dual absorb weapons not serv this goal well. To easy to use poitions to overcome this problem. Witout magica lot of magic based combat style not working. A melle character sure need stamina but witout stamina a melle character or archer can deal damage or do something.

 

2-paralyzis work same on high level character as low level. Absorbation not. lvl 1 character lose 100 magica if not high elf this character not going cast spell. if lvl 40 mage lose 100 magica not end of the word. More hard to balance out. Paralyzis if works its knock out the player no mater how high leveled.

 

3-in my testrun i found more chalanging AND intresting avoid getting paralyzed in the wrong time. Same testruns not intresting avoid getting manna and stamina dreained. 

 

=====================================

All in all for this reasons i dicided do the fallowing things:

=====================================

 

I.Create weapon options so the end user can chose what wepon settup in use by slavers. Currently planned options are:

A-Normal non enchanted weapons

B-Paralyzing weapons 1 use, paralyzis done for 1 sec

C-Dual Absorb weapons that deplate stamina and magica

D-Mixed: Slavers randomly get weapons from paralyzing, normal and absorbing list

E-Stamina absorb/Paralyzing mixed weapons: Slaver weapons that paralyze the target and absorb tons of stamina for period of time

This not added to mixed becuse owerlap the Dual absorb and Paralyzing weapons. ( may change! this is why experimental stage of this mod!)

 

II. Set default weapons for slavers paralyzing weapons. This can be changed with weapon swap optional addon files!

 

III. Adding new NPCs to each type of slaver list. Over time all the type of slavers need contain all playable race, both gander. Each type of slaver contain 6 sub difficulty class. 

( we have melle, melle2h, archer, mage, heavy melle, boss, vampire slaver, broken slave, slasher slaver types at the moment ) this add us lot of npc (6X9X2=108 npc/race in use) . 

 

IV. Later stages create a addon for Slavers of Skyrim that replaces all slavers to bandit that my mod add to skyrim to less dangerus version of slavers. This not effect Seacret Slave Hidouts.

 

V. Add mini story/quest that explain why slavery now booming in skyrim and why Dremoras start show up within the ranks of slavers. The quest in this case not normal way quest! Using notes and writen documents to tell the story.

 

VI. Add more and more Slaver Hidden base that can be used as player home or player slave storage/traning place.

 

VII. Over time add implementation of KS hairdo mod. This way creating a addon that adds more slavers/slaves to skyrim population ( this planed to be done faar in the future ).

 

VIII. Need do more experimentation with different slaver weapons. Difference in this case means different power of effect and/pr number of uses.

After this done, i go expand the avible type of slaver weapons not before. Only one weapon/type get enchanted version until this done.

 

**********

TLDR:

**********

 

Next version allow player to chose what type of weapons in use by slavers.

Lot of blancing problem with Absorbing weapons.

The mods going to changed way that allow mutiplay way of use not only going to help player enslavment/rape/humiliation. This changes come as optional and user can chose not to use them.

 

 

Any comment suggestion/idea are welcome! :)

Posted

I didn't get time to play this mod but it's looking promising it's will go in next game when I got time to play but got few ideas.

 

Add slavers patrols which are traveling in main roads. So weak pc would need to get to nearby forest to avoid them.

 

Some slavers can go to random city and spot player, and player can try to hide from him, after being spotted slavers can prepare some ambush.

 

Maybe add slavers similar to bandit which ask for money to get passed. 

 

Also maybe add some randomness so sometimes player will get attacked but sometimes can pass them without any problem.

 

 

Posted
16 hours ago, Koozie said:

 

Add slavers patrols which are traveling in main roads. So weak pc would need to get to nearby forest to avoid them.

:)

i goo look maybe i can implement this! I love this idea :)

As separate addon of corse so this can be optional.

 

16 hours ago, Koozie said:

I didn't get time to play this mod but it's looking promising it's will go in next game when I got time to play but got few ideas.

i plann realise new version this weakend or close to weak end. I hope i finish all the preparation.

 

16 hours ago, Koozie said:

Some slavers can go to random city and spot player, and player can try to hide from him, after being spotted slavers can prepare some ambush.

 

Maybe add slavers similar to bandit which ask for money to get passed. 

 

Also maybe add some randomness so sometimes player will get attacked but sometimes can pass them without any problem.

 

 

6 hours ago, BigOnes69 said:

Will these slavers play with player for awhile before handing player off to another slave mod???

Lovly ideas :)

Sadly i not own the knowlage that needed to create this :( not at the moment. 

I think i need half year or more to learn so match and can try script this things.

Currently i wish finish what i started. i need add lot of npc, finish the blancing of enchantments, finish the existing 2 slaver base and add more slaver bases.

 

After all of this i can try make this to reality.

I think i start write up somewhere a list this type of things maybe other mod makers find way to create it and create a addon file to slaversofskyrim.esp.

This way i hope other take the task and do the scripting. 

 

Next realise i create a documentation for modders and create some sort of interface i plan not change so other mods can use this to interact with SLOS. 

I velcome if other mod maker wish to make reality this complex scriping events :)

Posted

New version realised!

Next version planed to realised in next weekend or latter.

 

I plan add next version wandering slaves this idea come from here:

On 1/27/2022 at 11:54 PM, Koozie said:

 

Add slavers patrols which are traveling in main roads. So weak pc would need to get to nearby forest to avoid them.

Thx for this idea!

 

Later i plan add documentation for moders support.

Posted

Next realise get delayed by In Real Life things. :(

 

Next realise add new npcs, and at least one new intresting slaver base.

 

  • 3 weeks later...
Posted

New version has ben realised. Lot of new npc most of them place holder, new riften base and new vampire spell in the pacage.

 

i suggest do not unpack the bsa file, 600+mb facegen data inside :) ( i expect this going grow more! )

 

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

Other things:

 

I start realize how mutcjh i need to do before i can consider this mod finished. Sadly at the moment i think its take more than 1 year to finish this project witout doing any scripting.

For this reason i put here my request/idea to other mod creators who know how to make scripts!

 

Tons of very great ide writen this suport thread big waste if non made to reality. I ask other creators if one willing to do the scripting pls let me know. 

My idea is the flalowing: the scriping funtcion all of them put separate esp file that flagged as esl file. This way can be edited witout need tuch the slaversofskyrim.esp.

As i expand and edit the main esp file one can work on the scripting work.

 

I dont knwo what moddification need to be added the main esp file to script realy work, or make scripting work more easy, i happy to change the main file to make it more easy.

So please help make this ideas become reality. 

 

I give credit the co autohors for their work and the script esp that created, to the download version.

 

Fallowing ideas  suggested so far for scripting:

On 1/13/2022 at 4:48 AM, devilhunter89 said:

instead of paralize i would consider things like chance on hit for disarm, strip armor, equipDD, as well as drain stam and magic on hit. vanilla paralze is just annoying and the animation is awful.

 

On 1/28/2022 at 10:39 AM, BigOnes69 said:

slavers play with player for awhile before handing player off to another slave mod

On 1/27/2022 at 11:54 PM, Koozie said:

Some slavers can go to random city and spot player, and player can try to hide from him, after being spotted slavers can prepare some ambush.

 

Maybe add slavers similar to bandit which ask for money to get passed. 

 

Also maybe add some randomness so sometimes player will get attacked but sometimes can pass them without any problem.

 

 

Posted (edited)

Hi!

I think there is a wrong main esp file in the last version download (file was created in december, and in SSEdit it contains only few NPC records)

Edited by Tyralion11
Posted
1 hour ago, Tyralion11 said:

Hi!

I think there is a wrong main esp file in the last version download (file was created in december, and in SSEdit it contains only few NPC records)

Thank you for bringig this to my attention! I made a re upload with the correct esp version! Sorry for inconvinince shuld now all fine.

Posted (edited)

Hope to try this out soon. Looks very promising.  Just a minor point. It's 2022! Might want to update your version changelog to avoid future confusion ?

 

Keep it up! 

Edited by carlj67

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