killer905 Posted October 15, 2024 Posted October 15, 2024 23 minutes ago, Nonseen said: thank yo ufor the report. i not toguth player ever going to use the slaver weapon aginst own follower.... its a design level mistake/error, i need to add a expection to this when attacker is player and target is follower use standarad follower capture... or do nothing.... hmm good question i see this too way. mabye i need add a new setting option to user interface so player can chose what happen this situation: nothing or capture the follower as normal npc here is currently how supposed this thing to work: in theory this need trigger normal follower capture script. that needs to move the follower and the attacker of follower the same cell and place a misterius scroll on the player location. and the script wating to player pick up the scroll. this is why you find yourself with the follower same location. that case the script worked as ... well in theroy shuld work. the slaver weapons expected to work only on specific targets that belong to the faction: SLOSVictimFaction. to make more easy finding this target i added a new spell called sense victims it shuld be added to you when you joined the slaver guild. if you not find that spell i need fix that too. i hope this weak maange realise a fixed version. this parts looks not okay... i goign to look for it Reveal hidden contents [10/15/2024 - 04:08:56AM] Error: Cannot call IsInFaction() on a None object, aborting function call stack: [SLOS_CP01_CapturePlayerQuest (3E008950)].SLOSManageCaptureQuestScript.StopSelf() - "SLOSManageCaptureQuestScript.psc" Line 10 [SLOS_CP01_CapturePlayerQuest (3E008950)].SLOS_CP01QuestScript.StopSelf() - "SLOS_CP01QuestScript.psc" Line 52 [SLOS_CP01_CapturePlayerQuest (3E008950)].QF_SLOSCapturePlayerQST01_02008950.Fragment_3() - "QF_SLOSCapturePlayerQST01_02008950.psc" Line 134 [10/15/2024 - 04:08:56AM] WARNING: Assigning None to a non-object variable named "::temp8" stack: [SLOS_CP01_CapturePlayerQuest (3E008950)].SLOSManageCaptureQuestScript.StopSelf() - "SLOSManageCaptureQuestScript.psc" Line 10 [SLOS_CP01_CapturePlayerQuest (3E008950)].SLOS_CP01QuestScript.StopSelf() - "SLOS_CP01QuestScript.psc" Line 52 [SLOS_CP01_CapturePlayerQuest (3E008950)].QF_SLOSCapturePlayerQST01_02008950.Fragment_3() - "QF_SLOSCapturePlayerQST01_02008950.psc" Line 134 [10/15/2024 - 04:08:56AM] Error: Cannot call IsInFaction() on a None object, aborting function call stack: [SLOS_CP01_CapturePlayerQuest (3E008950)].SLOSManageCaptureQuestScript.StopSelf() - "SLOSManageCaptureQuestScript.psc" Line 10 [SLOS_CP01_CapturePlayerQuest (3E008950)].SLOS_CP01QuestScript.StopSelf() - "SLOS_CP01QuestScript.psc" Line 52 [SLOS_CP01_CapturePlayerQuest (3E008950)].QF_SLOSCapturePlayerQST01_02008950.Fragment_3() - "QF_SLOSCapturePlayerQST01_02008950.psc" Line 134 [10/15/2024 - 04:08:56AM] WARNING: Assigning None to a non-object variable named "::temp9" stack: [SLOS_CP01_CapturePlayerQuest (3E008950)].SLOSManageCaptureQuestScript.StopSelf() - "SLOSManageCaptureQuestScript.psc" Line 10 [SLOS_CP01_CapturePlayerQuest (3E008950)].SLOS_CP01QuestScript.StopSelf() - "SLOS_CP01QuestScript.psc" Line 52 [SLOS_CP01_CapturePlayerQuest (3E008950)].QF_SLOSCapturePlayerQST01_02008950.Fragment_3() - "QF_SLOSCapturePlayerQST01_02008950.psc" Line 134 [10/15/2024 - 04:09:02AM] UiDisplay called! plus other bugs found... Reveal hidden contents [10/15/2024 - 04:12:59AM] SLOS Core: ERROR: DetectSlaverActorQST report error, some function set true the detect slaver actor lock! [10/15/2024 - 04:13:01AM] SLOS Detect Slaver Actor: Processing actor finding started, References to procces: 3 Formlist to store actors: [FormList < (3E07243E)>] [10/15/2024 - 04:13:01AM] SLOS Detect Slaver Actor: Actor found: [Actor < (3C000FDB)>] [10/15/2024 - 04:13:01AM] SLOS Detect Slaver Actor: Actor found: [Actor < (3C000FE4)>] [10/15/2024 - 04:13:01AM] SLOS Detect Slaver Actor: Actor found: [Actor < (3C000FF3)>] [10/15/2024 - 04:13:01AM] SLOS Detect Slaver Actor: registring detected actors finished! [10/15/2024 - 04:13:01AM] SLOS Core: ERROR: DetectSlaverActorQST report error, some function set true the detect slaver actor lock! [10/15/2024 - 04:13:02AM] SLOS Detect Slaver Actor: Processing actor finding started, References to procces: 3 Formlist to store actors: [FormList < (3E07243E)>] [10/15/2024 - 04:13:02AM] SLOS Detect Slaver Actor: Actor found: [Actor < (3C000FDC)>] [10/15/2024 - 04:13:02AM] SLOS Detect Slaver Actor: Actor found: [Actor < (3C000FF3)>] [10/15/2024 - 04:13:02AM] SLOS Detect Slaver Actor: Actor found: [Actor < (3C00514F)>] [10/15/2024 - 04:13:02AM] SLOS Detect Slaver Actor: registring detected actors finished! [10/15/2024 - 04:13:02AM] SLOS Core: ERROR: DetectSlaverActorQST report error, some function set true the detect slaver actor lock! this run when new location claimed by player. it suposed run at once but started eun endelessly..... You can accidentally hit your follower with a dagger.... I didn't notice the D spell: It works. Targets work, but! 1) At my level 60+ I can easily kill them. (I guess you have to give them that you can't kill them). 2) And if the PC doesn't kill them, the Follower will.
Nonseen Posted October 15, 2024 Author Posted October 15, 2024 10 hours ago, killer905 said: You can accidentally hit your follower with a dagger.... Strong aggree. i going to ad a new check to make impossible for player to capture own follower. Thank you for lighting up this error i made. 10 hours ago, killer905 said: It works. sounds good 10 hours ago, killer905 said: 1) At my level 60+ I can easily kill them. (I guess you have to give them that you can't kill them). 2) And if the PC doesn't kill them, the Follower will. target got killed before captured.... hmmm. you taken the right point! i tested the victims only at lvl 1 here is no problem. aplying a fix going to be easy just need make them lvl up with player that going to make them get more heath. in theory this okay as slavers and slaver potential damage output also incrased. i need to do some math to find out the nice point of balance not give them to mutch heath. here is a new file if you replace the old one with this one the npcs at high level going to get more heath. this version only change the max level of the victim npcs from level 20 to level 60 this change probably take effect on newly spawned actors. For real test i suggest load a game save where mod not yet introduced. SlaversOfSkyrim.esp my plan in sort term: this weak i realise a very in depth guide that contain how the mod going to look when reach the next mile stone: Step2. and next realsie the curently implemented futures makes look like inside this guide. i hope this going to help test out the futures.
killer905 Posted October 15, 2024 Posted October 15, 2024 1 hour ago, Nonseen said: target got killed before captured.... hmmm. you taken the right point! i tested the victims only at lvl 1 here is no problem. It was like. NPC get hit. NPC die by dagger effect and get teleport to slaver camp but die there so i lose points. 1
Nonseen Posted October 15, 2024 Author Posted October 15, 2024 8 minutes ago, killer905 said: It was like. NPC get hit. NPC die by dagger effect and get teleport to slaver camp but die there so i lose points. intresting this shuld never happen... unless.... the damage from slaver weapon has damage ower time component... this is the cause of slave death probably, after capture. if the slave dide at the start of capture procces the procces stop. hmm i need add another check to slave is still alive before making to a slave. my changes helped to mitgate the slave death on capture? or need ad more heath to them?
killer905 Posted October 15, 2024 Posted October 15, 2024 21 minutes ago, Nonseen said: intresting this shuld never happen... unless.... the damage from slaver weapon has damage ower time component... this is the cause of slave death probably, after capture. if the slave dide at the start of capture procces the procces stop. hmm i need add another check to slave is still alive before making to a slave. my changes helped to mitgate the slave death on capture? or need ad more heath to them? Not check yet. I not had time to test it.
Nonseen Posted October 15, 2024 Author Posted October 15, 2024 9 minutes ago, killer905 said: Not check yet. I not had time to test it. okay, i implement the fixes for bugs you discovered, plus add other changes to mod this week if evrything go well i realise this week near end the next version. V 0.0015
killer905 Posted October 16, 2024 Posted October 16, 2024 I record video so you can see what happen and what i do. https://drive.google.com/file/d/1-rMXjhFCyrQGsVQ4G8OqfEGO_bxRN0_O/view?usp=sharing Includes: 1) Capturing a Follower by a slaver. (My follower can kill slavers easily, but if I spawn a slaver at my lvl, it can kick my follower's ass). 2) PC takeover of slavers camp. 3) Freeing the follower from the slaver amulet (No ring). 4) Freeing the follower from the slaver's amulet (With ring) 5) Attempt to mark custrom follower as a target for slavers 6) Found 2 holes in textures 7) Joining slavers 8 ) Using dagger on own follower 9) Using a spell to find targets 10) At the second inn, it's for some reason that the transfer spell on the NPC appears, but dies in the process. Papyrus.0.log 1
Nonseen Posted October 16, 2024 Author Posted October 16, 2024 2 hours ago, killer905 said: I record video so you can see what happen and what i do. https://drive.google.com/file/d/1-rMXjhFCyrQGsVQ4G8OqfEGO_bxRN0_O/view?usp=sharing Includes: 1) Capturing a Follower by a slaver. (My follower can kill slavers easily, but if I spawn a slaver at my lvl, it can kick my follower's ass). 2) PC takeover of slavers camp. 3) Freeing the follower from the slaver amulet (No ring). 4) Freeing the follower from the slaver's amulet (With ring) 5) Attempt to mark custrom follower as a target for slavers 6) Found 2 holes in textures 7) Joining slavers 8 ) Using dagger on own follower 9) Using a spell to find targets 10) At the second inn, it's for some reason that the transfer spell on the NPC appears, but dies in the process. Papyrus.0.log 1.49 MB · 0 downloads thank you for your detailed report! i started procces it and i see multiple bugs need fixed this take at least 1-2 days.
Nonseen Posted October 16, 2024 Author Posted October 16, 2024 17 hours ago, killer905 said: I record video so you can see what happen and what i do. https://drive.google.com/file/d/1-rMXjhFCyrQGsVQ4G8OqfEGO_bxRN0_O/view?usp=sharing Includes: 1) Capturing a Follower by a slaver. (My follower can kill slavers easily, but if I spawn a slaver at my lvl, it can kick my follower's ass). 2) PC takeover of slavers camp. 3) Freeing the follower from the slaver amulet (No ring). 4) Freeing the follower from the slaver's amulet (With ring) 5) Attempt to mark custrom follower as a target for slavers 6) Found 2 holes in textures 7) Joining slavers 8 ) Using dagger on own follower 9) Using a spell to find targets 10) At the second inn, it's for some reason that the transfer spell on the NPC appears, but dies in the process. Papyrus.0.log 1.49 MB · 1 download finished proccesing the papyrus log and the video. you did very good job! i identified 7 different bug so far based on video and papyrus log. the most hard to fix the bug with the capture, that captured actor got telported away and die. i thinking cahnging a bit of capture logick as its not work well. plus for improvment for slaver guild member players i need add a slave storage counter: how many more slaves the guild can store. this moment very few 1 at the trader 2 at marketplace, 2 at slaver camp, 2 at slave owener( slave workshop). if the slaver guild run out of storage capture going to fail. hmmm.... this logick not okay... as i writing i realized i the capture always going to work so i need change relative a lot the capture mechanics after i done i pack all the fixes and realise here. from this post best case this happen within 24 hour. ang agin thank you for your great testing work! its helps a lot!
pingbi146 Posted October 16, 2024 Posted October 16, 2024 I look forward to this when it's closer to being finished, but I would like to try it out, a few questions first: 1. Is this compatible with other slavery mods? [Simple slavery, Slaverun Reloaded, SD, etc.] 2. Does this have it own animations built-in or does it use anims from other mods? 3. Does it use factions, and if so are they specific to this mod or do they use the long-standing slave/slaver factions? 4. Does it use DD devices for slaves? 5. I have seen the plans, but is there a roadmap, or do things get implemented "at random" Thank you.
Talesien Posted October 17, 2024 Posted October 17, 2024 I'm hitting upon a pretty odd problem with the Whiterun Slaver Camp. I go in, get attacked and captured. Find myself in an open cell with all my equipment, wander out and the slavers are in a battle with MARKARTH City Guards. During that fight my game always crashes and the crash always look something like the attached crashlog. crash-2024-10-17-13-12-28.log
Nonseen Posted October 17, 2024 Author Posted October 17, 2024 On 10/16/2024 at 3:50 AM, killer905 said: I record video so you can see what happen and what i do. https://drive.google.com/file/d/1-rMXjhFCyrQGsVQ4G8OqfEGO_bxRN0_O/view?usp=sharing Includes: 1) Capturing a Follower by a slaver. (My follower can kill slavers easily, but if I spawn a slaver at my lvl, it can kick my follower's ass). 2) PC takeover of slavers camp. 3) Freeing the follower from the slaver amulet (No ring). 4) Freeing the follower from the slaver's amulet (With ring) 5) Attempt to mark custrom follower as a target for slavers 6) Found 2 holes in textures 7) Joining slavers 8 ) Using dagger on own follower 9) Using a spell to find targets 10) At the second inn, it's for some reason that the transfer spell on the NPC appears, but dies in the process. Papyrus.0.log 1.49 MB · 1 download as promised i made lot of bug fixes for fallowing detected problems: Spoiler 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 SLOS-TestFixed-2024-10-17.7z this file contain in theory all the fixes. i rewrite most of the capture procces. this new capture procces expected work more stable and slavers less chance to capture a dead slave, or even slaves die during the captre attempt. if you find any new problem plese or any of my fixes fail let me know! i do my best to fix it
Nonseen Posted October 17, 2024 Author Posted October 17, 2024 19 hours ago, pingbi146 said: 1. Is this compatible with other slavery mods? [Simple slavery, Slaverun Reloaded, SD, etc.] best of my knowlage its need ot be compatible most of the mods outside. i not tested. i hope its going to compatible out of the box if not let me know i look for fixes. 19 hours ago, pingbi146 said: 2. Does this have it own animations built-in or does it use anims from other mods? this moment no animation in use, from any source. the mod early stage of rewriting. 19 hours ago, pingbi146 said: 3. Does it use factions, and if so are they specific to this mod or do they use the long-standing slave/slaver factions? definitly this moment possible to join the slaver guild and capture slaves for them to get paiment. this functionalitys in future going to be expanded a lot ( i hope ) planned add a anti slavery guild in future that try to counter the slaver guild activitys. Another Faction Ring Of Zenithar, not fully added. this faction a very strange one, contains big rich bussnies mans, that only care the profit. This bussnies mans own the slave workshops and the primiary driving force of slavery. ( at least in this mod ) player can join them too in future. 19 hours ago, pingbi146 said: 4. Does it use DD devices for slaves? this moment not. in future maybe, i not thinked on it. its possible to add ZAZ, Toys, DD support in future. in sort slavers can make use this items, can carry keys/items/use items on slaves/player. in theory its possible but right now not in focus. 19 hours ago, pingbi146 said: 5. I have seen the plans, but is there a roadmap, or do things get implemented "at random" i have a very loong road map like plan: Spoiler Legend: --X == not Started --W == Work in progress --T == In testing --Done == objective complited *************************************************** ************ Stage 1: ************************ *************************************************** 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: ************************ *************************************************** 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 --W -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: ------------------------------------------- -build up the slaver guild Whiterun region head quarter --X -add lore books, jornuals that related to slaver guild history--W -add the game world the lore items so player can find it--X -add grey zone figure to taverns of whiterun region, this shadi figures act as traders--X -add new slave owener base, that player can buy -- X -add a secund slave owener to existing one -- X ------------------------------------------- Scripting goals: ------------------------------------------- -Update to local standards the in game manual for player--X -Slaves has expire time (ower time they die as worked to death )--W -Make possible for player to capture slaver places --T -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--T -Player can expeled from slaver guild if broke rules --Done -Slaver guild own reputation system, toward player--T -slavers watch player actions so they detect if slaver rules broken --W -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--W -Player can "buy" slave workplace --X -Player can conquere slave work place --T -Make possible player can own slaves --W -Make possible for player to particapte slave trade --X -Player can profit from owning a slave workplace --X -Make Possible Slavers/slave oweners try take back conquered workaplces/slave camps from the player --T -add a special shady figure who can provide special services to player:--X --follower buy back option: if player play a great summ of money player get back the follower....--X --for right price the shady figure find a guide who lead the player a nearest slaver type base --X --mini dialoge game where player try negotiate the price for the service --X *************************************************** ************ Stage 3: ************************ *************************************************** Primary goal here: add repateble filler quests and its base framework for this type of quests ------------------------------------------- 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--X ------------------------------------------- Base version goals: ------------------------------------------- produce required asstest, suport tols for the scripting goals ------------------------------------------- Scripting goals: ------------------------------------------- -Add Lovers Lab Framework support -Add Toys Framework support -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 -slavers can attack settlements--X *************************************************** ************ Stage 4: ************************ *************************************************** Primary goal here: extend player slavery inner working and follower inner workings, add breake in mechancis ------------------------------------------- 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 its not fully devloped and about to change as i proggress.... 13 hours ago, Burensc said: What does Slavers of Skyrim merged do? its a outdated version of the mod, a experiment to merge all 3 esp file to one. see its possible to do and its works or not. probably going to removed when the next version get realised as out dated. 1 hour ago, Talesien said: I'm hitting upon a pretty odd problem with the Whiterun Slaver Camp. I go in, get attacked and captured. Find myself in an open cell with all my equipment, wander out and the slavers are in a battle with MARKARTH City Guards intresting. i not ordered dirctly any markath city guard to attack slavers. best of my knowlage non of the slavers or any actor that part of the mod supposed to go even near markath or its territory. i look into it, if you can please provide a papyrus log too. maybe help me see what happened with the slavers.
Burensc Posted October 17, 2024 Posted October 17, 2024 (edited) 1 hour ago, Nonseen said: its a outdated version of the mod, a experiment to merge all 3 esp file to one. see its possible to do and its works or not. So what exactly do I need. I only downloaded one file so far. I'm still working getting devious devices work on my new mod list so I haven't tried anything yet. I just want to play it as an immersive mod, rather than stress testing it. Slavers of Skyrim 0133 Edited October 17, 2024 by Burensc
Nonseen Posted October 17, 2024 Author Posted October 17, 2024 12 minutes ago, Burensc said: So what exactly do I need. I only downloaded one file so far. I'm still working getting devious devices work on my new mod list so I haven't tried anything yet. I just want to play it as an immersive mod, rather than stress testing it. Slavers of Skyrim 0133 the merge version may or may not work at all. normal last known stable version is v0.00133 the curent test version going to recive a update i hope this eek if to many bug found in it the next week. then become stalbe ( i hope ) you may wish to wait before start using the old v0.00133 version for one good reason: its script code 10% estiamted got rewritten. lot of scripts got removed. i not tryed load a old save file with the new scripts. its unknown to me what effects on the save file. maybe to many things got changed.
Burensc Posted October 17, 2024 Posted October 17, 2024 2 hours ago, Nonseen said: the merge version may or may not work at all. normal last known stable version is v0.00133 the curent test version going to recive a update i hope this eek if to many bug found in it the next week. then become stalbe ( i hope ) you may wish to wait before start using the old v0.00133 version for one good reason: its script code 10% estiamted got rewritten. lot of scripts got removed. i not tryed load a old save file with the new scripts. its unknown to me what effects on the save file. maybe to many things got changed. Im looking forward to the player slave experience ... is it anything like Oblivion PSE mod? 1
Nonseen Posted October 17, 2024 Author Posted October 17, 2024 20 minutes ago, Burensc said: Im looking forward to the player slave experience ... is it anything like Oblivion PSE mod? i know noting about this PSE mod, i cant answer. This moment the player slavery is is very minimal. Many supporting system missing. Player can brake free from a slaver base after captured by raw force. To make more intresting i need first build up supporting systems like: slave traning, adding slavers abuse slave subsystem and things of this nature. + for good mesure need add sex lab support, so animation can be happen. other very important support element: the lore i need work out exactly why the slavers not simply kill the player or put into a dark place until start behave. i dont know when going this happen. This moment i working on fixing the core fnctions of the mod like slavers capture player or slavers capture player follower. then i plan add the other core functions. After the fundations in place i can start expend the supporting functions. to reach the point when we can talk good slave experience take long time i work on this alone, with support of few player who test things out and help other ways! ( that i cannot say enught times thanx for helping me! ) i hope within 6 month i reach the point when lot more can be done as player slave then this moment, but no promises.
Burensc Posted October 17, 2024 Posted October 17, 2024 (edited) 1 hour ago, Nonseen said: i know noting about this PSE mod, i cant answer. This moment the player slavery is is very minimal. Many supporting system missing. Player can brake free from a slaver base after captured by raw force. To make more intresting i need first build up supporting systems like: slave traning, adding slavers abuse slave subsystem and things of this nature. + for good mesure need add sex lab support, so animation can be happen. other very important support element: the lore i need work out exactly why the slavers not simply kill the player or put into a dark place until start behave. i dont know when going this happen. This moment i working on fixing the core fnctions of the mod like slavers capture player or slavers capture player follower. then i plan add the other core functions. After the fundations in place i can start expend the supporting functions. to reach the point when we can talk good slave experience take long time i work on this alone, with support of few player who test things out and help other ways! ( that i cannot say enught times thanx for helping me! ) i hope within 6 month i reach the point when lot more can be done as player slave then this moment, but no promises. A rebellious slave prison for piticularly rebellious slaves could work as punishment. Something like Ravensbreak except with a combat arena. Basically if your rebellious too much you get sold to something worse that way the slavers still make money which is what they are all about... You could have places that have their own cells like Ravensbreak. In Oblivion's PSE you are dragged around the map on an invisible "leash" until you get to the slave camp (can take hours). Once there you get sold to Oblivion's slave outcomes. Unlike Skyrim they all have their own cell(s) like Ravensbreak. The Brothel only needs a manhole entrance in a city. And a back door to escape. Player could get sold to a underground brothel, with no obvious escape. As a medium duty punishment A Galditoral prison for heavy duty punishment where slaves fight other slaves loser gets fucked (mostly lesbian) and also fight customers who "like a challenge ". (Gender preferences in MCM) Slavers don't see a rebellious heroine as a problem. She is an opportunity to make money from warriors who want a challenge out of their rape victims. The prison doesn't even need to be that big, a hand full of prison cells, some captured female warriors. Some friendly some rivals. And loser gets punishment after the winner spoils the loser too. Give food regularly for survival mode... if you break and become submissive you are no good to the underground slave fights and get sent to the brothel to be a whore Very good slaves can even get sold to Simple slavery plus as light at the end of the tunnel. Edited October 17, 2024 by Burensc
killer905 Posted October 18, 2024 Posted October 18, 2024 9 hours ago, Nonseen said: as promised i made lot of bug fixes for fallowing detected problems: Hide contents 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 SLOS-TestFixed-2024-10-17.7z 242.98 kB · 1 download this file contain in theory all the fixes. i rewrite most of the capture procces. this new capture procces expected work more stable and slavers less chance to capture a dead slave, or even slaves die during the captre attempt. if you find any new problem plese or any of my fixes fail let me know! i do my best to fix it 1) Follower capture does not work via slaver. 2) Targets get a blue teleportation cloud after being hit by a dagger, but stay put. 3) An incorrect version 0.001000 message pops up. 4) Selecting custom follower seems to work, but I have no way to check see point 1 5) Slaver have lvl 19 but my follower 68 so she can easy kill by 1 hit. 6) Slaver Guild Leader and Slave Trainewr some reason not attack me if i try to take slave camp for me. Papyrus.0.log 1
Nonseen Posted October 18, 2024 Author Posted October 18, 2024 2 hours ago, killer905 said: 1) Follower capture does not work via slaver. Good catch! i managed reproduce a error with followers, slavers manage capture normal slaves but not follower. turned out some leftower code from older version of capture script interfered the inner working of the new capture mechanism.... i tryed save some time and effort... not worked out as expected. 2 hours ago, killer905 said: 2) Targets get a blue teleportation cloud after being hit by a dagger, but stay put. its shuld work now, i tweaked bit the scripts, in my test with new scripts works. 2 hours ago, killer905 said: 3) An incorrect version 0.001000 message pops up. if incorect version pop up the system expected shout down it self and stop working. i remade the script that do the version check this one expected to work as intended. 2 hours ago, killer905 said: 5) Slaver have lvl 19 but my follower 68 so she can easy kill by 1 hit. strange something not checks out. i changed the encounter zones maximum level, they supposed not to limited lvl 30 slaves any more. this change suposed take effect if new game started not using existing save file, as your log shos you started using a new save file. the change done on SLOS-SlaveryInSkyrim.esp if you use the new file in the pack this bug supposed to go away... hmm i can change the slaves difficulty to normal from very easy , my problem with this this not make any sense as slavers still expected spawn higher level than 19 with this settings. 3 hours ago, killer905 said: 6) Slaver Guild Leader and Slave Trainewr some reason not attack me if i try to take slave camp for me. this beahvaior okay in slave market place but only here, with the curent logic. slave marketplace considered neutral place where non attack no one. i checked the slave trainer settup and its not okay, nice catch agin! slave guild leader one time altered to be attack on sight with others, i not sure why my changes not take effect. i hope this time ck saved my changes.... SLOS-Testversion-2024-10-18-Test2.7z Again thank you for your help!
Nonseen Posted October 18, 2024 Author Posted October 18, 2024 9 hours ago, Burensc said: A rebellious slave prison for piticularly rebellious slaves could work as punishment. Something like Ravensbreak except with a combat arena. Basically if your rebellious too much you get sold to something worse that way the slavers still make money which is what they are all about... You could have places that have their own cells like Ravensbreak. In Oblivion's PSE you are dragged around the map on an invisible "leash" until you get to the slave camp (can take hours). Once there you get sold to Oblivion's slave outcomes. Unlike Skyrim they all have their own cell(s) like Ravensbreak. The Brothel only needs a manhole entrance in a city. And a back door to escape. Player could get sold to a underground brothel, with no obvious escape. As a medium duty punishment A Galditoral prison for heavy duty punishment where slaves fight other slaves loser gets fucked (mostly lesbian) and also fight customers who "like a challenge ". (Gender preferences in MCM) Slavers don't see a rebellious heroine as a problem. She is an opportunity to make money from warriors who want a challenge out of their rape victims. The prison doesn't even need to be that big, a hand full of prison cells, some captured female warriors. Some friendly some rivals. And loser gets punishment after the winner spoils the loser too. Give food regularly for survival mode... if you break and become submissive you are no good to the underground slave fights and get sent to the brothel to be a whore Very good slaves can even get sold to Simple slavery plus as light at the end of the tunnel. wow thank you for this informations! i not even know before this type of slavery mod exist for oblivion. what i try archvie with mymod curently is a "slavery simulator on skyrim" or something close to that. the mod that show al laspect of slavery. from slaver side and slaveside. Add to it i tryadd reaction to player action in a dinamic way.so no pre difined events hapen all the time but the system it self based on curent variables make new events.
killer905 Posted October 18, 2024 Posted October 18, 2024 7 hours ago, Nonseen said: Good catch! i managed reproduce a error with followers, slavers manage capture normal slaves but not follower. turned out some leftower code from older version of capture script interfered the inner working of the new capture mechanism.... i tryed save some time and effort... not worked out as expected. its shuld work now, i tweaked bit the scripts, in my test with new scripts works. if incorect version pop up the system expected shout down it self and stop working. i remade the script that do the version check this one expected to work as intended. strange something not checks out. i changed the encounter zones maximum level, they supposed not to limited lvl 30 slaves any more. this change suposed take effect if new game started not using existing save file, as your log shos you started using a new save file. the change done on SLOS-SlaveryInSkyrim.esp if you use the new file in the pack this bug supposed to go away... hmm i can change the slaves difficulty to normal from very easy , my problem with this this not make any sense as slavers still expected spawn higher level than 19 with this settings. this beahvaior okay in slave market place but only here, with the curent logic. slave marketplace considered neutral place where non attack no one. i checked the slave trainer settup and its not okay, nice catch agin! slave guild leader one time altered to be attack on sight with others, i not sure why my changes not take effect. i hope this time ck saved my changes.... SLOS-Testversion-2024-10-18-Test2.7z 279.48 kB · 1 download Again thank you for your help! But i need kill Slaver Guild Leader to take Slaver Camp, yes? No u still use OLD save before SLOS was installed.
Nonseen Posted October 18, 2024 Author Posted October 18, 2024 (edited) 40 minutes ago, killer905 said: But i need kill Slaver Guild Leader to take Slaver Camp, yes? yes. here is how exactly capture a slaver base works: -when you cast the claim location spell the spell start a quest --the quest when start search for 1 npc that meet the fallowing requirements: --1-Not Dead --2-Not any of the player follower( vannila hireing, vannila follower, or player marked as follower) --3-Not a actor that flagged as Slave( SLOSTagCapturedFaction ) so slaves not count --4-Member of a playeble race --5-Need to be same cell as player if the quest find any NPC that meet this requirements the claim location attemt going to fail! 40 minutes ago, killer905 said: No u still use OLD save before SLOS was installed. this case you need kill the weak slavers, and wait until the new ones spawn, in theory its take 14 or 30 days my changes on slaver levels not effect the existing ones that already created before the changes made. i changed how the encounter zone system spawn enemys. this not effect the existing ones. if you take a old save file before slos usage and install the version i given to you. even the SLOS- Slavers in skyrim alone and its requirement Slavers of skyrim, you expected to face lot stronger slavers. but the most stronger slave hunter only lvl 25.... so i might need give them more level. Edit: other wandering slavers like slave fighter and slaver mages are lvl 46 maximum Edited October 18, 2024 by Nonseen
Nonseen Posted October 18, 2024 Author Posted October 18, 2024 Plans for this year: its contain important information about how things going to look. i happy to hear any opponion.
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