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


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Posted

I asked a week ago if this mod had a leash mechanism like PSE for Oblivion. You said no but you seemed excited at the idea of a leash mod.

 

I asked around if Skyrim had a mod like that and apparently for LE they have an old one that is a modders resource. I have also been told it works for SE although I haven't tried it personally. 

 

I hope this helps with mod development 

 

 

 

Posted

Not quite sure what I am missing, but when I try to install the SE version, i get a message in Mod Manager that the data folder hasn't been set up properly and it doesn't seem to install the esm files properly. I have not been around for over a year, so wondering what i am missing or need to do to install this properly since there are no install instructions on the main age

Posted
6 hours ago, Burensc said:

I asked a week ago if this mod had a leash mechanism like PSE for Oblivion. You said no but you seemed excited at the idea of a leash mod.

 

I asked around if Skyrim had a mod like that and apparently for LE they have an old one that is a modders resource. I have also been told it works for SE although I haven't tried it personally. 

 

I hope this helps with mod development 

 

 

 

 

Thank you when the time comes to work on player slavery i might check this mod.

 

i feel the moment my work endless.  Right now i have estimated 10 stages to reach comlite mod status.

Right now i complited 1 stage and maybe 55% of secund stage. with the current speed maybe ( best case ) next year same month i reach the "complite" or near complite version of mod.

 

if you look the curently avible documentation this is how i plan look like the mod end of Stage 2.

 

About player slavery:

that module requires lot of other sub modules get in place, if the system going to work that way i imagined going to work.

Many of this things come from Stage 2.

 

I realized as i working right now the mod i need implement the player slavery systems lot sooner than expected.

Becuse the player slvery going to use external mods like Sex Lab frame work.

The mod part that link the mod to SL planed to built up in Stage 3.

for this reason i need build up player slavery or part of it as building the SL and other mod interaction to SLOS.

Posted
2 hours ago, YojimboRatchet said:

Not quite sure what I am missing, but when I try to install the SE version, i get a message in Mod Manager that the data folder hasn't been set up properly and it doesn't seem to install the esm files properly. I have not been around for over a year, so wondering what i am missing or need to do to install this properly since there are no install instructions on the main age

the curent SE realise version named:

SE-V0-00162-SlaversOfSkyrim.7z

 

i checked in my Mo2, my bead the packaging is not okay. when you try install this file select the data directory and chose select data.

the data need contain 3 different esp file.

 

the single ESM file realise best case come near end of next month. worst case end of this year.

Posted
12 hours ago, bendan123 said:

FSM also had this problem, and the method used by that author was to increase the priority.

thank you for this information!

 

to avoid confusion, i might not understand you correctly:

FSM mod author fixed the compatibility issue incrasing own mod quest priority?

This is aone enught to fix this issues?

 

if yes i quick as possible realise a update! :)

Posted
6 hours ago, Nonseen said:

the curent SE realise version named:

SE-V0-00162-SlaversOfSkyrim.7z

 

i checked in my Mo2, my bead the packaging is not okay. when you try install this file select the data directory and chose select data.

the data need contain 3 different esp file.

 

the single ESM file realise best case come near end of next month. worst case end of this year.

 I did try this, set the data directory and loaded my game. But no menu comes up no matter what order the files are in. I never get a book either. i think something might be wrong in how this was packaged as it isn't being recognized at all.

Posted
12 hours ago, bendan123 said:

He set the priority of his followers to follow their master's actions to 999, so that they would not follow the players first.

 

7 hours ago, YojimboRatchet said:

 I did try this, set the data directory and loaded my game. But no menu comes up no matter what order the files are in. I never get a book either. i think something might be wrong in how this was packaged as it isn't being recognized at all.

 

Thank you all for the patiance and information!

 

Repackaged the mod, changed the priority of the follower capture quest to 999.

This shuld now work.

 

To be make sure i installed to my MO2 the realise version of SE, and tested it out. its starts up as intended with empty mod list.

Before start up i used LOOT to organize the load order.

if this not help i need ot look the papyrus log.

 

45 minutes ago, killer905 said:

My files log and LE meshes and textures for lastest version

Thank you i start procesing your logs.

 

Question:

i made something wrong when converted textures with Nilf Scope? Need change the texutre files in donload section?

Posted

I have no idea how to make it work. I installed SE-V0-001621-SlaversOfSkyrim.7z, but don't see any slavers and even console -> help slave don't show anything. Maybe I miss something? Or this mod is not working for 1.5.97?

Posted (edited)
5 hours ago, Nonseen said:

 

 

Thank you all for the patiance and information!

 

Repackaged the mod, changed the priority of the follower capture quest to 999.

This shuld now work.

 

To be make sure i installed to my MO2 the realise version of SE, and tested it out. its starts up as intended with empty mod list.

Before start up i used LOOT to organize the load order.

if this not help i need ot look the papyrus log.

 

Thank you i start procesing your logs.

 

Question:

i made something wrong when converted textures with Nilf Scope? Need change the texutre files in donload section?

New NPCs were added, and so the package had to be updated, as the game had nothing to refer to what faces the NPCs had. As for Nilf Scope, I didn't see that it had texture conversion functions.

 

I tried to check everything in these logs. I also see that I didn't mention that there is no marker on the map for the PC base bought from Shady Figure.

Edited by killer905
Posted
4 hours ago, bcylcyheprjxbsymlv said:

I have no idea how to make it work. I installed SE-V0-001621-SlaversOfSkyrim.7z, but don't see any slavers and even console -> help slave don't show anything. Maybe I miss something? Or this mod is not working for 1.5.97?

 

I am also seeing this as well. I am not even seeing the mod listed at all under "additmenu" lists either, meaning it's not even loading up at all in the game.

Posted (edited)
8 hours ago, bcylcyheprjxbsymlv said:

I have no idea how to make it work. I installed SE-V0-001621-SlaversOfSkyrim.7z, but don't see any slavers and even console -> help slave don't show anything. Maybe I miss something? Or this mod is not working for 1.5.97?

after mod installed first time you load a save game or start new game a message box shown to you that inform you the current mod version.

 

if you not seen this means something gone wrong when mod try start it self.

this case i ask you give me papyrus log, this mod shut down it self in case something go realy wrong when the mod first time started.

But that case if i not made any fatal mistake a message box shown to player with the error message.

 

if no message box come to you at all, i assume you discovered a new "hidden" future of skyrim i not aware of. this is totaly possible.

that case too i ask for a papyrus log so i can start work out solution.

 

Side note:

i have a suspect: one of the quest use "Start on game start" functionality this is a basic function for quests. maybe this one cause you problems.

 

SLOS-Core-Seq-File.7z

 

if you can please try this out.

4 hours ago, YojimboRatchet said:

. I am not even seeing the mod listed at all under "additmenu" lists either, meaning it's not even loading up at all in the game.

Possible issue if not even loaded into the game:

maybe your load order too long to loaded?

its size limit of non ESL flagged mods around 250 or bit more i not sure.

 

if you can provide papryus log i can check the my mod loaded it self or not or at least tryed to do something....

 

or yo ucan check yourself:

Spoiler

[10/29/2024 - 05:52:25AM] SLOS Core: Check version called!
[10/29/2024 - 05:52:25AM] SLOS Core: Current script version is: 0.000000 new script version is: 0.001620
[10/29/2024 - 05:52:25AM] SLOS Core: Update needed!
[10/29/2024 - 05:52:25AM] SLOS Update Done! From 0.000000 to 0.001620

this lines the first shown when mod loaded in game the first time.

 

other option to check mod installed coretly:

its shown the fallowing 3 file on your load order?

SlaversOfSkyrim.esp

SLOS-SlaversInSkyrim.Esp

SLOS-Script-Core.Esp

 

4 hours ago, killer905 said:

New NPCs were added, and so the package had to be updated, as the game had nothing to refer to what faces the NPCs had. As for Nilf Scope, I didn't see that it had texture conversion functions.

Yes you right! if i rember corectly i updated the texutre package on download page to a new one.

i hope when converted textures i used the right settings( or not messed up other things).

 

4 hours ago, killer905 said:

I tried to check everything in these logs. I also see that I didn't mention that there is no marker on the map for the PC base bought from Shady Figure.

ops you 100% right i forget to add activation function when player buy from shady figure the slaver base.

there is a map marker made for that but disabled until the player buy the place. Problem is as i great hurry to put out the new version ASAP, forget to add this functionality. next version will have it.

 

Edit:

thank you for tought testing things out make me happy no new bug found yet! :) During scripting few new things i found one bug so far.

Edited by Nonseen
Posted
4 hours ago, Nonseen said:

Yes you right! if i rember corectly i updated the texutre package on download page to a new one.

i hope when converted textures i used the right settings( or not messed up other things).

 

ops you 100% right i forget to add activation function when player buy from shady figure the slaver base.

there is a map marker made for that but disabled until the player buy the place. Problem is as i great hurry to put out the new version ASAP, forget to add this functionality. next version will have it.

 

Edit:

thank you for tought testing things out make me happy no new bug found yet! :) During scripting few new things i found one bug so far.

If you mean the textures for the NPC faces, it doesn't really matter, because it regenerates them in the Creation Kit. They are also overwritten.

Custom follower still has some problems and 1 lvl slavers outside the slave camp.

Posted (edited)
8 hours ago, killer905 said:

Custom follower still has some problems and 1 lvl slavers outside the slave camp

you 100% right.

 

here is a VERY experiemntal solution for follower problem. this is the curent devlopment version contain all changes so far i made so expect not evrything work as intended.

this version contain new future to shady figure.

 

and a very expermenatal brute force aproach to fix the follower problem.

 

this solution need tested roughtly as many follower mods may differ.

this may or may not brake other mods :( i not sure

LE-V0-00163-DEV-2024-10-30-A-SlaversOfSkyrim.7z

 

so make backup for evrything before putting into testing.

 

the experimental function do the fallowing:

when a follower capture detected the system checsk the follower is marked as follower by player or not.

if marked the original follower got disabled and replaced a copy of it.

 

basicly when you go rescue the original follower you going to talk a exact copy of the actor base of the follower... a clone.

When the amulet removed the clone destroyed and the original enabled on its place.

 

ideal condition you not likly to notice the swap.

 

what can go wrong with this?

better question what not...

i have no idea how exactly the other follower mods works i mean what they do inside. its may make the other follower mods script broke down or produce unexpected errors.

as theyfollower stop "function".

 

i have no idea what going to happen. so need to try out :)

 

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

 

As for lvl 1 slavers. i run a new test and conform on SE too see this bug.

its probably one of the butiful hidden futures of skyrim engine....

 

i thinking a work around as i wish make stable what we have.

 

question: my new changes fixed the bg when you remove amulet from follower and not burn the player in LE?

 

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

Edit:

Tesxture files:

 

i think i not understand you corectly :( or you not me both possible :( :(  

i regenerated all npc faces then packaged and realsied for LE as new texture file download. ( if i not messed up manual packaging :) )

 

i wish to know the new package i uploded is okay for LE or not. if not okay what mistake i made so i can try avoid it in future.

Edited by Nonseen
Posted
7 hours ago, Nonseen said:

you 100% right.

 

here is a VERY experiemntal solution for follower problem. this is the curent devlopment version contain all changes so far i made so expect not evrything work as intended.

this version contain new future to shady figure.

 

and a very expermenatal brute force aproach to fix the follower problem.

 

this solution need tested roughtly as many follower mods may differ.

this may or may not brake other mods :( i not sure

LE-V0-00163-DEV-2024-10-30-A-SlaversOfSkyrim.7z 298.55 kB · 0 downloads

 

so make backup for evrything before putting into testing.

 

the experimental function do the fallowing:

when a follower capture detected the system checsk the follower is marked as follower by player or not.

if marked the original follower got disabled and replaced a copy of it.

 

basicly when you go rescue the original follower you going to talk a exact copy of the actor base of the follower... a clone.

When the amulet removed the clone destroyed and the original enabled on its place.

 

ideal condition you not likly to notice the swap.

 

what can go wrong with this?

better question what not...

i have no idea how exactly the other follower mods works i mean what they do inside. its may make the other follower mods script broke down or produce unexpected errors.

as theyfollower stop "function".

 

i have no idea what going to happen. so need to try out :)

 

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

 

As for lvl 1 slavers. i run a new test and conform on SE too see this bug.

its probably one of the butiful hidden futures of skyrim engine....

 

i thinking a work around as i wish make stable what we have.

 

question: my new changes fixed the bg when you remove amulet from follower and not burn the player in LE?

 

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

Edit:

Tesxture files:

 

i think i not understand you corectly :( or you not me both possible :( :(  

i regenerated all npc faces then packaged and realsied for LE as new texture file download. ( if i not messed up manual packaging :) )

 

i wish to know the new package i uploded is okay for LE or not. if not okay what mistake i made so i can try avoid it in future.

Mhmm, ok

 

For textures if you want optimaze textures and nifs from SE to LE used this: Cathedral Assets Optimizer

 

Use my profile setting for this application and send test files so i can check and confiren "work" 

Backport to LE.rar

Posted
4 hours ago, killer905 said:

Mhmm, ok

 

For textures if you want optimaze textures and nifs from SE to LE used this: Cathedral Assets Optimizer

 

Use my profile setting for this application and send test files so i can check and confiren "work" 

Backport to LE.rar 869 B · 1 download

thank you! :)

 

Other things: i probably found a solution for lvl 1 slave bug.... still in testing.

 

But with this i started thinking maybe my idea / desing decision not the best one.

the curent way slavers only stay few hours multiple paces in a day. when i tryed find them on the known locations its proven to be difficult.

i think maybe far better if i make use the word encounters vanilla system and let the normal random encounter system control the events when slavers capture victims or ambush player.

 

This is of corse lot of consiquence:

1 - i need make few World encounter compatible quest

2 - slaver camps not going to need launch lot of patrols around slaver base, maybe only just one... instead of curent 4.

3 - maybe less victim needed? ehh not sure mabye more as player slaver need valid targets. so wandering victims need to stay.

 

i wish to hear your opponion on this ideas.

Posted
3 hours ago, Nonseen said:

thank you! :)

 

Other things: i probably found a solution for lvl 1 slave bug.... still in testing.

 

But with this i started thinking maybe my idea / desing decision not the best one.

the curent way slavers only stay few hours multiple paces in a day. when i tryed find them on the known locations its proven to be difficult.

i think maybe far better if i make use the word encounters vanilla system and let the normal random encounter system control the events when slavers capture victims or ambush player.

 

This is of corse lot of consiquence:

1 - i need make few World encounter compatible quest

2 - slaver camps not going to need launch lot of patrols around slaver base, maybe only just one... instead of curent 4.

3 - maybe less victim needed? ehh not sure mabye more as player slaver need valid targets. so wandering victims need to stay.

 

i wish to hear your opponion on this ideas.

A lone slave hunter? At a minimum, there would have to be two of them.

A minimum of 4 to get paid from the boss.

Posted
On 10/29/2024 at 4:45 PM, Nonseen said:

after mod installed first time you load a save game or start new game a message box shown to you that inform you the current mod version.

 

if you not seen this means something gone wrong when mod try start it self.

this case i ask you give me papyrus log, this mod shut down it self in case something go realy wrong when the mod first time started.

But that case if i not made any fatal mistake a message box shown to player with the error message.

 

if no message box come to you at all, i assume you discovered a new "hidden" future of skyrim i not aware of. this is totaly possible.

that case too i ask for a papyrus log so i can start work out solution.

 

Side note:

i have a suspect: one of the quest use "Start on game start" functionality this is a basic function for quests. maybe this one cause you problems.

 

SLOS-Core-Seq-File.7z 199 B · 0 downloads

 

if you can please try this out.

Possible issue if not even loaded into the game:

maybe your load order too long to loaded?

its size limit of non ESL flagged mods around 250 or bit more i not sure.

 

if you can provide papryus log i can check the my mod loaded it self or not or at least tryed to do something....

 

or yo ucan check yourself:

  Hide contents

[10/29/2024 - 05:52:25AM] SLOS Core: Check version called!
[10/29/2024 - 05:52:25AM] SLOS Core: Current script version is: 0.000000 new script version is: 0.001620
[10/29/2024 - 05:52:25AM] SLOS Core: Update needed!
[10/29/2024 - 05:52:25AM] SLOS Update Done! From 0.000000 to 0.001620

this lines the first shown when mod loaded in game the first time.

 

other option to check mod installed coretly:

its shown the fallowing 3 file on your load order?

SlaversOfSkyrim.esp

SLOS-SlaversInSkyrim.Esp

SLOS-Script-Core.Esp

 

Yes you right! if i rember corectly i updated the texutre package on download page to a new one.

i hope when converted textures i used the right settings( or not messed up other things).

 

ops you 100% right i forget to add activation function when player buy from shady figure the slaver base.

there is a map marker made for that but disabled until the player buy the place. Problem is as i great hurry to put out the new version ASAP, forget to add this functionality. next version will have it.

 

Edit:

thank you for tought testing things out make me happy no new bug found yet! :) During scripting few new things i found one bug so far.

Checked it again. And don't see any SLOS in log file. Also I attached the Load Order.

Papyrus.1.log loadorder.txt

Posted
31 minutes ago, bcylcyheprjxbsymlv said:

Checked it again. And don't see any SLOS in log file. Also I attached the Load Order.

Papyrus.1.log 1.24 MB · 1 download loadorder.txt 5.73 kB · 0 downloads

thank you!

 

i see now, My start the mod script failed to run.  i seen this type of problem before when testing things...  But not expected to coem up agin. Here is a patch please let this file owerite evrything in my mod that wants ower rite. This one shuld fix the problem, if do plese let me know.

 

SE-QuickFixTest-ModNotStarting-2024-10-31.7z

 

Posted
7 hours ago, killer905 said:

A lone slave hunter? At a minimum, there would have to be two of them.

A minimum of 4 to get paid from the boss.

in encouters minimum 2 or prefered 3 in use as the curent system use grup of 3 slavers walk same path and work around.

 

the aproch of using vannila encounter system has own advantage: its uses exisiting basic system that all modder shuld aware of so greater chence of compatibilty.... :)

 

downside is: finding random slaver grup in the wildernes no more a option, you face them only speicific places in skyrim. i can add new encounter places but this cause risk making conflict with other mods :(

Posted (edited)
37 minutes ago, Nonseen said:

in encouters minimum 2 or prefered 3 in use as the curent system use grup of 3 slavers walk same path and work around.

 

the aproch of using vannila encounter system has own advantage: its uses exisiting basic system that all modder shuld aware of so greater chence of compatibilty.... :)

 

downside is: finding random slaver grup in the wildernes no more a option, you face them only speicific places in skyrim. i can add new encounter places but this cause risk making conflict with other mods :(

 

Predetermined spots for encounters is better to have this early in mod development, and it makes both your and users(testers) jobs easier. As you progress with the mod, this will naturally evolve into other spots and options(your skills with the dreaded CK will naturally evolve during this process) . 😎 

Edited by wHOaMiEH
Posted
8 hours ago, Nonseen said:

in encouters minimum 2 or prefered 3 in use as the curent system use grup of 3 slavers walk same path and work around.

 

the aproch of using vannila encounter system has own advantage: its uses exisiting basic system that all modder shuld aware of so greater chence of compatibilty.... :)

 

downside is: finding random slaver grup in the wildernes no more a option, you face them only speicific places in skyrim. i can add new encounter places but this cause risk making conflict with other mods :(

As long as the ‘new encounter places’ are outside the cities, it should be fine. You can always remove them if you find that they collide with another mod.

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