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


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Posted
11 hours ago, Nonseen said:

Only major difference i now using latest version of skyrim SE. Tryed downagrade to 1.5.97 but not worked well.

 

This explains it then. Looks like you will need to update your Requirements list as 1.5.97 no longer is compatible with you mod it looks like. I have this version. You list your mod as only needing skyrim's main file. it obviously needs more since it will only work with AE now and not SE anymore.

 

No more testing needed on my part. I cannot use this mod anymore since it is now no longer compatible with my version. It would also explain the same issues others have had.

 

Maybe when I decide to buy AE, i'll try this mod again if it's around. A shame, as it's one of the few good PC enslavement mods with potential. Good luck with your mod.

Posted
On 11/4/2024 at 3:19 AM, YojimboRatchet said:

 

This explains it then. Looks like you will need to update your Requirements list as 1.5.97 no longer is compatible with you mod it looks like. I have this version. You list your mod as only needing skyrim's main file. it obviously needs more since it will only work with AE now and not SE anymore.

 

No more testing needed on my part. I cannot use this mod anymore since it is now no longer compatible with my version. It would also explain the same issues others have had.

 

Maybe when I decide to buy AE, i'll try this mod again if it's around. A shame, as it's one of the few good PC enslavement mods with potential. Good luck with your mod.

it seams correct and not correct the same time.

 

My mod depends on Skyrim.esm.

if you dubt check in the mod manager, they mod manager shuld tell you what files depend on what mod file.

 

What i not understand: how its possible LE version of skyrim work fine witout any problem with my mod. But Skyrim SE 1.5.97 not.

i only canged the header file of the esp.

 

i wonder what wil lhappen if you try load a LE version, still fails?

In my exerpeince game loads and mod loads if i start with LE version loaded, but using the BSA files that made for SE version.

On 11/4/2024 at 3:19 AM, YojimboRatchet said:

it obviously needs more since it will only work with AE now and not SE anymore.

if need more how its posible work with LE?

On 11/4/2024 at 3:19 AM, YojimboRatchet said:

Maybe when I decide to buy AE, i'll try this mod again if it's around.

i think its a missunderstanding here. i not brought AE version.

i just simply forced to let steam update my skyrim se version to the latest, as the avible creation kit no longer worked for me the downgraded SE version. Still not understand why is not working :(

This means avible to all who owns SE 1.5.97.

 

On 11/4/2024 at 3:19 AM, YojimboRatchet said:

A shame, as it's one of the few good PC enslavement mods with potential.

Thank you for your work, i hope one day we find solution for that.

Posted
6 hours ago, Nonseen said:

it seams correct and not correct the same time.

 

My mod depends on Skyrim.esm.

if you dubt check in the mod manager, they mod manager shuld tell you what files depend on what mod file.

 

What i not understand: how its possible LE version of skyrim work fine witout any problem with my mod. But Skyrim SE 1.5.97 not.

i only canged the header file of the esp.

 

i wonder what wil lhappen if you try load a LE version, still fails?

In my exerpeince game loads and mod loads if i start with LE version loaded, but using the BSA files that made for SE version.

if need more how its posible work with LE?

i think its a missunderstanding here. i not brought AE version.

i just simply forced to let steam update my skyrim se version to the latest, as the avible creation kit no longer worked for me the downgraded SE version. Still not understand why is not working :(

This means avible to all who owns SE 1.5.97.

 

Thank you for your work, i hope one day we find solution for that.

 

I found this mod in another thread on the forum. It explains the problem completely via a reddit link in the mod from Nexus. It has to do with an update by Beth with how they handle esm files.

 

https://www.nexusmods.com/skyrimspecialedition/mods/106441

 

 

Posted
5 hours ago, YojimboRatchet said:

 

I found this mod in another thread on the forum. It explains the problem completely via a reddit link in the mod from Nexus. It has to do with an update by Beth with how they handle esm files.

 

https://www.nexusmods.com/skyrimspecialedition/mods/106441

 

 

Thank you! :) This reditt post linked here lead me the missing link!

I think i found a fix for the problem you and @wHOaMiEHdiscovered.

 

But first i ask you help conform my theory here is the test cell but this time i changed the file Header so LE can load it. i assume SE 1.5.97 without any problem can load it to.

to confomr the file working plese us the fallowing console command when game started:

coc test

 

this expected load my test cell, and give you a nord male character wearing heavy armor.

NS-Test-Template-SE.7z

 

 

if the file load and you conform i plan to do this:
 

Spoiler

The curently SE version named realises going to changed AE.

i make a new type of realise going to call it SE, this version contain changed header file so Skyrim SE 1.5.97 can accept it as valid file to load.

the new type going to contain BSA files, as SE prefer use BSA ower lose files.

 

With this changes i need maintain 3 realise version of the mod:

LE

SE

AE

 

Posted (edited)
On 11/3/2024 at 7:26 PM, killer905 said:

start attack from enemy to faster check function wheere PC base are atack

this devlopment version not contain the required test button, but contain instead 2 new function. one activates when you capture 2 npcs, no matter its slaver or victim.

the expected effect local lord send a 2 man team to named adventurers to send you jail or you need pay fine.

 

this 2 actor spawn at whiterun dragons reach and may take some time to travel to your location.

 

secund thing can happen:

if you own a location 2 man strong team visit your slaver base, this trigger only if you capture minimum 2 slave to your slaver base.

 

the 2 man team rescue all slave from slaver base and kill all mercanary if you do nothing about it... you have random number ( 0 to 10 ) + 2 in game hour

 

this version expected buggy as hell near 0 testing done by my self.

this version not fallow the Stage 2 discription that avible in the download page, that guide need updated as design of the local lord entity system re wroked a lot.

 

Edit the file:

LE-V0-00164D-01-SlaversOfSkyrim.7z

Edited by Nonseen
Posted
13 hours ago, Nonseen said:

this devlopment version not contain the required test button, but contain instead 2 new function. one activates when you capture 2 npcs, no matter its slaver or victim.

the expected effect local lord send a 2 man team to named adventurers to send you jail or you need pay fine.

 

this 2 actor spawn at whiterun dragons reach and may take some time to travel to your location.

 

secund thing can happen:

if you own a location 2 man strong team visit your slaver base, this trigger only if you capture minimum 2 slave to your slaver base.

 

the 2 man team rescue all slave from slaver base and kill all mercanary if you do nothing about it... you have random number ( 0 to 10 ) + 2 in game hour

 

this version expected buggy as hell near 0 testing done by my self.

this version not fallow the Stage 2 discription that avible in the download page, that guide need updated as design of the local lord entity system re wroked a lot.

 

Edit the file:

LE-V0-00164D-01-SlaversOfSkyrim.7z 421.77 kB · 1 download

Don't ask me why papyrus.1 have 60mb 

 

Getting 2 slaves for someone works ok. 2 Adventures appeared at Dragons Reach, but they ran with sausages and no weapons. 

The smaller file only has my base and getting only one slave, because for some reason when trying to get 2 people, it showed a teleport animation, but the NPC stayed where it was.

 

In addition, my targets are 1 lvl.

Papyrus.0.log Papyrus.1.log

Posted
6 hours ago, killer905 said:

Don't ask me why papyrus.1 have 60mb 

 

Getting 2 slaves for someone works ok. 2 Adventures appeared at Dragons Reach, but they ran with sausages and no weapons. 

The smaller file only has my base and getting only one slave, because for some reason when trying to get 2 people, it showed a teleport animation, but the NPC stayed where it was.

 

In addition, my targets are 1 lvl.

Papyrus.0.log 459.21 kB · 1 download Papyrus.1.log 59.38 MB · 0 downloads

thank you for the report i start working on updates.

it seams i forget give items to the strike team members...

i checking why they lvl 1 the enmeys come to yout supposed to be easy but not that easy.

Posted
On 11/5/2024 at 6:55 PM, Nonseen said:

Thank you! :) This reditt post linked here lead me the missing link!

I think i found a fix for the problem you and @wHOaMiEHdiscovered.

 

But first i ask you help conform my theory here is the test cell but this time i changed the file Header so LE can load it. i assume SE 1.5.97 without any problem can load it to.

to confomr the file working plese us the fallowing console command when game started:

coc test

 

this expected load my test cell, and give you a nord male character wearing heavy armor.

NS-Test-Template-SE.7z 4.35 kB · 3 downloads

 

 

if the file load and you conform i plan to do this:
 

  Hide contents

The curently SE version named realises going to changed AE.

i make a new type of realise going to call it SE, this version contain changed header file so Skyrim SE 1.5.97 can accept it as valid file to load.

the new type going to contain BSA files, as SE prefer use BSA ower lose files.

 

With this changes i need maintain 3 realise version of the mod:

LE

SE

AE

 

 

Still nothing. Can you give me some console commands to test the mod that way. Maybe force starting it would work.

Posted (edited)
7 hours ago, wHOaMiEH said:

 

Still nothing. Can you give me some console commands to test the mod that way. Maybe force starting it would work.

checked the file i sent, let me show you why not work for you:

 

XeditHeader.jpg.96970d6b8c84117553739193ef05db40.jpg

 

This imae teaken from SSE Edit.

The File Header version is 1.71000

Skyrim SE 1.5.97 version accept: 1.7000

 

i forget to change the header this is why this esp not loaded for you. Some times i miss menege my files, its easy to make mistake ass all file named same only if i check with editor program i see the difference.

 

Here is a corrected file:

NS-Test-Template-Header 1-7-000.7z

 

if you wish to get won Xedit version you can take it from here, its very usefull tool i make lot of use:

https://www.nexusmods.com/skyrimspecialedition/mods/164

 

Edit:

 

To see its works or not just start the game, open console and use console command:

 

coc test

 

shuld teleport you my test room its a empty room.

Edited by Nonseen
Posted (edited)

@Nonseen it ports me into an empty room so it works.

 

ps- Few questions for you?

 

Should there be a quest active with the position of random encounters?

More importantly, I am using additemmenu mod, and none of your ESP's are detected there. 

 

PPS- Installed the nexsus mod you linked and it works. further testing pending.

Edited by wHOaMiEH
Posted
7 hours ago, wHOaMiEH said:

@Nonseen it ports me into an empty room so it works.

 

ps- Few questions for you?

 

Should there be a quest active with the position of random encounters?

More importantly, I am using additemmenu mod, and none of your ESP's are detected there. 

 

PPS- Installed the nexsus mod you linked and it works. further testing pending.

thank you for the feed back! i start make a SE and a AE version of the last stable version.

basicly i just pick up the SE version and change the file header from 1.710000 to 1.700000 this fixes your problem.

 

rnadom encounters not generate quest visible to player.

in reality a quest started to control the event of encounter and actors that take part of it but you see no encounter. the ecounter locations i costum made marked on your map.

 

add item menu not going to work on the esp i given you as its contain no item.

the other esps not the right header this leads when you start the game the engine not load that esps., this leads no item in add ite memnu.

with "fixed" version you going to see few items especialy with the slaversofskyrim.esp as that file contain lot of assets.

Posted

@Nonseen 

I have capture player on, and have tried the capture scenario multiple times, only to be killed by slavers. I would guess it is a bug( unless I am doing something wrong)?

All capture locations bar the problem mentioned above seemingly work as intended.

Posted
6 hours ago, wHOaMiEH said:

@Nonseen 

I have capture player on, and have tried the capture scenario multiple times, only to be killed by slavers. I would guess it is a bug( unless I am doing something wrong)?

All capture locations bar the problem mentioned above seemingly work as intended.

Good ot hear the mod is working! :)

 

About player capture:

by default player capture enabled.

 

i dont knwo what version you using....

Normal or devlopment?

 

Can you give me papyrus log that made when you get killed insted captured? whitout it i cant figure out what happened.

Posted (edited)

Hi, i'm really interested with the mod and want to tried it, but I'm having problem of slaver not capturing player. I tried from 1.5.97 and 1.6.117, both version not working. here is the attach of my papyrus log

i'm using normal version of the mod, tried development version too, doesn't works for me too.

 

 

Papyrus.0.log

Edited by lust888
Posted
16 minutes ago, lust888 said:

Hi, i'm really interested with the mod and want to tried it, but I'm having problem of slaver not capturing player. I tried from 1.5.97 and 1.6.117, both version not working. here is the attach of my papyrus log

i'm using normal version of the mod, tried development version too, doesn't works for me too.

 

 

Papyrus.0.log 190.26 kB · 0 downloads

Thank you for the report and papyrus log.

 

i think i found the source of problem this going to effect all version.

its a safety check that cause the issue.

SE-LE-AE-FIX-SlaversNotCapturePlayer-Attempt-1.7z

 

plese use this file replace the original one that shuld be in your skyrim se/data directory

this one contain a fix for the check shuld work now.

Posted (edited)
6 hours ago, Nonseen said:

Thank you for the report and papyrus log.

 

i think i found the source of problem this going to effect all version.

its a safety check that cause the issue.

SE-LE-AE-FIX-SlaversNotCapturePlayer-Attempt-1.7z 26.64 kB · 1 download

 

plese use this file replace the original one that shuld be in your skyrim se/data directory

this one contain a fix for the check shuld work now.

It's working!

 

But if I start a new game, it says if using DEV version only

FATAL ERROR: SLOSLocalLordQuestList is missing! Aborting!

 

normal version seems works normally

Edited by lust888
Posted
33 minutes ago, lust888 said:

It's working!

:)

33 minutes ago, lust888 said:

 

But if I start a new game, it says if using DEV version only

FATAL ERROR: SLOSLocalLordQuestList is missing! Aborting!

 

normal version seems works normally

The error message:

it is a safety future i added to it preverent major errors by my mistake.

 

to preverent damage the system run checks on critical component if something not okay the system stop evry activity to preverent damage.

When you start new game the checks run.

 

This quick fixed version for normal "stable" version only fix if you try use with devversion its going to fail as dev version different.

few days and new dev version come out if all going as planned.

 i need do a major rewrite agin in the code of local lord reports and report handling. this is the most compliceted system i ever made so far in skyrim se.

Posted

@Nonseen fix works. I get captured and the quest starts. To check with you: are mercs and broken slaves supposed to be neutral(non aggressive)? 

If they are, then all works as intended.

Posted
3 minutes ago, wHOaMiEH said:

@Nonseen fix works. I get captured and the quest starts. To check with you: are mercs and broken slaves supposed to be neutral(non aggressive)? 

If they are, then all works as intended.

when you enslaved all npc around slaver base supposed to be frendly until you attack any of them or brake any of the local rules, or remove the slave amulet. As captured player considered slave, and slaves are frendly to all faction.

Posted
1 hour ago, Nonseen said:

when you enslaved all npc around slaver base supposed to be frendly until you attack any of them or brake any of the local rules, or remove the slave amulet. As captured player considered slave, and slaves are frendly to all faction.

 

Then everything is okay. No further bugs to report so far.

Posted
On 11/10/2024 at 10:35 PM, wHOaMiEH said:

 

Then everything is okay. No further bugs to report so far.

thank you!

 

i recently uploaded a new devlopment version, this if i not messed up anything in sse edit going to work with LE, SE, AE version of skyrim.

to use it simply let it ower rite evrything of the version V 0.00163 stable version.

 

i added a SLOS-readme.txt to the upload but many may fail to find it so i put here its content:

Spoiler

Realsie:
2024 year
11 month
day 12

 

Requires:
Slavers Of Skyrim - Version 0.00163 installed

 

What this devopment version contain:

1 - When you capture 2 npcs, no matter its slaver or victim.
the expected effect local lord send a 2 man team to named adventurers to send you jail or you need pay fine.
this 2 actor spawn at whiterun dragons reach and may take some time to travel to your location.

2 - if you own a salver base AND capture at minimum 2 slave, the local lord send your base 2 adventurers to your slaver base.
the 2 man team rescue all slave from slaver base and kill all mercanary if you do nothing about it... you have random number ( 0 to 10 ) + 2 in game hour

3 - Shady Figure give local lords evidance aginst the player IF the shady trus value get lower then then the evidence value.
Shady trust value reduced by 1 000 evry weak, but incrased any gold the player pay the shady figure.
if player has investment on shady figure the shady figure trust never go below the invested gold ammount!

4 -  Slavers AND Slave Oweners/Ring of zenithar members/rich bussnies man/ richs busnies man guard or mercanarys : now has 10% chance to drop vairus notes. This notes can be used as evidence aginst slaver guild OR ring of zenithar!

5 - giving out any evidence to any whiterun guard using NEW SLOS dialoge - expected to trigger quickly a strike one of a slaver base in region. The strike team consist 12 adventurers, they are considered local guards.
they act same way as point 2 detailed

 

this contain information about what changes i made compered the stable version and how supposed things work.

  • 1 month later...
Posted
11 hours ago, killer905 said:

Haven't updated in a while, but hope all is well with you. ;)

its planned complite a relaise version this weeken, got sick cannot work on it :(

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