BigOnes69 Posted December 14, 2024 Posted December 14, 2024 2 hours ago, Nonseen said: its planned complite a relaise version this weeken, got sick cannot work on it Get well first. Game second. 2
Nonseen Posted December 26, 2024 Author Posted December 26, 2024 (edited) Dear Players! First i wish all good happy chrissmas! i made it, the sicness taken better of me not gone away fully but i managed finish parts of the mod i wished before chrismass. during my recovery i added "few" new npc faces to the mod... now we have 181 new faces. most of the leveld list now has mutliple faces evry leveled npc type. To properly test this i need devlop a optional testing tool kit. Reason behind it for playtesting takes ages as requries: -capture slaver base -wait week or multiple weeks, as a randomized chance to send strike team aginst the player or its player base. its not optimal for testing. for this reason i start devlop tool that make possible using few simple spell setup the everiment to test out new futures and on command intiitate the strike on player or player base. i dont know when its complited. i hope within few days i can realise it. i expect lot of bugs can be found new version so if you find something odd pls report it here and send a papyrus log. after the test tool complited i plan implent one final thing: Slaver Guild Raids on towns. the core idea is slaver guild when certin requirement meet send a strike team on a town or littile settlement like riverwood. during the slaver raid the mod spawn the attacked settlement new victim npcs so slavers has targets to capture. the strike team aginst settlment teleported to near settlement. This attackers come from hidden slaver bases, same actors that can be used aginst player. this means if slaver guild has not enught manpower to send a raid team they not going to send. this way i wish give player more chance to effect what can and what cannot happen, plus add some realistic tuch. if the player time to time kill all slaver guild strike forces they not going to do mutch. if player ignore it they going raid and cause truble... after this new town raid implemented i plan continue the oroginal plan. add a secund slave owener base with owener to the mod and start to convert 1 single esm file. Edit: esm conversion done after stable status reached of corse! after esm conversion done i start work stage 3. this going to take a lot of time... i explain in a blog post my plans for stage 3 soon as i found time and energy to write it down. Edited December 26, 2024 by Nonseen 9
cerebus300 Posted December 27, 2024 Posted December 27, 2024 I'm liking the mod. Looking forward to the player as slave aspects to be developed. One request: can you name all of the files in a way that will allow them to remain together in the listing? As it is there are three files that all start differently. It makes it hard to manage the files when updating or uninstalling as some of them are floating elsewhere in the list. 2
Nonseen Posted December 28, 2024 Author Posted December 28, 2024 18 hours ago, cerebus300 said: One request: can you name all of the files in a way that will allow them to remain together in the listing? As it is there are three files that all start differently. It makes it hard to manage the files when updating or uninstalling as some of them are floating elsewhere in the list. i try change the upload format a bit, the curent format put in place to make more easy to me find out witch version need removed when uploading new version. the interface not show me the full file name.
Nonseen Posted December 28, 2024 Author Posted December 28, 2024 New version uploaded! This contain bug fixes a lot of them... i put to use the new tester tool. New downloadable the tester tool for LE and SE. Only difference realy is the SE version uses BSA instead lose files. i very strongly suggest do not use the tester tool with sirius save files! this one may going to get changed a lot. other things: i plan focus the final future and bug fixing! the final future is slavers raid the settelments.with some luck this future implemented before this year ends! after all of this done i start focus the documentation that out dated.... then finish stage 2 remaning works ( adding new slave owener base, finishing furniture the slaver guild hidden base... ) 2
killer905 Posted December 29, 2024 Posted December 29, 2024 For me "SLOS-LE-Tool-Tester-V0-001641" not work. Game see file but i not get any spell from this.
myhouseatl Posted December 29, 2024 Posted December 29, 2024 Is there a chance you can add Simple Slavery Plus Plus as a place to buy and sell slaves? I think I saw where simple slavery can place the player in slavery in SLOS. Being able to bid and buy slave there would be a good place.
Nonseen Posted December 29, 2024 Author Posted December 29, 2024 4 hours ago, killer905 said: For me "SLOS-LE-Tool-Tester-V0-001641" not work. Game see file but i not get any spell from this. plese give me papyrus log when you first introduce the test tool to your game. i checking the uploaded script files from SE and LE probably has some differences... 2 hours ago, myhouseatl said: Is there a chance you can add Simple Slavery Plus Plus as a place to buy and sell slaves? Simple slavery used to sell player out. To make it realtiy i need contact the original author and ask premision to do that. Plus need significant work becuse the slave storage system work as it is. in theory possible, but probably not going to happen. The mod curnetly make possible for player to sell and buy slaves in: -slave markets that the game introduced -shady figures sell slaves for incrased price, bt al lshady figure has acces ALL slaves that owened by the slaver guild not only the ones in slave markets
myhouseatl Posted December 29, 2024 Posted December 29, 2024 I can't wait for you to finish this. It feels like it's going to be fun. 50 minutes ago, Nonseen said: Simple slavery used to sell player out. To make it realtiy i need contact the original author and ask premision to do that. Plus need significant work becuse the slave storage system work as it is. in theory possible, but probably not going to happen. The mod curnetly make possible for player to sell and buy slaves in: -slave markets that the game introduced -shady figures sell slaves for incrased price, bt al lshady figure has acces ALL slaves that owened by the slaver guild not only the ones in slave markets I think it has open permissions. There is a tutorial on how to connect to simple slavery on it's main page and I have seen at least 2 overhauls of Slaves building. But, you have a lot to do and don't want to add work. Maybe a future feature.
killer905 Posted December 29, 2024 Posted December 29, 2024 1 hour ago, Nonseen said: plese give me papyrus log when you first introduce the test tool to your game. i checking the uploaded script files from SE and LE probably has some differences... Yeah i forget create and send this As you see game see file Papyrus.0.log 1
Nonseen Posted December 29, 2024 Author Posted December 29, 2024 1 hour ago, killer905 said: Yeah i forget create and send this As you see game see file Papyrus.0.log 375.29 kB · 0 downloads thankyou for the log. i think the error in the packaging this case. i using a general porpuse script to start a quest that give the player the spell. this quest not reported activted in the papyrus log. i checked the script files that in the original package and this one missing. plese owerite the curent LE version with this file and conform works or not:SLOS-LE-Tool-Tester-V0-001461-Fixed.7z if this works i replace to this the le version on download page. and thank you for the help! 2 hours ago, myhouseatl said: I can't wait for you to finish this. It feels like it's going to be fun. I think it has open permissions. There is a tutorial on how to connect to simple slavery on it's main page and I have seen at least 2 overhauls of Slaves building. But, you have a lot to do and don't want to add work. Maybe a future feature. thank you for brigining to my attention curently i estimate 1 year worth of work ahead of me. Best case the mod exit work in progres state around end of 2025, based on current progres. 1
myhouseatl Posted December 29, 2024 Posted December 29, 2024 3 hours ago, Nonseen said: thank you for brigining to my attention curently i estimate 1 year worth of work ahead of me. Best case the mod exit work in progres state around end of 2025, based on current progres. Ouch! I don't want to wait that long! You need to hire some help! Offer some beer. Some one will volunteer... 😉
killer905 Posted December 29, 2024 Posted December 29, 2024 10 hours ago, Nonseen said: thankyou for the log. i think the error in the packaging this case. i using a general porpuse script to start a quest that give the player the spell. this quest not reported activted in the papyrus log. i checked the script files that in the original package and this one missing. plese owerite the curent LE version with this file and conform works or not:SLOS-LE-Tool-Tester-V0-001461-Fixed.7z if this works i replace to this the le version on download page. and thank you for the help! This is very strange... I loaded up TestTool in CK and literally quests: SLOSToolTestMenuQuest SLOSToolTestSpellGiverQST They are not there ?! I check in TES5Edit and i see quets there. First time I've seen something like this.... 1
Nonseen Posted December 29, 2024 Author Posted December 29, 2024 1 hour ago, killer905 said: This is very strange... I loaded up TestTool in CK and literally quests: SLOSToolTestMenuQuest SLOSToolTestSpellGiverQST They are not there ?! I check in TES5Edit and i see quets there. First time I've seen something like this.... very good find! i not seen this before. i run a quick check with Tes5Edit. This showed me multiple error. I re opened with my CK and re saved, then tested agin this fixed the error messages Tes5edit showed me. to be honest ihave no idea what or how this happened.... i re compacted to the file and made esl flagged esp. it seams something during the compacting went wrong maybe? here is the esp file. this in my xedit test show all good. SLOS-Script-TestTool-esp-fixed.7z i no longer get suprised by any wird thing ck or skyrim produce.... to be honest i have no idea how messy its going to be when i merge all 3 files to one.... i might do it before i planned to do.... so more time i have to wokr out this wird stuff.
Nonseen Posted December 29, 2024 Author Posted December 29, 2024 9 hours ago, myhouseatl said: Ouch! I don't want to wait that long! You need to hire some help! Offer some beer. Some one will volunteer... 😉 original plan is finish with the mod within 2 month. then i made a plan that contains 10 stages. first stage complited within 2 months. stage 2 in the workings roughtly 3-4 month now. if you wish help me to advance you can: just downalod it and test and send papryus log. Testing functions takes 80% of the devlopment time roughtly. as you can see above post i encounter unforseen problems non stop side note: if you know how to make interior cells ... some time in future i realise a package that contain information how to build slaver guild bases or other type of bases. this make possible to any one add new slaver guild locations to my mod. the mod built a way that it self find the slaver bases. in theroy can handle a lot of slaver bases more than 100/type.
killer905 Posted December 29, 2024 Posted December 29, 2024 1 hour ago, Nonseen said: very good find! i not seen this before. i run a quick check with Tes5Edit. This showed me multiple error. I re opened with my CK and re saved, then tested agin this fixed the error messages Tes5edit showed me. to be honest ihave no idea what or how this happened.... i re compacted to the file and made esl flagged esp. it seams something during the compacting went wrong maybe? here is the esp file. this in my xedit test show all good. SLOS-Script-TestTool-esp-fixed.7z 1.62 kB · 1 download i no longer get suprised by any wird thing ck or skyrim produce.... to be honest i have no idea how messy its going to be when i merge all 3 files to one.... i might do it before i planned to do.... so more time i have to wokr out this wird stuff. It still doesn't work, but I checked in SE and there I get a spell with Test Tool. But also I see that you mentioned ESL flags. So i think, is that LE doesn't like the ESL flagged file in which the quest is added. It is also possible that it does not like it if the file was first saved in ESL flags instead of directly to ESP and later flagged as ESL in TESEDIT. I would have to check some sample SE/AE mod from the ESL version(maybe saints and seducers?) for confirmation of my hypothesis. It'ss a simple mod adding a spell for PC and nothing more. Also I doubt there is any SE/AE command used in this case.
Nonseen Posted December 30, 2024 Author Posted December 30, 2024 11 hours ago, killer905 said: It still doesn't work, but I checked in SE and there I get a spell with Test Tool. so in SE its works. 11 hours ago, killer905 said: But also I see that you mentioned ESL flags. So i think, is that LE doesn't like the ESL flagged file in which the quest is added. It is also possible that it does not like it if the file was first saved in ESL flags instead of directly to ESP and later flagged as ESL in TESEDIT. here is how its made: 1-compacted the original file 2-in tes5edit falgged as esl yes this might not the right procedure. now i complited the full procces, letting the creation kit make the esl file with proper flag. then renamed the esl to esp, removed the esl flag in tes5 edit this i expect work just fine for you. its possible LE not like ESL flagged esps that contain quests. i seen many cases where quest added to esl flagged files and worked just fine. Like Toys frame work that fully esl. in my test with latest skyrim SE version work fine. i altered a bit the file to make sure ck re save it. now i send you a esp file that not flagged as esl. this i expect just work fine. SLOS-Script-TestTool-Fixed2.7z 11 hours ago, killer905 said: I would have to check some sample SE/AE mod from the ESL version(maybe saints and seducers?) for confirmation of my hypothesis. its works. 11 hours ago, killer905 said: It'ss a simple mod adding a spell for PC and nothing more. Also I doubt there is any SE/AE command used in this case. the spell that the mod give you not important. in fact the spell it self not important too. the spell required as a trigger, that start a quest that handles the menu system and recives orders from player. the trigger can be anything like a item that need to be activated, a door need openned, a switch need pushed. i found spell most easy thing to use in testing.
killer905 Posted December 30, 2024 Posted December 30, 2024 (edited) 3 hours ago, Nonseen said: so in SE its works. here is how its made: 1-compacted the original file 2-in tes5edit falgged as esl yes this might not the right procedure. now i complited the full procces, letting the creation kit make the esl file with proper flag. then renamed the esl to esp, removed the esl flag in tes5 edit this i expect work just fine for you. its possible LE not like ESL flagged esps that contain quests. i seen many cases where quest added to esl flagged files and worked just fine. Like Toys frame work that fully esl. in my test with latest skyrim SE version work fine. i altered a bit the file to make sure ck re save it. now i send you a esp file that not flagged as esl. this i expect just work fine. SLOS-Script-TestTool-Fixed2.7z 1.63 kB · 1 download its works. the spell that the mod give you not important. in fact the spell it self not important too. the spell required as a trigger, that start a quest that handles the menu system and recives orders from player. the trigger can be anything like a item that need to be activated, a door need openned, a switch need pushed. i found spell most easy thing to use in testing. I'm confused at the moment, but it would probably be a good idea for you to focus on mod. Edited December 30, 2024 by killer905
Nonseen Posted December 30, 2024 Author Posted December 30, 2024 35 minutes ago, killer905 said: I'm confused at the moment, but it would probably be a good idea for you to focus on mod. i focus the mod. this tool needed to test it out already helped me find and fix lot of bugs.
killer905 Posted December 30, 2024 Posted December 30, 2024 3 hours ago, Nonseen said: i focus the mod. this tool needed to test it out already helped me find and fix lot of bugs. Good
Nonseen Posted December 30, 2024 Author Posted December 30, 2024 New version realised, slaver raids now possible. i wating for feed back how feel. the new tester tool can be used to trigger a slaver guild raid... just go whiterun activate the raid from entity option then fast travel riverwood or roricstead. the raid the moment not to deadly.... this going to change next update curent turned down version is for testing. 1
killer905 Posted December 31, 2024 Posted December 31, 2024 1) For some reason I had purple faces on NPCs. Foeget use backport to LE tool? 2) If the enchant from the weapon runs out, no more new slaves can be captured. After recharge i can capture slaves again. 3) I can capture adventurers (from mod if they attacked the PCs), but I don't know if they appear in e.g. slave market. 4) Adventures sent after PC to capture or kill for their activity literally my char over 60+ lvl dies on one hit. https://drive.google.com/file/d/11gkIkedqfzOJxupgu_QJB8tp3DraNhCo/view?usp=sharing 5) Shady Figure sometimes appeared completely invisible to me. 6) One target had male voice but female body. Papyrus.1.log Papyrus.2.log Papyrus.3.log Papyrus.0.log
Nonseen Posted January 1, 2025 Author Posted January 1, 2025 9 hours ago, killer905 said: ) For some reason I had purple faces on NPCs. Foeget use backport to LE tool? i run trogth the bacporter tool. maybe wrong settings? i try it agin, let see what happens. 9 hours ago, killer905 said: 2) If the enchant from the weapon runs out, no more new slaves can be captured. After recharge i can capture slaves again. work as intended this limits the slavers abilityto captre player or other npcs. i thinking decrese the number of uses the weapons before run out of charges. this way the salvers oly limited number of attemt to capture the player, if player survive the first wawe of attacks from a slaver player going to win. 9 hours ago, killer905 said: 3) I can capture adventurers (from mod if they attacked the PCs), but I don't know if they appear in e.g. slave market. if you capture them as you are part of slaver guild they teleported to slaver camp from here transported the slave trader to the slave market. ower time.... assuming slave trader not dead. the slave traders do full rotation each weak andcan transport limited number of slaves the moment.if i see all basic systems are stalbe going to incrase all limitation a lot. 9 hours ago, killer905 said: 4) Adventures sent after PC to capture or kill for their activity literally my char over 60+ lvl dies on one hit. i see what i can do but no promises. i try to fallow original game disign in power levels. At level 60 most things not surivive long aginst the player. Add salt to injury this adventurers level up with the player, that means ower time the player become far stronger then advanterures. If i make this enemys realtive strong at high level means at low level they are realtive to strong for the player. 9 hours ago, killer905 said: 5) Shady Figure sometimes appeared completely invisible to me. this means shady figure present but no textures? or shady figure not present at all? later normal in certin situations. 9 hours ago, killer905 said: 6) One target had male voice but female body. its my mistake, i need by hand manulay setup the vocies all npcs. its easy to fix if i know witch one voice not okay. i have 181 npc the moment.i assume you mean a victim type a commoner that in the game word to be hunted. if you can tell me the race of the victim its helps a lot. i start look into it.
killer905 Posted January 1, 2025 Posted January 1, 2025 (edited) 36 minutes ago, Nonseen said: this means shady figure present but no textures? or shady figure not present at all? later normal in certin situations. Completely invisible, but as I walked past, there were the standard sentences like ‘Yes/What you need’ etc. There was no interaction either. But she was there as a female. 36 minutes ago, Nonseen said: its my mistake, i need by hand manulay setup the vocies all npcs. its easy to fix if i know witch one voice not okay. i have 181 npc the moment.i assume you mean a victim type a commoner that in the game word to be hunted. if you can tell me the race of the victim its helps a lot. i start look into it. unfortunately I don't have one, because 1 hit = teleport ;/ 36 minutes ago, Nonseen said: i see what i can do but no promises. i try to fallow original game disign in power levels. At level 60 most things not surivive long aginst the player. Add salt to injury this adventurers level up with the player, that means ower time the player become far stronger then advanterures. If i make this enemys realtive strong at high level means at low level they are realtive to strong for the player. As you can see in the video, they are too strong for my PC , which is 60 lvl. Or maybe it's their weapons that are overkill? <think>. Edited January 1, 2025 by killer905 1
Nonseen Posted January 1, 2025 Author Posted January 1, 2025 3 hours ago, killer905 said: Completely invisible, but as I walked past, there were the standard sentences like ‘Yes/What you need’ etc. There was no interaction either. But she was there as a female. intresting... i check evrything okay with the shady figure actors. this moment i have no idea what is the cause of it... if possible plase run tes5 edit check on the SlaversOfSkyrim.esp see its see any error on the file, this file contain the shady figure. and SlaversinSkyrim.esp adds the world. if any of this show you errors i might need rethink how i back port the files. good news: voices fixed on victims. 3 hours ago, killer905 said: As you can see in the video, they are too strong for my PC , which is 60 lvl. Or maybe it's their weapons that are overkill? <think>. OPS! i missunderstood what you written. then i check why they one hit kill you... this not supposed to happen....
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