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


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Posted
1 hour ago, Specterwraith said:

Future integration idea make the buxom wenches yurianna mod be considered part of the slavers faction.

plese explain your idea:

-what actors/ncps exactly need considered slavers?

-if they considered salvers, they might need equipment to able capture slaves or not?

-they considered slaver guild members, so all rules that apply  the slaver guild members inside the mod apply to them?

-they need considered frendly towards slaver guild? so slaver guild members not attack and capture them?

Posted
1 hour ago, Nonseen said:

plese explain your idea:

-what actors/ncps exactly need considered slavers?

-if they considered salvers, they might need equipment to able capture slaves or not?

-they considered slaver guild members, so all rules that apply  the slaver guild members inside the mod apply to them?

-they need considered frendly towards slaver guild? so slaver guild members not attack and capture them?

The mod is here https://www.nexusmods.com/skyrimspecialedition/mods/598

the slavers in the mod are labeled as slavers they already have slaves captured and i was thinking it might be possible to add them to your slavers guild but they are only interested in the slaves from the mod for capturing and yes they would be friendly to the player if they are a slaver.

Posted
On 1/23/2025 at 4:40 PM, Specterwraith said:

The mod is here https://www.nexusmods.com/skyrimspecialedition/mods/598

the slavers in the mod are labeled as slavers they already have slaves captured and i was thinking it might be possible to add them to your slavers guild but they are only interested in the slaves from the mod for capturing and yes they would be friendly to the player if they are a slaver.

i done a very quick check on this mod (10 min estiamted ) to see how easy to implemenet your suggestion.

 

its seams to me its not easy to make the change you suggested as the autohor of that mod not assigned a uniqe faction to its slavers.

If the mod built this way its realtive easy to make all the slavers in that mod to frendly to SLOS slavers. in theory i can make a implementation patch that do this.

i mean alter few record the original and this way make all the slavers in that mod frendly to SLOS slavers.

 

but this means a separate esp file that flagged esl.

 

in theory yo ucan do it :) just need add all slave actors in the mod to SLOSGuildFrendlyFaction this make all the slavers to frendly toward all slaver guild members. so they not going to attacked.

  • 3 weeks later...
Posted

inside my weakly blog post any can find a curent experimental not to stable work in progress version of the mod... 

in case one curius how the mod this moments look like and works :) 

the system handle the moment:

toys

sexlab

zaz

 

none of it required to run the mod, but its any of its active try to make use of it.

 

Posted

This message pops up when I try to install this mod:

Slavers of Skyrim Script Code get updated! Old version is: 0.000000 new version is: 0.001910.

Pretty sure I installed the most recent version however, with sooo many downloads listed, it's hard to know for sure.

Posted (edited)
On 2/21/2025 at 8:23 PM, Lenore said:

This message pops up when I try to install this mod:

Slavers of Skyrim Script Code get updated! Old version is: 0.000000 new version is: 0.001910.

Pretty sure I installed the most recent version however, with sooo many downloads listed, it's hard to know for sure.

i updated a new version the file you need look to is:

 

SE or higher:

 

SLOS-SE-Main-V0-0021

 

LE:

SLOS-LE-Main-V0-0021

 

some downlod option going to removed begin of march, they here for those who not finished own play trought and might need it.

 

Edit:

the new version expected to say updated to 0.002100 version

 

if you update existing installation use the book that given to you when mod first installed, open it, go debug, chose restart core.

This restart the whole system, and initate the update.

Edited by Nonseen
Posted (edited)

Practically as soon as the mod was initiated, it was practically immediately that the task ‘Annable the Vampire trainer’ appeared as completed.

 

Stages 1 and 900 have 1, when stages 10, 200, 890 have 0.

 

I deliberately stayed in the cell. An NPC approached to close the cell and I was given a lockpick. From then on nothing more happened.

Papyrus.0.log Papyrus.1.log

Edited by killer905
Posted
28 minutes ago, killer905 said:

Practically as soon as the mod was initiated, it was practically immediately that the task ‘Annable the Vampire trainer’ appeared as completed.

 

Stages 1 and 900 have 1, when stages 10, 200, 890 have 0.

 

I deliberately stayed in the cell. An NPC approached to close the cell and I was given a lockpick. From then on nothing more happened.

Papyrus.0.log 1.01 MB · 0 downloads Papyrus.1.log 441.9 kB · 0 downloads

thank you for reporting with papyrus log i start investigate.

 

the anabble quest shut it self down if anything not okay the system do this as safety future.

 

based on papyrus.1.log:

Quote

[02/23/2025 - 07:40:53PM] SLOS SPlayer, Annable: failed to recover the spawn point from the search quest! aborting
[02/23/2025 - 07:40:53PM] SLOS SPlayer, Annable: Stop self called

i need fix this issue. until then the mod going not to work :( in my test i dont see this error message....

Posted
1 hour ago, killer905 said:

Practically as soon as the mod was initiated, it was practically immediately that the task ‘Annable the Vampire trainer’ appeared as completed.

 

Stages 1 and 900 have 1, when stages 10, 200, 890 have 0.

 

I deliberately stayed in the cell. An NPC approached to close the cell and I was given a lockpick. From then on nothing more happened.

Papyrus.0.log 1.01 MB · 0 downloads Papyrus.1.log 441.9 kB · 0 downloads

i managed locate the problem! ( at least i hope so :) )

 

Here is a hot fix let see this solve our isues or not, if yes i upload a new version!

SLOS-Main-HotFix-EXPERIMENTAL-0.7z

 

Posted
1 hour ago, Nonseen said:

i managed locate the problem! ( at least i hope so :) )

 

Here is a hot fix let see this solve our isues or not, if yes i upload a new version!

SLOS-Main-HotFix-EXPERIMENTAL-0.7z 335.74 kB · 1 download

 

Now are ok.

 

But, when I am in the cell, before the dialogues between the salveers are over I get a task from move there.

Video:

https://drive.google.com/file/d/1lBR27tydbbZqAU0Q816PJJQNcq6AU34y/view?usp=sharing

Papyrus.0.log

Posted (edited)
9 hours ago, killer905 said:

Now are ok.

 

But, when I am in the cell, before the dialogues between the salveers are over I get a task from move there.

Video:

https://drive.google.com/file/d/1lBR27tydbbZqAU0Q816PJJQNcq6AU34y/view?usp=sharing

Papyrus.0.log 786.99 kB · 0 downloads

thank you for your feed back.

 

Annable quest start 30 secund after you entered the slave base after capture.

Hmm i going to change the scripts a way that the annable quest start at the end of the dialogues.

you right is  immersion breaking.

 

Other question: you have installed sex lab? the place holder messages supposed to shown only if no sex lab or toys installed.

based on your papyrus log i assume sex lab is installed. Probably with zaz.

so i need loke for this problem to...

 

Edit:

i dubble checked and my suspiction are corect, the api side not work as intended... working on a quick fix today expected realise here if its work for you too with the changes of anabble start i realise a new fixed version.

 

agin thank you for your help!

Edited by Nonseen
Posted
5 hours ago, Nonseen said:

thank you for your feed back.

 

Annable quest start 30 secund after you entered the slave base after capture.

Hmm i going to change the scripts a way that the annable quest start at the end of the dialogues.

you right is  immersion breaking.

 

Other question: you have installed sex lab? the place holder messages supposed to shown only if no sex lab or toys installed.

based on your papyrus log i assume sex lab is installed. Probably with zaz.

so i need loke for this problem to...

 

Edit:

i dubble checked and my suspiction are corect, the api side not work as intended... working on a quick fix today expected realise here if its work for you too with the changes of anabble start i realise a new fixed version.

 

agin thank you for your help!

LL user without the legendary mod that is Sexlab? Ohh, well...

 

But seriously, I have Sexlab and ZaZ 8.0+

Posted
11 minutes ago, killer905 said:

LL user without the legendary mod that is Sexlab? Ohh, well...

 

But seriously, I have Sexlab and ZaZ 8.0+

you right :)

 

i wished to be sure.

 

Good news: i localizated the bug, not so good news: i belive its a engine level bug i found.

After some poking i found a way around it, at least i belive i did.

 

SLOS-Main-HotFix-EXPERIMENTAL-1.7z

 

plese run some test with this.

 

you need restart the core to this one work.

your self can check the fix is working or not:

 

Quote

Fraework status updated to: SexLabFrameworkReady

 

open your papyrus log and search for this string.

 

in your case if all good expected to look like this:

Quote

Fraework status updated to: SexLabFrameworkReady TRUE zaz ready: TRUE toysready: False

 

this lines written when core starts.

Posted
3 hours ago, Nonseen said:

you right :)

 

i wished to be sure.

 

Good news: i localizated the bug, not so good news: i belive its a engine level bug i found.

After some poking i found a way around it, at least i belive i did.

 

SLOS-Main-HotFix-EXPERIMENTAL-1.7z 342.72 kB · 2 downloads

 

plese run some test with this.

 

you need restart the core to this one work.

your self can check the fix is working or not:

 

 

open your papyrus log and search for this string.

 

in your case if all good expected to look like this:

 

this lines written when core starts.

Still ‘move there’ appears during slavers dialogues, but generally now detects SexLab, but after the first sex scene the second one for some reason undresses PC and NPc but nothing more happens but is interrupted and PC and NPC get dressed again.

 

I did not have to check in papyrus, as a corresponding message appeared in the top left corner.

Papyrus.0.log

Posted
1 hour ago, killer905 said:

Still ‘move there’ appears during slavers dialogues, but generally now detects SexLab, but after the first sex scene the second one for some reason undresses PC and NPc but nothing more happens but is interrupted and PC and NPC get dressed again.

 

I did not have to check in papyrus, as a corresponding message appeared in the top left corner.

Papyrus.0.log 513.85 kB · 0 downloads

thank you for the quick answer. i canged a bit agin the delay for the anabble quest activation now uploading this as offical hot fix.

 

the bug discribed above going to fixed in the 0.00211 version.i started re write the slavery player modul code. becuse its a mess.

 

i ask you to check escape system works.

in the traning area you will find a bucket inside a slave master ring. using this ring make possible remove the amulet, after that in theory no problem killing the master.

if master killed you can leve the traning zone.

 

in theory if you manage leve the slaver base the system consider you free man and annable quest complited.

 

other option to simpli run out of the slaver base.

the slave master has a delay to react as you leave the traning place. this delay get longer as you complite tasks.

Posted (edited)

Better, but there are some problems

1) The dialogue of one of the slavers is gone (apparently he is too far away from the player, because the dialogue goes on)
2) Grey face for master (I think packport tools was not run or face not generated
3) After the first sex, then each subsequent sex partially starts the scene,but le itself ends
4) After removing slave necklace, then master continued to catch sex, but even when I left camp, I stayed TP and there again fun with master

 

Part 1:

https://drive.google.com/file/d/1e6n1jS0UfEe-kl_s8rRqu0DAnbm8-x8Y/view?usp=sharing

part 2:

https://drive.google.com/file/d/15Rbv0kNHqWuxPkFMqwd_69bU0kKljXSu/view?usp=sharing

Papyrus.0.log

Edited by killer905
Posted
1 hour ago, killer905 said:

Better, but there are some problems

1) The dialogue of one of the slavers is gone (apparently he is too far away from the player, because the dialogue goes on)
2) Grey face for master (I think packport tools was not run or face not generated
3) After the first sex, then each subsequent sex partially starts the scene,but le itself ends
4) After removing slave necklace, then master continued to catch sex, but even when I left camp, I stayed TP and there again fun with master

 

Part 1:

https://drive.google.com/file/d/1e6n1jS0UfEe-kl_s8rRqu0DAnbm8-x8Y/view?usp=sharing

part 2:

https://drive.google.com/file/d/15Rbv0kNHqWuxPkFMqwd_69bU0kKljXSu/view?usp=sharing

Papyrus.0.log 554.99 kB · 0 downloads

thank yo ufor report this issues take some time to fix.

first i need finish rewriting some part of the code. i hope this going to elimante lot of bugs it self.

Posted

Not sure if it goes here, but here it goes..I'm basically looking for a mod that ties in existing slavery mods, mostly centered around followers. 

Basically, If my character dies in one of alternate death/respawn mods ( I'm using Mark of Arkay) follower can get captured in a slavery system and it can lead to different scenarios.

a) They are escorted to Slave Auction house ( from Simple slavery). This happens within a day or so, and you can intercept them and rescue your follower. This is hisk risk scenario ( high level enemies), but follower suffers no penalties in return.

b) They are at Slave Auction, where you can purchase them. No risk, but obvious cost of gold, follower also suffers some penalties.

c) They are purchased and found at one the bandit dungeons. Medium risk, but the longer you wait, the higher the chance follower's mind is broken and they become a slave. When you retrieve them, they are added automatically as one of PAHE/DoM slaves.

 

Also maybe a possibility to send followers on a radiant quest mission where they could be captured. ( I've tried one of the mods, like Follower goes on a trip, but implementation is clumsy and doesn't work well)

Posted

I tried to translate for myself into another language, but due to 100,500 spelling errors in mod, my Google translator broke down and translates some nonsense)))

Posted

Thanks for creating the mod.  Giving it a try right now and seems to work from what I've experienced so far.  One simple question, I know there is a book given to the player to start the game but is there an MCM?  The reason I ask, I swear when I was setting up all my menus I remember seeing an option to give the slavers basic weapons or enchanted.  I can't seem to find that MCM anymore.

Posted (edited)

how many times should the quest "slave player task - move here" should repeat itself?

Im talking when i first get captured the quest just repeats itself.

Edited by huhyeahso
Posted
On 2/25/2025 at 5:08 AM, Kanerah said:

Not sure if it goes here, but here it goes..I'm basically looking for a mod that ties in existing slavery mods, mostly centered around followers. 

Basically, If my character dies in one of alternate death/respawn mods ( I'm using Mark of Arkay) follower can get captured in a slavery system and it can lead to different scenarios.

a) They are escorted to Slave Auction house ( from Simple slavery). This happens within a day or so, and you can intercept them and rescue your follower. This is hisk risk scenario ( high level enemies), but follower suffers no penalties in return.

b) They are at Slave Auction, where you can purchase them. No risk, but obvious cost of gold, follower also suffers some penalties.

c) They are purchased and found at one the bandit dungeons. Medium risk, but the longer you wait, the higher the chance follower's mind is broken and they become a slave. When you retrieve them, they are added automatically as one of PAHE/DoM slaves.

 

Also maybe a possibility to send followers on a radiant quest mission where they could be captured. ( I've tried one of the mods, like Follower goes on a trip, but implementation is clumsy and doesn't work well)

 

No mod like that around from what I've seen, and I have searched quite thoroughly. I can only recommend FSM for this. I use it with shadows of skyrim, SL defeat, captive followers, and FSM. On a defeat a nemesis is created and items are taken with shadows of skyrim, then SL defeat kicks in and does its thing. I have it pretty much always do left for dead outcome so I "respawn" in a random location. Some or all followers are usually enslaved by whoever defeated me with FSM, and if you dont rescue them fast enough they can get sold to someone else and be harder to find. If you hit the cap on slaves with FSM, the oldest slave gets passed to captive followers and they are stuck in a dungeon somewhere until you rescue them. No idea if it would work with mark of arkay. I use the FGT integration with FSM as well, but yea its kinda janky. When this mod is more complete i'll see if i can use it as well

  • 4 weeks later...
Posted

Out of curiosity, is there a plan to have pregnancy integration ? If we're going into sexual slavery, maybe it could be at least touched upon how slavers deal with it.

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