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


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Posted (edited)
3 hours ago, Nonseen said:

 

if i remeber correctly the curently avible version supports this you need to get and make active the "SLOS-Script-SlaverCapture-R0.Esp"

this part of the AIO package.

 

in game to acces any capture options need use a spell called: "SLOS Open Menu"

this spell given to you as scripting system starts.

 

here you can find the capture settings and change slavers capture player or not.

 

The curently avible version send player to simple slavery plus plus.

 

The new version going to send the player a eligible slaver guild base, where player need to try break out. Slaver weapons and slaver statistics remian the same but the system behind it 100% rewritten. This means current version saves not going to work in the new version.

 

Oh Thanks,

i found the spell,  configured the mark and enabled the PAHE (or Simple slavery), but where can i find slavers?

Edited by I Hate Skyrim
Posted
2 hours ago, I Hate Skyrim said:

 

Oh Thanks,

i found the spell,  configured the mark and enabled the PAHE (or Simple slavery), but where can i find slavers?

You wellcome :)

 

Finding slavers:

inside slaver bases, or around whiterun wildernes... always a grup of slavers on patrol.

 

Slaver bases extramly well hidden even for me hard the slaver base entrance some times but if you manage track in sneak mode the slavers to its base you can find it.

 

if nothing bugging always a grup on patrol and at least 1 grup resting in their bases.

 

The slaver bases near to annise cabin, that can be found west of riverwood.

 

The mod suposed ot add new neutral npcs with lot of guards around it, some noble man they to wisit the slaver guilds installations. but this visits happen only once a weak or twice.

Posted (edited)

It's too hard to find it... 😅 I spent over one hour... nothing.. I give up.

I found it... but i don't want to say you how i did it 😅... btw.. i can't enter in slaver base, right?

And if I fight with them, they don't enslave me (start defeat mod if installed or i die and restart the game)

Edited by I Hate Skyrim
Posted
20 hours ago, I Hate Skyrim said:

i can't enter in slaver base, right?

no slaver base locked down for entry.

 

by default salvers idside go fight with you.

 

if right moduls installed AND enabled player ensalvment the slavers suposed to ensave you if your heath drop below 50%( default setting )

Posted

So are the slavers always hostile? Or can you join them for a quest line?

 

It seems like a very promising mod where a good player can fight the slavers and a bad character can join them?

 

It also seems to need simple slavery and Paridice halls as a dependency?

 

Do you have a dependency and compatability/incompatibility list

Posted
18 hours ago, Burensc said:

So are the slavers always hostile? Or can you join them for a quest line?

By default Salvers are hostile and attack the player and its followers on sight.

 

Planned in the future i add possibility to join the slavers. That case they are consider player as ally.
 

For more details on this subject i suggest check my devlopment blog.
 

18 hours ago, Burensc said:

It seems like a very promising mod where a good player can fight the slavers and a bad character can join them?

yes this is the plan. :) its take tons of time to make it reality. i have a 10 step plan. curently working on the first step. this one estimated from start to finish take 2-3 month in total to complite.

 

18 hours ago, Burensc said:

It also seems to need simple slavery and Paridice halls as a dependency?

depends :) the mod has 3 possible use case planned this moment:


1 - use only the SlaversOfSkyrim.esp as master file to use as source of asstest. Example: using source of new character faces.
this usage need only : Skyrim.esm

maybe ower time i add racemneu as requirement too... becuse racemenu add so good option to make better npc faces.

2 - use the non scripted version to add slaver bases to skyrim, patroling slavers and slave traders.
this usage need only : Skyrim.esm, in future may extend dragonborn.esm

3 - use fully scripted version: this give quest lines, slaver capture player, slaver capture npcs... all the good things. :)
this version the moment need: Skyrim.esm
planned in future i add loverslab as requirement.
maybe optionaly going to need simple slavery plus, or pahe. i dont know the moment.

 

18 hours ago, Burensc said:

Do you have a dependency and compatability/incompatibility list

not yet. i hope this one going to work well with any mod or near any mod. time will tell :)

Posted
2 hours ago, Nonseen said:

The new version updated!

 

Finaly after many month of work! :)

If  you find any bug plese report to me with papyrus log!

 

Well done!

 

Sounds good, downloaded, and really looking forward to trying this one out.  Current game is a bit full(!) so might take a while before I can manage that myself, but I hope and trust that others are able to give you good feedback to make it sure that it all works well

 

DQW

Posted

is it supposed to happen nearby towns and villages? i was in riverwood and a large slaver party of 10 plus 5-6 spectral wolf summons blasted through....also, when loading for the first time, i had maybe 10-15 actors spawn in front of me when it initialized and then walked out of the town. not sure whats intended or not with this mod im afraid.

Posted (edited)

im guessing this was just the slavers free roaming but not placed in the right area? (spawned outside riverwood and made their way to whiterun) but its rather intense . 10 or so npcs, a daedra, both invisible npcs and summoned wolves? is there an mcm or something planned to adjust this?

Papyrus.0.log

Edited by shane400m
papyrus upload
Posted

Feedback: There is no entrance to the slave market, and enemies in the dungeon will not attack players. After being captured, followers and NPCs remain in place and have not been teleported to the dungeon

Posted
15 hours ago, shane400m said:

is it supposed to happen nearby towns and villages? i was in riverwood and a large slaver party of 10 plus 5-6 spectral wolf summons blasted through...

no this not supposed to happen.

 

probably the slavers AI chose the wrong rute to reach a patrol location. i made changes the orders tha slavers ai recived. in my tests this not happened ever.

 

I checked the summons too, i amde a msitkae when done purge on npcs inventory, they supposed to recive summon scrols when player is high level 20+

 

15 hours ago, shane400m said:

when loading for the first time, i had maybe 10-15 actors spawn in front of me when it initialized and then walked out of the town. not sure whats intended or not with this mod im afraid.

well the actors you seen here potenital victims they supposed to be starting they day to day rutine elsvere. i added all of them into same place: this way i only edited 1 cell so more easy safeguard compatibility.

15 hours ago, shane400m said:

im guessing this was just the slavers free roaming but not placed in the right area? (spawned outside riverwood and made their way to whiterun) but its rather intense 

yes slavers not joking :) they made to cable bring down the player. especialy if you go head on fight large number of them.

The slavers are scary! But what makes them scary is the equipment, and combat style.

 

you right slavers you faced spawned at the slaver camp. form here they are moving to patrol around whiterun. its supposed 3 of them in one pack at the time not more.

15 hours ago, shane400m said:

10 or so npcs, a daedra, both invisible npcs and summoned wolves?

slavers equiped whit summoning scrols and slaver wizards cable summon deadras with slaver weapons. If you encounter a deadra looking same as Dremore Lord let me know that is not supposed to be happen.

 

Many slavers has invisibility poition in inventory to, so they are more capble ambush the player.

 

15 hours ago, shane400m said:

is there an mcm or something planned to adjust this?

the mod has own menu system when the scripting system started you given a book. if you open it you get acces the menu system.

 

Curently no way to adjust the brutality of slaver npcs. i see i need realise a addon that make all slavers less brutal. this going to be esl flagged esp.

 

Thank you for the reporting and papyrus log! its helped a lot! as i checked the log spotted a script error and fixed it.

 

The fixed version come out soon.

8 hours ago, bendan123 said:

There is no entrance to the slave market

slave market has 2 entrance. maybe you usuing a mod that cover my entrance with something? can you give me a screan shot while you standing around the slave market entrance map marker?

 

slaveer workshop entrance to well hidden... i changed that more easy to acces.

8 hours ago, bendan123 said:

and enemies in the dungeon will not attack players

in slave market case this is expected behavior. They not know the player come here to buy slave, do busnies or cause troble.

Slave Market is publicly accesible place for those who know where to find it.

They supposed to attack you only if your character flagged as enemy of slaver guild.

i add this infromation for the guide of the mod.

 

8 hours ago, bendan123 said:

After being captured, followers and NPCs remain in place and have not been teleported to the dungeon

npcs captured you? or they captured other npcs?

plese provide me papyrus log.

Posted
On 9/24/2024 at 1:41 AM, shane400m said:

10 or so npcs, a daedra, both invisible npcs and summoned wolves? is there an mcm or something planned to adjust this?

uploaded a new optional file. this one take away the slavers nasty bonus abilitys. its scriptless solution. :)

Posted
Quote

Best of my knowlage shuld work fine with any version of skyrim SE, probably oldrim too not sure. not tested.

Due to the use of BSA files, then unfortunately in the LE version this mod will not work. Yes I know you can unzip and it will work that way for the LE version of LOOSE (as long as no SKSE or SE/AE only specific commands are used), but I know users on LL and Nexus that for them just unzipping the BSA is ‘too hard’.

 

The result? As long as the mod doesn't use Voice, then the scripts don't need to be packaged (Or at least my knowledge says so), then I don't see much point in packaging in BSA. ;)

Posted

Great Mod ty! I dont really get what to do after being captured? Slavers get me.. i get teleported to a dungeon, all cell doors are open there and every slaver / npc in general is friendly to me. I wear the slave amulet but can walk out of there as nothing has happened.

Posted

Note #2: Due to the use of probably ‘Creation Kit Platform Extended for Skyrim’, then unfortunately the version number of the ESL files are 1.71 i.e. the version is not seen by LE. This can be changed in TESVEDIT, but here again many are too lazy to switch one value.

Posted
19 hours ago, Nikerage said:

Great Mod ty!

:) Sadly i need do lot more thing to be realy playeble.

19 hours ago, Nikerage said:

I dont really get what to do after being captured?

thank you for this replay. now i 100% sure i going to write a detailed manual the for the curent version that explains when what expected to happen and what not.

This way testing the mod become possible, tis my bead i not tought of this.

 

To answer the question:

 

The curent build contain 1 capture player quest the moment. This quest is a easy break out quest where player placed a open cell on porpuse. After you exit the cell you may owerhear a conversion beatwen slavers. then one of the slaver supposed to come close the unlocked door.

Near the starting point you find slaver weapons and potions. I suggest take this if your current equipment not better.

Your goal here break out and fight your wait out, find a way to remove the slaver amulet, preferably witout burning yourself to death in the procces.

To do that you need find a slaver master ring, put it on and then drop or put a storage the slaver amulet. if you not wear the master slaver ring you cannot remove safe the amulet.

 

Soon the amulet removed you need fight your way out from the slaver base.

 

The slavers consider you a captured slave after capture so not going to attack you.

( you are considered a captured slave this moment as any other slave! )

 

When you attack any slaver  this status going to change rebeling slave.... this means they are going to attack you. Fear not they not cable to capture you as you already captured, only capble kill.

 

To earn your freedom back you need leave in one peace the slaver base where you put (preferably witout wearing that slaver amulet ).

 

asi writing this i realizied i made a big design mistake: forget to lock down the slaver base where you putt.

so i guess i have some scripting to be done...

 

This brake out quest is a place holder as player slavery or in general slavery in the mod not worked out, not even exact plan made what supposed to happen the time of writing. So until that worked out and scripted this place holder like quest remain.

 

in future i plann add more player capture quest that provide totaly different expereince. but this probably going to happen montsh from now.

Posted
20 hours ago, killer905 said:

Due to the use of BSA files, then unfortunately in the LE version this mod will not work. Yes I know you can unzip and it will work that way for the LE version of LOOSE (as long as no SKSE or SE/AE only specific commands are used), but I know users on LL and Nexus that for them just unzipping the BSA is ‘too hard’.

 

The result? As long as the mod doesn't use Voice, then the scripts don't need to be packaged (Or at least my knowledge says so), then I don't see much point in packaging in BSA. ;)

thank you for this infromations!

 

i not use any SKSE script, i do not know what papyrus script commands invented after SE realise. So i not know what need to be avoided :(

i can realise a LE version that not use BSA files evrything in lose format. this is not a problem.

 

i not own LE version so i cant test it my own :(

 

19 hours ago, killer905 said:

Note #2: Due to the use of probably ‘Creation Kit Platform Extended for Skyrim’, then unfortunately the version number of the ESL files are 1.71 i.e. the version is not seen by LE. This can be changed in TESVEDIT, but here again many are too lazy to switch one value.

can you plese link to me a guide or source of information where this flag can be changed and how?

For test prosues i willing to make a realise for LE and oldrim users.

Posted

as i writing a new guide for the current realise, realised few owersight during the devlopment. Within 48 hours i try roll out a new fixed version. the changes very minimal current version saves going to work well with this new version. the new version come with the guide packed inside.

Posted (edited)
6 hours ago, Nonseen said:

thank you for this infromations!

 

i not use any SKSE script, i do not know what papyrus script commands invented after SE realise. So i not know what need to be avoided :(

i can realise a LE version that not use BSA files evrything in lose format. this is not a problem.

 

i not own LE version so i cant test it my own :(

 

can you plese link to me a guide or source of information where this flag can be changed and how?

For test prosues i willing to make a realise for LE and oldrim users.

 

 

Step 2 only need if mod use any other NIF files not just a face

 

 

 Use this -> https://www.nexusmods.com/skyrimspecialedition/mods/4089

 

It has a conversion function from SE to LE. But here you have to do 2 times.
Step 1) NPC Face - select "actor" folder and in options select "Head parts Only", select LE (bottom right corner) and Optimize

Spoiler

step1.PNG.02adace12f2462c3c90c49158d8805e8.PNG


Step 2) ZaZ files - select "ZaZ-UltimateDataPack". , select LE (bottom right corner) and Optimize

Spoiler

step2.PNG.96e7d5f0fc4d92c4908985503ebc76b2.PNG

 

 

Change "Version" ESP

 

You can use safe SSEEdit (SE/AE) Edition. Note: LE edition also work on this.

 

Before and after:

Spoiler

 

mEQYojG.png

 

zXgR0Qs.png

 

 

Edit: You can still buy LE but PRICE brrr i think "nope" or try in keyshop price are better.

https://store.steampowered.com/app/72850/The_Elder_Scrolls_V_Skyrim/

Edited by killer905
Posted
3 minutes ago, kamidju13 said:

Tried to optimize it for LE but it seems it now working anyone tried to do the same?

Did you change "version" ESP file? No? So this will not work.

 

CHeck my last post how change this: 

 

Posted
11 hours ago, killer905 said:

 

 

Step 2 only need if mod use any other NIF files not just a face

 

 

 Use this -> https://www.nexusmods.com/skyrimspecialedition/mods/4089

 

It has a conversion function from SE to LE. But here you have to do 2 times.
Step 1) NPC Face - select "actor" folder and in options select "Head parts Only", select LE (bottom right corner) and Optimize

  Reveal hidden contents

step1.PNG.02adace12f2462c3c90c49158d8805e8.PNG


Step 2) ZaZ files - select "ZaZ-UltimateDataPack". , select LE (bottom right corner) and Optimize

  Reveal hidden contents

step2.PNG.96e7d5f0fc4d92c4908985503ebc76b2.PNG

 

 

Change "Version" ESP

 

You can use safe SSEEdit (SE/AE) Edition. Note: LE edition also work on this.

 

Before and after:

  Hide contents

 

mEQYojG.png

 

zXgR0Qs.png

 

 

Edit: You can still buy LE but PRICE brrr i think "nope" or try in keyshop price are better.

https://store.steampowered.com/app/72850/The_Elder_Scrolls_V_Skyrim/

thank you! :)  i give it a try and publish as experiemntal LE version.

 

Posted

New version uploaded!

 

This version suposed to addres multiple issues with player capture quest.

Now when player captured a information box shown with the quest goals. :)

 

plus the new version contain a very very detaield discription how things works and what do what.

 

using the new built in update function not required but strongly recommended as required to run as some of the capture quest changes not take effect if the update not run.

 

now i start working a experiemntal LE conversion of the mod soon as that one made i upload it.

 

if any one detect any bug or problem plese let me know i try fix soon as possible!

About plans:

 

this version going to recive udpates as bugs found and fixed. My plan as playtested i work on the next step:! Adding option to player to conquere slaver bases or/and become slave owener. even better make possible to join slaver guild. when this things got build up i plan realise a new version that first going to called: V 0.002

 

And agin i wish say big thx for all who helped or helping me make this mod!

Posted

I only get follower capture. So i load save and teleport same place where my Slavers attack me but nothing.

 

 

But i can say this work at lest follower capture.

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