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Corsec's Lewd Patches Clusterfuck Madness


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Posted (edited)
6 hours ago, bubba999 said:

 

That would be so awesome! Ok, I would like an SD Cages Non-DD recruitment patch preferring KS Hair High Poly faces. You, sir, are a god among modders! Thank you!

 

Having them recruitable means I don't have to mess with the other "Slave girls in camps" mods, which have always been problematic for me...

 

Bad news first! So when testing I remembered that I can't make an NPC a follower if they use a template list for their traits (traits include faces). NPCs can only be recruited if they have a single specific template for their traits, not a list of template traits. Basically this means that followers can't pick their faces randomly from a list of many faces, they must have only a single face pre-defeined for them at game start. Otherwise they can't be recruited. Don't ask me why this must be the case, I merely do as the whims of the Creation Kit God demands lol.

 

So if I choose a specific face for them to allow them to be recruitable, then all 'Bandit Captives' will have the same face, as will all 'Forsworn Captives'. If I give them different faces then they will not be recruitable. Obviously this is, uh, suboptimal for both options lol.

 

The good news is that you can workaround this by using the 'expendable recruits' dialogue option in Nether's Follower Framework to recruit the SD Cages slaves. However when I recruited them they still kept unaggressive/cowardly/helps_noone Ai settings. I used the NFF MCM to fix them to aggressive/foolhardy/helps_allies. Note that I can't change their AI aggression settings from the game start because they are supposed to be locked in the wall shackles and aren't supposed to fight their captors. After recruitment and changing their AI then they started fighting the bandits.

 

Here is the recruitment dialogue and the bandit captive in action after she has been recruited. She won't fight the bandits until AFTER I have recruited her and then used NFF to tweak her Ai aggression settings to aggressive/foolhardy/helps_allies -

Spoiler

ScreenShot258.jpg.9072e85a2b65aa8bff1861ec049d373a.jpgScreenShot259.jpg.ec1e3af97d0acf2ac82800a5cd60466b.jpg

 

So the patch I'm uploading here will make the SD Cages slaves use the KS Hairs High Poly heads, and I edit all their stats to make them better followers but I DON'T make them recruitable. I recommend NFF for recruitment instead (it seems to be regarded as the best modern follower mod).


Also I'm not sure how to reload the new heads for NPCs that have already been loaded and saved in your game. If it doesn't happen automatically then try killing and then resurrecting them.

 

If you dismiss them then they will go back to their wall shackes at the bandit camps so be sure to use a mod to set them a new homebase.

 

I made a quick test to verify that everything works as intended. Let me know if anything doesn't work.

 

SD Cages - Non-DD and KS Hairs High Poly Patch.7z

Edited by Corsec
Posted
47 minutes ago, Corsec said:

 

Bad news first! So when testing I remembered that I can't make an NPC a follower if they use a template list for their traits (traits include faces). NPCs can only be recruited if they have a single specific template for their traits, not a list of template traits. Basically this means that followers can't pick their faces randomly from a list of many faces, they must have only a single face pre-defeined for them at game start. Otherwise they can't be recruited. Don't ask me why this must be the case, I merely do as the whims of the Creation Kit God demands lol.

 

So if I choose a specific face for them to allow them to be recruitable, then all 'Bandit Captives' will have the same face, as will all 'Forsworn Captives'. If I give them different faces then they will not be recruitable. Obviously this is, uh, suboptimal for both options lol.

 

The good news is that you can workaround this by using the 'expendable recruits' dialogue option in Nether's Follower Framework to recruit the SD Cages slaves. However when I recruited them they still kept unaggressive/cowardly/helps_noone Ai settings. I used the NFF MCM to fix them to aggressive/foolhardy/helps_allies. Note that I can't change their AI aggression settings from the game start because they are supposed to be locked in the wall shackles and aren't supposed to fight their captors. After recruitment and changing their AI then they started fighting the bandits.

 

Here is the recruitment dialogue and the bandit captive in action after she has been recruited. She won't fight the bandits until AFTER I have recruited her and then used NFF to tweak her Ai aggression settings to aggressive/foolhardy/helps_allies -

  Hide contents

ScreenShot258.jpg.9072e85a2b65aa8bff1861ec049d373a.jpgScreenShot259.jpg.ec1e3af97d0acf2ac82800a5cd60466b.jpg

 

So the patch I'm uploading here will make the SD Cages slaves use the KS Hairs High Poly heads, and I edit all their stats to make them better followers but I DON'T make them recruitable. I recommend NFF for recruitment instead (it seems to be regarded as the best modern follower mod).


Also I'm not sure how to reload the new heads for NPCs that have already been loaded and saved in your game. If it doesn't happen automatically then try killing and then resurrecting them.

 

If you dismiss them then they will go back to their wall shackes at the bandit camps so be sure to use a mod to set them a new homebase.

 

I made a quick test to verify that everything works as intended. Let me know if anything doesn't work.

 

SD Cages - Non-DD and KS Hairs High Poly Patch.7z 819 B · 0 downloads

 

Thanks for your work, Corsec. I won't be able to try until tomorrow though. I'll have to install NFF since I still like old EFF. Or, I'll see if EFF will recruit them.... plans.... :)

Posted
1 minute ago, bubba999 said:

 

Thanks for your work, Corsec. I won't be able to try until tomorrow though. I'll have to install NFF since I still like old EFF. Or, I'll see if EFF will recruit them.... plans.... :)

 

I can't think of any reason why EFF wouldn't work for force-recruitment. However, I can't remember if EFF allows you to edit follower AI, you need to do that to make them willing to fight enemies. Otherwise they will be overcome by their PTSD and will run away at the first sign of bandits lol.

Posted
9 hours ago, Corsec said:

 

I can't think of any reason why EFF wouldn't work for force-recruitment. However, I can't remember if EFF allows you to edit follower AI, you need to do that to make them willing to fight enemies. Otherwise they will be overcome by their PTSD and will run away at the first sign of bandits lol.

Corsec, I did some testing. I went to two recently cleared locations, Valtheim and Stony Creek Cave and found the prisoners wearing the gear. I was able to force recruit them with EFF but couldn't get rid of them... probably an EFF problem.

I also couldn't access their inventory to take their stuff.  I was able to remove their gear with console commands.

Maybe "borrow" the programming from Wenches to release them in an Inn?

 

 

Posted (edited)
7 hours ago, bubba999 said:

Corsec, I did some testing. I went to two recently cleared locations, Valtheim and Stony Creek Cave and found the prisoners wearing the gear. I was able to force recruit them with EFF but couldn't get rid of them... probably an EFF problem.

I also couldn't access their inventory to take their stuff.  I was able to remove their gear with console commands.

Maybe "borrow" the programming from Wenches to release them in an Inn?

 

Did the test slaves have the correct KS hairs High Poly faces?

 

It has occured to me that I can make them recruitable and also give them unique appearances. I can do this if I make multiple new versions of them and manually assign a unique appearance to each of them. I'll make the patch later today. It should theoretically work but I've never done this specific thing in this specific way before so I'll have to test it first.

 

If it works it means you won't have to force-recruit them, however you will still need to edit their AI.

 

I'd also need to pick specific HSG NPC to borrow their KS Hairs High Poly appearance and assign them to SD Cages slaves. Any preferences? I would also need to consider racial balance. Any races you want not to be included (like beast races, yuck)?

 

The non-DD outfits can't be removed by accessing their follower inventory, because wearable items in assigned outfits don't show up as normal inventory items. If you want to modify the non-DD items of a follower you need to do one of these things-

 

1). Outfits items still show up in the console inventory items. So you can use add/removite item console commands. This is how I handle it, but it is unimmersive.

2). Followers prefer to equip items with higher armor values. So give them a piece of armor that ahs the same slot as the non-DD item. However, this doesn't work if you give them clothes with no armor value. It also doesn't work with non-DD items that don't occupy the same body slot as armor. You will often see followers wearing both armor and non-DDs with this option, they can clip quite badly sometimes. Not recommended.

3). Use a mod which allows manual editing of outfits. I don't remember if EFF/NFF can do it. This mod can, I've never used it but others have recommended it-

https://www.nexusmods.com/skyrimspecialedition/mods/28736

 

I use non-DDs to reduce script load. However since there are a small number of SD Cages slaves it should be safe (in the sense of script load) to just give them normal DDs. However this isn't particularly recommended, because since you can't directly access the DD items in follower inventory then there is no option to unlock them. Using other methods to remove DD outfit items risks the wrath of angry and broken DD scripts and I'd prefer to avoid that at any cost, because that makes Kimy very very angry lol lmao.

 

Captives by Heroine Honeycrotch has a script for releasing them. I assume you ahve tried this already and found your own reasons not to use it.

 

I don't know about piggybacking on wench quests, because that requires directly editing scripts (quests and dialogue edits are not enough). I've never done this *successfully* and using the CK is horrible.

 

Edited by Corsec
Posted

I don't know if they had the correct KS hairs High Poly faces... no black face, all had face paint.

 

Now, interestingly, I remember being able to take Non DD items from the Hydra Slavegirls. I don't know how much more you want to do here... both in a Non-Zaz or Non-DD version.

 

I appreciate all your work, thanks again. All this just because I thought... "Hey, I ought to be able to set these girls free.... or sell them!"

Posted
52 minutes ago, bubba999 said:

I don't know if they had the correct KS hairs High Poly faces... no black face, all had face paint.

 

Now, interestingly, I remember being able to take Non DD items from the Hydra Slavegirls. I don't know how much more you want to do here... both in a Non-Zaz or Non-DD version.

 

I appreciate all your work, thanks again. All this just because I thought... "Hey, I ought to be able to set these girls free.... or sell them!"

 

As long as they had KS hairs and High poly faces and no black/grey heads then it should be fine.

 

You don't need to appreciate my work that much lol. My patches are very primitive and are just a small number of edits made in xEdit. The most intensive part is that some edits take a lot of time to do a large number of them (when automation or mass edits will not suffice), but it doesn't require skill just patience and trial-and-error.

 

I started modding because I thought, "Why isn't there a mod to do x, it would be really easy to make" and then I realised that since I knew how to do "x" that I should just go ahead and do it, so that's how an addiciton starts lmao.

 

Also tell me at least which races you would prefer the SD Cages slaves to be.

Posted
50 minutes ago, Corsec said:

Also tell me at least which races you would prefer the SD Cages slaves to be.

 Any of the humanoid including elves. No beasties.

 

Say..... I have another idea.... what if you could buy slaves from their Hydra owners? You know the named NPCs that have slaves with them? Just a thought.

Posted
1 hour ago, bubba999 said:

Say..... I have another idea.... what if you could buy slaves from their Hydra owners? You know the named NPCs that have slaves with them? Just a thought.

 

What NPCs are recruitable as follwoers is determined by what factions they are a member of, there are specific factions for folowers that enable the recruitment dialogue. Buying slaves to recruit them as followers would require changing an NPCs factions midgame so that you can't recruit them until *after* talking to the owner and paying gold. That's not possible with a plugin because a plugin will load factions for an NPC when the game loads. It would be necessary to use scripts to change the slave NPCs faction to make them join the follower factions midgame. Since I don't and can't do scripts, this isn't something that I could do.

Posted
1 hour ago, bubba999 said:

Say..... I have another idea.... what if you could buy slaves from their Hydra owners? You know the named NPCs that have slaves with them? Just a thought.

 

The best I could do is just make the HSG slaves members of the follower factions so that they are always recruitable. Then you could use the console to remove some of your gold to simulate 'buying' the slave. When you dismiss them then they will go back to following their former Owners. That's the best I can do for you, sorry.

 

My HSG patches make some of the unique slavers recruitable as followers. If you recruit the slavers then their slaves will continue to follow them.

Posted
1 hour ago, Corsec said:

 

The best I could do is just make the HSG slaves members of the follower factions so that they are always recruitable. Then you could use the console to remove some of your gold to simulate 'buying' the slave. When you dismiss them then they will go back to following their former Owners. That's the best I can do for you, sorry.

 

My HSG patches make some of the unique slavers recruitable as followers. If you recruit the slavers then their slaves will continue to follow them.

 

Thanks. I'm gonna stop bothering you now! :0

Posted (edited)
37 minutes ago, bubba999 said:

 

Thanks. I'm gonna stop bothering you now! :0

 

There are 63 slaves that will need new names.

 

Do you want them to have custom names since they will now be unique NPCs? 'Bandit Captive' isn't very inspiring. I use the TES random name generator, it uses the names from TES Online based on race/gender. However, the names can be a bit obscure, the SP games tend to be a lot more easy to pronounce and remember. I usually think "WTF" when I see those names ingame lol.

https://www.fantasynamegenerators.com/elder-scrolls.php

I'll probably just use the first name and not the second family name, in olden times that's all that slaves would get anyway.

 

There's the option of Erenisch-style degrading slave names like "Cum Princess" or whateve. I can use this Erenisch random slave name generator (just discovered it, I love it already and I lol at every one).

https://erenischcomics.com/BFA/

 

If you link me to a name list or another random name generator for names then I can use something different instead.

 

Or I can just give them the generic "Slave" name that most HSG slaves get, BOO! BORING!!!

 

I realise that this might be too much detail, but this is basically a handmade patch for you and I know how important details like these are for fetish purposes lmao.

 

Your pick, either-

1). lore accurate dignified names for graceful ladies that have full legal rights of personhood

2). super-degrading dehumanising slurs for brutalised sex objects that live in fear of displeasing their masters

Edited by Corsec
Posted (edited)

So, um, the female horse names on this page. https://www.mypetsname.com/horse-names/

 

I'm gonna turn em into ponygirls! (What kink?)

 

I think a few of the slave girls already have names like Obelixa and the female redguard archer... forget her name. (Maharba?) Those can be left.

 

Oh, another thing I remembered. The HSG slavers are way overpowered as followers but the slaves would be max level 10 or so and level with me?

Edited by bubba999
Posted
Just now, bubba999 said:

So, um, the female horse names on this page. https://www.mypetsname.com/horse-names/

 

I'm gonna turn em into ponygirls! (What kink?)

 

Excellent choice for a kink, there's not enough ponygirls in Skyrim or in real life either!

 

I have the feeling that you didn't just recently google that link in response to my question but had it in bookmarks for, uh, personal reasons lol lmao.

 

If that's your thing, then I can make add the DD horse-hair butt plugs and DD pony boots to all non-DD outfits. Unfortunately DDpony boots come only in black so it won't match the red/white outfit unless I restrict them to use black outfits only. Non-DD pony boots wouldn't use the pony animation. Since it's only a small number of DDs it shouldn't cause script overload unless you load every one into the same cell. Or you could leave it as non-DD only and save that for manual follower management (although adding the exact same outfit to all 63 NPCs ingame would be tedious unless you use an outfit manager mod).

 

I briefly considered making a mod to simulate ponygirls by swapping the courier with a bound female ponygirl and editing the dialogue to be more pony-ish, and maybe adding some sound effects. Then also adding more ponygirls couriers on random AI wander so you could encounter them on the roads. However I couldn't get the DD pony boots to play the ponygirl walk. Was very disappointed, no point making that mod if noone plays the pony animations. Does it work correctly in your game? I was wondering if DD V5 broke the pony girl animations or if they only break in my modlist (probably due to DAR or something like that).

Posted
3 minutes ago, Corsec said:

 

Excellent choice for a kink, there's not enough ponygirls in Skyrim or in real life either!

 

I have the feeling that you didn't just recently google that link in response to my question but had it in bookmarks for, uh, personal reasons lol lmao.

 

If that's your thing, then I can make add the DD horse-hair butt plugs and DD pony boots to all non-DD outfits. Unfortunately DDpony boots come only in black so it won't match the red/white outfit unless I restrict them to use black outfits only. Non-DD pony boots wouldn't use the pony animation. Since it's only a small number of DDs it shouldn't cause script overload unless you load every one into the same cell. Or you could leave it as non-DD only and save that for manual follower management (although adding the exact same outfit to all 63 NPCs ingame would be tedious unless you use an outfit manager mod).

 

I briefly considered making a mod to simulate ponygirls by swapping the courier with a bound female ponygirl and editing the dialogue to be more pony-ish, and maybe adding some sound effects. Then also adding more ponygirls couriers on random AI wander so you could encounter them on the roads. However I couldn't get the DD pony boots to play the ponygirl walk. Was very disappointed, no point making that mod if noone plays the pony animations. Does it work correctly in your game? I was wondering if DD V5 broke the pony girl animations or if they only break in my modlist (probably due to DAR or something like that).

 

As long as I can change their outfits I can handle it on a case by case basis as I "acquire" them. They can be plain slaves til get trained up! No need for even more work on your part.

Posted
12 minutes ago, bubba999 said:

I think a few of the slave girls already have names like Obelixa and the female redguard archer... forget her name. (Maharba?) Those can be left.

 

Oh, another thing I remembered. The HSG slavers are way overpowered as followers but the slaves would be max level 10 or so and level with me?

 

My previous post responded before your edit lol.

 

Obelixa/Maharba and all other HSGNPCs aren't changed by the SD Cages patch. Their pre-exisiting names would not be changed. I'm only changing the names of SD Cages slaves. The SD Cages patch only interacts with HSG to load their faces onto SD Cages slaves.

 

HSG assigns the slavemasters a high minimum level, so yes they will be overpowered in terms of vanilla game balance. I kept it this way in my patches since I assumed most users wouldn't want it changed and noone asked for it. I also use a delevelled world so it works great for me, the slavemasters are high-level adventurers and would be powerful.

 

I can make an extra patch to remove the minimum level of all HSG NPCs so that they will strictly level with the player (apart from the ones that already have static levels which are usually lvl 1).

 

Currently working on the patch, will be testing very soon.

Posted
1 minute ago, Corsec said:

 

My previous post responded before your edit lol.

 

Obelixa/Maharba and all other HSGNPCs aren't changed by the SD Cages patch. Their pre-exisiting names would not be changed. I'm only changing the names of SD Cages slaves. The SD Cages patch only interacts with HSG to load their faces onto SD Cages slaves.

 

HSG assigns the slavemasters a high minimum level, so yes they will be overpowered in terms of vanilla game balance. I kept it this way in my patches since I assumed most users wouldn't want it changed and noone asked for it. I also use a delevelled world so it works great for me, the slavemasters are high-level adventurers and would be powerful.

 

I can make an extra patch to remove the minimum level of all HSG NPCs so that they will strictly level with the player (apart from the ones that already have static levels which are usually lvl 1).

 

Currently working on the patch, will be testing very soon.

Ok, I was confused. You're working on the SD Cages ones.

Posted (edited)

Also reiterating the question-

Do DD ponygirl boots play the correct animation in your game? You know the one where they raise their hands to their chest with fingers facing down and raise their knees high when they walk.

 

I can't get it to work in my game and I was wondering if it is completely broken for everyone in the DD V5 mod or if it is only broken in my specific modlist.

Edited by Corsec
Posted
Just now, Corsec said:

Also reiterating the question-

Do DD ponygirl boots play the correct animation in your game? You know the one where they raise their hands to their chest with fingers facing down and raise their knees high when they walk.

 

I can't get it to work in my game and I was wondering if it is broken in  DD V5 mod or if it is only borken in ym specific modlist.

They do work. Still using DD 5.1.

Posted
1 hour ago, bubba999 said:

 

Thanks. I'm gonna stop bothering you now! :0

 

4 minutes ago, bubba999 said:

Ok, I was confused. You're working on the SD Cages ones.

 

Oh wait, did you mean that you accepted my proposal to make all HSG slaves to be recruitable as well as the SD Cages ones?

 

Sorry, I misread your post because I didn't interpret the "Thanks" as clear positive agreement. I misread your "Thanks" as in "Forget it, but thanks for the idea".

 

I'll finish the SD Cages patch today and leave another HSG one for later, probably on Wednesday. It will probably work midsave so no need to delay a new game for it.

 

32 minutes ago, bubba999 said:

I think a few of the slave girls already have names like Obelixa and the female redguard archer... forget her name. (Maharba?) Those can be left.

 

Oh, another thing I remembered. The HSG slavers are way overpowered as followers but the slaves would be max level 10 or so and level with me?

 

OK, for the HSG patch then I won't change any unique names. Only generic ones.

 

Also the HSG slaves usually are static at lvl 1. Want that changed to level with player as followers? I usually do that anyway for followers, as well as making them protected. I already did that for SD Cages slave followers.

 

However the horse name generator only has 74 names, and the SD Cages patch will use 63 of them. HSG has sveral hundred slaves lol so renaming them will be very time consuming. I'd suggest using the horse name list for the SD Cages slave followers and using something else for the HSG slave renaming (if I rename them).

Posted
4 minutes ago, Corsec said:

 

 

Oh wait, did you mean that you accepted my proposal to make all HSG slaves to be recruitable as well as the SD Cages ones?

 

Sorry, I misread your post because I didn't interpret the "Thanks" as clear positive agreement. I misread your "Thanks" as in "Forget it, but thanks for the idea".

 

I'll finish the SD Cages patch today and leave another HSG one for later, probably on Wednesday. It will probably work midsave so no need to delay a new game for it.

 

 

OK, for the HSG patch then I won't change any unique names. Only generic ones.

 

Also the HSG slaves usually are static at lvl 1. Want that changed to level with player as followers? I usually do that anyway for followers, as well as making them protected. I already did that for SD Cages slave followers.

 

However the horse name generator only has 74 names, and the SD Cages patch will use 63 of them. HSG has sveral hundred slaves lol so renaming them will be very time consuming. I'd suggest using the horse name list for the SD Cages slave followers and using something else for the HSG slave renaming (if I rename them).

 

Ok, so SD Cages with pony names, leave HSG like they are. Some are cute, anyway.

 

Yes, I would love to recruit HSG slaves right out from under their mistresses. (Pretend to buy.) I would like them to level with me. Please don't do anything very time consuming. I feel like i'm being very demanding as it is....

 

Posted
On 5/9/2022 at 2:27 AM, Corsec said:

The good news is that you can workaround this by using the 'expendable recruits' dialogue option in Nether's Follower Framework to recruit the SD Cages slaves. However when I recruited them they still kept unaggressive/cowardly/helps_noone Ai settings.

Just enslave them with PAHE. :D Problem solved!

 

 

Posted
27 minutes ago, Antiope_Apollonia said:

Just enslave them with PAHE. :D Problem solved!

 

Wouldn't their previous rightful Owners have opinions about their lawful property being stolen by an upstart adventuring commoner?

 

Shame on you Antiope! I thought your Mistress would have taught you better decorum than that, I hope she whacks you right and proper for it lol lmao.

Posted
6 minutes ago, Corsec said:

Wouldn't their previous rightful Owners have opinions about their lawful property being stolen by an upstart adventuring commoner?

I was assuming their owners would be dead in any scenario where you're considering adding the slaves as followers...

Posted
28 minutes ago, Antiope_Apollonia said:

I was assuming their owners would be dead in any scenario where you're considering adding the slaves as followers...

 

Very rude to the Owner I say!

 

In this case the HSG owners are neutral to the player and killing them is illegal. So that's only an option for a criminal player character.

 

I mentioned PAHE earlier in the thread but Bubba didn't react to it so I assumed that they had tried it already and decided not to use it for their own reasons.

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