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A Perilous Inn SE

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IMPORTANT NOTE: If you choose to install the experimental [UNFINISHED] version, please read the notes regarding that version further below.


A small enslavement mod that adds a remote inn, which is, in fact, an undercover Frostbite Clan operation for capturing and enslaving unsuspecting adventurers. Made out of convenience to provide a quick means for getting the player enslaved and forwarded to my future Ambient Slaves Framework slavery mods. For now, the mod will only enslave you via HexBolt8's Simple Slavery ++.

The inn can be easily found (for now), using its map marker (south-west of Whiterun).

 

PLEASE NOTE:

- You will be robbed of all of your possessions, including quest items, and at the moment, you can't really get your stuff back (you may be able to buy it back, but since this part of the mod is still under development, issues will likely arise; currently, the mod is intended to be used as a one-use, one-way ticket to SS++).

- This is a very early version, and due to a lack of time, the current features had been tested nowhere near enough. The mod is fairly script-heavy and many of its features are a first for me, so expect bugs (please report), and use at your own risk.

- You will only get enslaved, if you dismiss your follower(s), before you enter the inn.

- It is not intended for the player to best the captors, in case he or she decides to resist, but in case you somehow manage to defeat them, it might prove difficult/impossible to leave the inn (future updates should improve on this).

- Though Simple Slavery ++ is not a hard requirement, without it, if captured, you will never be able to leave your cell (other than by means of a console command)

 

Actual Spoilers:

Spoiler

At the moment, there are two ways to get enslaved in this mod:

1 - After entering, without a follower (must be dismissed), try and leave the inn again, i.e. activate the exit door, even though it says that a key is required, and wait for the script to kick in (unfortunately, there is usually a 5-10 second delay, and I don't know why).
2 - Talk to the Bartender, Lucille, and try to rent a room or get work.

 

To activate the SS++ enslavement event, sleep on the cell floor.

Planned Features:
- Another mode of enslavement by means of dialogue with the "patrons"

- Some torture during captivity

- More victims will join you in the cell

- Walk under escort to a Frostbite Clan establishment for further processing

- A custom sign for the Inn

- Hide the map marker and add other hints to guide players to it

 

Requirements:

ZAZ8 - hard

Simple Slavery ++ - semi-hard (without it, if enslaved, in this early version, you will stay imprisoned forever in the inn)

 

Credits:

philo221 - for some essential advice and continued support

HexBolt8 - for making Simple Slavery ++ without which the early version of this mod would be useless

Experimental Version

Since I've promised it in my blog, I'm posting the unfinished version of the mod in its current state so that people can at least test the new escort mechanic.
Please note that this version of the mod will lacks the link to SS++, or any other outcome, so if you let yourself be trapped, you will be stuck in the cell forever, and you will lose all your belongings.
To see the new mechanic in action, take the locked door route, i.e. upon entering the inn with no followers, try to exit it right away. This will trigger the scene with the mechanic. Right now this is the only scene using it.
You can also try the new route, by sitting down next to one of the patrons. This rout doesn't involve the new mechanic, but has some interesting features, too, and is in full working order.
Once the initial scenes are over, another abuse scene is supposed to start. This scene is in the mod, and was fully functional, but it broke recently, and I can't get it to start. If you can find out why it isn't starting, please let me know.
edit: the scene does start, but then the first package hangs on a say procedure, and I don't know why. Nothing has changed, and it did work previously.
If you somehow do get the scene working, please note that the disabling and reenabling of the player's control doesn't work here properly, and the script around this is a mess, as I was trying different approaches. For some reason, after playing an SL scene, restraints just won't reapply, disabling movement fails frequently. No clue why this is, so again, if anyone can figure this out, I'll be very grateful.
There are also 8 long random dialogues in the mod, between the individual occupants in the inn. These are supposed to run after the rape scene, but they don't. Only one line from one of them keeps getting uttered when the player is being transported to the cell, via the patron route, that's probably a condition issue, but I haven't figured out yet, how to make the random dialogue work, so that's another thing I would appreciate any input about.
 

 


  • Submitter
  • Submitted
    06/07/2022
  • Category
  • Requires
    ZAZ8 (hard), Simple Slavery ++ (semi-hard)
  • Regular Edition Compatible
    No

 

Link to comment

I just downloaded this mod and gave it a try.

 

I found the inn no problem, fast traveled to it and dismissed my follower.

I tried exiting, I tried asking for work and I tried renting a room.

Everything worked well.

I tried both cooperating and resisting and both worked as I would expect.

 

This is looking really good, hope you can add more to it soon.

 

 

Link to comment
3 hours ago, Plumppy said:

I just downloaded this mod and gave it a try.

 

I found the inn no problem, fast traveled to it and dismissed my follower.

I tried exiting, I tried asking for work and I tried renting a room.

Everything worked well.

I tried both cooperating and resisting and both worked as I would expect.

 

This is looking really good, hope you can add more to it soon.

 

 

Thank you for the feedback! I'm glad it works as it is supposed to. There's always a chance I forgot to include some of the files, so this is welcome news.

Link to comment
1 hour ago, alster523 said:

A great idea ill throw it only the load order,I am guessing that it will also remove DD items so we will need to make sure we dont have any equipped.

Hey, thanks. Quite possible (the unequipping of DD items). I haven't tested that, as the idea is that the player comes here to get enslaved, i.e. isn't enslaved yet. Not sure how DD works, but I use: Game.GetPlayer().RemoveAllitems(akTransferTo=TargetContainer)

Link to comment

This looks like a really great idea, i'll follow the development for now. Best of luck.

 

A small suggestion, if you want to you can also work on a Botox For Skyrim patch or something similar to beautify the NPCs in your mod. It's a minor thing but it's something to think about.

Link to comment
3 hours ago, gargamel9 said:

Hey, thanks. Quite possible (the unequipping of DD items). I haven't tested that, as the idea is that the player comes here to get enslaved, i.e. isn't enslaved yet. Not sure how DD works, but I use: Game.GetPlayer().RemoveAllitems(akTransferTo=TargetContainer)

 

Take a look at the posts below. I don't think DD items should be removed without their api or they could become broken. Kimy suggests one for removing all generic (non quest) devices on the first post. the second just lists mod events for equipping/unequipping. not sure if that's useful to you or not.

 

https://www.loverslab.com/topic/69936-devious-devices-framework-developmentbeta/?do=findComment&comment=3764119

https://www.loverslab.com/topic/69936-devious-devices-framework-developmentbeta/?do=findComment&comment=3770482

 

For DD, depending on the mod using the framework, you can have devices locked on you without being enslaved.

Link to comment
3 hours ago, zarantha said:

 

Take a look at the posts below. I don't think DD items should be removed without their api or they could become broken. Kimy suggests one for removing all generic (non quest) devices on the first post. the second just lists mod events for equipping/unequipping. not sure if that's useful to you or not.

 

https://www.loverslab.com/topic/69936-devious-devices-framework-developmentbeta/?do=findComment&comment=3764119

https://www.loverslab.com/topic/69936-devious-devices-framework-developmentbeta/?do=findComment&comment=3770482

 

For DD, depending on the mod using the framework, you can have devices locked on you without being enslaved.

Thanks for the tip, but I'm afraid I don't understand the references out-of-the-box, meaning, this would mean extra work. As I am strained for time, as is, I probably won't look into this any time soon, as the issue does not impede my intended way of using the mod(s). I am trying to build a harsh world, where slavery exists, and it isn't for fun. It's not a kinky world, but rather one in which you are either free, or a slave, so anyone with a device must be a slave, as no one would put them on voluntarily. So, for now, I guess this is only suited for adventurers with no devices equipped. But, as always, anyone is welcome to make their own adjustments to my mods and publish those. I wholeheartedly endorse this.

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2 hours ago, gargamel9 said:

in which you are either free, or a slave, so anyone with a device must be a slave, as no one would put them on voluntarily

 

Hmm, I don't know how your mod's set up under the hood, but maybe then just add a small check where it suits well:

 

; check whether DD items are worn
; returns true if at least one item is worn, false otherwise
Function IsWearingDeviousDevice(Actor akActor)
    If akActor.WornHasKeyword(libs.zad_Lockable)
        ; some DD item is equipped
        return true
    EndIf

    return false
EndFunction

 

When this check returns true, you can try to handle all like a normal inn (or refuse to serve slaves and have them leave ^^). When it's false no DD items are worn and the actor/Player can be enslaved.

Link to comment
9 minutes ago, Mister X said:

 

Hmm, I don't know how your mod's set up under the hood, but maybe then just add a small check where it suits well:

 

; check whether DD items are worn
; returns true if at least one item is worn, false otherwise
Function IsWearingDeviousDevice(Actor akActor)
    If akActor.WornHasKeyword(libs.zad_Lockable)
        ; some DD item is equipped
        return true
    EndIf

    return false
EndFunction

 

When this check returns true, you can try to handle all like a normal inn (or refuse to serve slaves and have them leave ^^). When it's false no DD items are worn and the actor/Player can be enslaved.

Thanks, I guess I could do that, though what's the point then, of installing the mod... But yes, this could work. I'll consider it in the next update.

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3 minutes ago, gargamel9 said:

Thanks, I guess I could do that, though what's the point then, of installing the mod...

 

Well, you could teaser some quest with much gold to earn when you come back free or something. Nobody has to say WHO would earn the gold ...

Or maybe they disguise as something like Laura's Shop and first offer their help to get rid of your devices, just to then stab you in the back and enslave you?

They also could offer some work, based on what you've equipped, to earn their "help" and the last task leads into slavery?

 

A little help if you want to get rid of devices:

Spoiler
Scriptname UnlockGenericDevices extends Quest
{Unlock generic devious devices on a given actor}

zadlibs Property libs Auto

; returns true when all devices got unlocked successfully, false otherwise
Bool Function UnlockGenericDevices(Actor akActor, Bool bDestroyDevices = false)
    Bool removedAll = True

    If !akActor.WornHasKeyword(libs.zad_Lockable)
        ; no DD items equipped, can abort here
        return removedAll
    EndIf

    Armor idevice = None
    Armor rdevice = None
    Keyword kw = None

    Int i = akActor.GetNumItems()
    While (i > 0)
        i -= 1
        Form kForm = akActor.GetNthForm(i)

        If ((kForm As Armor) && kForm.HasKeyword(libs.zad_InventoryDevice))
            idevice = kForm As Armor
            rdevice = libs.GetRenderedDevice(idevice)
            kw = libs.GetDeviceKeyword(idevice)

            If (idevice && rdevice && kw)
                ; we got a valid DD item, remove it if it's no quest item
                If !(idevice.HasKeyword(libs.zad_QuestItem) || rdevice.HasKeyword(libs.zad_QuestItem))
                    libs.UnlockDevice(akActor, idevice, rdevice, kw, destroyDevice = bDestroyDevices)
                Else
                    ; stumbled upon a quest item, tell we could not remove it
                    removedAll = False
                EndIf
            EndIf
        EndIf
    EndWhile

    return removedAll
EndFunction

 

 

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28 minutes ago, Mister X said:

 

Well, you could teaser some quest with much gold to earn when you come back free or something. Nobody has to say WHO would earn the gold ...

Or maybe they disguise as something like Laura's Shop and first offer their help to get rid of your devices, just to then stab you in the back and enslave you?

They also could offer some work, based on what you've equipped, to earn their "help" and the last task leads into slavery?

 

A little help if you want to get rid of devices:

  Reveal hidden contents
Scriptname UnlockGenericDevices extends Quest
{Unlock generic devious devices on a given actor}

zadlibs Property libs Auto

; returns true when all devices got unlocked successfully, false otherwise
Bool Function UnlockGenericDevices(Actor akActor, Bool bDestroyDevices = false)
    Bool removedAll = True

    If !akActor.WornHasKeyword(libs.zad_Lockable)
        ; no DD items equipped, can abort here
        return removedAll
    EndIf

    Armor idevice = None
    Armor rdevice = None
    Keyword kw = None

    Int i = akActor.GetNumItems()
    While (i > 0)
        i -= 1
        Form kForm = akActor.GetNthForm(i)

        If ((kForm As Armor) && kForm.HasKeyword(libs.zad_InventoryDevice))
            idevice = kForm As Armor
            rdevice = libs.GetRenderedDevice(idevice)
            kw = libs.GetDeviceKeyword(idevice)

            If (idevice && rdevice && kw)
                ; we got a valid DD item, remove it if it's no quest item
                If !(idevice.HasKeyword(libs.zad_QuestItem) || rdevice.HasKeyword(libs.zad_QuestItem))
                    libs.UnlockDevice(akActor, idevice, rdevice, kw, destroyDevice = bDestroyDevices)
                Else
                    ; stumbled upon a quest item, tell we could not remove it
                    removedAll = False
                EndIf
            EndIf
        EndIf
    EndWhile

    return removedAll
EndFunction

 

 

Thanks friend! That code will definitely come in handy! I can see your reasoning, but it doesn't really fit into the world I'm trying to portray. Laura's shop, in particular, is from a completely different universe, lore-wise, so I think I'll keep to just doing the check and disabling the quests if DDs are present.

But since I have your attention – I've posted this elsewhere, but without any response – the AI controls of the PC don't seem to work correctly in VR for some reason (i.e. running a package on the PC), with or without player controls disabled, with or without VRIK. VRIK makes it apparent that it is likely the head of the avatar, what makes the player stuck, as the rest of the body stretches in the direction it is supposed to go. But even with no mods whatsoever, simple travel packages and the like don't work on the PC in VR. Even if you don't use VR, do you maybe have an idea how to work around this, or make it work? What could the cause be? Seems like I'll have to make a separate version where the player will have to move on his/her own, motivated simply by the threat of violence. But that's extra work, so if there were a way to make this work...

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59 minutes ago, gargamel9 said:

Thanks, I guess I could do that, though what's the point then, of installing the mod... But yes, this could work. I'll consider it in the next update.

 

Maybe a bit blunt, but believe me, I'm trying to be helpful.

 

Put simply, any mod that might willy nilly just strip DD items that a PC is wearing, potentially in a technically incorrect manner, and, even worse if those might be quest related items, is not going to be in any Load Order of mine.  Ever.  No matter how good the rest of the mod is, in concept or in function. 

 

I doubt if I'm alone in this

 

I like your idea.  But, right now, sorry, just no .... 

 

And I really do hope yopu get this working safely :thumbsup:

Edited by DonQuiWho
Link to comment
17 minutes ago, gargamel9 said:

Thanks friend! That code will definitely come in handy! I can see your reasoning, but it doesn't really fit into the world I'm trying to portray. Laura's shop, in particular, is from a completely different universe, lore-wise, so I think I'll keep to just doing the check and disabling the quests if DDs are present.

 

You're welcome and no problem. I just shared my ideas how you COULD do things. That doesn't mean you SHOULD or have to ^^

 

19 minutes ago, gargamel9 said:

with or without VRIK. VRIK makes it apparent that it is likely the head of the avatar, what makes the player stuck, as the rest of the body stretches in the direction it is supposed to go. But even with no mods whatsoever, simple travel packages and the like don't work on the PC in VR. Even if you don't use VR, do you maybe have an idea how to work around this, or make it work? What could the cause be?

 

I'm sorry, but I never used any VR or looked into VR specific modding, so there I have absolutely no clue :( 

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5 minutes ago, DonQuiWho said:

 

Maybe a bit blunt, but believe me, I'm trying to be helpful.

 

Put simply, any mod that might willy nilly just strip DD items that a PC is wearing, potentially in a technically incorrect manner, and, even worse if those might be quest related items, is not going to be in any Load Order of mine.  Ever.  No matter how good the rest of the mod is, in concept or in function. 

 

I doubt if I'm alone in this

 

I like your idea.  But, right now, sorry, just no .... 

 

And I really do hope yopu get this working safely :thumbsup:

No offense was taken.
That is why I specifically mention the unequipping of all items in the description. As said, in the description, the main purpose I did this, is to have a tool for sending the player into enslavement quickly, so I can finally get on with my planned slavery mods. Posting is here is just a bonus.
There are much more interesting things I want to work on, but, as said, when I get the chance, I'll add thee check, as suggested by Mister X. In the meantime, anyone is welcome to modify it on their own, or just keep in mind what this mod does.
I mean, if you're like me, before entering any place in a heavily modded setup, you make a savegame, so even if something goes wrong, you can just load the last save. No big deal. But suit yourself. I certainly don't want to push this on anyone (thus the warning).
Thanks for your wishes!

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7 minutes ago, Mister X said:

You're welcome and no problem. I just shared my ideas how you COULD do things. That doesn't mean you SHOULD or have to ^^

I completely get that. I do this all the time myself :) It's appreciated. Thanks!

7 minutes ago, Mister X said:

 

I'm sorry, but I never used any VR or looked into VR specific modding, so there I have absolutely no clue :( 

Doesn't need to be VR-specific. Just think of it as: is there any other way to control the player in SE, besides AI packages on a control-disabled avatar? VR is mostly SE, just a few quirks here and there.

Apart from that, especially for our niche, I can't recommend VR highly enough. Though there are some compromises that need be made, the immersion is on a whole another level. If only more people got into it, soon, the experience would be just out of this world. And it is getting there as is, but still, it could use more manpower. Give it a try. For me, that's pretty much the only way to play Skyrim. SE is just a tool I use for testing and developing stuff for VR...

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36 minutes ago, gargamel9 said:

what makes the player stuck, as the rest of the body stretches in the direction it is supposed to go

 

An annoying part of VR and experienced it with a few mods where the AI is forcing your character to move with them. I have noticed however that when the NPC stops you usually teleport near them, so wondering if a forced and frequent teleport during NPC travel would work instead? Although not sure if that would mean a head stretch followed by a jump (and surely a player feeling sick!) or the ability to avoid any head stretch by freezing the character where they are for a period and then teleport them? - 

 

Alternative is maybe to force your player out of 1st person but a forced 3rd person during walking? - 

 

Not sure if either are technically possible but I thought I'd throw in some ideas.  

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5 minutes ago, jc321 said:

 

An annoying part of VR and experienced it with a few mods where the AI is forcing your character to move with them. I have noticed however that when the NPC stops you usually teleport near them, so wondering if a forced and frequent teleport during NPC travel would work instead? Although not sure if that would mean a head stretch followed by a jump (and surely a player feeling sick!) or the ability to avoid any head stretch by freezing the character where they are for a period and then teleport them? - 

 

Alternative is maybe to force your player out of 1st person but a forced 3rd person during walking? - 

 

Not sure if either are technically possible but I thought I'd throw in some ideas.  

Thank you! Ideas are certainly welcome. Teleporting does indeed occur, even in this mod, if run in VR, but it isn't reliable. Sometimes it happens, sometimes it doesn't, and it does take a very long time, during which you watch your body as it twists impossibly. But making it on purpose, with controls disabled, could certainly be an option, though a bit immersion-breaking (nausea isn't an issue with me, I can stand anything in VR :D, very firm stomach). I was thinking of maybe using the translate function, but I don't have any experience applying that to actors, if that's even possible. Did anyone try before?
3rd person is pretty much impossible, I think. At the very least, I would have to understand VRIK. Or maybe... make the player invisible, create a clone and walk it wherever, while teleporting the player from time to time. I guess that could work, but sounds like a lot of work, and I want to be able to use this often...
So far, my favorite simply debuff movement speed and force the player to obey by threats of violence... But that again, as in the previous cases, will mean having to make a separate version for VR...
 

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So I've played this briefly in VR today. Fantastic BTW, have been looking for something like this for a while and whilst I've only got the entering the cage scene (and I know you mentioned it was a middle point that transitions you to one of your other mods) I'm hoping that you could actually be stuck here for a couple of days or so and various scenes could play out whilst you're waiting (ie; guards coming and going, getting fed, abused in some way etc.. people maybe arriving to purchase you .. which could be used as an alternative to Simple Slavery..) but in a randomized way so you really don't know what to expect.

 

Regarding the VR and forced walking .. Having thought about it and experience the troubles agree with your view just remove the forced movement for and just let the player move instead.  Regarding this mod as it stands it's not as though you can walk out the door, so you really only have one option .. If you wanted some encouragement then may get one of the guards to whip you if you idle for too long.

 

I noticed on the way to the Inn I saw a slave caravan (assume it was added by this mod?) so if you were ever consumed within that again don't use forced movement, allow the player to move but encourage them not running off by whipping or a collar that shocks you for example if you move out of range. 

 

To save you having a SE and VR version to maintain just did the forced movement for both?

 

I know Zaira did it in MariaEden and I didn't miss at all. In fact removes dodgey pathing issues and the pain when your player goes up and down stairs at snails pace. 

 

Glad to see you've found some time to mod again as well! 

 

 

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13 minutes ago, jc321 said:

So I've played this briefly in VR today. Fantastic BTW, have been looking for something like this for a while and whilst I've only got the entering the cage scene (and I know you mentioned it was a middle point that transitions you to one of your other mods) I'm hoping that you could actually be stuck here for a couple of days or so and various scenes could play out whilst you're waiting (ie; guards coming and going, getting fed, abused in some way etc.. people maybe arriving to purchase you .. which could be used as an alternative to Simple Slavery..) but in a randomized way so you really don't know what to expect.

 

Regarding the VR and forced walking .. Having thought about it and experience the troubles agree with your view just remove the forced movement for and just let the player move instead.  Regarding this mod as it stands it's not as though you can walk out the door, so you really only have one option .. If you wanted some encouragement then may get one of the guards to whip you if you idle for too long.

 

I noticed on the way to the Inn I saw a slave caravan (assume it was added by this mod?) so if you were ever consumed within that again don't use forced movement, allow the player to move but encourage them not running off by whipping or a collar that shocks you for example if you move out of range. 

 

To save you having a SE and VR version to maintain just did the forced movement for both?

 

I know Zaira did it in MariaEden and I didn't miss at all. In fact removes dodgey pathing issues and the pain when your player goes up and down stairs at snails pace. 

 

Glad to see you've found some time to mod again as well! 

 

 

Hey, and thanks for the compliments.
As a matter of fact, I do indeed plan on adding more detail to the player's stay in the cell (as noted in the spoilers section), including traveling to another Frostbite Clan establishment for further processing, in a caravan with other slaves. Jut like the one you met. But that one was most likely added by my main mod: Ambient Slaves.
I guess you are right about the movement (would still be interested, tho, if there is a way).
As for motivation using whipping, I still have no idea, how to do this. I have seen it in Submissive Lola: Resubmission, or maybe in its addon, and in POP, and it works quite nicely, but having looked through the code, I still can't figure out, how this is done. All (I think) I know is that it is done using ZAZ. But having looked at the ZAZ documentation, I have found no such thing.
Also, I would love to have an alternative for this behavior, i.e. with the NPC leading the way, and coming back for you and whipping you, if you fall behind. Any clues?

As for time, it's about to become worse again :(
 

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3 hours ago, gargamel9 said:

No offense was taken.
That is why I specifically mention the unequipping of all items in the description. As said, in the description, the main purpose I did this, is to have a tool for sending the player into enslavement quickly, so I can finally get on with my planned slavery mods. Posting is here is just a bonus.
There are much more interesting things I want to work on, but, as said, when I get the chance, I'll add thee check, as suggested by Mister X. In the meantime, anyone is welcome to modify it on their own, or just keep in mind what this mod does.
I mean, if you're like me, before entering any place in a heavily modded setup, you make a savegame, so even if something goes wrong, you can just load the last save. No big deal. But suit yourself. I certainly don't want to push this on anyone (thus the warning).
Thanks for your wishes!

 

Good!

 

And I really like the idea.  Current profile being played is as a Slave Trader who is hoping to catch whilst also trying to avoid getting caught, and your mod would fit in fairly nicely

 

?

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1 hour ago, gargamel9 said:

with the NPC leading the way, and coming back for you and whipping you, if you fall behind. Any clues?

 

Where I've seen it is in Slaves of Tamriel but these are in small locations (so could work in your inn) and if player stops or disobeys order (such as stand up, move forward) will get whipped by the guard. If you looked at the SLTMineQuest quest and scenes there specifically SLTSCNIntro in phase 1 start and the GateGuard using a package called SLTPLGEscortSlave and does whip player if not moving to destination. Whether this could work outside in large areas I'm not sure.

 

There is also a package within ZAZ I believe zbfSlaveWhip .. whether that could be used on player idling (or exceeding a distance) I'm not sure. 

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6 minutes ago, DonQuiWho said:

 

Good!

 

And I really like the idea.  Current profile being played is as a Slave Trader who is hoping to catch whilst also trying to avoid getting caught, and your mod would fit in fairly nicely

 

?

Well, one of the features I have in mind in future, is for the traders to buy and sell their slaves, but since I focus on roleplaying as the one being enslaved, this will probably have to wait until the very end, i.e. it'll take years, if it's ever done. But there's always the chance that someone else makes their own mod, based on my framework, to accomplish this much earlier. That would be nice.

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