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1 minute ago, Rasterix said:

Sry for my english its not my main language i found it and it's really good mod.I think it will be really coll for future to keep player as a slave put some collar or belt (or both)and force it do do some jobs for them!!!

No worries, your English is just fine (it isn't my first language either). There will be more to the captivity at the inn than what's there now, though I can safely rule out belts, as the Frostbite Clan has a kind of a "no-nonsense" attitude, but there will be abuse. They will basically try and use the most cruel, yet efficient methods available to make their profit. Right now, though, the mod is just a quick enslavement event starter, what is its main purpose.

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@gargamel9 So I tried this mod out again with the VRIK actions mod for VR and worked brilliantly. The only issue that you need to twist your body to ensure it's facing the same way as your head and your character started moving, but it's a minor issue.

 

In which case looks like you could happily still use the forced control of the player without a specific VR version. 

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8 minutes ago, jc321 said:

@gargamel9 So I tried this mod out again with the VRIK actions mod for VR and worked brilliantly. The only issue that you need to twist your body to ensure it's facing the same way as your head and your character started moving, but it's a minor issue.

 

In which case looks like you could happily still use the forced control of the player without a specific VR version. 

Doesn't work so well for me, but I am in contact with the author, and he actually uses this mod for testing this functionality, so there's a good chance it will get even better :)

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Some unsolicited tips ... SCB also strips actors ( a lot ;) ) and tries to play nice with DD.

 

On 6/8/2022 at 8:49 AM, Mister X said:
If akActor.WornHasKeyword(libs.zad_Lockable)

 

If I understand correctly this needs that you have DD installed (at least for compiling the script ?)

I tend to just look up the keyword with `getkeyword' which seems to work ok. So that would become :

Keyword dkey = Keyword.GetKeyword( "zad_Lockable" )
If  dkey && akActor.WornHasKeyword( dkey )

  ...

 

Also it seems using removeAllItems can create issues for people with very full inventories (stack dumps) and may strip things that it likely should not (eg your wood logs).  To move all non-restraints (Zaz-zbfWornDevice or DD-zad_Lockable), non-excluded (in form list) items from actor victim into a box slower but maybe safer: 

 

Keyword dkey = Keyword.GetKeyword( "zad_Lockable" )
int i = victim.GetNumItems()
While ( i > 0 )
  i -= 1
  Form f = victim.GetNthForm(i)
  if ( f as ObjectReference )
    f = (f as ObjectReference).getBaseObject()    ; we need the base object not an object reference.
  endif
  if f && ( f.haskeyword( zbfWornDevice ) || ( dkey && f.HasKeyword( dkey ) ) ) && ( ExcludedItemsFormList.Find( f ) < 0 )
    victim.removeItem( f, 1000000, keepOwnerShip, box )
  endif
endWhile

 

 

Good luck with your mod, it looks very interesting. !

 

 

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15 minutes ago, MTB said:

 

Some unsolicited tips ... SCB also strips actors ( a lot ;) ) and tries to play nice with DD.

 

 

If I understand correctly this needs that you have DD installed (at least for compiling the script ?)

I tend to just look up the keyword with `getkeyword' which seems to work ok. So that would become :

Keyword dkey = Keyword.GetKeyword( "zad_Lockable" )
If  dkey && akActor.WornHasKeyword( dkey )

  ...

 

Also it seems using removeAllItems can create issues for people with very full inventories (stack dumps) and may strip things that it likely should not (eg your wood logs).  To move all non-restraints (Zaz-zbfWornDevice or DD-zad_Lockable), non-excluded (in form list) items from actor victim into a box slower but maybe safer: 

 

Keyword dkey = Keyword.GetKeyword( "zad_Lockable" )
int i = victim.GetNumItems()
While ( i > 0 )
  i -= 1
  Form f = victim.GetNthForm(i)
  if ( f as ObjectReference )
    f = (f as ObjectReference).getBaseObject()    ; we need the base object not an object reference.
  endif
  if f && ( f.haskeyword( zbfWornDevice ) || ( dkey && f.HasKeyword( dkey ) ) ) && ( ExcludedItemsFormList.Find( f ) < 0 )
    victim.removeItem( f, 1000000, keepOwnerShip, box )
  endif
endWhile

 

 

Good luck with your mod, it looks very interesting. !

 

 

Thanks for the tip.

 

To my understanding, when referring to a script, the esp doesn't need to be a dependency, as all scripts are accessible at all times, to CK, as long as the mod is installed and provides the script files.

I'll definitely look into this, once I get back to this, but for now, simply do not enter with stuff you do not want to lose/have unequipped. Time is a limiting factor, unfortunately, and there are a lot of other things I am working on atm. I do stuff turn-wise, so ebventually, I'll circle back to this, but I can't tell when.

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  • 1 month later...
On 7/25/2022 at 8:45 AM, Sidewasy said:

Small note, this is not compatible with the Extensible Follower Framework.

Thank you. Could you please specify? I assume it is connected to the condition checking whether the PC has a follower, but what exactly happens?

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2 hours ago, Sidewasy said:

The mod behaved the same as if I was alone. My follower wasn't acknowledged in any way.

I see. In that case, I suppose it'd be fair to say that the mod is not incompatible, but rather just partially compatible with EFF, as it does not break or crash the game, but you need to dismiss your followers before entering. I'll try and remember to add this note with the next update. I suppose the condition I use for follower detection, i.e. the native CK condition is not utilized by EFF, and therefore I can't detect the followers. If there is an easy way to detect them, somebody please let me know, and I'll try to implement.
Thanks again, for the clarification.

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  • 1 month later...
46 minutes ago, Jappa123 said:

Will there be an update for this mod? or it's abandoned?  Just asking :) 

Yes, there will, in fact (apart from FemRim), this is the next mod in line to be updated. It's just that I'm very busy at work, so there's little time. I'm looking for people to help me move this along faster, though, as long as they are willing to stick to my concept.

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come up with some suggestions:
1. I think about the location of the dangerous hotel and triggering slavery
I don't think we should create a new location and let us know, otherwise I won't trigger it on purpose during gameplay, but only go in and trigger it during testing.
I suggest that you can find all the hotels in the game to modify, and add the trigger probability to an MCM setting so that the player can set the probability of entering the hotel to trigger the capture.
2. You can add some MODs that can be linked with other MODs in the hotel as appropriate
For example, in conjunction with cunning equipment, you can add certain equipment to the player after entering the hotel and being enslaved.
3. Since this MOD is equivalent to making a pre-position for simple slavery, allowing players to link simple slavery after entering the hotel, I personally feel that some things such as whipping, sex, and threats can be added to the cell and designed to give players an option to continue to stay in the hotel. Prison cells were enslaved to restrict freedom, or sent to simple servitude.
If the player continues to choose to be enslaved in the hotel, the player can become a tavern waiter or sex worker.
If players want to redeem themselves, they can link their followers to redeem themselves.

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2 hours ago, AmicusMyWolf said:

come up with some suggestions:
1. I think about the location of the dangerous hotel and triggering slavery
I don't think we should create a new location and let us know, otherwise I won't trigger it on purpose during gameplay, but only go in and trigger it during testing.
I suggest that you can find all the hotels in the game to modify, and add the trigger probability to an MCM setting so that the player can set the probability of entering the hotel to trigger the capture.
2. You can add some MODs that can be linked with other MODs in the hotel as appropriate
For example, in conjunction with cunning equipment, you can add certain equipment to the player after entering the hotel and being enslaved.
3. Since this MOD is equivalent to making a pre-position for simple slavery, allowing players to link simple slavery after entering the hotel, I personally feel that some things such as whipping, sex, and threats can be added to the cell and designed to give players an option to continue to stay in the hotel. Prison cells were enslaved to restrict freedom, or sent to simple servitude.
If the player continues to choose to be enslaved in the hotel, the player can become a tavern waiter or sex worker.
If players want to redeem themselves, they can link their followers to redeem themselves.

Thank you for your interest, but the future features (a few of which overlap a little bit with what you write) for this mod are already decided. I refer you to the description, and previous comments in this thread, where some of those are mentioned.
As for modifying all the inns to have the potential to become a trap, though an interesting idea, that's definitely not an option, as that would be a) far too much work, with b) a high risk of breaking other quests, and c) they are also full of other NPCs, which should not let a thing like this happen in front of them. A secluded inn in the middle of nowhere, on the other hand... Instead of other inns, I would like to introduce other types of traps, at some point. One already exists, it's my mod: A Perilous Maze.
In any case, I do plan, eventually, to add a bit more of background for the inn, some ways for the player to stumble upon it, other than just a map marker (which will be removed), like an escort quest of some kind... But progress is slow, and I still have very little experience, so even some things that might seem trivial to other modders take a lot of time for me to do. And I do not have, unfortunately, a lot of time. But I do want to see all of this through, even if it takes ten years (that is, unless TES6 turns out to be a better platform for this kind of mods – and only if it supports VR – in which case I might abandon these and start over – but we've still got years before TES6 is out, and I don't see VR support for it as likely)...

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  • 1 month later...
On 10/6/2022 at 2:33 PM, gargamel9 said:

Thank you for your interest, but the future features (a few of which overlap a little bit with what you write) for this mod are already decided. I refer you to the description, and previous comments in this thread, where some of those are mentioned.
As for modifying all the inns to have the potential to become a trap, though an interesting idea, that's definitely not an option, as that would be a) far too much work, with b) a high risk of breaking other quests, and c) they are also full of other NPCs, which should not let a thing like this happen in front of them. A secluded inn in the middle of nowhere, on the other hand... Instead of other inns, I would like to introduce other types of traps, at some point. One already exists, it's my mod: A Perilous Maze.
In any case, I do plan, eventually, to add a bit more of background for the inn, some ways for the player to stumble upon it, other than just a map marker (which will be removed), like an escort quest of some kind... But progress is slow, and I still have very little experience, so even some things that might seem trivial to other modders take a lot of time for me to do. And I do not have, unfortunately, a lot of time. But I do want to see all of this through, even if it takes ten years (that is, unless TES6 turns out to be a better platform for this kind of mods – and only if it supports VR – in which case I might abandon these and start over – but we've still got years before TES6 is out, and I don't see VR support for it as likely)...

I think a clever way to incorporate vanilla locations would be to have fade-to-black scenarios. For example, if you trigger your mod via a vanilla inn/tavern/location, you fade-to-black unconscious and find your character waking up in one of your mod-added cells. The "roleplay" could be your character getting knocked out, drugged, or even just brute forced dragged "into the back room". 

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3 hours ago, Nohrin said:

I think a clever way to incorporate vanilla locations would be to have fade-to-black scenarios. For example, if you trigger your mod via a vanilla inn/tavern/location, you fade-to-black unconscious and find your character waking up in one of your mod-added cells. The "roleplay" could be your character getting knocked out, drugged, or even just brute forced dragged "into the back room". 

I suppose, but since I am making practically no progress with the features I have already decided on, it's practically a far-off dream now (i.e. implementing request features). It would have to be a paid job for me to be able to do all the things I want as well as some of those requested... I tested the idea of donations by floating it for a bit in my mods' descriptions, but I got absolutely no feedback on that, so that isn't viable. Making these mods simply takes way too much time, particularly the researching of how certain things are done, and I have a full-time job, and other stuff going on. So unless someone just throws money at me, progress will be very, very slow. But I'm not abandoning my projects. Though, if someone capable came up, who would share my vision, I would love to leave the work to someone else and just reap the rewards :D

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  • 1 month later...
16 minutes ago, Blo0dedEyes said:

So... I downloaded, went to the Inn, and found out it was too bright, to the point where it was unbearable and I had to load a previous save out of there.

ScreenShot0.png

Indeed, the dazzling chandelier inn is true to its name in this screenshot :) I haven't seen this before, and there is no reason in the mod why this should happen. I use a standard Dwemer omnidirectional light source, appropriately adjusted for size and brightness. Maybe this is interference with some kind of lighting mod you have installed? 

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