Tentacus Posted December 29, 2022 Author Posted December 29, 2022 On 12/26/2022 at 12:13 PM, erynyes said: hello just reporting some minor bugs i ran into, running 1.5.4A, one of my first rescue was Birna, i've returned her to winterhold after totally broke her spirit, couple of in game days later she showed up again on the rescue board, thought there was a fix to BL rescued npc's in earlier version. As for appearing on the board, that is odd... It may only take them off the board after you take them back out at least once. I may have only put the removal on the ex-follower recruit, though I thought I did it for both... Or maybe that TNB list doesn't do what I think it does. On 12/26/2022 at 12:13 PM, erynyes said: Also my first interraction with Birna was through the rescue quest, after i returned her to safety, she never gave me the new dialogue options for selling her body, just the regular follow and checking on you stuff, dunno if this is working as intended, just thought i would mention it. Otherwise everything is working perfectly, good job with all the new beggars follower dialogue, i've experienced a lot with Silda, she's my favorite pet now ? Yeah, this is normal. All the ratcatcher topics are taken off the board if their subject is rescued first, since rescuing fundamentally changes the relationship with the player, no matter how it goes. 1
Tentacus Posted December 30, 2022 Author Posted December 30, 2022 (edited) In order to playtest the ring of subjugation I wanted to do a completely different playstyle and not engage with the rescuing at all. To do this I created a murder hobo who's only companion is a horny dog. I went about wandering the wilderness hunting game and doing the serial killer thing whenever I stumbled upon anybody isolated or whenever I got attacked by bandits. It works REALLY well, and completely opens up the game, for evil PCs. HOW IS MY DOG STILL ALIVE!!!!???? So far the only issue I've run into is that it seems like you can only use the ring of subjugation when you have a weapon in the right hand. If the weapon is in the left the dialogue won't show up. This makes zero sense since I use the exact same condition on the other drawn weapon dialogue and they all work with either hand... I swear this is the shit about Bethesda modding that just makes you want to pull your hair out. Anyway it's no biggie since it works with the right, just something to keep in mind. Edited December 30, 2022 by Tentacus 3
Ero Sama Posted December 30, 2022 Posted December 30, 2022 3 hours ago, Tentacus said: In order to playtest the ring of subjugation I wanted to do a completely different playstyle and not engage with the rescuing at all. To do this I created a murder hobo who's only companion is a horny dog. I went about wandering the wilderness hunting game and doing the serial killer thing whenever I stumbled upon anybody isolated or whenever I got attacked by bandits. It works REALLY well, and completely opens up the game, for evil PCs. HOW IS MY DOG STILL ALIVE!!!!???? So far the only issue I've run into is that it seems like you can only use the ring of subjugation when you have a weapon in the right hand. If the weapon is in the left the dialogue won't show up. This makes zero sense since I use the exact same condition on the other drawn weapon dialogue and they all work with either hand... I swear this is the shit about Bethesda modding that just makes you want to pull your hair out. Anyway it's no biggie since it works with the right, just something to keep in mind. hello it's possible to have this version for testing too please? your mod it's awesome funny
Tentacus Posted December 30, 2022 Author Posted December 30, 2022 8 hours ago, Ero Sama said: hello it's possible to have this version for testing too please? your mod it's awesome funny I will maybe later today. I just realized I need to make sure you can't catch kids with the ring, so I'll have to fix that. 1
Tentacus Posted December 30, 2022 Author Posted December 30, 2022 (edited) Alright here is my current build. Not tested enough for full release but good enough for a Beta, and I thought I'd be nice and give you guys a present since it adds so much. The rings will be added automatically on a new save but on existing saves you'll need to use this console command to get them: Set _T_NMS_Debug To 1 It will take up to 6 seconds for the menu to appear. Get the Debug ring first as then you can use it to get the second ring without having to use the console again. To use the ring of subjugation: Wear it and draw a weapon. (Right hand is more reliable). Then talk to any non-aggroed NPC (There are some exlusions, like Jarls and shit) If you use defeat to do this on a defeated and tied enemy, after you talk to them and capture them with the ring, IMMEDIATELY choose Defeat's "tied up" option and untie them. You can only have 2 captives at a time, including the one that is being trained. You can only train one at a time. 1While being trained, they take up the main NMS follower slot and you CAN'T dismiss them until they are broken. (+10 discipline) Do not start an TNB rescue while training a captive. To sell them to Belethor you have to have a slave trained as a whore and offer them to Belethor. If you have a speechcraft over 30 you will get dialogue to begin selling him slaves. Once you have a slave to sell enter the same room as him and tell the FULLY TRAINED slave you are going to sell them (I think it's in orders) Then talk to Belethor. Make sure you say your goodbyes before talking to Belethor, as when they are sold they go poof. Trading bandits for the bounty is similar just take the captive bandit into one of the hold jails and talk to any guard. The captive will not need to be talked to unless they've been turned into a slave, in which case you'll need to do the same process as with Belethor. Itr should work with Bandits, Forsworn and Silverhands.. It may not work with named bandits like that beyotch that attacks you outside that one dungeon in the mountains. (See my good player gameplay vid) (See latest post for current beta file) Edited January 2, 2023 by Tentacus 3
Ero Sama Posted December 31, 2022 Posted December 31, 2022 4 hours ago, Tentacus said: Alright here is my current build. Not tested enough for full release but good enough for a Beta, and I thought I'd be nice and give you guys a present since it adds so much. The rings will be added automatically on a new save but on existing saves you'll need to use this console command to get them: Set _T_NMS_Debug To 1 It will take up to 6 seconds for the menu to appear. Get the Debug ring first as then you can use it to get the second ring without having to use the console again. To use the ring of subjugation: Wear it and draw a weapon. (Right hand is more reliable). Then talk to any non-aggroed NPC (There are some exlusions, like Jarls and shit) If you use defeat to do this on a defeated and tied enemy, after you talk to them and capture them with the ring, IMMEDIATELY choose Defeat's "tied up" option and untie them. You can only have 2 captives at a time, including the one that is being trained. You can only train one at a time. 1While being trained, they take up the main NMS follower slot and you CAN'T dismiss them until they are broken. (+10 discipline) Do not start an TNB rescue while training a captive. To sell them to Belethor you have to have a slave trained as a whore and offer them to Belethor. If you have a speechcraft over 30 you will get dialogue to begin selling him slaves. Once you have a slave to sell enter the same room as him and tell the FULLY TRAINED slave you are going to sell them (I think it's in orders) Then talk to Belethor. Make sure you say your goodbyes before talking to Belethor, as when they are sold they go poof. Trading bandits for the bounty is similar just take the captive bandit into one of the hold jails and talk to any guard. The captive will not need to be talked to unless they've been turned into a slave, in which case you'll need to do the same process as with Belethor. Itr should work with Bandits, Forsworn and Silverhands.. It may not work with named bandits like that beyotch that attacks you outside that one dungeon in the mountains. (See my good player gameplay vid) Notice Me Senpai.1.5.6_Beta.7z 321.09 kB · 3 downloads awespùe thank you
Tentacus Posted December 31, 2022 Author Posted December 31, 2022 (edited) Just FYI don't try to trade in broken bandits to the guards. I forgot to add the dialogue for that in this version. If you've already broken them just train them all the way and sell them to belethor. Edit: Actually it's only the broken stage that's missing the dialogue, you can trade them, to guards if they are fully trained, though Belethor pays more money... You'd only want to give them to the guards to be sadistic since they will be executed offscreen Edited December 31, 2022 by Tentacus 1
Tentacus Posted December 31, 2022 Author Posted December 31, 2022 (edited) I just went ahead and fixed it since there were also a couple of the jail locations that weren't set up right. You should be able to trade in any generic bandit /silverhand/Forsworn now regardless of their training level. Just make sure you talk to them before the guard inside the jail if they have already been broken. (See latest post for current file) Edited January 2, 2023 by Tentacus 1
Tentacus Posted December 31, 2022 Author Posted December 31, 2022 (edited) BTW Probably don't use the ring to abduct Haelga or Olava as their special dialogue will probably make it un-immersive. I'll look into a workaround. Edit: Looks like they will be easy to fix. Another thing. If you dismiss any of the people you capture with the ring (once trained) They will talk as if they'd been rescued since I haven't addressed that issue yet. Edited December 31, 2022 by Tentacus 1
Tentacus Posted December 31, 2022 Author Posted December 31, 2022 Now I am writing a shitload more bespoke masochist dialogue for Olava specific to being kidnapped with the ring... I am just so fascinated by the version of the character I've created. 1
Tentacus Posted December 31, 2022 Author Posted December 31, 2022 (edited) Found a minor bug with rehiring rats but likely not a big deal since I didn't notice it in game. Will be fixed in next version. Edited December 31, 2022 by Tentacus 1
dunderhead59 Posted January 1, 2023 Posted January 1, 2023 (edited) What a fabulous mod. Thank you. I haven't done much yet, but Nivenor is fun, and Hydragorgon's Slavegirls are now more than just eye-candy! A couple of observations on 1.5.6 Beta 2: 1/ Would the Ring of Subjugation be better as an amulet? It feels more like a Hollywood Federal Agent / LAPD badge to me in that you can just grab someone off the street or out of a tavern ("Federal agent. Nobody move. You, come with me"). 2/ I would suggest that Salonia and Plautis Carvain should be added to the ring's exclusion list. I grabbed her and training was going well until I entered Riften, when she disappeared. NMS acted as if she was still with me in that I could pimp her out (although I doubt the customer was very happy when he couldn't find her!), and subjugating another victim used slot 2. Fast travel has the same effect. My guess would be that it's because they are a random encounter that ends when the PC leaves the area. I don't know whether there are any other NPCs who would do the same. Hope this helps, and I'm looking forward to selling lots of Thalmor slaves ? Edited January 1, 2023 by dunderhead59
Tentacus Posted January 2, 2023 Author Posted January 2, 2023 (edited) 9 hours ago, dunderhead59 said: What a fabulous mod. Thank you. I haven't done much yet, but Nivenor is fun, and Hydragorgon's Slavegirls are now more than just eye-candy! Thanks. 9 hours ago, dunderhead59 said: A couple of observations on 1.5.6 Beta 2: 1/ Would the Ring of Subjugation be better as an amulet? It feels more like a Hollywood Federal Agent / LAPD badge to me in that you can just grab someone off the street or out of a tavern ("Federal agent. Nobody move. You, come with me"). If you want to change it it's quite easy with X-Edit. It's in no way meant to literally represent a magical object in game, it's just a convenient way to handle blocking dialogue and I had some fun with the description. 9 hours ago, dunderhead59 said: 2/ I would suggest that Salonia and Plautis Carvain should be added to the ring's exclusion list. I grabbed her and training was going well until I entered Riften, when she disappeared. NMS acted as if she was still with me in that I could pimp her out (although I doubt the customer was very happy when he couldn't find her!), and subjugating another victim used slot 2. Fast travel has the same effect. My guess would be that it's because they are a random encounter that ends when the PC leaves the area. I don't know whether there are any other NPCs who would do the same. Weird. I anticipated issues with templated NPCs like bandits but haven't seen any yet. I'm not familiar with those NPCs. I'll think about it. There are probably a LOT of problematic NPCs in the game when it comes to the ring and I don't want to get bogged down trying to idiot proof it I'm probably gonna add a generic "Come give me a hand" ratcatcher topic to use on many NPCs, (with usage conditions) and bwteen that and the ring it's gonna be pretty easy to break your game so It's really gonna have to be a Roleplay responsibly situation. (That's quickly becoming my motto... Need to make merch. ? ) Edited January 2, 2023 by Tentacus
Tentacus Posted January 2, 2023 Author Posted January 2, 2023 I just realized that I had unnecessary conditions blocking you from recruiting the male beggars if you had a main follower. It was a carryover from Edda and Silda. I'll fix it in the next version.
Tentacus Posted January 2, 2023 Author Posted January 2, 2023 (edited) Here is Beta 3. It fixes the male beggars to be easier to recruit, Has Ring dialogue for Haelga and Olava, and fixes a few bugs. For other feature descriptions scroll up to the 1.5.6 beta 1 and 2 posts. Edit: File removed: Get current version from downloads Edited January 5, 2023 by Tentacus 1
shanktorias5 Posted January 2, 2023 Posted January 2, 2023 (edited) Tbh even t hough i cant play skyrim all that much i follow this mod regularly. Keep up the good work. I probably said this before but this is the best mod for skyrim IHMO Edited January 2, 2023 by shanktorias5 typo 2
dunderhead59 Posted January 2, 2023 Posted January 2, 2023 10 hours ago, Tentacus said: If you want to change it it's quite easy with X-Edit. It's in no way meant to literally represent a magical object in game, it's just a convenient way to handle blocking dialogue and I had some fun with the description. I don't know X-Edit. Maybe I'll have a look. It was just a roleplay thing. 10 hours ago, Tentacus said: Weird. I anticipated issues with templated NPCs like bandits but haven't seen any yet. I'm not familiar with those NPCs. I'll think about it. There are probably a LOT of problematic NPCs in the game when it comes to the ring and I don't want to get bogged down trying to idiot proof it Sorry, I should have been clearer. They are the annoying couple who can't find their way to Solitude for the wedding. Can't they read the signposts? They're supposed to be nobles ffs.
Tentacus Posted January 2, 2023 Author Posted January 2, 2023 1 hour ago, dunderhead59 said: I don't know X-Edit. Maybe I'll have a look. It was just a roleplay thing. AKA: TesVEdit, SSEEDit, FO4Edit, etc... It's an important tool that anyone who plays bethesda mods should learn how to use. You can do things like create merged patches, add an esl flag to an esp, change slots on clothing, or even change dialogue in mods to suit you better. Most modders start out doing this kind of stuff, before moving to CK. Just never EVER EVER run any automated (scripted) X-edit process on any of my mods or you will destroy the order of dialogue, breaking a lot of it. 1 hour ago, dunderhead59 said: Sorry, I should have been clearer. They are the annoying couple who can't find their way to Solitude for the wedding. Can't they read the signposts? They're supposed to be nobles ffs. Ah interesting. I waylayed one travelling noble but killed him right away, next time I run into one I'll try to keep them to see if I can recreate the bug.
Carnificina Posted January 2, 2023 Posted January 2, 2023 Time for my occasional-yet-not-often-enough thanks to Tentacus, despite the insanity of a holiday season you keep on truckin' and working your ass off to constantly improve an already stellar mod. I don't generally expect to feel catered to in these things but the content on this feels so indulgent to All My Favorite Things. It's great. Thanks to you again, and please continue to be awesome in the future. Btw I simply HAD to make two different profiles and characters I could RP both the good/evil paths with Silda, all because I didn't want to miss any content. She quickly became one of my favorite npcs! Her special topics work specially well as a 'quick start' of this mod, and it works even better when you pair it with some alternate start mod that spawn your new character right on the docks of Windhelm. No need to wait for the notice board to update its quests or track all the way across the map. Have you considered making the ratcatcher topics a separate mod? I loving all the new content, with the special topics, house slaves and now the subjugating/selling of npcs, but the mod is getting a bit content heavy and I think your creation kit is very close to start throwing hands. Spoiler Didn't get to test the rings yet, but SOON. Next stop: Markath so I can have a nice chat Hroki and her mom.
Tentacus Posted January 3, 2023 Author Posted January 3, 2023 20 hours ago, Carnificina said: Time for my occasional-yet-not-often-enough thanks to Tentacus, despite the insanity of a holiday season you keep on truckin' and working your ass off to constantly improve an already stellar mod. I don't generally expect to feel catered to in these things but the content on this feels so indulgent to All My Favorite Things. It's great. Thanks to you again, and please continue to be awesome in the future. PM for donation info. Seriously though I appreciate it. 20 hours ago, Carnificina said: Btw I simply HAD to make two different profiles and characters I could RP both the good/evil paths with Silda, all because I didn't want to miss any content. She quickly became one of my favorite npcs! Her special topics work specially well as a 'quick start' of this mod, and it works even better when you pair it with some alternate start mod that spawn your new character right on the docks of Windhelm. No need to wait for the notice board to update its quests or track all the way across the map. Yes... some of these characters really charmed me as they came out, She was one of them. 20 hours ago, Carnificina said: Have you considered making the ratcatcher topics a separate mod? I loving all the new content, with the special topics, house slaves and now the subjugating/selling of npcs, but the mod is getting a bit content heavy and I think your creation kit is very close to start throwing hands. Yes I think I might be pushing the envelope on what can be done before performance is effected negatively, and the mod is already so complex that I guarantee you that nobody but me could do any comprehensive work on it and based on my experience with Hardship THE SECOND I stop working on it I will be in the same boat. Making mods this massive isn't really very smart. What my current plans are is to add maybe 3-4 more bespoke ratcatcher topics, One general ratcatcher topic to be used to lure civillians away to use the ring on them. and one feature that I'm not sure I can pull off... but we'll see. Once all that is done I will call the mod. "Finished". And split it into two versions, one that requires Notice board and one that doesn't. The ring alone adds an entire mod's worth of content so this is very feasable. The only question is what to name the non notice version? It should be something equally corny and weebtastic. 20 hours ago, Carnificina said: Reveal hidden contents Didn't get to test the rings yet, but SOON. Next stop: Markath so I can have a nice chat Hroki and her mom. Have fun. 1
Tentacus Posted January 3, 2023 Author Posted January 3, 2023 (edited) Update: The next full version will be released in a day or 2. If you haven't grabbed the beta yet you may want to wait as this will have some tweaks and bug fixes. My testing has been extremely fun the last couple of days The ring adds SO Much freedom for an evil playthrough. It'll be interesting to see how Bandit captures feel when I try a righteous character again. I added the smug holier than though good guy asshole dialogue to the bandit reward dialogue for that situation. My murder Hobo after doing his serial killer thing for a while got a taste for finer living after a particularly wealthy traveller. He decided to go after a rescue bounty for the gold, so recruited the drunk Brenuin to help out. Things were fine for a while until he noticed what a chickenshit Brenuin was running away at wolf attacks! Meanwhile the slave, Olava the feeble fought bravely. This is when I decided to allow you to use the ring on any of the beggar followers except Edda and Silda for technical reasons. As an extra touch of cruelty when you capture them they are classified as bandits so you can sell them to the guards, and certain death if you want. Honestly if they are assisting the player they've probably done worse crimes than the bandits, and besides The guards don't see homeless people as any different. This feature will be in the next release. Brenuin got a demotion to fuck slave while Olava got promoted to fighter... She earned a new epithet that day "The feeble" became "The Orcslayer"! I am not joking that bony old bitch slaughtered 3 orcs almost by herself. I looked at her stats and they are nothing special... This game is weird sometimes... I guess her mysterious Dark Brotherhood past really adds up to something. Edited January 3, 2023 by Tentacus 2
dunderhead59 Posted January 3, 2023 Posted January 3, 2023 I'm curious about the effects of Illusion spells. I assume that the Calm family would help with capturing bandits and other hostiles, but does the Fear family help with training? I don't usually bother with the Illusion school, but maybe I should...
Tentacus Posted January 3, 2023 Author Posted January 3, 2023 (edited) 1 hour ago, dunderhead59 said: I'm curious about the effects of Illusion spells. I assume that the Calm family would help with capturing bandits and other hostiles, but does the Fear family help with training? I don't usually bother with the Illusion school, but maybe I should... None of that has any effect. The only time that this mod takes any magic into account is that there is some dialogue specific to if you have the hypnotic gaze perk. I tend to prefer to make my own closed systems in mods, so I can rely more on roleplayng choice than gameification, as I find that most systems heavy mods become tiresome quickly. That's also why slave training is relatively easy. There are basically 2 stats. Discipline and irrational affection. Sometimes receiving a point in one can cancel out a point in the other, sometimes it doesn't. Sometimes you can get a point in both. Cruel acts give discipline. You need 10 points to "break" a typical prisoner. Some things like forced incest will result in instant breaking. Beatings have a cooldown... You can knock them down twice (you see the +1 discipline message) Then if you beat them again too soon it will result in -1 discipline. For this mod's purposes any player attack including destruction magic counts. If using destruction magic on them be careful to just give a little zap or you'll rack up the negative discipline fast. No going full palpatine! Irrational Affection is aquired through kindness, OR maniplation. It isn't always obvious and changes based on a number of factors but it isn't really something the end user needs to worry about. This is useful for RP purposes because you can extend the training as long as you like by simply being kind from time to time. After they are broken the prisoner can become a fully trained sex slave by a couple of methods. They can be raped 10+ times (total from capture including before breaking) In general follower rapes and forced prostitution count. or you can get their irrational affection above a certain point... I think it was 20. Both stats will go down a tiny amount each day, though once broken they never go below 5. (higher for certain NPCs) Important: All of the stats will be reset when you take the rescue home or dismiss them if after the rescue. Their current slave level will remain the same (None, broken, or Fully trained) But all the training stats like number of rapes and discipline will be reset. Though as I said before once broken the Discipline and IA will be raised to their minimum level after being rehired, and once trained the stats largely don't matter anymore. Edited January 3, 2023 by Tentacus 1
dunderhead59 Posted January 4, 2023 Posted January 4, 2023 Thanks for the clarification, I understand the training process much better now. I did a quick test, and it appears that I was correct about Calm. If successfully cast on a hostile NPC, it lets you use the ring of subjugation to enslave them, as they are temporarily not aggroed. While the mod does not take the spell into account, the spell's normal effect is relevant to the mod's mechanics. It's certainly not a problem - being able to capture the last surviving member of a group of enemies seems to me to be a perfectly valid tactic for any slaver - but it is something worth knowing. 1
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