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[SES] Slaverun Enforcer Standsalone


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Posted
On 11/16/2022 at 12:52 AM, kaxat said:

@Jordanheath91 It looks to me like it's probably working fine but you are exiting the game too quickly.

Your save stores scripts in progress. When you change something it does not always take effect immediately. Notice how in the log it first says

 

 

This is only 1 second after you started the game. It's still using the old save data. 15 seconds later it says

 

 

This is the second check. It finally finished loading some of the new script data. And it has already changed tune. That same clothing item is a free item! But you paused the game and then exited. Before it could tell you about its new discovery.

 

Ah I see. Thanks for the help, really appreciate you supporting your work.

Posted

@mudda911 Appreciate the feedback about the "disconnect". Good to get outside feedback.

I have spent many hundreds of hours with Reloaded installed and never experienced that. Not with this mod either. I will keep an ear out for further reports. But it is possible that is something unique to your setup.

 

@jc321 Thanks for the update. For my own edification do you have to do anything special to get SexLab working in VR? Or does it work great out of the box?

 

@ck2modfan It has been ages since I used that cheat myself. I keep hoping to find time to try it out all out and do a full tutorial. Possible that is typical behavior.

I believe all of the Slaver Agents are merely disabled at the start. So you could find their ref and enable them using the console. A batch file could probably do this. At that point I bet they will behave as expected. I will have to investigate that. Might be able to export a list of IDs from xEdit using a combination of ACHR filter and a script that lists IDs.

 

I have never noticed a missing texture. But not denying the possibility. There is a chance that is a conflict with another mod though.
 

Quote

IIRC didn't the standard enforces start with dialog before beginning animation? So far, there is no dialog and animation just starts. Am I missing a config setting?

 

Only sometimes. There was one "scene" for a Free player, one for a Slaver, etc. It took a long time to complete and had the same dialogue each time. Reloaded knew that was a little repetitious and had an MCM slider to make it happen only a small percentage of the time. This mod still has that slider. Though I may have reduced the default percentage even below Reloaded.

Eventually I hope to add a large variety of scenes. Make them brief. And make them apply to NPCs too. Eventually. Until then you can increase the slider percentage if you want. But it will get annoying fast to get the same dialogue each time.

As someone who played and remembers how Reloaded works I value your feedback. Please share if you notice anything else. I try to maintain as many of the existing features as possible while adding to them. But sometimes sacrifices are made.

Posted
55 minutes ago, kaxat said:

do anything special to get SexLab working in VR? Or does it work great out of the box?

 

Hi @kaxat , no it's not out of the box but relatively simple to get running.  It's a combination of installing papyrusutilVR and Vrik plugins which add a VR menu into Sexlab. That allows you to configure whether animations are shown in first or third person. 

 

Once configured (VR is very specific on you using specific versions .. and not always the latest) it works a treat. There's a very good guide in the VR section in LL to get it up and running. 

Posted
2 hours ago, kaxat said:

@ck2modfan It has been ages since I used that cheat myself. I keep hoping to find time to try it out all out and do a full tutorial. Possible that is typical behavior.

I believe all of the Slaver Agents are merely disabled at the start. So you could find their ref and enable them using the console. A batch file could probably do this. At that point I bet they will behave as expected. I will have to investigate that. Might be able to export a list of IDs from xEdit using a combination of ACHR filter and a script that lists IDs.

 

I have never noticed a missing texture. But not denying the possibility. There is a chance that is a conflict with another mod though.
 

 

Only sometimes. There was one "scene" for a Free player, one for a Slaver, etc. It took a long time to complete and had the same dialogue each time. Reloaded knew that was a little repetitious and had an MCM slider to make it happen only a small percentage of the time. This mod still has that slider. Though I may have reduced the default percentage even below Reloaded.

Eventually I hope to add a large variety of scenes. Make them brief. And make them apply to NPCs too. Eventually. Until then you can increase the slider percentage if you want. But it will get annoying fast to get the same dialogue each time.

As someone who played and remembers how Reloaded works I value your feedback. Please share if you notice anything else. I try to maintain as many of the existing features as possible while adding to them. But sometimes sacrifices are made.

Thanks for the responses!

 

Funny, I did use the player.placeatme SLV_Guard and they seemed to work fine (limited testing).

 

With SRR dating back to older version of DD, likely using texture that did not get carried forward. Or could be conflict. Super annoying either way. Hopeful someone here had similar issue and found solution.  

 

You're right on repetitive (and loooong) scenes being annoying (see Slave Guard force greet outside of town/city). Some brief scene would be ideal to differentiate this mod from other forced animation mods so that the PC knows it is the enforcer.

 

A thought on enforcer initiated activities... maybe expand (% chance via sliders?) to variety of outcomes. Certainly forced animation should be hightest outcome. SL Survival has various "punishments" - e.g. skooma, lactacid, DD, grounded, kennel, bounty, locked in stockade, forced milking via machine, etc... More variety adds less repetition boredom.

 

Just getting started with this mod. Will let you know if there are other observations.

 

Again, appreciate your work on this! Please keep motivated!

Posted
On 11/17/2022 at 1:56 AM, jc321 said:

 

Is that 15 feet up in the air with sexlab animations or furnitures? Only time I've experienced that is with the sl setvehicle patch which someone posted in another thread to combat the crazy spinning. It totally stops the spinning but does seem to leave you 15 feet in the air when in furnitures.

 

For some reason papyrus logging is failing for me in VR so haven't pulled any logs yet but I'll try the new game (I think I did that before to no avail) but I've also doubled the memory in my PC which might help .. yet to try.

 

 

You are spot on.  I've identified it as the patch for spinning, and not related to anyone else's mod.   I found that spinning patch in Jay Drizzles thread, but it looks like it needs a bit more work.   I'll keep trying to see if I can identify more.  It affects things like POP as well.

 

Thanks!

Posted

The enforcers seem pretty lenient, tbh.  If you show up at the gates fully clothed, they won't do much at all.
If you're free, they'll just prattle on about it and do nothing.
If you're a slave, they'll just strip you and put on the most mundane gear on you they can.

Posted
17 hours ago, ChandraArgentis said:

The enforcers seem pretty lenient, tbh.  If you show up at the gates fully clothed, they won't do much at all.
If you're free, they'll just prattle on about it and do nothing.
If you're a slave, they'll just strip you and put on the most mundane gear on you they can.

Having same problem. Tried to walk in front of Slave Agent fully clothed for few minutes and nothing happened

Posted
3 hours ago, DFDark said:

Tried to walk in front of Slave Agent fully clothed for few minutes and nothing happened

 

When you say "nothing happened" do you not get a notification or anything? @ChandraArgentis Is saying things happened but it was less severe of a punishment than he desired.

A couple versions ago included a new punishments system written by one of the users here. It is more verbose and less punishy. You can make it punish you more often by enabling all of the Nudity Law punishment options in the MCM. If you don't enable them all it gets even more verbose. Essentially each time a random roll of the dice would have chosen the disabled option you get an angry notification instead and nothing more. Personally I felt like that design choice could use a rethink. I would prefer if a disabled option would decrease the number of available options rather than just replace it with words.

I have debated making the new system optional. Something you select during install. While this is untested I believe you can revert to the old system by deleting the SLV_EventHandler.pex file from my mod. This will leave only the original SLV_EventHandler.pex file. The one from Reloaded.

@ChandraArgentis The gear equipped on you is dictated by your MCM options. Plenty of choices available including color of device and what devices to equip. I think it is on the Slavery page. I forget. Not a feature I have touched and not one I intend to add features to.

Posted (edited)

@ck2modfan You are most welcome.

Using placeatme is not super desirable in most cases. That command is best used for people you are going to kill. Or who are otherwise temporary.

 

Those Slaver Guards are already present in the game but they are not enabled. So you can not see them. When you reach a certain point in the related quest it does the equivalent of call the console command "enable" on them. This is usually how mods and vanilla cause new NPCs to appear. It does not actually spawn a copy of them it just enables an existing one.

Try out the following file if you would not mind. Copy and paste this into a text editor. Do a search and replace swapping out xx with the whatever position Slaverun Reloaded.esp is in your load order. In my case it is 4A so I would Ctrl + R swapping xx for 4A. Once you have updated the IDs save the file. Save it to your game data dir with the .bat extension. Lets call it slcheat.bat. Then Load up your game and type bat slcheat into the console. This will run all of the console commands listed in the file. Which should enable every last Slave agent in Skyrim.

 

Spoiler

; Enable the Slaver Agent patrols and their dogs

 

"xxAFCAFD".enable;        SLV_SlaverPatrolDawnstar "Slave Agent" [NPC_:xxAFCAFC] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])
"xxCA1C70".enable;        SLV_SlaverPatrolDawnstar "Slave Agent" [NPC_:xxAFCAFC] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])
"xxAFCAFF".enable;        SLV_SlaverPatrolDawnstarDog "Slaver Dog" [NPC_:xxAFCAFE] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])
"xxAFCAF8".enable;        SLV_SlaverPatrolFalkreath "Slave Agent" [NPC_:xxAFCAF7] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])
"xxCA1C6F".enable;        SLV_SlaverPatrolFalkreath "Slave Agent" [NPC_:xxAFCAF7] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])
"xxAFCAFA".enable;        SLV_SlaverPatrolFalkreathDog "Slaver Dog" [NPC_:xxAFCAF9] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])
"xxCA1C74".enable;        SLV_SlaverPatrolMarkarth "Slave Agent" [NPC_:xxCA1C73] [CELL:00016E02] (in MarkarthWorld "Markarth" [WRLD:00016D71])
"xxCA1C75".enable;        SLV_SlaverPatrolMarkarth "Slave Agent" [NPC_:xxCA1C73] [CELL:00016E02] (in MarkarthWorld "Markarth" [WRLD:00016D71])
"xxCA1C9F".enable;        SLV_SlaverPatrolMorthal "Slave Agent" [NPC_:xxCA1C9E] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])
"xxCA1CA0".enable;        SLV_SlaverPatrolMorthal "Slave Agent" [NPC_:xxCA1C9E] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])
"xxCA1CA4".enable;        SLV_SlaverPatrolRavenRock "Slave Patrol" [NPC_:xxCA1CA3] [CELL:040142EC] (in DLC2SolstheimWorld "Solstheim" [WRLD:04000800])
"xxCA1CA5".enable;        SLV_SlaverPatrolRavenRock "Slave Patrol" [NPC_:xxCA1CA3] [CELL:040142EC] (in DLC2SolstheimWorld "Solstheim" [WRLD:04000800])
"xxCA1C8B".enable;        SLV_SlaverPatrolRiften "Slave Agent" [NPC_:xxCA1C8A] [CELL:00016BE0] (in RiftenWorld "Riften" [WRLD:00016BB4])
"xxCA1C8E".enable;        SLV_SlaverPatrolRiften "Slave Agent" [NPC_:xxCA1C8A] [CELL:00016BE0] (in RiftenWorld "Riften" [WRLD:00016BB4])
"xx93E7A3".enable;        SLV_SlaverPatrolRiverwood "Slave Agent" [NPC_:xx93E7A1] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])
"xxCA1C6C".enable;        SLV_SlaverPatrolRiverwood "Slave Agent" [NPC_:xx93E7A1] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])
"xx9B313E".enable;        SLV_SlaverPatrolRiverwoodDog "Slaver Dog" [NPC_:xx9B313C] [CELL:00009732] (in Tamriel "Skyrim" [WRLD:0000003C])
"xxC8D7FC".enable;        SLV_SlaverPatrolSolitude "Slave Agent" [NPC_:xxC8D7FB] [CELL:00037EE6] (in SolitudeWorld "Solitude" [WRLD:00037EDF])
"xxC8D825".enable;        SLV_SlaverPatrolSolitude "Slave Agent" [NPC_:xxC8D7FB] [CELL:00037EE6] (in SolitudeWorld "Solitude" [WRLD:00037EDF])
"xxEC0CE7".enable;        SLV_SlaverPatrolSolitude "Slave Agent" [NPC_:xxC8D7FB] SLV_SolitudeCastleDour "Castle Dour" [CELL:xxD4E28E])
"xxEC0CE8".enable;        SLV_SlaverPatrolSolitude "Slave Agent" [NPC_:xxC8D7FB] SLV_SolitudeCastleDour "Castle Dour" [CELL:xxD4E28E])
"xxEC0CE9".enable;        SLV_SlaverPatrolSolitude "Slave Agent" [NPC_:xxC8D7FB] SLV_SolitudeCastleDour "Castle Dour" [CELL:xxD4E28E])
"xxEC0CEA".enable;        SLV_SlaverPatrolSolitude "Slave Agent" [NPC_:xxC8D7FB] SLV_SolitudeCastleDour "Castle Dour" [CELL:xxD4E28E])
"xxEC0CEB".enable;        SLV_SlaverPatrolSolitude "Slave Agent" [NPC_:xxC8D7FB] SLV_SolitudeCastleDour "Castle Dour" [CELL:xxD4E28E])
"xx93E7A2".enable;        SLV_SlaverPatrolWhiterun "Slave Agent" [NPC_:xx93E79F] [CELL:0001A270] (in WhiterunWorld "Whiterun" [WRLD:0001A26F])
"xxCA1C6B".enable;        SLV_SlaverPatrolWhiterun "Slave Agent" [NPC_:xx93E79F] [CELL:0001A270] (in WhiterunWorld "Whiterun" [WRLD:0001A26F])
"xx9AE02E".enable;        SLV_SlaverPatrolWhiterunDog "Slaver Dog" [NPC_:xx9AE02C] [CELL:0001A274] (in WhiterunWorld "Whiterun" [WRLD:0001A26F])
"xxCA1C9A".enable;        SLV_SlaverPatrolWindhelm "Slave Agent" [NPC_:xxCA1C99] [CELL:0001691F] (in WindhelmWorld "Windhelm" [WRLD:0001691D])
"xxCA1C9D".enable;        SLV_SlaverPatrolWindhelm "Slave Agent" [NPC_:xxCA1C99] [CELL:0001691F] (in WindhelmWorld "Windhelm" [WRLD:0001691D])
"xxCA1CA1".enable;        SLV_SlaverPatrolWinterhold "Slave Agent" [NPC_:xx93E7A0] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])
"xxCA1CA2".enable;        SLV_SlaverPatrolWinterhold "Slave Agent" [NPC_:xx93E7A0] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])

 

; Enable the Slaver Guards at city gates

 

"xxF212C6".enable;        SLV_Guard "Slave guard" [NPC_:xxF212C4] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])
"xxF212C7".enable;        SLV_Guard "Slave guard" [NPC_:xxF212C4] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])
"xxF44BA5".enable;        SLV_Guard "Slave guard" [NPC_:xxF212C4] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])
"xxF44BA6".enable;        SLV_Guard "Slave guard" [NPC_:xxF212C4] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])
"xxF44BA7".enable;        SLV_Guard "Slave guard" [NPC_:xxF212C4] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])
"xxF776FF".enable;        SLV_Guard "Slave guard" [NPC_:xxF212C4] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])
"xxF9AED2".enable;        SLV_Guard "Slave guard" [NPC_:xxF212C4] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])
"xxF9AED3".enable;        SLV_Guard "Slave guard" [NPC_:xxF212C4] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])
"xxF9AED4".enable;        SLV_Guard "Slave guard" [NPC_:xxF212C4] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])
"xxF9AED5".enable;        SLV_Guard "Slave guard" [NPC_:xxF212C4] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])
"xxF9AED6".enable;        SLV_Guard "Slave guard" [NPC_:xxF212C4] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])
"xxF9AED7".enable;        SLV_Guard "Slave guard" [NPC_:xxF212C4] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])
"xxF9AED8".enable;        SLV_Guard "Slave guard" [NPC_:xxF212C4] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])
"xxF9AED9".enable;        SLV_Guard "Slave guard" [NPC_:xxF212C4] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])
"xxF9FFE6".enable;        SLV_Guard "Slave guard" [NPC_:xxF212C4] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])


; Experimental: Enable Slaves. These might not have the correct packages to head to the appropriate location.

 

"xx012D48".enable;        SLV_Slave_BanneredMare "Giselle the PuppyCunt" [NPC_:xx00ED5F] WhiterunBanneredMare "The Bannered Mare" [CELL:0001605E])
"xx118589".enable;        SLV_Slave_BeeAndBarbs "Laura the SugarPussy" [NPC_:xx118587] RiftenBeeandBarb "The Bee and Barb" [CELL:00016BDF])
"xx11858E".enable;        SLV_Slave_DeadMansDrink "Caty the Candycunt" [NPC_:xx11858D] FalkreathDeadMansDrink "Dead Man's Drink" [CELL:0003A184])
"xx11858A".enable;        SLV_Slave_SilverBlood "Molly the Cumbunny" [NPC_:xx118588] MarkarthSilverBloodInn "Silver-Blood Inn" [CELL:00016DFE])
"xx11858C".enable;        SLV_Slave_SleepingGiant "Gwen the Kittywhore" [NPC_:xx11858B] RiverwoodSleepingGiantInn "Sleeping Giant Inn" [CELL:000133C6])

 

 

Edited by kaxat
Posted
1 hour ago, kaxat said:

 

When you say "nothing happened" do you not get a notification or anything? @ChandraArgentis Is saying things happened but it was less severe of a punishment than he desired.

No notification. I made sure enforcer is enabled in MCM. My char is Free Woman and several checkboxes for punishments were checked. (enslavement/devices) I literally walked with one of the slave agent for like 10 minutes and nothing.

 

I did uncheck the checkbox with assigning bounty though.

Posted

@DFDark You have a different issue then.

First of all a free woman can wear free women clothing. These are decided by your Outfit Theme. Which you installed at the outset.

Second you need to examine all of your options on the Nudity Law page. All of these affect the nudity law. For example have you enabled the clothing checks? Have you enabled checking the body slot? etc. Look at all options on this page. The defaults should deem her free if you wear free women clothing. But changing the defaults can lead to completely different results.

Something that just occurred to me is I could eventually add a menu to help people understand how their settings apply to the players current clothes. Your settings can easily make her a slave or free. Not a bad idea. But a bit of a stretch goal. Part of me would prefer adding fun new features instead of boring hand-holding features like this. But I acknowledge that the abundance of options can make it a bit confusing. And Outfit Themes add a bunch of hidden options which they select for you. Plenty of room for improvement there.

Posted
2 hours ago, kaxat said:

@ck2modfan You are most welcome.

Using placeatme is not super desirable in most cases. That command is best used for people you are going to kill. Or who are otherwise temporary.

 

Those Slaver Guards are already present in the game but they are not enabled. So you can not see them. When you reach a certain point in the related quest it does the equivalent of call the console command "enable" on them. This is usually how mods and vanilla cause new NPCs to appear. It does not actually spawn a copy of them it just enables an existing one.

Try out the following file if you would not mind. Copy and paste this into a text editor. Do a search and replace swapping out xx with the whatever position Slaverun Reloaded.esp is in your load order. In my case it is 4A so I would Ctrl + R swapping xx for 4A. Once you have updated the IDs save the file. Save it to your game data dir with the .bat extension. Lets call it slcheat.bat. Then Load up your game and type bat slcheat into the console. This will run all of the console commands listed in the file. Which should enable every last Slave agent in Skyrim.

 

  Reveal hidden contents

; Enable the Slaver Agent patrols and their dogs

 

"xxAFCAFD".enable;        SLV_SlaverPatrolDawnstar "Slave Agent" [NPC_:xxAFCAFC] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])
"xxCA1C70".enable;        SLV_SlaverPatrolDawnstar "Slave Agent" [NPC_:xxAFCAFC] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])
"xxAFCAFF".enable;        SLV_SlaverPatrolDawnstarDog "Slaver Dog" [NPC_:xxAFCAFE] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])
"xxAFCAF8".enable;        SLV_SlaverPatrolFalkreath "Slave Agent" [NPC_:xxAFCAF7] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])
"xxCA1C6F".enable;        SLV_SlaverPatrolFalkreath "Slave Agent" [NPC_:xxAFCAF7] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])
"xxAFCAFA".enable;        SLV_SlaverPatrolFalkreathDog "Slaver Dog" [NPC_:xxAFCAF9] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])
"xxCA1C74".enable;        SLV_SlaverPatrolMarkarth "Slave Agent" [NPC_:xxCA1C73] [CELL:00016E02] (in MarkarthWorld "Markarth" [WRLD:00016D71])
"xxCA1C75".enable;        SLV_SlaverPatrolMarkarth "Slave Agent" [NPC_:xxCA1C73] [CELL:00016E02] (in MarkarthWorld "Markarth" [WRLD:00016D71])
"xxCA1C9F".enable;        SLV_SlaverPatrolMorthal "Slave Agent" [NPC_:xxCA1C9E] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])
"xxCA1CA0".enable;        SLV_SlaverPatrolMorthal "Slave Agent" [NPC_:xxCA1C9E] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])
"xxCA1CA4".enable;        SLV_SlaverPatrolRavenRock "Slave Patrol" [NPC_:xxCA1CA3] [CELL:040142EC] (in DLC2SolstheimWorld "Solstheim" [WRLD:04000800])
"xxCA1CA5".enable;        SLV_SlaverPatrolRavenRock "Slave Patrol" [NPC_:xxCA1CA3] [CELL:040142EC] (in DLC2SolstheimWorld "Solstheim" [WRLD:04000800])
"xxCA1C8B".enable;        SLV_SlaverPatrolRiften "Slave Agent" [NPC_:xxCA1C8A] [CELL:00016BE0] (in RiftenWorld "Riften" [WRLD:00016BB4])
"xxCA1C8E".enable;        SLV_SlaverPatrolRiften "Slave Agent" [NPC_:xxCA1C8A] [CELL:00016BE0] (in RiftenWorld "Riften" [WRLD:00016BB4])
"xx93E7A3".enable;        SLV_SlaverPatrolRiverwood "Slave Agent" [NPC_:xx93E7A1] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])
"xxCA1C6C".enable;        SLV_SlaverPatrolRiverwood "Slave Agent" [NPC_:xx93E7A1] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])
"xx9B313E".enable;        SLV_SlaverPatrolRiverwoodDog "Slaver Dog" [NPC_:xx9B313C] [CELL:00009732] (in Tamriel "Skyrim" [WRLD:0000003C])
"xxC8D7FC".enable;        SLV_SlaverPatrolSolitude "Slave Agent" [NPC_:xxC8D7FB] [CELL:00037EE6] (in SolitudeWorld "Solitude" [WRLD:00037EDF])
"xxC8D825".enable;        SLV_SlaverPatrolSolitude "Slave Agent" [NPC_:xxC8D7FB] [CELL:00037EE6] (in SolitudeWorld "Solitude" [WRLD:00037EDF])
"xxEC0CE7".enable;        SLV_SlaverPatrolSolitude "Slave Agent" [NPC_:xxC8D7FB] SLV_SolitudeCastleDour "Castle Dour" [CELL:xxD4E28E])
"xxEC0CE8".enable;        SLV_SlaverPatrolSolitude "Slave Agent" [NPC_:xxC8D7FB] SLV_SolitudeCastleDour "Castle Dour" [CELL:xxD4E28E])
"xxEC0CE9".enable;        SLV_SlaverPatrolSolitude "Slave Agent" [NPC_:xxC8D7FB] SLV_SolitudeCastleDour "Castle Dour" [CELL:xxD4E28E])
"xxEC0CEA".enable;        SLV_SlaverPatrolSolitude "Slave Agent" [NPC_:xxC8D7FB] SLV_SolitudeCastleDour "Castle Dour" [CELL:xxD4E28E])
"xxEC0CEB".enable;        SLV_SlaverPatrolSolitude "Slave Agent" [NPC_:xxC8D7FB] SLV_SolitudeCastleDour "Castle Dour" [CELL:xxD4E28E])
"xx93E7A2".enable;        SLV_SlaverPatrolWhiterun "Slave Agent" [NPC_:xx93E79F] [CELL:0001A270] (in WhiterunWorld "Whiterun" [WRLD:0001A26F])
"xxCA1C6B".enable;        SLV_SlaverPatrolWhiterun "Slave Agent" [NPC_:xx93E79F] [CELL:0001A270] (in WhiterunWorld "Whiterun" [WRLD:0001A26F])
"xx9AE02E".enable;        SLV_SlaverPatrolWhiterunDog "Slaver Dog" [NPC_:xx9AE02C] [CELL:0001A274] (in WhiterunWorld "Whiterun" [WRLD:0001A26F])
"xxCA1C9A".enable;        SLV_SlaverPatrolWindhelm "Slave Agent" [NPC_:xxCA1C99] [CELL:0001691F] (in WindhelmWorld "Windhelm" [WRLD:0001691D])
"xxCA1C9D".enable;        SLV_SlaverPatrolWindhelm "Slave Agent" [NPC_:xxCA1C99] [CELL:0001691F] (in WindhelmWorld "Windhelm" [WRLD:0001691D])
"xxCA1CA1".enable;        SLV_SlaverPatrolWinterhold "Slave Agent" [NPC_:xx93E7A0] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])
"xxCA1CA2".enable;        SLV_SlaverPatrolWinterhold "Slave Agent" [NPC_:xx93E7A0] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])

 

; Enable the Slaver Guards at city gates

 

"xxF212C6".enable;        SLV_Guard "Slave guard" [NPC_:xxF212C4] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])
"xxF212C7".enable;        SLV_Guard "Slave guard" [NPC_:xxF212C4] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])
"xxF44BA5".enable;        SLV_Guard "Slave guard" [NPC_:xxF212C4] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])
"xxF44BA6".enable;        SLV_Guard "Slave guard" [NPC_:xxF212C4] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])
"xxF44BA7".enable;        SLV_Guard "Slave guard" [NPC_:xxF212C4] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])
"xxF776FF".enable;        SLV_Guard "Slave guard" [NPC_:xxF212C4] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])
"xxF9AED2".enable;        SLV_Guard "Slave guard" [NPC_:xxF212C4] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])
"xxF9AED3".enable;        SLV_Guard "Slave guard" [NPC_:xxF212C4] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])
"xxF9AED4".enable;        SLV_Guard "Slave guard" [NPC_:xxF212C4] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])
"xxF9AED5".enable;        SLV_Guard "Slave guard" [NPC_:xxF212C4] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])
"xxF9AED6".enable;        SLV_Guard "Slave guard" [NPC_:xxF212C4] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])
"xxF9AED7".enable;        SLV_Guard "Slave guard" [NPC_:xxF212C4] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])
"xxF9AED8".enable;        SLV_Guard "Slave guard" [NPC_:xxF212C4] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])
"xxF9AED9".enable;        SLV_Guard "Slave guard" [NPC_:xxF212C4] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])
"xxF9FFE6".enable;        SLV_Guard "Slave guard" [NPC_:xxF212C4] [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C])


; Experimental: Enable Slaves. These might not have the correct packages to head to the appropriate location.

 

"xx012D48".enable;        SLV_Slave_BanneredMare "Giselle the PuppyCunt" [NPC_:xx00ED5F] WhiterunBanneredMare "The Bannered Mare" [CELL:0001605E])
"xx118589".enable;        SLV_Slave_BeeAndBarbs "Laura the SugarPussy" [NPC_:xx118587] RiftenBeeandBarb "The Bee and Barb" [CELL:00016BDF])
"xx11858E".enable;        SLV_Slave_DeadMansDrink "Caty the Candycunt" [NPC_:xx11858D] FalkreathDeadMansDrink "Dead Man's Drink" [CELL:0003A184])
"xx11858A".enable;        SLV_Slave_SilverBlood "Molly the Cumbunny" [NPC_:xx118588] MarkarthSilverBloodInn "Silver-Blood Inn" [CELL:00016DFE])
"xx11858C".enable;        SLV_Slave_SleepingGiant "Gwen the Kittywhore" [NPC_:xx11858B] RiverwoodSleepingGiantInn "Sleeping Giant Inn" [CELL:000133C6])

 

 

After a quick test, this worked very well! Brilliant! Will let you know if I find anything that is weird.

Posted
29 minutes ago, kaxat said:

@DFDark You have a different issue then.

First of all a free woman can wear free women clothing. These are decided by your Outfit Theme. Which you installed at the outset.

Second you need to examine all of your options on the Nudity Law page. All of these affect the nudity law. For example have you enabled the clothing checks? Have you enabled checking the body slot? etc. Look at all options on this page. The defaults should deem her free if you wear free women clothing. But changing the defaults can lead to completely different results.

Not all of them, but slot 32 (body) is checked and I was wearing studded leather armor (vanilla). Is that in free woman exception list? (on install i checked the free&strong women something)

 

31 minutes ago, kaxat said:

Something that just occurred to me is I could eventually add a menu to help people understand how their settings apply to the players current clothes. Your settings can easily make her a slave or free. Not a bad idea. But a bit of a stretch goal. Part of me would prefer adding fun new features instead of boring hand-holding features like this. But I acknowledge that the abundance of options can make it a bit confusing. And Outfit Themes add a bunch of hidden options which they select for you. Plenty of room for improvement there.

I don't think overly hand holding features are necessary, just some minor clarity (i.e. descriptions) would do just fine.

 

------------

 

I will check enforcer settings and report back

Posted
8 minutes ago, DFDark said:

...

Ok, so I tested it and still nothing.

 

Here is my MCM setting

In enforcer setting tab is enforcer enabled. (That tab has default settings I believe)

slaverun_mcm.png

Posted
3 hours ago, kaxat said:


@ChandraArgentis The gear equipped on you is dictated by your MCM options. Plenty of choices available including color of device and what devices to equip. I think it is on the Slavery page. I forget. Not a feature I have touched and not one I intend to add features to.

 

I believe this is the offending setting:

image.thumb.png.71545e22adf31727a0f88e4219a4e107.png

 

When I wear clothing, the Enforcer yells at me and when I tell him to get bent, he says that he's going to fuck me - but just puts a single device on me instead.  Like I said, seems rather lenient.

Posted

Ok, new insight.

 

I was wearing some vampire armor (found and equiped outside of Whiterun) and then disenchanted it. Once it got unequiped i got popup notification that I'm not complying with rules.

 

Does the enforcer waits for events to happen before changing "player state"?

Posted (edited)

I remember with the old (original) SRR Enforcer you sometimes had to leave the area (to an area that's free) and then re-enter the enslaved area before the Enforcer notices PC has changed clothes. Otherwise, it'd just complain that the PC wasn't complying with the laws, even if the PC was completely butt-naked.

 

EDIT: I wanna remember this happens when the PC is in an area which Slavery Laws just activated while wearing clothes. 

Edited by Syntonic
Posted

@ChandraArgentis That is not the setting I was referring to. As I said it decides which devices get equipped and which colors they are. You can change that if you are unhappy with it. And I already detailed a possible way to increase the severity if you are keen.

 

@DFDark The enforcer checks the player periodically. Same as everyone else. It will also recheck the player if they are uncompliant and unequip something. I don't recheck them on every unequip event because that would negatively impact performance. Only if they are uncompliant do I recheck.

Posted (edited)

I’m using NFF to manage my companions and I noticed if I enable any outfits for my followers (regardless of what clothing i give them) SL views them as “Free”. I’m playing as a male slaver and using the rich/heavy theme included with the mod so I tested with followers that have default light and heavy armors to make sure SL wasn’t just reading that behind the scenes but even followers who have light armor as their default armor register as free in the MCM. This also happens with custom framework followers. For instance if Vilja is wearing her Urban outfit she won’t be stripped even if she’s wearing clothing that normally would be. there a way around this?  
 

Also, Is there any way the outfit theme could be applied to say, a faction instead of a specific outfit? I’d like to whitelist certain groups of NPCs.

 

Edit: Note- I have the MCM set to not strip free females, treat followers like player is unchecked, and followers are NPCs is checked.

Edited by cbeyond8027
Posted

@cbeyond8027 Only way I can picture that happening is if this mod was unable to determine the person was a follower. Are they currently following you? Or recently dismissed?

When you dismiss a follower they retain any clothes you gave them for a short while. Until you leave the area and the game engine can forget about your temporary changes. At which point they will go back to wearing their outfit. There is no performant way for my script to detect that this change has taken place. So the instant they are dismissed it assumes they are wearing their outfit again.

 

I have to think on this. It might make sense to permanently treat followers differently. If they are part of the PotentialFollower faction they never have their outfits checked. Only current clothes. This would be slightly less performant.

Thanks for sharing your settings. This is one of the few instances where settings would not impact this.
 

Quote

Also, Is there any way the outfit theme could be applied to say, a faction instead of a specific outfit? I’d like to whitelist certain groups of NPCs.


What a grand idea. I had never considered that. I might have to add that feature.

Posted (edited)

Finally back home and I've been playing with this mod. So far, looks pretty interesting, although I've yet to get the outfits thing set up properly. Are adding tattoos as a part of a specific outfit possible, by the way?

 

A minor feature request, if you have the time to do it-- in my own version of the enforcer, I had the enforcer give checked NPCs new display names both if they were free or if they were a slave. IE, "Slut + name" if they were free, or "Slave + name" if they were a slave. I could probably add it in again myself, but my code is hardly the cleanest and I'm sure others might be interested in that as well.

Edited by Lute
Posted

Does anyone have a strong aversion to me requiring powerofthree's Papyrus Extender in a future version? It would allow me to strip out a lot of code. It would also probably make things faster. Definitely make performance more configurable. Where you can dial back how many NPCs get checked each enforcer run. And possibly lead to new features. Such as outfit themes being able to dye an NPC's hair.

Posted

@Lute I appreciate the idea. But that is not something I am keen on adding. In particular I am working towards being able toggle slavery on or off in a city via the MCM. Which means limiting permanent changes to users save files such as altering the display name. Or having to write extra functionality to track those changes and revert them. Kind of a pain.

Posted (edited)

@kaxat Many other mods nowadays require Papyrus Tweaks. If it speeds it up, I think it would be great.

And if people don't want to install it, they can just keep using 0.7 or earlier.

Edited by Syntonic
Posted
4 hours ago, kaxat said:

@Lute I appreciate the idea. But that is not something I am keen on adding. In particular I am working towards being able toggle slavery on or off in a city via the MCM. Which means limiting permanent changes to users save files such as altering the display name. Or having to write extra functionality to track those changes and revert them. Kind of a pain.

 

No problem, I'll just get around to tweaking it myself when I have the time.

 

No objections to Papyrus Extender for sure. Any performance gains are great.

 

 

 

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