Nonseen Posted June 2, 2023 Author Posted June 2, 2023 8 hours ago, Will55 said: To be perfectly honest, I only need the ability to "dump" slaves into cleared mines in order to reduce the load on both PAHE and HSH, which was the original intent of the mod. Your division of the mod to this, its basic foundation makiing the extra addons optional is an excellent concept as I am quite happy to just use the basic part as anything else while probably quite interesting and useful is unnecessary in a game run i very happy to see my way of thinking make others happy AS mod user i too not like if i want use Function X i get YGHFT with the mod provide that exact X functionality. 8 hours ago, Will55 said: What I must know is whether the foundation core: "WorkingSlaves" is going to undergo frequent changes necessitating updating as its dependent options may well insist upon. That does worry me. Me too. I mean the core is propbably 99% complite and final. My original intent is 1 week ago to just add remaining 10+ workplace quest this way from 600 i update 900 the avible slave storage maximum ( if you use classic workplaces this number 960 ) During testing i relised i need add a new function: detect slaves in the current cell. This come as new quest probably started from workplace menu, i thinking adding new spell as other option to start/stop it, So user not need dig into a menu all the time wishes to use. One final tuch is changing how working slaves behave: now after orderign a slave show inventory they exit the dialoge mode. Enchanted the function of adding non pahe slaves to workplace. Like a enemy npc that wandered inside your wokrplace. you can add to your workplace. the R4 version the npc remain hostile toward the player and tigger combat allert, this fixed in the R5 version. So new tactic viable: clear the location, make a new workplace then add all survivng occupant to your workplace as slaves. ( steath gameplay and illusionist gameplay OP ) This 4 final planned change i made that effect the end user. Other minior changes made the API but its only script change. Best of my knowlage the current avible downloadable version of WorkingSlaves.Esp contain no bugs or issues that need fixed. if i mistaken pls let me know! The moment i need run a test on the WorkingSlaves.esp R5 version reason for this: As ESL flagged file i need always "reconvert" to ESL size. Last time i done this all Addon started report errors i need check out old save files going to work or not with R5 before realise. 1 hour ago, Meladiator said: Going to have to agree here. Been playing with R-17 version of the mod, and its great, but please, complete the base file so that I don't have to worry about updating and breaking my game. I see a lot of cool new stuff and I wanna play it but... I also want the base of the mod to be done before I do. I know how modding can be, I do that sort of thing in private myself, so I have nothing but respect. But the lack of silence when it comes to the updates is killing me. The core probably after the R5 realise version not going to recive any major change unless players discover something big nasty bug. Difference betwen R4 (curently avible here) and R5 (the version i working) from modder perspecitve: few new API option implemented to make life more easy. If you have idea what shuld be added the API other than fallowing functionalitys pls let me know i try to add the existing ones before realise! Current API functions: -Add slave workplace -Remove slave from workplace -Make new workplace -Remove a workplace (basicly stop a workpalce to act as workplace) -Find out passed reference(actor/object)/location in/contain a workplace Here is the curent plans, expected time points: This week complited/done ( 2023-06-04 deadline): -Test Working Slaves .esp out safe to update from R4 to R5 -Test out from gameplay and disign aproach good to add spell for detect working slaves or not -Quest modul Random Event generator test, devlopment -Realise Quest Modul Test version -Realise WorkingSlaves.esp-R5 --after testing -Realise SexModul new version ( very minimal fixes) next 3 weeks: ( 2023-06-25 deadline): -Fix WorkingSlaves.esp - if needed -Finish 2 th quest of the quest modul -Finish 3th quest of the quest modul -Add new random events to Quest Modul -Realise final version of the quest modul -Fix the final version of quest modul if need be Planned from 2023-06-25 onward focus on Slavers Of Skyrim mod i working on. TLDR: WorkingSlaves.esp-R5 planned the final realise if no new bug found. This goign to re named: WorkingSlaves V2.1 (R5) 2 hours ago, Meladiator said: I know how modding can be, I do that sort of thing in private myself, This is the first time i hear some one using my mod to make own mod. To me this is how it s called... a very big praise ( i hope i use correct word ) if you think your mod worthi to shared for others fel free to upload here( i mean lovers lab ) i happy to add a link on the downlaod page to your creation just let me know. where to point the link. 1
Will55 Posted June 3, 2023 Posted June 3, 2023 (edited) Thank you for that detailed and honest reply. Being a slaver, like being a pimp, is a vampiric PITA as it sucks the life out of game time. I see both as ancillary mechanisms to make the game more realistic but not to the level where they take over the game as they almost always do. The real value of your mod is in its ability to proved a conduit for my char to rid my her of the uglies, bandits, forsworn and lesser NMs and vampires, so that she can need keep only the unique and the arch/master/nightlord NPCs plus some "lovelies" to use in the homes. Edited June 3, 2023 by Will55 1
Nonseen Posted June 3, 2023 Author Posted June 3, 2023 2 hours ago, Will55 said: Thank you for that detailed and honest reply. You welcome Here some additional news: During investigating issues with the files i discovered the fallwoing happened: I dont know why but Creation kit dicided to shift tons of existing things formID Propbably becuse this way all the things fitt inside a ESL Form ID space. I never seen this before. Before this i belived safeto realise ESL flagged esp files. and existing forms not get re-aranged by ck as new things get added to the esp file. Why this is all of this things important? Well... this means probably break the old save files that made for R4 version of WorkingSlaves 2.0 i hate to say this but if one wish to update has 3 options: A-take the risk and update B-Start new game C-not update Ehh i not like it but what it is what it is. Next time if i sure the non scripting part of the mod okay and final. i make it full before realise. Scripts can be updated more freely any way. Side note: this means to me i needed re save and package all the addon files to. Basicly all files depended on WorkingSlaves.esp need to be re arranged. Other news, this time good ones: -Finished packaging all the files -Soon start finalizing the Quest Modul TEST realise version. ( this version test becuse not complite! i assume this version stable as any part of my mod, just unfinished and not esl flagged. ) and fianl bead news: -as long as i keep going foawrd making this module new and new ideas come out of my mind.... so finishig making this module probably going to take lot more time and effort i predicted first. 1
Will55 Posted June 3, 2023 Posted June 3, 2023 That took some courage to post. Not often I see that much honesty from a Modder about their own "baby" Best of luck with it all and do not hurry. 1
Nonseen Posted June 3, 2023 Author Posted June 3, 2023 7 hours ago, Will55 said: That took some courage to post. Not often I see that much honesty from a Modder about their own "baby" Best of luck with it all and do not hurry. i think as i make a mod i resposible to keep users save file in one peace. if i make a mod that ruin users save files and not attempt to fix it or warn the users about the potential danger may i ruin some one 100 hour or more long save game. if this happen to me i not let say happy about it. i try 100% honest with all of you. my comunication skills not perfect sadly. so i may make mistakes tiem to time.
Nonseen Posted June 3, 2023 Author Posted June 3, 2023 About the new versions: V2.1 Working Slaves AIO cover all addons and mods. only the test versions and mod versions not part of it. Quest Modul fall the test version category as incomplite the moment. plus esp format not made esl yet. reason for this i non stop adding/removing records from it i convert to ESL flagged as i see form is final. i plan realise the final form ESL and non ESL flagged version. so if one has tested the intermidiet versions and wish to play the story to it fullest this option remain open. i hope i can finish in this month the quest modul. remains to be seen. guide for users and modders to quest module come latter as i finished it. this quest module looks deciving one can finish the curent form very quickly... but be aware the clues around the place where the quest play out... and some suprises wayt you time to time... its happen i added a "semmi" randomizer to the system.., that time to time make new events to happen... and pls mind your actions some of has... let say unforseen ... consiquences. something like evry action has a effect and push back from the word... or something similar... ( inicent look around... )
Nonseen Posted June 9, 2023 Author Posted June 9, 2023 News and plans: After thinking about a lot how i do things. i made a dicision to stop devloping the quest mod after the 2th quest complited, plus few events. Fore reason that some of you explained: the wokring slaves mod primary focus is the slave storage, not quest lines, and other things. secund reason: as i startedp lan out how and what need to do make it complite i neded up 9 quest. if one quest make 3-4 day to make this is to lot time, especialy for a mod that quests are totaly optional and side things. propbably very few of the user wish to play out. Third reason for this dicision: i have Slavers of Skyrim mod that curently on hold and planned the devlopment of this mod continue from 5th mont of this year. For this reasons as soon as i finish testing the Quest module i realise with 2 quest complited the planed original 3. and with 3 possible event that may or may happen. making this addon is a great learning experience
DocClox Posted June 9, 2023 Posted June 9, 2023 I think it's a good decision. The mod does what I need it to do, and apart from the slaves' tendency to get dressed again (which is a hard problem to solve) there's nothing it really lacks. It's a good place to park development, imo.
Nonseen Posted June 10, 2023 Author Posted June 10, 2023 New AIO version realised with the new quest module that i consider at the moment final. With this for time being i consider working slaves complite and finished. until players report some bug or ceitical future that need to be added. Agin thank evry one who give feed back, ideas, linked sites, added ideas! Without your help this mod look lot different that looks right now. Now i continue working on a other mod of my, this one slavery realeted to. Basicly i try to amke a slavery simulator like mod. that probably useful for pahe/dom users too. 1
trgdolors Posted June 13, 2023 Posted June 13, 2023 Hi, I am a little confused about what version to download. Currently, the most recent A-I-O file in Downloads is WorkingSlaves-AIO-V2_1_1_R2.zip. There is also a file named WorkingSlaves-AddonQuestModul-R1-ESL.zip. The title of the mod page is NS Working Slaves SSE V2.1.1-Realise 6. At the bottom of the page there is a reference to Update to V2.1.1-R5. To test this mod, what should we download? I apologize because I have not been following the development of your mod. 1
Nonseen Posted June 13, 2023 Author Posted June 13, 2023 3 hours ago, trgdolors said: Hi, I am a little confused about what version to download. Currently, the most recent A-I-O file in Downloads is WorkingSlaves-AIO-V2_1_1_R2.zip. There is also a file named WorkingSlaves-AddonQuestModul-R1-ESL.zip. The title of the mod page is NS Working Slaves SSE V2.1.1-Realise 6. At the bottom of the page there is a reference to Update to V2.1.1-R5. To test this mod, what should we download? I apologize because I have not been following the development of your mod. thank you for letting me know i made a few naming mistake. i soon going to fix it! if you wish try out the latest version you need: WorkingSlaves-AIO-V2_1_1_R2.zip if you not tried it before this is the full version with all of it optional futures. if you using only pahe, or pahe with dom and only wish store slaves. You need this: WorkingSlaves-R5.zip this one contain the core files without any extras that others may find not so usefull. if you intrested trying out only the quest modul: WorkingSlaves-R5.zip WorkingSlaves-AddonQuestModul-R1-ESL.zip Basicly what i done: i breaked the modul into parts becuse not evry one wish use in the fullest. Evry part has own version number so users who intrested only few parts can keep track what version is on their game. Quest modul during testing phase realised as normal esp file. latter get converted to ESL flagged ESP. Hence this strange file name. to indacate users do not owerite this downloaded file the old one.
trgdolors Posted June 13, 2023 Posted June 13, 2023 I tried test installing WorkingSlaves-AIO-V2_1_1_R2.zip. MO2 gave me a missing masters error. WorkingSlaves-FastSlaveTransferAddon.esp needs DoM, which I don't have. Is DoM a requirement? I don't see a download named WorkingSlaves-R5.zip. There are some that have a similar name, though.
Nonseen Posted June 14, 2023 Author Posted June 14, 2023 6 hours ago, trgdolors said: I don't see a download named WorkingSlaves-R5.zip. There are some that have a similar name, though. my bead you right this one is the correct one: WorkingSlaves-V2_1-R5.zip 6 hours ago, trgdolors said: I tried test installing WorkingSlaves-AIO-V2_1_1_R2.zip. MO2 gave me a missing masters error. WorkingSlaves-FastSlaveTransferAddon.esp needs DoM, which I don't have. Is DoM a requirement? this one is a optional addon make a bit faster the slave transfer beatwen Working Slaves and DoM , pahe. DoM is requirement for this exact esp, but not for the mod. But if you wish use all possible functions of my mod you going to need download DoM as well.
Will55 Posted June 30, 2023 Posted June 30, 2023 A couple of rather obvious questions here. I ask, as I have a good system now running WRT PAHE/HSH ( no DOM yet) and as I just installed WS I need to know the exact details. And yes! I did look at the F manual but I could find no certainty there. 1) Do WS slaves have to be 100 sub before use in the mines? 2) If not, then do they have to be restrained within the mines? ( yes I know: how do they work? The same way that they do sex..disregard restraint for the time being) 3) Does working in the mine have any effect upon respect and the other innate slave skills? 4) would simply storing restrained "fuglies" in the mine until 100 sub/pose be sensible then allowing them to work at 100sub (with or without restraints)? 1
Nonseen Posted June 30, 2023 Author Posted June 30, 2023 (edited) 3 hours ago, Will55 said: A couple of rather obvious questions here. I ask, as I have a good system now running WRT PAHE/HSH ( no DOM yet) and as I just installed WS I need to know the exact details. And yes! I did look at the F manual but I could find no certainty there. 1) Do WS slaves have to be 100 sub before use in the mines? 2) If not, then do they have to be restrained within the mines? ( yes I know: how do they work? The same way that they do sex..disregard restraint for the time being) 3) Does working in the mine have any effect upon respect and the other innate slave skills? 4) would simply storing restrained "fuglies" in the mine until 100 sub/pose be sensible then allowing them to work at 100sub (with or without restraints)? "The F manual" outated after version 2.0 realised, in general the user functions mostly the same in 2.0 Fallowing answers true both pre 2.0 and after 2.0 version: 1 - No, any subbmision level accepted to work any workplace 2 - No, no restrain needed. i not check the stored slave status is restrained or not. Stored slaves has 0% chance to escape 3 - WS not change any of the statistic the original slave, only add a new faction and few packages to the time the slave get stored. Only one thing made semmi permanent: adding a faction to slaves in WS 2.0 + to mark them working slave this used to identifie slaves that added to storage, but storage stoped working becuse system restarted. This case the system detect the slaves that this identifier on them ad aoutmaticly add back to storage, if slaves present the same location where you make a new workplace. 4-as any slave can be stored no need. Added bonus: in 2.0 you can store not only Slaves but any npc! why this important? let say you kill all the boss in a bandit camp, then make a new workplace here, then you can add all enemys that in location to the storage. So this way all of them start working for you as any slave. Side effect if for any reason sad enemys get freed they turn aginst you as all they original statistic and status got restored. i thinking adding some of this information to user guide to make things more easy for all users. Edited June 30, 2023 by Nonseen 1
Will55 Posted June 30, 2023 Posted June 30, 2023 Thank you for the quick reply. I have 2 new sites: Hammerfell which initiated WS although I have not yet been back to check it, and the old reliable :Embershard. I placed 4 slaves in Embershard: all witches. 2 were DW (deadly wenches) the other 2 were not. All were 100 sub/pose. None had any respect and the SLEN was +4 for one and -4 for the other 3. I removed the restraints for all 4. The two non DWs just stood around until I cast the WS spell upon them where they then set to work immediately after the spell was cast. The 2 DWs, as soon as restraints were removed, just up and immediately walked out of the mine (one reached Helgen). I wanted to see if a 100 sub slave would just walk off and both did so. I had not cast the WS spell on them deliberately. I TP'd them both back and restrained them. Then I cast the spell upon both but realized I had not removed restraints first. So, I cast the spell again and removed restraints, then cast the spell again on both to make them now unrestrained WS slaves. Again they just "took off" and headed for the door. So, thoroughly annoyed by now, I TP's them both back, placed them both back in PAHE via the spell and restrained them. They are now both restrained and in WS. OOC I cast "irresistible attraction on both and as expected it worked despite the "restraints" So IMHO both of these *itches can work restrained. BTW I not only placed 6 iron ore in the sample box but 5 rough gems OOC to see if they would produce them as well....no idea what to expect. it has been enlightening to say the least I still think that I will make 100 sub/pose the entry requirement for the miners in my game as I just do not feel safe allowing 0/0 slaves to willingly work for me. 1
DonQuiWho Posted June 30, 2023 Posted June 30, 2023 24 minutes ago, Will55 said: Thank you for the quick reply. I have 2 new sites: Hammerfell which initiated WS although I have not yet been back to check it, and the old reliable :Embershard. I placed 4 slaves in Embershard: all witches. 2 were DW (deadly wenches) the other 2 were not. All were 100 sub/pose. None had any respect and the SLEN was +4 for one and -4 for the other 3. I removed the restraints for all 4. The two non DWs just stood around until I cast the WS spell upon them where they then set to work immediately after the spell was cast. The 2 DWs, as soon as restraints were removed, just up and immediately walked out of the mine (one reached Helgen). I wanted to see if a 100 sub slave would just walk off and both did so. I had not cast the WS spell on them deliberately. I TP'd them both back and restrained them. Then I cast the spell upon both but realized I had not removed restraints first. So, I cast the spell again and removed restraints, then cast the spell again on both to make them now unrestrained WS slaves. Again they just "took off" and headed for the door. So, thoroughly annoyed by now, I TP's them both back, placed them both back in PAHE via the spell and restrained them. They are now both restrained and in WS. OOC I cast "irresistible attraction on both and as expected it worked despite the "restraints" So IMHO both of these *itches can work restrained. BTW I not only placed 6 iron ore in the sample box but 5 rough gems OOC to see if they would produce them as well....no idea what to expect. it has been enlightening to say the least I still think that I will make 100 sub/pose the entry requirement for the miners in my game as I just do not feel safe allowing 0/0 slaves to willingly work for me. FWIW, I went to Bilegulch as part of the Falkreath Jarl quest and thought I'd see if I could get slaves working in the mine there once I'd cleared it I also use the mod below, and as the captives don't really do much once freed, I enslaved them and set them to work straight away, no training whatever - think I just put a DD collar on them asm IIRC. that works same as the PAHE enchanted ones. They went to work fine. Last I looked they are still happily digging away Hope that helps DQW 2
Will55 Posted June 30, 2023 Posted June 30, 2023 I tried that mod when it was first released and you are correct, it could be very good in the WS context. However in those days I always freed them but could never get rid of them and they always hung around like lovesick schoolgirls. It might have been bearable had they all been attractive but some of them OMG! I once woke up with 2 of them in my bed....Oh Dear! I failed to add that the DWs I have as slaves above are extremely high level (IIRC one has >>2000 HPs) and they came from Orphan Rock which I finally got around to clearing. Seeing as it was nearby and "home" perhaps that was the reason why they absconded. DWs tend to always be a handful and not quite your average Beth NPC. 1
Nonseen Posted June 30, 2023 Author Posted June 30, 2023 4 hours ago, Will55 said: So, I cast the spell again and removed restraints, then cast the spell again on both to make them now unrestrained WS slaves. Again they just "took off" and headed for the door. So, thoroughly annoyed by now, I TP's them both back, placed them both back in PAHE via the spell and restrained them. Intresting. Possible reason for this strange behavior is this: my slavery "mini" system work based on the fact if a actor become "reference alias" for a quest the reference alias can be used force the target actor ceartin behavior. Sad behavior owerite the exisiting behaivors. i dont know why this happened in your case the oweriting not worked. 4 hours ago, Will55 said: BTW I not only placed 6 iron ore in the sample box but 5 rough gems OOC to see if they would produce them as well....no idea what to expect. its depend, how many slaves you work here. ower time they going to produce you gems and iron ore. ( if i not made fatal mistake in the scripting ) 1
Will55 Posted June 30, 2023 Posted June 30, 2023 1 hour ago, Nonseen said: Intresting. Possible reason for this strange behavior is this: my slavery "mini" system work based on the fact if a actor become "reference alias" for a quest the reference alias can be used force the target actor ceartin behavior. Sad behavior owerite the exisiting behaivors. i dont know why this happened in your case the oweriting not worked. its depend, how many slaves you work here. ower time they going to produce you gems and iron ore. ( if i not made fatal mistake in the scripting ) It isn't anything major IMO just strange. If they produce restrained then I do not care...(ball and chain dragged around was par in medieval and before times). They came directly from the Bondage house and were in PAHE...perhaps they saw that house as home....I know I had that problem in HSH as the house deos not exist inm Tamriel space. I captured 4 witches at Orphan rock and they were two sets of twins (identical base id). I placed one of each and will dump in their sisters next time I am near the mine. My game is always "strange". I have restrained slaves sliding around on their knees to escape dog rapists and placing barriers in doorways to prevent exit has little effect. I must applaud the ingenuity of these female slaves...they never fail to amaze me...one NightLord vampire has supplied me with enough Coldharbour dragonscale gear to do 10 game runs ( I keep pickpocketing it all every time she "finds " it and wears it).... It seems a pity to stop her doing it and she IS gorgeous for a vampire. Part of the attraction of a heavily mod'd game is overcoming the omnipresent hurdles. 1
Nonseen Posted July 1, 2023 Author Posted July 1, 2023 8 hours ago, Will55 said: If they produce restrained then I do not care...(ball and chain dragged around was par in medieval and before times). as long as a npc assigned any workplace as working slave the system consider its working here and do production. My mod not do any checks the slave position inside the location or its status. Only oone thing checked: slave need to be alive and not killed. No more checks. This done to save system resources for other mods. 9 hours ago, Will55 said: They came directly from the Bondage house and were in PAHE...perhaps they saw that house as home....I know I had that problem in HSH as the house deos not exist inm Tamriel space. I captured 4 witches at Orphan rock and they were two sets of twins (identical base id). I placed one of each and will dump in their sisters next time I am near the mine. My game is always "strange". I have restrained slaves sliding around on their knees to escape dog rapists and placing barriers in doorways to prevent exit has little effect. I must applaud the ingenuity of these female slaves...they never fail to amaze me...one NightLord vampire has supplied me with enough Coldharbour dragonscale gear to do 10 game runs ( I keep pickpocketing it all every time she "finds " it and wears it).... It seems a pity to stop her doing it and she IS gorgeous for a vampire. Part of the attraction of a heavily mod'd game is overcoming the omnipresent hurdles. make me smile read storys like this 1
Will55 Posted July 1, 2023 Posted July 1, 2023 (edited) It is not a WS problem: I captured 4 archmages in Nightcaller Temple (1 Pyro, 1 Electro and 2 Cryo). All were in the Bondage House then 3 transferred to LVM cellar in a locked room. within the locked cell. Today I checked and 2 were missing...both were at NightCaller temple (quest obviously finished there). I TP'd the Cryo back and she was still restrained but slid across the floor then up the ladder to the (now unlocked) trapdoor and was already in Tamriel when I quickly TP'd her back and I had to paralyze her (spell) to re-enslave her. The other, also restrained upon TPing back made no escape attempt. This is NOT new and has happened in previous runs but CliftonJD and I thought that it was solved. This time they seem to have some great need to "go home" and I am wondering about MHIYH's role here. It ONLY seems to happen to slaves moved out of the Bondage House and all with 100 sub/pose. So, NS you can now relax Addendum: As I was typing the above my char was in LVM talking to Rayya and the two "criminal" escapee slaves just walked (the arch cryomancer) or slid on her knees (the other one) past me on their way to the door and I had to paralyze both to stop them. When slaves behave like this I either sell them or just "remove" them..it is rare but it does happen. This time I decided to reclone them via PAHE and now they are behaving..but for how long? However I doubt that is the solution so I will untick MHIYH and if I can load the save , save it, clean it, then retick MHIYH and see if that breaks the cycle. Ohh! What *&%%ing fun! Thinking about it all, MHIYH should not have anything to do with this problem. From my experience, slaves taken in NightCaller temple usually behave, but I cannot remember if I ever actually caught one alive there as normally I find them already dead and I simply Rez and enslave them. Usually it is so hectic there that taking prisoners can be lethal and so this is the usual way as finding arch cryo/pyro/electro mages is quite uncommon from my experience.. BUT this time I was surprised to catch two alive and these are the ones causing trouble. If so, then they still see the temple as "home" so recloning should fix this in theory. WRT the witch slaves (2 in the mine) they were all caught alive and so recloning should, in theory, solve that also . I will see. Edited July 1, 2023 by Will55
Nonseen Posted July 1, 2023 Author Posted July 1, 2023 6 hours ago, Will55 said: So, NS you can now relax Some times a scripted npc act strangly based on my experience. for testing one time i made a npc resurect if any one pick up any item from the npc. The resurect script that kicked in not only give back tha npc full heath but all the items. its all and well.... but some times the npc after dead started moving around. XD intresting experience i expect this is the side effect if to many script attached one npc or character base. hoenstly i rarly add scripts to npcs, so not mutch expereince in my side what the possible side effects.
Will55 Posted July 3, 2023 Posted July 3, 2023 (edited) Update: so far the recloning seems to have worked on the "difficult" slaves and, itall seems to be working although I find it difficult to constantly hear what they think of my char, missing the point that she is the ONLY reason that they are still alive, However, I am finding it hard to keep track of who is where and how many are there. MCMs take some work I do realize but even just the number of slaves in each mine would be helpful. I know that I have a nerve in saying that but I had to say it as I like to know if they do disappear. Addendum: is Northwind Ebony Mine also okay here? I cleared it of draugr ages ago and it vis still labelled as "cleared" but from my Beth experience that can mean nothing. Now, that mine would be useful! Edited July 3, 2023 by Will55 1
Nonseen Posted July 4, 2023 Author Posted July 4, 2023 On 7/3/2023 at 7:08 PM, Will55 said: Addendum: is Northwind Ebony Mine also okay here? I cleared it of draugr ages ago and it vis still labelled as "cleared" but from my Beth experience that can mean nothing. Now, that mine would be useful! i good news for you any cell/place that has location assigned to it can be used as workplace. if you wish brake your game you can make middile of whiterun a workplace, but i suggest dont do that. may breake your game! the WS 2.0+ versions make this possible, if a location can be cleared of corse need to be cleared first and in the moment you try make new workplace here need to be cleared the moment. On 7/3/2023 at 7:08 PM, Will55 said: MCMs take some work I do realize but even just the number of slaves in each mine would be helpful. I know that I have a nerve in saying that but I had to say it as I like to know if they do disappear. if my memory serves me coret i added a function to display curent active slave number to the menu system. this shuld be found in wokrplace menu, inromation submenu. this give you information the curent local workplace where you staying in the moment you opened the menu. if this future missing pls let me know and i add to it. hmmm thinking of ... i might need ad a new menu option that make possible from a far check out all of your workplace. what you think this is useful? i menu page where one by one all active workplace of yours can be seen with 2 buttom that allow to switch to the next or provius workplace. 1
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