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Posted

1) In this latest AIO version (WorkingSlaves-AIO-V2_1_3_R5A), there is no WorkingSlaves-QuestModulAddon.bsa. Earlier version WorkingSlaves-AIO-V2_1_2_R3 did have that .bsa file. Is that on purpose?

 

2) Is it safe to update from WorkingSlaves-AIO-V2_1_2_R3 to WorkingSlaves-AIO-V2_1_3_R5A on the same save?

 

Thanks!

Posted
4 hours ago, trgdolors said:

1) In this latest AIO version (WorkingSlaves-AIO-V2_1_3_R5A), there is no WorkingSlaves-QuestModulAddon.bsa. Earlier version WorkingSlaves-AIO-V2_1_2_R3 did have that .bsa file. Is that on purpose?

no it is a critical error of my... i upload new a corected version thx for reporting in!

 

4 hours ago, trgdolors said:

2) Is it safe to update from WorkingSlaves-AIO-V2_1_2_R3 to WorkingSlaves-AIO-V2_1_3_R5A on the same save?

best of my knowlage yes safe

only inside changes happened mostly. the quest modul get changed a bit.

 

Posted
1 hour ago, mikesolo1975 said:

thanks for the amazing work

it's work with AE  version ?

thanks for any help and advice

:)

 

Good question i 100% honest:

 

Dont know 100%. in theory best of my knowlage expected to work without any truble here is a reason why:

-i use only one place SKSE scripts: the Sex modul and PAHE, DOM interafe part to detect these mods installed or not.

this SKSE function i use propably one of the basic ones that shuld work backward as foward versions.

 

i done this on porpuse to improve compatiblity.

my mod alone not use other external things, only skyrim papyrus and assets. ( i mean the core file: workingSlaves.esp, the addons is a diferent thing some of them relay on sexlab or pahe and its requirments, )

 

my best estiamte is this:

if PAHE and or DoM work under AE this mod expected to work to. :)

 

this one probably if back ported to LE or oldrim expected to work too. ( if old version of skyrim use same papyrus functions as avible time of writing )

Posted
2 hours ago, Nonseen said:

:)

 

Good question i 100% honest:

 

Dont know 100%. in theory best of my knowlage expected to work without any truble here is a reason why:

-i use only one place SKSE scripts: the Sex modul and PAHE, DOM interafe part to detect these mods installed or not.

this SKSE function i use propably one of the basic ones that shuld work backward as foward versions.

 

i done this on porpuse to improve compatiblity.

my mod alone not use other external things, only skyrim papyrus and assets. ( i mean the core file: workingSlaves.esp, the addons is a diferent thing some of them relay on sexlab or pahe and its requirments, )

 

my best estiamte is this:

if PAHE and or DoM work under AE this mod expected to work to. :)

 

this one probably if back ported to LE or oldrim expected to work too. ( if old version of skyrim use same papyrus functions as avible time of writing )

thanks for the quick reply

ok i go test it tomorrow

thanks again for the amazing work

Posted
7 hours ago, mikesolo1975 said:

thanks for the quick reply

ok i go test it tomorrow

thanks again for the amazing work

:) :) :)

 

happy to help.

if you sure its work witout any progrem i change the mod description to let others know.

Posted (edited)
7 hours ago, Nonseen said:

:) :) :)

 

happy to help.

if you sure its work witout any progrem i change the mod description to let others know.

ok i go test it this week today or tomorrow

i dont use diary of mine it's safe deactivated the options for diary of mine ( WorkingSlaves - Addon Fast Slave Transfer)

this mod as a MCM menu ?

thanks again for the amazing work

Edited by mikesolo1975
Posted (edited)
4 hours ago, mikesolo1975 said:

ok i go test it this week today or tomorrow

i dont use diary of mine it's safe deactivated the options for diary of mine ( WorkingSlaves - Addon Fast Slave Transfer)

totaly safe :)

 

to use basic functions you only need: "WorkingSlaves.esp" nothing more.

All other files 100% optional! You can use them in any combination or not at all.

 

in descrepition i writen down what file do what.

4 hours ago, mikesolo1975 said:

this mod as a MCM menu ?

to improve compatibility with evrything no not exactly mcm menu. i made my own menu like system. so not realying SkyUI this way more compatible other things.

you need a item named: "ws acces playe rmenu" item. simply activate it as in your inventory and this one open up the menu.

to get this one you can make new one any tamming rack or fnd any production chest.

 

for more information about how to acces menu, how to use the menu it self i think best if you look for the user manual. this one can be found in the discription page.

 

the user manual contain all the information about the mod.

probably you get faster answers if check this one out then waiting me answer here. Sometimes i very slow :(

 

Edit:

if not pls let me know and i going to update it :)

Edited by Nonseen
Posted (edited)
51 minutes ago, Nonseen said:

totaly safe :)

 

to use basic functions you only need: "WorkingSlaves.esp" nothing more.

All other files 100% optional! You can use them in any combination or not at all.

 

in descrepition i writen down what file do what.

to improve compatibility with evrything no not exactly mcm menu. i made my own menu like system. so not realying SkyUI this way more compatible other things.

you need a item named: "ws acces playe rmenu" item. simply activate it as in your inventory and this one open up the menu.

to get this one you can make new one any tamming rack or fnd any production chest.

 

for more information about how to acces menu, how to use the menu it self i think best if you look for the user manual. this one can be found in the discription page.

 

the user manual contain all the information about the mod.

probably you get faster answers if check this one out then waiting me answer here. Sometimes i very slow :(

 

Edit:

if not pls let me know and i going to update it :)

ok ?

thanks again for the amazing work and support  ?

Edited by mikesolo1975
Posted

hey does anyone know how long it takes two slaves to make an item? i have waited a while and they didn’t make anything but the house mod from filthy heritage (the white run one) has a sample chest with lots of flawless gems in it and there was nothing in the production chest.

Posted
8 hours ago, natybs said:

hey does anyone know how long it takes two slaves to make an item? i have waited a while and they didn’t make anything but the house mod from filthy heritage (the white run one) has a sample chest with lots of flawless gems in it and there was nothing in the production chest.

if nothing changed by default settings 1 in game week the production time of the slaves.

but this not garante you recve any end product. :) Reason this: slaves procue the value , if produced value < item value no production done, instead value added the reserved value.

 

this one used in the next production run.

added complexity: more diferent type of item on the sample chest more divided the production value.

 

if only 1 type of item here only 1 type attemtped to produced

if you add 3 type of item the production value divaded by 3. as slaves attempt produce 3 different things at the same time.

 

if my memory serve me well the production mechanics in detail written down the user documentation, if not let me know i will fix it.

Posted
4 hours ago, Nonseen said:

if nothing changed by default settings 1 in game week the production time of the slaves.

but this not garante you recve any end product. :) Reason this: slaves procue the value , if produced value < item value no production done, instead value added the reserved value.

 

this one used in the next production run.

added complexity: more diferent type of item on the sample chest more divided the production value.

 

if only 1 type of item here only 1 type attemtped to produced

if you add 3 type of item the production value divaded by 3. as slaves attempt produce 3 different things at the same time.

 

if my memory serve me well the production mechanics in detail written down the user documentation, if not let me know i will fix it.

Does having more slaves make them produce more value each week? I noticed they made a steel dagger so they are makeing something. Also does the stats of the slave in pah (like submission, sex etc) do anything?

And how do I have an orgie with the slaves I do have the sem addon enabled but can't figure out how to do that. 

Posted
19 hours ago, natybs said:

Does having more slaves make them produce more value each week?

yep, it is correct.

 

here how its work:

evry slave has a production value assigned to it

Slave number X assigned production value = current production value ( for the current production run )

 

if you intrested the exact mechanics i suggest check the user manual that can be found on the discription page. old items i packed inside the download but seems few user look exactly what downloaded so newer versions not get packed.

 

19 hours ago, natybs said:

Also does the stats of the slave in pah (like submission, sex etc) do anything?

nope.

Reason for this: Pahe is not a hard requirement for this mod to function, plus checking this things take resources and computing power. This mod need to be light waight as possible. I seen duringdevlopment not important to implement pahe slave status as effect o how well sad slave produce.

 

if lot of user request i can make in a far future a addon that change how the script work and make use pahe stats for production calculation.

or other moders can do it its realtive easy.

 

19 hours ago, natybs said:

And how do I have an orgie with the slaves I do have the sem addon enabled but can't figure out how to do that. 

:) the important things :) :) :)

 

Well first make sure you meet the requirments: Sex Lab OR Toys need to be installed.

Need to be instaled and active the working slave sex addon to!

 

if this too requirement meet you good, just need to go player menu, addons, chose sex addon, setup the local settings your liking or use the default settings, and ask the menu system give you the orgie spell!

this spell tigger the orgie event. :)

i suggest use it your workplace so inprove a lot the local production rate As orgie give production bonus for 1 production run.

 

If you wish to see a REAL big action i strongly suggest only use sex lab as sexlab proven more effective to handle lot of actor in quick way.

Inm y test some times Toys not started animate.... maybe i need install next time more animation :)

 

Any way all of this things writen down in the user manual, if not let me know and i add it.

PRopbably that way you get your answers lot quicker and might find out lot of other futures :)

 

  • 2 months later...
Posted (edited)

For those disappointed with the post Boethiah Knifepoint mine. the cave in blocking off access to 90% of the mine can be removed via an LE mod that not only works in SE but can be ESL'd. It is SLE mod 74340..."Clear Cave-In in Knifepoint Mine". This makes it a useful NSW mine..

 

https://www.nexusmods.com/skyrim/mods/74340

 

BTW I still find the comments made by miners very offensive as historically miner slaves were NEVER like that being the lowest of the low and dying like flies as it was a slow death sentence in fact,. Now,  no one works there unless 100 sub/pose. But I found that has no effect so I have made each one a HSH cell and have one miner with 100 respect and she teaches them all one at a time. Once they hit 100 they return to NSW. Still waiting to see if this works:  if it does, once all are at 100 respect I will close the HSH cell.

Edited by Will55
  • 3 weeks later...
Posted

Okay I have problem: Embershard mine, my 2nd WS mine, has NO sample chest and I cannot obtain one even by placeatme etc.. The production chest is there but so far empty. I have twice made it a new mine and it has had no effect. If the slaves working there will still produce iron ore without the sample chest I can handle that. But so far there has been no production.

 

This mod has great potential and comes close to realizing it . But an MCM with a list of the names and place of the current WS slaves is necessary as chasing missing slaves via console is a real nuisance. However, it is still functional and I ma grateful for it.

 

BTW Training slaves to 100 pose/sub  first then transferring them to a mine and temporarily making it a HSH house and using one trained HSH slave to  train one slave who can then train the next one and so , works well. Naturally once a trained slaves has trained one slave they revert back to PAHE then WS while the primary trainer can stay or move to another mine.

  • 2 weeks later...
Posted

I have a question. It says the production value is a certain amount of gold per slave. Since you put items in the sample chest though they don't produce gold, they duplicate items. So my question is how does the production value work? Does it mean they produce the item if you could sell it for that value? Also, how long is a cycle to produce things and what can you edit to change that?

Posted
On 10/18/2023 at 1:41 PM, Will55 said:

Okay I have problem: Embershard mine, my 2nd WS mine, has NO sample chest and I cannot obtain one even by placeatme etc.. The production chest is there but so far empty. I have twice made it a new mine and it has had no effect. If the slaves working there will still produce iron ore without the sample chest I can handle that. But so far there has been no production.

 

This mod has great potential and comes close to realizing it . But an MCM with a list of the names and place of the current WS slaves is necessary as chasing missing slaves via console is a real nuisance. However, it is still functional and I ma grateful for it.

 

BTW Training slaves to 100 pose/sub  first then transferring them to a mine and temporarily making it a HSH house and using one trained HSH slave to  train one slave who can then train the next one and so , works well. Naturally once a trained slaves has trained one slave they revert back to PAHE then WS while the primary trainer can stay or move to another mine.

strange this only possible in theory if classic mode enabled. if clasic mode disabled, you need have sample chest to production to run. if not you managed tigger a bug i missed in the way :(

 

On 10/18/2023 at 1:41 PM, Will55 said:

an MCM with a list of the names and place of the current WS slaves is necessary as chasing missing slaves via console is a real nuisance.

hmm i agreee. the moment this mod made i no knwoalge how to use sky ui and mcm menu.... in future maybe i lear this too. the moment i still in vacation. dont know when come back.

 

On 10/18/2023 at 1:41 PM, Will55 said:

BTW Training slaves to 100 pose/sub  first then transferring them to a mine and temporarily making it a HSH house and using one trained HSH slave to  train one slave who can then train the next one and so , works well. Naturally once a trained slaves has trained one slave they revert back to PAHE then WS while the primary trainer can stay or move to another mine.

good to hear :) :)

 

On 11/1/2023 at 8:54 PM, jayjay4lust said:

It says the production value is a certain amount of gold per slave. Since you put items in the sample chest though they don't produce gold, they duplicate items. So my question is how does the production value work?

using the fallowing formula:

SlaveProductionValue * slavenumber * ( slaveproductionbonus + 1 )

 

where is:

production value come from the quest: WSCore , here set 125 gold, curently hard coded only way to change to owerite here, then re compile the script named: WSCorescript

if greet need show to change this value i may make it editible from xedit so no need use creation kit and compile scripts.

 

slave number = curent slaves in the work place

Production bonus come from orgy. each participant add +1% to this evry tiem you activate the orgy.

 

On 11/1/2023 at 8:54 PM, jayjay4lust said:

Does it mean they produce the item if you could sell it for that value?

 

evry item in skyrim has a set "base value" this can be checked in creation kit, or in xedit.

let say iron ore base value if i rember coretly is 1 gold. you can only sell for 1 gold but when you buy probably going cost you lot more based on speach skill.

so i canot say yes to your question as it is not that simple :(

based on your character speech skill and perks that effect you how can interact with merchants.

 

On 11/1/2023 at 8:54 PM, jayjay4lust said:

Also, how long is a cycle to produce things

one production cycle by default takes 168.0 in game hour.

 

this variable can be edited from xedit, you need check out for wscore quest.

here look for: "productiontime" script variable, this expected to be 168.000 as float you need always set up with a "." defined by in game hours.

 

 

 

i hope my answers prove to useful to you :)

Posted
4 hours ago, Nonseen said:

i hope my answers prove to useful to you :)

 

Good to see you still around

 

Are you still hoping to be able to develop the player slavery aspects of your mod?  I'd really been looking forward to seeing what you came up with  I realise that you lost a fair bit with a crash, but I wondered what you'd manage to ressurect

 

I had had a thought about that too.  You had a really complex structure in mind, so how about just getting something fairly simple and stand alone out to start with and whet people's appetites?

 

Starting point is that there are no really good, simple, challenging, mods for dynamic in world player capture/slavery

 

For that sort of notion, most existing mods just hand off to Simple Slavery - excellent in what it does but basically, it really just takes the PC to another quest mod - whereas your's sounded more like a rather more free flowing, sexier based version of something like SD+, with - I was hoping LOL! - the PC being handed off from NPC to NPC.  Obviously there needs to be some sort of 'escape' mechanism, but it should be something much harder than most of the other mods. 

 

Best example ever on this site of anything like that which worked, at least in that respect, was the mechanism for ...

 

capture

/imprison

/stealth escape atttempts

/recapture

/suitably punish (sex, additional restraints etc)

/increased escape difficulty

 

.... that worked so well in the older LE version of @Code Serpent 'Dragonborn in Distress' mod

 

So, rather than do your 'all bells and whistles arriving 2025 job', why not have a go at something a bit simpler, but getting something really useful out there?

 

A straightforward

 

/capture and add DD restraints

/if practical 'imprison' - eg if nearby, an Inte's SD cage/other timed ZAZ cages/timed Devious Contraption

/player freedom by stealth escape attempts - freedom from captor based on distance / time parameters (but not freed from any worn DDs) and a mechanism like in Dragonborn in Distress where captor's vigilance varies on sight & 'awareness' that degrades with length of time captured/good behaviour

/recapture

/on recapture suitably punish (sex, additional harder restraints etc) making it more difficult next time

/whilst captive, random, but frequent captor benefits eg provision of intimate services - escape attempts easier the longer you wait/more you serve

/increased escape difficulty mechanism on failed escape/decreased difficulty

/There are no 'slave tasks' in that - Hooraay! No boring piles of dust to sweep! - but the captor could charge passers by for the use of the PC's intimate professional services, as a sort of forced prostitution - the PC being unpaid of course! - eg set them up in a set of stocks and charge the passing public - or just put them on display in one of Kimy's Devious contraptions for public amusement and humiliation for a while

 

Add in ....

 

/a (very simple) 'leash effect'  ie basically just a (no leash graphics!) captor follow mechanism like that in POP or the really really old versions of SD, where the PC got taken around the world behind the captor

/a random 'resale' to another NPC captor - could be from an 'eligible' list something like Bane's (FSM) Follower Slavery Mod's JSON file which lists elgible masters, which the player can themselves edit - imagine adding Nazeem as a potential captor LOL,  

 

... and the PC can then be a captive slave in a variety of situations, eg place, captor etc, until they can manage to escape

 

Something like that would create a whole new player experience.  There's absolutely nothing else like that at the moment - except the ever so tedious, incomprehensible(!), SD+

 

Anything like that would preferably be made, not as a quest, but as a simple plugin to mods such as .... eg

 

/Bane Master's version of Defeat/Follower Slavery mods which could neatly get rid of pesky followers,

/other suitable starter mod outcomes/

/(or even to) Simple Slavery(!) 

 

......to transfer the PC into an initial captor's hands

 

Or even an outcome from pissed off Guard dialogue  LOL

 

It sounded as if you had a lot of the basics to do something like that already in hand before your unfortunate crash and I wondered if you could be inspired to use that to have a go at a straightforward  'player slavery' start mod, just to get your scene rolling, without adding in all the bells and whistles

 

Anyway, good to see you around

 

DQW

Posted

 

On 11/4/2023 at 5:23 PM, Nonseen said:

strange this only possible in theory if classic mode enabled. if clasic mode disabled, you need have sample chest to production to run. if not you managed tigger a bug i missed in the way :(

NPs I fixed it by removing and re-installing NSWS

On 11/4/2023 at 5:23 PM, Nonseen said:

 

hmm i agreee. the moment this mod made i no knwoalge how to use sky ui and mcm menu.... in future maybe i lear this too. the moment i still in vacation. dont know when come back.

By doing "bookwork" (listing names SLEN Ref id and status(W/PAH/HSH) I managed to gain some control of the -4 SLEN mouths in the mines as HSH enables them to move to +4 if you allow them to train one or two others. In NW mine I dumped all of my Thalmor slaves restrained and then trained them all slowly via HSH. However i lost one who was strangely +4 SLEN and when I tracked her down (player. moveto) she was 2/3s the way across Skyrim and had been captured by bounty hunters.. How? I have no idea.

On 11/4/2023 at 5:23 PM, Nonseen said:

 

good to hear :) :)

 

After removing the Forsworn from Kolskeggr gold mine  I looked in weeks later after notifying that it was cleared and there was no one there except to forsworn outside. So when I begin to capture Falmer females I will dump about 20+ of them in that mine and they can mine the gold...not that my char needs the money but I always finish up with so many cute falmer femmes that It gives me somewhere to dump the

 

 I usually set only ebony ore in an ebony mine and intend to do the same with gold ore in a gold mine while most other mines can just produce precious stones.

 

I also considered and investigated Windstadt mine which would be good for an early char but the need to purchase it and the added mod complexities made me drop it and remove it. It is the only mine that produces many different ores.

 

So, thank you for the reply and a hearty thanks for the mod as it works as intended and my points are only fine tuning on a functional mod.

I hope all is well as my last crash put me back 3 months.

 

Posted (edited)

Problem with Northwind mine: 12 Thalmor slaves all 100 respect/pose/sub and SLEN4...one goes walkabout regularly and NO ebony ore is now mined as well as none of the two gem specimens and this is weeks after I cleared and settled it. I have the impression that the ore is NOT respawning although the 11 girls are always working and all 12 know that it is "home". When I first made 2 WS slaves there was a harvest of some 35 ore but none since. I will remove the gemstone specimens and wait and see. I do not need ebony having raided Shors stone and the Orc mine but still this is a nuisance. Currently I have some near 70 slave working in 5 mines and I regularly must kill bandit leaders in Knifepoint ridge and Embershard mines when i visit. No big deal but it seems to upset the girls.

 

Addendum : )  I took 6 fresh hookers from Riften to Braidwood/Windhelm and visited Northwind mine and its lonely miners...all 6 hookers hit ten clients in < one hour of interaction with the miners. Never heard or seen Thalmor simper before.

Edited by Will55
  • 2 weeks later...
Posted

Northwind mine is spawning NO ebony ore nor gems in a period over 2 and nearly 3 weeks real time. The ore veins are visible, the remaining Thalmor are mining but no result.

It is not that important to my char as the main reason was a place for my Thalmor slaves and despite one fleeing the rest are still there but I guess it is a bug for most.

Ft Fellhammer mine with multiple visible ore veins and 14 Forsworn mining so far has produced nothing but I willw ait for a while and see. Every one of 5 mines has at least 12 miners. and two >20.

Posted (edited)

Okay!

Is the maximum miner slaves for a mine 25 or 30?

I ask as Knifepoint Ridge Mine (re-opened entirely by a mod) has 25 and I received the message that "Placing workers in this mine was complete".

This IS a nuisance as I had 29 witches & hags for this mine and am currently training the last 6 (I found 2 more) and it would seem that they will have to go elsewhere.

As I try to keep each group separate WRT documentation and hence ease of handling it is a problem as all of my slave capture & handling assumed 30 as the upper limit for the mines and I never collected anymore (exception = vampires).

 

If it is 25 can this be increased?

 

Addendum: 29 is the upper limit so the last two hags will be working "on their backs" as  100 HSH sex slaves. look like no more hag/witch slaves unless. they are just stunning when I will find "other" uses for them.

Edited by Will55
Posted

There is a problem with NO production in two mines: Northwind Ebony mine and Fort Fellhammer mine. Both have been cleared although skeletons still spawn in the former but the Thalmor miners have NPs with them. I have done everything "by the book" as these were mines 3 & 5 and the former has 11 slaves while the latter 14: all are WS slaves.

 

Below is the  WS report from Fort Fellhammer mine after a week RL time there should be some production

 

next to it is the Quest entry for two mines and neither are the ones with the production failures and TBH I have no idea of what to do WRT these entries.

 

I am not that concerned as making a profit is absolutely secondary to taking the load from my slave lists but those who do want a profit won't be happy.

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