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zCastle (Update 15.5.2011)


den_of_evil

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Posted

Couple of maybe silly questions:

 

Can you make the slaves do anything in the castle yet? I'm never sure if I've not set it up properly' date=' or if the feature just isn't implemented yet.

[/quote']

Not really.

 

Secondly' date=' is there any chance to turn off the enslaving mechanism and allow the mod to work with other slaver mods? I already have Training Cattle and LoversRapeSlave installed, so I'd prefer not to install another parallel slavery system.

[/quote']

No, thats not possible. Every mod is an island etc. Meaning, I cannot use scripts from other mods and vice versa. Unless of course I import them into my mod.

 

Failing that' date=' how about lowing the surrender threshold a bit. It seems sometimes I give a bandit half a whack and they surrender. Or, playing as a vampire, I stealthily drain someone to 10% health, only to find they surrender to me even though we're not in combat and they're not supposed to know I'm there.

 

I know I'm probably asking for the moon on a stick here... a few thoughts, anyway.

[/quote']

Yeah, I could lower it a bit. The vampire thing... Modding possibilities are a bit limited. Not sure could it be done in other way.

Posted

Secondly' date=' is there any chance to turn off the enslaving mechanism and allow the mod to work with other slaver mods?

[/quote']

No, thats not possible. Every mod is an island etc. Meaning, I cannot use scripts from other mods and vice versa. Unless of course I import them into my mod.

 

Well, there are mods that do have code to work with other mods: Sexy Maid of Chorrol and Claudia's Little Secret spring to mind. Which isn't necessarily to say you ought to do it - just that I believe it can be done.

 

I suppose what we really need is a slavery equivalent of "caring and sharing companions"; a separate framework that can be used by any slavery mod. Again, that's not suggesting you write such a module, just thinking about the problem.

 

Failing that' date=' how about lowing the surrender threshold a bit. It seems sometimes I give a bandit half a whack and they surrender. Or, playing as a vampire, I stealthily drain someone to 10% health, only to find they surrender to me even though we're not in combat and they're not supposed to know I'm there.

[/quote']

Yeah, I could lower it a bit. The vampire thing... Modding possibilities are a bit limited. Not sure could it be done in other way.

 

Mmm... I'd probably prefer a spell; something that only worked if they opponent was already low on health. Then at least I'd be unlikely to cast it by accident, and there'd be a bit more skill and effort involved. That'd give you a starting point for a questline too, if that's something you want.

Posted

can some one tell me how can i make npc slave

There's a scroll in your inventory that activates the mod's settings. When an NPC gets low health' date=' he/she will respawn and surrender to you. This also works on NPCs you are [b']not[/b] fighting; just be near-by the fight and they will still surrender to you. If there is a bounty on you, guards will not surrender.

 

The only bummer is there's currently little to do with a slave (other than turn 'em into breeders or breakfast for your critters) but it appears the mod-in-progress will have some interesting future choices.

Hopefully others here will offer some cool new or hilarious ideas of "What To Do with Your Slave"... hehe!

Posted

Secondly' date=' is there any chance to turn off the enslaving mechanism and allow the mod to work with other slaver mods?

[/quote']

No, thats not possible. Every mod is an island etc. Meaning, I cannot use scripts from other mods and vice versa. Unless of course I import them into my mod.

 

Well, there are mods that do have code to work with other mods: Sexy Maid of Chorrol and Claudia's Little Secret spring to mind. Which isn't necessarily to say you ought to do it - just that I believe it can be done.

 

I suppose what we really need is a slavery equivalent of "caring and sharing companions"; a separate framework that can be used by any slavery mod. Again, that's not suggesting you write such a module, just thinking about the problem.

Ok, if there is an abstract framework to use mod or its properties, you can use that mod by using that framework(Thats how I use setbody.). However you need to import or create that framework anyway and its usually much easier to import whole mod than create framework for mod you haven't made. Most of the mods don't have easily imported framework you could use. And well, it wouldn't be hard to make framework for mod you have made.

Failing that' date=' how about lowing the surrender threshold a bit. It seems sometimes I give a bandit half a whack and they surrender. Or, playing as a vampire, I stealthily drain someone to 10% health, only to find they surrender to me even though we're not in combat and they're not supposed to know I'm there.

[/quote']

Yeah, I could lower it a bit. The vampire thing... Modding possibilities are a bit limited. Not sure could it be done in other way.

 

Mmm... I'd probably prefer a spell; something that only worked if they opponent was already low on health. Then at least I'd be unlikely to cast it by accident, and there'd be a bit more skill and effort involved. That'd give you a starting point for a questline too, if that's something you want.

I can always add it as an option.

http://www.mediafire.com/?milab3l5e9zxrfn

 

Addition to your castle maybe?

Maybe, I'll check that one today.

Posted

Hey zoarchim

 

what armor is that in the 1st pic?

 

and is it BBB compatible?

 

thanks!

It comes with cursed armor. You can find it from /data/meshes/armor/wolfzq/xiunv

 

Oh and theres hat too. :)

 

And I think its BBB compatible.

  • 3 weeks later...
Posted

Hello Zoarchim,

 

I am pretty new to this forum but i like your work and would like to offer some feedback on your mod. First of all i would like to thank you for your work on this mod and for sharing it with us i have gotten quite a few hours of enjoyment out of it.

 

Having played loversrapeslave, loversslaveplay and loversmagic, zcastle is actually my favorite slave mod. The reason is that once the npc is converted to slave npc they lose all their prior behavior so they never go hostile except when attacked and then they usually flee. This adds a lot of versatility to the mod and the other mods do not have this feature (at least that i have found) so they require mad companions spells to function properly.

 

The castle is simple with enough rooms for a bunch of npcs (useful for me as i tend to collect a lot of them). I have not had the npc disappearance issue, i have actually left npcs out in the cages who i wanted to disappear and they are still there so i have taken to killing the ones i don't want.

 

In terms of compatibility i have had few issues that i cannot find easy work arounds for. I will try to list them all but i may come back later.

 

DLC spell tomes: slaves made out of conjurers and sometimes necromancers will often have over a thousand copies of a particular spell tome in their inventory. This tends to overload an area and cause lag.

Fix: place zcastle above the DLC in the load order, this seems to have fixed the loot tables for me and i have found few related problems.

 

LAME crashing: also associated with conjurers but a problem with any character that uses summoned weapons (have not seen summoned armor yet to test). If a hostile NPC is using a summoned weapon that uses LAME (less annoying magic experience) functionality when it turns to slave the game will crash.

Fix: use a weapon, spell or scroll of dispell on the npc before it turns, this is a bit tricky to pull off but solves the problem.

 

VORB and setbody 2ch lag: While using the VORB bodies areas can become laggy if you use the random bodies option and/or the setbody 2ch ed mod. I had a room with around 10 slave npcs in it each with a body from the setbody list and the lag was horrendous.

Fix; use setbody sparingly. VORB (VadersApps Oblivion Real Bodies) uses the HGEC Hcup BBB body and randomizes the look of the upper and lower bodies, stretching them to fun shapes so the 'random bodies' options in the scroll of slavery is not really necessary i recommend turning it off.

 

Loversmagic kersplosion: Do NOT make a rapeslavedoll out of a slave npc (using create rapeslavedoll spell from LoversMagic) i caused some serious save game troubles. I was lucky that it only affected the quick and autosaves that i made after converting the npc. Basically i had one of these npcs under my control and i couldn't safely enter any indoor space, even when i told it to stay outside, the game crashed and the autosave became corrupt or unusable. I eventually tried killing the doll using the 'i have no use for you' text but after it ran out of energy the game crashed.

Fix; Do NOT use rapeslavedoll spell on a dead slave. So far i have found no other incompatibilities between loversmagic and zcastle.

 

I think that is all of them, now as far as helpful critique. . .

I will keep this brief as i know you don't have a lot of time to devote to this mod: I really like the slave npc behavior the only thing i might ask for is normal rumor behavior like civilian npcs have where they walk up to each other and chat. The castle design feels empty and i think this a good thing as it lets the slaves be the center piece, a space with prison cells might be a nice addon. If i knew anything about coding or scripting i would volunteer to help with this project as i do think that it is a great start worthy of some extra help.

 

Thanks again for your work on this mod, i look forward to reading your future updates.

Posted

DLC spell tomes: slaves made out of conjurers and sometimes necromancers will often have over a thousand copies of a particular spell tome in their inventory. This tends to overload an area and cause lag.

Fix: place zcastle above the DLC in the load order' date=' this seems to have fixed the loot tables for me and i have found few related problems.

 

LAME crashing: also associated with conjurers but a problem with any character that uses summoned weapons (have not seen summoned armor yet to test). If a hostile NPC is using a summoned weapon that uses LAME (less annoying magic experience) functionality when it turns to slave the game will crash.

Fix: use a weapon, spell or scroll of dispell on the npc before it turns, this is a bit tricky to pull off but solves the problem.

[/quote']

 

A couple of these sound familiar from the mod [ur=http://tesnexus.com/downloads/file.php?id=18442l]Training Cattle[/url]. In particular TC had a catastrophic game hanging bug for conjured armour. Pihwht (the author) solved that one my making the enslaving spell de-equip summoned gear and freeze the wearer. It might be worth taking a look a the mod to see if there's any hints to be had.

 

TC also has an issue with items in cows' inventories replicating out of control. It happens fairly rarely and not just to spell tomes. No suggestions for fixing it, but it is interesting that the problem crops up in two similar mods.

Posted

Of the three or four slaver mods I've tried, zCastle is my favorite also. I understand that this is a fairly ambitious project, just hoping that it is still in progress. I like the concept the creator has for it (Slavemaker-style) and already have a slew of sexy slaves eager for training.

They've been eating all the good food and drinking my top-shelf stuff - they need to start earning their keep and making me some coin. hehe!

Posted

im sorry for being stupid.. but how exactly do i make NPC my slave? and is ANY npc possible?(including the ones in the cities?) i tried starting a combat then use demand surrender from certain mod i got off of xlovers dl section

Posted

im sorry for being stupid.. but how exactly do i make NPC my slave? and is ANY npc possible?(including the ones in the cities?) i tried starting a combat then use demand surrender from certain mod i got off of xlovers dl section

http://www.loverslab.com/index.php?action=downloads;sa=view;down=7

Use LoversRapeSlave and rape any NPC a certain number of times.  I think 10 is the default for them to become your slave.

You probably also want this one: http://www.loverslab.com/index.php?action=downloads;sa=view;down=42

Posted

http://www.loverslab.com/index.php?action=downloads;sa=view;down=7

Use LoversRapeSlave and rape any NPC a certain number of times.  I think 10 is the default for them to become your slave.

You probably also want this one: http://www.loverslab.com/index.php?action=downloads;sa=view;down=42

 

Those are fantastic mods. I really enjoy the options that slave play adds in terms of commanding your slaves. My only problem with them is that raping an npc like 10 times gets kinda tedious particularly when there are so many more in the dungeon. Also the slave tends to keep its agro tendencies so if you enslave a bandit' date=' for instance, it will agro normal npcs, this can get frustrating quickly. Also unless i did something wrong enslaving an npc, even a hostile one, is considered an evil act just FYI.

 

edit: enslaving hostile NPCs is not an evil act. IT appears that the NPC i based that judgment on turned friendly in the middle of my assault and that forced the evil act. The only reason that i even care is that i finished the divine crusader quest and now every NPC in the world calls me a sinner, which is not an unfair assesment. . .

 

zCastle solves both of these issues. Enslavement is easy, just reduce the health below half and the npc will eventually surrender. [i']Note that only bandits do this unless you use the scroll of slavery and set to all npcs[/i]. Also the slave npcs do not agro, sometimes even if they are under attack, this can cause massive system lag if you have a bunch of slaves following you so be sure to scout ahead. I still have a mess of them from before i reinstalled the mod (testing) and they are still friendly and still hanging around.

 

For some reason i lost a bunch of them last night though, they just vanished (they were all indoors, the outdoor ones and some indoor ones are still around). No clue why and it would be difficult to reproduce the circumstances so i hesitate to call it a bug. Probably something happening in the background (my install is not so stable anymore).

Posted

I see.  I guess I should've read the zCastle description.  My bad...

 

I am not sure any of that was mentioned in the description. In any case i don't ever consider it a bad thing to recommend great mods.

 

Ok so i ran into a game breaker yesterday that consumed most of a day before i (hopefully) tracked it back to zCastle. Unfortunately there is no work around and no obvious cause that i could find, there might be something hidden in the code but i'll never find it there. So i was doing some enslaving, trying out some new mods and rearranging mods with the load list in the lovers with pk dl section when my save games started becoming corrupt. When i loaded a corrupt save game it didn't warn me and i couldn't fast travel or save, according to the unofficial tech support (and in my experience) those are indicators that the save is gonezo. I went through probably a dozen save games to find a stable one.

 

I then tried to isolate the issue, I messed around with load order (moving the mods not located by the BOSS list), archive inval., disabling mods and etc but nothing helped. Then i deactivated zCastle, reverted to a stable save and the crashing and corruption stopped instantly. The problem was most acute in Veyond cave ie that one with the Argonian tribe. With zCastle enabled i could not quicksave there at all and i have to make a new save, not an overwrite, or Oblivion would crash. From what i have read on the unofficial tech support this can be caused by a corrupt Oblivion masterfile but after removing zCastle the problem stopped completely. Is it possible that this and my other problems are related to having a corrupt zCastle.esp?

 

I still think zCastle is a fun mod but i feel i need to share this experience and may be save people some serious rage. make sure you have more than 1 unique save per character especially when dealing w/ zCastle just to be on the safe side. If you start to notice save game problems try disabling zCastle if that doesn't help it could be more serious.

 

On a side note the slave npcs are still hanging around Tantrivaylia, even after disabling zCastle, i wonder for how long. . .

Posted

I haven't had those errors with mine Obscure, but I have had sluggish saves and loads. Those could easily be caused by other mods I have loaded though.

I have had one big bugger, currently seeing if it is zCastle related or something else.

 

When the game reaches 30 days, all the heads of my slaves have disappeared.

I've no clue what is doing it - it could be xeo, x117 or TomagoClub (most of them become preggo by 30 days, hehe!). It could even be due to a fast-travel glitch or because I've altered everyone's inventory (changed their clothes, given them jewelry)... hellfire, it could be because I make 'em all wear wrist irons. I've no clue, but it is only the slaves that have gone headless.

 

Started up a new game without zC and started altering others inventory, forcing fast-travels on them, etc., waiting to see what happens at the 30 day mark. Really, really hoping it isn't zC - I like this mod!

 

Side Note: Using "Voice of the Chocolate Elf" and "Toast Says Share" combo to gain access to inventories.

Posted

So i tried the mod out for awhile and I loved it. But than the crashing happend. If I saved while they followed me I would not beable to use that save. If i left them in a certain area for to long eventually that area would be inacceble because i left them there for some reason. So Im hopeing with future updates that will be solved. Till than im afraid i need to make a new file and turn this mod off. :/

 

Also ive noticed that In many of the indoor areas like caves and ruins, the marauders and other npc's would never surrender. My guess is you only made it so npc's with bandit in the name can be turned.

 

Anyway i hope to see more updates on this mod. I really like it except for those excruciatingly annoying problems crashing i listed above. xP

  • 1 month later...
Posted

havent rly used the mod yet, but was reading through all the posts, not sure if this is still alive, but if so, i remember people saying something of a slavemaker quality to it, so i was wondering if u can make it even more so like that, putting elements from something like this http://slavemaker3.blogspot.com/?zx=8697e0d759e3c2cf

 

also putting in xlovers into it

 

like each slave gets random stats (like sanity, happiness, fatigue, elegance, xxx) depending on their level and occupation,

you arrange a schedule (in time slots) for her to follow each day where u can hav her do labor, go out and improve certain stats,

and have sections of times where with the lovers mod, hav it so they train some xxx skills like bj and such, where u can train her yourself (she'll jus wait in her cell till u come and do the deed, but if you dont come in time, she ends up jus wasting her time and no stat changes)

or have npc trainers that will do the action throughout the time slot but will give less stat raises then doing it personally from the start, also have it so u can take over from the trainers during that time but will still give less stat raises then if u scheduled her to be with your from the start

 

and have it so all of those stats helps to add value to them when being sold, and/or changing their personalities

 

and then having some travel spots with the slaves so that when u get there, a random event can happen

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