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Creating a PlayerSlave Master


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Posted

First off All credit goes to ThomThom and anyone else that is/was working on PlayerSlave.

 

I've said in past threads over the last few days that I am a modder fail! So I'm trying my hand at something simple, so I thought. Creating a "buyer" for you the slave that'll come by on Sun. or Sat. to buy you. And I got ALOT of questions.

 

1. How or what script for the AI do use/create that will make them come to the auction house to buy you. (I figured out how to set the times that she will come by.)

 

2. Along the same lines, how do you make an NPC return to a their home? (My understanding of the slave token is once a character has it you are forced to follow that character, correct?)

 

3. I'm guessing I would need to write a script that has her "raping" your character. My question on this is, is there a 100% way to make her use Futanari motions? Found an AI condition "GETIsSex" and you choose Male/Female, not sure what this does. (Can't find any of the sex actions/scripts/etc... where are those at?)

 

4. Haven't tried any of this yet seeing as I'm not sure how to even put the character into the game let alone making/getting her a house. Brings me to my next question, Can the houses for sale through out the different cities be owned by an added NPC? (IOW not for sale.)

 

I've read a few different tutorials and watched a few on Youtube so I've figured out how atleast create a toon, have to re-learn adding them to the game. Just don't know how to set up an NPC to do anything besides stand there.

Posted

Ugh... I fail yet again at this... Got my NPC dressed and ready to be programed... so I loaded it up... and my NPC is invisible... grrrrrrrrrr.

Posted

Firstly, I don't ever want to keep someone from modding and having fun with these things.

I would encourage you though not to go too far with the mod as it is, since most everything has changed

since I published last.

 

Although, if you feel patient enough, please read the rest of this, for a preview of how your mods will use the playerslave esm.

 

Consider this part of the modder documentation for future releases of playerslave.

 

 

 

 

This is the basic "AI" for an Owner NPC. The parts you might find interesting is the "onPackageStart" sections near the bottom. What these do is when the NPC is about to do some predefined package (sleep/eat/etc) the NPC takes an action on the slave accordingly.

 

Now this means that each owner must be part of the mod and cannot be dynamically picked. I have some other scripts I am working on that should fix that and dynamically add some "OnPackageStart" commands. For example, if a guard was to buy the player, the guard would most likely keep the slave locked up while "on the job".

 

scn ZMCWendolynScript

short initializedAI

;; action preferences -- should sum 100
short lowerRangeDisplaySlaveAction
short lowerRangeTrainSlaveAction
short lowerRangeParkSlaveAction
short lowerRangeSexSlaveAction
short upperRangeDisplaySlaveAction
short upperRangeTrainSlaveAction
short upperRangeParkSlaveAction
short upperRangeSexSlaveAction

;; Other prefs
short timeBetweenSessions
float timer

;; personality types -- should sum 100
;short supportive
;short abusive
;short neutral

;; counters
short trainCount
short parkedCount
short sexCount
short displayCount

;; This is the current action type and will dictate the package, etc.
;;short currentAction


short randomThinking
short displayTokenCount
short trainingTokenCount
short sexTokenCount
short parkTokenCount
short allactionCount

string_var myName

short targetSelected
;;array_Var packageLocationData
ref currentPackage
ref targetObject

short sleepCheck
short sittingCheck

string_var currentpackageprocedure

short randomTimebetweenactions

short forcedDebug

Begin GameMode

if (initializedAI != 1)
	;;Set the initial values for master behavior here
	let lowerRangeDisplaySlaveAction := 0
	let upperRangeDisplaySlaveAction := 15
	let lowerRangeTrainSlaveAction := 16
	let upperRangeTrainSlaveAction := 55
	let lowerRangeParkSlaveAction := 56
	let upperRangeParkSlaveAction := 65
	let lowerRangeSexSlaveAction := 66
	let upperRangeSexSlaveAction := 100

	;let lowerRangeSexSlaveAction := 0
	;let upperRangeSexSlaveAction := 100

	;let lowerRangeTrainSlaveAction := 0
	;let upperRangeTrainSlaveAction := 100

	;let lowerRangeParkSlaveAction := 0
	;let upperRangeParkSlaveAction := 100

	let timeBetweenSessions := 5
	;;let supportive :=
	;;let abusive :=
	;;let neutral :=
	let trainCount := 0
	let parkedCount := 0
	let sexCount := 0
	let displayCount := 0
	let targetSelected := 0


	if (ZMCMain.ZMCinitialized == 1)
		set myName to getName
		let initializedAI := 1
		let timer := 0
		ar_insert ZMCMain.potentialTrainers 0 getSelf
	endif

else

	if (getitemcount ZMCActionFinishedToken) > 0
		PrintToConsole "%z AI says she is done with her current task" myName
		let targetSelected := 0
		set randomTimebetweenactions to rand 0 100
		set timer to timeBetweenSessions 
		removeitem ZMCActionFinishedToken 100
		removeitem ZMCDisplayActionToken 100
		removeitem ZMCTrainingActionToken 100
		removeitem ZMCParkActionToken 100
		removeitem ZMCSexActionToken 100
		evp
	endif


	let displayTokenCount := getitemcount ZMCDisplayActionToken
	let trainingTokenCount := getitemcount ZMCTrainingActionToken
	let sexTokenCount := getitemcount ZMCSexActionToken
	let parkTokenCount := getitemcount ZMCParkActionToken
	let allactionCount := displayTokenCount + trainingTokenCount + sexTokenCount + parkTokenCount


	;; If we arent doing anything important then figure out something to do...
	if (allactionCount == 0) && (getItemCount ZMCMasterToken > 0) && (timer <= 0)
		set randomThinking to rand 0 100

		if ( randomThinking >= lowerRangeDisplaySlaveAction ) && ( randomThinking <= upperRangeDisplaySlaveAction )

			;;additem ZMCDisplayActionToken 1
			;;set doingSomething to 1
			PrintToConsole "%z AI says that we need to DISPLAY this slave"  myName
			;;evp
		endif
		if ( randomThinking >= lowerRangeTrainSlaveAction ) && ( randomThinking <= upperRangeTrainSlaveAction )
			additem ZMCTrainingActionToken 1
			set ZMCMain.playeristrained to 0
			let targetSelected := 0
			set ZMCTrainingQuest.TrainerRef to getSelf
			set ZMCTrainingQuest.trainingStage to 0
			startquest ZMCTrainingQuest
			PrintToConsole "%z AI says that we need to TRAIN this slave"  myName
			evp
		endif	
		if ( randomThinking >= lowerRangeParkSlaveAction ) && ( randomThinking <= upperRangeParkSlaveAction )
			additem ZMCParkActionToken 1
			let targetSelected := 0
			set ZMCSlaveWaitQuest.TrainerRef to getSelf
			set ZMCSlaveWaitQuest.waitingStage to 0

			StartQuest ZMCSlaveWaitQuest
			PrintToConsole "%z AI says that we need to PARK this slave"  myName
			evp
		endif
		if ( randomThinking >= lowerRangeSexSlaveAction ) && ( randomThinking <= upperRangeSexSlaveAction )
			additem ZMCSexActionToken 1

			set ZMCSexSlaveQuest.TrainerRef to getSelf
			set ZMCSexSlaveQuest.sexStage to 0
			StartQuest ZMCSexSlaveQuest
			PrintToConsole "%z AI says that we need to FUCK this slave"  myName
			evp
		endif

	endif


		if (timer > 0)
			set timer to timer - getSecondsPassed
		endif

endif
End


Begin onPackageStart "ZMCTrainSlave1"
if getitemcount ZMCMasterToken > 0
	if (targetSelected != 1)
		PrintToConsole "Currently training the slave"
		set targetSelected to 1
		set currentPackage to GetCurrentPackage
		let targetObject := call ZMCFindNearestActivity GetSelf 1
		ZMCBeginTrainingMarker.moveto targetObject
		PrintToConsole "ZMCTrainSlave1 handler set the target as %n " targetObject
		evp
	endif
endif
End

Begin onPackageStart "ZMCParkSlave"
if getitemcount ZMCMasterToken > 0	
	if (targetSelected != 1)
		PrintToConsole "Currently parking the slave"
		set targetSelected to 1
		set currentPackage to GetCurrentPackage
		let targetObject := call ZMCFindNearestActivity GetSelf 2
		ZMCBeginParkMarker.moveto targetObject
		PrintToConsole "ZMCParkSlave handler set the target as %n " targetObject
		evp
	endif
endif


End

Begin onPackageStart "ZMCWendolynSleep"
if getItemCount ZMCMasterToken > 0
	additem ZMCParkActionToken 1
	let targetSelected := 0
	set ZMCSlaveWaitQuest.TrainerRef to getSelf
	set ZMCSlaveWaitQuest.waitingStage to 0
	set ZMCSlaveWaitQuest.wanderOverride to 1
	StartQuest ZMCSlaveWaitQuest
	PrintToConsole "%z AI says that we need to PARK this slave Since we are going to sleep!"  myName
	evp
endif


End

Begin onPackageStart "ZMCHostAuction"

if GetQuestRunning ZMCAuctionQuest
	return
endif

if getitemcount ZMCMasterToken > 0

	PrintToConsole "Starting the host auction quest"
	additem ZMCDisplayActionToken 1
	let targetSelected := 0
	set ZMCAuctionQuest.Auctioneer to getSelf
	set ZMCAuctionQuest.auctionStage to 0
	StartQuest ZMCAuctionQuest
endif


End

 

 

 

The purchase of a slave is already written and handled, for what I designed.

 

 

 

 

This is the Auction quest script. The comments should help explain what is going on.

 

Now what your mod could do is force an NPC or group of NPCs into the attendees array.

scn ZMCAuctionQuestScript

float fQuestDelayTime
ref Auctioneer
short auctionStage

ref OwnerRef
ref SlaveRef
float distToAuctionMarker

ref targetObject
array_var visitors
array_var visitorElement
ref auctionVisitor

ref package

short visitorCount
short visitorIterator
array_var sittingAIPackageRefs

ref anim
short currentBid
short nextBid
short bidCount

ref highBidder
short goldCount

float timeBetweenBids
float timer

string_var testString

Begin GameMode
set fQuestDelayTime to 0.01
let timeBetweenBids := 3.5



if (timer > 0)
	set timer to timer - getSecondsPassed
	return
else
	if (auctionStage == 40)
		set auctionStage to 45
	endif
endif


; pre-work 
; A handful of "promoters" wander the world and hand out flyers based on a random chance and disposition with npc, etc. These flyers are the token for "interested parties"
; Every Saturday at 12 noon until 4pm auctions are held in the auction house basement
; when the Auction house owner (Wendolyn) starts her "Hostauction" package the quest fires off

;the basic quest logic
;stage=0  So once this quest fires off all of the potential buyers are teleported to the auction hall, we may need to forcefully do this instead of using tokens?
if (auctionStage == 0)
	set SlaveRef to ZMCMain.SlaveRef
	set OwnerRef to ZMCMain.OwnerRef
	if SlaveRef.GetDistance ZMCAttendAuctionMarker < 6000
		let targetObject := call ZMCFindNearestActivity OwnerRef 2
		ZMCBeginParkMarker.moveto targetObject
		set auctionStage to 10
	endif

endif
;stage=10 The slave is dragged to the auction hall
if (auctionStage == 10)
	OwnerRef.additem ZMCParkActionToken 1
	set ZMCSlaveWaitQuest.TrainerRef to OwnerRef
	set ZMCSlaveWaitQuest.waitingStage to 0
	set ZMCSlaveWaitQuest.timerOverride to 1
	set ZMCSlaveWaitQuest.wanderOverride to 1
	set ZMCSlaveWaitQuest.timer to 6000
	StartQuest ZMCSlaveWaitQuest
	OwnerRef.evp
	set auctionStage to 20
endif

;stage=20 The slaver locks the player in the center of the room, and sets a REALLY long timer on the slavewaitquest

if (auctionStage == 20 )

	;;Iterate all attendees.... summon them to the room and give them a scriptpackage to find a seat
	;;ZMCAttendAuctionMarker
	let visitors := ZMCMain.auctionAttendees
	let visitorCount := ar_Size visitors
	set visitorIterator to  0

	;; BEGINNING SOME GHETTO CODE
	;; I want to actually get a ref by editor id in runtime, should be possible, but ill look into it laters
	;; this kinda sucks.


	let sittingAIPackageRefs := ar_Construct array
	ar_Append sittingAIPackageRefs ZMCAHSitChair1
	ar_Append sittingAIPackageRefs ZMCAHSitChair2
	ar_Append sittingAIPackageRefs ZMCAHSitChair3
 	ar_Append sittingAIPackageRefs ZMCAHSitChair4
	ar_Append sittingAIPackageRefs ZMCAHSitChair5
	ar_Append sittingAIPackageRefs ZMCAHSitChair6
	ar_Append sittingAIPackageRefs ZMCAHSitChair7
 	ar_Append sittingAIPackageRefs ZMCAHSitChair8
	ar_Append sittingAIPackageRefs ZMCAHSitChair9
	ar_Append sittingAIPackageRefs ZMCAHSitChair10
	ar_Append sittingAIPackageRefs ZMCAHSitChair11
 	ar_Append sittingAIPackageRefs ZMCAHSitChair12
	;; ENDING SOME GHETTO CODE



	foreach visitorElement <- visitors
		set visitorIterator to visitorIterator + 1
		let auctionVisitor := visitorElement["value"]
		auctionVisitor.moveto ZMCAttendAuctionMarker
		let package := sittingAIPackageRefs[visitorIterator]
		auctionVisitor.AddScriptPackage package
	loop

	set auctionStage to 30
	return


endif
;stage=30 the potential buyers all take their seats (need to figure out how to have them all pick seats and sit down
if (auctionStage == 30 )
	set visitorIterator to 0
	let visitorCount := ar_Size visitors
	foreach visitorElement <- visitors

		set visitorIterator to visitorIterator + 1
		let auctionVisitor := visitorElement["value"]
		if(auctionVisitor.GetSitting == 3)
			auctionVisitor.SetRestrained 1
		;;	printc " %n (%i) is restrained in their chair! " auctionVisitor auctionVisitor
			set goldCount to auctionVisitor.GetGold
			;;PrintToConsole "%n has %0.f gold to spend" auctionVisitor goldCount
			set visitorIterator to visitorIterator + 1
		endif

	loop
	if (visitorIterator >= visitorCount)
		set auctionStage to 40  ;Wait until everyone is locked in place!
	endif
	return
endif

;stage=40 the bidding begins at playervalue/2. Player value is assessed as their slave skills added up times some gold modifer
if (auctionStage == 40 )
	set currentBid to 100
	set timer to timeBetweenBids
	Auctioneer.say ZMCBeginBidding
	Auctioneer.say ZMCBeginBidding2
	;;set auctionStage to 45
	return
endif

;stage=45 each npc will evaluate their current gold compared to the price and speak a topic with their bid (not sure exactly how I am going to do this aside from making a TON of topics and having them say them)

if (auctionStage == 45)

	;highBidder
	set visitorIterator to 0
	set bidCount to 0
	let visitorCount := ar_Size visitors
	foreach visitorElement <- visitors

		set visitorIterator to visitorIterator + 1
		let auctionVisitor := visitorElement["value"]
		set goldCount to auctionVisitor.GetGold
		set goldCount to goldCount * 10

		set nextBid to currentBid + 5
		if ( highBidder == auctionVisitor )
			continue
		endif


		if(nextBid <= goldCount )
			MessageEX "%n bids %0.f gold!" auctionVisitor nextBid

			set anim to MagesGuildSalute 
			auctionVisitor.playIdle anim 1
			let highBidder := auctionVisitor

			set currentBid to nextBid
			set bidCount to bidCount + 1
			set timer to timeBetweenBids
			break
		endif
	loop

	if (bidCount == 0)
		PrintToConsole "%n was the high bidder with %0.f " highBidder currentBid
		set auctionStage to 50
	else
		set timer to 10
		return
	endif


endif

;stage=50 once the last npc cant bid any higher the auctioneer calls the auction over and ownership is transferred to that NPC

if (auctionStage == 50)
	if (currentBid == 100)
		MessageBoxEX "Too Bad for you Slave, noone could afford you!"
		set auctionStage to 70
		return
	endif


	MessageBoxEX "Congratulations, Slave!%rYou have been purchased by %n for %0.f coins!" highBidder currentBid
	Call ZMCTransferOwnerShip highBidder
	set auctionStage to 60
	return
endif


;stage=60 the new owner walks the slave to the branding station and issues a brand (have some basic idea how to do this, need to get some more work done on this)
if (auctionStage == 60)
	set ZMCSlaveWaitQuest.timer to -10
	set ZMCSlaveWaitQuest.waitingStage to 60

	set auctionStage to 70
endif


;stage=70 auction is over all npcs turn in their tokens and resume normal AI
if (auctionStage == 70)
	set visitorIterator to 0
	let visitorCount := ar_Size visitors
	foreach visitorElement <- visitors

		set visitorIterator to visitorIterator + 1
		let auctionVisitor := visitorElement["value"]
		auctionVisitor.SetRestrained 0
		auctionVisitor.RemoveScriptPackage
		auctionVisitor.evp

	loop

	let visitors := ar_Construct array 
	set auctionStage to 0
	StopQuest ZMCAuctionQuest
endif

end

 

 

 

Lastly, once you have your NPC made, and packages ready to go you will need to create a script like this:

 

 

This is the initialize trainers script. A blank version is provided by the ESM and then the esp overrides it. This means we are currently limited to one "playerslave" mod active at a time, unless a bashed patch is used or something of that nature. I have a callback system mostly working, but it wont be in the next release.

scn ZMCInitializeTrainers


begin function { }
;; Temporary Fix, All mistresses/masters must register themselves here

;;ZMCRadeneLlethanV.evp

ZMCWendOwner.evp
end

 

 

 

Again, I am not entirely keen on how I wrote most of this code. It will most likely be cleaned up at some later point.

 

P.S.

If you are curious about how I have the AI packages setup right now, I attached an image.

 

Posted

Ok going to make this short and sweet cause I'm really really tired. Here are my story arches that I'd like to be able to do. (yeah I know not simple but they just suddenly popped in my head as I tried to sleep.)

 

Futanari Master- Best story arche, Bought Sundays or Saturdays, taken home her dog (lovers bitch) she lets have you, makes her horny takes you upstairs !surprise! she's a futanari, 2hrs later she's done, night she forces you to sleep with dog, over... 15 days(ish) she starts liking you as her personal sex slave, 30 days(ish) you gain some freedom from her (IOW back to questing in the world) on 1 condition 2000 every day you are back at her home being her sex slave or else she finds you enslaves you again and uses dog to train you for X amount of time then she trains you X2 amount of time. Timer resets.

 

Horse Breeder - Bought Mondays, simply put LoversBitch/Slave for horse farm.

 

Good/Evil - bought on Tuesday Fame = Evil buyer who rapes you in town square(s) IOW parades you around as a trophy. Bought on Thursday Infamy = Anti Hero buyer who along with all male towns people with in X radius bukakke you.

 

Trophy Sex Slave - Bought on Friday Queen of a city is a lesbian, rewards Guards good deeds (once everyday) with you as their "prize" all gaurds are modded to be girls. When no one is around she puts on a strapon and trains you. When done (depending on day) she puts you into a prison cell with a creature which rapes you till she comes to get you the next day.

 

I know don't over do it to much but couldn't help it all these ideas hit me at once. Some would need new animations but meh... Skyrim Lovers mods would most likely be out before anyone could get this kind of stuff up and running for bug testing.... Maybe ideas could be use for Skyrim in that case. Mostly for Female PCs.

Posted

So I finally figured out why my NPCs (was testing combinations of races and clothing) are show up invisible... Tina's Canine Slut race doesn't show up for some reason... no idea why, just means I've got to use a different race. Turning to MBP for this one.

 

On a side note I'm going to use both Appachii Goddess Store and Mixed Maid for more costume choices on the NPCs. For now I'm going to move on to creating a house for the Master.

Posted

Ugh... baby steps. Slowly getting a house together, with maids in it... though till I can get a "maid" script for their AI they'll just stand there.

 

Ok so working on a dungeon with other "slaves" in their cells... but I can't find the ballgag, where is it? Armor or Clothing/... NVM figures I'd find it right after posting this.

Posted

Progress is kind of slow with just getting stuff into place... Anyone know how to make smaller corrections to items in the Render window?? I've got a good start on stuff now I just need to get them to line up... using the mouse makes them jump to much for the tiny amount I need to correct them.

 

>.> nvm... had grid turned on. :P I'm learning here... lol.

Posted

OMG!! I've spent most of the day just trying to setup a house... adding clutter, NPCs, etc... is a time consuming adventure. Worth it though, I'm learning alot quicker now that I'm actually doing instead of just reading/watching tutorials.

 

But the kick in ass comes with the part where I couldn't save it. TES wouldn't let me save it at all... so having to start from scratch. All I wanted to do was test out the house make sure all my NPCs were working. >.< damn my luck.

Posted

Ugh... I give. TES has crashed on me twice now in less than 30mins...

 

Make that 5 times in the past hour now. I can't even finish making a NPC before it crashes now.

Posted

Ok I give up completely, crashed on me 6 times in 1hr. Not to mention the work I did all day from 1100-1900 wouldn't even save, since then it just crashes within minutes of starting.

 

Got a lot of good ideas towards PlayerSlave and I can't do any of them if TES isn't going to work with me.

Posted

Well, I reinstalled TES seems to be going good. Though I made some BAD mistakes, most of the doors have you spawning either inside them or outside the cell... Oh and My NPCs are still invisible... some of them anyway.

Posted

I got one quick problem I'm hoping someone will respond to. How do I update an item to show that it's being used by "X" amount of users. Some of the clothing keeps disappearing off my toons.

 

Ok wait... it Auto updates... so why do the items keep deleting themselves out ever time I either test the mod or go back in to do changes???

Posted

Another thing, when I activate my mod I CANNOT SAVE my changes... it pretty much acts as if it is saving then when I go back after running a test, all my changes are gone. IOW I can save once exit do a test run and then start from the beginning or not test anything and constantly leave it up and running till I get it to work. I don't know why it won't save my changes... I getting quickly pissed at this program.

Posted

First question is are you running the CS through OBSE? If not then here is how to do so:

1. Create a shortcut to the CS.

2. Right click on the shortcut and select properties.

3. Select the target box and edit it from:

Oblivion\TESConstructionSet.exe

to

Oblivion\obse_loader.exe -editor

4. Hit apply to save and then ok to close the shortcut.

5. Now double click your new shortcut and it will open the CS with OBSE functionality. This should help stability a little and give you greater flexibility to use scripting (if you need it).

 

Also after making your changes in the CS (remember to save FREQUENTLY) are you selecting "file" then save? Closing the CS won't save your changes. Also when updating inventories remember to click the "ok" button and not the red "x" or again your changes are lost. When you save the user count should be updated (may or may not show correctly until you open the file again - CS is quite buggy as you have discovered.

 

I can't really stress this enough but please for the love of your sanity save often. I once made several hours worth of changes and lost every damn bit of it when the CS decided to crash.....:(

Posted

obse_editor_1_2.dll??? Is that the one I need to target??

 

It just dawned on me why I might be losing my clothes on toons. Because I'm only saving the changes to my toons/world not the mod I got the clothes from... I'm guessing that this is why people constantly use S.Islands dresses for NPCs on their mods. Oh boy... so how would I go about using costumes from another mod????

 

1. My saving issue, I can create the everything I need on the initial creation. If I exit to go test things out and then reload, setting my mod as active, it just won't save over with my changes period. TES acts like I never requested to save even though I get the message that saving is done. I know it's not actually saving for 2 reasons first is obvious (changes aren't there) and cause if I try to exit it ask if I want to save changes every time I try to exit after hitting yes to save. Exit, want to save, yes... Exit, want to save, yes... and this repeats until I hit no. I've gone as far as to hit save 20 times and this still pops up on exit.

 

2. Of my Eight NPCs (Master, 4 Maids, 3 slaves) only the 3 slaves keep their races. The reset defualt to Dummy, which I'm betting causes my Invisible NPC problem.

 

3. Not one of them keeps their gear EXCEPT my Master keeps her keys to her house. Thinking back this also applies to Dementia outfits.

 

4. Along the same line of my Race issue (no pun intended) My 4 LoversBitch dogs disappear from their pens. 3 slaves with 3 dogs and the last dog is meant for the master to through you in.

 

All in all I'm learning quick (mainly from repetition) on how to create mods. But I'm having so many minor issues that it's driving me nuts. For now I just want to get everything in the house up and running (and be able to save changes) before I even attempt using ThomThom's scripts on the Master.

Posted

OMG!! I figured out ALL of my issues (except saving my own mod, can save over others mods just not mine. IOW I'll have to create my House under ZMCPlayerSlave.)

 

HOWEVER, this means making additions with in others mods, So this may just be a personal use mod. ZMCPlayerSlave, Appachii Goddess Store, LoversBitch, Mixed Maid Outfits, Sex Shop, and MBP I would have to go in to each and make the changes I want for Clothing/Race.

 

So not 100% sure I could release this with my Ideas for how characters would look. Not even 100% sure making all the changes I want would even work... though after a test of Sex Shop... I am 80% sure it'll work... though it will be one HELL of a headache to make.

Posted

OMG!! I figured out ALL of my issues (except saving my own mod' date=' can save over others mods just not mine. IOW I'll have to create my House under ZMCPlayerSlave.)

 

HOWEVER, this means making additions with in others mods, So this may just be a personal use mod. ZMCPlayerSlave, Appachii Goddess Store, LoversBitch, Mixed Maid Outfits, Sex Shop, and MBP I would have to go in to each and make the changes I want for Clothing/Race.

 

So not 100% sure I could release this with my Ideas for how characters would look. Not even 100% sure making all the changes I want would even work... though after a test of Sex Shop... I am 80% sure it'll work... though it will be one HELL of a headache to make.

[/quote']

 

you can allways contact the authors of the mods and ask for permission to use some of the items in your own mod. If that fails you can simply substitute what you cannot include in a version made for release.

 

also

Gratz! I wish you continued success

 

Posted

obse_editor_1_2.dll??? Is that the one I need to target??

 

It just dawned on me why I might be losing my clothes on toons. Because I'm only saving the changes to my toons/world not the mod I got the clothes from... I'm guessing that this is why people constantly use S.Islands dresses for NPCs on their mods. Oh boy... so how would I go about using costumes from another mod????

 

1. My saving issue' date=' I can create the everything I need on the initial creation. If I exit to go test things out and then reload, setting my mod as active, it just won't save over with my changes period. TES acts like I never requested to save even though I get the message that saving is done. I know it's not actually saving for 2 reasons first is obvious (changes aren't there) and cause if I try to exit it ask if I want to save changes every time I try to exit after hitting yes to save. Exit, want to save, yes... Exit, want to save, yes... and this repeats until I hit no. I've gone as far as to hit save 20 times and this still pops up on exit.

 

2. Of my Eight NPCs (Master, 4 Maids, 3 slaves) only the 3 slaves keep their races. The reset defualt to Dummy, which I'm betting causes my Invisible NPC problem.

 

3. Not one of them keeps their gear EXCEPT my Master keeps her keys to her house. Thinking back this also applies to Dementia outfits.

 

4. Along the same line of my Race issue (no pun intended) My 4 LoversBitch dogs disappear from their pens. 3 slaves with 3 dogs and the last dog is meant for the master to through you in.

 

All in all I'm learning quick (mainly from repetition) on how to create mods. But I'm having so many minor issues that it's driving me nuts. For now I just want to get everything in the house up and running (and be able to save changes) before I even attempt using ThomThom's scripts on the Master.

[/quote']

 

No, don't target the dll target the exe as per my post and then add " -editor" without the quotes.

 

If you did it correctly you will see the obse box pop up before the CS opens.

 

Hitting exit to save is not a good idea. Instead select file then save. Do this periodically so if it does crash you don't loose much. I don't think hitting exit and clicking yes to save works very often (don't ask me why as I couldn't tell you other than the CS is buggy).

 

You can try to pull from other mods by making them a master but it is just SO much simpler to make a new item inside your own esp. Go to whatever you are wanting to make be it clothes, armor, weapons or whatnot and right click and select new then set you settings for the item (it is best to have nifskope open while doing this do you can see exactly what the item covers on the body be it upper, lower, hand foot, all of the above, and so on). You can also set it to be playable or unplayable (unplayable meaning you can't loot it). Doing it this way gives you so much more control.

 

Now if you are doing your editing in tes4edit then yes you do click exit and select save and it will save.

 

It is up to you to decide whether to mod someone else's mod or make your own esp. Some basic rules of thumb are if the esp you are modifying gets updated frequently then modding it is a bad idea (you'll have to forgo updates or redo your changes every time). If the mod doesn't get updated then go for it.

 

And as it was stated earlier if you intend to share with others please do get permission to do so :)

Posted

Things are moving along finally. After figuring out what needed to be done with certain things... I've been able to Load up ZMCSlavePlayer and go to the house, NPC, and key set where I placed them... and it worked. Now is just going through and editing the house with clutter which I'm working on... I have 4 rooms to do this with so may take me the rest of my weekend to do, not going to be very detailed but I'm going to at least add in a few things to make it look like someone lives there. Once I'm done with just the house I'll release it so someone can look at what I made and go edit in Shal Nara (Futanari Slave Master) Scripts. I have a base understanding of what needs to be done here, but not enough to make a full Slave Master, espcially with the "story arch" I have in mind.

 

It may be the incomplete version though, cause of things I'd like to have in the house. Dungeon will have four Pens with LoversBitch dogs in each, three of which have Slaves that are being "punished" the fourth one will be you're introduction to your New Master (if character has had sex), if not I'd like a script for the Master that does a Sex amount check. After that she would get excited and take you to her quarters, for sex training (if someone takes up the challenge to write the script I'd like her to count as being raped by, because you're a slave like it or not). I have a whole story arch planed out in my head for this Master, which leads to you being able to travel again within restrictions (be back everyday before 2000 and can't leave till 0800).

 

FOr now I'll give them basic Clothing items... except for the 3 slaves :P.

Posted

Ok so Now I've got the house ready (well outside, 1st floor, and dungeon are ready, 2nd Floor and Shal Nara's Quarters I haven't started on yet)... however... I broke Tamirel somehow... north side of Chorrol just south of the house is completely broken... any idea how I can quick fix that?? Yeah... I hardcore broke the terrain just north of the north Chorrol Entrance. Um yeah... even loading a clean save doesn't fix that problem. Reloading the Oblivion.esm didn't help either. Weird... In game the terrain is fucked... but in TES the terrain is there... um.

 

Only other thing I need to figure is how to get my dogs in the dungeon pleasuring my Slaves there.

 

BTW my apologizes Gregathit, I figured out the clothes "fix" (did exactly as you said in your post) before I read your earlier post. Just saw it and I'll do just that for my TES.

Posted

Hmmm... ok so... when I load up the game I can clearly see missing terrain, Chorrol North Entrance tells me I can't go that way, due to the issue. But outside I can clearly see the Auction House floating in nothingness... even though in the Wilderness (TES) area just outside the house is clearly not there... everything else is where it should be in TES... but in game a hole about 3x3 grid spaces is clearly there.

 

Help me Obi Wan Kenobi your my only hope! The force IS NOT WITH ME on making this.

Posted

LOL... well once again I figured out what happened... somehow I had deleted all of that terrain with in the SexShop.esp. After going one by one down the list I figured out where my issue was replaced the file and now I'm back on track...

 

LOL... Score one for the DarkSide of the Force.

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