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(WiP) A prostitution and player slavery mod 0.10.2c


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Posted

regarding sneak stuff, I'm not using 'sneak' mods but I am using ones that affect sneaking: NPC in the dark and Spells and Light . I'm using a sneaking mage character this play through and between them, they make sneaking a bit harder. 

 

Dead ends? I'm all for them, I save regularly and can always go back. In a sense, once you've done any quest line it's 'dead'; I don't think APPS would be much different.

Posted

i'm to lazy to quote all of you, who wrote after my last post, so i'll just go on w/o quoting you people.

 

(Auto)Saves can be done script technically and is something Hero already considered in case of dead ends. He ninja'd you with this idea and his idea works w/o load screens and autosaves which could accidently be replaced. :P

 

Dead Ends will be what the name says: "Dead" ... no, not really. Endless enslavemnt as dead end won't happen. Our plans for slavery involve that you can stay there for as long as you need to snap your palm ... or whatever else you do. :P

 

The main story will have some dead ends, even some that prevent you from progressing. But we'll do our best to let the player know where she/he is heading with the decissions that have been made.

Other dead ends will just shorten some quests, which might or might not have an influence on other parts of the mod. Example:

in one quest you are hired as waitress for a rich NPC who then asks you to offer your body. if you decline this, he'll not be a future customer for the whoring player and maybe not even consider hiring the player as waitress again. Something like that.

And then there are side/random/radiant quests, where a dead end will just end the quest. Example: Angering your dom/sub to end this kind of relationship will result in you not being able to get back to this kind of relationship. Retries by begging or working your way back by prooving yourself is considered but an underestimated amount of work, which is hard to keep seamless/immersive.

 

No matter if sub, dom or pure slavery: There is nothing like a simple slavery (no pun intended in terms of the mod "Simple Slavery" which is sadly dead now).
Such stuff is hard to think up and to create, hence why i got alot of respect for jbezorg, Goubo, dkatryl and skyrimll.

Posted

Ya ya, we understood and already know that my quick translation sucks.

But as a reminder again: This was a quick (emphasis on quick) translation to get the mod out and it's only a preview.

Next versions will not be translated by me (maybe the raw german -> english one in case we decide for an native english speaker) and the final translation by someone who's better at this then me.

 

Can we go back to the last topics again please?

The poll may be gone, but we still want to hear your opinion about dead ends in mods or if we should leave them out.

And the other question is about sneaking. Are you using any mods that enhance it, then why or if you don't, why not.

 

So far most people voted for dead ends and the few that answered the question about sneaking tend to use pure vanilla.

But as only a few answrered so far, those questions are still up2date.

 

Make sure that if a dead end is a loop, make a way to let players know they reached a dead end. Its frustrating to acknowledge a dead by replaying a loop several times to understand it is actually a dead end.

How you do it, is up to you.

Posted

 

Make sure that if a dead end is a loop, make a way to let players know they reached a dead end. Its frustrating to acknowledge a dead by replaying a loop several times to understand it is actually a dead end.

How you do it, is up to you.

 

 

If you can somehow make it so the player know they just dead ended something would be amazing, but it'll be hard to get it right. Especially on something that might seem (or is) very minor

Posted

i'm sure i already wrote that we'll do our best to make it clear that the player is heading towards a dead end.
i mean honestly: Even we would hate to be put into an dead end, no matter if it's a loop or "real" dead, w/o knowing that we're heading straight into it.

So don't worry that we would make an hentai game inspired mod, where the best you can do is guess. :P

Posted

...I actually kinda wish there's a hentai game inspired mod in the TES engine... :ph34r: just to see how it'll be like...

But that's another topic altogether! :D

 

Although making things too clear might defeats the "suspense" a little! Such is the trials and tribulations of adult mods! It might be best to don't think about it too much sometimes!

Posted

Come on, people, how many times does CGi have to say that there won't be a hardcore, enslaved-for-ever, you-can-never-get-out-of-this ending?

 

As far as dead ends go, I vote "YES, put dead ends in".  You seem to have no interest in tricking players, and I know enough that saying "Skooma is a vile poison." will lock me out of the skooma side quest and "I'm never whoring myself out at a military camp!" will lock me out of that (I don't know if those are real, but you get the point).

Posted
You can disregard this post as I realized a little late that you already got an answer.
 

snapback.pngLyman the Lunatic, on 06 Apr 2014 - 08:41 AM, said:

Sorry, CTD. So the new feature on 1.2C are the patrons? It seems this feature conflicted with Populated Cities. I always use Populated Cities to get over the fact there are way too few NPCs in the tavern.

 

The other thing I found is that this mod doesn't aware if my char. did the Saadia's quest or not. I just made a new char & she didn't do the quest yet, but talked as if she's not there. Also, why does it mod forced Saadia to greet my char?

 

EDIT

 

It's Lively Inns & Taverns, I forgot to delete it. While testing, I also find that my char. can't stop working on the 2nd night because there's no "I'm done for the day" dialogue, only "I'm ready for work", but that might be because of Lively Inns & Taverns. Also, for a mod in development for too long, I expect it to be more refined, dialogues are weird as usual.

No, it is just a bug fix where you couldn't end the shift if you had sex with more than one customer. APPS does not force Saadia to greet you. It is a vanilla scene which will be played whenever you enter the Bannered Mare the first time and take a seat.

 

What do you mean by 'dialogues are weird as usual'?

 

 

 

 

I think he means what I offered to fix. The dialogue is translated, but it is slightly nonsensical due to mistranslation. It is a rather impressive translation, but it could still use some tweaking. I'll list a few errors below(I'm pulling from TES5Edit so sorry if I list something not yet in-game):

  • "You've asked me to come" should be "You asked me to come"
  • "I have an guests order" should be "I have a guest's order"
  • "Here is your ordered food" should be "Here is the food you ordered"
  • "Is chopping firewood really payed this much more" should be "Does chopping firewood really pay that much more"
  • "You can't even afford a wine, so how to you think to pay for a dance?" should be "You can't even afford wine, so how do you think you'll pay for a dance?"

That should give you a general idea. I'm assuming the translator is bi-lingual and that english is his second language, so I do not fault him in the slightest. In fact I applaud his work, I just think it could use a little tweaking so as to get the quirks out.

(Also just as a side note, I found that you used quite instead of quiet quite a bit. (pun not intended there) Just so you know, so you might fix with any further translating you do.)

 

HOLY, a full page filled up while I typed this up.

OR maybe it just didn't load the first time around....

 

Posted

Come on, people, how many times does CGi have to say that there won't be a hardcore, enslaved-for-ever, you-can-never-get-out-of-this ending?

 

 

I vote to put at least one enslaved-for-ever event, just because there is no mod that i'm aware of that does this. Better yet put a "Hardcore" option in MCM that will enable some of events be enslaved-for-ever type event. And if you don't select "Hardcore" you will be able to escape every horrible situation you get into. Whenever I read this forum topic 3 points always on my mind:

  • Most of games have "Game Over".
  • Why would you make this mod without "Game Over"?
  • In this Skyrim mod "Game Over" will probably be a scene loop of some sort. 

That's why I (and many other people) want to know that this particular loop is the last one, mod creators can tell me that either at the beginning of the scene or at the end of the scene (depends on the scene, you have to be careful here, as endings are crucial). Usually in hentai game it will say "GAME OVER" at the end of the scene and game ends. But in Skyrim you can just loop the scene, so player can enjoy it until he is ready to quit or reload the game/mod.

 

I said this from the position that I still don't understand what will this mod be in the end, there were so many talks and no definite answers from mods, but that is not a bad thing, its still in design stage.

 

 

Now to a whole different topic. Can you make this mod also corrupt player, to become evil. If player is bound by situation, why wouldn't captors TRY to make player pure dragonborne spirit to an evil traitorous bastard. They can force your character to kill innocent people, rob poor and give gold to rich, tell horrible lies, and wreck total havoc. So it will be kind of a way of enslaving your personality/purity. I just want to know how far this requested feature is from the scope of the mod().

Posted

In response to CGi: I do use sneak tools, mainly for its ability to douse/light fires and very rarely the rope arrows. Though I must admit I could just as well go without them.

Posted

So as i see it, sneak enhancements are preferd, with the focus on specific functions.
i'll see what i can do to replicate the features you guys mentioned as for why you use enhancers and maybe find/think up some other stuff to create a sneaky atmosphere.

Thanks to everyone who participated and feel free to continue telling me what functionality of sneak enhancers you prefer the most and maybe come up with own ideas on how to enhance the vanilla system.

Posted

As already mentioned many many times this is the end of this version.

 

Please read at least one or two pages back before asking questions because they may have been already answered. Thank you.

Posted

In dark investigation mod at the end of story there was an event that you were recieving a note out of nowhere informing you that this is the end for now.

You might consider something like that ;)

Posted

Di is one of those mods that inspired Hero to create APPS, so APPS will be heavily influenced by it especially if it comes down to building up tension... and yes, we loved that bonus scene too, together with the female prisoner scene. Di is awesome.

Posted

I found a bug, though it's not really gamebreaking..

 

If you install on an existing game, your startup message will display on the loading screen.

 

I have a female character and haven't encountered I anything related to this mod, though I haven't done any sort of initiation for the mod.

 

Perhaps I will read page 1 :P

Posted

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At the moment we're focusing on getting the test mod done, so you people got something to play around with ... or to be more specific: To be played around with. ^^
There's alot of dialogue involved that'll need to be translated into english and maybe other languages.
Now the question is: Do i have to do a rough english version first or is someone brave enough to work with the german version?

Yes, the translator will get the mod before it's release, but don't be overwhelmed by this as this comes with the responsibility to create a translation, which is hard work as it'll be difficult to transport the athmosphere/meaning of the dialogues. So if people then complain about the translation, we'll happily redirect them to the one who did the translation. ^^

 

Yes, the translation has to be good, because if people like the content of the test mod, there's a good chance it might find it's way into APPS so people don't have to fear getting rid of ... uhm ... the content of the test mod.

Posted

I am willing to help with the translating of this mod, though I don't know german so it would be nice for you to get a rough version first which I could then refine. Otherwise I could try with google translate... Though I've found those translations often extremely hard to decipher. (Just a heads up though, I would be doing it on my free time so I can't guarantee that I will have it for you by any specific date. Though it shouldn't take overly long to fix it up.)

Posted

The time the translator needs doesn't matter as the amount of text is pretty amazing for such a small test mod.
And keeping the atmosphere/meaning of the dialogue is something that needs time to be done right. i know what i'm talking about, believe me. ^^

 

So right now we got aqqh for the polish and Aaratoth for the english translation, which will be done based on a rough translation i got to do first.
i'll contact you two as soon as we got the dialogues done. No playable content as we don't want to spoil anything, don't we? :P (even tho the dialogue is a biiiig spoiler)

Posted

That sounds good to me! Just to ask, would you be sending it as a text file? If so could you attach slight descriptions as to what is going on next to the text? It would be nice to know what is going on, so one might be able to portray the mood to the best of our abilities. I just don't want to deduct from the quality of this mod by portraying the wrong mood.

Posted

Every translator will get the ESP so everyone can look at the dialogue trees, which is important as some dialogues link forth and back and some are even used as universal dialogue option.
For the translation you can use w/e you want. CK, TESVTranslator, TES5Edit or whatever else you like to use.

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