big tim Posted November 10, 2014 Posted November 10, 2014 I will generate a log next play through for the Expansion Quest 01 as to what is happening. On this play through I had Lydia as a follower just to see how it works, first time with a follower. Master takes them away on Expansion Quests 2 and 3. I go out the door and there is Lydia, can't talk because she will get in trouble. She was at the Embassy(not all scenes) and the Blue Palace(all the way through). It did not cause a problem and after getting Herran to release her, dialog was fine. I have kuertee simple multiple followers and the kuertee simple multiple followers MCM mods as the only followers mods installed. Thanks. P.S. How's the job prospects look? Hopefully things are progressing for you. That follower mod likely handles followers in its own way. What I have set up uses commands from the standard follower quest so I can dismiss and keep the follower there. AFT uses a variation on it but has aliases for up to 5 followers, not entirely sure how it handles the dismissal though but it works fine with the one in the original alias. That follower mod is beating out the AI packages from mine so they won't stay in the shop. The follower may be what is causing the scenes to not move forward. When I was testing the follower capture system I had Lydia follow me to the Embassy and I ended up stuck as soon as I got inside, brought the entire scene to a halt as I would not move forward. Job prospects are still somewhat slow. I have some money coming from some stock options that I received from a job some time ago that will hold me over for several months if needed but I would rather use it to pay off some bills. I have to call one of the recruiters tomorrow though so hopefully they will have something. It did not stop the quests. So I should try a different follower mod than, like AFT(mod ?) and see if that works. More than wishing for anything with the mod, my wish is for something to come up soon for you and you won't have to touch the nest egg to get by. An uncertain future is not something that is fun to think about. Arthritis coming in the knees is making carpentry harder on me, just got to make it through the next 22 monthes. So good luck. Thanks
mendalion Posted November 10, 2014 Posted November 10, 2014 Just little idea. I don't know is there any ability to realize it in Skyrim. When player is a full slave, or maybe if player is too concentrated on this mod's quests, Master would send player to make random quest from player questlist. Master can add some accessories as belt and collar and send you to do good things to make her shop more popular. Is there any ability to make quest "Finish quest @quest from questlist@" in Skyrim modding? Or it would need to modify each quest that would be given for player? If those quests would have no impact on CD story - so it would be just an epic way to keep players busy for hours - then i'm rly not sure. If there would be some more sense behind it - like Master trying to establish connection with thiefs guild for example, or to make you a thane so her influence would grow, or to replace some uncooperative (Stormcloak?) Jarl with another - that would be a different story. There are few quests I would tie into. The sorts of things I would look to do is have the player locate some of the unique items around Skyrim and bring them back. The other is to make quests based on the guilds the player is a part of, something that would fit within that guild but has to do with the shop. As it is those would be low on my priorities of things to do. About quests and things to do: Veladarius, since our char is Dragonborn, and having a slave with dragon souls is dangerous, didn't you feel like the big punishment would be for player to bring dragon souls to "Master" (in one form or another)? It feels to be a big token of submission from player.
Kimy Posted November 10, 2014 Posted November 10, 2014 Just little idea. I don't know is there any ability to realize it in Skyrim. When player is a full slave, or maybe if player is too concentrated on this mod's quests, Master would send player to make random quest from player questlist. Master can add some accessories as belt and collar and send you to do good things to make her shop more popular. Is there any ability to make quest "Finish quest @quest from questlist@" in Skyrim modding? Or it would need to modify each quest that would be given for player? If those quests would have no impact on CD story - so it would be just an epic way to keep players busy for hours - then i'm rly not sure. If there would be some more sense behind it - like Master trying to establish connection with thiefs guild for example, or to make you a thane so her influence would grow, or to replace some uncooperative (Stormcloak?) Jarl with another - that would be a different story. There are few quests I would tie into. The sorts of things I would look to do is have the player locate some of the unique items around Skyrim and bring them back. The other is to make quests based on the guilds the player is a part of, something that would fit within that guild but has to do with the shop. As it is those would be low on my priorities of things to do. About quests and things to do: Veladarius, since our char is Dragonborn, and having a slave with dragon souls is dangerous, didn't you feel like the big punishment would be for player to bring dragon souls to "Master" (in one form or another)? It feels to be a big token of submission from player. Sounds like a fun idea, but mind you that a lot of players intentionally bypass the main quest in their playthroughs, so the implementation would have to trigger only if the player actually activated the main quest.
Content Consumer Posted November 10, 2014 Posted November 10, 2014 About quests and things to do: Veladarius, since our char is Dragonborn, and having a slave with dragon souls is dangerous, didn't you feel like the big punishment would be for player to bring dragon souls to "Master" (in one form or another)? It feels to be a big token of submission from player. Sounds like a fun idea, but mind you that a lot of players intentionally bypass the main quest in their playthroughs, so the implementation would have to trigger only if the player actually activated the main quest. Hey... what about the master wanting to enslave a dragon? It would require a lot of scripting... I wonder if it could just be copied directly from Dragonsreach Great Porch whole, just replacing Odahviing with a generic dragon? Probably way too problematic, buggy, and difficult to implement, but it's an interesting thought.
falloutfan1067 Posted November 10, 2014 Posted November 10, 2014 Not sure if this has been mentioned already but I've got the latest version and in the elenwen mission the ebonite restraints that are initially put on are not appearing on my character, they are equipped in the inventory but they don't appear
Veladarius Posted November 10, 2014 Author Posted November 10, 2014 Just little idea. I don't know is there any ability to realize it in Skyrim. When player is a full slave, or maybe if player is too concentrated on this mod's quests, Master would send player to make random quest from player questlist. Master can add some accessories as belt and collar and send you to do good things to make her shop more popular. Is there any ability to make quest "Finish quest @quest from questlist@" in Skyrim modding? Or it would need to modify each quest that would be given for player? If those quests would have no impact on CD story - so it would be just an epic way to keep players busy for hours - then i'm rly not sure. If there would be some more sense behind it - like Master trying to establish connection with thiefs guild for example, or to make you a thane so her influence would grow, or to replace some uncooperative (Stormcloak?) Jarl with another - that would be a different story. There are few quests I would tie into. The sorts of things I would look to do is have the player locate some of the unique items around Skyrim and bring them back. The other is to make quests based on the guilds the player is a part of, something that would fit within that guild but has to do with the shop. As it is those would be low on my priorities of things to do. About quests and things to do: Veladarius, since our char is Dragonborn, and having a slave with dragon souls is dangerous, didn't you feel like the big punishment would be for player to bring dragon souls to "Master" (in one form or another)? It feels to be a big token of submission from player. Sounds like a fun idea, but mind you that a lot of players intentionally bypass the main quest in their playthroughs, so the implementation would have to trigger only if the player actually activated the main quest. If you are playing as the Dragonborn and you are her slave you are far more potent having them, she can't really do anything with them anyways. About quests and things to do: Veladarius, since our char is Dragonborn, and having a slave with dragon souls is dangerous, didn't you feel like the big punishment would be for player to bring dragon souls to "Master" (in one form or another)? It feels to be a big token of submission from player. Sounds like a fun idea, but mind you that a lot of players intentionally bypass the main quest in their playthroughs, so the implementation would have to trigger only if the player actually activated the main quest. Hey... what about the master wanting to enslave a dragon? It would require a lot of scripting... I wonder if it could just be copied directly from Dragonsreach Great Porch whole, just replacing Odahviing with a generic dragon? Probably way too problematic, buggy, and difficult to implement, but it's an interesting thought. All of those scenes are heavy on the AI and scripts and very specific so doing anything else with them would be difficult. And like the dragon souls there is not much to do with a dragon especially an uncooperative one.
Veladarius Posted November 10, 2014 Author Posted November 10, 2014 Not sure if this has been mentioned already but I've got the latest version and in the elenwen mission the ebonite restraints that are initially put on are not appearing on my character, they are equipped in the inventory but they don't appear Check your installation of the DD Expansion, all the textures come from that.
EnragedRabisu Posted November 10, 2014 Posted November 10, 2014 I'm not sure whether to post this here or one of the other Devious threads (The last lines of my log are tagged [Zad], but I'm not sure which mod his code is in), but your plugs (equipped through Cursed Loot, if that matters) are causing a CtD on occasion. I have the orgasmo and punisher equipped. It seems to happen when they attempt one of the vibration events, but I'm not sure if it's a specific event or several of them as it seems to CtD before doing much. The weird part is that sometimes the event goes smoothly, other times it starts and quickly CtDs.Logs: Link Link 2
Guest Posted November 10, 2014 Posted November 10, 2014 Just little idea. I don't know is there any ability to realize it in Skyrim. When player is a full slave, or maybe if player is too concentrated on this mod's quests, Master would send player to make random quest from player questlist. Master can add some accessories as belt and collar and send you to do good things to make her shop more popular. Is there any ability to make quest "Finish quest @quest from questlist@" in Skyrim modding? Or it would need to modify each quest that would be given for player? If those quests would have no impact on CD story - so it would be just an epic way to keep players busy for hours - then i'm rly not sure. If there would be some more sense behind it - like Master trying to establish connection with thiefs guild for example, or to make you a thane so her influence would grow, or to replace some uncooperative (Stormcloak?) Jarl with another - that would be a different story. There are few quests I would tie into. The sorts of things I would look to do is have the player locate some of the unique items around Skyrim and bring them back. The other is to make quests based on the guilds the player is a part of, something that would fit within that guild but has to do with the shop. As it is those would be low on my priorities of things to do. About quests and things to do: Veladarius, since our char is Dragonborn, and having a slave with dragon souls is dangerous, didn't you feel like the big punishment would be for player to bring dragon souls to "Master" (in one form or another)? It feels to be a big token of submission from player. Sounds like a fun idea, but mind you that a lot of players intentionally bypass the main quest in their playthroughs, so the implementation would have to trigger only if the player actually activated the main quest. Speaking of bypassing quests, It takes a lot to become a level-10 milkmaid. I did, on "easy", and got tired (My life was complete) so I restarted the game. There isn't much higher calling than to give your own bodily fluids for the benefit of others. Even Elenwen seems to think a milking machine is cute, and I get messages from her assistant from time to time. I do believe that a milking machine is part of any game using a Zaz Animation Mod, so it wouldn't be much of a stretch for master or her minions to answer "was there something you wanted?" with "I''m /We're thirsty. Go get some milk".
michellex Posted November 10, 2014 Posted November 10, 2014 Hi, first of all, very neat mod! So, I'm having trouble getting the "High Security Chastity Belt" removed for the first time by the smith. I seem to get the masturbation trigger (screen goes black for a second and I get a popup: "Some time later") despite not having the option ticked in Devious Devices. The two plugs were apparently removed, but not the belt itself. The same thing happens if I try a 2nd time. I spent a while fiddling with all the options in the related mods to no avail. Is there something I should be doing? In case there's a conflict I'm not sure of, I'm using all the required mods, plus most of the recommended ones, including: For the Masses, Cursed Loot, Deviously Helpless, and Devious Captures (+Defeat). Thank you!
aqqh Posted November 10, 2014 Posted November 10, 2014 If you want to train a follower to be a slave all you need to do is make them one so they may be trained. As for the player training, that will happen as well in one form or another. Btw - this would be based on vanilla Current Follower faction right? So any (except some custom ones) follower of player choosing could become one? I do fancy an idea that at some point i will get my submissive character enslaved by my dom character - using Familiar Faces mod
Guest Posted November 10, 2014 Posted November 10, 2014 If you want to train a follower to be a slave all you need to do is make them one so they may be trained. As for the player training, that will happen as well in one form or another. Btw - this would be based on vanilla Current Follower faction right? So any (except some custom ones) follower of player choosing could become one? I do fancy an idea that at some point i will get my submissive character enslaved by my dom character - using Familiar Faces mod Captured dreams is the only mod I know of that actually does anything worthwhile with slaves. Another mod I tried for a minute or two just kept saying "Don't do that!!" whipping me randomly and other random things. Having a slave, unless they help you fight monsters, seems pointless to me, unless you could maybe get them to cook, clean, be milkmaids, and dispose of bodies laying around the palace. But no mod does that (The milk mod does, but I don't want followers). I hope you get specific someday with what you actually have your slaves do. ----- I've rented the little house next to the Captured-dreams store, and set up a milking machine in the living room. I want to go to the shop, I just don't feel I'm ready yet (so many palace guards to recruit, women to invite to live in the spa) Master and her minions have to eat, I could be a hunter, Or (see my previous post) a milkmaid
Jayleia Posted November 10, 2014 Posted November 10, 2014 Sometimes easy things would do - to boost dom experience. For example on delivery an option to pay a deposit in gold instead of being locked in a belt (could be for example that first delivery has to be in belt and you will have an option of "Over my dead body!" when at least one successful delivery is done) - or leave your follower in a shop as such "deposit". Could be considered as first step of follower path to become player slave. 1st expansion quest could have an option to convince Jarl that hes letting her go too easy - which would lead to a round of whipping for example. Btw slave training of a follower could do very fine for a reward for dom character. Or sub as well i guess - tho it would have to be very different training I'd love to train some of my followers as slaves (and some miscellaneous other NPCs...who am I kidding, I want Ailus for myself)...would also like to be trained by some as well...and yet, I'm sure my submissiveness towards Master and her close associates is somewhere around infinity. But if Master says do this...it bloody well gets done the way she wants it.
aqqh Posted November 10, 2014 Posted November 10, 2014 I hope you get specific someday with what you actually have your slaves do. In my honest opinion it would be best if it would be made like radiant prostitution mod: so people would be able to create their own content that would add activities for slaves Because well - if you ask question like that to 10 people you will get like at least 8 different answers. For example - some people could fancy an idea of whoring their slaves. To me my slave is MY SLAVE and i'm not planning to share it with anyone. It would be insanely hard to make a content that would make everyone happy.
Veladarius Posted November 10, 2014 Author Posted November 10, 2014 I hope you get specific someday with what you actually have your slaves do. In my honest opinion it would be best if it would be made like radiant prostitution mod: so people would be able to create their own content that would add activities for slaves Because well - if you ask question like that to 10 people you will get like at least 8 different answers. For example - some people could fancy an idea of whoring their slaves. To me my slave is MY SLAVE and i'm not planning to share it with anyone. It would be insanely hard to make a content that would make everyone happy. Currently there is a discussion on making the various slavery mods here use some common elements so they would be compatible. Currently it is still in the discussion phase as we figure out the best way to do this without requiring an additional mod. If it works (which I think it will) it would enable someone to make a mod that uses existing slaves and not have to have its own system of controlling them. This does not mean that there would be any direct interaction between the mods (unless someone makes a mod that does) but more of recognizing slaves no matter the mod they are from. I would not expect anything from this soon though, there is a lot to work out and then add to the various mods.
Veladarius Posted November 10, 2014 Author Posted November 10, 2014 Hi, first of all, very neat mod! So, I'm having trouble getting the "High Security Chastity Belt" removed for the first time by the smith. I seem to get the masturbation trigger (screen goes black for a second and I get a popup: "Some time later") despite not having the option ticked in Devious Devices. The two plugs were apparently removed, but not the belt itself. The same thing happens if I try a 2nd time. I spent a while fiddling with all the options in the related mods to no avail. Is there something I should be doing? In case there's a conflict I'm not sure of, I'm using all the required mods, plus most of the recommended ones, including: For the Masses, Cursed Loot, Deviously Helpless, and Devious Captures (+Defeat). Thank you! If you see your character try to masturbate then you need to disable that in the Integration MCM menu, the fadeout is part of my script to remove the items. The belt you have is from Cursed Loot, I believe, and likely has the block generic tag on it designating it as a quest item, De'Zra will not remove it (my scripts will not remove those, is intentional). For that belt you need to visit a regular blacksmith, they will have dialogue to remove those High Security items.
Veladarius Posted November 10, 2014 Author Posted November 10, 2014 I'm not sure whether to post this here or one of the other Devious threads (The last lines of my log are tagged [Zad], but I'm not sure which mod his code is in), but your plugs (equipped through Cursed Loot, if that matters) are causing a CtD on occasion. I have the orgasmo and punisher equipped. It seems to happen when they attempt one of the vibration events, but I'm not sure if it's a specific event or several of them as it seems to CtD before doing much. The weird part is that sometimes the event goes smoothly, other times it starts and quickly CtDs. Logs: Link Link 2 I am not sure what the issues is on that, there are several "debug" entries from Integration that I have not seen before. The effects on the plugs are standard ones from Integration though so you may want to check with Min on the Integration topic (upload a full copy of the log zipped).
Veladarius Posted November 10, 2014 Author Posted November 10, 2014 If you want to train a follower to be a slave all you need to do is make them one so they may be trained. As for the player training, that will happen as well in one form or another. Btw - this would be based on vanilla Current Follower faction right? So any (except some custom ones) follower of player choosing could become one? I do fancy an idea that at some point i will get my submissive character enslaved by my dom character - using Familiar Faces mod Most any npc will be able to be made a slave though I have not determined what will be necessary to make someone a slave. Somehow I doubt it will be as easy as walking up to them and putting on a collar (but in some cases you never know).
aqqh Posted November 10, 2014 Posted November 10, 2014 Most any npc will be able to be made a slave though I have not determined what will be necessary to make someone a slave. Somehow I doubt it will be as easy as walking up to them and putting on a collar (but in some cases you never know). Still saying that slaves that are not just-some-random-NPC could work as a reward for a player. So to get some slave that has a "story" behind her - like one of your followers, or for example Ailus - then player would have to do something to earn it. Complete some important story quest (like the one with dealing with that thief organisation whatever it would be), or as a reward for your service (x number of errands completed with excellent success rate). For followers it would be great if it would be a long process of making her submit bit by bit - not just "from now on you're a slave, let's get you trained". Thing i mentioned before that you leave your follower as "deposit" in a shop while going on delivery could be a first step. Then for example making her assist Tavish could be 2nd. Not as order at this point. Some way to convince her, if someone would fail then player would have to assist personally. Some dialogue options in between quests - like her asking you about what happened during expansion quests 1-3, with options to convince her that what was done to Nenya or Elisif wasn't just a cruelty but something that was done for their own good. As for 2nd quest - maybe some dialogue like "I would never do something like this to my slave" Then maybe some dialogue with Erani could work as a way to open her mind to the idea that life of servitude isn't all that bad. Few more of such steps could lead to her asking if she may serve you. Then Master could offer help to officially train her - once you earn it.
lkl Posted November 10, 2014 Posted November 10, 2014 How do I remove the WT-Ebonite Slave Collar (Harnessed)? First time installing CapDreams and before I even had a new beginning with a new save game, I get the collar out of no where.
Veladarius Posted November 10, 2014 Author Posted November 10, 2014 How do I remove the WT-Ebonite Slave Collar (Harnessed)? First time installing CapDreams and before I even had a new beginning with a new save game, I get the collar out of no where. Unless you have visited the shop and are submissive Captured Dreams will not add any items to your character, when it does you will know it. To remove the collar you will either need to find keys somewhere, make them yourself or ask someone in the shop about removing the collar (see Purchasing Keys in the first post).
Veladarius Posted November 10, 2014 Author Posted November 10, 2014 Most any npc will be able to be made a slave though I have not determined what will be necessary to make someone a slave. Somehow I doubt it will be as easy as walking up to them and putting on a collar (but in some cases you never know). Still saying that slaves that are not just-some-random-NPC could work as a reward for a player. So to get some slave that has a "story" behind her - like one of your followers, or for example Ailus - then player would have to do something to earn it. Complete some important story quest (like the one with dealing with that thief organisation whatever it would be), or as a reward for your service (x number of errands completed with excellent success rate). For followers it would be great if it would be a long process of making her submit bit by bit - not just "from now on you're a slave, let's get you trained". Thing i mentioned before that you leave your follower as "deposit" in a shop while going on delivery could be a first step. Then for example making her assist Tavish could be 2nd. Not as order at this point. Some way to convince her, if someone would fail then player would have to assist personally. Some dialogue options in between quests - like her asking you about what happened during expansion quests 1-3, with options to convince her that what was done to Nenya or Elisif wasn't just a cruelty but something that was done for their own good. As for 2nd quest - maybe some dialogue like "I would never do something like this to my slave" Then maybe some dialogue with Erani could work as a way to open her mind to the idea that life of servitude isn't all that bad. Few more of such steps could lead to her asking if she may serve you. Then Master could offer help to officially train her - once you earn it. Generally they won't have a quest or anything to get them, for the most part it would be whatever npc you choose though you will have to convince them to be your slave. How you convince them I have not decided yet though it will likely vary between npc types. There will be some special slaves (like Erani) that you may get an opportunity to have but I have not planned any, yet. The player will not be able to get slaves right away. Currently my plans are that once you have Erani you will have to train her and have her tested by the Master. Once she passes you can start buying slave 'kits', probably 5 to start, so you can get your own slaves and train them. To get more kits you would have to train several of the ones you have (3 out of 5) and have them tested, once they pas you can buy 5 more kits. The max I am looking at is about 15 slaves since each needs set up with aliases, AI packages and a number of other things. Their control will be similar to Erani's though there will likely be differences since it will be more of a generic system.
Guest Posted November 10, 2014 Posted November 10, 2014 Most any npc will be able to be made a slave though I have not determined what will be necessary to make someone a slave. Somehow I doubt it will be as easy as walking up to them and putting on a collar (but in some cases you never know). Still saying that slaves that are not just-some-random-NPC could work as a reward for a player. So to get some slave that has a "story" behind her - like one of your followers, or for example Ailus - then player would have to do something to earn it. Complete some important story quest (like the one with dealing with that thief organisation whatever it would be), or as a reward for your service (x number of errands completed with excellent success rate). For followers it would be great if it would be a long process of making her submit bit by bit - not just "from now on you're a slave, let's get you trained". Thing i mentioned before that you leave your follower as "deposit" in a shop while going on delivery could be a first step. Then for example making her assist Tavish could be 2nd. Not as order at this point. Some way to convince her, if someone would fail then player would have to assist personally. Some dialogue options in between quests - like her asking you about what happened during expansion quests 1-3, with options to convince her that what was done to Nenya or Elisif wasn't just a cruelty but something that was done for their own good. As for 2nd quest - maybe some dialogue like "I would never do something like this to my slave" Then maybe some dialogue with Erani could work as a way to open her mind to the idea that life of servitude isn't all that bad. Few more of such steps could lead to her asking if she may serve you. Then Master could offer help to officially train her - once you earn it. Generally they won't have a quest or anything to get them, for the most part it would be whatever npc you choose though you will have to convince them to be your slave. How you convince them I have not decided yet though it will likely vary between npc types. There will be some special slaves (like Erani) that you may get an opportunity to have but I have not planned any, yet. The player will not be able to get slaves right away. Currently my plans are that once you have Erani you will have to train her and have her tested by the Master. Once she passes you can start buying slave 'kits', probably 5 to start, so you can get your own slaves and train them. To get more kits you would have to train several of the ones you have (3 out of 5) and have them tested, once they pas you can buy 5 more kits. The max I am looking at is about 15 slaves since each needs set up with aliases, AI packages and a number of other things. Their control will be similar to Erani's though there will likely be differences since it will be more of a generic system. Tested? Erani lives in the Palace Bedroom, and I try not to think about her. She never sweeps, cooks, cleans, mostly she just stands there. I avoid the bedroom now, preferring to sleep in one of the cells in the basement (when I'm actually there, which isn't often). So, um, Can you give a quiz now so we'll know what to expect on the test?
big tim Posted November 10, 2014 Posted November 10, 2014 For the first time, I bound Elisef to put on the items, she threatens but does nothing. It would be great if there was some sort of consequences for doing so. Maybe something like being able to borrow you for a few days as in the Embassy quest. Maybe being her slave set up like Erani, punishments, either there or at the shop per Elisef's instructions. Just seems empty. Switching to AFT to see if that will keep followers at the shop. Thanks
Veladarius Posted November 10, 2014 Author Posted November 10, 2014 Most any npc will be able to be made a slave though I have not determined what will be necessary to make someone a slave. Somehow I doubt it will be as easy as walking up to them and putting on a collar (but in some cases you never know). Still saying that slaves that are not just-some-random-NPC could work as a reward for a player. So to get some slave that has a "story" behind her - like one of your followers, or for example Ailus - then player would have to do something to earn it. Complete some important story quest (like the one with dealing with that thief organisation whatever it would be), or as a reward for your service (x number of errands completed with excellent success rate). For followers it would be great if it would be a long process of making her submit bit by bit - not just "from now on you're a slave, let's get you trained". Thing i mentioned before that you leave your follower as "deposit" in a shop while going on delivery could be a first step. Then for example making her assist Tavish could be 2nd. Not as order at this point. Some way to convince her, if someone would fail then player would have to assist personally. Some dialogue options in between quests - like her asking you about what happened during expansion quests 1-3, with options to convince her that what was done to Nenya or Elisif wasn't just a cruelty but something that was done for their own good. As for 2nd quest - maybe some dialogue like "I would never do something like this to my slave" Then maybe some dialogue with Erani could work as a way to open her mind to the idea that life of servitude isn't all that bad. Few more of such steps could lead to her asking if she may serve you. Then Master could offer help to officially train her - once you earn it. Generally they won't have a quest or anything to get them, for the most part it would be whatever npc you choose though you will have to convince them to be your slave. How you convince them I have not decided yet though it will likely vary between npc types. There will be some special slaves (like Erani) that you may get an opportunity to have but I have not planned any, yet. The player will not be able to get slaves right away. Currently my plans are that once you have Erani you will have to train her and have her tested by the Master. Once she passes you can start buying slave 'kits', probably 5 to start, so you can get your own slaves and train them. To get more kits you would have to train several of the ones you have (3 out of 5) and have them tested, once they pas you can buy 5 more kits. The max I am looking at is about 15 slaves since each needs set up with aliases, AI packages and a number of other things. Their control will be similar to Erani's though there will likely be differences since it will be more of a generic system. Tested? Erani lives in the Palace Bedroom, and I try not to think about her. She never sweeps, cooks, cleans, mostly she just stands there. I avoid the bedroom now, preferring to sleep in one of the cells in the basement (when I'm actually there, which isn't often). So, um, Can you give a quiz now so we'll know what to expect on the test? Tell her to start working then she will start using the markers, it is not set as the default behavior otherwise it would interfere with the initial part of the quest and taking her home.
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