ZetsuboSeishin Posted June 10, 2015 Posted June 10, 2015 Ya SD's Bleedout event is disabled. I am only running the Blackout events. So you are saying that the issue lies on defeat? I have been running defeat fine till I installed SD. Well checking if defeat is ok without SD. If it is a problem with bleedout, then it has to be a problem with Defeat (assuming you disabled SD's bleedout event as you said). If it is a problem with blackout, it could come from both mods. The best thing to do is to reproduce the issue and look at the logs for a trace of messages from Death Alternative. That will tell you what DA tried to do, which mod 'won' DA's event and why it didn't work out. Well I cleaned up and reconfigured defeat from the general options menu of defeat and it seems to be working.
CliftonJD Posted June 10, 2015 Posted June 10, 2015 Guess its impossible to run this with sexlab defeat and death alternative simultaneously. The defeats struggle bar and death alternative bleedout bar shows up at the same time and the aggressor just walks away. Though its only for the valid enemy factions for sanguine debauchery. SexLab Defeat is compatible with Death Alternative and so is SD. I am running both all the time with no issue except the occasional Defeat or DA getting stuck on making hostile NPCs friendly after combat is over (easily fixable in both cases). I keep Defeat and DA on default options, except for DA's health threshold which I set to %15. Check your error log if NPCs walk out during bleedout. It means somehow Defeat was unable to handle the Death Alternative event (could be caused by many things). Also, disable SD's bleedout event and keep only its blackout event. The bleedout event in SD is not working at the moment. Oh, Then that'd be why its disabled by default now, i'd been wondering what's going on there, had that issue last couple play-thru's thought have been from adding simple slavery was reporting the bugs there finally disabled ss for the time being see if that fixes it
Siudhne Posted June 10, 2015 Posted June 10, 2015 If I could make a small suggestion, would it be possible to make pickpocketing master's keys even harder? Currently playing a character with only 19 skill in pickpocketing and one perk point in Light Fingers, and even WITH the collar debuff, I still have a 53% chance to successfully steal the key. Maybe increasing the gold value of the key, or something along those lines? Just an idea, since it seems far too easy for stealth based characters to steal the key and escape. that sounds like general skyrim mechanics there you've made your character stealthy to pickpocket and then complain the key was to easy to steal its a key,it would only make sense a pickpocket thief could learn how to pickpocket a simple key same as any other key I agree with Azn - pickpocketing is too easy even if you are relatively incompetent at pickpocketing it. My main problem though is that you face basically no consequences for repeated attempts. Just try it until you're free - boring. On a related note, the "can you free me from my owner" speech option for NSCs seems to work way too often. It's borderline believeable if the master is out of sight, but if the master is standing right behind them it becomes ridiculous. Or if the group of bandits who captured you simply let you go because one of them had a sudden act of charity (before becoming hostile again, of cause ). I think NPC who are hostile should never let you go based on dialogue options. Non-hostile NPC should check your speech level and the level of master (a high-level master won't be convinced or intimidated by the NPC to let the slave go). Unrelated idea: Receiving bounty after escaping if captor is someone official (no hostile faction, guards, civilian etc.). Oh, and before this sounds like harsh criticism: This mod is awesome! Thanks for making&improving it! It's one of the essentials for sure.
Wyvern65 Posted June 10, 2015 Posted June 10, 2015 To those complaining the mod is "too easy," 'make it harder", "increase difficulty of doing x," there's a remarkably simple solution: it's called self-control. Seriously though, no one is making you repeatedly try to pickpocket from your master. Try it once and if you fail don't make another attempt till the next day. Or don't try it at all. No one is making you ask every guard you see to set you free. Again, impose some limits on how often or when you allow yourself to ask someone to free you. If a master is standing right beside a slave, does it make any sense for the slave to boldly ask someone to free them? I view this mod as primarily an aide to role playing. If you're going to cheese the mechanics of it, I see little point in playing with it on. The problem with constantly upping the difficulty of mods like this is it just increases the chances of becoming stuck when something bugs out. In my slavery adventures I can't count the number of times my owner has gotten themselves stuck, or wound up circling the same area repeatedly (avoid the mill across from Faldor's Tooth like the plague) or run into a group of hostiles chasing down a goat. (Why bandit owners act like hunters sometimes in regards to animals I have no clue.) A recent frustrating situation was a forsworn had captured my character. The bard that wanders the roads attacked him and got a beat down. We'd walk 20 feet from the bard when he'd recover and chase after us and attack again. After this cycle repeating for 30 minutes and not making any progress I finally just broke down and pickpocketed the key. If the difficulty had been increased, I'd not have been able to do that. Anyway, not meaning to rustle anyone's jimmies, just food for thought.
chipstick Posted June 10, 2015 Posted June 10, 2015 To those complaining the mod is "too easy," 'make it harder", "increase difficulty of doing x," there's a remarkably simple solution: it's called self-control. Seriously though, no one is making you repeatedly try to pickpocket from your master. Try it once and if you fail don't make another attempt till the next day. Or don't try it at all. No one is making you ask every guard you see to set you free. Again, impose some limits on how often or when you allow yourself to ask someone to free you. If a master is standing right beside a slave, does it make any sense for the slave to boldly ask someone to free them? I view this mod as primarily an aide to role playing. If you're going to cheese the mechanics of it, I see little point in playing with it on. The problem with constantly upping the difficulty of mods like this is it just increases the chances of becoming stuck when something bugs out. In my slavery adventures I can't count the number of times my owner has gotten themselves stuck, or wound up circling the same area repeatedly (avoid the mill across from Faldor's Tooth like the plague) or run into a group of hostiles chasing down a goat. (Why bandit owners act like hunters sometimes in regards to animals I have no clue.) A recent frustrating situation was a forsworn had captured my character. The bard that wanders the roads attacked him and got a beat down. We'd walk 20 feet from the bard when he'd recover and chase after us and attack again. After this cycle repeating for 30 minutes and not making any progress I finally just broke down and pickpocketed the key. If the difficulty had been increased, I'd not have been able to do that. Anyway, not meaning to rustle anyone's jimmies, just food for thought. I'm with you on this. Making the mechanics harder and harder tends to create a whole lot of unintended side-effects, just like you mentioned. Also, because of the nature of slavery, I like knowing I can escape if I really need to. Getting stuck into hardcore slavery that I dislike the rules for, kills a mod for me. Some mods like deviously cursed loot are pretty hardcore but still fun, because the mod allows you to customise the difficulty, triggers and overall experience. For a mod like SD+ which doesn't, mechanics that just get harder can potentially kill the mod... for a user like me anyway.
pihwht Posted June 10, 2015 Posted June 10, 2015 To those complaining the mod is "too easy," 'make it harder", "increase difficulty of doing x," there's a remarkably simple solution: it's called self-control. Seriously though, no one is making you repeatedly try to pickpocket from your master. Try it once and if you fail don't make another attempt till the next day. Or don't try it at all. No one is making you ask every guard you see to set you free. Again, impose some limits on how often or when you allow yourself to ask someone to free you. If a master is standing right beside a slave, does it make any sense for the slave to boldly ask someone to free them? I view this mod as primarily an aide to role playing. If you're going to cheese the mechanics of it, I see little point in playing with it on. The problem with constantly upping the difficulty of mods like this is it just increases the chances of becoming stuck when something bugs out. In my slavery adventures I can't count the number of times my owner has gotten themselves stuck, or wound up circling the same area repeatedly (avoid the mill across from Faldor's Tooth like the plague) or run into a group of hostiles chasing down a goat. (Why bandit owners act like hunters sometimes in regards to animals I have no clue.) A recent frustrating situation was a forsworn had captured my character. The bard that wanders the roads attacked him and got a beat down. We'd walk 20 feet from the bard when he'd recover and chase after us and attack again. After this cycle repeating for 30 minutes and not making any progress I finally just broke down and pickpocketed the key. If the difficulty had been increased, I'd not have been able to do that. Anyway, not meaning to rustle anyone's jimmies, just food for thought. I did a playthrough where I pretended the armbinder prevented use of the arms, and it was quite fun. Usually I get annoyed and just use defeat if I'm unhappy with the mod's choice of master
Vithiss Posted June 10, 2015 Posted June 10, 2015 A question that has to do with follower-owners: Does there come a point with regard to slave level or trust level or something when the character/slave is allowed to use magic? If not, would it be possible to make this a thing for the future? Being allowed to use weapons is a good thing.... unless you happen to be a Breton mage owned by Jordis the Sword-Maiden. in which case you are really just dead weight and, well, no longer much of a mage. As for making things harder to make them harder: As a friend of mine said, when you play against the computer a part of you always knows that the only reason the computer doesn't always beat you is that it isn't allowed to. Personally, the appeal of Skyrim, and of mods like SD/SD+, is the ability to role play, to make up my own stories with the computer's help (the computer is, of course, all the people who write the code for the game and the mods, and the OS, and the hardware, etc). So, yeh, it's hard enough for me as is.
CliftonJD Posted June 11, 2015 Posted June 11, 2015 To those complaining the mod is "too easy," 'make it harder", "increase difficulty of doing x," there's a remarkably simple solution: it's called self-control. Seriously though, no one is making you repeatedly try to pickpocket from your master. Try it once and if you fail don't make another attempt till the next day. Or don't try it at all. No one is making you ask every guard you see to set you free. Again, impose some limits on how often or when you allow yourself to ask someone to free you. If a master is standing right beside a slave, does it make any sense for the slave to boldly ask someone to free them? I view this mod as primarily an aide to role playing. If you're going to cheese the mechanics of it, I see little point in playing with it on. The problem with constantly upping the difficulty of mods like this is it just increases the chances of becoming stuck when something bugs out. In my slavery adventures I can't count the number of times my owner has gotten themselves stuck, or wound up circling the same area repeatedly (avoid the mill across from Faldor's Tooth like the plague) or run into a group of hostiles chasing down a goat. (Why bandit owners act like hunters sometimes in regards to animals I have no clue.) A recent frustrating situation was a forsworn had captured my character. The bard that wanders the roads attacked him and got a beat down. We'd walk 20 feet from the bard when he'd recover and chase after us and attack again. After this cycle repeating for 30 minutes and not making any progress I finally just broke down and pickpocketed the key. If the difficulty had been increased, I'd not have been able to do that. Anyway, not meaning to rustle anyone's jimmies, just food for thought. still agreed here ... Unrelated idea: Receiving bounty after escaping if captor is someone official (no hostile faction, guards, civilian etc.). Oh, and before this sounds like harsh criticism: This mod is awesome! Thanks for making&improving it! It's one of the essentials for sure. recieving bounty for escaping the crime faction doesn't sound a bad addition for the future, could consider it like indentured servitude as they'd only be attacking you based on a crime, but the civilian of a neither hostile nor guard faction kinda falls into a different category there: currently slavery isn't legal in skyrim, until skyrimill decides otherwise as some others have (slaverun and simple slave have both chosen to make it legal in skyrim) ...that said, if/when he decides to do this, instead of increasing the difficulty level for pickpocketing the key, fines could be imposed for it when pickpocketing from any non-bandit factions with higher bounties for each attempt, until the final escape makes you wanted in all counties like immerslave
DeepBlueFrog Posted June 11, 2015 Author Posted June 11, 2015 A question that has to do with follower-owners: Does there come a point with regard to slave level or trust level or something when the character/slave is allowed to use magic? If not, would it be possible to make this a thing for the future? Being allowed to use weapons is a good thing.... unless you happen to be a Breton mage owned by Jordis the Sword-Maiden. in which case you are really just dead weight and, well, no longer much of a mage. As for making things harder to make them harder: As a friend of mine said, when you play against the computer a part of you always knows that the only reason the computer doesn't always beat you is that it isn't allowed to. Personally, the appeal of Skyrim, and of mods like SD/SD+, is the ability to role play, to make up my own stories with the computer's help (the computer is, of course, all the people who write the code for the game and the mods, and the OS, and the hardware, etc). So, yeh, it's hard enough for me as is. Magic has been dramatically reduced by the collar for now, to prevent shouts and spells until I find a better way to handle it. It is a problem because there is no way to find out by script if the user equips a spell as a weapon, or as an effect or cloak, or from a potion or other enchantment. If I find a better way, I will allow spells for slaves with owner follower. The problem with many of these difficulty issues reported recently - lockpicking, magic, escaping - is that it is almost impossible to anticipate how everybody's mix of mods will impact difficulty, from simple effect adjustments to overhauls like Requiem. The best I can do is try to strike a balance and keep it playable, even if it means things will get too easy sometimes. Regarding slavery, I see SD placing Skyrim halfway between slavery being prohibited as the lori is supposed to be and slavery being fully permitted like in Slaverun. You can see that in some answers from guards or smith when they remove your gear.
Vithiss Posted June 11, 2015 Posted June 11, 2015 Thanks for the answer. I don't know beans about coding and am role-play oriented, but here's a thought: Make magic use conditional on being offered freedom and choosing instead to stay with your owner.... maybe a different collar gets equipped or something. Allowing magic use is a matter of trust, and that event, imo, signals a sort of turning point. Just a thought, and maybe not at all practicable. Thanks again!
matt225 Posted June 11, 2015 Posted June 11, 2015 I seem to keep freezing to death even with the patch installed for Frostfall
Falvnar Posted June 11, 2015 Posted June 11, 2015 To those complaining the mod is "too easy," 'make it harder", "increase difficulty of doing x," there's a remarkably simple solution: it's called self-control. Seriously though, no one is making you repeatedly try to pickpocket from your master. Try it once and if you fail don't make another attempt till the next day. Or don't try it at all. No one is making you ask every guard you see to set you free. Again, impose some limits on how often or when you allow yourself to ask someone to free you. If a master is standing right beside a slave, does it make any sense for the slave to boldly ask someone to free them? I view this mod as primarily an aide to role playing. If you're going to cheese the mechanics of it, I see little point in playing with it on. The problem with constantly upping the difficulty of mods like this is it just increases the chances of becoming stuck when something bugs out. In my slavery adventures I can't count the number of times my owner has gotten themselves stuck, or wound up circling the same area repeatedly (avoid the mill across from Faldor's Tooth like the plague) or run into a group of hostiles chasing down a goat. (Why bandit owners act like hunters sometimes in regards to animals I have no clue.) A recent frustrating situation was a forsworn had captured my character. The bard that wanders the roads attacked him and got a beat down. We'd walk 20 feet from the bard when he'd recover and chase after us and attack again. After this cycle repeating for 30 minutes and not making any progress I finally just broke down and pickpocketed the key. If the difficulty had been increased, I'd not have been able to do that. Anyway, not meaning to rustle anyone's jimmies, just food for thought. You can always use self-control and roleplaying as for when to use certain options, and I do. However, I personally think these options could be improved beyond simple self-control and roleplaying. For example, it wouldn't make sense for a guard to help you when your owner is right next to you, so obviously don't use the option then. When you owner is distracted though, would every guard help you? I think not, and I would love if there was a perceptible punishment if the guard decided to not help you. Currently, I've never had a guard refuse to help, and thus I very rarely use the option. Preventing someone from retrying immediately after failing is just icing on the cake for me. As for pickpocketing the key, I personally disallow myself from trying when my character's arms are bound, as I don't think it makes sense to be able to pickpocket someone with your toes or your teeth unless you're a master thief. Regardless, if you fail, it would be sensible for a punishment other than not allowing youself to try it again for a day to occur. If that's all that happens, then it's similar to being in jail when playing Monopoly: "Roll the dice each turn to see if you go free today." Thus, I rarely use this option either. You stated that these options are convenient for when the game bugs out; there's a button to cancel slavery in the MCM menu meant for when that occurs. It might save some frustration with failing pickpockets. I'm not trying to rustle your jimmies either. These are just my thoughts on the matter, and of course, it's up to skyrimll's discretion whether he wants to implement my or anyone's ideas in this great mod. Also, yeah, that bard: screw him.
m.skynet Posted June 11, 2015 Posted June 11, 2015 A question that has to do with follower-owners: Does there come a point with regard to slave level or trust level or something when the character/slave is allowed to use magic? If not, would it be possible to make this a thing for the future? Being allowed to use weapons is a good thing.... unless you happen to be a Breton mage owned by Jordis the Sword-Maiden. in which case you are really just dead weight and, well, no longer much of a mage. As for making things harder to make them harder: As a friend of mine said, when you play against the computer a part of you always knows that the only reason the computer doesn't always beat you is that it isn't allowed to. Personally, the appeal of Skyrim, and of mods like SD/SD+, is the ability to role play, to make up my own stories with the computer's help (the computer is, of course, all the people who write the code for the game and the mods, and the OS, and the hardware, etc). So, yeh, it's hard enough for me as is. Magic has been dramatically reduced by the collar for now, to prevent shouts and spells until I find a better way to handle it.It is a problem because there is no way to find out by script if the user equips a spell as a weapon, or as an effect or cloak, or from a potion or other enchantment. If I find a better way, I will allow spells for slaves with owner follower. The problem with many of these difficulty issues reported recently - lockpicking, magic, escaping - is that it is almost impossible to anticipate how everybody's mix of mods will impact difficulty, from simple effect adjustments to overhauls like Requiem. The best I can do is try to strike a balance and keep it playable, even if it means things will get too easy sometimes. Regarding slavery, I see SD placing Skyrim halfway between slavery being prohibited as the lori is supposed to be and slavery being fully permitted like in Slaverun. You can see that in some answers from guards or smith when they remove your gear. I remember seeing some time ago DD plug called something like "slave training plug". Haven't checked - it might still be there. (didn't see it in any mods - it was obtainable by console only) It was supposed to do exactly that - prevent "unauthorized" use of magic by a slave. The way it worked - it didn't have any periodic vibrations, unless a slave casts a spell - then it would emit strong vibration that would essentially force spell unequip. If a slave didn't try to cast spell for X days it would reward the slave with orgasm. This kind of plug could be used as "immersive" way to control when the slave can cast spells.
Siudhne Posted June 11, 2015 Posted June 11, 2015 What Falvar said: If SD bugs out, you can opt-out in MCM anyway. It's not like you can be permanently stuck or something. To be honest: I'm a mechanics guy. I love roleplaying and the such, but if I see broken mechanics I have to fix them or point them out. If a mechanic is broken or redundant, it ruins part of the immersion for me. The magic "get free!" button is abstract enough that I can't use it without breaking my immersion. But I CAN pickpocket my master, because Skyrim tells me that is a thing I can do in this game, using a specific hotkey and a specific skill and thesuch. So I do. And it's "too" easy. Why am I bothered with the easiness of pickpocketing in the first place? Because all the other carefully implemented ways to get are way harder (give X gold to master, run away Y distance without noticed, master having disposition of Z). Sure, I could just pretend the easiest options don't exist so I have to use the harder ones - but if I'm going to play rules-free make-believe, I could do so without this mod and without skyrim. Not that there is anything wrong with rules-free make-believe (or freeform P&P), it just doesn't strike me as convenient on the platform Skyrim. I see how adjusting difficulty is very tricky with different mod configurations and thesuch. Most elegant, but also most tedious way would be to implement a MCM option for this: Chance to get freed by NPC talk (should be easy to implement) For pickpocket, I have no idea how to feasibly make it harder. Would it be possible to (optionally) disable it at all? Or just give collar -X% pickpocket? Maybe the best option would be a %-chance that master "hides" the key if you fail to pickpocket it, thus removing it from his inventory entirely?
Morferous Posted June 11, 2015 Posted June 11, 2015 What Falvar said: If SD bugs out, you can opt-out in MCM anyway. It's not like you can be permanently stuck or something. To be honest: I'm a mechanics guy. I love roleplaying and the such, but if I see broken mechanics I have to fix them or point them out. If a mechanic is broken or redundant, it ruins part of the immersion for me. The magic "get free!" button is abstract enough that I can't use it without breaking my immersion. But I CAN pickpocket my master, because Skyrim tells me that is a thing I can do in this game, using a specific hotkey and a specific skill and thesuch. So I do. And it's "too" easy. Why am I bothered with the easiness of pickpocketing in the first place? Because all the other carefully implemented ways to get are way harder (give X gold to master, run away Y distance without noticed, master having disposition of Z). Sure, I could just pretend the easiest options don't exist so I have to use the harder ones - but if I'm going to play rules-free make-believe, I could do so without this mod and without skyrim. Not that there is anything wrong with rules-free make-believe (or freeform P&P), it just doesn't strike me as convenient on the platform Skyrim. I see how adjusting difficulty is very tricky with different mod configurations and thesuch. Most elegant, but also most tedious way would be to implement a MCM option for this: Chance to get freed by NPC talk (should be easy to implement) For pickpocket, I have no idea how to feasibly make it harder. Would it be possible to (optionally) disable it at all? Or just give collar -X% pickpocket? Maybe the best option would be a %-chance that master "hides" the key if you fail to pickpocket it, thus removing it from his inventory entirely? The problem here is that you can sometimes get enslaved to inside location, where there are little resources or other peoples around you. Getting rid of the master may become more or less impossible, unless you end up willing joining the faction - and as we know, temporar factions are not yet a properly working thing. Having the key somewhere around is a good thing. I admit that pickpocketing is a bit too easy. Levels are determined by weight and value of item, so giving once usable item a high value (if possible) should already make it harder to pickpocket. Of course it would feel a bit silly that a key to restrains of level 2 sorceress costs more than Elisif's whole jewlery.
DeepBlueFrog Posted June 11, 2015 Author Posted June 11, 2015 I seem to keep freezing to death even with the patch installed for Frostfall That usually means you have the SD Frostfall addon installed but Frostfall is not enabled. Either install / enable Frostfall or disable the addon.
azmodan22 Posted June 11, 2015 Posted June 11, 2015 Just a quick question. I have updated my animation registry yesterday (i.e. deleted all the AP so I can fit most NSAP ) so my list is full. Since there is no room left, none of the ZAZ animations can register in SexLab. So, How scrued am I ?
CliftonJD Posted June 11, 2015 Posted June 11, 2015 Just a quick question. I have updated my animation registry yesterday (i.e. deleted all the AP so I can fit most NSAP ) so my list is full. Since there is no room left, none of the ZAZ animations can register in SexLab. So, How scrued am I ? i'm more curious how to delete the arrok the arrok anims so i don't have to disable them every game or get weird bugs and ctd's with the dd items
azmodan22 Posted June 11, 2015 Posted June 11, 2015 you have to delete them from the sslAnimationsDefault script in sources and recompile it with CK.
Siudhne Posted June 11, 2015 Posted June 11, 2015 The problem here is that you can sometimes get enslaved to inside location, where there are little resources or other peoples around you. Getting rid of the master may become more or less impossible, unless you end up willing joining the faction - and as we know, temporar factions are not yet a properly working thing. I'd rather safe-word my way out once in a while when it appears to be impossible to escape rather than have an easy way out all the time (especially when that easy way out makes all the other cool escape options redundant). Can't you charm your way out if you are an inside-location, gain the masters trust? Maybe change the trust multiplier per day to something > 1.0 (I think) so you gain trust per day rather than lose some? I never tried it.
azmodan22 Posted June 11, 2015 Posted June 11, 2015 The problem here is that you can sometimes get enslaved to inside location, where there are little resources or other peoples around you. Getting rid of the master may become more or less impossible, unless you end up willing joining the faction - and as we know, temporar factions are not yet a properly working thing. I'd rather safe-word my way out once in a while when it appears to be impossible to escape rather than have an easy way out all the time (especially when that easy way out makes all the other cool escape options redundant). Can't you charm your way out if you are an inside-location, gain the masters trust? Maybe change the trust multiplier per day to something > 1.0 (I think) so you gain trust per day rather than lose some? I never tried it. Wel I did face another problem similar to that. I got enslaved in the cave the shrine is, and all there is there is just a pervert and a couple of dead skeevers (well they are dead now). Played around a bit and got tired of it as I realised that I am not experiencing enslavment as it was "advertised" So, I have Defeat installed. The minute the moron goes to sleep I kill him (with or without armbiders, it works.) But his corpse does not have my equipment !!! I ask my follower to do it.. smae thing.. no equipment... So you are going to suggest the obvious...Just sleep and check the dreamword.. Yea, about that.. I am at the point that if I sleep I will triger the Dark Brotherhood quest, so yea, CTD So how do I get my staff back? Oh, and by the way Ghost CAN enslave you, at least the ones in the abandonded prison.
azmodan22 Posted June 11, 2015 Posted June 11, 2015 Dont you just Love this game and the million ways it can just Mess up !!! I tried it again and everything was there !! So another question... How do I free my follower? The dialogue says " I will not remove your gag if thats what you are asking"
DeepBlueFrog Posted June 12, 2015 Author Posted June 12, 2015 Tip to get loot in the corpse of your master - stay close when you kill him. If you are too far, your loot stays in Dreamworld. If another NPC kills your master, your loot stays in Dreamworld and the NPC has a chance of taking you as a slave on the stop. About releasing your follower, that has been on my list for a while: https://github.com/MinLL/SDPlus/issues/104
WarsunGames Posted June 12, 2015 Posted June 12, 2015 If you don't want enslavement to be a joke compared to original SD, change a bunch of kMaster.MoveTo( kSlave ) to kSlave.MoveTo( kMaster ) in _sdras_slave.psc here If (kSlave.GetParentCell() == kMaster.GetParentCell()) kSlave.MoveTo( kMaster ) Else If ( (kMaster.GetParentCell().IsInterior()) && (kSlave.GetParentCell().IsInterior()) ) || ( (!kMaster.GetParentCell().IsInterior()) && (!kSlave.GetParentCell().IsInterior()) ) kMaster.MoveTo( kSlave ) ElseIf ( (kMaster.GetParentCell().IsInterior()) && (!kSlave.GetParentCell().IsInterior()) ) || ( (!kMaster.GetParentCell().IsInterior()) && (kSlave.GetParentCell().IsInterior()) ) If ( ( !kMaster.HasLOS( kSlave )) || ( kMaster.GetSleepState() != 0 ) ) && (Utility.RandomInt(0,100)>80) ; Small chance to get away with using door while punished if master is not paying attention kMaster.MoveTo( kSlave ) ElseIf ( fctOutfit.isPunishmentEquipped ( kSlave )) kSlave.MoveTo( kMaster ) Else kMaster.MoveTo( kSlave ) EndIf EndIf EndIf Game.FadeOutGame(false, true, 2.0, 20) Utility.Wait( 1.0 ) Debug.MessageBox( "After being choked by the collar, you wake up next to your owner." ) Then you will be teleported back to the master and you won't be able to get free or even kill your owner by simply running to the nearest town while you have a choke collar equipped. Might have to look into electric collar too..... "After being choked by the collar, you wake up next to your owner after you were dragged back." or something Sorry Just got back.Gonna Try it.Thank you!
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