krighaur Posted July 17, 2016 Posted July 17, 2016 I have been struggling with the same thing. Generic activities enable enslavement from a wide range of NPCs and situations but they become boring quickly. Detailed activities like in Captured Dreams or Bestial Essence are more fun but they are also not repeatable. On top of that, working on core feature like creature enslavements, or device and faction management has taken a lot of DEV and testing time away from experimenting with small tasks during enslavement. What about a more complex and engaging running away system? The task you could do would be oriented to gain freedom, and could be progressive while needed to be done unseen. -Sharping a rock until you get a very basic weapon. A huge sneak attack modifier while enslaved could compensate the lack of base damage. Instead or along the sneak attack modifier, it could 'shut down" the owner temporarily giving a good bonus to pickpocketing, avoiding the activation or the chocking for some time or similar things (the weapon breaks after the first attack, but if the owner survives, the combat is interrupted -if started- and you gain a chance) -Fiddling with the collar choking mechanics, in order to gain enough time to run away. -Opening or sabotaging manacles (something similar to what you can currently do from inventory while opened, but wearing some time and needing to be done while unseen). -Creating basic tools for the previous activities. Those kind of things, could avoid boredom, while being inmersive, in the sense of allowing player and player character having the same objective. +1 I think we have two main type of player : - Players who want to submit and/or humiliate their PC : submissive play - Players who want a consequence for defeat (like Ginanicole said just above) : consequence play Indeed it's a simplification and between this two type we have many variations. Then the goal are very different : - In submissive play the main goal of the player is not to escape, it's to enjoy his/her PC slavery. Then to avoid boredom, the mod needs to propose many tasks oriented toward satisfying master/mistress. That's the path of most, if not all, slavery mods. - In consequence play the main goal of the player is to flee from this unwanted slavery (even if the player sent his/her PC in a suicide mission, to experience what will happen ) . Then PC will have to build his way to freedom like P_Dante explained just above. This is not actually done in slavery mods, and I think it would be very intersting to explore this path.
CliftonJD Posted July 17, 2016 Posted July 17, 2016 Possible bug with 3.5 (didnt change any other of my mods) when the master says ''show us what you can do'' the player claps as the master should. Previous versions you would masturbate. Also it doesnt seem to go away, player claps every few minutes (very strange) That is very strange indeed. I didn't change anything to that dialogue in the version. No idea why the player would do that. that sounds like you need to look at the changes you made to the dance - that used to be something that would happen to an observer of the player's dance I have been struggling with the same thing. Generic activities enable enslavement from a wide range of NPCs and situations but they become boring quickly. Detailed activities like in Captured Dreams or Bestial Essence are more fun but they are also not repeatable. On top of that, working on core feature like creature enslavements, or device and faction management has taken a lot of DEV and testing time away from experimenting with small tasks during enslavement. What about a more complex and engaging running away system? The task you could do would be oriented to gain freedom, and could be progressive while needed to be done unseen. -Sharping a rock until you get a very basic weapon. A huge sneak attack modifier while enslaved could compensate the lack of base damage. Instead or along the sneak attack modifier, it could 'shut down" the owner temporarily giving a good bonus to pickpocketing, avoiding the activation or the chocking for some time or similar things (the weapon breaks after the first attack, but if the owner survives, the combat is interrupted -if started- and you gain a chance) -Fiddling with the collar choking mechanics, in order to gain enough time to run away. -Opening or sabotaging manacles (something similar to what you can currently do from inventory while opened, but wearing some time and needing to be done while unseen). -Creating basic tools for the previous activities. Those kind of things, could avoid boredom, while being inmersive, in the sense of allowing player and player character having the same objective. the rock or ability to craft your own weapons like a shank sound good, but the pickpocket or sneak modifiers you mention wouldn't work - you'd get those players who already have those skills complaining again as they did in earlier version - that it was too easy for those players to pick the master's pocket
bicobus Posted July 17, 2016 Posted July 17, 2016 TL;DR: to make slavery fun, we need semi-unique quests (radiants) that implement some sort of bondage games. This approach is also pretty restrictive as to where they can occurs, which limits the "everybody can be the player's owner" to "only NPC in some area can be defined a 'permanent' owners", the others will be temporary. About the sharp rock: Hunterborn implement a system of foraging and crafting through bones and rock and be self sufficient in the wilderness. You could look that way. I also like the play in the mod's name. -*-*- I would like to create a small parenthesis about slavery. Slavery isn't just the lack of freedom, of course it has its place, but the base of slavery is the lack of right. Being a slave is essentially being the property of someone else. As such, and defined by the law of the society, other people can't just do whatever they want with someone else property. As such, if you are branded slave, you can't just escape your owner and hope for the best: you actually have to buy your freedom back. I'm laying these things here because it's a perception of the whole slavery thing that tends to be ignored in most mods. Slaves won't just run away, unless they want to be hunted and possibly killed. Usually, a slave's need is taken care of: food, clothes and a place to sleep. The reason behind it is simply base economic: a slave has value, you can sell a slave or make the slave work for free. I somehow like how the norse did things. Their slaves weren't less respected, they just lost the right to call their life their own. That loss can occur during a raid, where the raiding party was victorious and, as they are stronger, they claim ownership of the vanquished regardless of their rank. There were also scums in those time, that would turn slavery into a business. But usually it was something that was socially accepted, and not always as bad as we could believe. The Falmer quest line is, I believe, well thought out in that respect. And what I wish to see are more content depending on how lay claim on the player. Bandits can sell the new slave to gain gold. The Forsworn can try to recruit the player into their ranks (since they are basically terrorists), or use the player as a breeder or even could be turned into a pack mule to move goods between camps. The Thalmor seems to be simple sadists, I'm not even sure if they have any use for slaves. But the base reason for slavery will always stay the same: free worker. They costs nothing but food and space. However, one critique I would give to all the mods that delve into slavery is that the player will always be seen as base trash regardless of the slaver. If a player get enslaved by the Forsworn and manage to escape, you'd probably expect that the other faction would give the player a helping hand. But instead you just get treated as dirt and your chances of getting help relies on a RNG. As written in earlier post, players tends to seek a kind of gameplay. Submissive, and consequences were given as examples. However there is another one, which is in my insight scratched by Captured Dreams, and that is when the player gives away its freedom in exchange of something. It can be gold, food or for protection. The player could sign a contract of indentured servant to an NPC, which could totally be a thing in early games. And yes, to me the player that delve into Captured Dreams quest line is more of an indentured servant than a slave. But how to translate all that into a workable and fun gameplay? Well, unless you guide the player step by step or give the player a goal, freedom is a prerequisite. You could very well still play the game normally, but with the need to visit the owner from time to time and give him/her something like gold, a percentage of your earning or even all your possessions. In return, if the owner believe you've earned enough, he/she would send you back on your way with a set of equipment. Could also use the radiant quest system: "Bandits in such place are making my business worse. Your task for this week is to take care of it!". Of course, if you ignore the owner, he would just send goons after you, like the ones that comes if you steal something but in this case it to take you back to your owner. You could also be asked to attend a diner or two, as fuck toy, furniture, servant or whatever. In those diners, different games can be played where the player is asked to do various tasks. Some examples: 1. The player can be put in bondage gear with only the mouth and eyes free. Then, given the instructions to search for the key in a set area. Can be a house, set of houses or the whole city. The key can be in the possession of another NPC, or simply hidden in a container. Of course, the player can earn hints by servicing some NPC. The amount of hints can be limited or unlimited. With a mod like Sexlab - sexual fame, rumors could start about the player being a sub and whatnot. Or commentaries from NPC as the player search: "Look at that, [insert name]'s pet is subject to another of his/her game." 2. The player could literally serve as drink/food holder for the guests. Going in and out of the kitchen to fetch the right food, all the while being bound. Failure invites punishment, and sadists guests could just lie just to get a taste or your ass. It doesn't really matter anyhow. That's for the citizens. At this point, I don't think any slavery in the wild is worthwhile or even possible. Eventually, the player should find its ways back to civilization as a slave, on the run of free of any chain. Basically because the people in the wild either don't have any use for a slave, or it would be practically impossible to implement an interesting gameplay. I mean, how can you enforce slavery as an outlaw? If you're a citizen and your slave ran away, the guard could bring your property back to you. As an outlaw, you're fucked. So I think slavery in the wild should be highly specific and short.For example: the pack mule. You give the player freedom, tell him/her to go from point A to B, and if a failure state occur, the collar would kill the player or put him/her in a incapacitated state. Or just make a npc accompany the player and as long as the npc follows (understand: is alive), the player can't run away thus forcing him/her to find a way to point B. There is also the example of the jarl of Falkreath who has bandits and outlaws as retainer. Which just enforce my idea: if the player get enslaved by brigands, he/she will be sent back to a city. A base reason would be to pay the bandit's bounty through goods. Or maybe the fate of the player would simply be a fuck toy for the entire bandit camp, which gives a good incentive for the player to escape by any means. Mmh, more than 1000 words, pretty big parenthesis. Sorry about that.
DeepBlueFrog Posted July 17, 2016 Author Posted July 17, 2016 Thanks for the ideas and feedback about gameplay. That helps a lot. I will check again my changes to the dance script. I have an idea of what I may have done wrong.
Morferous Posted July 17, 2016 Posted July 17, 2016 I would love to test this new version out. Sadly LL downloads are causing problems again. I have tried with several browsers over the day and the outcome is always the same; file hangs to last second, takes several minutest and then fails. Not the first time I have this problem with bigger files. Have you considered making a mirror, or do you have download option in GitHub?
DeepBlueFrog Posted July 17, 2016 Author Posted July 17, 2016 I would love to test this new version out. Sadly LL downloads are causing problems again. I have tried with several browsers over the day and the outcome is always the same; file hangs to last second, takes several minutest and then fails. Not the first time I have this problem with bigger files. Have you considered making a mirror, or do you have download option in GitHub? GitHub is up to date so you can download from there. The only difference is that there is no bsa file. Only expanded source files.
CliftonJD Posted July 17, 2016 Posted July 17, 2016 I would love to test this new version out. Sadly LL downloads are causing problems again. I have tried with several browsers over the day and the outcome is always the same; file hangs to last second, takes several minutest and then fails. Not the first time I have this problem with bigger files. Have you considered making a mirror, or do you have download option in GitHub? majority of the file size seems to come from the bsa and we both used 7zip, but somehow the file size shrunk from the original 70mb sanguinesDebauchery bsa.7z remaining sd files.7z
Lannister Posted July 17, 2016 Posted July 17, 2016 Anyone know of any Hargraven on female animations? It's a bit dull being enslaved to one now.
egon123 Posted July 17, 2016 Posted July 17, 2016 Tested the new version. (updated from an old, so many features are new for me) My biggest question atm is: Is there a way to disable the animal assault (xxx trys to make you his plaything. Submit/Resist) while keeping the animal enslavement option when defeated? Could find an option just for that. It don't actually seems the be a chance to resist. Its just a choice between consensual and rape. Thing is, Animal assaults for high aroused creatures I use "Aroused animals". There I have a way to avoid the attempt. An option to disable the assaults would be nice. Also, it seems that the crawling when enslaved by creatures doesn't work fully. It changes to the "on all 4 idle" but when you move the pc just slides over the ground.
DeepBlueFrog Posted July 17, 2016 Author Posted July 17, 2016 Tested the new version. (updated from an old, so many features are new for me) My biggest question atm is: Is there a way to disable the animal assault (xxx trys to make you his plaything. Submit/Resist) while keeping the animal enslavement option when defeated? Could find an option just for that. It don't actually seems the be a chance to resist. Its just a choice between consensual and rape. Thing is, Animal assaults for high aroused creatures I use "Aroused animals". There I have a way to avoid the attempt. An option to disable the assaults would be nice. Also, it seems that the crawling when enslaved by creatures doesn't work fully. It changes to the "on all 4 idle" but when you move the pc just slides over the ground. There is a slider to control the chance of attacks from animals in Dialogues. Crawling is only one idle pose right now. There is a template of how to enable full crawling animations in Devious Devices but it is a little more complicated than I had time for before this release. Still working on it.
egon123 Posted July 17, 2016 Posted July 17, 2016 Tested the new version. (updated from an old, so many features are new for me) My biggest question atm is: Is there a way to disable the animal assault (xxx trys to make you his plaything. Submit/Resist) while keeping the animal enslavement option when defeated? Could find an option just for that. It don't actually seems the be a chance to resist. Its just a choice between consensual and rape. Thing is, Animal assaults for high aroused creatures I use "Aroused animals". There I have a way to avoid the attempt. An option to disable the assaults would be nice. Also, it seems that the crawling when enslaved by creatures doesn't work fully. It changes to the "on all 4 idle" but when you move the pc just slides over the ground. There is a slider to control the chance of attacks from animals in Dialogues. Crawling is only one idle pose right now. There is a template of how to enable full crawling animations in Devious Devices but it is a little more complicated than I had time for before this release. Still working on it. mh.. a slider you say? I'm sure I checked everything but I take a look again. Maybe it needs a clean save. ah okay. Wasn't sure if its an animation bug on my end
egon123 Posted July 17, 2016 Posted July 17, 2016 Sorry to ask, but how is this slider called? Tested on new game and mcm looks the same. Yeah, its a stupid question.. Is it this "Slavery exposure cooldown multiplier" ? Edith: Okay found it. Said slider was hidden in SexLab Dialoges Well.. there I can long search in SD..
CliftonJD Posted July 17, 2016 Posted July 17, 2016 Tested the new version. (updated from an old, so many features are new for me) My biggest question atm is: Is there a way to disable the animal assault (xxx trys to make you his plaything. Submit/Resist) while keeping the animal enslavement option when defeated? Could find an option just for that. It don't actually seems the be a chance to resist. Its just a choice between consensual and rape. Thing is, Animal assaults for high aroused creatures I use "Aroused animals". There I have a way to avoid the attempt. An option to disable the assaults would be nice. Also, it seems that the crawling when enslaved by creatures doesn't work fully. It changes to the "on all 4 idle" but when you move the pc just slides over the ground. There is a slider to control the chance of attacks from animals in Dialogues. Crawling is only one idle pose right now. There is a template of how to enable full crawling animations in Devious Devices but it is a little more complicated than I had time for before this release. Still working on it. mh.. a slider you say? I'm sure I checked everything but I take a look again. Maybe it needs a clean save. ah okay. Wasn't sure if its an animation bug on my end as well i'll note that submit/ resist option to the question isn't asking to resist the sex, but rather to submit to be its plaything, if you chose to submit to it you would submit to be its plaything - slave to the creature that asked Sorry to ask, but how is this slider called? Tested on new game and mcm looks the same. Yeah, its a stupid question.. Is it this "Slavery exposure cooldown multiplier" ? Edith: Okay found it. Said slider was hidden in SexLab Dialoges Well.. there I can long search in SD.. he did say it was in dialogues
egon123 Posted July 17, 2016 Posted July 17, 2016 Tested the new version. (updated from an old, so many features are new for me) My biggest question atm is: Is there a way to disable the animal assault (xxx trys to make you his plaything. Submit/Resist) while keeping the animal enslavement option when defeated? Could find an option just for that. It don't actually seems the be a chance to resist. Its just a choice between consensual and rape. Thing is, Animal assaults for high aroused creatures I use "Aroused animals". There I have a way to avoid the attempt. An option to disable the assaults would be nice. Also, it seems that the crawling when enslaved by creatures doesn't work fully. It changes to the "on all 4 idle" but when you move the pc just slides over the ground. There is a slider to control the chance of attacks from animals in Dialogues. Crawling is only one idle pose right now. There is a template of how to enable full crawling animations in Devious Devices but it is a little more complicated than I had time for before this release. Still working on it. mh.. a slider you say? I'm sure I checked everything but I take a look again. Maybe it needs a clean save. ah okay. Wasn't sure if its an animation bug on my end as well i'll note that submit/ resist option to the question isn't asking to resist the sex, but rather to submit to be its plaything, if you chose to submit to it you would submit to be its plaything - slave to the creature that asked Sorry to ask, but how is this slider called? Tested on new game and mcm looks the same. Yeah, its a stupid question.. Is it this "Slavery exposure cooldown multiplier" ? Edith: Okay found it. Said slider was hidden in SexLab Dialoges Well.. there I can long search in SD.. he did say it was in dialogues Oh woops. I had understand the sentence as "attack when you are in (ingame) Dialoges", not the mod. Well that I call a stupid misunderstanding on my side
minibw Posted July 17, 2016 Posted July 17, 2016 +1 I think we have two main type of player : - Players who want to submit and/or humiliate their PC : submissive play - Players who want a consequence for defeat (like Ginanicole said just above) : consequence play Indeed it's a simplification and between this two type we have many variations. Then the goal are very different : - In submissive play the main goal of the player is not to escape, it's to enjoy his/her PC slavery. Then to avoid boredom, the mod needs to propose many tasks oriented toward satisfying master/mistress. That's the path of most, if not all, slavery mods. - In consequence play the main goal of the player is to flee from this unwanted slavery (even if the player sent his/her PC in a suicide mission, to experience what will happen ) . Then PC will have to build his way to freedom like P_Dante explained just above. This is not actually done in slavery mods, and I think it would be very intersting to explore this path. I think this is a good way to put it! What I love about SD is its stable and seamless lore/gameplay implementation of slavery (I'm also trying to run ME for this and I also love its features, but it's so buggy overall right now that I definitely don't use it on any main games) (as it suggests)...but the problem is that it can periodically constrain other gameplay features, whether it's vanilla tasks or other mods. So even though I like that the slavery system is in my playthroughs and have enjoyed going through that system more than not, at this point I pretty much reload an earlier save if I ever get enslaved without meaning to be. So for the question of "How do we have this great slavery system, but not have it restrict the rest of the game that we also enjoy," I can think of two ideas: really spruce up the "Master as follower" mechanic, and implement a potential "Long distance slavery" gameplay. For the first, I think this is pretty developed already, with some ideas for even more? Basically your master follows you everywhere as you do your tasks, either participates in combat with you or lets you do the fighting, and the game goes on as usual. I like the Submissive Lola system where the master will demand you to be undressed or bound or whatever most of the time, but as soon as you detect enemies all demands are off and you get snap on your armor and weapons and the restraints are off. So you are "enslaved" but mechanically-speaking it's more of an enforced follower system (with someone who demands sex and service a lot of the time ) that you don't feel the need to rush to get out of if you don't want to. For the second idea, basically at some point your stay-at-home owner, for whatever reason, lets you go off and do your own thing...temporarily. If you stay away too long (A week or so? Less? Adjustable in the MCM) then you get a bounty (maybe there's a way to implement it so that hunters and guards will send you back to your original owner?). Maybe you have to earn this privilege with various tasks, like with the Red Wave prostitution system. Maybe the master themselves want you out in the world ("Go out there and whore for me." "I need these ingredients, gather them." "Deliver these shipments for me." "I'm in the middle of delicate work. Leave me be.") that can be triggered by you saying something like "Is there something else I can do you for?" So in this system you are, again, still "enslaved" as a point of fact, but have some ability to leave and return. I think this is where, say, a mod like Captured Dreams really shines, where you're performing "quests" in a gameplay fashion but it feels like you're more-or-less forced to do so at the demand of a domineering owner. ...Now that I look at this I see these are pretty intensive ideas that would take a lot of time and energy to really get down lol but I think they'd be a good way to alleviate the gameplay constraints of SD without really changing how hard or easy it is to escape or how much or less there is to do while enslaved.
VaunWolfe Posted July 17, 2016 Posted July 17, 2016 Not sure why but still having that weird issue with the bears. I get defeated and black out and I wake up amongst the bears as if it was an enslavement event then a bear rapes me while the others keep attacking.
bicobus Posted July 17, 2016 Posted July 17, 2016 I had a run in with the guardian mudcrab. Totally annihilated me in 2 hits, then daymoyl triggered and sent a "calm effect" on the area. SD considered the mudcrabs for master, but couldn't because they're just mudcrabs. I mean, all they do is hiding in the mud day in, day out. So I was just left for dead. Since that asshole jumped me, I took some skooma and jumped him! I killed the guardian and his children, that'll teach them. Eventually the game crashed because it ran out of memory. I still don't know why it does that. Anyhow, VaunWolfe, maybe you should look into death alternative and it's features. It's DA that manage what happens with the area after the player is vanquished, SD+ slavery is one of the possible outcomes.
eggsalad Posted July 18, 2016 Posted July 18, 2016 Then the goal are very different : - In submissive play the main goal of the player is not to escape, it's to enjoy his/her PC slavery. Then to avoid boredom, the mod needs to propose many tasks oriented toward satisfying master/mistress. That's the path of most, if not all, slavery mods. - In consequence play the main goal of the player is to flee from this unwanted slavery (even if the player sent his/her PC in a suicide mission, to experience what will happen ) . Then PC will have to build his way to freedom like P_Dante explained just above. This is not actually done in slavery mods, and I think it would be very intersting to explore this path. Speaking for myself, I try to use this mod to achieve non-consensual slavery scenarios, so I get kinda squeezed between those two goals, where I want to enjoy the slavery itself, but need to try to escape since I'm roleplaying an unwilling slave. I'm really hoping future development to add more support for this kind of slavery, where you get the enjoy the slavery experience itself without submitting to it completely. The best idea I've seen for this is through the Devious Consequences mod, which could be integrated with SD+ for things like breaking your will to resist if you get punished too much, giving more incentive to engage with your master and do tasks for them to keep them happy even if your end goal is to escape. Even if it doesn't directly add more gameplay in terms of things to do, I think it can make the experience a lot more interesting by giving some weight to all the menial tasks and inconsequential animations you go through as a slave.
qwertyasadf Posted July 18, 2016 Posted July 18, 2016 Hey skyrimll, I was wondering does the current version of SD+ utilize SD cages by any chance because it does not seem so ( at least on my game). If it doesn't, are there any plans to do so. to be honest i only used SD cages previously because it stops me from simply pick-pocketing the key from the owner, making a non-violent escape a little more difficult.
DeepBlueFrog Posted July 18, 2016 Author Posted July 18, 2016 Hey skyrimll, I was wondering does the current version of SD+ utilize SD cages by any chance because it does not seem so ( at least on my game). If it doesn't, are there any plans to do so. to be honest i only used SD cages previously because it stops me from simply pick-pocketing the key from the owner, making a non-violent escape a little more difficult. SD cages should still be compatible as an add-on. I prefer to keep them separate since it would be a lot of work to merge them (and also not everybody wants to have more cages in their game... myself included ).
minibw Posted July 18, 2016 Posted July 18, 2016 Speaking for myself, I try to use this mod to achieve non-consensual slavery scenarios, so I get kinda squeezed between those two goals, where I want to enjoy the slavery itself, but need to try to escape since I'm roleplaying an unwilling slave. I'm really hoping future development to add more support for this kind of slavery, where you get the enjoy the slavery experience itself without submitting to it completely. Yeah, this is how I "play" my characters too. I think I mentioned this before, but the only thing that doesn't quite "fit" my idea of slavery in SD is that owners will just release you if you make them very happy. If I owned the perfect submissive slave that did everything I said and treated me like a god, why would I ever let them go, for free no less? I mean, some kind-hearted, decent people might, but how many slave-owning masters in Skyrim are the kind-hearted decent sort? So I'm hoping someday this mod might address this, that sucking up to some masters...figuratively and literally...isn't just gonna automatically get you off their hook.
bicobus Posted July 18, 2016 Posted July 18, 2016 Speaking for myself, I try to use this mod to achieve non-consensual slavery scenarios, so I get kinda squeezed between those two goals, where I want to enjoy the slavery itself, but need to try to escape since I'm roleplaying an unwilling slave. I'm really hoping future development to add more support for this kind of slavery, where you get the enjoy the slavery experience itself without submitting to it completely. Yeah, this is how I "play" my characters too. I think I mentioned this before, but the only thing that doesn't quite "fit" my idea of slavery in SD is that owners will just release you if you make them very happy. If I owned the perfect submissive slave that did everything I said and treated me like a god, why would I ever let them go, for free no less? I mean, some kind-hearted, decent people might, but how many slave-owning masters in Skyrim are the kind-hearted decent sort? So I'm hoping someday this mod might address this, that sucking up to some masters...figuratively and literally...isn't just gonna automatically get you off their hook. Yeah, that's also why I advocate for a city-based gameplay around slavery. It's easier to design a long term relationship (quest and content) with a named NPC than that random schmut you crossed in a ruin. By that I mean a named NPC will have a place to live and you know what he/she is doing day per day. A random npc will be just that: random. One way to bring the player towards civilization: the player get beaten by a NPC in a cave/ruin/camp. If the NPC is not a beast or undead, he/she may after a while sell the player to a wandering slaver. Because hey, slavers have to make a living right, and where best than the local den of outlaws. The slaver will then bring the player toward a hold/village and put he/she for sale. Or just use simpleslavery, but that's too easy.
just_Gina Posted July 18, 2016 Posted July 18, 2016 Speaking for myself, I try to use this mod to achieve non-consensual slavery scenarios, so I get kinda squeezed between those two goals, where I want to enjoy the slavery itself, but need to try to escape since I'm roleplaying an unwilling slave. I'm really hoping future development to add more support for this kind of slavery, where you get the enjoy the slavery experience itself without submitting to it completely. Yeah, this is how I "play" my characters too. I think I mentioned this before, but the only thing that doesn't quite "fit" my idea of slavery in SD is that owners will just release you if you make them very happy. If I owned the perfect submissive slave that did everything I said and treated me like a god, why would I ever let them go, for free no less? I mean, some kind-hearted, decent people might, but how many slave-owning masters in Skyrim are the kind-hearted decent sort? So I'm hoping someday this mod might address this, that sucking up to some masters...figuratively and literally...isn't just gonna automatically get you off their hook. Yeah, that's also why I advocate for a city-based gameplay around slavery. It's easier to design a long term relationship (quest and content) with a named NPC than that random schmut you crossed in a ruin. By that I mean a named NPC will have a place to live and you know what he/she is doing day per day. A random npc will be just that: random. One way to bring the player towards civilization: the player get beaten by a NPC in a cave/ruin/camp. If the NPC is not a beast or undead, he/she may after a while sell the player to a wandering slaver. Because hey, slavers have to make a living right, and where best than the local den of outlaws. The slaver will then bring the player toward a hold/village and put he/she for sale. Or just use simpleslavery, but that's too easy. I have to admit I like the idea of being brought to a city and sold to a named NPC. It is what I loved (in theory) about the Thug Quest. In practice though, it proved unwieldy. Keeping up with them was tedious. When they were attacked, the combat was long and drawn out, and extremely boring for the player, especially if it was a dragon that attacked. I've often thought a Khajit slaver caravan buying the PC from the random bandit that that enslaved her would be cool. Give them unbeatable bodyguards for protection, so that the slavers can herd their stock to safety while the guards fight off the threat. Since they travel from city to city, the distance to market would not be too great. Skip the frequent stopping for sex, as they would only be interested in their stock for profit and would likely not do anything to lessen their value. But again, one must weigh the amount of work required to implement, against the potential value to a play-thru. It seems to me that it would be fairly difficult to do.
bicobus Posted July 18, 2016 Posted July 18, 2016 Well, once you remove freedom from the player you also have to halt all vanilla event that could happen and script the process of moving between two points. Otherwise, as you said, strange things happens. I don't think it's feasible, either too much work or simply not supported by the game (I have a faint memory that dragons attacks can't be disabled). What can be done though is the departure scene, faint to black, arrival scene. It would be like a small cinematic, and sanguine does it anyhow when he send you back from the dreamworld By the way, that's also how vanilla skyrim move the player around from hold to hold if the player use the carriage. We don't actually see the player move, we just assume he did.
Disneyvillianfan Posted July 19, 2016 Posted July 19, 2016 Well, once you remove freedom from the player you also have to halt all vanilla event that could happen and script the process of moving between two points. Otherwise, as you said, strange things happens. I don't think it's feasible, either too much work or simply not supported by the game (I have a faint memory that dragons attacks can't be disabled). What can be done though is the departure scene, faint to black, arrival scene. It would be like a small cinematic, and sanguine does it anyhow when he send you back from the dreamworld :PBy the way, that's also how vanilla skyrim move the player around from hold to hold if the player use the carriage. We don't actually see the player move, we just assume he did. While I agree with statement that perhaps that Slavery should be in cities. Perhaps with Baints will use you for a bit then sell you off. But with some creature should keep you as free work and breeder. These should be very isolated and away from cities so it be harder to escape. But I really do like yours ideas for this mod.
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