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Enthralled: Custom Npc Quests for Paradise Halls and Diary of Mine


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Posted (edited)
On 12/21/2024 at 5:45 PM, Wastelanddom said:

Adding more detail to the existing ones and fleshing out their stories and personalities more would be awesome. Maybe change some of the dialogue options as their DoM stats change to reflect them acclimatising to slavery and the player as their owner. That kind of thing.

It's an interesting idea, I'm currently trying it out with Yatava (the orc in Dawnstar jail). I've made a dialogue option where she give a random answer from a pool of options. The options depend on her training stats (resignation/submission, fear) and what quests are completed.

 

The difficulty at the moment is that a lot of the interesting stats are DOM exclusive. As the mod is still Pahe based with DOM, the options are a bit limited.

I guess that's another point in favor of completely migrating to the DOM framework.

Edited by a_random_user
Posted (edited)

Hi so I used the SMP version of KS Hairdos and the mod unfortunately required the original version. Do I just download both for the purpose of this mod or would renaming the SMP's ESP work?

Screenshot 2024-12-26 220322.png

Edited by hunternothunted
I jst realized just using the original's ESP alone probably wouldn't work
Posted
4 hours ago, hunternothunted said:

Hi so I used the SMP version of KS Hairdos and the mod unfortunately required the original version. Do I just download both for the purpose of this mod or would renaming the SMP's ESP work?

I'd never tried SMP before, so I tested it. You will definitely need the standard version.

I also checked if a patch was possible, but I don't think it is. The hairstyles I've used for the NPCs in this mod are not included in the SMP version.

For the same reason, renaming the SMP's version will not work.

Posted
9 hours ago, a_random_user said:

I'd never tried SMP before, so I tested it. You will definitely need the standard version.

I also checked if a patch was possible, but I don't think it is. The hairstyles I've used for the NPCs in this mod are not included in the SMP version.

For the same reason, renaming the SMP's version will not work.

Alright man thanks guess I'll try using both then

Posted

Version 1.2 is up. Mainly script changes to better support DOM and DOMv7. There are also extra dialogue options to explore the characters of Yatava and Bette.

Safe to update midgame.

Note that the fix to the forcegreets from DOMv7 are not retroactive. If you want to apply them to a character that you've already captured, select them in the console and type addtofaction DOMActorFamilyHistory 2

 

New in v1.2

Main version v1.2
*When capturing through dialogue, the NPC will be added to DOM if possible. If DOM isn't installed, it will use the Pahe system
    It uses DOM's addactor function, which doesn't immediately spawn the diary. The diary will be added to your inventory the next time you load the game.
*updated some of the code for future changes
*some typo fixes in dialogue
*minor change to Yatava's, Tilu's, Fryssa's, Nille's, Bette's and Esmee's starting stats
*added conditional dialogue for Yatava and Bette, under "Come here, I want to talk to you." Their commentary will change depending on their training level and what quests you've completed.
*The family forcegreets introduced in DOMv7 have been solved by adding the faction DOMActorFamilyHistory 2 to the NPC. This mod's NPC's will be ignored by this feature from now on. This fix does not apply to NPCs that already were captured before updating.

*Fixed a bug that stopped the training bonus from some dialogue choices from registering. 


DOMv7 patch v1.2
*added faction DOMActorFamilyHistory 2 to Nille, Bette, and Fryssa. This should stop the forcegreet that was introduced in DOM version 7
*The new conditional dialogue checks are also included in the patch, so they work with DOM7

Posted
3 minutes ago, a_random_user said:

Version 1.2 is up. Mainly script changes to better support DOM and DOMv7. There are also extra dialogue options to explore the characters of Yatava and Bette.

Safe to update midgame.

Note that the fix to the forcegreets from DOMv7 are not retroactive. If you want to apply them to a character that you've already captured, select them in the console and type addtofaction DOMActorFamilyHistory 2

 

New in v1.2

Main version v1.2
*When capturing through dialogue, the NPC will be added to DOM if possible. If DOM isn't installed, it will use the Pahe system
    It uses DOM's addactor function, which doesn't immediately spawn the diary. The diary will be added to your inventory the next time you load the game.
*updated some of the code for future changes
*some typo fixes in dialogue
*minor change to Yatava's, Tilu's, Fryssa's, Nille's, Bette's and Esmee's starting stats
*added conditional dialogue for Yatava and Bette, under "Come here, I want to talk to you." Their commentary will change depending on their training level and what quests you've completed.
*The family forcegreets introduced in DOMv7 have been solved by adding the faction DOMActorFamilyHistory 2 to the NPC. This mod's NPC's will be ignored by this feature from now on. This fix does not apply to NPCs that already were captured before updating.

*Fixed a bug that stopped the training bonus from some dialogue choices from registering. 


DOMv7 patch v1.2
*added faction DOMActorFamilyHistory 2 to Nille, Bette, and Fryssa. This should stop the forcegreet that was introduced in DOM version 7
*The new conditional dialogue checks are also included in the patch, so they work with DOM7

does this mean I can use this mod with only DOM installed and no pah?

Posted
3 minutes ago, theprof90 said:

does this mean I can use this mod with only DOM installed and no pah?

Not yet, this would require migrating the entire mod to use DOMv7. Which is on my Todo list, and part of this update was making preparations to make that easier.

Posted
9 hours ago, a_random_user said:

Version 1.2 is up. Mainly script changes to better support DOM and DOMv7. There are also extra dialogue options to explore the characters of Yatava and Bette.

Safe to update midgame.

Note that the fix to the forcegreets from DOMv7 are not retroactive. If you want to apply them to a character that you've already captured, select them in the console and type addtofaction DOMActorFamilyHistory 2

 

New in v1.2

Main version v1.2
*When capturing through dialogue, the NPC will be added to DOM if possible. If DOM isn't installed, it will use the Pahe system
    It uses DOM's addactor function, which doesn't immediately spawn the diary. The diary will be added to your inventory the next time you load the game.
*updated some of the code for future changes
*some typo fixes in dialogue
*minor change to Yatava's, Tilu's, Fryssa's, Nille's, Bette's and Esmee's starting stats
*added conditional dialogue for Yatava and Bette, under "Come here, I want to talk to you." Their commentary will change depending on their training level and what quests you've completed.
*The family forcegreets introduced in DOMv7 have been solved by adding the faction DOMActorFamilyHistory 2 to the NPC. This mod's NPC's will be ignored by this feature from now on. This fix does not apply to NPCs that already were captured before updating.

*Fixed a bug that stopped the training bonus from some dialogue choices from registering. 


DOMv7 patch v1.2
*added faction DOMActorFamilyHistory 2 to Nille, Bette, and Fryssa. This should stop the forcegreet that was introduced in DOM version 7
*The new conditional dialogue checks are also included in the patch, so they work with DOM7

Is it safe to use v1.2 with DOM v6? If I just download v1.2 without the DOM7 patch would that work?

Posted
59 minutes ago, crazymango54 said:

Is it safe to use v1.2 with DOM v6? If I just download v1.2 without the DOM7 patch would that work?

Correct. With DOM v6 you can use everything in this mod. The patch is only to make sure that the mod works if DOM v7 is installed.

Posted

I installed the mod with vortex but when starting skyrim the mod is deactivated, I have installed it manually but it also deactivates, any idea what is happening to me?

Posted (edited)
30 minutes ago, David81 said:

I installed the mod with vortex but when starting skyrim the mod is deactivated, I have installed it manually but it also deactivates, any idea what is happening to me?

I haven't used Vortex in years, and I've never had that problem, so I can only guess. Do you have all masters installed? (paradise halls extended, with Sexlab addon, high poly head, sexlab, ...) Do these masters work in your game?

Do you use Diary of Mine? Or only pahe?

I've also read that using the ingame Bethesda modmanager might give problems for Vortex, do you use that? Or creation club?

What version of Skyrim do you use?

 

And, this might be a long shot, do you have PO3 scripts installed? If not, try downloading PO3 tweaks and papyrus extender, see if that works.

Edited by a_random_user
added DOM question
Posted
On 30/12/2024 at 1:38, a_random_user said:

No he usado Vortex en años y nunca he tenido ese problema, así que solo puedo adivinar. ¿Tienes todos los masters instalados? (Paradise Halls Extended, con el complemento Sexlab, High Poly Head, Sexlab, ...) ¿Funcionan estos masters en tu juego?

¿Usas Diary of Mine? ¿O solo pahe?

También leí que usar el administrador de mods de Bethesda dentro del juego podría causar problemas para Vortex. ¿Lo usas? ¿O el club de creación?

¿Qué versión de Skyrim usas?

 

Y, aunque esto puede ser una apuesta arriesgada, ¿tienes instalados scripts de PO3? Si no, prueba a descargar los ajustes de PO3 y el extensor Papyrus para ver si funciona.

Thanks for the reply, it turns out the problem was High Poly Head, I installed it again and now everything works perfectly. Vortex stuff I guess xdd

Posted

Version 1.3 is up, it should be safe to update midgame. If you're using the DOM7 patch, you don't have to change that one.

New:
*Jail shopping: there are 4-5 prisoners for sale in Riften, Solitude, and Whiterun jails. They'll use the leveled lists from your game.
*The prisoners start with some training, depending on the type of prisoner
*The jail buying system can be turned off or on with dialogue
*Made a failsafe for Belethor, if he dies, Ysolda will take over for his dialogue options.
*Some text and spelling corrections
*Script optimisation, assigning traits to NPC's should go faster now

 

And in case people were curious: the reason only the Riften, Solitude, and Whiterun prisons are used is because they are the only prisons in Skyrim that have a large cell separate from the player's cell or other quests cells. Interestingly, they are also the only prisons with a default CaptiveMarker, which made it simpler to make.

 

As for future plans, I think I'll focus first on refining the current storylines. Some of the npcs have very little dialogue (Fryssa, Iniel, Bunny,...) and some of the quests can use some polish. I might start a new quest, I have some concepts, but we'll see.

 

I've spoken about moving the quest to be fully based on Diary of Mine instead of Paradise Halls. The logical move would be to make it depend on DOM7, with its .esm file and changes in factions. However, v7 is still in development, and it still has some issues. So I won't make the move until DOMv7 is stable and the kinks are worked out (pun fully intended).

Posted
2 hours ago, a_random_user said:

Version 1.3 is up, it should be safe to update midgame. If you're using the DOM7 patch, you don't have to change that one.

New:
*Jail shopping: there are 4-5 prisoners for sale in Riften, Solitude, and Whiterun jails. They'll use the leveled lists from your game.
*The prisoners start with some training, depending on the type of prisoner
*The jail buying system can be turned off or on with dialogue
*Made a failsafe for Belethor, if he dies, Ysolda will take over for his dialogue options.
*Some text and spelling corrections
*Script optimisation, assigning traits to NPC's should go faster now

 

And in case people were curious: the reason only the Riften, Solitude, and Whiterun prisons are used is because they are the only prisons in Skyrim that have a large cell separate from the player's cell or other quests cells. Interestingly, they are also the only prisons with a default CaptiveMarker, which made it simpler to make.

 

As for future plans, I think I'll focus first on refining the current storylines. Some of the npcs have very little dialogue (Fryssa, Iniel, Bunny,...) and some of the quests can use some polish. I might start a new quest, I have some concepts, but we'll see.

 

I've spoken about moving the quest to be fully based on Diary of Mine instead of Paradise Halls. The logical move would be to make it depend on DOM7, with its .esm file and changes in factions. However, v7 is still in development, and it still has some issues. So I won't make the move until DOMv7 is stable and the kinks are worked out (pun fully intended).

Wow, that was pretty quick, especially considering the holidays and everything!

 

I just tested out the jail system real quick and everything appears to function correctly, I just had several small suggestions for you to consider.

 

1. I see they get added directly to DOM, which is fantastic. However, they do not start following you by default, you have to tell them to follow you. That is really not difficult to do or anything, but it would be a bit of a QoL improvement if you could add a follow command right after the purchase.

 

2. When I visited the Dragonsreach Dungeon, there were five potential slaves, all of which were from one of my leveled list mods, so that part works perfectly. The only issue in my case was that 4 out of the 5 were male. Is there any way to make the gender composition of the captives customizable? I understand if you would rather leave that alone and have it be determined by pure chance for realism's sake, but I thought I would mention it just in case you were open to the idea and it was actually possible. I imagine an MCM is a huge pain in the ass, but perhaps an options lesser power like some other mods have might be doable? 

 

3. I am not sure if there is anything you can do about this, but the captives do not get renamed after purchase, they just keep the "Captured Bandit" name. Of course, you can rename them in the DOM MCM, so it's not a big deal, but coming up with a name every time could get tedious. I wonder if there is a way to trigger a rename after the purchase?

 

4. You might consider having the Solitude and Riften jails be partially made up of Stormcloak/Imperial captives just to add a little variety to those locations. Although I suppose you would have to flip it after one side wins, so that may be more trouble than it's worth actually, I'm curious what you think.

 

5. Some sort of Forsworn market in Markarth would fit perfectly, you could probably stick a cage near or just inside the street entrance to Cidhna Mine and have it there, I don't think anything actually happens over there. But as you already mentioned it may not be as simple as some of the others and so might not be worth the trouble. Again, just an idea.

 

6. Just a question: how often do the jails reset? 

 

Sorry for the long post, I just wanted to share my thoughts. You said you want to focus on the questlines next so I don't mean to distract you, I'm just grateful you took the original idea seriously and actually brought it to completion, it's already very exciting as-is. 

 

Posted
28 minutes ago, crazymango54 said:

Wow, that was pretty quick, especially considering the holidays and everything!

 

I just tested out the jail system real quick and everything appears to function correctly, I just had several small suggestions for you to consider.

 

1. I see they get added directly to DOM, which is fantastic. However, they do not start following you by default, you have to tell them to follow you. That is really not difficult to do or anything, but it would be a bit of a QoL improvement if you could add a follow command right after the purchase.

 

2. When I visited the Dragonsreach Dungeon, there were five potential slaves, all of which were from one of my leveled list mods, so that part works perfectly. The only issue in my case was that 4 out of the 5 were male. Is there any way to make the gender composition of the captives customizable? I understand if you would rather leave that alone and have it be determined by pure chance for realism's sake, but I thought I would mention it just in case you were open to the idea and it was actually possible. I imagine an MCM is a huge pain in the ass, but perhaps an options lesser power like some other mods have might be doable? 

 

3. I am not sure if there is anything you can do about this, but the captives do not get renamed after purchase, they just keep the "Captured Bandit" name. Of course, you can rename them in the DOM MCM, so it's not a big deal, but coming up with a name every time could get tedious. I wonder if there is a way to trigger a rename after the purchase?

 

4. You might consider having the Solitude and Riften jails be partially made up of Stormcloak/Imperial captives just to add a little variety to those locations. Although I suppose you would have to flip it after one side wins, so that may be more trouble than it's worth actually, I'm curious what you think.

 

5. Some sort of Forsworn market in Markarth would fit perfectly, you could probably stick a cage near or just inside the street entrance to Cidhna Mine and have it there, I don't think anything actually happens over there. But as you already mentioned it may not be as simple as some of the others and so might not be worth the trouble. Again, just an idea.

 

6. Just a question: how often do the jails reset? 

 

Sorry for the long post, I just wanted to share my thoughts. You said you want to focus on the questlines next so I don't mean to distract you, I'm just grateful you took the original idea seriously and actually brought it to completion, it's already very exciting as-is. 

Thanks for the feedback.

 

1. I think that must be possible to do. I'd gotten used to that during testing, but there should be some function in DOM that sets slaves to follow.

 

2. That's some bad luck, each prisoner has a roughly 50/50 chance of male or female (bandits are slightly more male, witches are fully female, etc.). Making the lists used fully female is possible, but requires a lot of tinkering. Essentially, I would recreate the Vanilla LChar lists without the male Subchars. Making this toggleable will be tricky, and I want to keep at least the option of mixed prisons. Still, making the draw more customizable sounds interesting, I'll see if I find the opportunity to work with that.

 

3. There might be, I'll have to dig into the code for that.

 

4. I considered it, but decided against it for a few reasons. First of all, as you said, is the complexity of working with the civil war. Another important reason is that the lists for Stormcloack and Imperial soldiers is terrible. Both of them are tiny, and the imperial list is fully male, even if I also include the Penitus Oculatus list. 

 

5. A forsworn market is an interesting idea. I'll just have to find a way to implement it without making significant changes in the cell. With any luck, I might even be able to do that in the same quest.

 

6. The jails reset if:

*20 hours pass after the player entered the location. If the player is still inside then, the quest checks again an hour later. The reset will only happen if the player is not in the location

*When the player enters a wilderness cell

*when the jail location is no longer loaded. This usually happens if the player fast travels a significant distance.

 

 

Posted
17 minutes ago, a_random_user said:

4. I considered it, but decided against it for a few reasons. First of all, as you said, is the complexity of working with the civil war. Another important reason is that the lists for Stormcloack and Imperial soldiers is terrible. Both of them are tiny, and the imperial list is fully male, even if I also include the Penitus Oculatus list. 

 

5. A forsworn market is an interesting idea. I'll just have to find a way to implement it without making significant changes in the cell. With any luck, I might even be able to do that in the same quest.

 

6. The jails reset if:

*20 hours pass after the player entered the location. If the player is still inside then, the quest checks again an hour later. The reset will only happen if the player is not in the location

*When the player enters a wilderness cell

*when the jail location is no longer loaded. This usually happens if the player fast travels a significant distance.

Ah yes I forgot about the vanilla lists for CW factions, the mod I use expands them quite a bit, but yeah there is probably not enough there to do anything useful. Perhaps some Civil War themed NPCs may eventually become the subjects of future quests? ;)

 

I would recommend checking out the street entrance to Cidhna Mine to see what's there. I don't think there is any reason to go there at all in the vanilla game, it must've been cut content or something. There's a bit of space and then you encounter the orc guards. See what you think, you might be able to plop a large cage or something simple like that and make it work, it's practically useless space at the moment.

 

For the jails, that is a perfect way of doing it. If you see one that you like but can't afford, you have a bit of time to scrape the money together, and if you don't like any of them, it's easy to reset, and just leaving the area altogether resets as well, nice.

Posted (edited)

Throwing a simple idea here. Maybe an added NPC jail guard can have a dialogue for resetting generated slaves for bad pulls or whatnot so we can buy to our hearts content.

It's great we now have reliable way of playing "Flip this bitch" in the slave market.

Of course I still don't mind if you have any other unique slave quests in the future

Edited by McLovin3
Posted
1 hour ago, McLovin3 said:

Throwing a simple idea here. Maybe an added NPC jail guard can have a dialogue for resetting generated slaves for bad pulls or whatnot so we can buy to our hearts content.

 

Sure, that's easy to implement. I'll put the dialogue option with the other guard dialogue options.

One thing I'm worried about though, is that infinite rerolls will make it feel like cheating. There are a few things i could to against that. I could limit the reroll to a once per quest thing, so you can't reroll again until it resets fully.

Or the roll stay infinite, but the guards charge an "administrative fee" for bringing new prisoners in. Something like 50 to 100 gold, not free, but not prohibitive either.

Or I'm overthinking this and I'll just make it free and unlimited. I'll have to play around with it to see how it works.

Posted
1 hour ago, a_random_user said:

Or the roll stay infinite, but the guards charge an "administrative fee" for bringing new prisoners in. Something like 50 to 100 gold, not free, but not prohibitive either.

This option sounds the best in my opinion. If it's possible, making the price increase each time you reroll would be good too, then it could reset to the base price after a full reset. Say 100 gold is the base, but each reroll costs 50 more, for example.

Posted

Version 1.3.1 is up. I managed to get some of this threat's suggestions working.
Safe to update midgame, the DOM7 patch does not require updating
*When capturing a npc through dialogue, they'll be automatically set to follow you.
*When you buy one of the convicts from the jail, they'll be given a name from the PAH list. This requires JContainers.
*For the Jail market: you can talk to a guard to remove the unsold convicts, and bring in a new batch. 
The price for this will increase each time you do it. It fully resets when the cell naturally respawns again.
*more script optimisation. As of this version, the mod no longer directly uses PO3 scripts.

Posted
4 hours ago, a_random_user said:

Version 1.3.1 is up. I managed to get some of this threat's suggestions working.
Safe to update midgame, the DOM7 patch does not require updating
*When capturing a npc through dialogue, they'll be automatically set to follow you.
*When you buy one of the convicts from the jail, they'll be given a name from the PAH list. This requires JContainers.
*For the Jail market: you can talk to a guard to remove the unsold convicts, and bring in a new batch. 
The price for this will increase each time you do it. It fully resets when the cell naturally respawns again.
*more script optimisation. As of this version, the mod no longer directly uses PO3 scripts.

I just did a quick test at the Whiterun jail and everything works properly, the changing guard dialogue as the price increases was a nice touch. Great stuff :) 

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