jfraser Posted January 4, 2015 Author Posted January 4, 2015 I lost a script in transit, which is why the auction wouldn't start. That should be fixed now. Still not working with DA, so go to the auction block, talk to John, and let me know what you think.
Guest Long John Posted January 4, 2015 Posted January 4, 2015 @jfraser - I just saw the link. Looks good but I was looking for is to do with integration (soft linking) with SD+ 3.0.0. Would work well with Slaves of Tamriel though not with SD+ (transfer of ownership or triggering initial enslavement). So if this could be added please to your modification it would be much appreciated. ------ | * | -------- By the way Sanguine Debauchery Enhanced (SD+) uses Death Alternative its author skyrimll may be able to help with the setup for your modification, under the system. Alternatively foxclub's author may be able to help also with getting Death Alternative working for your modification. -------------- | * | -------------- See this link for more information about Sanguine Debauchery Enhanced transfer of ownership event: http://www.loverslab.com/topic/24042-sd-sanguine-debauchery-enhanced-2014-12-28/?p=1037356
jfraser Posted January 4, 2015 Author Posted January 4, 2015 @jfraser - I just saw the link. Looks good but I was looking for is to do with integration (soft linking) with SD+ 3.0.0. Would work well with Slaves of Tamriel though not with SD+ (transfer of ownership or triggering initial enslavement). So if this could be added please to your modification it would be much appreciated. ------ | * | -------- By the way Sanguine Debauchery Enhanced (SD+) uses Death Alternative its author skyrimll may be able to help with the setup for your modification, under the system. Alternatively foxclub's author may be able to help also with getting Death Alternative working for your modification. -------------- | * | -------------- See this link for more information about Sanguine Debauchery Enhanced transfer of ownership event: http://www.loverslab.com/topic/24042-sd-sanguine-debauchery-enhanced-2014-12-28/?p=1037356 Yes, simple slavery will be set to send players to sd+ as well as Slaves of Tamriel (and any other slavery mod I find whose authors will allow it). The idea is that the auction will choose between the mods randomly each time the player ends up on the block. There is only SoT right now because he was the first to give permission and I'm more concerned with getting the basics working before tackling how to do the random part. Also, way ahead of you - I've already begged skyrimll for help. Edit: also, I would like to add wolfclub, but the author has not responded to my request for permission.
Guest Long John Posted January 4, 2015 Posted January 4, 2015 @jfraser - I'm really looking forward to it being SD+ so if it could be added next please. That would be great skyrimll is on the site regularly when asking for help with DA you could also ask if he is willing to allow your modification to be classed as a SD+ addon. He was pleased to already have one addon for SD+ well worth adding SD+ plus next as it is part of a larger project (by skyrimll).
jfraser Posted January 4, 2015 Author Posted January 4, 2015 It won't be an official sd add-on (although before da turned up, that's exactly what I was aiming for) but it will give another entrance to it. I like how we're having this discussion on three separate threads simultaneously. XD
Content Consumer Posted January 4, 2015 Posted January 4, 2015 The idea is that the auction will choose between the mods randomly each time the player ends up on the block. Could I request toggles for the various mods? Like, perhaps I absolutely hate being slave to a bandit, and would rather randomly be enslaved to a falmer or sent to the mines or something, so I uncheck "bandit" as potential owner or something? Or would that be more in SD+ than specifically this mod?
crudo Posted January 4, 2015 Posted January 4, 2015 Very nice work jfraser. I just tried it for the first time and liked it quite a bit. I also like the location near Riften. The seediest city in Skyrim needs this kind of flavor. While you are working on the mod would you consider changing the slave auction to an indoor environment. Same location just have it be a building with an interior. There are quite a bit of creatures and bandits lurking in the woods nearby that interfere with the auction. Good luck!
bill64800 Posted January 4, 2015 Posted January 4, 2015 Nice! the auction is a bit long to start but... really nice! It will be really great when you're done. I'm not sure for the idea of "inside auction" of crudo because of the load doors which sometimes crash the game or load... load... and... load again
crudo Posted January 4, 2015 Posted January 4, 2015 Nice! the auction is a bit long to start but... really nice! It will be really great when you're done. I'm not sure for the idea of "inside auction" of crudo because of the load doors which sometimes crash the game or load... load... and... load again Not sure what you mean by crashing going through load doors? The game is full of doors, you would be crashing constantly if that were a problem. If it is a problem then of course forget the suggestion... I was just trying to be helpful.
jfraser Posted January 4, 2015 Author Posted January 4, 2015 Very nice work jfraser. I just tried it for the first time and liked it quite a bit. I also like the location near Riften. The seediest city in Skyrim needs this kind of flavor. While you are working on the mod would you consider changing the slave auction to an indoor environment. Same location just have it be a building with an interior. There are quite a bit of creatures and bandits lurking in the woods nearby that interfere with the auction. Good luck! Thanks. I'm not going to move it indoors because, honestly, making a building is just too much work. I've tried several times and it never comes out the way I want. That said, I agree about the interruptions. One of the plans is to delete all spawn points in the area. And add guards for randomly generated bandits. I wrote all that and it made me think. Putting the auction indoors would solve all sorts of issues for me. It wouldn't have to be anywhere in particular because you would never enter it without becoming a slave, time would be irrelevant so I wouldn't have to worry about making the crowd go home in the middle of the night (something I've been dreading doing), and, as you point out, aggro would not be a problem. Now I've changed my mind. It will be indoors.
jfraser Posted January 4, 2015 Author Posted January 4, 2015 Nice! the auction is a bit long to start but... really nice! It will be really great when you're done. I'm not sure for the idea of "inside auction" of crudo because of the load doors which sometimes crash the game or load... load... and... load again Won't be an issue. There won't be loading doors.
jfraser Posted January 4, 2015 Author Posted January 4, 2015 The idea is that the auction will choose between the mods randomly each time the player ends up on the block. Could I request toggles for the various mods? Like, perhaps I absolutely hate being slave to a bandit, and would rather randomly be enslaved to a falmer or sent to the mines or something, so I uncheck "bandit" as potential owner or something?Or would that be more in SD+ than specifically this mod? This mod is going to just hand you off to sd (or a different mod). I don't know what, exactly, that will look like.
Madrias Posted January 6, 2015 Posted January 6, 2015 I do have to admit, I like the idea of this. I, however, have the flaw where I simply can't use it. Not because it doesn't work (I'm sure it would), but because the characters I tend to play are, well, male. Sure, Simple Slavery would probably work, but (and please, correct me if I'm wrong) there are very few/no slavery mods for men. I understand, most of it is due to the desire/need for sex in mods, and thereby there's no demand for it, but I was hoping to find at least something for my characters to do in the event of an unfortunate mishap. I understand this is supposed to be a framework, and that it's supposed to give the player a harsh boot in the butt and send their (female) character off to another slavery mod. I have no problem with that functionality. I suppose, what I'm trying to say is, could you put in some form of check to determine if the player is male or female, and assign different options accordingly? I understand that this would require (more likely than not) a couple different options for the unfortunate male on the block, but I have a few ideas. I may have zero ability to mod, but I have ideas. I'll keep the ideas simple, given that, well, I understand a bit about how the CK can be a royal pain in the rear. - Sold to a Wealthy Widow / Noble's Wife I figure, start with the one with the most likely need for sex first. It's actually two possibilities with a similar theme. You've been bought by a wealthy female, either a widow (husband killed in the Civil War) or a Noble's Wife who's husband is too engaged with politics to please her. In the event you're sold to the Wealthy Widow, you start out doing the "hard jobs" around the house. You clean, chop wood for the fire, and care for her dog. Eventually, after some time, she reveals that you remind her of her lost husband, not in looks, but in personality, the eagerness to please. Alternately, if you've resisted her up to this point, she'll simply sell you, and it's back to the auction block. She moves your bed from the basement up to the main house, and then later to the same room as hers. In these moments, she asks you to take her in various different ways in the house, in different rooms and different places. Eventually, she brings you into her bed and asks you to "give me one last good, pleasing night." If you agree, a sex scene plays (preferably missionary of some variety), and she gives you a letter and a key. By morning she will be gone, but the letter will reveal you've been left most of her fortune and her home. If you decline, she sighs and asks you to leave, your debt having been paid. If you've been sold to the Noble's Wife, you start out with the official job of being the servant. You will cook, clean, chop wood, care for the garden, feed the animals, and pretty much anything the Noble or his Wife ask you to do. After some time, the Wife starts sneaking down to your cage in the cellar, mentioning that "My husband is too busy trying to become Thane to pay attention to me." You're given a choice of three basic options: 1- to agree to whatever she wants you to do, which leads into a random sex scene. 2- to mention you have no interest, which leads to her taking you by force (cowgirl animation of some variety) and warning you to not defy her again. 3- to mention you aren't sure this is the right thing to do, which leads to her leaving you for the night, and your next day's tasks being even harder. After four nights, depending on your most dominant choice, she'll either have sex with you one more time, then let you free, having served your duty (agree a majority of the time), or she'll rape you again and sell you back to the block (defy a majority of the time), or simply come downstairs and let you go (either agree twice + defy twice or remain pure) as your debt has been paid. - Sold to the Noble and his Brat This one is different to the above two, in that a Noble is there along with his adult daughter (a rough age would be in her early 20's). She spots you and begs her daddy to spend "as much as it takes" to get you. She wants "a real man to toy with, not these boys you keep buying." You're brought to their manor and kept in the basement where three other men are. (A Breton, a Redguard, and an Altmer, all set to Weight 0) They mention a few words of warning: the brat likes strapons and whips, and leaving her fucktoys in chains when she's not trying to break them. Several days and several sex scenes play out, each with the Brat in the dominant position. After four or five days of rough sex, you're given the option to give up or to defiantly resist. This option is given once a day, keeping a tally of defiance versus submission. After three (or more, perhaps) submissions are reached, you're released and set free. After three (or more) defiances, you're sold back to the block. - Sold to the City Guard Jarl Balgruuf the Greater has sent someone to buy you, in an attempt to get you out of slavery. Officially, you're a guardsman, and you'll have to act like it. You'll be sent to Whiterun, where you'll arrive in the Guard Barracks, naked and bound. You'll be unbound and given a Whiterun Guard uniform and a steel war axe. After three days of policing the streets of Whiterun, you'll be set free. (Basically, this one has no sex, but you can't leave Whiterun for three days. After three days, the player's items are given back to them, they keep the uniform and axe, and they're free.) - No One Bought You If, for some reason, this one is picked, you're given the option to buy yourself out of slavery using whatever gold you had on hand. Should be moderately expensive. If you can't afford it, you're put back in a cage for the next auction, in three days. It's just a handful of ideas, and if I knew anything about the CK, I'd try to do it myself, but I struggled to make a vanilla follower the last time I tried my hands at modding.
jfraser Posted January 6, 2015 Author Posted January 6, 2015 I like those ideas and I agree that there is not nearly enough LL content geared toward males. This mod is not going to feature any slavery scenarios itself (I guess that makes it misnamed at this point) but if some of the other talented modders out there make male slavery mods, I'll certainly include them. Making a gender check is pretty easy, so differentiating between make and female mods should be doable.
Madrias Posted January 6, 2015 Posted January 6, 2015 Thank you for your consideration! The gender check will at least give a better chance at compatibility if some mods come out with male-capable slavery. As for the ideas, well, they're free for anyone to use. It's what I'm good at: coming up with ideas. Making anything out of those ideas... well, I fall short every time. I've tried to learn the CK, but as mentioned, I struggle to do the most basic things.
jfraser Posted January 6, 2015 Author Posted January 6, 2015 Thank you for your consideration! The gender check will at least give a better chance at compatibility if some mods come out with male-capable slavery. As for the ideas, well, they're free for anyone to use. It's what I'm good at: coming up with ideas. Making anything out of those ideas... well, I fall short every time. I've tried to learn the CK, but as mentioned, I struggle to do the most basic things. Me too. That's why this mod is vastly scaled down from my original concept. I only know how to do some very basic things, so I try to find ways to use what I know. The end effect is usually simple and straight forward, and real modders would probably look at how I made them and laugh because they know fancier ways to accomplish (and embellish) the same things, but until someone agrees to make personalized mods to fit my visions, I'll continue to muddle through. It is fun to learn this way.
DeepBlueFrog Posted January 11, 2015 Posted January 11, 2015 Glad you got it to work with DA I would try it out if I wasn't already at 255 mods.
jfraser Posted January 11, 2015 Author Posted January 11, 2015 Glad you got it to work with DA I would try it out if I wasn't already at 255 mods. And those are just the mods you're making.
Content Consumer Posted January 14, 2015 Posted January 14, 2015 The DA integration seems to be working quite well. But... John Randall was just slightly too far away from the cage, I couldn't talk to him... had to clip out of the cage first. Also, this: There's an altar of dibella, invisible, but still clickable, in the cell. Also, when I was moved to the auction block, two of the bidders (the female thalmor and the female bandit) teleported right up there with me. The female thalmor was close enough to continually issue her idle greeting ("need something?" or "you should get dressed before leaving the house" etcetera). And, somewhat disturbing, she had a male voice (I think it's the maleeventoned voice type). Other than that, everything appears to be moving along smoothly. EDIT: I forgot to mention, I kept all my inventory when being moved into the cage. This included lockpicks. Should probably make that cage door unpickable, I feel.
jfraser Posted January 14, 2015 Author Posted January 14, 2015 The DA integration seems to be working quite well. But... John Randall was just slightly too far away from the cage, I couldn't talk to him... had to clip out of the cage first. Also, this: ScreenShot145.jpg There's an altar of dibella, invisible, but still clickable, in the cell. Also, when I was moved to the auction block, two of the bidders (the female thalmor and the female bandit) teleported right up there with me. The female thalmor was close enough to continually issue her idle greeting ("need something?" or "you should get dressed before leaving the house" etcetera). And, somewhat disturbing, she had a male voice (I think it's the maleeventoned voice type). Other than that, everything appears to be moving along smoothly. EDIT: I forgot to mention, I kept all my inventory when being moved into the cage. This included lockpicks. Should probably make that cage door unpickable, I feel. thanks, as always, for the test. i'm glad the DA worked for you - for some reason it dumped me at one of Riften's gates a couple of times. The bidders are meant to change places, with one of them coming onto the platform to check out the wares. It doesn't really work well, as you have noticed. You can reach Randall if you hit just the right spot, but yes, he is too far away. I am going to strip the player and keep the inventory locked, but I'm actually going to keep the inventory intact and let the slavery mods decide what to do with all the gear. Less work for me. Most of these issues will be going away as soon as I finish the indoor slave market. I've been scoping out cells to copy for this purpose (I hate trying to build things by scratch in the CK). So far the best seems to be Skyhaven temple - it has lots of room and a built-in dais. If anyone has other ideas, let me know.
Content Consumer Posted January 15, 2015 Posted January 15, 2015 How about Understone Keep? It's got a good place to display the slaves if you remove some pillars, and a decent spot for the buyers to stand... And it's got a good spot to keep the slaves in cages, plus a handy place to dump any slaves that don't sell for a good amount of money. Here's a nice spot to either do some slave collar forging, or possibly just a storage area for slave belongings, maybe a barracks or something... Of course, a lot of work needs to be done to make it a decent spot. Lots of stuff to remove, maybe some places to add walls to block things off... And it's got some extra room in the cooking area for, I dunno, maybe cooking or something. Hey, after all, the slave merchants need somebody to do some chores for them, and there's all this free labor available until the slaves are sold... EDIT: Upon reflection, Sky Haven Temple works quite well, though, probably better... all you'd have to do is get rid of Alduin's Wall. Lot less work, I tend to think.
driepinter Posted January 15, 2015 Posted January 15, 2015 [idea] Another way to start Simple Slavery could be: A courier brings you a voucer for the Lucky Ladies Lotery, come join us near Riften and discover what the future will bring you, the Lucky Ladies Lotery garantees you a golden future!
Content Consumer Posted January 15, 2015 Posted January 15, 2015 [idea] Another way to start Simple Slavery could be: A courier brings you a voucer for the Lucky Ladies Lotery, come join us near Riften and discover what the future will bring you, the Lucky Ladies Lotery garantees you a golden future! I like it! Or something similar to how the Slave Town mod (or QAYL) starts, with you getting a real-looking quest to, I dunno, clear some bandits that are holed up somewhere, and when you get there you're knocked on the head and wake up in a cage.
BralorMarr Posted January 15, 2015 Posted January 15, 2015 Hi, I would highly recommend that you remove the properties that link to DA and remove the dependency on DA altogether (control+delete in the .esp tab in the CK once the properties have been removed). I'm not saying to drop the DA integration of course. What I'm saying is that the integration does not require the dependency. After looking at your script, the only reason you need the esm is to use the DA variables for how long to blackout and the waitgamehours() which is just an update to the globalvariable "gamehour" and can be replaced easily. You can simply replace these call by something that would produce a similar effect, it's up to you. The main advantage of not having an explicit dependency is that people are free to use it or not, and since your mod offers a bridge between many mods (and I think the idea is very good), it is preferable that it doesn't depend strongly on any so that user are free to mix and match as desired. On a side note: I could have avoided all this by not esmifying daymoyl but there were certain things that would be difficult without (in particular in my own addon which uses spell and magic effects in daymoyl.esm). However, for most plugin, it is typically not even required to load daymoyl.esm to create the integration, just having the loose scripts is sufficient.
jfraser Posted January 15, 2015 Author Posted January 15, 2015 Hi, I would highly recommend that you remove the properties that link to DA and remove the dependency on DA altogether (control+delete in the .esp tab in the CK once the properties have been removed). I'm not saying to drop the DA integration of course. What I'm saying is that the integration does not require the dependency. After looking at your script, the only reason you need the esm is to use the DA variables for how long to blackout and the waitgamehours() which is just an update to the globalvariable "gamehour" and can be replaced easily. You can simply replace these call by something that would produce a similar effect, it's up to you. The main advantage of not having an explicit dependency is that people are free to use it or not, and since your mod offers a bridge between many mods (and I think the idea is very good), it is preferable that it doesn't depend strongly on any so that user are free to mix and match as desired. On a side note: I could have avoided all this by not esmifying daymoyl but there were certain things that would be difficult without (in particular in my own addon which uses spell and magic effects in daymoyl.esm). However, for most plugin, it is typically not even required to load daymoyl.esm to create the integration, just having the loose scripts is sufficient. I thought I did remove DA as a dependency. Oops. Thanks again for your mod and your help.
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