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Posted

 

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.

 

I think you did...

post-462261-0-24884700-1421330046_thumb.jpg

Posted

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...

platform.jpg

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.

slavecells.jpg

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...

storage.jpg

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...

block.jpg

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.

Good ideas. The slave market won't really need editing or cleaning - it will not be accessible except when being sold, and then the player's only ability to move will be in the confines of a cage. After that, they will be unable to move during to auction scene, then will be coc'd to whichever slavery mod takes over. It just has to look reasonably good from the perspective of standing in front of the crowd.

 

Turns out deleting the wall deletes a large chuck of the building. But it can either be covered or ignored. Maybe someone stumbled upon another old blades hideout. ;)

Posted

 

Good ideas. The slave market won't really need editing or cleaning - it will not be accessible except when being sold, and then the player's only ability to move will be in the confines of a cage. After that, they will be unable to move during to auction scene, then will be coc'd to whichever slavery mod takes over. It just has to look reasonably good from the perspective of standing in front of the crowd.

 

Turns out deleting the wall deletes a large chuck of the building. But it can either be covered or ignored. Maybe someone stumbled upon another old blades hideout. ;)

 

Covered up, eh?

post-462261-0-95680800-1421333103_thumb.jpg

A sort of canvas sacking with words written on it, style of thing maybe?

 

Just under "today's goods" maybe could be placed a wooden billboard (similar to the civil war map in Farengar's quarters), and another texture on that, sort of slate and chalk, I'm thinking, with auction numbers and starting bids?

 

EDIT: The image is kind of crap, and really needs a lot of work, but if you're going to cover up Alduin's Wall with something interesting, why not something along those lines?

Posted

That's hilarious. I have no idea how to insert an outside texture, but now I want to figure it out.

 

Edit: right now the cages are in front of the wall.guess I could move them. Our hang the banner elsewhere

Posted

Skyrim doesn't make adding new items easy.

I've been dealing with Unity lately, and it's an absolute dream... just drag and drop your model right into the game, wherever you want it, and bam, there you go. With Skyrim, and the CK, I have yet to figure out how to add in new models or textures.

 

The banner should go where the player can see it easily, but also where it makes sense for the customers to see it too. Just had a thought... instead of putting another billboard in the pic, if the slave stands directly under "today's goods" while being sold, that works.

 

 

EDIT: Added transparent border, should blend better with whatever is behind it.

post-462261-0-97690600-1421334800_thumb.png

 

EDIT 2: If you do figure out how to add stuff, and you want to use this, here's the DDS file.

If you have any changes to make to it too, or want something completely different, let me know. :)

alduinswallreplacement2.zip

Posted

Thanks. I could hang it in the space above the wall, if I stick with sky haven. Or move the cages to the sides of the dais. I think there's room for that.

Posted

I was looking at those pictures you posted some more. I think I like sky haven better because the dais is just a step up. It would seem odd to have the slave be twenty steps up, where prospective owners couldn't really see the wares. But that space is ideal for all your other ideas. Once the base of this is done, I might add some steps, at least as a cutscene - an interior holding cell, some whipping or other torture stuff, putting a collar on the player, etc. Maybe sometime after that there can be interactive training sessions, where the player leans to be submissive.

Posted

Great ideas. Just this morning a scenario involving getting bought by the dark brotherhood came to me and drove me to this conclusion: the buyers will not be random. Each one will have a quest attached to them, and the player's choices will determine the path to eventual freedom (or mcm-optional death). This solves all sorts of problems for me and makes for a much more fun and story-driven encounter. I shall also make an mcm choice to disallow multiple buys from the same person (so you don't get the same quest line three times in a row) until you've done all the quests.

 

Totally +1.

The location at Riften is very appropriate considering the depraved fame of that town. But I'm wondering... what If I'm a thane at Riften?

This is a problem with Skyrim fame in general (or non-existence of it).

I can be jailed for murder but I'll always be thane.

So for immersion sake I second the idea, posted earlier, to have the jarl coming to rescue you in case of enslavement.

Posted

 

Great ideas. Just this morning a scenario involving getting bought by the dark brotherhood came to me and drove me to this conclusion: the buyers will not be random. Each one will have a quest attached to them, and the player's choices will determine the path to eventual freedom (or mcm-optional death). This solves all sorts of problems for me and makes for a much more fun and story-driven encounter. I shall also make an mcm choice to disallow multiple buys from the same person (so you don't get the same quest line three times in a row) until you've done all the quests.

 

Totally +1.

The location at Riften is very appropriate considering the depraved fame of that town. But I'm wondering... what If I'm a thane at Riften?

This is a problem with Skyrim fame in general (or non-existence of it).

I can be jailed for murder but I'll always be thane.

So for immersion sake I second the idea, posted earlier, to have the jarl coming to rescue you in case of enslavement.

 

 

Keep in mind the Jarl in Riften is pretty clueless to what is going on. Maven is the one that really runs things and she very well might find it amusing if the PC was there and make sure to tell the Jarl she is in contact with the Thane who is busy in the service of the Jarl elsewhere.

Posted

 

 

Great ideas. Just this morning a scenario involving getting bought by the dark brotherhood came to me and drove me to this conclusion: the buyers will not be random. Each one will have a quest attached to them, and the player's choices will determine the path to eventual freedom (or mcm-optional death). This solves all sorts of problems for me and makes for a much more fun and story-driven encounter. I shall also make an mcm choice to disallow multiple buys from the same person (so you don't get the same quest line three times in a row) until you've done all the quests.

Totally +1.

The location at Riften is very appropriate considering the depraved fame of that town. But I'm wondering... what If I'm a thane at Riften?

This is a problem with Skyrim fame in general (or non-existence of it).

I can be jailed for murder but I'll always be thane.

So for immersion sake I second the idea, posted earlier, to have the jarl coming to rescue you in case of enslavement.

That specific idea has been whittled down quite a bit since last year, but the principle will be the same. the market will soon be at an undisclosed place, not necessarily Riften, but your point about being a thane is also well-taken. Once the base of this is finished I'm going to try to tie in your progress in the vanilla questlines so the slavers will know what they've caught. Not sure how (or if) that will work at this point, though.

Posted

 

 

I'm going to try to tie in your progress in the vanilla questlines so the slavers will know what they've caught. Not sure how (or if) that will work at this point, though.

That can be done with a simple, single line of dialog, I'd think.
 
Main Quest:
Completed Dragon Rising
--Lookie here, boys, we've got ourselves a genuine Dragon Slayer!
Completed The Horn of Jurgen Windcaller
--Ooh, it's the Dragonborn. I'm scared, what about you guys?
Completed The Fallen
--Hey, this new capture's one of us! Caught hisself/herself a dragon! Haw! Yeah, right.
Completed Dragonslayer
--Say, we want to thank you for defeating Alduin and saving the world. Why, that makes you worth twice as much on the block!
 
Bards College:
Completed Tending the Flames
--This is great! His/her singing voice should be worth extra!
 
College of Winterhold:
Completed First Lessons
--Hey, aren't you the new novice wizard up there at the College? I guess how well they take care of their students hasn't changed much...
Completed The Eye of Magnus
--Well, well. It's the Archmage. Tell you what... you teach us that transmute wood-to-gold spell, and we'll let you go. No? Too bad.
 
Companions:
Completed Take Up Arms
--Hey, it's the newest Companion. Never thought one of these would get caught so easy.
Completed The Silver Hand
--Ugh, this new slave smells like a dirty mongrel.
Completed Glory of the Dead
--Hey, it's the Harbinger of the Companions. I'd bow, but I really couldn't care less.
 
Dark Brotherhood:
Completed Innocence Lost
--So I hear you're the one killed that old lady. Too bad... she always sent us the best pickings from her orphans.
Completed With Friends Like These
--Ooh, a real assassin. All frightnening in your collar and wrist irons. I'm really scared.
Completed To Kill an Empire
--Hey, assassin, I hear your home base got wiped out. Were there any other survivors? Preferably weak ones, easily captured?
Completed Hail Sithis
--Say, you're the listener, right? Well, listen to this slave... you're never getting free of us.
 
Civil War:
--Wow, I heard you Legion/Stormcloak soldiers were tough. Guess the stories were overrated.
Completed Reunification of Skyrim
--*grumble* Now that the war's over, it'll be harder to find fresh slaves, and our market's less too. Damn you, slave.
 
Thieves Guild:
Completed Taking care of Business
--So, you're the newest Thieves Guild recruit, eh? Damn. Looks like we'll have to offer ol' Mercer another kickback for your scrawny hide.
Completed Under New Management
--Hey hey hey, it's the Guildmaster of the Thieves Guild! Sorry about enslaveing you, buddy, but you of all people should know... it's just business.
 
 
Or did you plan on adding in something more, like them considering ransoming you back to your faction or something?
 
EDIT: enslaveing?
Posted

No, nothing so fancy as ransoming. This mod is going to stay as simple as possible. I want it to be a launch point for others' mods rather than a full-fledged slavery mod itself. Which isn't too say I won't try to build my own version of slavery at some point soon.

 

The method you describe is basically what I'm going to do, but it's not so simple, at least as this incarnation of this mod is concerned. The plan was to have a simple loop with randomly chosen slavery mods at each slave market...see, this is why the community helps. Just typing out this response made me realize how to make this work. But I might still go in a slightly different direction. i'll have to figure out which path is the most efficient.

Posted

That can be done with a simple, single line of dialog, I'd think.

 

Main Quest:
Completed Dragon Rising
--Lookie here, boys, we've got ourselves a genuine Dragon Slayer!
Completed The Horn of Jurgen Windcaller
--Ooh, it's the Dragonborn. I'm scared, what about you guys?
Completed The Fallen
--Hey, this new capture's one of us! Caught hisself/herself a dragon! Haw! Yeah, right.
Completed Dragonslayer
--Say, we want to thank you for defeating Alduin and saving the world. Why, that makes you worth twice as much on the block!
 
...

 

I really like this lines CC! Why don't you post them into the SD+ thread?  Skyrimll also could put them to good use.

Posted

ehm.... how can I start the mod? I found a platform near something similar to a door, but nothing active

 

nlsr61.jpg

 

Guest Long John
Posted

Actually why not have skyrimll place them in generalised form into SexLab Dialogues. That way we can all use them if associated with SexLab Dialogues. A new modders resource a useful system for shared dialogue.

Posted

ehm.... how can I start the mod? I found a platform near something similar to a door, but nothing active

Are you using version 1.1? The slave market has been moved, it's no longer near Riften.

You start the mod through Death Alternative. Get defeated, then get sold... then get mining! :)

Posted

 

ehm.... how can I start the mod? I found a platform near something similar to a door, but nothing active

Are you using version 1.1? The slave market has been moved, it's no longer near Riften.

You start the mod through Death Alternative. Get defeated, then get sold... then get mining! :)

 

Ye, I'm using 1.1  No more slave auction now? And could conflict with Sanguine SD?

 

EDIT: solved :P

Posted

hello,

 

hmm.. little problem... where is the slave auction now? the place near riften is empty

It's been moved to an undisclosed indoor location.

What I mean is that (if I'm not mistaken) you can't actually find it at all.

When defeated in combat, you're teleported to a new cell jfraser created.

Posted

 

hello,

 

hmm.. little problem... where is the slave auction now? the place near riften is empty

It's been moved to an undisclosed indoor location.

What I mean is that (if I'm not mistaken) you can't actually find it at all.

When defeated in combat, you're teleported to a new cell jfraser created.

 

 

This is correct, thanks CC. The new market is by invitation only, and you're only invited if you're going to be sold. That gives me an idea - I should put some rich and famous Skyrim people in the audience.

Posted

ehm.... how can I start the mod? I found a platform near something similar to a door, but nothing active

 

nlsr61.jpg

 

 

Although you're right - I forgot to remove that from the description. I apologize!

Posted

Just an idea: during the auction would be interesting if the slave was forced to expose her parts (something similar to the guard check in mine).

 

P.S. sorry my bad english, I hope I explained.

Posted

Just an idea: during the auction would be interesting if the slave was forced to expose her parts (something similar to the guard check in mine).

 

P.S. sorry my bad english, I hope I explained.

I understand the appeal - forcing the player into deeper degradation - but I don't see the practicality of that. The slave is naked; unless someone can discern std's from looking inside an exposed vagina, I don't see what the point would be.

Posted

 

Just an idea: during the auction would be interesting if the slave was forced to expose her parts (something similar to the guard check in mine).

 

P.S. sorry my bad english, I hope I explained.

I understand the appeal - forcing the player into deeper degradation - but I don't see the practicality of that. The slave is naked; unless someone can discern std's from looking inside an exposed vagina, I don't see what the point would be.

 

I could see a "let me see your teeth" style of thing, but that's about it.

Maybe "make a fist and let me feel your muscles" or something like that.

Posted
I had another idea, sort of based on the last one.
What about adding in dialog lines based on which of your stats is highest?
The auctioneer would want to promote you as a slave for certain tasks... after all, it makes no sense sending a kitchen slave to work in the mines.
 
Health: Sturdy and durable, this slave can take a lot of punishment and just keep kicking. She'll last a long while, my hand upon it.
Stamina: This slave's got energy and stamina to spare. She'll just keep going and going until you tell her to stop. Never worry about having this one sleeping on the job!
Magicka: Here's a real magicka tank, this one. She can heat your house with magical flames all night long, and in the morning have enough left over to cook you breakfast.
 
I'm also doodling about with another line based on race.
 
High Elf: Tall and slender, this Altmer would make a fine chimney-sweep or cess-pit cleaner.
Dark Elf: This fine Dunmer specimin will undoubtedly do well working in the deep mines.
Wood Elf: This Bosmer's natural skill with animals makes her a fine slave for the farms and stables.
Nord: Big and burly, this tough Nord would make a fine slave for anything from the lumber mill to a package porter!
Breton: Educated, cultured, and refined, this Breton can be set to teaching your children their letters and manners, folks.
Imperial: A fine general-purpose slave, this particular Imperial can turn her hand to just about anything.
Khajiit: Just look at that fur, ladies and gentlemen. Soft, silky smooth. Work her until she drops, and then make a fine Khajiit-fur coat or rug!
Argonian: Anyone a ship captain here? Got any underwater work that needs doing? Buy this Argonian and you'll have someone to set your dock's pilings or perform repairs on your ship's hull.
Orc: Aah, this one's a grand Orsimer, she is. She'll make one lucky buyer a lot of money working at the forge.
Redguard: Perfect for the arena, this Redguard's natural athletic build and skill with weapons will make her a perfect fighter for entertainment!
Other (custom): This slave is an excellent-looking specimin, isn't she? She'll do well wherever you put her.
 
I'm also kicking around some idea about dialog based on your skills, too...
What I'm thinking is adding up the five (6-crafting) skills from each of the three types of skills...
i.e. Alteration+Conjuration+Destruction+Illusion+Restoration = Magic.
Then compare the three final results (Magic, Stealth, Combat) and whichever is higher gives you a specific message.
 
Magic: She's got some decent magical skills, which make her perfect as a trained bodyguard, or even a good target if you're into live-fire destruction training.
Stealth: A good self-effacing servant, you'll never even know she's there until you need her!
Combat: A real firebrand, this one... can't you just see her fighting in the arena, slaying beasts and other gladiators for your amusement?
 
If there is a tie, pick randomly between them.
 
And then adding in crafting as a separate check - if your crafting skill is above 50, you get a message.
Enchanting: She's a skilled Enchanter, too, which makes her quite useful if you're wanting any magically-enhanced items.
Smithing: Already well-skilled at the anvil, she'll do you proud with the crafting of fine quality weapons and armor.
Alchemy: This slave has been well-trained in the alchemical arts, and can whip you up a disease cure or stamina potion with fine skill.
Probably that's too much dialog (if all three skills are 50+) so maybe if two or more are 50+ just do one and then ignore the other two.
 
Alternately, instead of the dialog based on skills with a separate check for crafting, I was thinking about adding in checks for each skill.
The problem is that some skills are hard to make a line for.
I mean, what is an auctioneer going to say about a high pickpocket skill? "Watch your valuables around this one, she'll make off with your stuff quicker than you can blink!" or maybe a lockpicking skills "This one can pick locks like a champ, so you probably won't own her for long!"
 
 
The idea is, the auctioneer would intersperse the bidding with these lines.
Should only add up to a total of four (race, stat, skill, craft) lines (that the player sees - it'll be a lot more work to actually implement than play :) ).

 

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