jfraser Posted February 9, 2015 Author Posted February 9, 2015 Are you still thinking of moving the auction house? bloodworks.jpg Pretty easy to clean, too. img.jpg And Windhelm does seem like a more likely host to slave trade, especially of the non-Nordic variety. However, that's the normal prison area as well. It would be a copied cell, not the original. Just as the current place is a copy of skyhaven. You would not find the current auction when entering skyhaven. I like that because it means the auction could be anywhere. On the sd issue, Wait 5 to 10 seconds to let the scripts catch up. I need to fix that on the next update.
jfraser Posted February 9, 2015 Author Posted February 9, 2015 Are you still thinking of moving the auction house? bloodworks.jpg Pretty easy to clean, too. img.jpg I like that, thanks. Good atmosphere and it fixes the issue wherein one or more of the bidders hangs back too far so their dialogue is skipped during the auction
jfraser Posted February 9, 2015 Author Posted February 9, 2015 Also, with thanks to Zaira, an auction plugin for Maria Eden will be coming soon.
Lupercal16 Posted February 9, 2015 Posted February 9, 2015 what is the bidding list for races, the auctions I have been to the High Elf does rather well with bids going up to nearly 1000 gold and Bretons only seem to get 100.
jfraser Posted February 9, 2015 Author Posted February 9, 2015 what is the bidding list for races, the auctions I have been to the High Elf does rather well with bids going up to nearly 1000 gold and Bretons only seem to get 100. neither species nor gender nor anything else, for that matter, have any impact. There are seven auction scenes, each with a different final tally, chosen randomly each time.
Lupercal16 Posted February 9, 2015 Posted February 9, 2015 post auction slavery still won't trigger. you may want to consider adding the named npc that spawn after the auction to the bandit faction, seeing as the mod only triggers with bandits and will allow them to have a camp or base. (instead of spawning in the middle of nowhere). The SD cages mod adds cages to a lot of the bandit strongholds.
jfraser Posted February 9, 2015 Author Posted February 9, 2015 post auction slavery still won't trigger. you may want to consider adding the named npc that spawn after the auction to the bandit faction, seeing as the mod only triggers with bandits and will allow them to have a camp or base. (instead of spawning in the middle of nowhere). The SD cages mod adds cages to a lot of the bandit strongholds. Very odd. Sd doesn't have that limitation, so it's not about bandits or not. I haven't had any problems getting enslaved post auction. Make sure you have the latest versions of sd and sexlab dialogues.
jfraser Posted February 9, 2015 Author Posted February 9, 2015 Not seeing a new file. That's 'cause I took it down. It seemed to be broken. But now I think it was a MO issue, not the mod, so it is back up.
Puupsfred Posted February 9, 2015 Posted February 9, 2015 Hi, sounds great! Some ideas: - For female PCs: Have some interaction with the other inmates to plot an escape, organize intel and tools, coerce the guards, dominate or repell other inmates - For male PCs: Make a quest given to you by someone that wants to free an inmate. In order to get her out, apply for becoming guard and play the system from within (including lots of (im-)moral choices, gasp). You would need to gather intel on the guards, corrupt them or get the inmates to do your bidding, supply information to the target and get valuable tools and materials to her (maybe by way of "supplying" her with it during the daily cavity search?). You could also keep this thing running and become chief of the mine or end the quest by finishing it in any way. Added tension for targets that you have a prior history with from other quests like ex followers, jarls, villains, etc. Also make it possible to visit the mine like a zoo. Bribe the guards to spend some quality time with the inmates or have them perform some services for you. Add the possibility to sell them new inmates and visit them later. Maybe add some kind of training effect on the subjects. Add some random events during the daily routine, like games for the guards amusement, animal hour, guards yerking in the food bowls, free time for inmates as reward, random punishments, inmates cooking for the guards (with ability to spit in their soup as PC or poison them plus consequences, maybe as part of an escape plot), etc.
carnifex Posted February 9, 2015 Posted February 9, 2015 Here's an idea: since you're already using DAYMOYL, why not add some DA and DA: Captured scenarios to the list of possible outcomes? Vampire Thrall in particular seems fitting, but I could also see a wealthy bandit buying a slave for the prospect of ransoming her for even more money, and perhaps a careless slave owner would set up camp too close to a cave filled with Falmer on his way back from the auction house... Not a big priority, but it should be simple enough to implement and would increase the variance of the outcomes significantly. Also: Yay for Maria Eden support! Also also: Any plans to add support for Wolfclub?
Storms of Superior Posted February 9, 2015 Posted February 9, 2015 Not seeing a new file. That's 'cause I took it down. It seemed to be broken. But now I think it was a MO issue, not the mod, so it is back up. Thanks.
Puupsfred Posted February 9, 2015 Posted February 9, 2015 Will There be a follower support later? Grettings Candiru I don't know. I know people like follower stuff but it makes little sense to me for them to be sold with the player and I don't have any idea how to make scenes where they are sold separately as the player is forced to watch. maybe if you can figure it out the player is forced to watch it and you are getting a quest to free your follower, or the player and the follower is sold in double pack, or dont make it if you dont like, at last its your mod it was just an idea Grettings Candiru Reminds me of Love Camp 7 (1969), trailer: https://www.youtube.com/watch?v=qQzCdotir8k The best part by far is the hilarious fat sadistic camp commander, his lines are comedy gold. He doesnt get much screen time in the trailer but is worth a watch just for his parts in the actual movie. Would be too funny if he would become an actual character in the mod. The full movie is on dailymotion.com
jfraser Posted February 9, 2015 Author Posted February 9, 2015 Hi, sounds great! Some ideas: - For female PCs: Have some interaction with the other inmates to plot an escape, organize intel and tools, coerce the guards, dominate or repell other inmates - For male PCs: Make a quest given to you by someone that wants to free an inmate. In order to get her out, apply for becoming guard and play the system from within (including lots of (im-)moral choices, gasp). You would need to gather intel on the guards, corrupt them or get the inmates to do your bidding, supply information to the target and get valuable tools and materials to her (maybe by way of "supplying" her with it during the daily cavity search?). You could also keep this thing running and become chief of the mine or end the quest by finishing it in any way. Added tension for targets that you have a prior history with from other quests like ex followers, jarls, villains, etc. Also make it possible to visit the mine like a zoo. Bribe the guards to spend some quality time with the inmates or have them perform some services for you. Add the possibility to sell them new inmates and visit them later. Maybe add some kind of training effect on the subjects. Add some random events during the daily routine, like games for the guards amusement, animal hour, guards yerking in the food bowls, free time for inmates as reward, random punishments, inmates cooking for the guards (with ability to spit in their soup as PC or poison them plus consequences, maybe as part of an escape plot), etc. These are all great ideas. I think you meant to post them in the Slaves of Tamriel thread. That said, I do plan on adding more slaves in the pens.
Puupsfred Posted February 9, 2015 Posted February 9, 2015 ups, you are right. I guess I should go and do that.
jfraser Posted February 9, 2015 Author Posted February 9, 2015 Will There be a follower support later? Grettings Candiru I don't know. I know people like follower stuff but it makes little sense to me for them to be sold with the player and I don't have any idea how to make scenes where they are sold separately as the player is forced to watch.maybe if you can figure it out the player is forced to watch it and you are getting a quest to free your follower, or the player and the follower is sold in double pack, or dont make it if you dont like, at last its your mod it was just an idea Grettings Candiru Reminds me of Love Camp 7 (1969), trailer: https://www.youtube.com/watch?v=qQzCdotir8k The best part by far is the hilarious fat sadistic camp commander, his lines are comedy gold. He doesnt get much screen time in the trailer but is worth a watch just for his parts in the actual movie. Would be too funny if he would become an actual character in the mod. The full movie is on dailymotion.com Since my two years of high school French were twenty-ish years ago, I'll have to take your word about his lines.
jfraser Posted February 9, 2015 Author Posted February 9, 2015 Here's an idea: since you're already using DAYMOYL, why not add some DA and DA: Captured scenarios to the list of possible outcomes? Vampire Thrall in particular seems fitting, but I could also see a wealthy bandit buying a slave for the prospect of ransoming her for even more money, and perhaps a careless slave owner would set up camp too close to a cave filled with Falmer on his way back from the auction house... Not a big priority, but it should be simple enough to implement and would increase the variance of the outcomes significantly. Also: Yay for Maria Eden support! Also also: Any plans to add support for Wolfclub? Good ideas. It seems a little illogical for vampires to get thralls that way when they could just grab the unwary from the road without spending cash or risking exposure, but the other ideas seem doable. I even almost set one of the owners in falmer territory. The author of wolfclub has not responded to requests for permission.
carnifex Posted February 9, 2015 Posted February 9, 2015 Good ideas. It seems a little illogical for vampires to get thralls that way when they could just grab the unwary from the road without spending cash or risking exposure, but the other ideas seem doable. I even almost set one of the owners in falmer territory.The author of wolfclub has not responded to requests for permission. I can totally see a vampire acquire thralls in such an impractical way, just to show that he can. When your primary MO consists of killing people who come too close to your lair and you don't have to spend money to survive, accumulating wealth is just a matter of time - which vamps happen to have plenty of - but you don't really have a reason to keep it, and the number of things you could want to spend it on is somewhat limited. Add to that the typical illusions of grandeur vamps tend to suffer, and it starts to make sense. Plus, nobody said the vampire has to be present at the auction himself - he has other thralls to do that for him. Though having a vampire bidding could involve some fun dialogue if he starts using his mindfuck powers to shut off the competitors... Too bad about Wolfclub - not that I care this much about that particular mod, but it'd be nice to include it for the sake of completeness. Kinda makes me wonder if you need permission at all, seeing how you're not altering the included mods in any way - but I totally respect that you want to do it in the most honest and open way possible. Cheers!
jfraser Posted February 9, 2015 Author Posted February 9, 2015 Good ideas. It seems a little illogical for vampires to get thralls that way when they could just grab the unwary from the road without spending cash or risking exposure, but the other ideas seem doable. I even almost set one of the owners in falmer territory.The author of wolfclub has not responded to requests for permission. I can totally see a vampire acquire thralls in such an impractical way, just to show that he can. When your primary MO consists of killing people who come too close to your lair and you don't have to spend money to survive, accumulating wealth is just a matter of time - which vamps happen to have plenty of - but you don't really have a reason to keep it, and the number of things you could want to spend it on is somewhat limited. Add to that the typical illusions of grandeur vamps tend to suffer, and it starts to make sense. Plus, nobody said the vampire has to be present at the auction himself - he has other thralls to do that for him. Though having a vampire bidding could involve some fun dialogue if he starts using his mindfuck powers to shut off the competitors... Too bad about Wolfclub - not that I care this much about that particular mod, but it'd be nice to include it for the sake of completeness. Kinda makes me wonder if you need permission at all, seeing how you're not altering the included mods in any way - but I totally respect that you want to do it in the most honest and open way possible. Cheer I can see it from that point of view. I like the idea of the mind-fucking during the bidding, but as it stands now the bidding is separate from the slavery scenario, so there would be no guarantee they would go together. But they could certainly be fixed!
jfraser Posted February 10, 2015 Author Posted February 10, 2015 During testing today the captured dreams scenario led to a black screen and nothing else, so that is apparently not connecting. If that happens to you, coc back to the slave market (coc sslv_market) and talk to John Randall again to start the auction over. I'll look into a fix tomorrow.
Content Consumer Posted February 10, 2015 Posted February 10, 2015 Good ideas. It seems a little illogical for vampires to get thralls that way when they could just grab the unwary from the road without spending cash or risking exposure, but the other ideas seem doable. I even almost set one of the owners in falmer territory.The author of wolfclub has not responded to requests for permission. I can totally see a vampire acquire thralls in such an impractical way, just to show that he can. When your primary MO consists of killing people who come too close to your lair and you don't have to spend money to survive, accumulating wealth is just a matter of time - which vamps happen to have plenty of - but you don't really have a reason to keep it, and the number of things you could want to spend it on is somewhat limited. Add to that the typical illusions of grandeur vamps tend to suffer, and it starts to make sense. Plus, nobody said the vampire has to be present at the auction himself - he has other thralls to do that for him. Though having a vampire bidding could involve some fun dialogue if he starts using his mindfuck powers to shut off the competitors... Too bad about Wolfclub - not that I care this much about that particular mod, but it'd be nice to include it for the sake of completeness. Kinda makes me wonder if you need permission at all, seeing how you're not altering the included mods in any way - but I totally respect that you want to do it in the most honest and open way possible. Cheer I can see it from that point of view. I like the idea of the mind-fucking during the bidding, but as it stands now the bidding is separate from the slavery scenario, so there would be no guarantee they would go together. But they could certainly be fixed! That makes sense to me. Most vampires are arrogant megalomaniacs, and I could totally see one popping up just to slum-it with the mortals in bidding for a slave. Well, that would certainly make testing the mod easier (I mean, you could determine what slavery you're being sent to before you actually get sent there), and allow players who have the mods but just don't want to do a particular one right now to quit/reload to avoid it.
Content Consumer Posted February 10, 2015 Posted February 10, 2015 I know I keep on suggesting new places to put the auction, when the current place is (or at least, I'm sure it can be made) perfectly fine, and you've certainly got ideas or even half-built or fully-built new cells... but here's another thought. If you wanted to move the auction to a dwemer place instead of a modern (windhelm bloodworks) or ancient nord (sky haven temple) spot, Arnleif and Sons Trading Company is a decent cell to use. Just remove the wooden counters and you've got spots for bidders to sit/stand. The wall behind the counter can be cut out easily to make a spot for the goods and auctioneer to stand. It has two back rooms that are currently closed off by dwemer doors, but that's easily removed and a cage put in its place. It's a real bitch to clean up, though, with lots and lots of clutter, spiderwebs, etc, and it'll have to be re-lit (because most of the lighting comes from a candle on the wooden table that should be removed for bidder spots) (although I suppose the light itself could stay and a chandelier object put right there on the ceiling). The only reason I'm suggesting this now is that I had a thought - Molag Bal is the Daedric Prince of domination and the enslavement of mortals. He also has a shrine in Markarth. If in the future you wanted to add actual player voluntary access to the auction cell (I dunno why... rescuing slaves or followers, escape the auction, bid on slaves yourself, who the hell knows?), that would be a good (lore-wise) spot to put a door, behind his shrine.
jfraser Posted February 10, 2015 Author Posted February 10, 2015 I know I keep on suggesting new places to put the auction, when the current place is (or at least, I'm sure it can be made) perfectly fine, and you've certainly got ideas or even half-built or fully-built new cells... but here's another thought. If you wanted to move the auction to a dwemer place instead of a modern (windhelm bloodworks) or ancient nord (sky haven temple) spot, Arnleif and Sons Trading Company is a decent cell to use. arn.jpg Just remove the wooden counters and you've got spots for bidders to sit/stand. The wall behind the counter can be cut out easily to make a spot for the goods and auctioneer to stand. It has two back rooms that are currently closed off by dwemer doors, but that's easily removed and a cage put in its place. It's a real bitch to clean up, though, with lots and lots of clutter, spiderwebs, etc, and it'll have to be re-lit (because most of the lighting comes from a candle on the wooden table that should be removed for bidder spots) (although I suppose the light itself could stay and a chandelier object put right there on the ceiling). The only reason I'm suggesting this now is that I had a thought - Molag Bal is the Daedric Prince of domination and the enslavement of mortals. He also has a shrine in Markarth. If in the future you wanted to add actual player voluntary access to the auction cell (I dunno why... rescuing slaves or followers, escape the auction, bid on slaves yourself, who the hell knows?), that would be a good (lore-wise) spot to put a door, behind his shrine. molagbal2.jpg No worries, please continue suggesting to your heart's content. That space feels a little too cramped for my liking, but I'll check it out in game. Thanks.
Content Consumer Posted February 10, 2015 Posted February 10, 2015 I know I keep on suggesting new places to put the auction, when the current place is (or at least, I'm sure it can be made) perfectly fine, and you've certainly got ideas or even half-built or fully-built new cells... but here's another thought. If you wanted to move the auction to a dwemer place instead of a modern (windhelm bloodworks) or ancient nord (sky haven temple) spot, Arnleif and Sons Trading Company is a decent cell to use. arn.jpg Just remove the wooden counters and you've got spots for bidders to sit/stand. The wall behind the counter can be cut out easily to make a spot for the goods and auctioneer to stand. It has two back rooms that are currently closed off by dwemer doors, but that's easily removed and a cage put in its place. It's a real bitch to clean up, though, with lots and lots of clutter, spiderwebs, etc, and it'll have to be re-lit (because most of the lighting comes from a candle on the wooden table that should be removed for bidder spots) (although I suppose the light itself could stay and a chandelier object put right there on the ceiling). The only reason I'm suggesting this now is that I had a thought - Molag Bal is the Daedric Prince of domination and the enslavement of mortals. He also has a shrine in Markarth. If in the future you wanted to add actual player voluntary access to the auction cell (I dunno why... rescuing slaves or followers, escape the auction, bid on slaves yourself, who the hell knows?), that would be a good (lore-wise) spot to put a door, behind his shrine. molagbal2.jpg No worries, please continue suggesting to your heart's content. That space feels a little too cramped for my liking, but I'll check it out in game. Thanks. Aye, it is smaller than, for example, the Windhelm Bloodworks... and much smaller than Sky Haven Temple. Heh... ever since the first time you said you were moving the slave market indoors rather than by the Riften gate, I've been playing Skyrim with an eye to good spots to put a slave market. I've been damn near doing a survey! About how much space do you think you'll end up needing? The thing is, Skyrim is absolutely chock-full of excellent locations that can do quite well for that sort of thing, most of them with just a little bit of cleaning up. I agree with you that things like caves, falmer ruins, etc. are not good spots. Most ancient nord ruins aren't very good for the same reason (too much fallen rock, not enough solid walls). The best spots for a decent market would be somewhere in a city... I considered Whiterun's dragonsreach dungeons. It's got about as much space as Arnlief and Sons, but it's shaped a bit wrong - a bit too long and narrow, rather than square - for example. Other dungeons such as Solitude have plenty of space but again, they're constructed wrong to be able to get the whole thing of a few characters on a podium or, if not a podium, then just a specific place to stand, faced by a 6-12 NPCs doing the bidding. Failing actual modern buildings, Dwemer ruins seem to be a fairly safe bet, as most of them have spots that are in pretty good shape. The trouble with Dwemer ruins is finding ones that are small enough - they're all pretty damn big, and while blocking off passageways or rooms is okay, it'd be a lot easier to find a cell that's already got about the right amount of space. Sky Haven Temple, while it works, is just a bit too big for my tastes - that is, it seems like there are too few NPCs to justify using a space that big. In the vanilla game, it always struck me as kind of sad that the Blades, reduced to 2 (+3) members were living in this cavernous space, hollowly echoing with the almost-heard voices of long-dead Blades, while their modern counterparts spoke only in whispers, uncomfortably glancing into the shadows, as if fearful not of what they could not see, but what they could imagine. Not a ruin being made habitable, such as with many bandit-infested ruins, nor a proud city slowly falling into disrepair, such as Whiterun, nor a once-great city feebly grasping to life as it dies slowly, as nature retakes it with wind and snow as Winterhold; Sky Haven Temple always seemed to me to be more of a corpse, and the Blades attempting to retake it seemed more an unthinking desecration of a once-holy place than a triumphant return. Ugh... got sidetracked there. What the hell was I talking about? Oh yeah, space. You could create a new exterior worldspace (very small, just enough to hold nine exterior cells or something) and in the center cell fill it with freshly-constructed buildings made of wood with a wooden palisade (ex Robbers Gorge, or Halted Stream Camp). More work, but it allows you to customize your space exactly as you need it.
Content Consumer Posted February 10, 2015 Posted February 10, 2015 Also (still talking about Sky Haven Temple), it's pretty damn iconic - there's a bit of a mental wrench when you end up there as a slave for sale, since most players will recognize it at once. Especially if you're already a member of the Blades! Places like the Windhelm Bloodworks are a bit less well-known... most players will have been there, but after cleaning it up and filling it with bidders, the room doesn't shout "Palace of the Kings" anymore, it just says "jail cell." Most nord ruins, dwemer buildings, and especially generic caves or mines are so generic that while people may recognize the general construction of the cell, it'll never impact the atmosphere. The problem with caves and mines is that they're essentially holes in the wall, and not a place where you could see a long-term business operating. The skooma operation at Cragslane Cavern (in vanilla) always seemed to me to be lazy - people took over a convenient cave and then tried to fit their business in, rather than trying to fit the cave to the business. Redwater Den from Dawnguard is much better done... but of course, that's an ancient nord ruin underground, and thus is obviously a place where humans have molded the world around them to fit their needs... you could see people living there (except for the lack of, you know, living quarters). Cave = creature den, and if humans are there = temporary hideout. Ruin = human place from the get-go. I write too damn much.
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