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Posted

 

 

 

 

*snip*

*snip*

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.

 

A cautious, intelligent vampire may consider that if he pulls a thrall off the road, that thrall may in fact be someone of note, or have relatives that will wonder where he's gone, and guard patrols may start investigating that area, and he'll have to shift his hunting grounds. If he buys a slave from a market, on the other hand, there's another link in the chain, and these hypothetical investigators will be looking for where the slave was originally found, possibly leading them to the slave market instead of the vampire directly.

 

Then again, the argument about vamp being an arrogant megalomaniac stands the other direction too... after all, if I'm the most powerful being in Skyrim, nobody could possibly do me any harm, so I'll just take my thralls where I want!

Posted

jfraser, I have the latest version of Simple Slavery and thought I would share with you that my character still falls through the floor upon arrival.  I'm using the file provided by CC and the bat slavemarket and that takes care of the problem but I thought you may wish to know about the issue.

 

I've been reading through the last few pages and had two ideas to share with you.  There is some talk about followers, how about have the followers taken to Mistwatch by hooking it through SD+.  We don't have to see anything visual, maybe either a text box or one of the slaver's tell your character about your friend and her new home.

 

If you are looking for another interior for an auction.  There is a Forsworn hideout/castle that has a largish dias with a hargraven walking back and forth.  Behind the hargraven is a locked room that opens by a pressure plate on the table on the main floor below the dias.  I'm sorry I don't know the name of the hideout off the top of my head.  It may make a nice auction house with a little cleaning up.

Posted

 

Using a Dwemer ruin brings the possibility it is connected to Blackreach and then the Falmer become capable of attending the auction as both sellers and buyers of slaves. Maybe take the "Dwarven Storeroom" at Mzulft and add a room like the campground room from the tower of Mzark which cleaned up and given seating on the raised corner portions is ideally built for showing and selling slaves as they are paraded through the center of the room.

Posted

Thanks for the ideas. I have to do some research on how to handle followers, but I like the idea of sticking then in a cell somewhere for the player to rescue. Might not even make it an official quest - the player had no idea what happened to them, then stumbles upon them in the course of their adventures later on.

 

I think the falling through the floor problem is related to the way your body flops during the death/blackout sequence. I've noticed that my body is still flopping like a fish and partially clipped through the floor when the black screen goes away and I'm in the cage. I can see how that could lead to a full clip through the floor. I put in a safeguard on the version I'm currently working on, but I don't know if it will work. In the meantime, try setting da to bleedout only, not ragdolling, and let me know if that helps.

Posted

Thanks for the ideas. I have to do some research on how to handle followers, but I like the idea of sticking then in a cell somewhere for the player to rescue. Might not even make it an official quest - the player had no idea what happened to them, then stumbles upon them in the course of their adventures later on.

 

I think the falling through the floor problem is related to the way your body flops during the death/blackout sequence. I've noticed that my body is still flopping like a fish and partially clipped through the floor when the black screen goes away and I'm in the cage. I can see how that could lead to a full clip through the floor. I put in a safeguard on the version I'm currently working on, but I don't know if it will work. In the meantime, try setting da to bleedout only, not ragdolling, and let me know if that helps.

I never use ragdolling in DA, it used to cause me serious problems, so I turn it off whenever I start a new character. I always just use bleedout.

I haven't tried v2.5 yet, though.

Posted

Just tried it - using v2.51, defeated by bandits, triggering the DA event (bleedout only, no ragdoll), and...

post-462261-0-05158000-1423644281_thumb.jpg

 

On the other hand, repeated enslavements are working fine. :)

 

 

EDIT: I should note that I just copied and overwrote... without making a clean save or starting a brand new game to try it. So this post can probably be disregarded...?

Posted

Just tried it - using v2.51, defeated by bandits, triggering the DA event (bleedout only, no ragdoll), and...

ScreenShot211.jpg

 

On the other hand, repeated enslavements are working fine. :)

 

 

EDIT: I should note that I just copied and overwrote... without making a clean save or starting a brand new game to try it. So this post can probably be disregarded...?

Maybe if i add a delay before moving the player to give it time to finish the death throes animation....

Posted

 

Just tried it - using v2.51, defeated by bandits, triggering the DA event (bleedout only, no ragdoll), and...

ScreenShot211.jpg

 

On the other hand, repeated enslavements are working fine. :)

 

 

EDIT: I should note that I just copied and overwrote... without making a clean save or starting a brand new game to try it. So this post can probably be disregarded...?

Maybe if i add a delay before moving the player to give it time to finish the death throes animation....

 

Maybe that would work?

In DA, I've got it set to bleedout, but that still puts me down on one knee, so it's possible the position change is just enough to clip through the floor.

 

So... if that's the case, then a delay would probably be a good thing, I guess.

And if people start wondering about the long delay after fade-to-black (did the game crash? etc), you could bracket it with text boxes, something like "in your semiconscious state, you feel your body being moved about as if you were nothing but a sack of flour"  -  delay  -  "you briefly awaken as you are dumped unceremoniously onto the cold, stone floor, then mercifully black out once again" - fade back in. Not sure how long the delay would have to be... one second? Two?

Posted

Thanks for the ideas. I have to do some research on how to handle followers, but I like the idea of sticking then in a cell somewhere for the player to rescue. Might not even make it an official quest - the player had no idea what happened to them, then stumbles upon them in the course of their adventures later on.

 

I think the falling through the floor problem is related to the way your body flops during the death/blackout sequence. I've noticed that my body is still flopping like a fish and partially clipped through the floor when the black screen goes away and I'm in the cage. I can see how that could lead to a full clip through the floor. I put in a safeguard on the version I'm currently working on, but I don't know if it will work. In the meantime, try setting da to bleedout only, not ragdolling, and let me know if that helps.

 

This is among the ideas that I have as well. There are a few differences; for one I would have the followers taken to different places, which would require a limit on how many followers can be handled. Another part of the idea is to actually make a quest to find them, but provide no map markers to point the way to them. The last part of the idea is to provide some desperate incentive to go after them.

 

Among the different places they can be found would be:

 

-Forts controlled by hostile (generic) NPCs; these places should have either cages or prison cells.

 

-Wealthy NPCs' houses; this seems logical, based on the slavery theme.

 

-Hold prisons; the followers can be "held accountable" for crimes committed while in the service of the Dragonborn. This part doesn't need a mechanical build, but can be put together by just chucking them into whichever prison and letting the Dragonborn come to the rescue.

 

-Places where necromancers perform experiments; I don't think this needs elaboration.

 

I had an idea to try to take NPCs and make them able to assign followers to them for purposes of slavery, and maybe that's a good idea for traveling slave owners, but another idea is to have the followers "dismissed," home set to wherever they are held captive, and tethered to an invisible object inside a cage or prison cell until the Dragonborn kills the "owner;" at this point the followers would be more or less a clean slate for recruiting to follow, and have their homes set to whichever was their homes last. Seems to be getting complicated.

Posted

 

 

Thanks for the ideas. I have to do some research on how to handle followers, but I like the idea of sticking then in a cell somewhere for the player to rescue. Might not even make it an official quest - the player had no idea what happened to them, then stumbles upon them in the course of their adventures later on.

 

I think the falling through the floor problem is related to the way your body flops during the death/blackout sequence. I've noticed that my body is still flopping like a fish and partially clipped through the floor when the black screen goes away and I'm in the cage. I can see how that could lead to a full clip through the floor. I put in a safeguard on the version I'm currently working on, but I don't know if it will work. In the meantime, try setting da to bleedout only, not ragdolling, and let me know if that helps.

This is among the ideas that I have as well. There are a few differences; for one I would have the followers taken to different places, which would require a limit on how many followers can be handled. Another part of the idea is to actually make a quest to find them, but provide no map markers to point the way to them. The last part of the idea is to provide some desperate incentive to go after them.

 

Among the different places they can be found would be:

 

-Forts controlled by hostile (generic) NPCs; these places should have either cages or prison cells.

 

-Wealthy NPCs' houses; this seems logical, based on the slavery theme.

 

-Hold prisons; the followers can be "held accountable" for crimes committed while in the service of the Dragonborn. This part doesn't need a mechanical build, but can be put together by just chucking them into whichever prison and letting the Dragonborn come to the rescue.

 

-Places where necromancers perform experiments; I don't think this needs elaboration.

 

I had an idea to try to take NPCs and make them able to assign followers to them for purposes of slavery, and maybe that's a good idea for traveling slave owners, but another idea is to have the followers "dismissed," home set to wherever they are held captive, and tethered to an invisible object inside a cage or prison cell until the Dragonborn kills the "owner;" at this point the followers would be more or less a clean slate for recruiting to follow, and have their homes set to whichever was their homes last. Seems to be getting complicated.

That's kinda what I was thinking, except a little simpler. Just some x-markers in cages in various places, send the followers there, tell people with aft to turn off the follower catches up on weapon draw, and pretty much that's it. I suppose making them thralls or something could work with minimal extra ties. Hmm...

Posted

I'm up for hearing how this might be put to work, technically speaking. Remember, though that the followers need something to be done to keep them from returning to wherever their homes were; with my limited knowledge, I find this to be critical to the success of any mod that uses this follower handling.

 

In short, the followers need to stay put until rescued. The ATF idea would great if folks would remember to toggle that off.

Posted

I'm up for hearing how this might be put to work, technically speaking. Remember, though that the followers need something to be done to keep them from returning to wherever their homes were; with my limited knowledge, I find this to be critical to the success of any mod that uses this follower handling.

 

In short, the followers need to stay put until rescued. The ATF idea would great if folks would remember to toggle that off.

Yeah, I know absolutely nothing about working with followers. If I make an x-marker and tie an npc to it, they stay there, but I don't know if that holds true with npc's who have packages. Would they stay followers if I stick them somewhere? If not, or if I made them stop following, would they ignore x-markers and clip through cells to go home? I don't know. Yet.

Posted

 

 

 

Just tried it - using v2.51, defeated by bandits, triggering the DA event (bleedout only, no ragdoll), and...

ScreenShot211.jpg

 

On the other hand, repeated enslavements are working fine. :)

 

 

EDIT: I should note that I just copied and overwrote... without making a clean save or starting a brand new game to try it. So this post can probably be disregarded...?

Maybe if i add a delay before moving the player to give it time to finish the death throes animation....

Maybe that would work?

In DA, I've got it set to bleedout, but that still puts me down on one knee, so it's possible the position change is just enough to clip through the floor.

 

So... if that's the case, then a delay would probably be a good thing, I guess.

And if people start wondering about the long delay after fade-to-black (did the game crash? etc), you could bracket it with text boxes, something like "in your semiconscious state, you feel your body being moved about as if you were nothing but a sack of flour" - delay - "you briefly awaken as you are dumped unceremoniously onto the cold, stone floor, then mercifully black out once again" - fade back in. Not sure how long the delay would have to be... one second? Two?

Two would probably suffice. I like the idea of the messageboxes unless that ends up making the process feel choppy. Guess it can't hurt to try.

Posted

 

A cautious, intelligent vampire may consider that if he pulls a thrall off the road, that thrall may in fact be someone of note, or have relatives that will wonder where he's gone, and guard patrols may start investigating that area, and he'll have to shift his hunting grounds. If he buys a slave from a market, on the other hand, there's another link in the chain, and these hypothetical investigators will be looking for where the slave was originally found, possibly leading them to the slave market instead of the vampire directly.

 

 

 

Then again, the argument about vamp being an arrogant megalomaniac stands the other direction too... after all, if I'm the most powerful being in Skyrim, nobody could possibly do me any harm, so I'll just take my thralls where I want!

 

Megalomania isn't mutually exclusive with paranoia, and the vampires of folklore, literature and pop-culture (all the sources from which TES' vampire lore draws) tend to exhibit either trait, or both of them at once.

 

Ultimately, there is about a million different reasons for a vampire to attend a slave auction, ranging from pragmatism to prestige to just getting a fat undead boner from seeing women sold on the auction block. Likewise, there's another million reasons for a vampire to not attend such an event, and these too would be all over the place on the "pragmatism vs whim" sliding scale.

Posted

 

Two would probably suffice. I like the idea of the messageboxes unless that ends up making the process feel choppy. Guess it can't hurt to try.

 

If the messageboxes end up breaking the flow, how about debug.notification()? That would give the player something to read while the delay is in progress...

 

100:    debug.notification "hello how are"

200:    delay for 1 second

300:    debug.notification "you doing on"

400:    delay for 1 second

500:    debug.notification "this fine day"

 

I dunno...

 

 

 

 

EDIT: I guess that would actually be:

100:    "this fine day"

200:    delay

300:    "you doing on"

400:    delay

500:    "hello how are"

 

EDIT 2: Actually that looks really bad. I have no freaking idea how it would/should go. Never mind.  :dodgy:

Posted

If you do the follower capture, jfraser, please consider giving us some clue as to where they may be held captive.  I know you have bigger fish to fry with that floor but when that is taken care of maybe have a random npc come up to the PC after a week and either ask for money to tell the PC or some other form of coercion.

Posted

If you do the follower capture, jfraser, please consider giving us some clue as to where they may be held captive. I know you have bigger fish to fry with that floor but when that is taken care of maybe have a random npc come up to the PC after a week and either ask for money to tell the PC or some other form of coercion.

I'm a little torn. I kind of like the idea that the player has no clue where his of her friends ended up. But I also kind of like the idea of a ransom note getting delivered. Although that would involve the courier, which ï looked into using before but doesn't seem worth the trouble.

Posted

 

 

Two would probably suffice. I like the idea of the messageboxes unless that ends up making the process feel choppy. Guess it can't hurt to try.

 

If the messageboxes end up breaking the flow, how about debug.notification()? That would give the player something to read while the delay is in progress...

 

100: debug.notification "hello how are"

200: delay for 1 second

300: debug.notification "you doing on"

400: delay for 1 second

500: debug.notification "this fine day"

 

I dunno...

 

 

 

 

EDIT: I guess that would actually be:

100: "this fine day"

200: delay

300: "you doing on"

400: delay

500: "hello how are"

 

EDIT 2: Actually that looks really bad. I have no freaking idea how it would/should go. Never mind. :dodgy:

As you know, I have played with using those, but while I love the theory behind them, in practice they are too easily missed. Then again, my attempts to use them were during times when other things are happening on screen, so maybe it would be different with nothing else happening.

 

The other part is that they may not show up at all. The blackout going from the auction to the enslavement encounters completely overrides the stage objectives that are supposed to show on screen.

 

Which reminds me, if you look in your log you'll see which encounter you were supposed to get.

Posted

 

 

Two would probably suffice. I like the idea of the messageboxes unless that ends up making the process feel choppy. Guess it can't hurt to try.

 

If the messageboxes end up breaking the flow, how about debug.notification()? That would give the player something to read while the delay is in progress...

 

100:    debug.notification "hello how are"

200:    delay for 1 second

300:    debug.notification "you doing on"

400:    delay for 1 second

500:    debug.notification "this fine day"

 

I dunno...

 

 

 

 

EDIT: I guess that would actually be:

100:    "this fine day"

200:    delay

300:    "you doing on"

400:    delay

500:    "hello how are"

 

EDIT 2: Actually that looks really bad. I have no freaking idea how it would/should go. Never mind.  :dodgy:

 

 

If the vanilla message boxes can have Yes or No selected with the Y and N keys, why can't mod message boxes have the first letter of each available option selected to confirm and close the boxes? I admit I do find clicking on options to be cumbersome.

 

Posted

 

As you know, I have played with using those, but while I love the theory behind them, in practice they are too easily missed. Then again, my attempts to use them were during times when other things are happening on screen, so maybe it would be different with nothing else happening.

 

The other part is that they may not show up at all. The blackout going from the auction to the enslavement encounters completely overrides the stage objectives that are supposed to show on screen.

 

Which reminds me, if you look in your log you'll see which encounter you were supposed to get.

 

 

That's what I was thinking. Black screen, nothing on it but some white text... could work. But...

 

...Oh, I thought debug notification showed up on top of everything, even when other stuff doesn't. Oh well.

 

Thar she blows! Thanks.

Posted

 

 

 

 

Two would probably suffice. I like the idea of the messageboxes unless that ends up making the process feel choppy. Guess it can't hurt to try.

 

If the messageboxes end up breaking the flow, how about debug.notification()? That would give the player something to read while the delay is in progress...

 

100: debug.notification "hello how are"

200: delay for 1 second

300: debug.notification "you doing on"

400: delay for 1 second

500: debug.notification "this fine day"

 

I dunno...

 

 

 

 

EDIT: I guess that would actually be:

100: "this fine day"

200: delay

300: "you doing on"

400: delay

500: "hello how are"

 

EDIT 2: Actually that looks really bad. I have no freaking idea how it would/should go. Never mind. :dodgy:

If the vanilla message boxes can have Yes or No selected with the Y and N keys, why can't mod message boxes have the first letter of each available option selected to confirm and close the boxes? I admit I do find clicking on options to be cumbersome.

There's a mod called improved messageboxes out something like that where you can just press enter on them.

Posted

 

 

As you know, I have played with using those, but while I love the theory behind them, in practice they are too easily missed. Then again, my attempts to use them were during times when other things are happening on screen, so maybe it would be different with nothing else happening.

 

The other part is that they may not show up at all. The blackout going from the auction to the enslavement encounters completely overrides the stage objectives that are supposed to show on screen.

 

Which reminds me, if you look in your log you'll see which encounter you were supposed to get.

 

That's what I was thinking. Black screen, nothing on it but some white text... could work. But...

 

...Oh, I thought debug notification showed up on top of everything, even when other stuff doesn't. Oh well.

 

Thar she blows! Thanks.

Maybe it does.I'll find out

Posted

 

If you do the follower capture, jfraser, please consider giving us some clue as to where they may be held captive. I know you have bigger fish to fry with that floor but when that is taken care of maybe have a random npc come up to the PC after a week and either ask for money to tell the PC or some other form of coercion.

I'm a little torn. I kind of like the idea that the player has no clue where his of her friends ended up. But I also kind of like the idea of a ransom note getting delivered. Although that would involve the courier, which ï looked into using before but doesn't seem worth the trouble.

 

In Daggerfall, they didn't have NPCs as couriers. You'd just get a text box with several different possibilities, such as (not exact quotes):

"a courier walks up to you and hands you a letter" or "a young child runs up to you, saying 'message for you' and hands you a note, then runs off"

 

But there was one message that could fit the bill here:

"You feel a hand in your pocket, but when you turn around, nobody's there. Checking your pocket, you find a note that wasn't there before."

 

Something like that, delivered via messagebox, followed by a getplayer.additem(alias) could work quite nicely.

 

EDIT: Whoops, deleted post, remade.

Posted

 

 

If you do the follower capture, jfraser, please consider giving us some clue as to where they may be held captive. I know you have bigger fish to fry with that floor but when that is taken care of maybe have a random npc come up to the PC after a week and either ask for money to tell the PC or some other form of coercion.

I'm a little torn. I kind of like the idea that the player has no clue where his of her friends ended up. But I also kind of like the idea of a ransom note getting delivered. Although that would involve the courier, which ï looked into using before but doesn't seem worth the trouble.

 

In Daggerfall, they didn't have NPCs as couriers. You'd just get a text box with several different possibilities, such as (not exact quotes):

"a courier walks up to you and hands you a letter" or "a young child runs up to you, saying 'message for you' and hands you a note, then runs off"

 

But there was one message that could fit the bill here:

"You feel a hand in your pocket, but when you turn around, nobody's there. Checking your pocket, you find a note that wasn't there before."

 

Something like that, delivered via messagebox, followed by a getplayer.additem(alias) could work quite nicely.

 

EDIT: Whoops, deleted post, remade.

 

 

You could also use a shady NPC, almost any citizen from Riften may have knowledge.  Rather than have your character be chased down have them go to Riften and talk to Maul or anyone from that crappy city.  Niryane in Windhelm seems to have some underworld connections too.

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