yoyepo Posted April 26, 2016 Posted April 26, 2016 nmm, but unlike all the other sex mods I use, when I put this into its mods folder, it does not show up on my list
GemGem Posted April 26, 2016 Posted April 26, 2016 nmm, but unlike all the other sex mods I use, when I put this into its mods folder, it does not show up on my list I use Mod Organizer to keep all my mod's (100+) working peacefully together. Here's a good guide and introduction for this program: http://wiki.step-project.com/Guide:Mod_Organizer
Fredfish Posted April 27, 2016 Posted April 27, 2016 You might try redownloading the mod or extracting the file manually and recompressing them to see if that will let NMM see it properly It's been a while since I used NMM Like GemGem says MO is an improvement on NMM (a steeper learning curve to use it, but there are plenty of tutorials on YouTube) Finding conflicts and problem solving with MO is much easier.
jfraser Posted April 27, 2016 Author Posted April 27, 2016 The new nmm wants to be another mo. I still use the old nmm.
Guest Posted April 28, 2016 Posted April 28, 2016 It would be nice if the slave collar from Cursed Loot was an option, in addition to the cursed collar. Maybe quite easy to implement?
CliftonJD Posted April 28, 2016 Posted April 28, 2016 It would be nice if the slave collar from Cursed Loot was an option, in addition to the cursed collar. Maybe quite easy to implement? i recall special quests were made cursed loot for simple slavery, if you'd like the other 2 collars available you could nudge that from cursed loot
jfraser Posted April 28, 2016 Author Posted April 28, 2016 Looks like I was wrong. With the update to zaz, the effects on the SS bindings finally work. The arms still don't always go behind the back, but the inventory can't be accessed. Yay! That does mean I need to unequip them on the freed scenario.
Cock Sucker Posted April 28, 2016 Posted April 28, 2016 nmm, but unlike all the other sex mods I use, when I put this into its mods folder, it does not show up on my list your not supposed to do that with NMM -.- used the green + to add mods
CliftonJD Posted April 28, 2016 Posted April 28, 2016 Looks like I was wrong. With the update to zaz, the effects on the SS bindings finally work. The arms still don't always go behind the back, but the inventory can't be accessed. Yay! That does mean I need to unequip them on the freed scenario. oh, so its the zaz updates that changed that then, was wondering... in addition to releasing the bindings after you're done, you'll need to see if you can track down why they don't work on return visits
slonez1 Posted April 30, 2016 Posted April 30, 2016 I'm sorry if this was mentioned somewhere else, but when my character gets ported to the Sim.Slav. floor, i feel like i'm going to get up, but then i shift and my body get's all mangled and i cannot get up. It might be skeleton related, but I'm not sure how to fix it.
jfraser Posted April 30, 2016 Author Posted April 30, 2016 I'm sorry if this was mentioned somewhere else, but when my character gets ported to the Sim.Slav. floor, i feel like i'm going to get up, but then i shift and my body get's all mangled and i cannot get up. It might be skeleton related, but I'm not sure how to fix it. Do you have the latest DA? And has this happened more than once? It might just be a one-time glitch, which can happen if someone his you too hard as you're being defeated. In your DA settings, make sure the "Perc. Health Large Hit" is set to at least 600% and the "Perc. Health Threshold" is set to 15% .
Heck Tate Posted May 2, 2016 Posted May 2, 2016 Any chance of integration with Things In The Dark? That's a nice long slavery mod but I could understand how it might be problematic to initiate via Simple Slavery since TIDT generally requires some questing before the actual slavery part starts.
jfraser Posted May 2, 2016 Author Posted May 2, 2016 Any chance of integration with Things In The Dark? That's a nice long slavery mod but I could understand how it might be problematic to initiate via Simple Slavery since TIDT generally requires some questing before the actual slavery part starts. the main problem would be that Things is a falmer slave mod, and I don't see falmer showing up at an auction. I suppose the story could be that an unscrupulous person sells humans to the falmer.
CliftonJD Posted May 2, 2016 Posted May 2, 2016 Any chance of integration with Things In The Dark? That's a nice long slavery mod but I could understand how it might be problematic to initiate via Simple Slavery since TIDT generally requires some questing before the actual slavery part starts.the main problem would be that Things is a falmer slave mod, and I don't see falmer showing up at an auction. I suppose the story could be that an unscrupulous person sells humans to the falmer. that was actually my thoughts on it, the story line behind it has something coming to the surface killing people, the investigations lead you to believe they're humanoid until finally captured by them - to me if they could go thru all that trouble to capture somebody they could still show up at an auction to buy them, but you'd need to adapt a barter system for pure falmers don't use the same monetary values as the humans above the surface
jfraser Posted May 2, 2016 Author Posted May 2, 2016 I was thinking more along the line of a human who makes a deal with the falmer. They would have a lot of gems and such from digging around underground but, as you say, they have different monetary values, so I could see someone taking advantage of that.
Destynova99 Posted May 2, 2016 Posted May 2, 2016 I was thinking more along the line of a human who makes a deal with the falmer. They would have a lot of gems and such from digging around underground but, as you say, they have different monetary values, so I could see someone taking advantage of that. Either that or they give you as an offering to the falmer to appease them like the farmers offering the cows to the giants. Why give the falmer someone you like when you can just give them a slave you bought for the purpose?
jfraser Posted May 2, 2016 Author Posted May 2, 2016 That would fit the super cheap sale scene perfectly. I still need to revamp the prices. Did we decide on a good range? I think the original prices were you high, but the current ones are too low. Also, some mod I saw recently had a "what you're worth" stat. I should figure out which one that was and see how easy it works be to pass that info back and forth.
hamthe3rd Posted May 2, 2016 Posted May 2, 2016 That was defeat, it has a sack option that the character can turn over to the right people for bounty. Bandits, forsworn and the like.
jfraser Posted May 2, 2016 Author Posted May 2, 2016 That was defeat, it has a sack option that the character can turn over to the right people for bounty. Bandits, forsworn and the like. Ah. Well, that's not what I was thought it was for, then. Thanks for the clarification. There was a conversation going on involving all the slave-type mod authors that was attempting to unify everything more cohesively, and it did produce some unifying things, but it never went quite as far as I hoped. Ah well. I found a way to make Captured Dreams' price fit SS, and I'll try to do the same for other mods that have different ideas about pricing. Let me know if you come across any.
TheBlackSilhouette Posted May 2, 2016 Posted May 2, 2016 Hey, can I make a request? I'm just spit-balling here, but I'd love to see something that gives some more alternatives to the handling of followers---other than kill/dismiss of Death Alternative, that is. For now, the most logical idea might be a "rescue X from from Y" type quest, where, after you free yourself from your horrible fate, you ask innkeepers about your companion(s)'s fate(s), which triggers a radiant quest to go and rescue him/her/them (as if they were auctioned too). Something like: 1. I'm free now, but what happened to X? Perhaps I should ask around. a. Bribe, persuade, intimidate innkeepers, who may or may not have information 2. I learned from Innkeeper Y that X was auctioned and purchased by a bandit chief/leader/etc. at Location Z. 3. I've rescued X (completed). Other ideas might include: - X had some connections and used them to get released (equivalent to follower getting dismissed; player has to go back to their follower's "home" and re-recruit, which might bee good for modded followers) - X hasn't been auctioned yet! I better get to the auction house and place my bid (timed quest; might require too much additional SS building, as SS is supposed to be a mod-handling mod). And with some other LL integration (comparability patches would be needed, I expect): - The Master of the Captured dreams has purchased X. X has become a display model (buy X back/do a favor for Master to get the follower back) - SD+ enslavement (if SD+ ever supports followers) - Rescue from Wolfclub/brothel/mine work/etc. I'm not sure how this would integrate with Death Alternative, but there is a "Do Nothing" option for followers, so that might be the right ticket. Whatever the case, I always thought it was odd that followers got a free pass. If this is feasible, it might add another little consequence to blacking out. Also, the reason I'm posting this here and not as a mod request is that Simple Slavery seems like the logical choice for something like this. It's such a great mod and I'd not want some eventual follower handling mod to be incomparable. It might just end up as a SS+ or SS add-on, but the paring seems natural, is all. Thoughts? Suggestions? I'd love to see what others cook up as far as storylines are concerned.
CliftonJD Posted May 2, 2016 Posted May 2, 2016 That was defeat, it has a sack option that the character can turn over to the right people for bounty. Bandits, forsworn and the like. Ah. Well, that's not what I was thought it was for, then. Thanks for the clarification. There was a conversation going on involving all the slave-type mod authors that was attempting to unify everything more cohesively, and it did produce some unifying things, but it never went quite as far as I hoped. blabla and defeat worked towards unification for player slaver, hopefully as i carry on his work with pahe that will continue to work for everybody
jfraser Posted May 2, 2016 Author Posted May 2, 2016 I had similar thoughts in the past. Trouble is, I have no idea how to handle followers. Truth of the matter is, I'm not very good at modding. Anything you see in any of my mods that has some complexity to it is thanks to people far more skilled than I (see the list in the description). The only mod of mine that would exist without others' help is College Days, since all that is is dialogue and quest stages. If anyone does want to make a follower add on, I'll happily add it.
Heck Tate Posted May 2, 2016 Posted May 2, 2016 Any chance of integration with Things In The Dark? That's a nice long slavery mod but I could understand how it might be problematic to initiate via Simple Slavery since TIDT generally requires some questing before the actual slavery part starts.the main problem would be that Things is a falmer slave mod, and I don't see falmer showing up at an auction. I suppose the story could be that an unscrupulous person sells humans to the falmer. that was actually my thoughts on it, the story line behind it has something coming to the surface killing people, the investigations lead you to believe they're humanoid until finally captured by them - to me if they could go thru all that trouble to capture somebody they could still show up at an auction to buy them, but you'd need to adapt a barter system for pure falmers don't use the same monetary values as the humans above the surface I was thinking more along the line of a human who makes a deal with the falmer. They would have a lot of gems and such from digging around underground but, as you say, they have different monetary values, so I could see someone taking advantage of that. Things in the Dark also introduces a new race called "Pure Falmer" which are very much like very pale high elves. They don't look like falmer and speak whatever language the rest of the people of Skyrim speak (the common tongue?). I could potentially see one of them showing up at an auction, maybe in a hooded cloak to hide their falmerish features, but Jfraser and Clifton's ideas are better. Perhaps you are bought with gems, or perhaps someone else at auction buys you and when you wake up a brief dialogue informs you that you've been traded for another slave or for gems, or that your owner was attacked and killed by creatures on the road and you were dragged underground with them. I haven't played through all of things in the dark yet, but the cheat chest outside the entrance to Ibn on the world map has a spell tome that allows you to send a captured slave to the falmer (at least that's what the spell description implies, haven't tried it or seen the effects yet) so presumably they have some slave trade connection and/or their own slavers out there snatching up people. Idk, just a few thoughts, honestly simple slavery already has a ton of really good content connected to it, so it's not the end of the world if we can't get a things in the dark option as well.
jfraser Posted May 2, 2016 Author Posted May 2, 2016 My next problem is that the script is actually at its character limit. I'm trying to figure out how to call other scripts from within scripts. I can't add anything else until I get that figured out.
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