armspree Posted August 25, 2012 Posted August 25, 2012 ok' date=' i look at the map. relax, oki: i cant see it but i can see a plate lifting in the air. and in the crossroad a cart whit a chest in. [/quote'] I see, It may be the disappearing architecture bug because, I have not generated LOD info yet. I want to make sure the exterior is finalized before I do that. For now you might try upping the Object LOD in settings then do the old save, exit, open, load routine
alex_85 Posted August 25, 2012 Posted August 25, 2012 ok' date=' i look at the map. relax, oki: i cant see it but i can see a plate lifting in the air. and in the crossroad a cart whit a chest in. [/quote'] I see, It may be the disappearing architecture bug because, I have not generated LOD info yet. I want to make sure the exterior is finalized before I do that. For now you might try upping the Object LOD in settings then do the old save, exit, open, load routine ok, thanks. i look at it later.just say when when you fix that bug. thanks and good luck
armspree Posted August 25, 2012 Posted August 25, 2012 ok' date=' i look at the map. relax, oki: i cant see it but i can see a plate lifting in the air. and in the crossroad a cart whit a chest in. [/quote'] I see, It may be the disappearing architecture bug because, I have not generated LOD info yet. I want to make sure the exterior is finalized before I do that. For now you might try upping the Object LOD in settings then do the old save, exit, open, load routine ok, thanks. look at it later.just say when when you fix that bug. thanks will do, but just remember that that file is no where near finished. it is very much a demo at this point.
pranx Posted August 25, 2012 Posted August 25, 2012 Nice VA work' date=' BTW. Good voice, clearly spoken. I'm not sure if I can imagine it as one of the bandits necessarily, but I'm sure we can find a use for you. Let me ponder a little [/quote'] It's no trouble, man. If you have no use for me, then don't feel obligated to MAKE a role just to accommodate my voice. I'm just letting you know that I'm available to do voice work IF I'm needed.
alex_85 Posted August 25, 2012 Posted August 25, 2012 ok' date=' i look at the map. relax, oki: i cant see it but i can see a plate lifting in the air. and in the crossroad a cart whit a chest in. [/quote'] I see, It may be the disappearing architecture bug because, I have not generated LOD info yet. I want to make sure the exterior is finalized before I do that. For now you might try upping the Object LOD in settings then do the old save, exit, open, load routine ok, thanks. look at it later.just say when when you fix that bug. thanks will do, but just remember that that file is no where near finished. it is very much a demo at this point. yes, i know. i did think of it searching for the town. but in the screen shots it looks super cool. good luck whit the mod.
sbseed Posted August 26, 2012 Posted August 26, 2012 Nice VA work' date=' BTW. Good voice, clearly spoken. I'm not sure if I can imagine it as one of the bandits necessarily, but I'm sure we can find a use for you. Let me ponder a little [/quote'] It's no trouble, man. If you have no use for me, then don't feel obligated to MAKE a role just to accommodate my voice. I'm just letting you know that I'm available to do voice work IF I'm needed. you will be... needed for VO that is, with the new city coming which is a slaver's version of riften's thief haven. @arms: looks pretty dang sweet man, about how big is this town?... i have a few ideas already myself, something along the lines of a 'special' party held to 'honor' all the daughters of the upper-classes/aristocracy near the jarls and 'would be highkings'... then spike the drinks and food and happy go lucky, not only do you have more slaves to have fun with but there is major potential for blackmail and more... there could be a potential of three variations to a quest line like this. 1) good guy route, infiltrate and then rescue everyone (or at least the daughters of the aristocracy. possible romance options. 2) the intellectuals (or the 'ugly' if you want lol) route, infiltrate and take over the entire operation with smaller choice of how to run opperations... possible seduction and benefits. 3) the 'bad guy' route work your way up the 'fun' way... have your own harem or something, and riches etc... would work with part of what doc already wanted to do for some of the SSG anyways... mostly just a different location, i think. like doc said, in order to come up with further ideas need to be able to run around the place... no pressure j/k i have another idea as well, but that would most likely need some revamp for at least part of the town(something like dragonreach, but actually catching a dragon without killing it, within the area).
armspree Posted August 26, 2012 Posted August 26, 2012 @arms: looks pretty dang sweet man, about how big is this town?... i have a few ideas already myself, something along the lines of a 'special' party held to 'honor' all the daughters of the upper-classes/aristocracy near the jarls and 'would be highkings'... then spike the drinks and food and happy go lucky, not only do you have more slaves to have fun with but there is major potential for blackmail and more... there could be a potential of three variations to a quest line like this. 1) good guy route, infiltrate and then rescue everyone (or at least the daughters of the aristocracy. possible romance options. 2) the intellectuals (or the 'ugly' if you want lol) route, infiltrate and take over the entire operation with smaller choice of how to run opperations... possible seduction and benefits. 3) the 'bad guy' route work your way up the 'fun' way... have your own harem or something, and riches etc... would work with part of what doc already wanted to do for some of the SSG anyways... mostly just a different location, i think. like doc said, in order to come up with further ideas need to be able to run around the place... no pressure j/k i have another idea as well, but that would most likely need some revamp for at least part of the town(something like dragonreach, but actually catching a dragon without killing it, within the area). I like the idea of the big party. Jorgan's house is based on the Black Briar Chalet exterior so it will be plenty big. plus the Chalet will, of course, have access to the training hall/dormitory. For the good guy path It might be cool if a random enslaved relative had actually entered into slavery willingly (because she's just into that sort of thing) and when you try to rescue her she turns you in and you get to do things the hard way for a while, then if you escape you get to break the news their respective Jarl/Noble. Awkward. About the dragon...the town is really crowded and there just isn't a place for a dragon to land, I had three of them come at me while I was testing and eventually they just went away, never landed. However, I have been tossing around the idea of an underground grotto (pools, waterfalls, good food, fine drinks...debauchery) If I can find a piece of the landscape that is near enough and big enough to allow a dragon to enter. then it could be "installed" into the grotto for the enjoyment of all, and perhaps brain wash it to only use shouts that make everyone really horny. I bet we could use a group of slaves to lure the dragon in. as for running around the place, I put a link on my first post. I have never done that before so it may not work. Please let me know if you have trouble with it. I will also put out a version that has LOD generated because that seems to have been an issue I have rebuilt the interiors for both inns, the Slavers Inn ( It's underground and kind of a whole so I was thinking of calling it "The Cum Bucket" and using it as a punishment for slaves who are not doing so well in training), and the Training Hall. when i say rebuilt I just mean architecture, not furniture or decorations still working on that part. I really hope to include all of the Pillory stuff in huge quantities so I would like to hold of the nav meshing on the interiors until then.
sbseed Posted August 26, 2012 Posted August 26, 2012 chris was working on some conversions for his slave equipment from oblivion and the fallout games... so there should be plenty of usable ones available for furniture... LOD would make things easier indeed a horny dragon shout... lol hilarious... i was thinking in a different direction, but that would ad a definite lighter side to everything. the grotto/underground stuff sounds better, i wouldnt want it to look the same but be similar in that you would have a chained/captured dragon for whatever you might want to do with it even if its just showing it off sibling willing slavery stuff?!... kinda hard to pull off storywise, as far as we know the PC has no family at all in skyrim or well anywhere else. we could add background for something like an alternate beginning, but that also has its list of problems as well. btw, cumbucket = classicly disturbing and also disturbingly funny.
armspree Posted August 26, 2012 Posted August 26, 2012 LOD would make things easier indeed sometime today. a horny dragon shout... lol hilarious... i was thinking in a different direction' date=' but that would ad a definite lighter side to everything. the grotto/underground stuff sounds better, i wouldnt want it to look the same but be similar in that you would have a chained/captured dragon for whatever you might want to do with it even if its just showing it off [/quote'] Cool I'll wip up some general architecture for that, just to be clear do you guys intend on using he dragon trap gizmo from dragons reach to store the dragon? sibling willing slavery stuff?!... kinda hard to pull off storywise' date=' as far as we know the PC has no family at all in skyrim or well anywhere else. we could add background for something like an alternate beginning, but that also has its list of problems as well. [/quote'] Right, my hands were moving faster than my brain. The player could be hired to find a relative of some other NPC (such as a Jarl or noble) btw' date=' cumbucket = classicly disturbing and also disturbingly funny. [/quote'] I'm glad you like it
Graphnee Posted August 26, 2012 Posted August 26, 2012 alternative start. just a ide' date=' Bred Slaves. were pc start as a slave. trained from the start and know nothing other. [/quote'] God, this reminds me of how powerful the Fallout 3 intro was.
DocClox Posted August 26, 2012 Author Posted August 26, 2012 alternative start. just a ide' date=' Bred Slaves. were pc start as a slave. trained from the start and know nothing other. [/quote'] Better yet would be starting out as vampire cattle. Maybe in the Blackreach Spur. You could have two paths through that; one trying to escape, the other loyally serving your vampire masters. Nice VA work' date=' BTW. Good voice, clearly spoken. I'm not sure if I can imagine it as one of the bandits necessarily, but I'm sure we can find a use for you. Let me ponder a little [/quote'] It's no trouble, man. If you have no use for me, then don't feel obligated to MAKE a role just to accommodate my voice. I'm just letting you know that I'm available to do voice work IF I'm needed. OK, it's a deal. There are going to be a lot of roles in this thing and you've got a good voice. I'm not going to have to make anything up especially. [edit] I knew I was forgetting something important... @armspree: I loaded it up and had a wander around. Nice work, nice layout. I'm impressed all over again. My only worry, SSG wise, is that it's a hell of a lot to suddenly appear in a Skyrim where we're struggling to slowly restore slavery to the world. So I was thinking... Suppose we set it up so the town grew up gradually along with the guild? Something like Kvatch Rebuilt for Oblivion, where you get a series of quests and get a more functional town after each of them. The guild is going to need some sort of manufacturing hub as it moves toward the big time and Jorgan's would be perfect for that. The only problem I can see, apart form having to tweak some things so they can be added on in stages, is the navmesh. We can't selectively remove or rearrange navmesh based on quest stage. The thing to do, probably, would be to give the town its own worldspace - several of them in all probability, and swap the interior as the town developed. Oh, and if no one mentioned it, a few dragon perch idle markers on the roof ought to have those fellows landing on rooftops to attack quite nicely
Sheluna Posted August 26, 2012 Posted August 26, 2012 Better yet would be starting out as vampire cattle. Maybe in the Blackreach Spur. You could have two paths through that; one trying to escape' date=' the other loyally serving your vampire masters.[/quote']Totally disagreeing with this excellent idea. Without Dawnguard, you couldn't enjoy this story. And I don't have DG. *cries*
deadmetal Posted August 26, 2012 Posted August 26, 2012 Better yet would be starting out as vampire cattle. Maybe in the Blackreach Spur. You could have two paths through that; one trying to escape' date=' the other loyally serving your vampire masters.[/quote']Totally disagreeing with this excellent idea. Without Dawnguard, you couldn't enjoy this story. And I don't have DG. *cries* Erm Dawnguard wasn't specified, but chances are most mods will require it anyway fairly soon, most do already
DocClox Posted August 26, 2012 Author Posted August 26, 2012 Totally disagreeing with this excellent idea. Without Dawnguard' date=' you couldn't enjoy this story. And I don't have DG. *cries* [/quote'] Erm Dawnguard wasn't specified, but chances are most mods will require it anyway fairly soon, most do already We can do vampire cattle without DG i have some plans for a blackreach clan that will make the Voikhar vamps look positively normal. Although it should be possible to detect if DG is loaed and use assets from it in places,
armspree Posted August 27, 2012 Posted August 27, 2012 @doc Sweet, I'm glad you got to look around, there was a lot of stuff that I didn't make it into the screenshots. So first of all I just want to say that I am a big fan of your work, also I have no intention of forcing any of my ideas into SSG, I'm just spit-balling some stuff to justify the towns presence. I thought I should say that so that I don't come off as a pushy, presumptuous jerk it's your show Doc and I'm good with that I tried a new world space in one revision...it was trouble I didn't plan ahead very well and because of the location the view from that spot goes all the way to Solitude and from what I understand I would have to populate the outside world with a simplified version of the Tamriel worldspace(all the way to the ocean)and you can see large parts of the interior from outside. I may have misunderstood how to add a new worldspace with a view of Tamriel, which is not at all unlikely I completely agree about how to justify the cities presence, I have been tossing that around myself. In my imagination I saw the mine as the justification sudden appearance of the town and the slavery aspect as an underground, but emerging, sub culture. If slavery is too open and visible, you would expect the average Jane's and Joe's of Skyrim to avoid that place like a plague, (That probably goes without saying but I'm on a role) I dig the idea about the town being built in stages, I may be over analyzing, but I would want to have construction crews and be able to see work in progress on the city, but I'm not a quest/script guy so I don't know the best way to handle that from a story aspect. What if we separate the building of the city from the guild, to a point, then allow the guild to muscle or sneak in. My original Idea, before I considered the addition of slavery, was that Jorgan discovered the mine and instead of mining it himself he builds some houses near bye, hires some guards and charges a large fee to other prospectors who want an easy and safe way to make a living with a pickaxe (Like a "You Mine it -We Buy it" sort of thing). This could justify bringing in a lot of money, really fast, and would just require the player to buy a key to the mine entrance say annually. The veins could be rigged to never run out and the player could make their money back pretty quick if they chose to take advantage of that. I hope I haven't lost you yet. So lots of dirty smelly scumbag miners get a lot of money really fast and boom, this place needs some pussy, hence Slavers Guild presence. The "In" 1.) Kidnap his wife, completely break her, and send her back to Jorgan as a slave in the thrall of the guild to manipulate him into allowing the guild into the City, that would keep them underground at first but, the Guild could start to spread their wings more and more over time. 2.) Turns out that Jorgan got the money to build those houses as a loan from the guild and finds that paying them back is a bitch. Or... 3.) Jorgan is a member of the slavers guild and the Mine is just a front for the good stuff. I'm trying to keep the town somewhat abstracted form the guild (Only as far as the towns origins) so that I don't disturb that huge outline that you already wrote, it's some really good stuff and I'd hate to screw anything up, but that's your call, also, I tend to rant so if I over step the line and seem to be pushy please know that that is not my intent. On that note, if there is any aspect of this town that you really want you will have to tell me, explicitly, I don't get hints, ever, it kinda sucks. Whew... Again, I'm just throwing some stuff out here, I'm not attached to any of these ideas. Also... Are the OP or the Wiki page up to date enough to give me a good enough idea of what SSG needs a city for?
armspree Posted August 27, 2012 Posted August 27, 2012 I hope I'm not way off base and going the completely wrong way for an SSG city. If I am please correct me. part of the reason I brought it up when I did is so that I could make some relatively big changes fairly easily. Also, If you have some specific ideas for a city, I could build another one in a location that does not present the worldspace issues that Jorgan's Mine does. I really have no problem with building cities. I minored in background design in school and have always had a very strong interest in architecture and world design so this is a lot of fun for me.
ZaZ Posted August 27, 2012 Posted August 27, 2012 I hope I'm not way off base and going the completely wrong way for an SSG city. If I am please correct me. part of the reason I brought it up when I did is so that I could make some relatively big changes fairly easily. Also' date=' If you have some specific ideas for a city, I could build another one in a location that does not present the worldspace issues that Jorgan's Mine does. I really have no problem with building cities. I minored in background design in school and have always had a very strong interest in architecture and world design so this is a lot of fun for me. [/quote'] Could we Have a Town square , with a Stage or Podium . To Carry out to public punishments Cheers
DocClox Posted August 27, 2012 Author Posted August 27, 2012 So first of all I just want to say that I am a big fan of your work' date=' also I have no intention of forcing any of my ideas into SSG, I'm just spit-balling some stuff to justify the towns presence. I thought I should say that so that I don't come off as a pushy, presumptuous jerk it's your show Doc and I'm good with that [/quote'] You're fine. And I'm delighted to have the chance to use this town of yours. I tried a new world space in one revision...it was trouble I didn't plan ahead very well and because of the location the view from that spot goes all the way to Solitude and from what I understand I would have to populate the outside world with a simplified version of the Tamriel worldspace(all the way to the ocean)and you can see large parts of the interior from outside. It would be a shame to loose that view' date=' I agree. I wonder if we could use smog at the later stages: fumes from the foundries and so forth. That could justify reducing the visibility from inside the city quite drastically. It would still need a model of external Tamriel, but you could reduce the distance you needed to worry about quite a lot. Other things that might work, possibly in combination: you can set a primitive to cut navmesh. So we can have an area that's navmeshed at the start, but when we enable the building on the site, we also cut the mesh. I think some objects may do this anyway. We could also, potentially use this to disable some navmesh paths until the walkways they represent are enabled. And of course, a lot of the wooden balconies are accessible by the mines, so it wouldn't be too bad if some catwalks weren't present in the development versions. Alternatively, start off with a rough workers' camp on the site of the main construction. The ground won't need the navmesh then and we can supress the stuff needed by the eventual buildings with primitives. Just some thoughts, anyway. I dig the idea about the town being built in stages, I may be over analyzing, but I would want to have construction crews and be able to see work in progress on the city, but I'm not a quest/script guy so I don't know the best way to handle that from a story aspect. I can advise on the quest aspects of it. Idles and sandboxing for the builders should be easy enough to do. What if we separate the building of the city from the guild' date=' to a point, then allow the guild to muscle or sneak in. [/quote'] That works. I'd like a quest for each stage of development, so the city looks like something the player has made happen ... or which has come about in response to the player's actions in some cases. But there's no need for the place to be guild outpost from the word go. We could have some missions that help the place, some that are more or less tangential ... My original Idea' date=' before I considered the addition of slavery, was that Jorgan discovered the mine and instead of mining it himself he builds some houses near bye, hires some guards and charges a large fee to other prospectors who want an easy and safe way to make a living with a pickaxe (Like a "You Mine it -We Buy it" sort of thing). This could justify bringing in a lot of money, really fast, and would just require the player to buy a key to the mine entrance say annually. The veins could be rigged to never run out and the player could make their money back pretty quick if they chose to take advantage of that. [/quote'] It could start with just the mine. It could even start with a cave to begin with and the player taking a mission from the innkeeper at rorikstead to go look for the a prospector who had been staying at the inn. You find Jorgen in the mine, save him from trolls or suchlike, and he mentions he could make a lot of money here if he had cheap labour. Of course, labor costs being what it is these days, he'd practially need slave miners to turn a profit. Which is a pity because there's a lot of money to be made here... "as it happens" says our hero "I may be able to help, there..." Of course we also need to bear in mind that a substantial numeber SSG players are going to want their PC forced to work in those mines at some point So lots of dirty smelly scumbag miners get a lot of money really fast and boom' date=' this place needs some pussy, hence Slavers Guild presence. [/quote'] That works as well. Or maybe in conjunction with... 1.) Kidnap his wife' date=' completely break her, and send her back to Jorgan as a slave in the thrall of the guild to manipulate him into allowing the guild into the City, that would keep them underground at first but, the Guild could start to spread their wings more and more over time. 2.) Turns out that Jorgan got the money to build those houses as a loan from the guild and finds that paying them back is a bitch. Or... 3.) Jorgan is a member of the slavers guild and the Mine is just a front for the good stuff. [/quote'] I think I'm tending towards number 2 there ... maybe with a twist or two. He maybe did some deals with the guild early on, and then tries to break with them, maybe setting up his own slaver operation. Something like that. I'm trying to keep the town somewhat abstracted form the guild (Only as far as the towns origins) so that I don't disturb that huge outline that you already wrote' date=' [/quote'] That's fair. There's room for a few side quests yet though it's some really good stuff and I'd hate to screw anything up' date=' but that's your call, also, I tend to rant so if I over step the line and seem to be pushy please know that that is not my intent. On that note, if there is any aspect of this town that you really want you will have to tell me, explicitly, I don't get hints, ever, it kinda sucks.[/quote'] I'll bear it in mind I'd like to let some of this kick around the back of my mind for a bit if I may. There's a lot of potential here, and I need to let some of it sink in Also... Are the OP or the Wiki page up to date enough to give me a good enough idea of what SSG needs a city for? Possibly not. It would really need that sort of base around the start of the solitude docks segment' date=' where they start looking at ramping up production somewhat. There's a lot of dwemer artifacts that could be reverse engineered from the blackreach as well, and they'd arguably need specialist facilities. Also, If you have some specific ideas for a city, I could build another one in a location that does not present the worldspace issues that Jorgan's Mine does. I really have no problem with building cities. I minored in background design in school and have always had a very strong interest in architecture and world design so this is a lot of fun for me. I'll bear that in mind, too Could we Have a Town square ' date=' with a Stage or Podium . To Carry out to public punishments Cheers [/quote'] Excellent idea
antrak Posted August 27, 2012 Posted August 27, 2012 I dig the idea about the town being built in stages' date=' I may be over analyzing, but I would want to have construction crews and be able to see work in progress on the city, but I'm not a quest/script guy so I don't know the best way to handle that from a story aspect. [/quote'] I can advise on the quest aspects of it. Idles and sandboxing for the builders should be easy enough to do. What if we separate the building of the city from the guild' date=' to a point, then allow the guild to muscle or sneak in. [/quote'] That works. I'd like a quest for each stage of development, so the city looks like something the player has made happen ... or which has come about in response to the player's actions in some cases. But there's no need for the place to be guild outpost from the word go. We could have some missions that help the place, some that are more or less tangential ... I love what is happening here Love these ideas. I don't know if this is a "productive" idea, but how about making the development of the town stage-wise and depending on the PC choices? I mean... If the PC decides to go against the SSG, it could in stead develop to be a HQ for the resistance factions and some aspects of it would look different, right? Also, it would be possible, if the PC decides to go with treating the slaves better (or worse), that the facilities would be different too. Maybe just find a way to make different options for the same spaces... Example (just to illustrate what I mean): ** Space one ** "Nice" slaver: slave recreation area "Bad" slaver: torture room Anti-slaver: armory ** Space two ** "Nice" slaver: better quality female slave facilities "Bad" slaver: worse quality female slave facilities Anti-slaver: barracks for troops ** Space three ** "Nice" slaver: better quality mine slave facilities "Bad" slaver: worse quality mine slave facilities Anti-slaver: free miner facilities Same could be made for other parts of town, walls, slaver/troop equipment, shops (blacksmith, "enchanter", alchemists, general store...). I'm getting flashbacks to NWN2 here... where the player gets options to upgrade his fort and it visually developing to fit my choices. I loved that part of the game. About the mine slaves... Is this supposed to be a way to include capturing male slaves?
armspree Posted August 27, 2012 Posted August 27, 2012 @doc Awesome, I'll get various stages of the mine interior roughed out, pre/post mine and pre/post slave labour. If you give me a little more specifics on the Jorgan resure mission that would give me a great starting place, no rush though think some stuff over Then I'll put together some early versions of the landscape, small camp – shack in a mud hole – then some larger buildings in stages up until exterior walls would start to make sense then we can cross the worldspace bridge from there and see what happens. In regard to the navmesh, sense the early builds would be in the tamriel world space, they would each be in a seperate ESP, so developing unique navmesh for those is fine and would save a lot of time trying to “de-glitch” the existing navmesh. Basically it would be easier to build new navmesh for each version than try to force an inaccurate navmesh to do stuff it doesn't want to. Those things have a mind of their own @mastercchris I will also see if I can find a spot to put in a public square, i've got some ideas but I really crammed everything in there. I might knock out one or both of those two Riften farm houses at the intersection and see how much room I have then. Also, putting right on the roadside just makes it lat much more humiliating
armspree Posted August 27, 2012 Posted August 27, 2012 I dig the idea about the town being built in stages' date=' I may be over analyzing, but I would want to have construction crews and be able to see work in progress on the city, but I'm not a quest/script guy so I don't know the best way to handle that from a story aspect. [/quote'] I can advise on the quest aspects of it. Idles and sandboxing for the builders should be easy enough to do. What if we separate the building of the city from the guild' date=' to a point, then allow the guild to muscle or sneak in. [/quote'] That works. I'd like a quest for each stage of development, so the city looks like something the player has made happen ... or which has come about in response to the player's actions in some cases. But there's no need for the place to be guild outpost from the word go. We could have some missions that help the place, some that are more or less tangential ... I love what is happening here Love these ideas. I don't know if this is a "productive" idea, but how about making the development of the town stage-wise and depending on the PC choices? I mean... If the PC decides to go against the SSG, it could in stead develop to be a HQ for the resistance factions and some aspects of it would look different, right? Also, it would be possible, if the PC decides to go with treating the slaves better (or worse), that the facilities would be different too. Maybe just find a way to make different options for the same spaces... Example (just to illustrate what I mean): ** Space one ** "Nice" slaver: slave recreation area "Bad" slaver: torture room Anti-slaver: armory ** Space two ** "Nice" slaver: better quality female slave facilities "Bad" slaver: worse quality female slave facilities Anti-slaver: barracks for troops ** Space three ** "Nice" slaver: better quality mine slave facilities "Bad" slaver: worse quality mine slave facilities Anti-slaver: free miner facilities Same could be made for other parts of town, walls, slaver/troop equipment, shops (blacksmith, "enchanter", alchemists, general store...). I'm getting flashbacks to NWN2 here... where the player gets options to upgrade his fort and it visually developing to fit my choices. I loved that part of the game. About the mine slaves... Is this supposed to be a way to include capturing male slaves? im excited too, Moving in some slave specific merchants would be great after the city is established and has a large population, If assets start coming out for this like they did for Sexout, then having a slaver store would be awesome.
00ptic Posted August 27, 2012 Posted August 27, 2012 Take a look at this then you get a chance. It's got a few problems (namely the visuals, as the description details), but is basically what I had in mind for the magical traps. I don't suggest the use of this actual mod, but the persistent summoning/teleporting trap scripts might be useful.
jhondidfool Posted August 27, 2012 Posted August 27, 2012 I'm getting flashbacks to NWN2 here... where the player gets options to upgrade his fort and it visually developing to fit my choices. I loved that part of the game. About the mine slaves... Is this supposed to be a way to include capturing male slaves? THIS
sbseed Posted August 28, 2012 Posted August 28, 2012 loved NWN2 castle... would love to see something like that in skyrim. hows it going toward next release of SSG doc?
DocClox Posted August 28, 2012 Author Posted August 28, 2012 I love what is happening here Love these ideas. I don't know if this is a "productive" idea' date=' but how about making the development of the town stage-wise and depending on the PC choices? I mean... If the PC decides to go against the SSG, it could in stead develop to be a HQ for the resistance factions and some aspects of it would look different, right? Also, it would be possible, if the PC decides to go with treating the slaves better (or worse), that the facilities would be different too. Maybe just find a way to make different options for the same spaces... Example (just to illustrate what I mean): [/quote'] We do need to think about the DTSG branch as well, and I agree that the town would develop differently. Generally, I assume that the opposing faction is developing more or less as they would if the PC were in charge. So that would suggest that if a PC slaver didn't actively infiltrate the town the abolitionists would move in. I'm not sure I like that, since it removes the possibility of JM becoming a "normal" town. Maybe the thing is to have some missions where the opposing faction is trying to influence the town, and where they will succeed unless the player intervenes. In fact ... on IRC we've been talking for a while about giving the PC an unpleasant choice to make. I think this gives us the other half of that mission. Rescue a loved one from a deeply unpleasant fate ... or prevent JM turning into a salver hub that could bring misery to thousands, and complicate the PCs task considerably. Decisions decisions ... ** Space one ** "Nice" slaver: slave recreation area "Bad" slaver: torture room Anti-slaver: armory I like the idea' date=' but I have a few reservations. Apart from adding to the insane amount of work amspree is already volunteering for, I can see the town perhaps moving on one direction at one stage, and another the next. So we'd have an abolitionist controlled town, say, and we'd need to repurposes the torture room somehow... In some ways it would be easier to have the building remain the same and change the clutter on the inside. About the mine slaves... Is this supposed to be a way to include capturing male slaves? I suppose it would give somewhere for male captives to be offloaded. Could make one way to bury a PC that falls from grace with the guild as well. Awesome' date=' I'll get various stages of the mine interior roughed out, pre/post mine and pre/post slave labour. If you give me a little more specifics on the Jorgan resure mission that would give me a great starting place, no rush though think some stuff over [/quote'] OK, I'll get something together a little later today. Then I'll put together some early versions of the landscape' date=' small camp – shack in a mud hole – then some larger buildings in stages up until exterior walls would start to make sense then we can cross the worldspace bridge from there and see what happens. In regard to the navmesh, sense the early builds would be in the tamriel world space, they would each be in a seperate ESP, so developing unique navmesh for those is fine and would save a lot of time trying to “de-glitch” the existing navmesh. Basically it would be easier to build new navmesh for each version than try to force an inaccurate navmesh to do stuff it doesn't want to. Those things have a mind of their own [/quote'] Sounds sensible to me Moving in some slave specific merchants would be great after the city is established and has a large population' date=' If assets start coming out for this like they did for Sexout, then having a slaver store would be awesome. [/quote'] Yeah. I was going to have a quartermaster in each guild HQ, but it would be nice to have some items that were fairly rare outside JM. Take a look at this then you get a chance. It's got a few problems (namely the visuals' date=' as the description details), but is basically what I had in mind for the magical traps. I don't suggest the use of this actual mod, but the persistent summoning/teleporting trap scripts might be useful. [/quote'] Yeah, it looks like it might have some good ideas. I think it's easy enough to set up traps like that in the CK, but packaging them for player deployment could be good. I'll have to take a look at how he's done it. About the mine slaves... Is this supposed to be a way to include capturing male slaves? THIS Is that a vote for male slavery then? hows it going toward next release of SSG doc? Well' date=' good news and bad. Good news is I whomped up a rough alpha d/l yesterday and deadmetal gave it a good bashing which it largely survived. So it's looking good. The bad news is there's still a chunk of stuff still to do. This is what I've got done and working: [list'] [*] Courier delivers note with meeting location [*] Random meeting sites around Whiterun [*] Saravyn turns up, comments pointedly on your performance with Teija and the Jarl [*] ... then sends you to Solitude to get some speech training and pick up some papers from a scholar there [*] Training at the college while the quest satisfies the objective. [*] Scene introducing Viania Fulbarni and Eriram Dren [*] Picking up the sealed package of "ashbless papers" from Viania [*] Chance to get some more info out of Viania [*] Chance to persuade or bully her into joining you for dinner at the winking skeever This is still to do: Meeting Viania for dinner, ordering at the bar, taking the balcony table overlooking the bar Exploring Viania's interest in slavery and trying to get her to acknowledge her submissive nature Partially stripping her in bar, sending her down to the bar half naked, maybe some other humilations Maybe having the date go wrong if you push too far too fast. Possibility of a fist fight with a drunken patron if you call the lady "bitch" too often. Courier with new meeting place Various options to try and open the ashbless papers and reseal them without it being noticed. Debrief with Saravyn, commentary some aspects of the mission, possible consequences Resumption of "proper" quest - raping a wood elf in Falkreath So it'll be a week or so yet, but I think it's going to be worth it
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