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[WIP] Skyrim Slavers Guild


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Posted

looking good, anything new on the lag issue?... not that im expecting miracles.

when your done with a few more items with SSG, ill grab a download and take another wack at it.

Posted

looking good' date=' anything new on the lag issue?... not that im expecting miracles.

[/quote']

 

The lag seems to have been caused by using a lot of goodbyes, which ended conversation. The convo won't restart until the old sound clip finishes playing and a bug in 1.6 meant we had some looong silences if there were no voices in place. It probably wasn't helped by the way I was conditioning the dialogue either.

 

Since then, I've split the dialogue across several quests with toplevel conditions to make it easier for the engine to work out what's needed, restuctured to minimise goodbyes so most conversations happen in one session unless there's a good reason, and stopped using function based properties in test conditions. It's a lot snappier as a result. You still have to wait a little while after a conversation ends, but just until the subtitle vanishes. There's the occasional longer pause, but not as bad and nowhere near as long.

 

I should probably add that I added a pile of tweaks to SSG01 last week as well. Teija's scene now uses shade's non-colliding animations, so no more risk of falling through the floor. The two bandit scenes were added, of course, and I've done a ton of tweaking and optimising.

 

One thing that is going to seem a bit weird: currently if your female PC decides to finger teija, you get a fucking animation anyway. I'll fix that as soon as I get a fingering loop to use :)

Posted

Is that a vote for male slavery then?

 

Consider this a vote AGAINST male slavery.

 

 

This. Unless it's a very basic mechanic (You make 'em follow you to an NPC and for each one following you he gives you 200 gold and then they dissapear, never to be seen again.)

Posted

 

This. Unless it's a very basic mechanic (You make 'em follow you to an NPC and for each one following you he gives you 200 gold and then they dissapear' date=' never to be seen again.)

[/quote']

 

I didn't even reflect on actually "training" male slaves. Thinking they wouldn't need much training for manual labor...

Yeah... more like putting them in chains and delivering them to the quartermaster or something...

 

Not sure how that'll work with the laws proposed for society after slave trading is legalized... Though I guess if men actually attack you you'd be in your full right to enslave them instead of killing them... So male rifraff like common bandits, forswarn or even stormcloaks/imperial troops of the "other side" could be open season.

 

On a completely different note...

How about blunt arrows that stun the opponent with little or no damage?

Posted
This. Unless it's a very basic mechanic (You make 'em follow you to an NPC and for each one following you he gives you 200 gold and then they dissapear, never to be seen again.)

 

Normally I would agree with that, but apart from the fact I do not like Male Slavery, it also doesn't make any sense. The main goal in SSG is to either legalize slavery, or fight against it.

 

A society where literally everyone can be legally enslaved simply wouldn't work. And if you fight against it (and succeed), Slavery is almost non existend.

 

And last but not least, SSG is practically 100% focussed on female slavery. Changing that now would require to either come up with tons of new gameplay mechanics, quests, items, scripts and creatures. Or change everything we have now.

 

So please, keep male slavery out of this one.

 

 

On a completely different note...

How about blunt arrows that stun the opponent with little or no damage?

 

I like the idea. However, a blunt arrow can only stun a victim if it hits the head. For example: Having a blunt arrow being shot at your stomache, hurts but that doesn't stun you. Instead of blunt arrows it would be better to use arrows with a paralyzing toxin. One that you can make with a sufficient alchemy skill.

Posted

Glad to hear a working alpha is coming out!

 

Best of luck guys! Keep up the good work!

 

Thank you! :)

 

Consider this a vote AGAINST male slavery.

 

Duly noted. That's the way I'm voting too.

 

More to the point' date=' male slavery is going to be off-by-default and will need to be opted-into before it has any effect on the game. And I'm still not planning on spending a lot of time debugging it. But I know some people are keen on the idea, so I'm not going to rule it out entirely.

 

This. Unless it's a very basic mechanic (You make 'em follow you to an NPC and for each one following you he gives you 200 gold and then they dissapear, never to be seen again.)

 

Like I say, if you're only interested in female subjugation, you'll never see it in game.

 

Not sure how that'll work with the laws proposed for society after slave trading is legalized... Though I guess if men actually attack you you'd be in your full right to enslave them instead of killing them... So male rifraff like common bandits' date=' forswarn or even stormcloaks/imperial troops of the "other side" could be open season.

[/quote']

 

It's not something I'm going to spend a lot of time thinking about at all :)

 

On a completely different note...

How about blunt arrows that stun the opponent with little or no damage?

 

You know' date=' I've never really been convinced about the blunt arrows notion. I mean you're still delivering a lot of kinetic energy over a very small surface area. Blunt arrows are probably less likely penetrate armour or deer hide, but I can see them still being worryingly deadly.

 

That said, I know archers are still in need of a decent non-lethal takedown, so it's worth thinking about.

 

And last but not least, SSG is practically 100% focussed on female slavery. Changing that now would require to either come up with tons of new gameplay mechanics, quests, items, scripts and creatures. Or change everything we have now.

 

Agreed. And I'm not going to do that.

 

I like the idea. However' date=' a blunt arrow can only stun a victim if it hits the head. For example: Having a blunt arrow being shot at your stomache, hurts but that doesn't stun you. Instead of blunt arrows it would be better to use arrows with a paralyzing toxin. One that you can make with a sufficient alchemy skill.

[/quote']

 

That was sort of the thinking behind having a blowpipe weapon. But I'm planning on making that quite short range and dependant on stealth.

 

Hmmm...

Posted

That was sort of the thinking behind having a blowpipe weapon. But I'm planning on making that quite short range and dependent on stealth.

Hmmm...

 

That would be interesting but making new weapon mechanics could be challenging...although making a specific arrow that delivers purely blunt damage would seem a bit hit and miss, there's more than a few individuals around who can withstand having a brick to the back of the head and are still able to tear people apart, not to mention armor also taking the impact.

 

Full on arrow heads would inflict a lot of damage too, however a happy medium of these things might work.

 

For example an arrow which had the same length shaft and design as an ordinary arrow, however the tip could have been modified into a needle or dart shape, less penetration than an arrowhead and less physical damage too, however enough penetration that it should still be able to deliver a dosage of whatever concoction you had in mind.

 

The arrow itself could have minimal damage stats such as a 0-1 but provide a bonus to poison applying effects.

Posted

The problem with blunt arrows, funky tips, etc, is that fact that it's the energy stored in the shaft the causes the increased damage. The mass of the arrow is still transferred to the victim. The needle/dart shape would still cause damage because the energy stored in the shaft will force the head deeper (jeez that sounded dirty...) and cause damage more damage than 0-1 points. Gamewise blunt arrows/funky heads work, logically (real world) they really don't. The blowgun idea is the logical way to handle it, although deadmetal is absolutely correct in that creating a new weapon would be a pain. However, take a look at the "Throwing Weapons - Death from Afar" mod on Nexus. The have thrown daggers/spears/javelins etc. They also do grenades - thrown potions, gas grenades. There may be something useful there.

Posted

I could be persuaded to have a "spirit bow" the player could find at some point.

 

Sort of a mix of a bound bow spell and some material but hard to find/make arrows. They could do non-lethal takedowns on account of doing damage to the spirit rather than the body, yadda yadda yadda, use this knowledge wisely my son, bla bla bla etc.

 

I'd still like a blowpipe though. Although I agree, the technical issues may prove formidable.

 

Thrown weapons would be good too. The dude on nexus who made the thrown weapons mod gave us permission to use his assets ... and then withdrew it again after he saw the wiki content. Fair enough, I can respect that.

 

I might see what I can reverse engineer though. I'd love to be able to throw packets of soporific spores to act as gas grenades.

Posted

Thrown weapons? I'd love to see someone try and explain why the axe that's embedded in their skull didn't kill them. (or knife, or spear. Come to think of it, it might as well be an arrow.)

 

Are there any 'Throwing' animations? We could judt throw rocks that do fatigue damage? Let's face it, if someone is throwing rocks at my head I'd probably just stay low (Kneeling/defeated anim) There's also a Dwemwer rifle mod or something, you could probably fire dart bullets, or something.

 

 

Aslo, on the whole, legalising slavery thing, I have a hard time beleiving that any ruler would agree to something that means that ANY woman in his kingdom could be enslaved with no sort of consequences. How about making it so that the lawless are 'fair game' but those who live in villages/cities are off limits (Doesn't mean you can't do it, just makes it harder. (I heard you didn't want things to be too easy)) If a guard sees you then they'll act as if you've commited a crime and charge you 500 gold or something and any 'stolen property' will be confiscated. If you manage to escape the city limits, unnoticed or otherwise then they'll give up the chase but your bounty will remain.

 

Just an idea or two. And as for the male slavery, I really don't want that shit.

Posted

Thrown weapons? I'd love to see someone try and explain why the axe that's embedded in their skull didn't kill them. (or knife' date=' or spear. Come to think of it, it might as well be an arrow.)

[/quote']

 

Well, I was thinking of providing non-lethal thrown weapons, like the sleepy gas packets I mentioned, rather than making every thrown weapon non lethal by sole virtue of its having been thrown. That would, as you rightly point out, be silly.

 

There's also a Dwemwer rifle mod or something' date=' you could probably fire dart bullets, or something.

[/quote']

 

Dwemer darts are a possibiliy, I suppose. I think the rifle uses xbox anims, so that would need dawnguard, but it's a possible.

 

Aslo' date=' on the whole, legalising slavery thing, I have a hard time beleiving that any ruler would agree to something that means that ANY woman in his kingdom could be enslaved with no sort of consequences.

[/quote']

 

The deal is that the guild turns from poacher to gamekeeper, and in return gains certain law-enforcement privileges.

 

How about making it so that the lawless are 'fair game' but those who live in villages/cities are off limits (Doesn't mean you can't do it' date=' just makes it harder.

[/quote']

 

More or less the plan. Check the wiki for full details.

 

Just an idea or two. And as for the male slavery' date=' I [i']really[/i] don't want that shit.

 

If you ever see it, report it as a bug.

Posted

Just an idea or two. And as for the male slavery' date=' I [i']really[/i] don't want that shit.

 

If you ever see it, report it as a bug.

 

Hahaha!

 

I have been on the wiki, as it happens, this mod is going to be absolutely amazing and I have faith that you'll make it as well as you can. Keep up the good work, good sir!

Posted

Thrown weapons? I'd love to see someone try and explain why the axe that's embedded in their skull didn't kill them. (or knife' date=' or spear. Come to think of it, it might as well be an arrow.)

[/quote']

 

What, an axe to the head won't knock them out? How could I be such a ...? Please... I was thinking more of grenades, specifically the thrown potions or gas grenades.

 

Another possibility still using the sneak attack idea is a stiletto. Hollowed out to inject a KO potion. Still have to get close enough to use it, but one prick and they're out (damn, dirty thoughts again). Actually, the spirit bow idea has some merit. Plus, well, I don't know, maybe... a sleep spell for mage types?

Posted

About the archer takedowns and such.

 

I know not everyone has dawnguard but it might be possible to make a bolo.

Using the crossbow as base but it doesn't shoot bolts but bolo's.

Bolo's can capture the target pretty well without doing damage, npc's/his allies may unbind her quickly if they notice it.

 

http://www.youtube.com/watch?v=aFMCD-eKzbI

It's just a little kid throwing tennisbals on a string but does give an idea what I think could be used.

Posted

First post on loverslab i made my account almost exclusive for this mod.

I've been lurking for weeks but then felt like adding in.

 

I'd love to help but I have little programing experience. One thing though is you might need more un-named npcs to wander around or I'm liable to break my own main game quests. Probably just people named Citizen that spawn wander the roads and cities and despawn eventually, and run in cycles. Wouldn't it be funny if you inslaved one then later another person asks if you've seen his wife anywhere as a random event.

Posted

I'm not sure what the problem would be with a form of blunt arrow. Replace the tip with a small enough bag of sand so that it can still fly but can't pierce and it may be sufficient for a knockout.

 

On male NPC slavery, I'm not bothered either way, male PC slavery on the other hand... Could be an interesting plugin quest if a male PC is captured by an all female rival slaver guild.

Posted

Male PC slavery is meh. It doesn't turn me on, but it doesn't bother me either. I wouldn't mind seeing it as long as it doesn't degenerate into male-male sex. Would be tolerable if like the previous posts states, you get kidnapped by a bunch of hawt women.

Posted

As far as I'm concerned male slavery can just be forced labor(Mining, woodchopping, etc.). I can tolerate some gay material as long as it doesn't get forced upon my male pc in the form of an inescapable animation sequence that goes on for a while, or in required manor that I can't pass without doing it to advance.

 

I'm not going to go against the idea of enslaving a male npc though just not for sexual reasons.

Posted

Just a little thing, boys : think about the female players who like your mods too. ;) And I'm REALLY NOT into lesbian fun. So... Male slavery ? Hmm... See that with the point of view of a female character : possible slave ? Or future domina ? (personnally, I would prefer the slave part but it's only my mind)

Posted

A cell with 10 male slaves can be usefull for the training of a female slave.

 

Where's the fun in that? It's much better if you do it yourself, on your own. Shows how awesome you are. You can do what ten dudes can't.

 

As for the male PC savery thing, Let's just get the whole 'Female NPC slavery' thing done first?

Posted

I don't want any male slavery at all, Mining, woodcutting, etc. can all be done by females.

 

Also I know doc doesn't want to have too much dependencies on other mods but it would be awesome if you had female slaves they start out normal and then their body changes based on what they are doing.

 

Like breast increase if they are milkslaves and a tougher body for slaves working in the mines. for example http://skyrim.nexusmods.com/mods/13377 or http://skyrim.nexusmods.com/mods/16731 for the physical labour slaves

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