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[WIP] Skyrim Slavers Guild


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Posted

Not sure Doc' date='but you may have an answer to your havok problems here

 

http://software.intel.com/en-us/forums/showthread.php?t=61515

 

http://www.seethroughskin.com/blog/?p=108

 

http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=12&t=2218

 

https://code.google.com/p/hkx-reader/issues/searchtips

[/quote']

 

Good stuff, but nothing that's going to help without me coding in C++. Which isn't out of the question, but I'm hoping for a readymade solution.

 

....

 

I suppose fore's FNIS spells would do the job, thinking about it...

Posted

Plus time spent writing tools in C++ is time not making the mod.

 

And also, I get enough of visual studio in my paying job without doing it weekends, too :)

Posted

i dislike that suite of programs... seems like all the new stuff is harder to work with, even tho its still a step up from writing code using borland or something in true C++ using the cmd console lol

 

i thought about becoming a programmer, i would never make it in that kind of environment.... ill stick to what i know about modding games and leading a team that is better at that sort of stuff than i am.

Posted

Just an idea that make me ask a totally dumb question or two Doc

 

Skyrim is havok powered with a layer of Bethesda sauce to link everything?

 

this version of Havok(and not the Bethesda layer)can only ready HKX for animation?

 

if the question two is ansvered by the negative,is it possible to create for Bethesda layer a "no running anim at the moment" message,as Havok is playing a different format and animations?

Posted

Skyrim is havok powered with a layer of Bethesda sauce to link everything?

 

Sounds about right.

 

this version of Havok(and not the Bethesda layer)can only ready HKX for animation?

 

Not sure. I seem to recall something about hkx being beth's tweaked format and havok proper using .hk files. But I could be mis-remembering. There's a decent discussion of the basics somewhere on the forum' date=' if I could just remember where.

 

if the question two is ansvered by the negative,is it possible to create for Bethesda layer a "no running anim at the moment" message,as Havok is playing a different format and animations?

 

No idea, I'm afraid. Animation is probably the area I know least about here.

Posted

Hey just saw an interesting mod on this thread http://www.loverslab.com/showthread.php?tid=5992 . Could possibly have some uses here for some of the plaant type sex situations.

 

 

I for one am hoping to see a playable 'Spriggan' race for Skyrim, at some point. Which, as far as your 'plant type situations' are concerned, seems like it would fit right in.

 

You should help spread the word about that. And also this excellent armor.

 

 

Posted

Hey just saw an interesting mod on this thread http://www.loverslab.com/showthread.php?tid=5992 . Could possibly have some uses here for some of the plaant type sex situations.

I for one am hoping to see a playable 'Spriggan' race for Skyrim' date=' at some point. Which, as far as your 'plant type situations' are concerned, seems like it would fit right in.

[/quote']

 

Oddly enough, I was just working on making the player rapeable/captureable and I was wondering what a spriggan might do in such situations. The image in my minds eye looked a lot like that.

 

Fun fun fun!

 

Posted

Game Mechanics - Rape And Capture

 

I thought I'd review the mechanism for rape, capture and enslavement now that I'm coming to do the coding for it.

 

The PC

 

The player character gets set to essential early on in the game. Doing this too early causes bad things to happen in Helgen so I'm probably going to make this happen when you first grab some equipment in Helgen.

 

When you get hit, I catch the event and see who was doing the hitting. If it's something like a dragon or a slaughterfish, or something impersonal like a fire trap, then I can cancel the essential status in OnDying and you'll die normally without ever realising you were immortal. If it's an NPC type then I get a chance to see what they want to do.

 

Options here (in rough order of occurence) are

 

  • Stripped: either through conversation, or (if there's multiple opponents) through force.
  • Bondage: You get hands tied, maybe legs hobbled too, possibly some other options.
  • Rape: obviously
  • Robbery: your opponents may help themselves to some, or all, of your equipment.
  • Slavery: depending on who, where and if I have scripting to support it.
  • Chased off: You get given a short time to flee. If you're still in the area when the timer wears off,
  • Death: The NPC dispatches the PC and you die anyway.

 

Combinations will be possible. So you could be stripped, robbed, raped and told to run off back to Whiterun (naked) for instance. Co-operating will make it a lot less likely that you'll be killed at the end, but no absolute guarantees :)

 

There's two differ mechanisms that can be used here. In one of them, it all happens by dialogue. So your opponent might say "yield or die", and you get the chance to spit defiance (and die) or to agree to yield. If you do that, you get told what to do, with instructions like "drop your weapons", "strip naked", "cross your wrists" and the ever popular "lie down and spread your legs".

 

At any point in the proceedings you can tell them to go to hell, but since you're likely disarmed, naked and possibly bound, it's more likely that you'll be the one soon to arrive in Sovngarde. Of course, if you can grab a weapon from a fallen foe, or a potion then you may have a chance to win free. However, once you enter bleedout or start to die, I'll turn off your essential status and won't re-enable it for a few minutes. So if you pull the trick once, the second time they'll just kill you. And so will anyone else apart from special encounters.

 

The other approach is just to use messages in the top left screen to say what's happening. This is probably most useful for creatures like Falmer who can't (or won't) talk to you. Speaking of Falmer, the odds on getting killed goes up a lot with some creatures. In fact the odds on each stage happening (and sometimes the order it happens in) is going to be enemy dependent. I think I'll use radiant quests based on keyword values to distinguish.

 

I'll probably make a lot of that apply to guys as well. Certainly getting robbed and sent scurrying back to town wearing nothing but your undies should be possible :)

 

NPCs

 

NPCs work more or less on the same basis. I can use quest aliases to hang scripts on all potential enemies in an area. I can also make them all essential (or protected) and allow the PC to activate opponents in bleedout state to trigger the slavery menu.

 

Most of the same options that the NPCs get are going to be open to the PC as well. I probably won't stop combat though, so you want to be as brief with your dealings as you can. Bind your victims (or maybe just intimidate them into staying put) and then deal with the other combatants. You can enjoy the fruits of victory once everyone is dead, bound or has submitted.

 

There's going to be some margin for error on the process that adds scripts. So you won't be able to rely on someone entering bleedout, and even if the script does attach, they decline to submit and just die. Experienced slavers will get items and spells to make this process run a little smoother, of course.

 

We could use a good way to adjudicate capture cases where the player can't communicate with the target. Or (more likely) where the target chooses death over dishonour. Brute force shouldn't always be effective. Maybe compare base health ratings in lieu of a strength stat. Of course, good speechcraft and intimidation bonuses can help make sure they do submit.

 

Followers

 

Player followers are going to be a problem. If they enter bleedout, I need the bad guys to give them the same options. You may find Lydia getting raped while you're still fighting for instance. Or just disarmed and bound.

 

If the player yields first, on the other hand, then we need an option to deal with the rampaging, protected follower. Can't just leave her since she'll eventually kill them all.

 

So I'm thinking to give the NPCs an option to tell the player to stand Lydia down. And you can either order her to submit (in which case she shares your fate) or else you can defy your captors and tell her to fight on or to wait for you at home.

 

We can also, maybe use Lydia and co when the PC is the captor. Maybe use the favour menu to command her to secure distant captives, or give a bonus on forced seizures.

 

Summing Up

 

OK... I think all of that is doable within the constraints of the CK and my understanding of it. It's a bit complicated, certainly, but should be worth it.

 

Comments, anyone?

 

Posted

Sounds like you've got your work cut out for you, Doc. But hell, once it all falls into place, that sounds like it's just about as good a system as anyone could hope for in this regard.

 

It looks like this thing is really starting to take shape now, which is exciting.

 

Here's hoping it goes off without a hitch!

Posted

I think it's perfectly acceptable. especially when a player or NPC on an equal blend in slavery / rape algorithms

 

I just think it would be useful to add a script "capture team-mate." It happens like this:

the player has helpers who walk with him around the world.

If the player captured and tied up, raped, etc. then the NPC helper waits a similar fate

Posted

Game Mechanics - Rape And Capture

 

Sounds great.

 

Just one question, all those options happen once your health is reduced to 0 right? Will there also be a possibility to submit earlier? It would also be nice to have bandits who already make those demands initially: if you accept without fighting you'll have a much higher chance to be released unharmed afterwards.

 

BTW I was thinking about what would happen if bandits took all of the PC's clothes and then released her, while above the frostline. To survive, she'd have to go back and beg them to take her with them (if that option exists).

Posted

then I can cancel the essential status in OnDying and you'll die normally without ever realising you were immortal

 

I'm no coder, but won't that affect the "God Mode" command somehow?

Posted

I think...

 

God Mode == Invulnerable: Takes no damage at all

 

Essential == Takes damage, but can't die

 

I might be able to do it all with OnDying as well. Catch the start of death and prevent it if the slayer (or one of the slayer's allies) is interested in getting up-close and hands-on.

 

And I can probably use another quest with aliases to work out who in the area might be interested in a bit of dragonborn tail as well. Gang bangs (at least in the sense of sequential 2-P rapes) should be doable without too many problems

Posted

I'll try and make it so the first thing the PC picks up, or the first item or spell equipped starts things off. That ought to be more or less bulletproof.

 

There an "add to player" category in the story manager that will try and fire an event for every item the player picks up. With the right conditions it will only fire the first time the PC grabs something.

Posted

mmmm.....how to said that...

 

Better do the whole robing optionnal/modular there or tell that the add will not mix with "the so called story" line of Skyrim at all I know it is logical

 

BUT

 

as in Oblivion and as in Fallout 3,that a thing tha really pissed me out,reason:you fight a lots to have said "1000 buck" and an average (maybe) elven sword with an average armor,play 15 minutes,get rapped again and again,and return to the starting equipement,a cheap leather armor (if you can),and an iron dagger!,jump on a thieve,if you survive,you will have maybe a little more equipement,for the buck dream on,a very rich thieve will have 15 gold maybe in skyrim?...you will keep that until the next rape,which will be soon there and with even fewer chance to defend yourself against...

 

in it that can screw the characters badly and prevent him to do any quest on the side

 

Skipped those kinds of modules for Oblivion and Fallout,after installing them,even at the lowest setting(okey not the "no rape one"),my characters ended with fully broken armors set,when they could keep it! weaponeless and dirt poor

 

 

Sure you can roam,half naked and try grabbing something to fight your way,tell that to the bears,an unarmed and naked characters of not that high level is quickly dead facing those kind of customer here

 

in the slaver quest it is different somewhat,but everyday "rapes" (excuse the everyday here)....well,it may became quickly bothersome and slaughter the playability of the game(Like :again "why do I bother?")

 

I do not said remove it,just make it optional

 

side note;the NPC following you like Lydia may be a problem, really,you fall down,and are asked,will she"logically" stop fighting,she is duty bound to protect you ,even against yourself and is not willing to be raped too...

Posted

There are a couple unarmored perk mods, and a magic mod that causes alteration perks to grant natural armor based on level of mastery.

 

With those mods, one need not really worry about that kind of thing.

 

Combined with scaling claw damage, I had a naked khajiit running around just generally being a badass nudist.

Posted

mmmm.....how to said that...

 

Better do the whole robing optionnal/modular there or tell that the add will not mix with "the so called story" line of Skyrim at all I know it is logical

 

BUT

 

as in Oblivion and as in Fallout 3' date='that a thing tha really pissed me out,reason:you fight a lots to have said "1000 buck" and an average (maybe) elven sword with an average armor,play 15 minutes,get rapped again and again,and return to the starting equipement,a cheap leather armor (if you can),and an iron dagger!,jump on a thieve,if you survive,you will have maybe a little more equipement,for the buck dream on,a very rich thieve will have 15 gold maybe in skyrim?...you will keep that until the next rape,which will be soon there and with even fewer chance to defend yourself against...

 

in it that can screw the characters badly and prevent him to do any quest on the side

 

Skipped those kinds of modules for Oblivion and Fallout,after installing them,even at the lowest setting(okey not the "no rape one"),my characters ended with fully broken armors set,when they could keep it! weaponeless and dirt poor

 

 

Sure you can roam,half naked and try grabbing something to fight your way,tell that to the bears,an unarmed and naked characters of not that high level is quickly dead facing those kind of customer here

 

in the slaver quest it is different somewhat,but everyday "rapes" (excuse the everyday here)....well,it may became quickly bothersome and slaughter the playability of the game(Like :again "why do I bother?")

 

I do not said remove it,just make it optional

 

side note;the NPC following you like Lydia may be a problem, really,you fall down,and are asked,will she"logically" stop fighting,she is duty bound to protect you ,even against yourself and is not willing to be raped too...

[/quote']

 

You could just use magic.

Posted

Not everyone is a wizard here,and honnestly,Low level magic suck badly,really badly

 

Skyrim is more about fighter with a very low IQ fighting boss after boss in the typical so called Console RPG Style...

 

yup,low level protection spell with a 60 seconds of durations,you will piss off the Raper you know? and when your 60 second are down,you will be to

 

Also not everyone is a khajit,and basically,a mage bare handed is not that good...

 

plus;thhey could also have wizard on their side...

 

 

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