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[WIP] Skyrim Slavers Guild


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Posted

So I'm going to assume that the people here is all perverted and a sadist?

Pretty funny bro, its like Patrick Bateman in real life.

 

so if i understand it well' date=' now you can and this mod is still in development ?

[/quote']

Still is, probably take severeal months or a year. no biggie.

Posted

1 month ago i saw everythings was abandonned' date=' as you cant add animation to the game, and well, i quickly read the wiki 1st page, so if i understand it well, now you can and this mod is still in development ?

[/quote']

 

Now we can, and the mod is in active development :)

 

Look up FNIS on nexus if you're interested in the "how" part :)

 

Ok... I don't know if I got it right' date=' but something along this lines, maybe?

http://www.lucidchart.com/invitations/accept/4f5b34da-f9e0-4d6f-b977-21180a7c6148

[/quote']

 

I was thinking something a little simpler :)

 

8SZ0y.png

 

Basically, your slave starts out free, and greets you with "hello" in that state. If you enslave her, she moves to the raw slave state and her greeting changes to "You'll never break me". If you give her more pleasure than pain, she becomes more accepting, if not submissive, and if you give her more pain than pleasure she gets frigtened.

 

It's a very simplistic chart since it doesn't take account of slaves who are both broken and pampered, for isntance. Or rebellious, or in love/afflicted with stockholm syndrome. And there's no way to go from broken or pampered to broken as it stands: you'd have to get her back to the Raw state before she could make the transition.

 

But basically it's a way to map changes to a slave's relationship with her master. imagine each circle is the stage in a quest ... and bingo!

 

Incidentally, anyone who wants to have a go here is welcome to join in. The drawing tool used is inkscape. I'll post the svg file if anyone is interested. :)

 

[edit]

 

I think the post finally says what I wanted it to say initially.

Posted

1 month ago i saw everythings was abandonned' date=' as you cant add animation to the game, and well, i quickly read the wiki 1st page, so if i understand it well, now you can and this mod is still in development ?

[/quote']

 

Now we can, and the mod is in active development :)

 

Look up FNIS on nexus if you're interested in the "how" part :)

 

Ok... I don't know if I got it right' date=' but something along this lines, maybe?

http://www.lucidchart.com/invitations/accept/4f5b34da-f9e0-4d6f-b977-21180a7c6148

[/quote']

 

I was thinking something a little simpler :)

 

8SZ0y.png

 

 

 

Yep, I tend to be baroque. I was thinking on a deeper level of interaction, but you're right, making a super-interactive slave is not the scope of the mod.

 

However, there'd be no difference in how you treat a trained slave, according to this diagram. Kinda defeats the purpose of making state machines if at the end you always narrow it down to just the same state.

Posted

I've updated it a bit based on your chart. It's more complex (5 final states) but follows the same principle.

@Ikl, should be for NPCs. You choose your state as the player, slave or not.

Posted

Yep' date=' I tend to be baroque. I was thinking on a deeper level of interaction, but you're right, making a super-interactive slave is not the scope of the mod.

[/quote']

 

I don't mind super-interactive as long as I can see states, transitions and dialogue

 

However' date=' there'd be no difference in how you treat a trained slave, according to this diagram. Kinda defeats the purpose of making state machines if at the end you always narrow it down to just the same state.

[/quote']

 

Yeah, you're quite right. It's an example rather than a complete state machine. I knocked it up thinking I'd need an example, and then it seemed a shame to waste it :)

 

Curious about the chart.

Is that NPC or Player and NPC?

 

That would be for PC/Master and NPC/Slave.

 

If it was the other way around, we'd be charting how the Master's attitude to a PC slave changed according to how well she obeyed commands. Which isn't a bad idea, now you mention it, although some those could have a lot of inputs.

 

I was at a lecture a few years back about decomposed state machines (i think he called them) where you could unconnected states operating as singletons with inputs from nothing and outputs to same. I wish I could remember the details - the technique would be perfect for this problem.

 

Posted

That's a bit closer to what I had in mind. It's still more of a training schedule than it is a map of a woman's emotional state, though. And there's no accounting for what happens if you take a sex slave (say) and train her as a servant.

 

It all gets very complicated is the trouble.

Posted

That's a bit closer to what I had in mind. It's still more of a training schedule than it is a map of a woman's emotional state' date=' though. And there's no accounting for what happens if you take a sex slave (say) and train her as a servant.

 

It all gets very complicated is the trouble.

[/quote']

 

Another complexity layer could be done, but more than 2 trainings per slave gets too complicated. Although the current map, plus another layer would account for 27 states ((2^5)-5) which would be maybe a bit too much. So perhaps some states won't allow further training, like meatbag or bitch.

 

As for a woman's emotional state, well... we could implement a value that signifies how happy or pissed she is. Actions like sex or being nice to her rise it, and actions like being mean or abusing her decrease it. However, a masochist gets to feel good from pain, and a bitch gets a bonus if you are mean and abuse her.

We could even add a multiplier to how much actions modify the mood value based on the moons calendars (PMS).

 

I've edited the chart to add a diagram about it.

Posted

Yeah. I really don't know if it can be done without going way too complex.

 

I think really I was looking more for states like "frightened", "horny", "sad", "happy", with the things moving between states having specific lines of player dialog ... which isn't what I drew at all, now I think of it.

 

Funny how you need to talk these things through before the idea crystalises sometimes.

Posted

The only trouble I'm finding is that writing convincing and fitting dialog for all the possible interactions under every possible mood and then some is going to be a hassle. This should be well-thought and settled in stone before any developement on it happens (moods and states).

 

For horny/dry, scared/calm, etc... we could copy the second diagram and change "mood" for "horniness", or "scaredness". Sort of like a function, when a dialog or an action calls a modification on the corresponding values (I doubt a slave will be scared if you give her a flower, but she'll be happier and hornier. The same when threatening her with a sword (not accounting for knife-play fetishes), she'll be sadder and scared, but not hornier.)

Posted

For horny/dry' date=' scared/calm, etc... we could copy the second diagram and change "mood" for "horniness", or "scaredness". Sort of like a function, when a dialog or an action calls a modification on the corresponding values (I doubt a slave will be scared if you give her a flower, but she'll be happier and hornier. The same when threatening her with a sword (not accounting for knife-play fetishes), she'll be sadder and scared, but not hornier.)

[/quote']

 

Well, that's the thing, really. Look, forget about it for the time being and I'll have a bit more think about it; maybe try another diagram. It might be easier to do this with a package stack with "say" procedures and conditions for each node. That would get around some of the multi-dimensionality of the problem, but it's still a lot to spec.

 

Anyway, you're beginning to see why I found the prospect daunting, I hope :)

Posted

Indeed I'm seeing it! But it wouldn't be a problem worth tackling if not!

If you need my help with text or some brainstorming, just say it and I'll see what I can do.

Posted

Ok... who is making that new Vamp mod and how long before its complete... That sounds so awesome.

 

It's me, thank you! ^^ And I really, really wish I could tell you when it's going to be complete but even I don't know!

I can tell you when it's going to be available though! I'm planning late march: it's when I'm going to release "Phase One" (or I guess you can call it "playable alpha") containing the basic framework for later expansions (ageing, placeholder for power advancement, blood and hunger systems, sunlight effects: LOTS! of Excel work). After that's done I'll start advertising, looking for resources and adding other things. Once Phase 2 (alternative feeding ways, powers for npcs and other easy to implement extras) and Phase 3 (powers and perks) are available and working I'll call it "complete". Ought to be several months from now (at least that's me being realistic! I could make it faster but I'd have to forgo sleep, sanity and paid job so no thank you very much ^^)

Then I'll worry about compatibility patches and extra systems and whatnot (I'm toying with the idea of "masquerade" that measures how well hidden you are, how vampirism affects your public reputation (and how your public reputation can help you hide vampirism) and punishes you if you're not sensible enough. And I'd also would love to implement alternative and vampire friendly means of fast travel like what "Vampiric Hunger III" for Morrowind had!)

 

But that's a far far far future I'm trying not to think about yet: I'm dead serious about sticking to those priorities ^^

Posted

What exactly is a meatbag used for? Experimentation? Or just any generic thing you can use a living human for that doesn't require them to be aware?

 

The only things I can think of are experimentation, a non-resisting incubator for any creatures you might need to breed that way and possibly food. Or maybe you could use them to lure abolitionists into traps.

Posted

arent meat bags from FO3 and FNV?

bodybags are for dead people...

i suppose a meatbag could be full of humanoid anatomy...

sounds like necromancy, now where did i put the necronomicon?!... it was here somewhere.

or it could be used to hold cuts of beef and other animal meats... mmm, bbq

Posted

Ok... who is making that new Vamp mod and how long before its complete... That sounds so awesome.

 

It's me' date=' thank you! ^^ And I really, really wish I could tell you when it's going to be complete but even I don't know!

I can tell you when it's going to be available though! I'm planning late march: it's when I'm going to release "Phase One" (or I guess you can call it "playable alpha") containing the basic framework for later expansions (ageing, placeholder for power advancement, blood and hunger systems, sunlight effects: LOTS! of Excel work). After that's done I'll start advertising, looking for resources and adding other things. Once Phase 2 (alternative feeding ways, powers for npcs and other easy to implement extras) and Phase 3 (powers and perks) are available and working I'll call it "complete". Ought to be several months from now (at least that's me being realistic! I could make it faster but I'd have to forgo sleep, sanity and paid job so no thank you very much ^^)

Then I'll worry about compatibility patches and extra systems and whatnot (I'm toying with the idea of "masquerade" that measures how well hidden you are, how vampirism affects your public reputation (and how your public reputation can help you hide vampirism) and punishes you if you're not sensible enough. And I'd also would love to implement alternative and vampire friendly means of fast travel like what "Vampiric Hunger III" for Morrowind had!)

 

But that's a far far far future I'm trying not to think about yet: I'm dead serious about sticking to those priorities ^^

[/quote']

 

Yeah... I can deal with that. At the present time im using two vamp mods, one is a stand alone another a replacer together, the do massive sun damage to my pc (which is the way it should be) all in all im happy with them, I just want some more feeding animations and in depth story... I just think it would be kewl as hell to see my Vampy jump on a creatures back and rip out his jugular and feast as he hits the floor.lmao :))

Posted

arent meat bags from FO3 and FNV?

bodybags are for dead people...

i suppose a meatbag could be full of humanoid anatomy...

sounds like necromancy' date=' now where did i put the necronomicon?!... it was here somewhere.

or it could be used to hold cuts of beef and other animal meats... mmm, bbq

[/quote']

 

Umm....

 

Earlier someone posted a revised flowchart of possible outcomes for your slave, depending on how it was trained. The bottom-most result was a meatbag.

 

@itt1968

 

I just think it would be kewl as hell to see my Vampy jump on a creatures back and rip out his jugular and feast as he hits the floor.lmao Smile)

 

I agree.

Posted

ah, i c... well sorta.

sounds like a meat shield but for sex instead then... kind of a waste for those necros out there lol.

 

still, i dont believe i have heard that term used for something like this before.

Posted

The "meatbag" thing isn't something we're necessrily doing - that's just kicking ideas around about. Looking at the progression on jhondifool's diagram, I'm guessing it's intended to refer to a slave that has been so badly brutalised that they're now verging on catatonia.

 

I'm going to take another crack at this next week when I can't work on the CK. Right now I should be coding... :)

Posted

figured... not my idea of a good slave, useless at that point lol.

i suppose you could as some kind of quest regarding that...

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