sbseed Posted March 24, 2012 Posted March 24, 2012 just add an aside for prostitution addon... would be a different mod tho besides with the resources.esm im trying to work on i plan on adding NPC's and NPC spawners throughout along with the extra creatures etc.... thats the idea whether i can ever actually implement it or not remains to be seen lol... if you want to help with that as well i wont say no, also plan on including resources for prostitution plus the added creatures that doc has been planning on the wiki's attached to the SG.
DocClox Posted March 24, 2012 Author Posted March 24, 2012 Just a quick note - deep in coding at the moment. I think I can get around the slave limit in actual fact. Two ways to do this 1: I can give every slave a persistent spell effect. We'll make it a custom one tht doesn't do anything much, but which does have a script attached. The script will let us react to actor events, and also store data about slave status. So we can keep track of how enslaved any number of NPCs might be. 2: The player is going to have a finite number of slots for slaves he can personally control, which is probably going to start out low and rise to 20 or 25 or so as he progresses. These will be alias slots in his personal SSG quest and we can add packages to the aliases and override AI in that way 3: Locations will also have a number of slots. So Breezehome might be suitable to park maybe three slaves. Probably again with upgrade options. Secunda's watch should be able to handle 20 or more with all upgrades and a full roster of slavers. 4: There will also be a number overflow slots in each case. So if you go over the limit, your slave still acts as a slave, but there's a timer ticking. At some point she's going to run away because there aren't the facilities to properly control her. 5: Point 4 can be combined with slave states, perhaps, so that undermanaged slaves start to slide toward the "free" end of the diagram. It might also be good to silently shuffle slaves around, so if you add a well trained slave to a base that's at full capacity, the well trained one gets a permanent slot and the rebellious one starts eyeing the exits and calculating... tl;dnr: there's going to be a finite number, but it will be large, and because of the way slaves will be managed, you probably won't find the limits to be immersion breaking. Also: So much for "quick"
delurker Posted March 24, 2012 Posted March 24, 2012 interesting ideas... not sure about the illia questline bit as connecting to the slavers guild' date=' its possible but (if i am correct) you have to inject that as a overwrite of the original questline unless planning on adding it as an addition to the original questline, even then you would have to find a way to trigger it as a random event say 50/50 chance or make the new questline separate from the original and have a 3rd party 'sabotage' the chair. [/quote'] I don't mean the Illia questline specifically, just something like that. Where a really powerful PC character that can't be beaten in combat can still fall prey to the Guild. Happy to hear it's in the plan. Having situations where the PC could be tricked into a situation that gets them captured - either through betrayal or cunning craftiness by someone who wouldn't otherwise be able to capture them - would be huge.
sbseed Posted March 24, 2012 Posted March 24, 2012 Just a quick note - deep in coding at the moment. I think I can get around the slave limit in actual fact. Two ways to do this 1: I can give every slave a persistent spell effect. We'll make it a custom one tht doesn't do anything much' date=' but which does have a script attached. The script will let us react to actor events, and also store data about slave status. So we can keep track of how enslaved any number of NPCs might be. 2: The player is going to have a finite number of slots for slaves he can personally control, which is probably going to start out low and rise to 20 or 25 or so as he progresses. These will be alias slots in his personal SSG quest and we can add packages to the aliases and override AI in that way 3: Locations will also have a number of slots. So Breezehome might be suitable to park maybe three slaves. Probably again with upgrade options. Secunda's watch should be able to handle 20 or more with all upgrades and a full roster of slavers. 4: There will also be a number overflow slots in each case. So if you go over the limit, your slave still acts as a slave, but there's a timer ticking. At some point she's going to run away because there aren't the facilities to properly control her. 5: Point 4 can be combined with slave states, perhaps, so that undermanaged slaves start to slide toward the "free" end of the diagram. It might also be good to silently shuffle slaves around, so if you add a well trained slave to a base that's at full capacity, the well trained one gets a permanent slot and the rebellious one starts eyeing the exits and calculating... tl;dnr: there's going to be a finite number, but it will be large, and because of the way slaves will be managed, you probably won't find the limits to be immersion breaking. Also: So much for "quick" [/quote'] lmao, you could instead of having 20-25 slaves (alot to 'control' at the same time) you could have say up to 5 slaves (trained and 'know' there place etc.) that can be told to oversee extra slaves/finding/catching/etc. this would allow smaller slave slot count for the pc while still having a seeming higher slave training/transfer/etc. count overall. i plan on adding addition resources into the resource mod for homes to be expanded (adding square footage) including crafting stuff... at least listed so that callouts from this and other mods dont overlap and cause ctd and conflicts. just need specifics on what is going to be added and how it is planned to work with vanilla homes(this will hopefully allow for adjustments to control conflict etc.). @delurker: i believe i mentioned that, through dialog triggers... plus other.
gray2p Posted March 24, 2012 Posted March 24, 2012 Slave management could also be help by the posted guards. The PC could tell one or more of the guards that has time off to manage one or more slaves. Kinda like overseers. This would take off some of the work of managing a large number of slaves.
sbseed Posted March 24, 2012 Posted March 24, 2012 hmm... in that case i would add a 'higher a guard' for the house or guild etc. brings up some interesting options, could also have the house carls have options for watching the slaves and some slave management as well. hmm... higher a guard could be a new mod in the sexrim suite lol
ThatOneFurryInEveryFandom Posted March 24, 2012 Posted March 24, 2012 In case it hasn't been looked at, Project Legacy on the Nexus is going to have a major impact on all mods for people that get it. I'd suggest seeing how you can use it to your advantage.
drjamf Posted March 24, 2012 Posted March 24, 2012 Will there be "background slaves?" Slaves that you don't capture but every now and then pop in and out of the base with some slaver NPC overseeing her.
sbseed Posted March 24, 2012 Posted March 24, 2012 Will there be "background slaves?" Slaves that you don't capture but every now and then pop in and out of the base with some slaver NPC overseeing her. short answer is most likely... ill let doc give you any details on that.
DocClox Posted March 25, 2012 Author Posted March 25, 2012 lmao' date=' you could instead of having 20-25 slaves (alot to 'control' at the same time) you could have say up to 5 slaves (trained and 'know' there place etc.) that can be told to oversee extra slaves/finding/catching/etc. this would allow smaller slave slot count for the pc while still having a seeming higher slave training/transfer/etc. count overall. [/quote'] Yeah, the 25 is more the ones you can hold on your personal authority, rather than following you around all the time. It just really means you can park slaves somewhere without having special provision for it and they'll stay put. Well, modified by training, anyway. The number probably is a bit high, although it would take quite a lot of work to get there. On the other hand, the original plan was for no limit at all. We'll see how it works out i plan on adding addition resources into the resource mod for homes to be expanded Speaking of which' date=' I still owe you some code. I started on that last week, then decided I was approaching the problem all wrong and never got back to it. I'll give it another shot tomorrow or tuesday. Slave management could also be help by the posted guards. The PC could tell one or more of the guards that has time off to manage one or more slaves. Kinda like overseers. This would take off some of the work of managing a large number of slaves. Yeah, that'd be factored in to the total. Incidentally, I didn't get a chance to say it yesterday, but if you're serious about doing the malesub parts, then welcome to the team. Set yourself up with an account on the wiki and drop by #skyrim_slavers sometime. Will there be "background slaves?" Slaves that you don't capture but every now and then pop in and out of the base with some slaver NPC overseeing her. Pretty much. There are a couple of long-term NPC slaves already. The occasional visitor is a nice idea though. Did you have anything specific in mind? It sounds like you had a specific idea there
Mordhaus Posted March 25, 2012 Posted March 25, 2012 DocClox, I would just like to say that this mod is my most anticipated mod, hands down. I have a couple saves I'm working on in setup for when this comes out. If I had anything more than my creativity I could contribute to the project, such as skills I could apply towards it's completion, I would be very pleased to offer those services. Enough people have been offering their creative suggestions that I have just been sitting back, patiently lurking, until now, lol. If you find yourself wishing for someone fresh to bounce ideas off of, message me on here and we can chat on skype or ventrillo (I have my own server). Until then I will continue patiently lurking with great anticipation, lol.
sbseed Posted March 25, 2012 Posted March 25, 2012 DocClox' date=' I would just like to say that this mod is my most anticipated mod, hands down. I have a couple saves I'm working on in setup for when this comes out. If I had anything more than my creativity I could contribute to the project, such as skills I could apply towards it's completion, I would be very pleased to offer those services. Enough people have been offering their creative suggestions that I have just been sitting back, patiently lurking, until now, lol. If you find yourself wishing for someone fresh to bounce ideas off of, message me on here and we can chat on skype or ventrillo (I have my own server). Until then I will continue patiently lurking with great anticipation, lol. [/quote'] HAHAHA.... lurking, your such a voyeur lol @docclox: i was waiting patiently not like i can do much but put into a temporary esm file format currently
gray2p Posted March 25, 2012 Posted March 25, 2012 Careful Doc I'm get a major skalker vide. Not in a bad way lol. Anyway Doc I signed up for the wiki my user name is Gray2p.
00ptic Posted March 25, 2012 Posted March 25, 2012 Will there be "background slaves?" Slaves that you don't capture but every now and then pop in and out of the base with some slaver NPC overseeing her. Pretty much. There are a couple of long-term NPC slaves already. The occasional visitor is a nice idea though. Did you have anything specific in mind? It sounds like you had a specific idea there I personally was hoping to occasionally see average NPCs (such as the ones in Whiterun), prominent citizens (such as Maven Black-Briar) and maybe even some Jarls with slaves of their own (both generic and ones that you may remember training personally). Of course this would be after you have succeeded in legitimizing the guild along with the institution of slavery. It would be very difficult for those pesky vigilantes to continue impeding you when even the Jarls support it. Or this could be some form of intense setting of the DTSG path, where it's a 90° uphill battle. I'd rather be a slaver in this case though.
Mordhaus Posted March 25, 2012 Posted March 25, 2012 Okay, you figured me out. So Imma voyeur. Stalker was a little harsh though, damn. lol,
drjamf Posted March 25, 2012 Posted March 25, 2012 Will there be "background slaves?" Slaves that you don't capture but every now and then pop in and out of the base with some slaver NPC overseeing her. Pretty much. There are a couple of long-term NPC slaves already. The occasional visitor is a nice idea though. Did you have anything specific in mind? It sounds like you had a specific idea there I didn't have anything specific in mind. I was just hoping that there would be other people in the guild doing their job to capture slaves. That way, you aren't left wondering how the guild is staying a float if you aren't capturing any for them. This is a slavers guild and not "Ramirez, go capture the slaves." I wasn't thinking of anyone in particular as slaves, just generic ones used to add atmosphere. It could also be used as an indicator of how legitimate or prosperous your guild is without having someone tell you "The Guild has a reputation of 46%"
00ptic Posted March 25, 2012 Posted March 25, 2012 Will there be "background slaves?" Slaves that you don't capture but every now and then pop in and out of the base with some slaver NPC overseeing her. Pretty much. There are a couple of long-term NPC slaves already. The occasional visitor is a nice idea though. Did you have anything specific in mind? It sounds like you had a specific idea there I didn't have anything specific in mind. I was just hoping that there would be other people in the guild doing their job to capture slaves. That way' date=' you aren't left wondering how the guild is staying a float if you aren't capturing any for them. This is a slavers guild and not "Ramirez, go capture the slaves." I wasn't thinking of anyone in particular as slaves, just generic ones used to add atmosphere. It could also be used as an indicator of how legitimate or prosperous your guild is without having someone tell you "The Guild has a reputation of 46%" [/quote'] LOL At one point it did occur to me that we would want to keep it from being something like the Theives' guild and other vanilla guilds, where it seemed like you were the only one doing anything, ever.
sbseed Posted March 25, 2012 Posted March 25, 2012 I personally was hoping to occasionally see average NPCs (such as the ones in Whiterun)' date=' prominent citizens (such as Maven Black-Briar) and maybe even some Jarls with slaves of their own (both generic and ones that you may remember training personally). Of course this would be after you have succeeded in legitimizing the guild along with the institution of slavery. It would be very difficult for those pesky vigilantes to continue impeding you when even the Jarls support it. Or this could be some form of intense setting of the DTSG path, where it's a 90° uphill battle. I'd rather be a slaver in this case though. [/quote'] NPC's (such as jarls) will/should have upgraded AI's to purchase (or will already have) slaves... should be 1-2 slaves, slaves handled by the jarls stuard's or whatever they are called (the ones who do everything for the jarls anyways). plans to upgrade AI's for NPC's plus path-finding... including added object use (dildo's, shackles, shovels, storage/containers, mannequins, and probably some more i cant think of right now). part of that will be dependent on what kind of AI additions doc makes and how over-all scripting goes etc. (working on a teporary setup to try to continue work as much as i can, still limited most because of space now -.-).
deadmetal Posted March 25, 2012 Posted March 25, 2012 Hey quick question, say I was wandering around with a female companion like lydia and hypothetically got into a fight with a group of bandits, being the coward I am once I realise the odds are against me I decide to run the fuck away. Typically an AI like Lydia will continue to fight but obviously would be knocked into the bleedout anim. In this scenario would my follower be potentially enslaved etc while i remain free? or would followers only become enslaved when ordered to stand down?
sbseed Posted March 25, 2012 Posted March 25, 2012 Hey quick question' date=' say I was wandering around with a female companion like lydia and hypothetically got into a fight with a group of bandits, being the coward I am once I realise the odds are against me I decide to run the fuck away. Typically an AI like Lydia will continue to fight but obviously would be knocked into the bleedout anim. In this scenario would my follower be potentially enslaved etc while i remain free? or would followers only become enslaved when ordered to stand down? [/quote'] damn good question... i plan on changing that AI behavior as far as true followers like lydia go. i would like to make the AI more dynamic but with scripting there is only so much that can be done (specially with the GameBryo engine)... i plan to have them fallow the PC if they flee a fight... that said it could still be possible for the follower to be enslaved. whether doc plans to do anything like that with true followers i have no idea, so ill let him talk about that side of things.
sbseed Posted March 25, 2012 Posted March 25, 2012 hey doc, found a trap mod that might help you with setting up some of your own for the SG. http://skyrim.nexusmods.com/downloads/file.php?id=9463
deadmetal Posted March 25, 2012 Posted March 25, 2012 damn good question... i plan on changing that AI behavior as far as true followers like lydia go. i would like to make the AI more dynamic but with scripting there is only so much that can be done (specially with the GameBryo engine)... i plan to have them fallow the PC if they flee a fight... that said it could still be possible for the follower to be enslaved. whether doc plans to do anything like that with true followers i have no idea' date=' so ill let him talk about that side of things. [/quote'] Ah ok thanks for the response, i figured it might be more complicated to script at least at this very early stage of the mod, i think being able to tell followers to stand down should suffice in itself but its an idea for the future at least
Dark_Lord_ Posted March 25, 2012 Posted March 25, 2012 I have created a word document about embarrassing situations a (male) chaste heroic DTSG Dragonborn might encounter. If it looks alright to you, I will turn it into a Wiki page. Since I am not a big modder, I don't know how much of it can be realized. EDIT: How do you add attachments?
eggo167 Posted March 25, 2012 Posted March 25, 2012 http://skyrim.nexusmods.com/downloads/file.php?id=6745 This May Be Just The Thing For The Master Gem-Slave Ring Thing.
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