BunnyBanger Posted April 25, 2012 Posted April 25, 2012 I just heard about this recently. I looked around on the wiki page too but i have a question. There was a release date for a part one of this mod. Was it released? Where can i get it? Where will this mod be hosted, on the wiki?
Yikorzel Posted April 25, 2012 Posted April 25, 2012 The Kahjit Caravans would be a great resource for Moonsugar. But maybe a refinery for the Moonsugar into Skooma, ran by the Argonians, could be an addition to the supply chain. Also allows another possibility for a quest to enhance or destroy the supply chain.
DocClox Posted April 25, 2012 Author Posted April 25, 2012 If it was for slave-use only' date=' I think it would be as simple as adjusting whatever values influence pliability. For the PC (as a free man/woman) and other non-slave NPCs, we'd need our own custom effects, unless someone randomly decides to have a skooma and alcohol revamp (which honestly isn't unfeasible). It would be odd to add this feature, but have the drugs do [i']nothing[/i]. Agreed. The actual effects for casual use are fairly well documented. Admittedly we don't have the stats it should affect any more, but it gives an idea of what we should boost and penalise. The addiction effects aren't so well defined, but we can use progressive debufs to simulate withdrawal, much like the addiction quest in SI. It might be cool to mess around with the display as well. See if we can desaturate and maybe fade the display to simulate how bleak and washed out life seems without the drug. oh' date=' and a reminder to doc to update the script on the sresource.esm wiki page [/quote'] OK, I'll try and do that tomorrow night. Feel free to give me a prod on IRC if I forget. Skooma is an alcoholic narcotic' date=' and its users pass through bouts of euphoria followed by protracted lethargy. If improperly prepared the Skooma user will experience loss of voice, minor fits, and possibly even death. [/quote'] Which raises the interesting possibility that a properly improperly prepared brew might result in lasting loss of Voice. Interesting. We could have fun with that. Some alchemists (maybe only in Skyrim) seem to know a even better recipe to produce high quality Skooma crafted from Mammoth Tusk Powder' date=' Frost Mirriam, and Moonsugar. [/quote'] On the other hand there are apparently frequent grumbles about how the skooma you can get in skyrim is very weak compared to in the other provinces. Possibly because it's nothing more than a stamina potion in Skyrim. So there is the possibility that even the double distilled stuff is basically rubbish. And if the player wants skooma as a control mechanism, he'll need to find a source for the Good Stuff... Last... I want to express my gratitude to all of the SSG-team to make my fantasies about a better Skyrim come true Hey' date=' my pleasure There was a release date for a part one of this mod. Was it released? Where can i get it? Where will this mod be hosted, on the wiki? I can't remember who said it, but: "I love deadlines. I love the sound they make as they go whooshing by". No release as yet, but I'm hoping for a very basic one this weekend or the one after, depending on how co-operative the sex setup is. The first release will be pretty naff, but we should get some rapid followups thereafter, and hopefully quickly converge on something resembling the SSG people are waiting for. Offer void where disrupted by nuclear holocaust, rays from space or Real Life. Announcements will be here and on the wiki.
Yikorzel Posted April 25, 2012 Posted April 25, 2012 On the other hand there are apparently frequent grumbles about how the skooma you can get in skyrim is very weak compared to in the other provinces. Possibly because it's nothing more than a stamina potion in Skyrim. So there is the possibility that even the double distilled stuff is basically rubbish. And if the player wants skooma as a control mechanism, he'll need to find a source for the Good Stuff... Perfect, a lab (cave) full of alchemist tables with naked female slaves refining Skooma. Steal the idea from the Colombian Cocaine Cartels! Just gotta be careful you don't piss off the wrong people!
00ptic Posted April 25, 2012 Posted April 25, 2012 If it was for slave-use only' date=' I think it would be as simple as adjusting whatever values influence pliability. For the PC (as a free man/woman) and other non-slave NPCs, we'd need our own custom effects, unless someone randomly decides to have a skooma and alcohol revamp (which honestly isn't unfeasible). It would be odd to add this feature, but have the drugs do [i']nothing[/i]. Agreed. The actual effects for casual use are fairly well documented. Admittedly we don't have the stats it should affect any more, but it gives an idea of what we should boost and penalise. The addiction effects aren't so well defined, but we can use progressive debufs to simulate withdrawal, much like the addiction quest in SI. It might be cool to mess around with the display as well. See if we can desaturate and maybe fade the display to simulate how bleak and washed out life seems without the drug. That sounds pretty cool. Presumably one of the many toggleable options. Skooma is an alcoholic narcotic' date=' and its users pass through bouts of euphoria followed by protracted lethargy. If improperly prepared the Skooma user will experience loss of voice, minor fits, and possibly even death. [/quote'] Which raises the interesting possibility that a properly improperly prepared brew might result in lasting loss of Voice. Interesting. We could have fun with that. That is an incredibly sneaky way to temporarily "disarm" the dragonborn of one of his most problematic (to slavers, at least) weapons. Offer void where disrupted by nuclear holocaust' date=' rays from space or Real Life. Announcements will be here and on the wiki. [/quote'] I'm wagering on the rays from space. - Slaver throws Target in a sack. Slave caught! Gotcha! SLAVE was caught! Give a nickname to SLAVE? [ No] < [Yes]
greenquesadilla Posted April 26, 2012 Posted April 26, 2012 Gotcha! SLAVE was caught! Give a nickname to SLAVE? [ No] < [Yes] what happens if SLAVE evolves?
00ptic Posted April 26, 2012 Posted April 26, 2012 Gotcha! SLAVE was caught! Give a nickname to SLAVE? [ No] < [Yes] what happens if SLAVE evolves? You're forced to press B every time your slaves try to evolve. Trust me, you do NOT want them evolving.
You Posted April 26, 2012 Posted April 26, 2012 OK, I've asked about how many slaves is it possible to have. But how many people (Woman) is it possible to take as a slave. All of them? I don't mean at once but is every one slave-able?
DocClox Posted April 26, 2012 Author Posted April 26, 2012 Perfect' date=' a lab (cave) full of alchemist tables with naked female slaves refining Skooma. Steal the idea from the Colombian Cocaine Cartels! Just gotta be careful you don't piss off the wrong people! [/quote'] And you have an obvious commodity to trade with them as well. Could well work - Slaver's objective is to capture Target without violence or witnesses. - Target trusts Slaver enough to sample skooma AND follow him afterward. - The skooma kicks in after Slaver and Target are away from potential witnesses. - Slaver throws Target in a sack. Slave caught! This is all basically 100% conjecture' date=' as I don't really know how complicated such a dynamic would be to implement... or if it's even feasible. I'm just sort of throwing out ideas, in the hopes that I'll be of assistance somewhat. Here's the article in question: Click Me Nice ideas. Thanks. That is an incredibly sneaky way to temporarily "disarm" the dragonborn of one of his most problematic (to slavers' date=' at least) weapons. [/quote'] Indeed There's fun to be had with skooma alchemy, it seems OK' date=' I've asked about how many slaves is it possible to have. But how many people (Woman) is it possible to take as a slave. All of them? I don't mean at once but is every one slave-able? [/quote'] Yeah, if possible. Although I am intending to protect some of the more powerful ones until the final guild arc when I have special plans for them. Apart from that, and the fact that you might break quests if you enslave the wrong vanilla NPC, the sky is the limit
You Posted April 26, 2012 Posted April 26, 2012 OK' date=' I've asked about how many slaves is it possible to have. But how many people (Woman) is it possible to take as a slave. All of them? I don't mean at once but is every one slave-able? [/quote'] Yeah, if possible. Although I am intending to protect some of the more powerful ones until the final guild arc when I have special plans for them. Apart from that, and the fact that you might break quests if you enslave the wrong vanilla NPC, the sky is the limit NICE!! So all of those NPC's we thought look nice and sexy but we couldn't do anything about it. We can bang and enslave them now. Awesome!
itt1968 Posted April 26, 2012 Posted April 26, 2012 I see a new Vampi in my near future.... Great work guys... AND may I add once again that UNP would be the best body for this particular mod... sorry, had to go there. ;P
Yikorzel Posted April 26, 2012 Posted April 26, 2012 I happen to like UNP myself, and is seems Caliente is implementing more of her stuff to work with both. I'm not saying there has to be only one body mod, but there has to be standard to work with. I think in time all these mods will become inter-changable without dire consequences. Let's see where it goes.
00ptic Posted April 27, 2012 Posted April 27, 2012 I used to use UNP myself, but I am now drawn to CBBE because it is curvier. I think the UNP textures are still a little better though. Edit: Yeah' date=' if possible. Although I am intending to protect some of the more powerful ones until the final guild arc when I have special plans for them. Apart from that, and the fact that you might break quests if you enslave the wrong vanilla NPC, the sky is the limit [/quote'] Oh an I had been thinking about that. Perhaps after you get them to see things your way, you can receive quests from them as usual...or as close to usual as you can get. Maybe you can still get directives from Astrid even while she's in your holding pen...But then.. (Actual spoiler so don't read if you haven't played the dark brotherhood questline) If they came to kill her at the old guild headquarters, she couldn't be found there and you wouldn't be able to perform the black sacrament on her. I guess that's one person you don't want to enslave.
sheogroth Posted April 27, 2012 Posted April 27, 2012 im curious how will level play in this? (this may have been answered but after following this for 157pages and more in the future you tend to lose information) max level in game is a soft cap of 81.5 (my chars 2853 using console codes to reset skills to default and add mod 100 onto the skills) would a high level have the same chance of being enslaved as a low level or would the difference in level mean something?
Princessity Posted April 27, 2012 Posted April 27, 2012 Personally I think level (itself) should play no role. You can reach millionth level or so (rough approximation ^^) just from smithing in like a couple hours in vanilla game so that's not a very good indication of character's powerfulness. Skills and the player's (not only the character's!) ability to use them oughtto be a lot more important.
sbseed Posted April 27, 2012 Posted April 27, 2012 Personally I think level (itself) should play no role. You can reach millionth level or so (rough approximation ^^) just from smithing in like a couple hours in vanilla game so that's not a very good indication of character's powerfulness. Skills and the player's (not only the character's!) ability to use them oughtto be a lot more important. i completely agree.
Daguy Posted April 27, 2012 Posted April 27, 2012 Well, effectively (and wonderfully) TES restricts itself to fantasy where for the most part the heroes are never sword or arrow proof in of themselves. Sure, you might be able to Fus Roh Dah an entire group in front of you off their feet... but a single arrow to the knee or sword to the throat is just as effective as on anyone else.
sbseed Posted April 27, 2012 Posted April 27, 2012 LMAO!... actually in a lot of cases "fus ro dah" (and of course the CD time on shouts -.-) doesnt even work.... and if you get mobbed you find out just how worthless your armor really is. holy armor, at least thats whats been handed out in vanilla for me (including the dragon/deadric armors) and most of your defense is 'natural' yay for tough hides on humans (wait what?!).
DocClox Posted April 27, 2012 Author Posted April 27, 2012 NICE!! So all of those NPC's we thought look nice and sexy but we couldn't do anything about it. We can bang and enslave them now. Awesome! Well' date=' soon anyway (I played through the entire game with my first char thinking "you wouldn't be saying that to me if I had a decent slaver mod...") I see a new Vampi in my near future.... Great work guys... AND may I add once again that UNP would be the best body for this particular mod... sorry, had to go there. ;P Duly noted I happen to like UNP myself' date=' and is seems Caliente is implementing more of her stuff to work with both. I'm not saying there has to be only one body mod, but there has to be standard to work with. I think in time all these mods will become inter-changable without dire consequences. Let's see where it goes. [/quote'] I'm hoping for some sort of convergence on body mods myself. in a great many ways, I'd sooner use UNP or Calyps' Blessed Body myself. But it was the right decision at the time. Oh an I had been thinking about that. Perhaps after you get them to see things your way' date=' you can receive quests from them as usual...or as close to usual as you can get. Maybe you can still get directives from Astrid even while she's in your holding pen...But then.. [/quote'] Yeah. I was vaguely planning to use the "speak freely" convention from Oblivion and FO3 which gives you a route back to the pre-slavery topic for the character. Assuming I can make that work, anyway. (Actual spoiler so don't read if you haven't played the dark brotherhood questline) ... but as you point out' date=' it's still going to be possible to break quests. And on the whole I'm OK with that. Power tools are dangerous im curious how will level play in this? (this may have been answered but after following this for 157pages and more in the future you tend to lose information) max level in game is a soft cap of 81.5 (my chars 2853 using console codes to reset skills to default and add mod 100 onto the skills) would a high level have the same chance of being enslaved as a low level or would the difference in level mean something? Well, as regards capture you'll only be at risk if you would have died. So the levelling effect means that at higher levels you'll be less likely to be captured, just as at level 70 you're less likely to die from random bandits. Equally, you should never get so tough that defeat isn't a possible outcome, so getting sloppy will still be a bad idea. As regards training and breaking, I was going to ignore level entirely for that. There will be relevant skills in due course though, so they will have a bearing. I might need to do some minor levelling of skills, thinking about it, just so that experienced slavegirls can't laugh at the slavers' puny attempts at training. And to keep the process interesting for slaver players as well. I'll probably base that on quest milestones and mod specific skills though rather than overall level. Personally I think level (itself) should play no role. You can reach millionth level or so (rough approximation ^^) just from smithing in like a couple hours in vanilla game so that's not a very good indication of character's powerfulness. Skills and the player's (not only the character's!) ability to use them oughtto be a lot more important. i completely agree. So do I. Skills rather than experience level. Well' date=' effectively (and wonderfully) TES restricts itself to fantasy where for the most part the heroes are never sword or arrow proof in of themselves. Sure, you might be able to Fus Roh Dah an entire group in front of you off their feet... but a single arrow to the knee or sword to the throat is just as effective as on anyone else. [/quote'] Has anyone made an "arrow to the knee" archery perk yet? I could see applications for it
00ptic Posted April 27, 2012 Posted April 27, 2012 Has anyone made an "arrow to the knee" archery perk yet? I could see applications for it I think we're still sorting out how to make specific body parts targetable. I think headshots against unarmored opponents should be fatal, but even if only kneeshots were added, I would be content.
DocClox Posted April 27, 2012 Author Posted April 27, 2012 You could do it as a knee only effect: invoke the power and the next arrow that hits will make its target fall over and add a medium duration penalty to movement speed. Not as much fun as a VATS effect, but useful for all that
TheSmithsDog Posted April 27, 2012 Posted April 27, 2012 You could do it as a knee only effect: invoke the power and the next arrow that hits will make its target fall over and add a medium duration penalty to movement speed. Not as much fun as a VATS effect' date=' but useful for all that [/quote'] A power that lets the next arrow put and keep the target in bleedout crawling around waiting for it's victimisation? Sounds cool.
sbseed Posted April 27, 2012 Posted April 27, 2012 in order to do something like that we would need to setup some kind of bodypart recognition system, for when a specific body part is hit... then on top of that we would need to calculate damage without armor and with armor, and what if any effects it might have (with with anims and 'conditions' or bleed effects to add). not overly complicated but since it seems they removed the vats system entirely from the CK very time consuming... and difficult because of hardcoding within the engine. would be sweet to implement though.
TheSmithsDog Posted April 27, 2012 Posted April 27, 2012 in order to do something like that we would need to setup some kind of bodypart recognition system' date=' for when a specific body part is hit... then on top of that we would need to calculate damage without armor and with armor, and what if any effects it might have (with with anims and 'conditions' or bleed effects to add). not overly complicated but since it seems they removed the vats system entirely from the CK very time consuming... and difficult because of hardcoding within the engine. would be sweet to implement though. [/quote'] Invoking a power would sidestep that though. No body part collision needed. The power aims it as a kneeshot and applies the effect. Not as neat as actually having to hit someone in the knee but the power would supply the intention and you never miss unless you add a %chance to the power;) Would still be cool to have them crawling around. edit: Something like a "Crippling Shot" power..
DocClox Posted April 27, 2012 Author Posted April 27, 2012 Or you could say that the next successful shot during the power's duration would have the crippling effect, and the bleedout state would be maintained until the power wore off, at which point they'd recover naturally
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