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[WIP] Skyrim Slavers Guild


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Posted

So' date=' I'm ready to pro-test as soon as you want. Please give me something to do, I'm bored at work these days, nothing to do !

[/quote']

 

OK then. Try this :)

 

http://www.mediafire.com/download.php?vvs3j169duxcd0s

 

Pretty damn limited function set at the moment:

 

  • You get a "slaver aura" effect that makes females in the area essential.
  • If you beat them in combat, they should go into bleedout and stay there.
  • When they go into bleedout, you should be able to enslave them by talking to them
  • If you enslave them, they lose their clothes and follow you around. They get a follower style menu that currently does nothing.
  • Should be a limit of 8 slaves. If you try and add a new one, one of the existings ones should rebel. Or at least revert to her vanilla AI
  • That's (currently) it

 

It's a bit minimal compared to the planned grandure of the SSG, but I hope it will update fairly rapidly from here.

 

*** Warning: I have an initial report of targets just dying rather that submitting. I'd appreciate a few more data points

 

*** Update: Apparently there's some sort of SKSE issue. I have reports that it works as planned without SKSE and not with SKSE running. Which is odd since I'm not currently using SKSE in the mod at all.

 

I may need a downloads thread soon :)

 

I have got one question' date=' all the animations and scripts you are doing, are they working on the beast races (khajiit and argonians)? Because I know that some modders are leaving these races out, because they would cause alot of extra work (sorry if this question has already been answered, but I didn't find it in this thread).

[/quote']

 

The plan is to have them work on all races. I don't think there's been any argonian or kajiit specific testing as yet though. I definitely want it to work for all vanilla races.

 

i have a small question: how far are you guys in the mod? is there a date we can expect the mod to come out? (i'm really anxious for the mod :D)

 

Well' date=' the D/L above should go some way to answering that question :)

 

There's a hell of a lot to do. A good bit more done that shows in the d/l mind, but still a lot to do.

 

is there a ETA yet?

 

Not really, sorry. Life's a bit chaotic at the moment. That's the main reason I want to switch to a more incremental release model.

 

Pic was not anticlimactic for me' date=' just got me even more stoked for this mod. I always play as a female in any game that has female PCs, and I looking forward to a lot of fun trying to avoid falling prey to the guild, knowing it's not likely to be entirely possible to do so - especially given that there should be plenty of female guild members and hopefully, um...special activities to engage in with such guild members.

[/quote']

 

PC enslavement isn't in the current release, but should be easy to add now.

 

So since SKSE allows us to use hotkeys now have you guys "claimed" any default keys for SSG or the sex framework yet? Would you mind if I reserved "v" for myself?

 

Fine by me. We'll probably both need a re-mapper so we don't clash with other mods or custom user key configs' date=' but I'm not planning on

using "v" for anything.

 

In fact - quick straw poll: what key would people like for a general SSG interaction key?

 

Keep it up!

 

Thank you kind sir. I'll do my best :)

 

I know that the semi-popular block/parry for dual-wielding uses "v" by default (though I'd rather have it on middle mouse button if I knew how). It uses Script Dragon' date=' but uses that particular key in any case.

[/quote']

 

I don't think SKSE has any mouse button detection code, but it's worth thinking about. OK, you weren't talking about SSG, I know.

 

Aww there goes my perfect placement! ._.

 

Thank you for telling me though! I'd hate it to clash with anything useful. I guess that makes "c" my next choice. Is there anything using that key?

 

Go for "v" and have a config object. The old Oblivion standby of "close this dialog and then press your preferred key" and then test to see what key they have pressed down.

 

It'll be a lot easier once config file support hits SKSE though.

 

I always play as a male PC' date=' for once with this mod there is sex without being a female PC. Most of the sex mod are for female PC (Oblivion, FO3, NV). I hate playing as a female PC, being a victim, been raped, answer gay dialogues with male npc, have to choose from "fuck my mouth" or "fuck my ass", interaction only with male npc, etc...

[/quote']

 

Yeah. I like playing as a guy, too. I can enjoy having a female avatar, but I'll always prefer a guy.

 

Doc' date=' you could use that Horker Strapon mod. :) A bit more correct to lore, I think.

[/quote']

 

Yeah, I agree. I thought it was going into the resources mod, and I'd pick it up from there.

 

I need to do some work on that, too. Anyone know a good cloning service?

 

[edit]

 

As requested, I updated the progress report section on the wiki

 

http://skyrimslavers.wikia.com/wiki/Skyrim_Slavers_Guild_Wiki#Progress_Report

Posted

Aww there goes my perfect placement! ._.

 

Thank you for telling me though! I'd hate it to clash with anything useful. I guess that makes "c" my next choice. Is there anything using that key?

 

Go for "v" and have a config object. The old Oblivion standby of "close this dialog and then press your preferred key" and then test to see what key they have pressed down.

 

I tried to do that but I don't thinky it's possible yet (okay I can imagine a workaround involving either a few hundred conditionals or a biiiiig while loop but I'd rather not) Right now there's only "IsKeyPressed" (yes/no) but no "GetKeyPressed" ._. But I just figured out I can make the scancode a global variable and let the user set it to whatever they want using the console! It feels reeeeeally clumsy but I guess it will have to do until we get the missing input functions...

 

In other news I think I just did something no vampire mod has done before! I added a list of headwear that makes biting impossible and I can't wait to put all the SSG gags in it ^^

 

 

 

 

In fact - quick straw poll: what key would people like for a general SSG interaction key?
Ha ha I remember by the time I installed lovers my whole keyboard was already full of hotkeys from lots of other mods xD Thinky I eventually managed to squeeze it between Deadly Reflex and Unholy Darkness: either t or y. Not sure which but I know my finger still loves to sneak into those regions ^^ Or you could choose "g": it would be easy to remember as the "Guild" key ^^
Posted

Right now there's only "IsKeyPressed" (yes/no) but no "GetKeyPressed" ._. But I just figured out I can make the scancode a global variable and let the user set it to whatever they want using the console! It feels reeeeeally clumsy but I guess it will have to do until we get the missing input functions...

 

You're right' date=' and I knew that if I'd bothered to think about it a bit more clearly. I guess eleven hours sleep wasn't quite enough to top off the tank, after all :(

 

In other news I think I just did something no vampire mod has done before! I added a list of headwear that makes biting impossible and I can't wait to put all the SSG gags in it ^^

 

That sounds way cool :)

Posted

Ohh, the beginings of releases. A big day. =D

 

I think, of the subject of the Horker Tusk strapon, that files are still being passed around and edited. By the time its needed there will likely be the files there and waiting, from what I can see going on in my thread.

Posted

Or you could choose "g": it would be easy to remember as the "Guild" key

 

I second that motion if your planning on having script extender support, G is pretty easy to switch off the movement keys for as most games use it as the 'Grenade' key too,

----------------------------------

Heres a summery of some testing I have conducted so far although I am running it under SKSE.

 

-=Working functions=-

-All Races including Argonian's and Khajit go into bleedout state and are enslaveable.

-NPC's will follow player and will strip all clothing and armour (Cant confirm rings or necklaces as of yet).

-Essential and non-Essential NPC's can be enslaved.

 

-=Bug Reports=-

General:-

-Currently conversation context menu options are non-functional, Slaves will not wait or show their inventory and will only continue following you.

-NPC's keep their weapon after enslavement.

-Female NPC's have a noticable green outline possibly due to the Slaver spell.

-At random, possibly caused by loading a save or transitioning into a new area space, Slaving functions dont seem to initialize propperly, this can be fixed by using the wait function ingame. (I believe SKSE might be the cause of this issue if other people have had similar problems).

 

Followers:-

-Followers such as housecarls cannot be enslaved propperly, conversation options are only available via kill command. If defeated in the traditional way they become stuck in the bleedout animation with no conversation options.

 

Bandits/Forsworn/Mages:-

-Bandits will resume hostility and continue attacking PC after being stripped and enslaved.

-Sometimes Male NPC's also go into bleedout state and cannot be killed.

 

Guards:-

-After enslaving a guard they will continue to engage you in conversation constantly, this is probably due to the player character having a bounty. (-Paying your bounty fixes this problem.)

Posted

I tried this out last night and ran into some bugs. I went into a generic bandit cave to test and found that

 

1) Both male and female bandits were 'essential' and went into bleedout.

2) I had no dialog options and could not talk to anyone in bleedout.

Posted

I think' date=' of the subject of the Horker Tusk strapon, that files are still being passed around and edited. By the time its needed there will likely be the files there and waiting, from what I can see going on in my thread.

[/quote']

 

OK, cool. We do have a lot to do before we're really ready to use it.

 

We do have the "ghost dick" spell for females that has a sort of "bound strap-on" effect, so the ladies needn't be left out of proceedings :)

 

I second that motion if your planning on having script extender support' date=' G is pretty easy to switch off the movement keys for as most games use it as the 'Grenade' key too,

[/quote']

 

"G" sounds good.

 

-Currently conversation context menu options are non-functional' date=' Slaves will not wait or show their inventory and will only continue following you.

[/quote']

 

Yep.

 

-NPC's keep their weapon after enslavement.

 

Inventory access should fix that. I have the code for that; I just ran out time to copy it across and test it.

 

-Not sure if this is a bug or intentional' date=' but Essential NPC's cannot be enslaved, conversation option doesn't appear.

[/quote']

 

Haven't tested - will look into it.

 

-Female NPC's have a feint green outline possibly due to the Slaver spell.

 

Yeah' date=' that's a debug feature - lets me check to make sure the aura is affecting the proper targets. I'll take it off in a release or two :)

 

Bandits/Forsworn/Mages:-

-Bandits will resume hostility and continue attacking PC after being stripped and enslaved.

 

Think I have a fix for that, will experiment tonight :)

 

Guards:-

-After enslaving a guard they will continue to engage you in conversation constantly' date=' this is probably due to the player character having a bounty. (-Paying your bounty fixes this problem.)

[/quote']

 

I remember a oblivion mod that used to do that under the same circumstances. I think it's the same problem as the bandits - they need a higher priority AI procedure to run.

 

1) Both male and female bandits were 'essential' and went into bleedout.

2) I had no dialog options and could not talk to anyone in bleedout.

 

Very odd. Did you see the green shader glow on any of them?

Posted

Bug Report

 

Bug # 001

In the Magic Menu, the spell is mispelled as "Saver Aura"

 

Bug # 002

In the spell description, the spell is mispelled as "Saver Aura" too

 

Bug # 003

The slaves dialogue options are not working, they will not show you their inventory.

 

Bug # 004

The slaves keep their weapons.

 

Bug # 005

Some female followers are not slaveable (Housecarls, Anise the Old Owl...). They just stay in bleedout animation.

 

Bug # 006

Enslaved guards will talk to you forever.

 

Bug # 007

When a NPC is enslaved, and people start to attack you (because you hit her), she will join them to beat the crap out of you.

 

I will continue to test this week end (Plenty o time !)

Posted

 

 

1) Both male and female bandits were 'essential' and went into bleedout.

2) I had no dialog options and could not talk to anyone in bleedout.

 

Very odd. Did you see the green shader glow on any of them?

 

Im having the same issue, and yes I can see the green aura.

Posted

Bug # 007

When a NPC is enslaved' date=' and people start to attack you (because you hit her), she will join them to beat the crap out of you.

 

[/quote']

 

That sounds more like a feature to me. :P

Posted

Thanks to everyone testing this. I'm going to open a bug page on the wiki to keep track of it all. In the meantime, thanks!

 

Uhm' date=' the MF link isn't working (invalid file or deleted)

[/quote']

 

Mmmm... I can't get into my MF account to check. Either that, or all my files have been deleted, one of the two.

 

Anyone want to sort out an alternative d/l link until the next release is ready?

Posted

Bug # 007

When a NPC is enslaved' date=' and people start to attack you (because you hit her), she will join them to beat the crap out of you.

 

[/quote']

 

That sounds more like a feature to me. :P

 

Likewise. Doesn't sound like a bug to me. Sounds pretty realistic and the least i'd expect if I was stupid enough to try and beat a woman and enslave her in front of others. (Not calling you stupid, just that in RP it would be a silly thing to do. For bug testing everything is legit, of course.)

 

It would be nice if she would give in again after they are all dead, or can be beaten back into submission.

 

*reads what he just wrote.*

 

I'm a terrible person. I'm not sure whether reading in context or out makes it worse. ._.

Posted

No, I wasn't clear.

 

I hit a woman. Then get into a town were everyone attacked me (maybe because of an old bounty (was a saved game)). She joined them. I didn't enslave her in front of anyone ^^

Posted

Thanks to everyone testing this. I'm going to open a bug page on the wiki to keep track of it all. In the meantime' date=' thanks!

 

Uhm, the MF link isn't working (invalid file or deleted)

 

Mmmm... I can't get into my MF account to check. Either that, or all my files have been deleted, one of the two.

 

Anyone want to sort out an alternative d/l link until the next release is ready?

Would be great. Would like to check it to, but the mediafire-link isn't working anymore.

Posted

No' date=' I wasn't clear.

 

I hit a woman. Then get into a town were everyone attacked me (maybe because of an old bounty (was a saved game)). She joined them. I didn't enslave her in front of anyone ^^

[/quote']

 

Aha. In that case apologies.

Posted

Okay Ive done a bit of testing this afternoon on several characters and have found some things.

 

First I was having the bug where you couldn't talk to the bleeding state females and the males would also get the state sometimes. I simply turned the mod on and off and deactivated a few things (Imps complex needs, Deadly Dragons, Dynamic Merchants.)

 

The main bug Ive noticed is that the "slave" behavior is not overrighting the NPCs original behaviors I did some tests to confirm this.

 

*I slaved a whiterun npc and attacked some whiterun citizens the whiterun slave became hostile to aid her faction.

 

*I slaved an Npc from a hostile faction (Necromancer) she immediately became hostile again after I slaved her

 

* I slaved a guard and got a bounty. The guard attacked me when my weapon was out, and kept trying to talk to me when my weapon was sheathed, she used the slave dialog options but I assume she was initiating dialog for the "Go to Prison/Pay Fine/Run away" script that guards have.

 

To fix this I'm guessing you need to make a new faction called slave that is non-hostile to everyone as well as not protected by the guard. When the slave is "slaved" it removes all her previous faction alignments and add this new faction.

 

Edit: You could make a bunch of these "slave factions" so you could reassign their original faction if they are freed somehow.

 

For instance If you slave an Orange-Clad Whiterun Guard (Not the stormcloak whiterun guards) it would add three factions (i am assuming)

 

slave_whiterun

slave_imperiallegion

slave_guard

 

all three of these would be identical and only serve to let the computer know which factions to reassign if the slave is freed

 

It would assign these based on a "get faction command" when they are slaved that would look to see what their factions are and assign these accordngly while removing the old factions

 

If they become freed the game would look at their current factions and see they have slave_whiterun, slave_imperiallegion, and slave_guard. It would remove these and reapply their original factions based on these names

 

This might not be an efficiant way of doing it but its an option

Posted

Okay Ive done a bit of testing this afternoon on several characters and have found some things.

 

First I was having the bug where you couldn't talk to the bleeding state females and the males would also get the state sometimes. I simply turned the mod on and off and deactivated a few things (Imps complex needs' date=' Deadly Dragons, Dynamic Merchants.)

 

The main bug Ive noticed is that the "slave" behavior is not overrighting the NPCs original behaviors I did some tests to confirm this.

 

*I slaved a whiterun npc and attacked some whiterun citizens the whiterun slave became hostile to aid her faction.

 

*I slaved an Npc from a hostile faction (Necromancer) she immediately became hostile again after I slaved her

 

* I slaved a guard and got a bounty. The guard attacked me when my weapon was out, and kept trying to talk to me when my weapon was sheathed, she used the slave dialog options but I assume she was initiating dialog for the "Go to Prison/Pay Fine/Run away" script that guards have.

 

To fix this I'm guessing you need to make a new faction called slave that is non-hostile to everyone as well as not protected by the guard. When the slave is "slaved" it removes all her previous faction alignments and add this new faction.

 

Edit: You could make a bunch of these "slave factions" so you could reassign their original faction if they are freed somehow.

 

For instance If you slave an Orange-Clad Whiterun Guard (Not the stormcloak whiterun guards) it would add three factions (i am assuming)

 

slave_whiterun

slave_imperiallegion

slave_guard

 

all three of these would be identical and only serve to let the computer know which factions to reassign if the slave is freed

 

It would assign these based on a "get faction command" when they are slaved that would look to see what their factions are and assign these accordngly while removing the old factions

 

If they become freed the game would look at their current factions and see they have slave_whiterun, slave_imperiallegion, and slave_guard. It would remove these and reapply their original factions based on these names

 

This might not be an efficiant way of doing it but its an option

[/quote']

 

It looks pretty efficient! And I thinky I know how to implement it. If you put the vanilla factions (just the ones that matter: there's probably no reason to make duplicates of things like marriage excluded or token quest factions!) in one formlist and the slave versions in another with the exact same indexes as original you could do it all with a single while loop. Enslaving function would check each of the factions on the vanilla list against the npc's factions and switch them to their slave equivalents using the same index numbers and freeing would do the same but the other way around. And additionally it would make it really easy to keep compatibility with other mods: you'd just put things into the right formlists and let the automatic system do the magic! ^^ That's how I did my version of vampire race switch and it works beautiful so far.

 

 

 

And ohhhh! It just gave me an idea! Maybe that faction converting could be used as part of the slave "indoctrination"? ^^ Before you can start properly training a slave you have to make her lose faith in all the factions she belongs to one by one. A common person would usually have three: her hold, town and family while more important people would also have their guilds, noble status, civil war allegiance and so on so it would take a long longer to break someone like Maven than someone like Narri! And maybe it could even be used to determine the overall "difficulty" of the slave after that too?

 

Just thinking aloud n_n

Posted

And if you have a Stormcloak slave and an Imperial slave they would argue a lot and have tons of disagreements and such. Maybe even start trying to fight and yell at each other.

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