DocClox Posted May 10, 2012 Author Posted May 10, 2012 Personally speaking, apart from when they're doing the deed, I'm quite happy for werewolves to all look pretty much asexual, tbh. Not that I'm going to stop anyone installing mods to change that.
Daguy Posted May 11, 2012 Posted May 11, 2012 Did the Horker-Tusk strapon end up getting distributed to the right people? I.E. sbseed^ I believe for the resource esm, and DocClox for testing with animations? Just checking so I can ask in the thread if not.
sbseed Posted May 11, 2012 Posted May 11, 2012 yes i have the horker-tusk strapon mesh and texture i think... i believe that part of things is ready to go, need to get the scripting in place so it will appear properly in game. and since my CK no longer wants to function at all, im kinda stuck with that part of things. however i will make available a archived winrar or something that holds all of the meshes/textures/anims/etc. in there 'proper' folders(hierarchy). edit: any scripts that come to me will go up on the sresource.esm wiki page... and the thread i have going on here too.
DocClox Posted May 12, 2012 Author Posted May 12, 2012 I'm not supposed to be adding new quest material, but a fun one came up out of the IRC chat. http://skyrimslavers.wikia.com/wiki/Spiritual_slaves#Notes
rawr22 Posted May 12, 2012 Posted May 12, 2012 I was playing F:NV earlier with stalkers and Requiem for a Capital Wasteland, which adds FO3 to New Vegas, and ended up getting violently raped by Dad. I found this amusing and wondered if family connections will taken into account with this mod? Would slaves be less willing to interact with other family member slaves like in Cottonwood Cove as part of Legion Tryout? Encountering PC family while enslaved could also add something extra.
DocClox Posted May 12, 2012 Author Posted May 12, 2012 Would slaves be less willing to interact with other family member slaves like in Cottonwood Cove as part of Legion Tryout? Well' date=' they certainly should. I'd like to get at least one contract where you have to train sisters or a mother/daughter pair to have sex with one another. I'm not sure how many family pairs there are in the vanilla game, but we can probably use the relationship mechanism to pick them up automatically. Encountering PC family while enslaved could also add something extra. I don't think I'd be comfortable making up family and background for the PC in Skyrim. It would invariably clash with too many people's character conceptions. Maybe as an addon. But not any time soon
Daguy Posted May 13, 2012 Posted May 13, 2012 Huh, glad my little mod inspired something. =P Interesting concept.
Opus Posted May 13, 2012 Posted May 13, 2012 At the nexus I saw a mod today that may come in handy for the Slavers Guild: http://skyrim.nexusmods.com/downloads/file.php?id=16539 I haven't tried it, but from the description it looks like you have to defend a castle from waves of enemies. You also can upgrade the guards armor and alot of other things to help you defend the castle. So maybe this might be useful for the planned attacks on the guild at Helgen. And I just wanted to say that this mod looks like it can be the best mod for skyrim imo. The progress is also coming along way faster than I imagined when it all started. So please continue to make this mod the awesome mod it can be, you have my support
Lafate Posted May 13, 2012 Posted May 13, 2012 I can't seem to get hulda to give the starting quest am I missing something?
D_KNIGHT_PEN Posted May 13, 2012 Posted May 13, 2012 Don't think it is implemented yet. Just the basic capture function is implemented right now i think.
DocClox Posted May 13, 2012 Author Posted May 13, 2012 Huh' date=' glad my little mod inspired something. =P Interesting concept. [/quote'] Thanks. Just one of those random ideas I haven't tried it' date=' but from the description it looks like you have to defend a castle from waves of enemies. You also can upgrade the guards armor and alot of other things to help you defend the castle. So maybe this might be useful for the planned attacks on the guild at Helgen. [/quote'] I'll have to have a look at that And I just wanted to say that this mod looks like it can be the best mod for skyrim imo. The progress is also coming along way faster than I imagined when it all started. So please continue to make this mod the awesome mod it can be' date=' you have my support [/quote'] Thank you. I just wish it was progressing faster. Still, progress is progress. I can't seem to get hulda to give the starting quest am I missing something? Don't think it is implemented yet. Just the basic capture function is implemented right now i think. That's right. I do have a d/l where Hulda gives the quest' date=' but since the Bonny Teija encounter is still bugged, I've not included it. Meanwhile these are test pieces as much as anything. Speaking of which... Version 0.3 Just to be clear: alpha release. Very buggy indeed. Has a dependency on Animated Prostitution that I've not been able to find and remove. Changelog: Uses Ms.Leeches DemandSurrender power to enslave. Reduce target HP to < 10% and then fire the power. If their health is low enough they'll glow blue and start crawling. They should start a conversation to beg for their lives but if they don't you can start the conversation yourself. As a test tool, there's a "Near Death" spell added to the player that reduces the target to 1hp. Very very buggy sex animations added to the slave conversation options Probably more, but I need to post this or it won't get done
deadmetal Posted May 13, 2012 Posted May 13, 2012 Has a dependency on Animated Prostitution that I've not been able to find and remove. just to clarify do we need or not need AP for this version?
DocClox Posted May 13, 2012 Author Posted May 13, 2012 Has a dependency on Animated Prostitution that I've not been able to find and remove. just to clarify do we need or not need AP for this version? Yeah, it's required. I'm using animations from there, and something is referencing the esm somewhere as well. Hopefully I'll be able to fix that for the next release
Lafate Posted May 13, 2012 Posted May 13, 2012 I see well I guess I'll test what I can then... made slaves for Whore Master... when I came across this I just wanted to help DocClox.
deadmetal Posted May 13, 2012 Posted May 13, 2012 Yeah' date=' it's required. I'm using animations from there, and something is referencing the esm somewhere as well. Hopefully I'll be able to fix that for the next release [/quote'] I see and fair does, but im pretty sure I speak for quite a few people when I say we dont mind having AP lying around on our load orders as well at least for the time being Anyway as for the newest release the demand surrender system works well, I no longer have the issues of male bandits not dying and i can kill female bandits if I so choose, which is much better than the old system. What I have noticed again is after loading a save you still need to wait an hour or switch zones before the enslavement script becomes active for some reason cant tell if its common or uncommon in occurance yet. Bandits remain flagged as hostile and you cant talk with them still, but they have stopped attacking after being enslaved now. Sometimes the slave conversation menu doesn't appear with enslaved NPC's while it does at other times. NPC's continue with their normal comments Also I think you might have mixed up the actor positions for the sex anim cause im pretty sure its supposed to be the girl on top, not certain like but you know
DocClox Posted May 13, 2012 Author Posted May 13, 2012 I see and fair does' date=' but im pretty sure I speak for quite a few people when I say we dont mind having AP lying around on our load orders as well at least for the time being [/quote'] Oh, I'm sure It's just that I don't want any unnecessary dependencies if I can avoid them.
tcharing Posted May 14, 2012 Posted May 14, 2012 Those AP dependencies makes bug testing a bit difficult. Personally, I can't play at all with the current version of AP installed.
You Posted May 14, 2012 Posted May 14, 2012 Found some pics of a Morrowind mods. Is this sort of what the Dwemer compound is going to look like? With different texture obviously. http://yfrog.com/jkmgescreenshot159j http://yfrog.com/esmgescreenshot162j http://yfrog.com/9dmgescreenshot163j And I found these one which reminded me of the slave storage: http://img228.imageshack.us/img228/3750/mgescreenshot243.jpg http://img256.imageshack.us/img256/7406/mgescreenshot247.jpg Don't know what these ones reminded me of, they just look awesome: http://oi55.tinypic.com/2a6rold.jpg http://oi56.tinypic.com/2hd5t0w.jpg
DocClox Posted May 14, 2012 Author Posted May 14, 2012 Those AP dependencies makes bug testing a bit difficult. Personally' date=' I can't play at all with the current version of AP installed. [/quote'] I'll see if I can get them out for the next release. You'll still need the animations and the patched behavior file though. Although I'm going to start including non-AP animations pretty soon Found some pics of a Morrowind mods. Is this sort of what the Dwemer compound is going to look like? With different texture obviously. Yeah. If I can get that same sense of scale I'll be very happy. Nice pics. Inspirational even
Draxis Posted May 15, 2012 Posted May 15, 2012 Hey Doc, Just a heads up on the Quest Alias stuff. They seem to be very very finnicky, but one way they can work is with dialogue. I've had success making it so dialogue available using tokens added by the capturing spell and then making some of the options the ability to pick a reference slot. So you'd have an option that would be something like "I am going to give you a number" -> "Number One" and tie in a small fragment Slave1.ForceRefto(AkSpeaker) and you're good to go. I've yet to figure out how to prevent the option from showing if the Alias is filled, but otherwise, it works brilliantly. I've just to finish fixing my work on the packages, but I thought you might find this useful. I've no idea why the ForceRefTo command doesn't really work. I suspect that the issue is that the command only really works if you're calling it on a reference alias script or something similar. Anyway, this should help you a bit. Draxis
You Posted May 15, 2012 Posted May 15, 2012 Found some pics of a Morrowind mods. Is this sort of what the Dwemer compound is going to look like? With different texture obviously. Yeah. If I can get that same sense of scale I'll be very happy. Nice pics. Inspirational even Thanks, credit doesn't go to me though.
DocClox Posted May 15, 2012 Author Posted May 15, 2012 Just a heads up on the Quest Alias stuff. They seem to be very very finnicky' date=' but one way they can work is with dialogue. I've had success making it so dialogue available using tokens added by the capturing spell and then making some of the options the ability to pick a reference slot. [/quote'] I suppose if the ForceGreet isn't going to work in the first place, there is an argument for just making the enslavement normal dialogue. Only question then is how to suppress their normal topics. I must admit, I hadn't thought about the alias filling as being the weak point, but it could explain a lot. I've yet to figure out how to prevent the option from showing if the Alias is filled' date=' but otherwise, it works brilliantly. I've just to finish fixing my work on the packages, but I thought you might find this useful. [/quote'] A quest conditional function would do that. Letting the player specify a slot would save a lot of searching for free aliases, I suppose. I've no idea why the ForceRefTo command doesn't really work. I suspect that the issue is that the command only really works if you're calling it on a reference alias script or something similar. Anyway' date=' this should help you a bit. [/quote'] Thanks. I'll have a bit dig when I'm home next
migal130 Posted May 15, 2012 Posted May 15, 2012 Forcerefto won't work on an npc that is already in an alias from another quest, if the quest containing the NPC's current alias has a higher priority number than the quest containing the new aiias you are trying to force. Also, any NPC currently controlled by a quest "scene" will ignore forcerefto. And, scoping is the reason it tends to work more consistently from dialogue. Dialogue means you are in the same cell. Forcing an alias outside your cell may require persistent reference creation, if a persistent ref does not already exist.
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