TheSmithsDog Posted May 15, 2012 Posted May 15, 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 You should be able to get rid of the dependency by opening the file in wrye bash, renaming the AP Skyrim.esm dependency to Skyrim.esm, load it up in CK and save. It will remove the duplicate. I tried to find a way to just remove the dependency in wrye bash for another mod but couldn't see a way. The above worked. If there is really anything that depends on AP it should complain when you load it in the CK and that should point you in the right direction to address it.
bentfjaesing Posted May 15, 2012 Posted May 15, 2012 Hi. Been following the thread and the wiki and as a (very) novice mod'er, I thought I'd try my hands at some stuff, just for fun, and hopefully learn something along the way. So I've created a little test cell called SSGTest with a few npc's, a "SSG" quest and an enslavement spell/mechanism. The quest grants the player a Lesser Power Slavers Aura, that when active makes BleedingOut characters ForceGreet the player. The victim will then either accept or rebel aginst the demand of the player (they will choose by random) and then become followers or initiate combat (fret not, they're ordinary citizens ). I'm a beginner, so the whole thing is probably quite crude, but if Anyone wants to check it out, they're obviously free to do with it what they want. I hope I've remembered to include everything (esp and 7 scripts/fragments). It should only need ApachiiSkyHair, as I think I've managed to remove dependencies on AP and MTOH(Hair mod): http://www.mediafire.com/download.php?1wjf3g4s9qlqggq Cheers!
tcharing Posted May 15, 2012 Posted May 15, 2012 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 I guessed I've missed it, but what is this?
shinchan Posted May 16, 2012 Posted May 16, 2012 I noticed this mod: http://www.loverslab.com/showthread.php?tid=8011 had 1 nice looking restraint setup. I know you were looking for things like that in the past but I'm not sure if you got that or not yet... Anyway, had a person hanging from cuffs that didn't look buggy to me, so it is something to check out if you have not found something like that.
shinchan Posted May 16, 2012 Posted May 16, 2012 Ok, I ran into a bug with the newest (.30) version. Bandits in Swindler's den (except for the first one, for some reason) are unkillable. All males enter bleedout when about to die, and stay that way until they return to full health. Females do the same but seem to surrender properly (hard to test perfectly with a dungeon full of people). Have SSG and Ms. Leeches Vampirism and AP installed, as well as a few other mods that shouldn't conflict in any way that I know of. The Log file ended up at 1700 kb so... I guess i'll just cut off the front part and hope it works out. or i can get it to you another way. ... It appears most of the file is this: 10:28:27PM] warning: Assigning None to a non-object variable named "::temp3" stack: [Active effect 1 on (00000014)].mslVTHkeyMngSCR.OnUpdate() - "mslVTHkeyMngSCR.psc" Line 10 [05/15/2012 - 10:28:27PM] error: Static function IsKeyPressed not found on object input. Aborting call and returning None stack: [Active effect 1 on (00000014)].mslVTHkeyMngSCR.OnUpdate() - "mslVTHkeyMngSCR.psc" Line 10 [05/15/2012 - 10:28:27PM] warning: Assigning None to a non-object variable named "::temp3" stack: repeated over and over, which is from Vampirism so I may not have gotten you any information you need. If you tell me some function names to search through my log file for I can get you information around those. Tiny bit of a log file attached.
DocClox Posted May 16, 2012 Author Posted May 16, 2012 So I've created a little test cell called SSGTest with a few npc's' date=' a "SSG" quest and an enslavement spell/mechanism. The quest grants the player a Lesser Power Slavers Aura, that when active makes BleedingOut characters ForceGreet the player. The victim will then either accept or rebel aginst the demand of the player (they will choose by random) and then become followers or initiate combat (fret not, they're ordinary citizens ). [/quote'] Sounds good. I'll check it out when I next get to my dev machine, hopefully tonight 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 I guessed I've missed it' date=' but what is this? [/quote'] Adding new animations to the game depends on hacking three files from the vanilla game: mt_behavior.hkx, defaultmale.hkx and defaultfemale.hkx. AP has copies of these files that not only contain "slots" for the AP animations, but also has a couple of hundred reserved for SSG. So if you didn't want to install AP, you'd still need the animation files and the three files above from the mod. I noticed this mod: http://www.loverslab.com/showthread.php?tid=8011 had 1 nice looking restraint setup. I know you were looking for things like that in the past but I'm not sure if you got that or not yet... Anyway' date=' had a person hanging from cuffs that didn't look buggy to me, so it is something to check out if you have not found something like that. [/quote'] Thanks I'm looking forward to having a look at that one [edit] Ok' date=' I ran into a bug with the newest (.30) version. Bandits in Swindler's den (except for the first one, for some reason) are unkillable. All males enter bleedout when about to die, and stay that way until they return to full health. Females do the same but seem to surrender properly (hard to test perfectly with a dungeon full of people). Have SSG and Ms. Leeches Vampirism and AP installed, as well as a few other mods that shouldn't conflict in any way that I know of. [/quote'] OK, the problem seems to be that there are scripts from the old version still baked into the save game and running away. That's what's making everyone essential. So it's actually a bug in the old version. And probably one in papyrus whereby it doesn't clean up scripts correctly when the mod is uninstalled. I'll see about getting a fix into the next version. The Log file ended up at 1700 kb so... I guess i'll just cut off the front part and hope it works out. or i can get it to you another way. ... It appears most of the file is this: 10:28:27PM] warning: Assigning None to a non-object variable named "::temp3" stack: mmm ... for some reason it seems that papyrus treats variables that start with "temp" in a special way. I got all sorts of errors in one of my scripts until I renamed a temp variable ... and it all worked again.
shinchan Posted May 16, 2012 Posted May 16, 2012 OK' date=' the problem seems to be that there are scripts from the old version still baked into the save game and running away. That's what's making everyone essential. So it's actually a bug in the old version. And probably one in papyrus whereby it doesn't clean up scripts correctly when the mod is uninstalled. I'll see about getting a fix into the next version. [/quote'] Ok, going back to a previous save where i never loaded the .2~ version seems to have fixed the essential thing. I can make people surrender, but they just stand around after i say they belong to me. Not sure if this is how it's supposed to work or not. If it is, great! Otherwise, not great I guess. I think it's intended to mesh with AP correct? It's not working but I believe that is because AP seems to do pretty much nothing ATM. I'm pretty sure none of this helps you, but the point is AFAIK your mod is working fine. Probably.
DocClox Posted May 16, 2012 Author Posted May 16, 2012 I can make people surrender' date=' but they just stand around after i say they belong to me. Not sure if this is how it's supposed to work or not. If it is, great! Otherwise, not great I guess. [/quote'] Sadly, not. They should follow you and give you a slave interaction dialogue. We're still on very early alphas here I think it's intended to mesh with AP correct? It's not working but I believe that is because AP seems to do pretty much nothing ATM. Yeah. The sex commands use AP sex animations at the moment' date=' and seem to work about as well as they do in AP. Which is to say if AP works for you, then probably so does the sex in SSG. I'm pretty sure none of this helps you, but the point is AFAIK your mod is working fine. Probably. All bug reports are welcome If nothing else, you've convinced me I need an uninstaller for the slaver aura spell in the next release.
Jarl Posted May 16, 2012 Posted May 16, 2012 Sorry for noob question but is there any sex animation here yet?
bentfjaesing Posted May 16, 2012 Posted May 16, 2012 Decided to add a few small things, and beautify a little, just for the sake of it. (increase in filesize is mainly due to now including FaceGendata to avoid gray face syndrome) http://www.mediafire.com/?92mcjt99ag2w8g6 cheers.
Daguy Posted May 17, 2012 Posted May 17, 2012 Perhaps someone working on the mod might want to ask this guy if its okay to add his 'item' as a resource. http://skyrim.nexusmods.com/downloads/file.php?id=6347 We have a tusk-strapon - and while tusks also work fine for dildos, variety is the spice of life.
DocClox Posted May 17, 2012 Author Posted May 17, 2012 Sorry for noob question but is there any sex animation here yet? Yes' date=' but very buggy at the moment. Decided to add a few small things, and beautify a little, just for the sake of it. (increase in filesize is mainly due to now including FaceGendata to avoid gray face syndrome) d/ling now. I'm afraid I didn't get a chance to look at the last one - got home and was asleep by 8, out for 10 hours solid. I guess I must have been tired We have a tusk-strapon - and while tusks also work fine for dildos' date=' variety is the spice of life. [/quote'] It's a thought. Aeon did a strap-on as well, but I can't argue with the variety aspect of things
delurker Posted May 17, 2012 Posted May 17, 2012 So long as we're suggesting other mods that might be complimentary, here's another one (blindfolds) that might be useful: http://skyrim.nexusmods.com/downloads/file.php?id=13551
WhutCloud Posted May 17, 2012 Posted May 17, 2012 I've got an idea,for the traps used to capture new slaves,why dont you scatter wooden sheds with the function of entering a new area like houses in cities around skyrim,best near major roads or near cities where there is a high human traffic.There will be a trap like a cage falling from the ceiling inside to capture slvaes.
Haranador Posted May 17, 2012 Posted May 17, 2012 I've got an idea' date='for the traps used to capture new slaves,why dont you scatter wooden sheds with the function of entering a new area like houses in cities around skyrim,best near major roads or near cities where there is a high human traffic.There will be a trap like a cage falling from the ceiling inside to capture slaves. [/quote'] I would make it similar to Rannveig's Fast. Just place a item or a chest with a trap door in front of it. if its near to the slave guild u could make the drop in the cell block of the guild. u could even add a quest in the cave so the pc gets enslaved if he falls for it. "Edit" heres the uesp wiki link: http://www.uesp.net/wiki/Skyrim:Rannveig%27s_Fast
Slayer Posted May 18, 2012 Posted May 18, 2012 Hello all, I've been trying to install this alpha release of the mod today and have had no progress at all. I've been at http://skyrimslavers.wikia.com/wiki/Skyrim_Slavers_Guild_Wiki#Download Down at the releases section, I downloaded and installed v 0.3 I moved the data file into my skyrim main install directory, effectively adding the contents of the mod data folder to my original data folder. I also attempted to install Animated Prostitution - http://skyrim.nexusmods.com/downloads/file.php?id=10748 but like the mod before there is no change in game. While I installed this one I tried it with the folders outside the data folder and inside. It appeared as though there were no mods installed, what am I doing wrong? My current version is updated to the latest patch 1.5 any help would be appreciated.
DocClox Posted May 18, 2012 Author Posted May 18, 2012 So long as we're suggesting other mods that might be complimentary' date=' here's another one (blindfolds) that might be useful: http://skyrim.nexusmods.com/downloads/file.php?id=13551 [/quote'] Good stuff There's been a bit of discussion on blindfolds going on, on the wiki the last couple of days I've got an idea' date='for the traps used to capture new slaves,why dont you scatter wooden sheds with the function of entering a new area like houses in cities around skyrim,best near major roads or near cities where there is a high human traffic.There will be a trap like a cage falling from the ceiling inside to capture slvaes. [/quote'] I'd wondered about just having some cages scattered around with the cage door propped open. The number of these my character just walks into to see if there's any loot inside them - and not one has the door slam shut. I would make it similar to Rannveig's Fast. Just place a item or a chest with a trap door in front of it. if its near to the slave guild u could make the drop in the cell block of the guild. u could even add a quest in the cave so the pc gets enslaved if he falls for it. "Edit" heres the uesp wiki link: http://www.uesp.net/wiki/Skyrim:Rannveig%27s_Fast Also fun. Maybe a few pit traps like the one near stopped stream camp (I think) only with more bars and fewer spikes. Down at the releases section' date=' I downloaded and installed v 0.3 I moved the data file into my skyrim main install directory, effectively adding the contents of the mod data folder to my original data folder. I also attempted to install Animated Prostitution - http://skyrim.nexusmods.com/downloads/file.php?id=10748 but like the mod before there is no change in game. While I installed this one I tried it with the folders outside the data folder and inside. It appeared as though there were no mods installed, what am I doing wrong? My current version is updated to the latest patch 1.5 any help would be appreciated. [/quote'] Sounds like you're doing it right. Can I just check that you've checked the mod file in the data files section of the launcher, or in whatever mod manager you use? If so, do you see the messages about adding the slaver spells to the PC when you load from a clean save?
Slayer Posted May 18, 2012 Posted May 18, 2012 Thanks for the quick response, first I am a noob with skyrim modding. I am currently not using a mod manager, should I? In the game launcher the "data files" link is grayed out. Would it be easier of I tried using a Mod manager? Can anyone suggest a few good ones?
DocClox Posted May 18, 2012 Author Posted May 18, 2012 In that case, you probably want to use wrye bash http://skyrim.nexusmods.com/downloads/file.php?id=1840 It can be a bit intimdiating at first, but the mods tab is simple enough. Tick the boxes on the mods you want included. You can also launch through the little Skyrim icon on the bottom of the window.
Guest Posted May 18, 2012 Posted May 18, 2012 Thanks for the quick response' date=' first I am a noob with skyrim modding. I am currently not using a mod manager, should I? In the game launcher the "data files" link is grayed out. Would it be easier of I tried using a Mod manager? Can anyone suggest a few good ones? [/quote'] Data files option is grey?What version of Skyrim do you have?If not the latest, update to the 1.5 patch for the data files option to be enabled.Then activate the esp!
Slayer Posted May 18, 2012 Posted May 18, 2012 So a quick update, I was able to install nexus for skyrim as a mod manager (amazing piece of software) and checked to make sure other mods would install. I used the "A Quality World Map - With Roads" mod to test and see if it is running properly and it does. So I used nexus to install both SSGv.3 and "animated prostitution". It looks like both of these mods do not work properly on my machine. I don't expect anyone to know how to fix this issue but if someones had the same issue please let me know how you troubleshot it. Thanks for your help and from what I've been reading it looks like a good mod.
Rlc Posted May 19, 2012 Posted May 19, 2012 So, I've been following this since about page 18 and I finally stopped procrastinating to make an account just to finally post something here and ask a question. First off, I really love what you're planning/doing here. JS. Next, I may have just missed it when going through the pages but I've seen no mention of the College of Winterhold. Is there nothing planned for quests related to the Mage Guild? I'd think a lot could be done if the SSG had magic on their side for new "spells" that could relate to slaving. Finally, I was wondering if you were interested in outside Quest ideas or do you have your hands full?(The one I've written up for this relates to the College, hence the question about it^) Also, Keep up the good work!
futuredark Posted May 19, 2012 Posted May 19, 2012 I can't say I've been following the thread as long as Rlc, but I have been watching progress for a little over a month and this looks like it could easily be my favorite mod when it starts to come together. I was wondering if I might propose a twist on the "Taken by Surprise" capture state on the wiki. I would really like to see some truly stealth captures available to players who have invested heavily in their stealth skills. My personal preference would be the ability to catch an NPC by surprise and bind them before they can fight back/cry out. Another option would be to reverse pickpocket a calm poison onto the target NPC, so that they don't offer up resistance. I also saw mention of the ability to knock an NPC unconcious for a few minutes at a time with a blackjack (which seems like a perfectly valid option,) but that goes a bit against my personal preference. Once you have the NPC subdued, you'd have to take them away in a sack to avoid detection, but even if you have them gagged, they could still make some noise, which would manifest as a debuff (if possible) to a PC's sneak skill... unless the PC had specialized equipment (gag, binding, or sack) that had the muffle enchantment. The PC could get them through a guild shop, adding the enchantment as a crafting skill, or as a reward for successful guild quests.
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