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[WIP] Skyrim Slavers Guild


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Posted

@DocClox

 

no need to hurry, in ether way.

 

for the snowelves, just call the DLC ones evil shapeshifting Falmers that try too lure people, and yours the real ones ;)

 

@sbseed

 

nice to hear, also don't stress yourself.

 

for the loadingtime, as i don't know how the game works with its preloading and offscreen calculations, it could be a immersionbreaker when moving from one grid square into the next one.

 

as for the skeleton, i could life with the graphical glitches.

Functionality before Graphics :)

dunno if 500 is really necessary, to be able to get all living things in skyrim morphable from one skeleton and mesh.

 

That is the only think i don't like on current Games, Armors and Animations get their own models with it, instead of using bonemovement vectors(think should be easier, as i move one bone the rest should move along) or just add an item on the shoulders that have a physical effect(with weight and such) and collision with the bodymesh, instead of just putting the item on a chestmodel, and switching the part of the body.

 

Neckseam and Bodycolourmismatches solved.

BBB and other things should be easier to do and look better, as the skeleton is moving.

Posted

Hey Doc' date=' have you found a fix for the people with essential enemies running around in the game left over from the 0.2 release?

[/quote']

 

It doesn't happen in 0.03, but you still need a clean save to stop the scripts from 0.02. I'll see if I can get a fix out this weekend.

 

I'm still deep in Boo and XML so probably nothing major this weekend either, but I should be able to do that much.

 

this seems like a good thin to add

http://skyrim.nexusmods.com/downloads/file.php?id=17622

 

Hmmm... maybe we could have hoards of amazon raiders attacking.

 

interesting... it could make things interesting for wall guards or making walls in some areas.

 

Got to be some perks to the job :)

 

@DocClox

 

no need to hurry' date=' in ether way.

 

for the snowelves, just call the DLC ones evil shapeshifting Falmers that try too lure people, and yours the real ones ;)

[/quote']

 

I must admit, I'm looking forward to seeing what the snow elves are like, if only so I can feed that back into my slave-keeping Falmer in some form.

Posted

i have read most of th stuff on wiki but what i wonder is in An Alternative Start. The Asylum, what will happen to the PC when its in The Asylum? is it for female/male?

wired docs, wired experiments,rape and so on?

 

it sound good but what will it do?

Posted

OK. This is all very tentative at the moment, buuut...

 

As an alternative start, it's a female only option. The PC arrives by boat, just like the Oblivion alt.start mod. Gets a set of papers to fill in and everything.

 

Sadly, before she can do more than write her name, she's seized by convulsions and passes out. The ship diverts to the nearest place where she can find skilled help. Sadly, in this case that turns out to be a sanatorium on an island north of Solitude, and they have a sort of one size fits all approach to mental health.

 

Once in, the PC has two choices. She can try and prove to the staff that she's sane, or she can get in with the semi-autonomous band of sheogorath cultists that seem to control the lowest levels of the Asylum complex. Either way is going to involve a lot of rape and general degradation.

 

Going the "sane" route is going to involve a lot of treatment for "female hysteria" in the bad old Victorian sense of the word. Which means that the cure is lots of sex and repeated forced orgasms. Along with being pimped out to visiting benefactors as part of the re-socialisation program. The benefit is eventually being released as sane. Whatever that means after such an experience.

 

Going the Sheo cultist route means defying the staff and being sent to lower and lower levels of the building, where the inmates are left increasingly to themselves and where the few female inmates that survive only do so by submitting to the lusts of dozens of crazed lunatics. The payoff here is ... "the lunatics have taken over the asylum" and you get an interesting (if inconveniently located) player home at the end of it all. With lots of nurses in bondage :) Who'd be sane?

 

It needs a few tweaks, but that's how I see it.

Posted

still need tons of help with scripting and converting oblivion assets and more... (i know im sounding like a broken record here' date=' but without some major help its going to be a while before i can even release a beta thats usefull).

[/quote']

What sort of skill level do you need?

 

Once I've finished making my first couple of mods I'd be happy to help with scripting if you have any relatively not over complicated stuff that you can delegate.

 

I don't have a great deal of time but I may be able to put in a few hours on weekends if it's any use.

Posted

I'm glad you think so! Please do and I wouldn't mind if you tell me what you like or don't like about it when you do have the chance for a better read.

 

Sorry to take so long getting to this' date=' Life is a bit mad at the moment.

 

[list']

[*] I might want to think about the timing. I'd probably not trigger the quest until the player gains access to the college. Or maybe trigger it early and then make the player earn his way in.

[*]I like the transport issues - moving an unbroken slave from sw to winterhold; on foot and no fast travel. Should be challenging :) Especially if he can't qualify for college membership. He could be looking after that girl for a long time.

[*]I like the choices presented to the PC

[*]potions are maybe a little too useful - but making the ingredients hard to find should balance that

[*]I like the twist if they player transforms

[*]I got a little confused as to how the four branches conclude post slavery, but that's nothing we can't sort out

 

All told, very nicely done! We can use this :)

 

You don't fancy writing it up one the wiki, do you?

 

Thanks for the feedback! I don't mind writing this up on the wiki.

(Just let me know where on the Wiki I should post this though.)

 

*I can also see how the potion's can be too... resourceful at times. I just couldn't think of anything difficult enough to gather.

 

*In what way were you confused by the two slavery endings(being caught in act or overpowered by slaver at end)? Did you mean, what happens after they are caught?

Posted

In relation to player slave transport' date=' perhaps this might be of use http://skyrim.nexusmods.com/downloads/file.php?id=15094

[/quote']

 

Yep, that looks very useful. I knew it was only a matter of time before someone made a ridable cart. Thanks :)

 

What sort of skill level do you need?

 

Once I've finished making my first couple of mods I'd be happy to help with scripting if you have any relatively not over complicated stuff that you can delegate.

 

I don't have a great deal of time but I may be able to put in a few hours on weekends if it's any use.

 

Well ... the format for adding animations is fairly straight forward. The list management is a bit more complex' date=' but there's an example that could largely be cut and pasted to create new lists.

 

So we could use new animations being added to the framework, which would really just involve adding new function calls for each one, and setting suitable names. It would need the animation idles defining in the CK, too.

 

Slightly more challenging would be to create lists for clothing and maybe some support for populating lists based on keywords attached to the items.

 

I also want to have a sex act list so I can keep track of who might be having sex with whom, just so we can get a bit of casual slaverape going on the background at SW. The PC shouldn't be the only taking advantage of the assets at hand. Or the having her assets handled, and being taken advantage of, for that matter :)

 

Thanks for the feedback! I don't mind writing this up on the wiki.

(Just let me know where on the Wiki I should post this though.)

 

Stick it somewhere under "fragments". Or late in the sequence of Secunda's Watch quests, perhaps.

 

*I can also see how the potion's can be too... resourceful at times. I just couldn't think of anything difficult enough to gather.

 

We'll sort something out. Maybe it needs a special alchemy table at the college - one that's only sometimes available.

 

*In what way were you confused by the two slavery endings(being caught in act or overpowered by slaver at end)? Did you mean' date=' what happens after they are caught?

[/quote']

 

Well, just in working out how to subsitute Leawin for the player in the second choice, and how the slaver looking for the PC would act, of if they would appear at all. It's all common sense, really, I suppose. I just found myself having to puzzle it out in places.

Posted

Not implemented yet. Or at least not in the current esp.

 

Might get it back in for next week with a little luck

Posted

What sort of skill level do you need?

 

Once I've finished making my first couple of mods I'd be happy to help with scripting if you have any relatively not over complicated stuff that you can delegate.

 

I don't have a great deal of time but I may be able to put in a few hours on weekends if it's any use.

 

any help is good at this point... plenty of simple things that need to be worked on, like doc said.

 

plenty of mid and advanced as well for anyone who wants to give it a try.

 

mostly what i need right now are basic scripts to work off of for the various parts of the .esm... if you take the link to the SResource.esm wiki page it has some of the stuff listed there.

 

just let me know what you want to take a crack at so there is no crossover on work being done (dont need people wasting their time doing the same stuff lol).

Posted

this is a silly question but when will we be able to see a beta

 

there is a sorta alpha version of the slavers guild... the esm file is going to take much longer before we have a semi-working version for people to test.

Posted

there is a sorta alpha version of the slavers guild... the esm file is going to take much longer before we have a semi-working version for people to test.

 

Yeah. I'm, going to spend some time seeing if I recover those corrupted esp files in time for the weekend.

 

Hmmm four-day weekend approaching over here. I might actually get some work done :)

Posted

memorial day, another excuse for most people to get absurdly drunk and have a hang over for a week afterwords... and then they say in their defense that "i worked hard for this.", ah the genius of our esteemed relative country or world for that matter...

 

uhg, alot of work to redo if you cant recover them... i know how that it, kinda puts a damper on doing anything more for the mod.

Posted

 

Yeah. I'm' date=' going to spend some time seeing if I recover those corrupted esp files in time for the weekend.

 

Hmmm four-day weekend approaching over here. I might actually get some work done :)

[/quote']

 

I look forward to seeing your progress >:)

Posted

Random Update:

 

- SSGTEST Cell connected to world, entrance N of Riverwood.

 

- Some changes to enslavement mechanism (Health must be below 25%, only females, max 3 slaves, slaves can be set free (random slave)), tested shortly at Valtheim Towers where 2 female bandits and 1 female bandit chief were successfully enslaved. Dialogue is somteimes flaky, seems to be caused by combat?)

 

- No voice files included (too many possible candidates) so dialogue will flash by unless some kind of silent voice mod is installed.

 

- Probably some other stuff that I forgot.

 

As mentioned, it's just a crude test, so there will be bugs and unpredictable behaviour (ex.: Was arrested with 3 slaves in tow, upon release 1 just magically redressed in original attire and then flew sideways and died:), other 2 were still regular slaves)

 

Cheers,

 

http://www.mediafire.com/download.php?yac8t20j95hyc9a

Posted

As mentioned' date=' it's just a crude test, so there will be bugs and unpredictable behaviour.

[/quote']

 

Tried applying it, and I just get a COS. The game makes it through the Bethesda screen, but as soon as the dragon emblem pops up for the menu screen, the game crashes. Removed the mod and the game plays fine again.

Posted

cos?... you mean freeze or CTD?

 

of course its going to be buggy, these are alphas... the stupid CK makes modding difficult for skyrim.

Posted

I do not. It wasn't a requirement on the last one I tried (although that was one of Doc's,) and I wasn't expecting a physical dependency for a behavior mod. I should probably go ahead and get ApachiiSkyHair, since a lot of mods seem to depend on it, but it's a real bitch pulling down anything large with my internet connection unless it's got a torrent mirror.

 

Thanks for letting me know.

Posted

No problem at all.

 

I probably should've clarified that my small test really doesn't have anything to do with DocClox's mod, which is the real SSG - it's mainly just done for fun and for learning things, and I agree that having dependencies isn't the best thing for testing purposes, but I do like ApachiiSkyHair, and couldn't quite get myself to remove it:)

 

Probably should include a small readme as well, to avoid confusion.

 

Cheers.

 

EDIT: Download link updated to include Readme:

 

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

SSGTEST Mod - readme.

 

Requirements: ApachiiSkyHair Mod. You will CTD if this is not installed.

 

 

Disclaimer:

 

- This is just a small test mod inspired by the SSG project, and is not affiliated with that mod.

It is mainly done for my own amusement/learning experience, and may or (most likely) may not be

of any interest to anybody. However Should it hold any value to you, you are free to use any of

it as you see fit. It is unfinished/ a WIP and thus will contain bugs/unpredictable behaviour.

 

- This is just meant to be fantasy: none of the content, actions and (lack of) morality included

and/or implied in this mod has or should have any relation to real life. I DO NOT condone violence,

non-consentual sex, etc.

 

 

Here is how it should work:

 

The test cell is located N of Riverwood. Upon entering it should start a quest (may take a few seconds

to register): speak to the recruitment officer to recieve a Lesser Power that, when activated, will run

an aura for 20 seconds that checks the surrounding area for valid target NPCs*.

Valid targets will have their health checked continously and upon it going below 25%, they should go

into BleedOut and start dialogue, resulting in either their enslavement or them rebelling (chosen by random).

You can talk to the slaves and set one of them free (should follow first in/first out principle).

 

 

*valid targets should be: Alive, adult female NPCs not already slaves, being enslaved or members of the SSG.

 

 

Cheers.

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