DocClox Posted June 9, 2012 Author Posted June 9, 2012 Ohhh! I love the one with the dragonspeak script! Is it a little darker than the original? It looks really pretty! UnintentionalFan on IRC should get the credit. He's been getting me to tweak this and tweak that ... but I have to admit' date=' the results are worth it. But... but but but but but... I would be careful with the daedric and draconic alphabets. If you're planning to highlight that the guild is built on nordic 'traditions' using daedric is not a very good idea. Draconic would be way more appropriate. To people in Tamriel daedric script would probably indicate a Meric connection. Nobody likes elves in Skyrim ^^ An excellent point. I had thought of it in terms of layered traditions: the nord traditions on the one hand, and then influences from Morrowind and eventually from the Dwemer. I mean the old guild could well have mixed draconic and deadric, given that they claimed descent from draconic times, and that they did most of their trading with Morrowind. But you're right. None of that helps a fledgling guild establish itself in a Skyrim that is strongly anti-mer. Which is one advantage of the combined sigil, I suppose, in that it's not so obvious in its origins. On the other hand, I'm tending toward thinking that the separate glyphs make for a stronger design. So I'm tempted to fix it in exposition. Have a scene with Saravn and Heddvi arguing about whether the merric associations do more harm than good. Then when the SSG is still unpopular we can have random conversations about how the deadric runes just show how bad the guild is. And as the guild gains popularity we can move that to talking about the draconic aspect ... ... or something like that. maybe. I dunno, I hate to abandon a good design for a point of lore. But I don't want to disregard the lore either.
Queen Bee Posted June 9, 2012 Posted June 9, 2012 Which isn't to say we could have a sweeny todd add-on to the main mod' date=' of course. I can see the appeal, even if it does make me go a bit "ick". [/quote'] I know, it's pretty extreme. But I like extreme stuff. You don't have to include it, but setting it up so others could mod it would be super nice of you.
Princessity Posted June 9, 2012 Posted June 9, 2012 On the other hand' date=' I'm tending toward thinking that the separate glyphs make for a stronger design. So I'm tempted to fix it in exposition. Have a scene with Saravn and Heddvi arguing about whether the merric associations do more harm than good. Then when the SSG is still unpopular we can have random conversations about how the deadric runes just show how bad the guild is. And as the guild gains popularity we can move that to talking about the draconic aspect ... ... or something like that. maybe. [/quote'] ~~giggle~~ and I can see the player cutting in and asking: "okay guys so why can't we just have a little picture there like everyone else (and their skeever) in these frozen wastes? Most of them are too stupid to even read it anyway!" Heddvi and Saravn look at the each other... then the player... at each other again... and go back to bickering as if nothing happened ^^
DocClox Posted June 9, 2012 Author Posted June 9, 2012 I know' date=' it's pretty extreme. But I like extreme stuff. [/quote'] Someday I should show you some of the things i had planned for Clonemaster You don't have to include it' date=' but setting it up so others could mod it would be super nice of you. [/quote'] No problem about that. I want this to be a framework that can be built upon. [edit] ~~giggle~~ and I can see the player cutting in and asking: "okay guys so why can't we just have a little picture there like everyone else (and their skeever) in these frozen wastes? Most of them are too stupid to even read it anyway!" Heddvi and Saravn look at the each other... then the player... at each other again... and go back to bickering as if nothing happened ^^ Yeah, I could see that working
sbseed Posted June 9, 2012 Posted June 9, 2012 nice icon/logo thing, pretty sweet looking... gonna redo my signature (yet again) for the sresource.esm wiki pages. at least we dont have to redo most of the stuff for the wiki.
shinchan Posted June 9, 2012 Posted June 9, 2012 I was browsing the wiki for any mention of slaves having a certain level of refinement, but I didn't see anything (perhaps other keywords might help though). What I mean is, some customers may want someone who hasn't slept with so many men, or at least not so many at the same time. Not someone who was passed around as the "camp slut" to please the guards. I think the slavery state diagram might have had some states that would be correct for this, but the image is not currently on the wiki (the comment about it is though). Anyway, in summary, I was wondering if this kind of thing might be tracked, at least in a generalized manner. It may take some work to implement it though, so perhaps it would not be best for... whenever the first actual version comes out. On a side note, I am interested in testing stuff, so I'd love to know when stuff is in a testable state, so I can test stuff. On a side side note, I was playing with the .3(.03?)alpha and some people surrendered immediately when hostile, most notably a wagon driver. I'm sure by the time it actually becomes playable this will be worked out, but I think a "quick" solution may be to give another option than enslaving people that provides their normal dialog. I know that version was an early alpha and all, but it is something to think about for when it actually matters.
sbseed Posted June 9, 2012 Posted June 9, 2012 far as i know, the idea is that some of them would be kept un-touched for special clients etc. however those will be fewer, like maybe 1 in 10 or something...
nmanp1 Posted June 10, 2012 Posted June 10, 2012 this is totally unrelated to the mod, but who wants to play zombies with me on xbox?
Queen Bee Posted June 10, 2012 Posted June 10, 2012 I love the versatility of PC games, but sometimes I wish I had an Xbox, if only for the social experience of gaming with friends.
D_KNIGHT_PEN Posted June 10, 2012 Posted June 10, 2012 I love the versatility of PC games' date=' but sometimes I wish I had an Xbox, if only for the social experience of gaming with friends. [/quote'] Me i wish i had friends that had a ps3.
sbseed Posted June 10, 2012 Posted June 10, 2012 yea, well i wish i had a couple billion dollars... then i could buy my own ps3 (special POS). actually i probably would only get a ps3 for my console collection, ps3 isnt worth spitting on outside of that.
DocClox Posted June 10, 2012 Author Posted June 10, 2012 nice icon/logo thing' date=' pretty sweet looking... gonna redo my signature (yet again) for the sresource.esm wiki pages. at least we dont have to redo most of the stuff for the wiki. [/quote'] There is that. Did you get a chance to look at the sex framework tutorial I did? Finally got around to the damn thing What I mean is' date=' some customers may want someone who hasn't slept with so many men, or at least not so many at the same time. Not someone who was passed around as the "camp slut" to please the guards. [/quote'] Good point. I think the slavery state diagram might have had some states that would be correct for this' date=' but the image is not currently on the wiki (the comment about it is though). [/quote'] Yeah, I'm slowly reloading the images. It's mind numbingly boring though. Anyway' date=' in summary, I was wondering if this kind of thing might be tracked, at least in a generalized manner. It may take some work to implement it though, so perhaps it would not be best for... whenever the first actual version comes out. [/quote'] I think I'd treat it as a skill, much the way slavemaker does. With some states carrying penalties, I expect. On a side note' date=' I am interested in testing stuff, so I'd love to know when stuff is in a testable state, so I can test stuff. [/quote'] Will do. I've not had much time to work on the actual mod for the last three weeks, but I spent most of yesterday getting organised again and working out what I can salvage from the damage caused by TESVSnip. It's slow going, but at least things are moving again.
Guest001 Posted June 10, 2012 Posted June 10, 2012 I finally finished reading 209 pages of the forum! It's amazing to see how a mod with the humble motives of kidnapping, raping and selling women as slaves has gone to be so much more! I have some suggestions. I am no programmer so I have no idea how easy/difficult these will be to add or if they are even possible. 1.This mod here can change outfits, if you have problems with that at times: http://skyrim.nexusmods.com/downloads/file.php?id=11662. 2: This mod allows multiple wives, but what you would want is the option to use them as human mannequins (who doesn't want some of those): http://skyrim.nexusmods.com/downloads/file.php?id=9378 3. I'd like the ability to shove victims into sacks after knocking them out or paralyzing them. They could have a high weight. 4. I'd like an early option of having slaves in the home. 5. For farming, I think it could be more fun if slaves slowly turned into cowgirls. Like first yelling at the "farmers" and attempting escape, but slowly become more accepting of their fate until eventually, they believe that they are cows, and responding "moo" when talked to. 6. To produce enough milk, "cows" must be constantly pregnant. The kids of the cowgirls could have magic applied to make them grow fast and then the kids could become slaves/cowgirls themselves. Breaking them will be easy, as they have been enslaved since birth, and no nothing else but being enslaved. 7. Real cows have another purpose: meat. Really messed up people could kill excess cowgirls (use animation of the chopping block decapitations, for example, Roggvir's excecution, for butchers killing cowgirls) This meat could be sold to armies (don't tell them it's human meat, say it's "cow meat.) Or fed to slaves, lowering thier pride, knowing they are eating human flesh. 8. Possibly after legalizing the Guild, stables could sell ponygirls, and possibly ponygirls could pull carriages. 9. Slaves can be transported on carriages, possibly carriages pulled by ponygirls. (slaves transporting other slaves) These are just ideas that I thought of. Just put them into consideration. I thank you for your time.
Princessity Posted June 10, 2012 Posted June 10, 2012 Will do. I've not had much time to work on the actual mod for the last three weeks, but I spent most of yesterday getting organised again and working out what I can salvage from the damage caused by TESVSnip. It's slow going, but at least things are moving again. Awh don't worry at least you probably have a serious reason! I haven't been doing anything I'm supposed to be doing this whole week because I started playing Mount and Blade and I can't stop! I don't even like war games but this one is just so addictive! I SO hate games that never end xD
Guest pacesetter2012 Posted June 11, 2012 Posted June 11, 2012 Aw the Wiki is closed... Is there any progress on this? Should we consider this mod a no go? I've been working with JoshNZ on getting Animated Pros up and working, but progress has been slow if not non-existent. Many people out there wanting a finished product, but not willing to put any work into it. I'm eager to see what this mod can do. Thanks to all who are working on it. Damn Bethesda for not giving us proper modding tools for TesV!
lilbooth Posted June 11, 2012 Posted June 11, 2012 There is a new Wiki up http://www.necavi.org/slavers/index.php/Skyrim_Slavers_Guild_Wiki
Guest pacesetter2012 Posted June 11, 2012 Posted June 11, 2012 There is a new Wiki up http://www.necavi.org/slavers/index.php/Skyrim_Slavers_Guild_Wiki Thx for the info Booth.
DocClox Posted June 11, 2012 Author Posted June 11, 2012 I finally finished reading 209 pages of the forum! It's amazing to see how a mod with the humble motives of kidnapping' date=' raping and selling women as slaves has gone to be so much more! [/quote'] It did kind of grow and grow, I must admit. I have some suggestions. I am no programmer so I have no idea how easy/difficult these will be to add or if they are even possible. Changing outfits' date=' human mannequins, slaves in sacks. All more or less on the list. Slaves in player homes: yes, but I want to get secunda's watch running first. 5. For farming, I think it could be more fun if slaves slowly turned into cowgirls. Like first yelling at the "farmers" and attempting escape, but slowly become more accepting of their fate until eventually, they believe that they are cows, and responding "moo" when talked to. For NPCs: yeah, more or less. PC cows we need to treat a little differently. But that's why we have addictive, intelligence damaging feed, of course 6. To produce enough milk' date=' "cows" must be constantly pregnant. The kids of the cowgirls could have magic applied to make them grow fast and then the kids could become slaves/cowgirls themselves. Breaking them will be easy, as they have been enslaved since birth, and no nothing else but being enslaved. [/quote'] Pretty much my thinking on the subject. I'll probably have some magical setup to "force-grow" kids so we don't have to deal with them until they're of an age not to cause legal issues for the developers 7. Real cows have another purpose: meat. Really messed up people could kill excess cowgirls (use animation of the chopping block decapitations' date=' for example, Roggvir's excecution, for butchers killing cowgirls) This meat could be sold to armies (don't tell them it's human meat, say it's "cow meat.) Or fed to slaves, lowering thier pride, knowing they are eating human flesh. [/quote'] The cannibals are out in force at the moment. But yeah, I have no objection. It'll probably be a separate addon though, and I might need to leave the detailed implementation to someone else. Cannibalism is right on the edge of squick zone. 8. Possibly after legalizing the Guild' date=' stables could sell ponygirls, and possibly ponygirls could pull carriages. [/quote'] There'd certainly be a market for a trained PG. I like the thought of them pulling carts around skyrim, but they'd be fairly rare. One or two is just another bit of Skyrim wierdness. A lot of them wouldn't really fit with the tone though. Awh don't worry at least you probably have a serious reason! I haven't been doing anything I'm supposed to be doing this whole week because I started playing Mount and Blade and I can't stop! I don't even like war games but this one is just so addictive! I SO hate games that never end xD I get that testing stuff sometimes. I've been working with JoshNZ on getting Animated Pros up and working' date=' but progress has been slow if not non-existent. [/quote'] Yeah, working with Josh can be a bit frustrating. Still can hardly blame him under the cirtumstances. What aspect were you working on? I could potentially use a little help (or a sounding board at any rate) for the sex framework here.
DocClox Posted June 11, 2012 Author Posted June 11, 2012 Well, this sucks. I started out making this mod by making lots of little test esps to see how the CK worked, with the intention of merging them together as I got things working. But it turns out that merging stuff is not so easy in the CK. So I used TESVSnip, which it now turns out doesn't understand Beth's compression techniques. So I corrupted a lot of files. Then I tried re-enabling beth's version control so I could merge the bits I had into an ESM. But that's not working either. The exterior changes aren't loading at all (and are crashing the CK when when I try), the NPC records are corrupt, and everything I try to fix it only seems to make matters worse. I'm really coming to the conclusion that the only way forward from this is to start from scratch. I don't have a single file that really works, at the moment. I can probably salvage the interiors, but at this point, I'm wondering if a clean start wouldn't be the best approach. Whatever way I choose, it's going to be a setback. Then again... I don't have all that much to redo at this point. And the scripts will still work. I've still got what I've learned so I won't go down the same blind alleys a second time. I think it's going to need a start-over. Sorry guys and gals, but I could continue checking records in and out of nowhere forever. [edit] At least the sex framework stuff should be ok. Thank god I kept them separate. And if not, an empty cell in oblivion and an altered gold piece are not going to be that hard to re-create
Trinar Posted June 11, 2012 Posted June 11, 2012 Sorry to hear... Sounds like a fresh start might really save time and nerves
deadmetal Posted June 11, 2012 Posted June 11, 2012 Unfortunate but at least it's happened sooner in the project rather than later and lessons have been learned tbh the important think is the framework is in place I guess all other data although time consuming will be easier to recreate. In anycase no worries doc setbacks are expected and I'm pretty sure with your framework other people who previously deterred from the skyrim scene may now be enticed to help out perhaps? Take your time tho doc don't burn yourself out On another note I noticed someone mentioned cannibalism and a tie in with this mod? I found a mod that could be used separately from this which could be edited to fit it in although the basics are already in place, I will post it here later when I have access to my PC. Edit: Heres the cannibal mod I recommend you try http://skyrim.nexusmods.com/mods/11617
Deep Red Posted June 11, 2012 Posted June 11, 2012 What a shame. I'm sure you did what you could though. Hopefully the interiors are salvageable though. At least you can't lose knowledge, right?
Queen Bee Posted June 11, 2012 Posted June 11, 2012 A terrible setback, Doc, but that's all it is. I'm sure the LoversPK mod met with days like this. Don't let it get you down, hon. We're still in this with you. On another note I noticed someone mentioned cannibalism and a tie in with this mod? I found a mod that could be used separately from this which could be edited to fit it in although the basics are already in place' date=' I will post it here later when I have access to my PC. Edit: Heres the cannibal mod I recommend you try http://skyrim.nexusmods.com/mods/11617 [/quote'] Oh thank you! Though I already have Cannibal Cuisine and Souvenir Heads and Useful Remains. I'm not sure if this one will conflict with the others, but I'll give it a shot. Incidentally, Souvenir Heads is wonderful. I just got the Dawnstar Sanctuary redecorated and outfitted for the Dark Brotherhood. I look forward to decorating that place with severed heads and jeweled skulls all over the place.
delurker Posted June 12, 2012 Posted June 12, 2012 Doc, some(often)times a restart makes for a better product overall, since the new build is developed with the experience gained beforehand. Like you said, kinda guess I'm just agreeing. PC cows we need to treat a little differently. But that's why we have addictive, intelligence damaging feed, of course Love it! Don't want to eat it, but must eat to survive and fulfill the cravings.
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