aqqh Posted October 25, 2014 Posted October 25, 2014 S3 is (and always was) all about player as slaver not player as slave.
TheBlackSilhouette Posted October 26, 2014 Posted October 26, 2014 Had an idea of my own and was pointed here. I'll merge: I was playing with Death Alternative, Sanguine's Debauchery, Deviously Helpless, and the like because I wanted to emulate some degree of realism when it comes to the fantasy/medieval time period (I’m a writer and immersion helps, be it this stuff or things like Frostfall and Realistic Needs and Diseases), when I had a couple ideas. Also, I’m pretty much shit at modding, so I figured it would be better to pass off the idea than simple let it rot. First off, I’m not too keen on how much freedom you have while captured with Death Alternative. I figure if someone came into position of a slave and they tried to run, the owner would run after him/her (mine did, but lost interest quickly) and, if caught, the owner would keep them on a leash. Also, I think they’d be a little more protective of their new possession and a bandit chief, say, wouldn’t just let anyone sleep with his/her slave; it would be nice to have the player be safe from the owner’s companions if within a safe zone (unless the slave pisses off the owner and then all bets are off). While the whole slave thing is an interesting twist, I was wondering if it would be possible to make it more immersive. Maybe integrate the slavery with something like Paradise Halls and have the owner (if he/she doesn’t want to keep the slave for his/eherself) start a journey there to sell the slave, whether as a sex slave (A Yarl’s concubine, brothel worker, etc.), mine worker (any worked mine could have the mechanic, but Marcarth’s silver mine would be a good choice), soldier for the imperials/stormcloaks, or as a brute someone throws into dungeons to clear it out rather than hire a mercenary. Slavery could also be legal so that the player or an NPC faction could sell any spared NPC’s beaten into submission; that would also mean escaped slaves would receive a bounty and be returned to their master for payment instead of sent to jail. Either the slave’s owner travels to the slave camp (paradise halls for the attractive ones) or a scripted slaver comes by and haggles with the owner for sale. The slave is transported to the slave camp in real time (like the cart at the beginning of the game, but probably in a cage) and player would try to escape (the buyoff seems unlikely); if there are other slaves (in the case of being bought by the slaver), the player might organize a mutiny or try to bribe a guard with future promises or perhaps sex. If they become too troublesome, the owner would gag/blindfold and lead them with a leash or in a caged cart (player reverts to AI control and follows, but has opportunities to resist). The owner would have to clothe the slave as to avoid suspicion in towns/cities from guards and general well doers (slavery is okay, but sexual slavery or even just public nudity is taboo, perhaps); he/she would also have to defend their investment if wolves/etc. attack or another NPC tries to steal the slave(s) (if the slave is worth their buyout, that is a lot of money). Once at the slave camp and the slave is purchased, the player would have to escape either a simple cell or a stockade/cage (probably involves various skills like persuasion, lock picking and stealth, brute force, or magic, though troublesome slaves would be caged and mages/brawlers bound and the Dovahkiin would be gagged to prevent shouting). If the player does not escape and is sold, it starts one of a number of quests (“escape the Yarl’s haram/brothel,” “dissert/earn your way out of the military,” clear the dungeon,” “escape the mine,” or even “escape Paradise Halls” if you are purchased by the establishment as a dancer, etc.). After the slave manages this, they still have to worry about the consequences of escape (bounty, pissed off master, etc.), unless they earned their way out or earn enough money to buy out the ransom legally. There could also be revenge quests like assassinating the NPC that originally captured you (rewards include the loot you lost when originally defeated), liberating the slave camp, getting revenge on any number of assholes that made you do degrading things. Other things could come into play. A player’s virginity could make them valuable or someone as recognized as the Dovahkiin would be an especially nice prize; maybe you’ve pissed off the dark brotherhood or imperials and they want to execute you and are willing to spend the coin for the privilege. What do you guys think? And So, if undertaken, this would probably have be a team thing is what I'm hearing. What if it was broken up into parts? Would that make it more feasible? I could see a framework mod being set up for the slaves camp (like Paradise Halls) with pre-ebgineered support for potential slave purchaser scenarios built in so other modders could populate the auction house with their own buyers and subsequent quests. Does that sound plausible? If anything, an overhaul of the initial slave owner's behavior would be doable, right? The slave caravan also seems like a doable thing, a la Immersive Patrols? I guess it all comes down to making them in smaller, compatible chucks. What do you think?EDIT: As a professional fiction writer, I could easily cover all the dialogue and questing scenarios. As a decent voice actor, I can even do a fair share of the voices, kinsman. In short, need someone to help brainstorm ideas? If so, I'm in. My basic standing at this point is it might be better to make smaller, interconnecting mods, i.e. the slavery framework, then the slavery camp, then perhaps a means by which a slaver (maybe a traveling cart that hides people inside if it is illegal) transports the player to the camp, and finally a "blank" quest template so others can set up their own scenarios where the player is purchased by various npcs. Project looks awesome. I hope I can help
GretaVonHochfels Posted October 26, 2014 Posted October 26, 2014 Any news? Is this project alive? Not sure. It would be cool, if not but I am following this since a long time and there were no actual updates. I think it is dead but maybe I am wrong. Although I've given up all hope.
TheBlackSilhouette Posted October 26, 2014 Posted October 26, 2014 If it is dead, I might be able to take up the mantle and start it up again. I'm sub-novice at coding, but I can write the hell out of scenarios and put together concepts.
GretaVonHochfels Posted October 27, 2014 Posted October 27, 2014 If it is dead, I might be able to take up the mantle and start it up again. I'm sub-novice at coding, but I can write the hell out of scenarios and put together concepts. My modding abilities are non-existent but I would also be keen to help with writing concepts, scenes, scenarios, etc. That would be no problem. We would just need someone who's actually good at modding. Maybe we could ask Veladarius?
deviant51 Posted October 27, 2014 Posted October 27, 2014 I don't think it is dead. I believe he has run into some difficulties and thus does not know the release date. Mygoodness777 if you ran into any problems you can always try posting them. Maybe someone knows the awnser and/or can help you with it.-Sorry for my bad english
Mygoodness777 Posted November 6, 2014 Author Posted November 6, 2014 No, it's not that I'm running into issues, it's just a matter of making things the way I want. I'm not working on this as much as I want to. It's still in progress and it will be released. I'm not going to be dishonest about it or anything. It's just taking me some time to get it completed. When it's done it will be worth it. I promise you that. So...don't have your hopes up like you did for Captured Dreams and the update or anything. Put it on the back burner a little and think about it occasionally. It's going to happen but I don't want you to sit there every day waiting for a release. It is coming, just not yet. For me, silence is not 'dead', it's just silence. I'll give you an update as to what to expect. Try not to get excited. >.<
Mygoodness777 Posted November 6, 2014 Author Posted November 6, 2014 Over time the premise of this mod has changed, and that's part of why it has been delayed (that and the amount of time I've ended up working on it). Right now it will still very much revolve around being enslaved to your follower. For starters it will all be completely willing...something that's been lacking. What I wanted to avoid was that linear, 'do nothing' slavery. It's been more challenging on that front, but has allowed me to open up other possibilities and allow you to continue with your life or create some variety. So if anything, don't expect 'boring' or 'repetitive' slavery. It's not going to be where you sit there getting it between the legs for 10 minutes at a time. In fact, I'm wanting to avoid stuff that involves Sexlab until I have a framework in place and a system that works. The end goal is to integrate it either into someone else's PC slavery system, or to create a functional system where the player is a slave that can be given to someone else. There will be a slave hub where you can be taken and then you can be moved around to serve other people in different capacities...and perhaps some sort of progression. That's way down the road though. I haven't even gotten to an initial release. What's going to separate this from other mods is the immersion and flavour. I'm wanting to create an atmosphere where you actually feel like a slave and everything that comes along with it. I'm a fully native English speaker and I know what makes good immersion. I'm tired of flat, lifeless experiences, so things are going to change. EDIT: Initial release will be fully consensual and moderately expansive. Enough to keep you busy for a little bit. After that, I'm going to open it up to not so consensual and that will mean a bit of a rework. Once I have that set up, I'm going to have to dive into the world and make a little slave base to serve as a hub for this mod (because I want to avoid other dependencies if possible). That will be more complex, but that's the general idea. The depencies WILL change. I will make my choice to help as many people as possible, but sometimes things WILL be necessary. For example, I WILL be borrowing from Defeat or Submit for non-consensual slavery when the time comes.
aqqh Posted November 6, 2014 Posted November 6, 2014 For a base of operations it might be that Slave Town mod might be for the taking as its author focused himself on something else. Its an underground complex, with a slave pens, arena, mine, some kind of settlement, slave master office. You could talk to ImTheOneWhoKnocks as i don't think that he intends to keep working on that. Could save you some time.
tndvrs Posted November 6, 2014 Posted November 6, 2014 Take your time... I have a few games NEW in the box and on steam. No need to hurry Wouldn't it be nice to receive it as a Chrismas present ??? Santa Slave is comming..... to town..... lallallalalalal
Rickonhh Posted November 6, 2014 Posted November 6, 2014 Since the slave hub is far down the road I might could offer my help. I'm no good at much in scripting, etc with the CC. But I'm real good with landscape, interiors, nav mesh, stuff like that. The hub you describe might be great if it was a world in itself, kinda like the Dawnguard castle world. Just find an ideal spot on the side of a mountain to place an entrance crevice and waaa laa. If you want to describe what sort of buildings, interiors, etc you'd like I and anyone else who'd want to could create a mod and send it to you then you could pick out the one you like best. That would be a real time saver for you.
Teddar Posted November 6, 2014 Posted November 6, 2014 Nice to see that this is still in the works. Im looking forward to it as other than SD and CD, I haven't been able to find much in the player slavery area. Keep it up mate!
Mygoodness777 Posted November 6, 2014 Author Posted November 6, 2014 Since the slave hub is far down the road I might could offer my help. I'm no good at much in scripting, etc with the CC. But I'm real good with landscape, interiors, nav mesh, stuff like that. The hub you describe might be great if it was a world in itself, kinda like the Dawnguard castle world. Just find an ideal spot on the side of a mountain to place an entrance crevice and waaa laa. If you want to describe what sort of buildings, interiors, etc you'd like I and anyone else who'd want to could create a mod and send it to you then you could pick out the one you like best. That would be a real time saver for you. I may just take you up on that when the time comes. If I can get content to people faster, that may be a great idea. In terms of location, I'd love to see the whole thing in the game world rather than hidden away in a cave or something. Since the landscape is already there, it just means making additions to it and navmesh and stuff. I'm sure I can find an empty spot somewhere. Right now I'm using a mod that makes the vegetation in Skyrim more dense so it will be interesting to see if I can find a spot that's nice and open. Anything to save work is great. The scripting is something that I'm fumbling and bumbling with, mostly because the creation kit is clunky and annoying. The dialogue will be a little heavier than most mods, but it serves to make things a little more realistic and drive the story. I don't like getting into too many details because then people get excited, but essentially the main thrust is dynamic...I want to give the player the opportunity to either gain status or lose it. Let's make this something that will allow us to move on to a more dynamic world in Skyrim. It's more than just a game. xD
Bytecon Posted November 6, 2014 Posted November 6, 2014 There is a user http://www.loverslab.com/user/564137-cainen/who is also working on a follower Domme mod, don't know if you could compare notes on scripts or maybe team up if you are both doing the same things already.
Rickonhh Posted November 7, 2014 Posted November 7, 2014 Since the slave hub is far down the road I might could offer my help. I'm no good at much in scripting, etc with the CC. But I'm real good with landscape, interiors, nav mesh, stuff like that. The hub you describe might be great if it was a world in itself, kinda like the Dawnguard castle world. Just find an ideal spot on the side of a mountain to place an entrance crevice and waaa laa. If you want to describe what sort of buildings, interiors, etc you'd like I and anyone else who'd want to could create a mod and send it to you then you could pick out the one you like best. That would be a real time saver for you. I may just take you up on that when the time comes. If I can get content to people faster, that may be a great idea. In terms of location, I'd love to see the whole thing in the game world rather than hidden away in a cave or something. Since the landscape is already there, it just means making additions to it and navmesh and stuff. I'm sure I can find an empty spot somewhere. Right now I'm using a mod that makes the vegetation in Skyrim more dense so it will be interesting to see if I can find a spot that's nice and open. Anything to save work is great. The scripting is something that I'm fumbling and bumbling with, mostly because the creation kit is clunky and annoying. The dialogue will be a little heavier than most mods, but it serves to make things a little more realistic and drive the story. I don't like getting into too many details because then people get excited, but essentially the main thrust is dynamic...I want to give the player the opportunity to either gain status or lose it. Let's make this something that will allow us to move on to a more dynamic world in Skyrim. It's more than just a game. xD There's a couple of forts with bandits, can't recall the names right now, that I don't think any major quests are attached to them. The bandits could be initially disabled and the fort would be open. Just a thought. Using a space like that would mean less modifying of the main navmesh which would be good to avoid weird stuff.
jengotiger Posted November 7, 2014 Posted November 7, 2014 sounds interesting but, if I'm male there is no way I can get caught? (I don't get the no homo when there are female enemies around...) not even by females?
aqqh Posted November 7, 2014 Posted November 7, 2014 sounds interesting but, if I'm male there is no way I can get caught? (I don't get the no homo when there are female enemies around...) not even by females? As for males...well that won't be a priority. As simple as it is usually its a matter of available time. When you make a mod you have hell of a lot of things to do and limited time. Sometimes very limited. So you are forced to choose which features are more important and which needs to be pushed down to the bottom of to-do list to stay there forever sometimes. Because as the mod progresses new things to add would keep appearing endlessly. And they would likely be more important. Also - how it works for me at least - when i mod i think of what i think would be cool. Then i try to make it happen. Submissive male content is not cool to me so i would have no idea what to make happen.
laurient Posted November 7, 2014 Posted November 7, 2014 Since the slave hub is far down the road I might could offer my help. I'm no good at much in scripting, etc with the CC. But I'm real good with landscape, interiors, nav mesh, stuff like that. The hub you describe might be great if it was a world in itself, kinda like the Dawnguard castle world. Just find an ideal spot on the side of a mountain to place an entrance crevice and waaa laa. If you want to describe what sort of buildings, interiors, etc you'd like I and anyone else who'd want to could create a mod and send it to you then you could pick out the one you like best. That would be a real time saver for you. I may just take you up on that when the time comes. If I can get content to people faster, that may be a great idea. In terms of location, I'd love to see the whole thing in the game world rather than hidden away in a cave or something. Since the landscape is already there, it just means making additions to it and navmesh and stuff. I'm sure I can find an empty spot somewhere. Right now I'm using a mod that makes the vegetation in Skyrim more dense so it will be interesting to see if I can find a spot that's nice and open. Anything to save work is great. The scripting is something that I'm fumbling and bumbling with, mostly because the creation kit is clunky and annoying. The dialogue will be a little heavier than most mods, but it serves to make things a little more realistic and drive the story. I don't like getting into too many details because then people get excited, but essentially the main thrust is dynamic...I want to give the player the opportunity to either gain status or lose it. Let's make this something that will allow us to move on to a more dynamic world in Skyrim. It's more than just a game. xD There's a couple of forts with bandits, can't recall the names right now, that I don't think any major quests are attached to them. The bandits could be initially disabled and the fort would be open. Just a thought. Using a space like that would mean less modifying of the main navmesh which would be good to avoid weird stuff. Fort with bandits isn't used in civil war before being captured either by Imperial or stormcloak ?
Rickonhh Posted November 7, 2014 Posted November 7, 2014 Since the slave hub is far down the road I might could offer my help. I'm no good at much in scripting, etc with the CC. But I'm real good with landscape, interiors, nav mesh, stuff like that. The hub you describe might be great if it was a world in itself, kinda like the Dawnguard castle world. Just find an ideal spot on the side of a mountain to place an entrance crevice and waaa laa. If you want to describe what sort of buildings, interiors, etc you'd like I and anyone else who'd want to could create a mod and send it to you then you could pick out the one you like best. That would be a real time saver for you. I may just take you up on that when the time comes. If I can get content to people faster, that may be a great idea. In terms of location, I'd love to see the whole thing in the game world rather than hidden away in a cave or something. Since the landscape is already there, it just means making additions to it and navmesh and stuff. I'm sure I can find an empty spot somewhere. Right now I'm using a mod that makes the vegetation in Skyrim more dense so it will be interesting to see if I can find a spot that's nice and open. Anything to save work is great. The scripting is something that I'm fumbling and bumbling with, mostly because the creation kit is clunky and annoying. The dialogue will be a little heavier than most mods, but it serves to make things a little more realistic and drive the story. I don't like getting into too many details because then people get excited, but essentially the main thrust is dynamic...I want to give the player the opportunity to either gain status or lose it. Let's make this something that will allow us to move on to a more dynamic world in Skyrim. It's more than just a game. xD There's a couple of forts with bandits, can't recall the names right now, that I don't think any major quests are attached to them. The bandits could be initially disabled and the fort would be open. Just a thought. Using a space like that would mean less modifying of the main navmesh which would be good to avoid weird stuff. Fort with bandits isn't used in civil war before being captured either by Imperial or stormcloak ? Most of them are. But there are a couple that aren't used by the CW or the Companions quests which are the two that use the forts the most. I can't recall right now which ones. I just recall looking them over "outside and interiors" in the CK and didn't see any quest markers at all. The CW quest markers in particular are easy to spot because they are numerous and cover the entire area. Also, there will be Imperial and Stormcloak soldier references set up in the area or nearby. Another possible option might be one of the Orc strongholds. I think only one has a major quest attached to it, the one close to Rifton. The rest I don't recall. The Orcs could either be initially disabled or maybe relocate the poor displaced fellows to a refugee camp. Of course their AI packages would have to be changed or they would try to come back home. I didn't mention relocating the bandits because, well, they're bandits. But the Orcs are cool. They're like Klingons of the Skyrim world. lol Then, the plains around Whiterun are wide open. The unlevel ground would make adjusting navmesh tricky but it could be done.
Rickonhh Posted November 16, 2014 Posted November 16, 2014 Just to keep this going I've been looking around Skyrim. I think I might have found the perfect spot for that hub you're looking for. It's called Rannveig's Fast. It's located in the plain west of Whiterun. There's only one quest attached to this place that I know of, one of the "Letter from a friend" minor quests. A clear path could be left open for the entrance to the default interior so as not to interfere with the quest.Then with all the flights of stairs, the walls next to them would be perfect to place multiple levels of small Nord doors so the navmesh won't have to be adjusted but very little. That would allow for any number of interiors. There are 3 ghost references that would have to be initially disabled but I see no problem with that. They aren't essential to the default quest.Anyhow, I don't have any ideal what exactly you're looking for. But I just thought this place would be great for most anything. I'm attaching a screen shot. I'm just thinking if this hug thing could be resolved that would encourage you to keep on keeping on with this great ideal.
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