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[Request/Search] Slaver-Mod


MortiferusX

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Posted

 

 

...

 

In case you all missed it, jbezorg was working on a slavery framework, but has gone walkabout. Maybe someone with good modder skills could pick it up?

Beat ya ;). LOL - What a coincidence in timing.

 

 

Bah. I only lost because I went for the link  :angry:  <_<  ^_^

 

Good job, the slavery framework is there.

Posted

Can we create an official slavery thread then? I agree that collaboration is really important. If we create a thread, where should we put it? It will be much easier to work together if we can all talk in the same place.

Posted

If I was going to try and revive SSG again, I'd probably look at hooking into either Defeat or Submit. Adding an option to either the tied-up options on Defeat or the Submit "Now what shall I do with you/Turn you in for the bounty" would save a lot of work

Posted

jbezorg was working on a comprehensive slavery framework, you might want to ask him for what he developed in that process and the list of problems it had when he abandoned it. Keep in mind that it was given up before the Papyrus Utilities mod came along so updating it to use the ability to add packages to players independent of quests may solve many of the problem jbezorg had.

 

In case you all missed it, jbezorg was working on a slavery framework, but has gone walkabout. Maybe someone with good modder skills could pick it up?

 

I honestly wasn't aware that someone was working on this. Had I known, I would have offered my help. Talk about coincidence that he should open his work for other modders only the previous day... or is it more like a bad timing that he's gone walkabout at this particular point in time? Damn!

 

I'll have a look at what he has created. I don't think I'm that person with good modder skills that Pinute is wishing for, though!

 

Can we create an official slavery thread then? I agree that collaboration is really important. If we create a thread, where should we put it? It will be much easier to work together if we can all talk in the same place.

 

Yes, we should create a thread in... Adult Mods? "A call to all modders: WIP Slavery Framework"?

 

If I was going to try and revive SSG again, I'd probably look at hooking into either Defeat or Submit. Adding an option to either the tied-up options on Defeat or the Submit "Now what shall I do with you/Turn you in for the bounty" would save a lot of work

 

I have to admit I haven't used Defeat or Submit because I was hooking into Paradise Halls for my work. Do you think their mechanics is generic enough to be used as a framework?

 

About SSG... is it possible to see what has been created up to the point it stalled? Perhaps there is something we could use. I'm sorry if I'm talking nonsense, I just wasn't around when SSG was alive so I don't know how far it progressed.

Posted

 

I have to admit I haven't used Defeat or Submit because I was hooking into Paradise Halls for my work. Do you think their mechanics is generic enough to be used as a framework?

I only used Submit so far, but it's definitely more reliable for subduing npcs than Paradise Halls ever was - with the latter, I can't count how many times I had to reload because I could never hit the exact threshold when the enemy is on the ground but not dead.

 

 

 

About SSG... is it possible to see what has been created up to the point it stalled? Perhaps there is something we could use. I'm sorry if I'm talking nonsense, I just wasn't around when SSG was alive so I don't know how far it progressed.

IIRC, there wasn't much done at all, just a single quest with no special mechanics to speak of.

Posted

Hi I'm the mod author of APPS,

 

CG! and me are currently developing a test follower which, if it goes down well, will be later released as part of a Framework. We already coding a base functionality, which is extendable.

 

Our plans looks like this:

 

A slave/slaver (can be anything like a follower, a marriage partner or a simple slaver) has to be registered in a special faction and in a special voicetype formlist. This will give access to all the base functions.

 

For each slave/slaver you can puzzle together tasks from a common taskpool as well as add your own tasks.

 

A D/S relationship will be built. This relationship has 5 stages:

  • Stage 0 : Checkout phase (Mainly used if you want to build a D/S relationship over time)
  • Stage 1 : Test phase (Can be used to test the player)
  • Stage 2 : Light enslavement phase (Player is more restricted but still has alot of freedom)
  • Stage 3 : Enslavement phase (Player is under total control of the slaver)
  • Stage 4 : Escape phase/BDSM relationship phase (In a relationship this would be an escape path to regain freedom w/o parting ways)

Each stage has it's own unique task pool and a shared task pool which can be called on other stages. For example you have a task in Stage 1, it can also be called by stage 3.

Each stage can have a transition phase which are special tasks which only appear if the player is ready for a new stage. There you can apply tasks to 'test' the player character if he/she is ready for a new stage.

 

A modder can choose which stage will be the beginning stage. IIf a modder builds a slaver NPC it would make sense to start at stage 3 and skip the testing phases. For a follower NPC it would make much more sense to set the beginning stage to 0 or 1.

 

Anyone who wants to contribute is welcome :)

Posted

 

I have to admit I haven't used Defeat or Submit because I was hooking into Paradise Halls for my work. Do you think their mechanics is generic enough to be used as a framework?

I only used Submit so far, but it's definitely more reliable for subduing npcs than Paradise Halls ever was - with the latter, I can't count how many times I had to reload because I could never hit the exact threshold when the enemy is on the ground but not dead.

 

I agree. It is very difficult to time your attacks so that the target goes into bleedout instead of joining the dead.

 

However, this is not part of the mod's core scripting. It's just a way to tap into the mod's mechanics. For example, in my work-in-progress, I have created a Paradise Halls "enslavement" spell that just calls the appropriate papyrus functions via a spell rather than via the bleedout process. This method is 100% reliable. In the previous version of PAH there were also plugins that offered poisons to enslave someone.

 

Anyway, I am not saying that I'd like to use Paradise Halls as a framework. Neither that I wouldn't like to. I am just trying to shed some light into what a framework is.

 

 

 

About SSG... is it possible to see what has been created up to the point it stalled? Perhaps there is something we could use. I'm sorry if I'm talking nonsense, I just wasn't around when SSG was alive so I don't know how far it progressed.

IIRC, there wasn't much done at all, just a single quest with no special mechanics to speak of.

 

 

I see.  :(

 

Thanks for the information. 

 

Hi I'm the mod author of APPS,

 

Cgi and me are currently developing a test follower which, if it goes down well, will be later released as part of a Framework. We already coding a base functionality, which is extendable.

 

Our plans looks like this:

 

A slave/slaver (can be anything like a follower, a marriage partner or a simple slaver) has to be registered in a special faction and in a special voicetype formlist. This will give access to all the base functions.

 

For each slave/slaver you can puzzle together tasks from a common taskpool as well as add your own tasks.

 

A D/S relationship will be built. This relationship has 5 stages:

  • Stage 0 : Checkout phase (Mainly used if you want to build a D/S relationship over time)
  • Stage 1 : Test phase (Can be used to test the player)
  • Stage 2 : Light enslavement phase (Player is more restricted but still has alot of freedom)
  • Stage 3 : Enslavement phase (Player is under total control of the slaver)
  • Stage 4 : Escape phase/BDSM relationship phase (In a relationship this would be an escape path to regain freedom w/o parting ways)
Each stage has it's own unique task pool and a shared task pool which can be called on other stages. For example you have a task in Stage 1, it can also be called by stage 3.

Each stage can have a transition phase which are special tasks which only appear if the player is ready for a new stage. There you can apply tasks to 'test' the player character if he/she is ready for a new stage.

 

A modder can choose which stage will be the beginning stage. IIf a modder builds a slaver NPC it would make sense to start at stage 3 and skip the testing phases. For a follower NPC it would make much more sense to set the beginning stage to 0 or 1.

 

Anyone who wants to contribute is welcome :)

 

Heromaster, do you think this framework could also be used by mods dealing with PC-as-slaver / NPC-as-slave relationships?

 

Or, to put it in more general terms, do you think it is even possible to have a single framework for both PC-as-slaver and PC-as-slave type of mods?

 

(I really have to find the time to look into jbezorg's framework. I wonder what type of slavery he dealt with, or even if he addressed both types).

 

About contributing: I am very keen on contributing to any project that will eventually bring a slavery framework to fruition. For me, though, this project would have to include a PC-as-slaver type of gaming to keep me interested. Otherwise, I'd just let everyone down...

Posted

 

jbezorg's framework was for player and/or NPC slavery. Quite literally he intended it to be a framework around which any sort of slavery scenario could be built much like the Sexlab Framework allows mods providing sex animations to be built.

Posted
Heromaster, do you think this framework could also be used by mods dealing with PC-as-slaver / NPC-as-slave relationships?

Or, to put it in more general terms, do you think it is even possible to have a single framework for both PC-as-slaver and PC-as-slave type of mods?

 

(I really have to find the time to look into jbezorg's framework. I wonder what type of slavery he dealt with, or even if he addressed both types).

 

About contributing: I am very keen on contributing to any project that will eventually bring a slavery framework to fruition. For me, though, this project would have to include a PC-as-slaver type of gaming to keep me interested. Otherwise, I'd just let everyone down...

Our functions for sub/dom and slave/slaver work for PC and NPC. Means the player can be sub, dom, slave or slaver and the same goes for the NPC.

 

That said, we are currently working on the PC-as-sub functionality because this is the hardest part and the base for everything else to come.

Posted

Means as well, that the player can make a slave/sub go thru the same tasks, and punishments she/he had to go thru. :)

Posted

All right then! This sounds like a comprehensive framework! I'd like to help however I can! :D

 

2 more things:

 

1. I hope the other modders that expressed their interest in building a slavery framework don't get offended by my decision to support this. If there are any objections, please voice them.

 

2. Is jbezorg's work relevant for this framework's purposes? Would you like me to study it?

Posted

 

If I was going to try and revive SSG again, I'd probably look at hooking into either Defeat or Submit. Adding an option to either the tied-up options on Defeat or the Submit "Now what shall I do with you/Turn you in for the bounty" would save a lot of work

 

I have to admit I haven't used Defeat or Submit because I was hooking into Paradise Halls for my work. Do you think their mechanics is generic enough to be used as a framework?

 

About SSG... is it possible to see what has been created up to the point it stalled? Perhaps there is something we could use. I'm sorry if I'm talking nonsense, I just wasn't around when SSG was alive so I don't know how far it progressed.

 

Having used Defeat and Submit, I definately see the benifit of working off of these mods. 

 

 

A D/S relationship will be built. This relationship has 5 stages:

  • Stage 0 : Checkout phase (Mainly used if you want to build a D/S relationship over time)
  • Stage 1 : Test phase (Can be used to test the player)
  • Stage 2 : Light enslavement phase (Player is more restricted but still has alot of freedom)
  • Stage 3 : Enslavement phase (Player is under total control of the slaver)
  • Stage 4 : Escape phase/BDSM relationship phase (In a relationship this would be an escape path to regain freedom w/o parting ways)

Each stage has it's own unique task pool and a shared task pool which can be called on other stages. For example you have a task in Stage 1, it can also be called by stage 3.

Each stage can have a transition phase which are special tasks which only appear if the player is ready for a new stage. There you can apply tasks to 'test' the player character if he/she is ready for a new stage.

I was hoping to see a multi stage training system like this.  I came up with a concept for this as well, but I admit it is quite possibly overly ambitious.

 

Essentially it would tie into the guild concept I'm developing.  The basics of which are that you as the player, subdue and capture slaves for the guild.  Preferably, I would have the player carry the slave to a secluded spot for pick up, otherwise just leading them to the guild for training would work as well.  As you proceed through the guild quests you would learn to train slaves.  This I had broken out into different stages.

 

Physical Disipline - this would entail sexual activities as well as the various bondage/torture devices that are available.  After a few of these the slave would be ready for either of the other stages.  This prepairation would only be temporary as I figure some people would prefer to continue to play with certain slaves rather than having them fully trained.

 

Mental Reconditioning - I see this either as further prep for Specilization Training or as a way to modify the slave's personality (more on this below).

 

Specialization Training - Once the slave is ready, they can be fully trained in a particular skill set.  For example:

   * Combat Slave

   * Mage Slave

   * Laborer (Good for Selling?)

   * House Slave

   * Furnature (?)

Slaves could theoretically be retrained to a different skill set.

 

Obviously this already is fairly complicated, but one thing i've particularly wanted to see implemented is variety in the way NPCs would react to being enslaved.  If possible I would like to see this broken into three subgroups:

   * Angry

   * Desperate - I mean this more to be about trying to negotiate out of their situation

   * Afraid

 

Theoretically NPCs would fall into each category based on their skill point totals.  Warrior Skills (Angry), Thief Skills (Desperate), Mage Skills (Afraid).  Or something to that effect.  This would effect how they react at various stages of training.

 

Untrained:       Angry | Desperate | Afraid

Basic Prep:   Broody |   Panicky   | Broken

Fully Trained:   Loyal |     Eager    | Submissive

 

I had better notes on the different stages, but I can't find them for some reason.

 

In any case each level would have different behaviors and dialogue to accompany it.  I fully realize how complicated this idea is, and I am uncertain if it is even feasible, but I believe it would make for a far more immersive experience.

Posted

I'm creating a framework of my own that differs from this, however from what you guys are describing, I don't think it will be conflicting. I'm not going to rely on a separate faction, but rather set it up so that the player's slavery is a status...a property. It's a lot more loose and allows for flexibility. I'm intentionally making it broad. This allows for 'upper level' script interactions. The player details are left untouched, and instead they have an entire layer of slavery scripts. You're not going to get complex dynamics from my mod. You're a slave with a set of limitations and effects, and perhaps a few goals, but I don't have the time to create a mod with complex relationships between people.

 

What I'm wanting to avoid is redundancy. I don't want to make a similar slavery framework that does similar things.

 

So, rather than a relationship, this is going to be more broad. If you're someone's slave, most of the time, you can still be an adventurer. There will be obligations you have to fulfill, but unless you have fallen to the lowest of low, I don't see why your adventures have to be interrupted much. I don't see why this can't hook into something more serious if someone chooses.

 

I'm going to drop plans for NPC. You guys have that one under control.

Posted

All right then! This sounds like a comprehensive framework! I'd like to help however I can! :D

 

2 more things:

 

1. I hope the other modders that expressed their interest in building a slavery framework don't get offended by my decision to support this. If there are any objections, please voice them.

 

2. Is jbezorg's work relevant for this framework's purposes? Would you like me to study it?

 

As of now jbezorg's framework is not of any importance, however if you want to study it now, it still would be helpful. Currently we are working on the shared base code for slavery. That means, everything which will be used in an actual enslavement scenario is still under heavy development. And as long as we don't know in detail what functionality we will add, we don't know which parts of jbezorg's framework will be used.

 

 

I was hoping to see a multi stage training system like this.  I came up with a concept for this as well, but I admit it is quite possibly overly ambitious.

 

Essentially it would tie into the guild concept I'm developing.  The basics of which are that you as the player, subdue and capture slaves for the guild.  Preferably, I would have the player carry the slave to a secluded spot for pick up, otherwise just leading them to the guild for training would work as well.  As you proceed through the guild quests you would learn to train slaves.  This I had broken out into different stages.

 

Physical Disipline - this would entail sexual activities as well as the various bondage/torture devices that are available.  After a few of these the slave would be ready for either of the other stages.  This prepairation would only be temporary as I figure some people would prefer to continue to play with certain slaves rather than having them fully trained.

 

Mental Reconditioning - I see this either as further prep for Specilization Training or as a way to modify the slave's personality (more on this below).

 

Specialization Training - Once the slave is ready, they can be fully trained in a particular skill set.  For example:

   * Combat Slave

   * Mage Slave

   * Laborer (Good for Selling?)

   * House Slave

   * Furnature (?)

Slaves could theoretically be retrained to a different skill set.

 

Obviously this already is fairly complicated, but one thing i've particularly wanted to see implemented is variety in the way NPCs would react to being enslaved.  If possible I would like to see this broken into three subgroups:

   * Angry

   * Desperate - I mean this more to be about trying to negotiate out of their situation

   * Afraid

 

Theoretically NPCs would fall into each category based on their skill point totals.  Warrior Skills (Angry), Thief Skills (Desperate), Mage Skills (Afraid).  Or something to that effect.  This would effect how they react at various stages of training.

 

Untrained:       Angry | Desperate | Afraid

Basic Prep:   Broody |   Panicky   | Broken

Fully Trained:   Loyal |     Eager    | Submissive

 

I had better notes on the different stages, but I can't find them for some reason.

 

In any case each level would have different behaviors and dialogue to accompany it.  I fully realize how complicated this idea is, and I am uncertain if it is even feasible, but I believe it would make for a far more immersive experience.

 

Our training will go through different stages, based on player or npc progress (Which is displayed by the stages I mentioned in my previous post). That means, for every stage you can set up different training tasks.

NPC slavers can have their own personality which defines how dominant they are, which type of dominance they are and by this how they beat the player into submission.

This will feature modificators based on dominance or submission (Broken mind simulation). More details can't be given yet, but it would based on a job-like system including schools and regular training (learning by doing).

Posted

 

One item jbezorg was working on for his framework (which would be useful to have in any framework) is for a slave to have multiple masters. In almost any situation except as a personal slave, any slave would be at the very bottom of any local pecking order. Among the slave ranks for any organization or person owning multiple slaves the slaves may also have their own pecking order.

Posted

I have to admit I haven't used Defeat or Submit because I was hooking into Paradise Halls for my work. Do you think their mechanics is generic enough to be used as a framework?

 

Well, they've got the combat rape/capture mechanism nailed, and submit has a facility to turn a bandit in for the bounty, so it handles having arbitrary NPCs following the player with hands bound. There's access to the NPC inventory too, but it's a little awkward for the purposes of this discussion. Nicely immersive in the context of robbing a defeated opponent, but the animation takes far too long if you wanted to use a slave as a mule, for instance.

 

That said, if jbezorg's framework is viable it might be the better bet. It would be nice to avoid having yet another cloak effect spell injecting scripts onto all and sundry though.

 

About SSG... is it possible to see what has been created up to the point it stalled? Perhaps there is something we could use. I'm sorry if I'm talking nonsense, I just wasn't around when SSG was alive so I don't know how far it progressed.

 

Sure. Absolutely. If there's anything I've posted so far that's helpful, help yourself. I'm not sure you'll find much that's not been done better elsewhere by this time, but permission granted. I'll have a dig and see if I can find my development code. I fear Secunda's Watch is probably irretrievable after the early TESVedit bugs, but there might be some things of interest in the sexrim demo.

 

IIRC, there wasn't much done at all, just a single quest with no special mechanics to speak of.

 

Bear in mind this was back in the days before the wonderful SexLab, and getting an animated sex scene of any sort constituted a unique game mechanic. There was also some really cool stuff that I put a hell of a lot of work into but which never saw the light of day. And knowing what I know now about radiant quests ... was probably never going to work if I'm honest with myself. What can I say? It was a new engine; we were all learning how it worked.

 

So yeah, out of all the concrete, tangible deliverables, there's not a lot there that's not been done better since. What the hell, I gave it my best shot :(

Posted

IIRC, there wasn't much done at all, just a single quest with no special mechanics to speak of.

 

Bear in mind this was back in the days before the wonderful SexLab, and getting an animated sex scene of any sort constituted a unique game mechanic. There was also some really cool stuff that I put a hell of a lot of work into but which never saw the light of day. And knowing what I know now about radiant quests ... was probably never going to work if I'm honest with myself. What can I say? It was a new engine; we were all learning how it worked.

 

So yeah, out of all the concrete, tangible deliverables, there's not a lot there that's not been done better since. What the hell, I gave it my best shot :(

 

No disrespect meant, Slaver's Guild project was my first contact with LoversLab, and I've been hoping for this project to come to fruition for a long time.

Posted

One item jbezorg was working on for his framework (which would be useful to have in any framework) is for a slave to have multiple masters. In almost any situation except as a personal slave, any slave would be at the very bottom of any local pecking order. Among the slave ranks for any organization or person owning multiple slaves the slaves may also have their own pecking order.

 

I see. I'll have to make sure I look into this as well then. Thanks!

 

 

About SSG... is it possible to see what has been created up to the point it stalled? Perhaps there is something we could use. I'm sorry if I'm talking nonsense, I just wasn't around when SSG was alive so I don't know how far it progressed.

Sure. Absolutely. If there's anything I've posted so far that's helpful, help yourself. I'm not sure you'll find much that's not been done better elsewhere by this time, but permission granted. I'll have a dig and see if I can find my development code. I fear Secunda's Watch is probably irretrievable after the early TESVedit bugs, but there might be some things of interest in the sexrim demo.

 

Thank you very much!

 

 

Bear in mind this was back in the days before the wonderful SexLab, and getting an animated sex scene of any sort constituted a unique game mechanic. There was also some really cool stuff that I put a hell of a lot of work into but which never saw the light of day. And knowing what I know now about radiant quests ... was probably never going to work if I'm honest with myself. What can I say? It was a new engine; we were all learning how it worked.

 

So yeah, out of all the concrete, tangible deliverables, there's not a lot there that's not been done better since. What the hell, I gave it my best shot :(

I totally understand. Don't be upset about this!

 

I wouldn't even call it over-ambitious. Just ahead of its time :cool:

 

So, if/when a slavery framework is established and armed with the SexLab, DD, Zaz etc, perhaps the time will be finally right for the SSG...

Posted

 

 

 

I was hoping to see a multi stage training system like this.  I came up with a concept for this as well, but I admit it is quite possibly overly ambitious.
 
Essentially it would tie into the guild concept I'm developing.  The basics of which are that you as the player, subdue and capture slaves for the guild.  Preferably, I would have the player carry the slave to a secluded spot for pick up, otherwise just leading them to the guild for training would work as well.  As you proceed through the guild quests you would learn to train slaves.  This I had broken out into different stages.
 
Physical Disipline - this would entail sexual activities as well as the various bondage/torture devices that are available.  After a few of these the slave would be ready for either of the other stages.  This prepairation would only be temporary as I figure some people would prefer to continue to play with certain slaves rather than having them fully trained.
 
Mental Reconditioning - I see this either as further prep for Specilization Training or as a way to modify the slave's personality (more on this below).
 
Specialization Training - Once the slave is ready, they can be fully trained in a particular skill set.  For example:
   * Combat Slave
   * Mage Slave
   * Laborer (Good for Selling?)
   * House Slave
   * Furnature (?)
Slaves could theoretically be retrained to a different skill set.
 
Obviously this already is fairly complicated, but one thing i've particularly wanted to see implemented is variety in the way NPCs would react to being enslaved.  If possible I would like to see this broken into three subgroups:
   * Angry
   * Desperate - I mean this more to be about trying to negotiate out of their situation
   * Afraid
 
Theoretically NPCs would fall into each category based on their skill point totals.  Warrior Skills (Angry), Thief Skills (Desperate), Mage Skills (Afraid).  Or something to that effect.  This would effect how they react at various stages of training.
 
Untrained:       Angry | Desperate | Afraid
Basic Prep:   Broody |   Panicky   | Broken
Fully Trained:   Loyal |     Eager    | Submissive
 
I had better notes on the different stages, but I can't find them for some reason.
 
In any case each level would have different behaviors and dialogue to accompany it.  I fully realize how complicated this idea is, and I am uncertain if it is even feasible, but I believe it would make for a far more immersive experience.

Our training will go through different stages, based on player or npc progress (Which is displayed by the stages I mentioned in my previous post). That means, for every stage you can set up different training tasks.
NPC slavers can have their own personality which defines how dominant they are, which type of dominance they are and by this how they beat the player into submission.
This will feature modificators based on dominance or submission (Broken mind simulation). More details can't be given yet, but it would based on a job-like system including schools and regular training (learning by doing).

 

 

 

 

Sorry for yet another question, but I'm trying to wrap my head around this and make sure that everyone will be happy.

 

Would the Heromaster/CGI framework be able to accomodate saionji11's ideas? I think he would like to start at stage 3 but would he be able to divide it in smaller increments to offer the Untrained -> Fully trained gradient? It is important for me too, because I am planning to include torture & interrogation.

 

Also, would you say this is a framework for a D/S relationship akin to modern times only? Or could it also be used to model the "classic" slavery of old times? I think Stage 3 can do this, I just would like to make sure I understand this correctly.

Posted

Be aware, all of what I said and will say, is subject to change. Currently we are focusing on a follower, which (based on player decisions) can be turned into a full mistress with all the restrictions what you would expect from an enslavement mod.

 

This will be a test mod for feedback to see if the tools to enslave the player are working. If they do, we will move the parts which are independend of the current NPC into a framework and creating the necessary tools for modders to build any NPC as slave/master. All things a master could do to the player character, the player could do the same in reversed roles.

 

It will be more inline with the given time and what we know about slavery from the past. So no modern time BDSM style. It is totally different from what you see in a BDSM movie.

Posted

If possible I would very much like to collaborate with a some of you to work out collectively what we want from a Slaver Mod and share the work to create it.  I know that with the scale I'm looking at doing, I'm not sure how long it would take for me to finish on my own, but with a group it could be accomplished better and faster than it would otherwise.  I realize this would likely mean compromising on my plans, but it also improves the chances of the project being completed.

 

If anyone is willing to work with me, let me know and I can send you what I have so that we can begin discussing how we could proceed. 

Posted

No disrespect meant, Slaver's Guild project was my first contact with LoversLab, and I've been hoping for this project to come to fruition for a long time.

None taken :) I'm just glad everyone is being so understanding about it all.

 

While I'm thinking on it, one further thought: beware of adding player slavery. It's very tempting: there are a lot of people on LL who enjoy seeing their toon enslaved, and the common thematic elements make it seem as though PC slavery shouldn't be much extra work. It's deceptive. In fact there's very little in terms of common code or mechanics between the two, and in the end you wind up writing two mods and trying to shoe-horn them into a common setting.

 

Not that I've got anything against PC slavery, you understand, but that particular niche is well served, and there's a dearth of good PC slaver mods :)

Posted

Probably just pissing in the wind here but...

 

I want a mod where when I "clear" the mine that is overrun by bandits I can capture most if not all of them.  A quick visit to town to hire an overseer and some guards later and I can put those bandits to work as miners so I don't have to personally visit every bit of exposed ore I see just to have the raw materials.

 

Getting another overseer with guards and have that overseer drive a group of captured bandits down the roads to collect alchemy ingredients.

 

Using another group of bandits to operate a farm would bring in food.

 

Then there's even the mod of having the household eye-candy (Housecarl would be overseer/guard) doing the cooking, cleaning and of course bed-warming.

 

Surprisingly no mod like this has been created yet.

 

Problems with such a mod?:   Resets - when the cleared area resets the NPCs are reset as well.   This can be used to your advantage though, by creating a set of NPCs in game which have "mining slave", "gathering slave" and "household slave" behavior packages and proper faction memberships you can avoid many of the gotchas that would be involved with taking a bandit NPC to town (where the guards would kill the bandit on sight).

 

So after you "capture" a bandit you reach a point where you decide what the bandit will be doing for you, at the point of assignment a new slave of the appropriate job class could be created and then clone the race, gender and features of the bandit to the new slave so you have a look-a-like who is then substituted for the bandit who can then be killed to release that NPC to the game for the next reset.

 

That should create a new NPC that would never get reset , has the behavior package needed to work properly as a slave with a minimum of scripting and if you reassign the slave to a new job the same process could be used to replace this slave with a new slave of the appropriate type.

 

The other half of the reset problem is harder though, how do you keep the mine you cleared and filled with slaves from suddenly having a new population of bandits who would kill your overseer, guards and their doppelganger slaves.  I don't have an idea for how that could be prevented yet so maybe the mining and farming scenarios could only be used with locations added by the slavery mod.

 

 

Posted

You could have a duplicate mine dungeon that didn't reset, and switch the location where the door led. You'd need some sort of excuse to get everyone out first: like a mining overseer saying "leave it to me. I'll have everything ready inside 24 hours. Big problem then is that you'd need to do that for all the mines in the game.

 

A better approach might be to have ONE player operated mine with slave workers "recruited" to operate it. Give a %chance per miner per day to generate a chunk of ore of some sort and a second chance for a gemstone. Possibly adjusted for how the miners are cared for and/or disciplined.

 

You could also maybe bring in a team of trained miners to clear the ore from a mine once the bandits are removed. Same effect, but they wouldn't hang around long enough for the cell to reset.

 

I find the idea of owning a mine worked by a crew of grimy, sweaty, enslaved supermodels ... oddly appealing :D

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