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Posted

@ Waxenfigure

 

Maybe some silly question, but ...

- Considering that Slaverun is a lot difficult to manage well for several reasons like: some bugs, wrong navmeshes, interferences with vanilla spwaning points.

- Considering that, by my OWN personal point of view, Slaverun is a non sense into a city where there is the Companions Guild (Those skilled warrior will never permit some sort of slavery trading).

- Considering that, again by my own personal point of view, I don't like slavery at all, nor if the player (me) becomes a slave (a sex slave too).

- Considering that Slaverun has some new "requirements" that really hurt me (like women made in pieces and exposed all around).

- Considering that, finally, Slaverun seems an "abandoned mod" by the author himself.

 

My question is:

Does the Enforcer mod work "without" the Slaverun mod?

 

If not:

- Could it be modified to work as standalone?

- Could it maybe be part of a new "project" called maybe "Sanguine's Rules in Skyrim" in which Lord Sanguine, who has without doubts some strange "preferences" about fun and "divertissements", launches his "influence" on the Jarls, making them to establish a new law into their shires (the Enforcer law)?

- Could it, maybe, be "dedicated" to the main cities, making more mods like: Enforcer . Whiterun, or Enforcer - Solitude and so on. (Looking at the point above).?

 

Only two cents.

Yes it requires the Slaverun mod and yes it could easily be modified to not require Slaverun.

Posted

Well ... hmm ... ok ... How?

There are only three references from Enforcer to the Slaverun mod in the SlaverunUtilityFunctions.PSC file and two references in the SlaverunMCMMenu.PSC file.

 

Open both Mods in TESVEdit and copy the SlaverunSlaveFaction and SlaveOutfit objects from the Slaverun mod to Enforcer.

 

Now edit Enforcer in the CK and change the references to those two objects in the scripts above to refer to the newly copied objects.

 

The third object is a reference to the SlaverunDialogueQuest01 object, simply delete all references to that object from everywhere it is referenced in the SlaverunItilityFunctions.PSC script.

Also decide whether you want the condition predicated by that if, you may want to delete the whole if statement and not just the reference to the Slaverun quest, depending on how you liked playing or avoiding the quest (I.E. do you want the player and followers to be subject to the nudity laws and/or be treated as slaves and wear the slave outfits).

 

Once those scripts compile cleanly (and you've set the Properties of those script to reference the copied objects) you should have an Enforcer mod that has no need for or linkage to the Slaverun mod.

 

Also note that any changes you make to the "SlaveOutfit" object will be reflected by all who are assigned to wear it.

Posted

Is there a way to get this to run with Maria Eden? I've enjoyed both mods equally and think that they would be great together. The problem is that With Marina Eden, there is a 100% chance to be enslaved by certain people when you have the slaveslut collars equipped, unfortunately, this includes all of the slavers in Whiterun. After that Maria Eden and Slaverun will constantly vie for control in that the Maria Eden framework, you must have their collar equipped to interact with your master after your second dialogue, yet you cannot equip that collar as Slaverun force-equips the slaveslut collar every time you remove it. So you cannot progress down either line because Maria Eden blocks dialogue unless certain conditions are met while Slaverun actively prevents such conditions from being met.

 

Would this be a fix as simple as removing the force equip script from the slave run collar or changing the body slot of the maria eden collar?

Posted

Is there a way to get this to run with Maria Eden? I've enjoyed both mods equally and think that they would be great together. The problem is that With Marina Eden, there is a 100% chance to be enslaved by certain people when you have the slaveslut collars equipped, unfortunately, this includes all of the slavers in Whiterun. After that Maria Eden and Slaverun will constantly vie for control in that the Maria Eden framework, you must have their collar equipped to interact with your master after your second dialogue, yet you cannot equip that collar as Slaverun force-equips the slaveslut collar every time you remove it. So you cannot progress down either line because Maria Eden blocks dialogue unless certain conditions are met while Slaverun actively prevents such conditions from being met.

 

Would this be a fix as simple as removing the force equip script from the slave run collar or changing the body slot of the maria eden collar?

Replace the Slaverun collar in that mod with the one from ME, that will require making ME a master for your copy of Slaverun but it should work.

Posted

I know what cause the stage 2 error with the punishment cross inside the dungeon . when you talk to fang hew send you to the cross but before that I tried using a few device around such as pillory,cross and all that and none of them work I press "E" and my pc just stand there and then I gain the control of it again but I cant use the device I notice those device arent "purple color like other regular device and they doesn't work for me.

Posted

 

Is there a way to get this to run with Maria Eden? I've enjoyed both mods equally and think that they would be great together. The problem is that With Marina Eden, there is a 100% chance to be enslaved by certain people when you have the slaveslut collars equipped, unfortunately, this includes all of the slavers in Whiterun. After that Maria Eden and Slaverun will constantly vie for control in that the Maria Eden framework, you must have their collar equipped to interact with your master after your second dialogue, yet you cannot equip that collar as Slaverun force-equips the slaveslut collar every time you remove it. So you cannot progress down either line because Maria Eden blocks dialogue unless certain conditions are met while Slaverun actively prevents such conditions from being met.

 

Would this be a fix as simple as removing the force equip script from the slave run collar or changing the body slot of the maria eden collar?

Replace the Slaverun collar in that mod with the one from ME, that will require making ME a master for your copy of Slaverun but it should work.

 

How would I go about doing that? I'm fairly new to using the CK, let alone modifying other people's plugins in the CK. I tried what you suggested but the CK CTDs when trying to load both maria.esp and slaverun.esp (as the active file) in the CK.

Posted

...

How would I go about doing that? I'm fairly new to using the CK, let alone modifying other people's plugins in the CK. I tried what you suggested but the CK CTDs when trying to load both maria.esp and slaverun.esp (as the active file) in the CK.

First fix whatever problem the CK is having so you can use it.

 

Then enter "slave" (sans the quote marks) into the "Filter" box in the Object Window of the CK. Select the "*All" item from the bottom of the left hand box of the Object Window and you will see all the Slaverun items listed in the right hand box.

 

Click on the "Form Type" heading to sort the list by type.

 

Very near the top you'll see the "Slaverun Collar" item, right click on it and select "Use Info" from the pop-up menu.

 

That will give you a list of the places that collar is used, you can double-click on each reference in that list to open it and since all of the uses are a properties on scripts find the script, check the properties for that script and change the item from using the Slaverun collar to use the one from ME.

 

Once that is done you can save the updated Slaverun and it should recognize the collar from ME as it's own.

Posted

For everyone using slaverun go and update zaz animation pack he release an update yesterday and make sure to download all 3 archives:

 

-zaz animation main

-zaz animation patch 

-zaz animation texture

 

This might fix your game.

  • 3 weeks later...
  • 2 weeks later...
Posted

@ Waxenfigure

 

Maybe some silly question, but ...

- Considering that Slaverun is a lot difficult to manage well for several reasons like: some bugs, wrong navmeshes, interferences with vanilla spwaning points.

- Considering that, by my OWN personal point of view, Slaverun is a non sense into a city where there is the Companions Guild (Those skilled warrior will never permit some sort of slavery trading).

- Considering that, again by my own personal point of view, I don't like slavery at all, nor if the player (me) becomes a slave (a sex slave too).

- Considering that Slaverun has some new "requirements" that really hurt me (like women made in pieces and exposed all around).

- Considering that, finally, Slaverun seems an "abandoned mod" by the author himself.

 

My question is:

Does the Enforcer mod work "without" the Slaverun mod?

 

If not:

- Could it be modified to work as standalone?

- Could it maybe be part of a new "project" called maybe "Sanguine's Rules in Skyrim" in which Lord Sanguine, who has without doubts some strange "preferences" about fun and "divertissements", launches his "influence" on the Jarls, making them to establish a new law into their shires (the Enforcer law)?

- Could it, maybe, be "dedicated" to the main cities, making more mods like: Enforcer . Whiterun, or Enforcer - Solitude and so on. (Looking at the point above).?

 

Only two cents.

 

I second this, mostly because Slaverun requires all these gory decorations which I'm not a big fan of and which most importantly break some other mods for me (like Prison Overhaul).

 

But I really love the enforcer part, and it would also be great to have something similar possible for other parts of Skyrim. Has anyone tried WaxenFigure's suggestion yet?

Posted

Hello,

i am not a modder and i didnt work with CK yet. Well, i changed and compiled 1 or 2 scripts, but thats all.

But i like this mod a lot and there are also some things i wanted to change.

 

My setup is, for normal gaming i use MO and i have a second skyrim installation directory only for CK, as i didnt get script compiling to work with MO.

In my steam installation directory i switch between those two by renaming the skyrim or to be exact the data folder, dont know if this is best practice or others can work with MO and CK.

 

 

My first problem was, when i opened slaverun.esp and saved it immediatly unchanged, the esp changed size from about 444 KB to 403 KB.

In the saved esp i lost the dependency from zdd.esp and sextoys-calyps.esp and it seemed CK removed all items from that mod, which breaks the quest, and the quest didnt even start for me anymore.

My solution was to use wyre bash to "esmify" those to 2 mods, so they are real esm masters and this workes very well. I can now change slaverun.esp and save and quest works all normal still. I hope in MO, when i dont change those 2 mods, it will work also :-)

 

I am still an absolut CK newbie , but i am learning by try and error and googling :-)

 

As an example i added Devious Devices as dependendy and changed the slaveoutfit to use some of this, and not the special slaverun collar, ankle and wrist iron

post-27485-0-51204600-1438260103_thumb.jpg

Dont worry about the body clipping, in the CK Data i have not the correct body, no naked bodies or S0S at all

 

For fun i also did a voice recording for the starting NPC (saw this in a youtube video), but i have only a very cheap headset, so it sounds very bad with lots of background noice

 

But its fun and i will continue learning.

 

What is realy annoying for me, is the broken or corrupt navmesh up the stairs to the castle in whiterun. My followers get realy nuts when i walk up there, but  i have realy no idea  what a navmesh is exactly and how to edit them,

 

so there is still lot to learn.

 

did i mention that i am a CK newb?

 

Posted

Hello,

i am not a modder and i didnt work with CK yet. Well, i changed and compiled 1 or 2 scripts, but thats all.

But i like this mod a lot and there are also some things i wanted to change.

 

My setup is, for normal gaming i use MO and i have a second skyrim installation directory only for CK, as i didnt get script compiling to work with MO.

In my steam installation directory i switch between those two by renaming the skyrim or to be exact the data folder, dont know if this is best practice or others can work with MO and CK.

 

 

My first problem was, when i opened slaverun.esp and saved it immediatly unchanged, the esp changed size from about 444 KB to 403 KB.

In the saved esp i lost the dependency from zdd.esp and sextoys-calyps.esp and it seemed CK removed all items from that mod, which breaks the quest, and the quest didnt even start for me anymore.

My solution was to use wyre bash to "esmify" those to 2 mods, so they are real esm masters and this workes very well. I can now change slaverun.esp and save and quest works all normal still. I hope in MO, when i dont change those 2 mods, it will work also :-)

 

I am still an absolut CK newbie , but i am learning by try and error and googling :-)

 

As an example i added Devious Devices as dependendy and changed the slaveoutfit to use some of this, and not the special slaverun collar, ankle and wrist iron

attachicon.gif2015-07-30_00001.jpg

Dont worry about the body clipping, in the CK Data i have not the correct body, no naked bodies or S0S at all

 

For fun i also did a voice recording for the starting NPC (saw this in a youtube video), but i have only a very cheap headset, so it sounds very bad with lots of background noice

 

But its fun and i will continue learning.

 

What is realy annoying for me, is the broken or corrupt navmesh up the stairs to the castle in whiterun. My followers get realy nuts when i walk up there, but  i have realy no idea  what a navmesh is exactly and how to edit them,

 

so there is still lot to learn.

 

did i mention that i am a CK newb?

You WEREN'T a modder but you are now. Your tale tells me you've already learned how to do several things and made the mod more fun for YOU.

 

Getting the Ck to work from MO really just requires you to set up the CK to run from MO (MO should have done that by itself) and using a tool that tells the Papyrus compiler to run in 32 bit mode instead of 64 bit.

 

Find the "Corflags.exe" program on your system (may have to download the .NET SDK to get it if it isn't present somewhere already). Navigate to the folder where the program is at and then enter:

 

corflags /32bit+ "C:/Games/Steam/SteamApps/Common/Skyrim/Papyrus Compiler/PapyrusCompiler.exe"

 

(You may have to adjust the path to the Papryrus compiler if it isn't in that default location).

 

That command fixes the problem of being unable to compile scripts from the CK when running from MO.

  • 2 weeks later...
Guest Hellethia
Posted

Hello,

 

The mod doesn't work for me. When i arrive in Whiterun, the guy who is supposed to explain me how things are in whiterun comes to me, but don't talk to me. I talk to everybody, but nobody cares of anything (nudity or anything else).

 

I have all the mods required, and no known conflicting mods installed.

Posted

Just a trigger detection problem, it's happen sometimes.

Reload your game before the entry gate... when you are in the city, dont move, wait.

 

Slaverun checkscripts are very heavy, weak computers cant support them (mine for example). Use Mcm for reducing the check counter.

But everytime I waited a moment at the entry, I get for Brutus forcegreet.

Posted

Ok question.... is this mod in any way still WIP?   or has it been abandon?

 

 

the problem I have is when it is loaded I cant load into Whiterun.   As I near the gates the impaled corpses are on the road near the gate, so I know the mod is "working" to some degree.  However as soon as I click on the gate to enter the game just freezes and I never actually load into Whiterun.   if I then disable the mod, and restart my game, all the gore objects are still there and it seems all the NPC etc. are in the city still.  I assume this is because they were spawned in while the mod was active, and will thus remain until removed in some way.   However now I can get in the city.  so I save the game while inside, reactivate the mod and then try to load the save game.  and it does the same thing.  the game just freezes on the load [page and the city will never load up.

 

I have installed the latest version of this mod and all of the dependency and recommended mods as well. 

 

 

Any ideas?  will it ever be updated?

Guest Hellethia
Posted

Just a trigger detection problem, it's happen sometimes.

Reload your game before the entry gate... when you are in the city, dont move, wait.

 

Slaverun checkscripts are very heavy, weak computers cant support them (mine for example). Use Mcm for reducing the check counter.

But everytime I waited a moment at the entry, I get for Brutus forcegreet.

 

I wiated, but still nothing, not working :x

Brutus still comes to me but says nothing.

(My computer is very good, so no problem from this side=) )

Posted

 

Just a trigger detection problem, it's happen sometimes.

Reload your game before the entry gate... when you are in the city, dont move, wait.

 

Slaverun checkscripts are very heavy, weak computers cant support them (mine for example). Use Mcm for reducing the check counter.

But everytime I waited a moment at the entry, I get for Brutus forcegreet.

 

I wiated, but still nothing, not working :x

Brutus still comes to me but says nothing.

(My computer is very good, so no problem from this side=) )

 

 

Did you get the quest before going to Whiterun ?

 

Guest Hellethia
Posted

 

 

Just a trigger detection problem, it's happen sometimes.

Reload your game before the entry gate... when you are in the city, dont move, wait.

 

Slaverun checkscripts are very heavy, weak computers cant support them (mine for example). Use Mcm for reducing the check counter.

But everytime I waited a moment at the entry, I get for Brutus forcegreet.

 

I wiated, but still nothing, not working :x

Brutus still comes to me but says nothing.

(My computer is very good, so no problem from this side=) )

 

 

Did you get the quest before going to Whiterun ?

 

 

No i didn't indeed :x

But the mod is well installed, enable in MCM

 

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