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[Discontinued] Paradise Halls - SexLab Extension v0.1g (15/05/06) (RC 0.6 fixed 16/03/18)


blabla11

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Ok here are some ideas I've in mind.

 

Racketting, terror :

  • Being able to force a NPC to slavery (e.g. a civil one not well armored and armed) by terrorizing it. Could attack or yell if missed.
  • Being able to force a 'mother' to slavery by saying that if she refuse we'll enslave it's son. Optional, make it's son adoptable.
  • Being able to force a NPC to sell one of its family member (wife, son if adult, ...) for slavery. 

Devoted slaves (Stockholm syndrome)

At for example 80 or 90 in obedience a slave become a devoted one and can be released (not counting anymore at pahSlave) but assigned to a new faction (devoted slaves) and player faction. So you can for example capture/train/release guards, merchants or others. Opening on more mods like 'work for me' if merchant or 'capture the city' if guards/jarls/jarls housecarls/jarls mages....

 

Slavers and trainers :

  • Recruit trainers  (Paying them or use released devoted slaves). Each trainer can be assigned a slave which follow it and learn day after day (for example only the best ability of the trainer or the 3 best one, ....)
  • Transform an interior cell in 'training center' in specific domain (Combat, Craft, ....). Such cell must be assigned a guard (Paid or devoted slave) and each slave or devoted slave can receive order to stay in this cell and learn (increasing day after day some ability). First ones could be obedience center and combat center.

More to come :D

 

Note : the most important thing is the devoted slaves, breaking the limit of 50 slaves and opening on more add-ons...

 

Note 2 : currently, enslaving children is already possible. It have no interest because they don't grow to adult to be useful. 

 

Note 3: if you dev some please don't integrate all in the chore (exept the devoted slaves thing) because these ideas can be developped by different modders as add-ons (but I'm confident I know you know that a mod which want do all even the coffee is bad :P )

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Ok here are some ideas I've in mind.

 

Racketting, terror :

  • Being able to force a NPC to slavery (e.g. a civil one not well armored and armed) by terrorizing it. Could attack or yell if missed.
  • Being able to force a 'mother' to slavery by saying that if she refuse we'll enslave it's son. Optional, make it's son adoptable.
  • Being able to force a NPC to sell one of its family member (wife, son if adult, ...) for slavery. 

Devoted slaves (Stockholm syndrome)

At for example 80 or 90 in obedience a slave become a devoted one and can be released (not counting anymore at pahSlave) but assigned to a new faction (devoted slaves) and player faction. So you can for example capture/train/release guards, merchants or others. Opening on more mods like 'work for me' if merchant or 'capture the city' if guards/jarls/jarls housecarls/jarls mages....

 

Slavers and trainers :

  • Recruit trainers  (Paying them or use released devoted slaves). Each trainer can be assigned a slave which follow it and learn day after day (for example only the best ability of the trainer or the 3 best one, ....)
  • Transform an interior cell in 'training center' in specific domain (Combat, Craft, ....). Such cell must be assigned a guard (Paid or devoted slave) and each slave or devoted slave can receive order to stay in this cell and learn (increasing day after day some ability). First ones could be obedience center and combat center.

More to come :D

 

Note : the most important thing is the devoted slaves, breaking the limit of 50 slaves and opening on more add-ons...

 

Note 2 : currently, enslaving children is already possible. It have no interest because they don't grow to adult to be useful. 

 

Note 3: if you dev some please don't integrate all in the chore (exept the devoted slaves thing) because these ideas can be developped by different modders as add-ons (but I'm confident I know you know that a mod which want do all even the coffee is bad :P )

 

1) is already implemented, use the fear spell on anybody and have the option to enslave them if you catch em - thats been around for ages, some users weren't fond of it, but we kept it

 

4) already have the option to release any slaves at any time...

-but the added faction if their submission is high enough sounds interesting

 

5 and 6 also look good

 

we'll see what blabla thinks of it

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I think what Strec is asking for is something like a radiant quest where you harass a non-hostile NPC and "force" them to become a slave.  I'd considered something like that as being one of the possible types of radiant quests I'd like to develop for the Bartender in the rebuilt camp.  Such a quest would probably require you to do certain things, like kill a pet dog, steal something, obtain blackmail evidence, etc. possibly several things until the NPC finally "breaks" and agrees to submit to slavery.  Then you haul them off to the camp where they are turned over to Jerrek & company.

 

I've no doubt Strec and others would prefer to keep the slave, that might be an option at quest turn in, instead of getting a reward you have the option to keep the slave, but doing so might have other consequences as well.  For example if the quest was one being counted towards some other goal (do X number of radiant quests to unlock a special quest or some new option or something) then keeping the slave doesn't count towards that.  Make your choice, never said all the choices were gonna be easy.

 

Trainers was something else I'd mentioned in the past and partly why I made room for a sort of training area in the rebuilt camp.  I think maybe taking some ideas from games like SlaveMaker 3 might be worthwhile.  Different trainers have different abilities and costs to hire, better trainers cost more.  Some might not be available until you've met certain conditions (like doing X number of radiant quests).  So for example one trainer might be really good at training female slaves for sex and respect, but tends to make them angrier (that stat tends to drop, not go up).  Another is good at making male slaves submissive, docile (anger training) and respectful but is lousy at sex training.  You get the idea (and maybe now people get why I made the new camp so big... :cool: )

 

Course there's that functional slave auction in the rebuilt camp I made that big stage area for... still dreaming of that.  A gladiator pit with betting options, maybe a brothel... :dodgy:   An the extra cell space I was hoping to add an option where you can "store" your untrained rebellious slaves until you have time to come back and train them.  Oh an the pit, lets not forget tossing unwanted slaves into the pit  where they meet some horrible fate (as I recall the going idea was some nice falmer come along and drag them off screaming... can't imagine why, oh yeah... chaurus...)  Then later outside a farm with farm jobs... an who knows maybe a milking barn...  Oh and add Gardener to the list of trainable slave jobs, put them to work in your BYOH garden and they'll harvest it for you and you can pick up the alchemy ingredients when you stop by.

 

Dunno about release slaves, upping the limit beyond 50 likely seems like just increasing the number of aliases available.  Frankly, I've yet to hit 50... I guess I'm just picky about who I enslave! :lol:  But, regardless of whether its increased, I do want to see more jobs possible.  The mine job is one already in the works.  I'd like to see maybe a Guard job (assign a combat trained slave, req minimum combat training) to guard an area (which they then begin patroling).  A Maid job for your home (larger sandbox and maybe add more idle markers that only that faction uses so they will sweep, cook, clean, etc.).  I've asked for more support for PAHE in TDF prostitution and never got a response so maybe our own prostitute job, something similar but completely "in house".  I really could make a long list here but I've refrained because I know how much is already on the to do list and have been focusing on trying to help clear that list out a bit instead.

 

But first there's the naked bandit bug, the escort guard problem, Smexy Bandits and learning more about properly making quests.  :s  I'll just go get back to work now...

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Racketting, terror :

  • Being able to force a NPC to slavery (e.g. a civil one not well armored and armed) by terrorizing it. Could attack or yell if missed.
  • Being able to force a 'mother' to slavery by saying that if she refuse we'll enslave it's son. Optional, make it's son adoptable.
  • Being able to force a NPC to sell one of its family member (wife, son if adult, ...) for slavery.

All dialogue based systems stand and fail with available soundfiles... I hate silent dialogue...

 

Devoted slaves (Stockholm syndrome)

At for example 80 or 90 in obedience a slave become a devoted one and can be released (not counting anymore at pahSlave) but assigned to a new faction (devoted slaves) and player faction. So you can for example capture/train/release guards, merchants or others. Opening on more mods like 'work for me' if merchant or 'capture the city' if guards/jarls/jarls housecarls/jarls mages....

Way too many NPCs to keep track of. Every NPC would need an alias to keep track of stuff, meaning they'd be constantly loaded, putting stress on the system.

 

Slavers and trainers :

  • Recruit trainers  (Paying them or use released devoted slaves). Each trainer can be assigned a slave which follow it and learn day after day (for example only the best ability of the trainer or the 3 best one, ....)
  • Transform an interior cell in 'training center' in specific domain (Combat, Craft, ....). Such cell must be assigned a guard (Paid or devoted slave) and each slave or devoted slave can receive order to stay in this cell and learn (increasing day after day some ability). First ones could be obedience center and combat center.

Already planned/in the works, but has the same issues as the work-mechanic...

 

Note 2 : currently, enslaving children is already possible. It have no interest because they don't grow to adult to be useful.

Hmmm, gotta fix that again then...

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Yes the idea of racketting or forcing can be integrated in radiant quests but what I did speak of was simplier, only a supplemental option to enslave (by dialogs).

 

Concerning trainers, same, the idea can be integrated in any mod (HsH or Camp) but what I was speaking of was the possibility to have as trainer a NPC choosen by the player to put in a cell choosen by the player.

 

Don't know why :P but I'm a great fan of freedom in games (sandbox mod). I don't want to be forced to play 40 hours questing (in each game I start) before gaining a fonctionnality of to be limited by modder's decisions :) . If I want to install my own slaver's organisation in Whiterun Great Hall or in any prison or house of my choice I want to be able to!

 

Concerning the limit of 50 slaves I understand the technical limitation in modding and I don't ask for this to change. The idea is to semi-release slaves which are devoted and being able later to get them back for an other task if I have free slots.

 

For example, I enslave and train some Whiterun Guards to 80 submission making them devoted, I release them and their come back to their duties while I don't need them. Later, I need a big group to attack a town, I free 10 slave slots and recall them to come fighting. Second example, in case of a merchant enslaved and released we can imagine him giving gold to player once a week.

By creating this new faction a lot a possibilities are opened with very few developpement.

 

To resume, HsH ad Fellow Camp are nice mods but lack freedom. Without beeing aggressive, as a player I want to have my slaves Working in the mine I want, not only in the one you did choose :)

 

The 2nd problem is that each mod will have same fonctionnalities with 2 methods of scripting, so with 2 supports, and the player must install the complete mod to gain only one functionnality he wants (for example a trainer or a miner).

 

Ideally such projects would be developped in hierarchical stages : 

  • Data storing and IO (.esm)    <------------- Here are data and function permetting basic data management (set/get data)
  • Functionnalities (.esm)     <------------ Here are slaves, trainers, jobs, ..... functionnalities useable from exterior by using functions or events
  • Many mods (.esp) using some fonctionnalities (enslave by combat, dialog, sleeping or any method or placing a trainer in a cell)

 

M2p

 

 

edit for BlaBla : concerning the devoted slaves you don't need to track them constantly, you need just putting them in  a dedicated faction and give the some quest misc items with number determining the level ( MiscObedience x 85, MiscRespect x 30, MiscWhateverYouWant x nnn) and release them. When recalling them, you reverse the processus, deleting items and affecting values in PAH. It will have few processus load because these items are managed by the game only if the NPC is in the same cell as player.

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edit for BlaBla : concerning the devoted slaves you don't need to track them constantly, you need just putting them in  a dedicated faction and give the some quest misc items with number determining the level ( MiscObedience x 85, MiscRespect x 30, MiscWhateverYouWant x nnn) and release them. When recalling them, you reverse the processus, deleting items and affecting values in PAH. It will have few processus load because these items are managed by the game only if the NPC is in the same cell as player.

It's not that simple since those NPCs the game doesn't keep track of get despawned at uncontrollable intervals.

So there are two options:

  1. Keep track of the NPCs at all time with all stats.
  2. Keep track of the NPCs when they are in a loaded cell and stump them when they are not.

#1 puts constant stress on the system, while #2 puts a lot of stress on the system every time a new cell is loaded (with the added bonus of scripts running and possibly breaking).

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I agree that solution 1 can give some stress to the system, even if done by integer arrays manipulations (It was what I did in Faites des Bebes and I limited to 250 NPCs).

But you don't need to keep track of released slaves, the only need is to store datas on them to permit retrieving them if recalled as slave.

 

Ideally the initial way choosen by PAH to store obedience (one faction with 100 ranks for each data) is the one with less papyrus stress but it's a lot of stress on the developper because it's more a secretary job than a coder one :)  You can reduce this by dividing the values by 10 and using only 10 ranks by factions, more precision is not necessary, if you release a slave having 85 in obedience and recall it with 80 obedience it's ok.

 

This solution permits to let the engine store the data without scripting. 

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I agree that solution 1 can give some stress to the system, even if done by integer arrays manipulations (It was what I did in Faites des Bebes and I limited to 250 NPCs).

But you don't need to keep track of released slaves, the only need is to store datas on them to permit retrieving them if recalled as slave.

 

Ideally the initial way choosen by PAH to store obedience (one faction with 100 ranks for each data) is the one with less papyrus stress but it's a lot of stress on the developper because it's more a secretary job than a coder one :)  You can reduce this by dividing the values by 10 and using only 10 ranks by factions, more precision is not necessary, if you release a slave having 85 in obedience and recall it with 80 obedience it's ok.

 

This solution permits to let the engine store the data without scripting. 

 

actually the best way to obtain what you're looking for would be to put them in an available slot thru home sweet home or if those are full for training purposes you'll need a mod that can hold your slaves the same way home sweet home does

 

current status of home sweet home still hasn't learned how to grab stats from pahe so tho they'll be stored away for later, the sex stats will be lost or bugged until your next fuck with that slave

 

pretty much that's what i use it for is storing a trained slave in each of the smaller homes, 2 in the bigger homes  and later returning with new slaves to be trained by them

instead of doing musje's quests when its time to store another slave i look for another yarl to fuck then buy the house from his steward

i'll worry about the quests when i fill up the vanilla houses

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Yes I use HsH in that way for now and generally skip the quests by console (except sooner I did a complete test) and for money grabing. 

 

Else I've no problem to store NPC, can have 200 wives and 100 followers but it's less immersive than what I look for :)

 

edit: note that if you seek alpha-testers on new fonctionnalities I can help. 

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I have this odd issue im not sure is common or someone else ran into. The mod runs mostly fine but sometimes the slave decides to suddenly grab a strap-on and start raping my character if I go for having sex with the slave.

The animations sometimes appear rather random, like going for vaginal when I said I would go for anal.

 

Note that I exclusively play female on female.

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I think its actually a problem with SexLab.  Since 1.6 sex animation choices have been semi borked.  I play a male character and I've seen him put in animations that were flagged exclusively FF (and so shouldn't have been used).  An its not just slaves, its any NPC you have sex with.  Again, far as I know the issue is with SexLab.   The current 1.61b version fixes some of it, but it still happens.

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Ffffffffff

It's such a mood and immersion breaker when you're casually domming your slaves and suddenly they start raping your ass. (literally)
I have sexlab 1.61b installed already and im getting this way too regulary. Are there any known quick fixes?

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But I always play as female with female lovers so shouldn't it be female?

If it should be male then wouldn't it also disable the exclusively FF animations like tribadism?

i play the same way

 

Ffffffffff

It's such a mood and immersion breaker when you're casually domming your slaves and suddenly they start raping your ass. (literally)

I have sexlab 1.61b installed already and im getting this way too regulary. Are there any known quick fixes?

but i flip so that's not the bother to me

 

I think its actually a problem with SexLab.  Since 1.6 sex animation choices have been semi borked.  I play a male character and I've seen him put in animations that were flagged exclusively FF (and so shouldn't have been used).  An its not just slaves, its any NPC you have sex with.  Again, far as I know the issue is with SexLab.   The current 1.61b version fixes some of it, but it still happens.

Thats when it gets immersion breaking to me

when i fuck my male slaves using a strapon as tho the slave were female and it was bad enough when it went up his ass, but there have been sometimes sl would shove that where only a female could take it

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What is the difference between 'Enslave' and 'Enslave faction'?

 

Sometime I'm proposed one or the other but ONE time I had the 2 options (See attached 1).

 

Second problem (see attached 2). Lydia is a follower, she's sleeping, I want give her order to folllow me and activate her : popup proposal to enslave with no way to escape...

 

Pehraps the perks would have a filter to avoid enslaving followers?

 

ok, finally had a chance to switch follower mods

ya i was right, this problem is caused by eff

here's what psq users with aft see:

post-436139-0-48433000-1458912779_thumb.jpg

now here's what most people see without psq:

post-436139-0-86117200-1458912839_thumb.jpg

note i couldn't get that to change after cleaning aft from the save

 

then there's eff users:

post-436139-0-42992300-1458912977_thumb.jpg

got that same result for eff even with psq in so eff blocks psq as well as removing the talk activate button that EVERYBODY else sees cuz eff wakes the sleeping follower to automatically activate them so that button could be removed

seems to me you shouldn't even have the enslave sleeping option for the same reason i can't feed on them, you woke them already from eff auto-popping

actually quite a shame too if eff didn't hijack the dialogs and fun with wheels i was liking the inventory access better than aft

wonder if blabla can rip the inventory code out of that and use it for the slaves, atleast that'd fix slaverun issues

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Yup, that's the issue I described.   EFF has some advantages over AFT and AFT is better in other areas.  Overall I choose EFF because it did some things I specifically needed that AFT did not but its not perfect (then again, nothing is).   Dunno how much ongoing support there is for EFF or if any sort of fix could be had from its developer.

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Yup, that's the issue I described.   EFF has some advantages over AFT and AFT is better in other areas.  Overall I choose EFF because it did some things I specifically needed that AFT did not but its not perfect (then again, nothing is).   Dunno how much ongoing support there is for EFF or if any sort of fix could be had from its developer.

 

shit like that makes me want to smack the hell out of the modder and slap a collar on them

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If blabla is still taking suggestions, :) , I'd like to be able to leave slaves at the roadside, or at a suitable place in a city etc, as placed in a 'Pichard Cage' or 'Pichard Box', for the entertainment of passing travellers, who might make a contribution for their services.... as if maybe paying for a key to release a gag, a belt, a plug, a dildo, etc.  Or, even, just left 'open for business' on an honesty box payment basis :P

 

The biggest issues I see with that are that I know of no such cage, or box, no suitable animations to fit those anyway, and I couldn't script them to save my tattered and ancient hide.   So no problem there really ...

 

However, in the absence of such, the Zaz pillory, and other machines/etc for interim waiting in storage might do, though?

 

If I could work out how to create a nif of the cage/box, I'd maybe even be tempted to try

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If blabla is still taking suggestions, :) , I'd like to be able to leave slaves at the roadside, or at a suitable place in a city etc, as placed in a 'Pichard Cage' or 'Pichard Box', for the entertainment of passing travellers, who might make a contribution for their services.... as if maybe paying for a key to release a gag, a belt, a plug, a dildo, etc.  Or, even, just left 'open for business' on an honesty box payment basis :P

 

The biggest issues I see with that are that I know of no such cage, or box, no suitable animations to fit those anyway, and I couldn't script them to save my tattered and ancient hide.   So no problem there really ...

 

However, in the absence of such, the Zaz pillory, and other machines/etc for interim waiting in storage might do, though?

 

If I could work out how to create a nif of the cage/box, I'd maybe even be tempted to try

 

musje has portable cages available after completing some quests for pah home sweet home

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Had often this type of issue when modding Slavers Rule the World in Fallout and the option I did choose was to ever have an option "Nevermind' in all perks and dialogs I did to avoid player forced to choose an option he didn't want.

 

It's a Bethesda problem that some actions can't be canceled by 'escape'.

 

edit :

 

Bug (or not, perhaps working as intended?)

If you set the 'Flight Threshold' option to '0', slaves are trying to escape after enslaving. Not blocking, I only did the test to see because I use 'Advanced Leashcollar'.

 

Gameplay :

As many mod, PAH/PAHsl have too many top dialog entries, may be transfered to 1 or 2 top entries at 90 priority with sub-dialogs, it's very boring to have 10 or 20 entries when you enslave named NPCs or mods NPCs which already have their own dialogs.

 

New fonctionnalities :

Can order a slave to masturbate 

Can order a slave to rape/fuck an other one (obedience check on the raper, obedience increase on the 2 slaves)

Can propose a slave consensual sex if obedience and respect are high

Can propose a slave for sex to any NPC (prostitution)***

 

*** Note that for example HsH need 3 talks for selling a slave (NPC + Slave + NPC). Would be better (2 talks) to ahev a first dialog with slave (Prepare to be sold/killed/raped/whateveryou want), only on one of the following slaves, and after slave prepared directly propose the option to the NPC. You gain one step and the slave remains in state to be proposed to many NPCs.

 

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Had often this type of issue when modding Slavers Rule the World in Fallout and the option I did choose was to ever have an option "Nevermind' in all perks and dialogs I did to avoid player forced to choose an option he didn't want.

 

It's a Bethesda problem that some actions can't be canceled by 'escape'.

 

edit :

 

Bug (or not, perhaps working as intended?)

If you set the 'Flight Threshold' option to '0', slaves are trying to escape after enslaving. Not blocking, I only did the test to see because I use 'Advanced Leashcollar'.

 

Gameplay :

As many mod, PAH/PAHsl have too many top dialog entries, may be transfered to 1 or 2 top entries at 90 priority with sub-dialogs, it's very boring to have 10 or 20 entries when you enslave named NPCs or mods NPCs which already have their own dialogs.

 

New fonctionnalities :

Can order a slave to rape/fuck an other one (obedience check on the raper, obedience increase on the 2 slaves)

Can propose a slave consensual sex if obedience and respect are high

Can propose a slave for sex to any NPC (prostitution)***

 

*** Note that for example HsH need 3 talks for selling a slave (NPC + Slave + NPC). Would be better (2 talks) to ahev a first dialog with slave (Prepare to be sold/killed/raped/whateveryou want), only on one of the following slaves, and after slave prepared directly propose the option to the NPC. You gain one step and the slave remains in state to be proposed to many NPCs.

the initial issue you're mentioning there before the edit wasn't a bethesda problem or it would have been fixed before release, notice pahe dialogs have a "never mind" dialog, that bug you're asking to fix there is an eff bug...we haven't refused it yet, but that's why it stands there as it is

 

onto the edits:

advanced leash collar is meant for giving the slaves a leash collar and having them leash to player type leashes instead of needing to leash them somewhere so the flight threshold doesn't need to be modified for that to take effect, no idea if the flight threshold was ever intended to allow a 0 setting, it was actually intended to allow higher settings than the default...

 

the problem with setting a higher priority in the dialogs actually gets more complaints, see for example sexlab dialogs was released at a higher priority where it'd be easier to access above all other mods and about 90% of the users complained it was too much to get around it when they needed to use their other mods so it was finally lowered in a recent update

as such we've not had any complaints about it here, when ya can't please them all its better 1 upset out of 1000+ users than to have multiple complaints over too much as i've seen in said example

 

those are also highly sought after requests, you're not the first to ask and it's not that we don't want to help there, but ...

1> attempted it broke pah trying, then postponed for a later date..

2>the dialog options on that tend to vary in favor of the male slavers, but the ladies still have the options hidden in there after the right conditions, couldn't say what conditions blabla has set for those, but some slaves will consent at capture

3>only marking this in red cuz if we can't get the 1st request to work right it'll be that much harder for that option and there was once somebody here who'd claimed to have done something to get radiant prostitution working for the slaves, but never shared said work so we're still in limbo there

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