Jump to content

[Outdated] PlayerSlave 06202011


Recommended Posts

Posted

Sorry for the lack of posting on my part, I got myself wrapped up in a little side project coding for a friend (He is designing a Gor style graphical MUD), and needed some assistance. I should be back on playerslave this week.

 

As far as the questions of "playing like a movie" are concerned. I actually made a post about it in this thread or the previous thread that spawned this idea. Essentially my point was that the burden is on the mod maker to make it a game and not a machinima. Yes, some parts will "be like a movie", but it is up to us to figure out how to make a game in here.

 

Part of what I have been planning (not coded as of yet), is a way for the player to seamlessly choose to obey or disobey. To resist or submit, and what in "game" terms that actually means.

 

So to open the discussion, anyone have any ideas or opinions on how to preserve roleplaying game type choices and behaviors while preserving the lack of decision making to an enslaved player?

 

Posted

Best I think would be make that decision by: to whom player was sold to.

For example. if was sold to pit arena he always can fight his freedom back, if was sold to some fat prick he can always try to escape by increasing his trust(by submitting) then killing him or running away ect. All depends what you are planing to implement in this mod :)

Are you planing realising at least demo? Cant stand waiting in anticipation ;)

Posted

Yay, the project lives! I <3 you for it Thomthom.

 

I think the easiest way would be to have a fork somewhere where the player can decide if she wants to be a slave or not, or to be exact if she is happy or not.

 

If the player accepts her fate and becomes a happily owned slave I think punishments would be slowly replaced by chores or something, and sex would be mostly consensual. Maybe after a while the player's owner will allow her to wear clothes and adventure again with the condition she comes back every so often (three days?) for sex and other things. Similar to that dating mod where you had to be with your boyfriend at least once every three days or he would dump you. If you fail to do this maybe your owner decides to sell you again?

 

The unwilling part would be the exact opposite. Your PC gets punished and raped all the time, and forced to go around naked and chained. Here you could have the same three days things, but besides having sexy time your master would take a part of your loot because technically it belongs to him. It could lead to some interesting RP situations by having to hide stuff you want to keep so your master won't take it away?

Posted

The unwilling part would be the exact opposite. Your PC gets punished and raped all the time' date=' and forced to go around naked and chained. Here you could have the same three days things, but besides having sexy time your master would take a part of your loot because technically it belongs to him. It could lead to some interesting RP situations by having to hide stuff you want to keep so your master won't take it away?

[/quote']

 

I love that idea. I think something similar but different was waaaaay back in KingsQuest 3 (I think it was 3). The game starts out with the main character enslaved as a servant under a powerful wizard. You must do chores at the same time as trying to gather the pieces you need to formulate an escape. Not to mention the anxiety going with possibly being caught away from your room when the wizard returned. It was a wonderful little mechanic that I honestly think could use a rehash with modern elements.

 

Posted

The unwilling part would be the exact opposite. Your PC gets punished and raped all the time' date=' and forced to go around naked and chained. Here you could have the same three days things, but besides having sexy time your master would take a part of your loot because technically it belongs to him. It could lead to some interesting RP situations by having to hide stuff you want to keep so your master won't take it away?

[/quote']

 

I love that idea. I think something similar but different was waaaaay back in KingsQuest 3 (I think it was 3). The game starts out with the main character enslaved as a servant under a powerful wizard. You must do chores at the same time as trying to gather the pieces you need to formulate an escape. Not to mention the anxiety going with possibly being caught away from your room when the wizard returned. It was a wonderful little mechanic that I honestly think could use a rehash with modern elements.

 

 

Yep! sneaking around the Master's manor would be pretty fun and take away even further the feeling that the player is all powerful.

 

In fact, the player's owner could take away all of her loot except of a special set of armor and weapon, something like a "slave armor" which would make NPCs to realize she is a slave much like the irons do. This could have a similar script to the vanilla Bands of the chosen, so it cannot be taken off by anyone other than the Master, and the player cannot equip other things while wearing it. Maybe once the player has done enough looting trips the master would allow her to keep some better armor

 

YOU17.jpg

Posted

Firstly, can I just say I loved this mod, and I'm astounded by how tough your scripts seem to be :P

 

I was thinking a bit about the whole interactive element while I was playing, and came up with something a bit like Nightwynd's idea

 

You'd basically (after training, and being sufficently good for long enough) be fitted with a special collar and allowed to go out into the outside world, do quests, and all the rest, while being forced to return regularly, drop off a certain value of items (similar to thieves guild fencing quests) and have some more training/ being used by Wendolyn. If you didn't drop back a decent amount, you'd be punished, which'd give a sense of urgency to being released.

 

If you failed to return, the collar would basically knock you out, and you'd be dragged back using the same package used to get you there (and punished massively) This could also let you escape briefly while you're being trained (say for a night) but you'd have to be back before morning, or Wendolyn would realise, knock you out, and send someone to find you.

 

It'd be nice to see some interactivity in punishments as well (like with the horse, you could have two positions: one where you are lifting yourself off the pointy top, which would drain your fatigue (as it's tiring);and a one where you're resting on the pointy bit, which would hurt you. you can swap between these at will, but you are dropped down onto the pointy bit if your fatigue reaches a certain level. Wedolyn would come and remove you if you became too injured (or yield, prehaps, making it a player choice?) but failling to survive it for long enough would mean more punishment.

 

That said, a simple dialoge option to struggle or submit to something would be the easiest to put in, and could just effect what happens to you, and how long you're allowed freedom for

Posted

Sorry for the lack of posting on my part' date=' I got myself wrapped up in a little side project coding for a friend (He is designing a Gor style graphical MUD), and needed some assistance. I should be back on playerslave this week.

 

As far as the questions of "playing like a movie" are concerned. I actually made a post about it in this thread or the previous thread that spawned this idea. Essentially my point was that the burden is on the mod maker to make it a game and not a machinima. Yes, some parts will "be like a movie", but it is up to us to figure out how to make a game in here.

 

Part of what I have been planning (not coded as of yet), is a way for the player to seamlessly choose to obey or disobey. To resist or submit, and what in "game" terms that actually means.

 

So to open the discussion, anyone have any ideas or opinions on how to preserve roleplaying game type choices and behaviors while preserving the lack of decision making to an enslaved player?

 

[/quote']

 

I was just doing some reading on this site's thread for WorkGirl-Tryout (updated (credit to Bromm83, Riggswolfe and Loogie)) for Fallout New Vegas and they have just implemented an idea that may take you a long way towards what you are looking for. I have not yet played the mod but as I understand it if your character refuses to cooperate they are fitted with a special slave collar. In fallout, a slave collar will kill you (explode) if you stray too far from your master (something similar could be written for Oblivion), so you are forced to stay close to your master. What this also means is that if you don't want to spend your life as a slave you better convince your master that you're going to be a good little slave and that you no longer need to be wearing the collar, otherwise you won't be going anywhere (i.e. not escape for you).

 

As I understand it, in WorkGirl, your character can demonstrate that you will be a model slave from now on by begging your master or whoever he/she delegates to repeatedly fuck you (something about being taught your proper place/station). There is also some kind of minimum number of times you must beg to be fucked to demonstrate proper obedience. Here's the kicker, after begging to be fucked and completing the deed you then must properly thank your master/delegate for fucking you in order to get any credit for the deed (and eventually earn enough trust to have the collar removed).

 

Only after having the collar removed can you again start to plan your escape.

 

The beauty of this approach is that it potentially offers the player fairly seamless options to choose, or pretend to choose, to obey or disobey. To resist and pay the consequences or submit (even temporarily) in order to win the long game.

Posted

If we're still giving different potential slave owners different sexual appetites/punishments, how about keeping a tally of refusals by the player and make it proportionally more likely that you'll get sold to a more torturous master? The idea being that when the slave owners hear that the trader has a "willful" slave for sale, those who enjoy "breaking" a slave are more likely to show up for the auction because that's what they're looking for.

Posted

Thomthom,

I am so in love with the idea of this mod and the possibilities there in and I have some ideas for you.

 

Technical: I would love to see you design this mod so that you can plug in quests at a later date and continue off of the base mod. Each plug in would consist of a new owner with his own distinct personality and set of missions. Between owners she would have the choice of continuing as a submissive or gaining her freedom. She could return to bondage at a later date if she wants to continue with the next quest line / Owner.

 

Technically it would be easy to change out the .esp or add one that looks to this as a master file. The later would allow players to skip a mission that is not to their personal taste.

 

It would be nice if the player received special incentives from each master like the ability to submit to the dogs in Lover's Bitch, or a lubricant recipe which would temporarily raise her SP a couple of levels. Maybe a masturbation spell that fortifies endurance and strength. I am sure you get the jest of it.

 

Owner "A" might be a cruel master who would parade his slave around town allowing others to use her at will much like the Mrs. Femdom quest in Crowning isle and "Train" her in his dungeon at night or force her to dance or prostitute herself.

 

Owner "B" might make arrangements to pimp her out to parties and then take the money from her each time the. The parties could be in other cities for nobles of the realm, or perhaps the crew of a ship in some port. She would always have a specific time limit to get there and perform her task if she goes over the slaver would be sent to retrieve her.

 

Owner "C" might have her raid specific dungeons and then take the loot from her, we might even have a trap for her to be captured and used by the inhabitants of a dungeon for a time which would end with her having to steal a specific object of great value like the pimp quest in Crowning isle.

 

All of the above would end with a choice of going to a new master, back to an old master or gaining her freedom until she is ready to continue. The whole thing is limited only by imagination and would be easy to update. I am all for the idea of making the training dependent on stats like the ideas above. And making the training with each new master or mistress more interactive with choice blocks that theoretically could make the whole thing different each time you played it.

 

Finally, and this is the important part, making each master his own .esp would allow others to make add on to your mod and would allow players to pick and choose the ones they want to play or avoid.

 

Finally I have several torture devices that I would upload for you to have a look at if you would like just let me know. I built static poses for them and have had them laying around for a long time. I can put them into an ESP for you to look through.

 

Please don’t give up on this if I knew anything about scripting, I am learning as fast as I can, I would so be begging you to let me help.

 

Bis :blush:

 

Posted

 

YOU17.jpg

 

 

Very cool' date=' Nightwynd, for having posted (out of all the possible pictures out there) an illustration done by Oda-Non, one of my favorite hentai artists. Both my avatar and siggy are proof of that. :P

 

Sorry for being offtopic, but I just thought I had to say it...

 

[b']EDIT[/b]: If we get that outfit it would also be cool to get that complementary slave trader gnome as shown on the pic. But I guess that would be outside the boundary of Oblivion's game engine or something...

Posted

Hmm, GoR (as in Game Over Rape?) MUD you say? Don;t suppose its got a webpage or anything as of yet? Sounds interesting.

 

Reading the ideas on the thread is almost as entertaining as the actual game. xD

Posted

Gor probably refers to the world of Gor, written by John Norman, a maledom/femsub counter-Earth alternate reality thing that has a fair number of fans and lifestyle followers.

 

Kudos to the mod, sounds great, although it crashes for me whenever the slavers arrive at the inn.. answer's likely in the thread somewhere though so will get to reading it from end to end. :) (Edit: Oh, probably MBP++)

Posted

So to open the discussion' date=' anyone have any ideas or opinions on how to preserve roleplaying game type choices and behaviors while preserving the lack of decision making to an enslaved player?

[/quote']

 

This is going to vary according to the context; when first caught some choices apply, while if you're sold to someone concerned with actually breaking you and instilling obedience in you, other choices are opened up.

 

In the first phase where you have just been defeated in combat and taken captive for the long walk (of shame) to the auction house, consider these ideas:

  • What if Lamurard didn't immediately gag you. You'd have the choice to make little fuss or object (in which case he would gag you).
  • Same with the leash; Suppose initially you are simply chained hand & feet and told to follow, but retain movement control. You could decide to follow or look for an opportunity to run off, but it wouldn't be easy, and if he caught you, you'd be leashed with force-follow.
  • The camp spots on the way. It was discussed earlier that they could have random events happen, and perhaps even offer opportunities to escape through puzzle solving and/or skill checks. This means yet more choice for the player instead of just watching events unfold; do you try to escape? How do you go about it?
  • Likewise, we had some discussion about the auctions themselves and influencing subtly what kind of buyer you end up with. Giving us the option to struggle, whether we meet the gazes of the patrons or not, etc. would let us interact and could subtly alter the outcome of the auction.

 

The rest will depend on the buyer. As has been mentioned, if your buyer aims to train you, you would obviously need the choice to obey or disobey commands frequently, which would shape the training. Others might not be concerned with your obedience and choices would come in form of more escapegames. Or perhaps resisting those would keep their interest alive and once you stop resisting they tire of you with various possible outcomes there.

 

As for how to present the choices, some can be a little hard. For instance, the choice to avert your gaze or look back defiantly at a possible buyer. How can you implement that? Using dialog boxes and text may be a bit jarring in a game that usually shows and lets you act, but used sparingly it could be one option.

 

In any case, it's a delicate balance act to give us choices while preserving the illusion of captivity and enslavement, but if done right, it would be awesome I think.

Posted

I thought it will be fine to make choices shake head or nod when player was gagged and then, change the type of gags will be more fantastic thing......

Posted

Hmmmm...How to make the mod less like a movie with more interaction?

 

*cracks his knuckles*

 

Many people have already mentioned giving the player choices of whether to obey or submit. You could add a few more options, perhaps a degree of obedience and emotion.

 

Yes Master! Right Away! (Obedient, Loving)

Yes Master! Please don't hit me again! (Obedient, Fearful)

Yes...Master....jerk (Semi-obedient, Sullen)

No I won't do it you bastard! (Disobedient, Hateful)

No! No...please! I don't want to! (Disobedient, Fearful)

etc...

 

The choices displayed for the character to choose from could be based on whatever slave stats (obedience, temperament, love, whatever) you are using to show progress with training. So over time the choices would change. The character is conditioned to obey, to want sex, or to be punished, etc..however there always should be a choice that could eventually lead in the opposite direction. But a fully tamed and trained slave would find it difficult to escape from her life.

 

I think that when the player is made a slave her possessions are stripped, after all she is effectively being kidnapped and robbed. There should be the option to recover long term loot, maybe placed in a slaver's vault or simmiliar. Alternatively, the loot could be sold off partially, the money will be used to upgrade the auction house and the various Master's and Mistress's facilities. In this way the player's efforts in adventuring contributes still to their experience. The percentage sold could be changed with a configuration mechanism.

 

This could occur as well after being enslaved and sold. The character works for their owner, doing whatever it is they want them to do, whether being pimped out, stealing from houses, sent out on adventures, whatever the money they earn can go to improving their slave equipment, the owners house, clothing, whatever. It won't be just gone.

 

Another type of effort/reward system might also be in character advancement. Lots of people use different types. But perhaps it can use the skill book method. So by "playing" the mini-game on the dungeon horse successfully could also lead to a experience towards endurance or athletics. One thing to consider would be a hardcore mode, where the harsher punishments decrease stats. There is a consequence beyond RP for disobeying!

 

Other thoughts...

 

I also like the different opportunity to escapes and various means the slavers and slave owners use to prevent it that might be circumvented by a clever player. Perhaps a strong character can weaken her chains over time. Maybe a skilled character can pick the lock. Maybe a magical character discovers a spell that will work. Perhaps the collars cannot be removed by special means, effectively making it a quest. The character could escape, but what then? She has to track down a person or thing to remove the collar. Or it could be simply a key in their owner's pocket or hidden somewhere in the house.

 

I like the Master/Mistress.esp idea mentioned above, though if there are a lot of them, especially with the base ones, they perhaps should have the option of coming in combined packages. I also think it would be a good idea to have a sampleMaster.esp that different people could mod easily. They leave the do not touch scripts and stuffs alone (read the readme!) and make modifications on what can be easily changed such as appearance and home. If a good set of instructions are written up to go with it this could open the door for beginning modders to contribute who may not have the best coding knowledge, but have wild and deviant imaginations!

Posted

Hmmmm...How to make the mod less like a movie with more interaction?

 

*cracks his knuckles*

 

 

Many people have already mentioned giving the player choices of whether to obey or submit. You could add a few more options' date=' perhaps a degree of obedience and emotion.

 

Yes Master! Right Away! (Obedient, Loving)

Yes Master! Please don't hit me again! (Obedient, Fearful)

Yes...Master....jerk (Semi-obedient, Sullen)

No I won't do it you bastard! (Disobedient, Hateful)

No! No...please! I don't want to! (Disobedient, Fearful)

etc...

 

The choices displayed for the character to choose from could be based on whatever slave stats (obedience, temperament, love, whatever) you are using to show progress with training. So over time the choices would change. The character is conditioned to obey, to want sex, or to be punished, etc..however there always should be a choice that could eventually lead in the opposite direction. But a fully tamed and trained slave would find it difficult to escape from her life.

 

I think that when the player is made a slave her possessions are stripped, after all she is effectively being kidnapped and robbed. There should be the option to recover long term loot, maybe placed in a slaver's vault or simmiliar. Alternatively, the loot could be sold off partially, the money will be used to upgrade the auction house and the various Master's and Mistress's facilities. In this way the player's efforts in adventuring contributes still to their experience. The percentage sold could be changed with a configuration mechanism.

 

This could occur as well after being enslaved and sold. The character works for their owner, doing whatever it is they want them to do, whether being pimped out, stealing from houses, sent out on adventures, whatever the money they earn can go to improving their slave equipment, the owners house, clothing, whatever. It won't be just gone.

 

Another type of effort/reward system might also be in character advancement. Lots of people use different types. But perhaps it can use the skill book method. So by "playing" the mini-game on the dungeon horse successfully could also lead to a experience towards endurance or athletics. One thing to consider would be a hardcore mode, where the harsher punishments decrease stats. There is a consequence beyond RP for disobeying!

 

Other thoughts...

 

I also like the different opportunity to escapes and various means the slavers and slave owners use to prevent it that might be circumvented by a clever player. Perhaps a strong character can weaken her chains over time. Maybe a skilled character can pick the lock. Maybe a magical character discovers a spell that will work. Perhaps the collars cannot be removed by special means, effectively making it a quest. The character could escape, but what then? She has to track down a person or thing to remove the collar. Or it could be simply a key in their owner's pocket or hidden somewhere in the house.

 

I like the Master/Mistress.esp idea mentioned above, though if there are a lot of them, especially with the base ones, they perhaps should have the option of coming in combined packages. I also think it would be a good idea to have a sampleMaster.esp that different people could mod easily. They leave the do not touch scripts and stuffs alone (read the readme!) and make modifications on what can be easily changed such as appearance and home. If a good set of instructions are written up to go with it this could open the door for beginning modders to contribute who may not have the best coding knowledge, but have wild and deviant imaginations!

 

 

[/quote']

Well, I'll quote you for these awesome idea. (mind you, I'm using spoilers, as to not clog this thread).

 

As far as the different attitudes go, I'm all in. Selling items, not so much, but having it as a settable variable is fine.

 

Templates are a good idea, but one should still be cautious with them, mainly because I know from my personal experience that most will rely on them waaaay too much. :P

Perhaps a few pre-made owner-files would be better, with explainations in their respective scripts. Explanations, not just to explain how to handle this mod, but also as an aid for those who wish to expand upon it, and have no experience with modding for the Lovers-mods. (Eg. how to call rape/consensual sex via script)

 

Posted

Gor probably refers to the world of Gor' date=' written by John Norman, a maledom/femsub counter-Earth alternate reality thing that has a fair number of fans and lifestyle followers.[/quote']

 

that would be Gor awesome books, shit movie

 

 

Posted

It might be interesting to play with remapping the action of the movement keys, and toy with giving the player more or less control of their player character's body depending on the attentions of the slaver.

 

For example: during a whipping session, the player could emote tolerance, refusal, anger or joy through keys instead of dialogue trees (assign a key to whatever emotes are appropriate and inform the player beforehand of the mapping scheme). The slaver then can react according to individual disposition and training goals, maybe acknowledging verbally player's choice, adding more punishment, reducing punishment, switching activities etc. This can make the system more gamey and spontaneous, and maybe eliminate unnecessary dialogue trees. It allows enough player control to be interesting, but restrains it in a focused manner.

 

Ideally, the emotes/player control would change according to the kind of activity. So a player that can express resistance by running and jumping about outdoors on a lead instead of following meekly, would express resistance differently when tied to a post, and with fewer body parts available to struggle with (more headshakes or nods or smiles or grimaces etc.) Ideally, the player would always have some action to perform, and each would impact the slavery of the player character to varying degrees, and the more constrained the player character's actions, the greater sense of helplessness and slavery.

 

A few more loose ideas:

 

  • A player character also might be able to perform different actions when a slaver is present or not present depending on what the player character doesn't want to be caught doing.
     
  • Obviously, if certain kinds of actions are repeated often or in certain combinations, this can lend itself to RPG elements as discussed previously. Could also be integrated with Oblivion stats as well. I.e. More willpower means defiant acts have more of an effect, or are available more often. More endurance might mean that tolerant options are emphasized more. And so on.
     
  • Should also note that this idea would not necessarily require new assets or animations. As long as the player knows what action they are performing and the NPCs respond appropriately, the ability to roleplay will be preserved without animations demonstrating to the player what their character is or isn't doing.
     
  • If this is pursued, then it may be interesting not to inform the player exactly what each of their movement keys do, at least right away. That way the player's confusion dealing with this new wrinkle will mirror the player character's confusion at being newly enslaved. Also, the player might, by accident, suggest to the slaver that they are consenting, and might try to demonstrate their resistance more fervently because of their mistake.
     

 

 

Hope this hasn't been too incoherent and has at least sparked some ideas.

 

tl; dr - PlayerSlave uses Alpha Protocol-like action system except w more slavery

Posted

so with 38 pages

 

has there been any updates to this mod?

 

There have been constant updates.

 

Just none are released yet.

 

Posted

so with 38 pages

 

has there been any updates to this mod?

 

There have been constant updates.

 

Just none are released yet.

 

 

I figure once I get around to releasing the next version, I will update the title of the thread.

 

 

 

I love some of the ideas coming in, I have spent a good portion of my evening writing them down so I don't lose them.

 

I have been toying with what I call "custom descriptive messages", and I want some opinions. As it stands right now, some of the actions of the NPCs and player are left to the imagination and the limited animations available.

 

For example, when the player is enslaved, she/he stands up from unconsciousness and is greeted by the slaver who speaks a dialog topic sort of piece i.e. "(Locks the gag in place)".

 

I have never been a huge fan of this sort of emoting to get the point across. Without spending _years_ making animations and tweaking the oblivion engine to play nice with them, how should this be resolved.

 

What I have scratched out is a configurable way for messages to be presented to the player on certain events. Consider these almost a narrative. In the example above instead of the dialog emote the player would get a message box stating something like: "When you awake you are surrounded by a few rough looking individuals. Before you can offer resistance the apparent leader locks a gag into place around your head". Each action could have any number of descriptions associated with it.

 

I have a configuration line that enables this feature for those who prefer it. I will be supporting the ability for other mod makers to "override" and add their own event descriptions, or enhance and add variants to the existing messages.

 

I will not be copping out and scrapping all animations and interaction with text. I do not intend to turn oblivion into an interactive fiction novel, but I need to find some way to deliver what I think is the right experience.

 

I asked for some writing assistance a little bit ago to address these specific "messages" so if anyone wants to help with these drop me a PM.

 

Opinions or suggestions are welcome on this feature, I have no intention of not doing it, and that is why I left it as a configurable option.

 

 

 

 

Posted

Message boxes are cool. Plenty of space to describe things and it fits with the RP theme. Keeping it simple is potentially best; new animations are all well and good, but they can end up being just more bugs to iron out when a simple solution would be just as good.

 

Text boxes require an imagination but thats a good thing in my opinion. Its something thats getting lost the more advanced games get.

Posted

I struggled with the same dilemma when experimenting with a mod of my own. There were just actions I needed to express, but had no animations for.

 

I've tried combinations of

MessageEx (the top left corner text)

- these were the worst as they overwrite each other, are difficult to keep visible long enough, and can't hold much text.

Dialog with emotes, e.g. "(Chains your hands behind your back)"

- these work fairly well, but many actions aren't suited to the 1st person dialog perspective (since you wouldn't be looking him in the face when he does it), and watching his lips move irks me as well.

Message Boxes, e.g. "You wake up feeling sore with a strange taste in your mouth - OK" or with actual choices included

- these usually work better than emotes, but like you mention, it doesn't take many of them to go from oblivion to interactive fiction novel. They have to be fairly short and it should always be considered if there are other ways to get the information across, like:

SayAt

- My latest experiments included this, and it adds some nice variety, and is even great for certain situations where the slaver would be addressing you without expecting a response. For example, the initial capture+gagging could be conveyed this way:

*Player is knocked out by the enchantment on the slaver club (SetUnconscious, set fatigue to -1000, etc), they retain (vertical) camera control but can't interact.

*Slaver and companion walk over besides player, looking at her (LookAt)

*Slaver's companion says "Nice catch, this one should fetch a fair price." directed at the player using SayAt (text appeas lower center like when NPC's talk to each other with subtitles enabled).

*Slaver says "Yes, strip her down while I chain and gag her" directed at player as well.

*Run the scripts to strip, chain & gag and return player to consciousness.

 

There's a lot of scripting involved in setting up SayAt conversations like this though, and because time is running (unlike dialog or message boxes) they work best when the player is restrained or unconscious. There are also limits to what you can convey like this, even were you to do SayAt emotes, so I think a combination of this an Message Boxes is probably the best call.

 

As for writing assistance, could you elaborate? English isn't my native language, and I'm still somewhat new in TESCS, but perhaps I could be of assistance.

Guest
This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...