Anjou Posted August 4, 2011 Posted August 4, 2011 Uhh, i'm having a problem, and i can't identify why. Pretty much no matter what i do, once i get enslaved, the game crashes if the slaver enters a new area. Can you help?
Riggswolfe Posted August 4, 2011 Posted August 4, 2011 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 Not to derail, Gor is a fun world (I've done some Gor RP but wouldn't want to live there lol) but the books are equally as shitty as the movie. John Norman can't write. He just can't. He just got lucky enough to come up with a world that is appealing to some people (me inlcuded in fantasy at least). I couldn't finish even one of the books because they were written so poorly. On topic I am fond of Reigor's ideas. I'd also think, in the long run,it'd be nice to be able to configure the mod from a sort of "just for fun" mode which would have easy escapes and less consequences to a "hardcore" mode which would have escape nearly impossible and harsh consequences for being caught like your gear is sold off. Again, this would be well in the future and even assuming something like that is doable. I've been working on the workgirl mod for FNV and I am getting a feel for just how hard something "simple" is to do in the editor for these games. I can't remember if it has come up before but are you going to have some kind of submissiveness stat that effects your interactions with the slaver/eventual purchaser? If so you could tie it into Reigor's dialogue ideas and even have it effect who buys you at auction. Like, let's say your submissiveness stat is low, then you have a higher chance of being bought by a Master/Mistress who likes breaking strong willed slaves while if it is high you're more likely to be bought by a Master/Mistress who likes slaves who need less training. I could see something like this code wise if GetRandomPercent >= Sub set BoughtBy to HarshMaster ;low sub option elseif GetRandomPercent < Sub set BoughtBy to NiceMistress ;high sub option else set BoughtBy to DefaultMaster ;catchall in case noone else buys you.
Anjou Posted August 4, 2011 Posted August 4, 2011 Uhh' date=' i'm having a problem, and i can't identify why. Pretty much no matter what i do, once i get enslaved, the game crashes if the slaver enters a new area. Can you help? [/quote'] You don't have MBP installed. It adds a race that the mod uses. i do have it installed -.- though
Hitman69 Posted August 4, 2011 Posted August 4, 2011 Uhh' date=' i'm having a problem, and i can't identify why. Pretty much no matter what i do, once i get enslaved, the game crashes if the slaver enters a new area. Can you help? [/quote'] You don't have MBP installed. It adds a race that the mod uses. i do have it installed -.- though Probably, you have an older version, I'd suggest downloading the newest version from the Nexus. Hope this helps.
Anjou Posted August 4, 2011 Posted August 4, 2011 Uhh' date=' i'm having a problem, and i can't identify why. Pretty much no matter what i do, once i get enslaved, the game crashes if the slaver enters a new area. Can you help? [/quote'] You don't have MBP installed. It adds a race that the mod uses. i do have it installed -.- though Probably, you have an older version, I'd suggest downloading the newest version from the Nexus. Hope this helps. that fixed the crashing, though i appear to have some missing textures, anyone know how to fix that?
Reigor Posted August 4, 2011 Posted August 4, 2011 Anjou - Make sure you have MBP 1.4.1 AND MBP++ .92 (or greater). You need both of those for the NPCs. MBP++ can be found on TESNexus here http://www.tesnexus.com/downloads/file.php?id=37368 . However, if you do have both installed with the correct versions, go a few pages back till you find my troubleshooting guide for the mod. It has all the requirements so far that I've found to get it running. Riggswolfe - Good thoughts, to add to it there could be some interaction with the character that can help shift the results. How well the player presents herself, if they obey the auctioneer to display herself, and such. Maybe they can have an option of trying to make eye contact with a potential buyer. At the same time, their training under Wendolyn should effect the actions they can perform. Perhaps at the end of Wendolyn's training she asks the slave a series of questions in the form of observation. The answers to these questions determines how the auctioneer will try to sell the slave. Example: Wendoyln examines the slavegirl before her, her captive having been ordered to display her body while standing. As she circles around, hand caressing the girl's curves, does she notice... 1. This girl is a true beauty, her delicate yet sensual features could excite a zombie's dead heart to beat again. An excellent choice for one seeking a pleasure slave or courtesan. 2. The girl's form is muscular and fit, suitable for hard and dangerous work in the arena or exploring ruins. 3. The girl seems to crave the touch of her trainer, her breath catching, yet a slap on her bottom brings out a low moan. The sign of one suited for the dark pleasures of the dungeon or as a vampire blooddoll? Perhaps. Something like that (and yes this is NOT an original idea), about 10 questions or so which gives input into what sort of people show up at the auction and how the auctioneer sells the girl. It would give a player input, even in a hardcore like mode, over what fate their character might face, without it just being a switch thrown in a config file. It would also make each auction a bit different, so its less like a movie being played over and over. One thing I want to clear up, when I meant Hardcore, I wasn't necessarily referring to ease of escape or other tests. Rather I was referring to the REAL consequences of being enslaved and harshly trained into obedience and submission. Hardcore should have in game consequences, loss of equipment and money, loss of stats, impairing conditions imposed on the character. However, there should be reward of some sort, either through obedience or clever action. Money and equipment doesn't just vanish in thin air, it would go towards the slaver's funds for upgrades that the player might experience if they are sold or recaptured after escaping. Also, items might not be necessarily sold off immediately, rather it would take time. So a character who manages to escape quickly has the chance of getting back all of their stuff. Also, it hasn't been brought up yet (I think), but what about NPC slaves? Perhaps Wendoyln is training more than just the character. There might be slaves recently captured and those that are fully tamed and accepting of their life. Perhaps NPC slaves could be used as examples of what happens to disobedient or obedient slaves. The player sees the rewards and punishments. Also there could be a chance of interacting with the other slaves on her own. The player might be able to influence them for good or bad, using them to help escape, or perhaps try to help them escape a harsh punishment, take the blame for it, or blame another. In other words there can be more STORY. More General Thoughts - In classic BDSM training (and Gor for that matter) a skilled slave knows how to assume different positions at command, kneeling, standing, laying on her belly and such. These could be mapped to a keyboard key (and hopefully configurable) like the arrow keys with shift/alt to add more options. This can add a minigame. The character is commanded to assume a certain position at a certain spot and they have limited time to do so. Other mini games could be cleaning spots on the floor for a maid slave, she has to find and clean all the spots. Not sure on how fun those might be, just brainstorming
BisquitsNgravy Posted August 4, 2011 Posted August 4, 2011 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' date=' 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. [/quote'] I'll help tell me what ya need you can IM me Bis
thomthom Posted August 5, 2011 Author Posted August 5, 2011 I could see something like this code wise if GetRandomPercent >= Sub set BoughtBy to HarshMaster ;low sub option elseif GetRandomPercent < Sub set BoughtBy to NiceMistress ;high sub option else set BoughtBy to DefaultMaster ;catchall in case noone else buys you. I already have a small prototype system liek that working. For the mopdder created npcs have some personality attributes: ;; action preferences -- should sum 100 short lowerRangeDisplaySlaveAction short lowerRangeTrainSlaveAction short lowerRangeParkSlaveAction short lowerRangeSexSlaveAction short upperRangeDisplaySlaveAction short upperRangeTrainSlaveAction short upperRangeParkSlaveAction short upperRangeSexSlaveAction ;; personality types -- should sum 100 ;short supportive ;short abusive ;short neutral This is by no means the final work, but as I work on the behaviors it helps to have a rough skeleton. On the subject of using "SayAt" commands, right now the new stripping code from MtM uses say at while the slavers sift through your possessions, and quite frankly I like it a lot, aside from the lack of reference of "who" might be saying something. As an aside, I started messing around with OBSE plugins again, I have a cool idea of maybe how I can solve my little dialog problem without being too obtrusive. And quite frankly, writing an OBSE plugin just seems like too much fun to pass up. I should have the day off tomorrow so finally some real time to get coding done, yay! P.S. For those of you who sent me messages about writing, I will get back with a list of things I need help with some time tomorrow (August 5). I really didnt expect as much feedback as I got
legraf Posted August 5, 2011 Posted August 5, 2011 Firstly: Thanks for sharing the W.I.P. - it's already enjoyable, and sure speaks to the potential of the idea. Secondly: Reigor had several ideas that were very interesting, I'd like to just add a bit to the concept of changing dialogue options (possibly tricky to implement, but fantastic). That is, choosing the most submissive option at one fork will skew the available options in the next, and vice versa. Someone had mentioned the possibility of choosing "submissive" options tending to make escape more difficult, as the character themselves can be thought of as losing initiative, or falling into the submissive mindset in some fashion. To go along with the "hardcore" option, I'd definitely like to see real consequences (long-duration or permanent stat/skill losses, or the owner threatening to cut up/sell another item from the player's stored inventory) as a possibility when choosing the more defiant path, but with the greater possibility of seizing a chance at escape. On the flip side, if the player avoids harsh punishment (and in-game effects) by acquiescing, their character may stay intact, but more thoroughly enslaved. Some rewards might be nice to partially offset the losses. I feel this really gives the player significant decisions to make, as well as a reason to sometimes take an option they might not normally favour to avoid certain consequences - mirroring the character's compromising him/herself from fear of punishment (or to subtly play the long game of lulling the owner into carelessness perhaps). Sometimes those compromises would pay off, sometimes a string of unfortunate options would work against the player (much like the persuasion mini-game in that respect). It should always be possible to work towards freedom again, but for some it'll be a longer path than for others. Too long already, but one more possible consequence - if there are other (NPC) slaves, the player could be faced with the choice of submitting to avoid harsh punishment (even death, with the worst owners?) for one of them, giving nice opportunities for the player to decide just how selfless their character is.
kageromaru Posted August 6, 2011 Posted August 6, 2011 Hmmm I don't know if this has been solved/asked, and I apologize in advance if this quesion is dumb, but what do I do if the slaver who comes to take you is stuck in a loop? >.< He beats me, then waits for me to wake up, then says taht i will be a fine specimen for his client, then "(forcibly puts a gag in my mouth)" but nothing happens after that... he just keeps repeating taht sentence over and over and over again D:
Shimsham Posted August 7, 2011 Posted August 7, 2011 Just played it. I love the direction its headed, dissapointed that the AI kept purposely avoiding the FUCK option, and jumped to TRAIN or PARK. Cant wait to see it finished. EDIT: And what portable tent mod do I need?
Janor Posted August 7, 2011 Posted August 7, 2011 Am I missing something? I just get led around the entire continent for hours only to be taken into a lag fest of a basement where it goes into an endless loop.
Reigor Posted August 7, 2011 Posted August 7, 2011 kageromaru - Sounds like a possible problem with load order or not using OBSE 20. Try putting the mod last and making sure you are using the latest version of OBSE. If that doesn't work, go back some pages, you'll eventually find my troubleshooting guide which has all the requirements so far that I have found to get the mod running. Shimsham - There is no fuck option with the current mod, which is just an alpha/teaser. Just an endless loop of train and park. No tent needed either. The next release will be more of a beta that has actual playability (which is why its taking some time). Then it might have more requirements such as a separate tent mod. Janor - See above, that's all it does. Try to be patient for the release of the beta which will be much better with content and playability.
kageromaru Posted August 7, 2011 Posted August 7, 2011 Reigor - Hmmm yea my OBSE is version 20.6, so I think that is up to date, and the mod is all the way at the bottom of my load order already, but I'll check a few pages back and look for that troubleshooting guide! Because I am so confused lol... and also what's this I hear about a tent mod... Do i need it? xD
Janor Posted August 7, 2011 Posted August 7, 2011 Thanks for the heads up Reigor. Yeah I was confused about the tent mod as well.
Reigor Posted August 7, 2011 Posted August 7, 2011 At the present time, there is NO tent mod required. I don't know if the next release will require one or not, that's up to Thomthom to say. I should point out that the front page has his DEVELOPMENT notes, not what is the current download. I think that might be causing folks confusion on what they are expecting when they try to run the mod. To repeat the current mod is a teaser/alpha of the player's capture, strip, long march, sell to the auctioneer and then the endless training loop. That's it.
aspirine2 Posted August 8, 2011 Posted August 8, 2011 not working with me so i tried the tes4edit attached so any advice
Riggswolfe Posted August 8, 2011 Posted August 8, 2011 not working with me so i tried the tes4edit attached so any advice It looks to me like you're missing some required data files.
kageromaru Posted August 8, 2011 Posted August 8, 2011 Everything of mine is exactly like your guide, but it hates me aparently, So I gave up x3 Thanks anyways
aspirine2 Posted August 9, 2011 Posted August 9, 2011 keeps crashing to me do u have any fix for this....???
Tom21 Posted August 9, 2011 Posted August 9, 2011 After All This TIME Are EVER Going to get PAST "06202011"??????
Dusk_ Posted August 9, 2011 Posted August 9, 2011 After All This TIME Are EVER Going to get PAST "06202011"?????? We're seriously need a report option so we can shut this guy up. Even if it's just for a week.
XJ347 Posted August 9, 2011 Posted August 9, 2011 After All This TIME Are EVER Going to get PAST "06202011"?????? We're seriously need a report option so we can shut this guy up. Even if it's just for a week. LOL if I was the OP I wouldn't release the next version until the dude shuts up for a week or gives an apology. Not fair to everyone else but the worlds not a fair place.
Daguy Posted August 9, 2011 Posted August 9, 2011 Alternatively he could just be reported via PM. And unless my eyes are telling me lies there is a report option. =P
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