GSBmodders Posted November 10, 2011 Posted November 10, 2011 I have been trying to document "easy to customize" points in the mod. Specifically to handle cases like this where there might be a request for something unexpected. Hopefully' date=' if someone does have a preference it will be easy for them to understand how to make the modifications they need. Â On a development related note: My biggest issue right now is trying to get saved game reloads working correctly. Some of the values for the enslavement system are stored temporary and do not persist at the time of saving/reloading a game. Specifically the stack of waypoints during long travel. What this results in is a case where if you save while on the long walk, the destination you were going to gets popped off the queue and the next available waypoint is selected. Â Also, in some cases the slave gets stuck in a loop between getting on and getting off the horse. I still need to fix that. Â [/quote'] Â Â Glad to see your still going at it, I plan to continue modding Oblivion for about another year or so myself. Â Also I have a Request if your willing to spare a bit of time to help out.
thomthom Posted November 10, 2011 Author Posted November 10, 2011 Glad to see your still going at it' date=' I plan to continue modding Oblivion for about another year or so myself. Â Also I have a Request if your willing to spare a bit of time to help out. [/quote'] Â I don't think I want to be ground floor on skyrim.. I am curious but not curious enough to have to deal with the launch bugs. Â And of course I can help out with a request, I think I already owe you a favor for providing some assets early on
GSBmodders Posted November 11, 2011 Posted November 11, 2011 Glad to see your still going at it' date=' I plan to continue modding Oblivion for about another year or so myself.  Also I have a Request if your willing to spare a bit of time to help out. [/quote']  I don't think I want to be ground floor on skyrim.. I am curious but not curious enough to have to deal with the launch bugs.  And of course I can help out with a request, I think I already owe you a favor for providing some assets early on  Saweet sending a pm your way.
brewmasterhal Posted November 12, 2011 Posted November 12, 2011 I am curious but not curious enough to have to deal with the launch bugs. Â You' date=' sir, are a much wiser man than I. The game is gorgeous and shooting crackling streams of lightning from both hands like I'm Emperor Palpatine still hasn't gotten old, but dear [i']god[/i] that game is glitchy as hell...
Nepro Posted November 12, 2011 Posted November 12, 2011 I have this problem. The mods works fine when I play female character but when I play the male character it just doesn't work. The guy who captures me after release from prison just says to my male character same line over and over and he does not go anyway but stays in one place.
Lynxd Posted November 13, 2011 Posted November 13, 2011 I have this problem. The mods works fine when I play female character but when I play the male character it just doesn't work. The guy who captures me after release from prison just says to my male character same line over and over and he does not go anyway but stays in one place. Â That`s ok for wip version of yours. Wait untill the realease of the mod.
Lynxd Posted November 13, 2011 Posted November 13, 2011 What does wip versio mean? Â Work in progress. thomthom isn`t finished his work yet. We`re all looking forward to see the final version of this mod =)
SullenMan Posted November 16, 2011 Posted November 16, 2011 provocative question: author can do some port of his creation to the Skyrim, when it becomes available?
bigfella67 Posted November 17, 2011 Posted November 17, 2011 Because this thread is so huge I am sure someone brought it up already but thought I would mention it. When you are out on the road and a random creature attacks you you have no way of defending yourself and your master just keeps walking. Makes so that I can never reach a way point as someone has managed to kill me at some point.
Reigor Posted November 17, 2011 Posted November 17, 2011 bigfella67 - That complaint has been mentioned and Thomthom is aware of it, so should be fixed once he gets the next (hopefully a Beta!) release out. As for right now, if its too much of a pain, there are a couple of options. Â Easiest way, try out the mod by waiting outside in Chorol. The slaver should show up to bonk ya on the head, strip bind and march you to the auction house. Â Hard way, if you really want to experience the "Long Walk", go into the construction set and make some adjustments the slaver and his partner. Give her more powerful weapons and abilities and for him turn on his low level processing in his AI routine. The original reason why it was turned off was to prevent him randomly stopping and talking to people. That should make it so that they defend themselves (and you) better, especially in a tougher FCOM style game. Â Remember, this mod is just a teaser, once the slaver gets you to the Auction house you'll be stuck in an endless gamebreaking loop of being chained to a wall and then taken down to a dungeon for "training". The next release should be playable which partly why its taking so long to come out.
deadmetal Posted November 18, 2011 Posted November 18, 2011 Or alternatively just type /kill and target whatevers attackin you and use /resethealth when needed
ululai Posted November 20, 2011 Posted November 20, 2011 i've tried veeery long walks and i have a couple of portable tents, but the slaver never stops to rest even if i start from eg.bravil. Â Why? do i have to have a specific tents? i have ash portable tent and bonds big portable tent, both from tesnexus. Â
legraf Posted November 20, 2011 Posted November 20, 2011 i've tried veeery long walks and i have a couple of portable tents' date=' but the slaver never stops to rest even if i start from eg.bravil. [/quote'] Rest stops are not implemented in the released demo - many of the fun stuff mentioned in the first post reflect developer's notes, not features in the demo. Right now it's just a capture, walk, transfer to an owner, and an infinitely looping series of training vignettes.
Jaeson Posted November 20, 2011 Posted November 20, 2011 I wish the Devloper would release more of the mod this looks great and I think it would help boost the popularity of it if we got more than just the choice of how far to walk. Like maybe the tent part of it and wait to release the rest.
thomthom Posted November 20, 2011 Author Posted November 20, 2011 I wish the Devloper would release more of the mod this looks great and I think it would help boost the popularity of it if we got more than just the choice of how far to walk. Like maybe the tent part of it and wait to release the rest. Â Rather than making the camp behavior dynamic, it is up to the content creation side to create "camps". I would like to get a release sometime soon, but in my efforts to split off some more scripts to the esm and add some features to the esp, I appear to have broken something badly. Â Rather than get frustrated, I have been working on some obse plugins that I find amusing. Â I will post more updates as I feel progress warrants them. Â
Madmartigan34 Posted November 22, 2011 Posted November 22, 2011 I tried this mod, finally. The walk was a nightmare and not completable. There was no assistance from any partner or protection, I got as far as I could before I just quit. Had a massive train of lag causing monsters chasting me in circles around the slaver who just casually kept strolling along. Not very cool.
Guest Posted November 22, 2011 Posted November 22, 2011 You know I was thinking I wish this had more to it... while I was downloading LoversSlaveTrader... then it hit me, Why not combine the two? Trader already has the slave mechanics...
tukugawa Posted November 22, 2011 Posted November 22, 2011 I tried this mod' date=' finally. The walk was a nightmare and not completable. There was no assistance from any partner or protection, I got as far as I could before I just quit. Had a massive train of lag causing monsters chasting me in circles around the slaver who just casually kept strolling along. Not very cool. [/quote'] Â You know the version that is on the site is very old and is a work in progress. Most of your comments have already been made and been taken into account by the modder. To quote you : "Not very cool"
thomthom Posted November 23, 2011 Author Posted November 23, 2011 I posted over in the tech support section with some information about the scripts themselves. Â You can see it Here Â
alex_85 Posted November 24, 2011 Posted November 24, 2011 will it come a update on this mod? were the pc get sold, quest, shown in town? and if the pc dont get abrovd she get sold for lower purposes? for food or the prison, that low purposes.....
valynon Posted November 25, 2011 Posted November 25, 2011 I have read most of the comments in this thread but not all, so please excuse me if someone already requested this. I like all the ideas for continuation of this mod, but they all seem involved and require a lot of time to make. Any possibility of a simple random chance of release from the cuffs and collar and fight your way to freedom so the mod isn't a dead end game breaker? At least until more thorough work is done? Â
SullenMan Posted December 4, 2011 Posted December 4, 2011 really is. is there an update? and will we see anything new in December?
Lute Posted December 13, 2011 Posted December 13, 2011 I had an interesting concept that I thought about that I would like to suggest. If the player has companions around when the player is captured, what happens to them? It would be interesting to see a script that enslaves the player's followers in addition to the player --It'd add more depth.
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