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[Outdated] PlayerSlave 06202011


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Posted

 

So I guess I have permission to post a non-MBP patch for this mod.

 

This file requires all of the textures' date=' models, and animations of the original mod. You just replace the old "esp" file with the new one.

 

I would appreciate it if someone who never had MBP installed could help me test this.

[/quote']

 

 

whats new in this esp? what more will happens in the game...

 

It just doesn't depend on More Beautiful People.

 

I've been messing with some alternate endings for this, just so that it ends with the player freed from slavery (nothing fancy). If I can get something to work, I will post it. This is too good to just leave as is.

 

Something like Sewer Slave would be even better, but I can't do that kind of modelling.

Posted

Hi, I tryed out the mod but it won't work with a my standard install of

Lovers PK.esm

Oblivion.esm

Knights.esp

DLCShiveringisles.esp

Lovers with PK.esp

LoversidleAnimsPriority.eso

LoversAnimObjectsPriority.esp

Border Removal.esp

ZMCPlayerSlave (no MBP).esp

 

I don't know if I am missing anything, Playerslave was installed in my main game install and worked just fine. MBP... Not so fine. The game would not start through odse or through the mod manager. I moved your ZMCP.esp file from top to bottum, but nothing worked.

 

 

So I guess I have permission to post a non-MBP patch for this mod.

 

This file requires all of the textures, models, and animations of the original mod. You just replace the old "esp" file with the new one.

 

I would appreciate it if someone who never had MBP installed could help me test this.

Posted

Try moving Oblivion.esm to the top of your load order.

Also, LoversIdleAnimsPriority.esp and LoversAnimObjectsPriority.esp should be at the bottom.

Make sure the meshes, animations, etc. from the original mod are installed. You should have a "Oblivion\data\meshes\ZMC" folder for example.

Posted

Nope, changing the load order doesn't fix the problem. When my labtop gets back to me I will test the mod out on a non-mbp install that i have working great.

 

 

Try moving Oblivion.esm to the top of your load order.

Also' date=' LoversIdleAnimsPriority.esp and LoversAnimObjectsPriority.esp should be at the bottom.

Make sure the meshes, animations, etc. from the original mod are installed. You should have a "Oblivion\data\meshes\ZMC" folder for example.

[/quote']

Posted

I don't know if I am missing anything' date=' Playerslave was installed in my main game install and worked just fine. MBP... Not so fine. The game would not start through odse or through the mod manager. I moved your ZMCP.esp file from top to bottum, but nothing worked. [/quote']

 

if the game is crashing before it loads, that means it is missing a master or a mesh/texture used by the PC. If you are sure that there are no missing masters, try changing the mesh folder name to "xmesh" and see if the game loads with default meshes and textures. If the game still doesn't load, then I dunno what to say. If it does, then re-name the mesh folder before you report the results here.

 

There are a few obsolete meshes in this mod by this time. I think it uses old versions of sickleiron's ankle and wrist irons, for instance, but that shouldn't stop it loading. It works fine for me, other than hands and feet being invisible until I re-direct the two items of clothing to better meshes.

Posted

 

I've been messing with some alternate endings for this' date=' just so that it ends with the player freed from slavery (nothing fancy). If I can get something to work, I will post it. This is too good to just leave as is.

 

Something like Sewer Slave would be even better, but I can't do that kind of modelling.

[/quote']

 

 

Grumbler, I for one will be grateful for a logical conclusion to this quest of whatever kind you can offer.

 

In advance, thank you.

Posted

the simplest version of Quest:

sale at auction

or daily "walking" a slave to make money .... just like in the "blackmail" ... it is desirable that slaves were a few working girls - heroine is not so lonely in the workplace ... so a more realistic

Posted

I'm actually going for something even simpler than that; after training, an NPC walks into the slave store, buys the PC, and walks out with the PC leashed. NPC tries to take PC to Leyawiin; first set of bandits will kill the owner, which frees the PC but leaves her in chains (this is part of the existing game). The PC then has to find a guard to free her, without getting apprehended by a character that will just take ownership and return the PC to Gwendolyn. If re-enslaved, the process starts again (there are already scripts for this, as well).

 

In the meantime, some NPCs will abuse the PC when she tries to get them to help.

 

The problems so far are:

(1) The guards will "arrest" the chained PC and start her towards the Imperial Guard HQ to go to jail, if the PC's crime gold is over 40. However, the guards abandon the PC-to-jail package as soon as they enter the gates to the IC, for reasons I don't yet understand. Once in the IG HQ, the dialogue to free the PC and send her to jail seems to work.

 

(2) PCs give random greeting to the chained PC; only randomly will the greetings for this quest get triggered. I cannot seem to get the greetings for this mod to be higher priority when the PC is chained. There doesn't seem to be a way to move responses up in the list of responses for a topic. Am I missing something here?

 

(3) Lugard (the slaver) doesn't always seem to deactivate as scheduled; sometimes he shows up and re-enslaves the player the first time the PC rests or waits after being freed. He shouldn't even have the enslavement package any more, as far as I can tell; maybe he randomly re-activates it.

Posted

 

(2) PCs give random greeting to the chained PC; only randomly will the greetings for this quest get triggered. I cannot seem to get the greetings for this mod to be higher priority when the PC is chained. There doesn't seem to be a way to move responses up in the list of responses for a topic. Am I missing something here?

 

 

It seems like random greetings ignore quest priority. The only solution I can think of is to make the greetings for this quest non-random: only 1 greeting per condition set. You might be able to use the script for the greeting to link it to a random conversation, but I haven't tried it.

Posted

Considering the last post from thomthom was November of 2011' date=' seems so.

[/quote']

 

I guess ill go to sewerslave :D

 

My FO:NV is just laying down on my HDD hasn't been touched for a year.

Posted

Well' date=' the Tryouts have made huge leaps and bounds over the past few months. And someone's birthday is coming up...

[/quote']

 

I know, I've been silently keeping track of tryout :D

 

:D:D:D:D:D whose?

  • 4 weeks later...
Posted

Wish they would receive an update : ( Was a very cool concept. Too bad the Japanese Modders/Han couldn't somehow merge/bug-fix/tweak this into LoversSlaveTrade/Bravil Underground .. or does it have a player-slave feature? :x

Posted

This will be my first post here after lurking for a long time. I have been reluctant to make any comments about this mod, and honestly haven't read the entire thread yet.

 

The facts are:

1. Thomthom and myself have worked on a number of projects over the years.

2. I had been nagging him to either A finish the mod or B give it out for someone to maintain

3. I have been entrusted with the latest unreleased version from around Feb2012.

4. It is riddled with bugs and unfinished parts.

5. Thomthom will most likely not return to modding. I won't get into why, but he is a big boy and he can come here and explain himself if he chooses.

6. I have restarted development on the mod, and will be taking it in a little bit different of a direction.

7. I will most likely open an entirely new thread when the time comes to release.

8. The underlying mod will mostly remain the same, with the same contributions.

9. The credits for the mod will remain the same, but I will most likely rename the next release to avoid any sort of confusion.

10. I have no time estimates for when I will release a fixed version.

 

I don't want to clutter this thread up more than it is. If anyone has any direct questions for me, please drop me a PM.

Posted

3. I have been entrusted with the latest unreleased version from around Feb2012.

 

Thanks mate, I've really been looking forward to seeing this mod continued and I'm slightly giddy to see someone who sounds well-qualified take up the mod!

Posted

Never thought the day would come! Good luck sir and thank you! :)

Posted

Still fixing bugs and trying to figure out how some of the functions work in the mod.

 

The trouble is I have 5 different copies of the mod with different features and capabilities, and I am trying to merge a "best of the bunch" into a single mod.

 

I am also working out a list of known incompatibilities. But once I upload a working copy I can let most of everyone else figure those out for me. As it is right now I know these are pretty much nonos:

-Anything that overrides guard behaviors (smbounty.esp, paybandit, etc)

-Anything adding extra bandits to the road (they like to interrupt conversation when they shouldnt)

-Anything that overrides animations when "naked", i.e. NudeShyX, etc.

 

Being on this list only means right now I don't have a compatibility or work around figured out yet.

 

I have completely removed the MBP requirements from the base mod. And the esm works great as long as the "implementation" esp overrides a few simple scripts. The cart driven function works, although its a bit.. jumpy. This was one of the parts where I had 3 different versions of cart driving alone and had to merge and force them together. There are still some requirements about female gender, but I am working on making that "configurable". What that means is a separate set of anims that the user can swap out if they choose. (hint: Someone aside from me will have to make the anims).

 

I will provide another update as I get more goals accomplished. As it is, once I get some of the AI issues worked out I would be comfortable releasing another version.

Posted

Glad to hear you are at least trying to remove the gender restrictions.

Maybe you could use some of MasterChris's various zaz animations in this mod as a male/unisex alternative to what is apparently currently in place as they seem to mostly work for male characters as well.

Though without knowing what your exact requirements are I can, of course, not be certain that they'd be useful to you.

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