worik Posted November 15, 2014 Posted November 15, 2014 I like your concept! Playing it out with all those realism mods would be quite a challenge . I have Frrostfall, RND and BF in my mind. An escape option would be very important. This will give the player an opportunity to use your mod as a start into a new game. Or it could be the logical consequence, if one fails in a battle against some evil bandits?
Guest Long John Posted November 15, 2014 Posted November 15, 2014 @Slaves of Tamriel - If you ever wish to ensure that the tatoos remains with the player (unable to be removed through SlaveTats MCM). Then may I suggest creating a locking json file and sending the appropriate json event to the modification. The event would need to be defined in the "<mod plugin filename - without extension>_json.locking" file. This will define the tatoo as one which can't be removed through MCM but can only be removed through a quest or events. The modification could add situations where when escaping if you get too close to NPCs (actors). They may recognise the "brands" (tatoos) and trigger a chase event (the person who recognised the brand, along with several other armed individuals). The number of individuals could increase upto a certain point with more recognising individuals. If caught and captured you will be restrained and locked away (imprisoned) somewhere until owner (master) can arrive. While imprisoned word could be sent by courier to the owner and the captor will come and gloat. When the owner arrives (after a rolling random - possibly configurable time period) they will likely be angry with you, though may not show it in the presence of your captor. They will likely pay the captor hamsomly for your capture. Once paid the captor will release you back to your owner who will escort you back to where you escaped from. When there you will be punished severely and will have a forced rotaton of the guards occur.
fallenmystic Posted November 15, 2014 Author Posted November 15, 2014 An escape option would be very important. This will give the player an opportunity to use your mod as a start into a new game. Or it could be the logical consequence, if one fails in a battle against some evil bandits? I suspect it'll need quite some time before we start integrating it with other mods which will supply the suggested events, but I like the idea myself, so we'll eventually do when the mod is sufficiently shaping up. @Slaves of Tamriel - If you ever wish to ensure that the tatoos remains with the player (unable to be removed through SlaveTats MCM). Then may I suggest creating a locking json file and sending the appropriate json event to the modification. The event would need to be defined in the "<mod plugin filename - without extension>_json.locking" file. This will define the tatoo as one which can't be removed through MCM but can only be removed through a quest or events. The modification could add situations where when escaping if you get too close to NPCs (actors). They may recognise the "brands" (tatoos) and trigger a chase event (the person who recognised the brand, along with several other armed individuals). The number of individuals could increase upto a certain point with more recognising individuals. If caught and captured you will be restrained and locked away (imprisoned) somewhere until owner (master) can arrive. While imprisoned word could be sent by courier to the owner and the captor will come and gloat. When the owner arrives (after a rolling random - possibly configurable time period) they will likely be angry with you, though may not show it in the presence of your captor. They will likely pay the captor hamsomly for your capture. Once paid the captor will release you back to your owner who will escort you back to where you escaped from. When there you will be punished severely and will have a forced rotaton of the guards occur. Thanks much for the great information, and suggestion! I didn't know it was possible, and think it'd be nice to have such a feature. Status Update: Actually, I've half finished adding an introduction scene which involves some branding action. Originally, I didn't want to write scenes before I get the mining part complete. However, as I found that applying SlaveTats takes too much time to be done when the quest starts, so I needed some way to defer player from seeing other slaves till the process is done. Currently, upon entering the cell, the player is led by a guard to a higher ranking guard, who's responsible for receiving new slaves. And after the new slave is stripped and briefly inspected(with some nice undressing/posing animations), she's tied to a wheel and branded as a slave (the tatoo set is applied to the player this time, while the process is started in the background when the quest starts for other slaves). I managed to put some smoke and other sound effects in the branding scene. I only hope there to be a real branding iron one can actually wield, and probably with a proper animation. For now, the guard is picking up a hot iron from the fireplace then just stand in front of the player without any animation. Maybe I've digressed too much into such details. Hopefully, I could return to some real works soon so I can get the first pre-alpha release soon. I've uploaded some screenshots of the new branding scene for those who can't wait for the release
fallenmystic Posted November 16, 2014 Author Posted November 16, 2014 I'm trying to release a pre-alpha version of the mod, but quite clueless about how to do that. I've managed to make an archive, but I don't know if it'll work at all. I'd greatly appreciate If anyone could test it and let me know how it goes. If it's confirmed to be at least runnable at all, I'll post some details about what you expected to see in this version. There's not much of a gameplay yet, but as I'm writing a mod for the first time, I decided to check early if I'm not doing something in a seriously wrong way. If you're willing to test this version, please let me know as soon as you find it runnable (or not) at all, so I could tell you about some points to test/confirm in this version. Thanks! EDIT: I forgot to write about the requirements. You'll need following mods to test and run it correctly. Requirements SexLab Frameworks SlaveTats ZaZ Animation Pack Recommended CBBE (SlaveTats pack is based on CBBE for now) BeingFemale Immersive FP (It's designed to be played best in this mode) How to test The best way to test is starting a new game, and from the MCM, select "Start the Quest" option from the Slaves of Tamriel category. (This option is exclusively for testing) Please do NOT use your main save file to test this mod. If you must, create another save for the test, and continue playing your main character with the backup when you're done testing. Updated the archive. The initial version seems to miss many necessary scripts. (I really hate CK... urg) Slaves of Tamriel.zip
Guest Long John Posted November 16, 2014 Posted November 16, 2014 @Slaves of Tamriel - If you would like an idea of what a defined Slavetats json locking file looks like try opening up in notepad the one for "Quick As You Like".
fallenmystic Posted November 16, 2014 Author Posted November 16, 2014 @Slaves of Tamriel - If you would like an idea of what a defined Slavetats locking file looks like try opening up in notepad the one for "Quick As You Like". Thanks again! Though I'm too busy to do it for now, I'm very much interested in what you've suggested in the previous post. I'll certainly try to consider using locking tatoo set when I'll be implementing an escape mechanism later.
leopardus Posted November 16, 2014 Posted November 16, 2014 how to start? i press "start the quest" , inscription appeared that everything was successful, and not happen. sorry for english..
fallenmystic Posted November 16, 2014 Author Posted November 16, 2014 how to start? i press "start the quest" , inscription appeared that everything was successful, and not happen. sorry for english.. Does it transport you to some where? If not, please check the papyrus log and let me know if you can find some errors there.
leopardus Posted November 16, 2014 Posted November 16, 2014 how to start? i press "start the quest" , inscription appeared that everything was successful, and not happen. sorry for english.. Does it transport you to some where? If not, please check the papyrus log and let me know if you can find some errors there. I do not know how to do it. "papyrus log" sorry
fallenmystic Posted November 16, 2014 Author Posted November 16, 2014 how to start? i press "start the quest" , inscription appeared that everything was successful, and not happen. sorry for english.. Does it transport you to some where? If not, please check the papyrus log and let me know if you can find some errors there. I do not know how to do it. "papyrus log" sorry Normally, it's in 'C:\Users\[user]\Documents\My Games\skyrim\Logs\Script\Papyrus.0'. But if you find it hard to get information there, please don't worry. I'm sure I'll get many other complaints tomorrow, if it's indeed broken
fallenmystic Posted November 16, 2014 Author Posted November 16, 2014 question: this mod is for female pc only? Yes, unfortunately for now.
nameless701 Posted November 16, 2014 Posted November 16, 2014 how to start? i press "start the quest" , inscription appeared that everything was successful, and not happen. i can not start the quest coc SLTMine01 works startquest SLTMineQuest and SLTDialogueCrimeGuards doesnt work (this gives an error) Papyrus Papyrus.2.log
fallenmystic Posted November 16, 2014 Author Posted November 16, 2014 how to start? i press "start the quest" , inscription appeared that everything was successful, and not happen. i can not start the quest coc SLTMine01 works startquest SLTMineQuest and SLTDialogueCrimeGuards doesnt work (this gives an error) Papyrus Papyrus.2.log Thanks much for the feedback. It seems the archive tool fails to ship necessary files, urg... I don't know how I'm suppose to keep track of modified files then. I just made another archive, by hand picking resources this time. If this again fails, I probably better do clean install Skyrim to test it myself. I've updated the original post with the modified archive. so, please try this version and see if it resolves the issue. Sorry for the hassle!
windu190 Posted November 16, 2014 Posted November 16, 2014 I will give it a spin and send a papyrus log if anything goes wrong EDIT: Just installed the mod but no MCM menu is showing up for me.
leopardus Posted November 16, 2014 Posted November 16, 2014 with another save, beginning work!! Tsanks! Awesome mod!
Slorm Posted November 16, 2014 Posted November 16, 2014 This looks very promising indeed. It's always struck as a bit odd that if enslaved (say by bandits) the pc is purely a sex object in the current slave mods rather than being put to work (cooking, cleaning, emptying slop buckets etc), so having a mod where the slave has to work is an excellent idea.
windu190 Posted November 16, 2014 Posted November 16, 2014 I don't get it. I installed the mod, activated it (checked it dozens of times). Tried new saves, existing saves. The MCM menu does not show up no matter what I do.
ren54642 Posted November 16, 2014 Posted November 16, 2014 Quest started fine branding went great mined ore all day but quest went no where else no collection of ore no food just mining am i missing something or is that the extent of it for now
fallenmystic Posted November 16, 2014 Author Posted November 16, 2014 I don't get it. I installed the mod, activated it (checked it dozens of times). Tried new saves, existing saves. The MCM menu does not show up no matter what I do. I suspect missing requirements or incompatible version. Please check if there's any error in the papyrus log and let me know if you found something.
fallenmystic Posted November 16, 2014 Author Posted November 16, 2014 Quest started fine branding went great mined ore all day but quest went no where else no collection of ore no food just mining am i missing something or is that the extent of it for now Sorry, but there's reason why I called it not even an alpha version As it is found it's running at all, I'm going to make a download page, and explain there the extent of the current version, known glitches, points to tests, and etc. I'll be cleaning up the current mess, and will continue adding some real contents soon. So, please be patient. Thanks for the feedback.
windu190 Posted November 16, 2014 Posted November 16, 2014 I use the latest version (just redownloaded and reinstalled to make sure). I also have all the requirements except beingfemale and immersive fp, as they were listed as recommended, not required. I installed the mod with Mod Organizer (as I install all mods that way). Another problem I have is that I'm not getting any papyrus logs for some reason. Went to mygames/skyrim/skyrim.ini and added: [Papyrus] fPostLoadUpdateTimeMS=500.0 bEnableLogging=1 bEnableTrace=1 bLoadDebugInformation=1 But none appear in the logs folder (which wasn't even there to begin with so I had to create it myself). It's driving me crazy, other people obviously have gotten it to work so the mod is not broken. I got everything in place and triple checked and it's still like the mod hasn't even been installed. There is just no trace of it ingame...
isee Posted November 17, 2014 Posted November 17, 2014 I use the latest version (just redownloaded and reinstalled to make sure). I also have all the requirements except beingfemale and immersive fp, as they were listed as recommended, not required. I installed the mod with Mod Organizer (as I install all mods that way). Another problem I have is that I'm not getting any papyrus logs for some reason. Went to mygames/skyrim/skyrim.ini and added: [Papyrus] fPostLoadUpdateTimeMS=500.0 bEnableLogging=1 bEnableTrace=1 bLoadDebugInformation=1 But none appear in the logs folder (which wasn't even there to begin with so I had to create it myself). It's driving me crazy, other people obviously have gotten it to work so the mod is not broken. I got everything in place and triple checked and it's still like the mod hasn't even been installed. There is just no trace of it ingame... So in the folder you downloaded there is the esp and a folder marked data.... take the contents of that data folder and put it in the skyrim data directory. I almost didn't catch it myself.
fallenmystic Posted November 17, 2014 Author Posted November 17, 2014 Just uploaded it to the download section. It's the same version, so you don't have to download it again if already have. But you might want to read the description as it contains some information for testers: http://www.loverslab.com/files/file/1517-slaves-of-tamriel/
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