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Slaves of Tamriel (Obsolete - Please use theFirstHeretic's version)


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Posted

As for male vs. female, I myself would like some female guards/jailers. Perhaps an option in the MCM to set the percentages for this (again like Prison Overhaul).  Males would make better miners BUT the intent (at least at first) is female slavery.  What makes sense to me is that a slavery consortium uses the mine as a harsh training method to break down a slaves will and cull out the sick and the weak. Now and then slaves might be evaluated for their value and then put on the block to be sold hopefully to kinder owner(s). 

 

Think that works with the SLAVE brand on the forehead? That brand kind of lowers your value to being mindless manual labor IMO... If I wanted a bed warmer, I want a clean pretty face.

 

I will be honest, I removed the head tattoo from my version for everyone, It was just to extreme for my taste. Also removed the Skyrim tattoo on the right breast, leaving just the slave number and the branded by ones, which make sense to me.

 

Tattoos/brands IMO should be used sparingly if you are using them to train them. If you are marking them up, no one will want them except for mindless manual labor. It is easy enough to just use ink to mark the women up to designate their punishments and rewards. Same effect, but doesn't damage the goods...

 

Obviously, feel free to ignore my recommendations...

  • Remove the head "SLAVE" brand, and the Skyrim symbol brand
  • Use ink to mark up slave for rewards and punishments (only difference is that you tell the player it is ink)
  • Avoid using orgasms as a reward, since it's so inauthentic... If someone kidnapped you, think you would enjoy rape? I don't think so. You can use rape as a reward, as long as the punishment is that much worse... Be rewarded with rape by working hard or being tortured for hours by being lazy? Well anything is better than being tortured!
  • Personally I think the rewards should be options. This makes the experience more interactive. The better you do the more points you earn, and you can then spend those points for rewards, like taking a bath, better food and drink, ability to be ungagged and such...
  • Have a night phase, if you and your partner are have no gags, then you can talk. A deep conversation would be amazing!
  • A way out eventually
  • Definitely add in random events with guards, and if you piss them off they rape you. Possibly have no good options at times.      
Posted

 

This mod might work really well as a "Live Another Life" starting scenario where you end up as a slave and have to work (not necessarily escape) your way out of that slavery before going on to discover you are the Dragon Born and becoming a great warrior or mage. In fact you could make several slave scenarios, mine worker, barracks sweeper, cook slave, brothel worker (for those who are focused on sex, sex and more sex), wood cutter slave etc. The key is to finding a way or ways from each of those to work toward a restoration of freedom.

 

I'll surely be adding other activities like you suggested as the mod progresses. And eventually, I plan to split the core mode into two parts, so there should be a common base mod which takes the name of Slaves of Tamriel, and the current mining content will be rewritten as an add-on to that mod as Dremir Mine.

 

Of course, I'll be adding such side activities as rapes or chores to this mod, but I believe the above arrangement will make it easier to add many other interesting contents, and possibly from other modders too.

 

This is awesome!!!!! Do you think it might be fitted for male players?....Please?

 

Sorry, please read my answer to similar requests in this thread. But it'll release the source and make it as modular as possible in future, so allow others with different sexual fetishes could modify it as they like.

 

 

You could possibly tie it to the player's mining/smithing ability so you get more if you're experienced. I kept pace (and was a little ahead) with the others. Way ahead after stealing some. ;)

 

Edit: I know you're not at this point yet, but you might consider turning the timescale up a bit from vanilla.

 

I like the idea of utilizing perks or skills of the player. I'm afraid it'll make balancing pretty hard, but surely something we could try later.

 

As to the timescale, I'm not sure about it. Could you tell me the reason why you want it to be changed?

 

I was finally awake enough to give this mod a good run. I didn't find anything terribly out of place given the context of the situation.

 

Here are some things that can make it better:

 

-The interior cell door was open after entering the mining area.

 

-The labored breathing is loud; maybe turn down the volume on that.

 

-Maybe attach a script to the guards to check the player's inventory for ores, and provide for a punishment if any are found.

 

-The player seems to "drop" ores on the ground; make these dropped ores "stolen" if the player takes them.

 

-Maybe make the ores and veins mined into "none of your business;" what slave needs to know what work he or she is doing or why? Mining ores is enough to know for any slave.

 

-I don't know what to do about the slave that likes to be in the guard area between the doors, but that doesn't seem too out of place if a slave is out of her mind. Maybe try to use that for the mod.

 

-Maybe add stamina over time spent mining.

 

-My character didn't crouch from exhaustion.

 

-Maybe add a condition or something that causes slaves to work until they are lying on the floor from exhaustion.

 

I see good things happening in the future with this mod; you even left a couple of places to add new shafts to expand the mine. Good job. There could even be a slaves' prison area for slaves that drop from exhaustion. This mod opens up a wide variety of possibilities that haven't, to my knowledge, been explored yet.

 

I'm glad I decided to check this out.

 

P.S.

 

I have one question about the recommendation of CBBE; I had the Teen Monli UNP installed, but I switched to the CBBE version after the slave brand didn't show. Is this because only Caliente's version of CBBE is compatible with the slave brand?

 

I'll try to tweak 3rd person breathing sound later. Not sure how much will it change the situation though.

 

I can't make picking up ores mined by oneself as stealing, because there'll be regular counting of ores in which each slave is required to gather ores mined by her. And I believe that's the point where we should allow the player to steal ores from other slaves, with proper consequences if caught.

 

And you need to press 'Q' to enter into crouching mod, and it'll make your stamina restoration faster. Currently, pressing the button in a cell area (which is inaccessible for now, but you can try using console commands) make you rest in more relaxed pose. Maybe we could extend it to differentiate a regular rest from collapsing. Possibly we could use health or magicka to represent another status like physical or mental breakdown, so it would trigger such idle poses instead of the current one later.

 

As to the UNP compatibility, there was another user who reported that he could use UNP with only a minor problem of extended tattoo on breast. So, if you don't see tattoos it might be caused by another problem, like incompatible version of SlaveTats.

 

I'm must say I'm really impressed. I never seen such an accurate scene (on Loverslab or anywhere else) like the introduction scene.

 

Here are my notes.

-yes, the other prisoners breathing a bit to loud.

- Some minor animation alignment. When at the wheel I was inside the wheel. When turning to be bounded there was quite some distance from the guard "captain".

- for the rest everything seemed to go fine. The q toggle was working... the stamina while mining.

- After a while I was caught stealing some ore... The guards come to "arrest" me. They start hitting me with their sword. I entered bleedout and that triggered a Death Alternative scenario. I found myself out of the mine rescued by Vilkas. :D

So, in the future, a patch should be found to stop DA from triggering during SoT.

 

Another note... People don't need RACEMENU. Slavetats will work also with NETIMMERSE OVERRIDE. This is very useful for ECE users like me.

 

Thanks for the compliment :) Handling bleedout properly is something we should solve later.

 

As to the wheel animation glitch, unfortunately I can't do anything about it, because all I do is to tell the AI to activate the wheel and the rest is done by the game itself.

 

More like a DA plugin, which may start another slavery related scenario upon defeat in a mine. For instance, another quest that will send the player a worse place, like "get this piece of shit outta this mine and do whatever you want with her/him". :D

 

I'm considering DA to trigger this mod, not vice versa :)

 

I tried some reinstalls and updates but still the mod doesn't start despite beeing shown in McM. When i type "help tamriel" i can see the Quest ID but the StartQuest Command doesn't work with the ID or the Questname.

 

I don't want to be annoying, but do you have any other idea how i could start the mod? Because I really want to try this mod, it sounds so awesome!

 

@Kyp13, you press the StartQuest button in the McM...

 

@ModAuthor: I played it and it works flawlessly (the issues I found are just things that need to be implemented =P, and a bit of a bug where the guard came and whipped the player while standing in the guard office right next to the mine (right before being told to pick up a pickaxe). I really hope this mod finds its way to completion as a fully fledged player slavery mod for Skyrim, it definately looks promising!

 

 

Stupid question time: after pressing start, did you tab out of the MCM?

 

Also, is it on a new game or an already running one?

 

Third, confirm you have all the required mods (and their requirements too - it becomes quite a list!) and that they're up to date.

 

I believe Kyp13 has a problem with conflicts from an older version of SexLab framework.

 

You can see his Papyrus log file here, and I hope others could be more successful in resolving the problem:

http://www.loverslab.com/topic/39463-slaves-of-tamriel-forced-labor-as-a-mine-slave/?p=991133

 

 

 

Think that works with the SLAVE brand on the forehead? That brand kind of lowers your value to being mindless manual labor IMO... If I wanted a bed warmer, I want a clean pretty face.

 

I will be honest, I removed the head tattoo from my version for everyone, It was just to extreme for my taste. Also removed the Skyrim tattoo on the right breast, leaving just the slave number and the branded by ones, which make sense to me.

 

Tattoos/brands IMO should be used sparingly if you are using them to train them. If you are marking them up, no one will want them except for mindless manual labor. It is easy enough to just use ink to mark the women up to designate their punishments and rewards. Same effect, but doesn't damage the goods...

 

Obviously, feel free to ignore my recommendations...

  • Remove the head "SLAVE" brand, and the Skyrim symbol brand
  • Use ink to mark up slave for rewards and punishments (only difference is that you tell the player it is ink)
  • Avoid using orgasms as a reward, since it's so inauthentic... If someone kidnapped you, think you would enjoy rape? I don't think so. You can use rape as a reward, as long as the punishment is that much worse... Be rewarded with rape by working hard or being tortured for hours by being lazy? Well anything is better than being tortured!
  • Personally I think the rewards should be options. This makes the experience more interactive. The better you do the more points you earn, and you can then spend those points for rewards, like taking a bath, better food and drink, ability to be ungagged and such...
  • Have a night phase, if you and your partner are have no gags, then you can talk. A deep conversation would be amazing!
  • A way out eventually
  • Definitely add in random events with guards, and if you piss them off they rape you. Possibly have no good options at times.      

 

I tend to agree that the current tattoo could feel extreme for others. I've decided to create more lighter versions and make it configurable via MCM later.

 

Even in the world of Skyrim, we don't have such things like plastic surgery or laser medical device to remove tattoos, it was my thought that we could use a specific magic to remove them without damaging the lore too much. That way, when we implement escaping, we can add some interesting reactions for NPCs when they see that brand on forehead, and possibly direct players to other NPC who has such magical power to remove it (or arrest the player to send down to the mine again).

 

By the way, the current tattoo set already contains tally marks which is in red ink, so they are supposed to be erased easily. It'll be used for marking each slaves how many ores they mined during a shift.

 

I find myself to completely agree with other suggestions, and I already have plans to implement some of them.

 

===========================================================================

 

Again, thanks everyone for constructive feedbacks and encouragements. It surely helps me a lot to continue working on this mod :)

Posted

"After the branding you must free yourself from the wheel to continue."

 

I presume you are doing this with a scene? While player is AI controled, to force him out of the furniture automatically, it is possible to force an idle on player. For example zbfforcereset or zbfhandsbound (or something like that.. not precise names).

Posted

"After the branding you must free yourself from the wheel to continue."

 

I presume you are doing this with a scene? While player is AI controled, to force him out of the furniture automatically, it is possible to force an idle on player. For example zbfforcereset or zbfhandsbound (or something like that.. not precise names).

 

It could be IdleForceDefaultState. I hate to do that too often because it seems to make characters standing up abruptly, which I wouldn't want to replace the default exit animation of the zbfWheel with, if there's an alternative.

 

Currently, I'm trying to add a brief blackout period, so maybe it won't matter either way.

 

Thanks for the suggestion :)

Posted

i finally got it working. and it was worth the hassle.

 

i am so impressed by the intro sequence. So many details, so much movement. i was really blown away. I encountered the open mough "bug" but it doesn't seem so out of place. It looks like she would open her mouth so that he can inspect her teeth. When she is brandet the mouth opens more for obvious reasons. after that she closes it. 

 

(Important) Do you see a MCM menu item? Does it transport you to the mining facility when you select it?

yes. after i reinstalled sexlab and worked a little on the requirements, everything works smooth.

(Important) Does the game look similar to the uploaded screenshots? Do you see any visual glitches?

nope, everything looks like on the screenshots. 

Does the gate guard punish you appropriately, if you linger on the ramp?

Does the NPC who's waiting for you down the ramp seated in a chair, or in air?

seated in the chair.

When a NPC tries to put restraints on you, is he aligned properly to your character?

yes, and that kinda blew my mind. a lovley detail!

(Important) Again, when the above happens, does the NPC plays proper animation? If not, does running GenerateFNISforUsers.exe fixes it?

yes everything about it looks very proper. i played trough it three times. one time the PC stood a little too much to the right, so the guard was bindingthe air, but that happens in skyrim. 

Does the NPC who's leading you to the mining room punish you properly when you lag behind? Or does it randomly hit you even when you're close to him?

he didn't hit me when i was close to him. when i was too slow he was pulling his weapon.

Is the NPC at the table in front of the mining room seated properly in his chair?

yep

Does he closes doors as you enter and exit the area?

yep. also a lovley detail. 

While talking with him, does the guard inside the working area tries to punish you? (it should not happen)

nope

Upon entering the mining room, is any of the slaves working?

all of them are. some are exhausted or get whipped. i suppose that is correct.

Do all slaves have proper branding/dirt textures?

yes

(Important) If you are not using CBBE, how does the tatoo set look like?

I use the UNP body, but the tattoo Set loos just fine. everything is on the right place. Altough neither me nor any other slave seems to have the head branding some people where talking about. 

Does the guard tries to punish any idling slaves (including you)?

yes. 

Does the guard sometimes do some funny fast side steps when trying to punish a slave?

well not sidesteps but they did something funny. whenever a slave would idle a guard would go to her and punish her. When that happens the slave would make steps back like getting a critical hit in combat and raising her hands in an unarmed combat pose. than she would lower her hands again and get the next hit. Sometimes guard and slave would to that across half a room.

How many of slaves work simultaneously? Do you think too many or too few slaves work at any given time?

didn't count. Seemed like a proper amount for such a small mine. A bigger mine would be cool, but that would need more slaves.

How good is the guard at punishing idling slaves? Does he punish any specific slave more often than others? Or does he never punish certain slaves even when they are idling?

he mostly punished the redguard girl. wich would be a great lead up for political uncorrect jokes. 

Is the guard stuck by a dialog interrupt when he's near the player? (Like constantly saying "Do you need something?)

nope. 

Do you hear heavy breathing sound from you or other slaves when stamina is low?

yes. altough i don't like the sound. its a little too much in my taste. Maybe another soundfile?

(Important) do you see sometimes ores continue to be mined even after you stopped working? It seems to happen occasionally when you try to mine when you're resting (without standing up at first).

didn't notice that, no.

 

All in all it is great! I mean of course it is an alpha and it is quite short but the detail is overwhealming. with all that work you put in the intro sequence, the atmosphere is great. I would love it if you would put some more detail in the surrondings, until now it is a rather unintresting Hole in the ground. But i suppose you have that on your list somewhere. 

Really its a great start and already better than some of the slave mods out there. keep it up! 

(You are not by any chance the dude who made the slave town for Fallout New Vegas?)

Posted

trieded the mod and looks good so far, i do have a small request however: make the gag optional im not really a fan of it and additionally gags always clip pretty badly with my half orc girl, if you have the gags in to explain why noone is using magic then im suggesting to just add a drian magica effect to the shackles( just how it was in good old morrowind).

Posted

 

You could possibly tie it to the player's mining/smithing ability so you get more if you're experienced. I kept pace (and was a little ahead) with the others. Way ahead after stealing some.  ;)

 

Edit: I know you're not at this point yet, but you might consider turning the timescale up a bit from vanilla.

 

I like the idea of utilizing perks or skills of the player. I'm afraid it'll make balancing pretty hard, but surely something we could try later.

 

As to the timescale, I'm not sure about it. Could you tell me the reason why you want it to be changed?

 

 

A full day of mining at normal timescale takes a long time and could become repetitive and boring after awhile.

Posted

Could someone kindly point me in the direction of the dirt textures used in the screenshots or anything similar to that?

 

They are added as slave tats to the mod (head, body, hands and feet). Even if you don't start the mod in mcm, you can add them to your character using the SlaveTats mcm menu.

Posted

A full day of mining at normal timescale takes a long time and could become repetitive and boring after awhile.

 

This is a rather strange remark comming from a modder who made a special version of the archmage quest because it was to fast  :D.

 

Anyway. It's still a WIP. We don't know what else will follow and even so not everything has to be rushed imo. Just like your winterhold mod, I think this mod is aimed at the players who are willing to put some time into it. 

Posted

 

Could someone kindly point me in the direction of the dirt textures used in the screenshots or anything similar to that?

 

They are added as slave tats to the mod (head, body, hands and feet). Even if you don't start the mod in mcm, you can add them to your character using the SlaveTats mcm menu.

 

 

The problem is, I'm not using slave tats because I use UNBP and enhanced character edit, so it's 100% incompatible with the stuff I use, which I'd rather not change since I'm terrible at making characters I with looks I like using race menu. So yeah, any good default texture that looks like dirt would do for me.

Posted

 

 

Could someone kindly point me in the direction of the dirt textures used in the screenshots or anything similar to that?

 

They are added as slave tats to the mod (head, body, hands and feet). Even if you don't start the mod in mcm, you can add them to your character using the SlaveTats mcm menu.

 

 

The problem is, I'm not using slave tats because I use UNBP and enhanced character edit, so it's 100% incompatible with the stuff I use, which I'd rather not change since I'm terrible at making characters I with looks I like using race menu. So yeah, any good default texture that looks like dirt would do for me.

 

 

You can use netimmerse override to give slavetats a try if you use ece. No need for racemenu. 

Posted

 

 

 

Could someone kindly point me in the direction of the dirt textures used in the screenshots or anything similar to that?

 

They are added as slave tats to the mod (head, body, hands and feet). Even if you don't start the mod in mcm, you can add them to your character using the SlaveTats mcm menu.

 

 

The problem is, I'm not using slave tats because I use UNBP and enhanced character edit, so it's 100% incompatible with the stuff I use, which I'd rather not change since I'm terrible at making characters I with looks I like using race menu. So yeah, any good default texture that looks like dirt would do for me.

 

 

You can use netimmerse override to give slavetats a try if you use ece. No need for racemenu. 

 

 

Awesome, thank you.

Posted

 

A full day of mining at normal timescale takes a long time and could become repetitive and boring after awhile.

 

This is a rather strange remark comming from a modder who made a special version of the archmage quest because it was to fast  :D.

 

Anyway. It's still a WIP. We don't know what else will follow and even so not everything has to be rushed imo. Just like your winterhold mod, I think this mod is aimed at the players who are willing to put some time into it. 

 

 

Fair points, and I certainly don't mind putting time into it. The difference between the two is that this mod relies on the player doing two actions over and over for relatively lengthy periods of time. Some will find that frustratingly dull, especially if it continues to happen day after day. 

 

Personally, I like the feeling of hopelessness this mod engenders and a large part of that comes from the feeling that it's never going to end. I think it should go on for a few game days before the inevitable escape/freedom path is introduced. But those days could be compressed a bit via timescale without losing the edge. Not a ton - maybe just up to 35 or 40.

 

I also think the timing of the guard coming through to check if everyone is working is spot on. Plenty of time to mine while he's watching but you can be a sneaky slave by stopping as soon as he's turned his back. 

Posted

 

Currently, I'm trying to add a brief blackout period, so maybe it won't matter either way.

 

I agree with the blackout period. That explains how you got branded on your ass.

Posted

 

 

A full day of mining at normal timescale takes a long time and could become repetitive and boring after awhile.

 

This is a rather strange remark comming from a modder who made a special version of the archmage quest because it was to fast  :D.

 

Anyway. It's still a WIP. We don't know what else will follow and even so not everything has to be rushed imo. Just like your winterhold mod, I think this mod is aimed at the players who are willing to put some time into it. 

 

 

Fair points, and I certainly don't mind putting time into it. The difference between the two is that this mod relies on the player doing two actions over and over for relatively lengthy periods of time. Some will find that frustratingly dull, especially if it continues to happen day after day. 

 

Personally, I like the feeling of hopelessness this mod engenders and a large part of that comes from the feeling that it's never going to end. I think it should go on for a few game days before the inevitable escape/freedom path is introduced. But those days could be compressed a bit via timescale without losing the edge. Not a ton - maybe just up to 35 or 40.

 

I also think the timing of the guard coming through to check if everyone is working is spot on. Plenty of time to mine while he's watching but you can be a sneaky slave by stopping as soon as he's turned his back. 

 

 

If i was to made a suggestion i would say one could alter the timescale while working mode and put it back to normal whilst not working.

 

Posted

Anyway in my first testing attempt i noticed the following:

 

1. This was mentioned before i was clipping through the wheel whilst beeing tattoed .

2. The guards where for my taste too aggro in punishing the other slaves for beeing lazy (a little cooldown time would be nice here)

2.a. The Guard who punished the other slaves was going Ping-Pong through the whole room while he was whipping

2.b. Dunno if thats possible but i feel like 1 or 2 strokes would be enough .... i mean they wont to push them to work not beat them to dead

3. While he was like permanently beating the crap out of everyone around me he was completely ignoring me while idling (waited for like 5 minutes orso)

 

 

Posted

Isn't there an idle for the exit animation? I'm not aware of it, but if it was l, it would solve your issue.

 

It seems so, at least I see it when I deactivate the furniture. By the way, I really enjoyed Slaverun. Thanks for the nice works :)

 

(You are not by any chance the dude who made the slave town for Fallout New Vegas?)

 

No, I'm not. But I'm really glad to know that you've finally sorted the problem out. And thanks for the nice words!

 

 

trieded the mod and looks good so far, i do have a small request however: make the gag optional im not really a fan of it and additionally gags always clip pretty badly with my half orc girl, if you have the gags in to explain why noone is using magic then im suggesting to just add a drian magica effect to the shackles( just how it was in good old morrowind).

 

Actually, I quite like the idea slaves are forbidden to talk during the work hours. I suppose it's just my idea of a sexual fantasy (not in real life of course :)) where females are degraded and treated like animals, so depriving them of ability to speak seems rather fitting to me.

 

However, if it's possible I very much like to make my mod suitable to other people's fantasies too. But in this case, I think whether or not they are gagged involves much different dialog options, scene stages, scripts, etc. So, I'm afraid I cannot promise anything about it at the current stage.

 

I'll just try to revisit this issue when I'll be adding more options to make it suitable for wider variety of users.

 

 

A full day of mining at normal timescale takes a long time and could become repetitive and boring after awhile.

 

 

 

If i was to made a suggestion i would say one could alter the timescale while working mode and put it back to normal whilst not working.

 

As I'll try to insert number of events (both regular and random ones) between working hours, I think we better decide it after they are implemented.

 

I was considering a regular 40-50 minutes work + 10-20 minutes rest cycles, and spicing up it with occasional events in between. We'll need to allow some regular meal (or feeding) time too, and in future, a roll call in the morning and some free time in the cell at night (when they're not wearing gags) which we'll utilize to provide some dialog options or even side quests.

 

So, it might be too early to judge if the current time scale is either too short or too long, because we don't know how much time we can spare for the working hours per day at the current stage.

 

However, I'll certainly try to balance it using the method you suggested, and I think assigning different time scale for working and non-working hours to be a nice idea.

 

Anyway in my first testing attempt i noticed the following:

 

1. This was mentioned before i was clipping through the wheel whilst beeing tattoed .

2. The guards where for my taste too aggro in punishing the other slaves for beeing lazy (a little cooldown time would be nice here)

2.a. The Guard who punished the other slaves was going Ping-Pong through the whole room while he was whipping

2.b. Dunno if thats possible but i feel like 1 or 2 strokes would be enough .... i mean they wont to push them to work not beat them to dead

3. While he was like permanently beating the crap out of everyone around me he was completely ignoring me while idling (waited for like 5 minutes orso)

 

Thanks for the feedback. As to 1, there's little I can do about it as I explained in one of the earlier post. About the severity of the punishments, it's possible to adjust either the number or the duration of the strikes. Problem is, they just do 2-3 strokes at most on my end. So, if there are more people who think it too extreme, I'll try to moderate it a little more.

 

I'm a bit worried about 3. But as I have no other such reports or clues for now, I'll just try to see if others would complain about a similar problem later.

 

=================================================

 

Status Update

 

Thanks everyone for the feedback! I've been unable to spend much time on this mod since the last release. But today, I started to write  the promised 'fainting' scene after the branding.

 

Unfortunately, I was hit by an unexpected roadblock, which is the fact that there seems to be no reliable way to fade-out and fade-in to represent lost consciousness.

 

The best method seems to be one using the image space modifiers. However, I found that they fail to work at all when used in conjunction with ENB mods, so it's out of the option for now.

 

I'm trying to mimic it using the regular Game.FadeOutGame API, which is not very helpful, or reliable, as I can't seem to do such things like 'fade out for 5 seconds, move actors to new places, then fade in for another 3 seconds'.

 

I'll try to see if there can be a workaround for the problem, and if they found to be not very satisfactory, I suppose we need to move on to do other parts first.

 

By the way, I've broke my ENB settings while testing this so I had to switch from using Realistic Hope to Real Vision ENB. And I was surprised to find that the whole interior cell became much darker by the change.

 

So, I have a question for everyone. How bright does it look on your system? Compared to the screenshots, which I've made using Realistic Hope, how much difference do you see?

 

I'm not sure if it's just Real Vision ENB that's much darker than the others. So, if you have any idea, please let me know so I could adjust the lights or image space if it's necessary.

 

Thanks!

Posted

I'm using realvision latest preset (the ELFX version, not the RLO version) and it ok to me. Sure it's no darker as the usual mine or dungeon i found in my game.
And yes, using the fade it's a problem with ENB. Because that's an immage space change which is being overridden by the ENB.
Well, nothing gamebreaking anyway. The only problem is that the people with most ENB installed will miss the fade to black (or just see a brief darkening of the screen)

Posted

 

I'm a bit worried about 3. But as I have no other such reports or clues for now, I'll just try to see if others would complain about a similar problem later.

 

 

I do happen to have that issue myself, I have to basically stalk the guard around to make sure he notices I'm idling. Also, slave 13 I believe it was... she's at the intersection and never actually enters the mining area, she stays there sitting on the guard's chair as the patrolling guy with the whip gives her a bunch of strikes each time he gets there.

Posted

First off, wow, great start to a very promising mod.

 

The only issues that came across for my first play were:

 

When being taken to the mining area I stood outside the first iron door not knowing if I was supposed to enter or the mod would walk my character in.  Anyway, the door closed in front of me while I was standing outside the mining area.  Fortunately the doors weren't locked so I was able to walk in on my own.

 

Slave-tats applied the slave tattoos and numbers on my character but did not apply the dirt.  Does the dirt get applied the more the PC works the mine or is it supposed to be applied right away?  It would be a neat trick if it were progressive, the PC looks like the newbie compared to the other miners.

 

I understand it's a pre-alpha so I'll just assume that this part is incomplete, when told to get on the ground because the PC is a "cunning bitch" nothing happens.  I get two the submit option in the dialogue and the "mmph" option which I think is a part of DD.

 

I don't have much to add, I really like where you are taking this and the tone/setting.  In the end I assume you will have some kind of resolution for escape.  One thought, since the intent is to dehumanize the miners maybe shave their heads upon processing.

 

One question about the mining mechanics.  After an ore is mined are you supposed to deliver it or just leave it on the ground?

Posted

 

 

 

 

I'm a bit worried about 3. But as I have no other such reports or clues for now, I'll just try to see if others would complain about a similar problem later.

 

I do happen to have that issue myself, I have to basically stalk the guard around to make sure he notices I'm idling. Also, slave 13 I believe it was... she's at the intersection and never actually enters the mining area, she stays there sitting on the guard's chair as the patrolling guy with the whip gives her a bunch of strikes each time he gets there.

I haven't had the problem where the guard ignores me, but I have noticed some of his blows to the other prisoners send them staggering all the way to the other side of the room.

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