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Maria Eden Slavery (closed)


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Posted

Well, I got it to work... On version 1.24... I had to completely clean out my data folder and restore it from a backup I'd made... I'm not sure what residual anything was left when I'd uninstalled mods, but something was keeping it from working.

 

I suspect Open Cities was probably a part of it, even though it was disabled.

 

So my character got sold off to a male, and he was referred to as "Mistress" and with male pronouns a lot... The owner being male didn't bother me so much as the fourth wall breaking misgendering.

 

Also, is there any way at all to break free of the slavery? I hacked in like 100k gold and gave it to my owner and still got told I hadn't made enough money. Also, it's really annoying to be constantly made to face my owner... can't talk to NPCs, can't even explore properly...

Posted

 

zaira, on 23 Jul 2015 - 4:40 PM, said:
I fear not many people will like the way Maria Eden goes - I have removed most of the content - no more NPCs, no more buildings, no more complex single-run quests - concentrating very much on whoring aspects and plugin-mods like FoxClub (a new plugin is on it's way) and rebuild completely for deep integration into the new Zaz slavery framework.
Maybe Maria Eden support in SS will be broken - because I also removed all factions and reduced amounts of keywords - Zaz has started a framework for slave mod collaboration. I hope he will find some time to continue working on it - I try to support him.
Even the actor Maria itself is removed - every NPC could take over her role.


zaira, on 23 Jul 2015 - 7:34 PM, said:
Maria is already available as simple NPC addon here in the non-adult section - and she looks much better.
I need to cleanup stuff for stabilization - and I remove NPCs and buildings because I have introduced a framework - with only a few modifications (no cell modifications!) a modder can turn every place into a brothel or a slave auction house or a slaver camp, every NPC into an active Dom or a Pimp or a Whore or a Slaver...

Even the player can change tamriel - with the help of spells he can turn places into brothels and acquire the most beautiful NPCs as active whores or pimps - start whoring in a tavern - the bar keeper wan't to get a cut from you - now turn other NPCs in the cell into whores and the bar keeper becomes pimp of them too.

Marias Home can be every home you want - buy or build a house and enter it as a slave - the femdom take over this house and use it as her homebase...

The two brothel addons are a first example - they have absolutely no Mod dependency or any communication with Maria Eden. But several items and NPCs are marked - so my mod could use these mods as a stage for the brothel scenery.

I remove my own Tamriel modifications because they are obsolete: you will be able to build you own slavery/whoring environment within the game and with the help of JsonUtils your changes are persistent and can be shared with other users...

 

 

So going by two of your earlier posts (above) in the next version Maria should be compatible with slaverun?

Posted

Well this framework sounds freaking genius. Gotta love modular mods. ^^

Posted

I am really looking forward to this new version. Maria is by far my favorite mod but with all the changes it makes to the world it really does not play well with most any other mod. It pretty much forces me to keep it alone in is own MO profile.  It sounds like this new modular version may bring Maria back into my mainstream game.

 

Thanks for the time you have invested into this great mod.

Posted

Don't expect wonders - Maria Eden 1.25 is 100% based on Zaz slavery framework.

 

There will still be interference's with mods that are not using this framework.

 

I have no time, no resources and no interest to reverse engineer other mods (and vice versa).

There where some discussions between slave mod authors some months ago - but no progress.

Zaz has created facts now. Since most of the slavery mods depending on Zaz I think it is the best solution.

 

Guest ffabris
Posted

A request/suggestion, if I may...

 

since you're reworking this mod into a framework, any chance of opening it to male and female players, straight and gay?

Posted

Don't expect wonders - Maria Eden 1.25 is 100% based on Zaz slavery framework.

 

There will still be interference's with mods that are not using this framework.

 

I have no time, no resources and no interest to reverse engineer other mods (and vice versa).

There where some discussions between slave mod authors some months ago - but no progress.

Zaz has created facts now. Since most of the slavery mods depending on Zaz I think it is the best solution.

 

can't wait to see and try the new framework you mentioned! :D

Posted

Don't expect wonders - Maria Eden 1.25 is 100% based on Zaz slavery framework.

 

There will still be interference's with mods that are not using this framework.

 

I have no time, no resources and no interest to reverse engineer other mods (and vice versa).

There where some discussions between slave mod authors some months ago - but no progress.

Zaz has created facts now. Since most of the slavery mods depending on Zaz I think it is the best solution.

I think putting those resources in zaz was about the only thing really decided on. And you're right - no one has taken advantage of it since.

Posted

Don't expect wonders - Maria Eden 1.25 is 100% based on Zaz slavery framework.

 

There will still be interference's with mods that are not using this framework.

 

I have no time, no resources and no interest to reverse engineer other mods (and vice versa).

There where some discussions between slave mod authors some months ago - but no progress.

Zaz has created facts now. Since most of the slavery mods depending on Zaz I think it is the best solution.

 

Zaz has a track record, so you're probably making the right choice here. 

 

The only thing I'd ask you to keep in mind is making it at least marginally possible to play the Skyrim storylines within your new framework.

Posted

wow didn't expect my DD resource comment would blow up so much. Everything aside, this really tells you how much documentation is necessary when you code  :-/

Posted

Don't expect wonders - Maria Eden 1.25 is 100% based on Zaz slavery framework.

 

There will still be interference's with mods that are not using this framework.

 

I have no time, no resources and no interest to reverse engineer other mods (and vice versa).

There where some discussions between slave mod authors some months ago - but no progress.

Zaz has created facts now. Since most of the slavery mods depending on Zaz I think it is the best solution.

 

this is understandable. but please try to list the incompatible mods please, at least the popular ones.

 

Posted

 

Don't expect wonders - Maria Eden 1.25 is 100% based on Zaz slavery framework.

 

There will still be interference's with mods that are not using this framework.

 

I have no time, no resources and no interest to reverse engineer other mods (and vice versa).

There where some discussions between slave mod authors some months ago - but no progress.

Zaz has created facts now. Since most of the slavery mods depending on Zaz I think it is the best solution.

 

this is understandable. but please try to list the incompatible mods please, at least the popular ones.

 

 

 

incompatible mods

 

-prison overhaul (conflict with ME-Jail quest)

-captured dreams shop (permanent CTD)

-PetCollar

-all other mods with unremovable Collars or Clothes

Posted

 

 

incompatible mods

 

-prison overhaul (conflict with ME-Jail quest)

-captured dreams shop (permanent CTD)

-PetCollar

-all other mods with unremovable Collars or Clothes

 

with the current version I have no problem with captured dreams or pet collar while using maria i place maria at the bottom pet collar slightly above maria and captured dream well above the other two. So I assume these are future incompatibilities?

Posted

Wow I am not sure why you guys are so muc worried about?? I don't think my PC can handle all these mods together and most of all they have overlapping funtions

Posted

Wow I am not sure why you guys are so muc worried about?? I don't think my PC can handle all these mods together and most of all they have overlapping funtions

many mods check to see if other mods are present and if so they incorporate parts of that mod. deviously enslaved is one such mod it looks to see if mods like maria eden or sd+ and so on are present and then determines who the player would be sold off to based of what ever the current user configuration is. In many cases the overlapping functions are ignored and such plugins can coexist. 

Posted

My interest in this mod is very much refreshed... I look forward to seeing what changes are made and their resulting impact, both in and out of game.

 

Posted

A request/suggestion, if I may...

 

since you're reworking this mod into a framework, any chance of opening it to male and female players, straight and gay?

You can play it with whatever gender you want. But I provide only dialogs for female slaves and female doms (partially male doms) - because of limited translation capabilities.

ME 1.24 got hundreds of dialogs - ME 1.25 brings additional dialogs. If I make every dialog gender free it doubles the amount of dialogs.

Posted

 

 

 

 

incompatible mods

 

-PetCollar

 

 

Noooooooooooooo!   :)

 

I think about removing the jail quest - but regarding PetCollar and similar mods: Your dom equips you with a slave collar. I use Zaz slot control for the slave restraints and many dialogs (and quest entries) depends on this collar. If you don't wear a slave collar - how should others know that you are a slave?

 

I have no plans to change this - and for handling collisions the mod authors should think about switching their mods to Zaz slot control too.

Posted

 

Wow I am not sure why you guys are so muc worried about?? I don't think my PC can handle all these mods together and most of all they have overlapping funtions

many mods check to see if other mods are present and if so they incorporate parts of that mod. deviously enslaved is one such mod it looks to see if mods like maria eden or sd+ and so on are present and then determines who the player would be sold off to based of what ever the current user configuration is. In many cases the overlapping functions are ignored and such plugins can coexist. 

 

Maria Eden 1.25 is based on Zaz frameworks - completely.

This framework is public and well documented and most of the other mods depends on Zaz already.

So it is the wrong way to reverse engineer other mods to make them compatible to ME - additionally the reverse engineered facts could change with every mod version.

 

The correct way is that all mods use a common framework like SexLab. And therefore I make no compromises - ME is a Zaz framework based mod and plays well with other Zaz framework mods.

Guest ffabris
Posted

 

A request/suggestion, if I may...

 

since you're reworking this mod into a framework, any chance of opening it to male and female players, straight and gay?

You can play it with whatever gender you want. But I provide only dialogs for female slaves and female doms (partially male doms) - because of limited translation capabilities.

ME 1.24 got hundreds of dialogs - ME 1.25 brings additional dialogs. If I make every dialog gender free it doubles the amount of dialogs.

 

 

OK - thank you for having replied. :)

 

Posted

 

 

incompatible mods

 

-PetCollar

 

Noooooooooooooo!   :)

I think about removing the jail quest - but regarding PetCollar and similar mods: Your dom equips you with a slave collar. I use Zaz slot control for the slave restraints and many dialogs (and quest entries) depends on this collar. If you don't wear a slave collar - how should others know that you are a slave?

 

I have no plans to change this - and for handling collisions the mod authors should think about switching their mods to Zaz slot control too.

both mods equips collars

both control your inventory

both control your money

both control what you're supposed to wear

 

it's obvious that this would clash

Posted

 

Wow I am not sure why you guys are so muc worried about?? I don't think my PC can handle all these mods together and most of all they have overlapping funtions

many mods check to see if other mods are present and if so they incorporate parts of that mod. deviously enslaved is one such mod it looks to see if mods like maria eden or sd+ and so on are present and then determines who the player would be sold off to based of what ever the current user configuration is. In many cases the overlapping functions are ignored and such plugins can coexist. 

 

DE is an exception, the mod is designed to literally interrupt gameplay all the time at any time, adding exceptions of when to not interfere with delicate quests/scenes is required to a greater degree than most mods to keep from breaking something.

 

Maria Eden 1.25 is based on Zaz frameworks - completely.

This framework is public and well documented and most of the other mods depends on Zaz already.

So it is the wrong way to reverse engineer other mods to make them compatible to ME - additionally the reverse engineered facts could change with every mod version.

 

The correct way is that all mods use a common framework like SexLab. And therefore I make no compromises - ME is a Zaz framework based mod and plays well with other Zaz framework mods.

 

 

I'm curious because I didn't see it mentioned anywhere for Zaz; Does the ZAZ framework provide full functionality to communicate to other mods when the player should not be modified and other mods shouldn't interfere?

 

Zaz has the slave faction that the player could be added to, but that sends the wrong message when you just want to lock the player out during a short quest or while wearing one specific item (I didn't see a keyword that could trigger a faction either, item script logic aside). DD has a zad_BlockGeneric keyword that states the item shouldn't be removed by other mods, even if several mod authors ignore it, but doesn't exist outside of item effect, limited to DD which is often considered a big dependency. SD and Maria's eden both provide methods to identify if the player is a slave, but they are limited in use to their own mod, and the Deviously helpless suspend system still works to lock other mods out for temporary purposes, but is often overlooked because it isn't well advertised.

 

I want a framework that can handle all of that, but it doesn't seem to exist (yet).

 

As it exists, I don't see a way for zaz to communicate when an item shouldn't be removed by other mods, which is the current concern with DD based mods conflicting with ME. DD mods have a way to detect when the player is busy with other DD mods (keyword:zad_BlockGeneric, detectable without hard dependency) and with Maria's Eden (zaz slave faction) but you don't have a way to detect when they are busy through zaz without them using the slave faction, which is not slot context specific if used as such and doesn't allow as much room for item evasion. E.g. Pet collar can apply a locking collar, and Devious cursed loot can apply a locking corset, because the two items use different slots. If every DD mod had to watch for one faction there would be no overlap at all, no? I don't know enough about factions, maybe they hold enough information to allow more internal information for specific cases.

 

Your argument that Zaz is common enough to not make a big deal about it being a dependency has merit, but you can detect keywords and modevents without dependencies at all. Can you check if the player has a faction knowing only the name of the faction? I haven't see that function call yet, although it probably exists...

 

I'm just putting my thoughts down, it's your mod and you can write it how you like. I'm not disagreeing with your philosophy that every mod should take care of it's own fallout, and not have to integrate with every other mod to work correctly, but some of the required framework seems to be missing to make that clean or easy, and you don't have to go to the extreme of making exclusion cases for every single mod like DE, just detecting that one keyword before starting ME enslavement would probably be enough to stop conflict with most DD mods.

 

I would normally agree with the idea that it is the responsibility of the mod in question to fail gracefully when other mods introduce error cases, but I don't know how much work it would take to implement for those mods, or if it would even be possible at all assuming I don't know all use cases and skyrim, and the alternative is that you add 5-30 lines of code to your mod, so the pain distribution seems lopsided in their favor in this specific case.

 

Forms/Factions taken from esp/esm don't seem to change ID that often, mostly when the esp/esm was scrapped and rebuilt. CK doesn't reorder/resort forms from what I've seen, I'm not even sure you can manually change them in TESVEdit...

 

 

 

Offtopic suggestion: If 1.25 really has that many changes can you name it 1.3 or 2.0 instead? I think huge changes being attributed to a incremental update poorly conveys significance and compatibility.

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