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Slaverun Reloaded (03-June-2018)


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Posted
On 13.02.2018 at 6:25 PM, Kenjoka said:

(...)  @TheSpirit I haven't forgotten you :-) (...)

 

Yeey! ^.^ Glad to hear that, and sorry for disappearing and reacting now, after a week... My first college exams were a little bit more than I thought they would be but I'm finally catching up with the thread ;) 

(Though I won't be much help during alpha tests, sorry... My Skyrim is already too unstable for me to actually say when sth goes to shit if it went to shit because of a certain mod or just because of being filled to the brim (and in a not so tidy way...) with mods which sometimes lose their directories for textures or something in the middle of a playthrough he he)

(But I'm keeping my fingers crossed!)

Posted

And on the topic of 'endless loop'... 

I actually like both your actual idea, Kenjoka... and what it was mistakenly understood as.
I'm internally conflicted like that...

On one hand, a quick 1-city-went-rogue quest wouldn't make the time consuming story even longer that much... but if you want to add actual factions it doesn't make a lot of sense for me that they would only strike once... 

On the other hand, the mod is already really long... I mean... inhumane length of Bellamys 'third leg' (a very accurate name for it...) at the end of the story levels of reallyyyy looong. There are some things that could technically make it take less time, while still keep the story as it was (at the end of this post I'll drop some to give you an idea of what I'm thinking). But for some players it doesn't matter much (since, after all, it's a porn-mod as well as a quest-mod). 

 

So here are the things I (for now) believe that would have to be done for it to work both ways...

 

1. MCM "Looong Story" settings.

First of all a box to turn this page of MCM on. If not ticked it's exactly what you said you were thinking about (in-and-out-30-minute-adventure... I didn't even watch the show... what am I doing quoting it?! O.o) 

But if someone wants a 'Looong Story' that's their button to press the hell out of.

Secondly, options to set the minimum and maximum of days or quests between a city going rouge in either of the two ways. And probably options to tweak what I'll suggest in the next points...

 

2. How to 'get back' a city? How do they actually get that city (as in: Can you interact with it)?

Instead of another story-driven quest which would render it impossible to retake a city twice make it a 'kinda story, kinda random tasks from the pool for that city or town'. 

So let's say that Markarth got taken over by the other slavery group (Personally I'd make this other group as different as possible which would be male slavery, but that's a whole other topic)... Your goal is to find supporters of your organization (maybe it's the Dibella Priestesses, maybe Silver-Bloods, maybe the Orcish Smiths, maybe someone else...), perform a task for their help and retake the city either by diplomacy, bribe (which is diplomacy... kinda) or riots (would work wonderfully if the other group was enslaving men, wouldn't it? ;P ).  You can get 2-3 random supporters/groups out of a pool of citizens of said city, towns which belong to its hold and possibly even any of the guilds (if they are working with your organization in one way or another). 

That makes it possible to re-enslave a city for a second or even third time and still get there in a different way! :smile:  Lots of work but since you already want to make a scenario for every city and only use one of them in a playthrough, well... one Looong Story would probably still manage to take less time for the player than 10+ Story Modes ('cause you still have to get lucky to get a specific city...)

 

Maybe from time to time you get to do an 'Interruption' quest (also random as hell) and if you succeed the other organization fails to take a city from you, but if you fail they do and it is considered your fault, obviously. MCM should be able to configure how often this happens or how often the cities are taken without anyone noticing.

 

3. What if PC could actually join with the other two organizations?

Since the mod is very 'you choose what will be your story' adding these two organizations as actually active players on the Skyrim political scene (I know that the abolitionists exist... but they wait for the most famous slave slut to get her grips on it all and actually reach out to them... which doesn't make them too active now, does it?) and not letting the player join them is kinda counter-intuitive for me... In normal "1-tiiiime!!" (One-Punch Man theme - I did not watch it either... the theme is just stuck in my head somehow...) mode it might not bother anyone since the "short" version would get much longer if you were to join a different organization mid-playthrough. But in 'Looong Story', where they would attack cities constantly, it wouldn't make much sense to make them such formidable political opponents for Pike and not have an option to join them.

That on the other hand leads to a lot more story quests which would have to be added... 

 

 

All in all... I think something like the 'Looong Story' option should be done last or near the very end of your work on Slaverun (around v9, v10 I think ;):tongue: ) leaving nothing but polishing and bugs to be patched since it would be a lot of work... 

 

 

And as I said here is how I believe the story could take less time to get through while not taking away anything from it.

For me the most time was completely lost on running places and going through multiple loading screens (every one of which could result in an unending loading screen of doooom (I have no idea why it's always Markarth that does it to me but there is just something about that city in particular that makes it fuck with my PC). So what I mean by shortening the story 'technically' is pretty much moving some people around so that you don't have to go through so many loading screens and additional "fast-travel then run up to the gates" kind of situations.

Biggest offenders are Bellamy and Igor. Bellamy could simply stand on the inner side of the gate after the city falls to slavery, and I have no idea whatsoever as to why oh why Igor couldn't leave the dungeon for a while and stand next to Pike whenever you are supposed to start one of his quests. Bellamy is many times who you are sent to by Pike (2 loading screens, could be one...) or who you decide to meet with first before going to Pike after being on the other side of Skyrim (2 loading screens (Whiterun->Out of Whiterun) or 1 loading screen and a tedious after doing it five times way up to the gate... could be just one loading screen). Igor being in the dungeon is making him worse than Pike when you have to come back to him every other time asking for next directions (3 loading screens (one especially unstable being a custom cell), while  Pike has 'only' 2).

 

You get the idea, sometimes it really fits to have someone locked behind yet another loading screen... but in my opinion some of them could be omitted. It wouldn't cut the length in half, but would surely cut away at least an hour or two of pointless waiting. ;) 

 

 

And another thing are the lengthy, repetitive, stressful on the computer scenes with twenty characters or so, but everyone already wrote something about them so I'll just keep it to a honorary mention. :smiley:

 

 

Keep up the good work and keep making our darkest Skyrim dreams come true! :smiley: <3 

Posted

  I had a sort of story in mind for retaking the city, I thought keeping the turn over outside the city would make for easier scenario randomness, and so could use the same retake scenario for most any city.

 

something like this, all about supply lines, loss of those for either of the Slaver guild's would be devastating, and require, either re instating them, or destroying them, in order to re gain, or lose a city.

 

  I mean, Pike was always very concerned about his transport problem's, and the need for the slavery equipment, and acquiring new slave's was a top priority, the loss of these thing's, any of them could easy put a dent in his control of a city, if his customers could not longer get what they desired, then they would be very likely to seek out a more reliable source.

 

    If Slave's, Merchant Equipment, Slavers, are not making it to where they need to be, then the Jarl of the City might, to please there citizen's reach out to another more reliable Slave Master.

 

[[

 

 Rival " Were just Business Men, or Merchant's, and we offered the Jarl, a better deal.. Heh,Heh!"

 

Of course Pike " That sleazy fucking Jarl, sold out to Blank, Those Bastards! "

Slaver"why would he do that, we had a deal didn't we ?"

Pike " Some bastard told him we were skimming off the top on the Tax's"

Slaver" Damn! were we ? "

Pike "Of course, I always pat the deck, but some Muther fucker told him, but where did they find the Proof ?"

 

Rival "Maybe some of your Slavers, can see the light, that were a better deal, Your old New's Pike, oh! did I just use and Oxymoron, Heh, Heh, Heh!"

 

Of course Pike , " We gotta find away to regain that city, Humm! The Jarl has a sweet Spot, we might be able to Use. All out war in the city would probably Piss the Jarl off even more."

Pike " Nope! We have to do this stealthy, back alley deal's, We can do this..Yeah!"

 

Pike "They got to have supply lines, and a route for bringing there Slaves, and equipment into the city, Takes a lot of supplies to run, and Operation like that."

Slaver"hey they got a lot of Argonian's with um."

Pike "yeah! The scaly Bastard's, but they mostly stay just outside the city, why do ya mention them."

Slaver"Well! I was thinking, they don't have to come up for air much, and they Move through water like a fish.."
Slaver"What if there using one of those water logged tunnels."

Pike "Yeah! Might be worth checking out, they could even use the rivers. I'm glad I thought of that."

1.Pike "go check with some of the merchants in the City, and some of the Harbor Captain's. Look for info on water tight containers, or delivery's received in them. "
2.Pike "I may send one of the free Slut's that will work for Pocket Coin, and have them, fuck around, and get some info. They would just take any of my Slaves I sent."

Slaver"ya that stupid one, been Doing all the Slut jobs you have, She could work just fine, Ought to make the Bitch a slave, but hey, she has been so cheap to use, and her being free still, has been handy at time's, Could actually work to our advantage."

Pike " Yeah, she is Damn good looking, She could easy get picked up, and maybe get some inside info. I'll tell her to spread that Pussy around, and grease a few Palm's. Damn ! I am so fucking Smart."

 

]]

 

 EDIT >>>> Just and example of a way that might be used, for loss, and regain of a city, there are many area's in the game that might be randomly picked, for some bandits that had to be appeased by pike, either by taking them out, or by just offering them a better deal ( As in slave's for the entertainment, or dragging them to a party, where the Slave, Slaver, or free woman was treated with a black widow type salve, that did a delayed kill after sex, giving time to infect a whole lot of Enemy's, and leave, or wait for them all to Die. )

 

   The Idea that a Girl Slaver, or free Woman could use her sexual abilities to enamor, and beguile NPC's, and Kill them with a Black-widow style of Narcotic Drug, would not actually be and instant reason for enslavement, and could add and would only enhance her value to Pike, as it was a Job, and not so much a sexual perversion.

 

Pike " Would you be willing to use this new Salve we have to kill a cave full of Blank's men, It would be and easy way to disable his entire supple operation, for Bank_City"

Slaver "It would be one of the only reason's I would allow myself to be bugger by those bastard's, and the Idea intrigues Me, A new way for me to Kill, I love it!"

 

   I remember in Oblivion I use to like getting the poison apple's, and pickpocket placing them on the Target, or placing them where the Target would eat them, and waiting for the death.  I found that Very satisfying, only drawback was always took awhile for the Text message to pop up and tell me the deed was done.

 

    That would not be the case when by sex, you knew you had delivered the Doom.

Posted
14 hours ago, Lupine00 said:

Clones are not an invitation to trouble. Unless you are confusing them with swapping clones in and out, like DCL does.

true just not swapping them for the "real" npc works well provided that they are not attached to the vanilla quests anymore (and usually the process of making

a clone does this)

Slaverun actually does fantastically well, considering that it has tampered with so many crucial vanilla NPCs. But the attempt to turn Delpine into a ball-breaker gets her comeuppance joke can backfire on the player. It would have been better overall if she'd simply been left alone, as her Slaverun persona makes no sense at all given the vanilla lore. Unlike some characters,  this is shoved in your face later, so it's really jarring.

i do agree here and have an idea (see below) that could work (mostly) anyway.

 

I'd be quite happy if Slaverun had some kind of Skyrim Unbound start, and blocked the main quest line entirely. Then Kenjoka would have complete freedom to replace the Jarls with "clones", that have nothing but tailored dialogue from start to finish. You wouldn't have Elisif with a mixture of bondage dialog and babble about the death of her husband and blue palace politics, you wouldn't have Balgruuf talking sense one moment, and a horn-dog then next.

while i do agree this would be nice, the problem is it would require someone to play either Slaverun or the main game (which is a creators choice anyway),

but would require a massive amount of work to make happen (due to having to move everything from the "originals" to the new clones).

It would open up space for gradual addition of whatever arbitrary "color" quests, whether it be getting a new bed-warmer for Balgruuf, or putting Elisif in a new kind of bondage, and you wouldn't get that crap where you're standing in Riverwood, naked, bound in every possible device, crippled by apropos, and an ancient dragon shows up and burns your face off ... an ancient dragon that will not give up tracking you, no matter what you do.

been there, done that, stupid dang hateful wench decimated Riverwood, and over half of Whiterun also.

Maybe it's a thing for a future Slaverun version, or maybe it's just my bad idea, but I'd rather see Slaverun block the mainquest until it's "completed" than have it break it, or the main quest compromise the Slaverun experience, whether it be due to Ulfric ranting on endlessly in his palace, or working for Maven Blackbrian in the thieves guild on one hand, while at the same time working against her for Pike.

i am not sure how feasible (or how much work it would involve either) this idea is

 

make a "clone" of Delphine that looks exactly the same (from the player's perspective in game, including name) but is actually a "different" person (and does not

affect the vanilla games questlines), where she is enabled by the Slaverun progression (at the point just befoer you start to mess with the "real " Delphine).  use

the "new" Delphine for all the Slaverun stuff.  yes i know this approach will have 2 "Delphine" active at the same time.  what could be done is a extra dialogue for

Ongar, after the "new" one appears  ("i have to cut down on the drinking, i could have sworn i just saw Delphine talking to herself.")  then later on (after she is

enslaved) the "new" Delphine would have a comment also (something like "Be glad it was me you talked to and not my sister Delphine.  She hates dragons so

much she would die before letting anything get in the way of her hunt for them, as the third of the triplets we were born as learned the hard way. ")  (new optional

dialogue to ask what happened to her) Player asks what happened, "new" Delphine responds "Just leave it at she's dead now. I can't talk about that anymore." 

and a new dialogue for Ognar afterwards ("Well at least i now know i was not losing my mind.")  this could (hopefully) avoid Delphine breaking the game if the 

player's timing is just wrong with regards to doing the Slaverun and Main Game quests at the same time.

 

as for Ulfric's endless ranting there are options already out there to solve this (from worst #1 to best #3 imho):

1 - just wait it out, start dialogue with him, exit dialogue (this is where he is trying to start the civil war questline), wait a minute to restart dialogue again (normally

     this works to get at other dialogue's like Slaverun's)

 

2 - just do the civil war questline enough to make him stop the ranting

 

3 - (imho the best option) get the mod Civil War Neutrality ( https://www.nexusmods.com/skyrim/mods/79330/ ), with this mod (in my limited testing) he

     only goes thru his rant 1 single time (the very first time you go into the Palace of Kings), and does not try to make you start the Civil War Questline.

     with that mod in i was able to start a new game and do "Blood on the Ice" and "Thane of Windhelm" including buying Hjerm and only saw that rant

     the one time.  you do have to activate it in game, but this is done in Dragonsreach (upstairs at the map table), which should not be a problem as

     playing Slaverun has you go into Dragonsreach anyway (just remember to go activate it is all).

 

as for working both for and against Maven Black-Briar at the same time, that i agree some people will have an issue with, but for me personally i found it funny as hell.

 

just my two cents worth.

 

Posted
42 minutes ago, valcon767 said:

 

42 minutes ago, valcon767 said:

2 - just do the civil war questline enough to make him stop the ranting

 

3 - (imho the best option) get the mod Civil War Neutrality ( https://www.nexusmods.com/skyrim/mods/79330/ ), with this mod (in my limited testing) he

     only goes thru his rant 1 single time (the very first time you go into the Palace of Kings), and does not try to make you start the Civil War Questline.

     with that mod in i was able to start a new game and do "Blood on the Ice" and "Thane of Windhelm" including buying Hjerm and only saw that rant

     the one time.  you do have to activate it in game, but this is done in Dragonsreach (upstairs at the map table), which should not be a problem as

     playing Slaverun has you go into Dragonsreach anyway (just remember to go activate it is all).

 

as for working both for and against Maven Black-Briar at the same time, that i agree some people will have an issue with, but for me personally i found it funny as hell.

 

just my two cents worth.

 

Yeppers! I run CWN - Civil War Neutrality, I did the war both way's once, never did it again, I really much prefer doing the Neutrality Mod, and just avoiding it all together.

 

Let the Dumb bastard's fight all they want, I really don't like either side. :confused:

 

IMO you have a choice of the Raciest Nord's, and the I am smarter than anyone Imperials, and I know what everyone needs, whether they want it or not for choice's.  I just don't like either one of them.

 

   Also those Bastard's tried to Chop my head off at the start of the game, and I hold Grudges for a really long time, and I look strange with out a head. ;)

Posted
1 hour ago, galgat said:

 

Let the Dumb bastard's fight all they want, I really don't like either side. :confused:

 

IMO you have a choice of the Raciest Nord's, and the I am smarter than anyone Imperials, and I know what everyone needs, whether they want it or not for choice's.  I just don't like either one of them.

 

you want to make it really funny you can do what i do .... change Ulfric to Ulfrica (https://www.nexusmods.com/skyrim/mods/71864/), that does make it more

interesting (she is not bad looking and  custom voiced too ;)). makes the whole civil war thing a bit stranger to have a female "Ulfric" jabbering away about kicking

the Imperials out of Skyrim.  and with this (Slaverun Reloaded) running it becomes even funnier (imo).

 

Posted
3 hours ago, valcon767 said:

make a "clone" of Delphine that looks exactly the same (from the player's perspective in game, including name) but is actually a "different" person (and does not

affect the vanilla games questlines)

Yes, that is exactly what clones are for. You make a completely new NPC, assign the same model to it, and it has no connection to any vanilla quest at all. If the vanilla quest NPC is being bounced all over skyrim by scripts, or given blocking dialogue, your new NPC won't be effected, because the only thing it has in common is its short name, which is not its proper name, or even its full name. Similarly, you can do anything you like to the clone, and the actual NPC isn't impacted. Normally, you make the real NPC and the clone stand in different cells, so when you go from one to another, it's just like they got to the same place before you, instead of making it obvious there are two.

 

The bother of replacing the Jarls with clones would depend on how Slaverun is written. Mostly, Skyrim quests use an alias, and so all that has to be done is assign a different NPC into the alias. However, I Slaverun has loads of "Scenes" and I'm not sure exactly how they are done. They might be bothersome to convert.

 

I believe there is a script for TES5Edit to substitute one NPC ID for another according to conditions, so it may be that they could simply be search and replaced, swapping all the Jarls in Slaverun with new, more exciting Jarls. As you wouldn't keep any of the old dialogue, there would be no need to copy stuff from vanilla on to them.

 

I believe it's technically feasible without insane effort, but everything is pretty hard going in the CK, so it makes sense mod authors don't make changes for the sake of it. It comes down to how much you see a benefit. Clearly, Kenjoka didn't see a benefit at first, but he was clearly trying to keep most of vanilla working at the time.

 

Now, Slaverun is so big, that a lot of vanilla could go away, and it would simply make Slaverun make more sense. It makes sense to keep all the radiant quests, all the weirder stuff like Namira, and the various little standalone quests that just add a bit of flavour to a dungeon.

 

OTOH, getting rid of the big lines, like thieves guild, mage college, the warded tombs, civil war, and of course all of the mainquest, dawnguard and dragonborn, only makes Slaverun work better. At the very least, those lines should be blocked off for slaves. While Slaverun is set against a backdrop of imminent civil war, it doesn't work so well if it actually happens.

 

But it's all just smoke and ideas. The amazing thing about Slaverun is that it inspires so many players to come up with stuff. Not all of it is going to be gold, but everyone has things they love (and maybe hate) about it, and it generates strong opinions. Some mods, it's hard to really get fired up about, but there's this huge enthusiasm for Slaverun. Even though Kenjoka says he doesn't want it to be a Bruma, in its own way, it's already that, it's just not about terrain and buildings.

Posted
1 hour ago, Lupine00 said:

** Snip **

Just used quotes to get a notice drop for you ;)

Yes, on the whole of blocking the majority of quest I simply have to agree.  The civil war serving as the whole justification of slavery for profit etc is a great basis. But it does run into simple issues that require a lot of suspension of story in the PC's mind. You do have to jump your way around the quest then the slaverun story if doing them both still. While it is possible it is a pain. Like my mention of the Embassy. It works, but I even pointed out that you had to endure Delphine dressed as a slave hanging out to progress the quest.  While also funny at the first look. It is quite a stretch. 

 

While all the ' issues ' I ve found in any form of Slaverun now get down to situations like that. They are all work around- able. Made that word up. Just annoying. The having to endure lines or moments that run contrary to SR. Having to finish a quest in one of the main stories to move SR forward. But honestly at this moment that is a small trade off for having it not be CTD'ing every few cycles and being completely unusable.  

 

The biggest part of the package in annoyance these days is simply that most of the lines don't make sense for what you expect originally going in. Or what I expect at least. A dark world of forced sexual enslavement for the women. It simply is a mod of easily enslave the women after a line of minor complaints or two then spend the majority of your time as a female slaver being encouraged by suddenly happy to be f* toys enslaved women who beg you to be the same. I constantly have to say in my mind that what they are really saying is all kinds of foul things and or begging me to help them.  I can understand Diamond being so beaten down and broken that she just accepts life. But someone enslaved for an hour? Suddenly more interested in me joining them as a fuck sister than freeing them?  Even playing as a male that does not make much sense. The dark side of playing this says it's supposed to be a nasty female horror story. It really is just a bad BDSM movie where everyone is a pro submissive and wants to be one. 

 

But considering the work put into this, and the vastness of the project and all the tweaks that could be and have been done it is a small price to pay to find little ways to make it flow better or seem to tell the story better. 

 

Besides there are little things that make it enjoyable to work around that I do not know if were intended or not. Especially as a female slaver. Like with Defeat you can grab one of the utterly annoying Slaver Guards and knock them down. Then proceed to use a whip on them while seeing the marks and the grunts without triggering an attack mode from them. I absolutely love that for feeling better that they dare question then threaten me.  Or take them off and perma tie them while anally impregnating them with soul gems for the same reasons.  For some reason also Enforcer does not recognize the Merchants clothes given by Pike. I run around constantly in my enslaved cities wearing it and not once been called out. Even when speaking directly to a guard. I really really think that is more tied to some issue in mods that is not causing a crash but tricks SR. Which is ok so far in my mind. 

 

Also, I to have Ulfric  as a female. Which ' kind ' of makes it make sense to me that she endorses slavery. Since she is also converted to a Futa I have this twisted imagery of her having suffered at women's hands or comments so long that she sees this as a golden chance to get some payback.  On a side note I only have moved the slaverun forward to enslave areas that are Stormcloak so far. I also only added Ulfrienna back after starting SR. Which I don't advise swapping things like that in / out usually, it just had to be tried. 

 

I am curious tho to the issues from that little stunt to come. :smile:

 

Posted
1 hour ago, Bushi Neko said:

The dark side of playing this says it's supposed to be a nasty female horror story. It really is just a bad BDSM movie where everyone is a pro submissive and wants to be one.

This point revisits the post I made months back about better dialogue, and how to create it. I haven't played the latest alpha yet, and I'm not doing so, because it's looking too complete. I don't want to spoiler everything to the point there's nothing fresh to play when it's finished.

 

Anyway, what I observed in the past, is that there's a lack of clarity of context for the female slave dialogue. It's often unclear, from scene to scene, whether what they say is for the benefit of a master's ears, or whether it's what they would say privately. By making it clear which is which, and varying accordingly, we could really feel the horror. When a female slave begs to be fucked up the arse by a horse, we would know it for what it is, a desperate gambit, where she hopes to eke out a few more days of painful and degrading life, rather than simply being immediately spit roasted alive, and eaten, for kicks, by a bunch of violent men who have gone seriously Lord of the Flies with an adult twist.

 

Kenjoka clearly loves to write dialogue, but it's also clear that he does not have years of writing experience, or even a serious education in writing, and this does tend to reveal itself in what I would call fairly "spur of the moment" writing. There's only a cursory attempt at consistent characterisation, and mostly the characters are basic tropes, often written only for crude comedic effect. But this meets the needs of most Slaverun players, and it's fair to say that Skyrim doesn't really invite subtle dialogue. In the context of the vanilla Skyrim script (which is fairly dreadful most of the time, with characters spouting exposition at every opportunity) people would simply not expect any nuances. Skyrim writing needs to be big and bold, and Kenjoka is certainly bold.

 

The lack of consistency, I suspect, is that Slaverun is being written week on week, and has been over years, with the concepts evolving over that time. In those circumstances, it's going to be hard to remember exactly what you did last week, never mind last year, and often too time consuming to research it. Thus, certain characters have flexible outlooks, depending when a certain quest was added. Even the protagonist lurches from smart to dumb, and rebellious to pathetic, based more on where you are in the story timeline than the responses you give while playing through it.

 

I would imagine, more players respond well to crude jokes than to emotionally wrenching, personal horror. Horror can be cathartic, but I'm dubious I'd enjoy it extended over the duration of Slaverun. The end result is, it works, but if you start to take it seriously, you're going to be disappointed.

 

At a technical level, I can't see a tractable way to overhaul the dialogue, even without changing a single outcome, condition, or line of code. I can see how to dump it all out into a file, but I can't see how to get it back in again. The CK was simply not set up to do that. I believe TES5Edit could do it, but it would require an entirely fresh TES5 script, and thus a fairly intimate understanding of TES5Edit internals. Attempting to fix-up the dialogue in the CK would drive you insane. Without access to that facility, I don't see Kenjoka, or anyone else, doing anything other than piecemeal updates to dialogue. But it may actually be a simple problem, with a trivial solution, I simply haven't come across an explanation for.

Posted
8 hours ago, Lupine00 said:

This point revisits the post I made months back about better dialogue, and how to create it. I haven't played the latest alpha yet, and I'm not doing so, because it's looking too complete. I don't want to spoiler everything to the point there's nothing fresh to play when it's finished.

 

Anyway, what I observed in the past, is that there's a lack of clarity of context for the female slave dialogue. It's often unclear, from scene to scene, whether what they say is for the benefit of a master's ears, or whether it's what they would say privately. By making it clear which is which, and varying accordingly, we could really feel the horror. When a female slave begs to be fucked up the arse by a horse, we would know it for what it is, a desperate gambit, where she hopes to eke out a few more days of painful and degrading life, rather than simply being immediately spit roasted alive, and eaten, for kicks, by a bunch of violent men who have gone seriously Lord of the Flies with an adult twist.

 

Kenjoka clearly loves to write dialogue, but it's also clear that he does not have years of writing experience, or even a serious education in writing, and this does tend to reveal itself in what I would call fairly "spur of the moment" writing. There's only a cursory attempt at consistent characterisation, and mostly the characters are basic tropes, often written only for crude comedic effect. But this meets the needs of most Slaverun players, and it's fair to say that Skyrim doesn't really invite subtle dialogue. In the context of the vanilla Skyrim script (which is fairly dreadful most of the time, with characters spouting exposition at every opportunity) people would simply not expect any nuances. Skyrim writing needs to be big and bold, and Kenjoka is certainly bold.

 

The lack of consistency, I suspect, is that Slaverun is being written week on week, and has been over years, with the concepts evolving over that time. In those circumstances, it's going to be hard to remember exactly what you did last week, never mind last year, and often too time consuming to research it. Thus, certain characters have flexible outlooks, depending when a certain quest was added. Even the protagonist lurches from smart to dumb, and rebellious to pathetic, based more on where you are in the story timeline than the responses you give while playing through it.

 

I would imagine, more players respond well to crude jokes than to emotionally wrenching, personal horror. Horror can be cathartic, but I'm dubious I'd enjoy it extended over the duration of Slaverun. The end result is, it works, but if you start to take it seriously, you're going to be disappointed.

 

At a technical level, I can't see a tractable way to overhaul the dialogue, even without changing a single outcome, condition, or line of code. I can see how to dump it all out into a file, but I can't see how to get it back in again. The CK was simply not set up to do that. I believe TES5Edit could do it, but it would require an entirely fresh TES5 script, and thus a fairly intimate understanding of TES5Edit internals. Attempting to fix-up the dialogue in the CK would drive you insane. Without access to that facility, I don't see Kenjoka, or anyone else, doing anything other than piecemeal updates to dialogue. But it may actually be a simple problem, with a trivial solution, I simply haven't come across an explanation for.

Can I offer your services to Kenjoka, as an enslaved scribe, narrator and raconteur?  ;) 

 

Between you, he could bake the cake, and you could do the icing and the cherry on top  :cakeslice: - or at least write the narrative as to where we might find the cherry, work out and describe what to do with it, and then show us how we might all properly eat and digest the end result

Posted
10 hours ago, Lupine00 said:

This point revisits the post I made months back about better dialogue, and how to create it. I haven't played the latest alpha yet, and I'm not doing so, because it's looking too complete. I don't want to spoiler everything to the point there's nothing fresh to play when it's finished.

** Snip **

Another get your notice to drop snip ;)

Indeed, all that is true from my perspective, and I can't knock the work done overall on the mod. Nor do I.  But these dialogue trees truly do only follow one path. All the women desire to be enslaved and instead of questioning why a female would be a slaver and hoping for a sister to save them, it stays the course of a males do anything to them dream. Which is fine from the perspective of what it is. It is Slaverun. It's not supposed to be a non misogynistic experience. It's not supposed to be a reality or based on fact. But man... It requires a whole lot of mental move alongs with that dialogue as a female. Totally understanding that to completely change it all to some truly specialized line for the female slaver along with all the text would be a new project unto itself. I can even go along with that as a hazard of playing it female.

 

The only sticking point that I really really wish I had the skill and talent to help address is the whole how treated by other slavers issue. I am totally fine with the continued threats of when we get you.. but really when you get me what? Nothing will acknowledge I was a slaver, and nothing lets me interfere nor harass the males who bug me as I go. IE as I stated above, only thanks to Defeat not triggering attack mode with a knockdown can I enjoy payback on a disrespectful male. Any male. Only because of a snafu with the merchant outfit can I strut around with clothes on while all the other women move around nakie. ( BTW, it only is the merchants outfit, the armors etc do indeed trigger enforcer. The AROUSED mark as naked also lets you look clothed, but be nakie for Enforcer, at least it did in my one test.. but why do that other than a screenie? So I didn't too it extensively. ) 

 

I would love nothing more than if you go the route of a female slaver it would:

1. Give you a unique tattoo. I do it for me and my female follower. We both get a ' BITCH ' scrawl on the right check and a (ID like Cruel ) then Mistress courtesy of the Dominant pack on the left breast. 

2. Have the Slavers acknowledge as one, not demand money or favors. Really? I am a cruel ass bitch enslaving other women and you think you get a favor? If anyone would get a favor it would be Pike, who should be eligible. He grows to at least give you some respect, but if you act like a ' good ' slaver who happens to have a vagina and is willing to spend a moment with her ( in her twisted mind ) only man worth having her boss, she winds up enslaved. Really?  No, some other option as she grows would be welcome.

3. Not make it so annoying in knowing that to end your existence as a slaver its just a matter of not having 100 coins or blowing someone. That should not even apply. It should not appear at all for the female. It's plenty easy to lose a fight unless your going all OP gear and weaps on occasion. Thus giving a great lead into the slavery. You got beat down, your just a plain woman now bitch... told you. Then of course.. some at least passing notice that you were a slaver. Wow. Awsomesauce.

4. Plain get rid of Pikes stupid dialogue about whips and horny. ( see # 2 )

5. BIG annoyance here. Virgin? Bellamy tries to threaten me with being a virgin? Really? My apropos reads no. My Sexlab track reads no. But I shudder in fear etc etc and deliver some hollow threat because Bellamy thinks I am a virgin? After I ve kicked him around like an uber Domme Bitch and made him whimper like a tiny tiny girl I am suddenly worried he will tell on my not correct at all sex status?  yeah. this one makes zero sense. 

 

Overall tho'. Still an awesome mod at this point. I am glad I tried it out again and took some time to tinker with it. Tho' annoying in how it still handles the female slaver, I hold out hope on it evolving as time goes still. Or not. No matter how you slice it the mod fills a few niches nicely. It must be a wonderful bit of fun for a pure dark world fantasy for males, and it fits nicely the be a total bitch to everybody with no compassion at all feelings. Then of course, it is a wonderful cut loose and run as a women in a woman's worse nightmare world.  I like it for the same reason I watch movies that scare me so bad I nearly tinkle. It's fun to lose yourself in your fear sometimes, if you know the lights are coming on again. :tongue:

2 hours ago, donkeywho said:

Can I offer your services to Kenjoka, as an enslaved scribe, narrator and raconteur?  ;) 

 

Between you, he could bake the cake, and you could do the icing and the cherry on top  :cakeslice: - or at least write the narrative as to where we might find the cherry, work out and describe what to do with it, and then show us how we might all properly eat and digest the end result

I agree.

Lupine00, by Order of L.L. and SR you are forfeit as a community member and must now report to Kenjoka for Mod duties. 

 

Your also required to not wear pants.

 

Be off to your duties modslave. 

:smile:

 

Posted

Is there any fix for if the MCM menu for Slaverun Reloaded is blank? I'm running v2.1.3 and ran into an issue where I never received the note that starts the prequest, and the MCM menu had no tavs to click on; I reinstalled the mod, and lickety-split, the courier popped up, I got the note, and I dived into the story. Unfortunately, my MCM menu is still blank, with no available tabs that I can select, so I'm unable to change any settings.

 

I'm pretty sure there's just something wrong with the save, since when I started a brand new game, the MCM menu appeared just fine. So now I'm just trying to decide between... hoping for a fix somehow, or just restarting. XD

Posted
6 minutes ago, BeneathThePlass said:

Is there any fix for if the MCM menu for Slaverun Reloaded is blank? I'm running v2.1.3 and ran into an issue where I never received the note that starts the prequest, and the MCM menu had no tavs to click on; I reinstalled the mod, and lickety-split, the courier popped up, I got the note, and I dived into the story. Unfortunately, my MCM menu is still blank, with no available tabs that I can select, so I'm unable to change any settings.

 

I'm pretty sure there's just something wrong with the save, since when I started a brand new game, the MCM menu appeared just fine. So now I'm just trying to decide between... hoping for a fix somehow, or just restarting. XD

Yeah, sadly my experience with issues like that which are not cleared up on a reload tend to be something got corrupted. Only things I can suggest are go back to one save earlier if possible? Try to load in your SR then. Hopefully it's not to far in the past? That often moves it along.

Try a save cleaner. Maybe some lingering residue that fubar'd it? Rarely seen that fix an issue like that, but there is a chance.

For major script mods the best answer is usually a new game. Again, only from my experience those issues with MCM menu's tend to come with load ups in games in progression. 

Last thing to try before you load up a new script heavy mod is make sure you have a totally cleaned HARD save to work with. 

 

If you know all the above already don't be offended. I don't know what you know or your experience level.

Posted
On 8.1.2018 at 7:47 PM, Kenjoka said:

Ok.... here it is.... a first alpha version of Slaverun 3, but you should read carefully the following lines before installing Slaverun Reloaded V3.0 Alpha 1 !

 

- it is the first alpha version, this means it is not complete compared to what will be in the final 3.0 version, it has probably bugs and only some parts, mostly the new one are tested by me

- it needs a cleansafe and the next version , alpha 2 will again need a clean safe! The beta will again need a clean safe!

- it has bugs

- it has new requirements, the Hearthfire DLC, version 4.0 of the Devious Device Integration and Devous Device Expansion Framework, also version 8.0 of ZAZ Animation Framework which will be checked when the mod is starting

- it has bugs

 

So please don't use it for any serious playthrough! You have been warned! Did I mention that it has bugs ?

 

But what you get is a look at the new features, new quests, new stuff I am working on. I am interested in getting feedback and also bugreports.

So if you have nothing to do... and are curious... maybe you want to try it and do a brutal arena fight

 

 

So here is a list of the new features:

- MCM Menu has been expanded by new tabs and restructed; you can load and save 3 different configurations (I will add later a configuration for a soft mode but you are free to save here anything you want)

- advanced cheat functions to skip faster to 'old' content

- if not playing in story mode the 'enslavement procedure' is much shorter now

- added 5 different outfits for free woman which the enforcer will give them in an enslaved city and 7 different for slaves when you enslave a woman

- you have decided to become a slaver, Pike will now (optional) send you on a quest to learn the basics of a slaver

- for slaver some basic slave management has been added (new tab in MCM), at the moment only followers you enslave will be listed here and can be managed with dialogue options (this is work in progress)

- if you stay a free women, slavers will send you to Pike who offers you some 'tasks'. You can earn some good money but you might don't like them very much

- when slavery starts in whiterun in every town gets two slave patrols who will walk through the towns (even free cities!), they have different dialogues for you depending if you are a slave, a slaver or still free

- every enslaved town will have one or two slave guards at the town borders who will remind you of the slavery laws (forcegreet can be disabled in MCM)

- slaver and free woman have a submissive level and might get enslaved if they get the highest level (=20); can be disabled in MCM

- if you are a slave and the enforcer selects you for being raped there is a change that not a simple sexlab api call is made but a complex scene is played (probability can be configured in MCM)

- when reporting back as a slave you can configre the amount of gold in MCM (I added more options for the report function in MCM, but they are not implemented yet)

- if you are a slave and doing a slave carriage travel there is a change for a short trip or the long hardcore trip (probability can be configured in MCM)

- if you are a slave and Pike punishes you (for not reporting back or violating the slavery laws) there is a change that you will do another (NEW) walk-of-shame (probability can be configured in MCM)

- when playing a slave all members of Diamonds family and the other women you enslaved got new dialogues; go speak with them... they feel lonely in the dungeon

- after you have done the Wedding quest with Bellamy your family members also got new dialogues

- as a slave you get a slave guard which will follow and guard you when you have completed your slave training ;is 'very' work-in-progress and I guess this slave guard is not what you expected to be :-)   (can be disabled in MCM or ended by using a cheat option)

- as a slave you can buy back your freedom at certain quest steps by speaking with Pike

- you can enable or disable what devious devices are used by slaverun reloaded in a new MCM tab; so if you don't like yokes deselect it (of course does not affect other mods!)

- new mainquest2 after completing the existing mainquest where you can free Skyrim step by step if you haven't completed the abolitionism quest; the quest should start for slave, slavers and free , but I tested mostly for slave

- in the new mainquest2 only the first step to free Solitude is implemented, but all other cities can be freed also if you enable the cheat mode and use the cheat function (all these quest will be more combat oriented, so be prepared for that)

- small bugfixes and probably other things I forget to mention here

 

The biggest new part is a group of quests to build a huge Colosseum in Slaverun (see below how I recommend to play it)

- this quests are only written for SLAVES, DON'T play it as a slaver; the quests will be enabled in alpha 2 for slavers

 

A lot of parts are finished, but here is a list what is not and on my todo list for alpha 2. The Colosseum will be build by doing quests and also by using Hearthfire logic, i.e. workbenches and drafting tables

- all 'roomy' have at least one furniture which can be build but I will add a lot more in alpha 2, especially new ones from ZAP 8.0

- when you have build the Colosseum there will be a big arena, where you can do arena fights and animal shows; but you must collect animals and search gladiators. For each animal type and each gladiator there will be a single quest which are all not implemented, but you can use the cheat function to complete them

- at the moment each animal show (except the show with a dragon) will have 8 animals and you can fight any gladiator you want when you have cheated the gladiator quests. In alpha 2 I want to build some progress quest like it was in Oblivion's arena wrapping them. So like in Oblivion you will gain ranks and with each rank you will unlock new options. For example as a beast lover rookie you can do only a show with 1 animal and only with easy ones... maybe dogs and horses. With each rank you can select more animal and wilder animals.  Same for fighting as a gladiator... just like in the Oblivion quest...

 

 

 

If you want to try building the Colosseum, I recommend doing it the following way (of course you can do it just in the normal way also)

- I added a configuration file SlaverunSettings3 setting which you can load in the MCM when loading the Hardmode settings. Don't worry its no hard mode, but the settings I use for testing

- create a new game in the cell with Live another Live mod without slaverun mod installed

- configure everything, save your char, install slaverun and load your char

- now either load my prepared hardmode settings or configure yourself the options you like; I recommend setting the lvl to start the slaverun prequest to 1, enable the cheat mode of slaverun and start the game as an Inn keeper in Whiterun. This is the fastest way to skip the prequest with the cheat dialoges, go to Jarl in Dragonsreach and cheat again to be ordered next to speak with Bellamy (= new slavery agent) at the gates

- the fastest way is also to disable the enforcer and skip sexlab calls in problems tab to do the cheat functions as past as possible

- with the enabled cheat mode let Bellamy make you a slave; no scene will play, but you can talk to him and cheat again to skip the whole enslavement procedure

- then go to Pike in Dragonsreach and with the advance cheat function jump very fast to any city being a slave town as you want.
 

- to start the arena quest you must at least quest until Morthal is enslaved, where Dead slave walking has been started.

- with Dead slave walking Bellamy will send you to the old fight club for a fight (you can cheat that fight also) and then the Colosseum quest 'Think big' will start...

 

 

 

I will probably edit this post to things I forgot :-)

... starting to upload the file now...

 

 

P.S. if you do the hardest arena fight mode with apropos and slavetats mod installed and enabled to be beheaded you will probably get a CTD. I patched my local apropos mod and now I get no CTDs anymore. Either gooser will upload a new apropos version or I will apload the patched script here

 

 

ADDED : 09.01.2018

A few thinks I forgot to write:

- a female slaver which gets enslaved should now have some little differences in the enslavement dialogues

- the recipes for building the Colosseum have required materials, but these are yet unbalanced and I added only in about the first half of all recipes materials. The architect has a cheat dialogue where he will give you the required materials

- in the animal shows I check per scripts for how many animals in a single sexlab call an animation can be found. So for exemple if the animation with 4 draugr will be found this animation will be used, if there is no animation found the scripts will search for 3 draugr and the PC , then 2 draugr and the PC and then 1 draugr and the PC. If no animation for the animal is found at all, the scripts should be able to handle that. But if you want to see animal shows I recommend to install Billy animations

- the arena fight has the option that you won't die (player is set essential) and some very brutal post death action will happen. Of course this will conflict with other mods who want to do the same. So if you have activated similar features in DA, Cursed Loot, Defeat or Shout like a Virgin this function will conflict. Slaverun death logic will only trigger in an arena fight, nowhere else

- if you want the most brutal post death action I recommend installing Amputator Framework and Proxys split animation

Works great so far but when the "Main" Colosseum is build and I talked to Mundus he send me to the stables to catch somebody ( you know who :-) ) but when I talk to him he only greets me and the dialogue window disapears. How can I go further in the questline?

Posted
1 hour ago, Bushi Neko said:

Your also required to not wear pants.

Be careful what you wish for!

 

But seriously, I think Kenjoka likes to do his own dialogue, and it's a big part of the fun for him.

If I was  him, I wouldn't want to worry about whether I was leaving "room" for a writer, in terms of options to speak, enough topics, etc. or how to explain my intention so I didn't end up with a completely different story for the quest than the one planned.

 

 

I think it would be one thing to go through his dialogue and simply tighten it up a bit, fix typos and increase clarity while preserving its distinctive feel - letting the bones of the original dialogue show through. But that wouldn't just put a bit of polish on top, it wouldn't fix any of the issues discussed previously.

 

 

It would be something else entirely to change the characterisation of the NPCs, make each one more distinct, and more consistent in their message. And how could that even be done without first working out what the feel of the mod is really supposed to be? I think, as is, it switches about, depending on what stage you're at (or sometimes per quest), and I'm not sure whether that's good or bad, or simply something some people like and others don't. Also comedy... Comedy is hard.

 

Ultimately, that sort of thing would start heading towards tweaking conditions, or adding new topics ... "Can we add an extra option here, or remove a blocking dialogue there?" And it would be a complicated process, and add overhead to development.

Posted
38 minutes ago, Lupine00 said:

It would be something else entirely to change the characterisation of the NPCs, make each one more distinct, and more consistent in their message. And how could that even be done without first working out what the feel of the mod is really supposed to be? I think, as is, it switches about, depending on what stage you're at (or sometimes per quest), and I'm not sure whether that's good or bad, or simply something some people like and others don't. Also comedy... Comedy is hard.

 

Ultimately, that sort of thing would start heading towards tweaking conditions, or adding new topics ... "Can we add an extra option here, or remove a blocking dialogue there?" And it would be a complicated process, and add overhead to development.

Honestly, while the discussion of writing styles is interesting I'm fairly sure that you guys are basically describing nothing short of a full rewrite of the mod's dialogue, and probably a heavy refactoring of some of the internals as well (slave vs slaver ect).  At that point it would probably be simpler for a modder who wanted to make "Slavery Skyrim Serious Narrative Edition" to start from scratch, perhaps using Slaverun's vision or some of the technical functions as a starting point. 

 

Even simply adjusting the older text at this point would probably be a monumental task, as Creation Kit certainly doesn't seem to be very friendly when it comes to mass adjustments like that (beyond basic typo/grammar fixing).  Not to mention the sheer amount of dialogue in this mod is insane, and includes plenty of fully scripted "movie" style sex scenes with multiple participants full of separate dialogue.  Possible, but not something I'd want to touch with a 10 foot pole if I was Kenjoka.

 

IMO best to assume Slaverun isn't going to change stylistically, and if people want a significantly different feel it would be ideal if they could convince talented modders to make something like it in a different style, or even better try to collaborate on a small project of that style (one questline involving a single town or city falling to slavery would make for a completely worthy stand-alone mod IMO).

Posted

I'm playing through Alpha2c as a female slaver but I can't get the arena events to trigger, other than serving spectators in the stands. With the arena fights I can get to Caesar asking me who I'd like to fight and saying there are three choices but then my only possible response is 'I don't like any of those" which ends the conversation. I tried switching off the options to select fight mode/opponents but again it just ends the conversation without anything happening.

 

I've got the Morthal Jarl to agree to slavery and everything is built. I have the quests to recruit more gladiators/beasts but can't do them because neither of the NPCs will talk to me.

 

Have I bugged my game or am I missing something obvious?

Posted

A second competing slaver faction that is more business focus rather than misogynistic could be a viable approach as a point of conflict and allow for a female PC slaver to integrated into the story with less jarring dialog while maintaining a group of people still out for the PC despite her being a slaver.

I could see holds like Riften with a female jarl and Maven running the underground scene dealing with slavery in a businesslike fashion while the current existing slaver faction approaches the concept with a sexist attitude.

The focus could still be female slaves if that works with the mod better, it feels pretty easy to conjure up a reasoning that female slaves are more in demand so the money naturally follows that path. The one profiting and conducting the transaction could be either male, female, futa, or whatever the player has. This set up also allows room for a more businesslike acceptance to the slavery concept for each hold from the NPCs as long as it doesn't seem like it is affecting the NPC herself (famous last words). The PC could also be face with various scenario where she can try to stay away or contribute to the lesser of two evils in order to keep the bigger issues at bay.

 

Or just have some of the current member of the slave faction carry a more businesslike attitude while keeping some with a more misogynistic approach, and have the PC slaver story walk that line.

Posted
4 hours ago, BeneathThePlass said:

Is there any fix for if the MCM menu for Slaverun Reloaded is blank? I'm running v2.1.3 and ran into an issue where I never received the note that starts the prequest, and the MCM menu had no tavs to click on; I reinstalled the mod, and lickety-split, the courier popped up, I got the note, and I dived into the story. Unfortunately, my MCM menu is still blank, with no available tabs that I can select, so I'm unable to change any settings.

 

I'm pretty sure there's just something wrong with the save, since when I started a brand new game, the MCM menu appeared just fine. So now I'm just trying to decide between... hoping for a fix somehow, or just restarting. XD

one other option you can try is to refresh the MCM menus

 

"setstage SKI_ConfigManagerInstance 1" in console or use the MCM Kickstarter mod from nexus.

 

if you do attempt this make a new hard save (in a new slot) first so if it does not work at least you lose nothing.

 

Posted

i just noticed the new uploaded v3 alpha2c patch, hope it will fix the Saul-won't-show-up problem cuz i'm kinda curious about the plot in Riften... anyway, is it correct that i just need to download the esp and overwrite the old one oh just saw the description never mind

Posted
45 minutes ago, zhuguannan123 said:

i just noticed the new uploaded v3 alpha2c patch, hope it will fix the Saul-won't-show-up problem cuz i'm kinda curious about the plot in Riften... anyway, is it correct that i just need to download the esp and overwrite the old one oh just saw the description never mind

Yeah! It is just the ESP, but yeppers! It fixes that.  Also some other stuff. Minor, but needed fixes

Posted
10 hours ago, Reesewow said:

Honestly, while the discussion of writing styles is interesting I'm fairly sure that you guys are basically describing nothing short of a full rewrite of the mod's dialogue, and probably a heavy refactoring of some of the internals as well (slave vs slaver ect).  At that point it would probably be simpler for a modder who wanted to make "Slavery Skyrim Serious Narrative Edition" to start from scratch, perhaps using Slaverun's vision or some of the technical functions as a starting point. 

 

Even simply adjusting the older text at this point would probably be a monumental task, as Creation Kit certainly doesn't seem to be very friendly when it comes to mass adjustments like that (beyond basic typo/grammar fixing).  Not to mention the sheer amount of dialogue in this mod is insane, and includes plenty of fully scripted "movie" style sex scenes with multiple participants full of separate dialogue.  Possible, but not something I'd want to touch with a 10 foot pole if I was Kenjoka.

 

IMO best to assume Slaverun isn't going to change stylistically, and if people want a significantly different feel it would be ideal if they could convince talented modders to make something like it in a different style, or even better try to collaborate on a small project of that style (one questline involving a single town or city falling to slavery would make for a completely worthy stand-alone mod IMO).

  Yeah.. I don't think we expect Kenjoka to listen to any of us, but at least we can give him maybe Idea's when they are taking a break from Modding, and have time to read.. There just Idea's, ( That can be ignored, or studied ) I think mostly, were just all enthusiastic about all the neat stuff Kenjoka is doing, and in some small way maybe we can help them to keep the plot going.. :blush: And let them know we are really interested, and Hoping for more. ;)

 

   I mean that is all I am offering, and I hope no one is saying thing's like this is terrible, or should absolutely be done in a different way, I very much love everything that has been done so far, and am just hoping for more..:smiley:

Posted
9 hours ago, Reesewow said:

Even simply adjusting the older text at this point would probably be a monumental task, as Creation Kit certainly doesn't seem to be very friendly when it comes to mass adjustments like that (beyond basic typo/grammar fixing)

That is what I said, in slightly different words perhaps - I specifically addressed the issue of bulk-loading dialog into the CK, and how it's possible (probably) to do it with TES5Edit scripting. As of now, I can't find a script already written that is designed for export and re-import of dialog for TES5Edit.

 

There's no question that trying to edit all the dialog, simply to clean up typos or odd word usage would be a monumental effort in the CK.

 

And as stated by others, nobody really expects Kenjoka to change what he's doing. He's got his own plans. This is just spitballing by people who would (mostly) rather play Skyrim than grind the CK. Of course I'm working on a mod, and some armors, but I'm in no rush. Everyone on LL is making a mod right? It's like Hollywood, where everyone's an actor waiting for that big break, or pitching a movie, they just happen to be working at Starbucks in the meantime.

Posted

 

On 2018. 2. 10. at 2:47 PM, Darkon47 said:

I have been trying for a while now, but it seems that the dialogue option to buy back your freedom doesn't work, and nor does becoming enslaved simply for having a high enough submission value or getting your gold confiscated as a slave when you report to bellamy.

I also do not seem to have a conversation option to redeem freedom.

Posted
9 hours ago, galgat said:

  Yeah.. I don't think we expect Kenjoka to listen to any of us, but at least we can give him maybe Idea's when they are taking a break from Modding, and have time to read.. There just Idea's, ( That can be ignored, or studied ) I think mostly, were just all enthusiastic about all the neat stuff Kenjoka is doing, and in some small way maybe we can help them to keep the plot going.. :blush: And let them know we are really interested, and Hoping for more. ;)

 

   I mean that is all I am offering, and I hope no one is saying thing's like this is terrible, or should absolutely be done in a different way, I very much love everything that has been done so far, and am just hoping for more..:smiley:

For sure, I didn't mean to imply that you guys were doing anything mean by discussing such things.  More that it sounds like a really cool conversation for a separate thread, like a Request & Find thread.  Hell possibly someone could even find a way of pulling off extracting all the dialogue, as I know there are machine-translation tools that attempt to do that (altho when someone tried to use them on Thief, I don't know if it resulted in a working mod at any point). 

 

Don't get me wrong, I'd love an alternative Slaverun experience, I honestly got fatigued trying to play through Slaverun once as a slave and ended up stopping about 2/3 of the way through the story (unskippable funnybiz training at the time broke my will more than the characters).  Its just that if I was in Kenjoka's shoes, I'm not sure how I'd feel about my support thread having so many large posts basically describing how much better things could be if I redid a huge portion of the mod.

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