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[Idea] Wasteland Slaveshop


Choppytehbear

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Posted

To be honest I have been thinking about this for quite a while. So my idea was to set up a location that will act as a defacto location for all slave related stuff.

So in the vault the player along with some other NPCs get trained. If you have some fun things that the player can do in this vault then I am all ears.

 

As for the surface I was thinking of a brothel, devious devices and perhaps some brothel items shop so you can set up your own brothel in your settlement.

I was also thinking of adding a spot where there are bounties for special named NpCs either raiders or civilians in the commonwealth. Perhaps player can caturr slaves and give them (custom bault suit and special dialogues maybe?) to the Vault for training or just for sale.

 

what about an island? Set on the north-east corner of the world map

Posted

Not possible since apparently something will be happening in the 3rd DLC in the sea area of the current map. I dont think its a good idea to risk a compatibility issue and besides why would I make an entire island from scratch when there is a perfectly good empty land at a crossroads.

Posted

Not possible since apparently something will be happening in the 3rd DLC in the sea area of the current map. I dont think its a good idea to risk a compatibility issue and besides why would I make an entire island from scratch when there is a perfectly good empty land at a crossroads.

 

Far harbour is a standalone area, not in the Commonwealth

Posted

This is an awesome idea but maybe the player would have the option to become a slave ( not willingly more beaten by skavers and is taken to the slave area) where you could either try and rise up the slave ranks in your poetical are field of expertise ( you might start of as the lowly human cow but as you rise up the ranks you might have to teach new slaves or even become a slavemaster (( this wouldn't make you equal with the slaver but you could leave and comeback at any time )) and depending on your stats you could get a different job for example high intelligence makes you the teacher while a high charisma could make you a recruiter or high strength could make you a more...forceful recruiter or high endurance could make you the primary human cow) these would greatly increase the immersion!!!

Posted

This is an awesome idea but maybe the player would have the option to become a slave ( not willingly more beaten by skavers and is taken to the slave area) where you could either try and rise up the slave ranks in your poetical are field of expertise

Yeah, it's easy to assume that because there's a common theme, there's also a lot of common code and that adding player slavery is trivial if you already have NPC slavery.

 

In practice though, there's very little commonality there and what you're proposing is a whole separate mod. With a fairly extensive quest chain of its own.

 

That's not to say it shouldn't be done, but it would probably work better as a separate project with a few shared assets.

Posted

While I do agree everything cannot be in one mode there needs to be a at least a minimum to start with so that all the extra stuff like a whole player slavery quest chain could be added to an existing system.

 

For example as a minimum we are going to need a location, a script where captured enemies remain your followers until sold.

And of course some gear like collars or clothing to showcase the slave or else they would not look any different than regular settlers.

Oh and a script where the player can buy and sell these slaves and set up a whole economy based around it. Should ve simple and open ended enough to work worth other mods.

  • 1 month later...
Posted

Since the CK is released now... I guess I will revive this thread.

I am making the slave town/shop and a Vault entrance in the corner of the town. Think of Vault 95 exterior but a town around it with walls and stuff.

 

I am working on this in my free time and inbetween making some dialogue in skyrim as it regurarly causes me to want to kill myself. Lol...

Anyway regarding the slave shop any requests or suggestions?

Posted

Since the CK is released now... I guess I will revive this thread.

I am making the slave town/shop and a Vault entrance in the corner of the town. Think of Vault 95 exterior but a town around it with walls and stuff.

 

I am working on this in my free time and inbetween making some dialogue in skyrim as it regurarly causes me to want to kill myself. Lol...

Anyway regarding the slave shop any requests or suggestions?

 

I'll be watching your progress closely. Maybe we can cooperate on some stuff.

Let me know what you come up with.

Posted

 

Since the CK is released now... I guess I will revive this thread.

I am making the slave town/shop and a Vault entrance in the corner of the town. Think of Vault 95 exterior but a town around it with walls and stuff.

 

I am working on this in my free time and inbetween making some dialogue in skyrim as it regurarly causes me to want to kill myself. Lol...

Anyway regarding the slave shop any requests or suggestions?

 

I'll be watching your progress closely. Maybe we can cooperate on some stuff.

Let me know what you come up with.

 

 

Thanks yea its going for now. It will pick up speed as after this weekend hopefully.

However I would like to say that the snap-to-build feature in the CK is absolute dogshit!

 

unlike skyrim where a jumbled mess would still look damn good when making shantytowns it does not... everything has to line up.

Here is the current build outside, its the hardest part, the vault would be much easier since its all snap to grid.

post-564840-0-21709200-1462579801_thumb.jpg

In the picture below you will see what I currently have planned. The big questions are the middle section and the pen/holding area.

I want to build areas where players can buy and sell slaves or slave related gear. Maybe take out contracts on desired men/women that people want a collar around... you quests and activities!

The blue area is the second option of a wide center for the buying and selling, so less of a bazaar but more of Merchants Square kind of thing.

I was more leaning towards the Bazaar even if its a bitch to navmesh :P

Maybe a location where you drop your slaves for training they go to the vault and come back with unique dialogues/events/gear and etc...

Btw dont be alarmed with the lame circle, thats the circle as I draw the "face". By the time I am done it should be like Diamond City but hopefully better at looking like a crappy shanty town.

Posted

 

 

 

 

 

Since the CK is released now... I guess I will revive this thread.
I am making the slave town/shop and a Vault entrance in the corner of the town. Think of Vault 95 exterior but a town around it with walls and stuff.

I am working on this in my free time and inbetween making some dialogue in skyrim as it regurarly causes me to want to kill myself. Lol...
Anyway regarding the slave shop any requests or suggestions?

 

I'll be watching your progress closely. Maybe we can cooperate on some stuff.

Let me know what you come up with.

 

 

Thanks yea its going for now. It will pick up speed as after this weekend hopefully.

However I would like to say that the snap-to-build feature in the CK is absolute dogshit!

 

unlike skyrim where a jumbled mess would still look damn good when making shantytowns it does not... everything has to line up.

Here is the current build outside, its the hardest part, the vault would be much easier since its all snap to grid.

 

In the picture below you will see what I currently have planned. The big questions are the middle section and the pen/holding area.

I want to build areas where players can buy and sell slaves or slave related gear. Maybe take out contracts on desired men/women that people want a collar around... you quests and activities!

Maybe a location where you drop your slaves for training they go to the vault and come back with unique dialogues/events/gear and etc...

Btw dont be alarmed with the lame circle, thats the circle as I draw the "face". By the time I am done it should be like Diamond City but hopefully better at looking like a crappy shanty town.

 

edit: having some internet issues. will upload the picture later.

 

 

 

 

 

No worries about the pictures, I'll have a look once you managed to get it online.

I noticed that the CK seems to be a bit more .. sturdy.. when it comes to the 3D placement. Luckily, I don't need to do a lot of that at the moment - I'm mainly digging into the scripts.

If I'm able to keep up the momentum, I should be able to implement basic slave trade functionality soon - so you'll be able to utilize the framework for the slave traders, if you want that.

 

I'm looking forward to seeing your progress on this - the Commonwealth needs a proper slaver's den!

 

 

Posted

Nice, you are actually working on something!

After my experience with skyrim I will be sticking with what i like and do best though I am in no way "The Best!"

I will try to build the place, I started to call it the Arcade which was my whole inspiration from Sabu's Sex arcade art stuff.

Anyway I am open to all suggestions, once this place is done I hope the place would become the new whiterun for our little naughty mods rather than Diamond City.

I hate that place. I really do.
 

Btw I wont use the word sturdy but more... clunky... kind of drunk but too sleepy to move kind of thing lol.

Posted

Nice, you are actually working on something!

After my experience with skyrim I will be sticking with what i like and do best though I am in no way "The Best!"

I will try to build the place, I started to call it the Arcade which was my whole inspiration from Sabu's Sex arcade art stuff.

Anyway I am open to all suggestions, once this place is done I hope the place would become the new whiterun for our little naughty mods rather than Diamond City.

I hate that place. I really do.

 

Btw I wont use the word sturdy but more... clunky... kind of drunk but too fat to move kind of thing lol.

 

Yep, you can keep track of the framework over at the thread. It's got the basic capture mechanic, the basic follow mechanic and the very basic slave stats mechanics right now. Doesn't matter, this isn't the right thread for my mod - this is about your mod!

 

If you want it to become Commonwealth Whiterun, I suggest you build it in stages. Don't bother with the slave traders, do it professionally: plan out the basic town and build it - without any real features like slave traders or quest characters. Maybe just a tavern and a general store, a workbench area and a player house. Something like that. Have a lot of houses with the majority of them not having a working door, basically just empty hulls of buildings.

.esm'ify the whole thing and publish it when ready. Number all the empty buildings and write them up for "rent" on the forums. Whoever needs a naughty property can then say so and get a designated building. He'll fire up the .esm as dependency to his mod and only(!) place a load door onto the entrance of his building.

Then he can create a new interior cell, link them and from there it's a piece of cake.

 

That way you could build the city "framework" and then, shortly after, release your slavery addon - occupying some buildings. So that way inter-mod dependencies are kept to a minimal! If I only had the Arcade .esm, F4SS.esm and GrinesArcadeSlavers.esp active, I'd have the town as is and only the buildings that I personally need will have a door and content (your slave traders). Someone else might also run ArcadeBrothel.esp by XXYY and ArcadeDrugDen.esp by YYXX but not F4SS bc he doesnt care about slavery, etc. etc.

 

Sorry for the wall of text, I find to like the idea of having a new "loverslab" city intriguing.

Obviously it's just a suggestion, just ignore it if you feel like it, I certainly won't mind a slaver's den however it is designed! :D

 

Edit: Just saw the screenshot. Looks nice! I can already see the detail on the buildings that are present. Looking forward to traveling there!

Posted

So how many interior cells are we talking about?

 

I can make the center square a big building with rooms and stuff but these are not castles or dwemer ruins where I can keep things big.

Whatever interior cell I make has to be small and limited. 

The other houses you see in the picture would be relatively small in comparison? maybe a basement?

Posted

Oh, I was just letting my thoughts flow free in regard to "I want this to be the new Whiterun".

Probably it's not possible to combine both what we'd need for a "dynamic loverslab town" and the idea (which I prefer) of a slummy slaver settlement. I guess Vault 69 will offer a relatively easy way to add some dynamic interiors --

 

Still, maybe just ignore the idea for now - we can always go back to it at some other stage. I'd just like to see that settlement ingame and I'll do my best to get the basic economy functions implemented over the weekend.

Posted

I will try to keep what you said in mind.

If it is something that scripters need then I will do my best.

And yes that was the idea behind the vault.

Different wings with endless sexual possibilities :P

Posted

Yeah, just don't stress yourself about it. I may or may not have had a coffee too much and thus gone a bit crazy.

Scripters don't need it - it would just be a cool way to get many mods together in an immersive way.

 

Just do your thing, it's going to be good!

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