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Player Slave (update 2013-02-19)


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Disclaimer

My first mod ... so if I'm breaking some unwritten rules about modding, my apologies in advance. I really just want to share my work, so please tell me if I'm doing something wrong here.

 

Also...

This is work in progress, and you should definitely make a save before installing this mod. I'm fairly confident I'm not breaking anything, but there are a lot of quirks in this game, so better be safe than sorry.

 

With that out of the way ....

 

Updates

v006:

- Updated to use Zaz Animation Pack.

 

v005: Mostly bug fixes

- Attempt to fix pathing (?) problems.

- Following Ysolda should hopefully work better now.

- Wrist bindings can be equipped by NPCs.

- The hood in the chest is also a gag, and triggers the same dialogue.

- A new basement room added. Nothing fun there, but it's now possible to test ai running in stairs.

 

v004: Major changes and additions

- New bound animation. Equipping any of the wrist items now forces you into a bound animation. You can no longer sprint or jump when bound.

- Minor decorations in the testing area.

- Mod should now work with just vanilla resources. The old items are still left for reference, and won't appear correctly without dependencies, but won't break the game.

- New follow mechanic. Using a follow AI package instead.

- Most new stuff accessible by starting and stopping quests from the console. See the updated "getting started" list on how to do that.

 

v003: Basic gag mechanics.

- A "Test Gag" has been added to the playroom. (See bug section before trying it out).

- Gag dialogue should override most conversations.

 

v002: Wrong .esp uploaded.

 

What is it

This mod is a tech demo of enslaving the player, and dragging her away to some unknown fate. Right now, though, it consists of a single room with a copy of Ysolda walking in a square patrol. At the center of the room is a chest with some gear you can equip.

 

To break out of this, you have to use the console "player.unequipall".

 

The mod will also override your "hands behind back animation" and your "bound standing", which means that instead of hands bound in front, they will be behind the back. This will affect, for instance, the intro scene.

 

Getting started

- To access the content, type "coc zzzTestArea" in the console, and you'll be teleported to the right spot.

 

- Open the chest, try the items. Inventory is not disabled for any of them.

- Wrist bindings should make you bound, sad and unable to sprint, jump, fight and a few other things. You can still access inventory (will be disabled later).

- Gag forces your conversations into a "mmmpph" with all actors.

- Collar forces you to follow Ysolda with some player interaction.

 

- Some useful console commands if you just want to see what happens:

"animcam" for a camera that stays close to you, or "tfc" for a camera which stays put.

 

- For most quests, player AI needs to be disabled. Disable AI by starting and stopping the zzzAi quest. Some of my quests mess with ai, so you may have to manually restart ai for them to work. zzzAi is the Ai quest. You will get a notification if things work correctly.

 

- There is a new scene where Ysolda leads you to a cage and locks you in. Start it by triggering the quest zzzTq. This quest messes with player Ai, so you might want to stop that quest first.

 

- Ysolda can lead you around if you start zzzFq. Ai needs to be on for this to work.

 

- New scene testing, "startquest zzzTest" will escort you to Ysoldas house.

 

Starting and stopping quests

 

To start or stop a quest you need to use the console with one of the following commands. In the example below, zzzAi is the selected quest.

startquest zzzAi
stopquest zzzAi
Requirements

I use resources from Gatti 14 Yumiko Suits for CBBEv3 so you will need that if you want all the items in the chest to appear correctly. Mod works without those items as well.

 

You also need "Zaz Animation Pack", the latest version (v004). Get it from this board.

 

Installation

* Unpack all files to your data directory, or use WryeBash (which does the same for you).

* Activate the .esp

 

Uninstalling

* Reverse the steps in installation, ie. deactivate and erase files.

 

Bugs

- I've yet to find the perfect script for the collar, so sometimes the player runs backwards toward Ysolda when forced moving. This usually happens only the first time after equipping the collar.

- I intend to relabel all IDs and scripts into xaz*, but that will have to wait.

- Lots of unfinished scenes that you can trigger if you're good with the console ... they won't work, probably.

- Not a bug per se, but my writing is horrible. I apologize for that ...

- These bugs may be fixed in v005, but the caging scene stops at strange times. Following Ysolda is a bumpy ride where the player alternates between slowing down and speeding up.

 

License

Do what you want with the mod; distribute it freely, keep building on it as you want, etc. If you make something cool with it, though, please share it here on the board.

xaz_slave_proj_v002.7z

xaz_slave_proj_v003.7z

xaz_slave_proj_v004.7z

xaz_slave_proj_v005.7z

xaz_slave_proj_v006.7z

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This seems like an awesome idea. Keep up the work on it please! We need something like this.

 

although can I ask you not to use any body replacers? I havent tried this mod yet, but I perfer our bodies not be replaced when equipping certain items modders make.

 

Or can you make a version for UNP as well, please? : )

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Hi

 

nice idea but - it seems as if there is no chest in the cell.

there is a bed' date=' a metal bar at the wall, ysolde is walking around...

 

but no, no chest. Any idea?

[/quote']

 

Should be fixed now. Thanks!

Link to comment

This seems like an awesome idea. Keep up the work on it please! We need something like this.

 

although can I ask you not to use any body replacers? I havent tried this mod yet' date=' but I perfer our bodies not be replaced when equipping certain items modders make.

 

Or can you make a version for UNP as well, please? : )

[/quote']

 

The main part of the work is scripting, so should work regardless of body mod. The mod I reference above works nicely with UNP as well if you just use the shackles/collar, by the way. =)

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Looks cool. (Why am I always away from home when interesting stuff appears?)

 

I've got a couple of ideas about your movement issues. Have you tried switching them to AI controlled and giving them a travel or follow package? Travel would probably be best, since it would end when they reached the target distance, and you could use the end fragment to drop back to player controlled.

 

Easiest way to do the package would probably be to set it on a player alias. Then, with a bit of luck, it'll only function when the PC is AI controlled.

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I just realized also .. Xaz - have you seen this?

 

http://www.loverslab.com/showthread.php?tid=9181

 

Seems like he is working on everything but what you have here ... wonder if you guys could join forces ...

 

It's a very interesting and ambitious project. Though, afaik, PC slavery is not part of the mod? That was what I was aiming for here, so ... if they want to add it to their project, that's awesome, and I hope what I did here will give a small head start to making it into SSG.

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Player slavery is very much part of the mod. Three ways I want it to be playable: as a slaver; as an abolitionist; and as a slave. The sexrim demo has a little player slavery planned as well :)

 

And if I can use your work, that'd be great. I certainly want to have a look at how you did a few things.

Link to comment

Looks cool. (Why am I always away from home when interesting stuff appears?)

 

I've got a couple of ideas about your movement issues. Have you tried switching them to AI controlled and giving them a travel or follow package? Travel would probably be best' date=' since it would end when they reached the target distance, and you could use the end fragment to drop back to player controlled.

 

Easiest way to do the package would probably be to set it on a player alias. Then, with a bit of luck, it'll only function when the PC is AI controlled.

[/quote']

 

Interesting! I'll make sure to look into this. Just started learning the CK a week ago, so still a newb.

 

The way I disable PC control is by Game.DisablePlayerControl (and Enable, to get it back in) and Game.SetPlayerAIDriven. I think the AI part (or Actor.SetRestrained/Actor.SetPlayerMovement) are key to being able to force move the player.

 

Initially I wanted to use real pathing for the player, but that messed with the view in third person mode. So far the scripts are small enough to make the actual solution easy to switch.

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Well One thing I want to Avoid ' date=' replacing the OffsetBound anim .

[/quote']

 

Apart from the problem with altering the vanilla experience and some animation issues (transitions), is there a technical problem with this solution?

 

I'm asking, because this was the only way I could make the character walk while bound. I guess there are other ways to do it, but with my limited knowledge of animations, this was the best I could do.

 

If you don't want to replace the anim, the mod should still work, just look a bit different.

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This is a slammin' proof of concept mod.

 

I wonder, how exactly can you "force" the hands bound animation? Once you jump, it's gone for good until you unequip/reequip the wrists. This seemed to also be an issue in the Crime and Punishment mod, but I assume a script running reset the animation at regular intervals.

Link to comment

This is a slammin' proof of concept mod.

 

I wonder' date=' how exactly can you "force" the hands bound animation? Once you jump, it's gone for good until you unequip/reequip the wrists. This seemed to also be an issue in the Crime and Punishment mod, but I assume a script running reset the animation at regular intervals.

[/quote']

 

Thanks!! Always nice with encouragment. ;)

 

Right now, I'm thinking of doing what you suggest; put a timer to reapply the animation, but I imagine this will conflict nicely with other things one might want (such as tying the slave in place somewhere).

 

Of course, the best solution might be to just not allow jumping and sprinting in the first place, but I'm not sure how to do that.

 

Edit: Anyone interested in this mod should also check out Crime and Punishment WIP. It's really nice source of inspiration for what this mod is trying to accomplish. And they play together!

Link to comment

This is a slammin' proof of concept mod.

 

I wonder' date=' how exactly can you "force" the hands bound animation? Once you jump, it's gone for good until you unequip/reequip the wrists. This seemed to also be an issue in the Crime and Punishment mod, but I assume a script running reset the animation at regular intervals.

[/quote']

 

I think you should be able to register to receive the JumpLandEnd animation event. You should be able to re-establish the bound animation at that point. Possibly after a short wait to let the landing animation complete.

 

Beth forum post

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