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Player Slave (update 2013-02-19)


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The game actually does! I found that part in the scripts today and removed it. However the animation doesn't kill you' date=' it "just" removes the players head, which then disappears.

So a proper script has to make sure the two animations (player and executioner) play in-sync and afterwards explicitly kill the player.

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I figured that might be the issue. It makes sense from Bethesda's POV. Wouldn't make much sense for the player to be executed right after character creation :P

 

But next, I would probably look into the execution sequence that takes place when you enter Solitude for the first time. I think your answer might lie in the AI package that Roggvir uses to complete the execution process.

 

But if you really want to get deep into this, you might want to look into methods for sparing permanent death, by bypassing the "load last saved game" part of the player's death. Perhaps by putting the player into a ghost body, with options for returning the player to life in a fresh body via mini-quest (that returns the player to a new body, and rewards some lesser vanilla armor and weapons to fight with), and then recovering their gear from the slaver/master.

 

edit: I'd be quite interested to see what you have so far. I think that between this, xaz's original concept of a forced player escort, the Sanguine's Debauchery mod from jbezorg, and the concept slaver demo that DocClox made, these could be merged into a single playable mod with realistic consequences for player slave disobedience.

 

Add in some sensible capture/escort/punish AI packages, and you're most of the way there for some realistic player capture/enslave/submission scenarios.

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Odd. I can't teleport to "zzztestarea". I type it in the console and nothing happens. I made sure I installed it properly.

 

Its "coc zzztestarea" in the console ;)

 

coc is short for "center on cell" which refers to the way skyrim manages its world.

 

I know, I'm not new Bethesda games...

Lemme rephrase it: I type "coc zzztestarea" in the console and nothing happens.

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I'd be quite interested to see what you have so far. I think that between this' date=' xaz's original concept of a forced player escort, the Sanguine's Debauchery mod from jbezorg, and the concept slaver demo that DocClox made, these could be merged into a single playable mod with realistic consequences for player slave disobedience.

 

Add in some sensible capture/escort/punish AI packages, and you're most of the way there for some realistic player capture/enslave/submission scenarios.

[/quote']

 

Would be really cool to see the things you added. After all, it's not like the mod I did does very much by itself, so any additions are welcome. ;)

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I know' date=' I'm not new Bethesda games...

Lemme rephrase it: I type "coc zzztestarea" in the console and nothing happens.

[/quote']

 

Normally, this means that the mod is not properly installed. Since you did that, what happens when you type "help zzz" in the console? Do you get anything?

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I'd be quite interested to see what you have so far. I think that between this' date=' xaz's original concept of a forced player escort, the Sanguine's Debauchery mod from jbezorg, and the concept slaver demo that DocClox made, these could be merged into a single playable mod with realistic consequences for player slave disobedience.

 

Add in some sensible capture/escort/punish AI packages, and you're most of the way there for some realistic player capture/enslave/submission scenarios.

[/quote']

 

Would be really cool to see the things you added. After all, it's not like the mod I did does very much by itself, so any additions are welcome. ;)

I restored the base-version of your mod and started from scratch to get a cleaner implementation (I had about 8 duplicated collars and so on).

Anyway, the editor is a complete pain for me to use. I'm a coder in reallife so I would rather opt for coding the quests instead of clicking them toghether in this clunky ui. I have seen you did so as well on some parts. At the moment I'm digging my self into the papyrus "documentation" (oh the hubris!).

If you know of any good resources about sykrim-scripting, please share. :)

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I know' date=' I'm not new Bethesda games...

Lemme rephrase it: I type "coc zzztestarea" in the console and nothing happens.

[/quote']

 

Normally, this means that the mod is not properly installed. Since you did that, what happens when you type "help zzz" in the console? Do you get anything?

 

Yeah, I tried doing that. Nothing showed up.

 

Odd... I tried to install both by Wrye Smash and manually and made sure I activated the esp. I'm gonna try to reinstall yet again, I guess.

 

Nonrelated, Wrye Bash is kinda unreliable. :huh:

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Odd... I tried to install both by Wrye Smash and manually and made sure I activated the esp. I'm gonna try to reinstall yet again' date=' I guess.

 

Nonrelated, Wrye Bash is kinda unreliable. :huh:

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The only thing I can think of is that the esp is not activated. Though, you specifically said this was not the case, so I'm kind of out of ideas.

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I restored the base-version of your mod and started from scratch to get a cleaner implementation (I had about 8 duplicated collars and so on).

Anyway' date=' the editor is a complete pain for me to use. I'm a coder in reallife so I would rather opt for coding the quests instead of clicking them toghether in this clunky ui. I have seen you did so as well on some parts. At the moment I'm digging my self into the papyrus "documentation" (oh the hubris!).

If you know of any good resources about sykrim-scripting, please share. :)

[/quote']

 

I feel your pain. A lot of time goes just into learning not how things work, but how things don't work, so you can create workarounds for bugs. It can be frustrating at times ...

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  • 2 weeks later...
  • 3 weeks later...

love this POC.

Any plans on implementing it into regular skyrim?

or adding a few quests (Possibly radiant) where teh PC gets captured and has to escape' date=' bound and gagged and collared and stripped?

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Short answer: "Yes" ;)

 

Though it's taking time I'm still working on this. Lately, it's been less, but I'm sort of picking up pace again.

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ok, I believe I stumbled across a bug...

Cell Doors. Like the ones in "Halted Stream Camp" and in most jails... a few cell doors are just plain GONE.

 

Halted Stream Camp's is gone, as are the ones when escaping Helgen at the beginning...

 

the one at HSCamp came back after I disabled this mod, and only it, so I know it is this mod....

 

I'm not sure HOW to fix it or what to do, but I thought I might let you know, since it's your mod.

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is there a way to know if this will trigger?

 

I begin to wonder that I'm picking the wrong place to test this out (like in frostworn....)

 

 

 

It's not really a quest at all, there's a testing cell you can use it in, and that's about all that's released for now...

 

 

also, been looking at the actual door issue I had... it is *ONLY* Cell doors that are *NOVICE* locked. Just a heads-up, Zaz.

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ok' date=' I believe I stumbled across a bug...

Cell Doors. Like the ones in "Halted Stream Camp" and in most jails... a few cell doors are just plain GONE.

 

Halted Stream Camp's is gone, as are the ones when escaping Helgen at the beginning...

 

the one at HSCamp came back after I disabled this mod, and only it, so I know it is this mod....

 

I'm not sure HOW to fix it or what to do, but I thought I might let you know, since it's your mod.

[/quote']

 

Ouch. I'm pretty sure you're correct. I think I accidentally deleted a cell door reference, which means that when my mod is activated, all those doors are removed.

 

I thought I reverted that but I'll make sure to "delete the delete". Thanks!

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all npc and player animation are disable after uninstall this mod

 

ONE post please' date=' double-posting is bad, just edit first post.

 

What you *NEED* to do, is revert to an earlier save, and then disable the mod. always, always, *ALWAYS* make a new save *BEFORE* you touch any [WIP'] Mods, so as not to lose information when/if it breaks, or bugs out, or in this instance, does exactly what it's supposed to do.

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how can i open skill' date='item menu? i uninstall mod but still not open menu, how can i fucking open menu? i must be keep my save

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Since I don't know what happened to your save, I can't really say. Did you uninstall the mod while you were still using it (wearing items, running quests, etc)? In that case, Skyrim leaves behind remnants from the mod.

 

In this case it sounds like your controls are disabled as they should be when bindings are "worn".

 

What I'd do is reinstall the mod, reequip bindings, then unequip them (and save again). You probably have to use the console to do this because you can't access the normal game menu.

 

I also recommend that you don't try this mod on a save you want to keep. It's easy enough to do an extra save before installing this mod, so you have something to fall back on.

 

If you just want to toy around with the items, I'm going to release a stand alone version of those (with much less risk of save game corruption, for sure).

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all npc and player animation are disable after uninstall this mod

 

If all animations are disabled, then it's not this mod acting up.

 

I change two animations and if you removed those files, then the default animations (hands bound in front, slightly more relaxed standing with hands behind the back) will replace those.

 

If you have any additional idles, I'd start by rerunning FNIS. That's usually the problem when all animations break.

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