Uriel Posted October 3, 2012 Posted October 3, 2012 Some of the animations had the PC smiling' date=' which I got rid of as IMO it took away from the overall affects of being enslaved, although some may want that, not sure guess we'll see what others want.[/quote']You've done that already? I were going to look into it the next day.
Wheelhouse Posted October 3, 2012 Posted October 3, 2012 The idea on slavers on the road seems very promising' date=' but considering the guards patroling the road, it is going to get bloody, especially when slaver transports the PC. I got an idea say, a slavers guild faction, patroling in fixed route, probably between two camps as starters, and stop by a villiage to sold the PC to a certain NPC which will keep the PC as long as she keeps being enslaved and failed to escape Or we could just set all who enslaved the PC to go to certain place like a slavers camp and sold PC to slavers (of course after having some fun with his new slave). Anyway it is a great great mod, way to go Icha! It is EPIC! [/quote'] In toying around with this mod, my ideas were (and I'll likely never really implement them due to probably not being able to make such a mod myself) sort of along the lines of the Bravil - Leyawiin area. Bravil mostly due to the Bravil underground mod, and Leyawiin due to LoversBitch and what he count and countess enjoy watching. The idea basically was that the slavers in/under/around Bravil were getting more aggressive and expanding outward, and because of the Count and Countess', um, entertainment habits, they were susceptible to bribes to keep some things a secret. All I really started to do was modify many of the crowded roads npc spawns to pretty much only spawn bandits and marauders - and put a few more of them along the road between these to cities to see what the travel scripts would do to myself being enslaved, and where I ended up. Ideas involved Greywatch (the Skooma dealer), Water's Edge, Border Watch, Fort Redmond, Fort Nomore and even Fathis Aren's tower - but most of those places are vanilla quest areas. What I was going to sort of play around with this weekend (if I don't play more Guild Wars 2) was to tinker with the spawns and try to learn a bit about NPC patrols and toy with having bandits, marauders and goblins (as well as the Imperial Watch) contest the area in some way, just to see how things play out. All in all - probably not something I'd be able to get a handle on in a single weekend. To make any such thing questable, you'd probably have to have this slaver effect able to be put on NPCs by NPCs, and that's something I have absolutely no idea how to do. But the target place to take a slave to market would seem like under Bravil (I'd assume someone had that mod installed), and maybe the bandits are strong around Bravil, the Marauders are basically the skooma dealer faction from near Leyawiin (Greyland), and somehow goblins are in the way with their own agenda, and the Imperial Legion is mostly based north of Bravil in this little 4 way war (or however many sides it ends up having). But like I said - most of what I've looked at so far is just by having Crowded Roads installed and modifying the NPCs that adds just to see how things work. And I wouldn't expect me to release anything unless I get a much stronger working knowledge of the CS - mostly because all I really know how to do is modify little bits and pieces of other peoples' mods - not really how to construct one on my own.
varenne Posted October 3, 2012 Posted October 3, 2012 Some of the animations had the PC smiling' date=' which I got rid of as IMO it took away from the overall affects of being enslaved, although some may want that, not sure guess we'll see what others want.[/quote']You've done that already? I were going to look into it the next day. Yes. We should coordinate our efforts, now that I know you're working on animations. I'm fairly experienced with facial animations/expressions from using Poser, but still learning. If you want leave those to me and I'll edit/add them when I get the next update. I had to get rid of the smile as it was IMO interfering with the gag open mouth, BUT I could add it back but have to alter it to work with the gag open mouth position. It can go one of two ways I think. Enslavement masochistic or sadism; the PC enjoys it or doesn't, role playing either one.
paperbag Posted October 3, 2012 Posted October 3, 2012 Where is the "enslave me" spell crystal? I may have downloaded it incorrectly... This is my simpler (not as simple as it was) take on the very promising ZMCPlayerSlave. I plan to create a selection of localised encounters where the player can end up enslaved or otherwise in deep trouble. Some of these encounters have a potential bad end. So watch your saves. This addon features dark themes. If that is not your thing' date=' please pass on by and thanks for calling. Constructive feedback/ideas always welcome.* [u']YOU WILL NEED THE PROPER PLAYER SLAVE TO GET THIS TO WORK![/u] The ESP is not needed but the meshes, etc are in the file (see second post). You will also need to get the PlayerSlaveAddOns at the bottom of this post for extra meshes and so on. Big thanks to ChaosLord and LostRider. Also requires Lovers with PK ESM and Shivering Isles. Having some form of LoversRaperS would be an advantage. Update news: -Added a spell Enslave Me (available at the Crystal). Cast on a target with Slave Mode enabled to become a slave to that person. -Fixed the infinite loading screen zoning bug. -Your master will now use you on a bed if one is available. -Armour and clothing will only be stolen by the same sex. Spells Adds in a couple of spells that replicate that nice bound walk for you and NPCs. The Crystal with the spells is located on the floor, behind the small rocks near the well in the Imperial City beggar sleeping area. Go down the passage between Fighting Chance and the Merchants Inn and turn right in that small enclosed area. I changed it from the parchment to make it a little more easy to spot. Clicking on this crystal will also allow you to activate SLAVE MODE (I will come to that) and choose your escape difficulty and animal owner setting. Spell to allow voluntary enslavement also at crystal. Slave Mode This can be activated (and deactivated) at the crystal. It comes in five flavours: Very Easy, Easy, Normal, Hard and Almost Impossible. Please note that Almost Impossible does exactly what it says on the tin. There is a random chance, based on your Security skill and how many times you have tried with that master, that you will be able to wriggle free during your enslavement. There is an automatic get out clause in the form of the civic minded citizens of Tamriel (High responsibility). They will not free you unless they get control of you. If you are unsure if escape code is working while enslaved, the debug console will pop up every couple of minutes with your escape chances. When this mode is active almost ANYTHING can enslave you. Bandits, Necromancers, Ogres, Goblins, etc. I have covered all basic factions I think (Needs work) so their mates should not murder you but no promises. If you find something keeps hitting you after enslaving (especially unusual creatures) report what and where and I will see if I can find the faction to add. NOTE: Factions unique to mods will NOT work here. Your new master will nick all your stuff and either keep it or stick it in a chest. CURRENT BUG: If you leave the area the contents of your chest can vanish. While enslaved you will be a toy to be used and abused. Your captor will use you, pimp you to his mates, give you to his dog for a laugh and even sell you on to someone else. Technically you could get enslaved outside Anvil and get free in Bravil. Not likely as a guard is likely to brutalise your owner on the way. Note that with Animal Owner off dogs, wolves, etc should not enslave you but their master might decide his puppy needs a new girlfriend. If you get too injured and your master is not occupied he/she/it should feed you a foul smelling liquid (healing potion). Slave Club This is a custom club designed to help your enemies knock you out. It will appear randomly throughout Tamriel. Encounters These are intended to run even if Slave Mode is inactive. Highwaymen (REMOVED AS INDIVIDUAL ENCOUNTER) They will enslave you anyway if Slave Mode is running Possible Future Encounters and potential Slave Mode upgrades Encounters : 1. Shadow Over Hackdirt. I love Lovecraft. I was always a bit disappointed in the vanilla version. I would like to make it darker, longer and more Lovecraftian. 2. Let's Party! Sanguine is having a bash and you are invited. 3. Rough Justice. Jail and/or fine alternative. 4. Down on the farm. Farmer needs a hand around the place. 5. Hello sailer. Become a waterfront whore whether you like it or not. 6. Doctor's Orders. The doctor will see you now. 7. Wet Nurse. Lady needs a wet nurse...and a baby to go with her. Slave Mode upgrades (not for a while I think): 1. Mobile slaver. If you are enslaved during your wander around Tamriel then one of these guys may come along and buy you. They will then take you to a new owner who could be anywhere (Possibly including one of the encounters). 2. Slave auction. Several camps out in the wilds where you will be taken by the mobile slavers and then processed, humiliated, used and sold. 3. Impossible mode. For the true submissives out there. You will be reliant on something other than random chance to get you free. Will include ways out of slavery other than civic minded types. Known Issues 1. The slave code can latch onto Tamriel Ghosts. Oddball NPCs that appear not to be there. Antus Odiil, I am looking your direction. It has fixed itself after a while with me but watch the Weynon Priory crossroads. 2. Mounted guards can have conversation wobbles due to their tendency to teleport back onto their horses. 3. BIG ONE : If you roam too far from your chest (even though I have it on not respawn), when you come back it will be empty! Realistic in some ways but not in the plan. Notes Middle mouse button has now been enabled. You should never lose a quest item with this mod. Tamago items will also stay in place. Future Improvements Need to add more flavour to the current conversations and while enslaved. This is my first attempt at proper scripting (its a mess I know) so apologies if this messes up any saves, causes bugs, starts WW3, etc... * The management reserves the right to take it on board, ignore, implement or get really jealous they did not think of it first
varenne Posted October 3, 2012 Posted October 3, 2012 Spells Adds in a couple of spells that replicate that nice bound walk for you and NPCs. The Crystal with the spells is located on the floor, behind the small rocks near the well in the Imperial City beggar sleeping area. Go down the passage between Fighting Chance and the Merchants Inn and turn right in that small enclosed area. I changed it from the parchment to make it a little more easy to spot. Clicking on this crystal will also allow you to activate SLAVE MODE (I will come to that) and choose your escape difficulty and animal owner setting. Spell to allow voluntary enslavement also at crystal.
Something Posted October 3, 2012 Posted October 3, 2012 I dunno if this would be at all helpful but I have this installed in my game, and I figure it would be fun for you guys to integrate into future modules. http://oblivion.nexusmods.com/mods/41668
Ichabod Posted October 3, 2012 Author Posted October 3, 2012 Yuni: Cool. I shall be putting that in the next AddOn update. Mem: Hehe....nice piccy. Paperbag: Put that in a spoiler would you....making the place look untidy. Varenne/Uriel/Something: I would love to add in custom animations/props created. The Slave In Pose animations will be in over time. I have already chatted to ChaosLord on using them. Big thanks to him and Lost Rider. The crawling animation from LB is fun, so would like to bring that in at some point. I would like to see more versatility in the bondage situations. Something different for transport, storage, punishment, etc. The cart from ZMC is fun but very bug prone. Potential slaver camp to slaver camp transport where the ground is guaranteed to be flat. So many ideas...so little time.
varenne Posted October 3, 2012 Posted October 3, 2012 Varenne/Uriel/Something: The crawling animation from LB is fun' date=' so would like to bring that in at some point. So many ideas...so little time. [/quote'] Like minds think a like. My thoughts on the LB crawl ani (one of my favs too) was to use it when enslaved by canines (or creatures), maybe werewolves too for those that use it, but work that in at a later time. I'm currently looking into the LB prison sets and that menu to add to your initial menu that pops up when you click on the crystal, so you can select alternate sets. Make the LB prison irons selection a sub menu of yours. If it works, and I don't see why it wouldn't, we may need to ask Chase for permission? Or else mention it in the readme?
Uriel Posted October 3, 2012 Posted October 3, 2012 Yes. We should coordinate our efforts' date=' now that I know you're working on animations. I'm fairly experienced with facial animations/expressions from using Poser, but still learning. If you want leave those to me and I'll edit/add them when I get the next update. I had to get rid of the smile as it was IMO interfering with the gag open mouth, BUT I could add it back but have to alter it to work with the gag open mouth position. It can go one of two ways I think. Enslavement masochistic or sadism; the PC enjoys it or doesn't, role playing either one.[/quote'] I think cuff anims should not contain any facial expressions at all, because we will then be able to set an expression according to the situation. Vanilla Oblivion works this way, if i understand it right.
varenne Posted October 3, 2012 Posted October 3, 2012 Yes. We should coordinate our efforts' date=' now that I know you're working on animations. I'm fairly experienced with facial animations/expressions from using Poser, but still learning. If you want leave those to me and I'll edit/add them when I get the next update. I had to get rid of the smile as it was IMO interfering with the gag open mouth, BUT I could add it back but have to alter it to work with the gag open mouth position. It can go one of two ways I think. Enslavement masochistic or sadism; the PC enjoys it or doesn't, role playing either one.[/quote'] I think cuff anims should not contain any facial expressions at all, because we will then be able to set an expression according to the situation. Vanilla Oblivion works this way, if i understand it right. Sure, if that is what is best. I was mostly just testing out the ability to control the PCs mouth and remove that smile. In case you have not found where the smile is here is an example of it, this being the ZMCCuffWalk.kf file: Since it is the last bottom of the Text Keys, dble mouse click on the Num Text Keys 7 and edit it to a 6, Dble mouse click on the refresh and it'll delete the last one which is the smile animation. I forget how many of the animations had it, not too hard to check them all though. Here's the preliminary settings for the gag open mouth. I say preliminary as it triggers on the cuff animation then stays open. You may know this already but it is possible to combine different ones together, so one times out and another times in. If not part of the cuff animations, then which ones, the Lovers animations? Or should it be activated on equipping the ballgag by attaching a .kf file to it? I used the information found here, Facial expressions in animations and the FaceGen Modeller 3.5 Free, not the demo version, to determine mouth positions. Work sjust like expressions in Poser, only I have more expressions available to work with. Cheers - V'
Uriel Posted October 3, 2012 Posted October 3, 2012 Like minds think a like. My thoughts on the LB crawl ani (one of my favs too) was to use it when enslaved by canines (or creatures), maybe werewolves too for those that use it, but work that in at a later time. You can try my LoversSlaveTrader addon. I modified those cuffs a slave gets from slavetrader mod so any female wearing them will use cuffed anims. But if that female slave is following a canine(this happens when you start a continuous training with canine), LB's crawl will be used instead of cuffed anims. Addon is here. It's made for LST 1.0, dunno if it will work with other versions(i suspect it will though). Only the slaves obtained after addon activation will get those cuffs btw. If not part of the cuff animations, then which ones, the Lovers animations? I thought they could be a separate animation, like in Actors in Imotions. So we can play cuffed anim and an emotion we want at this moment. That's how it looks like in Actors in Emotions:
varenne Posted October 3, 2012 Posted October 3, 2012 Like minds think a like. My thoughts on the LB crawl ani (one of my favs too) was to use it when enslaved by canines (or creatures)' date=' maybe werewolves too for those that use it, but work that in at a later time.[/quote']You can try my LoversSlaveTrader addon. I modified those cuffs a slave gets from slavetrader mod so any female wearing them will use cuffed anims. But if that female slave is following a canine(this happens when you start a continuous training with canine), LB's crawl will be used instead of cuffed anims. Addon is here. It's made for LST 1.0, dunno if it will work with other versions(i suspect it will though). Only the slaves obtained after addon activation will get those cuffs btw. If not part of the cuff animations, then which ones, the Lovers animations? I thought they could be a separate animation, like in Actors in Imotions. So we can play cuffed anim and an emotion we want at this moment. That's how it looks like in Actors in Emotions: Yeah, I like the idea of the crawl animation being a separate add-on; modularity. (Downloaded for review) Yes again. I downloaded Actors in Emotions, plus a couple of others to see how it is being done, then use those .kf files to reverse engineer something.
Uriel Posted October 3, 2012 Posted October 3, 2012 I think we need to wait for Ichabod and listen to what he thinks about all this.
varenne Posted October 3, 2012 Posted October 3, 2012 I think we need to wait for Ichabod and listen to what he thinks about all this. Agreed, was just thinking the same thing. His project his choice, his direction.
Ichabod Posted October 3, 2012 Author Posted October 3, 2012 I like the idea of tagging the movement animations to the owner. In two minds on keeping the walk as the main one with the odd time on all fours or making it a standard when owned by a non-biped. Should be easy enough to add in a IsCreatureBiped test to the main slave token....probably. Reading your comments certainly makes me realise I need to look at Nifskope some more. Something to consider after the next update. It has been a while since the last one. I have been otherwise engaged...or playing the game. Hopefully I will get a new version out this weekend with updated AddOns file. Added the left/right animations and control enabling. New spell to replace the crystal with a timer option. First proper encounter. Willpower damage. Various twiddly bits to smooth the code...
Uriel Posted October 3, 2012 Posted October 3, 2012 Do you want to bother yourself with controlling the facial expressions apart from the other anims?
Ichabod Posted October 3, 2012 Author Posted October 3, 2012 "Do you want to bother yourself with controlling the facial expressions apart from the other anims?" Probably not at this point. No idea how hard it would be to control that (judging from your posts and my utter ignorance I guess you play kf file on the target?). Most of the time a slave would be unhappy in her situation although there are likely exceptions.
varenne Posted October 3, 2012 Posted October 3, 2012 "Do you want to bother yourself with controlling the facial expressions apart from the other anims?" Probably not at this point. No idea how hard it would be to control that (judging from your posts and my utter ignorance I guess you play kf file on the target?). Most of the time a slave would be unhappy in her situation although there are likely exceptions. I feel at a minimum when the ballgag is equipped the mouth open should be enabled. A .kf file can be attached to the ballgag via NifSkope. It can and will be overridden when other facial anims kick in or trigger, and when it is removed. Additional info From the ActorsInEmotions readme/html file I see that there are two types of facial expressions; static and looping. Static expressions last until overwritten by other similar expression, reset function or game's restart. These can be mixed with each other (to create even more emotions) and with many other animations/poses from various animation mods. Looping expressions are similar to many other animations/poses known from various animation mods. These can be used only in certain states like sitting, sneaking, standing, etc. Any other idle animation from animation/pose mod will overwrite any looping expression - these can't be mixed together. Though looping expressions can be blended quite well with static expressions (blinking for example). Extra @Uriel Nothing on separate eye control is defined in any of the TES docs I found, so achieving your "rolleyes/f**ed silly" may be a challenge. In Poser I have separate eye controls, as well as paired, so if there is interest here I can always look into what the controls are called and test if it works or not. Gonna take a break from posting and go play for a while. Been wanting to try 'hard escape mode'.
Ichabod Posted October 3, 2012 Author Posted October 3, 2012 Cheers for your help both. "Gonna take a break from posting and go play for a while. Been wanting to try 'hard escape mode'."
Jackdaw Posted October 3, 2012 Posted October 3, 2012 Gonna take a break from posting and go play for a while. Been wanting to try 'hard escape mode'. I'm sure you'll enjoy the ridiculous hijinx that ensue. This mod is truly great for the surreal scenarios the player experiences. My personal favorite, to date, is having a vampire as a master. Every time he has fun with the player, he gets a temporary buff from Lovers with PK Extender that renders him immune to sunlight. When it wears off, he walks down the highway on fire until he has another go with his captive. And because this is the middle of the day, the vampire leads his captive past imperial patrols (and promptly destroys them, in full view of town) and sets townsfolk and stable hands on fire with ranged magic. I guarantee you the vampires in Dawnguard aren't that nonchalant about their business. Emergent gameplay is rather amazing.
BisquitsNgravy Posted October 4, 2012 Posted October 4, 2012 Cheers for your help both. "Gonna take a break from posting and go play for a while. Been wanting to try 'hard escape mode'." Check your PM's Ichabod
Nepro Posted October 4, 2012 Posted October 4, 2012 I want to report incompatibility between Player Slave Encounters Version 0.3.4 and LoversRapers roleplaying edition 1.05 LAST GBANG 1.06 LAST GBANG 1.06. http://www.loverslab.com/showthread.php?tid=1672 The thing is that when my player forced on certain mages guild member during combat she first was gagged then she became slave of the man she successfully coerced. And yeah after forcing on the mage there was confusion with the guard (she sent me for being nude in public or riding the mage). Looks like the guard temporary sent my player to the prison because the clothes changed to those of a prisoner. When guards sent me temporary to the prison they seem to ignore but slave status, probably because there was still bounty on my head. I checked in menu. http://s6.ifotos.pl/img/112png_xrnrsaa.png There's also loading bug. If your player is enslaved and you load the save where she is free then your free player will have her hands behind the back sorta like in cuffs.
cold burn Posted October 4, 2012 Posted October 4, 2012 The save game thing is OBSE rather than this mod in particular, or at least that's probably what it is. unless there where checks for slavery that ran whenever you load a game to re-enable everything that this mod might disable your going to have to deal with it. It's the same thing that happens when you load a game after casting one of the Estrus spells or something else that activates TFC.
Rrazz Posted October 4, 2012 Posted October 4, 2012 Had an, odd encounter last night. More amusing then anything. I was, unlucky enough to be raped by a random wolf and got enslaved. However I happened to have a companion who was helping me fight and promptly slew the wolf a couple of seconds later. Ownership naturally transferred to my companion, who didn't feel like freeing me XD Ended up reloading and fixing it that way, but it would have been funny having to spend the next fifteen minutes or so slowly jogging back to the nearest town in hopes of getting a friendly guard to free me Also, something I have noticed is that I seem to get enslaved very, very easily at the moment. Not sure if that's intentional but it seems every time I get raped in combat (or, heck raped in general) I wind up enslaved by the person that grabbed me. At the moment I use, Galgat's version of Rapers and Joburg. Not really a problem, but just an oddity I thought I'd mention.
Ichabod Posted October 4, 2012 Author Posted October 4, 2012 Cheers Bisquits. Very nice. Nepro: I have added a quick check to see if the player is 'on top' with the target. Not had chance to test it as my spell is stubbornly refusing to work. Guards and prison need work in this. Tends to mess things up with the teleport to prison. Need to reassign OwnerRef, etc when I do City Slave/Rough Justice. I shall see about putting a player faction test in there for companions (I am guessing they sit there) for auto release. At the moment if the have less than 75 responsibility they will sit back and watch you struggle.
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