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Player Slave Encounters Version 0.63 (Updated 10 Mar 13)


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Posted
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

 

Um... I see the esp has not been updated. Anyway I tried to download what was in the first post and used it. When my tries to force herself on the NPC the NPC ends up enslaving me even though I coerced him first.

///edit:

I also noticed that even when NPC manages to force himself (through LoversRapers) on my character she get enslaved as well.

///edit:

It is safe to save the game while being enslaved?

//edit:

After loading the game in enslaved state the sack with player inventory is empty...

Posted

Nepro: Apologies...I meant added a check to the new version. At the moment if you fall unconscious you become enslaved. I have added a condition to check Lovers for who is on Offence/Defence.

 

The empty bag bug is a standard one that I have not figured yet. If the zone disappears then the contents of the bag disappear when it reloads even though the bag is a non-respawn container.

Posted

The empty bag bug is a standard one that I have not figured yet. If the zone disappears then the contents of the bag disappear when it reloads even though the bag is a non-respawn container.

 

Well that's an awful and nasty bug! Did you try assigning ownership of it to 'player'? Not sure if you can or not or if will fix the bug, and not cause other issues with your MOD.

Posted

"Did you try assigning ownership of it to 'player'"

 

Yes. Trying to avoid issues if someone gets enslaved on private property but it did not help. I am guessing it has to do with the manner of the transfer (RemoveMeIR) as dropped items are still there.

 

It does fit in that if you enslaved and moved about someone will nick your stuff. Something I was thinking of at the start but I would rather have control over it rather than it being a bug. :D

Posted

The empty bag bug is a standard one that I have not figured yet. If the zone disappears then the contents of the bag disappear when it reloads even though the bag is a non-respawn container.

 

Maybe it's just a property bag. Try using a chest instead bag.

Posted

Speaking as a player i'd rather have my stuff remain where I can find it instead of it being "taken." I'm just thinking out loud here, but maybe you can look over some of the coding for containers in player homes or maybe the Astral Chest from Midas Magic? If all else fails I wouldn't mind the chest/bag/whatever being scrapped completely and just keep everything in the player inventory. While enslaved you don't have access to any of it so...:-/

Posted

Finally figured out the TFC issue I'm experiencing.

 

After getting enslaved, breaking free I would just open the sack and click the 'Take All' button. Problem is the Lovers TFC token is being placed in the sack along with the PC's possessions, which needs to stay on the player so it can then be deleted after the H act.

 

Also have a theory on the duplicate top and bottom, but only a theory as I have to review the scripts. Could be due to it being a armor/clothing replacer MOD I'm using.

 

Tonight while testing I was just scavaging what I could from dead NPCs, in one case a guard. She had on stuff from Colourwheel's MOD. When enslaved the top and bottom remained. Feel I need to do some more tests though to help really nail down the root cause of this though.

Posted

I tried a mod not long ago and found it crashing my game not long after the PC becomes a slave.

I think the last thing i see every time is a message that master has dropped a leash to someone. The game halts for a sec or two at this moment, then crashes.

Posted

a7b: Tried the chest a while back and the issue was still there. I moved back to the sack as it does not clog up the place so much. Any items placed in the sack normally stay. It must the the move item code messing it up.

Something: I will keep at it and see if I can find a way round this. Leaving items on the player could end up with them encumbered due to failing spell/unworn boost items/etc.

 

Vareene: Is that token flagged as a quest item?

 

Uriel: "I tried a mod not long ago and found it crashing my game not long after the PC becomes a slave.

I think the last thing i see every time is a message that master has dropped a leash to someone."

That is the message when you transfer owners and the code is just a reassignment of OwnerRef. What mod were you using?

 

"I have added a quick check to see if the player is 'on top' with the target." I have had to cut this out as it is destroying the enslaving process. :(

Posted

Ichabod, after enjoying this mod for the past week, I have couple of comments. I apologize for being long winded:

 

1 - I have been using this mod with a male PC, and after wriggling free and going back to the sack I (usually) have something like "lovers nude hardware" (not exact name) with an icon of a boner. I assume it's the male lower body mesh switched by Lovers during sex. I've just been dropping it when I get my stuff back.

 

2 - Tracking down my lock picks after getting passed through several owners is a pain, as they tend to stay with the first owner. At least that was my initial experience until I started putting them away (see #3).

 

3 - referring to Something's post above: maybe you should consider something like the Wondrous Inventory or Storage Sacks. The WI a container that is used in the player's inventory that negates encumbrance. I use the WI (because I'm a pack rat) and with your mod I've found it works well. It's a quest item so doesn't get removed, and inventory inside it doesn't get removed when enslaved. Lately, I put everything in there before I decide to get my character enslaved. Although this ruins any spontaneity I don't lose anything, or my lock picks. Unfortunately this doesn't work for gold.

 

I don't know if this would be possible, but perhaps you could create something similar so that the player's inventory is placed in such a container that remains in the player's inventory and negates encumbrance of the objects inside the container. After getting free from enslavement, the player can retrieve the contents and then drop the container. Maybe you could script it to work automatically, i.e. have the container not open on clicking but instead have all contents automatically dumped into the player's inventory. I don't know how feasible this is, just some thoughts.

 

4 - a question: is placeatme safe? I was looking at the scripts trying to see if I could alter the placement of the sack so it wasn't always sunk into the ground (in my game only the top 1/3 or 1/2 is ever visible so it's sometimes quite difficult to find). I couldn't solve that but dug up a lot of warnings about placeatme. After getting enslaved multiple times from Chorrol to Bravil I went to the IC and waited 4 days. All of the sacks generated along my trip were still there. I'm curious whether this is a potential problem, maybe I'm concerned for no reason.

 

If I disable PlayerSlaveEncounters in Wrye Bash and then load up my last save game the bags do disappear. I suppose that's ok for now.

 

5 - suggestion: I find it odd that when the player is sold or passed to a new owner that the new owner doesn't immediate try out their new slave. Can I suggest scripting the new owner to immediate have sex with the player slave?

 

6 - and a possible bug: When I come across a group of bandits and get raped by one, I get enslaved (expected). However, the new owner is never the bandit that initially rapes my character, it's always some other bandit in the group. Not a big issue but one that always surprises me.

 

I don't mean to be critical, I have really been enjoying this mod and I'm definitely looking forward to future updates that you've been mentioning.

Posted

Perhaps the initial owner gets a quest item called "Your Stuff". If you get it back (and it's added to your inventory), you get your stuff back. In the meantime, it's stored in a hidden permanent container somewhere, so it doesn't disappear.

Posted

I think it would be more fun if it's put in a cursed container (like WI and left on you) but you need to get back to town to uncurse it at a church meaning when you break free you can't just get ya armour and weapons back and get revenge you'll need to run.

 

Love the mod btw ^^

Posted

Cheers to Mem, we have a solution on the bag front. You can now get your stuff back if you are enslaved a long time. Your more expensive gear/gold/lockpicks will still be in danger of course as your captor will have that. You will still need to kill (or pickpocket) them to get that back. :)

 

There are likely to be items not flagged as quest items which I will pick up in the strip routine. I could look at adding exceptions for each item/mod. Could take a while and it has a tendency to break the script.

 

Sarnaath:

5: I can certainly look at adding that.

6: It is luck of the draw who gets you in a mass fight. Usually it will be the one who noticed you first not necessarily the one who knocks you down.

Posted

Just a thought I had earlier, With Bravil Underground being the "slaver wet dream" couldn't it be used against the player if set up right? I'd try this myself it I still wasn't a complete noob to the Construction kit. again just a thought :)

Posted

VERSION 0.3.5 and new AddOns file up.

 

 

It would be interesting to see this combined into Bravil Underground. I am keeping this as minimal other mods required at present. This is to keep it as open to everyone as possible...and also a good idea until I can figure my arse from my elbow on the scripting front. :P

Posted

Oh interesting, im currently checking out the cracked wood cave now and it seems to work very well so far, good work however I might have found a bug, I'll get back to you once I double check it

Posted

My first attempt with AI packages (temperamental devils) so may be bugs aplenty :)

 

"how to escape?????? i can't escape even very easy....."

The escape script runs as normal in the encounter but as the quest blurb says your character has to pick the right time. Check the console to see if the Escape variables are popping up. You will find you cannot escape at certain times.

 

Unfortunately ChainBeasts runs against fatigue too, so you will be enslaved by them and the animations will fall apart. Shame as I like that.

Posted

Ichabod, I want to commend you for taking the ball and running with it, this is already one of my favorite mods and you keep making it better. Thank you for all your hard work. I love pairing this up with nudeshy X(ecchi combat edition) because you go all meek when your owner looks at you :)

Posted

First off, awesome mod. Just amazing. I have dedicated a character to not being allowed to fight back against enemies, so there's a lot of absconding and/or slavery. But the guards keep saving me. Bandits are so useless...

 

Anyway, a suggestion!

 

In the options, maybe make a way to turn off certain bondage clothing. I've never been a fan of ball gags (not aesthetically pleasing to me) and to be honest I went in and deleted the file(s) for it so it wouldn't appear. Since I don't really know what I'm doing I could've done it wrong, but regardless a built in solution would be good so she doesn't have to, quite literally, take the ball and run with it.

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