Neliahawk Posted January 30, 2013 Posted January 30, 2013 (just throwing out a bunch of ideas and suggestions i had while testing around with this mod) was trying out this mod yesterday and i think i have it working properly mostly now... not totaly sure if i need "ZAXStocks 0.2" or the "Wagon 0.3" version... i am useing the stocks 0.2 version and it seems to work fine atm. well i had to disable the .esp though as it didnt show MB2 and lovers sex animations anymore with that one active... (probably just no clue where to throw it in the load order... but i think with it active it adds stuff to the ICmarketplace that i dont realy need anyways) not sure if any thing later in the mod requires the .eps to be active though (like the encounters or the slaver camp). havent tested it that much yet basically just tried it out if it works and what config settings to chose and seems to work fine so far, atleast i got enslaved by a minotaur and there seems to be fate and escapechance and sex/lockpick events that seem to happen based on the "eventtimer (seconds)" setting... and the minigame works. mostly trying to figure out what other mod breaks stuff in combination with this one atm and trying to figure out how to avoid it or what causes it... what i noticed so far: killed the minotaur with the console once to see what happens... and i can walk around and seems other people "take over as master". reloaded and killed minotaur again and wandered around to see if other people can free me somehow... like "what happened to you let me help you get free" wandered to a legion on horse who tried to throw me in jail for being naked (nudeshy mod)... well paying fine and going to jail caused a loading (probably to load into the prison map) and then instantly another loading (i guess to teleport back to the legion on the horse as that one probably was the new master then) and it hanged at the 2nd loading. so maybe a messup with the nudeshy mod. (well no big problem, if that happens more often and is actually the nudeshy mod i probably can just disable "nudity is illegal") reloaded again, killed minotaur etc... then tried to get into ICmarketplace to "be freed by other npcs" but cant open doors. so all the locked features (inventory, casting, running, talking, opening doors, etc) seem to work as intended XD teleported to bravil mages guild then as i know there are no guards and alot of people who should like me (did the quests there, and persuadeing people earlyer etc)... seems they just take over as master though... noone realy ran up to me and removed the cuffs or so. actually noone realy cared atall XD so after a few killings of masters to check if a different one might free me or so i ended up as slave of a "essential npc" or so who couldnt be killed and just went unconscious. he wandered out actually and i loaded to outside after him... so good to test out how a "npc with a daily life" actually works with slaves as the minotaur didnt realy go anywhere. so npc went through the street (somehow the guards not throwing me in jail because i am naked o.O maybe i disabled nudeshy earlyer because of the other loading crash) to his house and after a while went to sleep. and then some other guy spawned... think he tried to talk to the master but couldnt as he was sleeping. well reloaded after a while then. (didnt know you could advance time with resting here). saw in the .esp something with "responsibility 75" and "guard 10"... so i still think it will work somehow sometime that random npcs free you somehow. maybe i find out how later with more testing. (think the unkillable npc had responsibility 80 or so (from the wiki no clue how to check in the game)... maybe the spawned guy was a guard to free me or so... well i probably find it out another time) but an idea i had there would be to increase the leash length while the master is sleeping... so you can walk around a bit further away like 5x, 10x or so. you still cant open doors (think npcs lock their doors anyways when they sleep or=) but atleast walk around more in the house/area, well total unleashing or too long increase probably would cause issues on the main overworld map as you can just "run" away too far... probably would cause some pathing issues too with the "running back to master when too far away". maybe the master would drop a "something... ropeanchor or magical anchor" where he ties you to while he sleeps that allows you to walk further away and doesnt have the walk back pathing and some block that you cant walk too far away? theres probably no good way to prevent movement ... as thats the whole point of the running back mechanic... but maybe the anchor could cast a paralyze spell on you for 5 seconds and teleport you back to the anchor if your trying to go too far away. so even a bit longer ranges would work without pathing back problem there. when the master wakes up he would go to the anchor and teleport you back that way, remove the anchor and leash you to the master again. well not perfect... but an idea to be able to walk away further atleast. tried to edit the .esp then to change the chance to get enslaved from 25,50,75,100 to something like 5,10,25,50 (+ the function that defaults the chance under 25->25 to something under 5 to 5)... as even 25% seems way too high for my rapers and realisticfatigue mod settings... but editing the .esp with editor or wordpad resulted in the esp being corrupted and not working anymore. tried it with the construction set (never realy used it), think i got the 2 required scripts open something "ichplayerslave" and "ichplayerslavequests", but saveing the long quest one showed an error about "line 82 script command enable control not found"... and before at loading the .esp it shows a "contains get self" warning and alot "needs to have bipedslots selected in the editor" warnings and "is marked as must complete but cant complete" warnings... urgh... well i better still ignore the construction set as i have no clue how to use it but might be an idea to allow the player to change the % in the settings from 0 to 100 with +1+5+10 -1-5-10 buttons and not have these "4 hard coded 25,50,75,100" choices. same with the event timer... or the sleep chances (well atleast they have low value choices). so the next idea was: how about offloading alot of these % chance numbers and choices settings into a .ini like alot of other mods do it (joburg, mb2, tamago, rapers, realisticfatigue, aphrodisiaca, hud mods). well probably would require alot of rewriteing the .esp to save choices into a .ini where it atm saves it into a variable and loads the data from the .ini instead of the variable... oh well.. its an idea atleast to make configureing this a bit "easyer" with a .ini one more idea i got while thinking how it would be interesting to change "alter my personality" spell to something that fits the slave theme (serve master personality something)... but of course i cant go to the inventory or cast spells while enslaved... so the idea would be a i.e. console "debug" command that removes all the restrictions like running, inventory, casting spells (might cause problem with the arm bound animation), talking and all these locked functions. like: PlayerEnslavedToggleRestrictions 0 / 1 again just throwing out ideas i got while trying out the mod. overall looks realy good... and alot of content in it with all the "encounter quests". (that i havent tried out yet) oh and a few questions: -i think i read somewhere in here that after a while you can get sold to a slaver (maybe it was the guy who tried to talk to the master while he was sleeping above). does that happen with animal masters too? because with the minotaur there wasnt realy much "happening" as he was basically just still useing his bit area randomish walking. where with a npc with daily life he walks around more. (like the mages guild guy above) not entirely sure if more would happen as i didnt test this that long. (i.e. later get sold to a slaver from the animal. getting sold probably takes a few days too... or maybe a mobile slaver spawns at the camp when you get enslaved and walks to you and buys you when he arrieves or so...) so as idea (not sure how possible that is) maybe its possible to increase the random walking "area" of masters (especially animal masters) and more about areas/territories: maybe the area where he "spawns/started/enslaved you" would be the "normal home area". and from there into all 4 directions there would be "territory" areas 100-500m away (whatever distance). and another 5th district that would be centered on the nearest road so the monster could attack/be attacked by travelers/guards on the road and die what causes you to transfer master to probably who killed your old master and then walk around with you to their home or town/inn. basically you wouldnt be stuck forever in the same 50m the animal master wanders around in by default. and it could be used generally for masters without a "daily live/tasks" like i.e. bandits standing on the street all day (lovers true crime mod adds some i think) maybe they would have one terretory as the nearest town or inns, but i guess for these human masters the chance to be sold to a slaver npc would be higher. so i guess its basically to prevent boredom while you got a animal master. maybe the size of an area could be around the size of one IC district. so as example... the palace district would be the "home" area and market/arena/talos/temple would be the 4 territories with the gate/stables outside as "road area". and then the master could have a 50 % chance to wander around the home district and a 10% chance to head off to one of the other territories. maybe every 6h in one territory he rolls on these chances and might head to another place. a problem would probably be how to define the areas... maybe the anchor idea could be used again here that when you get enslaved the game creates an anchor on your position (heavy item dropped from the sky that doesnt roll away? so that it can land on mountains that are higher then your home anchor etc? well and invisible or visible with a debug console command to see if it works or spawns under the ground etc) and the npc uses that as default "area to walk around in". well somehow the game must set/limit the area creatures walk in... probably a spawn point coordinate by default... so that "coord" would be the anchor then... well as the anchor is anyways where the creature spawned first and enslaved you (exept if you lured it away in combat from its spawn, but even then i think they walk back to their start point again... like when you flee from combat and they stop chaseing, then i think they walk back to where they started... oh well) so the home anchor would basically be mostly be used to "get back to the home area as waypoint when the master walked to another anchor territory"... so from the home anchor the game goes north like 100-500m (no clue about distances in oblivion see example about IC above) and spawns another anchor there to mark the north territory. same with west/east/south and an anchor right ontop of the nearest "main road pathing waypoint" (think such waypoints exists so npcs can travel over the streets). and if the master % chooser picks an area he is not in atm the master will path to the anchor of that area... and hopefully randomly wander around there then for a while till he chooses to go elsewhere... well thinking about it this could be a total independent "animal/monster territory" mod in itsself that has nothing to do with this slave encounters but who knows... might be something for that goblin war idea i randomly saw in this topic once. another question would be: -i noticed a sack drop when i got enslaved.. but there was nothing in there after i did the minigame to get free... should all my items be in there that got taken away? or are they dropped into a random nearby chest? or just gone forever? (that would be bad with custom clothing mods that dont respawn etc) or did that just bug out for me somehow? and one more question: -is "event timer" the same for getting lockpicks and haveing sex? (and probably a ton more stuff with the encounters or mobile slavers, think i read a bunch of stuff with customers etc in the .esp) well might be an idea to be able to have/set seperate timers for "lockpicks/escape events" and "master events". well it doesnt need to (as it works fine)... just an idea again to get more configuration choices if people want that. oh well enough ideas and typeing... time for more testing for while. oh and seems theres an update already... so all this was about the previous version edit: oh and in case this mod "needs" bondage clothing... maybe "R18PN 05 - Bs Bondage set for HGEC" http://oblivion.nexusmods.com/mods/31239 would be something for that... maybe human masters randomly dress you in one of these or so. (but might mess up the sex parts if the sex removes clothing etc) but again.. maybe they are already in or in some encounter. havent seen everything of this mod yet but thought i still just throw this in here.
Ichabod Posted January 30, 2013 Author Posted January 30, 2013 Cathese: Welcome. Enjoy. Thanks for the feedback Nelia. ZAZ stuff is reasonably minimal at present, so you may get away with the basic package (Everything is in the ADD ON files now). Looks like your set up is working fine. If your master dies then you can wander as you will. Someone who comes within range of you will claim you. If they have a high responsibility (75+) or are in the Player Faction (Certain companions) then they will free you (Guards usually...if you have no outstanding fine). The trader (if enabled in the settings spell) will appear but not when you are enslaved by a creature (or if you are a vampire). The guy in the room was probably a slaver. Amending basic pathing/AI controls is probably best kept with different mods. CROWDED ROADS is apparently a good mod to go with this one. The ESP will throw up a few warnings with CS (I get it all the time). You should be OK with minor changes that suit you...just remember to keep an unchanged copy. The configuration needs work. Needs more options and generally smoothing out. Got that set of clothing cheers. You will find more beyond chains and gag in some of the specific encounters.... more still to come though. Thanks again for the feedback.
RandomOne Posted January 30, 2013 Posted January 30, 2013 Ichabod, thank you for your continued hard work, I look forward to trying this new version.
Shiloh2012 Posted January 30, 2013 Posted January 30, 2013 another question would be: -i noticed a sack drop when i got enslaved.. but there was nothing in there after i did the minigame to get free... should all my items be in there that got taken away? or are they dropped into a random nearby chest? or just gone forever? (that would be bad with custom clothing mods that dont respawn etc) or did that just bug out for me somehow? All of your items and your companion's items should be placed in the sack. While I have not encountered your problem before' date=' I have - on numerous occasions - been unable to find my sack and items after being set free. My no-cheat disappearing sack fix: This works 100% of the time for me. YMMV! You get enslaved and, after regaining your freedom, you can't find your sack full of items. My solution is simple: Simply go somewhere open and flat (eg. IC Market District main intersection) and punch a guard in the face. Select "I do not want to go to jail". You will be enslaved for Rough Justice and a new sack will appear at your feet. When you are set free, all of your items should be in this "new" sack - even if you went and got new items to replace the ones you thought you lost. Everytime I cannot find my sack, this has worked flawlessly. Ichobod, is there any chance of changing the textures of the sack to a bright colour like green or yellow or even pink to make it stand out better? I don't want to risk breaking something by screwing around with the CSE. Now that I am discovering the nuances of PSE and have (almost) figured out how to set it to "play nice" with other Lovers mods, this is a must have and I leave it on all the time for my femtoons.
RandomOne Posted January 30, 2013 Posted January 30, 2013 another question would be: -i noticed a sack drop when i got enslaved.. but there was nothing in there after i did the minigame to get free... should all my items be in there that got taken away? or are they dropped into a random nearby chest? or just gone forever? (that would be bad with custom clothing mods that dont respawn etc) or did that just bug out for me somehow? All of your items and your companion's items should be placed in the sack. While I have not encountered your problem before' date=' I have - on numerous occasions - been unable to find my sack and items after being set free. My no-cheat disappearing sack fix: This works 100% of the time for me. YMMV! You get enslaved and, after regaining your freedom, you can't find your sack full of items. My solution is simple: Simply go somewhere open and flat (eg. IC Market District main intersection) and punch a guard in the face. Select "I do not want to go to jail". You will be enslaved for Rough Justice and a new sack will appear at your feet. When you are set free, all of your items should be in this "new" sack - even if you went and got new items to replace the ones you thought you lost. Everytime I cannot find my sack, this has worked flawlessly. Ichobod, is there any chance of changing the textures of the sack to a bright colour like green or yellow or even pink to make it stand out better? I don't want to risk breaking something by screwing around with the CSE. Now that I am discovering the nuances of PSE and have (almost) figured out how to set it to "play nice" with other Lovers mods, this is a must have and I leave it on all the time for my femtoons. You can also just use " enslave me " on anyone you want then console command player.additem a 1 to get a key and unlock yourself and open the new sack to get your stuff. I mean if your just in a hurry to get your stuff back because your original one is on the other side of Tamreal or something. oh yeah another old trick I've used is stand in front of my IC player shack and use "enslave" me on my trusted companion,which creates a sack on my doorstep, and since they are permanent, I just go back home to collect my stuff whenever I get enslaved. Kind of an Oblivion version of the morning after walk of shame
kingkong Posted January 30, 2013 Posted January 30, 2013 just testing around this mod EXCELLENT still on 0.55! didn't expected to be captured by a rat "funny" . I am not a patient type and it gets ages to get a lockpick while captured on very easy escape is there a way to get a very very easy escape ? or i messed with something. a ctd while testing lovebitch uo05 in chorol basement near the water backet the game freeses(without slaver encounter no probleme). "need to use tes4edit to try and find other conflicts in other mods boss and wrye b are not enough" In the secret ghendel basement when the dog knotts "loversbitch favorit bone quest" and the dog attack every one and kill. any way it change the game play and perspectivs not only not to be killed but not to be captured. I like a lot Very very good Thanks definitively not a ctd from your mod must be my config
WappyOne Posted January 30, 2013 Posted January 30, 2013 -i noticed a sack drop when i got enslaved.. but there was nothing in there after i did the minigame to get free... should all my items be in there that got taken away? or are they dropped into a random nearby chest? or just gone forever? (that would be bad with custom clothing mods that dont respawn etc) or did that just bug out for me somehow? Most everything should be in there. Some cases of being enslaved by humanoids I've had things directly stolen to the slaver's inventory, apparently by value (i.e. good alchemy gear). Did you kill the person that did the original enslavement?
Miala Posted January 30, 2013 Posted January 30, 2013 Rough Justice/Streets updated Can we get a lil' bit more info on this one? What exactly was "updated" and how?
Neliahawk Posted January 30, 2013 Posted January 30, 2013 The trader (if enabled in the settings spell) will appear but not when you are enslaved by a creature (or if you are a vampire). The ESP will throw up a few warnings with CS (I get it all the time). You should be OK with minor changes that suit you...just remember to keep an unchanged copy. ahh ok' date=' think i will just keep animal masters off then for a while to get to see all the other stuff thats in this mod with the traders/encounters/camp and all. (as idea (yeah too much ideas lol) what about another config choice "allow slave trader with animal master" after the normal "allow trader" function? basically it could spawn a trader "nearby" after a while who wanders near the animal master and sees a enslaved naked woman and thinks "well there is some profit" and attacks the animal master to kill it so you get enslaved by the trader so he can sell you. well or the trader dies and you stay enslaved by the monster and after a while another trader tries it again and fights the monster etc. well it would be a way to "continue" with animal masters like with human masters as it moves over to the trader parts then.) ------------------------------------- regarding editing the .esp with the construction set... i think i cant save the "IchPlayerSlaveQuest" script. but i think i need to change the lines: if EnslaveChoice < 25 Set EnslaveChoice to 25 endif from 25 to 5... as that probably overwrites the changes i made to "IchPlayerSlave" messagebox "Enslave Chance" "25" "50" "75" "100" set Choosing to 8 endif elseif Choosing == 8 set Choice5 to GetButtonPressed set WaitTime to 1 if Choice5 == 0 set IchSlaveQuest.EnslaveChoice to 25 set Choosing to 9 elseif Choice5 == 1 set IchSlaveQuest.EnslaveChoice to 50 set Choosing to 9 elseif Choice5 == 2 set IchSlaveQuest.EnslaveChoice to 75 set Choosing to 9 elseif Choice5 == 3 set IchSlaveQuest.EnslaveChoice to 100 set Choosing to 9 endif from 25,50,75,100 to 5,10,25,50 the error i get when i try to save the "IchPlayerSlaveQuest" script is line 82: if GetGameLoaded Enablecontrol 15 endif and the error is: script "IchPlayerSlaveQuestScript", line 82: script command "enablecontrol" not found. continue? yes/no/cancel... well and "yes" doesnt seen to save it atleast. if i comment it out like (probably a bad idea for tons of reasons and might cause the other errors below): if GetGameLoaded; Enablecontrol 15 endif more errors come like: -script "IchPlayerSlaveQuestScript", line 87: unknown variable or function "togglespecialanim". -script "IchPlayerSlaveQuestScript", line 87: syntax error player.ToggleSpecialAnim "ZMCWalkBackward2.kf" 0 could not parse this line. -script "IchPlayerSlaveQuestScript", line 69: mismatched begin/end block starting on line 69. -script "IchPlayerSlaveQuestScript", line 69: mismatched begin/end block. well first time i mess around with that construction set... so maybe i load it wrong (setting "just" the .esp as active file(well it seems it does activate oblivion and lovers stuff too then). or do something else wrong with it... so the errors might be caused by me and the .esp is totally fine. but i think i just keep it at 25 for now and not edit the .esp... maybe the ingame configs will be changed someday to allow changeing the choices numbers better. guess for now i need to learn up security and how to not break all the lockpicks XD All of your items and your companion's items should be placed in the sack. While I have not encountered your problem before' date=' I have - on numerous occasions - been unable to find my sack and items after being set free. Ichobod, is there any chance of changing the textures of the sack to a bright colour like green or yellow or even pink to make it stand out better? I don't want to risk breaking something by screwing around with the CSE. [/quote'] maybe the sack actually falls through the ground when you cant find it. you could try to use the console to check under the map with the command tfc for the free camera. or the command tcl to disable collision so your character can float under the map and use the sack, incase it fell down there. "wrappyones rapers" version had the problem with unequiped armor dropping through the floor too and i think he fixed it with dropping them from higher up. so maybe that is happening with your "cant find the sack problem". just testing around this mod EXCELLENT still on 0.55! didn't expected to be captured by a rat "funny" . I am not a patient type and it gets ages to get a lockpick while captured on very easy escape is there a way to get a very very easy escape ? or i messed with something. you could try not useing the minigame instead... looking at the .esp it seems the character wiggles around then (useing the security skill) and the more you wiggle and try the easyer it gets (i think). well setting the escape chance to very low helps too. (it basically uses chest difficulty locks) or with the minigame: you could spawn yourself more lockpicks with the console and use autoattempt. (you might need to find a lockpick first to be able to open the minigame) but the lockpick maxlimit is 5 so no point to spawn more than 5. best chance to get this working would be to find a lockpick and go to the minigame and then use the console command "player.additem 0000000A 5" (where 0000000A is the id for lockpicks and 5 is the amount). then the minigame should show 5 avaiable lockpicks. if the autoattempt uses all 5 you might be able to spawn 5 more and autoattempt again. (not sure if the minigame automatically closes when you run out of lockpicks... so you might need to find another one again... just try out a bit with that spawn lockpick command) -i noticed a sack drop when i got enslaved.. but there was nothing in there after i did the minigame to get free... should all my items be in there that got taken away? or are they dropped into a random nearby chest? or just gone forever? (that would be bad with custom clothing mods that dont respawn etc) or did that just bug out for me somehow? Most everything should be in there. Some cases of being enslaved by humanoids I've had things directly stolen to the slaver's inventory' date=' apparently by value (i.e. good alchemy gear). Did you kill the person that did the original enslavement? [/quote'] uff... cant realy remember... i killed the minotaur with the console command "kill" messed around with spawning lockpicks to finish the minigame and checked the sack that was empty then. think the minotaur corpse had just 2 items.. one i cant remember anymore and the 33 lockpicks i was carrying before i got enslaved. but yeah... no big problem here, just gonna test the mod a bit more the next days and if there are sack problems again i could try the ideas above with punching a guard and companions etc.
Wheelhouse Posted January 31, 2013 Posted January 31, 2013 -i noticed a sack drop when i got enslaved.. but there was nothing in there after i did the minigame to get free... should all my items be in there that got taken away? or are they dropped into a random nearby chest? or just gone forever? (that would be bad with custom clothing mods that dont respawn etc) or did that just bug out for me somehow? Most everything should be in there. Some cases of being enslaved by humanoids I've had things directly stolen to the slaver's inventory' date=' apparently by value (i.e. good alchemy gear). Did you kill the person that did the original enslavement? [/quote'] I have had my sack completely empty once (not even quest items in it), and I had to reload - killing the NPC that enslaved me got me a few lockpicks back, but that's it. A post above mentioned getting things from another sack - does the mod ALWAYS use the most recent sack? I notice that older ones are still around, but other than that single occasion, I have always had my things put into the most recent sack.
Wheelhouse Posted January 31, 2013 Posted January 31, 2013 Nelia - I have modified the exact line you are talking about (I like having 1, 25, 50 and 100 as my choices - I've also changed the setting spell values) with no issues. I'm using the CS extender (and OBSE - which I think is required by the CS extender anyhow) and it works just fine.
mem4ob4 Posted January 31, 2013 Posted January 31, 2013 @Nelia I second Wheelhouses comment there about using CS extender started with OBSE. When working with mods I consider it essential since alot of these plugins use OBSE commands (and this is exactly what the extender includes so that the scripts will compile). @Ichabod- Thank you for the latest release! Looking forward to putting my toon through her paces checking everything out Mem
Ichabod Posted January 31, 2013 Author Posted January 31, 2013 Nelia: Definitely need to run with OBSE CS. Has a load of really good commands in there. The Sack Issue is a bug. I never seem to get it any more but sometimes it will just empty. Not tracked that down yet. Yes, your expensive gear should be on the mob that enslaved you. Nepro: More a mini-encounter. Miala: The loan shark is part of Rough Streets....plus a couple of minor surprises. Shiloh: Not played with changing items but I could have a look. I did use a chest originally but it had a nasty tendency to clog up doorways.
WappyOne Posted January 31, 2013 Posted January 31, 2013 Ichabod, Love your mod. Playing with v0.57 I noticed it was trying to use some animation numbers that don't exist in the v3 BBB animations pack. I believe from looking at your code that your intention is to randomly pick from all valid animations? With that in mind I think I came up with a better solution to the IchPositionNormal script that will work for everyone. It builds an array of valid positions that are installed in the user's data\ini directory when the "Player Slave Settings" spell is used. With this change Player Slave Encounters doesn't care what animations a user does/does not have installed, so work for v2 pack, v3 BBB pack, or Daedra Sutra custom users. Edit: Attachment removed, obsolete as Ichabod has incorporated the changes into newer releases. Details of all the changes I made: In IchPlayerSlaveQuestScript -- Added an array var that will store the positions, and a small default initialization: array_var arSexPositions ; Valid sex positionsIn the RunOnce == 0 section: let arSexPositions := ar_Construct Array ar_Append arSexPositions 1 ar_Append arSexPositions 2 ar_Append arSexPositions 3 ar_Append arSexPositions 4 ar_Append arSexPositions 5 ar_Append arSexPositions 6 ar_Append arSexPositions 7 ar_Append arSexPositions 8 ar_Append arSexPositions 9 In IchPlayerSlave -- In the ScriptEffectStart block added the loop that resets then populates the array: ; Loop through 1-200 positions, find valid let IchSlaveQuest.arSexPositions := ar_Null let IchSlaveQuest.arSexPositions := ar_Construct Array set tmpi to 1 While tmpi <= 200 set svTmp to sv_Construct "Data\ini\.0f_Motion.ini" tmpi if FileExists $svTmp ar_Append IchSlaveQuest.arSexPositions tmpi endif sv_Destruct svTmp set tmpi to tmpi + 1 Loop And lastly, completely redid IchPositionNormal, much simpler now: ScriptName IchPositionNormal short tmpi Begin Function {} set tmpi to ar_Size IchSlaveQuest.arSexPositions set tmpi to Rand 0 tmpi let tmpi := IchSlaveQuest.arSexPositions[tmpi] SetFunctionValue tmpi End
cxsora Posted January 31, 2013 Posted January 31, 2013 THANKS FOR SHARING THIS MOD. What's a pity,I don't like DMRA or BBB. So I HATE the BBB animation packed in it.
WappyOne Posted January 31, 2013 Posted January 31, 2013 Great mod' date=' but I was wondering how do you escape I set submission off, but I can never escape although occasionally get a message saying you have found a lockpick. [/quote'] The submission setting turns off your chance to escape only if Willpower is lowered to 1. Once you get the found lockpick message, hold 'L' to attempt to free yourself with it.
gaggedgirl123 Posted January 31, 2013 Posted January 31, 2013 hey where IS tht loan shark actually? I did a quick tour of the cities and haven't found him/her?
WappyOne Posted January 31, 2013 Posted January 31, 2013 hey where IS tht loan shark actually? I did a quick tour of the cities and haven't found him/her? Honest Al is standing outside the Imperial City walls, just to the left of (facing the city) the Imperial Stables.
gaggedgirl123 Posted January 31, 2013 Posted January 31, 2013 hey where IS tht loan shark actually? I did a quick tour of the cities and haven't found him/her? Honest Al is standing outside the Imperial City walls' date=' just to the left of (facing the city) the Imperial Stables. [/quote'] Alright, thank you. Will definitely check it out EDIT: well, probably my Oblivion just bugged or something, but once I borrowed the money, NOTHING happens. I can'T pay him back, And nothing happens even if I don't. Probably just missing something, I dunno. gonna keep trying DOUBLE EDIT: alright, got it to work. just had to wait in front of him for some reason
soldier321 Posted February 1, 2013 Posted February 1, 2013 umm is there a readme on what the options for the slavers spell mean? I rather not get slaved when I am mid hp, rather get slaved when I am severely near death
WappyOne Posted February 1, 2013 Posted February 1, 2013 umm is there a readme on what the options for the slavers spell mean? I rather not get slaved when I am mid hp' date=' rather get slaved when I am severely near death [/quote'] The slavery chance is rolled when something is attacking the player and any of the following happen: Player is unconscious Player is knocked down Player fatigue < 0 Player is paralyzed Player is having sex not in the offender position. None of the options change this.
soldier321 Posted February 1, 2013 Posted February 1, 2013 ok cool, thanks. What does event timer, submission, enslave chance, and slave capture chance do?
WappyOne Posted February 1, 2013 Posted February 1, 2013 ok cool' date=' thanks. What does event timer, submission, enslave chance, and slave capture chance do? [/quote'] In order they come up from the settings spell: Slavery Mode - Master on/off flag for slavery occuring. Also sets difficulty of lock when attempting to free self (if Escape Minigame is on). Animal Owner - If beasts are allowed to enslave/be slave owners. Event Timer - How quickly the next 'event' is rolled while enslaved. Event being forced sex, possible ownership transfer, finding a lockpick, etc. Submission - Stops generating escape attempt/found lockpick events if your Willpower is reduced to 1 while ensalved. Enslave Chance - The % chance enslavement happens when one of the events from previous post happens. Mobile Slavers - Roaming Slave Trader NPCs that can capture the player, or will show up to buy you from other humanoids that have randomly enslaved you, that then take you to the slave processing camp. Escape Minigame - On to use the found lockpick/lockpicking minigame to escape, or randomly roll escape chance internally. Sleep Capture Chance - Percent chance per hour sleeping outdoors and outside a city that a mobile slaver will find you sleeping and enslave you, or encounter the new Perverted Burglar encounter in some indoor sleeps.
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