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Player Slave Encounters Version 0.63 (Updated 10 Mar 13)


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Posted

 

Weird i got enslaved but 10 seconds later the slaver sets me free ?

 

 

you make it sound like a bad thing ;)

 

 

Perhaps but this way i don't get the full experience of this mod.

Posted

VERSION 0.6 UP.

 

Apologies for the delay. RL has a nasty habit of intruding.

 

Updates:

Changed Loan Shark dialogue to allow you to pay him back

Changed trap so to avoid getting your companion as a master

Amended trap code so it sets that container as your master rather than the next one

Added a fine for being found as a burglar by the guards

Added a side effect for going through Ganredhel's training

Amended the Slave Trader removal script to stop them clogging up the place

Changed the Justicar AI so he will actually fight back when confronted (but if he gets killed you count as a fugitive from justice)

Bag code changed and tested to try resolve issues there (cheers Mem)

Pellham freeze on maid uniform fixed

Added Player as raper check for enslavement (cheers again Mem)

Fixed issue with escaping mid-Pellham quest

Oblivion check added to slaver spawn to stop them appearing there

Bedrolls added to cities: Anvil (behind Prophet), Bruma (Near north gate), Bravil (By graveyard), Cheydinhal (Behind Ganredhel's house), Chorrol (By Grey Mare), IC (Temple district), Leyawiin (Behind cathedral), Skingrad (By well)

Randy Hunter added as an alternative to the slaver for those caught by creatures

Mr Snuffles body updated

Amended slavery line to <0 fatigue so plays nicer with Hungry/Thirsty/Tired

Excluded ArenaYellowTeam from prospective masters

Fixed the inescapable hogtie with the burglar

Skeleton Key is no longer a free ticket out of slavery

You cannot free companions while enslaved/under attack

Random Lockpick finds are now tailored to your security skill and your current owner

 

Hello Sailor encounter now added (Chance when sleeping outside in a city)

Posted

Wazerblade: ESP up on external link and on here now.

 

Squall: Does your slaver say anything or does it just drop out? Does the slaver then attack you again?

 

Riggswolfe: The Anvil house is just a bit of a surprise at the moment. Not a real encounter. I may make more of it at some point. :)

 

NOTE: If you are getting missing body parts and so on, make sure you have all the files from the Add Ons in the right place. Everything should be in there.

Posted

Hi, I'm having a problem with the Hello Sailor encounter: I set the sleep enslavement chance to 100 to test it, but when I sleep in a city (so to trigger it) it starts to load a new cell, but freezes at the end, before it can finish. Have only tried sleeping in Anvil so far, will try other cities.

 

Edit: Also happens in Bruma.

Posted

@Ichabod: Thanks for 0.6, but I'm afraid the 'empty bag' issue still remains. However, I can help with this - I know what causes it, and I think I have solved it.

 

But first, here's how you trigger the bug:

 

 

- FInd a suitable NPC. I chose Herminia Cinna, because she was home and her door was open.

- Get them to enslave you. For example, by casting the 'Enslave Me' spell.

- Wait for the sack to appear at your feet.

- Save the game.

- Optional: Free yourself and check the sack. Your items should still be there.

- Exit Oblivion to the desktop.

- Restart Oblivion and load your save game from after being enslaved.

- Free yourself and check the sack. It should be empty.

 

 

 

The primary cause of this bug is "crappy BethSoft programming". Specifically in this case, it's because you're doing a RemoveItemIR to a remote container. Oblivion does not like remote containers, because they are in cells that aren't loaded. It would appear that script-based changes to the contents of remote containers do not necessarily get saved. What you need to do instead is do the RemoveItemIR to a container in the same cell as the player, and then do a RemoveAllItems from that container to the remote container.

 

I hope you don't mind, but I've attached a copy of 0.6 where I've done exactly that. Instead of doing RemoveItemsIR to SackRef, I've changed it to use SackRefTemp, and then after the loop I've added the line "SackRefTemp.RemoveAllItems SackRef". I've also added a new object IchSackBurg and ref SackBurgTemp, to do the same sort of thing for the burglar chest. Finally, I've run the esp through Tes4Edit to undelete the disabled references and remove the 'identical to master' items.

PlayerSlaveEncounters.esp

Posted

Polonium:

Does your \meshes\Characters\_Male\IdleAnims\ZAZ PSE Hang\ folder have ZaZPSEHangStatic.nif and your \meshes\ZAZSpawny\Misc\ folder have latexboots.nif, latexdress.nif and latexgloves.nif?

 

 

Gaebrial: Interesting. Seems fine here and I have shifted the remote container to a dummy cell where no one ever goes.

Cheers. I shall add that to the relevant scripts. :)

Posted

Slave trader fast forward option no longer works (wait no longer fast forward). However he seems to be a little bit clever on his path. He still walks back and forth sometimes. I use my PC's tits to push him if he does walk backward...

 

Too bad I managed to pick the very hard lock with a single lockpick XD

 

Oh well, Mr Slave trader maybe we will meet again sometime =D

Posted

Polonium: Dang. Those items seemed the most likely cause of the crash.

I assume you have no problem with the gallows in Weye?

 

Posted

Polonium: Dang. Those items seemed the most likely cause of the crash.

I assume you have no problem with the gallows in Weye?

 

 

I'll test them, they're part of Rough Justice right?

 

Posted

DeadMetal: It is a specific Player Slave trap. Not particularly special but playing a burglar type should now be more interesting. I always found playing a dodgy type far too easy. License to print cash almost. The traps will make life a little more challenging for the morally flexible. :)

 

Polonium: Correct. They should be there all the time though. If the models are the issue, you should CTD as soon as you get close to the area.

Posted

Polonium:

Does your \meshes\Characters\_Male\IdleAnims\ZAZ PSE Hang\ folder have ZaZPSEHangStatic.nif and your \meshes\ZAZSpawny\Misc\ folder have latexboots.nif, latexdress.nif and latexgloves.nif?

 

 

Gaebrial: Interesting. Seems fine here and I have shifted the remote container to a dummy cell where no one ever goes.

Cheers. I shall add that to the relevant scripts. :)

Hmm. Interesting. Perhaps it's some subtle combination of things, hence only some users have reported it. What version of OBSE are you running? 20 or 21?

Posted

Gaebrial: I am on 20. I have popped the code in there now. I will have a run through and make sure my set up is happy with it. If so, all good for everyone. :)

Guest ThatOne
Posted

I'm having an odd bit of trouble here...

 

Can't seem to trigger any of the sleep-based encounters. It works fine with v.55.

Running OBSEv21, lovers rev96.2, if it matters.

 

Tried a clean save, a "change settings, save, quit, re-run oblivion and load" method, setting the chance to 100 with the console.

Posted

DeadMetal: It is a specific Player Slave trap. Not particularly special but playing a burglar type should now be more interesting. I always found playing a dodgy type far too easy. License to print cash almost. The traps will make life a little more challenging for the morally flexible. :)

 

Polonium: Correct. They should be there all the time though. If the models are the issue, you should CTD as soon as you get close to the area.

 

In that case, I don't have a CTD.

Posted

ThatOne: Realised I missed a zone (Temple District) on the Sleep check but that would not explain not getting any sleep encounters. Bystanders can chase away intruders but you should get a messagebox for that. They do not work in the Shivering Isles or while enslaved already.

 

Polonium: OK. Could still be the Mistress uniform but unlikely if you have the files for it. Quick thought... Do you have GlossBlack and Glossblack_n.dds files in \textures\ZAZSpawny\GSB\SisterhoodoftheNine\ folder?

Guest ThatOne
Posted

Ichabod: Bruma and Cheydinhal were the first locations I tried to use v.6 with, and neither worked. No amount of sleeping in-doors or outside did anything.

As I said before, it was a completely clean save (PSE never used in it).

Posted

ThatOne: Try V0.61. I have made a quick amendment which may do it.

Also added in the Temple District for sleep checks and Gaebrial's bag code change.

Posted

Hello Sailor! :) Thank you for all the hard work being put into this mod. It took me a long time to get into the being powerless mindset (being so used to bashing my way out of tough situations with "Misty" my Warhammer after all) but it's very well done.

Guest ThatOne
Posted

Ichabod: Tried the IC and Cheydinhal, one of the taverns, the player homes - nothing.

Posted

Cheers Ichabod.  Thanks for the update.  Don't worry about RL interfering.  It's already a great mod, and I for one am thrilled you're keeping up the great work on it, so don't worry if you have to wait a bit between updates.

 

Posted

Thank you. I am glad you are enjoying it and I shall no doubt be working on this for a good while to come. :)

Guest
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