xaz Posted September 16, 2012 Posted September 16, 2012 Xaz Bondage  Updates since last version, see below....  What is it?  This is a collection of items used for binding/restraining primarily the PC, but works also on an NPC. It's also a system for building your own similar working restraints. This is still just a beta, but I test it a lot (use it for my own mod), so it should be stable.  The following items are included for now, but I'll expand the list as I get more time. Most items work on NPCs as well. * Hoods, two kinds * Ankle shackles, iron and leather straps - slows the actor down * Wrist bindings - binds the actors hands, disables inventory, activation, some animations... * Collars - Decoration, no effect. * Ai collar - enables ai control if equipped by the player. No effect on NPCs. * Gags, different types - No effect * ZaZ Animation Pack items  Also, I've ordered the items formId neatly to make it easy to add. Do a "help xbf" or "help zaz" in the console, and it'll list all items you can try out.  Keywords  * xbfWornGag, xazWornWrist, xazWornAnkles, xazWornHood, xazWornCollar - Just for cosmetic effect, guiding dialogue options and so on. Not used by this mod. * xbfEffectOpenMouth - Forces the character face into a shout position (opens the mouth), and overrides other expressions. * xbfEffectNoInventory - Disables inventory controls. Use "player.unequipall" to free yourself. * xbfEffectNoMove - Disables player movement. Doesn't work on NPCs. * xbfEffectNoSneak - Disables player sneaking. Doesn't work on NPCs. * xbfEffectSetExpression - Sets the actor expression to a distressed look. * xbfEffectSlowMove - Modifies the actor movement speed according to xazSlowMoveSpeedMult global variable. * xbfEffectWrist - Plays the "hands bound behind back" animation on the actor. This also disables a few animations. This means the NPC/PC can't jump, sprint or open doors (with animation). The character can fall, but falling will not untie the hands. Actors can still open doors, there is just no animation playing when doing so (thus follow ai packages still work correctly). * xbfEffectNoMagic - Prevents using magic or shouts when equipped. * xbfEffectNoSprint - Prevents sprinting when items with this keyword are equipped.  Global variables  * xbfSettingSpeedMult - Movement speed multiplier when xbfArmorSlowMove is set. Use "set xbfSlowMoveSpeedMult to ###" where ### is a value larger than zero (0-100 is normal speed, larger than 100 means you increase your speed when your ankles are shackled). Default is 40 (use "show xbfSettingSpeedMult" to find the current value). * xbfSettingUpdateInterval - Time between refresh of the effect. Default is 1.0s. * xbfSettingDisableEffects - Disables the effects of equipping items. Set to 1 to disable all effects (default), and 0 to enable (default). Also disables animation blocks. * xbfSettingBlockAnimations - Blocks certain animations (eg. sprinting) when items are worn. Set to 0 to disable. Doesn't affect equip effects otherwise.  Installation  Just unpack to the Data folder in your skyrim directory, or preferably, use WryeBash to install. Don't forget to enable the master file (there is no .esp).  Uninstallation  Make sure not to have any items from this mod equipped in a save (also not on NPCs). Reverse the steps, ie. remove the files you installed.  If you did have items equipped, just reinstall the mod, and unequip the items, then reinstall as normal.  Updates  005: Fixes to bound animation. Bug fixes when using xbfSettingDisableEffects. Added xbfSettingBlockAnimations. Switched to xbf as prefix for all items, keywords, etc. Bug fixes on item slots.  004: Added items from ZaZ Animation Pack. New hands bound behind back animation to work better with ZaZ Animation Pack. New global variable: xazSettingDisableEffect Changed names of most items to make sorting easier  003: Prevented multiple bondage effects from stacking. They now replace each other so only one effect remains in place on each actor.  002: Added new items; a few gags and ankle ropes. Renamed keywords.  Requirements  All ZaZ items use ZaZ Animation Pack. If those models are not installed, items will not appear correctly in game.  Credits and thanks  Shackles and collar: SullenMan, Jammer - Gags, collar and shackles mastercchris - loads of models CaptainChaos - modifications and retexture, adaptations  License  For the time, I'd like to keep this mod here on LL, so please don't redistribute it. Apart from that, do whatever you want. If you make something cool, post it here on LL. xazBondageFramework_003.7z xazBondageFramework_004.7z xazBondageFramework_005.7z
ZaZ Posted September 17, 2012 Posted September 17, 2012 Nice Job , On this . These Scripts Will Be useful for Future Use , I was thinking Of Creating OnEquip Animations  Cheers
briancs159 Posted September 17, 2012 Posted September 17, 2012 A quick suggestion until a more in-depth slavery mod is released. How about adding a few NPC's that will free you from your bondage instead of simply using the console. That will allow you to roleplay your own scenario.
Blargh! Posted September 17, 2012 Posted September 17, 2012 If you can't think of any effects for the collar how about when you put it on NPCs it makes them follow the player? It'd allow for some basic roleplay/slavery  Also, thanks, thses are awesome!
ZaZ Posted September 18, 2012 Posted September 18, 2012 I managed to to make a Replacer , For the Current Walk too . So Now We have to Find a Way to Add More walk Similar Animations   I just Replaced the Files To Test they Seem Fine .This Way I Might Able to make the ArmBinder thingy Work . Lets See  Cheers
anubis Posted September 18, 2012 Posted September 18, 2012 I managed to to make a Replacer ' date=' For the Current Walk too . So Now We have to Find a Way to Add More walk Similar Animations    I just Replaced the Files To Test they Seem Fine .This Way I Might Able to make the ArmBinder thingy Work . Lets See  Cheers [/quote']  haha, always wanted a movement pillory animation like that, guess you've done it already. anyway possible for wood pillory as well  you do are full of surprise Master
xaz Posted September 19, 2012 Author Posted September 19, 2012 A quick suggestion until a more in-depth slavery mod is released. How about adding a few NPC's that will free you from your bondage instead of simply using the console. That will allow you to roleplay your own scenario. Â There are a few other mods on this (on this board), not to mention my own project. This was just a sidetrack to make it easier to create new stuff and give me a foundation to work on. Â I also hope it'll help someone else make cool things, but we'll see how that turns out.
xaz Posted September 19, 2012 Author Posted September 19, 2012 I managed to to make a Replacer ' date=' For the Current Walk too . So Now We have to Find a Way to Add More walk Similar Animations    I just Replaced the Files To Test they Seem Fine .This Way I Might Able to make the ArmBinder thingy Work . Lets See  Cheers [/quote']  Looks really nice. That armbinder idea sounds very interesting too.
JosefGrey Posted September 19, 2012 Posted September 19, 2012 Would you mind if I implemented some of the keywords in my break undies armor sets? For instance, I could enable the distressed look once an actor's armor reached a certain damage extent.
xaz Posted September 19, 2012 Author Posted September 19, 2012 Would you mind if I implemented some of the keywords in my break undies armor sets? For instance' date=' I could enable the distressed look once an actor's armor reached a certain damage extent. [/quote'] Â Not at all. You can either copy the way I did it, or use this mod as a master. Not sure what is more convenient or appropriate, but either way: go ahead. That's what it's for.
Windbrand Posted September 19, 2012 Posted September 19, 2012 I managed to to make a Replacer ' date=' For the Current Walk too . So Now We have to Find a Way to Add More walk Similar Animations    I just Replaced the Files To Test they Seem Fine .This Way I Might Able to make the ArmBinder thingy Work . Lets See  Cheers [/quote'] Is this a WIP? It's not included in the download. Also can you include a "loose" version of the iron wrist shackles so it doesn't disable inventory, like the rope one?
xaz Posted September 19, 2012 Author Posted September 19, 2012 Is this a WIP? It's not included in the download. Also can you include a "loose" version of the iron wrist shackles so it doesn't disable inventory' date=' like the rope one? [/quote'] Â This mod is a WIP, although I'm feeling pretty confident releasing this as a first version. You'll find the most use of this as a modder, but I included some items which you can use also without modding. Â MasterChris may start working on an armbinder mod, ... and I hope he does, ... but I can't promise anything on his behalf.
JosefGrey Posted September 20, 2012 Posted September 20, 2012 I think I just had a majorly cool idea... using what you've made so far, would it be possible to make an offensive 'Conjure Shackles' spell? One for the arms that would cause the restrained arms animation and one for the legs that would stop or restrict movement? Would be awesome to add that to casters' spell lists.
briancs159 Posted September 20, 2012 Posted September 20, 2012 Assuming I am understanding correctly, that is an awesome idea JosefGrey! That would be a perfect addition to any player slavery mod. Then no matter how strong your character gets, you always run the risk of getting bound, caught, and then enslaved by the enemy mages. Â Getting hit with a conjure arm shackles would then lock out your ability to attack and access your inventory for a period of time. Getting hit with conjure leg shackles would restrict your movement to a slow walk for a time, and just hope you don't have the bad luck to get hit with both. That would make those mage dungeons very exciting.
JosefGrey Posted September 20, 2012 Posted September 20, 2012 Assuming I am understanding correctly' date=' that is an awesome idea JosefGrey! That would be a perfect addition to any player slavery mod. Then no matter how strong your character gets, you always run the risk of getting bound, caught, and then enslaved by the enemy mages. Â Getting hit with a conjure arm shackles would then lock out your ability to attack and access your inventory for a period of time. Getting hit with conjure leg shackles would restrict your movement to a slow walk for a time, and just hope you don't have the bad luck to get hit with both. That would make those mage dungeons very exciting. [/quote'] Â Yup, that's the idea. I'm not sure exactly how conjure magic works though in the CK. The way I would assume it would work is it creates an armor object and equips it on the player... however if this isn't the case that might be an issue. If nobody else does, this is something I could look into (but I'm REALLY busy right now, so if someone else wants to investigate it that would help me out).
ag12 Posted September 20, 2012 Posted September 20, 2012 You don't even need to care about how conjuration works. Just work with a scripted effect that adds a pair of shackles and forces the actor to equip them. You might even make the script evaluate wether the attempt is successful or not. Â Maybe some calculation that involves the casters conjuration skill?
Princessity Posted September 20, 2012 Posted September 20, 2012 Hum... sounds very easy (against the player) but I recently did some testing while redesigning vampire lord powers for my Vampiric Thirst mod and I found out that it doesn't look like speed slowing effects have a huge impact on npcs (actually if you apply a high enough speed penalty to an npc she or he will become faster!) Â (And I'm not really sure but I also think forcing an animation may not be able to prevent npc from combat, I think she or he would simply break out of the animation and resume fighting but I don't really know. And I would love to hear from someone who tested this!) Â Soooo... this spell would probably need to have a separate version for player and separate for npc mages and they would need to work a little differently. Â Ohhhhhh and I would reaaally love some sort of "bound shackles" models that have similar ghostly magicky visuals to conjured weapons to keep it in theme! If someone makes such meshes I'd love it so much I could even make this spell mod myself ^^
xaz Posted September 20, 2012 Author Posted September 20, 2012 Hum... sounds very easy (against the player) but I recently did some testing while redesigning vampire lord powers for my Vampiric Thirst mod and I found out that it doesn't look like speed slowing effects have a huge impact on npcs (actually if you apply a high enough speed penalty to an npc she or he will become faster!) Â (And I'm not really sure but I also think forcing an animation may not be able to prevent npc from combat' date=' I think she or he would simply break out of the animation and resume fighting but I don't really know. And I would love to hear from someone who tested this!) Â Soooo... this spell would probably need to have a separate version for player and separate for npc mages and they would need to work a little differently. Â Ohhhhhh and I would reaaally love some sort of "bound shackles" models that have similar ghostly magicky visuals to conjured weapons to keep it in theme! If someone makes such meshes I'd love it so much I could even make this spell mod myself ^^ [/quote'] Â Animations won't stop the pc or npc, actually. The scripts in this mod do make a difference between pc and npc, but they don't really restrain an npc. I think the only way to really restrain an npc is to assign them ai packages to override their normal behavior, and I think that can only be done by assigning them to quests. Â Ofc, this is probably possible to do, and it's a compatible approach with what is already here, but requires a lot of extra work, I think.
Princessity Posted September 20, 2012 Posted September 20, 2012 Yah I hate anything that involves quest aliases! They are useful when you want to make safe and non invasive changes to npcs but it's really frustrating that it's the only way to affect their behaviour! Â Buuuut but but but... hum... maybe a "fear" effect could be a believable way to emulate being unable to fight? The npc wouldn't attack anyone and just flee during combat (which is probably what player would do in this situation too ^^) but won't do anything while out of combat.
JosefGrey Posted September 21, 2012 Posted September 21, 2012 The 'bound' visual effect might be a shader setting accessible by Nifskope. Could be as simple as adding it to the current shackles nif. Â Also, if a viable way for getting it to work on NPCs isn't available, I'd say it's still an interesting enough thing to pursue .
xaz Posted September 21, 2012 Author Posted September 21, 2012 Also' date=' if a viable way for getting it to work on NPCs isn't available, I'd say it's still an interesting enough thing to pursue . [/quote'] For sure. Doesn't sound too hard to implement either.
xaz Posted September 23, 2012 Author Posted September 23, 2012 I managed to to make a Replacer ' date=' For the Current Walk too . So Now We have to Find a Way to Add More walk Similar Animations    I just Replaced the Files To Test they Seem Fine .This Way I Might Able to make the ArmBinder thingy Work . Lets See  Cheers [/quote']  So far I've spent hours digging through the behavior files to see how hard it would be to duplicate this effect. ... and come up with nothing. I'm not even sure it's defined in the behavior files, but it seems like the logical place.  I'll try asking Fnis if he knows more. It should be doable,...
nazgul87 Posted October 1, 2012 Posted October 1, 2012 when i applied this to one of my follower, her hands were untied (the cuff still on there though) when she is running following me,,
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