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ag12

S³ - Skyrim Slavery System

671 posts in this topic

If you did not read the whole post above, you will most likely destroy your game. And all of your savegames. Forever.

avatar_6feb8634e3d0_128.png

Actually, you won't do any harm to your installation. But now that I have your attention: Do read the above post since it contains really important information that will keep you from asking questions that show the whole forum that you were too lazy to read the post.

And you will make me not want to kill you. Or better yet, enslave you and sell you to the dirtiest brothel in Skyrim.

:heart:

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Requests


Here is a list of stuff that I could use in order to make S³ a better mod. If you know what you are doing and think you can help with something on the list, or otherwise have useful stuff for me, PM me.

  • horse with bagged body thrown over the saddle
    That would be pretty awesome, since it could be used in so many ways. From pure realism play to having a possibility to move slaves fast across Skyrim without the fear of leaving them behind.

  • chaingang
    If someone was able to create a chaingang equip.... oh, sweet jesus!
Edited by ag12
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Pretty straight forward. Works great. I like the inspection and caging process of the NPC you've sold. A couple things of note:

1. Pretty much any NPC will go berserk if you enslave an NPC in front of them, including the slavers in the sewers, who will then chase you to the ends of Skyrim. Granted, in reality, you wouldn't be enslaving actors while in the slaver area, however I spawned a few to test out the system and things got out of hand.

2. The slave area seems pretty dark, which makes sense considering what it is, but it does make navigation annoying at times.

3. When moving from the Slave Market to the Dungeon, your PC spawns facing to the right (directly at the wall). Not a big deal, more an annoyance than anything.

Man, the slavers are coming out of the wood-works aren't they? Pink Teddy, the slave mod on the nex, SSG team being remade, SD, not to mention MastercChris and Xaz and now this. Is there some kind of "by your powers combined" schtick going on that I'm not aware of? hehe.

Anyways, fantastic work for an alpha.

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This looks very promising. Slavery is something that honestly should be a part of vanilla Skyrim. I mean, with the Aldemeri Dominion kidnapping Nords and those who worship Talos and stuff. Going through the trouble of kidnapping someone just to kill them seems like wasted effort and even kind of pointless. But this... certainly the elves didn't kill EVERYONE, amirite? I'll be tracking this one closely!

Also, big props for the excellent organization of information. The divided sections and spoilers make it pleasant to read, compact, and space-efficient. Quite frankly, a lot of mod entries both here and in the Nexus, which I won't name, could learn a thing or two over formatting and organizational skills from you. No offense to anyone, of course.

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1. Pretty much any NPC will go berserk if you enslave an NPC in front of them' date=' including the slavers in the sewers, who will then chase you to the ends of Skyrim. Granted, in reality, you wouldn't be enslaving actors while in the slaver area, however I spawned a few to test out the system and things got out of hand.

ag12: Yeah, right. Enslaving sends a combat alert as if the NPC was attacked by the player. The whole issue you mentioned there should be solved as soon as I introduce the real "enslaving engine". Then you will be able to enslave in combat or using some sneaky tricks anyways.

2. The slave area seems pretty dark, which makes sense considering what it is, but it does make navigation annoying at times.

ag12: Also right about that. The interior design is not final. I just wanted to make it accessible and outline the dungeon. I'll spend time on the design details after I got most of the stuff to work properly. Maybe I'll just increase overall brightness in the next update!

3. When moving from the Slave Market to the Dungeon, your PC spawns facing to the right (directly at the wall). Not a big deal, more an annoyance than anything.

ag12: The Dungeon is not yet implemented properly. As stated in the features tab in the original post, it is a major WIP!

Thanks for the headsup! You are very much appreciated for testing!

This looks very promising. Slavery is something that honestly should be a part of vanilla Skyrim. I mean' date=' with the Aldemeri Dominion kidnapping Nords and those who worship Talos and stuff. Going through the trouble of kidnapping someone just to kill them seems like wasted effort and even kind of pointless. But this... certainly the elves didn't kill EVERYONE, amirite? I'll be tracking this one closely!

Also, big props for the excellent organization of information. The divided sections and spoilers make it pleasant to read, compact, and space-efficient. Quite frankly, a lot of mod entries both here and in the Nexus, which I won't name, could learn a thing or two over formatting and organizational skills from you. No offense to anyone, of course. [/quote']

Thank you, johnnyred! I have spent about two hours+ writing the introductory post. Nice to see that it's appreciated. Well, not everybody is good with words (not to speak of ENGLISH words! :D), I guess. And obviously I agree with your thesis a hundred percent!

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Thanks for the headsup! You are very much appreciated for testing!
Thanks for devoting the time to make awesome stuff like this. Just so I don't bloat the thread' date=' would you prefer I PM issues/bugs I find with this and future releases?

Also, I didn't see anything under the "future plans" section, so I'll ask: do you have any plans to give the option for the player to go through the slavery system? I enjoy Sanguine's Debauchery, but something more centralized like this would be fun. I understand the current work load to get this system off the ground would eat up your time in the near future, just wondering if the player-side of things is even something you're considering. Even something as simple as a kidnapping of the player and short stint in a cage (you have plenty of them in the slaver cells, hehe) until they are released (to then become an agent of slavers) would be cool.

Anyways, two other issues I've found:

1. The steel cuffs do not enforce the "hands bound" offset animation, however the iron and rope cuffs do. EDIT: errrr, I spoke to soon. It seems it uses the animation, but doesn't reapply it if broken by the NPC running/falling/etc. The same thing applies to the other cuffs.

2. I'm attaching a picture that shows an issue with the rope cuffs mesh. This same issue is not present with the vanilla rope cuffs nor those I'm using from Zaz's pack.

3. NPCs don't path at all in the dungeon. Since you've stated you're this early in the build, it's likely there's no navmesh so I'd almost positive you are already aware of this.

Keep rolling, I'm extremely impressed with what I've seen so far.

EDIT 2: Did I mention this mod was awesome? I can't remember.

[img']http://www.loverslab.com/attachment.php?aid=22158

It's awesome BTW.

post-73835-13597882929046_thumb.jpg

post-73835-13597882929374_thumb.jpg

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With this mod and paradise halls there are now two slavery mods on the rise.

Not really sure which one to go for atm as they both seem to aim for pretty much the same things. Slavecamps, sell/buy slaves and etc.

The one thing im missing from the two mods are any plans to kinda have a longtime profit option of the slaves. like sticking the unlucky sods in a brothel.

Anyway a very good idea and i will follow this one closely.

thanks

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Check out the Nexus for "Paradise Halls"... a WORKING Slavery system, loosely based of the Fallout3 system area called 'Paradise Falls'.

The best bit it that is going to be expandable, almost modular.

Only posted within past 7 days, (since 10th/1/13

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Looks great, so happy to see a slavery mod that is focused in what it aims to accomplish.

Can't wait to get this installed ^^

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I can't seem to find the pillory so that I can sell slaves. Am I missing something?

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Thanks for devoting the time to make awesome stuff like this. Just so I don't bloat the thread' date=' would you prefer I PM issues/bugs I find with this and future releases?

ag12: It doesn't matter. I have taken two placeholders at the top of the thread, so you may bloat as you wish. But I'm also always down for a little talk via PM!

Also, I didn't see anything under the "future plans" section, so I'll ask: do you have any plans to give the option for the player to go through the slavery system? I enjoy Sanguine's Debauchery, but something more centralized like this would be fun. I understand the current work load to get this system off the ground would eat up your time in the near future, just wondering if the player-side of things is even something you're considering. Even something as simple as a kidnapping of the player and short stint in a cage (you have plenty of them in the slaver cells, hehe) until they are released (to then become an agent of slavers) would be cool.

ag12: It's planned, but basically at the complete bottom of the list. Therefore I didn't write it in the Future section, since I won't do it for now. There is too much other stuff to do. Will add it though!

Anyways, two other issues I've found:

1. The steel cuffs do not enforce the "hands bound" offset animation, however the iron and rope cuffs do. EDIT: errrr, I spoke to soon. It seems it uses the animation, but doesn't reapply it if broken by the NPC running/falling/etc. The same thing applies to the other cuffs.

ag12: True. I'll be back on that once the next ZaZ has released and I can complete the collection of slaver gear. I'll work on the realism part then. Also: slaves shouldn't be able to run when blindfolded, should they? :P

2. I'm attaching a picture that shows an issue with the rope cuffs mesh. This same issue is not present with the vanilla rope cuffs nor those I'm using from Zaz's pack.

3. NPCs don't path at all in the dungeon. Since you've stated you're this early in the build, it's likely there's no navmesh so I'd almost positive you are already aware of this.

ag12: The Dungeon is not yet done. It is also flagged stating that in the features tab above.

Keep rolling, I'm extremely impressed with what I've seen so far.

EDIT 2: Did I mention this mod was awesome? I can't remember.

Thank you, sir!

With this mod and paradise halls there are now two slavery mods on the rise.

Not really sure which one to go for atm as they both seem to aim for pretty much the same things. Slavecamps' date=' sell/buy slaves and etc.

ag12: Why don't you go for both? Right now this one is about 200% ahead of Paradise Falls, but I guess that is just because he hasn't release the next version. At least I think that S³ is ahead. Since I didn't see PF being able to do anything but the usual wait, follow etc. commands. S³ does have a lot of other stuff already.

The one thing im missing from the two mods are any plans to kinda have a longtime profit option of the slaves. like sticking the unlucky sods in a brothel.

ag12: will add that to the future section. Also I think a mine where you can have your slaves mine gems for you would be great.

Anyway a very good idea and i will follow this one closely.

thanks

Check out the Nexus for "Paradise Halls"... a WORKING Slavery system' date=' loosely based of the Fallout3 system area called 'Paradise Falls'.

The best bit it that is going to be expandable, almost modular.

Only posted within past 7 days, (since 10th/1/13

ag12: I know Paradise Falls. Considering the amount of stuff S³ has and PF hasn't (at least at the moment), I don't see where I can learn something from him at the moment. I'll take a closer look at it as soon as it has some good stuff in it. I know how to do a follower system. What I'd like to see is his way of solving the more complicated things. Which are not implemented in PF yet. There is no slave trade, no runaway system. The whip is pretty awesome, though. But I'm convinced that eventually Zaz will contain working whips like that, too. And then they'll be implemented. Thanks for the hint though! (Or were I too stupid to realize that he has already created more than I thought?) :)

Looks great' date=' so happy to see a slavery mod that is focused in what it aims to accomplish.

Can't wait to get this installed ^^

ag12: Thank you! I hope you enjoy a lot.

I can't seem to find the pillory so that I can sell slaves. Am I missing something?

ag12: Do you have ZaZ installed properly? Check out Requirements in the opening post of this thread. The inspection pillore should be right next to the cage at Kalvar's place. At the wall.

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Hello~it is a great mod!! I love it's ideal.

but when I enslave an NPC, I can talk to her,ask her to follow or to wait, however, when I chose [select] it shows nothing, and when I chose

[special] it only shows [nevermind] nothing else happen!!?

any help? thanks~

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Hello~it is a great mod!! I love it's ideal.

but when I enslave an NPC' date=' I can talk to her,ask her to follow or to wait, however, when I chose [select'] it shows nothing, and when I chose

[special] it only shows [nevermind] nothing else happen!!?

any help? thanks~

ag12: Nothing wrong with that. You use the [select] option prior to e.g. selling a slave. Try selling a slave, it will tell you when to use [select].

Also, the [special] menu right now only features the [hogtie] command, for which to show up you must first purchase the Skillbook "Bondage: Hogtie" from the trader and have two pieces of rope (can be crafted at tanning rack). Enjoy!

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Hello~it is a great mod!! I love it's ideal.

but when I enslave an NPC' date=' I can talk to her,ask her to follow or to wait, however, when I chose [select'] it shows nothing, and when I chose

[special] it only shows [nevermind] nothing else happen!!?

any help? thanks~

ag12: Nothing wrong with that. You use the [select] option prior to e.g. selling a slave. Try selling a slave, it will tell you when to use [select].

Also, the [special] menu right now only features the [hogtie] command, for which to show up you must first purchase the Skillbook "Bondage: Hogtie" from the trader and have two pieces of rope (can be crafted at tanning rack). Enjoy!

Thanks for your answer!!!I will try it right now!!

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I can't seem to find the pillory so that I can sell slaves. Am I missing something?

ag12: Do you have ZaZ installed properly? Check out Requirements in the opening post of this thread. The inspection pillore should be right next to the cage at Kalvar's place. At the wall.

I can't find either. Zaz mod says nothing about Kollaryng or Kalvar's place. Google search nothing appears. Vanilla has no place called so. Am I missing something too?

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I can't find either. Zaz mod says nothing about Kollaryng or Kalvar's place. Google search nothing appears. Vanilla has no place called so. Am I missing something too?

~ ~ ~ Please read the pre-release information carefully! ~ ~ ~

Oh... and read this post. I didn't write it for fun.

To get started' date=' travel to the small village of Morthal and check out the sewers. The entrance is located near the bridge.

Please read the following carefully to avoid stupid questions. You will find the download link at the bottom of this post.[/quote']

2. Slaver base: Kollaryng

  • [*]Slave market

This is also one of the most important features of this mod. The Kollaryng slave market' date=' located deep down in this old nordic ruin, offers both the possibilities to sell your slaves as well as buy slaves from the merchants. Right now it is possible to sell up to three slaves a day. The sold slaves disappear after 24 hours and are then put into a dummy cell, from where different scripts are able to grab them and use them, e.g. to fill the slave market with slaves for sale.[/list']

Seriously, dude. Just read the mod informtion properly and all your questions will be awnsered. *facepalm* ;)

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Ok got around to testing the mod, looks good so far.

Few problems I have run into:

Sometimes they guy you sell the slaves to will get stuck assessing the slave you try to sell him, only happened once to me so far when trying to sell him a thalmar justicar.

The rope cuff and ankle graphics seem to warp and they don't put the actor's hands behind their back. The same thing happens when someone is hogtied, the graphic is warped but the animation works fine. Might be a compatibility issue on my end but I am not using any mods that alter animations or followers aside from the required ones.

Still best slave mod out there, even in pre-release xD

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I have tried your S3 mod when it came out, then uninstalled when it was not updated. I understand your reasoning not to compete with Doc , and I am glad to see you started again since he put his on hold. To be honest, I will be watching both this and PAH to see how they each progress.

I encourage you to keep it up.

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Probably, it's a bug:

I enslave an NPC - bandit, because he's a bad guy. =Р

I used the cart (for travel to Morthal), and after that he ceased to obey the commands and independently removed his cuffs.

It's pretty strange, isn't it? =)

P.S. Sorry, my English is not very good.

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You should place this somewhere in the first post to stop THEM asking stuff.

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Ok got around to testing the mod' date=' looks good so far.

Few problems I have run into:

Sometimes they guy you sell the slaves to will get stuck assessing the slave you try to sell him, only happened once to me so far when trying to sell him a thalmar justicar.

ag12: Ah, then I probably forgot to add lipsync files for the line he says if you bring him a highelf. Will be fixed in next update.

The rope cuff and ankle graphics seem to warp and they don't put the actor's hands behind their back. The same thing happens when someone is hogtied, the graphic is warped but the animation works fine. Might be a compatibility issue on my end but I am not using any mods that alter animations or followers aside from the required ones.

ag12: will work on perfectionizing the gear after the next ZaZ is online.

Still best slave mod out there, even in pre-release xD

ag12: Thank you, sir!

I have tried your S3 mod when it came out' date=' then uninstalled when it was not updated. I understand your reasoning not to compete with Doc , and I am glad to see you started again since he put his on hold. To be honest, I will be watching both this and PAH to see how they each progress.

I encourage you to keep it up.

ag12: Hehe, true, true. Nobody wants to mess with the headslaver. I'll keep it up for sure.

Probably' date=' it's a bug:

I enslave an NPC - bandit, because he's a bad guy. =Р

I used the cart (for travel to Morthal), and after that he ceased to obey the commands and independently removed his cuffs.

ag12: Ah, well, I guess the escape system fired up. I guess I have to find a way for it not to fire on fast-travel. Were you able to enslave the bandit again after that happened? If not, then there is a more serious bug...

It's pretty strange, isn't it? =)

P.S. Sorry, my English is not very good.

ag12: Ah, that doesn't matter at all! :) I'm still happy that you took your time to comment and report issues! It's not that bad, though! ;)

You should place this somewhere in the first post to stop THEM asking stuff.

ag12: Nice one! :D

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I downloaded your mod for testing purpose but after few seconds in game I was forced to deactivate it.

Why?

Because I tried to talk with one of my followers (I use EFF multifollower mod) and I had ONLY the option to enslave it. Well, ok. He's my follower, after all. But, after some dialogues I tried to dismiss him and he, of course, didn't leave and still followed me everywhere.

I think it would be a better idea to have a choice with the first pop-up message box: at least two ----> [enslave] AND [talk].

The "talk" option could lead to start the normal dialogues OR the multifollowers mod's features.

My two cents.

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