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Sounds like a pretty cool mod! I'm looking forward to the development :D


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Tired of getting captured by random bandits only to spend your imprisonment walking between the nearest ore node and the road? 

 

Yes, yes I am!  ;)

 

Very much looking forward to how this turns out. This kind of content is exactly what I'd love to see for slavery mods.

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Sound like fun, time to bug test!


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so what can it do as of now not hooked up to Defeat, Submit or Sanguine's Debauchery?


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Found cage (slides on sunglasses) bug test complete. YEEEEAAAAHHHHH!


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so what can it do as of now not hooked up to Defeat, Submit or Sanguine's Debauchery?

As per description, there's an empty cage down the road past the dawnguard cave entrance. You can see this fine example of cagemaking with your own eyes!

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Does the cage come with a lock and steel made by Eorlund the great himself on the Skyforge?


Because i dont trust cages by those other blacksmiths. Even less if created by Imperial scum like Alvor.


 


Also i like the sound of this mod, i shall be watching thine progress on this.


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There are now slaves in the cage. Moving right along!


 


Time to learn how to do the hard part.


 


Thanks for the kind words. :)


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There are now slaves in the cage. Moving right along!

 

Time to learn how to do the hard part.

 

Thanks for the kind words. :)

The good news is, the cage is still there, now has a working lock, and there are two prisoners in it - clearly, progress!

 

The bad news is, for some reason the guy prisoner's head is drastically distinct in color from his body - I'm using SOS for male body and didn't have that problem anywhere else.

 

Another bad news is, when some random Dunmer guy stumbled along and wanted to attack me, the girl prisoner ran away through the locked cage, so clearly it's not as sturdy as it looks like.

 

And the final bad news is, fast traveling to the cage through the map marker lands you in the cage, which doesn't seem very inviting.

 

I wish I could give you some solid pointers as to how to rectify those issues, but alas, I can barely set up Skyrim to run mods, and have no clue whatsoever as to making them. Hopefully, between the tons of tutorials and all the great and savvy users on this board, you'll be able to figure it out.

 

Keep up the good work!

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Ahahaha! Okay, no linking the map marker directly to the cage. Lesson learned. I'll have to figure out the easy escape thing.

As for the guy, he's clearly got a vitamin deficiency. The slavers don't feed them properly. ;)

Really, though, I just used the generic bodies the Creation Kit supplies. I have SOS too, but I didn't take a close look. I'll have to check on that too.

Thanks for the updates. In case anyone wonders why I uploaded this before there's really any sort of actual mod, it was more so I'd be able to dl the latest version to whichever computer I happened to be working on at the time. Still, I appreciate the feedback very much.

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The problem with the faces is a problem with the CK where any created NPC will have a blue-ish head. I remember reading of a fix somewhere, but I don't remember where.


 


and I'm very eager to see that! honestly what really is missing in SD is some sort of development other than just serving and maybe escaping


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Looking forward to when this will be linked with other mods, namely SD+.


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and I'm very eager to see that! honestly what really is missing in SD is some sort of development other than just serving and maybe escaping

Yes, something to do while enslaved will be much welcome. Current SD is like a framework with little actual content that'd keep me engaged. I long for something akin to Oblivion's Slave Encounters and the quite elaborate quests it had.

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On the other hand, I understand perfectly what Skyrimll is trying to do with SD+. You absolutely NEED a working framework before making encounters. Look at Playerslave for Oblivion: it started as a single capture quest, buggy as hell, and then it died. Then Ichabod took it back and made the encounters using the framework. I just wish the original encounter would have been kept


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On the other hand, I understand perfectly what Skyrimll is trying to do with SD+. You absolutely NEED a working framework before making encounters. Look at Playerslave for Oblivion: it started as a single capture quest, buggy as hell, and then it died. Then Ichabod took it back and made the encounters using the framework. I just wish the original encounter would have been kept

Certainly, you can't build a house without a strong foundation, and I have nothing but respect for Skyrimll and the hard work he's putting into making it happen. I understand how important this phase is for proper future development, even though the current state of affairs is less than pleasing to me as a consumer.

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See that'S exactly why I love LL. Go on any other forums and it'S like "this guy sucks, he can'T even make a full mod before releasing it" and here it's so constructive, so supportive...


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to fix Mr greyface


 


Select the character in the CC and hit cntrl+f4. Also make sure that the character gen face thingy isn't checked before you do this.


 


I started using the CC two days ago myself... and have run into this problem... lol


 


I love the whole marched off to an auction thing, been waiting for someone to give it a shot.


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to fix Mr greyface

 

Select the character in the CC and hit cntrl+f4. Also make sure that the character gen face thingy isn't checked before you do this.

 

I started using the CC two days ago myself... and have run into this problem... lol

 

I love the whole marched off to an auction thing, been waiting for someone to give it a shot.

 

And once you have done the CTRL+F4 thing, don't forget to package the files located under :

 

meshes/actor/character/Facegen/..../your-mod-name.esp/

and

textures/actor/character/Facegen/..../your-mod-name.esp/

 

I was thinking of building a mod as a companion to SD+ to add more of a slavery background flavor.

 

Things like runaway slaves still in chains, slave pens, slavers, etc

 

Sounds like this mod could be just that.

 

Once you get further along, let me know what I can do to make SD+ compatible.

The current plan is to add commands via StorageUtil to trigger enslavement by an NPC or release from enslavement.

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Look intrresting!


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I will continue to follow this mod, I have one question as of now. Can you player be enslaved yet or not?


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I will continue to follow this mod, I have one question as of now. Can you player be enslaved yet or not?

 

You can be enslaved by SD Enhanced mod, as I understand it this mod is to flesh out what happens to you while enslaved.

 

Which is a great idea :) although if you are being sold to other NPC's does this mean you will lose your gear? (remember reading a warning on the old SD page about that potentially happening if the NPC that originally enslaved you despawned)

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I will continue to follow this mod, I have one question as of now. Can you player be enslaved yet or not?

Nope. Frankly, no reason to download the mod at this stage. But follow it, I have a good feeling about this one!

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I will continue to follow this mod, I have one question as of now. Can you player be enslaved yet or not?

Nope. Frankly, no reason to download the mod at this stage. But follow it, I have a good feeling about this one!

Correct, this mod doesn't do anything yet. Soon, though! "Soon" being defined as "once I have learned the basics of Papyrus". Fortunately, it seems a fairly standard language so far.

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I will continue to follow this mod, I have one question as of now. Can you player be enslaved yet or not?

You can be enslaved by SD Enhanced mod, as I understand it this mod is to flesh out what happens to you while enslaved.

Which is a great idea :) although if you are being sold to other NPC's does this mean you will lose your gear? (remember reading a warning on the old SD page about that potentially happening if the NPC that originally enslaved you despawned)

Good question. Since it is meant to work off of SD, the limited removal function will hopefully apply (although that doesn't always work completely right). I might have to work our some similar thing if I can get this to work with Submit/Defeat. Non-essential objects are another question I'll have to decide on. After all, in reality all that stuff would almost certainly be lost forever in this situation. On the other hand, it would suck to lose nice armor/weapons/etc that you've worked hard to get.

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