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oli3d

[W.I.P] [NPC-Slavery] o3pl-Slavery

33 posts in this topic

Incompatibility alert

Sexlab Dialogues. Your mod will be override by it.

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Incompatibility alert

Sexlab Dialogues. Your mod will be override by it.

 

Thanks. will testing and fix it.

 

Moin

Oli

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Well i satisfied enough with paradise hall, with combination from anothe mod i can capture any npc , make my slave as prostitue, striptease dancer , change her clothes, set her house , whipping my slave, make 2 slave perform gladiator , execute them , etc.


 


the only lack with PH is the ability to sell my slave & buy it again, or some slave market, slave auction.


 


i afraid to try your mod.


but my sugestion is,  can you make your mod as "add on"  for paradise hall ? or at least make it compatible using it together.


i use sexlab & animated prostitution together and found it complement each other


 


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Moin,

I WANT YOU TO TEST SOMTHING!!!!!!1111

or so...

Oki....

Yet another attempt to make a "NPC Slavery System"

For that ->Alpha<-

First: Dialogues are rough and not optimized...

You can enslave a NPC via Dialogue after enslaving you can...

Open da inventory, set a naked outfit etc...

Sell da slave to Lucan(5 Slots)

to that dude in Drunken Huntsman(Whiterun 5 slots)

to that CatPeople carawan leaders(5 Slots per Leader)

or buy them back

for dialogues apperaing make a save/load conbo... i am to lazy to fix it for an alpha

Sell/buy dialogue only apperas if the traders have a slave to sell or buy(may take a second)

price, name is visible in dialogue (random, complex pricing is coming)

you can set an home for your slaves

you can command them to do things(do favor etc)

you can command them to have sex with you

etc...

clothing... aehemmm slaves only can wear Devious/Zaz/Mias labia Exiter for now...

may took some seconds to show after load/cellLoad.(slow algo)

Dependencies: Sexlab for now.

So long

Oli

#And yes ... i am working on dat ZaZ furniture placer too

> Da File: attachicon.gifo3pl-slavery-v001a.7z

 

- would be nice if you can put slave on zaz furniture and then fuck then on it :P

- and would be cool to be able to rename da slave

- and also to hav sex menu in dialogue

- end tell them what they should wear at home, wenn they sleep, etc.

- slaves could also coock and work as whores

and so on ... just few ideas ...

 

if you need a logo for your mod or something like that ask me if you like ... i can help with that.

 

Well i satisfied enough with paradise hall, with combination from anothe mod i can capture any npc , make my slave as prostitue, striptease dancer , change her clothes, set her house , whipping my slave, make 2 slave perform gladiator , execute them , etc.

 

all those functions are cool but i whish them all in a single esp :)

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the only lack with PH is the ability to sell my slave & buy it again, or some slave market, slave auction.

 

FWIW, PAH does have the slave trader camp at Fellglow.

 

Some of the other mods on the Nexus work OK too.  This one is useful, as long as you fix the traders' money amounts

 

http://www.nexusmods.com/skyrim/mods/32865/?

 

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I used and got Family Feud to run on my game.  It didn't seem to have full functionality.  I could not get into the house.  How do you fix the trader's money amounts?  I did trade with someone dad I think that was under the roof of the hut.  I liked the colored collars.


 


Thanks for any information you can provide.  I am working on the redone Slaverun mod and would like to add Family Feud if I can get it to work.


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I used and got Family Feud to run on my game.  It didn't seem to have full functionality.  I could not get into the house.  How do you fix the trader's money amounts?  I did trade with someone dad I think that was under the roof of the hut.  I liked the colored collars.

 

Thanks for any information you can provide.  I am working on the redone Slaverun mod and would like to add Family Feud if I can get it to work.

 

Hope this helps :)

 

The full 'money fix' discussion can be found here:

 

http://www.nexusmods.com/skyrim/mods/32865/?tab=4&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fcomments%2F%3Fmod_id%3D32865%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D933879&pUp=1

 

In particular (and as I wrote it, I feel no shame in copying it LOL):

 

'OK dokey, here's a possible fix for this mod's vendors maybe not paying you for items you want to sell them, for anyone who has this problem and feels any urgent need to sort it themselves. 

Tools needed: TES5Edit. I use Mod Organizer, with TES5Edit run from within that, but if you use NMM, I think you just run it straight

The problem seems to be that the mod's merchants have too much gold. As stated in another comment above, there is a vanilla game bug that occurs where merchants hold > approx 32000. They will take your items and not give you any money. But as this mod's vendors start with 40000, there is a reasonable chance that this will happen to you, as it did to me

My understanding as to why this mod's merchants have so much gold - which may not be an absolutely technically correct description :-) - is that they seem to 'share' a game 'vendor' 'Container' which holds their wares, ie what they have to sell, and how much money they have to trade with. Within those 'wares' are, in this mod at least, something called 'VendorGoldMisc'. This seems to set the gold they have to start

Reading elsewhere, the standard value of gold held by merchants is 2000. This 'recycles' periodically, ie if they have only 1500 left at the end of a day, the next day, or after some other length of the periodic cycle, their gold in hand resets and starts again at 2000. 

Once you open up this mod's .esp with TES5Edit, you will see, when you expand the 'Container' heading, the vendor Container details. In the 'Items' list, second entry, you can see 'VendorGoldMisc', and its 'Count' is set at 20. This would seem to explain why the mod's merchants have 40044 when you meet them, ie they have the standard sum of 2000 x 20 (no idea where the odd 44 on top of that comes from) - certainly En'Larc at FellGlow does. 

If you use TES5Edit to CHANGE the 'Count' value 20 to 10, as I have done, next time you meet him, lo and behold, he has 20044, ie the standard sum of 2000 x 10, still plus that odd 44. What's even better, though, is that he will then give you money for everything that you sell to him!! I have also checked the recycle time by repeating a 24 hour in-game 'wait', and his cash level goes back to the starting 20044 every second day

I CANNOT GUARANTEE that changing this will NOT do anything else, somewhere else, or outside of this mod, to your game. So trying this is at your own risk. But at least it seems to fix this issue, to the extent that this part of the mod is now playable OK. TES5Edit shows no incompatibilities with other mods, and MO shows this mod as not overwriting any other mods, so hopefully it shouldn't screw up anything else, but you never know.....

Hope that helps, and that the mod author doesn't take umbrage with me for posting this! Anyway, he can always delete my scribblings if he doesn't like them/thinks they're wrong/they becomes superfluous should he post a fixed file :-)

EDIT I have now also visited the merchant at the mod's Whiterun Farm, and his cash in hand is also at the reduced 20000 or so mark. Again there is a small additional amount over and above that, which may possibly be incremental as the amount resets, but even if that is so it will take a long in-game time before the cash in hand ever gets to the 32000 mark'

 

PS:  If you can't get some of the rest of the mod to work - the mod author implies on the Nexus description that some bits may not - you should try asking him there, if he's still about.  I found him to be very helpful, something that should be fairly apparent from his contributions to the above. 

 

Best of luck on the Slaverun redo.  The original was quite interesting but a bit deadly in its implementation.  If I had seen that 'return to Zaid'(?) message once more I would have screamed.  There are good comments on the update's thread, and if you can properly kill the original version's potential capacity to kill your game, insofar as it seemed to have an awful lot of ways of trying to do that, great! - and I'll put it back in my load order at the next relevant gamestyle playthrough

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I appreciate the information and am going to try to run the mod again.  One of the best comments you make is to ask the mod author.  I have gotten better at running mods and can now provide the logs and information to help an author with the problems.  It should be said that there were a lot of version and problems mentioned at the time and I did get over eager in trying to get the mods to work.  To be sure PAH has always been and continues to be a great mod.  Thanks again for the help.


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