Great mod Layam,
Regarding the slavers camp,
I would like to suggest a Hammerfell slavers caravan, similar to the khajiit caravans.
I use the coliseum mod to spawn my own gladiatorial games, so the ability to drag my slaves to the arena to fight would be nice. The fighting collar would probably take care of this.
Feature requests
Started by
layam
, Jan 14 2013 12:22 PM
100 replies to this topic
#11
Posted 24 January 2013 - 01:35 PM
#12
Posted 24 January 2013 - 10:08 PM
I just wanted to ask if it could be possible to let the player change the slaves names. Like if you enchant a weapon and rename it, just for your human belongings.
It would be great if there was a way to actually get this to work, because I find it a bit boring if I got 5 slaves who are all called "Bandit Plunderer".
Would be more diversified.
It would be great if there was a way to actually get this to work, because I find it a bit boring if I got 5 slaves who are all called "Bandit Plunderer".
Would be more diversified.
#13
Posted 25 January 2013 - 10:20 AM
warning : my English may be weird at times, but it's not my mother tongue.
I agree with JackDarj, changing their names would be a must. I was thinking of this yesterday while hunting
For your training feature, there could be many uses :
1) Even if I would not have a use for this, having plenty followers already, for combat of course, with specializing : spellsword, battlemage, archer...
2) for collecting resources : mining, hunting (for pelts and meat), collecting alchemy ingredients, farmers (for fresh veggies !).
3) crafting (like the new additions to existing court mages and smiths in economics of skyrim) : smith, alchemist, enchanter, cook...
4) regular jobs : barkeeper, shopkeeper (they sell what you give them), city guards (requiring combat training) .
5) underground jobs : thief, hookers, fencers, pit/arena fighters...
For the combat and crafting jobs, make them do better jobs with paid training (to have them gain perks and/or mastery in, say one-hand or smithing), with increasing costs, making you hunt for slaves to sell all the more ! For the others, randomizing their output with a formula based on their mastering.
Lets say you can train someone to be a(n) novice/apprentice/adept/expert/master shopkeeper, with increasing cost and unavailability of the slave in training (in ingame hours) to learn their trade. Each time, their speechcraft will increase, so they will sell with higher price, and much rate of success the goods you give them.
Well, pretty complicated stuff, but it's my 2 cents
But with Tundra Defense, it could let you could build a real slave village, populated with your trained slaves.
Still trying to figure out other things that would be cool to see implemented.
Thx for the mod. Keep up the good work.
I agree with JackDarj, changing their names would be a must. I was thinking of this yesterday while hunting
For your training feature, there could be many uses :
1) Even if I would not have a use for this, having plenty followers already, for combat of course, with specializing : spellsword, battlemage, archer...
2) for collecting resources : mining, hunting (for pelts and meat), collecting alchemy ingredients, farmers (for fresh veggies !).
3) crafting (like the new additions to existing court mages and smiths in economics of skyrim) : smith, alchemist, enchanter, cook...
4) regular jobs : barkeeper, shopkeeper (they sell what you give them), city guards (requiring combat training) .
5) underground jobs : thief, hookers, fencers, pit/arena fighters...
For the combat and crafting jobs, make them do better jobs with paid training (to have them gain perks and/or mastery in, say one-hand or smithing), with increasing costs, making you hunt for slaves to sell all the more ! For the others, randomizing their output with a formula based on their mastering.
Lets say you can train someone to be a(n) novice/apprentice/adept/expert/master shopkeeper, with increasing cost and unavailability of the slave in training (in ingame hours) to learn their trade. Each time, their speechcraft will increase, so they will sell with higher price, and much rate of success the goods you give them.
Well, pretty complicated stuff, but it's my 2 cents
But with Tundra Defense, it could let you could build a real slave village, populated with your trained slaves.
Still trying to figure out other things that would be cool to see implemented.
Thx for the mod. Keep up the good work.
Edited by ranalune, 25 January 2013 - 11:21 AM.
#14
Posted 26 January 2013 - 06:20 PM
When I read ranalunes suggestions I stumbled upon "hookers" and this remindet me of the Animated Prostitution Mod. Maybe you could kind of merge it together with the other guy. Not literally but maybe you could build some features into the Mod, like being able to pimp your slaves as hookers for money or having them obeing you totally in that manner.
Just another idea
Just another idea
#15
Posted 31 January 2013 - 02:36 AM
I like what your doing here I saw your Requests and I would like to also throw my Vote towards being able to assign Slaves to say stay in a mine and collect ore and also like be able to send them out to collect nearby herbs and the such maybe order them to loot the cell once you have cleared a dungeon Like after you have murdered everything inside be able to send them in to loot
I would be happy with them doing some kind of labor but if the loot things to difficult just ignore that request I am sure scripting this isn't easy by any means
What about fishing just tasks where they can work or gather resources from say hearthfire
thanks for filling this need in the modding community
sorry for posting this in the wrong spot the first time
Edited by syrus21, 02 February 2013 - 03:58 AM.
#16
Posted 31 January 2013 - 06:39 PM
it would be great if you could become a slave yourself- maybe in a quest where you get enslaved(maybe while sleeping in a bed) and you have to escape. of course you have to do some things for you master before or it would be just a normal quest
#17
Posted 01 February 2013 - 08:02 PM
Can you add an option to not slave a NPC, but make the said NPC follow you ?
Like you give 300 gold to a NPC and he follow you for some time.
Like you give 300 gold to a NPC and he follow you for some time.
#18
Posted 02 February 2013 - 03:57 AM
@Dorakz Theirs a mod on here for that called mercenary some thing this is a slavers mod
#19
Posted 06 February 2013 - 12:55 AM
The Lovers Lab site has a decent ongoing series of things like restraints/binding items, animations, poses etc. You should pop over and have a look if you want to integrate some more stuff.
Edited by GraveGuard, 06 February 2013 - 12:55 AM.
#20
Posted 07 February 2013 - 02:34 PM
These are by no means angry complaints about your awesome mod. I have submitted a few requests before, and fully understand that these things take longer than 5 seconds to consider, code, and implement. <img src='http://forums.nexusm..._DIR#>/wink.gif' class='bbc_emoticon' alt='
' /> Unfortunately this time, my suggestions all lean towards negative comments. Apologies ahead of time. These mostly pertain to your recent updates.
More often then not, Lydia has flat-out obliterated a person I was trying to catch. Might there be a way to prevent any followers from killing someone you've struck with a whip or something along those lines?
It doesn't make sense to me that the slaves are able to report every crime you commit in their presence. That collar was said to bind them to you in the first place, so they should not be allowed to act against your interests (not too much anyways, a little defiance gives more character). Not to mention, if no guards are around, how would they get away from you to be able to report you to the authorities?
Also, if you grab a hold-identified person, you accrue a 1000 bounty, but can only trade them in for 200? Even before you factor in material costs for collars, this seems somehow off balance to me. Hopefully this will be offset by future updates where you mentioned something about training slaves. Maybe they could be worth more, or something. Or maybe I'll just have to start exchanging all my random encounters for slave catching.
I seriously hope you make the player-as-a-slave request I keep seeing an optional thing. I certainly respect that this is the perfect cup of tea for some players, and that they may actually prefer being the slave. Other users might think of it as an acceptable risk for becoming a slaver as this would add immersion. Unfortunately I'm not either of those types, and may end up losing interest in the mod if it's completely unavoidable.
This next one might be really tough to implement, but I'd like to request it none-the-less...
EDIT: Nevermind. I decided to bite the crossbow bolt and try the update without deactivating all the other mods. It worked like a charm. Didn't lose any slaves, items, etc. The rest of this post is no longer necessary, but I think I'l leave it at least quotable for other folks just in case.
Could you figure out a way to to allow mod upgrades that don't require me to deactivate all of my 50+ mods I use. Many of these mods include items that I carry on my person, and losing them is actually more of an issue than losing my slaves.
I have one slave one slave in particular that I caught first, and RP-wise they are now the 'good' slave who manages the rest of the slaves I own. I don't really want to lose them, and they won't be all that easy to go recapture.
I'm wondering, if there's a way to include a "quest complete" dialog that activates a new (identical) quest upon update. Sort of like when you complete "Find Golden Claw" and it changes to "Find the Secret of Bleakfalls Barrow". Only instead, do something like completing "Acquire Master" and get the next branch of the quest "Acquire Master Again".
As an example (using your version numbers for visual purposes only):
You might be able to have the slaves become members of "Paradise Halls Player v.0.5.2" with the quest goal of "Become member of Paradise Halls Player v.0.5.3 or better".
I'm trying to give suggestions based on my limited understanding of how some mods (yours in particular) work. I'm by NO means a modder, and my understanding of the mechanics may be completely wrong, but hopefully it's something you can consider.
More often then not, Lydia has flat-out obliterated a person I was trying to catch. Might there be a way to prevent any followers from killing someone you've struck with a whip or something along those lines?
It doesn't make sense to me that the slaves are able to report every crime you commit in their presence. That collar was said to bind them to you in the first place, so they should not be allowed to act against your interests (not too much anyways, a little defiance gives more character). Not to mention, if no guards are around, how would they get away from you to be able to report you to the authorities?
Also, if you grab a hold-identified person, you accrue a 1000 bounty, but can only trade them in for 200? Even before you factor in material costs for collars, this seems somehow off balance to me. Hopefully this will be offset by future updates where you mentioned something about training slaves. Maybe they could be worth more, or something. Or maybe I'll just have to start exchanging all my random encounters for slave catching.
I seriously hope you make the player-as-a-slave request I keep seeing an optional thing. I certainly respect that this is the perfect cup of tea for some players, and that they may actually prefer being the slave. Other users might think of it as an acceptable risk for becoming a slaver as this would add immersion. Unfortunately I'm not either of those types, and may end up losing interest in the mod if it's completely unavoidable.
This next one might be really tough to implement, but I'd like to request it none-the-less...
EDIT: Nevermind. I decided to bite the crossbow bolt and try the update without deactivating all the other mods. It worked like a charm. Didn't lose any slaves, items, etc. The rest of this post is no longer necessary, but I think I'l leave it at least quotable for other folks just in case.
I have one slave one slave in particular that I caught first, and RP-wise they are now the 'good' slave who manages the rest of the slaves I own. I don't really want to lose them, and they won't be all that easy to go recapture.
I'm wondering, if there's a way to include a "quest complete" dialog that activates a new (identical) quest upon update. Sort of like when you complete "Find Golden Claw" and it changes to "Find the Secret of Bleakfalls Barrow". Only instead, do something like completing "Acquire Master" and get the next branch of the quest "Acquire Master Again".
As an example (using your version numbers for visual purposes only):
You might be able to have the slaves become members of "Paradise Halls Player v.0.5.2" with the quest goal of "Become member of Paradise Halls Player v.0.5.3 or better".
I'm trying to give suggestions based on my limited understanding of how some mods (yours in particular) work. I'm by NO means a modder, and my understanding of the mechanics may be completely wrong, but hopefully it's something you can consider.
Edited by 1wolffan, 13 February 2013 - 01:32 PM.



Sign In
Create Account
Back to top








