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Enslaving mod
      #2716977 - 06/22/04 02:19 PM

Ok, I've searched the forum for references to a mod similar to what I'm looking for with no result, so I'm making a new thread. I've got two questions to ask here, and maybe more to follow.

First, does there currently exist any mod that allows you to take NPCs as slaves, giving you options with the enslaved such as follow/stay, report health, companion share, etc.?

And second, after seeing Cortex's amazing Vampire Embrace mod, I'm absolutely sure this is possible. So how much work would be involved in making such a mod? I'm afraid I'm a complete scripting newbie, so if I wanted to make what I have in mind here, I'd have to learn things as I go. Or, um, maybe copy heavily from Cortex. With permission, of course.

By the way, my general idea for a new mod is a Telvanni slaver group, not a real joinable faction, but people for whom you can do quests and in return they teach the obscure art of 'mageslaving.' --the use of magic to dominate the mind of the intended victim. . . either by a true spell or by an enchanted object (and I realize these would have to be some kind of scripted spells to achieve a permanent effect).

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Danoogle
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Re: Enslaving mod [Re: ]
      #2716988 - 06/22/04 02:25 PM

you can buy slaves somewhere i think in the game. one of the islands to the east of morrowind maybe Tel Mora or summink.
download the "Companion Share" mod. i think its on summit. You can even make ur slaves do a Lil dance for u!
i think theres also a mod which adds a slave market to suran?
i think
not very good at being specific really....

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Ronin49
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Re: Enslaving mod [Re: ]
      #2716993 - 06/22/04 02:27 PM

Try Dracandro's Voice and Give Your Orders. Or make slaves in CM Partner's mod?

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shannon_
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Re: Enslaving mod [Re: ]
      #2717021 - 06/22/04 02:37 PM

It's really not hard to make a function like this. I am a scripting novice, and I did it. My next HellHouse mod will have a taking prisoners feature. You can either make them your slave, or kill them and ressurect them as zombies. The script involved is quite simple.

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Re: Enslaving mod [Re: ]
      #2717078 - 06/22/04 03:07 PM

And actually, I think it may be yet easier. I just remembered that the Vampire Embrace mod allows you to use the dialogue system to persuade people to either allow you to drink their blood or embrace them. I could use the same idea here, maybe using a form of mind control that allows you to 'talk' them into being slaves. Insidious, isn't it?

My original idea was to allow different types of slaves based on how you took them. The 'convinced' slaves you basically altered their minds to WANT to be slaves. Then have intimidated slaves who follow your will because of what you might do to them if they don't (and I don't deny both ideas are inspired from Cortex's mod).

Looks like the hardest part will be learning the ins and outs of adding the follow/stay stuff and companion share. It looks like he had to do some tricky work to get companion share to work this way in Vampire Embrace.

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Re: Enslaving mod [Re: ]
      #2717199 - 06/22/04 03:59 PM

Nevena's Twin Lamps and Slave Hunters has this, IIRC.

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shannon_
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Re: Enslaving mod [Re: ]
      #2717392 - 06/22/04 04:31 PM

Quote:

And actually, I think it may be yet easier. I just remembered that the Vampire Embrace mod allows you to use the dialogue system to persuade people to either allow you to drink their blood or embrace them. I could use the same idea here, maybe using a form of mind control that allows you to 'talk' them into being slaves. Insidious, isn't it?

My original idea was to allow different types of slaves based on how you took them. The 'convinced' slaves you basically altered their minds to WANT to be slaves. Then have intimidated slaves who follow your will because of what you might do to them if they don't (and I don't deny both ideas are inspired from Cortex's mod).

Looks like the hardest part will be learning the ins and outs of adding the follow/stay stuff and companion share. It looks like he had to do some tricky work to get companion share to work this way in Vampire Embrace.




That's exactly how mine works. When you bring up a certain topic, a copy of Grumpy's companion script starts. It's not hard at all to make companions when using that as a template.

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Re: Enslaving mod [Re: ]
      #2717539 - 06/22/04 05:19 PM

'Ex-Slaves and Partners' by Nevena, 'Slave Upgrade' by Randall Degges XBOXMAN and 'Slave Upgrades' by Claviarm, Summit.

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Re: Enslaving mod [Re: ]
      #2719535 - 06/23/04 06:28 AM

You know vampire embrace 1.9 can make slaves out of people (but only if you are a vamp)

Making someone follow you is very easy.
Its just aifollow player 0 0 0 0

The hard part is marking an npc that you have previously enslaved so he knows he is a slave and can have dialog options only for those people that you have enslaved.

While its possible to mark them by altering things in the npc (like level, the ai settings, reputation etc) that is not a good idea as other mods may alter these and they have a game effect. Also identical copies of the npc that you havnt yet met will get your change which can be very bad.

What i do is add a book to their inventory eg my victims have the book emb_memitem_myvictim which is the victims journal.
I have a little routine that prevents the player trying to cheat by putting these on other people by exchangeing them with dummy books if the player gets hold of them.

Another way of marking npc's is to use spells, but the problem with that is autocalc npc's will forget it after 3 days in a different cell from you. Also spells are no good for generic npc's as they apply to all instances of an npc id.

You cannot read spells or items on npc's from dialog conditions but you can launch scripts from dialog to read them (or read them in the results box) and set globol variables which then give access to the actual dialog options.

Vampire embrace may be a bit overly complicated for that as i do it from what i call pregreetings since i needed them for other things.

In a much simpler (personal unrelesed mod) what i do is simply have a topic on everybody, that the first line they see stores the getitemcount in a globol variable and has choice options that depending on the globol variable these choice lines will make them obey you or say "why are you telling me to do things, im not your slave".

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Re: Enslaving mod [Re: ]
      #2749725 - 06/30/04 07:03 PM

Ahhh, I wondered about those books in Vampire Embrace. I think I goofed off once and killed one of my slaves to see what would happen and I found the book. I thought it was just an afterthought to add a bit of depth to the slave-master relationship. I never thought they had an actual function.

Maybe I could follow a similar path and add a little miscelaneous item like that to make them remember who their master is. . . yup, definitely need to learn some scripting.

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Ordinator123
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Re: Enslaving mod [Re: ]
      #2749735 - 06/30/04 07:07 PM

Who needs companion share when you can kill the guy and steal his stuff. You might even get your level up...cant do that with slaves lol

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Mahatma_Dandee
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Re: Enslaving mod [Re: Ordinator123]
      #2750511 - 06/30/04 11:19 PM

Quote:

Who needs companion share when you can kill the guy and steal his stuff. You might even get your level up...cant do that with slaves lol




Actually, reading farmer mod thread I though that it would be more pro MW lore, not only to buy slaves, but to make slaves e.g. from these captures found in smuggler's caves or to make slaves from bandits (muggers mod; hostile attackers; rouges and ambushes). The option could be similar to Wakim's Flee mod, but instead of running from you the baddy would get captured. In this you could also capture animals, however, personally I am against animal mistreating . I am a little fed up of all this political corectness: slaves must be free etc. If you can be a cruel vampire, controling people, and this is ok, why not to be a cruel slave keeper? . This would go smoothly with MW economics. Where is a freedom of choise?. I am RPG veteran, and I mostly played good guys, now is time to change

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ecchisoul
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Re: Enslaving mod [Re: Mahatma_Dandee]
      #2976723 - 08/27/04 06:13 PM

I was curious about the whole slave thing myself, and for me, the Suran Slave Market mod is ideal, save for the fact there's only like, what, 16-18 slaves to purchase, and for each gender/race, only one model. (Some better dialogue would be fairly nice as well). I already have a perfect place to live and tons of treasures, just my character needs a nice varied harem to come home to.

Actually, if the quick character creation mod could some how be melded with the Suran Slave Market mod, that would basically be perfect (in other words, specify your slave down to the smallest detail then purchase).

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Edited by ecchisoul (08/27/04 06:39 PM)

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ecchisoul
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Re: Enslaving mod [Re: ecchisoul]
      #2977013 - 08/27/04 07:31 PM

Would I be out of line to request a mod such as the one described above?

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Re: Enslaving mod [Re: ecchisoul]
      #2977129 - 08/27/04 08:13 PM

Quote:

Actually, if the quick character creation mod could some how be melded with the Suran Slave Market mod, that would basically be perfect (in other words, specify your slave down to the smallest detail then purchase).




Actually, that is one of the best ideas on the topic of a slaving mod I've heard/seen ever. That would be so... well, so wicked (and in every sense of the word too). If someone could do that it would be awesome.

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ecchisoul
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Re: Enslaving mod [Re: ]
      #2977817 - 08/28/04 12:14 AM

Hmmmmm .... well, I'm going to take a flying leap here .... anyone know the email addies of the respective makers of the two aforementioned mods? I want to see if I can possibly gain their permission to attempt to work the two mods together, on my own.

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Re: Enslaving mod [Re: ecchisoul]
      #2977941 - 08/28/04 12:51 AM

If the command to make an NPC follow is aifollow player 0 0 0 0

What are the commands to make the npc Wander and stand still?

As for the Emaill addies, they may be in the mod's readme. It is customary to place one there.

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ecchisoul
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Re: Enslaving mod [Re: Gold_Dragon]
      #2979301 - 08/28/04 01:08 PM

Well it may not be possible anyway ... at least not for me ... I was looking over scripting tutorials, and the final result would have to be like a summoning spell ... but to create a summoning spell that specific, if i'm reading it right, you'd literally have to make a different "spell" for each and every last possibility, unless you wanted the stats randomly generated, and even then, it'd still take awhile to create the scripts.

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