[ gameplay for substance - roleplay for immersion ] - Current thoughts and ideas ~ a WIP open development rant
- Freed surprised servants that stayed with the player could become retainers at loyalty level "devoted". - A system to train guars further. A regional dependent travel system ( only when the guar is following.. to simulate the player actually riding it ). - More creatures your surprise servants can catch - A leveling system overhaul - option to conscript surprise servants instead of claiming them
My mod itself requires only GOTY and the original Fligg's Slave mod 1.3.esp but may in the future lose its dependency on Fliggerty's mod and become what it known in software development circles as a fork - rebranding a re-release if deemed necessary due to increased sensitivity around the word "slave" in a video game medium in post-Millennial generations. Maybe we should call it "Surprise Servant Mod".
Great mod, makes Fligg's commands actually useable without having to go through GUI hell every time you need your slave to do something. I also find it funny that you can actually get them addicted to drugs, lol. Sadly though it does not seem to work with the slaves from Von Slave Market, who now have no movement commands.
The whole slaves warping to you thing really really sucks. (On multiple levels) Personally I know Morrowind's pathfinding is total garbage but honestly with the way the warping is currently implemented you can load your slave with infinite things and even though they can't walk due to encumbrance they just "Warp" to you. (Extraordinarily exploitable. But also patchable through code by checking encumbrance.)
As far as lore and RP goes, you wouldn't drag a slave into all places as you yourself are levitating, slow falling, water breathing, and jump fortifying yourself into places not generally accessible for most. Most happens to include whatever rando slave you have.
Due to these issues I would suggest adding a toggle-able setting for the warp feature so that it may be turned on or off. It would bring great polish and value to this mod. Ultimately I don care what you do personally tho, just went into the script and removed the warping manually myself, as I prefer to have my slaves/companions not be able to keep up with me if I pop an icarian flight and jump half way across the island. Though most of your subscribers and fanbase are not gonna be able to do that with ease. Also losing slaves/companions and tracking them down happens to fall under the category of "emergent gameplay". Something Morrowind is legendary for.
Would love to see this mod "Forked" as you chose to term it and expanded on allot! Possibly with "trainable" slaves and a few more "Tasks" you can give em. Perhaps setting it up in a way that lets you use them around the player homes earned from the houses. The delicate flowers can go eat some boiled netch leather for what it matters. This is a fantasy game that takes place in a medieval-ish setting, slaves are a thing that exist. They can get over it or go play one of the great games their generation spawned... You know like... Uhh yeah, that one game. Has the dude who does the non offensive things.
If you ever need any help with models or animations and stuff feel free to pester me, I can't guarantee I will respond in a timely fashion but do know a bit about modeling animating and scripting in morrowind specifically. I just don't share any of my work publicly because the marching morons don't deserve it, and I don't like people.
Hey, found your mod and thought it looked fantastic.
Got a question though, are there any other requirements besides GOTY and the original Flig Save 1.3 esp? Currently running base GOTY game with latest MGE XE and MWSE 2.1. I get an error at start up about missing masters when running with just GOTY, original slave mod, and your addon. No error when running original addon.
Main problem so far is talking to the slaves at cave in Seyda Neen after "recruiting" them. If option to have them follow me as slaves is chosen, their dialogue won't show up after closing initial dialogue box. Otherwise freeing them or just speaking with them works fine. Giving remote order when weapon drawn has them not following selected order as well. Option key grabbed before and after speaking with them while testing.
I'm running the game on the OpenMW engine and made my mod compatible with it. My mod itself requires only GOTY and the original Fligg's Slave mod 1.3.esp but may in the future lose its dependency on Fliggerty's mod and become what it known in software development circles as a fork - rebranding a re-release if deemed necessary. Normal load order dependencies still apply by loading my mod directly after the original one.
There is a bug report below that suggest they may be script syntax issues running my slaveScriptFunction on a non-OpenMW machine since the last few updates. While the lack of this error on your part suggest an increased probability of fallacy I'm still looking into it.
"If option to have them follow me as slaves is chosen, their dialogue won't show up after closing initial dialogue box."
You probably mean the dialogue option "claim slave". - as far movement directions goes there is no dialogue since the implementation of the QAM system. - The other interactions are "- slave care" and "- slave commands". As well as the newly added interaction "- slave chores".
Oh, well I'm missing them all actually. After selecting the claim slave option when initially deciding whether to free or claim, after closing out the dialogue menu with said NPC, dialogue menu then refuses to reopen. Clicking talk/activate on claimed slave has no effect afterwards. Like I'm attempting dialogue with the lighthouse, as it were.
Talking to claimed slave with weapon raised shows the given QAM options, but none work.
Dug further into troubleshooting the issue, and running mod under OpenMW works perfectly out the gate.
Sidenote: I honestly thought it was a fork at first just looking through the initial screenshots and whatnot. I think it would do well as it's own thing, let you make it more your own in addition to breathing new life into an old classic.
Hopped back to this mod to see if there were any progress on a fix and saw this. The dialogue box not reopening after closing it initially happened to me as well. I could pull up the QAM menu, but none of the commands did anything. Only difference is that I got a couple error messages when opening the additional dialogue.
I think I know the issue with the missing master, you have the one master executable labelled as "MORROWIND.exe" when it should be "Morrowind.exe". This may be the issue and why a lot of mods may not have compatibility between OpenMW and base.
I also am having an issue with missing master. I don't know what master it could be missing, as I have both morrowind goty and the original slave mod installed. I'm not using OpenMW though.
Is there a way to change their Combat skills? all the slaves seem to have Axe Light armor as default, I wanted one to be a mage and another an archer, but the archer doesn't use the bow I gave
Edit I screwed up the sequence, I got the Vaucher for buying the khajiit, but I didn't open the cage first, just chose one and then he turned into follower Also, No follow option on normal dialogue, you need to have Weapon/Magic ready and talk to them, didn't know
How do I open the cages? I didn't get the key to the cage, and even after claiming the slave they don't have a "Follow Me" option
Aside from killing the warping since it's utterly broken I got a chance to play a bit more and ran into another pretty serious deal breaker.
The slaves speed stat automatically being matched to the player... TBH it's pretty game'y and rather cheap/cheat feeling, since the player of course has in game options to increase the speed of the slaves themselves in a cannon and lore friendly way. BUT on top of that I found a very very serious issue with it. Let's say you wished to increase the speed of your slave so they are faster than you using buff spells or enchantments? Well you cannot do that with the base intact script, as it sets the speed back DOWN to what yours is.
I didn't do any in game inspection but this does seem to be what is happening as far as I can tell. I am testing using the boots of blinding speed. With the base mod I noticed no difference in movement speed when slave has them on. AFTER removing the auto speed match section of the script, the slave now zooms around as expected with the boots. (I just gotta hope the pathfinding doesn't freak out because if they decide to go AWOL there is slim chance I am gonna catch em. But on the other hand, if you give your slave super speed boots and they use them to run away an no longer be a slave, that would be pretty realistic.)
Now it feels pretty darn good. The slaves are not warping around, and if I want, I can enchant up some slave slippers to boost their speed in a very cannon way, or just use em to practice my alteration by casting speed buff spells on em.
Actually, good idea for future versions, add a slave gear salesman- "Is your slave slow and lazy? Well I have just the thing for you. The 'Hot Foot' auto whip slippers. Any time your slave starts dilly dallying these wonderful slippers apply I very 'mild' electric shock right to the soles of their feet to ensure they get those legs moving." But have it calculate into the loyalty so that if you do force them to use em, it deducts like 20 points at the final count, since the slippers suck for the slave. Could also have nice items for them to wear, or maybe have it so that dressing your slave in fine clothes makes them like you more. Would have to be temporary though for balance. So if you strip the fine clothes off, or take the shock slippers off the slaves loyalty counter goes back to whatever it is at default. Lots you could do with it.
Also, how about to make it fair add a questline where the player gets abducted and turned into a slave, eventually to escape or impress the masters enough to be let free after doing tasks for them. Give the player a POV of the slaves they keep and possibly convince them to treat them better.
Anyway, If I notice any other big problems on the logistical sides with this mod that bother me enough to change them myself manually like the last two, I will let ya know as a form of suggestion.
Another link : https://www.nexusmods.com/morrowind/mods/50085?tab=files&file_id=1000026145 Since it's a download page from a mod which doesn't exist anymore, it might not work for ever, but for now it does ! It's a very small archive by the way, it might be a good idea to mirror it here
45 comments
- Freed surprised servants that stayed with the player could become retainers at loyalty level "devoted".
- A system to train guars further. A regional dependent travel system ( only when the guar is following.. to simulate the player actually riding it ).
- More creatures your surprise servants can catch
- A leveling system overhaul
- option to conscript surprise servants instead of claiming them
My mod itself requires only GOTY and the original Fligg's Slave mod 1.3.esp but may in the future lose its dependency on Fliggerty's mod and become what it known in software development circles as a fork - rebranding a re-release if deemed necessary due to increased sensitivity around the word "slave" in a video game medium in post-Millennial generations. Maybe we should call it "Surprise Servant Mod".
- Skooma and moon sugar are viable consumables now. This option increases the loyalty progression.
I also find it funny that you can actually get them addicted to drugs, lol.
Sadly though it does not seem to work with the slaves from Von Slave Market, who now have no movement commands.
Personally I know Morrowind's pathfinding is total garbage but honestly with the way the warping is currently implemented you can load your slave with infinite things and even though they can't walk due to encumbrance they just "Warp" to you. (Extraordinarily exploitable. But also patchable through code by checking encumbrance.)
As far as lore and RP goes, you wouldn't drag a slave into all places as you yourself are levitating, slow falling, water breathing, and jump fortifying yourself into places not generally accessible for most. Most happens to include whatever rando slave you have.
Due to these issues I would suggest adding a toggle-able setting for the warp feature so that it may be turned on or off. It would bring great polish and value to this mod.
Ultimately I don care what you do personally tho, just went into the script and removed the warping manually myself, as I prefer to have my slaves/companions not be able to keep up with me if I pop an icarian flight and jump half way across the island. Though most of your subscribers and fanbase are not gonna be able to do that with ease.
Also losing slaves/companions and tracking them down happens to fall under the category of "emergent gameplay". Something Morrowind is legendary for.
Would love to see this mod "Forked" as you chose to term it and expanded on allot! Possibly with "trainable" slaves and a few more "Tasks" you can give em. Perhaps setting it up in a way that lets you use them around the player homes earned from the houses.
The delicate flowers can go eat some boiled netch leather for what it matters. This is a fantasy game that takes place in a medieval-ish setting, slaves are a thing that exist. They can get over it or go play one of the great games their generation spawned... You know like... Uhh yeah, that one game. Has the dude who does the non offensive things.
If you ever need any help with models or animations and stuff feel free to pester me, I can't guarantee I will respond in a timely fashion but do know a bit about modeling animating and scripting in morrowind specifically. I just don't share any of my work publicly because the marching morons don't deserve it, and I don't like people.
Got a question though, are there any other requirements besides GOTY and the original Flig Save 1.3 esp? Currently running base GOTY game with latest MGE XE and MWSE 2.1. I get an error at start up about missing masters when running with just GOTY, original slave mod, and your addon. No error when running original addon.
Main problem so far is talking to the slaves at cave in Seyda Neen after "recruiting" them. If option to have them follow me as slaves is chosen, their dialogue won't show up after closing initial dialogue box. Otherwise freeing them or just speaking with them works fine. Giving remote order when weapon drawn has them not following selected order as well. Option key grabbed before and after speaking with them while testing.
Thanks!
Thank you for your feedback.
I'm running the game on the OpenMW engine and made my mod compatible with it.
My mod itself requires only GOTY and the original Fligg's Slave mod 1.3.esp but may in the future lose its dependency on Fliggerty's mod and become what it known in software development circles as a fork - rebranding a re-release if deemed necessary.
Normal load order dependencies still apply by loading my mod directly after the original one.
There is a bug report below that suggest they may be script syntax issues running my slaveScriptFunction on a non-OpenMW machine since the last few updates. While the lack of this error on your part suggest an increased probability of fallacy I'm still looking into it.
"If option to have them follow me as slaves is chosen, their dialogue won't show up after closing initial dialogue box."
You probably mean the dialogue option "claim slave".
- as far movement directions goes there is no dialogue since the implementation of the QAM system.
- The other interactions are "- slave care" and "- slave commands". As well as the newly added interaction "- slave chores".
Which of those are you missing?
Talking to claimed slave with weapon raised shows the given QAM options, but none work.
Dug further into troubleshooting the issue, and running mod under OpenMW works perfectly out the gate.
Sidenote: I honestly thought it was a fork at first just looking through the initial screenshots and whatnot. I think it would do well as it's own thing, let you make it more your own in addition to breathing new life into an old classic.
I screwed up the sequence, I got the Vaucher for buying the khajiit, but I didn't open the cage first, just chose one and then he turned into follower
Also, No follow option on normal dialogue, you need to have Weapon/Magic ready and talk to them, didn't know
How do I open the cages? I didn't get the key to the cage, and even after claiming the slave they don't have a "Follow Me" option
**UPDATE** Found it https://mw.modhistory.com/download-24-11352
The slaves speed stat automatically being matched to the player... TBH it's pretty game'y and rather cheap/cheat feeling, since the player of course has in game options to increase the speed of the slaves themselves in a cannon and lore friendly way.
BUT on top of that I found a very very serious issue with it. Let's say you wished to increase the speed of your slave so they are faster than you using buff spells or enchantments? Well you cannot do that with the base intact script, as it sets the speed back DOWN to what yours is.
I didn't do any in game inspection but this does seem to be what is happening as far as I can tell. I am testing using the boots of blinding speed. With the base mod I noticed no difference in movement speed when slave has them on.
AFTER removing the auto speed match section of the script, the slave now zooms around as expected with the boots. (I just gotta hope the pathfinding doesn't freak out because if they decide to go AWOL there is slim chance I am gonna catch em. But on the other hand, if you give your slave super speed boots and they use them to run away an no longer be a slave, that would be pretty realistic.)
Now it feels pretty darn good. The slaves are not warping around, and if I want, I can enchant up some slave slippers to boost their speed in a very cannon way, or just use em to practice my alteration by casting speed buff spells on em.
Actually, good idea for future versions, add a slave gear salesman- "Is your slave slow and lazy? Well I have just the thing for you. The 'Hot Foot' auto whip slippers. Any time your slave starts dilly dallying these wonderful slippers apply I very 'mild' electric shock right to the soles of their feet to ensure they get those legs moving."
But have it calculate into the loyalty so that if you do force them to use em, it deducts like 20 points at the final count, since the slippers suck for the slave.
Could also have nice items for them to wear, or maybe have it so that dressing your slave in fine clothes makes them like you more.
Would have to be temporary though for balance. So if you strip the fine clothes off, or take the shock slippers off the slaves loyalty counter goes back to whatever it is at default.
Lots you could do with it.
Also, how about to make it fair add a questline where the player gets abducted and turned into a slave, eventually to escape or impress the masters enough to be let free after doing tasks for them. Give the player a POV of the slaves they keep and possibly convince them to treat them better.
Anyway, If I notice any other big problems on the logistical sides with this mod that bother me enough to change them myself manually like the last two, I will let ya know as a form of suggestion.
Since it's a download page from a mod which doesn't exist anymore, it might not work for ever, but for now it does !
It's a very small archive by the way, it might be a good idea to mirror it here