Slavery Expanded re-released

Ok, more help please:

Here's my current script, and i've taken multi's advice and put it in the critters script - in this case Arroyo villager:

Code:
procedure use_obj_on_p_proc begin
  variable UsedItem;

     //if (critter_state(self_obj) == CRITTER_IS_PRONE) and (not(combat_is_initialized)) then begin
     UsedItem := obj_being_used_with;
     if( obj_pid(UsedItem) == PID_ROPE ) then begin
     display_msg("slave");//debug message
     party_add_self;
     
     //end
   end
end

1) critter_is_prone does not appear to work on KO critters. Anyone know what to use in place of this for KO critters?

2) I'm having trouble getting the critter to follow the player. I've defined the LVARS in the party_add_self macro, and included the party.h file, and it compiles fine - but the critter just won't follow me. Maybe i smell bad?
I CAN get the critter to follow me from map to map, just not WITHIN a map.

Here's the party_add_self macro in party.h:

Code:
#define party_add_self                       if (local_var(LVAR_FOLLOW_DISTANCE) == 0) then begin                       \
                                                set_default_party_follow;                                               \
                                             end                                                                        \
                                             debug_msg("join party: " + self_name);                                     \
                                             set_local_var(LVAR_WAITING, 0);                                            \
                                             store_party_team                                                           \
                                             critter_add_trait(self_obj, TRAIT_OBJECT, OBJECT_TEAM_NUM, TEAM_PLAYER);   \
                                             party_add(self_obj)

3) Once i've got the critter to follow the player, I also want him/her to use the zcslave.int script - but i suspect this can't be done. So am i stuck using the AI_slave packet?
Essentially, i want the critter to act like in the zcslave.int script - run away from the player if they get to far away etc.

:help:
 
Josan12- Don't you think it would be a little crowded to get the critters to follow you within the map? Maybe it would be best to leave them at what ever starting point on the town maps shackeld and stationary. Just saying....

Now, A'lot of people were talking about selling whole cities into slavery in this thread.... That sounds like a lot of work that every modder would jsut get to flabbergasted at and abandon half way.
Why not make it so that only minor towns/villages/encampments (i.e. Klamith, Modoc, Primitive Village, village outside Vault City, disarmed and knocked out ranger bases) be enslaved? The towns would turn into slaver bases . For example, the citizens of modoc would all be herded into the staples and the church would become the PC's office and base of operations. He could go there at the beginning of every month and he could either go on slave runs or collect some monthly cash for regular slave runs.

What do you guys think?
 
BarbadosSlim said:
Josan12- Don't you think it would be a little crowded to get the critters to follow you within the map? Maybe it would be best to leave them at what ever starting point on the town maps shackeld and stationary. Just saying....

Now, A'lot of people were talking about selling whole cities into slavery in this thread.... That sounds like a lot of work that every modder would jsut get to flabbergasted at and abandon half way.
Why not make it so that only minor towns/villages/encampments (i.e. Klamith, Modoc, Primitive Village, village outside Vault City, disarmed and knocked out ranger bases) be enslaved? The towns would turn into slaver bases . For example, the citizens of modoc would all be herded into the staples and the church would become the PC's office and base of operations. He could go there at the beginning of every month and he could either go on slave runs or collect some monthly cash for regular slave runs.

What do you guys think?

I think it's a lot work and requires very dedicated and skilled people. Unfortunatly, I am not such a person. Besides, I've been trying to pull my personal life out of the sewer for some time now and that means not spending time sitting in front of a computer. If someone is willing to work on this mod, I can try to help with some minor stuff.

Also, all the work regarding capturing slaves was done by MIB88, not me. I just found the relevant scripts and send them to him.

Secondly, if you wish to play capturing slaves, you can either:

1) turn them into a weightless item, which you can trade in certain places for cash. this would be the most straightforward option, but at least you'll be sure it works

2) same as above, but put some weigth to the item

3) turn them into always fleeing at combat followers, which you can later sell.

I would advise trying one of the first two and if successful, try to go with the third one. I wish you luck, Josan.
 
BarbadosSlim said:
Josan12- Don't you think it would be a little crowded to get the critters to follow you within the map? Maybe it would be best to leave them at what ever starting point on the town maps shackeld and stationary. Just saying....

Hmm. Interesting idea. I'll consider your idea of having the slaves stand stationary ('shackled') at the map entrance.
Does anyone else agree having slave followers would make the players party too crowded?

BarbadosSlim said:
Now, A'lot of people were talking about selling whole cities into slavery in this thread.... That sounds like a lot of work that every modder would jsut get to flabbergasted at and abandon half way.
Why not make it so that only minor towns/villages/encampments (i.e. Klamith, Modoc, Primitive Village, village outside Vault City, disarmed and knocked out ranger bases) be enslaved? The towns would turn into slaver bases . For example, the citizens of modoc would all be herded into the staples and the church would become the PC's office and base of operations. He could go there at the beginning of every month and he could either go on slave runs or collect some monthly cash for regular slave runs.

In the MM MIB88 only made certain critters in random encounters 'enslaveable'. I will probably follow his precedent, but make a few more women and kids 'enslave-able' for the evil players purposes :twisted:

ravager69 said:
3) turn them into always fleeing at combat followers, which you can later sell.

I would advise trying one of the first two and if successful, try to go with the third one. I wish you luck, Josan.

Ah Ravager69. Good to see you back on NMA. Number 3 is definately my aim but as you correctly point out - it's difficult. Now i've got into the complexities of the scripting i can see why MIB88 simplified it and made the slaves into items that can be bartered. I don't really want to do this however.

The main problem is making the regular NPC's ignore the 'slaves' for party limit purposes. This will require quite a bit of annoying scripting which may be beyond my capabilities. I'll post any progress/questions if i make any....

GENERAL ANNOUNCEMENT: if any 'real' scripter (as opposed to my amateur efforts) wants to help make this happen then please PM me. Without the help of an experienced scripter this little mod will probably be beyond my reach.
 
Hello.
Ravager69, could you please upload your mod again?
The link you posted is not working anymore.
Could you also please tell me if this mod is compatible with other mods/patches?

-Zaius
 
Haven't seen Ravager69 around for a while. My development of his slavery mod is looking too complicated to handle so will probably be put to sleep .... :(
 
I have the mod on my PC, I think. BUT I'd need to make it work with the current version of the RP. Basically all mods fiddling with Metzger's script won't work with this one. I can upload it in it's old state (vanilla and RP 1.2 compatibile), if you wish,

EDIT Ah, and there it is.

For vanilla F2: http://www.sendspace.com/file/c5926k

For RP 1.2: http://www.sendspace.com/file/zprn83

Unless Killap is planning on releasing a new version of his RP sometime soon, I can adjust this little modification to fit his mod. This isn't a very complicated mod so it won't take long.
 
Ravager69 said:
Unless Killap is planning on releasing a new version of his RP sometime soon, I can adjust this little modification to fit his mod. This isn't a very complicated mod so it won't take long.
I do plan on releasing an update very soon, but it shouldn't affect the scripts in this mod.
 
Ravager69 said:
I have the mod on my PC, I think. BUT I'd need to make it work with the current version of the RP. Basically all mods fiddling with Metzger's script won't work with this one. I can upload it in it's old state (vanilla and RP 1.2 compatibile), if you wish,

EDIT Ah, and there it is.

For vanilla F2: http://www.sendspace.com/file/c5926k

For RP 1.2: http://www.sendspace.com/file/zprn83

Unless Killap is planning on releasing a new version of his RP sometime soon, I can adjust this little modification to fit his mod. This isn't a very complicated mod so it won't take long.

Thank you! :)
 
If you mean current compatibility of my mod, then no, I meant 1.2. Yes, I know it's a lot of time but nobody seemed interested in this mod so why bother? I am looking through Metzger's script from RP2.1.1 ATM and I see it won't take long to adjust some thing, I just don't really want to do it right now. Tommorrow. Tattoo removal shouldn't be a problem, either.
 
Ravager69 said:
I know it's a lot of time but nobody seemed interested in this mod so why bother?

People are certainly interested, don’t worry if there hasn’t been an arousing reception here, just finish as much as possible and seek out those individuals that can assist with the trickier scripting issues. When completed this will be an excellent little mod to play, in fact it will be one of the best, and because frankly playing as an evil character has always been a bit of a letdown this baby will help address it…so Ravager69 don’t give up.

I have been considering what new artwork might help with this mod – and I think it’s possible to rebuild the trailers in such a way that they hold human captives…that way you can transverse the desert with the slaves…as well the truck could be rebuilt with a cage on the back, what do you think. :wink:

035slaves.gif
 
We'll see. Right now I need to make the older version RP-compatibile and I was thinking of something more lightweight, like selling kids from Den to Metzger :D

EDIT Now I remember why I stopped modding - fucking compiler issues :evil: *sigh* I'll get through it sooner or later.
 
Ravager69 said:
We'll see. Right now I need to make the older version RP-compatibile and I was thinking of something more lightweight, like selling kids from Den to Metzger :D

This would be a nice option to evil characters.

Ravager69 said:
EDIT Now I remember why I stopped modding - fucking compiler issues :evil: *sigh* I'll get through it sooner or later.

Please don't give up, I'm sure there are people interested in your mod (including me).
 
This will finally give me a reason to Roleplay a slaver.
I tried doing it before, but the game is pretty limited in the options it gives you, so it becomes boring pretty fast.
This however expands the possibilties & who knows... mayby this mod will be the base of more additions to slaving or just being in bad in general.... hehe cant wait man !

Theres so much cool stuff in the make right now, for example the new ! badass ! looking playercharacter & the survivor/realism mod.

Together with everything else its gonna be awesome.

Bye!
 
Well what do you know? Slavery Expanded now works with Killap's RP 2.1.1. Download link in the first post. Have fun and try it out if it works, I'll appreciate the feedback.

I will try to get some more work done in the following days.
 
I haven't been here for awhile but I love it how you guys don't quit Ravager69 I really can't wait for this but I was just wondering don't know if you already said so but is this mod gonna be just by itself or combined with Killap's RP mod?
 
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