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REL Fligg's Slave Mod

PostPosted: Wed Jan 07, 2009 10:41 am
by Fliggerty
Title:  Fligg's Slave Mod

Version: 1.2
Author:  Fliggerty


Image

Readme:

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       The Elder Scrolls III
                MORROWIND:
       Fligg's Slave Mod

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Index:

1. Description
2. Installation
3. Playing the Plugin
4. Features
5. Version
6. Conflicts & COMMENTS
7. Thanks
8. Copyright


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       1. PLUGIN DESCRIPTION

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        TITLE:   Fligg's Slave Mod       
        VERSION: 1.2

        PLUG-IN TYPE: Misc
       
        BY:          Fliggerty
        CONTACT:  http://www.fliggerty.com
       
Slavery is something that was never very well developed in Morrowind.
Though a number of other mods have made wonderful attempts at fixing
slavery, none of them quite do what I wanted.
With this plugin, you can purchase any of the existing slaves in the game.
Traders in Suran, Molag Mar, Sadrith Mora, and Tel Aruhn will buy and sell
slaves.  
Also, when you come across slaves while adventuring, if you have the key,
you can claim them as your property.
All slaves use Grumpy's companion scripts.  They are fully functional
companions, if somewhat lacking in personality.


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       2. INSTALLING THE PLUGIN

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To install the plugin, unzip the files into the Morrowind/Data Files
directory.  

REQUIREMENTS: Morrowind, Bloodmoon, Tribunal


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       3. PLAYING THE PLUGIN

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From the Morrowind Launcher, select Data Files and check the box
next to the Fligg's Slave Mod.esp file.

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       4. PLUGIN FEATURES

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-- Purchase slaves from the existing slave traders.

-- Sell your slaves to those same traders.

-- Claim slaves found in smugglers' caves as your own.

-- Slaves are fully-functional companions.


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       5. PLUGIN VERSION

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Changes in v1.2

-- All slave traders have enough money to purchase at least one slave a day

-- No longer breaks the Zainab slave portion of the main quest

-- Slaves will now report their health and other stats via dialogue

-- Vampire Embrace compatible

Changes in v1.1

-- Added topic "-- slave care" which allows you to give food and drink

-- A slave with low disposition will attack you if you are too cruel

-- Treat a slave well, and they may stay with you as a companion once freed

-- Added new class "Slavemaster"

v1.0
Initial release


I hope you'll enjoy playing this mod. Please direct comments, suggestions,
bug reports, questions to : fliggerty@fliggerty.com

Or visit Great House Fliggerty at http://www.fliggerty.com


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       6. CONFLICTS & COMMENTS

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This will conflict with any mod that makes changes to the four NPCs in the game
that are slave traders.  It will also have a problem with any mod that changes
the standard slave script.  Really, anything that makes changes to slaves in general
might not work well with this.

It *should* work with the various Twin Lamps mods, but I'm not sure.  Haven't tested it.

When you claim a slave as your own, a slave key is added to your inventory.  THis has no
purpose other than to allow you to sell your slave.  If you don't have one for every slave,
you won't be able to sell all of your slaves.

This mod DOES NOT require MWSE, MWE, or MGE.

I have tried to avoid any conflicts with any common mods.  I may have missed something
here or there, if I did please let me know!

Please reports any bugs or problems at downloads.php?view=bug_tracker

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       7. THANKS

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Too many right now.  Still compiling the list.
But to start it off:

abot: pointed out a small scripting bug
ps33: Always my scripting mentor.  While having nothing directly to do with this mod, nevertheless I would not have known how to use MWSE without his infinite patience and support.
Aerelorn: For creating MWE
Cid88 and Tonto: For supporting MWE
Bryss Phoenix: As always, infinite support and patience!
Thanks to those who reported bugs at PES on the comments.
Everybody else who has always been supportive of modders in general.


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       8. COPYRIGHT

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This plugin is freely modifiable, as long as this readme
file accompanies it and credit is given to the original author. But please remember
that not everything here is my work.  Refer to section 7.THANKS.  By downloading
and running this plugin, you acknowledge the following :

- You have read and understood this readme file.
- You acknowledge that the author of this plugin accepts no responsibility for
 damage to your game saves, operating system, computer, etc,
 when using this plugin.  

NOTE: Please do not upload any of my plugins for distribution without my permission.  I strongly prefer to have
access to everywhere that my work is hosted so that I can update and maintain all of it.

Re: REL Fligg's Slave Mod

PostPosted: Mon Sep 07, 2009 10:54 pm
by Fliggerty
I have released a bugfix.

Changes in v1.3

-- Issue with Companion Share not being avalable has been fixed.

Re: REL Fligg's Slave Mod

PostPosted: Wed Sep 09, 2009 5:20 pm
by Elaura
I just HAVE to try this one.  If I remove all my slave-altering mods and make a clean save, it should work, right? Why am I asking? I'll just do it and let you know how it works out.

Re: REL Fligg's Slave Mod

PostPosted: Mon Nov 16, 2009 2:51 pm
by bsperan
I have some suggestions on added features:

* I'd appreciate another place where the player could hire domestics, rather than buy slaves, for those of us who just can't handle slavery. That could be combined with this, right? Or, perhaps after freeing a slave the dialog could have the option to (offer to) hire them for a fee?

* How about a random possibility of a slave just disappearing as added realism, particularly just after being acquired or after a lot of abuse? If you were just sold at a slave auction and suddenly saw a chance to ditch your new 'master', wouldn't you take the opportunity? In RL it's usually the threat of violence (and/or mental conditioning) that prevents a slave from trying to escape, but sometimes even that is not enough.

* How about a random chance of slaves attacking you or even each other as added realism? It's not inconceivable for slaves to seize a perceived opportunity to attack their master (so as to escape) or even to lash out at each other at times. But that's assuming that they haven't been effectively "broken in", of course.

Re: REL Fligg's Slave Mod

PostPosted: Sat Nov 21, 2009 3:20 pm
by Elaura
There's a henchmen for hire mod somewhere that allows you to hire domestics as well as mercenaries.  The only thing I remember about the name is the word Henchmen.  The merchant is in the vivec foreign quarter plaza

Re: REL Fligg's Slave Mod

PostPosted: Sat Nov 21, 2009 3:48 pm
by melian
Try looking for mods by Nevena (esp. ex-slaves & partners) and Baratheon79 (mercenaries etc IIRC). Emma's CoM family addon lets you help a maid rescue a group of children from planned slavery and adopt them, and the maid will take care of your house as well as the children while you're away (this one is great for people with permanent homes btw, and you can get the cats from companionable cats, wolf companion, etc and the children will be aware of them, as well as Emma's NPC companions - but keep an eye on Constance, she tends to teach the kids bad habits :sheo: ).

Also - Fligg's slave mod already has the possibility of rebellion. ;)

Re: REL Fligg's Slave Mod

PostPosted: Sun Feb 07, 2010 9:10 pm
by Oubliette
Hmm... I went to Suran and attempted to buy myself a matched pair of Argonians for feeding. No dice. The slave trader still had no barter topic and even when I pick pocketed him for the key I couldn't get into the slaves holding pen to make them mine :(

Re: REL Fligg's Slave Mod

PostPosted: Sun Feb 07, 2010 11:40 pm
by melian
Is there a mod that lets you steal/claim another clan's cattle? That would be cool. Or does VE or something already do that? I haven't played a vampire since before VE came out, but I'm thinking I'll dig that character up again sometime soon...

Anyway, to be on topic: this sounds like another mod conflict. You should be able to get round it if you give yourself the voucher (the Suran one is "fs_slave_vouch_su", not sure if that's what you pickpocketed or not?). AddTopic "purchase a slave" then go talk to the slave master (not the dealer, the new guy added by this mod) about that topic and he should swap your key for another one and tell you to go pick a slave. If you still can't get in, console click on the door and use the "unlock" command. Hopefully that should work...

Re: REL Fligg's Slave Mod

PostPosted: Wed Feb 10, 2010 1:51 pm
by Oubliette
With VE you might indeed be able to enthrall other's cattle.

Conflict ey? Put it through mlox and didn't get any errors but I didn't talk to the new guy at all, as I thought the old guy would do the selling. I'll have to try them again next time I'm in Suran.

Re: REL Fligg's Slave Mod

PostPosted: Wed Feb 10, 2010 2:10 pm
by Fliggerty
The one limitation of mlox is that if it hasn't been entered in the database, the program doesn't know of a specific conflict.  I suggest checking your mods with TES Plugin Conflict Detector (I'm sure it's on PES.)  If you do find a conflict, would you mind telling me and john.moonsugar?

Re: REL Fligg's Slave Mod

PostPosted: Wed Feb 10, 2010 4:02 pm
by Oubliette
Oh I've checked my install with TESCPD four or five times in the last month or so - problem is the documentation on the thing isn't great so I can tell there's a conflict but not exactly what, why or if that's a bad thing when I see it :saddy:

Re: REL Fligg's Slave Mod

PostPosted: Wed Feb 10, 2010 4:10 pm
by Fliggerty
Once you get the hang of it is pretty simple to interpret.

First load it up and select File->Choose Active Plugins.  Then go to Operations->Check Conflicts.  Once it is done, you'll be looking in the column titled "Esp File" for my slave mod.  If it is listed there anywhere, then the mod that is next to it in the "Overriding Esp File" is causing the conflict.  Of course it is possible that the problem is caused by my slave mod overriding something from another mod, but that is not very likely; so you really only need to look at that one column.

If you do find any, will you please post the contents of the entire row here?  That will tell us the type and the ID of the record that has been overridden.  That information would give me great information for use in resolving the conflict.

Re: REL Fligg's Slave Mod

PostPosted: Wed Feb 10, 2010 4:41 pm
by Oubliette
Ok, running. This - will take awhile. First batch are those which the slave mod over writes. Forgive me if there's an easier way to format these, I was just glad everything copy pasted.

SCPT        Script                    slaveScript        Fligg's Slave Mod.esp        NPC Functionality.esp        Morrowind.esm
NPC_        NPC Entry        yakov                    Fligg's Slave Mod.esp        YKG Basics 3.22.09.esp        Morrowind.esm
NPC_        NPC Entry        savile imayn        Fligg's Slave Mod.esp        YKG Basic Heads Hairs Races 8.26.08.esp        Morrowind.esm
NPC_        NPC Entry        brallion        Fligg's Slave Mod.esp        Ieya NPC Merged_Objects.esp        Morrowind Patch v1.6.4.esm
INFO        Dialog Text        267091420155215554        Fligg's Slave Mod.esp        Uvirith's Legacy.esp        Morrowind Patch v1.6.4 (WIP).esm
NPC_        NPC Entry        yakov                    Fligg's Slave Mod.esp        YKG Basic Heads Hairs Races 8.26.08.esp        Morrowind.esm
NPC_        NPC Entry        zabarbael        Fligg's Slave Mod.esp        Ieya NPC Merged_Objects.esp        Morrowind.esm
NPC_        NPC Entry        savile imayn        Fligg's Slave Mod.esp        YKG Basics 3.22.09.esp        Morrowind.esm
NPC_        NPC Entry        zabarbael        Fligg's Slave Mod.esp        Slave Collars.esp        Morrowind.esm
NPC_        NPC Entry        zabarbael        Fligg's Slave Mod.esp        YKG Basic Heads Hairs Races 8.26.08.esp        Morrowind.esm
NPC_        NPC Entry        zabarbael        Fligg's Slave Mod.esp        YKG Basics 3.22.09.esp        Morrowind.esm
NPC_        NPC Entry        savile imayn        Fligg's Slave Mod.esp        Ieya NPC Merged_Objects.esp        Morrowind.esm
SCPT        Script                    slaveScript        Fligg's Slave Mod.esp        YKG Basics 3.22.09.esp        Morrowind.esm
NPC_        NPC Entry        yakov                    Fligg's Slave Mod.esp        Ieya NPC Merged_Objects.esp        Morrowind.esm
GLOB        Global Settings        emb_mychilde        Fligg's Slave Mod.esp        Vampire_Embrace.esp        None
INFO        Dialog Text        2939023231712021427        Fligg's Slave Mod.esp        Vampire_Embrace.esp        None


From the looks of it Fligg's Slave Mod isn't overwritten my anything but overwrites several mods. As I said before I didn't realize I needed to speak to the new guy,I thought it might have been a random NPC added by one of my random NPC mods,  I went to the NPC listed as the slave trader in town and he had no new topics perhaps speaking to the new guy will solve the problem.

Re: REL Fligg's Slave Mod

PostPosted: Tue Jul 20, 2010 8:21 am
by FDS
Great mod, finally gives me a reason not to ignore the masses of slaves in the game. Any chance of adding a command to have them avoid combat tho? It kinda sucks to have your mules running to their deaths when you just want them to carry your junk.

Re: REL Fligg's Slave Mod

PostPosted: Fri Jul 23, 2010 9:04 pm
by Gnomey
It may have already been reported, but while messing around in the CS I came upon a small dialogue error in the topic "go free". I'm using v1.3.

Khajiiti slaves will never join the player after being freed, because the bit of dialogue for them wanting to tag along with the player is below the bit of dialogue for them just being freed. The former bit of dialogue belongs above the other bit.

I hope that made sense...

Anyway, as those bits of dialogue only affect Khajiiti slaves it isn't very noticeable.

Re: REL Fligg's Slave Mod

PostPosted: Sun Dec 26, 2010 9:43 pm
by Klous99
Hey Fliggerty. I've downloaded your mods in the past, and have been having the same problem with this one in paritcular. Whenever I claim, or recieve a slave as a reward for a quest, (haven't purchased any yet) There is a major problem with them. On occasion, when exiting or entering a cell my slaves will die if they are following me. When I activate the door, I will hear the soundfile of a weapon being hit against flesh, (The generic vanilla one) and when I get into the new cell My slaves will say I am here master, as they ussually do, but they fall down dead. Also, any items being carried via companion share is also lost upon death. I really need help with this, as I think it's a great mod and would like to use it often, but this bug gets so annoying. Any chance you could help me out with it?

Re: REL Fligg's Slave Mod

PostPosted: Mon Dec 27, 2010 10:05 am
by Fliggerty
That is usually a problem related to some MWE mods.  Are you using any such mods like Combat Enhanced or Blocking Enhanced?

Re: REL Fligg's Slave Mod

PostPosted: Mon Dec 27, 2010 10:43 am
by Klous99
No dice. I used to use them, but that was ages ago and this is a newly installed Morrowind game.

Re: REL Fligg's Slave Mod

PostPosted: Mon Dec 27, 2010 11:36 am
by Fliggerty
That is very odd, there's nothing in this mod that would cause such a thing so far as I know.  I've never had it reported before.  It has to be a conflict of some sort.  Please open a new thread about this and post your mod list as well as the contents of warnings.txt and details about what third party programs you may be using.

Re: REL Fligg's Slave Mod

PostPosted: Wed Dec 29, 2010 11:10 pm
by Klous99
Hey, curious if this mod works with Joes "Farmer mod" will using slaves that I collect in caves and buy via your slave mod work with the Farming mod?

Re: REL Fligg's Slave Mod

PostPosted: Wed Dec 29, 2010 11:37 pm
by Fliggerty
No, they won't together.  The slaves in the Farmer Mod use a different slave script.

Re: REL Fligg's Slave Mod

PostPosted: Mon Mar 21, 2011 6:37 pm
by MadMal073
Would this mod conflict with Dracandros' Voice?  That mod adds the slowfall/water breathing abilities to slaves and allows you to buy them from most traders and have them follow you.

Re: REL Fligg's Slave Mod

PostPosted: Mon Mar 21, 2011 6:58 pm
by Wolf
I don't know much about either mods, but I don't think so.  It does not add those abilities, it adds abilities like them that use the same icon.

It may conflict for other reasons IDK.

Re: REL Fligg's Slave Mod

PostPosted: Mon Mar 21, 2011 7:08 pm
by Fliggerty
TBH I'm not sure if it will.  If Dracandros' modifies the script on slaves (iirc it's called slaveScript) then it will conflict.  In that case, I would say just load this one after that and you should be fine.

Re: REL Fligg's Slave Mod

PostPosted: Sun Jan 08, 2012 7:20 pm
by Cavanoskus
Gnomey wrote:It may have already been reported, but while messing around in the CS I came upon a small dialogue error in the topic "go free". I'm using v1.3.

Khajiiti slaves will never join the player after being freed, because the bit of dialogue for them wanting to tag along with the player is below the bit of dialogue for them just being freed. The former bit of dialogue belongs above the other bit.

I hope that made sense...

Anyway, as those bits of dialogue only affect Khajiiti slaves it isn't very noticeable.


Okay, I read this quite a long time ago and always figured I could figure out how to fix it myself. Since then, I've read every tutorial I could get my hands on, and when I open the mod in the CS, I'm still scared to do anything. Partially because I'm afraid to mess with perfection ;) and partially because I am really, really tired. But I like Khajiit the best, and I'd really like them to become my friends once I free them. I can't imagine treating them badly even on my evil characters. So far I've been avoiding all slaves in the game, putting it all off until I can fix this. I think I know what to do, but like I said, I'm scared to proceed. Do I really just click the right topic and move it up? O_O

PS: Sorry for bursting in like this, I'll write a proper introduction as soon as I'm awake, I promise. <3