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REL Fligg's Slave Mod v1.2

PostPosted: Mon Oct 13, 2008 12:00 pm
by Fliggerty
I've released an update containing several bug fixes.  

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


Links:
Planet Elder Scrolls

Great House Fliggerty

Thanks to everyone who posted bug reports both on my site and at PES!

Enjoy!

--Fligg

Re: REL Fligg's Slave Mod v1.2

PostPosted: Thu Oct 16, 2008 5:35 am
by dingo
Cool this was always one of my favorite mods, now it's even better.

Re: REL Fligg's Slave Mod v1.2

PostPosted: Fri Nov 28, 2008 2:11 pm
by Maiqdabomb
I may be slow to respond to this thread, but I second what dingo said  :twothumbs:

Re: REL Fligg's Slave Mod v1.2

PostPosted: Fri Nov 28, 2008 2:30 pm
by beastintheruins
is this compatible with nevena's twin lamps?

Re: REL Fligg's Slave Mod v1.2

PostPosted: Sun Nov 15, 2009 5:06 pm
by adventurous_pilgrim
i have taken, and ty Fliggerty:) im sure some of my characters will have slaves with him/her (not all are interested to be a demigod:p)

Re: REL Fligg's Slave Mod v1.2

PostPosted: Tue Apr 06, 2010 11:28 pm
by NAAFI
could someone please make a mod to merge this mod with slavers by ghostwalker71. the slavers mod lets you capture npcs as and turn them into slaves. both mods work ok together but they use different slave scripts or something so you cant sell the captured slaves the same way as in fliggerty's mod and the slaves in the slavers mod aren't as awesome as in fliggertys mod

Re: REL Fligg's Slave Mod v1.2

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 v1.2

PostPosted: Thu Jul 21, 2011 5:54 pm
by Linora
This is really fun. The only things I would change is the slaves calling my female characters master all the time instead of mistress, and perhaps add more food options for them to eat. A few days ago had I think 16 of them at once that I got from Rotheran, I called them my Furry Death Squad. (That Ogrim was sorry.) It was pretty amusing to say least. And using slaves against their masters/mistresses is always great. :P

Re: REL Fligg's Slave Mod v1.2

PostPosted: Fri Feb 03, 2012 11:33 pm
by Dunmer-Raiz
I'm having a problem with your mod. Every time I start the game up, I get a message claiming "Local count for 'slave script' differs from..." and I've got around this before, but I'm not able to buy slaves. The dialogue for "Purchase a slave" is there, but nothing else. I uninstalled my other mods, and re extracted the folder into data files, but nothing works. Is there a way to fix this?

The mods I have installed are:

Tamriel Rebuilt (maps 1 and 2)
Companions
Buy a house
The Living city
Bounty Hunters - Has bounty hunters attack your character if your bounty is 500 and up.
Assassin - allows your character to do a sneak kill.
Morrowinds code patch
And ofcourse the Slave mod

Re: REL Fligg's Slave Mod v1.2

PostPosted: Sat Feb 04, 2012 4:44 am
by Leonardo
Do you have MWSE 0.9.4a installed or is the latest MGE installed?  :chinscratch:

Every mods Fligg has released is based on MWSE IIRC then hence my question.

Re: REL Fligg's Slave Mod v1.2

PostPosted: Sat Feb 04, 2012 11:13 am
by Jac
Unlike MGE, MGE XE is still being developed and it also includes a version of MWSE 0.9.4a internally. Dunmer-Raiz, if you don't have MWSE running or either MGE or MGE XE installed, this mod won't work for you. If you do have one of those three programs running, then it's another issue.

Re: REL Fligg's Slave Mod v1.2

PostPosted: Sat Feb 04, 2012 11:41 am
by Fliggerty
From the readme:
This mod DOES NOT require MWSE, MWE, or MGE.

;)

It sounds like you are adding the mod into a game that already has some slave NPCs in the save file; as such the variables on the local script are different.  You'll need to clean your mod with Wrye Mash.  If that doesn't help, I say open your save file in Enchanted Editor and delete all of the slave references.

Re: REL Fligg's Slave Mod v1.2

PostPosted: Sat Feb 04, 2012 11:46 am
by Leonardo
Ah... I thought all your mods Fligg requires MWSE, but obviously not this one.  :smile:

Re: REL Fligg's Slave Mod v1.2

PostPosted: Sat Feb 04, 2012 11:54 am
by Elaura
Fliggerty wrote: You'll need to clean your mod with Wrye Mash.  If that doesn't help, I say open your save file in Enchanted Editor and delete all of the slave references.




I'm sure Fligg meant to say try cleaning the *save* with Wrye Mash first . . . :D

Re: REL Fligg's Slave Mod v1.2

PostPosted: Sat Feb 04, 2012 11:56 am
by Dunmer-Raiz
Okay, I have Wyre Mash, I'll try it out, thanks.

Re: REL Fligg's Slave Mod v1.2

PostPosted: Sat Feb 04, 2012 11:59 am
by Fliggerty
Nope Leo, I have several that don't, and several that require MWE or MGE instead.

Yeah, Elaura...thanks for catching that.  I've not been awake too long today. ;)

Re: REL Fligg's Slave Mod v1.2

PostPosted: Sat Feb 04, 2012 12:55 pm
by Dunmer-Raiz
Okay, I cleaned my save file with Wrye Mash and it didn't work, so I get Enchanted Editor.... and it's really confusing. I have my save file opened in it, and I have no idea where to start. There's all these menus and I'm confused.

EDIT: never mind I used the find all function.

Re: REL Fligg's Slave Mod v1.2

PostPosted: Sat Feb 04, 2012 1:23 pm
by latendresse76
Dunmer-Raiz wrote:Okay, I cleaned my save file with Wrye Mash and it didn't work, so I get Enchanted Editor.... and it's really confusing. I have my save file opened in it, and I have no idea where to start. There's all these menus and I'm confused.

EDIT: never mind I used the find all function.


if you still have troubles you can attach your save to a post (Upload Attachment) and one of us could look at it, you'll have to zip or rar or 7z it

Re: REL Fligg's Slave Mod v1.2

PostPosted: Sat Feb 04, 2012 1:46 pm
by Dunmer-Raiz
It's two files actually, but here you go. MEE didn't work.

Re: REL Fligg's Slave Mod v1.2

PostPosted: Sat Feb 04, 2012 3:46 pm
by latendresse76
Dunmer-Raiz wrote:It's two files actually, but here you go. MEE didn't work.


ok so i deleted about 50 out of the autosave and 25 out of the other.. i also duplicated them so you can mess with one and not the other i would try to repair the #2 with mash but try both.

another thing to keep in mind is that companions Mods need to maintain their position in the load order so if it's the 10th mod to load and you add stuff to the load order it still needs to be the 10th mod to load that counts for both ESP's & ESM's i have found that you can cheat and redate a companion to move up a spot if you add an esp or esp...

Re: REL Fligg's Slave Mod v1.2

PostPosted: Sat Feb 04, 2012 9:14 pm
by Dunmer-Raiz
Okay when I try to load the saves, I get bombarded with messages about missing files and asking to close the game. When I say no, the game automatically crashes! Please help.

Re: REL Fligg's Slave Mod v1.2

PostPosted: Sun Feb 05, 2012 2:12 am
by Leonardo
Do you have the Warnings.txt file in the Morrowind folder?  If so then copy its content and paste it in your post here.  To answer your question about Yes or No and answer is to click yes to all if you have that option if not then see below.
Copy the Morrowind.ini into a different folder before you do anything else.  You need Notepad to do these edits in the Morrowind.ini file.

Morrowind.ini
[General]
;Test TES 0=morrowind.esm

;Starting Cell=Pelagiad
;Starting Grid X=0
;Starting Grid Y=0

Show FPS=0
Max FPS=60

;-1 Use raw data, 0 Use Newer, 1 use Archive Only
TryArchiveFirst=0


SkipProgramFlows=0
DontThreadLoad=0
ThreadPriority=-1
ThreadSleepTime=4

Create Maps Enable=0
Screen Shot Enable=1
Screen Shot Base Name=ScreenShot
Screen Shot Index=0

The colored lines can have different values, but the middle one provides the option Yes To All in-game if you get error messages while loading a save.  Personally I use the above settings.

Re: REL Fligg's Slave Mod v1.2

PostPosted: Sun Feb 05, 2012 11:13 am
by Dunmer-Raiz
It still crashes when I say "Yes to all".

Anyway, here's the error messages:

Code: Select all
Unable to find base object 'TR_m1_O_Tedril Llaram' for cloning.
Unable to find base object 'TR_m2_Han-Zaw' for cloning.
Unable to find base object 'TR_m2_Tadave Arendu' for cloning.
Unable to find base object 'TR_m2_Fillim' for cloning.
Missing object "argonian slave male00000000" for reference during cell "Sadrith Mora" load.
Missing object "argonian slave female00000000" for reference during cell "Sadrith Mora" load.
Missing object "khajit slave male00000000" for reference during cell "Sadrith Mora" load.
Local count for script 'slaveScript' differs from local count for saved reference data.
Missing object "breech-star00000000" for reference during cell "Molag Mar" load.
Missing object "tern-feather00000000" for reference during cell "Molag Mar" load.
Local count for script 'slaveScript' differs from local count for saved reference data.
Local count for script 'slaveScript' differs from local count for saved reference data.
Missing object "khamuzi00000000" for reference during cell "Molag Mar" load.
Missing object "abanji00000000" for reference during cell "Molag Mar" load.
Local count for script 'slaveScript' differs from local count for saved reference data.
Local count for script 'slaveScript' differs from local count for saved reference data.
Missing object "unjara00000000" for reference during cell "Ascadian Isles Region" load.
Missing object "morning_clouds00000000" for reference during cell "Ascadian Isles Region" load.
Missing object "grey_throat00000000" for reference during cell "Ascadian Isles Region" load.
Local count for script 'slaveScript' differs from local count for saved reference data.
Missing object "tul00000000" for reference during cell "Ascadian Isles Region" load.
Local count for script 'slaveScript' differs from local count for saved reference data.
Local count for script 'slaveScript' differs from local count for saved reference data.
Local count for script 'slaveScript' differs from local count for saved reference data.
Missing object "affri00000000" for reference during cell "Arvel Plantation" load.
Missing object "kasa00000000" for reference during cell "Arvel Plantation" load.
Missing object "kal_ma00000000" for reference during cell "Arvel Plantation" load.
Missing object "Neetinei00000000" for reference during cell "Dren Plantation" load.
Local count for script 'slaveScript' differs from local count for saved reference data.
Local count for script 'slaveScript' differs from local count for saved reference data.
Missing object "de_r_drawers_01_ondres" for reference during cell "Balmora, Nerano Manor" load.
Local count for script 'slaveScript' differs from local count for saved reference data.
Missing object "khazura00000000" for reference during cell "Caldera Mine" load.
Missing object "inorra00000000" for reference during cell "Caldera Mine" load.
Local count for script 'slaveScript' differs from local count for saved reference data.
Local count for script 'slaveScript' differs from local count for saved reference data.
Local count for script 'slaveScript' differs from local count for saved reference data.
Missing object "ekapi00000000" for reference during cell "Panat" load.
Missing object "tsabhi00000000" for reference during cell "Panat" load.
Local count for script 'slaveScript' differs from local count for saved reference data.
Missing object "adanja00000000" for reference during cell "Pelagiad, Adanja's House" load.
Missing object "j'jazha00000000" for reference during cell "Sadrith Mora, Gateway Inn: North Wing" load.
Local count for script 'slaveScript' differs from local count for saved reference data.
Missing object "jeelus-tei00000000" for reference during cell "Suran, Suran Slave Market" load.
Missing object "tim-jush00000000" for reference during cell "Suran, Suran Slave Market" load.
Local count for script 'slaveScript' differs from local count for saved reference data.
Missing object "davina00000000" for reference during cell "Tel Aruhn, Underground" load.
Missing object "jadier mannick00000000" for reference during cell "Tel Aruhn, Underground" load.
Local count for script 'slaveScript' differs from local count for saved reference data.
Local count for script 'slaveScript' differs from local count for saved reference data.
Local count for script 'slaveScript' differs from local count for saved reference data.
Local count for script 'slaveScript' differs from local count for saved reference data.
Missing object "Dilborn00000000" for reference during cell "Old Mournhold: Residential Sewers" load.
Missing object "TR_m1_S_Dro'Jana00000000" for reference during cell "Port Telvannis, The Avenue" load.
Missing object "TR_m1_S_LostFeet00000000" for reference during cell "Port Telvannis, The Avenue: West Wing" load.
Missing object "TR_m1_S_Niobana00000000" for reference during cell "Port Telvannis" load.
Missing object "TR_m1_S_Ra_Mahrah00000000" for reference during cell "Port Telvannis" load.
Missing object "TR_m1_S_Massn_Lug00000000" for reference during cell "Port Telvannis" load.
Missing object "TR_m1_S_Hindas_Nakal00000000" for reference during cell "Port Telvannis" load.
Missing object "TR_m1_S_Lucius_Chranis00000000" for reference during cell "Port Telvannis" load.
Missing object "TR_m1_S_Polucius_Dim00000000" for reference during cell "Port Telvannis" load.
Missing object "TR_m1_S_Haj_Ralah00000000" for reference during cell "Port Telvannis" load.
Missing object "TR_m1_S_Ra_Kil00000000" for reference during cell "Port Telvannis" load.
Missing object "TR_m1_S_Alhat00000000" for reference during cell "Port Telvannis" load.
Missing object "TR_m1_S_Sra_Jiir00000000" for reference during cell "Port Telvannis" load.
Missing object "TR_m1_S_Akanil_Liba00000000" for reference during cell "Port Telvannis" load.
Missing object "TR_m1_q_ArgonianHitman200000000" for reference during cell "Boethian Mountains Region" load.
Missing object "TR_m1_q_ArgonianHitman100000000" for reference during cell "Boethian Mountains Region" load.
Missing object "TR_m1_O_Tedril Llaram 00000000" for reference during cell "Boethian Mountains Region" load.
Missing object "TR_m1_O_RS_1200000000" for reference during cell "Boethian Mountains Region" load.
Missing object "TR_m1_O_RS_1400000000" for reference during cell "Boethian Mountains Region" load.
Missing object "TR_m1_O_RS_2200000000" for reference during cell "Aranyon Pass" load.
Missing object "TR_m1_S_J'dana00000000" for reference during cell "Orelu Plantation" load.
Missing object "TR_m1_S_Corrolius00000000" for reference during cell "Sadas Plantation" load.
Missing object "TR_m2_Jamanha00000000" for reference during cell "Tel Muthada" load.
Missing object "TR_m2_Fillim 00000000" for reference during cell "Tel Mothrivra, The Glass Goblet" load.
Missing object "TR_m2_Han-Zaw 00000000" for reference during cell "Tel Mothrivra, Prison" load.
Missing object "TR_m2_Tadave Arendu 00000000" for reference during cell "Tel Mothrivra, Storage Tower" load.
Missing object "TR_m2_Slave-Drowned00000000" for reference during cell "Lake Boethiah" load.

Re: REL Fligg's Slave Mod v1.2

PostPosted: Sun Feb 05, 2012 4:29 pm
by Leonardo
The first four errors is from Tamriel Rebuilt and the others is probably from the mod it self.  I suggest that you use TESPCD to find out what object is missing or what base object couldn't be found, but this is all help I can provide since I don't know much about scripting.  :shrug:

Re: REL Fligg's Slave Mod v1.2

PostPosted: Mon Feb 06, 2012 2:11 pm
by sassman
Okay, the [Missing object "argonian slave male00000000" for reference]...etc. lines exist because the NPC has been removed from the savedgame file in one place but not another.  Specifically, the reference to each slave must be removed from both the cell where they currently exist (which you probably already did), and also from the "NPCs Altered/Killed By Player" section (which is probably what Morrowind is complaining about.)  Then there will be a DELE  record stored in the cell where the slave(s) were originally obtained, and that should be removed as well, so those slaves can be recovered again.

Also, remember that each "item" in Enchanted may be represented by multiple sub-records, and these are grouped only by a shared item number in their descriptions.  Usually the item ID is only the second subrecord in the group of subrecords that define a complete "item."  To remove an "Item" you have to select and delete each of it's associated subrecords.  

Lol, nothing in Enchanted is exactly easy.