Looking forward to this one. thanks for all the updates.
Small note of caution...
Thanks for the feedback. The respawn problem was one of the main reasons why it took so long to develop this mod. My goal was to develop a none gamebreaking enslaving systen. The described problems of other mods were my incentive to write my own mod.
!! Slaves stay slaves as long as the player wants to keep them in my mod.
One tiny little exception here. It is impossible with vanilla scrippting techniques to control gender and apperance of respawners (maybe FOSE can help here in the future, i found interesting functions in OBSE). I used this game engine "flaw" in a very creative way. It is one of the main story themes in part II: Don?t let your slave out of your sight, your new carrier as a slaver is?nt unnoticed.
Relocation (orphaned actors) is the other great problem, correct. With other mods you can easily depopulate entire cities or make the Paradise Falls slavepen in a chaotic hellhole.
I chose the way to let the player deciede where he want to find his respawned slaves.
If the (respawn) slave is killed, then this is its new position while the player is near. If he respawns he is looking for fun
with the player or try to find the way home. Good advice never kill your slaves in your living room
his (respawned) friend could know about it.
Is the player not in the same cell and the next cell reset happens (3 days rule), the respawned slave is back in its original position, so there is not realy a problem with dead slaves. I could change this behaviour (if there is enough demand), but i like it this way. Slaves are people to and not dead and bloody decoration for the players home.
!! If the player sets his slave free, the slave find his way home guaranteed in my mod.
No rule with a little exception
. Is the freed (respawn) slave trained by the player (chances of stats, inventory, ...) he keeps his training until the next respawn happens. This is intended and completly under player control.
!! The position of freed trained slaves is always correct, they are were they come from.
The loss of training for (respawn) former slaves is logical, because after a respawn has happend, your original slave is lost in the wastes and another untrained npc has taken its place.
I know this is not what a lot of people want to hear: Slavetraining is coming in Part II.
Part I is about setting the stage and establish the slaver organisation and the enslaving system. Its the begin of the story i want to tell. I was fascinated about the hunderts of little stories wich are included in Fallout 3 and wrote my own little story 4 months ago. Now has the first part of this "little" story an actual play time of estimated 3 hours. Is a freeform quest with many different endings and beginnings depending of the players choice. Much bigger as i ever planned. But i am happy that part one is only days away for completion. I am sure that part II is much quicker to develop (main scripting of the new functions and some locations are already done) because the build up (respectively the stopping) of your own (an) slaver organisation is much more linear. The last part where you destroy your greatest enemy as a slaver (respectively learn and destroy the greatest enemy of the lone wanderer) is also a traditional sequence of quests. I hope the hardest work is already done.
To end this lengthy post some progress report:
All Beginnings and 10 Endings done (only 2 to go), all NPCs done, 70% of the last quest done. The Beta is shortly on its way.