simple slavery skyrim мод

Simple Slavery [1.2]

Uploaded · Published July 9, 2020 · Updated January 24, 2021

Last revision: 2 Jan at 10:22 UTC (2)

File size: 6.56 MB

Description:

Allows the player to take captured prisoners as slaves.

Original mod by Thirite, updated to 1.0 by Ziehn, updated to 1.1 by me.

The description is mostly copied over from the 1.0 version. It might not be fully up to date.

Currently they function very similarly to a normal colonist– able to perform typical jobs, be designated colonist beds, may be drafted, etc. Of course they will probably still try to escape.

Toggle on the «Emancipate» gizmo after selecting a slave. A warden will then autonomously set them free, or you may prioritize it like most other orders. Once this is done, they will be considered a released prisoner and leave for home. However, if you emancipate a slave while they are in a prison cell, they will stay as your prisoner- though freed of slavery.

Slaves can be purchased from the same traders as in vanilla- but will now maintain status as a slave when they join your colony. You may also sell any slave in your colony in the same way you would sell a prisoner. Slaves purchased from a trader will already have their willpower broken, and will typically not attempt to escape (with the exclusion of Iron willed pawns).

Q. Is this compatible with Prison Labor?
A. Yes, I haven’t used Prison Labor much myself but this takes a different approach. It pretty much comes down to which roleplaying flavor you prefer, Prison Labor makes it feel like your running a prison camp while Simple Slavery does better at playing being a slaver. They can be used at the same time. See Compatibility for more details.

Q.I can’t unequip collars, help!
A.If you are using the Rpg Inventory mod click the «Show List» button to view and unequip collars.

Q.My slaves are bald with collars equiped.
A. Show Hair With Hats

Q.My Slave escaped and is no longer on my colonist bar, what do?
A.Wait. No really just wait, after a half day or so they will rejoin your colony after their time out in prison.

Prison Labor mod’s «Motivation Mechanic» seems to interrupt escaping slaves causing them to wander aimlessly, you can turn it off in Prison Labor’s mod options.

Multiplayer «works» but any of the UI mechanics will desync. Emancipate, Shackle, Special Collar functions ect…

This is still a work in progress, but it seems pretty stable from my quick tests. It should be suitable for normal (non-debugging) gameplay but I’m sure the balance is likely in need of refining.

This mod is not meant to condone real world slavery, whether past or present. If you can’t differentiate between a videogame and real life then you shouldn’t be playing RimWorld to begin with.

Download some more! More Slaves

Thirite – Original Author, Continued Updates
Ziehn – 1.0 Update, Continued Updates
MarkSill – 1.1 Update, Continued Updates
Proxyer – Japanese Translation
Aramati – Portuguese-BR Translation
xRg – Russian Translation
And you – For clicking subscribe

Direct download: GitHub [github.com]

Required items:

Click the title to search on this site.

Revisions:

Old revisions of this mod are available below. Click the link to download.

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Simple Slavery Collars

Add collars from Simple Slavery Mod and some tweaks related to slavery in Ideology DLC.

This mod is available with or without ideology DLC. However, unlike the Simple Slavery mod, the function of creating slaves is not included. Without Ideology DLC, you can only use the collars.

Original mod by Thirite, updated to 1.0 by Ziehn, updated to 1.1,1.2 by MarkSill.

— Explosive Collar
— Electric Collar
— Crypto Collar
— Heavy Collar
— Tribal Collar

. And their special abilities.

Explosive Collar explode the wearer’s head when activated. The wearer will die.
Electric Collar shock the wearer when activated. The wearer falls down with burns.
Crypto Collar freezes the wearer when activated. The wearer will just be unable to move.

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Tribal Collar has 10% slave suppression buff.
Electric Collar, Crypto Collar and Heavy Collar have 20% slave suppression buff.
Explosive Collar has 25% slave suppression buff.

Functions can be used not only for slaves but also for colonists and prisoners in settlements.
You can get slaves to wear collars and shackles.
Mood buff/debuff function according to slave collar wear.

You can activate the collars worn by pawns on the map at once.
It is available on a powered-on Comms Console.
It is also available in Small Comms Console from Small Comms Console mod.

Functions to turn on/off in mod options
— Slave stage function available. Depends on slave time. (A slave with iron-will or steadfast trait will not be Slave Stage 5.) You can also set the slave stage period in the mod option.
— Rebellion cycle change function enabled. Depends on the slave stage.
— Add role assignment function to slaves.
— Remove the slave’s global working speed debuff.
— The slave’s home faction to be changed to the player’s faction when the slave stage reaches level 5.

Please refer to the change notes for updates.
I’m a novice moder, so I’ve been as careful as I can, but an unexpected error can occur.

(Collar function is available if the alien can wear it even if it is not on this list.)

● Anty
● Ferian
● Kijin
● Kurin
● Lapelli
● Luno
● Moyo
● Nyaron
● Rabbie
● Ratkin
● Bun
● Lupaios
● Callistan Legacy
● AOC
● Mincho
● Dragonian Prime
● Mincho Witch
● Epona
● Paniel
● Ancient Species (Half-elf)

When used with Cybernetics Organism and Neural Network mod, the special abilities icon does not appear when the pawn is in the mental break state. Special functions are still available in the event of slave rebellion or prisoner escape.
The use of functions in the Comms Console works normally.

I don’t speak English well. The explanation may be awkward because I used a translator.
If you have a problem, please tell me with the error log.

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Simple Slavery[1.0]

Status update: First off I’m really sorry for the long delay, been having a bad 2 years that seem to find something worse than the last. At the moment I can’t give any time frames where I can work on this mod again so if anyone wants to pick up where I left off feel free to, just give credit to the original author.

Allows the player to take captured prisoners as slaves.

Original mod by Thirite, updated to 1.0 by Ziehn. Uploaded with permission.

Currently they function very similarly to a normal colonist— able to perform typical jobs, be designated colonist beds, may be drafted, etc. Of course they will probably still try to escape.

Toggle on the «Emancipate» gizmo after selecting a slave. A warden will then autonomously set them free, or you may prioritize it like most other orders. Once this is done, they will be considered a released prisoner and leave for home. However, if you emancipate a slave while they are in a prison cell, they will stay as your prisoner- though freed of slavery.

Slaves can be purchased from the same traders as in vanilla- but will now maintain status as a slave when they join your colony. You may also sell any slave in your colony in the same way you would sell a prisoner. Slaves purchased from a trader will already have their willpower broken, and will typically not attempt to escape (with the exclusion of Iron willed pawns).

Q. Is this compatible with Prison Labor?
A. Yes, I haven’t used Prison Labor much myself but this takes a different approach. It pretty much comes down to which roleplaying flavor you prefer, Prison Labor makes it feel like your running a prison camp while Simple Slavery does better at playing being a slaver. They can be used at the same time. See Compatibility for more details.

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Q.I can’t unequip collars, help!
A.If you are using the Rpg Inventory mod click the «Show List» button to view and unequip collars.

Q.My slaves are bald with collars equiped.
A. Show Hair With Hats

Q.My Slave escaped and is no longer on my colonist bar, what do?
A.Wait. No really just wait, after a half day or so they will rejoin your colony after their time out in prison.

Prison Labor mod’s «Motivation Mechanic» seems to interrupt escaping slaves causing them to wander aimlessly, you can turn it off in Prison Labor’s mod options.

Multiplayer «works» but any of the UI mechanics will desync. Emancipate, Shackle, Special Collar functions ect.

This is still a work in progress, but it seems pretty stable from my quick tests. It should be suitable for normal (non-debugging) gameplay but I’m sure the balance is likely in need of refining.

This mod is not meant to condone real world slavery, whether past or present. If you can’t differentiate between a videogame and real life then you shouldn’t be playing RimWorld to begin with.

Older Change Logs can now be found here Change Logs

[5/25/2019 @ 5:08pm]
Fixed animals not showing on list of things to sell

[4/12/2019 @ 3:06pm]
Russian translation updated

[4/7/2019 @ 9:29pm]
Fixed slaves not joining colony on emancipation

[4/5/2019 @ 12:34am]
Fixed slave selling in player caravans (World map)

[3/29/2019 @ 11:26am]
Added a mask to explosive/electric collars so the component parts color will be consistent
Russian Translation by xRg

[3/14/2019 @ 11:46am]
New Collar, Electric Collars. Zzzt!
Requires Microelectronics researched
Causes burns to the neck
Small risk of Heart Attacks increasing with age

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Simple Slavery [1.2]

Allows the player to take captured prisoners as slaves.

Original mod by Thirite, updated to 1.0 by Ziehn, updated to 1.1 by me.

The description is mostly copied over from the 1.0 version. It might not be fully up to date.

Currently they function very similarly to a normal colonist— able to perform typical jobs, be designated colonist beds, may be drafted, etc. Of course they will probably still try to escape.

Toggle on the «Emancipate» gizmo after selecting a slave. A warden will then autonomously set them free, or you may prioritize it like most other orders. Once this is done, they will be considered a released prisoner and leave for home. However, if you emancipate a slave while they are in a prison cell, they will stay as your prisoner- though freed of slavery.

Slaves can be purchased from the same traders as in vanilla- but will now maintain status as a slave when they join your colony. You may also sell any slave in your colony in the same way you would sell a prisoner. Slaves purchased from a trader will already have their willpower broken, and will typically not attempt to escape (with the exclusion of Iron willed pawns).

Q. Is this compatible with Prison Labor?
A. Yes, I haven’t used Prison Labor much myself but this takes a different approach. It pretty much comes down to which roleplaying flavor you prefer, Prison Labor makes it feel like your running a prison camp while Simple Slavery does better at playing being a slaver. They can be used at the same time. See Compatibility for more details.

Q.I can’t unequip collars, help!
A.If you are using the Rpg Inventory mod click the «Show List» button to view and unequip collars.

Q.My slaves are bald with collars equiped.
A. Show Hair With Hats

Q.My Slave escaped and is no longer on my colonist bar, what do?
A.Wait. No really just wait, after a half day or so they will rejoin your colony after their time out in prison.

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Prison Labor mod’s «Motivation Mechanic» seems to interrupt escaping slaves causing them to wander aimlessly, you can turn it off in Prison Labor’s mod options.

Multiplayer «works» but any of the UI mechanics will desync. Emancipate, Shackle, Special Collar functions ect.

Slaves riding an animal with Giddy Up when they try to escape will result in losing the animal they’re riding.

This is still a work in progress, but it seems pretty stable from my quick tests. It should be suitable for normal (non-debugging) gameplay but I’m sure the balance is likely in need of refining.

This mod is not meant to condone real world slavery, whether past or present. If you can’t differentiate between a videogame and real life then you shouldn’t be playing RimWorld to begin with.

Download some more! More Slaves

Источник

Подпишитесь, чтобы загрузить
Simple Slavery [1.2]

Allows the player to take captured prisoners as slaves.

Original mod by Thirite, updated to 1.0 by Ziehn, updated to 1.1 by me.

The description is mostly copied over from the 1.0 version. It might not be fully up to date.

Currently they function very similarly to a normal colonist— able to perform typical jobs, be designated colonist beds, may be drafted, etc. Of course they will probably still try to escape.

Toggle on the «Emancipate» gizmo after selecting a slave. A warden will then autonomously set them free, or you may prioritize it like most other orders. Once this is done, they will be considered a released prisoner and leave for home. However, if you emancipate a slave while they are in a prison cell, they will stay as your prisoner- though freed of slavery.

Slaves can be purchased from the same traders as in vanilla- but will now maintain status as a slave when they join your colony. You may also sell any slave in your colony in the same way you would sell a prisoner. Slaves purchased from a trader will already have their willpower broken, and will typically not attempt to escape (with the exclusion of Iron willed pawns).

Q. Is this compatible with Prison Labor?
A. Yes, I haven’t used Prison Labor much myself but this takes a different approach. It pretty much comes down to which roleplaying flavor you prefer, Prison Labor makes it feel like your running a prison camp while Simple Slavery does better at playing being a slaver. They can be used at the same time. See Compatibility for more details.

Q.I can’t unequip collars, help!
A.If you are using the Rpg Inventory mod click the «Show List» button to view and unequip collars.

Q.My slaves are bald with collars equiped.
A. Show Hair With Hats

Q.My Slave escaped and is no longer on my colonist bar, what do?
A.Wait. No really just wait, after a half day or so they will rejoin your colony after their time out in prison.

Prison Labor mod’s «Motivation Mechanic» seems to interrupt escaping slaves causing them to wander aimlessly, you can turn it off in Prison Labor’s mod options.

Multiplayer «works» but any of the UI mechanics will desync. Emancipate, Shackle, Special Collar functions ect.

Slaves riding an animal with Giddy Up when they try to escape will result in losing the animal they’re riding.

This is still a work in progress, but it seems pretty stable from my quick tests. It should be suitable for normal (non-debugging) gameplay but I’m sure the balance is likely in need of refining.

This mod is not meant to condone real world slavery, whether past or present. If you can’t differentiate between a videogame and real life then you shouldn’t be playing RimWorld to begin with.

Download some more! More Slaves

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