Written:
Year: 2025
Month: 8
Day: 23
Version: V 0.00226
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Mod current status:
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Changed a lot in player slavery, not preformed full test, expected to work player escape included( that part not changed).
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IMPRTANT information on curent version:
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Quick update to Master Annable to use properly her dialogues. To make her function as intended you need load a save before you complited the traning inro even better, before you get captured. OR Use restart function.
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Failure to do any of this leads annable bugged state.
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What this mod do - short version: ( updated: Year: 2025 Month: 8 Day: 23 )
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-i consider the mod in early devlopment not future full, most content is place holder for testing or very minimal so easy to change.
-This mod ower time going to DLC sized.
-This is a slavery thamed mod, made for PAHE/DOM (Paradise Halls extanded/Diary of Mine)users AND users who like when get ensalved by npcs and bead things done to player
-Mod adds around 180+ new npcs to the game. planned add lot more in future.
-Mod adds slavers to skyrim, this slavers patrol on the map, hunt for victims ( Near whiterun effected the moment )
-Mod adds victims to captured by slavers, this victims vanders around skyrim roads ( Near whiterun effected the moment )
-Mod adds slaver equipemnt for slaver npcs: this equipment made for capture player and npcs, by default if target hp falls below 50% and recive a hit form this weapos target get captured by slavers
-All mod slavers equiped whit this weapons by default, this slavers play more aggresive compered normal enemys and far more well equiped than avarage bandits. Statistic vise most of them same as bandits.
-Mod adds option player to fight aginst slavers OR join the slaver guild and hunt for slaves to guild or them self.
-For compatibility slavers only allowed capture npcs that my mod added, the player, the player followers, and npcs that player marked as valid target for capture or player marked as its own followers
-Slavers capble capture player followers to this spawn a new quest to rescue your follower! (in devlopment early version works time of writing)
-If Slavers capture the player a special game mode activates this controled by: Slavery Player Framework. Slavers send a slave tranier to player to brake its mind and make the player obidient slave. player lot of option given to resist, or accept.
-Slave Masters ( traniers ) has own personality and preferences of punishment
-Planned ot add special quests for special salve traniers that may join player path for a long time( and act ass a boss that make player life "more intresting") if not get killed outright
-(IN DEVLOPMENT, NOT ADDED YET) based on slave behavior player ower time recive new masters that work slave different places, this based on earlyer player actions
-(IN DEVLOPMENT, NOT ADDED YET) if slavers manage brake player mind, they may let player go free as their slave and exploit it for resources and fun.
-(IN DEVLOPMENT, NOT ADDED YET) being officaly known as dragonborn, has its own disadvantages if player get captured by slavers as its grants player special attention from slaver guild
-Its possible to escape from slavery but its very very hard.
-Player can own slaver bases, by taking it force from slaver guild or buying some places from shady figures.
-Player owened bases can used to make money from slaves, a lot of money.
-Player can recuit mercanarys to protect its slaver bases, this mercanarys can be captured by slavers or by player
-Shady figures found on major city inns. ( whiterun bannered mare has only one the moment ), this figures do all grey busniesses including selling slavery weapons to player
-Shady figures cannot be trusted! they can act as a bank or help get back your follower yes, but other side they work for money....
-Local jarls not like slavery if player do to mutch aginst slaver guild OR captuer too mutch slave attention rises and ower time the local jarl send a team of adventurer to hunt down the player, or player owened slaver base or the slaver guild owened slaver base
-Local jarl anti slaver teams can be destroyed by player before they complite their task
-Information on local jarl intention can be broguth from shady figure
-Shady figure may or may not sell information on player illegal activitys to local jarl, dont trust shady!
-Player can join slaver guild for its benifits: capture missions, acces to slaver only equipment, payed for capturing slaves, special spell to find victims more easy, as long as salver guild member slavers not attack player by default
-Slaver guild has own traniers, and traders player get acces to
-Slaver guild owns slave markets this places are neutral and player can enter here if player reputation with slavers not to low
-Slaver Guild has slave traders that walk aroudn skyrim with escort, this traders time to time move beatwen slaver bases slaves it self. Plus sell and buy lot of equipment they usualy has lot of gold with them.
-if player own slaver base on slave market player can sell or buy slaves directly
-Game adds a faction called Ring Of Zenithar( ROZ ), This faction reprepsent the slave buyer reach pepole who use the slaves as work force and work them to death for big profit.
-ROZ members and their guards can be found around skyrim this pepole go to inns, jarls, own slave workshops and slave market. so if you need find their bases you may fallow them.
-(IN DEVLOPMENT, NOT ADDED YET)anti slaver guild added to game: this faction work aginst slavers, they has own missions, tools aginst slavers and slavery mind effects
-(IN DEVLOPMENT, NOT ADDED YET) slaver guild and anti slaver guild recive own quest line. Warning: player only can be anti slaver OR slaver guild member not both!( at least most cases
[if you playerd morrowing you know what i talking about...])
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Guides for this mod:
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Sort guide ( 2025-08-23):
SLOS-SortGuide.txtSLOS-SortGuide.txt
Full guide:
Here is the full very in depth guide updated to V 0.002 version. Curent version add new futures that not documented here.
Reason for this: new futures may added or removed as devlopment progress until finalized!
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SlaversOfSkyrim Documentation-Stage2-V5.7z
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About the files:
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Legend:
TTT = LE - Legendary Edtion, in theory oldrim compatible too if required files installed
TTT = SE - Special Edition and Anniversary Edition compatible version
VVV = version number
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File names:
SLOS-TTT-Main-V0-VVVV - main file you need it
SLOS-TTT-DLC1-V0-VVVV - Patch file for Legendary edition and Special edition( 1.5.97), Anniversery edtion: Dargonborn, dawnguard DLCs
SLOS-TTT-DLC2-V0-VVVV - Patch file for Special edition(last patch), Anniversery edtion: the new Creation kit content imeplementation
SLOS-TTT-Tester-V0-VVVV - The files i use when i run testing, call directly specific parts of mod. part of it may broken, when i need it i fix it. here for those who wish do quick tests.
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For more information on mod devlopemnt status and updates:
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-check my devlopment log, LINK:
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Sort term goals and future plans:
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i have lot of plans the mod in the works for long time and i expect best case at year 2027 early part to reach version 1.0
here is the curent goals (2025-08-23):
-add a EMII system extension that make possible re apply the external patches using SLOS menu system
-Add menu to Slavery Player Framework system that make possible change some of the player slavery variables( more brutall or less brutal mechanics )
-make a more easy to understand guide, the full guide to loong not usefull to understand basic things
-add slavery player new constructicbe items: sabotage tools, and oil placer flask to make traps
-create the new task: place your items to chest slave - uses item managment system force player remove its items...
-create the pick my trash slave task
-create the new generic task: pick up this item slave and bring it to me
-Create new task: player not allowed to equip spell
-Create new task: player need wear clothes, if clothes come off player get punished
-Create new task: player need craft new items based on master wishes, resoruces may not given for it, its time limited
-create and complite the broken slave for player quest and futures
-add new story quest to slavery player: 2 master one slave quest
-restore the first player capture story quest to slavery player framework( with random generic slave master come to train the player )
-work out and implement a system: slavers detect the player resistance and higher resistance players recive more "effective" trainers. ( so lvl 60 player character s going to recive lot harsher treatment than lvl 1)
-add pahe and dome implementation so slavers can attack player slaves and capture it, need separate option to enable disable!
maybe make pahe and dom slaves excluded from ower time kill the slave effect
-add pahe and dome implenetation so player can transform slaves from pahe or dome to SLOS
-NS working slaves implementation to SLOS
-add new weapons to ring of zenithar members, this make possible the members capture valid targets but requires more damage to target heath and no fancy teleport away magic in play
-make ring of zenithar slave transportation system workable
-make possible during slave transport player can interact with the slavers may be enslaved, buy the slaves or free them
-add new future to slavery framewok: "jewelry punishment" - masters may give player new "jewels" to wear as punishment... zaz items, dd items, toys items in play. to make slave life "more intresting".
this items may do mental damage ower time as added "bonus effect"
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Fallowing goals need worked out this is place holders:
-add Devius Devices framework implementation: Restrain, maybe whiping
-add toys imeplementation: whiping
-create the slavery player framework story system
--create at least 1 of the story quest types the story system make use of
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here is the full plan i fallow(2025-08-23):
Mile stone list
Legend:
 --X == not Started
 --W == Work in progress
 --T == In testing
 --Done == objective complited
 --Deleted! == this objecitv deleted as devlopment procces showed not needed or not possible
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************ Â Stage 1: Â Â ************************
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Done!
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Primary goal here: build up base framework
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Backgrund goals:
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-work out slaver guild combat styles --Done
-work out how slaver guild fighting force orgnized --Done
-work out lore for slaver guild --Done
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Base version goals:
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Slavers of skyrim.esp:
-Execute a clean up - Done
-Change/add slaver types, other assets as needed --Done
Build up Whiterun region slaver bases compatible with scripted version
whiterun region need contain:
-Slaver Region setup --Done
-marketplace for slaves --Done
-slaver camp --Done
-slave workshop oweened by owener --Done
-potential victims that slavers can capture --Done
-slaver patrols --Done
-wandering slave trader that can be interacted by player --Done
Add slaver guild item informations/manuals--Done
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Scripting modul goals:
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-Add a in game guide to the mod - Done
-Core need working condition --Done
-player ui wokring condition --Done
-slavers can capture:
--- npcs --Done
--- followers --Done
----- need a test follower captured quest ---Done
--- player -- Done
------need a test player captured quest ---Done
-slaver can store slaves  --Done
-slaver can move slaves around  --Done
-slave owener can get own slaves  --Done
-slave owener can make own slaves to work in own workplace  --Done
-way to slaves can be removed from slavery by player/other npcs  --Done
-add a mini event handling module that can expanded ---Done
-add event handling: slave try to escape with external help -basic ---Done
-add event handling: slave try to escape but fail-basic ---Done
-Location keyworld and location reference validator/checker  ---Done
( checks all the modul bases they properly settup for usage or not, reports erorr to mod maker )
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************ Â Stage 2: Â Â ************************
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Done!
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Primary goal here: Build up base framework for player-slaver guild interaction and player slave owener interactions
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Backgrund goals:
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-work out how slave cost system going to work --Done
-work out how player conquire salver places can work as part of in game lore --Done
-work out how oweners work ( organization, owened location managment, bribing locals )--Done
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Base version goals:
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-add lore books, jornuals that related to slaver guild history--W--delayed
-add the game world the lore items so player can find it--X--delayed
-add grey zone figure to taverns of whiterun region, Â this shadi figures act as traders--Done
-add new slave owener base, that player can buy -- Done
-add a secund slave owener to existing one -- Done
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Scripting goals:
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-Slaves has expire time (ower time they die as worked to death
)--Done
-Make possible for player to capture slaver places --Done
-Make possible for player to joinslaver guild technicly --Done
-Slaver guild pay out gold to its slavers, provide equipment, make possible player acquire these things--Done
-Player can expeled from slaver guild if broke rules --Done
-Slaver guild own reputation system, toward player--Done
-slavers watch player actions so they detect if slaver rules broken --Done
-if player realise slaves from slavery that not own, and the slavers catch the slaves during escape able to trace back to the player the slave escape--Done
-Player can "buy" slave workplace --Done
-Player can conquere slave work place --Done
-Make possible player can own slaves --Done
-Make possible for player to particapte slave trade --Done
-Player can profit from owning a slave workplace --Done
-Make Possible Slavers/slave oweners try take back conquered workaplces/slave camps from the player --Done
-When player restarts the script modul, all player claimed base and mercanary, slave kept intact-Done
-add a special shady figure who can provide special services to player:--Done
--follower buy back option: if player play a great summ of money player get back the follower....--Done
--sell slaver weapons-Done
--Sell slaves -Done
--give finincal support-Done
--player can sell infromation to shady guy about slaver guild-Done
-Add represantion for local lords: -Done
--if slaver acitivy to high might spark local lord strike the target-Done
--if player capture to many slaves the local lord sent strike force to capture/kill - Done
-slavers can attack settlements--Done
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************ Â Stage 3: Â Â ************************
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WE are here the moment!
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Primary goal here: finish the aboslut basics of the mod:
-add repateble filler quests and its base framework for this type of quests
-add external mod implementation( like loverslab )
-implement a punishemnt system
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Backgrund goals:
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-work out repateble quests for slaver guild, capture --X
-work out repeteble quest for slaver guild, non combat tasks --X
-work out repateble quest: assist captured slave traning for slaver guild --X
-work out for quests to slave oweners (if possible )--X
-Work out economy for slaver guild, so they can pay the player--W
-work out how to player slavery works--W
-work out how impleemnt external mods, how to build up interface--Done
-work the slave master personality system--W
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Base version goals:
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produce required asstest, suport tols for the scripting goals
-Update to local standards the in game manual for player--X
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Scripting goals:
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-Add punishemnt system, for general use --W
--add implementation of frame works to pumnihsment system --W
-Add Player Slavery system --W
--add perosnality system for slave masters that train/own the player --W
-Add Lovers Lab Framework support --W
-Add Toys Framework support --W
-make repateble quest where player tasked capture specific npc --X
-make repeatbe quest here player taksed to "train" specific npc --X
-make repateble quest for player to non combat tasks --X
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************ Â Stage 4: Â Â ************************
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Primary goal here: extend player slavery inner working and follower inner workings, add breake in mechancis
-add repateble filler quests and its base framework for this type of quests
-extend the tested quests.
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Backgrund goals:
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-work out how player mental breake down works --X
-work out how follower mental breake down works --X
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Base version goals:
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add new actors to the existing "stable" roles
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Scripting goals:
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-add more player slavery quests --X
-add more follower rescue quests --X
-add frame work for player as slave brake down --X
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************ Â Stage 5: Â Â ************************
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Primary goal here: Anti-Slaver Guild added to the modÂ
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Backgrund goals:
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-Work out the anti slaver guild layout --X
-Work out the anti slaver guild lore--X
-Work out the rules of anti slaver guild --X
-work out the anti slaver guild reaction to player actions --X
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Base version goals:
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-Add written lore to anti slaver guild --X
-add anti - slaver guild base to whiterun region ( if going to exist ) --X
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Scripting goals:
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-Make possible player can join anti slaver guild --X
-if player boke the rules of ant slaver guild need expelled --X
-Slaver Guild reaction to anti slaver guild need to be settup --X
-slaver guild reaction to player slavery events --X
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************ Â Stage 6: Â Â ************************
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Primary goal here: Extend the slaver guild locations to skyrim!
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************ Â Stage 7: Â Â ************************
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Primary goal here: Build up the quest lines frame work, add main actors, places
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************ Â Stage 8: Â Â ************************
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Primary goal here: Build up the quest lines, or at the first few quest, or pack of quests...
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************ Â Stage 9: Â Â ************************
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Primary goal here: Complite the quest lines.
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************ Â Stage 10: Â Â ************************
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Extend to final form the player capture and follower capture quests
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Supported other mods:
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This mod supported and make use of:
-SexLab Framework - sex animations
-ZaZ Animation pack - sex animations, whiping, restraning player
-Toys - sex animations
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Compatibility with other mods:
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-this mod 90% of cases only adds new things to the game
-Changed things:Â
---adds npcs to inns
---adds some xmarker to varius places
---adds some trigger box some places
---adds xmarkers soem jarl long hause/palace
---adds doors to vell hidden places that leads to slaver bases
( i chose places that probably totaly deserted and not tuched by other mods )
---adds new on road event and wildernes event
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Requirements:
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Skyrim.esm
in theory this mod compatible with Oldrim, LE, SE, AE
Conformed works with LE, SE, AE.
This mod it self independent from SKSE so any future changes or update to skyrim not epxected to effect the mod itself.
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About content:
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This mod made for fun and give option to in safe virtual space do and expereince things that shuld never ever happen with any sentient being.
I strongly aginst slavery, humiliation and other nasty thing inside this mod.
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Change log:
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2025-05-11
Added:
-a very detailed guide packaged with the files this one tells exactly how the annable story quest works
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Fixed:
-annable give more time beatwen ordering for sex with player
-annable story now complite, i fixed a issue that preverented to make annable free you, now its possible! ( at least i hope
)
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Changed:
Annable story quest extended a bit, for details look for the packaged in guide or check the discription page  i put here the guide for annable.
-in sort: annable now has day-to-day rutine, with player traning included.
-day to day rutine kick in at the next day of player capture( to be more precize , after the player traning intro talk done and clock hit 7:30 )
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-now in theory masters capable fallowing day to day rutine and if story quest orders them do the story related actions witout a problem...
2025-05-10
Added:
-Slavery Player - Annable Slave Trainer Story quest - Classified as special story quest, incomplite, but in working order
-Slavery Player - Slave Masters now use separate quests, and can be paired with story quests
-Slavery Player - Actor package menegment system, to more smooth control of actor actions
-Slavery Player - new interface to make story quests
-Slavery Player - new interface to make master quests
-Slavery Player - new interface to make task quests
-Slavery Player - new internal system to manage modular extension of slavery player framework
-Slavery Player - unknown ammount of new bugs ( probably )
-Slavery Player - Restrain player connection to application interface system, now slave master can use zaz to restrain player, or call zaz/sexlab/toys to have sex with player and after action do own things
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-Aplication interface system - Sex animation end now reported to scripts
-Aplication interface system - zaz support for restraining player
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Replaced:
-Slavery Player Framework - 99% replacemnt of the provius version
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Changed:
-Slavery Player - slave master preference on auto punishment got replaced a more smother script
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Disabled:
-old player capture quest with guards, its going to come back with changed form
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Bug fixes:
- As replaced Slavery Player Framework most if not all known bugs gone that realted to this system
- Ananble face fixed
2024-02-23
2025-01-21
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added new file for modders:
Templates, this file useful modders that wish change or make new cells as slaver bases or player capture bases. please keep in mind this requirements may change in future. this is a demo tool this moment to show how easy to turn a built in location to slaver base. Of corse you need add slavers too and the slave workshop owener need own scudle built up to fully function. this files for modders not players.
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2025-01-10
New Download:
MERGED Slavers Of Skyrim, made ESM!
With own tester tool!
This 98% identical the V 0.00191 version
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in future this version going to be updated and supported!
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2025-01-07
Documentation changes:
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Added parts of the guide:
006-EntityModul-SlaverGuild-StrikeAndRaid.txt
006-EntityModul-LocalLordEntity.txt
006-EventModul-Entity-Lord-StrikeEvent.txt
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Updated parts of the guide:
003-ShadyFigureModul-Shady Figure Services.txt
007-EventModul-PlayerClaimBaseAttack.txt
006-EventModul-Entity-LordLocation.txt
005-EntityModul-Entitys and its functions.txt
004-EventModul-CaptureEvent.txt
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Removed parts:
010-EventGeneratorModul-Discription.txt
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Mod update:
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Added:
when player owened base attacked, now player get message to defend it and quest jornual and goal changes!
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Changed:
when player attacked evry mercanary inside the attacked base location give +1 hour to player arrive and defend the base
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Bug Fixes:
V-0-0019-1: Trained slave bonus cost not counted in slave cost, and no faction for trained slaves! - Fixed
V-0-0019-2: Slaver Guild Raid raid cannot be end with victory, as no victory condition set for slavers - Fixed
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2025-01-05
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Added:
-shady figure loan handling left unfinished, now shady figure send out warning letter and extrame cases loan collection team to player to pay back the loan...
shady figures always get back the loan...( or nearly always.... ) side note: the loan collection activity has own cost, this added to the player depth of course!
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-Tester tool can be used to initiate shady figure loan handling tests. as tis may take to loong initate normal means.... to the collectors arrive just change location in a settlement
Bug Fixes:
V-0-165-1: some victim type npcs has incorrect vocie type - Fixed
V-0-165-2: local lord strike team aginst player to strong at high levels- Fixed
V-0-165-3: Shady figure incorectly reports information on player status - Fixed
V-0-165-4: Shady fuigure loan handling unfinished - Fixed
2024-12-26 and 2024-11-01
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2024-12-30
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Added:
-Slaver Guild Raid on Towns: this future makes possible slaver guild raider teams do raids on towns. its requires player +1 or -1 trust toward the slaver guild and has 20% chance to happen evry weak. For test reasons only 3 slaver attacker attempt the raid, this is for testing... next version probably going to contain lot more attackers!
The Event spawn victims for slavers to capture...
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2024-12-28
IMPORTANT:
V0-001641 version to take full effect you need restart the mod if already in use!
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Added:
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New download :
Tool - Tester - a special ESL flagged esp with scripts that made for testing in game the Strike player and strike player base functions. Built in function to conquere base.
added bonus free gold to test out player mercanarys!
a TXT file packed with the tester tool with instructions how to use it!
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Bug fixes:
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V-0-164-1: when player location captured, the system try remove player mercanarys, but produce errors when no mercanary present - fixed
V-0-164-2: when player lose a slaver guild camp base, the system fail to restart the quest that represent the slaver base - fixed
V-0-164-3: when the mod stoped or restarted no mechanism in place to garante stopp the strike player by slaver guild quests - fixed
V-0-164-4: Local Lord entity strike player quest not forced to stopped when mod reseted or stopped - Fixed
V-0-164-5: Slaver guild send strike team to player fail to work properly due no link to SLOS Core - Fixed
V-0-164-6: Slaver guild entity fail to chose random strike quest aginst player owened base - Fixed
V-0-164-7: Local Lord entity fail to chose random slaver base to strike - Fixed
V-0-164-8: a property in local lord strike base quest not set up properly for this reason the quest fail to start - Fixed
V-0-164-9: a property not setup properly in Slaver guild strike player base quest, this is a reason quest fail to function as intended - Fixed
V-0-164-10: start up quest logic of slaver guild strike player base has flawed, fail to properly register all strike team member - Fixed
V-0-164-11: Local Lord entity strike on base produce false error message when intiating strike on any slaver base - Fixed
V-0-164-12: When player not own a Slaver guild base that conquered, but slaver guild attemt to strike a player owened base that belong slaver guild, script fail to stop in time - Fixed
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2024-12-26
Added:
-Slaver Guild has a chance to send strike team aginst player if player trust level go below 0. This may happen once a weak, and has a random chance to happen. So no way player can know when a strike going to sent aginst it.
( this functionalty need tested, in future i provide test tools )
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-Slaver Guild Send strike team aginst Slaver Bases that belonged originaly the slaver guild but player captured it. if player fail to react in time the attack the slaver base going back to original oweners.
( this functionalty need tested, in future i provide test tools )
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-Now the mod adds 181 new npc faces to the game, plese keep in mind this npcs mostly added to leveled lists. you not going to see all of them at the same time.
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-New hidden slaver base, not fully furnitured yet. This hiden slaver base cannot be captured! This base contain the slaver guild strike teams, if all of the occupant got killed/captured the slaver guild not able to send strike teams.
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Bugfixes:
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V-0-163-1: follower capture: the system unable to handle the follower that controled by a follower frame work but marked as normal follower - fixed
V-0-163-2: follower capture: the system unable handle the newly added clone death properly, if the clone dies in slavery the original not killed but the quest end or fail to complite -Fixed
V-0-163-3: capture spell: when slave captured and amulet give the slave some times system fail to place the amulet on the slave, then a infinite cycle start trying to place amulet on slave - Fixed
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2024-10-27
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2024-10-31:
Added new files:
SE-SLOS-Encountertest
LE-SLOS-Encountertest
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this 2 files a test to see how works ount on gameplay the 2 new random encounter in wilderness. usage is fully optional.
This 2 files shuld work any version as use very basic actor from SlaversOfSkyrim.Esp
(buty of modualirty)
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The SE version ESL flagged esp.
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to make use of it: walk around skyrim ower time you go trought a vannial encounter zone where random encounters spawn. you may see few slavers charging toward you, or on the road a victim that chased few slavers....
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this encounters work only for NON Slaver guild member players!
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V 0.001621
-added fix for FFA, i hope it works, its in the update.esp.
-Repackaged the files
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V 0.00162
added:
Tamriel:
-Added New Slaver work base that sold by Shady Figure in whiterun, bannered mare
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Script:
-player can buy slaves on slave market
-player can sell own slaves on slave market
-shady now vanish if too mutch gold invested on them, how many is too mutch random generated!
-shady figure now look for all slaver guild inventory not only market place for slaves!
-Slave trader now play for slaves when buy them from player oweened slaver camps, payment put on the local chest
-Slave trader need ot payed for salves when he bring slaves to slave market, or player owened slave workshop, payment expected hadned out from local chest
-Slave owener( reachbussnies man ) now pay to player when buy slaves from player owened slave market
-On core reset player conquered locations, owened slaves and mercanarys saved and restored at the end of the restart procces
-player now can buy new slaver base from shady figure
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Working on / not sure fixed - please conform!
V-0-0016-5: capture player - support item activation fails non object reported -failed to replacite... maybe LE only bug? -need checked fix applyed
V-0-0014-11: Slavers fail to spawn in high level in whiterun region -i hope its fixed but not sure...
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Fixed bugs:
V-0-00161-1: Player claimed location not removed from active location list when mod system reset called - fixed
V-0-00161-2: End of Cycle list not cleaned when mod system reset called - fixed
V-0-00161-3: Player Capture Quest fail properly acivate after player capture event, the bug triggered after SLOS Core restarted - Fixed
V-0-00161-4: Summoned dremora servant and emmesary need not marked as slaver may casue problems with other scripts! -Fixed
V-0-00161-5: player conquered a location then core restarted the location original quest fail to start -fixed
V-0-00161-6: when new mercanary brought the script run a error, this caused a missing line - fixed
V-0-00161-7: player claim location "claim" other slave storages slaves - fixed
and added extra safety future that preverent this happen in future!
V-0-00161-8: player slaves fail to show the right options when traveling wiht player, or staying on a slaver base -fixed
V-0-00161-9: player own whatan mercanarys block claim location spell to work - fixed
V-0-00161-10: player owened slave in case amulet removed fail to locate the storage where the slave belong - fixed
V-0-00161-11: some quest not stoped when core stopped - Fixed
V-0-00161-12: shady figure bug1: if you invest gold not show how many gold you invested -fixed
V-0-00161-13: Shady figure bug2: if you invest gold shady take the gold but not count as investment... (real shady figure style ) -fixed
V-0-00161-14: Shady figure bug3: if some one buy a save when you talk with shady figure and try the buy that same slave other npc brought on market the buy menu fail to procces the situation -fixed
V-0-00161-15: if player incrase its trust toward slaver guild above , as not member of guild: Script made by force the player to become member - fixed
V-0-00161-16: when player claim location no matter what location is claimed slaver guild trust lowered even if not their base taken - Fixed
V-0-0016-13: npcs spawn without chest clothing, the cause of the bug is some clothing come whit hoded variant and npc outfit contain hat, need rework the npc outfits - fixed
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2024-10-25
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Update 2:
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Bug Fixes:
V-0-00161-3: Player Capture Quest fail properly acivate after player capture event, the bug triggered after SLOS Core restarted - Fixed
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Update 1:
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Bug Fixes:
V-0-00161-1: Player claimed location not removed from active location list when mod system reset called - fixed
V-0-00161-2: End of Cycle list not cleaned when mod system reset called - fixed
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SE Version:
Fixed file header for SLOS-SlaversInSkyrim.Esp
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V 0.00161 Version
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Updated:
The detailed guide recived minior updates on shady figure and capture inner working...
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Added:
-New file: SLOS-Update.esp, ESL flagged. this moment doing nothing. this used to apply fixes to the realise version so i can roll out fixes more quickly and same time add new futures.
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-Shady Figure now sell player:
--information about:
---- infromation about player trust with Ring Of Zenithar Organization
---- information about player trust with Slaver Guild
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--leveled slaver weapons:
----daggers, one handed, two handed, bows
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--if you have a slaver base:
---slaves ( if any avible on slave market, maybe in future i extend this service to full slaver guild, not only slave market )
---mercanary recuitment moed under this topick
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-Shady Figure offer folowing NEW services:
--investment: for minimum 500 gold you invest weakly basis shady give you 10% intrest after each weak. so evry 100 gold you invest you get weakly 10 gold.
any time you can pull back the investment from shady. but shady has some money handling cost that subtracted from your pay out.
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--offer loan on buying slaves, buying back your followers, or mercanarys.
----the loans can be payed back in parts or at full.
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Fixed:
V-0-0016-1: in LE player not get burnd damage when removing Slave amulet, only the slave. this maybe caused by invalid cast type of spell - fixed
V-0-0016-2: after slaver guild run out of space the victim position marker not got disabled when the target victim got captured and stored in the infiinite storage - fixed
V-0-0016-3: claim location not display why the claim location effect not works - fixed
V-0-0016-4: follower marking is bugged: says not marked when marked, says marked when not marked! - fixed
V-0-0016-6: capture follower quest fail to register follower death after amulet removal - fixed ( goig to wait 40 secund so follower has time to die before quest finish )
V-0-0016-7: some of my script use function call: RegisterForSingleUpdate() this is not work with LE papyrus -fixed ( on amulet script )
V-0-0016-8: need check jornual status after follower rescued, why fail... -fixed
V-0-0016-9: normal slavers killing by player need detected one way or other and assigned punishment for it ( this is missing so far ) -fixed
V-0-0016-10: Claim location detect player costum follower as possible npc on the location, this shuld not happen - fixed
V-0-0016-11: costum followers reportedly leave they point of storage, need investigate why? maybe other bugs cause this to happen, changed how follower capture handled -fixed ( i hope )
V-0-0016-12: patch file for slavers in skyrim may cause CTD ,this file need removed from realise versions! -fixed
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Working on fixing:
Working on it:
V-0-0016-13: npcs spawn without chest clothing, the cause of the bug is some clothing come whit hoded variant and npc outfit contain hat, need rework the npc outfits
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Not Fixed so far or conformed to be fixed:
V-0-0016-5: capture player - support item activation fails non object reported -failed to replacite... maybe LE only bug? -need checked fix applyed
V-0-0014-11: Slavers fail to spawn in high level in whiterun region -in theory fixed, need conformation is fixed
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2024-10-20
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Added:
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N.o.1:
Whiterun, Bannered mare: a new Shady Figure can be found with his mercanary, this littile one frend to all and evry one needs its services and same time wishes to kill it...
Current services:
-You can ask the shady man to buy back your follower if got captured by slavers, if you cannot pay the price on spot no problem shady figure can give you a loan and play in full the cost of your follower freedom. This cost you 1k gold plus the follower buy back price...
-if you own a slaver base can ask Shady to help you recuit new mercanarys that can fallow you or you can order them stay and guard. They useful in base defense...
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(the future list of shady figure going to grow a lot... and its side effects to...
)
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N.o.2:
Slaves now age... they expected expire around 6 week of slavery, unles they trained... ( slave traning not yet implemented )
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N.o.3:
Slave pricing system implemented, this make possible in future version to buy and sell slaves...
other than the player follower...
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No.4:
Player if own a slaver base but NOT member of slaver guild now capable capture:
-Slavers!
-Normal victims
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Yes if player own a slaver base get the ability to capture other slavers not a mistake!
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N.o.5:
Player mercanarys can fallow player or stay in one place:
-This mercanarys lvl up with the player up to lvl 60
-Curently allowed max mercanary number is 2
-Player mercanarys can be captured by the slavers! or any one who member of slaver guild...
-Captured mercanarys still count toward the maximum number of mercanarys!
-Mercanary slots only got freed when mercanary die ( or got dissmised... if i implement it
)
-All mercanary low vear heavy armor!
-Mercanarys come 3 variant:
1 - 2 handed heavy hitter
2 - Archer
3 - destruction/restoration mage <- this one has own leveled spell list... so based on player level this one got new spells... ( if i not mistaken )
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Fixed:
V-0-0015-1: animation not play out when actor get capture -fixed
V-0-0015-2: capture follower quest not go away if quest shut down before complited by player -fixed
V-0-0015-3: slavers failcapture target, target die before capture - Fixed
V-0-0015-4: high level slaver variants not spawn - Pending, i changed all settings i found i hope now works.... need higher level character to test out... one day.
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2024-10-19
Fixed:
V-0-0014-1: player can capture its own fallower and this trigger rescue follower capture quest - fixed
V-0-0014-2: player killed one slaveleader but 2 times recived a punishment for it - fixed
V-0-0014-3: amulet removel punishment when applyed not logging who get effected - fixed
V-0-0014-4: infiinite find slavers in location loop, on DetectSlaverActorQST - fixed
V-0-0014-5: Slavers fail to capture some times slaves, due the damage ower time effects... -fixed
V-0-0014-6: Utility, SLOSUtilShowVictimQST report script error on "RegisterCaptureWatch "-fixed
V-0-0014-7: Whiterun slave camp has cliping errors inside the cave system - fixed
V-0-0014-8: Mark follower spell has no conformation the follower got marked or not - fixed
V-0-0014-9: Slavers always capture even if they run out of slave storage space... -fixed
V-0-0014-10: Save Laders not attack the player on slaver bases as they shuld be, only slave market where they peaceful - fixed
V-0-0014-11: Slavers fail to spawn in high level in whiterun region -fixed
V-0-0014-12: Detect victims sho victims after got killed, the quest shuld not -fixed
V-0-0014-13: Slave Marketplace quest fail to start -fixed
V-0-0014-14: Capture quest may fail report capture event if the capture attacker cannot be determinated - fixed
V-0-0015-15: Not all Slaver enchantment has same effect time on capture - Fixed
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2024-10-12
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2024-10-05-Lot of changes inside deep, few new future from Step2
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importan:
TONS OF CHANGES DONE! Normal update procces not working!
SLOS Core Reset required! this is the minimum!
Probably safe if you use a new save file that not seen before the slos core.
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V0.00133:
-Fixed missing scripts, and wrong scripts in wrong place.
Thankyou all for patiance and help!
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V0.00132:
-Added new future for aspiring slavers: now a spell can be cast to see where is the targets you can capture.
-Added few more targets to capture. i might need tweek this part of a mod...
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V0.00131:
Last realsie has missing scripts, one minior error fixed in slave master ring.
This all shuld be fixed now.
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Added VERY Experimental Merged version. This one for SE its can be converted LE. it is for testing and see its can be done or not.
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-------------------------------------------
Fixed:
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-Lot of slave amulet related bugs
-Follower Capture quest fixes
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Added:
-LE support! Based on past experiement its seams going to work just fine for now... so if you download check what you download if you not sure check what download section!
-Few new futures, on porpuse i not name it here or update the guide for it. Reason: need to test out how intutive and easy to find this futures without reading wall of text. if non new stuff found by the testers i need improve a lot!
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-Added few new spell...
-added few new dialoge, some slave market resitent things to say if not get killed/attacked
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lnwon issues:
-some new futures incomplite as i middile of makeing them
-i done 2 hour total testing... so lot of possible bugs inside.
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2024-09-27-Player quest and other fixes
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V 0.00 12
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New version fully compatible with V 0.001 and V 0.0011.
To full update use the "SLOS Script Manual" book. this book given to you as first time the mod installed. if you lost this book you can make a new one at any tamming rack using 1 lether strip.
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The acces the ingame menu system start read the book.
here chose debug, and update.
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------------
Added:
------------
Slavers Of Skyrim.esp
-few new npc face
-VERY detailed Guide for the mod, packed with the normal files. can be found in skyrim\ data
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Script:
-New future: update function, this one run version specific updates, useful to avoid full mod restart that way the moment any progress by slavers or player lost.
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Experiemntal LE converted version:
this one fully experiemntal! if you have LE or oldrim please test it and say its works or not!
The experiemtnal package contain 3 sup backage and readme txt. test instruction inside the readme txt!
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------------
Fixed:
------------
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Assets:
-some slaver enchanted weapons used wrong enchantment
-made possible to detect slaver base entry doors
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Slavers In Skyrim:
-Slaver camp at riverwood and slave market entry doors now marked so scripting system can find it and interact with it
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Script:
-Trader and owner control quest got fixed when this actor change location to none no longer report error( i hope )
-multiple minior fix added
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Quests:
-Player capture quest: no longer possible exit the slaver base where you taken as captured slave. The doors remain locked until slaver amulet removed from your neck.
-Player Capture quest: Slave master ring now possesed by the weak slaver that go to the player entry room to lock down the entry room after they finish the opening scene.
That salve usualy alone and weak...
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2024-09-24-Quick fixes
V 0.00 11
To update from version 0.001 not need take any special action!
------------
Added:
------------
( based on player request )
Optional addon:
ESL Flagged ESP file: SLOS-SLOS-Option-WeakSlavers.Esp
Make Slavers weak by the fallowing changes: Take away from slavers their potions and scrols, reduce their weapons enchantment effectivnes.
------------
Fixed:
------------
Assets:
Lower level slavers not carry full repeortar of extra items that supposed to be in use at higher level
Slavers In Skyrim:
-Riverwood slavers supposed to avoid from now riverwood when moving to patrol, if you see them here report it!
( i not yet fully understand the AI work when deciding where to travel from point A to point B )
Script:
-Trader Controler quest failed to start
-Slave Owener control quest failed to start
-Slave amulet removal detection bugg fixed
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2024-09-23- Remake of the rmake V0.001
 IMPORTANT:
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this version NOT compatible any earlyer version!
DONT TRY UPDATE!
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-------------------------------------
General Changes
-------------------------------------
-Script system re-made from zero
-Giant cleanup done in internal structure ( Leveled items, Factions, LocationReferences, Keywords )
-Reduced number of esp files in use to make more easy to handle the mod.
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-------------------------------------
Non Script Futures:
-------------------------------------
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For testing reason all slaver related location marked on map this include:
-Slaver hunter team ambus locations ( they not always the market positions, evry day they go different one! )
-All Slaver bases entrance
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Added:
-Slave market
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Removed:
-Slave traning grund
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-------------------------------------
Script futures:
-------------------------------------
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Slavers now capture:
-Player
-Player Follower ( only if follower use standard vannila factions )
-Special npcs that added to the game ( compatibility reasons )
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Slavers move captured slaves betwen slaver locations!
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Slaver victims forced to wear a special slave amulet, removal is possible but dangerus! ( if you not wearing the Slave Master ring )
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----------------
Premisions:
----------------
At the time of writing this mod is work in progrress.
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For this reason pls dont upload other places, so other not recive new version.
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This mod is my gift for the Loverslab Community so after i finish the main devlopment i grant free use any one who wish do things with it but not before.
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This section get updated as i advance in devlopment.
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Edited by Nonseen
V0.00226 update
What's New in Version V0.00226
Released
2025-08-23
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V-0-00226
===================
Added:
===================
-item patcher scripts now regiter the patcher quest, this way patcher quest can be called agin to apply patches in future, to make this function use you need rewert the save game before installing any DLC patch!
-mark victim spell now can be disabled/added using in game menu system
===================
Changed:
===================
-Slavery Player Master Annable: duing traning time now after each "action" annable wait 4 sec and start new event, instead waiting 40 secund
===================
Fixed:
===================
-Slavery Player Framework: Cycle script faill properly send end of cycle sort event fixed
-Slavery Player Framework: Player now recive the new fancy slave amulet when captured and properly marked as slave
-Slavery Player Master Annable: Added extra safety functions to make sure traning time end detected
-Slavery Player Master Annable: on traning time end, forced to disable the no leave zone
-Slavery Player Master Annable: found a bug thx to help from wHOaMiEH, that preverented annable normal traning play out as intended
-Slavery Player Master Annable: fixed potential bugs when no clothing task or come to me slave failed by player, this bugs preverented the dialogue start for this mistakes
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------------------------------------------------------------------------
------------------------------------------------------------------------
2025-08-22
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V-0-00225
===================
Added:
===================
-new option to force full set default all variabes. This function stop the all quest when used and need manulay start the script system.
This need explanation:
The script system can be stoped 3 ways:
   -stop the core - this stops all active functions and restore default state most of things, some special variables not set to default
   -Reset the core - this stops all active functions then restarts, this functionality send a restart signal to all modules, this modules expected to save all data that needed to continue function as normal
   no data set to default state using this function
   -Set default ( new function ) - dorced complite restoration of pre mod installation state. using scripts to restore all variables to default, only expectation the script version counter
-new menu: slavery player module options: now make possible re make item lists this need to be done after new items added to the system or items removed from any item list
to acces this function use the standard menu system and chose Player Slavery modul option
-new system to manage item detection by my mod: this system keep track all avible items and provide support to varius item manipulation and detection futures
-new player inventory and equipment detector future: this inventory functions live on slavery player framework modul. constantly keep track the player inventory and equipment.
this information used when player need to be striped. this functionaltys only effect items that registered on the item lists by player or mods
-new slavery player framework future addded: inventory managment: based on the new item manager system this mini system provide functions to control what items player can carry, allow slave masters to force fuly take away items from player
slave masters can use the inventory system futures to lock away the player item inside a chest and keep the key for chest them self! so if player wish take back its items need pickpocket the key or find some way to take it from the master
( or in some cases find a copy of the key ) this keys after the slavery event ower going to be removed. it has a chance to  player lose all its fancy items!
-SLOS-DLC1.esp and SLOS-DLC2.esp this files are esl flagged esp files.Â
DLC1 for SE and LE to give SlaversOfSKyrim.esm the items and fixes a event node conflict with dawnguard that preverent some on road and on wildernes encounter happen.
DLC2 for AE: adds creation kit items to SlaversOfSkyrim item lists.
-New mini system: make possible to restore original state of victims: who is before marked as victim nov become victim, who is originaly not a victim now become agint not a victim.
This provide some safety net aginst damage that player might do to it self
-New player spell: Mark victim: this spell make possible to make a non victim npc to a potential victim, a potential victim made non potential victim. Use this tool with care as may ruin your game.
Potential victims are valid targets for SLOS slavers! They may be captured by slavers and killed!
This spell has a few restriction attached to it: not work on player followers( if follower using vannila follower faction), curently enslaved actors, player marked followers, and few other actors.
This i hope reduce the potential damage player can do it self.
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===================
Changed:
===================
-Slavery Player: Master Annable during normal traning: after traning started, and palyer entered the traning grund, player unable to leave the traning grund until traning is finished
-Slavery Player: Master Annable during normal traning: now punish player if player fail to complite: no clothing task
-Slavery Player: Master Annable during normal traning: if task no clothing task failed the task re started, after proper punishment
-Slavery Player: Master Annable during normal traning: if task no clothing task failed: mew dialogue expected to pay out
-Slavery Player: Master Annable during normal traning: if palyer not in the traning grund, master order player to come to master, player has 30 secund to do it, or face punishemnt...
-Slavery Player: Master Annable Story quest changed a lot, the traning intro re written, annable now apply lot more punishment and few new lines added in vairus places.
-Slavery Player: Master Annable Story quest internal logic 90% rewritten, this exepcted elimated the bugs that pre existed ( and may installed new ones... )
-Slavery Player: Master Annable Story quest now make use player mind sub system and apply trust/loyality/willpower changes to player based on player choices
-Slavery Player: Master Annable, Master quest: internal logic in normal mode re writtens
-Slavery Player: player dialogue restriction level cannot go below 0.
-Slavery Player: Masters now by default use the built in master protection system ( after master reaction time passed, master restrain player and punish it )
-Slavery Player Task: No Clothing: now use the new inventory system and properly removes the clothing
-Slavery Framework internal event report system: multiple event sender use a new sort event that not send full data packages
-Slavery Player Punishment: sex, whiping, restrain futures return when the full action is ower, so now the caller functions not need to setup event watch for event end.
making scripting more easy
-Slavery Player Punishment: story quest now fully capable apply changes to masters realtion toward player with one line of code, this make possible the story quest tell the master player done something not okay and feel bead about it
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===================
Fixed:
===================
SLOS-DLC1.esp fixes 2 conflict with dawnguard and slavers of skyrim.esm script events
Slavery Framework internal event report system: shuld now work as intended, send proper calls and log them
SLOS API Modul: ZAZ integration: bug fixed that made animiation call back use wrong labbels when animation finished, now animation end detected properly
SLOS API Modul: ZAZ integration: bug fixed that made possible the animation fail to start becuse actor array not made properly
SLOS API Modul: ZAZ integration: now when whiping in use end of whiping the system properly send a event notification the whiping is ower
Slavery Player Framework: the shut down sequence failed to run properly
Slavery Player Framework: the framework shut down sequence in case player not enslaved produced lot of errors, this errors fixed
Slavery Player Framework: produce reset error in case slos core reset signal sent, this fixed
Slavery Player Framework: Task: "Come To Me Slave" now report back corectly when task started
Slavery Player Framework: player mind system: now send properly information on changes that effect player
Slavery Player Framework: come to me slave task: fail properly display the quest, and objectives
Slavery Player: Master Annable: package bugs fixed
Slavery Player: Master Annable during normal traning: now cable punish player multiple times if player fail keep clothes off
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Dovnalod the proper version:
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Skyrim and Skyrim Legendary Edtion uses: SLOS-LE-Main-V-X-XXX file
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Skyrim Special Edition and newer uses:Â SLOS-SE-Main-V-X-XXX file
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Use your mod manager to install it.
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