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Dear Readers! I write this after 2 days the Step 1 realise. To put things into perspective let me show where we are the moment: Legend: --X == not Started --W == Work in progress --T == In testing --Done == objective complited Stage 1- Done in details: Next on the main plan is complite Stage 2, this stage looks the moment this: *************************************************** ************ Stage 2: ************************ *************************************************** Primary goal here: Build up base framework for player-slaver guild interaction and player slave owener interactions ------------------------------------------- Backgrund goals: ------------------------------------------- -work out how slave cost system going to work --X -work out how player conquire salver places can work as part of in game lore --X -work out how oweners work ( organization, owened location managment, bribing locals )--x ------------------------------------------- Base version goals: ------------------------------------------- -build up the slaver guild Whiterun region head quarter --X -add lore books, jornuals that related to slaver guild history--X -add the game world the lore items so player can find it--X -add grey zone figure to taverns of whiterun region, this shadi figures act as traders--X ------------------------------------------- Scripting goals: ------------------------------------------- -Update to local standards the in game manual for player--X -Slaves has expire time (ower time they die as worked to death )--X -Make possible for player to capture slaver places --X -Make possible for player to joinslaver guild technicly --X -Player can expeled from slaver guild if broke rules --X -slavers watch player actions so they detect if slaver rules broken --X -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--X -Player can "buy" slave workplace --X -Player can conquere slave work place --X -Make possible player can own slaves --X -Make possible for player to particapte slave trade --X -Player can profit from owning a slave workplace --X -Make Possible Slavers/slave oweners try take back conquered workaplces/slave camps from the player --X -add a special shady figure who can provide special services to player:--X --follower buy back option: if player play a great summ of money player get back the follower....--X --for right price the shady figure find a guide who lead the player a nearest slaver type base --X --mini dialoge game where player try negotiate the price for the service --X ----------------------------------------------------------------- (side note: to new readers, i currently 10 stages planned ) Its looks massive... and it is. i run the first big problem, like last time: Planning, more specifically world building. My case i not only make a mod that do something in the existing world. I make a sub universe inside the existing game universe. This means same time i build my mod i need build my mini sub universe too. ideally first build my universe then make a mod for it. Sometimes do tests with creation kit see what possible what not. Currently i work on the lore of the slaver guild clients. Don't forget slavers need actors that buy the slaves from them! This is a very important thing! Slave has own usages but a slaver guild has two reason to exist: provide slaves to clients that make use of them, or use the slaves them self to archive their goals. in our case the slaver guild focus on providing slaves to clients. This means the clients itself has same importance as the slaver guild itself from universe design point of view. Reason for this is this: the client's of slaver guild has great effect the guild itself: they need have to be served... like if the client's need nice looking slaves you not try sell them ugly orcs that can mine well non-stop but looks not okay. You going to try sell nice looking slaves because the client need that type of slave. But what determinate what type of slave our clients need? Simple: what they using the slaves? what is the intended usage? Skyrim has multiple mines, so mining seams logical use case. Other possible use weapon production as ongoing civil war sure need tons of weapons and other equipment. Plus we can count brothers as that type of service always in need. In shores of skyrim we can see lot of ship wreckage safe to presume lot of ship building going on somewhere, for that lot of wood needed. Maybe slaves used wood production? Original game world contain lot of wood mill so i assume slaves may used here too. The thief guild quest line and other quests mention wine production as important product to make. Maybe here some make us slaves too. Other thing is the clients need operate in secret as slavery is not supported in sykrim by law. Something that okay in old times in Morrow ind. This means this higly illegal activity must be hidden from the Jarls. Or the jarls need to be bribed to turn blind eye on this activitys. This rise the need for organization of the slave oweners. They probably not want one by one bribe same jarl if they can grup up and bribe as one. This leads a another slave related organization: the organization that made by slave oweners! This leads another organization... the slave oweners need protect their bussnies from not only the jarls and local guards but adventurers, other bandits and outlaws, rivals. They have the resources to make own standing private army to protect their bussnies. This means they going to have own mercenary like army or something similar. This mercenary like army has own interests of course and own interactions with rest of the game world. As dear reader can you see this process is interesting one and long. I need work out this things in detail before do anything, after i know this organizations internal structure and interactions with each other... i can start work on the continuation of the mod. Start build up this organizations in game, give them place to exist, add them statistics, faces, equipment.... and scripts to function as organization.I did this process on slaver guild. Most of my world building work invisible to all players to this moment as lore writings not yet realised in game yet. To many holes in the mini universe i work on, to many missing parts that need to be filled in some extent. After this basic ground work done i can ask the BIG question: What this things add to the player? i consider fallowing 4 things important to any and all player 99% of the cases: 1-New quest/story/content to the player 2-New optional activities things to do ( like capture npcs, sex with npcs ect) 3-improvment to existing activities things that in game, better way to do things that already exist 4-new tools to use to archive in game goals( spells, weapons, abilities) ....and how to make it accessible to the player.
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Story time: Designing the Slave Amulet
Nonseen posted a blog entry in Slavers Of Skyrim Devlopment Blog
i make this writing to show soem times how difficult to chose the way of devlopment, plus some of its consiquences. Evrything started with the amulet. To be precise a Slave Amulet. Slave amulet original porpuse to mark a salve to slave in game world and represent as a slave. I needed something that can be interacted by the player so player can remove the amulet this way freeing the slave from captivity. This is the propuse of this item. Amulets are normal items, probably not taking slots for other items like Devious device items or Toys or ZAZ items. Plus most normal actor not wear any amulets, and i going to make sure all my npcs that made for captured by slavers not going to wear amulets by default. From design perspecitve at first seams evrything simple: Actor when got captured by slavers get a new shini amulet, when got removed from slavery the amulet goes away. When player remove amulet well slave got freed and no longer bound by evil slaver magic. Yes my slaver guilds hard magic users and some of them realy know what doing. The slaver guild enchanters not only make insane powerful equipment that turn a avarage bandit to a fighter that cable defeat avarage dragonborn nope they do more insane things like this amulet. The Slave Amulet designed to weaken its wearer will to resist slavers command. So if the mages so powerful and smart they sure make sure no one can remove this amulet only the ones that has right to do it. So give the slavers rings, special slave master rings! This rings make possible the amulet removal in safe way. If you wear no slaver master ring and remove the amulet the ammulet magic going to kick in and try to burn you and the slave to death. Original idea here to give evry slaver base and slave owener uniqe Slave master identificiation code. So evry ring work only with the local slaves. Technicly its possible but hard to do. Problem is if the player collect 30 ring form 30 different location no way to tell from player persecitve the difference beatwen the rings.... Need make rings uniqe and easy to identify by player when use what ring. Naming evry ring by color its possible, but this means i need make separate copy of each ring. Remember core disign choice of my to make the system easy to scale up! Evrything up to this point made the way very easy to scale up! If evry slaver base and slave owener need own uniqe ring made this seams to me a limiting factor plus a strong possible point of failure. make the system lot more complicated. so for now 1 ring above all amulets. in sort 1 slave master ring enught to handle all slave amulet removal.... or other functions. Slave Amulet a scary thing on it self. I plan add new futures to amulet it self: wearing it long term degrade ability of the wearer, user not able to sleep.... as slavers like to work slaves mutch as possible... so if slave not need sleep can work more... so why not use some crazy magic to improve the slave productivity? Well this solution has some side effects but the benifits outwaight the cost... at least this is what slavers hope. Slave Master ring not only useful in future to remvoe slave ammulets, when you own slaves more you own the ring empower you more. Yep! Ring has incrased bonuses as you incrase slaves bleong to you! Dont ask me the bonuses and bonus types i dont know yet! Okay back to present! So we have this amulets, plus slave master rings that are not uniqe for the time. The amulets need to be hard to removed by slaves right? Solving this thing not that easy... i mean plenty examples can be seen how items made non removable by scripts. My problem here is this: the player might got captured by slavers and put that cursed amulet on player to! Need give a way to player to able remove the amulet without fighting a slaver who wear the slaver ring. If i not think this way i force the player to become 100 pickpocket skill to able steal slave master ring for its slavers. yes its definitly a good way to remove the amulet. My case i found a simple solution: papyrus make possible: a actor equip item and enforce a item non removable by the actor. Only allowed to drop or put a storage container. This sounds a nice solution player can drop any time the amulet.... and free from slave amullet! Well not great idea... its to easy. Plus some slave do it even if this means certin death to the slave by deadly magic flames. So this not allowed... What is allowed to player instead reserve pickpocket to others. If the player manage pull this off on a slaver who wearing the slave master ring.... well player is considered a slave no more. This can of corse definitly can and will end bead if the player happen inside a giant slaver complexum where lot of slavers doing own things until see the player.... who is no longer a slave but a free man... Okay turn the things other way: Player go a Slave market. Here player go to slaves and one by one remove the amulets and use its superior Restoration magic called: Healing circle or Grand healing. So slaves can escape and no consiquencies! To counter this i needed build up a system that keep track what slave got freed from slavery and by who. This make possible to play a scane like this: a slave got freed by player in slave market. that slave belong by the way local slavers before got freed. The slave before leave the marketplace got caught by the guards and put back to slave cage. its immersion braking if the guards not ask the slave how slave got free, and if not allone who helped to escape? Slave this case can point finger to the player... so slavers can actbased on this information. The system that keep track of this type of inforamtion need to be flexible: i dont know how many slaves player going to rescue or mabye others going to recuse the player. i know for sure if slavers get wind of it they going to act according to it. ( just not know yet what exactly the slavers going to do about it... yet. need to think out. ) So this is my little long story about how designed a littile amulet that uses 6+ script and around 1-2k line of papyrus code to make it work. -
In sort i see the light end of the tunnel... At least for the first stage of my work. This is the first stage of the 10 stage plan... many things non stop changing... so not writen to stone. Plese keep in mind: curently i focusing the scripting part of the project. I Estiamte minimum 1 week needed to finish the scripting that curently planned+testing out stuff. Best case i estimate realise going to happen end of this month. in sort the plan is this for sort term: Complite all curent goals, realise a version for testing that is stable and playable. Do some bug fixing to it as the bugs come out and same time start working the Stage 2. Legend: --X == not Started --W == Work in progress --T == In testing --Done == objective complited *************************************************** ************ Stage 1: ************************ *************************************************** Primary goal here: build up base framework ------------------------------------------- Backgrund goals: ------------------------------------------- -work out slaver guild combat styles --W -work out how slaver guild fighting force orgnized --W -work out lore for slaver guild --Done ------------------------------------------- Base version goals: ------------------------------------------- Build up Whiterun region slaver bases compatible with scripted version whiterun region need contain: -Slaver Region setup --X -marketplace for slaves --X -slaver camp --X -slave workshop oweened by owener --X -potential victims that slavers can capture --X -slaver patrols --X -wandering slave trader that can be interacted by player --X Add slaver guild item informations/manuals--W ------------------------------------------- Scripting modul goals: ------------------------------------------- -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 ---T --- player -- Done ------need a test player captured quest ---W -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 ---T -add event handling: slave try to escape with external help -basic ---T -add event handling: slave try to escape but fail-basic ---T After all of this done here is the current plan for next stage: *************************************************** ************ Stage 2: ************************ *************************************************** Primary goal here: Build up base framework for player-slaver guild interaction and player slave owener interactions ------------------------------------------- Backgrund goals: ------------------------------------------- -work out how slave cost system going to work --X -work out how player conquire salver places can work as part of in game lore --X ------------------------------------------- Base version goals: ------------------------------------------- -build up the slaver guild Whiterun region head quarter --X -add lore books, jornuals that related to slaver guild history--X ------------------------------------------- Scripting goals: ------------------------------------------- -Update to local standards the in game manual for player--X -Slaves has expire time (ower time they die as worked to death )--X -Make possible for player to capture slaver places --X -Make possible for player to joinslaver guild technicly --X -Player can expeled from slaver guild if broke rules --X -slavers watch player actions so they detect if slaver rules broken --X -Player can "buy" slave workplace --X -Player can conquere slave work place --X -Make possible player can own slaves --X -Make possible for player to particapte slave trade --X -Player can profit from owning a slave workplace --X -Make Possible Slavers/slave oweners try take back conquered workaplces/slave camps from the player --X if you wish to see the remaining part of the plan under the spoiler... Yes its gigantic plan. its going to take some time Good news is ower time i get better and better scriptingm, plus the things i not know how work in creation kit start to run out.
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Dear Readers! This entry i write about my expereinces and lessons i learned during the making and after making the current realised version of SLOS ( SLavers Of Skyrim ). This is purley scripting and modder stuff that may not intrest all readers. For new readers backrgund about me: i not a programmer by profession, i learning by my own on the fly. Probably some of my "discoverys" not new to a expereinced programer who do programing for living. About the architecture of Slavery Player Modul and API system inside SLOS: This 2 is a indepedendent system inside the system, with independent porpuse. API system ment to give other systems acces external resources like SexLab. Slavery Player Modul ment to provide frame work to player slavery. Both case i know from the start i need a dedicated API script, that referenced by other elements of the mod and only this way accesing this system resources/services. ( This latter turned out a very good call! ) No expection no direct calling or dodging this requirement. This made possible to me do things inside these systems witout need owerite or change anything out side the effected system i working on. Originaly i planned make Slavery Player modul a single uniform system that has a API attached on it and call for the day. Anythin need to done just call the API and magic happens. At the end of curent realised version: V - 0.0021, i realized this is not going to cut it. Not only all the inner part of Slavery Player Modul placed one single script file, this it self not problem. But all the functions in the sub branches of the framework inter connected. Like spagetty the threads mixed. Changing anything become more and more complex each time i added a new element to it. Considering this is a relative early stage of devlopment this system and only few futures added.... (zone functions, player mind effect, slave master preferences implemented, plus few punishment method.... and not functioning escape detectiong system ) this is very few compered the expected final form. if i continue useing the after mentioned architecture its lead a un usable mess. So i decided do it agin... rewrite a some what working code and re arrange. First important step to cut the Slavery Player Modul parts, lets call it sub modules for now. This parts/sub modules: recive 1 and only 1 single job that need to do and done care anything else. With this the mess reduced near 0. Secund thing: the sub modules need own API section! Yes you heard right! Evry single one need a own dedicated code section for porpuse to give interface the other part of Slavery Player Modul. At first might sounds crazy or waste of resources. Well normaly i say yes. This case when i dont know how mutch going to change each sub modul and expected change a lot... its a requirement, this way i more free to change what inside each sub module. Third addition to original architecture is a control script. i dont know better name for it. This sub modul/part. Assigned a special job to give out orders to all other and make them work as one. Probably the API going to brige request to this script and this one assign task to other modules. Fourth change i made in the zones: the zones i use detect and control player movment changed a lot. Now they them self tasked keep track when need report the player entered or exited the zone, and keep track where to report it. Original version uses a function that recives all event on zone enter or leave and from here select what to do based on tons of other settings. Evry single time a new zone use case added i need alter this function in the original version. its not to efficent say to least as the system need check ALL possible case where the zone has effect. TLDR: New lessons learned during devloping V 0.0021 1- making application interface to a part of a mod is good 2 - if a part of the mod has lot of futures all future need own separate modul, with own separate interface 3 - if a script recive a task best if the reciving script do the task. or foward it to other script if absolutly needed. Do it as last resort. 4 - separating functions, variables are good pratice dont mix things! one variable, one function need to do exactly 1 single thing not any more! if starting use 1 thing more than 1 place its going to make mess! 5 - if a problem very big and need to be scattered mutliple littile problems, the solution it self need to be keept scatered in modules too! Despite "this"( i need rewraite/organize 2k+ lines of code ) i happy i learned something new and next time i make other mistake not this one.
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SLavers OF Skyrim (SLOS) WIP - Remake in progress... View File Written: Year: 2025 Month: 8 Day: 22 Version: V 0.00225 ----------------------------- Mod current status: ----------------------------- Changed a lot in player slavery, not preformed full test, expected to work player escape included( that part not changed). ----------------------------- IMPRTANT information on curent version: ----------------------------- DO NOT MAKE HARD SAVE USING CURRENT VERSION ( V0.00225)! DLC1 and DLC2 may need changed a lot and this changes cannot be applyed after the DLC1 and DLC2 added to your game! ----------------------------- What this mod do - short version: ( updated: Year: 2025 Month: 8 Day: 23 ) ----------------------------- -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...]) ----------------------------- Guides for this mod: ----------------------------- 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! SlaversOfSkyrim Documentation-Stage2-V5.7z ----------------------------- About the files: ----------------------------- 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 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. ----------------------------- For more information on mod devlopemnt status and updates: ----------------------------- -check my devlopment log, LINK: ----------------------------- Sort term goals and future plans: ----------------------------- 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): here is the full plan i fallow(2025-08-23): ----------------------------- Supported other mods: ----------------------------- This mod supported and make use of: -SexLab Framework - sex animations -ZaZ Animation pack - sex animations, whiping, restraning player -Toys - sex animations ----------------------------- Compatibility with other mods: ----------------------------- -this mod 90% of cases only adds new things to the game -Changed things: ---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 ----------------------------- Requirements: ----------------------------- 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. ---------------- About content: ---------------- 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. ---------------- Change log: ---------------- 2025-05-11 2025-05-10 2024-02-23 2024-12-26 and 2024-11-01 2024-10-27 2024-10-25 2024-10-20 2024-10-19 2024-10-12 2024-10-05-Lot of changes inside deep, few new future from Step2 2024-09-27-Player quest and other fixes 2024-09-24-Quick fixes 2024-09-23- Remake of the rmake V0.001 ---------------- Premisions: ---------------- At the time of writing this mod is work in progrress. For this reason pls dont upload other places, so other not recive new version. 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. This section get updated as i advance in devlopment. Slavery_Player_SpecialQuest_Annable.txt Submitter Nonseen Submitted 01/11/2022 Category Adult Mods Requirements Skyrim.esm, Supports ( optional ): Lovers Lab, ZAZ, Toys Regular Edition Compatible Yes Install Instructions Dovnalod the proper version: Skyrim and Skyrim Legendary Edtion uses: SLOS-LE-Main-V-X-XXX file Skyrim Special Edition and newer uses: SLOS-SE-Main-V-X-XXX file Use your mod manager to install it.
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Version V0.00226
21644 downloads
Written: Year: 2025 Month: 8 Day: 23 Version: V 0.00226 ----------------------------- Mod current status: ----------------------------- Changed a lot in player slavery, not preformed full test, expected to work player escape included( that part not changed). ----------------------------- IMPRTANT information on curent version: ----------------------------- 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. Failure to do any of this leads annable bugged state. ----------------------------- What this mod do - short version: ( updated: Year: 2025 Month: 8 Day: 23 ) ----------------------------- -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...]) ----------------------------- Guides for this mod: ----------------------------- 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! SlaversOfSkyrim Documentation-Stage2-V5.7z ----------------------------- About the files: ----------------------------- 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 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. ----------------------------- For more information on mod devlopemnt status and updates: ----------------------------- -check my devlopment log, LINK: ----------------------------- Sort term goals and future plans: ----------------------------- 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): here is the full plan i fallow(2025-08-23): ----------------------------- Supported other mods: ----------------------------- This mod supported and make use of: -SexLab Framework - sex animations -ZaZ Animation pack - sex animations, whiping, restraning player -Toys - sex animations ----------------------------- Compatibility with other mods: ----------------------------- -this mod 90% of cases only adds new things to the game -Changed things: ---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 ----------------------------- Requirements: ----------------------------- 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. ---------------- About content: ---------------- 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. ---------------- Change log: ---------------- 2025-05-11 2025-05-10 2024-02-23 2024-12-26 and 2024-11-01 2024-10-27 2024-10-25 2024-10-20 2024-10-19 2024-10-12 2024-10-05-Lot of changes inside deep, few new future from Step2 2024-09-27-Player quest and other fixes 2024-09-24-Quick fixes 2024-09-23- Remake of the rmake V0.001 ---------------- Premisions: ---------------- At the time of writing this mod is work in progrress. For this reason pls dont upload other places, so other not recive new version. 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. This section get updated as i advance in devlopment. Slavery_Player_SpecialQuest_Annable.txt