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Slaverun Reloaded SE Beta


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Posted
6 hours ago, Partel said:

How did you ran it?
It still does show me this error about versions

Or I should just ignore it?

Just assigned priority in mod manager and the    setstage SKI_ConfigMangerInstance 1    and the MCM loaded, adjusted it and ran the game.

I would go to the page that says problems, turn off whipping as it has you being flogged during sex which breaks a lot of scenes. Also write down NPC's id's to move them to you when they do not follow as when entering the dungeon, prid xxxxxx  enter   moveto player   enter, this got to be a real pain in the ass as every time the npc changes armor their id changes so what work once might not work the next time. I also had a problem with bringing an npc to the slave master, then they would just walk out which made completing impossible, save often as you will be backing up to a save and trying again.

Good Luck      P.S. if you have a problem tag or pm me. 

  • 3 weeks later...
Posted

Another person who can't seem to get the MCM to appear. This is the only mod I just can't get to work, but I am an idiot at this.
I have Skyrim SE using MO2. I have the following mod versions


-Fuz Ro D'oh-15109-2-5-1706039953
-SexLabFrameworkAE_v166b
-SexLabArousedSSELoose-29
-Devious Devices [SE][AE][VR] 5.2
-ApachiiSkyHair_v_1_6_Full-10168-1-6-Full
-ApachiiSkyHairFemale_v_1_5-10168-1-5
-ZaZ Animation Pack+ CBBE HDT V.8.0+SE2023
-ZAZ 8+ CBBE HDT REV3 Resource Patch v1
-Crash Fixes v12 - Beta 4-72725-12

 

I tried using the command "setStage SKI_ConfigManagerInstance 1", it didn't help. I'm probably missing something obvious.
Any help?

Posted
On 11/30/2024 at 10:34 AM, Raven 54 said:

too much focus on anal

There can never be too much anal.

 

If anything there's way too little anal animations out there.

Posted
2 hours ago, belegost said:

There can never be too much anal.

To each their own, which is saying you can have it your way but at the same time I can have it mine.   :cool:

Posted

I've been trying to get this mod working, but I just cant. I've got DD5.2.7, plus the hotfix thats been recommended to fix the "Devious devices version 4.1 or 4.2 required" error, which did fix the devious devices part of the issue. But now the only problem I'm having is I get a message saying Devious Integrations is missing and I need DDI version 4.0 or 4.2, but the SE version of DD only has the one download, and I cant find an individual file for DDI anywhere. Any recommendations?

Posted
4 hours ago, tempuse1234 said:

I've been trying to get this mod working, but I just cant. I've got DD5.2.7, plus the hotfix thats been recommended to fix the "Devious devices version 4.1 or 4.2 required" error, which did fix the devious devices part of the issue. But now the only problem I'm having is I get a message saying Devious Integrations is missing and I need DDI version 4.0 or 4.2, but the SE version of DD only has the one download, and I cant find an individual file for DDI anywhere. Any recommendations?

This is not mine, I downloaded it from somewhere here on LL this year, but I'm not sure who the original poster was - sorry to you, but thanks too - as this works well for me (well, in the sense that there are a lot of bugs, but it works with DD5)

Slaverun SE for DD5.zip

  • 2 weeks later...
Posted

I've been told to ask this here too:

 

It seems like that when Slaverun in a town starts, Sexlab Survival License purchase mechanism entirely stops, so I can neither buy freedom and clothes License nor any other type and the seller says "Sorry girl, but I've been instructed not to sell you any Licences"

 

Neither Sexlab Survival nor Slaverun have such feature to enable/disable this behavior in their MCM.

 

Help...

Posted
20 hours ago, Nethertale said:

Does it also work with Sexlab Survival? I mean does Sexlab Survival recognizes it?

I don't know, but since Slaverun itself isn't the smoothest experience, and in my experience survival isn't without its problems either, I would think that even if it is recognized, it would probably result in a poor overall experience.

Posted

I have a problem: apart from the dialogues nothing happens. I play on SSE version 1.5.97 in story mode (for slaverun). When I am sent by the Jarl of Witherun to see the slaver in front of the entrance to the city I have the dialogues, the quest progresses, I can no longer move the character... but I am not undressed, my inventory has not taken, I am not whipped (but the quest progress messages are done as if it was done). I can talk to the NPC, this advances the quest I start walking automatically in Whiterun. Then it's always the same thing: I have the dialogues, the automatic walks but no other scenes.

  • 1 month later...
Posted

Just started playing this mod for the first time and so far been amazing.

The only issue I have so far is the SL animation only play the same 1 animation. "Nibbles Bondage Post dildostick"

I'm using sexlab p+ and have plenty of packs converted and working in every other mod. It this something I can fix in mcm/ someone has posted a fix for or am I just shit out of luck?
 

Posted

Please tell me what I need to do to get it to start? I went into Whiterun. I talked to the jarl. I had a notification that it was installed and tested by the system, but the mod didn't start. What should I do? Thanks for the answer.

Posted (edited)

Partial Review of Slaverun SE in 2025

 

This post is meant for people that have no experience with Slaverun SE and want to try it. I recently completed a game with Slaverun installed and have some comments. By completed, I mean that I got fed-up and bored before finishing it all the way through. I've seen a few other posts in here like this, hopefully this will also help people thinking about playing.

 

Game context:

 

Version: Skyrim SE/AE 1.6.659 (GOG).

 

Mods: About 400, including about 300 plugins, installed about a year ago. I don't update or add mods while playing a game. The mods include standard bugfixes and frameworks, UI mods, graphics and animations mods, gameplay mods (perks, combat, mechanics, immersion, others), a few new areas and items, and LL mods.

 

Playthrough Style: Roleplaying, female character, going through the game as ordinary (main questline, factions, sidequests, didn't do the civil war but could have). Playing with new mod mechanics (non-LL and LL). Mostly using LL mods to bring down power level and add consequences, but also adding flavor ones that looked interesting.

 

Slaverun:

 

I read that Slaverun SE was considered very unstable, but I still wanted to try a playthrough. I installed it to play through at the end of the rest of the run, because it looked like it would not break the rest of the game before starting. I had the main mod and the enhanced enforcer, plus other mods with some Slaverun integration. I got through enslaving Morthal and reaching the arena quests before getting bored. I used console commands to try a few later quests like the bad ending before stopping entirely.

 

Pre-Quest Game Stability: Slaverun had no noticeable impact on the game before I started the main quest. The starting quest triggered at level 20 (maximum possible in the MCM settings), but I left the quest-starting letter unread in my inventory until many levels later and there was no problem. I saw no problems just by having the mod installed.

 

Game Stability After Starting: I saw no game stability problems after starting the Slavequest main quest. No crashes, no major glitches. Other than the many glitches that "It Just Works" Skyrim has at all times. Nothing obviously related to the mod. It worked fine.

 

Game Playability After Starting: I saw nothing that made regular game elements unplayable (I had already completed many quests, but not all). Enforcer/NPC "call for sex" mechanics filled the town with SexLab scenes at all times, for example it was almost impossible to move from the Whiterun gate to talk to Adrianne before a guard started a scene with her every time I entered the city, and I always needed to wait. But this was overall pretty stable too.

 

Slaverun Quest Mechanics (Intended): Fetch quests punctuated by SexLab scenes. More fetch quests punctuated by SexLab scenes.  Fetch, fetch, fetch, sex, sex, sex. Go to a town, watch a series of "dialogue cutscenes" (player controls frequently disabled) and SexLab scenes, go back to Whiterun. A few arena-style fights in one segment.

 

Slaverun Quest Mechanics (Problems): Many quests need certain NPCs, but those NPCs wander back to their default location. Either the quest fails to advance, or you miss half the dialogue context and wonder what is actually happening. Sometimes they move away while still locked into a kneeling animation (it reminds me a lot of a barge moving off when this happens). Amputation mechanics did not work correctly (I had a working SE Amputator Framework that worked for other systems). Branding machine tattoos failed to apply (I did have right-named tattoos in the correct place). Player control would not return after some scenes. Many NPC poses did not line up with furniture, and everyone was crooked in the slavetraining dungeon. They also became unclickable, so I had to console-move any NPC in furniture to talk to them, and they walked back to re-enter the furniture in a misaligned pose.

 

Slaverun Quest Mechanics (Coping): You need a follower framework (I used NFF) or a lot of "prid" and "moveto player" in the console to solve the problem of NPCs leaving. I needed both because NFF couldn't import every necessary NPC. I could manually apply Amputator changes, but I should mention that Amputator isn't perfect either, so it never works fully.  Player control problems could sometimes be fixed with "...enable playercontrol" in the "Problems" MCM section, but often I had to reload an earlier save. Scenes can be very long before they break and have to be restarted. I lost many hours to this, and started making hard saves between every single quest sub-objective to compensate. I had to advance quest stages through the console at one point.

 

Slaverun Quests (Overall): Fetch quests and non-interactive dialogue scenes are not peak gameplay when they are working well. The sheer number of implementation problems is very frustrating to deal with.

 

Slaverun Story: Slaverun suffers from "main character syndrome". Nothing happens and nobody does anything, except by the main character. An NPC assigns a task and the character carries it out. Quests like "bring slavery to this major city, all on your own". Like most Skyrim "slavery" mods, this one allows the player to do whatever they want at almost all times without a good story reason for it. But this isn't unique to Slaverun, and all big player slavery mods have this problem. I find mods that involve a time-limited pseudo-slavery, like Public Whore's enforced mode, to be much more immersive, FWIW. But Slaverun does have some good story ideas and quests. I kept playing as long as I did in order to see where the story went.

 

Slaverun Roleplaying: Almost non-existent. I only did the "become a slave" option, but there are very few meaningful choices, and usually no choice at all. The character is assumed to be an 18-year-old sexually inexperienced naive just-off-the-farm girl that quickly becomes addicted to sex, and far more words are put into her mouth by dialogue cutscenes, then offered as choice to the player.

 

Overall assessment: Slaverun SE appears to be stable in a mod list, and the non-quest parts work fine. I did not try auto-slavery progression or the MCM option to enslave all cities, but I assume that would work. Cities moving from normal to enslaved changes their feeling a lot (clothing, sex scenes in the streets, etc.), which might be enough for some players. I cannot recommend following the questline from a roleplaying perspective unless your idea of your character already matches the author's idea. I definitely cannot recommend the questline from a "will this work smoothly" perspective, for the reasons above. It can work if you know what you are doing with the console and other systems, but even then I think there will be a lot of "load last save and try again" involved. I had really meant to go through the entire questline, but when I saw the entire arena questline open up (and then confirmed how many quests were left by peeking into SSEEdit), I couldn't bring myself to continue working through the jank.

 

Minimizing Frustration While Playing: If you are going to play this, I recommend familiarity and comfort with the console (and some console mods to make it more functional), a follower framework, SSEEdit, and enough knowledge of mod structure to know how to fix some esoteric issues. And a lot of patience with reloading and watching the same dialogue cutscene again.

 

Final Thoughts: It is not my intent to dis on Slaverun overall. I know it was made years ago for the original Skyrim, and that porting it to SE at all took a lot of work by someone other than the original author. That it works at all is great, and it doesn't break game stability. However, the quests are borderline unplayable due to technical problems. Even if that worked, I do not think that fetch quests are good game design. But this is a 2011 game with lots of vanilla fetch quests, and many "modern" mods that are fetch quests, so it isn't really unusual. I've seen many people comment that they would like to see a working re-implementation of Slaverun someday. I would suggest that an "inspired by" mod that started from scratch would be better than a SlaverunNG, or whatever the next naming convention would make it.

Edited by scoul73
Adding a few problems I rememberred
Posted
On 12/28/2024 at 11:16 AM, Thisishard said:

Another person who can't seem to get the MCM to appear. This is the only mod I just can't get to work, but I am an idiot at this.
I have Skyrim SE using MO2. I have the following mod versions


-Fuz Ro D'oh-15109-2-5-1706039953
-SexLabFrameworkAE_v166b
-SexLabArousedSSELoose-29
-Devious Devices [SE][AE][VR] 5.2
-ApachiiSkyHair_v_1_6_Full-10168-1-6-Full
-ApachiiSkyHairFemale_v_1_5-10168-1-5
-ZaZ Animation Pack+ CBBE HDT V.8.0+SE2023
-ZAZ 8+ CBBE HDT REV3 Resource Patch v1
-Crash Fixes v12 - Beta 4-72725-12

 

I tried using the command "setStage SKI_ConfigManagerInstance 1", it didn't help. I'm probably missing something obvious.
Any help?

How many MCM menus do you have?
There is a limits 255 menus.

Posted
2 hours ago, joyloverz said:

Thank you smooth brain! You are so smart IQ 666. Your strict adherence and fluent reading comprehension solidifies it further. 

I applaud your ingenuity and efforts dingus.

Flattery will get you nowhere.

Posted
On 3/7/2025 at 3:09 AM, scoul73 said:

Partial Review of Slaverun SE in 2025

 

This post is meant for people that have no experience with Slaverun SE and want to try it. I recently completed a game with Slaverun installed and have some comments. By completed, I mean that I got fed-up and bored before finishing it all the way through. I've seen a few other posts in here like this, hopefully this will also help people thinking about playing.

 

Game context:

 

Version: Skyrim SE/AE 1.6.659 (GOG).

 

Mods: About 400, including about 300 plugins, installed about a year ago. I don't update or add mods while playing a game. The mods include standard bugfixes and frameworks, UI mods, graphics and animations mods, gameplay mods (perks, combat, mechanics, immersion, others), a few new areas and items, and LL mods.

 

Playthrough Style: Roleplaying, female character, going through the game as ordinary (main questline, factions, sidequests, didn't do the civil war but could have). Playing with new mod mechanics (non-LL and LL). Mostly using LL mods to bring down power level and add consequences, but also adding flavor ones that looked interesting.

 

Slaverun:

 

I read that Slaverun SE was considered very unstable, but I still wanted to try a playthrough. I installed it to play through at the end of the rest of the run, because it looked like it would not break the rest of the game before starting. I had the main mod and the enhanced enforcer, plus other mods with some Slaverun integration. I got through enslaving Morthal and reaching the arena quests before getting bored. I used console commands to try a few later quests like the bad ending before stopping entirely.

 

Pre-Quest Game Stability: Slaverun had no noticeable impact on the game before I started the main quest. The starting quest triggered at level 20 (maximum possible in the MCM settings), but I left the quest-starting letter unread in my inventory until many levels later and there was no problem. I saw no problems just by having the mod installed.

 

Game Stability After Starting: I saw no game stability problems after starting the Slavequest main quest. No crashes, no major glitches. Other than the many glitches that "It Just Works" Skyrim has at all times. Nothing obviously related to the mod. It worked fine.

 

Game Playability After Starting: I saw nothing that made regular game elements unplayable (I had already completed many quests, but not all). Enforcer/NPC "call for sex" mechanics filled the town with SexLab scenes at all times, for example it was almost impossible to move from the Whiterun gate to talk to Adrianne before a guard started a scene with her every time I entered the city, and I always needed to wait. But this was overall pretty stable too.

 

Slaverun Quest Mechanics (Intended): Fetch quests punctuated by SexLab scenes. More fetch quests punctuated by SexLab scenes.  Fetch, fetch, fetch, sex, sex, sex. Go to a town, watch a series of "dialogue cutscenes" (player controls frequently disabled) and SexLab scenes, go back to Whiterun. A few arena-style fights in one segment.

 

Slaverun Quest Mechanics (Problems): Many quests need certain NPCs, but those NPCs wander back to their default location. Either the quest fails to advance, or you miss half the dialogue context and wonder what is actually happening. Sometimes they move away while still locked into a kneeling animation (it reminds me a lot of a barge moving off when this happens). Amputation mechanics did not work correctly (I had a working SE Amputator Framework that worked for other systems). Branding machine tattoos failed to apply (I did have right-named tattoos in the correct place). Player control would not return after some scenes. Many NPC poses did not line up with furniture, and everyone was crooked in the slavetraining dungeon. They also became unclickable, so I had to console-move any NPC in furniture to talk to them, and they walked back to re-enter the furniture in a misaligned pose.

 

Slaverun Quest Mechanics (Coping): You need a follower framework (I used NFF) or a lot of "prid" and "moveto player" in the console to solve the problem of NPCs leaving. I needed both because NFF couldn't import every necessary NPC. I could manually apply Amputator changes, but I should mention that Amputator isn't perfect either, so it never works fully.  Player control problems could sometimes be fixed with "...enable playercontrol" in the "Problems" MCM section, but often I had to reload an earlier save. Scenes can be very long before they break and have to be restarted. I lost many hours to this, and started making hard saves between every single quest sub-objective to compensate. I had to advance quest stages through the console at one point.

 

Slaverun Quests (Overall): Fetch quests and non-interactive dialogue scenes are not peak gameplay when they are working well. The sheer number of implementation problems is very frustrating to deal with.

 

Slaverun Story: Slaverun suffers from "main character syndrome". Nothing happens and nobody does anything, except by the main character. An NPC assigns a task and the character carries it out. Quests like "bring slavery to this major city, all on your own". Like most Skyrim "slavery" mods, this one allows the player to do whatever they want at almost all times without a good story reason for it. But this isn't unique to Slaverun, and all big player slavery mods have this problem. I find mods that involve a time-limited pseudo-slavery, like Public Whore's enforced mode, to be much more immersive, FWIW. But Slaverun does have some good story ideas and quests. I kept playing as long as I did in order to see where the story went.

 

Slaverun Roleplaying: Almost non-existent. I only did the "become a slave" option, but there are very few meaningful choices, and usually no choice at all. The character is assumed to be an 18-year-old sexually inexperienced naive just-off-the-farm girl that quickly becomes addicted to sex, and far more words are put into her mouth by dialogue cutscenes, then offered as choice to the player.

 

Overall assessment: Slaverun SE appears to be stable in a mod list, and the non-quest parts work fine. I did not try auto-slavery progression or the MCM option to enslave all cities, but I assume that would work. Cities moving from normal to enslaved changes their feeling a lot (clothing, sex scenes in the streets, etc.), which might be enough for some players. I cannot recommend following the questline from a roleplaying perspective unless your idea of your character already matches the author's idea. I definitely cannot recommend the questline from a "will this work smoothly" perspective, for the reasons above. It can work if you know what you are doing with the console and other systems, but even then I think there will be a lot of "load last save and try again" involved. I had really meant to go through the entire questline, but when I saw the entire arena questline open up (and then confirmed how many quests were left by peeking into SSEEdit), I couldn't bring myself to continue working through the jank.

 

Minimizing Frustration While Playing: If you are going to play this, I recommend familiarity and comfort with the console (and some console mods to make it more functional), a follower framework, SSEEdit, and enough knowledge of mod structure to know how to fix some esoteric issues. And a lot of patience with reloading and watching the same dialogue cutscene again.

 

Final Thoughts: It is not my intent to dis on Slaverun overall. I know it was made years ago for the original Skyrim, and that porting it to SE at all took a lot of work by someone other than the original author. That it works at all is great, and it doesn't break game stability. However, the quests are borderline unplayable due to technical problems. Even if that worked, I do not think that fetch quests are good game design. But this is a 2011 game with lots of vanilla fetch quests, and many "modern" mods that are fetch quests, so it isn't really unusual. I've seen many people comment that they would like to see a working re-implementation of Slaverun someday. I would suggest that an "inspired by" mod that started from scratch would be better than a SlaverunNG, or whatever the next naming convention would make it.


Can't recommend enough modex .
Besides being a much faster and easier to use additemmenu it works great at finding NPC and quickly moving them to player or vice-versa so you don't have to mess with the console for it.
 

Posted

Please tell me what I need to do to launch it? I went to Whiterun. Talked to the jarl. I received a notification that it was installed and tested by the system, but the mod did not launch. I already killed the dragon.. level 6. What should I do? Is there a condition for launching the quest? Thanks for the answer.

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