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Deviously Enslaved Continued SE


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Deviously Enslaved Continued SE

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Deviously Enslaved Continued SE

 

I did NOT create this mod. That honor belongs to the Talented Verstort

I only converted it for Skyrim Special Edition, and have shared it with you with

based on my interpretation of their permissions on the Adoption Info page.

 

 

If you enjoy this mod, click on the link and give Verstort some love, and check out their other mods!

 

The following copied from the original LE page:

-----------------------------------------------------------------------

 

This mod is up for adoption.

 

13.20 probably benefits from save cleaning or new save if updating. I think the only real downside is papyrus spam, which you can probably ignore

 

13.14.X+ Does not require DDI 4.0 yet, The changes I have made are for compatibility but do not require the upgrade yet, you can keep using 3.3 and DEC should still work.

 

Tattoos and masters you can get sent too are all hard coded. If you find a tattoo that does not get detected TELL ME because I don't play with them all and need to know which ones are not being detected correctly.

 

If you have any ideas for additional SD masters to get sent to, there are only a few requirements I have: The NPC must be found in an area that has at least one bed and 2 additional interactive items (enchantment tables, cooking fires, tables to eat at, ect) so that they have slightly interesting day-to-day activities. Must be a vanilla NPC, might make an exception for DLC If the NPC is interesting enough, or their area is interesting, I'm willing to add Mod and DLC specific NPCs. Cages or good lighting are a plus. Female masters and civilians are currently rare in the list.

 

Description/summary:

 

Deviously enslaved was originally created to make the world react to the player while the player was wearing slave gear and other DD/Zap Bondage gear.
 
If the player is found wearing such gear, they may be approached (out of combat) by the population of skyrim for free sex or acquired as a new slave.

 

This mod only handles approach by non-combat NPCs, in towns and on the road for instance, this is not a combat or defeat mod and should not conflict with mods that offer such functionality

 

13.0 added some follower interaction, so you can get Cursed loot-esque item finding in the world, some sex, even some bdsm with your followers. Still being worked on.


Overview of changes since Chase's last 1.04 release:

  • Better control over when the player is attack-able through MCM options
  • More slavery outcomes: Instead of just the original SD and Maria eden, several mods have been added as possible outcomes
  • Follower interaction beyond the regular outcomes
  • Better integration with modern DD/Slavery mods, Requiring less user intervention and less DE interruption
  • Better detection of NPC slaves in the world, leading to less awkward interaction from "unavailable" NPCs
  • Optimizations: DEC should be faster and lighter that DE, so users with weaker computers may be able to play it where previously could not.


Frequently Asked Questions:

 

What happens if I don't have any optional mods?

 

No enslavement, only sex and item adding. While DEC doesn't require any specific optional mod to work, DEC does not provide any player slavery itself, piggybacking on the available slavery provided by optional mods instead. Without at least one optional mod DEC does not make use of slavery.

 

There are options in my menu for mods that are greyed out, what mod am I missing?

 

Not all greyed out items are because mods are missing, some are greyed out because they don't work yet and I haven't gotten around to adding them to the mod yet.

 

What do I need to do when updating from a previous version?

 

Depends on the update, the larger the update the more likely a save cleaning is required, or a new save. Save tool and fallrim tools both work pretty well with Deviously enslaved to clean old versions off of a save; The only times save cleaning doesn't fix a broken DEC install is when stack dumps have ruined many other mods and the save is unsalvagable anyway. It is also recommended to manually reset mods detection in the debug menu, if it isn't set to auto-reset.


Why should I use this instead of Cursed loot?

 

Feel free to use it with Cursed Loot. Cursed loot provides many similar features, but does not handle enslavement, only sex and item adding (5.0). Cursed loot doesn't allow for male playing either, although I don't focus on dual gender usage, it remains available in DEC.


Do I need the original mod (Deviously enslaved)?

 

No, DEC is standalone, and does not require the original Deviously enslaved at all.


Is this mod lighter than the original Deviously Enslaved?


Efforts have been made to make it lighter on the papyrus script engine, a lot lighter, but it is still a script heavy mod and shouldn't be combined with too many other script heavy mods. There are a few ways to reduce the load DEC uses:

  • Increase the time between approach attempts by increasing "Event interval" in the MCM menu to a larger number

  • Increase the cooldown between attacks

  • Turning off Slavetats detection

  • Turning off Alternate Chest slot detection

  • Leaving arousal detection on faction instead of function

  • Limiting how many items you wear and carry with you in your inventory

  • Turn off follower finds items in chest feature, heavier than it looks

  • Reduce the number of mods DEC looks for, but that's silly

 

Can you explain the Vulnerability system?

 

The vulnerability system needs an overhaul. There are 5 levels of player vulnerability (0-4) are described as such:

 

0: not vulnerable at all, except if you set it in the MCM menu
1: wearing collar or naked
2: wearing the following while naked: harness, collar, piercings, semen. without naked requirement: slaveboots, gag, blindfold
3: wearing armbinder, sitting in zaz bondage furniture
4: 1 lvl 3 items and one lvl 2 item or 3 lvl 2 items, with some exceptions
 
You can now set the individual levels of all items that are detected as vulnerable directly in the MCM

 

There is no difference with chance to get approached for the different vulnerabilities, any vulnerability over 0 leads to you being approached (sex) at the same chance, but you can set in the MCM menu what levels you want to get approached for enslavement (maybe sex is lvl 1, but you're not enslaveable until your hands are tied (lvl3) and you can't fight back, for instance)

 

The Sexlab Fame system mod can add +1 to vulnerability with the MCM settings as well, along with the night setting.

 

last updated: 11/2018


How do I save clean?

 

Fallrim tools seems to work perfectly with DEC. You can also try using Save tool if you aren't using the mod crash fixes.
 
For fallrim tools "Resaver":
 
* Make a new hard save for cleaning, I recommend the player being inside not surrounded by NPCs or too many objects
* Open the save you just made in resaver.
* add "crde" to the top left filter box, or select Deviously enslaved.esp in the mod filter box
* right click "Scripts(#number)" and select "Delete elements(#number)"
*   repeat for "Script instances"
* Inside of the "Clean" menu in the top left, select "Remove unattached instances"
* Inside of the "Clean" menu in the top left, select "Remove undefined elements"
* save your changes
 
OR:
 
* Make a hard save with DEC already uninstalled
* open the save in resaver
* Inside of the "Clean" menu in the top left, select "Remove unattached instances"
* Inside of the "Clean" menu in the top left, select "Remove undefined elements"
* save your changes

 

For save tool:

 

* Make a hard save
* Load the save in savetool.exe
* Go to "Mod editor" and check deviouslyenslaved.esp on the list
* Hit both delete forms and delete scripts on the right side,
* go back to the main page and hit "FixScriptInstances" and "Fix all #" <- for good measure
* save your changes

 

          OR:

 

* Make a hard save with DEC already uninstalled
* Load the save in savetool.exe
* go back to the main page and hit "FixScriptInstances" and "Fix all #"
* save your changes

 

Throwing in a "fix broken inactives" might be a good idea too, after everything else, in the past it would cause more problems then solve, but that seems to have been fixed.

 

If Save cleaning doesn't refresh DEC's MCM, manually search for "crde" in save tools left script search,and delete all scripts that show up with that name, that has fixed that odd bug for me in the past.

 

I'm not an expert with using save tool, but this works really well for DE and DEC. The only part of your save that isn't cleaned are the crde StorageUtil variables, which are only used as time stamps currently anyway, so it shouldn't matter if they are left over


What is "Armbinder conversation" and why does it never seem to activate?


Chase put that in, and never finished it. I never got around to finishing it because I wasn't sure until recently what it was supposed to be. Right now it does nothing.

 

What is Morality?

 

Morality is an actor value found in the vanilla game. In the actual game, it is used to determine what crimes a person is willing to commit in aiding his allies and friends. See here:

 

Not a perfect correlation with is willing to enslave someone they meet in the world but was the closest thing the game had to such a system. If there was a better system I would consider implementing it.


Why are you still using "CRDE" as an identifier and "deviouslyenslaved.esp" instead of changing them to something more accurately named?


Lazy.


DEC doesn't work, what's wrong?


Make sure you have all the hard requirements, DDx and UIExtensions are NOT optional. Double check that the mod is not working by enabling DEBUG through the MCM menu (ON by default), setting it to console so it doesn't spam your notifications (ON by default), and open the console and check if you get CRDE debug output every 8-15 seconds. The game must be moving for those 8-15 seconds (out of console/ui)
Common reasons DEC is working but you aren't being approached:

 

  • NPCs don't have high enough arousal, lower the threshold or find some way to warm them up

  • NPCs have too high of morality, lower the threshold in the options or change the character morality through console

  • NPC is wearing slave gear (Zaz/DD) or is in a faction that marks them a slave.

  • You have a quest active that DEC uses to check if the player is busy, finish the quest


Those weren't the issue! AND/OR you cannot see debug info in the console


Describe what is wrong as best you can, and include a papyrus log (with debug messages turned ON) in the support thread and I'll see if I can figure out why it doesn't work for you. Some issues, especially if the mod stops working and will not print error messages, requires a save game be given to me so I can inspect the mod state in Fallrim tools. If you think this data is too sensitive you can post it to me in a private message, but please post issues in the support thread first as other users might have similar issues or have already found solutions.
 

Mods that DEC connects with (slavery):

  • SD+
  • Maria Eden (1.19 and 1.24 mostly work)
  • Cursed loot
  • Simple slavery
  • Devious Cidhna
  • Wolfclub
  • (old) Slaverun and Slaverun Reloaded
  • S_L_U_T_S
  • Isle of Mara Tweaked


The rest of the mods, and how/why they connect with DEC are explained in the second post on the forum.
Incompatible mods:

Currently, the only mod I recommend users not use in combination with DEC is Sky Slavery, which adds male slaves around skyrim. I cannot find a way to detect that they are slaves, so there is no way to stop them from attacking the player, and some of them were bugged out and could not interact with last time I tried the mod.

 

* Mia's Lair: I think I got all incompatibilities with Mia's lair sorted out, but you might still get a stack dump during the interrogation part, because I haven't added location based detection for that part yet. Everything after that is smooth, and you shouldn't need to turn DEC off, if you have reason to believe otherwise tell me.
* Submit: Once in awhile, a user shows up saying they think Submit breaks the mod. I don't even know if or which submit variant is still being maintained, and I'm not going to test them all. I'm going to assume the issue was misattributed to something else until a user gives me a replicatable case with a specific Submit version, but be aware that there might be a real issue here.
* Maria's Eden +2.0: Local enslave works, but not Khajit (Defeat), although that might fix itself if the problem was on ME's end.
Some mods, for whatever reason, create template NPCs that have the wrong gender assigned to them. DEC uses ActorReference.GetActorBase().getSex() to get gender, you can fix this by changing DEC over to using sexlab gender instea of base game gender, then setting the gender of the NPC through sexlab's MCM interface, can't fix otherwise.
 
* Traps, Pitfalls and Dangerious Things: I never got a response back from Jim about how to get the two mods to detect one another, he seems MIA. For now this mod is on my list too

As a reminder: if DEC is getting in the way of a mod/quest/scene you can turn it off temporarily in the MCM settings


TODO: Find a good image to use for mod icon
TODO: Find someone who wants to write dialogue
TODO: Figure out minimum requirements for mod versions
TODO: Find out why every time I edit this page paragraphs get extra new lines

 

Permissions:
DEC is now licensed as GNU Public License v3.0, which means it is opensource but you cannot fork the project without keeping it opensource (which for a buggy, poorly documented language/VM like skyrim, I feel open source is a huge benefit to the community). General code in the mod is free to copy for your own projects.


Thanks to:

Chase Roxand, the original author, for doing the hardest part
Zippy for being a bro
The authors of Sexlab, Devious devices and ZAP for providing the necessary framework
The authors of LoversLab mods for freely providing their code source for code discovery and providing their assistance where available
simplefries for pointing out that I was an idiot
Firescrat for tracking down and fixing quite a few bugs.
Legume for putting up with my bullshit
Hexbolt8 for digging in the mod far enough to notice some dialogue was quietly broken and alerting me
Everyone else who has helped me when I couldn't figure out the solution to a problem myself


Old support thread for Deviously Enslaved (Chase Roxand): http://www.loverslab.com/topic/40916-deviously-enslaved-v104-1715/page-47
Old DE download page: http://www.loverslab.com/files/file/1602-deviously-enslaved-v104-1715/


Less important details about the mod have been moved to the second post of the support thread to keep this page to a reasonable size

 

If you enjoy my conversion work and would like to toss a coin to my coffee fund, you can visit my Patreon ~ Nomkaz


  • Submitter
  • Submitted
    08/18/2019
  • Category
  • Requires
    SKYUI SE(for MCM), Sexlab SE, Sexlab Aroused Redux SE, Zaz animation framework SE, Devious Devices AIO SE, UIExtensions SE
  • Regular Edition Compatible
    No

 

Link to comment
23 hours ago, Jettrail said:

MCM menu doesnt appear, are the requirements here the same as the regular Skyrim edition?

It appear or my game with the listed requirement. its new game though, have you tried setstage ski_configmanagerinstance 1 ?

Link to comment

Is there a list of currently converted SE versions of the mods using enslaved anywhere? I can basically only find Cidhna and Simple Slavery (but SS is heavily bugged).

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  • 3 weeks later...
  • 4 weeks later...
  • 4 weeks later...

Updated version ( 13.25.0)  for SSE, ported by me (unofficial). (myself use)?

and thanks mod author @Verstort

 

Deviously Enslaved Continued(v13.25.0) SSE - ported by tznvlw.7z

 

Spoiler

What's New in Version 13.25.0

Released Monday at 01:50 PM

  • 13.25.0
  • Added: DEC stopping sex approaches while in jail is now disable-able in MCM
  • Changed: The Zaz furniture toggle is now a modifier slider, allowing you to turn of approaches while in furniture(0) allow(1) or change the rate of approach (0.1-15)
  • Fixed: If you turned off all filters, DEC would still search for animation compatibility with an NPC
  • Fixed: If turned off, DEC would still post a debug message every X seconds
  • Fixed: If an attacker starts approaching the player while they are not in dialogue, but are waiting for sexlab to start, their approach will interupt sexlab

 

  • 13.24.0
  • Added: Bondage mittens detection for follower and player vulnerability
  • Added: Followers now have a item to sex preference, default 50/50
  • Fixed: DEC detects when the player was released from SSR by the guards
  • Fixed: the previous value for follower values is now correctly loaded as the default when you want to change them
  • Fixed: One dialogue wouldn't ever show
  • Changes: Minor changes to rape approach dialogue

 

  • 13.23.2
  • Fixed: Devious Helpers detection
  • Fixed: Some combinations of player vulnerability would never have animations

 

  • 13.23.1
  • Fixed: DD item key detection for belt and gag removal was broken

 

  • 13.23.0
  • Fixed: NPCs will no longer approach the player for sex when they cannot unlock items on the player and no sexlab animations are available

 

  • 13.22.4
  • Fixed: DEC would not correctly detect if the player should have their vulnerability increased from exhibitionist fame

 

  • 13.22.2
  • Added: Devious lore fetch quest detection
  • Added: Devious helpers restraints game detection
  • Changed: Slave followers won't approach the player has an equal unless the player is vulnerable
  • Fixed: Enslave Dialogue -> Intimidate -> Strip was completely broken
  • Fixed: Players attacked with sex dialogue while having a follower, would get enslaved after sex

 

  • 13.22.1
  • Fixed: followers that found plugs would sometimes be empty handed
  • Fixed: Unique collars would not always remove the previous collar before adding the new one, meaning no new collar
  • Changed: the moth priest in Dawnguard is now considered a slave and should not approach the player
  • Changed: Alt body slot search is on by default (minor papyrus load, keyword search on all armor instead of just chest) you can turn it off in the MCM
  • Changed: One addition to SD Distant masters: a bandit in Orothiem

 

Link to comment
  • 3 weeks later...
  • 6 months later...
  • 2 weeks later...

I have been wondering about the following for many years now, but I have just never bothered to ask about it seeing as there were far more pressing issues with my builds. But now, after having achieved a rather immersive build for my game, this issue now stands out like a sore thumb.

 

 

The problem I have with the mod is that whenever the AI tries to approach the player for enslavement or sex through DEC, there is always this short phase of deceleration on part of the enslaver just before they initiate dialogue with the player. That is to say, they stop running and proceed to walk to you upon reaching a distance of a meter or so away from the player. In practical terms, this means that if you were to, say, try to run away from a potential enslaver (as I think more or less anyone would do in such a scenario), there is no way for the enslaver to catch you mid-flight. And that still holds true even if you, like me, have a mod installed that makes the player move at the same speed as NPCs or slower.

 

 

Seeing as I like to fantasize about running away from my captor, I think you can see how this could be a problem.

 

 

To my knowledge, there are no other mods that make NPCs decelerate in this manner just before dialogue with the player, so why is this part of the mod? I mean, just thinking rationally; if you approached someone with the intention of raping or enslaving them, and you knew there would be few repercussions for doing so (as is usually the case in Skyrim), I don't think you'd slow down when you approach them, let alone let them run away when you could easily grab them.

 

 

All I am asking is if there is any way to disable this feature and just make it function like a normal NPC-PL dialogue approach.

 

 

(Thanks in advance for any feedback!)

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  • 1 month later...
  • 3 weeks later...
  • 3 weeks later...

Hello all,

 

I have a small problem. No new Follower will be added to the DEC follower system....

Not with auto or Manual....

 

I can press the add Folower button and i see a list of followers near me . Then i can click on the name and the box close... But nothing happends.. I have also watied a few times...

 

Hope someone can help.

 

Many Thanks

Link to comment
18 hours ago, simonmail.hayes1@gmail.com said:

I can't find anyone else who has this issue and I feel like there's a simple solution but I'm not sure what I'm doing wrong. DD SE is all in one so why do these require an expansion?

image.png

is it possible you're using the LE versions of those 2 mods ? it's the only thing i can think of which would cause you to get this message.

Link to comment
  • 2 weeks later...

Has anyone been able to actually run DEC in SSE?  When I check the quest info, it's quests are running, but there's no MCM entry (even with your fix, derp_zzzz) and no approaches. 

 

If I deactivate all mods but DEC and its required mods, the same thing persists.  New game;  same thing. 

 

I'd help get this fixed if I could figure anything about the CC for SSE.  It's been a standard mod and game play feature of every game of Skyrim and SSE I've played since Chase first started it.

Link to comment
  • 2 weeks later...
On 10/26/2020 at 1:47 PM, grumbler said:

Has anyone been able to actually run DEC in SSE?  When I check the quest info, it's quests are running, but there's no MCM entry (even with your fix, derp_zzzz) and no approaches. 

 

If I deactivate all mods but DEC and its required mods, the same thing persists.  New game;  same thing. 

 

I'd help get this fixed if I could figure anything about the CC for SSE.  It's been a standard mod and game play feature of every game of Skyrim and SSE I've played since Chase first started it.

i use it all the time, latest SE version in the downloads section. it does work. although i think the mod order is important. and it takes a while to load. as long as all the requirements are there, it should work. when you install this and load your last save (preferably in the LAL cell and not out in the world), when you open the console, you should start seeing CRDE spamming the text. if it's there in the console, then let it work it's thing, open MCM menu and go into any menu then get out of it. maybe a few times. then save a new save and reload. it should pop up then.

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  • 2 weeks later...

Thanks, Yojimbo.  You've confirmed for me that it CAN work.  It just won't for me, even when it (and it's prerequisites) are the only mods loaded.  There's no action in the console, no appearance in the MCM, and no NPC interactions.  Checking quest status says it is running, but nada for me.

 

If it works for you, though, then it's on me to find the problem, not any modders.

Link to comment
23 hours ago, grumbler said:

Thanks, Yojimbo.  You've confirmed for me that it CAN work.  It just won't for me, even when it (and it's prerequisites) are the only mods loaded.  There's no action in the console, no appearance in the MCM, and no NPC interactions.  Checking quest status says it is running, but nada for me.

 

If it works for you, though, then it's on me to find the problem, not any modders.

i had issues in the beginning getting the MCM to pop up and the mod itself to start working. a few uninstalls and reinstalls from scratch, after a while fixed it. not sure why it isn't for you at this point, but good luck. i can try to share a few things i learned as i was doing this process, especially if you are using MO2, but i am hoping you will get it to work. if you want some extra info, just message me.

Link to comment
On 11/23/2020 at 10:36 AM, YojimboRatchet said:

i had issues in the beginning getting the MCM to pop up and the mod itself to start working. a few uninstalls and reinstalls from scratch, after a while fixed it. not sure why it isn't for you at this point, but good luck. i can try to share a few things i learned as i was doing this process, especially if you are using MO2, but i am hoping you will get it to work. if you want some extra info, just message me.

Curiously enough, this was the solution; I simply reloaded a fresh install of DEC three times onto a cleaned save , changing nothing else, and on the third time, it worked.  Turns out that the "definition of insanity" procedure was the right one!  My thanks.

 

I am using MO2, which is what made this possible (clean deletion of mods).

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