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Wartimes - a daughter's tale (Alternate start scenario) SE


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Posted
On 10/5/2025 at 4:40 PM, vipermagi said:

Father has the option to get you Licenses at the cost of favor, making use of SexLab Survival's license feature. There is now a new, standalone license mod called... Licenses - Player Oppression, and it's expansion addon LMAO - Tolls and Crimes. Would be awesome if there was a hook to link into those for license controls.

 

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On LMAO, there is a way already basically built in, though my complete lack of documentation is probably not helping, and it takes a minor amount of work from someone to get it working properly. though if no one does the legwork for me i'm sure i'll get it figured out myself at some point, since I like Wartimes.

There is a file in interface/lmao/city called whiterun.json. 

it is a json file, there is a built in section called "playerhomes". For homes with a key, you put in the hex formID, convert it to an int for the formID (this is just bad programming for me, i do need the int, cause in this particular function i don't yet do the conversion on my end), as well as the mod file to look for. It will check if you have the key. 

but for wargames, since you can lose fathers favor (and I don't think there is a home key) you would use the quest system - putting in the QuestID (name of it, ex: Favor250) then you would set the stage of the quest you gain that privilege and when you lose that privilege. 

example code:
 

{
      "name": "Tundra Homestead",
      "FormID": "0x47E3B",
      "FormIDInt": 294459,
      "ModName": "cceejsse001-hstead.esm",
      "QuestID": "",
      "OwnedStage": 0,
      "LostStage": 0
}

 

If someone gets me the rules for it, I'll get that in the next release WHEN I GET OFF MY ASS AND FINISH THE GODDAMN WHITERUN KENNEL WHAT IS WRONG WITH ME 

(but at that point anyone would be able to use that immediately and it should just start working) 

Otherwise, again, sometime after the whiterun kennel expansion I'll plan on figuring that out myself. 

No notes on the license stuff, since that isn't my mod, but I do agree, it would be cool to use that

  • 1 month later...
Posted

Can someone please send me their game setup or modlist that is ready to play with Wartimes, SexLab Survival and other similar mods. I completely forgot to save my game with all the mods while I was cleaning my PC, and I accidentally removed everything. It was over 500 mods, mostly NSFW related, so I would really appreciate it if someone could share their game with me. If we have the same NSFW mods in our Skyrim SE, that would be awesome.

  • 2 months later...
Posted

does anyone know which mod i am missing it say's that i am missing dcc-dm2.esp does anyone know what mod this comes from?

 

Posted (edited)
8 hours ago, sep0_0 said:

does anyone know which mod i am missing it say's that i am missing dcc-dm2.esp does anyone know what mod this comes from?

 

 

You installed the obsolete version.

 

Check this old post....

 

New community version called Wartimes Tweak KLA 1.0.1, check near the change log section for download link. Anything named Wartime Tweak without KLA at the end, means it is older version.  Check that page "Requirements from the original mods found here: " for a hint on requirements. It looks like the mod's new stewards are lazy with documentation even for requirements. If you already started a game with it, it likely needs a new game when replaced.  A lot of changes have occurred to remove\replace old requirement mods from original.

 

good luck

Spoiler

If you have JK's Whiterun Outskirts the house location will conflict with a windmill building near the gate to the tower and roriktead borough.  In the Monomans1 version the building conflict will break the scene triggered by Pregnancy detection+Milk-Economy milkmaid + high corruption + chance.  I think the current version also will break will the buildings are coversiing the scene area.  The entry to a JK's Whiterun Outskirts building is blocked by a WArtimes farm shack.   A patch moving the Wartime farm house to a clear area or moving the conflicting JK's Whiterun Outskirts building is necessary to have both mods together.  

 

Edited by safado
  • 1 month later...
Posted
On 2/23/2026 at 9:51 AM, safado said:

 

You installed the obsolete version.

 

Check this old post....

 

New community version called Wartimes Tweak KLA 1.0.1, check near the change log section for download link. Anything named Wartime Tweak without KLA at the end, means it is older version.  Check that page "Requirements from the original mods found here: " for a hint on requirements. It looks like the mod's new stewards are lazy with documentation even for requirements. If you already started a game with it, it likely needs a new game when replaced.  A lot of changes have occurred to remove\replace old requirement mods from original.

 

good luck

  Hide contents

If you have JK's Whiterun Outskirts the house location will conflict with a windmill building near the gate to the tower and roriktead borough.  In the Monomans1 version the building conflict will break the scene triggered by Pregnancy detection+Milk-Economy milkmaid + high corruption + chance.  I think the current version also will break will the buildings are coversiing the scene area.  The entry to a JK's Whiterun Outskirts building is blocked by a WArtimes farm shack.   A patch moving the Wartime farm house to a clear area or moving the conflicting JK's Whiterun Outskirts building is necessary to have both mods together.  

 

 

 

I have no effect using the KLA version; there are no dialogue options, nor is there an MCM. Which mod does the dcc-dm2.esp actually come from?

  • 2 weeks later...
Posted
On 4/11/2026 at 8:38 PM, rhb38 said:

 

 

I have no effect using the KLA version; there are no dialogue options, nor is there an MCM. Which mod does the dcc-dm2.esp actually come from?

 

dcc-dm2 (display model 2) is only used in the original legacy bugged version.  It was for one animation that was actually already in ZAZ. 

If your wartimes need that you are doing everything wrong. 

 

Posted (edited)
12 hours ago, shpuntik said:

Why does the mod require Sanguine Debauchery? 

 

There's multiples endings, slavery to father or uncle. The mod will end and offload control to SD in the form of slavery condition. From there you select what to do based on SD features. 

 

 Old version branches

Spoiler

 

Wt 20200920.jpg

 

 

Edited by safado
  • 2 months later...
Posted

Hey All! 

 

So gotta start off by saying I really love this mod as a trauma-origin story for a Dragonborn. My playthrough has typically involved getting this up to the point of getting Ma back for 2000gp and then finding out Father has actually been grooming the Dragonborn the entire time. At this point I usually end up knifing Father in his sleep and running away, getting caught be the guards, going to Raven Rock to mine Iron, then stumbling over Helgen upon release.

 

The question that I have relates the to "Knifing of the Father" portion. I have seen the "roadmap" of the mod, and I just wanted to double check...there are basically no "good" endings right? There is no way for both the Daughter and Mother to live without the Mother kicking the Daughter out for sleeping with the Father? No happy ending where Father leaves and Mother is healthy?

Posted (edited)
6 hours ago, Paradox_of_Theseus said:

Hey All! 

 

So gotta start off by saying I really love this mod as a trauma-origin story for a Dragonborn. My playthrough has typically involved getting this up to the point of getting Ma back for 2000gp and then finding out Father has actually been grooming the Dragonborn the entire time. At this point I usually end up knifing Father in his sleep and running away, getting caught be the guards, going to Raven Rock to mine Iron, then stumbling over Helgen upon release.

 

The question that I have relates the to "Knifing of the Father" portion. I have seen the "roadmap" of the mod, and I just wanted to double check...there are basically no "good" endings right? There is no way for both the Daughter and Mother to live without the Mother kicking the Daughter out for sleeping with the Father? No happy ending where Father leaves and Mother is healthy?

 

There's a "good end" with conditions; mothers health is =>1 (giving food to mother), pay final cure by giving 2000 septims to father (maybe more in monomans1 10.3 or community version).  It brings mother back healthy and quest stage goes to 230, (maybe it is not an end).  I do not know if it is still in latest version of the mod, because I have never done this ending. 

 

I think that is the one you mentioned. 🙃

 

Edited by safado
Posted
On 7/13/2026 at 9:53 PM, safado said:

 

There's a "good end" with conditions; mothers health is =>1 (giving food to mother), pay final cure by giving 2000 septims to father (maybe more in monomans1 10.3 or community version).  It brings mother back healthy and quest stage goes to 230, (maybe it is not an end).  I do not know if it is still in latest version of the mod, because I have never done this ending. 

 

I think that is the one you mentioned. 🙃

 

 

 

Yeah, I tried going further with that "ending", but even after being impregnated and giving birth there does not seem to be an "end". The tasks just seem to repeat. I was kind of expecting the Father to take off with the child after the Daughter gave birth. That could also give a good RP hook for the Dragonborn becoming an adventurer, seeking out her missing child (even if there is no way to find them). 

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