Hex Bolt Posted September 23, 2025 Author Posted September 23, 2025 4 hours ago, Omnishade said: The first one is the loud bang that is heard when you wake up Others have already answered this, but I will confirm that there is no sound effect for arriving in the slave market. The only movable objects in the cell are the two buckets. One has the Don't Havok Settle flag set, but the other does not. I can set that flag for the other bucket, but over the lifespan of this mod, no one else has ever reported a noise problem. Perhaps a physics mod that you're using is at fault.  You can try removing the buckets to see if that makes a difference.  The other action that occurs on arrival is stripping your character and optionally equipping a collar and hand bindings. If you use a mod that adds a sound when these things occur, that might be what's happening. There is an option to remove your possessions, which does make noise (standard game behavior), but that doesn't occur until later, when you start the auction.  4 hours ago, Omnishade said: Sometimes when you spawn you bring enemies with you that you weren't even in combat with. I was defeated by bandits and spawned spriggens in the middle of the auction house, causing gamebreaking chaos. This mod doesn't do that. As CaptainJ03 suggested, you might check the settings on your defeat mod. You might also look at any combat mods you're using that might cause hostile beings to travel with you.  Even if something is pursuing you, it's not like you just passed through a door. This mod transfers you directly to the slave market. Skyrim won't have actors follow you after a move operation to another cell, so a mod that you've installed seems to be the culprit. Another possibility is that one of your mods spawned creatures to ambush you when you changed location (I vaguely remember something about a pheromones mod that could spawn attackers when fast traveling to a city), but the slave market cell has the keywords for dwelling and store and it's a child location of the Riften city location, which should indicate to such mods that this is a safe area that is not valid for attacks. 4
Bdsmfurfaggot Posted September 25, 2025 Posted September 25, 2025 On 9/23/2025 at 8:59 AM, CaptainJ03 said: I think Hexbolt will answer with more insight, but both aren't related to this mod. Â I've been using this mod for years on LE and AE and cannot remember that I ever heard a bang upon entering the slave pen. Â The problem with enemies spawning in the auction house is a problem with your defeat mod. Please ask there for troubleshooting. They really should end all fighting after you're defeated and sent to this mod's event handler. the audio file for devious devices isn't installed correctly. Â
Hex Bolt Posted September 25, 2025 Author Posted September 25, 2025 24 minutes ago, Bdsmfurfaggot said: the audio file for devious devices isn't installed correctly. Eh? Simple Slavery doesn't use Devious Devices except to remove them, which doesn't occur until later when the auction has started. 1
Bdsmfurfaggot Posted September 25, 2025 Posted September 25, 2025 21 minutes ago, Hex Bolt said: Eh? Simple Slavery doesn't use Devious Devices except to remove them, which doesn't occur until later when the auction has started. the loud boom the guy is hearing, its from the slave bondage being equipped , and a loud boom like that is from dd, and or ddng, i had the issue myself like 4 years ago, but i solved it by reinstalling ddng, it's just vortex putting in something wrong.  1
Hex Bolt Posted September 25, 2025 Author Posted September 25, 2025 25 minutes ago, Bdsmfurfaggot said: the loud boom the guy is hearing, its from the slave bondage being equipped , and a loud boom like that is from dd, and or ddng, i had the issue myself like 4 years ago, but i solved it by reinstalling ddng, it's just vortex putting in something wrong. That seems unlikely in Omnishade's case. Simple Slavery never equips DD items.  The only interaction Simple Slavery has with DD immediately on arrival (which is the point where Omnishade said the sound occurred) is to remove a gag, if present, but there was no mention of having one. On arrival, Simple Slavery can optionally equip a ZAP collar and hand restraints, but ZAP does not get its sounds from DD. The ZAP items use the vanilla sound ITMClothingUpSD, nothing from DD, not even a special Zaz sound. 1
jfraser Posted September 25, 2025 Posted September 25, 2025 Unless some other mod is doing it. It is possible Omnishade has a defeat mod that adds DDs but also sends the player to SS (or he has two defeat mods) and both the DD equipping and sending to SS are happening at more or less the same time.  Whatever the case, it is nothing SS can fix, alas. 1
Omnishade Posted September 27, 2025 Posted September 27, 2025 On 9/23/2025 at 10:53 PM, Hex Bolt said: Others have already answered this, but I will confirm that there is no sound effect for arriving in the slave market. The only movable objects in the cell are the two buckets. One has the Don't Havok Settle flag set, but the other does not. I can set that flag for the other bucket, but over the lifespan of this mod, no one else has ever reported a noise problem. Perhaps a physics mod that you're using is at fault.  You can try removing the buckets to see if that makes a difference.  The other action that occurs on arrival is stripping your character and optionally equipping a collar and hand bindings. If you use a mod that adds a sound when these things occur, that might be what's happening. There is an option to remove your possessions, which does make noise (standard game behavior), but that doesn't occur until later, when you start the auction.  This mod doesn't do that. As CaptainJ03 suggested, you might check the settings on your defeat mod. You might also look at any combat mods you're using that might cause hostile beings to travel with you.  Even if something is pursuing you, it's not like you just passed through a door. This mod transfers you directly to the slave market. Skyrim won't have actors follow you after a move operation to another cell, so a mod that you've installed seems to be the culprit. Another possibility is that one of your mods spawned creatures to ambush you when you changed location (I vaguely remember something about a pheromones mod that could spawn attackers when fast traveling to a city), but the slave market cell has the keywords for dwelling and store and it's a child location of the Riften city location, which should indicate to such mods that this is a safe area that is not valid for attacks.  This is good feedback. It makes total sense that another mod is the culprit, and I never said SS was solely at fault, but at least now I know the banging sound is something on my end. I have a lot of mods and I'm guessing it's just a bad combo of two mods causing it. (Getting back to this in my second comment) But it's nothing gamebreaking, so I'll have to live with it. Regarding settings of my defeat mod, it's SL Defeat we are talking about. A mod I've played with for years and always imported my settings. I know every corner of that mod and it does not have an option for allowing enemies to follow you on post-defeat, and that applies to other defeat mods, so it's unlikey to be responsible for this glitch. I do have SL Pheromones but didn't enable Spriggan Pheromones, so that can't be it either.  One thing that comes up as a possible culprit now that I think about is the random world encounters in Demonic Creatures(which has spriggans in combat with what might have been bandits or some other humanoid npc), combined with extra bandits spawning a bit away from the camp itself. They might have drawn the spriggans from that world encounter, which doesn't happen too far away tbh, or a lingering bandit that I didn't see at first were in combat with them. It happens because of Requiem's extended aggro range which is sometimes crazy. Either way it's a situational glitch between three mods, so I hope it doesn't happen too often. Nothing you can do anything about though.
Omnishade Posted September 27, 2025 Posted September 27, 2025 (edited) On 9/25/2025 at 6:09 AM, Bdsmfurfaggot said: the loud boom the guy is hearing, its from the slave bondage being equipped , and a loud boom like that is from dd, and or ddng, i had the issue myself like 4 years ago, but i solved it by reinstalling ddng, it's just vortex putting in something wrong. Â Â That's interesting, because I also have DD + DDNG. I listened through every sound file in those mods and there is nothing that sounds like the boom I'm hearing. It sounds more like a shock spell effect actually. Edit: I just made a small test with MCM enslavement, and my character is actually shocked multiple times on arrival, which was also confirmed by my character getting a trauma from SexLab Survival(requires 50+ damage) but didn't take any real damage. The collar is a not a shock collar and doesn't react to clothing, but I noticed I triggered one more shock by just walking around. I also have Simple Slavery Rebuild, so maybe that has something to do with it. Edited September 27, 2025 by Omnishade
jfraser Posted October 2, 2025 Posted October 2, 2025 6 hours ago, ModdingYo said: A patch for the Circle of Lust would be fire  that would be something the author of CoL would have to initiate. it would be nice to have some OStim connections for people who prefer it over SL
qui7 Posted October 6, 2025 Posted October 6, 2025 Hello, I made a small mod to Simple Slavery ++, for myself but maybe someone else will find it useful. It adds a new option in MCM menu to skip auction scene. It just skips scene selection on auction start and continues as normal. So in result it will cause character to popup on platform, take a pose and fade to black. Following quests will work as intended. I compiled it against 6.3.26.0-nozap version but I can provide zapped if someone is interested. I just find it somewhat cumbersome.  ss-quick-auctions.zip 1
Hex Bolt Posted October 6, 2025 Author Posted October 6, 2025 There are simpler, less intrusive ways to accomplish that. I've talked about it in the past.
qui7 Posted October 7, 2025 Posted October 7, 2025 9 hours ago, Hex Bolt said: There are simpler, less intrusive ways to accomplish that. I've talked about it in the past. Well, that's a bummer
Adolis2019 Posted October 12, 2025 Posted October 12, 2025 Hello. I only play as a male character, and all the enslavement mods are designed for female characters. I don't want my character to be raped. Can you change the default auction option where the character is simply released? It would be more logical to send them to one of the mines to work off their debt or kill the mine guards and escape. And I want this option to be infinitely usable.
Herowynne Posted October 12, 2025 Posted October 12, 2025 (edited) 2 hours ago, Adolis2019 said: Can you change the default auction option where the character is simply released? Â That is the default in the Simple Slavery++ MCM already. Â The default is that no auction outcomes are selected in the MCM (they are all unchecked by default). Â When no outcomes are checked in the MCM, your character is freed after the auction. Â If you want to ensure that your character is always freed, then make sure there are no outcomes checked in the MCM. Â Â Â Edited October 12, 2025 by Herowynne 3
Adolis2019 Posted October 12, 2025 Posted October 12, 2025 (edited) 3 hours ago, Herowynne said: Â That is the default in the Simple Slavery++ MCM already. Â The default is that no auction outcomes are selected in the MCM (they are all unchecked by default). Â When no outcomes are checked in the MCM, your character is freed after the auction. Â If you want to ensure that your character is always freed, then make sure there are no outcomes checked in the MCM. Â Â Â You misunderstood me. I don't want him to just be let go. I want him to be sent to the mine to mine ore if no one buys him at auction, where he can either work off his debt to the auction house or kill a guard and escape, for which he'll be fined and bounty hunters sent after him. Just exclude Cidhna Mine from this option, so as not to disrupt the Outcasts' quest. It might be hard to understand, since I'm using Google Translate. Edited October 12, 2025 by Adolis2019
jfraser Posted October 12, 2025 Posted October 12, 2025 12 minutes ago, Adolis2019 said: You misunderstood me. I don't want him to just be let go. I want him to be sent to the mine to mine ore if no one buys him at auction, where he can either work off his debt to the auction house or be killed by a guard and escape, for which he'll be fined and bounty hunters sent after him. Just exclude Cidhna Mine from this option, so as not to disrupt the Outcasts' quest. It might be hard to understand, since I'm using Google Translate. That is not part of this mod - it has no slavery outcomes of its own. That would need to be created by someone else and then connected to this 2
Anunya Posted October 12, 2025 Posted October 12, 2025 I have two outcome MCM functionality suggestions, which I think would allow the users to fine tune their experience:  1. Allow the player to assign a probability weight to the different active outcomes.  Reason: Some outcome mods have a lot of possible variations (e.g. Captive Player), some have some variation (e.g. Public Whore with different locations), while some lead to a singular scenario (e.g. Devious Cidhna - the Pirate Quest). It'd be nice to be able to rebalance the probabilities to take advantage of that or to suit different play styles.  2. Have an option to set outcomes as "once only" - basically once they're triggered once, they're turned off.  Reason: Some outcome mods have a fairly strong narrative to them and don't really make sense to happen more than once (e.g. Devious Cidhna - the Pirate Quest), while others may be uninteresting to repeat for the player for whatever reason.  Thank you for considering the suggestions, and thank you for this solid mod - it's never left my LO since I added it years ago.
Hex Bolt Posted October 12, 2025 Author Posted October 12, 2025 4 hours ago, Adolis2019 said: I only play as a male character, and all the enslavement mods are designed for female characters. Most enslavement mods are only for female characters, but some work well for men. Unless you want no sex at all, two that I can think of are Deviously Cursed Devices (choose Leah to be your Mistress) and Submissive Lola (configure the settings for heterosexual sex).  There are probably others that also can work for men.
Hex Bolt Posted October 12, 2025 Author Posted October 12, 2025 (edited) 1 hour ago, Anunya said: 1. Allow the player to assign a probability weight to the different active outcomes.  Reason: Some outcome mods have a lot of possible variations (e.g. Captive Player), some have some variation (e.g. Public Whore with different locations), while some lead to a singular scenario (e.g. Devious Cidhna - the Pirate Quest). It'd be nice to be able to rebalance the probabilities to take advantage of that or to suit different play styles. That is better handled by the enslavement mod than by Simple Slavery. There are notable exceptions, but most enslavement mods don't provide separate startup mechanisms for their variations (DCL and Devious Cidhna are exceptions that actually do). It's better for the mod author to provide weights for its variations. Otherwise, every time a mod adds or removes a variation or changes the logic for which ones are valid, Simple Slavery would have to update. That's backwards. Those changes only affect that mod, so that mod can have updates whenever it changes. You might request this kind of weighting from those authors. It seems like a good feature for configuring those mods.  1 hour ago, Anunya said: 2. Have an option to set outcomes as "once only" - basically once they're triggered once, they're turned off.  Reason: Some outcome mods have a fairly strong narrative to them and don't really make sense to happen more than once (e.g. Devious Cidhna - the Pirate Quest), while others may be uninteresting to repeat for the player for whatever reason. Although it's not configurable, Simple Slavery already does that for Pirates, Bandits, Wolf Club, and Captured Dreams. When chosen as an outcome, SS++ sets the weight for the selected one to zero to prevent it from being selected again. Players are of course free to reenable it. For ones that might be uninteresting to repeat, unless you're getting enslaved very frequently, is it really burdensome to just manually change the weight in the MCM? Remembering to change it wouldn't be hard. When you arrive in the slave pen, you'll be thinking about which outcome you might get, the perfect time to make adjustments to the weights.  I'd guess that some players might prefer to reduce the chance of a repeat rather than having the outcome completely turned off, so a once-only toggle wouldn't satisfy everyone. Edited October 12, 2025 by Hex Bolt
loversusers Posted October 13, 2025 Posted October 13, 2025 (edited) Rephrasing my question, Â for captive player outcome. Â is it possible to have followers sold to a different captor location from the player? Edited October 13, 2025 by loversusers rephrase question
Hex Bolt Posted October 13, 2025 Author Posted October 13, 2025 1 hour ago, loversusers said: for captive player outcome. Â is it possible to have followers sold to a different captor location from the player? That would be a question for Captive Player. 3
Anunya Posted October 14, 2025 Posted October 14, 2025 (edited) On 10/12/2025 at 11:04 AM, Hex Bolt said: That is better handled by the enslavement mod than by Simple Slavery. There are notable exceptions, but most enslavement mods don't provide separate startup mechanisms for their variations (DCL and Devious Cidhna are exceptions that actually do). It's better for the mod author to provide weights for its variations. Otherwise, every time a mod adds or removes a variation or changes the logic for which ones are valid, Simple Slavery would have to update. That's backwards. Those changes only affect that mod, so that mod can have updates whenever it changes. You might request this kind of weighting from those authors. It seems like a good feature for configuring those mods.  Oh I didn't mean to ask SS++ to manage variations within the different outcome mods, but to let the player weigh the relative chances of SS++ picking each of the outcome mods.  So say I really love Captive Player right now I might want that to happen 10 times more frequently than another outcome mod. I should've been more clear. The main thing for me is that typically there are some outcomes I'd like to occur at a much lower rate than 1/X (where X is the number of outcome mods I've checked off), and some where I'd like the chance to be much higher than 1/X as a way to customize the feeling of my game.  But yeah, I agree that the proper place for weighing different Captive Player outcomes is in the Captive Player mod (it might even do that, I don't know).   On 10/12/2025 at 11:04 AM, Hex Bolt said:  Although it's not configurable, Simple Slavery already does that for Pirates, Bandits, Wolf Club, and Captured Dreams. When chosen as an outcome, SS++ sets the weight for the selected one to zero to prevent it from being selected again. Players are of course free to reenable it. For ones that might be uninteresting to repeat, unless you're getting enslaved very frequently, is it really burdensome to just manually change the weight in the MCM? Remembering to change it wouldn't be hard. When you arrive in the slave pen, you'll be thinking about which outcome you might get, the perfect time to make adjustments to the weights.  I'd guess that some players might prefer to reduce the chance of a repeat rather than having the outcome completely turned off, so a once-only toggle wouldn't satisfy everyone.  Oh that's perfect how it does it automatically for those mods, thank you! It's your trademark attention to detail is evident once again. I can enable them now and not worry about it.  Re: changing them in the MCM - you are of course correct that you can change the settings in the MCM during play if you want to take an event out of rotation. There are a few reasons I tend not to do that. The main one is that tweaking MCMs during a play through takes me out of the fiction so I try to avoid it unless absolutely necessary - but it sounds like it's not necessary in this case, because you've already applied similar logic to the outcomes where it makes sense. Edited October 14, 2025 by Anunya
Hex Bolt Posted October 14, 2025 Author Posted October 14, 2025 (edited) 1 hour ago, Anunya said: Oh I didn't mean to ask SS++ to manage variations within the different outcome mods, but to let the player weigh the relative chances of SS++ picking each of the outcome mods.  So say I really love Captive Player right now I might want that to happen 10 times more frequently than another outcome mod. I should've been more clear. The main thing for me is that typically there are some outcomes I'd like to occur at a much lower rate than 1/X (where X is the number of outcome mods I've checked off), and some where I'd like the chance to be much higher than 1/X as a way to customize the feeling of my game. Um, so how does the current system not already do that where you can set the weight of Captive Player to 10 and the weights of the other outcomes to 1?  1 hour ago, Anunya said: Oh that's perfect how it does it automatically for those mods, thank you! It's your trademark attention to detail is evident once again. Credit where it's due, this was done in the original Simple Slavery or in SS+. It's just something that players probably don't notice. Edited October 14, 2025 by Hex Bolt 3
Herowynne Posted October 14, 2025 Posted October 14, 2025 19 minutes ago, Hex Bolt said: set the weight of Captive Player to 10 and the weights of the other outcomes to 1 I actually have my current game set exactly like this and it works as expected. 1
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