jfraser Posted October 14, 2025 Posted October 14, 2025 4 hours 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. 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). 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. 3 hours ago, Hex Bolt said: 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? 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. The original had some auto-off outcomes where it didn’t make sense for there to be repeats. I don’t remember which ones. I think SD did it once you had cycled through all available masters. Pretty sure Wolfclub was another
Anunya Posted October 14, 2025 Posted October 14, 2025 (edited) 13 hours ago, Hex Bolt said: 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? Well this is embarrassing.... I could've sworn that was not the case. Anyways... thanks for having already put in the feature I was asking for. Very thoughtful 😳 13 hours ago, Hex Bolt said: 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. Yeah... Edited October 14, 2025 by Anunya 1
Binkerbots Posted November 10, 2025 Posted November 10, 2025 are there any mods that alter the auction or add extra events/poses?
Hex Bolt Posted November 10, 2025 Author Posted November 10, 2025 28 minutes ago, Binkerbots said: are there any mods that alter the auction or add extra events/poses? Not events or poses, but Simple Slavery Rebuild significantly changes the market hall itself. Some of the outcome mods are pretty configurable with their own branching paths.
PolskiHusarz20 Posted November 14, 2025 Posted November 14, 2025 Hello, I'd like to submit a suggestion that might make the freedom fund a little bit more interactive and hopefully a bit more interesting for the players. This suggestion might require addtional mod/mods to work though. Currently (at least from the perspective of the user) the price of the PC in the Slave Market is calculated/chosen randomly from between the minimum and maximum price. My idea is to replace that with a system in which that price is no longer random but instead is tied to the current Sexual Fame of the PC. This would turn the freedom fund into something more resembling the irl insurances. This can also be further augmented with additional mods and game fatures such as score from Submissive Lola, being lovesick or not, the character level level. Additional feature might be to give player ability to some of these variables negative values to make the calculations more complex and more fitting the roleplay instead of simply going to "more sex = higher price". Here are some examples: High value slave - high level (powerful character, hard to defeat and drag to auction), low/no sexual fame (likely low "mileage"), high slave score (trained, will not require a lot of investment), no love sickness (healthy) Low value slave - low level (easy prey for slavers), high sexual fame (already ran through), low slave score (untrained, will cause troubles), lovesick (there is a risk of it spreading!) This might also affect which enslavement mods might be alloved to happen - for example a given the fact that Public Whore quests generally require player to do some errands for the Jarl it would make sense if only slaves with higher value would be bought for that role while random Joe Shmoe who wants additional pair of hands to work at his farm might settle for a cheaper option. I suspect that this might require an awful lot of work for a feature that is just a side feature of the mod but I think that it might give it a few additional layers of interactivity that might make mod more engaging. If this was posted by someone else previously, sorry I did not intent on stealing your ideas nor to spam on the thread. Thanks for reading it all Have a nice day!
jfraser Posted November 14, 2025 Posted November 14, 2025 4 hours ago, PolskiHusarz20 said: Hello, I'd like to submit a suggestion that might make the freedom fund a little bit more interactive and hopefully a bit more interesting for the players. This suggestion might require addtional mod/mods to work though. Currently (at least from the perspective of the user) the price of the PC in the Slave Market is calculated/chosen randomly from between the minimum and maximum price. My idea is to replace that with a system in which that price is no longer random but instead is tied to the current Sexual Fame of the PC. This would turn the freedom fund into something more resembling the irl insurances. This can also be further augmented with additional mods and game fatures such as score from Submissive Lola, being lovesick or not, the character level level. Additional feature might be to give player ability to some of these variables negative values to make the calculations more complex and more fitting the roleplay instead of simply going to "more sex = higher price". Here are some examples: High value slave - high level (powerful character, hard to defeat and drag to auction), low/no sexual fame (likely low "mileage"), high slave score (trained, will not require a lot of investment), no love sickness (healthy) Low value slave - low level (easy prey for slavers), high sexual fame (already ran through), low slave score (untrained, will cause troubles), lovesick (there is a risk of it spreading!) This might also affect which enslavement mods might be alloved to happen - for example a given the fact that Public Whore quests generally require player to do some errands for the Jarl it would make sense if only slaves with higher value would be bought for that role while random Joe Shmoe who wants additional pair of hands to work at his farm might settle for a cheaper option. I suspect that this might require an awful lot of work for a feature that is just a side feature of the mod but I think that it might give it a few additional layers of interactivity that might make mod more engaging. If this was posted by someone else previously, sorry I did not intent on stealing your ideas nor to spam on the thread. Thanks for reading it all Have a nice day! Something like that veers from the core functionality of this mod, so is unlikely to be implemented directly (up to Hex, ofc), but i can certainly see someone building a separate framework to tie all that together 1
Hex Bolt Posted November 14, 2025 Author Posted November 14, 2025 4 hours ago, PolskiHusarz20 said: I'd like to submit a suggestion that might make the freedom fund a little bit more interactive and hopefully a bit more interesting for the players. This suggestion might require addtional mod/mods to work though. It's an interesting idea; those things probably would all affect the high bid. But to be done well it would be complex and likely need a whole MCM page of configuration settings. It also risks being open ended with more & more requests to account for factors from other mods, each of them reasonable things but each adding more work and complexity. If a player wants factors from 4 mods to figure into the calculation and Simple Slavery only supports 2 of them, having half isn't really half as good as having it all because it still would require manual adjustment. There are just so many potential factors, like membership or leadership in the various guilds, thaneship, having slain a dragon, and so on. Although setting the min & max manually is less convenient, it lets the player factor in anything and everything that seems relevant, and there is time to revisit those settings before starting the auction. From an immersion perspective, manual adjustment does take the player out of the game to open an MCM page, but the process can also reflect the worries in the PC's mind while waiting for the auction to start, mentally running through the possibilities and calculating if the fund really is sufficient. 3
Hex Bolt Posted November 14, 2025 Author Posted November 14, 2025 45 minutes ago, jfraser said: Something like that veers from the core functionality of this mod, so is unlikely to be implemented directly (up to Hex, ofc), but i can certainly see someone building a separate framework to tie all that together That would actually work pretty well. A third-party mod could update the BaseAuctionValue and ExtraAuctionValue variables in SS++ without overwriting any of its scripts (which no other mod should do). That would be a clean add-on, insulated from SS++ updates, with its own MCM and scripts to recalculate the freedom fund auction values when it receives the SSLV Entry mod event. 2
j0hnxmarst0n Posted November 19, 2025 Posted November 19, 2025 Hi, so I'm curious to know if it can be possible for this mod to send a modevent when/if the "Captive Player" outcome is determined for the player on the auction block? The creator of that mod updated their framework to allow followers auctioned alongside you to be sent to the same location as you, except FSM is overwriting this. I asked over at FSM if it was possible to deactivate their usual handling of followers for that one specific outcome, I was told that it would only be possible if *this* mod sends a modevent notifying of the selected destination/outcome for the player while still on the auction block. If it's not doable, its not the end of the world, just figured that it wouldn't hurt to ask. Thanks
Hex Bolt Posted November 19, 2025 Author Posted November 19, 2025 1 hour ago, j0hnxmarst0n said: I'm curious to know if it can be possible for this mod to send a modevent when/if the "Captive Player" outcome is determined for the player on the auction block? It's possible, but it would be a bit clunky. Spoiler The current process is to wait until after the auction to determine the outcome, because the flow moves immediately into triggering that outcome (and resetting the slave market), so if Captive Player is the outcome, Simple Slavery runs its CaptivePlayer_Slavery() function. To reverse the order and chose the outcome before the auction starts, it would have to move that logic before the auction, save the result in a variable, then check that variable after the auction finishes. That's not tricky or anything, but with 37 outcomes (39 counting the freedom fund and release due to no outcome mod being enabled), there'd be a lot of new conditional statements when the auction finishes (if outcome is 1 do this, if outcome is 2 do that, and so on 39 times). Again, not hard, but it's another potential point of failure, and I generally prefer to keep things simple to minimize the chance for a bug to creep in. I'll give it some thought. I've been approached by a couple of mod authors about supporting new outcome mods, so I'll need to work on a new version anyway when those mods are ready.
j0hnxmarst0n Posted November 19, 2025 Posted November 19, 2025 1 hour ago, Hex Bolt said: It's possible, but it would be a bit clunky. Hide contents The current process is to wait until after the auction to determine the outcome, because the flow moves immediately into triggering that outcome (and resetting the slave market), so if Captive Player is the outcome, Simple Slavery runs its CaptivePlayer_Slavery() function. To reverse the order and chose the outcome before the auction starts, it would have to move that logic before the auction, save the result in a variable, then check that variable after the auction finishes. That's not tricky or anything, but with 37 outcomes (39 counting the freedom fund and release due to no outcome mod being enabled), there'd be a lot of new conditional statements when the auction finishes (if outcome is 1 do this, if outcome is 2 do that, and so on 39 times). Again, not hard, but it's another potential point of failure, and I generally prefer to keep things simple to minimize the chance for a bug to creep in. I'll give it some thought. I've been approached by a couple of mod authors about supporting new outcome mods, so I'll need to work on a new version anyway when those mods are ready. Definitely understand, no worries if you think it might be too much.
Bane Master Posted November 19, 2025 Posted November 19, 2025 (edited) 5 hours ago, Hex Bolt said: Simple Slavery runs its CaptivePlayer_Slavery() function From the point of view of having Follower Slavery Mod ignore followers for a captive player outcome - sending a SSLV_CaptivePlayer ModEvent as the first line of the CaptivePlayer_Slavery() function and then Utility.WaitMenuMode(2.0) to be sure FSM has time to receive the event and clear the followers from it's SS Plugin before the player is moved would be all that's needed. Edited November 19, 2025 by Bane Master 2
Hex Bolt Posted November 19, 2025 Author Posted November 19, 2025 10 hours ago, Bane Master said: From the point of view of having Follower Slavery Mod ignore followers for a captive player outcome - sending a SSLV_CaptivePlayer ModEvent as the first line of the CaptivePlayer_Slavery() function and then Utility.WaitMenuMode(2.0) to be sure FSM has time to receive the event and clear the followers from it's SS Plugin before the player is moved would be all that's needed. Okay, if I don't do the clunky generic approach, I can do this. The slight delay shouldn't adversely affect Captive Player. 3
Hex Bolt Posted December 4, 2025 Author Posted December 4, 2025 On 11/19/2025 at 3:57 AM, Bane Master said: From the point of view of having Follower Slavery Mod ignore followers for a captive player outcome - sending a SSLV_CaptivePlayer ModEvent as the first line of the CaptivePlayer_Slavery() function and then Utility.WaitMenuMode(2.0) to be sure FSM has time to receive the event and clear the followers from it's SS Plugin before the player is moved would be all that's needed. This change will be in the soon-to-be-released update. 4
Hex Bolt Posted December 6, 2025 Author Posted December 6, 2025 Version 6.2.27 New: A new outcome, Battle-Borns' Live-in Maid from Devious Slavery and Servitude. New: A new outcome, Indentured Inn Worker from Devious Slavery and Servitude. New: A new outcome, Binding. New: A new outcome, Bandit Paradise. Misc: The auction sends the SSLV_CaptivePlayer mod event for the Captive Player outcome to support Follower Slavery Mod. SE conversion by @Herowynne. 5
jfraser Posted December 6, 2025 Posted December 6, 2025 with all these new and fresh outcomes (and thank you for making them, everyone!), it might be a good idea to segment the description page (and maybe the MCM?) into sections for "old and questionable, might not actually work anymore," "old but pretty sure this still works." and "new and up to date!" XD
Hex Bolt Posted December 6, 2025 Author Posted December 6, 2025 1 minute ago, jfraser said: with all these new and fresh outcomes (and thank you for making them, everyone!), it might be a good idea to segment the description page (and maybe the MCM?) into sections for "old and questionable, might not actually work anymore," "old but pretty sure this still works." and "new and up to date!" XD In the MCM, the clearly old & questionable ones (like Mia's Lair and Whiterun Brothel) are already at the end. I've been putting newer ones just above those. Not being consistent, the description page list is alphabetical. Since I just pushed an update, thanks to your suggestion I moved those older ones to the end of the list on the description page. I want to be really fair and impartial to all, especially since some of my mods are in the list, and I certainly don't want to slight anyone. 3
sfdrake Posted December 6, 2025 Posted December 6, 2025 if there is not one already, can we have a start at the slaver's block lal start?
jfraser Posted December 6, 2025 Posted December 6, 2025 1 hour ago, Hex Bolt said: In the MCM, the clearly old & questionable ones (like Mia's Lair and Whiterun Brothel) are already at the end. I've been putting newer ones just above those. Not being consistent, the description page list is alphabetical. Since I just pushed an update, thanks to your suggestion I moved those older ones to the end of the list on the description page. I want to be really fair and impartial to all, especially since some of my mods are in the list, and I certainly don't want to slight anyone. Understandable, of course. Just thinking about all the questions in here about "which of these even work anymore," etc
jfraser Posted December 6, 2025 Posted December 6, 2025 (edited) 40 minutes ago, sfdrake said: if there is not one already, can we have a start at the slaver's block lal start? this mod would not provide that, it would have to come from a separate one. there used to be some out there that did that, such as Content Consumer's Alternate Starts, but I don't think it has been upgraded to SE/AE. Not sure if there are any current mods with that function. Edited December 6, 2025 by jfraser
Bane Master Posted December 6, 2025 Posted December 6, 2025 (edited) 8 hours ago, Hex Bolt said: Version 6.2.27 New: A new outcome, Battle-Borns' Live-in Maid from Devious Slavery and Servitude. New: A new outcome, Indentured Inn Worker from Devious Slavery and Servitude. New: A new outcome, Binding. New: A new outcome, Bandit Paradise. Misc: The auction sends the SSLV_CaptivePlayer mod event for the Captive Player outcome to support Follower Slavery Mod. SE conversion by @Herowynne. FSM has been updated for SSLV Captive Player What's New in Version 1.733 Released Just now FSM's Simple Slavery Plugin will now ignore Followers when the SSLV Outcome is Captive Player Edited December 6, 2025 by Bane Master 4
Lenore Posted December 11, 2025 Posted December 11, 2025 Is there anywhere a list of mods that send you to auction?
jfraser Posted December 11, 2025 Posted December 11, 2025 12 minutes ago, Lenore said: Is there anywhere a list of mods that send you to auction? On the mod description page
Hex Bolt Posted December 11, 2025 Author Posted December 11, 2025 14 minutes ago, Lenore said: Is there anywhere a list of mods that send you to auction? Not that I know of. It seems that quite a few mods do it, but as a minor feature that they don't mention prominently. If someone has compiled a list, I can post it here. 2 minutes ago, jfraser said: On the mod description page I think you misread the question (I almost did too).
Lenore Posted December 11, 2025 Posted December 11, 2025 I didn't see a list of mods on the description page that sends you to auction. I was only wondering if only defeat mods do that.
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