Hex Bolt Posted December 11, 2025 Author Posted December 11, 2025 24 minutes ago, Lenore said: I was only wondering if only defeat mods do that. Lots of mods can. Some of those are enslavement outcomes themselves. For example, some of the Devious Cidhna quests can send you back to Simple Slavery if you fail to escape.
jfraser Posted December 11, 2025 Posted December 11, 2025 (edited) 36 minutes ago, Hex Bolt said: 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.  I think you misread the question (I almost did too).  30 minutes ago, Lenore said: 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.  Ah. I did not misread it, that section is not there anymore. I am 99% sure I had a list of mods that sent you to the auction as well as the list of mods that were the outcomes from the auction, back in the original mod's description. Apparently that part was removed sometime in the intervening years. XD Edited December 11, 2025 by jfraser 1
Hex Bolt Posted December 11, 2025 Author Posted December 11, 2025 45 minutes ago, jfraser said:   Ah. I did not misread it, that section is not there anymore. I am 99% sure I had a list of mods that sent you to the auction as well as the list of mods that were the outcomes from the auction, back in the original mod's description. Apparently that part was removed sometime in the intervening years. XD Right you are! Simple Slavery Plus had that list. I probably didn't copy it forward because so many mods have now added their own features to send the player to the auction. 1
Plaguetard2.0 Posted December 17, 2025 Posted December 17, 2025 Ok, dumb question... cause obviously I know what mods connect to this one, but which of the mods am I using that add in this whole syndicate questline where I have to do missions for them? I went through all the mods I have and I can't figure it out? It's really cool and I don't know how I got it lol
Hex Bolt Posted December 17, 2025 Author Posted December 17, 2025 1 hour ago, Plaguetard2.0 said: Ok, dumb question... cause obviously I know what mods connect to this one, but which of the mods am I using that add in this whole syndicate questline where I have to do missions for them? A web search for "loverslab skyrim syndicate questline" points to Dealing with Sexual Daedra. 1
Plaguetard2.0 Posted December 17, 2025 Posted December 17, 2025 1 hour ago, Hex Bolt said: A web search for "loverslab skyrim syndicate questline" points to Dealing with Sexual Daedra. Ah, didn't think to do that. Thank you! That is not the quest I thought I'd get from that mod. Must have missed something. Appreciate the help
jfraser Posted December 17, 2025 Posted December 17, 2025 4 hours ago, Hex Bolt said: A web search for "loverslab skyrim syndicate questline" points to Dealing with Sexual Daedra.  2 hours ago, Plaguetard2.0 said: Ah, didn't think to do that. Thank you! That is not the quest I thought I'd get from that mod. Must have missed something. Appreciate the help  Going down the rabbit hole of the Dealing With Daedra mod, which I had not heard of, reveals a LOT of stuff it crams in. Including a Syndicate faction, yes. 1
Plaguetard2.0 Posted December 19, 2025 Posted December 19, 2025 On 12/17/2025 at 4:02 PM, jfraser said: Â Â Going down the rabbit hole of the Dealing With Daedra mod, which I had not heard of, reveals a LOT of stuff it crams in. Including a Syndicate faction, yes. Yeah, must have been tired from looking around when I got to that that I didn't read past the part of the mod that deals with Daedra, and missed all the rest of the avenues that come through with SS++
ladyshivad Posted December 19, 2025 Posted December 19, 2025 So, im working on making a mod list for myself.  Im slooowly testing mods as I add them. I can't tell if SS++ is working, however.  My mods so far:  All in 1 address library Engine fixes Po3 tweaks Scrambled bugs Bug fixes sse Papyrusutil Skyui Skyui base version Complete controller setup Fnis Xp32 msse Jcontainers Uiextensions Fuz ro doh Sexlab 1.66b Sl aroused Sl defeat 5.3.6 Devious devices ng Simple slavery plus plus  This is the order theyre currently in, on the left of MO2.  Ive gotten as far as confirming SL defeat is working. When im beaten, I am left collapsed, and the bandits im using to test (just blow bleakstone barrow) just go back to where they started.. and I dont get control back. I can struggle.. but eventually the bandits will attack me again, and ill die.  Ive simple slavery set to 100% as an outcome for sl defeat.  Im currently out trying to test the hand-off, and see if any restraints are applied, but so far, nothing.  Can anyone help please? Â
Hex Bolt Posted December 19, 2025 Author Posted December 19, 2025 (edited) 9 minutes ago, ladyshivad said: I can't tell if SS++ is working, however. If its MCM is visible, it's working. You can test SS++ on its MCM's System page by clicking Enslave Me Now (be sure you've saved first).  You don't have Zaz Animation Pack in your list of mods so be sure that you selected the "No ZAP" version of SS++ if you don't intend to include ZAP in your game.  You also should have at least one enslavement mod installed (there's a list on the description page). Otherwise, SS++ will just release you after the auction. Edited December 19, 2025 by Hex Bolt
ladyshivad Posted December 19, 2025 Posted December 19, 2025 Yep, im using the nozap version.  And I did that test, and it worked fine.  Thanks for the reassurance
asdt123123 Posted December 21, 2025 Posted December 21, 2025 Planning on releasing a new player slavery mod soon. What's the procedure to get added on SS? Probably will be done in 3-4 days, it's about 80% right now just adding more scenes then polishing. 2
Hex Bolt Posted December 21, 2025 Author Posted December 21, 2025 25 minutes ago, asdt123123 said: Planning on releasing a new player slavery mod soon. What's the procedure to get added on SS? I'm happy to add to add your mod as an auction outcome.  I need to add your mod to the auction outcomes and notify you when that outcome is selected.  You should decide whether you'd like that notification to be a specific mod event or starting a quest (or setting a quest stage) in your mod. I'm open to other mechanisms, but those are the norm, and they work really well for both sides. Starting a quest or setting a stage is especially easy for you as the author to test, since you can do that from the console.  SS++ would do something like this:  Quest theQuest = Quest.GetQuest("YourModStart");  depending on the quest ID that you choose theQuest.Start();  or theQuest.SetStage(xx)  This way, SS++ doesn't have to reference another mod's scripts and you can test your enslavement from the console.  Simple Slavery will handle the fade to black and resetting the slave market, as well as sending the SSLV Exit event for anyone who cares.  Your mod will be responsible for moving the PC to its starting position, displaying any notifications, equipping any slave clothing or restraints, and things like that.  The end of your enslavement should reset whatever needs to happen so that enslavement can occur again if the player ends up back at the auction and your outcome is chosen again. (If your quest is not repeatable, let me know and I'll set that outcome's weight to zero after it's chosen.)  Just message me when you're ready (the discussion probably won't interest others). I'll need to know how you'd like your mod to be named in the list of outcomes.  35 minutes ago, asdt123123 said: Probably will be done in 3-4 days, it's about 80% right now just adding more scenes then polishing. Okay, but since that's right around Christmas, my turnaround time might be slower than usual. 3
Darsie Posted December 21, 2025 Posted December 21, 2025 (edited) I just upgraded from Simple Slavery Plus Plus 6.3.17 to 6.3.27 because the old version wasn't acknowledging my character as enslaved. The guard outside the cell treated me as a visitor and wouldn't send me to auction. However, the new version is also having this problem. And in addition, it doesn't register that Bandit Paradise is installed.  Btw is there any way to put support for Maria Eden back in? Edited December 21, 2025 by Darsie
Hex Bolt Posted December 21, 2025 Author Posted December 21, 2025 6 hours ago, Darsie said: I just upgraded from Simple Slavery Plus Plus 6.3.17 to 6.3.27 because the old version wasn't acknowledging my character as enslaved. The guard outside the cell treated me as a visitor and wouldn't send me to auction. However, the new version is also having this problem. That's doubly strange. 6.3.17 used your coordinates in the slave market cell to determine whether you're in or out of the slave cell. 6.3.27 uses a collision box. It's bizarre that neither works correctly for you. Are you using a modified layout for the slave market?  6 hours ago, Darsie said: And in addition, it doesn't register that Bandit Paradise is installed. Is it listed in Simple Slavery's MCM, just grayed out? Have you confirmed that Bandit Paradise is working? ("sqv BPQSimpleSlavery" in the console should find that mod's enslavement quest.)  6 hours ago, Darsie said: Btw is there any way to put support for Maria Eden back in? I had removed it because that outcome did absolutely nothing (it had been that way for a long time). It didn't interact with Maria Eden in any way. The list of enslavement mods is long, so I've removed a few that didn't work as a slave outcome or were never finished.
Darsie Posted December 23, 2025 Posted December 23, 2025 (edited) On 12/22/2025 at 2:29 AM, Hex Bolt said: That's doubly strange. 6.3.17 used your coordinates in the slave market cell to determine whether you're in or out of the slave cell. 6.3.27 uses a collision box. It's bizarre that neither works correctly for you. Are you using a modified layout for the slave market?  Is it listed in Simple Slavery's MCM, just grayed out? Have you confirmed that Bandit Paradise is working? ("sqv BPQSimpleSlavery" in the console should find that mod's enslavement quest.)  I had removed it because that outcome did absolutely nothing (it had been that way for a long time). It didn't interact with Maria Eden in any way. The list of enslavement mods is long, so I've removed a few that didn't work as a slave outcome or were never finished. Turns out all i had to do was go to an earlier save that wasn't polluted by the capture event associated with the older version of Simple Slavery and then toggle "enslave myself". Works just fine. Thanks. Bandit Paradise is working. Its greyed out though in Simple Slavery. The mod is working because the orc merc is still in Riften waiting to lead me astray. And I tried the mod last week and the orc captured me and sent me to their special slavery castle. Edited December 23, 2025 by Darsie
Hex Bolt Posted December 23, 2025 Author Posted December 23, 2025 11 hours ago, Darsie said: Bandit Paradise is working. Its greyed out though in Simple Slavery. Are you using version 1.1.1 which "Fixed bug preventing Simple Slavery from working"? I installed it, loaded a game, opened Simple Slavery, and I see it in the list of installed mods. It seems to be working okay for others, too, so perhaps try reinstalling Bandit Paradise. Sometimes, reinstalling a mod clears up problems for people. 1
Spectre5342 Posted December 25, 2025 Posted December 25, 2025 I'm in the process of remodding SE after a hard drive failure I'm kind of worried about which game version I should be using. Been switching between 1.5.97 and 1.6.640 and 1.6.1170 I noticed Simple Slavery says its form 43 and that has me worried. I do know in the past I did have some mods with this warning but they still worked I'm just not sure which. Which version do you reccomend as far as Simple Slavery being supported and Sexlab/Loverslab mods in general? That is the stuff I want most really.Â
Herowynne Posted December 25, 2025 Posted December 25, 2025 38 minutes ago, Spectre5342 said: I'm in the process of remodding SE after a hard drive failure I'm kind of worried about which game version I should be using. Been switching between 1.5.97 and 1.6.640 and 1.6.1170 I noticed Simple Slavery says its form 43 and that has me worried. I do know in the past I did have some mods with this warning but they still worked I'm just not sure which. Which version do you reccomend as far as Simple Slavery being supported and Sexlab/Loverslab mods in general? That is the stuff I want most really.  I provide the SE/AE conversion to Hex Bolt. I deliberately leave the ESP file using Form 43, which works fine on both SE and AE.  I do make the appropriate changes to the ESP file -- I add the water flow records needed by SE/AE.  You safely can turn off MO2's warning about mods that have Form 43 plugin files. That warning is a relic from the past when we were all less knowledgeable about porting mods from LE to SE. 2
Spectre5342 Posted December 25, 2025 Posted December 25, 2025 55 minutes ago, Herowynne said: Â I provide the SE/AE conversion to Hex Bolt. I deliberately leave the ESP file using Form 43, which works fine on both SE and AE. Â I do make the appropriate changes to the ESP file -- I add the water flow records needed by SE/AE. Â You safely can turn off MO2's warning about mods that have Form 43 plugin files. That warning is a relic from the past when we were all less knowledgeable about porting mods from LE to SE. That's really good to hear honestly I was hoping I'd never have to re mod Skyrim SE as its the hardest of all Bethesda ones in my experience. Now back to the entire sold on the platform experience woo woo.
jfraser Posted December 26, 2025 Posted December 26, 2025 (edited) 2 hours ago, Spectre5342 said: That's really good to hear honestly I was hoping I'd never have to re mod Skyrim SE as its the hardest of all Bethesda ones in my experience. Now back to the entire sold on the platform experience woo woo.  There is no reason not to have the most up to date Skyrim (AE 1.6.1170) at this point. Edited December 26, 2025 by jfraser 1
nk41 Posted December 31, 2025 Posted December 31, 2025 Hi, I'd like to request an outcome entry for this mod: Â So that you can be sent to a "Simple Capture" event as a simple slavery outcome, thank you!
Hex Bolt Posted December 31, 2025 Author Posted December 31, 2025 2 hours ago, nk41 said: I'd like to request an outcome entry for this mod Some authors do not want their mods to be used as an enslavement outcome or prefer not to support its use in that way, so it's been the longstanding policy to wait for a request from an author before adding an auction outcome.  1
jfraser Posted December 31, 2025 Posted December 31, 2025 2 hours ago, nk41 said: Hi, I'd like to request an outcome entry for this mod: Â So that you can be sent to a "Simple Capture" event as a simple slavery outcome, thank you! Â That's a mod that could go both ways - sent to SS and sent from SS - but in both cases, the author of that mod is the one you need to ask. They would use SS's modevent to send he player to SS, while they would need to reach out to Hex to ask for it to be connected to SS as an outcome.
Kanerah Posted January 1 Posted January 1 (edited) Not sure if there is already a mod for it, but is it possible to use this to buy a custom follower that is directly added to PAHE or DOM system? Possibly through SPID, where you can easily add whatever npcs you want? Edited January 1 by Kanerah
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now