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Posted
2 hours ago, gegging said:

No. Without paying to rehire.

And how would this mod manage to do that? 

 

The requirement to pay money to hire the follower is not something that is controlled by SL:TR

If another mod requires you to pay for that NPC to follow you each time you recruit them, SL:TR has no influence on that, whether that hireling was your master/mistress or not.

 

If you don't want to have to pay money to get your Master/Mistress back with you, there are much simpler options:

 

1. Don't use a follower that you have to pay to recruit, especially if that follower requires new payment every time you recruit them (as opposed to a 'one-and-done' type arrangement)

2. Don't set a follower that has their own quests as your master/mistress (like Serana), at least not until all of their quests are completed. Things can break otherwise

3. Keep your master/mistress selection list isolated to basic followers only - no specialty followers (Like The Recorder, Lissia, Remiel, etc) if you are going to be using SS++ to start the fun.

4. If you are going to initiate things by talking to your follower, follow 'rules' 2 and 3 when deciding which follower you want making you their bitch

Posted
3 hours ago, gegging said:

No. Without paying to rehire.

I'll look into possibly adding a dialog topic to rehire for no cost a mercenary who's already your owner.

 

55 minutes ago, IBAGadget said:

And how would this mod manage to do that? 

You can already hire a merc for free by becoming a slave, so it would just be a variation of that.

  

14 hours ago, gegging said:

I'd like a dialogue option where you either have to humiliate yourself or extend slavery duration. You could make this universal for all follower types where if they have to leave for whatever reason and you want them to be your follower again, they demand something.

I can see maybe adding a day to the contract, but I don't think you should have to grovel to reacquire a hireling the game decided to remove from service for a quest because vanilla Skyrim doesn't support multiple (real) followers.  It's not your fault that the quests were built with that limitation, or that some mod-added quests require you to dismiss your follower.

Posted

i dont understand the slave debt. at page one it is at zero and it stays at zero. at mod integration there is a spot to fill the amount in manually. can be changed every time.

There is no direct takeover of the devt from ss++, and the manual numbers do not change when giving money to master after prostitution. 

Posted
7 hours ago, shiagwen said:

i dont understand the slave debt. at page one it is at zero and it stays at zero. at mod integration there is a spot to fill the amount in manually. can be changed every time.

There is no direct takeover of the devt from ss++, and the manual numbers do not change when giving money to master after prostitution. 

Hey, if you're referring to the “debt” feature in the MCM menu, the debt only takes effect if you're sold as a submissive Lola through Simple Slavery. The amount must be entered in the MCM before the auction ( look picture). Changes made to this menu item after you've already become a Lola have no effect. The debt on the first page of the MCM menu only shows how much debt you have from Simple Slavery (if it’s greater than zero, you can’t end your contract). Debt from Working Slave (prostitution has no effect on this statistic). If you set the debt to zero before the auction, this feature is disabled.

Translated with DeepL.com (free version)

Spoiler

image.png.6e97b75cce7c282959f855af27372056.png

I can´t show a picture from the main because i am am in my play momentan no lola. ( it shows only up if you are a lola).

 

I hope i could help.

Posted
20 hours ago, Gamora1435 said:

Hey, if you're referring to the “debt” feature in the MCM menu, the debt only takes effect if you're sold as a submissive Lola through Simple Slavery. The amount must be entered in the MCM before the auction ( look picture). Changes made to this menu item after you've already become a Lola have no effect. The debt on the first page of the MCM menu only shows how much debt you have from Simple Slavery (if it’s greater than zero, you can’t end your contract). Debt from Working Slave (prostitution has no effect on this statistic). If you set the debt to zero before the auction, this feature is disabled.

Translated with DeepL.com (free version)

  Hide contents

image.png.6e97b75cce7c282959f855af27372056.png

I can´t show a picture from the main because i am am in my play momentan no lola. ( it shows only up if you are a lola).

 

I hope i could help.

Thanks. Who and how is gold for tzhje frbt payed ? will this number get lower if gold comes in ?  does LOla can have gold or will ot all taken away to the debt ?

Posted
2 hours ago, shiagwen said:

Thanks. Who and how is gold for tzhje frbt payed ? will this number get lower if gold comes in ?  does LOla can have gold or will ot all taken away to the debt ?

Hey, if you were sold as a submissive Lola through Simple Slavery and had previously entered a debt amount in the MCM, that debt will appear on the MCM’s main page. At the same time, you’ll have a conversation option in the "Mistress dialog" to settle your debt—either partially or in full (if you have the Septime, don’t forget that all your gold will be wiped out at the auction if you start with debt greater then zero) then you see in the mcm your amount  of debt is changing.

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Posted
15 hours ago, Gamora1435 said:

Hey, if you were sold as a submissive Lola through Simple Slavery and had previously entered a debt amount in the MCM, that debt will appear on the MCM’s main page. At the same time, you’ll have a conversation option in the "Mistress dialog" to settle your debt—either partially or in full (if you have the Septime, don’t forget that all your gold will be wiped out at the auction if you start with debt greater then zero) then you see in the mcm your amount  of debt is changing.

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1. i started with 20000 gold debt in mod integration.there is no way to get the debt from the amount the master has paid in the auction. weird.

2.  after the auction this became 18034 on page 1 , where are the 1966 gone ?   no gold has been wiped out. zero.

3. to pay back the debt the master takes half of the gold the pc actually has in her pocket. not more not less. she wanted to pay with all the gold she has, but no , master took only half.

4, now comes she shooter : lola had a quota of 1000 gold. dhe made 1250 gold. i made the slider in radianbt prostitution to 0 for the pimp. Lola finished her work and the pimp get nothing. in the lola dialogue master is very happy about lola made more than she had to. He get nothing. quota fullfilled real zero. but thT doesnt matter, game goes on.

Posted
5 hours ago, shiagwen said:

1. i started with 20000 gold debt in mod integration.there is no way to get the debt from the amount the master has paid in the auction. weird.

2.  after the auction this became 18034 on page 1 , where are the 1966 gone ?   no gold has been wiped out. zero.

3. to pay back the debt the master takes half of the gold the pc actually has in her pocket. not more not less. she wanted to pay with all the gold she has, but no , master took only half.

4, now comes she shooter : lola had a quota of 1000 gold. dhe made 1250 gold. i made the slider in radianbt prostitution to 0 for the pimp. Lola finished her work and the pimp get nothing. in the lola dialogue master is very happy about lola made more than she had to. He get nothing. quota fullfilled real zero. but thT doesnt matter, game goes on.

Re 1: In the chat after the auction, your new owner explains that they have to calculate their expenses, which likely includes their travel and accommodation to the auction (use your imagination a bit here). 
Re 2: That’s probably why the debt is never exactly the amount you entered in the MCM (it was always a bit lower for me too). It might also have to do with how much gold you had in your inventory before the auction.
Re 3: Talk to your owner later. Use the “Mistress” dialogue option and look under “I have a request” (I don’t remember the exact dialogue text—I recommend searching a bit) for the dialogue option “I would like to pay my debt.”
Re 4: Working as a prostitute generally has nothing to do with the debt.
It actually works perfectly for me. When finishing the task, if you’ve made your owner your pimp, you just have to make sure to open the pimp dialog first and say “I’m done” to pay the cut to the pimp. Only then should you finish the task your owner assigned you. Otherwise, I don’t understand what kind of problem you’re having with Radiant Prostitutes—that would be more of a question for the forum there.

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Posted

Aggressive Anubs Ostim :  bug:    You have one or more plugins that are not form 44. They are:

• AnubAnimObj.esp (form 43)

Form 43 (or lower) plugins are modules that were made for Skyrim LE (Oldrim) and have not been properly ported to Skyrim Special Edition, which uses form 44 plugins. This usually results in parts of the mod not working correctly.

To be converted, these plugins simply need to be opened and saved with the SSE Creation Kit but their presence can be an indication that a mod was not properly ported to SSE and so can potentially have additional issues.

Online guides can have more information on how to correctly convert mods for Skyrim SE.

Posted (edited)
36 minutes ago, LeonardoGarr said:

Aggressive Anubs Ostim

This mod requires SexLab.  If works for you with ostim, that's great, but I do not support it.

 

36 minutes ago, LeonardoGarr said:

You have one or more plugins that are not form 44.

Skyrim SE knows how to read form 43.  The notion that it can't is a misconception.  This mod works great as-is on Skyrim SE/AE; it has a long track record of doing so.

Edited by Hex Bolt
Posted
3 hours ago, Gamora1435 said:

That’s probably why the debt is never exactly the amount you entered in the MCM (it was always a bit lower for me too). It might also have to do with how much gold you had in your inventory before the auction.

The help text for Purchase Debt explains this:  "For buying you, you will owe your buyer this amount of gold +/- 15%."

 

You should understand that the person you're trying to assist can't really be helped.  This individual has a long history of posting complaints without reading help text or instructions and ignoring explanations.  Eventually, he's going to leave a comment for anyone who cares (I certainly don't) that the mod is trash and he's not going to use it, then in about a year he'll be back with more complaints.  Save your time and energy for people who can be helped.

Posted
5 minutes ago, Hex Bolt said:

The help text for Purchase Debt explains this:  "For buying you, you will owe your buyer this amount of gold +/- 15%."

 

You should understand that the person you're trying to assist can't really be helped.  This individual has a long history of posting complaints without reading help text or instructions and ignoring explanations.  Eventually, he's going to leave a comment for anyone who cares (I certainly don't) that the mod is trash and he's not going to use it, then in about a year he'll be back with more complaints.  Save your time and energy for people who can be helped.

thank´s for the info. i thougt similar after this conversation. most of what i wrote stand also in the description from the download side.

Posted

Hello Hexbolt,

 

I have just installed version 2.1.20 and noticed that some of the text messages coming from the mod are spilling over the left edge of my screen, the beginning of the sentence then getting cut off. This happens for "You may ask your mistress..." and the Lola "Thoughts", for example. I could not find a text position adjustment setting in the mod options, my monitor is a standard 1920x1080 and I haven't modified any text display options in my Skyrim installation (at least, not that I can remember). Has anyone else encountered this, or is it just me?

 

Cheers,

LBGK

Posted
29 minutes ago, LBGK said:

I have just installed version 2.1.20 and noticed that some of the text messages coming from the mod are spilling over the left edge of my screen, the beginning of the sentence then getting cut off.

You're probably using IWantWidgets and just need to adjust the offsetX value in Data\Interface\Lola\MessageFormat.json

Posted

Indeed I am using IWantWidgets! I had completely forgotten. Thanks so much, I'll make your suggested edit.

 

Many thanks,

LBGK

 

Posted

I have noticed at some point that Tears are not being applied after punishment.

Perhaps it was not in my last playthrough, not sure when the last time I saw them was to be honest though I recall at some point these worked.

Never got around to addressing the issue.

 

Skyrim SE ver 1.5.9.7

 

Mod Organizer 2

 

ZAZ Animation Pack+ CBBE HDT V.8.0+ 

ZAZ 8.0 CBBE SE Rev2

 

I have both of those available in Mod Organizer, and only one of them installed the V8.0+ at the moment.

 

Using SlaveTats, I applied Tears1 to player characters face and there is nothing.

Checked the texture folder there are certainly tears files there.

 

And then I applied SlaveTats face overlay "slave", which appeared on player characters face.  I did this to rule out that there was something wrong with the Head Overlay and to rule out that something might be wrong with slavetats.esp itself.  So slavetats is working and the nioverride for the head appears working.

 

C:\Modding\MO2\mods\Devices - ZaZ Animation Pack+ CBBE HDT V.8.0+\Textures\actors\character\SlaveTats\drool  Address pathway seems correct

tears1.dds

tears2.dds

tears3.dds

 

Are the texture files named correctly?

Is the pathway correctly named?

 

Im running out of ideas on how to address the issue...

Derp

Think I did an entire run without the tears last time just didnt want to take the time to address it, recently been on a lets get it organized binge.

 

Posted
34 minutes ago, Gameplayer said:

Using SlaveTats, I applied Tears1 to player characters face and there is nothing.

It looks like SlaveTats is not finding the tears textures, really a SlaveTats thing rather than SLTR, but we should be able to figure this out here.

 

Just eliminating the obvious, if you open tears1.dds, the tattoo should look okay.

 

SlaveTats relies on the json files in Textures\actors\character\SlaveTats, so even if the texture files are present and look okay, SlaveTats might be pointed to the wrong place.  You're probably using ZaZAnimationPack.json for tears, which should point to the drool folder and tearsX.dds as you said.  Check ZaZAnimationPack.json and verify that it's doing what you expect with the file path, file names, and tattoo names (e.g., "Tears 1").   Spaces or lack thereof matter.  The relevant section in mine looks like this:

 

    {"name": "Tears 1", "section":"Tears", "texture":"drool\\tears1.dds", "area":"Face"},
    {"name": "Tears 2", "section":"Tears", "texture":"drool\\tears2.dds", "area":"Face"},
    {"name": "Tears 3", "section":"Tears", "texture":"drool\\tears3.dds", "area":"Face"}

 

If that looks good, check your other json files for any that might redefine tears.  If there's a conflict, the game uses whichever file it happened to read last.  For example, I also have Sob Tears.json which redefines tears to use textures in the Sob Tears folder, so I have to be careful to use one or the other.

 

In my experience, if the texture file is missing or the path is bad, SlaveTats will let me apply it (it sees the tattoo definition), but it doesn't stay displayed in the MCM after the tattoo is applied because it couldn't find the texture.

Posted (edited)
14 hours ago, Hex Bolt said:

If that looks good, check your other json files for any that might redefine tears.  If there's a conflict, the game uses whichever file it happened to read last.  For example, I also have Sob Tears.json which redefines tears to use textures in the Sob Tears folder, so I have to be careful to use one or the other.

 

In my experience, if the texture file is missing or the path is bad, SlaveTats will let me apply it (it sees the tattoo definition), but it doesn't stay displayed in the MCM after the tattoo is applied because it couldn't find the texture.

I'm having a similar problem as Gameplayer, except Tears1 will apply correctly and stay applied for a while, but when SLTR tries to apply Tears2 or Tears3, I get a message in the upper left corner saying it could not, and no tears appear. The path in Zaz is as you describe for all three Tears. MO2 is showing no relevant overwrites of ZaZ, and none of your mod.

 

It's kind of you to help us with a mod that's not even yours. Thank you.

Edited by wren888
Posted
17 hours ago, Hex Bolt said:

It looks like SlaveTats is not finding the tears textures, really a SlaveTats thing rather than SLTR, but we should be able to figure this out here.

 

Just eliminating the obvious, if you open tears1.dds, the tattoo should look okay.

 

SlaveTats relies on the json files in Textures\actors\character\SlaveTats, so even if the texture files are present and look okay, SlaveTats might be pointed to the wrong place.  You're probably using ZaZAnimationPack.json for tears, which should point to the drool folder and tearsX.dds as you said.  Check ZaZAnimationPack.json and verify that it's doing what you expect with the file path, file names, and tattoo names (e.g., "Tears 1").   Spaces or lack thereof matter.  The relevant section in mine looks like this:

 

    {"name": "Tears 1", "section":"Tears", "texture":"drool\\tears1.dds", "area":"Face"},
    {"name": "Tears 2", "section":"Tears", "texture":"drool\\tears2.dds", "area":"Face"},
    {"name": "Tears 3", "section":"Tears", "texture":"drool\\tears3.dds", "area":"Face"}

 

If that looks good, check your other json files for any that might redefine tears.  If there's a conflict, the game uses whichever file it happened to read last.  For example, I also have Sob Tears.json which redefines tears to use textures in the Sob Tears folder, so I have to be careful to use one or the other.

 

In my experience, if the texture file is missing or the path is bad, SlaveTats will let me apply it (it sees the tattoo definition), but it doesn't stay displayed in the MCM after the tattoo is applied because it couldn't find the texture.

 

I figured out the fix.

 

So in Racemenu there is a SKSE64.ini file.

Normally we have to change settings in here to adjust how many tattoo's the player can have and of course turn on Face Tatts.

 

There is this setting here,

 

[Overlays/Data]
; Assigns these alpha properties to all overlays when they are applied
; 4844, 128 is recommended for solid overlays (they will render correctly underwater)
; Changing the overlay's alpha value ingame acts like 4845 regardless of assigned flags
iAlphaFlags=4845 ; Default[4845]
iAlphaThreshold=0 ; Default[0]
sDefaultTexture=textures\actors\character\overlays\default.dds

 

This effects Overlay transparency an is known to be useful for making overlays that dont disappear in water or under a transparent outfit.

Well for some reason the settings I used which were 4844 and 128 for some reason it just made overlays stop working at all, there may be some other mod interaction such as Beach Body effecting that not sure as 4845 an 128 should work BUT 

 

I set it too the default for its transparency layer and now all overlays appear correct.

 

Thanks for response HexBolt

Posted

Hello,

 

I'm sorry for asking such newbie question, but I'm fairly unexperienced with mods: is there a way to choose a custom voiced follower as Mistress (such as Sofia, Ashe, Aviendha, etc...) and have them use two separate audio voices at once, one being their original custom voice for their quests, and one being a voice of my choice (eventoned, Nord, Serana etc) for all the Lola specific dialogue? For me it's more immersion breaking to have one half of a character's interactions mute and the other voiced, than having two separate voices for each type of interaction.

 

I noticed that, if I use a mod like LazyTools to change one npc's voice, the custom ones (Serana add-on, Ashe, Sofia) are initially (meaning the first time I open Lazy Tools) marked as "Argonian". If I change from that to a generic voice (say commoner) they will start speaking idle game chat in that (commoner in this case) voice, but every other custom dialogue line that they had for their quests is now mute. If I try to revert to Argonian, their initial custom voice is never coming back, now they have an actual Argonian voice for idle chat and still mute for their custom dialogue.

 

Posted (edited)
5 hours ago, lupursu said:

Hello,

 

I'm sorry for asking such newbie question, but I'm fairly unexperienced with mods: is there a way to choose a custom voiced follower as Mistress (such as Sofia, Ashe, Aviendha, etc...) and have them use two separate audio voices at once, one being their original custom voice for their quests, and one being a voice of my choice (eventoned, Nord, Serana etc) for all the Lola specific dialogue? For me it's more immersion breaking to have one half of a character's interactions mute and the other voiced, than having two separate voices for each type of interaction.

 

I noticed that, if I use a mod like LazyTools to change one npc's voice, the custom ones (Serana add-on, Ashe, Sofia) are initially (meaning the first time I open Lazy Tools) marked as "Argonian". If I change from that to a generic voice (say commoner) they will start speaking idle game chat in that (commoner in this case) voice, but every other custom dialogue line that they had for their quests is now mute. If I try to revert to Argonian, their initial custom voice is never coming back, now they have an actual Argonian voice for idle chat and still mute for their custom dialogue.

 

That is theoretically possible. Easiest way is to simply rename say the femaleeventoned folder (or whatever vanilla voice you want) in the SLTR voice files to the name of the voice that Follower uses. (Note that IIRC the voice files are in a BSA, so you will have to extract and after renaming compress again.) That should work, in theory.

A more universal alternative might be to use SkyrimNet it has a feature to voice silent npc lines (and if you install DBVO also the PC lines). You don't have to use the AI features or anything else from SkyrimNet in order to use the voicing feature (I recomend you try Pocket TTS if you go that route, its build in and reasonably good). Chim has gotten a similar feature recently, but I've not used Chim in months, so pretty out of the loop there. Note though that even if you disable all AI features in SkllyrimNet, there is still some processing happening in the background, it is reasonably lightweight though. Advantage of this way is that the voice stays somewhat similar and it extends to everything, not just SLTR.

Edited by Talesien
Posted

It's been a while! I've recently discovered that exploring Lola's story with Gemini is quite a delight. I can take existing content regarding 'Submissive Lola' and weave it into a narrative between Lola and her Master, then have Gemini provide feedback and a critique of the story.

Posted
On 4/13/2026 at 1:22 PM, Gameplayer said:

I set it too the default for its transparency layer and now all overlays appear correct.

Mine are already set on default. I'm glad you figured out how to fix yours. I guess my problem is different enough that a different solution is required.

Posted
5 hours ago, Talesien said:

That is theoretically possible. Easiest way is to simply rename say the femaleeventoned folder (or whatever vanilla voice you want) in the SLTR voice files to the name of the voice that Follower uses. (Note that IIRC the voice files are in a BSA, so you will have to extract and after renaming compress again.) That should work, in theory.

A more universal alternative might be to use SkyrimNet it has a feature to voice silent npc lines (and if you install DBVO also the PC lines). You don't have to use the AI features or anything else from SkyrimNet in order to use the voicing feature (I recomend you try Pocket TTS if you go that route, its build in and reasonably good). Chim has gotten a similar feature recently, but I've not used Chim in months, so pretty out of the loop there. Note though that even if you disable all AI features in SkllyrimNet, there is still some processing happening in the background, it is reasonably lightweight though. Advantage of this way is that the voice stays somewhat similar and it extends to everything, not just SLTR.

 

Thank you very much for the reply, I will try with SkyrimNet and see what happens.

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