Jump to content

Recommended Posts

Posted
5 hours ago, Psalam said:

Surprisingly it's still listed in my journal. I'll let you know whether that stays or goes once my character is freed.

Unfortunately, it's probably stuck in your journal because the quest didn't end normally.  I'm adding additional safeguards in case this (or other tasks) get shut down abnormally.  But, if it crashed, there's probably nothing to be done.

Posted
15 hours ago, Hex Bolt said:

Unfortunately, it's probably stuck in your journal because the quest didn't end normally.  I'm adding additional safeguards in case this (or other tasks) get shut down abnormally.  But, if it crashed, there's probably nothing to be done.

Do you happen to know the quest ID's for the two entries (Keep running and map marked location). If so I can remove them with the console.

Posted
17 minutes ago, Psalam said:

Do you happen to know the quest ID's for the two entries (Keep running and map marked location). If so I can remove them with the console.

Like with SetObjectiveCompleted?  I don't think that works on a completed quest, but they're objectives 1 and 2 of quest ID xx060347.

Posted
8 hours ago, Hex Bolt said:

Like with SetObjectiveCompleted?  I don't think that works on a completed quest, but they're objectives 1 and 2 of quest ID xx060347.

You were right. Fortunately, all I'm stuck with is a couple of unneeded journal entries. I am curious about whether the move your ass butt plug will be used by mistress when I am enslaved again. It didn't recur in the two days of enslavement after my original issue.

Posted
12 minutes ago, Psalam said:

I am curious about whether the move your ass butt plug will be used by mistress when I am enslaved again. It didn't recur in the two days of enslavement after my original issue.

It should, it's just a matter of random chance and being in the wilderness.

Posted (edited)

Pc has a quota of 1000, but game counts for 500. Hows that ?      ( in Whiterun, bannered mare, did not test it elsewere yet )

Edited by Penthouse66
Posted
55 minutes ago, Penthouse66 said:

Pc has a quota of 1000, but game counts for 500. Hows that ?      ( in Whiterun, bannered mare, did not test it elsewere yet )

As the description for that setting tells you, it's "The base amount of gold you will be expected to earn from client pay.  The earnings goal will be adjusted for town size (walled cities 100%, large towns 75%, Morthal and Dawnstar 50%)."  What it doesn't tell you is that it's more complicated.

 

Interior locations (such as the Bannered Mare) do not have location keywords for being in a town or city.  It's just how Skyrm was designed.  If this mod does not find a town or city keyword, it assumes that you're in a place with a small population and gives you the reduced 50% quota, like it does for Morthal.  If the event had started outside in Whiterun, you have been given the full quota.

 

That is rather confusing, so I'll look at adding checking for the parent location if you're in a building.

Posted

With regard to the prostitution quota, I've enhanced the calculation for prostitution quota to better handle starting in an interior location (where city keywords are not available) for the next update.  If you're inside, the calculation will use your last exterior location.  I've stayed with a keyword-based approach (rather than hardcoding known locations) to support towns or even new lands added by mods.

Posted

i come back to the auction debt. At which point exactly cant the debt be changed ?  

1. After mcm was set,  probably at game start

2. After SS++ has started in the cage before auction starts

3. After acution has finished nearly, when price is settled but not once twice three has fallen

4. After auction has ended, once twice three has fallen, but PC is still hanging

5. After auction and PC is free to move again 

i think the debt should be set after the auction, when the price is settled.  Otherwise it may happen that the debt is below the price.

Posted
20 minutes ago, Penthouse66 said:

i come back to the auction debt. At which point exactly cant the debt be changed ?  

The debt is assigned between 4 and 5.  The important thing is that you have time to adjust your MCM setting when you arrive in the slave market.  If you imported your settings from a previous playthrough, that might not be such a good fit now, and you can change it.

 

20 minutes ago, Penthouse66 said:

i think the debt should be set after the auction, when the price is settled.  Otherwise it may happen that the debt is below the price.

The Simple Slavery auction intentionally never tells you the final sale price.  There is a "minimum bid", which you do not know.  You see bids for amounts above that minimum price.  Perhaps the winning bid is 500 septims above the minimum.  The bidder would pay the minimum bid plus 500.  You're never told the actual price.

 

Keeping the actual price unknown allows the auction to better fit into different players' games.  Some players do extreme things with their game economy.  One might walk around with hundreds of thousands of coins, but for another, every coin might be valuable.

 

It's pointless to try to base your auction debt on the bidding dialog.  Besides not knowing the actual amount, nothing requires your owner to set your debt at the exact sale price.  An owner might increase the amount to account for missed business opportunities because of having to spend all that gold you.  A different owner might have factored in interest on the base amount to inflate your debt.  You don't know the real price, and your owner could have easily adjusted your debt to a different amount.

 

Just choose an amount of debt that seems fair for your game and the difficulty that you want to have paying the debt. 

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

The debt is assigned between 4 and 5.  The important thing is that you have time to adjust your MCM setting when you arrive in the slave market.  If you imported your settings from a previous playthrough, that might not be such a good fit now, and you can change it.

 

The Simple Slavery auction intentionally never tells you the final sale price.  There is a "minimum bid", which you do not know.  You see bids for amounts above that minimum price.  Perhaps the winning bid is 500 septims above the minimum.  The bidder would pay the minimum bid plus 500.  You're never told the actual price.

 

Keeping the actual price unknown allows the auction to better fit into different players' games.  Some players do extreme things with their game economy.  One might walk around with hundreds of thousands of coins, but for another, every coin might be valuable.

 

It's pointless to try to base your auction debt on the bidding dialog.  Besides not knowing the actual amount, nothing requires your owner to set your debt at the exact sale price.  An owner might increase the amount to account for missed business opportunities because of having to spend all that gold you.  A different owner might have factored in interest on the base amount to inflate your debt.  You don't know the real price, and your owner could have easily adjusted your debt to a different amount.

 

Just choose an amount of debt that seems fair for your game and the difficulty that you want to have paying the debt. 

Ok so after the bidding has shown the final price there is a moment to  adjust the mcm.  Finally a profit must be calculated into it and who knows how much the owner wants to get out of her.  That way you are right, it is just an estimated number. 

 

different theme : MCM gives $$SLTR to the time slider for "can i be of service,"  the slider ,if moved, does not show at which time it is. i reinstalled it after all other mods but that doesnt help. i put english  in data / interface file only with no effect.

Edited by Penthouse66
Posted
6 hours ago, Penthouse66 said:

MCM gives $$SLTR to the time slider for "can i be of service,"  the slider ,if moved, does not show at which time it is. i reinstalled it after all other mods but that doesnt help. i put english  in data / interface file only with no effect.

It looks okay when I try it, and I don't see any occurrence of "$$" in the translation file or the MCM script.  Since you tried substituting the English translation file, the problem is likely with the translated version of the script for the MCM.  Try the non-translated scripts and see if the problem goes away.  If it does, you know you have a script translation error.

Posted
23 hours ago, Hex Bolt said:

It looks okay when I try it, and I don't see any occurrence of "$$" in the translation file or the MCM script.  Since you tried substituting the English translation file, the problem is likely with the translated version of the script for the MCM.  Try the non-translated scripts and see if the problem goes away.  If it does, you know you have a script translation error.

i didnt translated anything.  what non-translated script do you mean ?

Posted (edited)
2 hours ago, Penthouse66 said:

i didnt translated anything.  what non-translated script do you mean ?

The language file in the translations folder (submissivelola_est_XXXXXX.txt) affects text and labels on the MCM screen.  Inside the mod's MCM script, text strings like "$SLTR_Hours1" look up "$SLTR_Hours1" in the translations file and display the string in that file (such as "Hours", "Stunden", or "Heures").

 

However, that does not affect pop-up messages like "Exit the MCM now", so players often use a translation process on a mod's scripts to convert its text strings to their language.  If that process makes a mistake, it can corrupt the script.

 

Another source of error is from manually editing a script.  It's very easy to end up with an extra dollar sign.  If $SLTR_Hours1 becomes $$SLTR_Hours1, the MCM will display "$$SLTR_Hours1" because it can't find the misspelled tag with $$ in the translations file.

 

You should not see any "$$" with the files in the current version, so something seems to have changed in your installation of the mod.  That is why I guessed that translating or editing the mod's MCM script caused the problem for you.

Edited by Hex Bolt
Posted (edited)

Hello! Been a fan of this mod, completed a whole playthrough last time on LE and started a new one on SE, but I can't quite figure out a bug I've encountered.

At one point the master started constantly forcegreeting me, always approaching me and initiating the conversation regardless of the context. Even dismissing him leaves him in this constant forcegreeting state.

 

The only useful thing I could find is that there's a TON of scripts of forcegreet in the save file when viewing through ReSaver

Can I fix this somehow on my save, or should I just start a new one? What if it happens again? Any ideas?

 

EDIT: To clarify, he's forcegreeting me with nothing useful to say, it just begins his stock dialogue, nothing related to SubLola

 

 

image.png.29cbdb8e069ea26ec2c44c076910a8ac.png

Edited by FurrPlant
Posted
3 hours ago, FurrPlant said:

At one point the master started constantly forcegreeting me, always approaching me and initiating the conversation regardless of the context.

That script is used for almost all of the mod's force greetings, so unfortunately that doesn't narrow down the cause.  Usually, though not always, a force greeting is associated with a task or event.  You can check the MCM System page to see if you have a short-term blocking event that's active, though that won't tell you about active quests like Tomb Raider or prostitution.

 

Are you on the latest version?  Is your master a vampire?  Are you seeing any "beckons to you impatiently" messages?

 

I don't know what would cause this.  I might have goofed somewhere with dialog conditions, but I'd have expected a flood of reports about that.

 

The best that I can suggest is to re-recruit your follower and ask to end enslavement.  That will get you an undeserved whipping (you might set the duration to minimum first) and score loss, but it should shut down any force greetings.  Next, check with ReSaver and delete any of those force greetings that might still be present.  There's no reason for them to exist if you're not enslaved.  Then, submit to your follower again.  You have to wait a while to do that or just change cells.

Posted
19 hours ago, FurrPlant said:

At one point the master started constantly forcegreeting me, always approaching me and initiating the conversation regardless of the context. Even dismissing him leaves him in this constant forcegreeting state.

This started happening to me and I did not have subLola installed. In my case, it was a non-vanilla follower with its own ai that got picked up by a mod that interfered with the follower. Because of that I was getting constant force-greets that didn't progress anything, the dialog was always standard. Try opening the console, click on your master, and then scroll down to factions and current package. Hopefully the package won't just be a placeholder (FFxxxxxx) with no information but identify the actual mod trying to start something. Then look at your factions for anything related to that mod.

Posted
On 8/27/2026 at 12:16 AM, Hex Bolt said:

That script is used for almost all of the mod's force greetings, so unfortunately that doesn't narrow down the cause.  Usually, though not always, a force greeting is associated with a task or event.  You can check the MCM System page to see if you have a short-term blocking event that's active, though that won't tell you about active quests like Tomb Raider or prostitution.

 

Are you on the latest version?  Is your master a vampire?  Are you seeing any "beckons to you impatiently" messages?

 

I don't know what would cause this.  I might have goofed somewhere with dialog conditions, but I'd have expected a flood of reports about that.

 

The best that I can suggest is to re-recruit your follower and ask to end enslavement.  That will get you an undeserved whipping (you might set the duration to minimum first) and score loss, but it should shut down any force greetings.  Next, check with ReSaver and delete any of those force greetings that might still be present.  There's no reason for them to exist if you're not enslaved.  Then, submit to your follower again.  You have to wait a while to do that or just change cells.


I've tried what you've said and a few other things. What ended up working (for now) is suspending the mod completely, dismissing the follower, letting him leave the cell, killing all the script instances related to sublola forcegreets in ReSaver, loading and then rehihring and resuming the mod. I'll see if it happens again but for now many thanks for the help!

As for the questions, if it helps: Yes, it's the latest version, no, he's not a vampire and no, I wasn't getting any of the impatience messages. 

Posted
1 hour ago, FurrPlant said:

I'll see if it happens again but for now many thanks for the help!

Thank you for the update.  If you see it again, please observe the circumstances, such as whether it occurred right after another NPC's force greeting interrupted your owner's force greeting.  Hopefully, it was just a game glitch and you'll never see it again.

Posted

Collar doesn't work, I've used this mod before with no problems but I'm on a new install so idk what the issue is this time. I ask for something unusual, get the collar and put it on but when I go to show it I get a "changed your mind?" line as if I didn't equip it and the quest fails. No model for the collar shows up either, I'm pretty sure it used to show on your person before. I have paid attention to the fact that skyrim's been updated recently, I'm pretty sure I have the correct (older) versions of everything.

Posted

When you put the collar on, do you get a message box that asks whether you want to lock the collar, or leave it unlocked.

What collar do you have selected in the SLTR MCM?

What version of Skyrim are you running?

What version of Devious Devices do you have installed?

 

The more information you can provide, the easier it is for someone to help you

Posted (edited)
3 hours ago, TheJalghar said:

Collar doesn't work, I've used this mod before with no problems but I'm on a new install so idk what the issue is this time. I ask for something unusual, get the collar and put it on but when I go to show it I get a "changed your mind?" line as if I didn't equip it and the quest fails. No model for the collar shows up either, I'm pretty sure it used to show on your person before.

A collar should always appear.  Not being able to see the collar is a big indication that something is wrong with your setup.  I suggest working on fixing that first.  If there's a problem with your DD installation, that's going to cause trouble for mods like SLTR.

 

You might also verify that ZAP is working correctly.  A non-functioning ZAP has been known to interfere with that scene too.

Edited by Hex Bolt
Posted
On 8/30/2026 at 8:03 PM, Hex Bolt said:

A collar should always appear.  Not being able to see the collar is a big indication that something is wrong with your setup.  I suggest working on fixing that first.  If there's a problem with your DD installation, that's going to cause trouble for mods like SLTR.

 

You might also verify that ZAP is working correctly.  A non-functioning ZAP has been known to interfere with that scene too.

Started the installation over from scratch and it does work now, either something was messed up with the installation - which would be remarkable for plug and play mods used through a mod manager - or something else was messing with the scene. Well anyway, important thing is it works. Thanks for the mod!

Posted

My weight is 90/250 and I set relax weight rate to 100%.But my master just told me to relax over and over again.Is this mod check base weight or real weight?I use some backpack and SLSurvial also changed my weight.Thank u.

Posted
5 hours ago, 117xxx said:

My weight is 90/250 and I set relax weight rate to 100%.But my master just told me to relax over and over again.Is this mod check base weight or real weight?I use some backpack and SLSurvial also changed my weight.

This mod compares the values reported by Skyrim for your inventory weight and carry weight (maximum carrying capacity).  Mods that increase or decrease how much you can carry usually do so by modifying your carrying capacity attribute, which works well with this mod's weight check, since it checks your modified capacity, not your base capacity.

 

To minimize script load, this mod checks your weight burden every 20 seconds.  Even if your load is light right now, if you were over the limit in the last 20 seconds, this mod might have seen that, so it would consider you to be overburdened until the next check. 

 

The Time to Relax event will not start in a dungeon, town, or most buildings, so you probably just left one of those places.  You can try going back into the place you just left and waiting 20 seconds.

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...