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SLavers OF Skyrim (SLOS) WIP - Remake in progress...


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Posted

Great plan, Skyrim currently lacks a systematic enslavement process like PSE(Player Slave Encounters) mod in Oblivion. Especially currently most slavery mods are only PC interact with master, not slaver.

Like walk of shame(put restraint device in player and drag to slaver camp), sold to slaver, well trains(If player shows a rebellious attitude or the original owner's complaint can lead to stricter 'education'), foller come to the camp to rescue(options, if failed both captured), sold(master purchase from the merchant camp directly or simple slavery++ auction)

Hope this mod can fill the gap in this such scenariosscene

Posted
On 8/3/2025 at 12:16 AM, wHOaMiEH said:

Anable still has a bug in which she asks you for sex two times in a row and just bugs out no mater how many hours player waits(also no necklace showed up in my three tests of the new version( did the reset core and everything). Cannot start any SL scenes whichever response I activate.

 

SE Verison BTW

 

I think Ill test it on a new games because this would be a grind and a half. :D

 

image_2025-08-03_001544812.png

thank you for reporting this!

 

i not run full test before realising last version as i hoped i fixed all the errors... i might do it agin.

by the way your resistnace very high i assume this character is lvl 60+ and done lot of quests.

 

your character bascily immune most of the mind damage the current system able to apply to you as most cases 1-10 damage added... i might need re blance this system... to even provide some chalange a higher level character.

 

side note: dialogue level restriction -2 is not a valid value, i definitly need check whats going on here. this value shuld be 0 or higher.

Posted
On 8/3/2025 at 8:49 AM, Fraying9981 said:

In the current version, can enemies enslave your (pahe) slaves? For example by attacking them?

 

 

Edit: another question/idea: I came across this Reputation Mod, haven't tried it yet, but could be a nice addition to improve immersion by adding a slaver reputation to the player.

https://www.nexusmods.com/skyrimspecialedition/mods/22374

good question:

 

SLOS Slavers curently only can enslave npcs that my mod added OR Player OR Player fallowers if the follower is in the current follower faction OR if player marked the npcs as own follower OR Player recuited mercanary.

 

my strategy is this: if a npc not marked okay to capture its cannot be captured. this positive validation make sure the slavers not capture npcs that are critical for other mods to run quests or do other things.

 

your question give me a new idea: why not add a new spell to player that make possible mark npcs as potential victims ( same faction as victim npcs my mod added so slavers has some npc to capture ).

This aproch has some let say risks: victim npcs ower time got killed by the system to make space new slaves. so i might need limit what npcs can be marked to victim by player. to preverent tragic accidents...

 

Slavers and RoZ faction has own repution toward the player, already implemented and working.  curently player can incrase or decrase the reputioation of this slaver factions, with low reputation slaver guild not accept player to join, if alread member player get kicked out.

 

i curently working on the Slavery Player Framework sub module, but the mod it self original goal( one of many) to support pahe and Dom: :) give slaver enemys to enslaved.

Posted
On 8/4/2025 at 7:53 AM, MikeCobalt said:

:) This is going to be *Huge when you finish it.

i aggre just dont know when.

 

On 8/4/2025 at 10:39 AM, cxsora said:

Great plan, Skyrim currently lacks a systematic enslavement process like PSE(Player Slave Encounters) mod in Oblivion. Especially currently most slavery mods are only PC interact with master, not slaver.

Like walk of shame(put restraint device in player and drag to slaver camp), sold to slaver, well trains(If player shows a rebellious attitude or the original owner's complaint can lead to stricter 'education'), foller come to the camp to rescue(options, if failed both captured), sold(master purchase from the merchant camp directly or simple slavery++ auction)

Hope this mod can fill the gap in this such scenariosscene

:)

within few month we will see. i need finish the Slavery Player Framework basic functionalitys. So more "story" like things can be added that depend on other functions i working on. Final planned state archived when player can be captured, "trained", sold ( maybe multiple times ) oweners who make use of player.

 

i plan add few extra things like: if player mind value go near 0 player lose some of its freedom... player may rescued by anti slaver faction. slave owener attacked by other slave owener or bandits and try to steal all goods player included of corse :D 

Posted
13 hours ago, Nonseen said:

SLOS Slavers curently only can enslave npcs that my mod added OR Player OR Player fallowers if the follower is in the current follower faction OR if player marked the npcs as own follower OR Player recuited mercanary.

 

I see. 

Are pahe slaves followers?

Posted
11 hours ago, Fraying9981 said:

 

I see. 

Are pahe slaves followers?

i dont know. the base game use factions to tell one actor is a follower or not. actual followers belong to "CurrentFollowerFaction". This is the faction name. The factions in game play terms different from lore factions, one actor can be member multiple faction. By default in vannila only 1 actor can be member any given time the CurrentFollowerFaction. The vannila follower system built this way.

 

i might add a new spell to next realise version that make possible mark nearly any npc to victim so slavers can capture it like other npcs i added. so you can use this spell on your pahe slaves and slavers can capture them but be warned: if your pahe slaves captured by slavers may cause wird things or worst case your slaves get killed by slavers.

Posted
20 minutes ago, Nonseen said:

i dont know. the base game use factions to tell one actor is a follower or not. actual followers belong to "CurrentFollowerFaction". This is the faction name. The factions in game play terms different from lore factions, one actor can be member multiple faction. By default in vannila only 1 actor can be member any given time the CurrentFollowerFaction. The vannila follower system built this way.

 

i might add a new spell to next realise version that make possible mark nearly any npc to victim so slavers can capture it like other npcs i added. so you can use this spell on your pahe slaves and slavers can capture them but be warned: if your pahe slaves captured by slavers may cause wird things or worst case your slaves get killed by slavers.

 

Several Pahe slaves can follow you. Therefore they probably dont interfere with follower system.

 

Would be great if you added pahe faction as enslavable. This way there would be a little bit of competition with slavers for slaves, and perhaps situations in which you are hanging out somewhere and slavers come to enslave your pahe slaves. Could be fun and immersive! 

 

 

Posted
On 8/6/2025 at 8:24 PM, Nonseen said:

thank you for reporting this!

 

i not run full test before realising last version as i hoped i fixed all the errors... i might do it agin.

by the way your resistnace very high i assume this character is lvl 60+ and done lot of quests.

 

your character bascily immune most of the mind damage the current system able to apply to you as most cases 1-10 damage added... i might need re blance this system... to even provide some chalange a higher level character.

 

side note: dialogue level restriction -2 is not a valid value, i definitly need check whats going on here. this value shuld be 0 or higher.

 

 

Thank you for continuing this project. Yeah level 58, hence Ill need to make a new character to test the mod.

Hopefully the system for high level characters wont be hard to implement. would love to do a playthrough on this or similar high level character. 

Posted

Hey @Nonseen

 

I had a couple of follow-up questions:

 

- Which defeat mod do you recommend with this one for a pc slaver with pahe?

 

- Which of your mods has the weapons that reduce stamina/regen health etc. and are appropriate for pahe?

 

- Is SOS compatible with this mod? Afaik ambient slaves just edits the meshes of certain locations, solitude in particular, so should be fine, but just wanted to check

https://www.loverslab.com/files/file/16696-ambient-slaves-sevr/

 

Posted
On 8/7/2025 at 9:56 PM, Fraying9981 said:

Would be great if you added pahe faction as enslavable. This way there would be a little bit of competition with slavers for slaves, and perhaps situations in which you are hanging out somewhere and slavers come to enslave your pahe slaves. Could be fun and immersive! 

yes its good idea. its long time in the plans implement pahe and domslave transfer to my mod or from my mod to this mods.

After this implementation done i can expend the capture mechanics, so the slaves that belong to player captured by slavers going to removed from pahe/dom by the system and added SLOS until the player take them back :) :) .

 

Plus i add a new spell that can be used to mark most npcs to be victims so slavers can capture them. but this is very dangerus... dont use trader or quest giver npcs.

 

On 8/8/2025 at 10:32 AM, wHOaMiEH said:

Thank you for continuing this project. Yeah level 58, hence Ill need to make a new character to test the mod.

:) no keep that character around! the mod need to able handle high and low level characters. i simply not made adaptive yet.

On 8/8/2025 at 10:32 AM, wHOaMiEH said:

Hopefully the system for high level characters wont be hard to implement. would love to do a playthrough on this or similar high level character. 

let say i have some sulution in my mind to this problem. in sort the slavers need realise the captured player character strong for avarage traniers so... this case they call for heavy hitters :d like the leveled lists works this point a weaknes in my system... i can fix it realtive easy if i work out a tier system for slave traniers.

probably lower tiers for lvl 1 to lvl 15 characters or something middle for around lvl 30 and real heavy hitters for lvl 60 and elite trainers for above lvl 60

character level usualy the easiest to grasp and give the most point for resistance value.

this way the slavery for higher level character not become to easy...

but of corse its possible in theory the slaver guild run out elite trained slave trainers ower time... i thinking adding many slave trainers as uniqe npcs to the game that can be killed outside of player slavery. this means player can kill potential problematic slave masters before enslaved :) this is just a idea and maybe get droped...

 

10 hours ago, Fraying9981 said:

- Which defeat mod do you recommend with this one for a pc slaver with pahe?

 

last 2 years i barly played skyrim with defeat mods i dont know them.

in my time only "SL defeat" worked well, but this is before AE realise time.

 

10 hours ago, Fraying9981 said:

- Which of your mods has the weapons that reduce stamina/regen health etc. and are appropriate for pahe?

you mean a mod that reduce stats and allow capture slaves for pahe? 

probably pahe capture effects mod. one of my early mod in this topick.

 

10 hours ago, Fraying9981 said:

- Is SOS compatible with this mod? Afaik ambient slaves just edits the meshes of certain locations, solitude in particular, so should be fine, but just wanted to check

https://www.loverslab.com/files/file/16696-ambient-slaves-sevr/

i dont know compatible or not i see this mod first ime :) probaly yes. my eddits effects exterior cells far away any point of intrest. in skyrim wildernes, i change only few places the nav mesh and place doors, few npcs and map markers. if a mod not distrupt the general movment paths i expect work fine whit my mod.

Posted
6 hours ago, Nonseen said:
16 hours ago, Fraying9981 said:

- Which defeat mod do you recommend with this one for a pc slaver with pahe?

 

last 2 years i barly played skyrim with defeat mods i dont know them.

in my time only "SL defeat" worked well, but this is before AE realise time.

 

16 hours ago, Fraying9981 said:

- Which of your mods has the weapons that reduce stamina/regen health etc. and are appropriate for pahe?

you mean a mod that reduce stats and allow capture slaves for pahe? 

probably pahe capture effects mod. one of my early mod in this topick.

 

16 hours ago, Fraying9981 said:

- Is SOS compatible with this mod? Afaik ambient slaves just edits the meshes of certain locations, solitude in particular, so should be fine, but just wanted to check

https://www.loverslab.com/files/file/16696-ambient-slaves-sevr/

i dont know compatible or not i see this mod first ime :) probaly yes. my eddits effects exterior cells far away any point of intrest. in skyrim wildernes, i change only few places the nav mesh and place doors, few npcs and map markers. if a mod not distrupt the general movment paths i expect work fine whit my mod.

 

Thank you! Installed the mod, haven't met with slavers so far. Will report findings if any. 

  • 2 weeks later...
Posted

Managed the upload the new version. Merged version in theroy work with SE, use own risk! totaly expereimtnal and not checked.

 

Many of you written me here or other places and i not reacted to it so i can finaly deliver the new version. Sory for ignoring all of you :( Next 2 day i start answer, and update the mod page. For news and what changed check the cnage log its long.

 

i plan next week more active on forum and not add new futures but fix the exiting ones based on incomming bug reports.

 

Curently what is changed mostly effect Slavery player framework and API ( that only slavery player framework make use of).

 

IMPORTANT STUFF:

inventory system work only on items that the system know exist AND player put inventory/equip after new version installation other items invisible!

 

Annable story quest AND master quest changed a lot both script around 1k line long. Before the changes around 500 line long.

Annable now lot of nice and not so nice things to say... and many things to do.

But i cannot debug without reciving papyrus logs! so please when found a bug send log too!

 

Posted (edited)
On 8/9/2025 at 7:23 PM, Nonseen said:

yes its good idea. its long time in the plans implement pahe and domslave transfer to my mod or from my mod to this mods.

After this implementation done i can expend the capture mechanics, so the slaves that belong to player captured by slavers going to removed from pahe/dom by the system and added SLOS until the player take them back :) :) .

 

Plus i add a new spell that can be used to mark most npcs to be victims so slavers can capture them. but this is very dangerus... dont use trader or quest giver npcs.

 

:) no keep that character around! the mod need to able handle high and low level characters. i simply not made adaptive yet.

let say i have some sulution in my mind to this problem. in sort the slavers need realise the captured player character strong for avarage traniers so... this case they call for heavy hitters :d like the leveled lists works this point a weaknes in my system... i can fix it realtive easy if i work out a tier system for slave traniers.

probably lower tiers for lvl 1 to lvl 15 characters or something middle for around lvl 30 and real heavy hitters for lvl 60 and elite trainers for above lvl 60

character level usualy the easiest to grasp and give the most point for resistance value.

this way the slavery for higher level character not become to easy...

but of corse its possible in theory the slaver guild run out elite trained slave trainers ower time... i thinking adding many slave trainers as uniqe npcs to the game that can be killed outside of player slavery. this means player can kill potential problematic slave masters before enslaved :) this is just a idea and maybe get droped...

 

last 2 years i barly played skyrim with defeat mods i dont know them.

in my time only "SL defeat" worked well, but this is before AE realise time.

 

you mean a mod that reduce stats and allow capture slaves for pahe? 

probably pahe capture effects mod. one of my early mod in this topick.

 

i dont know compatible or not i see this mod first ime :) probaly yes. my eddits effects exterior cells far away any point of intrest. in skyrim wildernes, i change only few places the nav mesh and place doors, few npcs and map markers. if a mod not distrupt the general movment paths i expect work fine whit my mod.

 


Excellent idea!

Also DLC 2 asks for dependencies which look like aniversary editions ones....further report on SE version as I test this version.

Edited by wHOaMiEH
Posted

Ok. so good news/bad news situation:

 

Good: This looks like the most stable test Ive done for this mod. Annable goes and comes as she said. So she follows the her scheldue. Ever 24 hours I get my players status. Loyalty, resistance, dialogue restrictions.

Bad: Two days passed in game, she doesnt start the dialogue with player giving her any other assigment(quest), not even for SL scenes. No amulet again on capture, cant leave the cell in which she brings you for the first time( though this seems intended by you)? My player resistance(level 10) is 744 as you will see in the screens...a tad too much. Just done basic quests. Also the NPC near Riverwood goes to hunt rabbits and other gain, so it makes the process of capture rather boring.

 

Suggestions after probable need for fixing this bugs:

 

The period in which she pauses the training needs to be filled. My suggestion about the guards coming to punish/use the player still stands. Would make the process a lot simpler.

Make it so that Annable gives you the collar, to circumvent this bug finally. She orders the player to wear the amulet. Also, can you make it so that rings and things like fishnets do not count as armor?

 

Attached are the logs and screens on the current quest

Screenshot (2619).png

Screenshot (2620).png

Screenshot (2621).png

Screenshot (2622).png

Screenshot (2623).png

Screenshot (2624).png

Screenshot (2625).png

Screenshot (2626).png

Screenshot (2627).png

Screenshot (2629).png

Papyrus.0.log

Posted
On 8/20/2025 at 8:07 AM, kamidju13 said:

Thank you for this report i checked, this bug i fixed with the latest update.

its expected not happen agin.

 

13 hours ago, wHOaMiEH said:

Also DLC 2 asks for dependencies which look like aniversary editions ones....further report on SE version as I test this version.

yes DLC 2 for 1.6 or higher version of skyrim se.

 

the time i realised new file i not updated the mod discription so no information sahared on what need to download.

13 hours ago, wHOaMiEH said:

Good: This looks like the most stable test Ive done for this mod. Annable goes and comes as she said. So she follows the her scheldue. Ever 24 hours I get my players status. Loyalty, resistance, dialogue restrictions.

i happy to hear!

13 hours ago, wHOaMiEH said:

Bad: Two days passed in game, she doesnt start the dialogue with player giving her any other assigment(quest), not even for SL scenes. No amulet again on capture, cant leave the cell in which she brings you for the first time( though this seems intended by you)? My player resistance(level 10) is 744 as you will see in the screens...a tad too much. Just done basic quests. Also the NPC near Riverwood goes to hunt rabbits and other gain, so it makes the process of capture rather boring.

 

Suggestions after probable need for fixing this bugs:

 

The period in which she pauses the training needs to be filled. My suggestion about the guards coming to punish/use the player still stands. Would make the process a lot simpler.

Make it so that Annable gives you the collar, to circumvent this bug finally. She orders the player to wear the amulet. Also, can you make it so that rings and things like fishnets do not count as armor?

 

no ammulet on capture is a sirus problem. this shuld not happened. i look into it!

annable active beatwen pm 7 and am 8 hours. it seams i forget change wait varible beatwen action from 40 real world secund to 4 secund.

plus if you wait maybe the end of traning package not send signal so script system not realise you from the traning place. so i need add safety mesures to it too.

 

i placed multiple event sites on map when mod installed( at least i hope happened ). this places or just go near riverwood slave hunter base. the local slaver champion do quick capture of you. fastest way to get captured use the test tool, give spell that instantly make you captured by slavers.

 

adding new task to fill the time: yes this is my intention. curently slave masters cannot do mutch: whip you, rape you, normal sex, restrain, force to not wear clothing, order come to the slaver... adding new activitis on the menu.

 

guards and other slavers come to do things with player: nice idea, i like it, when annable not active as trainer but on sleep.... :) guards can have fun time!

but this time frame for player to work on escape from slavery... to add this things take at least 2 weaks as i plan add frame work level function for it.

 

Slave amulet counted as non normal armor and not tuched by the system. if yes i need to know becuse its a bug that shuld not happen.

 

i go check logs and latter edit this post. i might realise a quick fix for the issues you discovered today.

Posted
1 hour ago, Nonseen said:

Thank you for this report i checked, this bug i fixed with the latest update.

its expected not happen agin.

 

yes DLC 2 for 1.6 or higher version of skyrim se.

 

the time i realised new file i not updated the mod discription so no information sahared on what need to download.

i happy to hear!

 

no ammulet on capture is a sirus problem. this shuld not happened. i look into it!

annable active beatwen pm 7 and am 8 hours. it seams i forget change wait varible beatwen action from 40 real world secund to 4 secund.

plus if you wait maybe the end of traning package not send signal so script system not realise you from the traning place. so i need add safety mesures to it too.

 

i placed multiple event sites on map when mod installed( at least i hope happened ). this places or just go near riverwood slave hunter base. the local slaver champion do quick capture of you. fastest way to get captured use the test tool, give spell that instantly make you captured by slavers.

 

adding new task to fill the time: yes this is my intention. curently slave masters cannot do mutch: whip you, rape you, normal sex, restrain, force to not wear clothing, order come to the slaver... adding new activitis on the menu.

 

guards and other slavers come to do things with player: nice idea, i like it, when annable not active as trainer but on sleep.... :) guards can have fun time!

but this time frame for player to work on escape from slavery... to add this things take at least 2 weaks as i plan add frame work level function for it.

 

Slave amulet counted as non normal armor and not tuched by the system. if yes i need to know becuse its a bug that shuld not happen.

 

i go check logs and latter edit this post. i might realise a quick fix for the issues you discovered today.

 

Will test the new version. Amulet was problematic from the start( at least for my playthroughs). It equiped correctly on every second capture. As I said, it might be better for the trainer to put the collar on the player, or give it to the player, and then let the player equip it. As for the time inbetween training, guards could be an extra challenge for the player. Consider it.

Posted (edited)

Annable still does not start any dialogue after "you are my slave" part.

 

Also another important thing: I always chose accept orders on every choice and the stats did not drop at all in those three or four times( both for WP and resistance). 

image_2025-08-23_140122864.png

Papyrus.0.log

Edited by wHOaMiEH
Posted
3 hours ago, wHOaMiEH said:

 

Will test the new version. Amulet was problematic from the start( at least for my playthroughs). It equiped correctly on every second capture. As I said, it might be better for the trainer to put the collar on the player, or give it to the player, and then let the player equip it. As for the time inbetween training, guards could be an extra challenge for the player. Consider it.

i found the bug, that caused player not recive amulett. this is a ower sight from my part its shuld fixed new.

 

guards to play with save player when master is not active added to my: do it soon as possible list. :) as i sad i like the idea.

First i want fix what is devloped then build on it. i focus on fixing bugs make this content and this futures stable.

 

Soon as i see error report i start working on it to fix. Same time i working on backgrund stuff to add more tasks to player.

Within few hours new version realised that i hope fix all bug you discovered :) thank you agin the reports its helped a lot!

2 hours ago, wHOaMiEH said:

 

Also another important thing: I always chose accept orders on every choice and the stats did not drop at all in those three or four times( both for WP and resistance). 

if yo uaccept all orders annable not apply punishemnt so not apply damage to your resistance or willpower.

The real big damage done to your loyality as its incrased. This is the worst possible thing that can happen you. 

 

intended logic here is the fallowing:

 

if willpower higher than loyality:

Player mind power = willpower - Loyality 

else

player mind power = Loyality

 

in other words if your willpower higher than loyality effective mind power calculated by reducing willpower with loyaltiy.

this means you going to recive dialogue restrictions and magic debuffs.

 

if the system work as intended your character already reciced debuffs for magica, stamina heat, and other stats. if not plese let me know i check this part for errors.

Posted

@Nonseen

 

Whatever you did with this update fixed the whole amulet not equiping( tried it on first mod installation, and core reset). It works now on first capture.

The problem with Annable doing fuck all after the popup thank you message persists. Waited both in rl time and game time. Tried to enable/disable her and resetai command. She does nothing.  Now for the good news again: statuses do apply.

 

 

Screenshot (2632).png

Screenshot (2633).png

Screenshot (2634).png

Screenshot (2635).png

Screenshot (2636).png

Screenshot (2637).png

Papyrus.0.log

Posted
29 minutes ago, wHOaMiEH said:

The problem with Annable doing fuck all after the popup thank you message persists.

after the thank you emssage ananble expected to do day to day things until the the activity time of annable come. then yes sex with player non stop until the traning time passes.

 

wih the curent script after a sex action ananble wait roughtly 4 sec and start agin this is the expected behavior. i working on new tasks that annable can use to tortur... i mean "entartain" the player.

 

the message come back non stop? if yes i go check the scripts agin its expected shown only once. if not this behavior you see plese let me know and i start dig deeper what the hell happening. in the log you sent me i see nothing out of ordanary. ( or i looking for wrong things :( )

 

33 minutes ago, wHOaMiEH said:

Whatever you did with this update fixed the whole amulet not equiping( tried it on first mod installation, and core reset). It works now on first capture.

thank you for conforming the this fix worked :) 

 

33 minutes ago, wHOaMiEH said:

Now for the good news again: statuses do apply.

well we getting here. :)

Posted
55 minutes ago, Nonseen said:

after the thank you emssage ananble expected to do day to day things until the the activity time of annable come. then yes sex with player non stop until the traning time passes.

 

wih the curent script after a sex action ananble wait roughtly 4 sec and start agin this is the expected behavior. i working on new tasks that annable can use to tortur... i mean "entartain" the player.

 

the message come back non stop? if yes i go check the scripts agin its expected shown only once. if not this behavior you see plese let me know and i start dig deeper what the hell happening. in the log you sent me i see nothing out of ordanary. ( or i looking for wrong things :( )

 

thank you for conforming the this fix worked :) 

 

well we getting here. :)

 

Maybe its better for Annable to have more than 4 seconds wait until next force dialogue( now I finally get it why she activated the dialogue so quickly). Make it 10 to 15 seconds after the SL, torture, blood drinking scene. Remember when I reported to you that she starts dialogues to quickly so it bugs out? Maybe one of mods from my list is somehow interfering with your scripts? Tried to wait until next session, 24h to 48h ingame, including the console tricks, and nothing forced her to revert to classic dialogues...wish I could help more.... 

Posted
14 minutes ago, wHOaMiEH said:

 

Maybe its better for Annable to have more than 4 seconds wait until next force dialogue( now I finally get it why she activated the dialogue so quickly). Make it 10 to 15 seconds after the SL, torture, blood drinking scene. Remember when I reported to you that she starts dialogues to quickly so it bugs out? Maybe one of mods from my list is somehow interfering with your scripts? Tried to wait until next session, 24h to 48h ingame, including the console tricks, and nothing forced her to revert to classic dialogues...wish I could help more.... 

 

you are helping me a lot! :) you bring a diferent test everiment i use and different point of view.

+i not need totlay allone do the testing AND coding.

 

here is a package of script files:

SLOS-Ammable-NormalTraningTimeTest.7z

 

this file contain multiple variant for same script.

the difference betwen this and original is how annable timing managed.

this uses the orignal code where based on your dialoge choices annable give more time betwen sex acts some times. maximum 60 secund minimum 10 the original value.

 

inside this zip file you see maps like time10, time20, time30... this is the minimum wait time this cases maximum wait time 60 secunds.

 

the script named: timeoptimal uses 10 secund minimum and 30 secund maximum.

 

i ask you if okay to you try out one some of this scripts and report back what working you best.

if you found out what works best tell me the map name where the script stored.

its possible non of the settings optimal... i can fine tune it.

or if you know how to edit script values in xedit i can make few changes to annable quest so this values can be edited by you or other users.

 

about your mods:

i see lot of error message in your logs this may effect how papyrus scripts work. to tell exactly how this effects my mod working i need a log that contain the fallowing things in a game session:

 

annable finishes its intro dialogues, OR already finished it.

annable talk to you time for sex.

 

do the action

 

annable tak agin time for sex.

 

this is enught for me this case i see the logs annable talked to you what dicisions you chose and with time stemps i can figure out the mods effected how long annable waited or not.

Posted

None of the scripts made her activate her asking for sex/punishment etc...I did notice something slowing down IMPERIOUS mod( the imperial 20/20 quests for people part). Could it be that is the mod in question, that is having some kind of conflict with your mod? Regarding the logs, all are made after extensive testing. 

Also I needed to unpack the BSA's( since your versions came in BSA archives). Consider not packaging them in archives just yet.

 

Screenshot (2639).png

Papyrus.0.log

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