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  1. 1. Which version of Skyrim do you typically use?

    • LE - Legacy Edition (v1.9.32)
      167
    • SE - Special Edition (v1.5.97)
      912
    • AE - Anniversary Edition (v1.6+)
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    • VR - Virtual Reality Edition (v1.4+)
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Slaverun Enforcer - Standsalone

 

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Continuation of Slaverun Reloaded's Enforcer. Adds features to enslaved cities, including NPC group sex & sexier outfits for women. Also, bugfixes, performance & compatibility improvements, and so much more. This mods builds upon the slavery laws, increasing their impact on the citizens and Player. The goal is to make the Enforcer more engaging, and for the city atmosphere to feel like the premise. You can add this mod to your existing Slaverun playthrough. Or start a new game.

 

Backstory and Premise

Civil war made Skyrim take an ugly turn. As men fight, women become outlets for their lust and frustration. Whiterun develops into the center of a new female slave trade. Thereafter it is commonly known as Slaverun. Misogynistic slavery laws take hold and begin spreading to other cities. Any female without wealth or resources to safeguard herself can be enslaved. Men start having sex with slaves in the city streets.

 

What is the Slaverun Enforcer?

When a city falls to slavery the Enforcers take over. They begin enforcing new laws on the female populace. These laws are customizable in the MCM menu. Default settings and Outfit Themes will strip poor and weak willed females of their clothes and enslave them. Men will have sex with slaves as often as they desire. On the street, in the markets, the inns, and keeps. The women who remain Free do not completely escape manly lust. Depending on your settings they might be given sexier clothes to wear, asked to give blowjobs, or get treated little different than slaves.

 

New Features

  • Quality of life improvements to make Slaverun more compatible with other quests and story mods. Includes major performance improvements, bug fixes, and miscellaneous tweaks.
  • Give women sexy clothes or bondage devices from other mods. The clothes given can vary based on the region.
  • Males can have sex with multiple females at once. Plays MFF - MFFFF animations.
  • Any slave can be gangbanged. MMF - MMMMF animations.
  • Hooded Slaver Guards at the entrance of towns intercept all incoming female NPCs and demand a blowjob. Before only the player was intercepted.
  • Pairs considerably more horny males and available females. Everywhere you go a SexLab animation can already be playing. It no longer feels like the player is the primary slave in Slaverun, all slaves behave like the player would have.
  • A sneaking player can avoid lustful men. But be careful. Females sneaking is against Slaverun law. MCM punishment settings apply.
  • Extensively customizable logic for determining who remains free and who is automatically enslaved.

20+ miscellaneous features:

Spoiler

 

  • NPCs from neighboring cells can be included in Enforcer runs. Distance customizable in MCM. This dramatically increases the number of SexLab animations you will see.
  • Added MCM options.
    • Slider to decrease how frequently the player is called versus other NPCs. You might find you want this as animations play constantly now.
    • Option for Basic Roleplay Notifications. This replaces commentary about how the player must be feeling with basic information about their recent experience. It accommodates more diverse roleplay options. Sometimes the commentary conflicted with your head canon.
    • Button to reset all NPC outfits back to their original.
    • Separate stripping options for boots and gloves.
    • Sliders for how often some animation tags play for Free Women or Slaves. Free Women can give blowjobs 0 - 100% of the time. Slaves can be 0 - 100% Anal.
    • Option to Skip Beast Races in the Enforcer. Functions the same as the Skip Old People setting.
    • Hotkey for showing Slaverun statistics will also toggle the enforcer on or off. Useful if you need to temporarily disable the Enforcer for a quest.
  • Now extremely rare that a conversation is interrupted by Slaverun. Major improvements when it comes to detecting who the player is currently talking to. Also prevents interruptions when player has the map open or a similar menu.
  • Increased compatibility with other story mods. Fewer interruptions of NPCs that are in scenes.
  • The Confidence ActorValue for male followers affects how often they will demand sex. Less confident followers will rarely ask the player or others for sex. Fully confident followers will bang you whenever they please. The result is that you might find some male followers more appealing companions than others.
  • Females are treated how they are dressed. When dressed as a Free woman ordinary men treat a female as free.
    • Slavers are not as naive as the common man. If the player is actually a slave, but dressed as a free woman, they will see through this disguise and punish you.
    • If MCM is set to automatically strip NPCs your outfit theme can limit this to only poor and weak-willed women. They will be enslaved while wealthy women and adventurers walk free. Or you can strip everyone. During installation choose the Outfit Theme that is right for you.
  • Sleeping males are ignored for SexLab animations. Better for thief playthroughs and the like.
  • Sitting actors are made available for SexLab animations. The location of this animation will take place in an open area of the room rather than clipping through a chair.
  • Increased variety when nearby actors are paired together. No more "Pike chooses Greta" every single time.
  • Improved scheduling of the next Enforcer run to happen more consistently at your MCM interval setting.
  • Major performance improvements. Also some MCM sliders can improve performance even more if needed. The Enforcer is also much lighter on your script load when you are outside of a Slaverun city. Might help if you ever crashed during combat in the wilderness.
  • Fixed a bunch of bugs from the original. Particularly ones that prevented animations from starting or the Enforcer from finding available actors. NPC animations play more frequently in this version.
 

Installing / Upgrading

First install Slaverun Reloaded (SE or LE) and its requirements. Then install this mod with a later priority. It overwrites some of Reloaded's files. Activate this mods .esp files in your mod manager. Detailed instructions and links to all of the required mods.

 

Upgrading midway into a Slaverun playthrough

  1. Before installation go to an area that is not enslaved and wait for the "This location is free from nudity law" notification.
  2. Save there.
  3. Exit and install the new version.
  4. Load the game and resume your save. Visit the Enforcer pages of the MCM menu as some settings may have changed.

 

Uninstall & Downgrade

Follow the steps outlined in the FAQ.

Frequently Asked Questions

 

  • Why are you calling it "Standsalone"? First, the Slaverun premise stands alone as the best story mod concept in all of Skyrim. In my opinion of course. This is why I spend so much time adding to it. Second, many people have requested a standalone version of the Enforcer. Reloaded is a great mod. Unfortunately its still in beta. And unlikely to ever be completed. So I am slowly working towards decoupling the Enforcer from the parent mod. Each new version moves this mod closer towards that goal. One day I will be able to remove Reloaded as a required dependency. Will still maintain compatibility with it though.
     
  • How can I skip Reloaded's story quests and enslave all of Skyrim? Enable Cheats in the MCM options menu. This gives you a [Cheat] dialogue option when a Reloaded quest starts. One of the earliest cheat options is to skip the entire story and jump straight to Skyrim being enslaved. That activates the Enforcer in all cities. Once the story is over the only thing left running is basically the Enforcer. The compatibility patches included here make the Enforcer a lot less likely to conflict with other mods. Since you skipped the story quests you skipped past all of Reloaded's bugs. Reloaded is still in Beta of course. It includes a fair number of bugs in its story quests.


More frequently asked questions and some tutorials can be found here.

Credits & Thanks

@pchs for the original Slaverun mod and permission to build follow-up mods.

@WaxenFigure for the original Slaverun Enforcer scripts.

@Kenjoka for the herculean effort that went into the Reloaded version. Also thanks to the Devious Devices crew, Zaz Animation Pack, and the other mods that Reloaded is built atop of.

 

You certainly have my permission to make modifications of my modifications. But be sure to give the afore mentioned folks credit. They did all the hard work.


  • Submitter
  • Submitted
    10/03/2022
  • Category
  • Requires
    Slaverun Reloaded SE or LE
  • Regular Edition Compatible
    Yes

 

Edited by kaxat
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Detailed Installation Instructions

 

  1. Install Slaverun Reloaded and its requirements. Scroll down for links to all requirements.
  2. Install this mod with a later priority. It overwrites some of Reloaded's files.
  3. After install be sure to activate all of the .esps in your mod load order.
    • SRREnforcerEnhanced.esp — Integrates with Reloaded. Currently required for this mod to function.
    • SlaverunEnforcerStandsalone.esp — Contains new functionality. Slowly migrating bits from Reloaded to this plugin. Eventually the Reloaded plugins will become optional and this will be the only .esp that is required.
    • Additional .esp files provided by your Outfit Theme — During installation you will select an Outfit Theme. Some of these themes include addition .esp files. Most of them are flagged as an .esl.

 

Once installed you will find all of the settings for this mod inside of the Slaverun Reloaded MCM (Mod Configuration Menu). There are numerous settings so review them and make your selection.

The Slaverun Reloaded story does not initiate until the Player reaches level 2. Keep that in mind if it is a brand new save. If you wish to skip some or all of the Reloaded story enable Cheats in the Reloaded MCM > Problems page. Very early into the story you will be offered some [Cheat] dialogue options to skip quests. You can even skip all the way until all of Skyrim is enslaved. Each city has the Enforcer active. At this point Reloaded is basically finished and only the Enforcer's radiant AI remains active.

 

Required Plugins List

 

Slaverun Reloaded SE — Special & Anniversary Edition

  1. Sexlab SE and its requirements.
  2. SexLab Aroused
  3. Fuz Ro D'oh
  4. Slaverun Reloaded SE
  5. Zaz Animation Pack — v8+ of this pack can be downloaded from links in this pages description.
  6. Devious Devices
  7. ApachiiSkyHair SSE — Be sure to install both the base ApachiiHair.esm and the female ApachiiFemalesHair.esm.

 

Slaverun Reloaded — Legacy Edition

  1. SexLab
  2. SexLab Aroused (or the eXtended version)
  3. Fuz Ro D'oh
  4. Crash fixes — Removes the 64k string limitation. Reloaded contains a lot of dialogue and needs this.
  5. Slaverun Reloaded
  6. Zaz Animation Pack
  7. Devious Devices
  8. ApachiiSkyHair — Be sure to install both the base ApachiiHair.esm and the female ApachiiFemalesHair.esm.

 

Recommended Plugins List

 

  • Animations
    • I recommend downloading every animation pack you can find. Including those for the excellent Sexlab Animation Loader. This mod frequently starts SexLab animations.
  • Clothing and Hair
  • Performance
    • Papyrus Tweaks NG - Simply installing will improve performance of Papyrus. This helps all mods from SES to SexLab. Also includes an optional experimental feature "Speed up native calls" which improves performance even further.
    • OSL Aroused - Drop in replacement for SL Aroused that is focused on better performance. Broad compatibility. Although the current version 2.2.2 has some issues with Sexlab P+.
    • Sexlab P+ - Performance enhancer for SexLab that is also patching quirks and adding features. Not compatible with mods like Sexlab Tools or Furniture Sex Framwork. Keep an eye out for replacements for those mods coming in the future.
    • SLAS - SexLab Anim Searcher - If you can not install P+ this mod speeds up SexLab without changing nearly as much. Relatively broad compatibility. It reduces the start up time for a SexLab animation.
  • Misc


 

Edited by kaxat
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Changelog (Version history)

 

 

 Version 1.0.4 2023-03-13

 

Spoiler
  • New Features
    • If your settings dictate that new outfits are given to slaves or free they will change this outfit daily. In other words females will change clothes daily.
    • Added new Outfit Themes. When switching themes don't forget to use the Reset All Outfits MCM option. This will give the new theme a blank slate to play with, and remove remnants of the old theme from your save.
       
      • Added a new Free Theme that uses clothes from the Luxury Collection. The free women of Skyrim will be expected to buy and wear luxurious lingerie. Those who can't afford it will be enslaved. Leaves around 75% of women free.

        Over 130 base outfits. Each outfit has numerous possible combinations. A single outfit can have 1000+ possible combinations. It is rare to see the same outfit twice. It can also optionally change hair styles every day if you have installed hair mods such as Xing or KS Hairdos. Theme varies based on which city you are in.

        The Luxury Collection is available for many body types. Links below. Be sure to give a thumbs up while you are there.
      • Added a new Slave Theme from @Corsec that includes both Devious Devices and items from the Zaz Animation Pack. This is the new version of his Non-DD collection that he actively maintains. The old theme is still here for legacy purposes and those who prefer DD only. New theme adds rope, metal, and wood restraints and various other improvements. Also adds patches to make the following optional: blindfolds, gags, and piercings.
         
      • Updated the Devious Devices (Non-DD Old) theme. Fixed an issue where harnesses and the like would not be removed during a SexLab anim. Added 4 patches for the for disabling some DD equipment from being given out. You can install one or all of these patches if you choose this theme.
        • Disable piercings
        • Disable posture collars
        • Disable harnesses
        • Disable chastity belts & bras
           
  • Bug fix
    • Fixed issue with Slaver forcegreet events so that they would properly reset and happen again. Thanks @asdfmovie666, @Onidai, @xyzxyz, & @SpectreOfDecay for the reports.
    • Fixed issue that prevented resetting all NPC outfits.
    • VR Only: Fixed issue that caused crash during forcegreet events. VR uses an outdated and CTD prone version of PapyrusUtils. This attempts to not call it when it might crash. Thanks @jc321, & @Silvain for the reports.
    • LE Only: Fixed a rare CTD one user experienced when resetting outfits. Issue occurs when SKSE's ResetInventory() function is called. Perhaps a result of some other mod in their load order breaking SKSE, or a bug in SKSE itself. Since I can not directly test on LE I stopped resetting inventories. On LE only outfits will be reset. Confiscated weapons stay missing. Thanks @xyzxyz for the report and testing a fix.
  • Minor bug fixes
    • Fix minor bug when the MCM "Max distance to call NPCs" was set to 0. The intent of setting this to 0 is to increase performance but it in fact decreased it.

    • Made stripping work when sex is disabled. Thanks @greenishp for the report.

    • Fixed bug with the "Enforcers check slavers" that caused it to behave in reverse. Unticking the box would cause slavers to be checked. Thanks to @drive.rafa3 for the report and finding the problem code.

    • Hide "Slave patrols are doing a routine check" notification. Did not realize this would spam the user if a patrol was not near by. Plus its intended purpose is now defunct.

  • Misc
    • Stopped stripping actors that are currently in the player's line of sight. Thanks @Gyra for the idea.

    • Added Kynareth Temple in Whiterun to locations. Thanks @greenishp for the idea.
    • Small performance improvements when stripping.
    • Stopped clearing list of city actors when the Enforcer is disabled. People are commonly temporarily disabling the Enforcer. And would have to wait a long time for it to rebuild. Cache can still be cleared by toggling many settings that would invalidate it. Such as Skip Beast Races.
    • Updated player violation punishments. Made Slaver Agent guaranteed to punish if at least one MCM punishment option is enabled. Regular men are still far less likely to punish.
    • Altered behavior of "Female Followers are NPCs too" MCM option.
      • When disabled their outfits will no longer be checked for validity and they will only be stripped.
      • When enabled both potential and current followers will be treated the same and have their outfits checked. This means potential followers that you have just encountered for the first time might have slightly different treatment than other women.
    • Updated player violation punishments. Made Slaver Agent guaranteed to punish if at least one MCM punishment option is enabled. Regular men are still less likely to punish.
    • Improved search when finding who the player is in a conversation with. Once found they will not be involved in the next SexLab anim. This event triggers when the dialogue menu opens. Sometimes the NPC being conversed with is not under the players crosshair and the mod has to search for the actor. Now finds the actor more reliably.
    • Disabled the MFF+ group animation sorter. It did its best to prevent females from being put in the male position of an animation. This code was written before SexLab 1.63 included a similar fix. And well before SexLab P+ came out. SES will leave fixing this to the pros. The custom sorting code exists on the outside and is getting in the way now.
    • Added a version checking API. Backported from the upcoming version 2. This will give other mods an easy way to see if you are running 1.x or 2.x+.
    • When installing or updating this mod on LE it will now do a one time conversion of the .json files from the SE/AE format. It converts to the PapyrusUtils 3.3 format that LE is restricted to. This can take a minute or two after you load your save. Once converted the files are resaved, so the conversion does not need to happen again. Massive thanks to @xyzxyz for helping test that this change works on LE.


Important Note: If you have created or modified an Outfit Theme read this: How to update an Outfit Theme to be v1.x compatible.

 

 Version 0.7 Beta 2022-11-13

 

Spoiler
  • Bug fixes
    • Fixed an issue when the Player is a Slaver. The MCM setting for how often to play a scene was not being honored. Scenes were playing 100% of the time. Thanks to @Balrog899 for reporting this.
  • Minor bug fixes
    • Added missing zbf keywords to ZAP theme. Thanks to @HabibHanson for the report.
  • Misc
    • Improved debug messaging when the Enforcer can not load JSON files. This can happen for a variety of reasons. Now includes a variety of messages.

 

Version 0.6 Beta 2022-11-09

 

Spoiler
  • New Features
    • Altered the behavior of Current Followers mimic Player MCM setting. Thanks to @TBDM for the idea.
      • If enabled female followers will be treated as a Slave when the Player is dressed as a slave.
      • Will be treated as free when the Player is dressed as free.
    • Added new Devious Device theme created by @Corsec . Equips a wider variety of Devious Devices on slaves. Best of all these are the script-free Non-Devious Device versions that Corsec has been maintaining for ages. They will not slow down your game when mass equipped on everyone. A perfect fit for an Outfit Theme. This theme can be selected when you install the mod.
    • Included new tiered punishments for player Nudity Law violations. When "Any man can punish" MCM is enabled these will play. They also play when a Slaver Agent notices a player violation. Agents tend towards more severe punishments. Thanks to @gollum007 wrote much of the code for this. It is possible these new events contain some glitchy behavior. Will keep an eye out for reports and patch them as quick as possible.
  • Bug fixes
    • Patched issue that prevented fresh new game installs from seeing the MCM menu.
    • Patched issue in Oldrim that triggered a JSON Error notification. Outfits could not load from the JSON Outfit Theme because the LE version of PapyrusUtils has not been updated in 6 years. *sigh* Thanks to @Leoosp for helping find the cause. And big thanks to @gollum007 for helping craft a solution that works in both LE and SE.
  • Minor bug fixes
    • After updating to v0.5 Enforcer briefly thought it was in the wilderness. Caused a fairly harmless hiccup in its caching.
  • Misc
    • Improved error messaging when the Outfit Theme is unable to load. Only shows theme errors if they are likely critical.
    • Made Outfit Themes support optional clothing plugins. If at least some clothes can be loaded the theme will work.
    • Cleaned up debug and console logging to reduce verbosity.
    • Removed easter egg notification that @ald134 found.
    • Added support for Slave Outfit Themes to include all clothing marked as NoStrip in Sexlab MCM.

 

Version 0.5 Beta (Outfit Update) 2022-10-22

 

Spoiler

Note: Added the plugin file SlaverunEnforcerStandsalone.esp and made it a requirement. I apologize. I know 2+ plugins is a lot for a smaller mod. In order to make the Enforcer a standalone mod, a second plugin is required. Long term that plugin can not be an .esl. I am slowly moving Enforcer functionality to this standalone plugin. Eventually you will be able to disable a lot of plugins if you use this mod as a standalone Enforcer. Until then I need to take another slot from your load order.

 

  • New Features
    • Outfit Themes! Free and Slave outfits can be specified in JSON config files. The Enforcer will assign these to female NPCs if your MCM settings tell it to.

      • Individual clothes can also be specified as Free or Slave. And will not be stripped.

      • Clothing Keywords can also be specified as Free or Slave.

      • Added regional variation for Outfit Themes.

    • Added MCM toggle for a Player spell that can reset individual NPCs to their original outfit and factions.

    • Added MCM button to reset all previously stripped NPCs to their original outfit and factions.

      • Added a MCM toggle for always removing zbfSlave faction from recently freed women.

      • Added a MCM toggle for assigning a random outfit if the original outfit can't be found.

    • Added a patch for Devious Devices v5+ and Zaz Animation Pack v8+. This functions similarly to the preexisting patch uploaded by Nymra. My patch has more detailed error messages. Nothing fancy.

  • Bug fixes
    • Slaverun maintains list of all NPCs it ever stripped. When a city is freed it uses this list to restore the residents clothing. But this list could lose track of NPCs if your mod load order change. Added an MCM update script to salvage the valid data in this list and convert it to a type that is immune load order changes.
      • When vanilla Slaverun restores clothing for an NPC it just gives them a generic merchant outfit. No more. Now it will try to redress them with the same outfit defined in the base game files. Also resets their Slaverun factions back to the base game.

    • Original mod's force greet events from Slaver Agents could trigger while Player was in a SexLab animation or talking to someone else. Frequently this caused the Agent to get upset with the player for supposedly ignoring him. These approaches should no longer happen when the player is busy.
    • Fixed some Slaver Agents being ignored by Enforcer.
    • Fixed player sneak detection to more consistently include player in Enforcer check when she is detected while sneaking.
    • Most Female sleep outfits contain the tag ClothingPoor. This could lead to the Enforcer enslaving Free women while they slept. Enforcer will no longer strip sleepy females.
    • Updated logic that checks if player is complying with nudity law or not. Hopefully this fixes the issue some folks had where Enforcer incorrectly thought they were compliant. Thanks @xyzxyz and @Cleave for the reports.
  • Minor bug fixes
    • Prevent Town Guards being included in regular animations. They were never intended for those animations. Only the intercepts at city gate.

    • Skip females in the NoEnforcer faction. By default no females are in this faction. Just males. Only checked males before.

    • Max NPC Distance MCM applies to horny males now too.

    • Player and followers now skipped automatically when certain Reloaded quests want them unavailable.

    • If player had multiple menus open at once closing any of them would tell the Enforcer they are available. Now Player will only be available after closing all of them.

    • If player crosses multiple location borders in rapid succession it was possible for the script incorrectly identify whether the area was Enforcer or not. Fixed.

  • Misc
    • Numerous general performance improvements.
      • Major improvement: Enforcer now checks all actors in the current cell simultaneously. Before it waited on one actor to finish before starting the next. Now it is multithreaded.
      • Major improvement: Added flags to city actors after checking them for the first time. These noticeably speed up subsequent uses of an actor. The flags are deleted from your save anytime the City Actors cache is cleared.
    • Made the enforcer tolerant of minor nudity law infractions.

      • Each clothing slot is given a weight for how much it peeves the enforcer. Full body coverings and helmets are still major violations. But if the Player is wearing just gloves Enforcer will let it slide. If Player is wearing a bikini bottom the Enforcer won't punish. But a bikini bottom and top is too much clothing.

      • Still honors MCM settings. Only forbidden clothing slots will count against the limit.

      • Eventually might make Enforcer tolerance MCM customizable.

    • NPCs in current cell will always be checked and stripped. This is made possible by the multithreading. If checks indicate they should be removed from City Actors cache they will be.

    • City Actors cache no longer clears periodically. Refreshes as needed during each Enforcer run. Result is more scenes and actor variety. Even in cities you have not visited in a while. You can still clear the cache manually by disabling the Enforcer or changing certain other MCM options.

    • Moved this mods logging off into its own file. It will stop polluting Papyrus0.log. Go to your Papyrus log folder then User/SES.log.

    • Stopped confiscating NPC clothing. Now it is just unequipped. A few reasons for this change. Lets just say its better this way.

    • Made Threesomes even more likely to play as opposed to foursomes or fivesomes. Should result in more animation variety since there are many more threesome animation authors. Thanks @leakim for the idea.

    • Removed NPC Devious Devices from MCM. This can now be accomplished with Outfit Themes which are more powerful. I could use some help recreating all of the original Devious Device themes. If you play with DD and wish to create a theme please share it. With your permission, I would add it to the FOMOD install options and give all credit to you.

 

Version 0.4 Beta 2022-09-23

 

Spoiler

Important note: Added SRREnforcerEnhanced.esp file that should be activated in your mod load order after updating. It's an .esp flagged as an .esl. Primarily it fixes an issue with the MCM menu that required me to create an override.

 

  • New Features
    • Added MCM option to Skip Beast Races in Enforcer settings
    • (Still in testing) Sneaking can cause an undetected player to be ignored by the Enforcer.
      • If detected the MCM Tattletales option causes males and slavers to punish the player.
    • Enforcer will not interrupt player when viewing the Map, Inventory, and similar menus.
    • Added MCM option for "Basic Roleplay Notifications". This replaces commentary about how the player must be feeling with basic information about their recent experience. It accommodates more diverse roleplay options. Sometimes the commentary conflicts with your head canon.
  • Bug fixes
    • When a gangbang MMF+ animation played no other actors would start an animation until the gangbang completed. Fixed.
    • Fixed race condition that prevented weapon confiscation in v0.2 beta.
    • Prevent player from being gangbanged prior to certification quest.
    • If your MCM settings did not apply a slave outfit to NPCs then they soon would reequip their cloths. Stripped clothing is now removed and put in confiscated good chest instead of unequipped.
    • Slaver Agent would sometimes punish a nearby player in spite of her obeying the law. Thanks to @asd432fffs for reporting!
  • Minor bug fixes
    • Sometimes group sex notification used MFF wording for MMF animation.
    • Female guards ignored when unequipping weapons from all females.
    • When a group sex attempt does not have enough available actors a regular 2 actor animation plays. This rare animation would not honor some MCM settings. Fixed.
    • All females were counted as free in the MCM total# of females called for sex counter. Slaves are counted separately again.
  • Misc
    • Removed the "Enable bugs" option from MCM. Originally it was called "Skip SexLab Intensive Checks" because those checks were often redundant. But after optimizing when those checks are used they could no longer be described as intensive. "Enable bugs" was the best way I could describe this feature. So I removed it. Only a crazy person ticks the "Enable bugs" checkbox.
    • Altered minimum interval between Enforcer checks to be 5 seconds. Lower values were self-defeating and caused everything to run slower. Anything lower than 15 is usually too fast.
    • Improved performance by not calling GetLeveledActorBase() as often.
    • Cleaned up code and debug messages to get ready for version 1.
    • Rearranged the Enforcer MCM settings to make them easier to understand.
    • Sped up performance when checking if current location is enslaved. Especially helpful when outside of a Slaverun city. Less likely to cause script lag during combat.
    • Made Slavers and Slaver Town Guards part of actor cache. This improves performance and causes their unique behavior happen more often.
    • Removed the SlaverunConfig.json from the mod. Put the custom logic inside the LocationCheck function.
    • (Still in testing) Only clear the valid actors cache when changing a setting that would invalidate it. Previously it cleared every time you view the MCM menu.
    • (Still in testing) Improved logic when finding an open area for SexLab animations that involve NPCs who are sitting.
    • (Still in testing) Slaver Agents punishing player will now use MCM settings instead of a guaranteed 700 gold bounty.
    • (Still in testing) Rewrote female stripping logic to honor users MCM Apply Outfit settings
    • (Still in testing) Made City Actors cache clear on its own configurable MCM interval. Before it cleared when there was a force greet event.
    • (Still in testing) Improved scheduling of Enforcer runs. Happens closer to the MCM interval now. If it runs longer than your setting it will schedule another run ASAP. It will also do a run ASAP after a player enters a new area.

 

Version 0.2 Beta 2022-09-12

 

Spoiler
  •  
  • New Features
    • Added MCM sliders to control how often animations with certain tags will be selected. Free females can be set to give blowjobs up to 100% of the time. Slaves can do anal up 100% of the time. Etc.
    • Added slave weapon confiscation. Toggle in MCM.
  • Bug fixes
    • Fixed always being forced to crawl when crawl integration was active.
    • Enforcer will no longer get upset with a free player wearing clothing.
  • Minor bug fixes
    • Town Guard could travel inside of an open city to intercept women. When MCM settings included neighboring cells in female search. Now Town guards have a max distance (2048) that they will search for females to intercept.
    • Made City Actors cache clear on forcegreet interval regardless of whether forcegreet is enabled.
    • Females added to the city cache would reequip their weapons when cell unloads. Now each enforcer run will quickly unequip weapons for cached females.
    • Stopped Papyrus logs from warning about out of bounds array object.
    • Stopped using MCM max distance in a function that should not check it.
  • Misc
    • Debug messaging tweaked. Still more tweaks needed before v1 but want to test with this first.
    • Increased variety of actor pairings and sped them up.
    • Optimized performance of stripping when only some strip slots are selected in MCM.
    • Made max NPC actors more configurable. Minimum of 8 maximum of 64. Increments of 4 now supported.

 

 

Edited by kaxat
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Nice! I use slaverun exclusively for the enforcers! I'm glad to see some upgrades to it! I'm only playing on LE for now though... I wish skyrim enforcers was it's own mod. :) 

 

Will check this up if I ever switch to SE! 

 

Thanks for sharing it!

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@Maddac @Cleave It should be easy to do. I see no reason why the scripts would need to be modified. Only the .esp needs to be converted. The early betas did not even include an .esp file because I wanted to maintain support for LE. But I could not find a single beta tester. After a month of waiting I stopped trying to stay compatible. Eventually I started relying on an .esp for certain fixes.

If someone is skilled with xEdit and has Oldrim then please reach out. I am not versed in converting between Form 43 and 44. Never done it. But I do know .esp files like the back of my hand. Most of the magic happens in the scripts so the .esp file is dead simple. I actually created it in xEdit. A person could examine the handful of overrides in the .esp and recreate them in an Oldrim compatible .esp. Or if you know how to convert from Form 44 do that instead. If a .esp file gets created that is Oldrim compatible I would love to upload it to the mod page. If given permission of course. Then I would do my best to help maintain it.

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7 hours ago, kaxat said:

@Maddac @Cleave It should be easy to do. I see no reason why the scripts would need to be modified. Only the .esp needs to be converted. The early betas did not even include an .esp file because I wanted to maintain support for LE. But I could not find a single beta tester. After a month of waiting I stopped trying to stay compatible. Eventually I started relying on an .esp for certain fixes.

If someone is skilled with xEdit and has Oldrim then please reach out. I am not versed in converting between Form 43 and 44. Never done it. But I do know .esp files like the back of my hand. Most of the magic happens in the scripts so the .esp file is dead simple. I actually created it in xEdit. A person could examine the handful of overrides in the .esp and recreate them in an Oldrim compatible .esp. Or if you know how to convert from Form 44 do that instead. If a .esp file gets created that is Oldrim compatible I would love to upload it to the mod page. If given permission of course. Then I would do my best to help maintain it.

 

Any ESP file works in ANY version of the game. Having the number 44 inside the Header not prohibit open the ESP inside the Legendary CK and, of course, Skyrim Legendary open, read and works with that ESP with Header 44. Inclusivelly, flag the ESP as Ligth mean nothing in Legendary because Legenday not know what mean the Ligth flag and simply ignore it.

Another different thing is an ESL file because Skyrim Legendary go to ignore it and the Legendary CK not show it in the list of valid files to load.

 

The only big diference in Form 44 is the Water Records and, as your mod not have Water Records, your mod must work in Legendary whitout any problem.

Edited by alex77r4
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i can't believe it, a mod to improve slaverun, i will certainly install it on my next playthrough, i just have one question, i read what you intend to do if you have time (future plans), but i wanted to ask if you think about adding content for female slavers, because the enforcer that is outside the city doesn't care if you are a female slaver you still have to blowjob him or put some Devious Device and inside the city the guards don't put faith in the female slaver ( pc ) and try have sex or even slave the pc, it would be nice to have more dialogues and types of sex or events for female slavers. Anyway, I'm glad someone made a mod to improve the slaverun experience, keep up the great work and godspeed.

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1 hour ago, alex77r4 said:

 

Any ESP file works in ANY version of the game. Having the number 44 inside the Header not prohibit open the ESP inside the Legendary CK and, of course, Skyrim Legendary open, read and works with that ESP with Header 44. Inclusivelly, flag the ESP as Ligth mean nothing in Legendary because Legenday not know what mean the Ligth flag and simply ignore it.

Another different thing is an ESL file because Skyrim Legendary go to ignore it and the Legendary CK not show it the list of valid files to load.

 

The only big diference in Form 44 is the Water Records and, as your mod not have Water Records, your mod must work in Legendary whitout any problem.

This is an .esp flagged as an esl. I assume that is what you mean by the Light flag. This mod does not touch water records. I have read in the past that Form 44 includes changes to a few other records including to WEAP, STAT, and VMAD.  But I do not think those changes will apply here either. No weapons. I do not recall seeing "large references" in any VMAD when examining them in xEdit. Assuming there are no changes are you saying that you have had success using .esp files in LE? And the esl flag is simply ignored? If so the only thing left is for someone to try it. Download the mod, install on LE, activate the .esp file, and see if it works. Make a backup save first obviously. If you don't CTD immediately there is a good chance it is already compatible with LE then. No changes needed.

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2 hours ago, toynbeeidea said:

I don't fully understand the working of SPID, but I know it can be used to replace cloak spells in many circumstances.  If Enforcer is applied via cloak, would SPID be able to improve it up further?

 

 The Spell Perk Distributor could handle a few tasks of the Enforcer but not most of them. Unfortunately means it is not a good fit. Still have to do periodic polling or a cloak script.

  

1 hour ago, HabibHanson said:

This is what the world needed. QQ, will it still pull locations from the config json? Want to make sure as I run a custom locations one to try and make sure every single location in a hold in a hold is included.

 

That should work great. I did something similar

As a bonus folks like you will get a notable speed improvement when dungeon crawling or wandering the wilderness. If you sometimes lag in combat Slaverun might have added to it. It was checking and rechecking your current location at the enforcer interval. Comparing it to a hundred other locations. Took a while to complete. In this mod it only does that once on location change.

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48 minutes ago, kaxat said:

...

If so the only thing left is for someone to try it. Download the mod, install on LE, activate the .esp file, and see if it works. Make a backup save first obviously. If you don't CTD immediately there is a good chance it is already compatible with LE then. No changes needed.

 

Yes to the first part. Excuse me, but I'm not natural English.


Regarding the second part, my version of Legenday is broken because I had a Vortex failure when changing my hard drive... I need to regenerate it from scratch and as everyone knows, that operation can take hours and maybe days or weeks. But before it broke I had 10+ ESP files with ESL mark and Header 44 working without any problem.


I am totally convinced that anyone with a working Skyrim Legendary with Slaverun can add this mod to their game and go to work without any problem.

Edited by alex77r4
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Is there a specific slaverun version needed for this? as i made a SE port of Slaverun Reloaded 2 as i don't think 3 was ever really finished (might be wrong as its ages since i looked) which i've had running on a save for quite a long time now so would i be able to use this mod with that?

 

Thanks

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1 minute ago, pinky6225 said:

Is there a specific slaverun version needed for this? as i made a SE port of Slaverun Reloaded 2 as i don't think 3 was ever really finished (might be wrong as its ages since i looked) which i've had running on a save for quite a long time now so would i be able to use this mod with that?

 

Thanks

I strongly doubt it will work. But you can try. Since I did not write versions 2 nor 3 I can not speak to the differences between them. Based on the brief description from Kenjoka I would assume there were many internal changes. In particular I would assume the MCM changed quite a lot. Installing this would slap a version 3 MCM over version 2. I imagine that will turn many of the MCM options into placebos. You can click them on and off but they won't do anything.

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19 minutes ago, kaxat said:

I strongly doubt it will work. But you can try. Since I did not write versions 2 nor 3 I can not speak to the differences between them. Based on the brief description from Kenjoka I would assume there were many internal changes. In particular I would assume the MCM changed quite a lot. Installing this would slap a version 3 MCM over version 2. I imagine that will turn many of the MCM options into placebos. You can click them on and off but they won't do anything.

 

Good point, i've looked and yeah there is more in the V3 MCM script than in the V2

 

I did think V3 was more story changes tbh than with the mechanics but guess they had to add extra stuff in to get all that to work

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@pinky6225 If you have already completed most of the story in V2 you might be able to upgrade. In V3 you can free Skyrim either through the story or MCM. I have used this with good success to reset the main story. Even on my current 400+hr save I have done it twice. After freeing I go to QASmoke, save, uninstall, load back without the mod, wait for a minute so the engine cleans up all the remaining bits of the deactivated mod, then save and reactivate. In your case you could switch to V3 instead of reactivating V2. After that use V3's cheat MCM option to skip segments of the story you already completed.


Unfortunately V3 is still in beta. The story quests at times have bugs that you must either ignore or workaround. I think a lot of us are not playing it for the story but rather the atmosphere. And that is where this new mod is nice. It improves on the atmosphere and radiant bits but does not touch the story.

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