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Ebonitium SE

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Ebonitium is a story-focused, fetish quest mod worth many hours of play time.

It strongly features the themes of rubber (ebonite), bondage, ponygirls and slavery.

 

Welcome to Ebonitium!

 

What's included in this mod?

 

A fully developed and detailed small Dwemer-style underground location in Anga's Mill. It includes a functioning tavern (drink and food only, no beds) plus a smithy with a cobbler, smith and tailor selling various devious devices (smithy services only available during weekday working hours). There are lots and lots of rubber ebonite throughout, including a few custom world objects.

 

Numerous NPCs with reasonably complex and varied daily schedules inhabit the place, including a boss, some workers, and several slaves. Many have their own custom dialogues so you can get to know them a little and learn more about the lore of this place and mod. There are only female NPCs, with the exception of the boss... yeah, I know, that's a bit of a cliché!

 

The mod is written with a human or elven female player char in mind, but there's nothing to stop you from playing with another char provided you have the corresponding Devious Devices conversion installed and you can overlook occasional pronoun issues in the dialogues.

 

The mod is well suited for low-level characters! Development of this mod is complete. No further changes will be made to its .esp that are likely to require starting a new game.

 

Quest and Story Content:

 

1) Intro Quest and How to Find Ebonitium:

 

A brief introductory quest will start automatically when you happen upon one of the two large, pink banners by the Windhelm stables or Nightgate Inn. The intro quest also starts when you walk up to the entrance to Ebonitium, which is a trap door outside of the northernmost house in Anga's Mill.

 

This intro quest is entirely optional, but I would recommend to play it at least once for an in-character introduction into the mod's lore.

 

2) Repeatable Fetch Quest "Errands for Ebonitium"

 

You can earn (easy?) money by running repeatable errands for the Ebonitium workshop staff or head maid Safia. This is a repeatable quest flagged as miscellaneous so it won't clutter up your quest log on repeated runs. There are a couple of light devious tie-ins (pun definitely intended) but nothing gets enforced on the player.

 

Quest Details (not an actual spoiler):

Spoiler
  • There is not always an open offer, you may have to ask around a little. Ask somebody else or come back the next day if nobody wants your help. The three worker NPCs will only speak about the quest (offer you missions or accept deliveres) while they're inside Ebonitium's main hall. They don't want to be bothered in their free time!
  • There is well over a dozen of different fetch tasks and the majority of the targets are in Eastmarch.
  • You will get actual items (ingots, food, etc.) to transport. Make sure you don't lose them or there will be consequences.
  • Payments for the tasks vary depending on distance. You can adjust the payout value by using the console to change the global AR_G_PaymentMod (defaults to 1.0; 1.1 would mean 10% higher payment).
  • Once you've completed a certain number of runs, the workers (but not the maid) will have a special offer to earn a bit more cash. There will be no negative consequences if you decline.

 

The Main Story: Enslaved in Ebonitium

 

The slave quest can be started through Simple Slavery by enabling the "Ebonitium" option as one of the auction outcomes in the Simple Slavery MCM. Thank you @Hex Bolt! At the start of the quest, the game will ask you if you want to play the full story, including training, or if you want to skip training and jump straight into your full enslavement. Please note that the main quest can't be played again in one playthrough, so you should probably untick it from the Simple Slavery outcomes after you have played it.

 

Alternatively, the quest can also be started through the console:

Enter setstage ar_q_slaveryhandler 1 in the console and the quest will launch.

 

Do not attempt to use the console (setstage or otherwise) to try and advance the quest's story! It will very likely break it, as most of the quest progresses through dialogue and scene fragments.

 

Part 1: Slave Training

 

In this part of the mod, you will get trained to become a slave of Ebonitium. This is the beginning of the main story of this mod and is a largely linear, story-driven and dialogue-heavy player slavery quest. As such, you probably won't enjoy this very much if you want to see your char suffer without suffering at least a little bit yourself. There are however no repeating random tasks, so if a part of this training quest is not to your liking, then maybe the next step will be. It'll certainly be different.

 

The quest is mainly intended for low-level characters who haven't saved the world multiple times yet. There are no references to the player being Dragonborn, etc. This part of the story also assumes that the player has not been trained as a slave before.
 

Part 2: A Slave to Ebonitium

 

In this part of the mod, you will experience life as a slave of Ebonitium. You will be given tasks by the Head Maid, which will start out as mundane labor but evolve to more exciting missions as the story progresses.

 

This part of the quest should take several hours to complete. It features twenty-five chapters (tasks), many of which are unique. There are eight different endings, though a few of them are a bit hidden.

 

This part of the quest will start automatically at the end of your training. Alternatively, you can launch it directly, skipping the training entirely, for example for roleplaying purposes of if you've done the training part before and don't want to repeat it: "setstage AR_Q_SlaveryHandler 398" -- note that you shouldn't use this if you've started the mod from Simple Slavery of if you're currently in the training part of the quest. Summon the ghost (potion in your food sack) if you want to skip parts or all of the training.

 

Q&A (no quest spoilers inside):

Spoiler

I see a lot of hobble dresses on the pictures. Do I have to wear one in the slavery quest?

Yes. It's part of Ebonitium's dress code. However, the mod will ask you if want the strict or relaxed version.

 

Will this mod force me to wear highly restrictive devices for very long?

Yes and no. The main quest's story presumes that you are locked in a tight dress for many days, but there is no cheat prevention and I don't intend to implement one.

 

Sex scenes?

Not even a single one.

 

Is this mod script heavy?

No. Almost all of the (indeed many) scripts of this mod fire only momentarily when called during dialogue, etc. There are barely any continuously running update loops, most of which only run for a specific time frame during their quest.

 

Help! The mod is stuck.

Are you sure it is stuck? Maybe a character just needs a while to get to their destination to start a scene. Some scenes are also pretty long. However, you should never have to wait for more than a few minutes without the mod telling you so ("wait until next morning" or similar). With that said, please do let me know if a wait seems too long!

 

Help! I don't know what to do at a certain point in the quest.

Please let me know if any tasks or parts of the story are confusing so that I can improve those tasks/situations. I've tried to guide the player through everything with dialogue and objectives but obviously I already know what's supposed to happen at all times.

 

How do I get my stuff back at the end of the enslavement?

That is an oversight on my part. There's a chest "confiscated items" (or something like that) in the manager's room. Maybe you can COC into the room and loot it. I think there's only one ending where are actually told about it. Meanwhile: the chest's ID is 6c5a4c, the room is ARCellEboBoss

 

Help! I can't find enough takers for the leaflets I'm supposed to hand out in one part of the story!

Make sure you only speak to vanilla NPCs. The mod does not recognize NPCs added by other mods. Or maybe you can think of a clever workaround?

 

I don't like certain parts of the mod.

You can summon the Ghost of Ebonitium by drinking the potion in your food bag. She might be able to help you fast-forward past some parts of your enslavement in a lore-friendly way.

 

I've found a bug!

Please do let me know. There are bound to be plenty of those. Technical bugs and also language issues, as English is not my native language. So please do inform me if you notice anything wrong or broken, or even just odd sounding.

 

INSTALLATION:

 

Install this mod like any other. I strongly recommend using a mod manager like Mod Organizer for the installation.

 

Required Installation Files:

  • Install Ebonitium_SE_2025-01-31_Final.zip in your mod manager.
  • The mod is bsa packed. Please fully uninstall any previous versions of the mod before installing the 1.0 Final.

 

Optional Installation Files:

  • Install Ebonitium_SE_2025-08-18_Patch.zip if you play as a non-human race or don't want the the ZaZ Animation Pack dpeendency.
  • Install Ebonitium_SE_xVAVoiced_2025-01-07.zip if you want to play with xVASynth voices.
  • Install Ebonitium_SE_Hobble_OAR_optional_2024-09-30.zip if you want the mod's NPC use the hobble dress animation. This requires Open Animation Replacer and also some some manual file copying, please see instructions included in the .zip file.
  • The source scripts and dialogue views are provided as an extra download for those who want to open the mod in the CK.
  • User of the Lux lighting mod might be interested in a patch that hu7rx has kindly created: https://www.loverslab.com/topic/225003-ebonitium-se/page/13/#findComment-7241423

 

Requirements:

  • You must not have started the civil war quests yet!
  • Devious Devices. NG highly recommended but not required.
  • KS Hairdos. The mod will run without it, but most of the characters will have pink vanilla hair. You don't need to have the KS Hairdos .esm active, having the meshes and textures activated in your mod manager is enough.
  • Skyrim AE. Might also work with older versions (use at your own risk).
  • A stable game. As a quest mod with many scenes and NPCs, this mod absolutely requires a stable game. If your game can't handle, for example, the College quest line without issues, it will likely also struggle with this mod.
  • Open Animation Replacer. This is a soft requirement if you want to use the custom NPC hobble anim set.
  • This mod is mainly intended for low-level characters. This isn't a hard requirement, but the quests might not make much sense if you're the saviour of the world.
  • It is advisable to play the slave quest without a follower. This is simply to avoid breaking immersion with your follower merrily sandboxing around while you get enslaved. The mod itself will ignore any follower and all its quests should work just fine with a follower present.
  • ZaZ Animation Pack, version 8 or newer, if you have not installed the Ebonitium_SE_2025-08-18_Patch.zip from the download section.

 

Conflicts/Incompatibilities:

In general, there should not be too many game-breaking conflicts with this mod. Potential issues that I'm aware of:

  • YPS Fashion: Its fingernail feature may conflict with the Devious Devices gloves
  • Struggling out of devices: I'd generally advise against attempting to escape the devices which the mod equips on you during the slave quest. I tried to implement "lore-friendly" methods of catching and re-equipping the player with the missing devices, but I could not test them throughout the whole quest. Issues might occur.
  • Go to Bed has been reported to conflict when sleeping while wearing DD Armbinders, which the story of this mod requires a few times
  • Mods that heavily alter the exterior of Anga's Mill may conflict.
  • Mods that equip their own devices may conflict. My mod is not aware of such mods; you're on your own to deal with their devices.
  • Mods that add hostile world encounters (which are not the vanilla bandit and warlock factions) around Fort Amol, though I don't know if any such mod even exists.

 

Does this work in LE? Reports so far indicate that it works, though I can't offer support as I no longer have LE installed.

 

In order to use the mod in LE, Please repackage the .bsa files files into LE format using Cathedral Assets Optimizer. @kapibar has kindly provided this guide for converting the mod's archive to LE:

-- Download Cathedral from Nexus, install it and run as administrator.

-- Download and install Ebonitium. Find the Ebonitium folder (the new installation).

-- Set Cathedral to Profile: TES5 and its Settings: BSA tab -> extract BSA. // Meshes tab -> necessary. // Textures tab -> necessary.

 

If you choose to play the mod in LE with the strict hobble dresses, you may need to temporarily enable god mode (type "TGM" in console) to prevent LE-DD from blocking fast travel while wearing the dress. This applies to all "away" missions where the guards accompany you to another location. Enable god mod before you enter dialogue with them at the start of those missions.

 

Want More of Ebonitium?

 

Try this spin-off mod which turns some of the Ebonitium NPCs into followers and/or slaves. This spin-off is mainly intended as a small gift for those who have finished Ebonitium's main quest to the bitter end, but some content is also available if you haven't started the Ebonitium main quest yet (or don't intend to play it at all). 

 

Changelog / Version History:

 

Spoiler

Version 1.0 Final March 23 Patch

 

  • Removed dependency on ZaZ Animation Pack!

 

This is a patch for those who don't use the ZaZ Animation Pack. Please install this patch on top of your existing installation of the January 31 final version. Allow it to overwrite / override the mod's .esp. This is an entirely optional patch intended to get rid of the ZaZ AP dependency. No bugfixes or other changes are included.

 

All previous patches are included.

 

Version 1.0 Final January 31 Patch

 

Fixed:

  • Fixed missing keyword that caused the Ebonitium maids wearing the white dresses to not be recognized by OAR

  • Fixed an accidental vanilla record edit for the Unowned Chest

 

Version 1.0 Final January 25 Patch

 

Added:

  • Added DHLP-Suspend and DHLP-Resume mod events.

Improved:

  • Fetch Quest: replaced the GetRandomPercent condition with the native Random dialogue setting.
  • Intro Quest now auto-fails when enslaved.
  • The Head Maid can now be spoken to all the time when you encounter her as a visitor (thus she's now always able to give you a fetch quest.)

Fixed:

  • Fetch Quest: the four quest giver NPCs will now have the appropriate dialogue when you return from your mission.
  • Fetch Quest: corrected a few more faulty condition checks and items that get added to player inventory.
  • The "go to your cage" objective before the training ceremony now gets completed.
  • The "meet your party by the stables" objective now gets completed.
  • Slave dress would get equipped too early if you pick the "Experienced Slave" start of the slave quest after the auction.

 

Version 1.0 Final

 

Added:

  • Custom quest to start the slave quest, either through Simple Slavery or manually.
  • Rebuilt xVA voices for dialogue lines added/changed during beta

Improved:

  • Simplified some of the fetch quest's dialogue condition
  • Removed some no longer used trigger boxes in Ebonitium

Fixed:

  • Dialogue/Quest priority changes to ensure that Rikke can be spoken to during slave quest
  • Serious logical error in how I used the GetRandomPercent dialogue condition throughout the mod
  • A broken dialogue condition on Faendal's fetch quest topic
  • (January 8 upload) missing dialogue condition that caused the slave outfit to be equipped too early in the "experienced slave" start

 

Version 1.0 Beta-2

 

This is the 2nd beta for the full release of the mod.

Please install this on top of the existing beta-1. Put the patch below the beta-1 files in your mod manager (let it win conflicts).

A new game should not be needed when updating from beta-1, but is recommended when updating from older versions.

 

Improved:

  • dialogue and objectives tweaks to early parts of the slave quest (when caged), to hopefully make it less of a guessing game what the player is expected to do.
  • You can now always chat with the Ebonitium slaves when visiting as a free person.

Fixed:

  • Completely disabled guards' forcegreet when not authorized to enter certain rooms in Ebonitium – you can now freely go everywhere in the whole location
  • Fetch Quest for cobbler Sybil to Windhelm smith now checks for the correct items and quantities.
  • Added missing GetIsID NPC conditions to a few scene dialogue topics.

Please note that I didn't rebuild the xVA voices for the latest dialogue fixes/tweaks. I'll do that with the full release.

 

 

Version 1.0 Beta-1

 

Added:

  • The quest's story is now complete. No further quest or side-quest expansions to this mod are planned at this point.
  • An in-depth general chat topic with Aneke in the slave quest which expands as the quest progresses (speak to her from time to time).

 

Changed/Fixed:

  • Removed Maid Alba from the bard faction, etc., as that caused her daily package behaviour to break in all kinds of fun and exciting ways
  • Removed "lean on counter" markers which tended to glitch out and make the maids "unactivatable"
  • Removed guards' always-on forcegreet quest which was never working as intended.
  • Player now gets added to Warlock/BanditAlly faction only when needed by the story.
  • Pony world missions simplified and redone from scratch. Based on your progress in the slave quest, you can now frequently encounter them in Eastmarch, The Pale, and Whiterun. This is purely for flavor; there is no player interaction with the ponies.
  • The ghost's potion now has a more attractive name, which hopefully will make more players sample it at least once.
  • Quest priorities and forcegreet package conditions

  • Moved the bondage poles away from the cage where the player sleeps during training

  • Removed "ForcedWalk" effect from rubble backpack to avoid compatibility issues with other mods that alter speedmult and/or carryweight (incl. DD itself)

Fetch Quest:

  • This quest should now be much more stable and reliable.
  • fixed serious logical errors in debt payoff part
  • fixed several broken dialog links and conditions
  • fixed random task generation
  • fixed: bonus payment offer does now not come up when player is already wearing a devious suit
  • fixed: the head maid will no longer stop offering missions after player has completed three of them
  • fixed: all objectives should now clear for the fetch quest, no longer cluttering up your Misc Quests Journal
  • improved: workers offer tasks now five days/week instead of two
  • improved: enabled two recently added guards in fetch quest punishment dialogue
  • improved: guards will no longer offer punishment dress/jacket when player is already wearing restraint with DeviousSuit keyword

Intro Quest:

  • added dialogue option to not take the tour and end the intro quest after the first dialogue with Alba
  • added dialogue option to ask for work which points the player to the repeatable fetch quest

 

 

Version 0.6.0 Continuation of Main Quest

 

Added:

  • New tasks for chapter 2, including the first of several planned endings to the quest. This one is a bit hidden and intended as a role-playing way to conclude the quest early.
  • Potion of Cheating (in the slaves' food sacks). This allows for an immersive, role-playing way to skip certain parts of the slave quest or even end it entirely! Guaranteed to leave only a teeny-tiny hole in the fourth wall!
  • several general chatter topics to most of the Ebonitium NPCs during the main slave quest (after training). Some expand as the quest progresses – speak to them from time to time (especially Aneke and Mera).
  • It seems that maid Alba has developed some new talents and Ebonitium now has its own bard.
  • New dialogue for the Ebonitium worker & guard NPCs which you can encounter in the world before you've visited Ebonitium. Talking to them starts the intro quest.
  • even more idle anims to existing dialogue
  • a few custom (albeit rudimentary) hello topics

 

Changed:

  • Aneke's voice type for one better working in xVASynth
  • Made player devices possible to struggle out from, in case you end the quest early (or just for roleplaying purposes) – requires new game to take effect (worn armor properties get baked into the savegame)
  • Shortened timers in a few long scenes (esp. Training intro, strappado scenes)
  • Strappado now force-unlocks player at end of strappado scene (to avoid making the scene intolerably long for players with low TimeScale settings). The device's own timer remains active as a fail-safe.
  • Made head maid's daily packages a bit more lively.
  • Made the objectives during the initial scenes of the training chapter easier to understand (hopefully)
  • Removed some of the dwemer machinery and ambient audio emitters in the large Ebonitium main cell, hoping it will reduce the occasional sound glitches

 

Fixed:

  • several more "language bugs"
  • Made spectator balcony in training room less of a bother for NPC pathing
  • Conditioned the head maid's bathing package to not start during training, to avoid her remaining naked for the rest of the day.

 

Version 0.5.1 (Bugfixes)

 

+ Fixed: The Intro Quest is working again and no longer conflicts with the main quest's dialogue
+ Fixed: The Intro Quest's banner + quest start trigger at Windhelm Stables are back
+ Fixed: Dumping rubble into the river works again (1st mission of main quest chapter 2)

 

Updating from version 0.5.0 should work fine mid-game. See the changelog for the earlier versions if you want to attempt updating from a version earlier than 0.5.0.

 

Version 0.5.0 Continuation of Main Quest

 

+ Added: Six new main quest missions (plus three extra optional ones, depending on dialogue choices)
+ Added: Ponies are now actually going on missions from time to time (you can encounter them usually along the roads around Windhelm, Anga's Mill, and Dawnstar
+ Added: collar to slave outfits (incl. Player)
+ Added: occasional check for missing player outfit parts
+ Added: optional hobble animation set for the maid NPCs in Ebonitium. Requires separate installation and some manual file copying (see instructions txt in Ebonitium_SE_Hobble_OAR_optional_2024-09-30.zip)

 

+ Improved: Sweep floor tasks now require a broom in player inventory
+ Improved: Dirt piles now auto-disable after completing sweep task (fail-safe in case player managed to cheat).
+ Improved: Fetch quest (smith's missions when not enslaved) base game actor aliases set optional to prevent the quest from breaking
+ Improved: removed close-faced helmets from guard outfits

 

+ Fixed: a minor NavMesh issue in the connecting tunnel in Ebonitium's main hall.
+ Fixed: a floating dirt mound and chandellier in tunnel
+ Fixed: Cleaned up a bunch of ITMs and unnecessary world/cell edits
+ Fixed: the ponies not equipping their backpacks during the rubble cleanup
+ Fixed: the rubble cleanup missions should now work properly

 

- Removed: Sinner's Dress quest
- Removed: Unfinished Slavery World quest

 

Please note that I have not re-tested the training quest after the latest changes.

 

Updating on a running game may or may not work. If you want to update the mod in a running game, I strongly recommend that you don't have a currently active mission in the main quest (i.e. are at a stage where you are to return to the Head Maid after completing a mission). Also, you'll want to run the below sequence of console commands to update the quest properties:

 

stopquest ar_q_npcscheduler_stage00
resetquest ar_q_npcscheduler_stage00
startquest ar_q_npcscheduler_stage00

clearquestaliases ar_q_slaveryhandler
setquestaliases ar_q_slaveryhandler

 

0.4.0 Continuation of Main Quest

 

NEW: Start of Chapter 2 of the main quest as a slave to ebonitium

 

Currently consists of five missions. These can be considered the intro missions to the main story arc; more missions will come in future updates. Please note that the main quest currently has no ending, i.e. you'll get stuck in devices and a quest that doesn't end. I strongly recommend to roll back to a previous savegame when you're done playing this mod.

 

I also still strongly recommend to not install this in any serious playthrough.

 

I don't know if it's safe to update this mod in an existing game. Several quest internals were changed.

 

You can now also skip the training quest and jump right into the newly added chapter:

 

"Setstage AR_Q_SlaveryHandler 398" -- this is a debugging quick-start stage which will fast forward you to just after the end of the training quest (the ceremony). This method does not reflect the boon or dress choice you made during the training quest.

 

"Setstage AR_Q_SlaveryHandler 399" -- this is a new entry stage which assumes that you didn't do the training but got bought as a fully trained slave. In this stage, you can choose the boon/dress.

 

OTHER CHANGES:

 

Added: xVASynth voices now available as optional download directly from the mod's page.
Added: many idle anims to dialogues to make NPC livelier

 

Fixed: removed underscores from cell names
Fixed: chairs/beds in Ebonitium cells which had entry points on clashing with other objects

 

Changed: rewrote chapter 1 (training) ending: "vacation" no longer an option (too complicated impact on the quest progression after the training)
Changed: added timer to fail fetch quest when returning too late
Changed: dialogue tweaks: inform player when they got "upgraded" to ballet heels after training in normal heels (after racertack)
Changed: dialogue tweaks: remove references to training sessions in evening and morning (player can usually pick up a new task when ever they want).
Changed: make ponies train indoors  after excavation
Changed: made the NPC scheduler quest SEQ so that Ebonitium NPCs will roam the world even before the player learns about Ebonitium

 

0.3.2 New Side Quest and Bug Fixes

 

+ Fixed: Fetch Quest should be functional again. I've tweaked script fragments and dialogue conditions. Please note that I have not been able to test all possible permutations of the fetch tasks, so please do let me know if you get stuck somewhere along the quest.

 

+ New Side Quest: "Sinner's Dress"

 

0.3.1 Bugfixes and Snyth Voices

 

Now Synth Voiced!

  • @coffeeink generously created synth voices for the mod. With their kind permission, I have added the Mega download link to the mod's download page. Install as a separate mod.

Update Instructions:

  1. Install patch on top of version 0.3.0 (either give it higher priority in your mod manager or copy the patch files into the main mod's folder)
  2. Ideally, roll back to a savegame from before you installed version 0.3.0. This shouldn't be strictly necessary, but you will get a bunch of errors in your log otherwise due to removed aliases and properties. Also, not all fixes and improvements will apply if you update when you're already into the slave quest.

Changelog:

Slave Quest

  • All maid NPCs now always have relaxed hobble dresses equipped. This fixes the bug of them being naked before the slave quest but is mainly intended to improve their pathing and behaviour in scenes.
  • Removed scene transition before 1st interview with head maid; she should now remain right in front of the cage door
  • Made dialogue conditions for 1st chat with Head Maid more robust. Hopefully.
  • Added all Ebo NPCs to ZadDisableDialogue faction

Intro Quest

  • Intro quest now progresses past the initial dialogue again (fixed dialogue conditions conflict with slave quest).
  • Fixed several dialogue bugs in intro quest.
  • Enabled Forced Subtitles in intro quest scene dialogues.
  • Triggering the intro quest will now also enable the NPC scheduling quest if it didn't already got started otherwise.
  • Removed a bunch of unused aliases and script functions from intro quest.

Misc

  • Fixed NavMesh error on Angas Mill exterior cell.
  • Added armor keywords to NPC-only outfits for improved performance (fewer naked actors) and compatibility with NPC perks and combat/overhaul mods.
  • Added missing Dibella and Arkay hobble dress textures (for use in future mini-quest).
  • Added missing texture sets to Arkay and Dibella hobble dress AAs.

 

0.3.0 Mod Conversion to SE and First Chapter of Slave Quest

 

  • Reverted all custom outfits to "out of the box" DD and Skyrim gear. It would have been too much hassle to convert my custom UUNP outfits from LE to SE (CBBE or whichever)
  • many language tweaks and corrections to the old version's dialogue
  • improvements to the interior of Ebonitium for better NPC navigation
  • tweaks to the Errands quest, though those are still largely untested
  • no more seq file, as mod is no longer Start Game Enabled which really wasn't needed at all. I can launch the NPC scheduler by in-game trigger just as easily.

 

0.2.0 Final release in LE

 

VERSION 0.2.0 (June 11, 2023)
The "There's Madness to the Method" Update

Changes since 1st Upload (May 26, 2023)

World:
-- fixed missing wall collection in water pump room (main hall)
-- moved entrance trap door closer to workers' house staircase to reduce clashing with flora overhauls

Assets:
-- fixed faulty file path in maid outfit's BS source .nif
-- two new outfit repaints (Ebonitium branded hobble dress and catsuit)

Content:
-- some dialog tweaks and minor expansion for boss chat
-- New Miscellaneous Quest: "Errands for Ebonitium." Earn money by running repeatable errands for the Ebonitium workshop staff or head maid Safia.
   There's not always an open offer, you may have to ask around a little. Come back the next day if nobody wants your help.
   There's well over a dozen of different fetch tasks with the majority to targets not too far away.
   You will get actual items (ingots, food, etc.) to transport. Make sure you don't lose them or there will be consequences.
   There is no time limit for completing the quest's tasks but I'm considering implementing one in a future update.
   Paymemts for the tasks vary depending on distance. You can adjust the payout value by using the console to set the global value AR_G_PaymentMod (defaults to 1.0, 1.1 would mean 10% higherpayment). This will be MCM-adjustable once I get around to adding an MCM.
   Once you've completed a certain number of runs, the workers (but not the maid) will have a special offer to earn a bit more cash. There will be no negative consequences if you decline.
   Known issue: I have not been able to test all of the permutations of the randomly assigned quest targets yet. There may yet be gremlins lurking in the dialog trees.

 

0.1.0 Initial Release

 

CREDITS:

 

A huge thank you to the many kind and generous people who provided feedback and reported bugs during the mod's development! The mod would be nowhere without you. You rock!

 

This is a "devious mod", so the biggest shout-out has to go to all the creators, managers, and contributors of Devious Devices: thank you so much for making so many wonderful things possible in this game of ours!

 

Thank you @Hex Bolt for integrating the mod into Simple Slavery!

 

The synth voices for 0.3.0 were generously created and shared by @coffeeink

 

In addition, assets from the following authors were used in this mod. A huge thank you to all of you and your generosity of allowing others to use your creations.

 

Character items:

 

Scenery statics:

 

ConsoleUtil https://www.nexusmods.com/skyrimspecialedition/mods/24858

 


  • Submitter
  • Submitted
    01/23/2024
  • Category
  • Requirements
    Devious Devices SE, ZaZ Animation Pack SE
  • Regular Edition Compatible
    Yes
  • Install Instructions

 

Posted
Vor 7 Minuten sagte Gudulba:

Ich weiß nicht genug über Modding, aber vielleicht könnte dieser Artikel hilfreich sein, damit der Mod auch in Zukunft auf vorhandenen Spielständen funktioniert?
Eine Kurzanleitung für Mod-Autoren, wie Sie Ihre Mod während des Durchspielens installieren und aktualisieren können

 

Ich selbst modifiziere meine Spiele seit fast 20 Jahren .... und jetzt nach ca. 13 Jahre des Erscheinens von Skyrim hat man "entdeckt" - dass man nach der Installation eines Mods seine vorhandenen Spielstände auch weiterhin verwenden kann?

 

Was haben denn die Mod-Autoren in all den Jahren nur für "fette Tomaten auf ihren Augen" gehabt - dass sie das nicht selbst feststellen konnten!

 

 

 

 

Posted

Hi, your mod looks super promising!

 

But I cannot get the intro quest to work. The quest trigger at the pink advert at windhelm stables works without issues. When I walk over to the small trap door at Anga's mill the quest objective updates to "ask about this place". I can enter the interior cell just fine, but when I try to talk to the receptionist maid (Alba), she doesn't want to talk to me. All she says is that I have to finish my slave training first / go and talk to the head maid. In fact, none of the NPCs want to talk to me, because they say they are forbidden to do so during my slave training. When I try to speak with a guard, they just tell me that I'm trespassing and I get teleported into a cage.

 

I tried to play through the beginning of the main story quest instead, but I can't talk to the head maid there either, so I just get stuck in the cage.

 

Any ideas what could cause these issues?

Posted (edited)

Hi all, thanks much for the kind comments and very helpful feedback!

 

2 hours ago, Shmurtle said:

Any ideas what could cause these issues?

The stuck intro quest is my bad. The dialogue conditions from the slave quest override it. Should be an easy fix.

 

I'll have to investigate what might be wrong with the slave quest at the start. It worked fine for me in testing. First, there's a fairly long scene with the maid, a guard and the boss, and then the player can enter dialogue with the maid. At least that's how it's supposed to work. 😉

 

7 hours ago, Gudulba said:

I don't know enough regarding modding, but maybe this article could be helpful regarding making the mod working on existing save games also in the future?

[Edit] Thanks much, I've read the guide and learned some new things. A really useful guide! The main trouble for me is that I'm working with a single big quest with lots of aliases and properties and it's all still very much work in progress. So there's a good chance I'll  have to change existing things and writing an update routine, while probably possible, would be a lot of work and come with its own failure potential due to errors I might make. Let's cross that bridge when we get to it.

Edited by El_Duderino
Posted (edited)

So far the following bugs have been found until start of Day 3

In Spoiler to not spoil anyone 😃

 

I also created AI Synth Voices for the quest until now. if wished i can upload them and provide a link.

 

Spoiler

1. i had to wait exceptional long for the first message box for the first preperation of the training. Looked like Scene could sometimes not progress through pathfindig issues. Headmaid was just turning in circles

 

2. On Day 2 Excavation Quest.

For whatever reason the messagebox "how long do i have to wait in this cage" pops up agian. looks like the timer is still active

 

3. After Excavation Quest, The excavation chest was still there

 

4. Day 3 Start: i started with "normal heels" Day 3 Ballet boots, if this is wished, a sentence that this will be now upgraded would be more immersive.

 

5. you can break out of the cage by using the Torture Poles

 

Edited by coffeeink
Posted
1 hour ago, coffeeink said:

So far the following bugs have been found until start of Day 3

Thank you so much for the report and the suggestions! This is very helpful (and a funny cheat with the torture poles.)

 

Something is clearly going on with the opening cage scene. The only problem I've ever had with it was completely different to the ones that have been reported so far (in my case, the head maid would start walking away sometimes at the end of the exchange with the guard so that she'd be too far from the cage for the player to initiate dialogue with her). I hope I can figure out where the gremlins are hiding in this opening sequence.

 

I have a couple of related questions if you don't mind:

-- Are you using LE or SE? If SE, do you play with OAR for the hobbled anim sets or the original DD FNIS implementation? The mod probably runs better when OAR is being used because there are so many dress wearers.

-- Did you click through some of the dialogue?

 

1 hour ago, coffeeink said:

I also created AI Synth Voices for the quest until now. if wished i can upload them and provide a link.

Goodness, that is incredible! Now I really hate myself for not doing more language checking in the mod dialogue before the upload.

Posted
3 hours ago, El_Duderino said:

I have a couple of related questions if you don't mind:

-- Are you using LE or SE? If SE, do you play with OAR for the hobbled anim sets or the original DD FNIS implementation? The mod probably runs better when OAR is being used because there are so many dress wearers.

I use OAR and DD NG. So SE. BUT do not listen to my feedback to much. I have an over the top setup. I usually play with Modern Combat with a side of kink stuff like Lola or DF from time to time.

Spoiler

For example the Rubble pick up marker jsut looks like to get missed Stage30Shutdown Function to be disabed. Thats it.

 

-- Did you click through some of the dialogue?

Not really. Overall it was stable. It is as far as i could say mainly Scenes pathing. I jsut checked the Code in 1 save path because the second box after the night never appeared (looked like gametime event did not register)

Script setting after Dialouge seemed ok, always very visible with the Objective Display. Really clear visuals for that Maybe i waited 1,2 times to often for one h. because expirence shows: that either it fixes pathing or breaks it.

 

Goodness, that is incredible! Now I really hate myself for not doing more language checking in the mod dialogue before the upload.

No worries. My old 1080 was doing it in 30 minutes. Uploading will take more time because io not so optimal upload rates. Also a diff update is even faster.

 

 

 

See Answer in bold

 

Overall so far everything is stable. But i did not stresstest it. Followed the happy Path. 

 

Here is the Link to the Synth Voice. As allways. sometimes is good, sometimes its meh. But i really have to thank you, to set the Voicetypes correctly. This made a the process way faster and smaller.

Voice Files

I also attend the Cache File if someone needs or wants to make a diff synth.

Devious Arena.esp.txt

Posted

Hi and oh my gods! Those voice files are a total game changer! Thank you so much, @coffeeink! I've used synth voices in other before, but to hear it in my own quest is something truly special. I had assigned the dialogue voicetypes because eventually I wanted to look into VAsynth myself -- never would I have expected that somebody would be so kind and generous and do it so quickly, especially while the mod is still heavily in development.

 

Your detailed feedback on the quest is very helpful. Sounds like our game setups may be overall comparable (though I'm using Odin/Vokri/etc. myself) and I'm usually play testing this with my normal (pretty long) load order. To fix the rubble cleanup function skipping a beat, maybe all that's needed is to spread out the various steps with a few more short wait calls.

 

In general, I'll try to think of ways to make the scenes and scripted events more robust. One related thing that just occured to me: perhaps I ought to equip the NPCs with relaxed hobble dresses no matter which type the player picks. The strict hobble dresses have to be somewhat heavy-handed on NPCs to force them to wear them properly and maybe that can cause issues in the more complex scenes.

Posted

Not sure if anyone else had this issue but the area outside around the trap door is CTD central. Trying to get into the cell using it was an insta crash. Same with trying to save or load anywhere near it. Mod worked fine if I just COC'd myself into the building though. No issues otherwise.

Posted

This would admittedly be kind of a pain in the ass but it might be worth it to apply the ebonite catsuit collars to the NPCs as to hide any clipping/z-fighting between the catsuit texture and the skin texture.

20240126205807_1.jpg

Posted (edited)
12 hours ago, HereBeTentacles said:

Not sure if anyone else had this issue but the area outside around the trap door is CTD central. Trying to get into the cell using it was an insta crash. Same with trying to save or load anywhere near it. Mod worked fine if I just COC'd myself into the building though. No issues otherwise.

 

That area is rich with shiny girls walking around, a lot of memory strain.

Your crash sounds like memory problem, quite common in LE when not properly tuned, In my LE setup it worked fine because I have all necessary mods installed and inis tuned.

I recommend you to look up guides on how to improve memory handling in Skyrim installation for your version.

Edited by kurotatsu
Posted
14 hours ago, HereBeTentacles said:

area outside around the trap door is CTD central

I'll investigate if there are any bugs in the area or things that can be improved, but my gut feeling is that @kurotatsu is most likely right on the money. In any case, I'll try to see if I can't do some more optimization in the area and with the NPCs. They're already using non-DD custom armor items (so shouldn't get included in DD's polling update), but for example I've just realized that their armor doesn't have the clothing/armor keyword, so they're probably being treated as naked by Aroused.

 

Also check if you're using any mods that alter the exterior at Anga's Mill. There may be a conflict that leads to instabilility (though I've tried to keep the exterior world edits to an absolute minimum). Move my mod above any other mod that does large scale world edits to Anga's Mill and maybe that can improve stability.

 

6 hours ago, SOSMarche said:

This would admittedly be kind of a pain in the ass but it might be worth it to apply the ebonite catsuit collars to the NPCs as to hide any clipping/z-fighting between the catsuit texture and the skin texture.

To be honest, I'd rather not add collars to the employed NPCs. They're already consenting to wearing the suits for their employment, but a collar would be a bit too much. :D

Posted
1 hour ago, kurotatsu said:

Your crash sounds like memory problem, quite common in LE when not properly tuned, In my LE setup it worked fine because I have all necessary mods installed and inis tuned.

 

I don't think it has anything to do with memory tbh. I'm on SE and a lot heavier stuff than this works okay. It's only the save button or the door that CTD's, I would think if memory was an issue I would be crashing from just hanging out too long or doing something else.

 

Either way it is not a big deal if no one else gets it. Might be something in my load order.

Posted (edited)

okay its sometimes starting atleast the quest and sometimes not... but i cant talk with anyone without completing the training ?? so it is bugged ? or anything else to do? the guards are still wearing the normal boots(sometimes gloves or the helmet) from any leather armour? should it be that way ?

Edited by Jimi123
Posted
1 hour ago, El_Duderino said:

To be honest, I'd rather not add collars to the employed NPCs. They're already consenting to wearing the suits for their employment, but a collar would be a bit too much. :D

 

Well, collars can be used instead of badges, serving as IDs of the employees  :)

Posted

Thanks much everybody for the feedback! The non-kinky footwear and armor parts for the guards and workers are intentional.

 

I'm making good progress towards a first patch which should address the most urgent issues. The intro quest and generic NPC dialogue (outside of the slavery quest) is now both working again. There were quite a few bugs which I introduced to it since the previous (LE) upload of the mod and because of conflicting conditions with the slave quest. The scenes and dialogue transitions in the slave quest should hopefully also be more reliable now.

 

@HereBeTentacles, I've found a NavMesh issue with the exterior. Maybe this was the cause for the CTD, so fingers crossed that the upcoming patch will take care of this.

 

The patch will go live today or tomorrow and I strongly recommend that everybody ignore the current upload until then. The patch will require rolling back to a previous state of your savegame from before installing the mod in order for everything to update properly.

Posted

The promised patch/hotfix is now available:

 

Now Synth Voiced!

  • @coffeeink generously created synth voices for the mod. With their kind permission, I have added the Mega download link to the mod's download page. Install as a separate mod.

Update Instructions:

  1. Install patch on top of version 0.3.0 (either give it higher priority in your mod manager or copy the patch files into the main mod's folder)
  2. Ideally, roll back to a savegame from before you installed version 0.3.0. This shouldn't be strictly necessary, but you will get a bunch of errors in your log otherwise due to removed aliases and properties. Also, not all fixes and improvements will apply if you update when you're already into the slave quest.

Changelog:

Slave Quest

  • All maid NPCs now always have relaxed hobble dresses equipped. This fixes the bug of them being naked before the slave quest but is mainly intended to improve their pathing and behaviour in scenes.
  • Removed scene transition before 1st interview with head maid; she should now remain right in front of the cage door
  • Made dialogue conditions for 1st chat with Head Maid more robust. Hopefully.
  • Added all Ebo NPCs to ZadDisableDialogue faction

Intro Quest

  • Intro quest now progresses past the initial dialogue again (fixed dialogue conditions conflict with slave quest).
  • Fixed several dialogue bugs in intro quest.
  • Enabled Forced Subtitles in intro quest scene dialogues.
  • Triggering the intro quest will now also enable the NPC scheduling quest if it didn't already got started otherwise.
  • Removed a bunch of unused aliases and script functions from intro quest.

Misc

  • Fixed NavMesh error on Angas Mill exterior cell.
  • Added armor keywords to NPC-only outfits for improved performance (fewer naked actors) and compatibility with NPC perks and combat/overhaul mods.
  • Added missing Dibella and Arkay hobble dress textures (for use in future mini-quest).
  • Added missing texture sets to Arkay and Dibella hobble dress AAs.
Posted

Thank you for the quick update!

 

I managed to complete the intro quest without issues. I spoke with the head maid afterwards and she gave me an errand to get some alcohol from the Honningbrew Meadery. The guy there gave me the items, but I wasn't able to give them to the head maid afterwards. I was able to initiate the relevant dialogue with her, but I feel like at the point where I'm supposed to give her the items / she's supposed to get mad at me for not having the items, the dialogue window just closes and nothing happens.

 

I was able to complete the main quest as well, but found a few minor bugs on the day where you're forced to transport the debris over and over again.

  1. Whenever I picked up the debris near the kitchen in 3rd person, I couldn't move afterwards. Going into 1st person and back into 3rd person fixed that issue for me. But the bug came back whenever I stopped moving or opened my inventory or my character tripped because of the DD heels. This could also just be an issue with my personal mod list though.
  2. At like 2 PM the head maid walked over to my (empty) cage and the dialogue appeared where she tried to give me a new task for the afternoon while I was still busy transporting the debris. Talking to her didn't do anything, so I just continued transporting the debris until I was done.
  3. When I was done with the debris, the game wanted me to go back into my cage. The cage was locked though, so I used the console command "tcl" to get into the cage. The quest stage updated fine when I did that. The head maid came and said good job with the debris. I went to bed and slept until 7 AM but I was still stuck inside the cage. I went back to bed for another 24 hours and then the cage was unlocked again and the quest proceeded as normal.

Other than that, I had a smooth experience with the mod and I'm excited to see where you take the story next.

Posted

Hey, I started the mod on a fresh save, but cant get the delivery quest to work: I get the dialogue with Cobbler Sybil, expressing interest, then after she has the dialogue line that says "Great! Let me take a look at my notes here..." she just walks away and I do not get a quest.

Posted

Thanks much for the great feedback, everybody!

 

Sounds like the fetch quest for the smithy employees and the head maid got more broken than I expected. I'll make that the next thing on my agenda before I get back to expanding the main story.

 

On 1/28/2024 at 7:27 PM, Shmurtle said:
  • Whenever I picked up the debris near the kitchen in 3rd person, I couldn't move afterwards. Going into 1st person and back into 3rd person fixed that issue for me. But the bug came back whenever I stopped moving or opened my inventory or my character tripped because of the DD heels. This could also just be an issue with my personal mod list though.
  • At like 2 PM the head maid walked over to my (empty) cage and the dialogue appeared where she tried to give me a new task for the afternoon while I was still busy transporting the debris. Talking to her didn't do anything, so I just continued transporting the debris until I was done.
  • When I was done with the debris, the game wanted me to go back into my cage. The cage was locked though, so I used the console command "tcl" to get into the cage. The quest stage updated fine when I did that. The head maid came and said good job with the debris. I went to bed and slept until 7 AM but I was still stuck inside the cage. I went back to bed for another 24 hours and then the cage was unlocked again and the quest proceeded as normal.

 

The third issue was probably cause by quest progressing too soon before (issue #2). I'll investigate what could have caused the scene/stage to trigger too early during the rubble task.

 

The first issue on your list is confusing me a little but it might be related to walk speed issues. Are you by any chance using a mod (a devious training mod or similar) that lowers the player char's walk speed while wearing DD boots? It could be that the speedmult got too low, which I believe can cause the player char to get "rooted" in place.

Posted

Hello !

Great mod so far, I can't wait for what is coming up !
I have few issues about some missing meshes tho.
I am missing what seems to be the backpack (appears on the excavating quest), and few furnitures in one room.
Please check the screenshots below. I precise I'm playing LE version. The backpack mesh is located here for me (meshes\duderino_LL\Arena\Outfits), so I don't know why it is not working.
Can you help me please ?
Thank you !

 

Spoiler

sodapdf-converted.thumb.jpg.66a0f0dc95ca8008516900f6acdd901f.jpgsodapdf-converted2.thumb.jpg.496ce195a04d5d1f9f55b07935843f69.jpg

 

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