tuyulgugel Posted May 11, 2025 Posted May 11, 2025 On 5/8/2025 at 2:32 PM, El_Duderino said: The "lore friendly" answer is: your former colleagues are upset with you for leaving while they have to stay. The "unofficial" answer is that setting up yet another outcome for the post-quest NPC behaviour was too much work. Especially if there is only so limited content one can play afterwards. Essentially only the seemingly forever-borked fetch quest. Aigh, I understand that. Thank you very much for the hardwork on delivering such a quality content!
Lucifermate Posted May 14, 2025 Posted May 14, 2025 just a little review for the mod when it comes to skyrim DD mods, this is probebly one of the best story driven mods out there. The mod as a hole is very well put togerther, with minimal bugs from what i could find. I do think some of the tasks did get a bit repetitive after a while. But i am literally playing a slave, so it would be hypocritcal of me to make that a comlaint. All in all, I'll give this mod a solid 8.5/10. great mod👍
MysticDaedra Posted May 15, 2025 Posted May 15, 2025 RE the "you must not have started the civil war" requirement: Does this mean that if I'm using the mod with Simple Slavery, and I eventually start the civil war quests, I need to disable the mod and no longer use it after that point? IMO, due to the simple slavery integration players should still be able to use the mod, otherwise it's just taking up a spot in the load order for nothing after that point.
El_Duderino Posted May 16, 2025 Author Posted May 16, 2025 10 hours ago, MysticDaedra said: RE the "you must not have started the civil war" requirement: Does this mean that if I'm using the mod with Simple Slavery, and I eventually start the civil war quests, I need to disable the mod and no longer use it after that point? No, don't disable the mod. (That's a bad idea in a running playthrough, no matter what). Most of the mod should still work after completing the CW, but there are some points where the story might get stuck or don't make sense: There's a mission to a fort controlled by warlocks before the CW and soldiers after it. There's a mission with a certain CW character who can die during the CW. In both cases, the quest will likely get stuck and I can't say for sure if console commands can resurrect it. A combination of SetStage and SetPQV commands might work. I'd be happy to assist with that if you want to give it a try, but I can't guarantee that it will actually work. In any case, the worst possible outcome is that the Ebonitium quest gets stuck for good but that won't destroy your savegame. You can always terminate the quest via the console and free yourself of the devices with DD's debug function. Or better yet, roll back to a save from before it got stuck and then use the ghost's help to end the quest properly. 1
MysticDaedra Posted May 18, 2025 Posted May 18, 2025 Here's one for you. Is there a way to get the Ebonitium NPCs to wear the DD-NG catsuits instead of the original DD catsuits? I thought the NG catsuits would be replacers, but I'm seeing the old style meshes/textures instead of the new ones.
MysticDaedra Posted May 18, 2025 Posted May 18, 2025 (edited) Found a bug it seems, When Safia asks the PC to follow her to the workshop (this is the slave tutorial), the PC force-walks sort of towards the cave entrance (to the left when exiting the cage), and ends up walking into the cave wall. She does not follow Safia to the right into the workshop. Edit: Another bug. Safia says that there will be 4 guests visiting the tavern, but only two show up. Telling Safia that I've finished the task after speaking to both of them and giving them their free drinks returns a disappointed response, even though I spoke to all the guests that appeared in the tavern, as instructed. Edit 2: Another potential bug, after Safia tells the PC that she has completed training and to take the rest of the day off, two *conflicting* quest targets appear, one to sleep until the next day, the other to wait until the next day. I had my character sleep until the next day, and the wait quest target and marker never disappeared. Ever after completing the "graduation" ceremony and sleeping through the the day after that, the marker and quest target remain. Edit 3: Found an... inconsistency, if you will, with a couple of the quests. You take a "carriage" to Windhelm, but you have to walk to Nightgate Inn... Windhelm is quite a lot closer to Anga's Mill than Nightgate Inn is, so this doesn't make much sense? If you wanted to walk one way or the other, put the walking to Windhelm, and take the carriage to Nightgate Inn. Or just do the carriage to both, since walking in a hobble dress isn't fun, it's just tedious. Edited May 19, 2025 by MysticDaedra
El_Duderino Posted May 19, 2025 Author Posted May 19, 2025 10 hours ago, MysticDaedra said: Is there a way to get the Ebonitium NPCs to wear the DD-NG catsuits instead of the original DD catsuits? Hi and, first of all, many thanks for the detailed feedback! The DDNG dresses currently only replace the catsuits in red and black, if I'm not mistaken (I think I'm using the latest DDNG). At least in my game, the other colors still use the MXW mesh. The NPC catsuits in my mod have their own (non-devious) Armor records, but reference the default DD Armor Addons. 10 hours ago, MysticDaedra said: When Safia asks the PC to follow her to the workshop (this is the slave tutorial), the PC force-walks sort of towards the cave entrance (to the left when exiting the cage) I'm afraid I don't know what is happening there. I have played this part of the mod many times and the player char always follows Safia. However, this part of the quest is only point where I disable player controls, so whatever went on their shouldn't happen again as you progress through the quest. 10 hours ago, MysticDaedra said: Safia says that there will be 4 guests visiting the tavern, but only two show up. Telling Safia that I've finished the task after speaking to both of them and giving them their free drinks returns a disappointed response, even though I spoke to all the guests that appeared in the tavern, as instructed. The three first guests are the inhabitants of Anga's Mill (Aerie, Kordrir and that other guy). The fourth guest is Hermir, the smith's apprentice from Windhelm. The guests don't arrive all at the same time, so if you go really quickly through the first two encounters, you may have to wait a little while for the others to show up. Otherwise, the quest doesn't account for any one of them having died. Or the quest didn't fill their alias? In any case, you can't really "fail" this mission even if you don't speak to a single guest. 10 hours ago, MysticDaedra said: two *conflicting* quest targets appear That ons is a confirmed bug. I looked into that but couldn't even figure out where I coded that objective that doesn't clear. Got lost in my own convoluted script! In any case, this won't stop the quest from progressing and the only side-effect it has is that the "movetoqt" console command doesn't work for the quest after that obj gets stuck. 10 hours ago, MysticDaedra said: inconsistency, if you will, with a couple of the quests. You take a "carriage" to Windhelm, but you have to walk to Nightgate Inn... That one is new to me. Do you happen to have a log of when that happened? Which stage/mission did it happen on? In all my tests, the "carriage" always takes me where I wanted it to. I didn't (intentionally) write anything in the quest that forces you to walk farther than the mill upstairs at Anga. The guards are supposed to take you to all other destinations for the quest by that magic, invisible carriage. 1
MysticDaedra Posted May 19, 2025 Posted May 19, 2025 (edited) 1 hour ago, El_Duderino said: Hi and, first of all, many thanks for the detailed feedback! The DDNG dresses currently only replace the catsuits in red and black, if I'm not mistaken (I think I'm using the latest DDNG). At least in my game, the other colors still use the MXW mesh. The NPC catsuits in my mod have their own (non-devious) Armor records, but reference the default DD Armor Addons. That ons is a confirmed bug. I looked into that but couldn't even figure out where I coded that objective that doesn't clear. Got lost in my own convoluted script! In any case, this won't stop the quest from progressing and the only side-effect it has is that the "movetoqt" console command doesn't work for the quest after that obj gets stuck. That one is new to me. Do you happen to have a log of when that happened? Which stage/mission did it happen on? In all my tests, the "carriage" always takes me where I wanted it to. I didn't (intentionally) write anything in the quest that forces you to walk farther than the mill upstairs at Anga. The guards are supposed to take you to all other destinations for the quest by that magic, invisible carriage. You may be right about the first point. I thought the other colors had been converted, but I think you're right, they rely on the old meshes still. #2... I think is pretty persistant. Any thoughts on how I can clear my quest log? I suppose I could try stopquest... I just finished the questline, but it's not going away, presumably due to the lingering quest targets. #3: further playing gave me a realization, that this fast-travel logic is based on... fast travel! And my PC was encumbered at that point, and again further on, leading me to troubleshoot and figure this out. Un-encumbering my player character allowed me to teleport normally via the "carriage". So really, the only bug I found was the quest target thing. Well, there ya go lol. For generalized feedback, I'd say that I really like a lot of parts of it, but I think it was way too long, primarily due to the fact that the hobble dresses slow things down too much. If I was able to quickly rush the various quests (which are still a bit fetch-y or radiant-y), or if there was a bit more story-building (the story was pretty heavily loaded into the tail end of the quest imo), then it would feel less tedious. Regardless, well done, and while I'm glad it's over, there are tons of parts that I really enjoyed! RE simple slavery... I'm... Well, I get the rationale for starting that way, I suppose, but... it really does not make sense at all to replay the mod again in the same playthrough, due to the scorched earth finale (I only did the "escape with aneka" ending, but the other two gave me the impression that they were somewhat similar), plus the idea that the story would effectively be reset... I don't know that I would really use this as a regular SS consequence mod. Plus it's super long lol. I mean, I guess you could escape with the ghost right away, but... yeah. Just my $0.02. I hope you come back to this mod at some point, but even if not, I hope you continue modding and that we get more excellent quest mods from you in the future! (maybe something with ponies in them, hint hint? ) Edit: fast traveling away from Nightgate Inn after escaping caused the quest to complete! All's well that ends well! Edited May 19, 2025 by MysticDaedra
El_Duderino Posted May 20, 2025 Author Posted May 20, 2025 On 5/19/2025 at 12:20 PM, MysticDaedra said: further playing gave me a realization, that this fast-travel logic is based on... fast travel! And my PC was encumbered at that point, and again further on, Thanks for investigating further. This potential issue never occured to me. I must have something in my game that overrides this, for I didn't even get that issue in original DD which sets the carryweight penalty for the hobble dresses. On 5/19/2025 at 12:20 PM, MysticDaedra said: it really does not make sense at all to replay the mod again in the same playthrough Replaying the mod in the same playthrough doesn't only not make sense, I don't think it would even work seeing how the quest changes the NPCs and Ebonitium cells in almost all possible endings. On 5/19/2025 at 12:20 PM, MysticDaedra said: For generalized feedback Thank you, I appreciate the feedback! Yep, the quest ended up a bit on the long side. That was in a way intentional, as I had the full story on paper before I started in the CK. There was even more "fluff" planned at the beginning, including a less linear training part which would have depended on player actions (that's where all those "training stats" variables come from). Playing with the tight dress and taking the lonest possible quest route, I reckon it could easily take up to 24 hours (real time) to play through the whole quest. Even with the relaxed dress and picking the first possible "regular" ending (not the ghost), it's probably still around six hours of play time.
El_Duderino Posted May 29, 2025 Author Posted May 29, 2025 Out Now: A Follow-up Mod to Ebonitium You can now recruit (or buy) some of our favorite NPCs from Ebonitium as followers, but you need to have completed the Ebonitium slave questline before you can do that. Works only in certain endings. 3
Alenin Posted June 12, 2025 Posted June 12, 2025 (edited) I found a bug where one counter basket loaded fine but the other has missing textures. I checked my load order and nothing overrides this. Don't know if I am the only one. Edited June 12, 2025 by Alenin
brololo Posted July 26, 2025 Posted July 26, 2025 this mod would work really well with the mod sluts redux since that mod focuses on you being a pony girl and making deliveries across skyrim even gives you a cart you have to pull allong the way
xyzxyz Posted July 31, 2025 Posted July 31, 2025 If I don't go the slave route but play as a free worker how much ebonite/DDs are involved? And are all the quest just boring fetch quests?
El_Duderino Posted August 2, 2025 Author Posted August 2, 2025 On 7/31/2025 at 7:31 PM, xyzxyz said: If I don't go the slave route but play as a free worker how much ebonite/DDs are involved? And are all the quest just boring fetch quests? In a nutshell: yes, the side quest is all just fetch quests for flavor ... and, originally, for me to learn how to create a quest in the CK, which means that it tends to break from time to time. DDs play only a small part in the fetch quests: Spoiler You can either volunteer to wear them for a bonus payment after completing a number of missions, or you'll get locked into some if you fail a mission.
yang5960399 Posted August 8, 2025 Posted August 8, 2025 (edited) Hello, I've recently encountered a problem. I noticed that characters wearing the suit in the mod have their bodies disappear (though their arms and legs are still visible). I'm using the latest DD5.2 + DD NG, and I also use the BHUNP body. However, even after disabling BHUNP and switching to the default body in BodySlide, the issue still persists. Do you have any suggestions for how to fix this? Thank you! Edited August 8, 2025 by yang5960399
El_Duderino Posted August 8, 2025 Author Posted August 8, 2025 3 hours ago, yang5960399 said: I noticed that characters wearing the suit in the mod have their bodies disappear (though their arms and legs are still visible). I'm using the latest DD5.2 + DD NG, and I also use the BHUNP body. Disappearing bodies usually point to either slot conflict or a missing/faulty bodyslide export. On your screenshot, I can see that both suit (for the guard) and hobble dress (for the maid) are missing. This mod uses the armor addons directly from DD, so it should in theory be compatible with any version of DD. Do the dress/suit work for you in other mods? I'm playing the mod with DD 5.2 SE + latest NG, but I use the 3BE body. All DDs are visible in my game.
yang5960399 Posted August 9, 2025 Posted August 9, 2025 12 hours ago, El_Duderino said: Disappearing bodies usually point to either slot conflict or a missing/faulty bodyslide export. On your screenshot, I can see that both suit (for the guard) and hobble dress (for the maid) are missing. This mod uses the armor addons directly from DD, so it should in theory be compatible with any version of DD. Do the dress/suit work for you in other mods? I'm playing the mod with DD 5.2 SE + latest NG, but I use the 3BE body. All DDs are visible in my game. Thanks for getting back to me! After some trial and error, I figured out it was a conflict with another mod that modify the clothes npc wearing. Once I removed it, the maid outfit displayed just fine. So it looks like DD5.2 + the latest DD NG with BHUNP works perfectly together. Really appreciate the help. Now I finally could proceed the enjoy the story of your great work.
El_Duderino Posted August 9, 2025 Author Posted August 9, 2025 5 minutes ago, yang5960399 said: it was a conflict with another mod that modify the clothes npc wearing. Thanks for the update and sharing the results of your detective work.
kapibar Posted August 17, 2025 Posted August 17, 2025 Hey @El_Duderino! Hope you're doing well. I wanted to report a small but irritating problem. I'm playing the orc character and the hood is not showing - a known issue with devices not being supported for non-human races. Something you might want to adress in the future.
El_Duderino Posted August 17, 2025 Author Posted August 17, 2025 8 hours ago, kapibar said: Something you might want to adress in the future. Hi and thanks for the heads-up. I noticed something similar with the "eyecandy" NPCs in my other mod where gags also weren't showing for "beast" races. I always thought that BRRF addressed that, but apparently not so (or maybe just not for 3BA?) Do you know of any hoods/masks in DD that work for Orc characters? Maybe I can use their ArmorAddons in my mod's custom devices. Otherwise I don't know how I could tackle this in my mod without providing custom meshes/Bodyslides, which I'm really not good at (nor am very interested to learn, to be honest).
kapibar Posted August 17, 2025 Posted August 17, 2025 (edited) 13 hours ago, El_Duderino said: Do you know of any hoods/masks in DD that work for Orc characters? Maybe I can use their ArmorAddons in my mod's custom devices. Actually I believe I do. Beast refits have been integrated with DD and standard black ebonite hood does indeed work for orcs. So my guess is the only thing you'd have to do is simply copy ArmorAddons from DD Expansion. Also, if memory serves, at some point there was "invisible gag on elves" problem in Trapping of Fate. You might want to ask the author how they solved it. One more thing - I noticed the slavery scenario failed to launch properly through Simple Slavery after an update to the NO-ZAP patch version. On the main paige you write the console command for the launch is: setstage ar_q_slaveryhandler 1, but I believe you might've changed that to stage 10 (at least this is how I managed to force the start). My guess is this is why SS can't launch the mod - it forces an old command. Edited August 18, 2025 by kapibar
El_Duderino Posted August 18, 2025 Author Posted August 18, 2025 14 hours ago, kapibar said: So my guess is the only thing you'd have to do is simply copy ArmorAddons from DD Expansion. Thanks, good catch. I do have the latest DD SE and NG installed in my CK Skyrim, but perhaps the extra AA entries in the Armor didn't carry over when I created the hood for my mod. I have uploaded a new patch which should address that. It also includes the non-ZAP patch. Note that changes to armor records don't take effect until you have unequipped it, removed it from inventory, and then re-equipped a new copy. Stage 1 should be the correct one to start the mod (Stage 10 was the original startup stage before Simple Slavery integration but should still work, too). At least it worked for me when I last played the mod a couple of months ago, but I'll double check if something got broken. 1
kapibar Posted August 19, 2025 Posted August 19, 2025 (edited) On 8/18/2025 at 11:22 AM, El_Duderino said: I have uploaded a new patch which should address that. It also includes the non-ZAP patch. Note that changes to armor records don't take effect until you have unequipped it, removed it from inventory, and then re-equipped a new copy. Bad news, mate. The fix doesn't work, unfortunately. I took a peek into TES5Edit and it doesn't seem the ArmorAddon for the hood is there. Edited August 19, 2025 by kapibar
El_Duderino Posted August 22, 2025 Author Posted August 22, 2025 On 8/19/2025 at 5:05 PM, kapibar said: Bad news, mate. The fix doesn't work, unfortunately. I took a peek into TES5Edit and it doesn't seem the ArmorAddon for the hood is there. Thanks and sorry for the late reply. The hood doesn't use a custom AA. It references the AAs straight from DD itself, and as of the latest update to Ebonitium, it should have four entries: zadx_hood_rubber_openeyesmouth_blackAA [ARMA:0903D854] zadx_hood_rubber_openeyesmouth_blackAAA [ARMA:0920025B] zadx_hood_rubber_openeyesmouth_blackAAK [ARMA:09200264] zadx_hood_rubber_openeyesmouth_blackAAO [ARMA:0920026C] Those four AAs link to the nifs from BRRF if I'm not mistaken. In theory, this should work. Am I missing something?
FerrousGaming Posted August 25, 2025 Posted August 25, 2025 This mod is a great addition, however, it is a bit dissappionting that there is no ending where you take control of Ebonitium for yourself
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