Jump to content

Invisible Actors - Slave(r) quest mod


Recommended Posts

Posted

I'm enjoying it, it is good so far. Absolutely no problems found other than the visible seam in Windhelm Hall of the Dead already mentioned, a random throne of firewood appearing in Falkreath Inn at the start of the Emma quest (it looked weird as hell, wish I'd got a screenshot!) and a seam on Scarletts neck (setweight command fixed that).

 

I do have one suggestion: Can we have a stop point for the Emma quest? A dialogue choice if you don't wish to enslave her but let her be free that removes the quest from the quest log. There doesn't seem to be one, unless I've got a conflict somewhere that removes it, and I hate quest log clutter!

  • 1 month later...
Posted (edited)

Hi there! Can someone please explain how to start the mod? I can't find the letter before Breezehome or Silas in Windhelm Hall of Deads. The mod is running, can see it in Creations and in Vortex mods/plugins. What am I doing wrong? Do I need some other mods for this one? Thx in advance.

Edited by Ueli_123
Posted (edited)
22 hours ago, Ueli_123 said:

Hi there! Can someone please explain how to start the mod? I can't find the letter before Breezehome or Silas in Windhelm Hall of Deads. The mod is running, can see it in Creations and in Vortex mods/plugins. What am I doing wrong? Do I need some other mods for this one? Thx in advance.

Homestead != Breezehome. In the picture you can see the letter on the ground.

 

20250407165307_1.thumb.jpg.c5b32782b2db0953466b02f6eb03c051.jpg

Edited by jasdffdsafads
image edit
  • 2 weeks later...
Posted (edited)
On 4/20/2025 at 12:15 PM, Strager said:

2 questions:
1) Can I use followers in the brothel for work?
2) Is it working with ObodyNG?

1) Is something i want to implement later on, but isn't there yet

2) While i don't see why the mod wouldn't work at all, I would advise against as the body types for a lot of the more important characters are custom and get referred to / have story relevance.

 

On 4/25/2025 at 5:23 AM, Kasane31 said:

May i ask how all bad endings are seen? I cant figure out any really

While it's not really a full bad ending, it's more along the lines of a bad ending for that specific character. They can be accessed by doing the following actions:

  • Like a needle in a haystack: Simply continuing on with the quest after you get the pop-up and enslaving Emma
  • A puppet's stage show: Running away with Marionne without looking for a way to undo the spell cast unto her
  • Poacher's punishment: By not fighting the bandits that captured Lyssa, letting them have Lyssa for a bit, and then convincing her that this is her personality
  • A side dish: Simply a choice between break or buy
  • Snatched away (noticed this one isn't marked in the screenshot): confess the plan to Helmina vs abducting her
Edited by ShiftedFlow
Posted
7 hours ago, ShiftedFlow said:

1) Is something i want to implement later on, but isn't there yet

2) While i don't see why the mod wouldn't work at all, I would advise against as the body types for a lot of the more important characters are custom and get referred to / have story relevance.

 

While it's not really a full bad ending, it's more along the lines of a bad ending for that specific character. They can be accessed by doing the following actions:

  • Like a needle in a haystack: Simply continuing on with the quest after you get the pop-up and enslaving Emma
  • A puppet's stage show: Running away with Marionne without looking for a way to undo the spell cast unto her
  • Poacher's punishment: By not fighting the bandits that captured Lyssa, letting them have Lyssa for a bit, and then convincing her that this is her personality
  • A side dish: Simply a choice between break or buy
  • Snatched away (noticed this one isn't marked in the screenshot): confess the plan to Helmina vs abducting her


Perfect, thank you!

  • 4 weeks later...
Posted
On 5/19/2025 at 10:30 PM, Kasane31 said:

Is this still being worked on? Just havent seen anything on it yet

Slowly, somtimes a finish a quest in 2 days, other times i do other stuff and it gets put on hold for 2 month. I've had a lot of issues scripting the player slavery route, which has held me back from finishing things. I might pivot for a bit to finish some more of the other "easier" routes, so there's some new content, before switching back to scripting hell.

Posted
5 hours ago, ShiftedFlow said:

Slowly, somtimes a finish a quest in 2 days, other times i do other stuff and it gets put on hold for 2 month. I've had a lot of issues scripting the player slavery route, which has held me back from finishing things. I might pivot for a bit to finish some more of the other "easier" routes, so there's some new content, before switching back to scripting hell.

 

Glad to see you're still active, and as far as I'm concerned, please do pivot. Then again, I may be biased as I dislike player slavery intensely.

Posted

Okay, I just started this mod and it's promising but I think it needs work. I'm going to go through my experiences with the mod chronologically, so you can see my issues. I did multiple runs from the same starting points to check for issues. Note that I have not done anything from the Bellflower quest as I'm still low-level and working around Whiterun. I haven't been to Windhelm yet.

 

The first thing I did was clear out Valtheim Towers on my way to Ivarstead and ran across Lyssa. I had two dialogue options, one that she should stay in the stocks and one that I should free her. Both dialogue options were tagged iBDSM, so this may have been something to do with that mod. When I tried to free her, she immediately returned to the stocks. I even spawned the "restraint key," from your mod but it didn't do anything.

 

Next, I went back to Whiterun, to look for the note, and couldn't find it. The issue here was that I was running with the mod Northern Bathhouses, and it places the Hoarfrost Bathhouse in Whiterun in the same place as the Homestead. I was able to get the note via TCL, but I ended up disabling Northern Bathhouses so I could access the homestead.

 

Finding Charlotte and giving her clothes was easy enough, but when I fast traveled back to Whiterun she didn't come with so I had to escort her back to Whiterun (this may have been a deliberate choice on your part, I don't know). Once back in Whiterun, she followed me back to the Homestead, but would neither talk to me nor enter it. I ended up having to use the console to move her into the homestead. From there, it was easy enough to accept Charlotte as a slave and get the quest to free Lyssa.

 

Back to Lyssa. Again, I couldn't free her from the stocks so I ended up having to disable the stocks in the console. She then told me about her Master and I was able to go back to the other tower and kill him. I then got the dialogue to take her under my wing. I once again tried fast traveling back to Whiterun but she didn't come with. I reloaded and this time I used "Follow Me for Sex," to designate her as a sexual follower and was then able to fast travel with her back to Whiterun and bring her into the Homestead. This is the furthest point I reached in the mod.

 

LYSSA SECOND RUN: Freed Lyssa by disabling stocks but before rescuing Charlotte--her master did not spawn and she had no dialogue.

 

CHARLOTTE SECOND RUN: Started with Northern Bathhouses disabled, went to Charlotte, got her clothes. Used FMfS to designate her as a follower and was able to fast travel back to Whiterun and this time she entered the Homestead with me.

 

Conclusions:

1) Incompatible with Northern Bathhouses as both mods use the same location. If necessary, you could possibly move the Homestead slightly, but I would recommend making a note of the incompatibility.

2) NPCs do not follow PC properly. This is particularly problematic when trying to get Charlotte to enter Homestead. I was able to get around it with FMfS, but that mod was deleted years ago.

3) No way to free Lyssa, she just returns to stocks.

4) Unknown Unknowns. If anything in Curse of Sivr is dependent on Bellflower Paradise there's an issue as anyone playing the main quest will be based out of Whiterun and start Curse of Sivr long before they ever get to Windhelm.

5) Lyssa start issue. Given that Valtheim Towers are on the direct path from Whiterun to Ivarstead, and Charlotte's scribbled note is out of the way, the first thing many players are likely to do is clear Valtheim and encounter Lyssa. I recommend implementing a path where players can start the mod by talking to Lyssa and go from there.

  • 1 month later...
Posted (edited)
On 5/24/2025 at 12:21 AM, Lemurion287 said:

Conclusions:

1) Incompatible with Northern Bathhouses as both mods use the same location. If necessary, you could possibly move the Homestead slightly, but I would recommend making a note of the incompatibility.

2) NPCs do not follow PC properly. This is particularly problematic when trying to get Charlotte to enter Homestead. I was able to get around it with FMfS, but that mod was deleted years ago.

3) No way to free Lyssa, she just returns to stocks.

4) Unknown Unknowns. If anything in Curse of Sivr is dependent on Bellflower Paradise there's an issue as anyone playing the main quest will be based out of Whiterun and start Curse of Sivr long before they ever get to Windhelm.

5) Lyssa start issue. Given that Valtheim Towers are on the direct path from Whiterun to Ivarstead, and Charlotte's scribbled note is out of the way, the first thing many players are likely to do is clear Valtheim and encounter Lyssa. I recommend implementing a path where players can start the mod by talking to Lyssa and go from there.


1) might move it at another point but will make a note of it as you said

2) This is odd, most (hopefully all) should use the FollowPlayer package which allows them to follow. You mentioned having to escort her though? This was a thing in the past (where she travelled back on her own) but should not be the case anymore in the most recent version, where I changed it to also just be FollowPlayer. I tried it myself but she followed me back without any problems, so I don't know what this could be. I welcome any leads.

3) I assume this was while finding her randomly which I will make sure cannot happen in the future (see 5)

4) While I understand this, they aren't reliant on eachother and the only effect completing the first part of "Bellflower Paradise" has, is that it allows you to take Lyssa there after her follow-up quest. These 2 chains might just as well be seperate mods, but i like keeping them together cause it's in the same genre.

5) I will edit the quest so Lyssa doesn't show up early before youve started the quest chain with charlotte. She can only be freed after the quest stage that gives her the dialogue option about killing her master, which you need to bring Charlotte back home for.

Thanks for the feedback, apologies for the amount of bugs you've had to fight against. Making things like this isn't that easy (this is the second mod i've ever made), and the documentation on how to do certain things is skyrim is often impossible to find.

I will try to update with 2 new quests and a fix for the things mentioned before August 1st. Although it won't be the player slavery line as that has been a time sink, and i've just been throwing random scripts at it and seeing what actually works.

Edited by ShiftedFlow
  • 2 weeks later...
Posted

minor update adding actual customers for the brothel + 1 more followup quest for Wren. 

 

If bugs are severe (e.g. cause incompletable quests or missing textures), please do mention it.

 

Do not bully cause I added almost nothing of actual content in 6 months. :(

Posted

Every time i come near Lyssa game crashes. Crashlogger point on hair mods like smp hair, but even without it game keep crashing near her is anyone got same problem?

 

Posted
16 hours ago, FUCK NO IM NOT DOIN THAT said:

Hey great mod, really enjoying it. I have encountered a "problem" (unsure because it might just not be finished). In the bellflower paradise questline, i cannot assign claire any customers and nia gets a customer but wont have sex with them and just stands around.

 

I think I have solved the issue with Nia, her reference wasnt properly being filled. Which made the customer unable to interact with her, resulting in getting stuck. Will see if I can update in one of the coming days for a fix.

Claire cannot receive customers yet, as I want to try to make it a bit different for her. So she and Lyssa are left out for the time now.

 

6 hours ago, yaron155 said:

Every time i come near Lyssa game crashes. Crashlogger point on hair mods like smp hair, but even without it game keep crashing near her is anyone got same problem?

 

Have looked through the files real quick and it seems to be alright, but if you have a lead, be sure to mention it.

Posted
22 hours ago, ShiftedFlow said:

I think I have solved the issue with Nia, her reference wasnt properly being filled. Which made the customer unable to interact with her, resulting in getting stuck. Will see if I can update in one of the coming days for a fix.

Claire cannot receive customers yet, as I want to try to make it a bit different for her. So she and Lyssa are left out for the time now.

 

Have looked through the files real quick and it seems to be alright, but if you have a lead, be sure to mention it.

Skyrim SSE Crash Analysis

Crash Summary

  • Game Version: Skyrim SSE v1.6.640

  • Crash Logger: CrashLoggerSSE v1-15-0-0

  • Exception Type: EXCEPTION_ACCESS_VIOLATION

  • Crash Address: 0x7FF68CDF948D (SkyrimSE.exe+02B948D)

  • Error: Tried to read memory at 0x00000000001A (null pointer dereference)

Probable Cause

The crash occurred when the game tried to access memory at address 0x00000000001A, which suggests a null pointer dereference. The error happened during a comparison operation (cmp byte ptr [rcx+0x1A], 0x28) where RCX was null.

Key Findings

  1. The crash involves an actor named "Lyssa" from "InvisibleActors.esp"

  2. The actor was in the "Abandoned Prison" cell from "Alternate Start - Live Another Life.esp"

  3. The stack trace shows this was related to AI package processing (BGSProcedureSitSleepExecState)

  4. The "InvisibleActors.esp" plugin appears to be heavily involved in the crash

Likely Culprits

  1. InvisibleActors.esp: This plugin is directly referenced in the crash and appears to be causing issues with actor visibility/processing

  2. Actor AI Packages: The crash occurred during AI package execution (specifically sit/sleep behavior)

  3. Mod Conflicts: Potential conflict between InvisibleActors and other actor-related mods

Recommended Solutions

  1. Remove InvisibleActors.esp: This plugin appears to be the direct cause of the crash

  2. Check for updates: Verify if there's an updated version of InvisibleActors.esp that fixes this issue

  3. Clean save: If removing the mod, follow proper uninstallation procedures including:

    • Make a clean save without the mod

    • Use Fallrim Tools to clean any orphaned scripts

  4. Alternative approaches:

    • Try disabling the specific actor (Lyssa) if possible

    • Use console commands to disable/move the problematic actor

Additional Notes

  • Your load order is very large (476 plugins), which increases the chance of conflicts

  • Consider using tools like SSEEdit to check for conflicts between mods

  • The crash occurred in the Alternate Start prison cell, which is a common location for mod conflicts

If you need to keep the functionality of InvisibleActors.esp, try finding an alternative mod that provides similar features with better stability.

 

 

That what deepseek find in crash logger, i spawned her with tai command enabled and it worked ok, but when i enabled ai again game immediately crashes. some problem with an ai maybe some of my mods affected it i dont really know.

 
 
 
 
 

crash-2025-08-08-17-35-07.log

Posted
4 hours ago, kv1gerhard said:

Game crashes when I attempt to enter Falkreath. Please help!

A crash on entering falkreath would mean that either Marionne or the stagemaster actors are probably causing problems. 
I usually test the mod myself only using the required mods (zaz, sexlab) and it worked fine, so I assume it's due to another mod causing a collision, but there's no way to really know.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

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