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SES2 - Preview Release


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Posted (edited)
2 hours ago, kaxat said:

@Fraying9981 They should be enslaved immediately upon successful installation of these mods. One of the core differences between this mod and SES1/Slaverun Reloaded is that there is no story to progress. Instead slavery arrived in Skyrim before the player. Invent your own roleplay reasons for it. Perhaps it was always a part of the culture like it canonically is in other regions of Tamriel.

 

More than likely you are missing a dependency or two. That is why no one is enslaved. Go back to the first page of this thread and reread the first post. Be sure to click on the spoilers. I have noticed some people do not expand spoilers and read the installation instructions. Inside each spoiler you will find a list of required mods you need to download. Dependencies. Install those. You might be missing SkyTweak, KID, SPID, All_Key, or a few other mods. Links are in those descriptions. Most of the dependencies you probably already have installed as they are fairly standard. But scrutinize the list and be sure you have them all.

 

 

 

Thanks. Didnt see skytweak in the dependencies. Will try to add it.

 

May i ask if ses2 conflicts with ses1 and/or slaverun reloaded?

Edited by Fraying9981
Posted (edited)

@Fraying9981 I have never tried it. I know some settings will conflict. If you try to run both together I would mostly disable the Enforcer from Reloaded. Disable NPC stripping and sex. You might even need to disable player enforcement. Unfortunately if you completely disable the Enforcer from Reloaded you will sometimes find even more hiccups in its story quests. Rare. But for example I do not think you will be able to enslave a follower without the Enforcer enabled. Enabling it allows Reloaded to scan for followers. Without it enabled Reloaded thinks you have no followers.

 

I meant SkyPatcher. My mistake.

 

@belegost I am good at writing mods. I am bad at releasing them.

 

The perfectionist in me makes releasing mods difficult. I will spend hours trying to get the perfect screenshots. I rewrite the description 50 times. I will write auxiliary support articles even before the first release. After all that I still delay because I want wait for when life is less busy. To be sure I will have time to support the mod. Answer questions from people who do not bother to finish reading the description. The thought of properly releasing a mod and getting a few thousand users is a little exhausting. So instead I bury mods deep in forum posts. Hidden gems for the rare passerby to find.

 

It is not a logical thought process. I know. It is why I have been asking for help. If anyone has time to help release or support my mods I would be ever grateful if they let me know. All contributions are welcome. Even those who just chime in and help answer basic support questions.

Edited by kaxat
Posted
5 hours ago, kaxat said:

@Fraying9981 I have never tried it. I know some settings will conflict. If you try to run both together I would mostly disable the Enforcer from Reloaded. Disable NPC stripping and sex. You might even need to disable player enforcement. Unfortunately if you completely disable the Enforcer from Reloaded you will sometimes find even more hiccups in its story quests. Rare. But for example I do not think you will be able to enslave a follower without the Enforcer enabled. Enabling it allows Reloaded to scan for followers. Without it enabled Reloaded thinks you have no followers.

 

I meant SkyPatcher. My mistake.

 

@belegost I am good at writing mods. I am bad at releasing them.

 

The perfectionist in me makes releasing mods difficult. I will spend hours trying to get the perfect screenshots. I rewrite the description 50 times. I will write auxiliary support articles even before the first release. After all that I still delay because I want wait for when life is less busy. To be sure I will have time to support the mod. Answer questions from people who do not bother to finish reading the description. The thought of properly releasing a mod and getting a few thousand users is a little exhausting. So instead I bury mods deep in forum posts. Hidden gems for the rare passerby to find.

 

It is not a logical thought process. I know. It is why I have been asking for help. If anyone has time to help release or support my mods I would be ever grateful if they let me know. All contributions are welcome. Even those who just chime in and help answer basic support questions.

 

Thanks, so do you recommend to disable SES and Slaverun Reloaded? I don't mind removing them if you think they create conflicts.

 

For the moment I don't see anything happening on a new save either, in Riften. No autonomous sex despite it's enabled in MCM, no enslavement.

 

I do have skypatcher installed.

 

Posted

@Fraying9981 I would selfishly like to see if you can get Reloaded somewhat working with SES2. I expect that you can. Though the roleplay differences between the mods will make the Reloaded story nonsensical.

 

What perplexes me is that the stripping of NPCs happens before you load your save. It happens in SPID. Much like Corsecs Lewd patches. Thus there is almost no room for the most prominent of your symptoms to be the result of a conflict with Reloaded. Reloaded does not use SPID and could hardly break it. But SPID can easily break if somethign is not installed correctly.

 

You might try reinstalling All_Key, SOC, ASF, and SES2. Those are the main SPID mods. You also should check your po3_SpellPerkItemDistributor log file. Please post it here. It should have a line similar to this.

Quote

SESSlave [0xFF001EE7] added to 713/5200 NPCs

 

I am guessing yours is either missing that line entirely or says 0/all NPCs.

Posted (edited)

 

 

39 minutes ago, kaxat said:

would selfishly like to see if you can get Reloaded somewhat working with SES2. I expect that you can.

 

 

😂happy to be your guinea pig

 

39 minutes ago, kaxat said:

What perplexes me is that the stripping of NPCs happens before you load your save. It happens in SPID. Much like Corsecs Lewd patches. Thus there is almost no room for the most prominent of your symptoms to be the result of a conflict with Reloaded. Reloaded does not use SPID and could hardly break it. But SPID can easily break if somethign is not installed correctly.

 

now i understand why i was seeing nude npcs everywhere! Ok so this part is working. i was thinking it was a buggy outfit mod 😂 because I was just seeing naked people walking randomly.

 

ok but then here is the deal: i see them naked and walking...and thats it?

i've installed the outfit patch, but it doesnt seem to be working. they are naked.

also, they don't seem to be doing anything different from their standard routine package. aren't they supposed to follow a master or whatever?

 

Edit: I occasionally saw people fighting, but this was inside Windhelm jail, so idk I assumed it was random behavior. perhaps it was SES 2 actually? then, on one playthrough with Acheron Yamete: defeated guy just stayed there crawling, eventually going into a loop of getting defeated again, nothing else. And he wasn't naked when he was defeated. I didn't manage to really make Acheron Yamete work so I just dropped it. Instead, on my new playthrough I'm using Yamete Redux only now, and haven't seen fights yet on this new game - though I see many naked people everywhere.

Is defeat supported in SES2? what is supposed to happen after people go naked?

 

 

Edited by Fraying9981
edited for clarity
Posted (edited)

@Fraying9981 Slaveruns Enforcer does two things to NPCs. It strips them giving them the appearance of slaves. And it causes unstripped "free" NPCs to have sex with the slaves. This mod does both of those. It does not affect combat. It does not cause fights between NPCs. Or whatever else you might be expecting.

 

If you want the stripped NPCs to wear bondage devices like ZAP's metal cuffs and collars then install the relevant integration mod. In ZAPs case be sure install the 2023 or newer version. You of course also need to install the SOC ZAP integration mod which contains more detailed install instructions. Find the instructions in the first post.

 

If you want free and enslaved NPCs to have sex then you must follow the installation instructions in the first post. Based on your symptoms I am guessing you missed one. You obviously already have ASF installed and the MCM working. Did you check the box that says enable random sex?

 

Thank you for being my guinea pig. I suspected you could install Reloaded and SES2 together. If you use the Reloaded cheat menu to enslave Skyrim then I think the two will work decently well together. Just disable NPC stripping and sex in Reloaded. If you do not use the cheat menu then the Reloaded story will make little sense. Skyrim is already enslaved. If you are versed in SPID you could modify SES2s rules to only enslave cities as Reloaded enslaves them. But outside of these two workarounds SES2 and Reloaded will not work together story wise. SES2s default configuration works better with the Licenses or the Public Whore mod story wise.

Edited by kaxat
Posted

I updated the mod description on page 1 to include an installation guide. My original wording was largely focused on mod users who wish to customize SES2. Since SES2 is heavily customizable. But there is a second segment of people who just want to install the mod without understanding how it works. Understandable. The description now caters to that second segment. People who wish to dive deeper can still do so by clicking the Reveal Hidden Contents button and reading all of the relevant spoilers.

 

Hopefully this will help users better understand how to install the mod.

  • 3 weeks later...
Posted

Thanks for the written updates Kaxat.  It is appreciated by those of us who use your product.  I'm back in Skyrim after a year away, and of course, first mod to download was yours.   Nice to see updates on Furniture, etc.   I'm assuming that all files in your new (and well written) installation guide are the latest.  They seem to match the other files on page 1.  The only one that I had think twice about was the SES_1_3 in the archive, as I thought it was newer than the SES_1_0 in your installation guide, but think the SES_1_0 is still current (from mid-2024) based on your installation instructions.  Thanks again...

Posted (edited)

@Kamikatana I appreciate the kind words!

 

I believe you downloaded all of the correct things. The archived version was from the early days of this post when I combined all three mods into one package and released it. That used its own versioning system. I called the whole package SES2 because that was the only mod people knew to want. But technically it was 3 mods in one.

 

I have newer versions of some of the mods. Currently in testing. Notable improvements to the furniture framework. Found and fixed some issues. For example you might see the old version filter animations sometimes even after you left furniture. Most importantly I discovered how to align the furniture most of the time. It was easier than I thought. All I had to do was rotate the scene a certain amount and now it generally lines up. 

 

I also added an optional animation cache for furniture animations. It dramatically speeds up the furniture animation filter. That filter is in a race with SexLab to finish certain tasks before SexLab starts the animation. If SL starts first then you get a hiccup where a different animation briefly plays before swapping to the final one. Same hiccup DD gets. The new cache removes that hiccup in my tests.

 

Also a big improvement to ASF is in testing. You can now distribute SL animation tags to actors as keywords. Similar to how you can customize who gets enslaved you can also customize which animations play with certain actors. Upper class females often prefer using femdom animations with slaves. Soldiers tend to use aggressive animations. That sort of thing.

 

The above was mostly built because of a limitation in SexLab I started noticing. When SexLab chooses an MF animation it returns only the first 128 of the available animations. Most of us probably have 300+ installed. As I dug to find the cause of that problem I realized this is something that should be patched in SexLab. But that will never happen. So I built the above to create variety. Ironically by limiting which animations play in each scene you get more variety as a whole. Supply SexLab enough tags to limit the animations to 128 or less and it will return the entire lot. Continually supply it varied tags and you get to see all animations. The animations returned will be more relevant too. Wins all around.

 

I also switched SES2 from relying on my mod Hide Sheathed Weapons to instead rely on PO3's Item Equip Restrictor. And I tweaked and improved some miscellaneous stuff.

Edited by kaxat
  • 3 weeks later...
Posted

Pretty sure I did mention it before but i did feel like configurable animation filtering was the main thing missing from this mod. I'm psyched to see it making its way in. Can't wait to play around with it!

Posted (edited)

Happy May day! Here are some updated versions of a few of these mods.

ASF v0.3

Major new update to support actor animation preferences.

 

ASF_v0_3_0.zip

 

  • New: Big new feature is support for setting the animation preferences on any actor. Supports SPID. Preferences can be distributed as keywords. See SES2_SexLabAnims_DISTR.ini file for an example of how to distribute the preferences.
    • This is an option that must be enabled in the Autonomous Sex MCM.
    • You can also set Player animation preferences from that MCM.
    • Enabling this slows down ASF scene starts. How much depends on many factors, primarily which version of SexLab you have installed. If you do not have either Osmel's Utility Plus or P+ installed (you are running vanilla SexLab without any of the bugfixes and speed improvements) then you will notice a delay. Of course scenes probably already take 10+ seconds to start for you, so what is another 10 seconds? But if you are running an optimized version of SexLab it can be difficult to notice the delay from this new feature, because animations searches are so much faster.
  • New: Option to turn off ASF's scene notifications using MCM. These are the brief text notifications that mention who is having sex. Thanks @Nuascura for the idea to make these optional.
  • New: Included a bugfix for SexLab P+ v1.8.x when the user has that installed. Fix reduces erroneous Papyrus Stacktraces and speeds up scene starts. That version registers for a gametime update but only listens for a real time one, causing SLthreads to never leave the Ending state. It then enters panic mode and does a stack trace mentioning whatever mod is trying to reserve a new thread, and that is frequently ASF. This bug annoyed me.
  • Improvement: Recheck actor validity during OnLoad and LocationChange events. Especially useful for followers who might not change packages very often.
  • Improvement: Followers will more reliably sandbox during player scenes. ASF now detects follower packages that have no template. This is a feature I forgot to mention in previous versions of ASF. I found it unimmersive when followers would stand and stare in a circle around the player during scenes, especially when they would teleport on top of the player if they could not path to the player. No more. Now followers will interact with the environment like Serana, until the player SexLab scene is over.
  • Minor Bugfix: Prevent more Papyrus log errors when the Papyrus VM has detatched a MGEF from an Actor. All of the errors were harmless. Most of them mentioned RegisterForSingleUpdateGameTime(). Fix limits these log entries as much as I reasonably can.
  • Tweak: Improved MCM UI surrounding log verbosity. Thanks @Nuascura for the feedback.
  • Tweak: Throttled repeat OnPackageChange checks to happen at most every 15 GameTime minutes, which is about 45 seconds. Some actors constantly change packages every second or two which means they were constantly rechecking validity. Never noticed a performance problem from this but it seemed wise to limit it. This means there can now be up to a 45 second delay until some previously invalid actors will be deemed valid, but only in select circumstance.
  • Tweak: Made log rotation happen once per game launch.
  • Tweak: Generally improved and cleaned up logging.

 

Also some things I forgot. It has been a while since I released an update. There are miscellaneous bug fixes and tweaks of low import.

 

Special note for SE users: ASF is incompatible with PapyrusUtils version 3.9 downloaded from NexusMods. Only this specific version is incompatible. An updated version of PapyrusUtils is included in SexLab 1.63+. If you have installed PapyrusUtils 3.9 from Nexus delete that older mod from your load order. The newer version included in SexLab will seamlessly take its place and not impact your save. Failure to delete this will cause bugs in some mods including ASF. Unfortunately both that version and the one included in SexLab share the same version number (3.9) so this issue can not be detected and prevented by mods like ASF.

 

 

ASF Furniture Lite v0.3

Revamp of the mod that allows for a largely seamless transition from the actor being in furniture to a scene starting. Actors seemingly never leaving the locked furniture when animations start. Further the animation usually aligns correctly.

 

ASF - Furniture Lite v0.3.0.zip

 

  • New: Figured out how to align animations with the existing furniture most of the time. This was easier than expected due to most animations for each piece of ZAP furniture sharing a common rotation.
  • New: Dramatically sped up scene start thanks to an optional animation cache. Enable this in the JSON config by setting "enable_anim_cache" : 1,
  • New: Seamless transitions from actors in furniture to animation starting. The animation now reliably centers on them, rotates correctly, prevents them from exiting furniture. At least in P+ v1 where I am testing. I believe the tweaks that make these seamless animations possible will work in other versions too.
  • Tweak: Rewrote the hooks to use SexLab's blocking hook API. Which is purpose-built for filtering animations like this. Thanks to @krzp for putting me on to this undocumented API.
  • Tweak: Improved reliability of locking actors back in furniture after animation ends. There is still a visual hiccup, where they briefly exit furniture before going back in. Can't fix that. Also worried this might not work on P+ v2. Hopefully a tester can let me know if they geo back in the furniture after animations play.
  • Tweak: Honors ASF log settings including verbosity.
  • Fix: Various issues. Including actors sometimes continuing to play furniture animations after existing furniture. Furniture that was a temporary ref not reenabling if player exits area. And other rare issues.

 

SES v0.2

Distribute the new animation preferences to actors, resulting in up to 5x more animation variety. Also misc improvements and tweaks.

 

SES2_v0_2_0.zip

 

  • New: Distributes animation preferences to most actors. Soldiers tend to prefer aggressive anims. Powerful females often prefer femdom ones. Slaves tend to play more submissive anims. Etc.
    • See the SPID file SES2_SexLabAnims_DISTR.ini for the full list of rules and instructions on how to tweak things and create your own.
    • Primary motivation for this is to actually increase the animation variety you will see. Frequently Sexlab only loads the first 128 available animations, sorted alphabetically. Many scenes could have 600+ animations available, and SexLab only ever selects from the A-F portion (first 128) anims. By giving actors preferences that 600+ number is now often reduced to under 128. And by giving varied preferences you will see more of the animations you have installed.
  • New: Added support for using PO3's Immersive Equip Restrictor instead or alongside Hide Sheathed Weapons. IER is more reliable at preventing slaves from equipping weapons.
    • HSW is still nice for actors like followers. It unequips their weapons when they are nude, even if they are not slaves. You can use HSW, IER, or both. I stopped using HSW for a while, I disabled it by deleting its DISTR.ini file. But I might reenable that file in the future and tweak it to distribute the spell only to potential followers.
  • Improved: ASF immersion for various third party mods like Captured Dreams, Companion Vilja, and Simple Slavery Rebuild. The actors and outfits from these mods will be better understood by ASF.

 

Other misc improvements and tweaks to the default enslavement rule set. If you have customized this file you might use a diff checker to see if any of these apply to you.

Edited by kaxat
Posted

I forgot to mention my recommend steps for updating these mods. 

  1. I would tell any followers you might have to wait.
  2. Use the console command COC QASmoke to go to a secluded place. 
  3. Save. 
  4. Exit and update the mods. 
  5. Save again. 
  6. Load your new save. 
  7. Now you can use a console command like player.moveto SvenRef to return to Tamriel.

The reason for this process is that nearby NPCs like followers will keep old versions of some mods running until they exit the loaded area. Since followers stay with the player they will never leave the loaded area. They do not fully update. By leaving them behind, then saving, then updating mods, when you return to them they will start using the updated scripts just like everyone else.

Posted

@krzp mentioned that some versions of SexLab rotate scenes 180°. The exact opposite direction of other versions of SexLab. If you are running Furniture Lite and you notice scenes are starting with the furniture facing 180° in the wrong direction then I have a potential fix. Open the ASF_FurnitureLite.json file found in SKSE/Plugins/StorageUtilData/. Look for these lines:

 

	"float" : 
	{
		"anims_rotate_hogtied" : 0,
		"anims_rotate_pillory" : 180,
		"anims_rotate_stockade" : 180,
		"anims_rotate_torturerack" : 0,
		"anims_rotate_wheel" : 180,
		"anims_rotate_xcross" : 180
	},

 

Change all of the 180s to 0.

 

	"float" : 
	{
		"anims_rotate_hogtied" : 0,
		"anims_rotate_pillory" : 0,
		"anims_rotate_stockade" : 0,
		"anims_rotate_torturerack" : 0,
		"anims_rotate_wheel" : 0,
		"anims_rotate_xcross" : 0
	},

 

Save that file and try again.

 

If you experience this issue please report that here. I have the feeling my default config is going to be wrong for most people. I will change the default to 0 and make the 180 rotate file an optional download.

  • 2 weeks later...
Posted

@Lusciouslochs If you are updating from the previous version I am not sure why it stopped distributing outfits. There are some fixes and tweaks in the new SES2_DISTR.ini file. I am assuming you modified that file and want to preserve your modifications. One great way to do that is to use a tool like DiffChecker to compare the two files and see what new changes you might want to copy over.

 

Some things you could try:

  • Look at your po3_SpellPerkItemDistributor.log file. Does it have errors?
  • Temporarily try the new file and see if it works. 

If you are updating from an even older version of these mods then I might know why it stopped working. The initial release of SES2 as a separate plugin, where it did not come bundled with 3 other plugins, happened in June of 2024. It is version 0.1.0. Before that you could find the SES2_DISTR.ini file bundled with a bunch of other early versions of these mods. Those older files used a different Editor ID for the female outfit. In the old file it was called "OC_OTFT_Default", in the new files it is called "SOC_Outfit_Female". This is one of many changes. Using DiffChecker will show you all of the changes. You will want to import most if not all of them into your customized file. 

Posted

A note to everyone who has installed ASF Furniture Lite and version 2.x of SexLab P+ :

 

The latest version of SexLab P+ (version 2.15.6) contains some fixes that make these two mods compatible. I submitted those fixes. The SexLab API that Furniture Lite v0.3.0 uses was broken in P+ v2. You would never see Furniture Lite run because of this. It would sit idle in the background.

 

The same API is working in the older v1.x version of P+. It was only broken at some point during v2.x development. As of version 2.15.6 it works again. 

Posted
On 6/1/2025 at 7:44 AM, kaxat said:

@Lusciouslochs If you are updating from the previous version I am not sure why it stopped distributing outfits. There are some fixes and tweaks in the new SES2_DISTR.ini file. I am assuming you modified that file and want to preserve your modifications. One great way to do that is to use a tool like DiffChecker to compare the two files and see what new changes you might want to copy over.

 

Some things you could try:

  • Look at your po3_SpellPerkItemDistributor.log file. Does it have errors?
  • Temporarily try the new file and see if it works. 

If you are updating from an even older version of these mods then I might know why it stopped working. The initial release of SES2 as a separate plugin, where it did not come bundled with 3 other plugins, happened in June of 2024. It is version 0.1.0. Before that you could find the SES2_DISTR.ini file bundled with a bunch of other early versions of these mods. Those older files used a different Editor ID for the female outfit. In the old file it was called "OC_OTFT_Default", in the new files it is called "SOC_Outfit_Female". This is one of many changes. Using DiffChecker will show you all of the changes. You will want to import most if not all of them into your customized file. 

further testing: its often delayed in applying. I can disable/enable an npc with console commands and this will cause the npc to spawn back in with the correct stripped clothing and applied zap gear. Sometimes this is fine as i can just enter/exit a space and it will be applied right, but for mods that dynamically spawn npcs like crowdedstreets, it dosent quite apply right the first time. 

Posted (edited)
2 hours ago, Lusciouslochs said:

further testing: its often delayed in applying. I can disable/enable an npc with console commands and this will cause the npc to spawn back in with the correct stripped clothing and applied zap gear. Sometimes this is fine as i can just enter/exit a space and it will be applied right, but for mods that dynamically spawn npcs like crowdedstreets, it dosent quite apply right the first time. 

That's a SPID issue, it is not something this mod can influence. Basically SPID does his thing upon loading the game. Not exactly sure how it reacts to new NPC's (i.e. dynamically spawned ones), I would've suspected it handles them upon a load screen, not instantly, but that does not vibe with the disable/enable behavior. At any rate you will likely have better success in finding a solution (if there is one) in the SPID support thread.

Edited by Talesien
Posted (edited)
10 minutes ago, Nuascura said:

@Lusciouslochs Which SPID version are you using?

 

The current beta versions resolve some outfit record applications for some NPCs.

7.1.3 atm, is the misc file the latest beta?

Edited by Lusciouslochs
Posted
On 6/5/2025 at 1:36 AM, Nuascura said:

yes

weirdly, with this it almost functions worse >.< Less npcs than the previous SES2 version are getting applied the correct items, and now disable>enable in console resets them back to vanilla clothing when before it would reset actos to default SES2 states....

Posted

That is unfortunate that the updates are not happening instantly for you two.

 

SPID has long struggled with outfits. I still run version 6.8.1 of SPID because it consistently applied outfits. But it has one notable caveat, around 1/100 NPCs will be naked with no outfit. Eventually the NPC will get an outfit. But it might not happen until you restart the game or leave the city. That is not an especially huge issue for a mod like this. 

 

Some of the big improvements in SPID 7.x has been trying to get the outfit code equipping consistently without that nudity bug I experience. To my understanding they have fixed the nudity bug. But outfit equipping is not yet 100%. They will get there. Personally I would never consider downgrading unless those bugs deeply annoy you. Downgrading tends to be more dangerous than upgrading. 

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