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Sanguine Debauchery enhanced: SD+ (January 2022)


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Hey! never before used SD+ and in my newest playthrough I plan to do it, but I was wondering if it can be set so it will not launch the quest until I complete Slaverun storyline - or do I need to just install it after completing Slaverun?

You can go the sd+ MCM and disable it from ever enslave you, in addition disable the different DA quests made available by SD+. Once you complete slaverun, or when it hit your fancy, you can simply enable SD+ again.

 

I have a possibly dumb question >.< i hope some player can help me:

Lot of things are changes so i started a new game:

Given i have:

Hardcore mode enabled in mcm

Start after a day to remember disabled

 

 

Used a mod to start game as a slave when i got free:

 

 

 

i went to sanguine realm as always  but some things changed...

I was enslaved during dialogue by sanguine but i had the option to release me just available

 

When i was released i used the chain lever to get back to normal world

After some time most restraing disappeared, but not the transparent sanguine collar.

 

I remembered i had to look for magic trained people so i went to winterhold

Here i have 3 options:

Remove magical restraint... they say they will but the collar is still there.

Remove collar:they refuse due to being runaway slave

 

 

 

 

How do i get rid of that collar without having to toggle hardcore mode off?

Being magical is quite problematic.

The sanguine collar should be removable by a court wizard. Last time I checked they have multiple dialogue trees depending on what you have on you, so keep trying.

 

Does anyone use the SD+ Customization Addon mod, with Seekers enabled, and been enslaved by one with that? Does it work properly for you? I'm having some trouble with seekers.

I do, but I never got enslaved by a skeever.  Huh, maybe I should try that.

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Hi. I just updated all the files for a new playthrough of Skyrim, and I've got a minor problem. Installing SD+ 3.59 and Customizations v7 on restart caused the customization screen to load, but not the main Sanguine's Debauchery menu. So I don't know for certain that it's loaded, or not. Is there a fix for this? Short of having to restart (and recustomize) the game all over again?

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Does anyone use the SD+ Customization Addon mod, with Seekers enabled, and been enslaved by one with that? Does it work properly for you? I'm having some trouble with seekers.

I do, but I never got enslaved by a skeever.  Huh, maybe I should try that.

 

 

Seeker, not Skeever  :D

 

Although I just realized that Seekers aren't enabled in there either. Oops.

What I really need to do is put in options for all vanilla and DLC races. Sometime.

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Do you think it would be possible to create customized scenarios for each races? I think that if a location is interesting and rich enough, it wouldn't be a problem to go back in it from time to time. And if there is a scenario for each race, that would create enough content and avoid the boredom of repetitive tasks if you know what I mean. I think it would be a good compromise for the beast races versus humanoids. The beasts knock you out and bring you into their lairs, with mini fetch quests and whatnot inside.

 

By scenarios, I meant would it be possible through the addon esp to trigger them on enslavement? To know if it is a possibility given by SD+.

Edited by bicobus
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Do you think it would be possible to create customized scenarios for each races? I think that if a location is interesting and rich enough, it wouldn't be a problem to go back in it from time to time. And if there is a scenario for each race, that would create enough content and avoid the boredom of repetitive tasks if you know what I mean. I think it would be a good compromise for the beast races versus humanoids. The beasts knock you out and bring you into their lairs, with mini fetch quests and whatnot inside.

 

By scenarios, I meant would it be possible through the addon esp to trigger them on enslavement? To know if it is a possibility given by SD+.

 

Technically, yes it would be possible to do something unique depending on which race enslaves you. It wouldn't be all in the addon, because SD+ would have to handle the bulk of the work behind the scenes.

 

But what scenarios? If you're trying to avoid the boredom of repetitive tasks, you're talking about relatively extensive scenarios that would probably end up being identical to base content, just in a different location.

 

EDIT: Just because it's possible doesn't mean it's likely. ;)

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As I said if the location is interesting (ie. not a wasteland or the middle of the woods), there would be something to do. Think wolfclub but thematically with beasts (and no humanoids). Not supposed to be long, meaningful and hard to escape, just existing as a side story.

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While we all wait for fixes, I made a few fixes for version 3.5.9 addressed to issues occured by travelling to new Master:

- Travelling Master and travelling Thugs will no longer be immortal to non-player characters. So Master or Thug might be killed during the travel;

- Travelling should be more stable now. For me Master and Thugs could stop at random point. I tried to fix it, but it can potentially introduce some other issues. In my tests everything was fine though;

- NPC Master and Thugs will travel to Mistwatch again now, while non-NPC Master will travel to Gloomreach (if they're even travelling at current state of the mod);

- Fast traver by "Are we there yet?" dialog should work now as well;

- Slavery tranfer from Master/Thug was broken for me too. So it should be working now.

 

I attached files to this message if someone is interested.

New enslavement is not required, but Master must not be in transit, otherwise some fixes will not apply.

To install this fix just overwrite your SD+ files using mod manager of your choice.

SDPlus 3.5.9 fixes .zip

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While we all wait for fixes, I made a few fixes for version 3.5.9 addressed to issues occured by travelling to new Master:

- Travelling Master and travelling Thugs will no longer be immortal to non-player characters. So Master or Thug might be killed during the travel;

- Travelling should be more stable now. For me Master and Thugs could stop at random point. I tried to fix it, but it can potentially introduce some other issues. In my tests everything was fine though;

- NPC Master and Thugs will travel to Mistwatch again now, while non-NPC Master will travel to Gloomreach (if they're even travelling at current state of the mod);

- Fast traver by "Are we there yet?" dialog should work now as well;

- Slavery tranfer from Master/Thug was broken for me too. So it should be working now.

 

I attached files to this message if someone is interested.

New enslavement is not required, but Master must not be in transit, otherwise some fixes will not apply.

To install this fix just overwrite your SD+ files using mod manager of your choice.

 

Could you please provide the source files and properly explain what you did to the esp? Also skyrimLL would love to get your feedback in the beta thread: http://www.loverslab.com/topic/81295-skyrimll-mods-open-beta-thread/

 

As it stand, your archive isn't very useful for the development unless skyrimLL say otherwise. But thanks for your interest though, glad to see it.

 

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Thanks for the fixes.

 

Are these script fixes or esp edits?

 

If scripts, the source code will help me incorporate the changes. Ideally you could add the changes to the files on GitHub and do a pull request but if you don't know how to do that, the sources will be enough.

 

If these are esp edits, I will check when was the last time I edited the esp file. I may use yours directly or send you the version I have and ask you to do the edits gain if you don't mind.

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Thanks for the fixes.

 

Are these script fixes or esp edits?

 

If scripts, the source code will help me incorporate the changes. Ideally you could add the changes to the files on GitHub and do a pull request but if you don't know how to do that, the sources will be enough.

 

If these are esp edits, I will check when was the last time I edited the esp file. I may use yours directly or send you the version I have and ask you to do the edits gain if you don't mind.

 

A quick peek inside the archive shows it's an esp and a script file.

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Thanks... I couldn't look at the zip file when I replied originally (from my phone).

 

I looked at it now and I could really use the source code for that script change.

 

And as I suspected, I did make changes to the esp since I last released the mod, so any changes to this esp would have to be reapplied to the new one. 

 

I will wait for Trololo's response before doing anything.

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While we all wait for fixes, I made a few fixes for version 3.5.9 addressed to issues occured by travelling to new Master:

- Travelling Master and travelling Thugs will no longer be immortal to non-player characters. So Master or Thug might be killed during the travel;

- Travelling should be more stable now. For me Master and Thugs could stop at random point. I tried to fix it, but it can potentially introduce some other issues. In my tests everything was fine though;

- NPC Master and Thugs will travel to Mistwatch again now, while non-NPC Master will travel to Gloomreach (if they're even travelling at current state of the mod);

- Fast traver by "Are we there yet?" dialog should work now as well;

- Slavery tranfer from Master/Thug was broken for me too. So it should be working now.

 

I attached files to this message if someone is interested.

New enslavement is not required, but Master must not be in transit, otherwise some fixes will not apply.

To install this fix just overwrite your SD+ files using mod manager of your choice.

 

Could you please provide the source files and properly explain what you did to the esp? Also skyrimLL would love to get your feedback in the beta thread: http://www.loverslab.com/topic/81295-skyrimll-mods-open-beta-thread/

 

As it stand, your archive isn't very useful for the development unless skyrimLL say otherwise. But thanks for your interest though, glad to see it.

 

 

 

Sure, I attached another archive to this message which includes source file too.

 

What's comes to .esp changes:

 

1. I modified AI Package called "_SDAP_thug_escort" to cover more Quest Stages of "_SD_thugslave" (10 and 25).

During my tests quest was randomly promoting to 10 Stage and Master/Thug was stopping travelling.

 

2. I removed "Protected" property for Quest Aliases "_SDRA_master", "_SDRA_thug_1" and "_SDRA_thug_2" at Quest "_SD_thugslave", so Thugs and Master will be mortal to Skyrim dwellers.

 

3. I changed Match Conditions for Quest Aliases "_SDRA_boss3" and "_SDRA_boss4" to check keyword "ActorTypeNPC" since default condition seemed to be broken and Mistwatch location simply was never used.

There must be more logic implemented as users playing with gender restrictions might not transfer to new master if Mistwatch's new master doesn't match gender restriction.

 

That all changes if I remember correctly.

 

I will try to check out beta next weekend or so.

 

 

Thanks... I couldn't look at the zip file when I replied originally (from my phone).

 

I looked at it now and I could really use the source code for that script change.

 

And as I suspected, I did make changes to the esp since I last released the mod, so any changes to this esp would have to be reapplied to the new one. 

 

I will wait for Trololo's response before doing anything.

 

I attached new archive that includes source script now too.

I changed Papyrus Fragment for 25 Quest Stage of "_SD_thugslave" quest.

Basically, after debugging and testing I found out that variables "kBoss" and "kMaster" were broken, so I reassigned related aliases and used new variables, so fast travel and slavery transfer started to work again.

Probably this problem is more incorporated and I don't know why these variables were not working since I have a very little clue about Skyrim modding.

SDPlus 3.5.9 fixes.zip

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Thanks!

 

I should be able to incorporate these changes directly into my working version. That will be better than sending esp files back and forth.

The hardest part of debugging these issues is knowing where to look. This will save me a lot of time.

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Does anyone know if there is a way to edit who can enslave you in TES5 edit?  I don't know how hard it is to add creatures, but I'd like to.

 

Unfortunately, you cannot do that with TES5edit.

 

You would have to create a small mod, with a quest and a papyrus script that adds to the lists of supported races.

 

And easier way to do that would be to take the SD custom addon from the download area and customize its script to add the races you want to use.

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I'm having trouble with Gold for the Wicked.

 

Regardless of my slavery level, I have no dialogue option to solicit prostitution. The "Dance" spell works but it's only available with unbound hands. Also there seems to be no way to give gold to my master either (other than the "groping hands feel around your inventory" event).

 

Has anyone else had this problem?

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Quick question: I wanted to tryout the other options you get when asking your owner permission to leave. I was at slavery level 4 & had all of them available (already checked the Github for details), I tried the option to stay a slave to the faction (join faction, keep collar) but the collar was still removed from me & my enslavement ended. They didn't treat me like a slave anymore & a popup menu appeared for my "former" owner to try & enslave me again. Was that supposed to happen because it freed me even tho I wasn't trying to be freed exactly.

 

Also is DA the only way to get directly enslaved by people who beat you in SexLab Defeat?

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Not sure if this is known or is being worked on. When I get enslaved and my companion goes along for the ride. She becomes a slave and gets mad and dosent want to talk to me anymore even after I kill the owner and we are no longer slaves. She still dosent want to talk to me. Is it a bug or is she just being a bitch and blameing me for what happened?

 

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Does anyone know if there is a way to edit who can enslave you in TES5 edit?  I don't know how hard it is to add creatures, but I'd like to.

 

Unfortunately, you cannot do that with TES5edit.

 

You would have to create a small mod, with a quest and a papyrus script that adds to the lists of supported races.

 

And easier way to do that would be to take the SD custom addon from the download area and customize its script to add the races you want to use.

 

 

I don't know anything really about scripting, it isn't as easy as just adding facts or races is it? And thanks for replying.  I appreciate it.

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I just remembered an idea for this mod about returning to a former owner, instead of going through the whole enslaved thing again just stick the collar back on and keep whatever the levels were before being released the last time? or have the player wearing some luxury slave stuff and set to a high slavery level again so the owner sees them as they were just before being freed somehow.

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why does my character go  into a crawling animation randomly for no reason when i talk to an NPC sometimes im not enslaved .and how do i get out of it ? sometime it wil just kneel .its really annoying it doe this at least twice a day and have to go back to old safes to fix it

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