Jump to content

Sanguine Debauchery (SD+) (January 2025)


Recommended Posts

Posted

When in doubt mod conflict?  Could be that Devious Captures some how overrides how the quest starts.  Perhaps nerfe could confirm if he has the mod loaded.  Honestly I rather like it this way.  Like I said the hands and feet still come in eventually, I don't feel I'm losing much by starting off cuffed.

Posted

I can confirm the iron cuffs as well on the spriggan quests. They had to be taken off before I could do pretty much anything at all. And the rest never showed up for me though I had the feet the entire time. Mine might be a conflict however though I don't see how, the very first part of the quest, the roots and tendrils never confirmed, even after I made it to the grove. I slept and the quest finally finished dinged completed. Is there a certain amount of time these things show up? I was getting different people to comment and all sorts of sappy fun becoming of it, though I had to steer clear of Whiterun, the imperials considered me hostile. That was a fun test to figure out how far away I had to be to not trigger a violent reaction from every guard lol.

Posted

Where are "Give me something to eat/drink" options? I'm playing with iNeeds and my character is starving all the time.

Posted

I just went in to get the staff from Sanguine and I CTD every time he tries to send me home.  Any suggestions?

 

I used LOOT, TES5Edit and WryeBash to set everything up, so everything is clean and the load order is supposedly correct.  But, I'll include it here:

 

 

GameMode=Skyrim

Skyrim.esm=1
Update.esm=1
Unofficial Skyrim Patch.esp=1
Dawnguard.esm=1
Unofficial Dawnguard Patch.esp=1
HearthFires.esm=1
Unofficial Hearthfire Patch.esp=1
Dragonborn.esm=1
Unofficial Dragonborn Patch.esp=1
ApachiiHair.esm=1
actorEvents.esm=1
ApachiiHairFemales.esm=1
ZaZAnimationPack.esm=1
daymoyl.esm=1
SexLab.esm=1
Devious Devices - Assets.esm=1
SexLabAroused.esm=1
Devious Devices - Integration.esm=1
HighResTexturePack01.esp=1
HighResTexturePack02.esp=1
HighResTexturePack03.esp=1
Unofficial High Resolution Patch.esp=1
Qasmoke Travel Spell.esp=1
Devious Devices - For the Masses II.esp=1
Angelic_Demonic.esp=1
Devious Devices - Gags+.esp=1
NewmillerPiercings3.esp=1
RaceMenu.esp=1
Brawl Bugs CE.esp=1
GagSFX.esp=1
GagSFXHearthfires.esp=1
daedric_phelm.esp=1
SuccubusByNausicaa.esp=1
SDpatch - dawnguard.esp=1
calyps-animal-ears.esp=1
GagSFXDragonborn.esp=1
Schlongs of Skyrim - Light.esp=1
DD - Interactions.esp=1
SexLab Enchantress.esp=1
zzEstrus.esp=1
Auto Unequip Ammo.esp=1
dD - Realistic Ragdoll Force - Realistic.esp=1
AHZmoreHUD.esp=1
Devious Cidhna.esp=1
sanguinesDebauchery.esp=1
Better Dynamic Snow.esp=1
EstrusChaurus.esp=1
StarExpandedJewelry.esp=1
FNISspells.esp=1
GagSFXDawnguard.esp=1
DeviouslyHelpless.esp=1
Masque of Clavicus Vile.esp=1
LovelyHairstylesLITE.esp=1
Run For Your Lives.esp=1
RaceMenuPlugin.esp=1
NewmillerPiercings2.esp=1
Remove Interior Fog V2 - Full Version.esp=1
DraugrSkirts.esp=1
Dwemer Goggles & Scouter.esp=1
Marriable Serana.esp=1
Earrings Set1.esp=1
Devious Deviants.esp=1
Marriable Serana HF.esp=1
SDpatch - dragonborn.esp=1
SDpatch - frostfall.esp=1
SexLab Theft and Seduction.esp=1
AngrimApprentice.esp=1
RingOFNighteye.esp=1
MF_RadiantProstitution.esp=1
Zarias_Piercings1.esp=1
SexLab Romance.esp=1
SkyrimBound.esp=1
shut up dogs.esp=1
SkyUI.esp=1
TradeBarter.esp=1
StreakerPerksNoReq_2013-05-29.esp=1
When Vampires Attack.esp=1
zarias_restraints.esp=1
Alternate Start - Live Another Life.esp=1
Bashed Patch, 0.esp=1

 

Posted

Between the main download and the addons download (currently SDPlus20Addons &SDPlus2043)

the following scripts are in conflict:

 

_sdqf_patch_frostfall_01.pex    

_sdqf_patch_dragonborn_01.pex

_sdqf_patch_dawnguard_01.pex

{and corresponding source files}

 

In Mod Organizer, they are listed as a priority conflict with Mod Organizer trying to force the scripts from SD2043 as dominant

NMM users will probably not reinstall the SDPlus20Addons as it has not changed, which will also result in the scripts from SDPlus2043 being used.

 

My question is, could this be the source of some of the issues being seen, and which of the scripts are to be used?

 

Thanks.

Posted

I just went in to get the staff from Sanguine and I CTD every time he tries to send me home. Any suggestions?

 

I used LOOT, TES5Edit and WryeBash to set everything up, so everything is clean and the load order is supposedly correct. But, I'll include it here:

 

 

GameMode=Skyrim

 

Skyrim.esm=1

Update.esm=1

Unofficial Skyrim Patch.esp=1

Dawnguard.esm=1

Unofficial Dawnguard Patch.esp=1

HearthFires.esm=1

Unofficial Hearthfire Patch.esp=1

Dragonborn.esm=1

Unofficial Dragonborn Patch.esp=1

ApachiiHair.esm=1

actorEvents.esm=1

ApachiiHairFemales.esm=1

ZaZAnimationPack.esm=1

daymoyl.esm=1

SexLab.esm=1

Devious Devices - Assets.esm=1

SexLabAroused.esm=1

Devious Devices - Integration.esm=1

HighResTexturePack01.esp=1

HighResTexturePack02.esp=1

HighResTexturePack03.esp=1

Unofficial High Resolution Patch.esp=1

Qasmoke Travel Spell.esp=1

Devious Devices - For the Masses II.esp=1

Angelic_Demonic.esp=1

Devious Devices - Gags+.esp=1

NewmillerPiercings3.esp=1

RaceMenu.esp=1

Brawl Bugs CE.esp=1

GagSFX.esp=1

GagSFXHearthfires.esp=1

daedric_phelm.esp=1

SuccubusByNausicaa.esp=1

SDpatch - dawnguard.esp=1

calyps-animal-ears.esp=1

GagSFXDragonborn.esp=1

Schlongs of Skyrim - Light.esp=1

DD - Interactions.esp=1

SexLab Enchantress.esp=1

zzEstrus.esp=1

Auto Unequip Ammo.esp=1

dD - Realistic Ragdoll Force - Realistic.esp=1

AHZmoreHUD.esp=1

Devious Cidhna.esp=1

sanguinesDebauchery.esp=1

Better Dynamic Snow.esp=1

EstrusChaurus.esp=1

StarExpandedJewelry.esp=1

FNISspells.esp=1

GagSFXDawnguard.esp=1

DeviouslyHelpless.esp=1

Masque of Clavicus Vile.esp=1

LovelyHairstylesLITE.esp=1

Run For Your Lives.esp=1

RaceMenuPlugin.esp=1

NewmillerPiercings2.esp=1

Remove Interior Fog V2 - Full Version.esp=1

DraugrSkirts.esp=1

Dwemer Goggles & Scouter.esp=1

Marriable Serana.esp=1

Earrings Set1.esp=1

Devious Deviants.esp=1

Marriable Serana HF.esp=1

SDpatch - dragonborn.esp=1

SDpatch - frostfall.esp=1

SexLab Theft and Seduction.esp=1

AngrimApprentice.esp=1

RingOFNighteye.esp=1

MF_RadiantProstitution.esp=1

Zarias_Piercings1.esp=1

SexLab Romance.esp=1

SkyrimBound.esp=1

shut up dogs.esp=1

SkyUI.esp=1

TradeBarter.esp=1

StreakerPerksNoReq_2013-05-29.esp=1

When Vampires Attack.esp=1

zarias_restraints.esp=1

Alternate Start - Live Another Life.esp=1

Bashed Patch, 0.esp=1

 

 

This is actually a vanilla bug. Tab out of the dialogue menu before Sanguine initiates the teleport. That should fix it.

Posted

Do the .esp's in SD Addons need to be below Sanguine's Debauchery.esp in the load order?

I'm pretty sure the addons are dependent on SD, so yes.

Posted

I have a suggestion about custom slave gear, which might help the master follower equip the player more appropriately.

 

What if the custom gear is stored in a chest in the dreamworld, and whenever the player needs to be given gear, everything in the chest is duplicated and given to them?

 

This would allow the player to put whatever gear they want in the chest, including custom items.

 

You could even have different chests, like one for basic slave clothes and another for a slave that's allowed to have adventuring gear.

 

 

Basically I'm thinking of the situation when the player's inventory is controlled and the player might get all gear from the master.  There should be a full set of gear to start adventuring so the player doesn't have to go find gear while naked.

 

It's actually kind of complicated to produce a full set of gear.  Player requires light or heavy armor, maybe a specific type of weapon due to specialization, bow or crossbow or not, and then the material depends on their level.  And they might want every single piece of equipment to be a custom one provided by a mod.

 

The only problem is you can't update this until you get to dreamworld after the first enslavement.  Maybe the chests can go somewhere that adventurous players can reach with coc.

 

Posted

I have a suggestion about custom slave gear, which might help the master follower equip the player more appropriately.

 

What if the custom gear is stored in a chest in the dreamworld, and whenever the player needs to be given gear, everything in the chest is duplicated and given to them?

 

This would allow the player to put whatever gear they want in the chest, including custom items.

 

You could even have different chests, like one for basic slave clothes and another for a slave that's allowed to have adventuring gear.

 

 

Basically I'm thinking of the situation when the player's inventory is controlled and the player might get all gear from the master. There should be a full set of gear to start adventuring so the player doesn't have to go find gear while naked.

 

It's actually kind of complicated to produce a full set of gear. Player requires light or heavy armor, maybe a specific type of weapon due to specialization, bow or crossbow or not, and then the material depends on their level. And they might want every single piece of equipment to be a custom one provided by a mod.

 

The only problem is you can't update this until you get to dreamworld after the first enslavement. Maybe the chests can go somewhere that adventurous players can reach with coc.

One of my favorite parts about mods like this is being forced to start over with nothing and have to re-equip by whatever means possible. I always ignore the chest and head back out naked.

 

Of course, that's suicide to anyone with Requiem.

Posted

Do the .esp's in SD Addons need to be below Sanguine's Debauchery.esp in the load order?

 

Yes, i believe so,  but make sure you only use the ones that you have the parent mods for.

If you have the official dlc the only one you might not need is frostfall.

The game will still function with the frostfall patch even if you do not have frostfall but it will cause issues.

Posted

Thanks Budroi and Jfraser for your responses. I did not know I should remove the Frostfall esp when I am not using it, it was always unchecked under the SD MCM.

Posted

So I initiated the spriggan quest again with a completely different experience this time, I'm guessing closer to how it's supposed to happen.  My character went into the encounter wearing a collar, arm bindings and leg bindings.  Upon blacking out the collar and arm bindings were removed and my character was given spriggan hands.  About five minutes later the torso piece came in and 15 minutes later the face.  The spriggan feet never came in, it seems like the leg bindings are blocking them from growing.

 

Decided to play as is to see how things work out and have to say it was less enjoyable than the first time playing the quest.  First, when my character is overpowered by an enemy they have a tendency to remove the chest piece.  The harness seems stubborn in reasserting itself and will usually come back within five minutes.  Have to admit I'm getting sick of the flop animation which has already killed my character twice by causing her to fall from a high location.  You can take this or leave it but I have to say I would prefer if either the spriggan gear couldn't be removed until the completion of the quest or if it reasserted itself once or twice in a game day.  The way it's playing right now makes it more of a burden than it already is, particularly since my character's build is pretty focused on having a decent armour rating.

 

And since I'm on the topic a request that I think would be fun.  I would love it if a character who wears the spriggan bindings long enough eventually turned green like the flowering spriggans.

Posted

So I initiated the spriggan quest again with a completely different experience this time, I'm guessing closer to how it's supposed to happen.  My character went into the encounter wearing a collar, arm bindings and leg bindings.  Upon blacking out the collar and arm bindings were removed and my character was given spriggan hands.  About five minutes later the torso piece came in and 15 minutes later the face.  The spriggan feet never came in, it seems like the leg bindings are blocking them from growing.

 

Decided to play as is to see how things work out and have to say it was less enjoyable than the first time playing the quest.  First, when my character is overpowered by an enemy they have a tendency to remove the chest piece.  The harness seems stubborn in reasserting itself and will usually come back within five minutes.  Have to admit I'm getting sick of the flop animation which has already killed my character twice by causing her to fall from a high location.  You can take this or leave it but I have to say I would prefer if either the spriggan gear couldn't be removed until the completion of the quest or if it reasserted itself once or twice in a game day.  The way it's playing right now makes it more of a burden than it already is, particularly since my character's build is pretty focused on having a decent armour rating.

 

And since I'm on the topic a request that I think would be fun.  I would love it if a character who wears the spriggan bindings long enough eventually turned green like the flowering spriggans.

 

I am still puzzled by how bindings behave with other users. 

 

In my tests, spriggan roots appeared (not iron gear) and when they did, they respected currently equiped devices (that is, they would not appear if you are wearing something in that spot).

 

I will look into the timing . I probably increased the frequency of checks too high this time around.

 

Regarding color changes, the PC already turns green if you are using SexLab Hormones. I did not incorporate that change inside SD yet because I want to first create a color / shape handling library from Hormones for use with other mods. I don't know when I will have a chance to work on that though...

Posted

Regarding the Spriggan part of SD, regrettably for me it never worked again after 2.03, either the feet show up and the hands use iron cuffs (complete with bound animation) or just iron cuffs show up and no feet, and the other parts never "grow", I propably will try a MO profile, just for testing out incompatibilites, but that will take abit :-D (funny thing is that SD is placed last, even after the Bashed Patch during the last test).

 

but apart from that i did abit of thinking about the Spriggan part, removing it completely would be sad, maybe change how it starts up? i did abit of thinkinig about it, not sure if that is even feasible with scripting, so just some ideas.

 

changing combat with Spriggans, so it will not get triggered when the player is defeated but instead when you "defeat" (or are close to defeating) the Spriggan there is a chance for a sweet smell to overcome the player, resulting in blackout, or something, and once the player wakes up again, the spriggan is either humping the player, dead or the player got "seeded" not showing anything at first, but the spriggan host will grow from there on over time, resulting in all effects it currently has (or should if it would just show up for me :-D )

 

another option would be to get the "seed" by eating the Taproot Spriggans may leave behind (Nalim added those to the loot Spriggans could drop with his Spriggan armor), maybe even by simply looting the body shortly after it died)

 

a chance to affect followers as well, now that would be great :-D (maybe with a simplified version, the ggrowing part, still able to speak with the follower, even if both fully masked, etc)

 

just a few cents, as i said not sure if that is even possible (and not sure if that would make it easier or even more difficult for the spriggan event)

Posted

It seems like this mod will remove DD items that it applies as punishments, but won't remove items added by other mods. It will however claim to be removing those items over and over again. Manually removing the item allows the game to start removing other items.

 

 

Posted

Regarding the Spriggan part of SD, regrettably for me it never worked again after 2.03, either the feet show up and the hands use iron cuffs (complete with bound animation) or just iron cuffs show up and no feet, and the other parts never "grow", I propably will try a MO profile, just for testing out incompatibilites, but that will take abit :-D (funny thing is that SD is placed last, even after the Bashed Patch during the last test).

 

but apart from that i did abit of thinking about the Spriggan part, removing it completely would be sad, maybe change how it starts up? i did abit of thinkinig about it, not sure if that is even feasible with scripting, so just some ideas.

 

changing combat with Spriggans, so it will not get triggered when the player is defeated but instead when you "defeat" (or are close to defeating) the Spriggan there is a chance for a sweet smell to overcome the player, resulting in blackout, or something, and once the player wakes up again, the spriggan is either humping the player, dead or the player got "seeded" not showing anything at first, but the spriggan host will grow from there on over time, resulting in all effects it currently has (or should if it would just show up for me :-D )

 

another option would be to get the "seed" by eating the Taproot Spriggans may leave behind (Nalim added those to the loot Spriggans could drop with his Spriggan armor), maybe even by simply looting the body shortly after it died)

 

a chance to affect followers as well, now that would be great :-D (maybe with a simplified version, the ggrowing part, still able to speak with the follower, even if both fully masked, etc)

 

just a few cents, as i said not sure if that is even possible (and not sure if that would make it easier or even more difficult for the spriggan event)

So the spriggan would infect the player kind of like how vampires spread vampirism? Not a bad idea.

Posted

By the way, I really enjoy the special dialogue for vampire slaves with vampire masters. Is there any other context dependent dialogue like this?

 

Note though that this dialogue is broken, because your master won't let you go far from them even once they've agreed to let you go hunt for blood.

Posted

Thanks Budroi and Jfraser for your responses. I did not know I should remove the Frostfall esp when I am not using it, it was always unchecked under the SD MCM.

 

Unpack the archive with winrar or 7zip.

Then open the folders until you find and delete the frostfall patch in the data folder.

Then go into scripts and delete the frostfall related .pex file.

Then go into source folder and delete the frostfall related .psc file.

Done, back out of all the folders and use winrar or 7zip to compress it back into a archive.

Load the archive into NMM or MO and activate, sort and play.

Posted

Oh, I been meaning to ask but I keep forgetting when I'm online here.  Does having multiple Sanguine Artifacts actually do anything?  I have five now and I'm not sure if I should just keep them every time I get a new one or if one in my inventory is enough.

Posted

Oh, I been meaning to ask but I keep forgetting when I'm online here. Does having multiple Sanguine Artifacts actually do anything? I have five now and I'm not sure if I should just keep them every time I get a new one or if one in my inventory is enough.

They should get deleted automatically.

 

You can safely trash them into a respawning barrel.

Posted

Hi ^^

 

First of all... I really like this mod, is just spicy the game in a funniest way ! Thanks for that and keep on the great work ;-)

 

So, today i saw a strange thing on the road ... A flowering spriggan acting like a random rogue, you know those one who try to steal you. I send a screenshot,

 

https://imageshack.com/f/ewpn4pnhj

 

 

Oh and sorry for my bad english, it's not my usual langage ;-p

Posted

Ah, okay. After I posted I decided to start gifting them out to followers. Not sure if it will do anything but I figured hey why not.

 

Also am I correct that the mod puts some sort of magic aura on the player character? Seems to bug up the initiation quest for the Companions. Vilkas won't let me anywhere near him because he's convinced I'm casting a spell on him.

Posted

  I finally set up a ModOrganiser Profile just to try this one, and I like a lot of things in it, very much.

 

1. I think I must have some things set wrong or something because I have never seen these

 

"Surrender & Submit
Default key "K". This key can be pressed if you find yourself in a strange situation. Occasionally in combat, you may run into a situation where you become immortal, and you get locked into a loop where you can't be killed, knocked out, or flee from combat. If this happens tapping "K" gives you a failsafe. You'll be able to choose whether to submit to your attacker or plead with Sanguine to be taken to the Dreamworld. Sanguine being Sanguine, he may not heed your request to be rescued...in which case you'll be enslaved by your attacker. This failsafe is built in to clear out the glitch that you've entered via DAYMOYL's mechanics."

 

I re assigned the k key to another key so would not conflict with Sexlabs use of it, as I was use to it being on the "K"

 

   But what I get is something like "LastBreath", "Pray to the gods" and the last of the 3 button messagebox is "Resist"

 

I don't think I have ever seen a submit or anything like is discribed in that .PDF doc.

 

I am sorry if this was asked somewhere else, I did try to browse through the threads looking for something about it, but did not find it.

 

  I figure I have something set up wrong, but I am not sure what I have never made it to the dream world, though I have been enslaved quite a few times.

 

  There are so many setting with both your mod MCM, and DAYMOYL's MCM so I feel like a monkey sitting at a type writter a lot LOL

 

 Could you maybe help me figure out just what I need to do to get this sort of a pop up ? and maybe finally get to the dream world ?

 

 Really hate asking, I am sure you are busy.

 

EDIT:: I may have found what I missed, I may have never clicked the Begin, it was in the second MCM Menu, I was use to seeing enable stuff in the first like in defeat, I will test some see if that improves things.

 

EDIT:: Nope still just get the "LastBreath", "Pray to the gods", and "Resist" not found a way to get to the dream world yet.. I am sure I have something set wrong. just wish knew what.

 

 

2. Also I installed those extras that allow for the DLC's to work with you mod, but the check boxes don't seem to ever get tagged. in you MCM, I have tried placing them under, and over you mod to see if it made a difference. but they never seem to get tagged

 

 

3. also on another note, I saw where some had the armbinder on (which you changed to the Iron wrist) struggle display, and only get the start of the first animtion, and the end of the last.

 

 Not telling that again, its just I get the same thing, but I noticed when I had clothing on I got the whole struggle animation as it should be. Just incase that helped you to sort out the problem, as i know you are aware of it.

Posted

Not sure about Surrender and Submit, I've been playing with this mod for a while but never needed it.

 

To get SD+ to put you in the dreamworld.  You have to use the 2 step install in MCM.

 

Then its easy.  Just go get beat down in the nearest camp!

Seriously Sanguine isn't interested in people that haven't been enslaved.

Once you get free, go take a nap...Its the dreamworld afterall.

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...