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Sanguine Debauchery (SD+) (January 2025)


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Posted

So I've just got into this whole modding thing and this one in particular is pretty awesome, but I have a question.

 

My understanding is that, when enslaved, your items are supposed to end up on your master. I know that there's a possibility they will be destroyed if you get traded, but it seems like my items are never on my master, even if its the same dude who just slapped me silly.

 

As a result, I always have to re-load after slavery.

Posted

So I've just got into this whole modding thing and this one in particular is pretty awesome, but I have a question.

 

My understanding is that, when enslaved, your items are supposed to end up on your master. I know that there's a possibility they will be destroyed if you get traded, but it seems like my items are never on my master, even if its the same dude who just slapped me silly.

 

As a result, I always have to re-load after slavery.

Your stuff is in a chest in Sanguine's Realm.

Posted

Anyone know how to remove spriggans cuffs after final quest complete? the gloves are not in my inventory at all, quest finished said I was released but they are still on me.

Posted

Anyone know how to remove spriggans cuffs after final quest complete? the gloves are not in my inventory at all, quest finished said I was released but they are still on me.

think if i remember right the standard restraints keys work with those, along with the smithy at captured dreams, if not then try a save/reload (or if you don't have cd mod then try save/reload)

Posted

 

Anyone know how to remove spriggans cuffs after final quest complete? the gloves are not in my inventory at all, quest finished said I was released but they are still on me.

think if i remember right the standard restraints keys work with those, along with the smithy at captured dreams, if not then try a save/reload (or if you don't have cd mod then try save/reload)

 

 

It's DD that is the problem here, not SD+ from what I have experienced...  I had similar issues with that F&$#%@%#  Harness crap... DD (even toned down through the MCM) is .... grrrr... I don't even want to get into it...  In short, DD has ruined my SD+ experience...

 

There are "Phantom" items that appear, sometimes... player.removeitem was the only way I could get rid of them. and even that... "Thanks to DD", didn't work all the time...

 

Devious Devices is too much of a pain to make dependencies on it...

Posted

Is it possible to make an option allowing the current default DD dialogue to overwrite the current SD+ dialogue, when speaking to guards about releasing the player character? SD+ seems to overwrite all the related dialogue. While SD+ is using ESP-file, moving DDi ESM file below it (even in MO's left panel) would not be a good idea.

 

It is not a big deal, if this is not possible. I just like having the effort from DDi's gag talk, compared to automatic release from SD+.

 

Edit: I think I have to elaborate this a bit. I am not simply after for having extra effort to release, but I am worried that global overwrite of gag talk will affect to other mods as well. With my previous test run it applied to items set by Skyrim Bound. Would it not then affect to mods that might be relying on gag talk effect? Again, it is not necessary and sometimes tradeoffs have to be made. I understand that. :)

 

Thank you for all the effort you have put this mod so far. I am having fun with it. :D

 

 

It's DD that is the problem here, not SD+ from what I have experienced...  I had similar issues with that F&$#%@%#  Harness crap... DD (even toned down through the MCM) is .... grrrr... I don't even want to get into it...  In short, DD has ruined my SD+ experience...

 

There are "Phantom" items that appear, sometimes... player.removeitem was the only way I could get rid of them. and even that... "Thanks to DD", didn't work all the time...

 

Devious Devices is too much of a pain to make dependencies on it...

 

 

Well... there are different levels of immersion. My point of view is, that they better keep my Level 72 thief/mage werewolf in check, or she would rip them in pieces, just for share humiliation of being bested by some bandit marauders.

 

Getting rid of items has never been a problem for me, but I am using DD-mods as well, so I have been able to find or craft all the keys that I need. I am starting a new game today (or tomorrow), so I might be in such positive move after few days. :s

Posted

 

So I've just got into this whole modding thing and this one in particular is pretty awesome, but I have a question.

 

My understanding is that, when enslaved, your items are supposed to end up on your master. I know that there's a possibility they will be destroyed if you get traded, but it seems like my items are never on my master, even if its the same dude who just slapped me silly.

 

As a result, I always have to re-load after slavery.

Your stuff is in a chest in Sanguine's Realm.

 

 

Basicly after you are free from your master. You should find a bed to sleep in until you enter the dreamworld.

Some areas gives you a higher chance to enter the dreamworld. Read front page.

There you will find your stuff in a chest.

So the mod is working like it should :D

Posted

Has anybody else had a huge number of problems just getting this mod to work? I mean it's there, and seems to function normally right up until my first enslavement. After that I run into a world of bugs. Enemies attacking nonstop after enslavement, safeword not working, spriggan questline breaking at its end, enslavement quest never starting, enslavement quest never stopping, and this isn't even half of them. I feel like in every way this mod can break it does.

 

Is this what everyone else is getting? If it's not then I'd like a bit of assistance trying to get this to work, because right now I can't use this.

Posted

Has anybody else had a huge number of problems just getting this mod to work? I mean it's there, and seems to function normally right up until my first enslavement. After that I run into a world of bugs. Enemies attacking nonstop after enslavement, safeword not working, spriggan questline breaking at its end, enslavement quest never starting, enslavement quest never stopping, and this isn't even half of them. I feel like in every way this mod can break it does.

 

Is this what everyone else is getting? If it's not then I'd like a bit of assistance trying to get this to work, because right now I can't use this.

 

Yes. This is my problem with this mod. Once a character starts it that character is forever broken in some way. The spriggan devices are never fully removable, the only way to escape falmer is run out of the dungeon and find another master, many factions bugging out (staying friendly after escape or attacking during enslavement), and can't use wait in the dreamworld so even trying to uninstall it is frustrating.

Posted

 

 

Anyone know how to remove spriggans cuffs after final quest complete? the gloves are not in my inventory at all, quest finished said I was released but they are still on me.

think if i remember right the standard restraints keys work with those, along with the smithy at captured dreams, if not then try a save/reload (or if you don't have cd mod then try save/reload)

 

 

It's DD that is the problem here, not SD+ from what I have experienced...  I had similar issues with that F&$#%@%#  Harness crap... DD (even toned down through the MCM) is .... grrrr... I don't even want to get into it...  In short, DD has ruined my SD+ experience...

 

There are "Phantom" items that appear, sometimes... player.removeitem was the only way I could get rid of them. and even that... "Thanks to DD", didn't work all the time...

 

Devious Devices is too much of a pain to make dependencies on it...

 

DD worked fine on is own and sd worked fine on their own, they even co-exist well by themselves, but I'm going to try this version with dd integrated sd 1 more time i spose, maybe this will work as it should this time

 

Has anybody else had a huge number of problems just getting this mod to work? I mean it's there, and seems to function normally right up until my first enslavement. After that I run into a world of bugs. Enemies attacking nonstop after enslavement, safeword not working, spriggan questline breaking at its end, enslavement quest never starting, enslavement quest never stopping, and this isn't even half of them. I feel like in every way this mod can break it does.

 

Is this what everyone else is getting? If it's not then I'd like a bit of assistance trying to get this to work, because right now I can't use this.

no, so far the above issue is the biggest issue with a few rare cases of the bandit factions not getting restored after escaping slavery

 

pretty much the biggest current issue is with the spriggan quest since it was integrated to DD, Oh and not being able to communicate with master

Posted

For some reason when the player escapes from master other people won't take off armbinder even if they agree so. They ask what do they get in return for freeing player. Neither money nor sex works. When player offered sex after the sex the player was still bound by armbinder.

Posted

What was really distinct with the SD1 is the sense of enslavement. Currently SD+ allows you to run about. The fact that SD1 just made you walk back to your master kinda sucked, but the effect was you were getting away and the master came and dragged you back, because you were tied you couldn't really stop him anyway. Scripting a scene to do just that would be a hassle when you can merely force the player to walk back and use your imagination. So you could only get away from the captor by running if your master were asleep. And as it is right now, your leading them rather than them leading you.

 

Here are a couple things I would have liked to see in SD1 and now SD+:

 

 

Forced to stay by master so long as master is able to enforce (not sleeping, not fighting, ect), but also allow to sneak away with a penalty if feet are not bound.

When master sleeps the captive is bound to prevent running, like hogtied or chained up. (bonds however can be broken with effort, or something) Even if you make your master happy, they will continue to want you to make them happy. Your property, they wouldn't go to bed and let you run off.

Not allowing the captive to pay their way out easily, if at all. Why would they? You could keep making them money till you die, why let you go?

Possibility of being sold to someone else. Your property after all. This could be faction based also. Bandits might sell you, vampire/necromancers wont.

 

 

 

I don't mean to be crapping on your work skyrimll, I'm grateful you took up the project. It just really seems to have lost a lot of that sense of enslavement with the ability to freely run about.

Posted

I am having this issue where the Owner that used to be an enemy before they kicked my ass and were supposed to enslave me sheathes their weapon when I black out from the horrific ass beating and then starts attacking me again when I wake up a few seconds later.  It seems like their aggression is still up, and so the AI still thinks my character is an enemy that needs to be attacked.  If I start running from my Owner, then the script seems to kick in, and I get stripped down and bound.  Is there any way to fix this?  Maybe a setting to make the bleed out or blackout last longer?  Maybe make the Owner have the Calm spell effect to remove their aggression so that they don't kill their new slave?

 

A second issue that I am having is that I cannot install any quest mods because they all seem to break SD+.  This is a source of some disappointment, as I had hoped to play some of them alongside SD+.  My guess is that the quest mods add new factions that SD+ doesn't recognize, which somehow causes the enslavement script to completely break.  Any thoughts on this?  I have tried Moon and Star, Moonpath to Elswyr, Quest: Into the Depths, and several others.

Posted

For some reason when the player escapes from master other people won't take off armbinder even if they agree so. They ask what do they get in return for freeing player. Neither money nor sex works. When player offered sex after the sex the player was still bound by armbinder.

 

Are you using Inte's Sanguine's Debauchery Patches? This would in intended behavior with the mod.

Posted

I am back at work on SD+.

 

Thanks for your patience and support against trolls. I am fully expecting the next update will take care of the bulk of issues remaining with the mod and i will try hard to meet the deadline of a Halloween release, so save the date.

 

I am happy to say I have integrated most of the patches from 'SD+ patches' into my working version. I left out a couple of things because they differed from the vision I have for the mod, but I made them configurable if anyone wants them.

 

For example, I like having the slave be mobile during whipping and static during punishments, so I set that as the default behavior but if you prefer being static during whippings as well (as in SD+ patches), there is an option for that accessible to mods (no MCM).

Posted

I am back at work on SD+.

 

Thanks for your patience and support against trolls. I am fully expecting the next update will take care of the bulk of issues remaining with the mod and i will try hard to meet the deadline of a Halloween release, so save the date.

 

I am happy to say I have integrated most of the patches from 'SD+ patches' into my working version. I left out a couple of things because they differed from the vision I have for the mod, but I made them configurable if anyone wants them.

 

For example, I like having the slave be mobile during whipping and static during punishments, so I set that as the default behavior but if you prefer being static during whippings as well (as in SD+ patches), there is an option for that accessible to mods (no MCM).

 

Yay, our Guildmaster is back at work. :P

 

Posted

 

I am back at work on SD+.

 

Thanks for your patience and support against trolls. I am fully expecting the next update will take care of the bulk of issues remaining with the mod and i will try hard to meet the deadline of a Halloween release, so save the date.

 

I am happy to say I have integrated most of the patches from 'SD+ patches' into my working version. I left out a couple of things because they differed from the vision I have for the mod, but I made them configurable if anyone wants them.

 

For example, I like having the slave be mobile during whipping and static during punishments, so I set that as the default behavior but if you prefer being static during whippings as well (as in SD+ patches), there is an option for that accessible to mods (no MCM).

 

Yay, our Guildmaster is back at work. :P

 

 

 

What? is jbezorg back and nobody told me? :)

Posted

I have been running SD+ and Defeat together, along with DA-YMOYL. When assaulted by multiple assailants my character would be frozen on the ground, I could look around but not move. Access inventory but no actions involving in mobility, and I would be stuck like that till I reloaded. Problem is, I do not know which of those 3 mods is causing it. I'm willing to bet a lot of the people that post problems also are running the same setup or one similar like SD+/DA/Submit, and don't know which mods are giving the problem. I am guess that now that SD+ requires DA that it no longer handles death and bleedout and leaves that to DA and takes over when its finished, so my particular issue would likely be with SD+ or Defeat. Or maybe they don't play nice together, which would be a shame. If there are conflicts that can arise from them being run together some integration options might be a good idea, I think a lot of people that use one will use the other.

Posted

 

For some reason when the player escapes from master other people won't take off armbinder even if they agree so. They ask what do they get in return for freeing player. Neither money nor sex works. When player offered sex after the sex the player was still bound by armbinder.

 

Are you using Inte's Sanguine's Debauchery Patches? This would in intended behavior with the mod.

 

 

Yes I am using SD patch http://www.loverslab.com/files/file/1386-sanguine%E2%80%99s-debauchery-patches/

So the patch fix makes it impossible to free yourself on your own? I have to kill the master or steal the keys or work for freedom (servitude quest)?

Posted

I have been running SD+ and Defeat together, along with DA-YMOYL. When assaulted by multiple assailants my character would be frozen on the ground, I could look around but not move. Access inventory but no actions involving in mobility, and I would be stuck like that till I reloaded. Problem is, I do not know which of those 3 mods is causing it. I'm willing to bet a lot of the people that post problems also are running the same setup or one similar like SD+/DA/Submit, and don't know which mods are giving the problem. I am guess that now that SD+ requires DA that it no longer handles death and bleedout and leaves that to DA and takes over when its finished, so my particular issue would likely be with SD+ or Defeat. Or maybe they don't play nice together, which would be a shame. If there are conflicts that can arise from them being run together some integration options might be a good idea, I think a lot of people that use one will use the other.

 

SD and Defeat both use DA's scenarios system. They both work well together, but you have to make sure Defeat is using DA's options (in Defeat menu).

It also helps to adjust DA's own settings to make things go more smoothly (there are many posts about that in the last few pages of this thread).

 

Submit is still on its own, so it can be incompatible depending on your choice of options.

 

If you get stuck in place, try the surrender key (K) from SD. It is designed to get you unstuck regardless of the option you click on when the menu appears.

Posted

 

 

I have been running SD+ and Defeat together, along with DA-YMOYL. When assaulted by multiple assailants my character would be frozen on the ground, I could look around but not move. Access inventory but no actions involving in mobility, and I would be stuck like that till I reloaded. Problem is, I do not know which of those 3 mods is causing it. I'm willing to bet a lot of the people that post problems also are running the same setup or one similar like SD+/DA/Submit, and don't know which mods are giving the problem. I am guess that now that SD+ requires DA that it no longer handles death and bleedout and leaves that to DA and takes over when its finished, so my particular issue would likely be with SD+ or Defeat. Or maybe they don't play nice together, which would be a shame. If there are conflicts that can arise from them being run together some integration options might be a good idea, I think a lot of people that use one will use the other.

SD and Defeat both use DA's scenarios system. They both work well together, but you have to make sure Defeat is using DA's options (in Defeat menu).

It also helps to adjust DA's own settings to make things go more smoothly (there are many posts about that in the last few pages of this thread).

 

Submit is still on its own, so it can be incompatible depending on your choice of options.

 

If you get stuck in place, try the surrender key (K) from SD. It is designed to get you unstuck regardless of the option you click on when the menu appears.

Submit progression now has DA integration as well. I run all three with few problems.

Posted

 

 

I have been running SD+ and Defeat together, along with DA-YMOYL. When assaulted by multiple assailants my character would be frozen on the ground, I could look around but not move. Access inventory but no actions involving in mobility, and I would be stuck like that till I reloaded. Problem is, I do not know which of those 3 mods is causing it. I'm willing to bet a lot of the people that post problems also are running the same setup or one similar like SD+/DA/Submit, and don't know which mods are giving the problem. I am guess that now that SD+ requires DA that it no longer handles death and bleedout and leaves that to DA and takes over when its finished, so my particular issue would likely be with SD+ or Defeat. Or maybe they don't play nice together, which would be a shame. If there are conflicts that can arise from them being run together some integration options might be a good idea, I think a lot of people that use one will use the other.

SD and Defeat both use DA's scenarios system. They both work well together, but you have to make sure Defeat is using DA's options (in Defeat menu).

It also helps to adjust DA's own settings to make things go more smoothly (there are many posts about that in the last few pages of this thread).

 

Submit is still on its own, so it can be incompatible depending on your choice of options.

 

If you get stuck in place, try the surrender key (K) from SD. It is designed to get you unstuck regardless of the option you click on when the menu appears.

Submit progression now has DA integration as well. I run all three with few problems.

 

 

Very nice... I will have to check Submit again then! (after I am done with the next release)

Posted

I looked at the options they all had and I admit I got kinda lost in all their explanations, so I'm not exactly sure what all did what and what would interfere with what. I also run a heavy mod load which could contribute to my particular setup also, but it was pretty consistent and specific in the freezes. I think I had waited 4 or so minutes at the longest before I had reloaded. During that time the assailants just stood and looked at me... and my follower just stood there with them. Next time I have all the sexlabs loaded in ill have to take a harder look at the settings and see if I can tinker out the issue.

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