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Sanguine Debauchery (SD+) (January 2025)


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Guest Long John
Posted

@skyrimll - I have been studying the structure of a locking json file for SlaveTats. I think it may be possible to apply tatoos to the female player character (initially obtained when a slave) though an event will be needed. Is there an event which fires that can be placed in a locking json file for when enslaved?

Posted

@skyrimll - I have been studying the structure of a locking json file for SlaveTats. I think it may be possible to apply tatoos to the female player character (initially obtained when a slave) though an event will be needed. Is there an event which fires that can be placed in a locking json file for when enslaved?

 

I will need to learn more details about locking json files and mod events. 

 

I don't think SD is using mod events that way but I am willing to look into it if I have a reference to get me started.

Guest Long John
Posted

@skyrimll - If you download the tatoos pack for Quick As You Like and open the json (qayl_locking.json) file with a Notepad editor (recommend Notepad++). In the file you will find the structure of the locking json file.

 

Then in the SlaveTats 1.0.4 download open the SlaveTats.psc file (found in "Scripts\Source\") this file holds the documentation for the API (for slavetats which uses json). The json system may likely come from SlaveTats or JContainers (will be helpful to download the modder's resources for JContainers).

 

If possible could the necessary events be worked into the Halloween update for this year. Implementing json events will likely help Apropos implement statements for events from Sanguine Debauchery Enhanced.

Posted

Ok, so I've read the pdf manual but I'm slightly confused about two things:

 

1) If I want the Enslavement to trigger as much as possible, can I set it's Probability to 100% in the OnBlackout settings so that it overrides DAYMOYL's events without causing any issues? All the other probabilities would be left on their default settings, in the event that I'm defeated by an enemy that can't Enslave. 

 

2) Regarding Radiant Events, I've noticed that SD Dreamworld is not triggering despite it's high default Probability of 80%. I've disabled all other Radiant Events but after a blackout the PC is being placed outside the dungeon (if not Enslaved). Is there a reason for this? If I set the Chances of Friendly & Unfriendly events in the top of the menu to low values (let's say 15%), am I right in assuming that the PC will be Enslaved more frequently on Blackout?

 

 

 

Posted

Ok, so I've read the pdf manual but I'm slightly confused about two things:

 

1) If I want the Enslavement to trigger as much as possible, can I set it's Probability to 100% in the OnBlackout settings so that it overrides DAYMOYL's events without causing any issues? All the other probabilities would be left on their default settings, in the event that I'm defeated by an enemy that can't Enslave. 

 

2) Regarding Radiant Events, I've noticed that SD Dreamworld is not triggering despite it's high default Probability of 80%. I've disabled the alll other Radiant Events but after a blackout the PC is either being placed outside the dungeon (if not Enslaved). Is there a reason for this? If I set the Chances of Friendly & Unfriendly events to low probabilites (let's say 15%), am I right in assuming that the PC will be Enslaved more frequently on Blackout?

 

Dreamworld only occurs if you received enough damage to kill you. Make sure only SD's option is checked on the OnDeath screen.

Posted

Ok, so I've read the pdf manual but I'm slightly confused about two things:

 

1) If I want the Enslavement to trigger as much as possible, can I set it's Probability to 100% in the OnBlackout settings so that it overrides DAYMOYL's events without causing any issues? All the other probabilities would be left on their default settings, in the event that I'm defeated by an enemy that can't Enslave. 

 

2) Regarding Radiant Events, I've noticed that SD Dreamworld is not triggering despite it's high default Probability of 80%. I've disabled all other Radiant Events but after a blackout the PC is being placed outside the dungeon (if not Enslaved). Is there a reason for this? If I set the Chances of Friendly & Unfriendly events in the top of the menu to low values (let's say 15%), am I right in assuming that the PC will be Enslaved more frequently on Blackout?

 

Looks like you are correct on both accounts.

 

The Dreamworld event will not trigger unless you have been there once already. I will have to check the code to see if there are other conditions.

Posted

 

Ok, so I've read the pdf manual but I'm slightly confused about two things:

 

1) If I want the Enslavement to trigger as much as possible, can I set it's Probability to 100% in the OnBlackout settings so that it overrides DAYMOYL's events without causing any issues? All the other probabilities would be left on their default settings, in the event that I'm defeated by an enemy that can't Enslave. 

 

2) Regarding Radiant Events, I've noticed that SD Dreamworld is not triggering despite it's high default Probability of 80%. I've disabled all other Radiant Events but after a blackout the PC is being placed outside the dungeon (if not Enslaved). Is there a reason for this? If I set the Chances of Friendly & Unfriendly events in the top of the menu to low values (let's say 15%), am I right in assuming that the PC will be Enslaved more frequently on Blackout?

 

Looks like you are correct on both accounts.

 

The Dreamworld event will not trigger unless you have been there once already. I will have to check the code to see if there are other conditions.

 

 

Fair enough. So it seems that disabling 'DA Death' and leaving 'SD Death' checked in the OnDeath settings (according to jfraser) would be best way to enter the Dreamworld and have it trigger in subsequent Radiant Events?

Posted

 

 

Ok, so I've read the pdf manual but I'm slightly confused about two things:

 

1) If I want the Enslavement to trigger as much as possible, can I set it's Probability to 100% in the OnBlackout settings so that it overrides DAYMOYL's events without causing any issues? All the other probabilities would be left on their default settings, in the event that I'm defeated by an enemy that can't Enslave. 

 

2) Regarding Radiant Events, I've noticed that SD Dreamworld is not triggering despite it's high default Probability of 80%. I've disabled all other Radiant Events but after a blackout the PC is being placed outside the dungeon (if not Enslaved). Is there a reason for this? If I set the Chances of Friendly & Unfriendly events in the top of the menu to low values (let's say 15%), am I right in assuming that the PC will be Enslaved more frequently on Blackout?

 

Looks like you are correct on both accounts.

 

The Dreamworld event will not trigger unless you have been there once already. I will have to check the code to see if there are other conditions.

 

 

Fair enough. So it seems that disabling 'DA Death' and leaving 'SD Death' checked in the OnDeath settings (thanks jfraser) would be best way to enter the Dreamworld and have it trigger in subsequent Radiant Events?

 

 

You still have to go to Dreamworld a first time for this to work well, either by sleeping in front of the Sanguine Shrine or by getting enslaved and sleeping after being released.

Posted

Ok, I understand. Was not aware that there were prerequisites before you can enter the Dreamworld via Radiant Events.  

 

Thanks for clearing that up, skyrimll.  :cool:

Posted

Sorry if this was asked already, but are you going to extend falmer (and other creatures) slavery? I'd like to see some plot in this, some evil plan like making slave their queen or creating a falmer/chaurus army. And when will you release the next update?

Posted

Sorry if this was asked already, but are you going to extend falmer (and other creatures) slavery? I'd like to see some plot in this, some evil plan like making slave their queen or creating a falmer/chaurus army. And when will you release the next update?

The next update is planned for the end of the month.

 

I do have ideas for the falmer enslavement but I won't be able to work on them until January at least.

Posted

 

Sorry if this was asked already, but are you going to extend falmer (and other creatures) slavery? I'd like to see some plot in this, some evil plan like making slave their queen or creating a falmer/chaurus army. And when will you release the next update?

The next update is planned for the end of the month.

 

I do have ideas for the falmer enslavement but I won't be able to work on them until January at least.

 

Great, thanks for fast reply.

Posted

There were 2 times that I killed the master and got the key from them. I was not able to remove all the gear I had locked on me (arms were free, thus i killed them). I think I also had whichever setting set to destroy keys on use, so I'm guessing I would have to turn that off to use the 1 key i get from them to remove 5 objects? I have not ran these mods separately so I don't know if scripts from one would overwrite such a setting. Can I make it so that the 1 key will remove all the stuff, or are there scripts in place that prevent their removal unless the Master removes them? I'd like a 'kill the master' option if there isn't one.

a "restraints key", Not "Master's key" will remove bindings and "chastity key" will remove hardnesses and chastity and chastity bra, "locking slave harness" is an exception that doesn't block sexacts and uses a "restraints key" to unlock it rather than "chastity key"

binndings for "restraints key" are wrist cuffs, leg cuffs, gags, slave boots

and if you use "SD for the masses" some keys are fakes

 

 

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.

seconds in realtime of blackout duration is adjustable thru death alt.

as for other mods breaking sd, sounds like a weak rig or adjust graphics and close other programs to free momory and try loot for load order issues

 

 

My rig isn't cutting edge, but it's more than fast enough to run most games.  I don't think it's an issue with PC power.

 

I do run a lot of mods.  I have 139 esp or esm files activated right now.  I tried using LOOT, and it helped to a point, after which, it made my performance worse, and I had to manually correct its loading order, as it was doing funny things, like loading dawnguard and dragonborn patch esps for mods well before the main esp and even before other esps for other mods that depended upon the main esp, which was loaded after that dependent mod, for some reason I do not understand.  Switching it to a load order that made more sense after LOOT was done fixing and then fucking it up improved performance.  LOOT crashes most of the time when I use it now anyway, so it has probably served its purpose for me.

 

I'll try to adjust the seconds of blackout to see if it helps.

 

Seeing that skyrimll is working on the mod again makes me happy and hopeful that the next release will fix some of the issues I have seen.  A Halloween release seems somehow appropriate.

 

 

 

i'm not talking speed, i've seen some fast rigs that can't load much of anything

skyrim needs memory and the more mods installed and higher the graphics settings used, the more memory it needs

a good example of this is my brother dan loves his high-powered expensive nVidia cards with sli and i'd rather buy the cheaper model with the extra vid ram

as far as cutting edge goes, again that's not neccessary either as long as the main system board is within past few years: the main components you're looking for here is how fast is the hd-controller and memory controller and how much memory is in it -  that takes care of the mod load

also any decent video card will tell you on it that it needs a quad-core or better to optimize for graphics (i3 is dual core, i5 and i7 is quad, some i7's are 8-core)

they say skyrim is a 32-bit game engine, but by the time the graphics get loaded in for all the mods, it still runs best with over 8gig of system ram and 4 gig of vid ram

 

Disabled Dreamworld on sleep question:

 

Will Haelga's basement also be excluded now? I kinda liked that, making more of a link between her and Uncle San. Just curious though. Thanks!

 

I am not disabling anything. Changes of dreamworld on sleep will be the same as they are now.

 

What I am adding is a system for other mods to disable these visits on sleep when they need to.

 

The only things that will not be disabled are the first visit to dreamworld (because it sets the mod up) and sleep in front of the shrine (just because :) ).

 

oh, about that - any plans on fixing or adjusting the coveted item: previous versions before devious devices was integrated as part of sd handles that ok, but you had to hide it in the slave chest and grab 2 or more or it just vanished, then the next update seemed to stay in the inventory better, but instead had a glitch of behaving like a devious dildo or plug that wouldn't stay equipped without a chastity or harness

think the best solution if you want it devious scripted might be to make it like the piercings

 

 

 

 

 

 

 

Question for advanced players.

 

I am working on fixing voluntary submission and restoring the submission key.

 

My question: what would be a good choice for a key that is not used by half of the mods out there? :)

 

(Not K, not N,... what else?)

I switched it to back slash " \ " as I kept getting the daymoyl menu when hitting k to change actor for positioning in sexlab anims. I don't seem to have any other mods using that key.

Thanks for the suggestion.

 

I changed it to '\' for now.

 

Making progress on the next update. You can see it on the second post of this thread.

 

Most of the changes so far are internal and contained into a single line of the change log :)

Just make it able to change. I use the numbers above the key board; SD+ =2, Defeat =3, Submit=4. Easy to hit the key for different situations.

I thought about it.. and I might do that later.

 

I don't want to waste time right now, trying to figure out how to 1) add a key mapping selector to MCM, 2) make sure that choice sticks after save and 3) hook it up to the right variables in SD and test it properly.

Don't you already do that? The k key is already moveable...

 

 

By Ysmir! You are right!

 

All this time and I didn't notice the key is remappable! :)

 

I can now scratch all requests to remap the key to something else.

 

Thanks for pointing out the obvious.. I apparently needed that!

 

this is almost correct, but the settings don't truly save correctly yet - open mcm change key then click begin, then the key is reset and have to change the key again

 

 

I can't seem to get enslaved after blacking out. I believe its because of this error:

Error: Property Player on script _sdras_master attached to alias _SDRA_master on quest _SD_enslavement (4000182D) cannot be bound because alias _SDRA_player on quest _SD_controller (40000D64) is not the right type

This happens during blackout:

[10/05/2014 - 01:06:13PM] daymoyl - Calm Effect Added to [Actor < (0001C1B8)>]
[10/05/2014 - 01:06:13PM] daymoyl - Calm Effect Added to [TrainerGoldScript < (0001C1A5)>]
[10/05/2014 - 01:06:14PM] SD DA spriggan: condition
[10/05/2014 - 01:06:14PM] [SD DA integration] QuestCondition - Spriggan - Failed
[10/05/2014 - 01:06:14PM] SD DA dreamworld blackout: condition
[10/05/2014 - 01:06:14PM] xpoIntegration: QuestCondition
[10/05/2014 - 01:06:14PM] xpoMain: CanArrest
[10/05/2014 - 01:06:15PM] SD Blackout: condition
[10/05/2014 - 01:06:15PM] SD Blackout start master:[Actor < (0001C1B8)>]
[10/05/2014 - 01:06:15PM] _SD::actorFactionInList akActor:[Actor < (0001C1B8)>] found:False
[10/05/2014 - 01:06:15PM] daymoyl - SetBlackscreenEffect(TRUE)
[10/05/2014 - 01:06:18PM] daymoyl - BS added
[10/05/2014 - 01:06:18PM] SD Blackout : selected
[10/05/2014 - 01:06:21PM] daymoyl - Calm Effect Removed from [TrainerGoldScript < (0001C1A5)>]
[10/05/2014 - 01:06:24PM] daymoyl - Anim Bleedout -> Normal
[10/05/2014 - 01:06:24PM] daymoyl - Player Recovered
[10/05/2014 - 01:06:24PM] daymoyl - SetBlackscreenEffect(False)
[10/05/2014 - 01:06:26PM] daymoyl - BS removed

that looks like a spriggan issue:

are you currently a flowering spriggan and is there a quest listed for flowering spriggan in your journal

if you've recently been cured of spriggan host, try resetting the framework with the submit key (default "K") and choose the third option, i believe its "resist"

Posted

so far on my current playthru (2nd attempt at running the latest updates since DD ws integrated):

  the only issues seem to be with the removal of punishment items, but in a previous post you responded to somebody that there are no items removed after enslavement: for example -     the gag has perfect script removal, but remains glitch locked so this is almost perfect, but bugs the payrus engine for other devious devices to be locked or removed and the chastity belts need to earn the removal and wait period 2 or 3 times to get a successful removal after the bugged gag removal, but once the belt is finally removed its not bugged like the gag

(all glitched items can be fixed by placing them in a barrel and will be returned to their preious locked state)

 

so i guess if its true that you don't currently have this system in effect as you stated in the previous posted response to some1 else then i guess what we need along with a grat number is for communication and/or integration with "immerslave" and i notice also you stated you hadn't used it yet, basically it starts the character enslaved (truly activates all functions of sd) - the scripts used by the mod make it appear as tho sd is broken when the player ends slavery and runs to the captured dreams shop to be released from their bindings

not really saying to make that mod a requirement here, but analyse the system used for the punishment items and fix it so items removed are unlocked thru inventory as well (its currently the only method of speaking to master after enslavement)

 

Posted

Ok, after some more Enslavement testing I think I've found a glitch. If you press the WASD keys whilst the master is having sex with the PC, the PC moves out of alignment sometimes greatly, depending on how long the keys are pressed. The glitch is easily fixed by pressing the [ key to re-align the sex animation but I think it should be made so that during sex scenes, WASD and movement keys are turned off so that you have no control over your character. 

Posted

Ok, after some more Enslavement testing I think I've found a glitch. If you press the WASD keys whilst the master is having sex with the PC, the PC moves out of alignment sometimes greatly, depending on how long the keys are pressed. The glitch is easily fixed by pressing the [ key to re-align the sex animation but I think it should be made so that during sex scenes, WASD and movement keys are turned off so that you have no control over your character.

That would be a Sexlab thing, not an SD thing.

Posted

 

Ok, after some more Enslavement testing I think I've found a glitch. If you press the WASD keys whilst the master is having sex with the PC, the PC moves out of alignment sometimes greatly, depending on how long the keys are pressed. The glitch is easily fixed by pressing the [ key to re-align the sex animation but I think it should be made so that during sex scenes, WASD and movement keys are turned off so that you have no control over your character.

That would be a Sexlab thing, not an SD thing.

 

It only happens in SD+. In any other mod that uses SL sex animations (namely Defeat, Submit, Deviously Helpless), all player character movement is disabled during sex and the issue is not present. 

Posted

I have a bug, where I pickpocketed the Master's Key, then I killed the master, but I still have "Enslaved!" quest in my journal. I can't get rid of it even with the Debug options in the SD+ or DA menus.

Also alot of NPCs stopped being hostile towards me. Wolves and bandits don't attack me anymore.

 

Does anyone know how to "repair" it? I can't load old savegame, cause it was WAAAAY too long ago...

Posted

I have a bug, where I pickpocketed the Master's Key, then I killed the master, but I still have "Enslaved!" quest in my journal. I can't get rid of it even with the Debug options in the SD+ or DA menus.

Also alot of NPCs stopped being hostile towards me. Wolves and bandits don't attack me anymore.

 

Does anyone know how to "repair" it? I can't load old savegame, cause it was WAAAAY too long ago...

 

I have a similar bug.  I was enslaved by a bandit who then was killed by some wandering vigilants of stendarr, I was freed and the quest completed, but I am no longer hostile to bandits, forsworn or assassins.    Is there a way to fix my factions?

 

Also, Atronachs keep 2-shotting me in Sanguine's realm, but I'm guessing that's supposed to happen. 

Posted

After playing around extensively with this mod for the past couple days,

I wish skyrimll would make it to be completely independent of DAYMOYL.

Even on 100% default DA settings, I've been running into problems with DA restoring the player character to full health if enemies can't kill during Bleedout, thus making the PC near invincible and the mostly useless Radiant Event (Rescue) Options it presents. 

 

I know that DA is a prerequisite mod on which SD+ is built and I have no idea as to how difficult this would be to do. Similar to SL Submit, why not just have SD+ trigger on defeat to enemies who can Enslave and let the player die on normal enemies who cannot (Animals, Draugr's, etc.).

 

Just an idea - Enslaver enemy toggles and probability options can even be added in the MCM menu.

Posted

Same thing would happen to me a lot. Simple reason why It was switched over would likely be because he would not have to mess with it. DAYMOYL has a pretty solid setup as far as scripting goes, it would be easier to piggy back its death scenario setup. However I am inclined to agree that I would rather have SD+ handle its own, or if SD+, Defeat, and DA had integration for dummies options built in. Wow! Much option! So choosy! :at: 

Posted

To make it easier for enemies to defeat you before bleedout ends you can adjust the bleedout damage modifier on the first mcm page of DA.

 

 

EDIT:

 

The default setting is 1x, and I think that may be the minimum. Afaik, this setting is to allow your followers time to "rescue" you, though you will still have the bleedout-debuff thing for a time you can also configure, default is one hour I think.

I set the bleedout damage modifier to >7x so that stuff can pretty much one-shot me.

Also, there is a configurable bleedout timer, for how long you will stay in bleedout, defeault is 10 seconds, and you can raise that too.

 

 

end edit.

 

That said, most of the bugs I have had with SD+ were problems with either DA (sometimes it seems not to recognize that I am in bleedout and damage goes to regular health bar instead, in a loop, for example) or with DD stuff. And that said, I also have to say that I don't have the time or inclination to follow either the DA or DD forum/discussion threads, so there are likely a good many things I am missing, knowledge-wise.

 

Also, I want to say again that recent versions of SD+ are, for me anyway, far and away less of a problem than in days of yore. Time was, I made a save every half hour, minimum, and even that wasn't always enough. The trade off, for me, was a rather slogging learning curve with how to use DA (and which parts I wanted to use) and having a few things in my game I'd rather weren't there from DD. All in all, seems worth it to me.

Posted

I've messed around with those settings completely, Vithiss. A one shot (or 99.9% chance) would be the following:

 

Bleedout Damage Mult. = 10x

Bleedout Duration = 1s

 

 

However vital DAYMOYL may be to SD+ (in it's current state), I still think it is an unnecessary prereq.

Posted

After playing around extensively with this mod for the past couple days,

I wish skyrimll would make it to be completely independent of DAYMOYL.

Even on 100% default DA settings, I've been running into problems with DA restoring the player character to full health if enemies can't kill during Bleedout, thus making the PC near invincible and the mostly useless Radiant Event (Rescue) Options it presents. 

 

I know that DA is a prerequisite mod on which SD+ is built and I have no idea as to how difficult this would be to do. Similar to SL Submit, why not just have SD+ trigger on defeat to enemies who can Enslave and let the player die on normal enemies who cannot (Animals, Draugr's, etc.).

 

Just an idea - Enslaver enemy toggles and probability options can even be added in the MCM menu.

 

I will say it once again :)

 

Past versions of SD+ came with a lot of issues with enslavement during combat (especially with missile and magic users). It also came with many requests to make enslavement scenarios more configurable, with people asking to turn off the 'undying' part of SD or turn off rape scenarios and so on. Finally, I wanted to have a way to add new enslavement scenarios later on, such as waking up slave to a mine or a mill.

 

DA provides all this, which is why I chose it.

The price to pay to get rid of DA would be to... rewrite DA inside SD ... AND convince Defeat and now Submit to play along and use THAT system instead of DA.

 

Same with Devices and Aroused. 

 

Past version of DA had their own version of Arousal (not compatible with anything else) and their own devices (for the most part hard coded and difficult to add-to and customize).

 

Devious Devices provides this, which I why I chose it.

 

And you probably guessed it, the price to pay to get rid of DD would be to rewrite DD inside SD.

 

I don't have the time nor the stamina to do that, but if anyone wants to take a shot at it, by all means ... :)

There is a github repository for SD if you want to contribute to the project and I would be happy to coordinate edits to the esp file if needed.

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