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Sanguine Debauchery (SD+) (January 2025)


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Posted

I'm curious. Whenever (well most of the time) my characters get enslaved by Sanguines Debauchery itself my gear is in the inventory of the Owner.

However whenever another Mod (Deviously Cursed Loot or Simple Slavery) starts an enslavement event I end up without access to my gear even after killing the owner or looking through nearby chests.

I think I recall someone saying that it ends up in a chest in the Sanguines Dreamworld but no matter how long any of my characters is enslaved, Dreamworld events do not happen.

And yes I checked the MCM option to allow them to happen.

 

Any idea how to fix this? Granted it could be that the other mods are the root of one of those problems but the Dreamworld is another matter.

What triggers them? I had my character stick around with a master for two ingame weeks and I tried the submissive route as much as the resist route, neither worked.

And yes I realize that I have to put my pc to sleep as well x)

 

what i notice there is you mention the time frame of your enslavement:

first check for the option as described by skyrimill below next its not the length of the enslavement, but the completion that effects this -

 

it won't start until your first escape from enslavement

The tie to the vanilla quest is optional - you can disable it in the menu (uncheck 'start after a night to remember').

 

You can also go to dreamworld at any time by sleeping in the basement of Haelga's bunkhouse in Riften (50% chance) or in front of Sangune's altar under the Honning Brew Meadery in Whiterun (100% chance).

Posted

 

I'm curious. Whenever (well most of the time) my characters get enslaved by Sanguines Debauchery itself my gear is in the inventory of the Owner.

However whenever another Mod (Deviously Cursed Loot or Simple Slavery) starts an enslavement event I end up without access to my gear even after killing the owner or looking through nearby chests.

I think I recall someone saying that it ends up in a chest in the Sanguines Dreamworld but no matter how long any of my characters is enslaved, Dreamworld events do not happen.

And yes I checked the MCM option to allow them to happen.

 

Any idea how to fix this? Granted it could be that the other mods are the root of one of those problems but the Dreamworld is another matter.

What triggers them? I had my character stick around with a master for two ingame weeks and I tried the submissive route as much as the resist route, neither worked.

And yes I realize that I have to put my pc to sleep as well x)

 

Dreamworld visits are now tied to a quest.

 

Vanilla Quest,

 

At LEVEL 15 you meet a guy in a bar ( I think he spawns in well the first bar you set foot in at level 15 )

 

I think his name is SAM, he challenges you to a drinking contest if you talk to him.

 

Do his quest chain.

 

After completion you should now have access to the Dreamworld upon defeat.

 

Other than that....Well I'd suggest not getting attached to your characters possessions....After all she's just a slave.

 

:)

 

 

Yes. I did that one way back and already used the Mod before that thanks to the MCM option ;)

The tie to the vanilla quest is optional - you can disable it in the menu (uncheck 'start after a night to remember').

 

You can also go to dreamworld at any time by sleeping in the basement of Haelga's bunkhouse in Riften (50% chance) or in front of Sangune's altar under the Honning Brew Meadery in Whiterun (100% chance).

I figured that out too except for the Haelga one. But I thought there would be different scenes when that happens while you are enslaved by someone.

When I went entered the Dream realm this way Sanguine didn't have much to say and in general there wasn't much I could do there.

Posted

 

 

 

 

I'm curious. Whenever (well most of the time) my characters get enslaved by Sanguines Debauchery itself my gear is in the inventory of the Owner.

However whenever another Mod (Deviously Cursed Loot or Simple Slavery) starts an enslavement event I end up without access to my gear even after killing the owner or looking through nearby chests.

I think I recall someone saying that it ends up in a chest in the Sanguines Dreamworld but no matter how long any of my characters is enslaved, Dreamworld events do not happen.

And yes I checked the MCM option to allow them to happen.

 

Any idea how to fix this? Granted it could be that the other mods are the root of one of those problems but the Dreamworld is another matter.

What triggers them? I had my character stick around with a master for two ingame weeks and I tried the submissive route as much as the resist route, neither worked.

And yes I realize that I have to put my pc to sleep as well x)

 

Dreamworld visits are now tied to a quest.

 

Vanilla Quest,

 

At LEVEL 15 you meet a guy in a bar ( I think he spawns in well the first bar you set foot in at level 15 )

 

I think his name is SAM, he challenges you to a drinking contest if you talk to him.

 

Do his quest chain.

 

After completion you should now have access to the Dreamworld upon defeat.

 

Other than that....Well I'd suggest not getting attached to your characters possessions....After all she's just a slave.

 

:)

 

 

Yes. I did that one way back and already used the Mod before that thanks to the MCM option ;)

The tie to the vanilla quest is optional - you can disable it in the menu (uncheck 'start after a night to remember').

 

You can also go to dreamworld at any time by sleeping in the basement of Haelga's bunkhouse in Riften (50% chance) or in front of Sangune's altar under the Honning Brew Meadery in Whiterun (100% chance).

 

 

I figured that out too except for the Haelga one. But I thought there would be different scenes when that happens while you are enslaved by someone.

When I went entered the Dream realm this way Sanguine didn't have much to say and in general there wasn't much I could do there.

 

 

it won't start until after the first escape

 

Posted

Ok with the death alternative mod I set the SD sanguine as the outcome and nothing else and all that happens is my character dies instead of going to sanguine after blackout. I get a loading screen and my last save is loaded thats it.

Posted

Ok with the death alternative mod I set the SD sanguine as the outcome and nothing else and all that happens is my character dies instead of going to sanguine after blackout. I get a loading screen and my last save is loaded thats it.

Going to sanguine after blackout only works after you have visited dream world once.

Posted

 

Ok with the death alternative mod I set the SD sanguine as the outcome and nothing else and all that happens is my character dies instead of going to sanguine after blackout. I get a loading screen and my last save is loaded thats it.

Going to sanguine after blackout only works after you have visited dream world once.

 

 

Out of curiosity have you ever considered a start in the dreamworld for something like LAL/Immerslave?

 

Posted

 

 

Ok with the death alternative mod I set the SD sanguine as the outcome and nothing else and all that happens is my character dies instead of going to sanguine after blackout. I get a loading screen and my last save is loaded thats it.

Going to sanguine after blackout only works after you have visited dream world once.

 

 

Out of curiosity have you ever considered a start in the dreamworld for something like LAL/Immerslave?

 

 

 

If you have SD+ and Stories, there is a new 'Start as Alicia in service of Sanguine' in Content Consumer's Alternate Starts. That one starts you in Dreamworld regardless of your MCM choices in SD+ :)

 

It is very bare right now but I have unused dialogues and quest ideas I am planning to use for a quest around becoming Sanguine's Alicia.

Posted

DA is not required in order for skyrim to run without crashing. Skyrim can work well without DA.

 

What DA does is to give a way for skyrim to handle defeat and death scenarios.

 

If you want to create a replacement to DA, you can just provide the same mod events that SD calls when someone dies.

 

In other words, SD will not crash without DA but it will let you die normally and will never send you to dream world or turn you into a slave when you are defeated.

 

One possibility for an alternative could be to ask Goubo to add SD mod events as an outcome to its defeat scenarios.

 

Hi,

I've found this fact, so I wanted to ask: is it still up-to-date? Or in other words: Is it safe to remove the daymoyl requirement from the SD .esp?

 

As DAYMOYL never really worked well for my setup and due to the fact that there are now several other mods that are able to trigger SD (such as Simple Slavery or DCUR), I want to remove DAYMOYL entirely, and SD is the only mod left, that needs it.

Posted

 

DA is not required in order for skyrim to run without crashing. Skyrim can work well without DA.

 

What DA does is to give a way for skyrim to handle defeat and death scenarios.

 

If you want to create a replacement to DA, you can just provide the same mod events that SD calls when someone dies.

 

In other words, SD will not crash without DA but it will let you die normally and will never send you to dream world or turn you into a slave when you are defeated.

 

One possibility for an alternative could be to ask Goubo to add SD mod events as an outcome to its defeat scenarios.

 

Hi,

I've found this fact, so I wanted to ask: is it still up-to-date? Or in other words: Is it safe to remove the daymoyl requirement from the SD .esp?

 

As DAYMOYL never really worked well for my setup and due to the fact that there are now several other mods that are able to trigger SD (such as Simple Slavery or DCUR), I want to remove DAYMOYL entirely, and SD is the only mod left, that needs it.

 

 

+1

 

 

Posted

 

DA is not required in order for skyrim to run without crashing. Skyrim can work well without DA.

 

What DA does is to give a way for skyrim to handle defeat and death scenarios.

 

If you want to create a replacement to DA, you can just provide the same mod events that SD calls when someone dies.

 

In other words, SD will not crash without DA but it will let you die normally and will never send you to dream world or turn you into a slave when you are defeated.

 

One possibility for an alternative could be to ask Goubo to add SD mod events as an outcome to its defeat scenarios.

 

Hi,

I've found this fact, so I wanted to ask: is it still up-to-date? Or in other words: Is it safe to remove the daymoyl requirement from the SD .esp?

 

As DAYMOYL never really worked well for my setup and due to the fact that there are now several other mods that are able to trigger SD (such as Simple Slavery or DCUR), I want to remove DAYMOYL entirely, and SD is the only mod left, that needs it.

 

those mods still use da to trigger sd

 

 

 

 

+1

 

 

 

Posted

Simple Slavery uses SD's mod events, which are unrelated to DA.

 

What is DCUR again?

 

Making SD+ separate from DA is a possibility but it is a very tricky one and I don't think I will ever get to do it.

 

Right now, SD+ is calling DA's esm file, which means without DA installed, SD will just crash Skyrim for you.

Removing the esm means I would have to create a separate DA only addon to SD+.

On top of that, I would have to remove DA's esm file without impacting the other references to masters used by SD+. That means I could potentially lose values of properties set in more than 400 scripts, which is not something I am looking forward to do.

 

So I am afraid the best you could do right now is to install DA, keep it enabled in your load order but tun off all the options in the menu and let other mods use SD+ using its own mod events like Simple Slavery.

Posted

Simple Slavery uses SD's mod events, which are unrelated to DA.

 

oh, i'd wondered that for a while

 

What is DCUR again?

 

dcur is deviously cursed loot, i was under the impression dcur used the same code as simple slavery

 

 

Making SD+ separate from DA is a possibility but it is a very tricky one and I don't think I will ever get to do it.

 

Right now, SD+ is calling DA's esm file, which means without DA installed, SD will just crash Skyrim for you.

Removing the esm means I would have to create a separate DA only addon to SD+.

On top of that, I would have to remove DA's esm file without impacting the other references to masters used by SD+. That means I could potentially lose values of properties set in more than 400 scripts, which is not something I am looking forward to do.

 

 

that was the other question i had when cursed loot made it possible to go to simple slavery and it was already possible for simple slavery to send player to sd

potentially making death alternative an optional add-on the same as the frostfall addon is kept separate

 

So I am afraid the best you could do right now is to install DA, keep it enabled in your load order but tun off all the options in the menu and let other mods use SD+ using its own mod events like Simple Slavery.

users with that method will also need to disable the bleed out settings from the main screen (Or leave them default)

Posted

Ok, so it should work and activate SD's events, when I for myself remove the dependency for DA with TES5Edit, even though this would be a very dirty solution. What would be the worst that could happen? CTD. And a corrupted save, where the original is still there as backup. Worth a try :P

Posted

People need to realize that with Death Alternative, you can toggle off all bleedout and blackout options and leave only SD+. This way DA would work almost only as a gate to SD+ event... triggering death in all the other case, as in vanilla.

 

Posted

Ok, so it should work and activate SD's events, when I for myself remove the dependency for DA with TES5Edit, even though this would be a very dirty solution. What would be the worst that could happen? CTD. And a corrupted save, where the original is still there as backup. Worth a try :P

 

If you are going to try editing it with tes5edit, try replacing the DA master in SD+ by another reference to a esm file instead of deleting it.

 

If you manage to delete the esm reference without any issue, I would be interested to know how you did it.

 

Last time I tried that, removing a master in a mod resulted in all other masters to shift their position number in the list of masters which in turn resulted in erasing all properties related to these master across the mod.

Posted

 

Ok, so it should work and activate SD's events, when I for myself remove the dependency for DA with TES5Edit, even though this would be a very dirty solution. What would be the worst that could happen? CTD. And a corrupted save, where the original is still there as backup. Worth a try :P

 

If you are going to try editing it with tes5edit, try replacing the DA master in SD+ by another reference to a esm file instead of deleting it.

 

If you manage to delete the esm reference without any issue, I would be interested to know how you did it.

 

Last time I tried that, removing a master in a mod resulted in all other masters to shift their position number in the list of masters which in turn resulted in erasing all properties related to these master across the mod.

 

 

???

I'm no modder, what's so important about these properties and what would be the bad about them being erased?

I just tried to remove this reference, and at least the game started up properly, though it was not a long session and I had no SD event. Though what I did was: I did let run the "Remove Errors" mechanic of the "Merge Plugins" over your plugin. And I think it could resolve some errors, but not all.

Posted

 

 

Ok, so it should work and activate SD's events, when I for myself remove the dependency for DA with TES5Edit, even though this would be a very dirty solution. What would be the worst that could happen? CTD. And a corrupted save, where the original is still there as backup. Worth a try :P

 

If you are going to try editing it with tes5edit, try replacing the DA master in SD+ by another reference to a esm file instead of deleting it.

 

If you manage to delete the esm reference without any issue, I would be interested to know how you did it.

 

Last time I tried that, removing a master in a mod resulted in all other masters to shift their position number in the list of masters which in turn resulted in erasing all properties related to these master across the mod.

 

 

???

I'm no modder, what's so important about these properties and what would be the bad about them being erased?

I just tried to remove this reference, and at least the game started up properly, though it was not a long session and I had no SD event. Though what I did was: I did let run the "Remove Errors" mechanic of the "Merge Plugins" over your plugin. And I think it could resolve some errors, but not all.

 

 

pretty much anything written into sd that was written for death alternative risks being lost and with it as master skyrimill doesn't know how much of sd that'll effect. its kinda like a spider web if you take out the point of origin what happens to the web

 

Posted

 

 

Ok, so it should work and activate SD's events, when I for myself remove the dependency for DA with TES5Edit, even though this would be a very dirty solution. What would be the worst that could happen? CTD. And a corrupted save, where the original is still there as backup. Worth a try :P

 

If you are going to try editing it with tes5edit, try replacing the DA master in SD+ by another reference to a esm file instead of deleting it.

 

If you manage to delete the esm reference without any issue, I would be interested to know how you did it.

 

Last time I tried that, removing a master in a mod resulted in all other masters to shift their position number in the list of masters which in turn resulted in erasing all properties related to these master across the mod.

 

 

???

I'm no modder, what's so important about these properties and what would be the bad about them being erased?

I just tried to remove this reference, and at least the game started up properly, though it was not a long session and I had no SD event. Though what I did was: I did let run the "Remove Errors" mechanic of the "Merge Plugins" over your plugin. And I think it could resolve some errors, but not all.

 

 

Properties can contain references to content from other mods.

 

For example, if the SexLab property is erased on a script relying on it, SexLab animations will not start.

If the property used to call Devious Devices by a script is erased, devices will not equip or get removed when needed.

 

In short, erasing property values will break just about everything in the mod :)

Posted

 

 

 

 

 

I'm curious. Whenever (well most of the time) my characters get enslaved by Sanguines Debauchery itself my gear is in the inventory of the Owner.

However whenever another Mod (Deviously Cursed Loot or Simple Slavery) starts an enslavement event I end up without access to my gear even after killing the owner or looking through nearby chests.

I think I recall someone saying that it ends up in a chest in the Sanguines Dreamworld but no matter how long any of my characters is enslaved, Dreamworld events do not happen.

And yes I checked the MCM option to allow them to happen.

 

Any idea how to fix this? Granted it could be that the other mods are the root of one of those problems but the Dreamworld is another matter.

What triggers them? I had my character stick around with a master for two ingame weeks and I tried the submissive route as much as the resist route, neither worked.

And yes I realize that I have to put my pc to sleep as well x)

 

Dreamworld visits are now tied to a quest.

 

Vanilla Quest,

 

At LEVEL 15 you meet a guy in a bar ( I think he spawns in well the first bar you set foot in at level 15 )

 

I think his name is SAM, he challenges you to a drinking contest if you talk to him.

 

Do his quest chain.

 

After completion you should now have access to the Dreamworld upon defeat.

 

Other than that....Well I'd suggest not getting attached to your characters possessions....After all she's just a slave.

 

:)

 

 

Yes. I did that one way back and already used the Mod before that thanks to the MCM option ;)

The tie to the vanilla quest is optional - you can disable it in the menu (uncheck 'start after a night to remember').

 

You can also go to dreamworld at any time by sleeping in the basement of Haelga's bunkhouse in Riften (50% chance) or in front of Sangune's altar under the Honning Brew Meadery in Whiterun (100% chance).

 

 

I figured that out too except for the Haelga one. But I thought there would be different scenes when that happens while you are enslaved by someone.

When I went entered the Dream realm this way Sanguine didn't have much to say and in general there wasn't much I could do there.

 

 

it won't start until after the first escape

 

 

 

I'm such a dork. ._.

Thank you four patience x)

 

Posted

First off excuse me for being so naive to all this DD mods of skyrim. I just found the statue in whiterun and triggered the shopping quest which I fulfilled and then I exited the dream world but now I'm back in skyrim my character still has the dream world glow. What did I do wrong?

Posted

First off excuse me for being so naive to all this DD mods of skyrim. I just found the statue in whiterun and triggered the shopping quest which I fulfilled and then I exited the dream world but now I'm back in skyrim my character still has the dream world glow. What did I do wrong?

 

the shopping quest is unrelated to sd or dd, that's decur - dd cursed loot

check your status effects for the dreamworld glow, if it still holds the same as before it should be timed

 

Posted

[...]

In short, erasing property values will break just about everything in the mod :)

 

Yep, seems so. So, I've just removed the dependency for the daymoyl.esm from your plugin, deactivated DA, let a script cleaner run and gave it a go. Starting up works fine, the savegame also loaded up, BUT you'll have infinite bleedout whenever you die.

 

Well, was worth a try, what is to do to just deactivate DA's mechanics in-game?

Posted

 

[...]

In short, erasing property values will break just about everything in the mod :)

 

Yep, seems so. So, I've just removed the dependency for the daymoyl.esm from your plugin, deactivated DA, let a script cleaner run and gave it a go. Starting up works fine, the savegame also loaded up, BUT you'll have infinite bleedout whenever you die.

 

Well, was worth a try, what is to do to just deactivate DA's mechanics in-game?

 

 

the first page listed as "player settings" has a list of triggers to untoggle those and move the slider to 0% then at the very top of that page there's also a toggle - "mod active"

 

Posted

 

First off excuse me for being so naive to all this DD mods of skyrim. I just found the statue in whiterun and triggered the shopping quest which I fulfilled and then I exited the dream world but now I'm back in skyrim my character still has the dream world glow. What did I do wrong?

 

the shopping quest is unrelated to sd or dd, that's decur - dd cursed loot

check your status effects for the dreamworld glow, if it still holds the same as before it should be timed

 

 

 

Okay thanks.

Posted

Hello, I need help with problem I have with this mod.

I have all required mods and most of the recommended (Immerslave, Simple slavery, Deviously enslaved and few others...)

 

I have no problems with event "enslaved" like when you get defeated by bandits and they make you slave and you get quest that you can kill your master or pay gold to get free etc...it works fine.

 

However there is problem when after blackout is selected one of the other SD options, like when you get teleported some "slave auction" or what. I ALWAYS get bugged in middle of air/ in the floor and can't move or do anything, nothing happens after long time of waiting...I think its best to show you screenshot how it looks like.

i(dot)imgur(dot)com/ycI7cyg(dot)jpg

(I cant post links, sorry)

 

It's always the same, body is somehow bugged in air/floor. The slow return of vision effect after waking up works...as well as text in corner about "I woke up and try to get on my legs" (or something like that)

 

I did run FNIS after installing the mods....

 

Do you have any idea what causes this bug and how to fix it? Thank you very much for help.

 

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