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Sanguine Debauchery (SD+) (January 2025)


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Posted

Question:

 

Do you find SD+ too easy?

 

Should I look into hardcore features like preventing inventory/door opening/object pick up (except food) while your hands are bound?

 

Lol too easy he asks.  I have yet to successful complete an enslavement, and my only escapes have been from bugs/the MCM/or a badass AI killing my master. :sleepy:

 

I think my problem is I don't really know when to do what/how often.  The pacing/progression isn't very clear.

 

I think it already has gotten harder then then when I first started using SD+, either that or I was just abusing bugs/loopholes to escape, so either way, progress!

Posted

Question:

 

Do you find SD+ too easy?

 

Should I look into hardcore features like preventing inventory/door opening/object pick up (except food) while your hands are bound?

 

Yes yes yes more immersive, it funny when u can unlock DD when looting a chest then at inventory menu shift+e to unlock DD. 

Posted

Question:

 

Do you find SD+ too easy?

 

Should I look into hardcore features like preventing inventory/door opening/object pick up (except food) while your hands are bound?

 

For me it would be most interesting if such features were a part of a punishment system.

 

One possible way would be with the use of Devious Devices. For that the default state after enslavement would have to be one with your hands bound by cuffs, but not connected (imaginatively speaking with a short chain between wrists) this would allow for such actions as inventory/door opening but not combat so basically what we have right now.

Than for misbehaving slaves master could further restrict their movement either by connecting cuffs, or by adding a armbinder/yoke, which would result in blocking any object interaction. This could be further diversified to enhance immersion as a slave with connected wrist cuffs, or a yoke could still activate objects, though with a smaller chance of success, but one with a armbinder on could not do such a thing as opening a door.

 

I was hoping for such a system since I heard that the way that DD items are being managed in SD+ received an overhaul.

 

Actually I am still hoping that the range of actions available to the player in different states of distress would be reworked to resemble reality slightly better for example by blocking more actions of a character bound by a yoke, a posture collar, and a corset as such a combination would render someone pretty much helpless.

 

Another option would be doing something like that via rules set by the master. This coupled with a system that detected if the slave was violating masters orders while in his or other members of his faction line of sight, would make for a interesting addition to the mod adding more immersion as well as additional ways to act in your enslavement.

 

That being said that's my kink. Device bondage and supervised slavery.

 

Posted

 

Question:

 

Should I look into hardcore features like preventing inventory/door opening/object pick up (except food) while your hands are bound?

 

 

Yes.

Posted

 

 

 

 

i'll try again, how can i take out papyruslog? i'm kind a noob at this kind of things.

 

 

 

To enable logs, check this answer in the SD+ FAQ page:

 

https://github.com/SkyrimLL/SDPlus/wiki/FAQ#q-you-said-something-about-papyrus-logs-how-do-i-do-that

Hi,

 

TES5Edit found ITM in SD + 344 version

[00:02] Background Loader: [sanguinesDebauchery.esp] Building reference info.
[00:03] Background Loader: finished
[Filtering done]  Processed Records: 896745 Elapsed Time: 00:04
Removing: [REFR:000D8F97] (places FXSmokeWispsLgVol01 [MSTT:00077777] in GRUP Cell Temporary Children of BlackreachCity [CELL:000237DE] (in Blackreach "Blackreach" [WRLD:0001EE62] at 0,1))
Removing: GRUP Cell Temporary Children of BlackreachCity [CELL:000237DE] (in Blackreach "Blackreach" [WRLD:0001EE62] at 0,1)
Removing: BlackreachCity [CELL:000237DE] (in Blackreach "Blackreach" [WRLD:0001EE62] at 0,1)
Removing: GRUP Exterior Cell Sub-Block 0, 0
Removing: GRUP Exterior Cell Block 0, 0
Removing: Blackreach "Blackreach" [WRLD:0001EE62]
Removing: POITundra25 [CELL:000092FD] (in Tamriel [WRLD:0000003C] at -15,21)
Removing: GRUP Exterior Cell Sub-Block 2, -2
Removing: RobbersGorgeExterior03 [CELL:0000944C] (in Tamriel [WRLD:0000003C] at -20,11)
Removing: GRUP Exterior Cell Sub-Block 1, -3
Removing: GRUP Exterior Cell Block 0, -1
Removing: [REFR:000FBFE1] (places COCMarkerHeading [STAT:00000032] in GRUP Cell Temporary Children of MistwatchExterior02 [CELL:0000BAEB] (in Tamriel [WRLD:0000003C] at 32,-9))
Removing: GRUP Cell Temporary Children of MistwatchExterior02 [CELL:0000BAEB] (in Tamriel [WRLD:0000003C] at 32,-9)
Removing: MistwatchExterior02 [CELL:0000BAEB] (in Tamriel [WRLD:0000003C] at 32,-9)
Removing: GRUP Exterior Cell Sub-Block -2, 4
Removing: GRUP Exterior Cell Block -1, 1
Removing: [REFR:0008D0BC] (places TreePineForest05 [TREE:00051126] in GRUP Cell Temporary Children of KynesgroveBurialMound07 [CELL:0000B57D] (in Tamriel [WRLD:0000003C] at 36,2))
Removing: [REFR:0003AC5A] (places RockCliff08 [STAT:00017F19] in GRUP Cell Temporary Children of [CELL:00009636] (in Tamriel [WRLD:0000003C] at 8,-4))
Removing: [NAVM:000483E2] (in GRUP Cell Temporary Children of WhiteRiverWatchExterior01 [CELL:00009635] (in Tamriel [WRLD:0000003C] at 9,-4))
Removing: [NAVM:0004813E] (in GRUP Cell Temporary Children of WhiteRiverWatchExterior01 [CELL:00009635] (in Tamriel [WRLD:0000003C] at 9,-4))
Removing: [NAVM:001035B5] (in GRUP Cell Temporary Children of WhiteRiverWatchExterior01 [CELL:00009635] (in Tamriel [WRLD:0000003C] at 9,-4))
Removing: GRUP Cell Temporary Children of WhiteRiverWatchExterior01 [CELL:00009635] (in Tamriel [WRLD:0000003C] at 9,-4)
Removing: WhiteRiverWatchExterior01 [CELL:00009635] (in Tamriel [WRLD:0000003C] at 9,-4)
Removing: [NAVM:000F46EA] (in GRUP Cell Temporary Children of ChillfurrowFarmEdge [CELL:00009637] (in Tamriel [WRLD:0000003C] at 7,-4))
Removing: WinterholdCollegeArcanaeum "The Arcanaeum" [CELL:00013810]
Removing: [REFR:0006638B] (places FXMistLow01 [MSTT:00077772] in GRUP Cell Temporary Children of HonningbrewMeadery02 "Honningbrew Basement" [CELL:0003D35A])
Removing: [REFR:000C5AA1] (places WRShackDoor01 "Door" [DOOR:00024E26] in GRUP Cell Persistent Children of HonningbrewMeadery02 "Honningbrew Basement" [CELL:0003D35A])
Removing: [REFR:0003D413] (places WRShackDoor01 "Door" [DOOR:00024E26] in GRUP Cell Persistent Children of HonningbrewMeadery02 "Honningbrew Basement" [CELL:0003D35A])
Removing: [REFR:000431CA] (places ImpTowerOutFloor01 [STAT:0002BEC4] in GRUP Cell Temporary Children of FaldarsTooth01 "Faldar's Tooth" [CELL:00015286])
Removing: [REFR:000FD787] (places CraftingAlchemyWorkbenchTabletop "Alchemy Lab" [FURN:000D54FF] in GRUP Cell Persistent Children of Mistwatch01 "Mistwatch North Tower" [CELL:0003F516])
Removing: [REFR:00092D47] (places DecalBloodSprayGround [TXST:0001F828] in GRUP Cell Persistent Children of Mistwatch01 "Mistwatch North Tower" [CELL:0003F516])
Removing: [ACHR:0009073E] (places dunMistwatchChrister "Christer" [NPC_:00090738] in GRUP Cell Persistent Children of Mistwatch01 "Mistwatch North Tower" [CELL:0003F516])
Removing: [REFR:000756A0] (places FXMistLow01Long_Inverted [MSTT:000AAEDA] in GRUP Cell Temporary Children of RiftenHaelgasBunkhouse "Haelga's Bunkhouse" [CELL:00016BD4])
Removing: [REFR:0009F43D] (places RifRmSmPartitionDoorBase01 [STAT:0009CDD1] in GRUP Cell Temporary Children of RiftenHaelgasBunkhouse "Haelga's Bunkhouse" [CELL:00016BD4])
[Removing "Identical to Master" records done]  Processed Records: 2964, Removed Records: 34, Elapsed Time: 00:00
[Undeleting and Disabling References done]  Processed Records: 2930, Undeleted Records: 0, Elapsed Time: 00:00
[00:00] Checking for Errors in [08] sanguinesDebauchery.esp
[00:02] All Done!

I have not see in description there are here for something so I let TES5Edit remove them.

 

Thanks... I went ahead and deleted them as well for the next version.

 

 

Hi  guys,just recently downloaded and installed,everything is ok except for the dance feature

1.no dialogue options?can't initiate through the dialogue option

2.can use spell on NPC but no money after the "actions"

3.mod is activated and sanguine is watching message displayed.

Dancing for money was the reason I downloaded and just got stuck...

Did I miss something?

 

 

Assuming you get this message before these posts disappear for the new site...

Did you remember to download Sexlab Dialogues too?

 

Yes,I have SDial installed,no dance dialogues or money thou...Just dance and orgy :/

 

 

I added payment to the Dance spell in the next version. It had gone missing in previous updates.

Thanks for the feedback.

 

No problem if ti help I'm glad to contribute. Thanks for your work :)

Posted

I am happy to announce version 3.5 is out with these changes:

 

- Added: Add racial slavetats overrides 
- Added: Change slavery gear to race based list 
- Added: Add support for enslavement by select races 
- Added: Add falmer/dwemer cuffs 
- Added: Falmer should not use generic devices 
- Added: Add organic collar mesh for spider/chaurus enslavement 
- Added: Add custom falmer collar (based on falmer bikini mod) 
 
- Added: Give a different effect to each sanguine device 
- Added: Make spectral collar and armbinders permanent 
- Added: Set up basic quest for Alicia player start (1 quest stage) 
 
- Added: Improve faction and slavery gear for enslaved followers 
- Added: Add default faction based on Race if master has no useful faction 
- Added: Improve faction detection for generic / custom race NPCs 
- Added: Display list of joined slavery factions in MCM menu 
 
- Added: Improve dialogues to ask for removal of collars from smiths/court wizards 
- Added: Add selection of potential master using the crosshair 
- Added: Add being sold to Red Wave from SexLab Stories as an end game option for slavery  
- Added: Add bounty when escaping 
 
- Added: Destroy slavery devices when removed by NPC or script 
- Added: Use mod events to equip devious devices on followers  
- Added: Use new mod events to force punishments 
- Added: Failed enslavement should result in sex anim 
- Added: Move bound/kneeling effect out of spell and into slave script 
- Added: Refactor kneeling/bound effect 
- Added: Fix issue with constant kneeling with DDi 3.0  
 
- Added: Removed bad edits from mod enhancement 
- Added: Streamline enslavement scripts for performance 
- Added: Improve responsiveness of enslavement sequence 
 
- Fixed: Disabled experimental parasites (soon to be replaced by a parasite mod)
- Fixed: Dance spell doesn't work properly 
- Fixed: Make sure collars get removed after paying blacksmith 
- Fixed: Falmer collar not removed by smith 
- Fixed: Incomplete detection of factions from master
- Fixed: Surrender key is not responsive
- Fixed: Initialize punishment counter on enslavement for mods like Immerslave 
 
Make sure to also update SexLab Dialogues to version 2.4 (I will upload it in a few minutes).
 
Note: A new game is not needed for this update but it is probably recommended anyway if you can.
Note 2: If you are still wearing a parasite after this update, ask an apothecary to remove them. I disabled all conditions for that dialogue and they should comply without arguing.
Posted

 

 

- Added: Add organic collar mesh for spider/chaurus enslavement 
 

 

 

Crap. I forgot about chaurus enslavement.

 

 

You can use it in your Chaurus Egg Breeder scenario.

Instead of enslaving the player to a falmer, use a chaurus.

Posted

 

 

 

- Added: Add organic collar mesh for spider/chaurus enslavement 
 

 

 

Crap. I forgot about chaurus enslavement.

 

 

You can use it in your Chaurus Egg Breeder scenario.

Instead of enslaving the player to a falmer, use a chaurus.

 

 

That's a better idea. I'll do that for v12. :)

Posted

Work with Death Alternative - Your Money or Your Life 7.0.1?

 

If that's the latest version of Death Alternative, the answer is - I don't know. 

I haven't tried it yet and I will probably not for a while.

 

I prefer to focus my efforts on fleshing out Stories and my idea for a parasites mod rather than sorting out compatibility issues with a new version of DA just yet.

Posted

 

Work with Death Alternative - Your Money or Your Life 7.0.1?

 

If that's the latest version of Death Alternative, the answer is - I don't know. 

I haven't tried it yet and I will probably not for a while.

 

I prefer to focus my efforts on fleshing out Stories and my idea for a parasites mod rather than sorting out compatibility issues with a new version of DA just yet.

 

You recomend follow with previous version?

Posted

 

 

Work with Death Alternative - Your Money or Your Life 7.0.1?

 

If that's the latest version of Death Alternative, the answer is - I don't know. 

I haven't tried it yet and I will probably not for a while.

 

I prefer to focus my efforts on fleshing out Stories and my idea for a parasites mod rather than sorting out compatibility issues with a new version of DA just yet.

 

You recomend follow with previous version?

 

 

I would be interested to hear from people who tried the new version with SD+ but until then, I recommend sticking with the previous version of Death Alternative with SD.

Posted

So I can't tell is dialogues updated yet?

Posted

Since the update when I get taken by the bear it activates the defeat and then character blacks out and one of the bears has sex with my character while the other attacks me then the other one kills me. I have only updated your mod. Not sure if it is an enslavement thing or not that isnt working.

Posted

Since the update when I get taken by the bear it activates the defeat and then character blacks out and one of the bears has sex with my character while the other attacks me then the other one kills me. I have only updated your mod. Not sure if it is an enslavement thing or not that isnt working.

 

Bears and saber cats are not included in the list of races that can enslave.

It's a matter of preference really... bears and saber cats are not really pack animals. I find it odd they would enslave anyone. 

 

Races that can enslave you are:

 

- dog

- wolf

- troll

- spider

- chaurus

- falmer

- draugr

- hagraven

- giant

 

The system is extensible, so someone else can add support from other races (DLCs , other mods, etc). 

I may add saber cats and bears later myself if it is something people really want.

Posted

creature enslavement not working, after blackout they just attack me again or death already update quest at DA. only update the mod, need start new game?

Posted

Kinda the same deal even though the bear cant enslave it rapes me while the other one attacks me then when he is done he kills me. I still have the old da.

Posted

 

 

 

Work with Death Alternative - Your Money or Your Life 7.0.1?

 

If that's the latest version of Death Alternative, the answer is - I don't know. 

I haven't tried it yet and I will probably not for a while.

 

I prefer to focus my efforts on fleshing out Stories and my idea for a parasites mod rather than sorting out compatibility issues with a new version of DA just yet.

 

You recomend follow with previous version?

 

 

I would be interested to hear from people who tried the new version with SD+ but until then, I recommend sticking with the previous version of Death Alternative with SD.

 

new version of death alternative does not show the options for sd

Posted

creature enslavement not working, after blackout they just attack me again or death already update quest at DA. only update the mod, need start new game?

 

Which creature?

 

Can you share a log file after a failed enslavement?

 

I should have added that I try to find variants of creatures by name if their race is added by another mod.

 

For example, a goblin from Monster mod based on a Falmer race will work.

If a type of goblin is based on the skeleton of the falmer race but has a special race named 'GoblinRace', that race will not work. 

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