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Sanguine Debauchery (SD+) (January 2025)


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Posted

One thing i Forgot to report: when the master decided to change my pc appearance, it opens the showracemenu but then i can chose whatever i want. I suppose it should change somthing randomly (aka decided by the master). 

 

When the game gave me this i chose to shave the hair, it added much more slave style. 

Posted

About this: what does it means: "Join master when XX is below XX" Sometimes the numbers are odd example:

 

"Join master when 12 is below -50"

 

It means I am at -50 and I have to reach 12?

 

Your demerit score starts at 0. As you resist/fight back, it goes up, if you are passive and cooperative it goes down. The option to join your master will happen when you reach -50 [so being very cooperative and agreeable to your owner]. It does a minimum length of enslavement [3 days I believe] before the option will actually appear, but that's the short of it.

Posted

One thing i Forgot to report: when the master decided to change my pc appearance, it opens the showracemenu but then i can chose whatever i want. I suppose it should change somthing randomly (aka decided by the master). 

 

When the game gave me this i chose to shave the hair, it added much more slave style. 

 

This was planned, but randomise a new hairstyle via scripting resulted in a little mess, if I understood that correctly (SkyrimII explaned that earlier in this thread). It ended up with one hairstair stacked upon the other, with no way to remove it.

So, hairs needs to be chosen by the player, at least for now.

Posted

Hey there,
Was wondering if anyone has had any success with custom slave rags?  I've combed through the forums for some info, but haven't had any success.
I first tried creating the folders (meshes/_SD_/custom/slave_rags) and added two files (the tavern wench .nif from killer keos armor mod just for testing purposes) outfit_f_CBBE_0.nif and outfit_f_CBBE_1.nif 

Resulted in no change when asking for clothes, still roughspun tunic.
 

I then read that files should not be seperated by CBBE/UNP so tried renaming to outfit_f_0.nif and outfit_f_1.nif , got a ctd when asking for clothes, 3/3 times

Tried opening up the creation kit and searching around there for the files that it says to modify, and truthfully I don't know what I'm looking for or what to change.

Can anybody give a good summary of what to do?  If it makes any difference I'm particularly interested in getting Nakrulz Latex corset, but really any customization at all would be great. Any plans to streamline the process?  Saw a suggestion for different rags based on faction, think that would be awesome, or maybe random (since every master's taste is different/whatever they have laying around?)

Posted

I always wondered, what does "join your master when 0 is -50" actually does ? I mean what does "join your master" means ? I never went far enough in the mod to see it happen :o

 

You're freed and join his/her faction!

(But you can also choose to continue serving your master, if you'd prefer)

Posted

I always wondered, what does "join your master when 0 is -50" actually does ? I mean what does "join your master" means ? I never went far enough in the mod to see it happen :o

 

It adds you to their faction, you get your stuff back (most of it anyway), and you can go free. It's a little buggy at the moment though, and can cause some faction weirdness.

 

EDIT: Ninja'd.

Posted

Join his faction ? You mean permanently ?? 
Wouldn't it cause loads of issues with other bandits around the map and mods like OBIS ? Damn, I didn't have the chance to try before uninstalling this version, I'll have to see for the next one ... 
That's pretty cool though ... I always killed the master after a day since I thought nothing else was going to happen apart from the raping/whipping/CTDs, dumb me !

Posted

Join his faction ? You mean permanently ?? 

Wouldn't it cause loads of issues with other bandits around the map and mods like OBIS ? Damn, I didn't have the chance to try before uninstalling this version, I'll have to see for the next one ... 

That's pretty cool though ... I always killed the master after a day since I thought nothing else was going to happen apart from the raping/whipping/CTDs, dumb me !

 

Joining your Master's faction was already possible in SD. 

 

It is potentially dangerous as you say.

It also make some quests impossible or extremely easy. For example, joining a faction friendly with Hagravens makes is very easy to retrieve Nettlebane :)

 

On my to do list is the idea of adding some way to list the factions you are currently member of and leave the ones you don't want anymore.... unless there is already a faction manager mod for the Player I could recommend instead.

Posted

The worst thing is that i managed to endure 3 or 4 days of slavery with a bandit who spent all day mining and all nights sleeping on the floor under the porch with a guard dog. Only then i realised i was not getting the mesages "Join your master after etc..." I think this is the same bug as the kneeling position. if you don't kneel it means something is wrong with the enslavement process maybe?

 

So far, only the 1st enslavement works for every PC. then if your master dies, the next masters will be bugged.

 

For the moment I uninstalled this mod relying to Prison overhaul for "slave/imprisonment" part and to "submit+DD" for being defeated around the map. in the end, if you don't manage to get the "devices" off, you just stay there at the mercy of your captors as much as a slave do. unfortunately the "scenes" they do to you are sex based only and do not involve ZAZ punishments.

 

Another suggestion i can give to the mod creator is to change or modify the master follows IA. he should be upset and punish you if you go too far from the enslavement spot/lair. this way it is too easy to drag them to another faction or guards. (never been so happy to see a guard in this game!)

Posted

Intensive tests this weekend. 

...

Also the ZAZ resources were used just once or twice (so they work), the 90% of times there is a sex scene and only whipping when i use the anger reply.

...

 

Zaz Resource is a very old Mod and includet in the newer Zaz Animation Pack.

You need Zaz AP only!!!

Posted

 

 

Joining your Master's faction was already possible in SD. 

 

It is potentially dangerous as you say.

It also make some quests impossible or extremely easy. For example, joining a faction friendly with Hagravens makes is very easy to retrieve Nettlebane :)

 

On my to do list is the idea of adding some way to list the factions you are currently member of and leave the ones you don't want anymore.... unless there is already a faction manager mod for the Player I could recommend instead.

 

 

What about removing the join faction thing entirely (at least for the moment) and just befriend your ex master?

Or maybe just having your master to set you free at -50 and have a temporary calm effect with his faction (just to get out from the dungeon/fort)?

 

It dont seem to me that the "join-faction" thing is of such importance for the scope of the mod as the enslavement in itself and the Sanguine Realm

Posted

After play testing and fixing small bugs in both SD+ and Hormones this weekend, it is painfully obvious that most of the issues that were reported are due to not enough testing on my end.

 

Instead of rushing to release yet again something that is still broken in many ways, I will take as long as needed for the next release.

 

Don't worry, at least i don't mind early releases. And from my beta testing experience no matter how well you test usually once the game is out some people immediately find bugs anyways because of all the possibilities to play a game/mod.  And you're doing a good job at fixing.

Posted

 

Joining your Master's faction was already possible in SD. 

 

It is potentially dangerous as you say.

It also make some quests impossible or extremely easy. For example, joining a faction friendly with Hagravens makes is very easy to retrieve Nettlebane :)

 

On my to do list is the idea of adding some way to list the factions you are currently member of and leave the ones you don't want anymore.... unless there is already a faction manager mod for the Player I could recommend instead.

 

 

Looks way too script heavy from my point of vue though ! Maybe that's the only problem this mod had from the start ; it adds too much. I think somewhere, at some point, the heavy part of the mod should let place to some lighter components that would be just as cool. For example, your idea about the falmer queen would replace this quite nicely. And it would be "lighter" in the sense that there would be only one faction to change and less chances to screw things up with conflicts regarding other spawned bandit encounters and stuff since, let's say it frankly, there isn't any note-worthy mod out there that adds or takes something to and from the Falmers.

 

Well just saying though, if you manage to make it work, good for us, if not I don't see why you should break your head over something that may blow up on all of our faces at some point of our game. (Mainly thinking about long term playthrough here, there should be no way that something that alters factions like this would work perfectly on the long run, right ?) 

 

Edit : Looks like Shinji is thinking in the same pattern as me so, see, we're not alone here. I don't think anyone would mind if you deleted some stuff from the original SD to make things more stable. There's a lot in SD and as great as all the ideas in the original mod are, it's been proven that it's stability is fragile. Taking out one thing or two wouldn't be an insult to the original modder, just an enhancement towards more stability. It's just a matter of deciding between making a mod that you'll need to support permanently or a stable one, albeit with a little less content, that's solid enough to be started with new playthroughs anytime without fearing it'll all go down on our heads like a mighty shitstorm. 

Posted

 

After play testing and fixing small bugs in both SD+ and Hormones this weekend, it is painfully obvious that most of the issues that were reported are due to not enough testing on my end.

 

Instead of rushing to release yet again something that is still broken in many ways, I will take as long as needed for the next release.

 

Don't worry, at least i don't mind early releases. And from my beta testing experience no matter how well you test usually once the game is out some people immediately find bugs anyways because of all the possibilities to play a game/mod.  And you're doing a good job at fixing.

 

 

Or make that as flag to make ur Owner a forced companion that follows u everywhere and use u when he wants, lower it makes u free from the syndrome of stockholm U and can try to retake ur freedom when positive, just saying, thnx for the amazing work.

Posted

I'm not sure if making fewer but more stable releases is beneficial or worse.

 

 

 

Fewer updates means fewer bug reports: a new version comes out and everyone runs to try it out, you should get a feedback wave every release.

 

Longer intermission means fewer active users, if the mod appears to be less active users might start looking for alternatives or putting their attention elsewhere while waiting. The flip side is the mod author can spend more time coding and less time parsing log files and monitoring the forum.

 

Longer intermission means new bug reports are old information, bugs are from a version that no longer exists in code, the problem might have already been fixed or might be even harder to find in the unreleased version if dramatic changes were made under false stability confidence.

 

Fewer versions means fewer version bases: users are less likely to be confused on which version they have, more likely to be on the most recent version, less confusion over nightly/beta versions, easier to organize code bugs per version,

 

Fewer versions makes problem identification harder: harder to identify which change caused the bugs in the reports because each version has more changes, larger changes per version and more changes in different subjects, instead of one change per version or one area of change per version

 

ect.

 

 

Personally I would prefer faster updates, if only because then I might test the mod more for new bugs to point out, but it's up to the author how he wants to spend his freetime writing his project. If I he finds it easier, then it is a good change.

 

Factions: I don't know enough about scripting in skyrim, but this mod already seems to make use of  time delayed scripts, wouldn't it be easier to make faction changes from slavery time dependent, add faction for 5 days by setting up a scripted event 5 days in the future that removes faction, or something, to reduce the permanent aspect of the mod? If it were possible to grab all enemies of a certain faction in a certain area, either the same cell or within a certain section of the map, that might fix some of the factions problems such as suddenly being allies with all members of a faction across the map.

 

I need to find some materials on modding in skyrim... and a means to collect better debug information.

 

Posted

 

Is it not work with ZAZ Resources, whipping, bondage? I have 44 demerits and doesn't start the torture scenes, only sex with Sexlab.

ZAZ Resources is death,you need Zaz AP

http://www.loverslab.com/topic/9598-updated-16-09-2012-zaz-resources-whips-restraints-and-bondage/?p=555298

 

yep, i'm taking about the resources to remember the features (crucified animations, bondaged in wood, etc), and whipping, that doesn't happening after SD+. I'm using the latest version of ZAZ AP. Exactly this point, it should work? I don't know what's wrong :/

 

I know that with normal SD, after a few demerits, you start being tortured instead sex. It is not applied in the patch?

Posted

 

 

Is it not work with ZAZ Resources, whipping, bondage? I have 44 demerits and doesn't start the torture scenes, only sex with Sexlab.

ZAZ Resources is death,you need Zaz AP

http://www.loverslab.com/topic/9598-updated-16-09-2012-zaz-resources-whips-restraints-and-bondage/?p=555298

 

yep, i'm taking about the resources to remember the features (crucified animations, bondaged in wood, etc), and whipping, that doesn't happening after SD+. I'm using the latest version of ZAZ AP. Exactly this point, it should work? I don't know what's wrong :/

 

I know that with normal SD, after a few demerits, you start being tortured instead sex. It is not applied in the patch?

 

 

When I tried it, I only got the punishment scenes >10 demerit points, but I still got them. Punishment items like gags and beads were absent, but I think he turned them off because they weren't working right.

 

But what do you mean by "patch"? You aren't installing both the original SD along side SD+ are you? You only need SD+.

 

Posted

For some reason the enslavement never triggers. I go down (bleeding out) but i never get enslaved. I have uninstall ALL mods so just the SD and it's requirements are there but nothing. Then I tried uninstall and deleting all files and re downloading them from steam which works..But as I add more mods, it breaks SD then i have to remove skyrim and re download it. it is really weird, Any Ideas? I don't want to have to download 11 gigs of skyrim again just because i added a mod that broke SD. SD is the hardest thing I have ever tried to mod for Skyrim.

Posted

For some reason the enslavement never triggers. I go down (bleeding out) but i never get enslaved. I have uninstall ALL mods so just the SD and it's requirements are there but nothing. Then I tried uninstall and deleting all files and re downloading them from steam which works..But as I add more mods, it breaks SD then i have to remove skyrim and re download it. it is really weird, Any Ideas? I don't want to have to download 11 gigs of skyrim again just because i added a mod that broke SD. SD is the hardest thing I have ever tried to mod for Skyrim.

 

Just to be sure, you're begining the mod right? When you install the mod, you must also install in-game, esc to open the menu -> mod configuration -> sanguine's debauchery -> install, then you must exit menu to let the mod install itself. If you haven't completed sanguine's staff quest, you must then go back into the menu to the same place to "begin" the enslavement quest, otherwise enslavement doesn't work.

 

Also, SD+, compared to the original SD, no longer allows enslavement unless the conqueror is right next to you, casters that are far away, archers, won't be able to enslave you unless they're close enough.

 

Only works for some/most factions too, make sure you aren't trying to be enslaved by a special faction, try it with normal bandits or vampires or something first to see if it's working in general before attempting to be enslaved by someone specific.

 

Could you also be more specific about "breaks SD"? You could be talking about the mod not working or the mod crashing or bugging out, "broken" is not really specific enough with this mod.

Posted

 

For some reason the enslavement never triggers. I go down (bleeding out) but i never get enslaved. I have uninstall ALL mods so just the SD and it's requirements are there but nothing. Then I tried uninstall and deleting all files and re downloading them from steam which works..But as I add more mods, it breaks SD then i have to remove skyrim and re download it. it is really weird, Any Ideas? I don't want to have to download 11 gigs of skyrim again just because i added a mod that broke SD. SD is the hardest thing I have ever tried to mod for Skyrim.

 

Just to be sure, you're begining the mod right? When you install the mod, you must also install in-game, esc to open the menu -> mod configuration -> sanguine's debauchery -> install, then you must exit menu to let the mod install itself. If you haven't completed sanguine's staff quest, you must then go back into the menu to the same place to "begin" the enslavement quest, otherwise enslavement doesn't work.

 

Also, SD+, compared to the original SD, no longer allows enslavement unless the conqueror is right next to you, casters that are far away, archers, won't be able to enslave you unless they're close enough.

 

Only works for some/most factions too, make sure you aren't trying to be enslaved by a special faction, try it with normal bandits or vampires or something first to see if it's working in general before attempting to be enslaved by someone specific.

 

Could you also be more specific about "breaks SD"? You could be talking about the mod not working or the mod crashing or bugging out, "broken" is not really specific enough with this mod.

 

Well here is a good example step by step of what is going on. I log in start a new game ( I use alternate life so i can skip the entire carriage scene) create random character for testing, log in as an "outlaw in the wilds( or whatever from alternate life) so i can be placed by a buch of bandits. I click MCM install......wait until it is done...then click begin waiting until (sanguine is watching). Then attack someone..I stand there until they kill me....but then I go down "to bleed out" but they never enslave me. 

 

 

By breaking meaning, the enslavement works correctly...then once I start installing other mods (which i make sure are NONE of the ones that could cause conflicts per the creaters page) then all of the sudden the enslavement stops triggering. Even though i am attacking the same NPC as i did before when the enslavement worked

 

If i remove all SKyrim files,,,(delete game folder) and have steam redownload it. It seems to work, BUT as I begin to add more mods, it stopps working. Then i remove one mod at a time to figure out which one is causing the issues. BUT i will get every mod removed down to the requirements for SD and it still doesn't work. I have to delete skyrim folder and redownload entire 11 gigs of game for it to work again. ( I always setup SD and its requirements first, before i install any other mods to make sure it works before I invest a bunch of time modding the rest.

post-264243-0-96395200-1390256982_thumb.png

Posted

@dleduc86 - I don't have much time to look at your posts in detail (I will later tonight).

 

At first glance, your load order is wrong as far as SD is concerned.

 

- you need to have the main SD esp file loaded first, then the add-ons

- you do not seem to have Frostfall installed, so you should not enabled the frostfall add-on

Posted

Suggestion: There are times during this mod when the screen goes black then fades back, such as entering the dream world and some of the punishment scenes, if the screen fades to black the debug text is often gone before the screen fades back in. Could you delay the text a few seconds so we can see it?

Posted

For some reason the enslavement never triggers. I go down (bleeding out) but i never get enslaved. I have uninstall ALL mods so just the SD and it's requirements are there but nothing. Then I tried uninstall and deleting all files and re downloading them from steam which works..But as I add more mods, it breaks SD then i have to remove skyrim and re download it. it is really weird, Any Ideas? I don't want to have to download 11 gigs of skyrim again just because i added a mod that broke SD. SD is the hardest thing I have ever tried to mod for Skyrim.

 

If enslavement never triggers, make sure your wannabe master is located close to you when you go down on the ground. 

 

I had to add a distance limit for enslavement to trigger to avoid issues with spellcasters enslaving you again and again with a spell, or arrows enslaving you in one shot with no master in sight afterwards.

 

You do not have to download skyrim again and again.

 

- Download it once

- Go to C:\Program Files\steam\steamapps\common\skyrim and copy the whole folder elsewhere on your PC (another drive, an external drive, or make a copy of it in the steam folder next to the original Skyrim folder)

 

If you mess up your install and want to start clean again, just copy that backup of the original folder as your new skyrim folder.

Posted

I'm not sure if making fewer but more stable releases is beneficial or worse.

 

 

 

Fewer updates means fewer bug reports: a new version comes out and everyone runs to try it out, you should get a feedback wave every release.

 

Longer intermission means fewer active users, if the mod appears to be less active users might start looking for alternatives or putting their attention elsewhere while waiting. The flip side is the mod author can spend more time coding and less time parsing log files and monitoring the forum.

 

Longer intermission means new bug reports are old information, bugs are from a version that no longer exists in code, the problem might have already been fixed or might be even harder to find in the unreleased version if dramatic changes were made under false stability confidence.

 

Fewer versions means fewer version bases: users are less likely to be confused on which version they have, more likely to be on the most recent version, less confusion over nightly/beta versions, easier to organize code bugs per version,

 

Fewer versions makes problem identification harder: harder to identify which change caused the bugs in the reports because each version has more changes, larger changes per version and more changes in different subjects, instead of one change per version or one area of change per version

 

ect.

 

 

Personally I would prefer faster updates, if only because then I might test the mod more for new bugs to point out, but it's up to the author how he wants to spend his freetime writing his project. If I he finds it easier, then it is a good change.

 

Factions: I don't know enough about scripting in skyrim, but this mod already seems to make use of  time delayed scripts, wouldn't it be easier to make faction changes from slavery time dependent, add faction for 5 days by setting up a scripted event 5 days in the future that removes faction, or something, to reduce the permanent aspect of the mod? If it were possible to grab all enemies of a certain faction in a certain area, either the same cell or within a certain section of the map, that might fix some of the factions problems such as suddenly being allies with all members of a faction across the map.

 

I need to find some materials on modding in skyrim... and a means to collect better debug information.

 

That's a good point.

 

I will try to strike a better balance between sufficient testing and frequent releases.

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